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		<title>The D&amp;D Fourth Edition Time Machine</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/SX5sgcw2Pvg/the-dd-fourth-edition-time-machine</link>
		<comments>http://www.dungeonmastering.com/tools-resources/the-dd-fourth-edition-time-machine#comments</comments>
		<pubDate>Wed, 18 Nov 2009 22:00:23 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Thoughts & Tools]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[Dragon]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[traps]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2699</guid>
		<description><![CDATA[I teach you how to run a 4e game with the old school flavor of 2e.]]></description>
			<content:encoded><![CDATA[<p>I am an unabashed fan of fourth edition D&amp;D, which I&#8217;m sure is no surprise to our readers.  But you may not know that I started off with second edition. Like most long time gamers, I still feel bangs for my first beloved system. If you&#8217;re like me than you occasionally long for the old school game. High fatality sessions, insanely trapped corridors and putting on magic items when you don&#8217;t know what they do. While we fantasize about the old editions, going back to actually play them can be frustrating and disappointing. Fortunately, 4e with some minor adjustments can replicate those good old days without losing its ease of play. I&#8217;ll teach you how to take your 4e game back to the old school.</p>
<p><strong>Attitude Adjustment</strong></p>
<p>Before we get into the mechanical bits, the most important thing to capture to achieve the old school feel is the right attitude. For starters, there&#8217;s the issue of balance. In 4e creating encounters within your party&#8217;s acceptable range is quite easy. You are expected to only have fights they can handle but will still provide at least some challenge. A level 15 party won&#8217;t be fighting a god, but also not a goblin scouting group. In 2e, balancing encounters was trickery and I always felt less necessary. Part of the challenge of combat then was to know when to retreat or attempt a different tactic.</p>
<p>On top of that, the PCs had to compete with the potential of traps, cursed items and a whole array of the great unknown. To me the great essence of 2e has to do with not knowing. The PC bumble around and no matter how skilled they are they don&#8217;t have the tools to divine everything. They may not know if the monster they face is beatable, they may not have a rogue to detect the trap, or they may not have the identify spells to see if a ring is cursed. The point is that to hit the old school attitude, you need to stop catering to your players abilities. Just because no one invested in thievery doesn&#8217;t mean the enemy didn&#8217;t lay traps. Just because they are level 4 doesn&#8217;t mean the dragon&#8217;s lair they are in houses a young dragon instead of an adult. They are a small part of an indifferent world.</p>
<p><strong>Danger!</strong></p>
<p>One of the things that sticks out to me about old school D&amp;D was the high fatality rate. It is one of the risks you take when you&#8217;re a level 1 wizard with 4 hp. Remarkably, you can achieve this effect in 4e with very little tinkering. If you want to run a more dangerous combat you don&#8217;t necessarily have to use higher level monsters. Adjusting the party composition can manage even better. Being down a party role can lead to the same uncontrolled combat as old D&amp;D. I find that going defenderless is the best route. There was certainly fighters in old D&amp;D, but they lacked any real power to keep enemies on them. Enemies could just as easily prey on the weaker casters and spread healing thin. Fill your defender gap with an extra striker to capture that fast but dangerous combat of old school D&amp;D.</p>
<p>Traps may require more mechanical tinkering. The DM can ramp up the damage, use the elite versions or simply include more of them to wear down the party over time. Don&#8217;t overlook the more complex traps in the DMG2 that can turn whole rooms into trapped skill challenges for the party.</p>
<p><strong>Throwback!</strong></p>
<p>Don&#8217;t forgot to include some of the classics of the edition. Ear seekers, mimics, wights, piercers, flumphs and so on. Some of them still exist, others you may need to reskin or stat up yourself. The mere appearance of some of these monsters should send your more experienced players into storytelling mode. Don&#8217;t forget to think outside the box when reintroducing these monsters. I can easily imagine an encounter with a mimic being a skill challenge rather than an actual battle.</p>
<p>Also, despite some problems they cause, I love not knowing what a magic item does and the potential for cursed items. It would be a fairly easy switch to make identifying a magic item the job of a ritual. You can also reintroduced cursed item either as a static penalty or effect or perhaps using a modified version of the disease rules.</p>
<p><em>Do you pine for the days of THAC0 and lurkers? What do you do about it? Let us know in the comments.</em>
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<title>How to Mind Read Your Players!</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/A4Sx9QtspHI/how-to-mind-read-your-players</link>
		<comments>http://www.dungeonmastering.com/tools-resources/how-to-mind-read-your-players#comments</comments>
		<pubDate>Mon, 16 Nov 2009 05:05:06 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Thoughts & Tools]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[dungeon master]]></category>
		<category><![CDATA[plot hook]]></category>
		<category><![CDATA[roleplaying]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2595</guid>
		<description><![CDATA[Your players are dropping clues of what they want all the time. I tell you where to look!]]></description>
			<content:encoded><![CDATA[<p>As dungeon masters a great deal of time and effort goes towards making sure that our players are engaged and having fun at the table. You try to craft stories and encounters that they will like, but how can you be sure what they want? Well, I have some good news for you. Odds are good they have already told you! Even if they don&#8217;t know it, your players are giving you clues all the time. You just need to know how to spot them.</p>
<p><strong>The Character Sheet</strong></p>
<p>Pick up a player&#8217;s character sheet. Ideally, these sheets are designed to tell you everything you need to know about the character. But they can also reveal a great deal about the player and his interests. Some of it is pretty obvious. If a player put a lot in social skills, he&#8217;s a roleplaying sort. A player with a ton of endurance wants to have that tested by desert condition, forced marches and resisting torture. A character loaded down with big boom spells wants chances to blow stuff up!</p>
<p>Magnify down a bit deeper, look at the powers, feats, spells and equipment your characters have. If you have a character with an awesome jump ability, ring of feather falling and a flight powers, he was probably made by a player daydreaming of a fight on top of narrow spires that jut a hundred feet out of the ground! The rogue with maximized mobility wants to fight in big spaces with obstacles and traps. The wizard with sweeping area of effect spells wants to battle an army of mooks. The character with a ton of illusion rituals wants advanced warning to plot and fool his enemies.</p>
<p>Players want to be rewarded for the abilities they take but they also choose those  in particular because they seemed like fun. You don&#8217;t need to indulge them every encounter or plotline, but I&#8217;ll bet if you take a look at the sheets you will find some facet or talent that has <em>never</em> been given the spotlight.</p>
<p><strong>Background</strong></p>
<p>I doubt I need to tell you that character backgrounds are ripe with plot hooks from the character&#8217;s past life. But you may not realize that they have another valuable planning use! Character backgrounds offer a glimpse into what the player thinks makes for a good story. Say that a player of a rogue wrote that he was committing a daring heist against a corrupt noble and got caught. He was thrown in  jail, which is where he met the rest of the party who were wrongfully imprisoned. Not only has your player given you the specific corrupt noble to work with, he has also told you that he envisions his character committing heists and punishing corruption in the ruling class. Players will often talk about some of the coolest situations their characters could be in with their background stories. Disguise them a bit and introduce them into your game. It is almost as good as reading their minds.</p>
<p><strong>The Stories</strong></p>
<p>If you let them, your average roleplayer will regale you with stories of triumphs past until the end of the universe. Most of these stories are about awesome things the player or his fellow party members did, but pay attention to the backdrop. How did the dungeon master set up the situation to enable these great stories? The players probably don&#8217;t even notice how the DM enabled them, but you can capture the spirit of their favorite moments.</p>
<p><em>How do you read your players? Tell us in the comments!</em>
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<title>You Want to Do What? The Art of Improvisation in GMing (Part 1)</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/CHGbpmf4CU8/improv-part1</link>
		<comments>http://www.dungeonmastering.com/blogroll/improv-part1#comments</comments>
		<pubDate>Sun, 15 Nov 2009 11:40:08 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[Blogroll]]></category>
		<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2706</guid>
		<description><![CDATA[With enough time and preparation, just about anyone can run a D&#38;D game.  But how do you create new stuff "on the spot", under pressure, and when your players demand it?]]></description>
			<content:encoded><![CDATA[<p>As anyone who has ever sat on the business end of a GM screen can tell you, running an adventure for a roleplaying game (even adapting a pre-made adventure to your own group) takes a lot of work. I firmly believe that with enough time and preparation, just about anyone can run a D&amp;D game. But how do you create new stuff &#8220;on the spot&#8221;, under pressure, and when your players demand it? Sure, you can have a list of names, and a list of attributes for random NPCs, but what do you do when the players decide to negotiate instead of fight? When they surrender and try to trick the guards into capturing them? When they take your carefully planned series of adventures and throw it right out the window? You have to make stuff up. But when you ask someone “how” they make stuff up, you’ll usually get a response like, “<em>I dunno… I guess I just do it</em>.” This does not help.<br />
<strong><br />
im•pro•vi•se</strong> (verb) \(ˌ)im-ˌprä-və-ˈzā-shən, ˌim-prə-və- also ˌim-prə-(ˌ)vī-\<br />
1. to compose, recite, play, or sing extemporaneously<br />
2. to make, invent, or arrange offhand<br />
3. to make or fabricate out of what is conveniently on hand<br />
From Latin <em>improvisus</em>, literally, unforeseen, from <em>in</em>- + <em>provisus</em>, past participle of<em>providēre </em>to see ahead</p>
<p>Hmm, not a whole lot in the dictionary, either… Guess we’ll have to dig a little deeper.</p>
<p>I was introduced to roleplaying games (Dungeons &amp; Dragons if you must know) at the tender age of just 10 years old. When I first started gaming, I was fascinated by my best friend Jeff’s ability to weave stories and run this magical game – of course it was just for me, so they were all solo adventures – but knowing what I know now, that must have been harder, not easier. As I got older, I became obsessed with acting and performing, and studied it in college, eventually moving out to Los Angeles to pursue it as a full-time career. I knew that to get better at my craft (acting), I needed to learn comedic timing… It was one of my weak points – and I despise weak points. I could memorize lines and recite them, but making up a scene off the top of your head? How was that even possible? So I started taking comedy classes. Through my studies, I became interested in improv comedy, and how to be “funny on demand”. Improv comedy scared the hell out of me, and, admittedly, it was a little ugly at first. But the more I did it, the less fear held me back and the more excitement propelled me forward until I found myself auditioning for an improv troupe – and got in!</p>
<p>While pursuing acting and comedy, I never let my love of gaming completely fade away. As I learned the “rules” for improv (more on that later), I was amazed to find how much they directly corresponded to roleplaying games. I’ve performed on stage for live audiences for over 4 years with several different groups, and with a little technical know-how, I am confident I could run any game with exactly zero preparation and still make it fun – and have had to do so on more than one occasion.</p>
<p>There are 10 Rules of Improv.  I think… or is it 20? Some lists have 8. Others insist on 11. Actually, every school has their own list, and there are a lot of schools of improv. Suffice it to say that there are lots of “rules” for improv, but mostly they’re supposed to help guide an actor towards making a positive contribution and telling a story. That’s all. The rules are there to help you tell a better story, but mostly you need to learn them so you can forget about them (not &#8220;break&#8221; them, necessarily) and have a good time. This is about having as much fun as possible, after all. I’m not going to cover every rule, as some of them simply don’t apply to roleplaying games, but I will cover the big ones. By the end of this article, I’ll give you three things you can do immediately in your games to start having more fun and spend less time preparing.</p>
<p><strong>YES, AND…<br />
<span style="font-weight: normal">This might be the most frequently mentioned and most well-known “rule” of improvisation in the world. You might already have heard of it. The <em>Dungeon Master’s Guide</em> mentions this rule by name. The most important part of this rule, however, is the ellipsis. (That’s the three little dots after the word “and”.) In improv, this means that someone, usually your scene partner, will start a scene with a statement of fact, like “<em>They closed the mall today</em>.” Now, the most important thing an improviser can do at this point is to say “<em>Yes, and now I’m out of a job</em>.” (What you actually say isn’t that important, but that you agree is <em>vital</em>.) This pattern of yes, and… exists to help the improvisers build a story by adding information. So add something. Anything. A detail, another statement. Whatever.</span></strong></p>
<p><strong><span style="font-weight: normal">Applying this to gaming (to use the example from the DM’s Guide), when players ask if there is a wizards’ guild in town, your job is to say “Yes.” There are a lot of reasons to do this, not the least of which is that it makes your world seem bigger, it puts you back in control, and it makes the players feel as if you have prepared for every eventuality. Now if, for whatever reason, you don’t want your players meddling with the wizards just yet, there are ways to go about diverting them while still agreeing. This rule is not to be confused with letting the players do whatever they like. Down that road lies chaos and madness. If you don’t want them mucking about with the wizards guild, just say something like “</span><em><span style="font-weight: normal">Yes, and they all seem to be diseased old lepers, drooling and muttering to themselves</span></em><span style="font-weight: normal">.”</span></strong></p>
<p><strong> </strong></p>
<p><strong>AGREE, ALREADY! DON&#8217;T DENY</strong><br />
<span style="font-weight: normal">This is an extension of “yes, and…”, but it bears repeating as it is one of the most important rules of improv. In an improv scene, the players are making up the world together, in the moment, right in front of the audience. They don’t have time to wonder “is that right?” or “what does that mean?” They accept it as fact, and then move on to build their story around it. Which is why, with talented improvisers, what is actually spontaneously created in that scene appears to be seamless and pre-planned.</span></p>
<p><span style="font-weight: normal">When players make suggestions (and if your players are anything like mine, they&#8217;ll do so constantly), resist the impulse to deny them outright. What if one of their suggestions is better than what you had planned? Don’t worry about who came up with the idea, just use it. They won’t remember who suggested what, they’ll just remember that they had a great roleplaying session. Then take credit for it. After all, it’s not your job to come up with the entire story. Your players are there not just to fight the monsters you throw at them, but to help evolve the story into something you can all be proud of. The real art of improv in gaming is using your players to fully develop your story.</span></p>
<p><span style="font-weight: normal"><strong>DON&#8217;T ASK (LIMITED) QUESTIONS<br />
<span style="font-weight: normal"><span style="font-weight: normal">Questions in an improv scene are taboo. (Well, depending on the school of comedy and where the improviser learned their craft.) As a general rule, questions are frowned upon in scenes because, believe it or not, they don’t actually help the actors tell a better story. In improv, the scene partners don’t </span><em><span style="font-weight: normal">need</span></em><span style="font-weight: normal"> to ask. They know already if it’s hot outside or what the other person does for a living. They make assumptions, and in this case, the assumptions are always true, because, as we learned before, it’s the improviser’s job to agree.</span></span></strong></span></p>
<p><span style="font-weight: normal">In gaming, there’s a lot more give and take with the players, because they are both the performers and the audience. The important thing is to avoid &#8220;yes/no&#8221; questions. The reason behind this is simple &#8212; you don&#8217;t want to limit your players, you want to enable them. When you ask limited questions like &#8220;</span><em><span style="font-weight: normal">Do you follow the orc?</span></em><span style="font-weight: normal">&#8221; or &#8220;</span><em><span style="font-weight: normal">Do you want to negotiate?</span></em><span style="font-weight: normal">&#8220;, it&#8217;s subtle, but it limits the players&#8217; options. Instead, ask questions like this: &#8220;</span><em><span style="font-weight: normal">The orc sneaks off through the alley. What do you want to do?</span></em><span style="font-weight: normal">&#8221; This kind of question allows them to decide their own course of action, even when you’re pretty sure what that course of action is going to be. Open-ended questions give the players some control (or is it the </span><em><span style="font-weight: normal">illusion of control</span></em><span style="font-weight: normal">?) when determining their character’s actions. Players that feel that they’re making positive contributions to the story are players that can’t wait for the next game session.</span></p>
<p><span style="font-weight: normal">Some of my best gaming sessions have occurred when I had nothing planned and had no idea what to do. If a player makes a suggestion, 99% of the time there is something in there that can be useful to the story. I always want to use it, or to use part of it, but I always agree because it involves the player in a way that can’t be measured. The players are now part of the storytelling process, easing your workload and allowing you to enjoy the sessions more. Watch what happens when you start letting the players make stuff up.</span>
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<title>SCIENCE!</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/AcgLTkRgPuU/science</link>
		<comments>http://www.dungeonmastering.com/tools-resources/science#comments</comments>
		<pubDate>Sun, 15 Nov 2009 05:05:45 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Thoughts & Tools]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[dragons]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2568</guid>
		<description><![CDATA[How to enhance your fiction by bringing a bit of science to it.]]></description>
			<content:encoded><![CDATA[<p>You are a fantasy gamer! You play around in a world where humans ride around on flying lizards holding flaming swords and shooting lightning from their hands! It doesn&#8217;t have to make sense because the rule of cool dominates in the fantasy world. Don&#8217;t you just feel bad for those science fiction nerds who expect things to operate within the laws of &#8220;physics&#8221; and &#8220;common sense&#8221;? Bah!</p>
<p>Well, it pains me to say this but those phaser wielding dorks might actually have a point. Now I&#8217;m not saying that your wizards <em>stop</em> conjuring fighting badgers for another dimension (that would be crazy talk). I&#8217;m just saying that your game can benefit by giving a little bit of thought to the science beyond it.</p>
<p><strong>Knowledge is Power</strong></p>
<p>Obviously the first technical hurdle we run into is the existence of magic. Magic in almost ever setting follows some sort of rules. There are limits to how much it can be used, what forms it can take and the extent of its power. If we start by assuming that magic is a special kind of energy we don&#8217;t have in the real world, then these guidelines become part of a larger set of scientific laws. Now you have an opportunity to add a whole new level of character to your campaign!</p>
<p>How do casters tap into that energy source? How do the methods differ between the learned wizards and the natural sorcerers? What is the role of implements in the scientific caster process? How does divine magic fit into this model?</p>
<p><strong>The Study of Bio</strong></p>
<p>Biology in D&amp;D can get complicated very quickly. Ever time thinking about how a beholder works? Even so, there is a value in trying to get a basic understanding of how the monsters work. Dragons could be filled with a flammable, lighter than air gas which serves as the key to their flight and fire breathing. Fire elementals might has a solid core that ignites on contact with the open air, but would be extinguished in a vacuum. Obviously in some cases you&#8217;re just going to have to throw your hands up and say &#8220;it&#8217;s magic&#8221;, but if you can at least knock that back to common sense built on a foundation of magic it is worthwhile to do so. Bring a scientific explanation to those super natural aspects can really spice up monster knowledge checks and open the door to some really creative alternate methods of monster slaying.</p>
<p><strong><img class="alignright size-full wp-image-2684" title="ruins" style="float:right; margin:0 0 10px 20px;" src="http://www.dungeonmastering.com/wp-content/uploads/2009/11/ruins.jpg" alt="ruins" width="300" height="211" />The Treasures of the Past</strong></p>
<p>Where D&amp;D scientifically excels is history, archaeology and all aspects of the past. Characters are constantly crawling around in the ruins of fallen empires, looting the skeletons of former kings and cleaning up demons locked away a thousand years ago. The weak link in this chain is change.  It seems like life in fantasy worlds exists in a stasis. Sure, empires rise and fall but the dragonborn of an empire two thousand years ago are the same as the one now. The species has not advanced physically or socially in all that time. Having a social progression can make for a richer cultural backstory. What demons of the past are your characters now ashamed of?</p>
<p>This freeze applies to monsters and animals as well. Do fantasy monsters ever evolve? Obviously this generally would not make a difference in the timeline of your game, but it could. A little magical aid could speed up the process and it can be influenced by the slightly unnatural selection process of attacks by adventuring groups. Part of this process is creatures going extinct. Do you characters interact with the last members of an endangered creature? Or even worse, face the necromantic return of a fully extinct creature from the distant past.</p>
<p><em>Is your campaign scientifically minded or do you have owlbears with laser eyes? Tell us in the comments!</em>
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<title>The Five Maxims of the Dungeon Master</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/AAXDyv57IDA/the-five-maxims-of-the-dungeon-master</link>
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		<pubDate>Sat, 14 Nov 2009 05:05:18 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Thoughts & Tools]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[Dungeon Mastering]]></category>
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		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2559</guid>
		<description><![CDATA[The five most important rules for being a dungeon master.]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-2680" style="float:right; margin:0 0 10px 20px;" title="shutup" src="http://www.dungeonmastering.com/wp-content/uploads/2009/10/shutup.jpg" alt="shutup" width="300" height="201" />You can, and indeed I and other bloggers have, write hundreds of thousands of words about what it takes to be a good dungeon master. We have covered specific facets of the craft and how to handle narrow situations. Today I want to take a step back and lay down the absolute most basic rules it takes to be a good dungeon master overall.</p>
<p><strong>1. &#8230;..</strong></p>
<p>It is said that being a dungeon master used to be all about saying no. These days the philosophy is that the dungeon master should be saying yes as much as possible. I think a big part of being a DM is shutting up entirely.</p>
<p>Your players are perfectly capable of crafting a world together, deciding of their own goals and story, delivering awesome narrations and so much else traditionally in the realm of the DM. You just need to let them. Sometimes it takes some wrangling to make it all fit together, but that&#8217;s behind the screen stuff they don&#8217;t need to know about. So be quiet. Make sure your players understand they they don&#8217;t need to come to you for approval and they will see what they can really do.</p>
<p><strong>2. Identify your weaknesses<br />
</strong></p>
<p>A big part of this is knowing your DMing style. You have to know yourself. Lets say you realize you&#8217;re great at crafting memorable NPCs and social interactions, but all your combats take place in a 10 by 10 blank room. Now you know what the problem is. You can either try to avoid combats and focus on your strengths or you can try to branch out. Try to throw in traps, alternate combat goals, obstacles and room features and monsters that affect terrain. There&#8217;s enough DMing books and sites out there to deal with almost any specific problem. The hardest part is finding out your problem. If they are comfortable enough to tell you then your players can be a big help here.</p>
<p><strong>3. Just go for it<br />
</strong></p>
<p>Dignity should have no place behind the screen. Your primary role is to help craft an entertaining experience for yourself and your players. Funny voices and monster sounds, faces and gestures, comic relief characters and jumping up and down on your chair are all in your arsenals. That does not mean every game needs to be silly, just that you should engage in whatever tone you are going with. You might feel like a huge dork when you&#8217;re making the gelatinous cube noise with your mouth, but is that really worse than the folks who paint their chest to go to football games? If it makes your group have more fun, go with it!</p>
<p><strong>4. You are not a computer and this is not a video game</strong></p>
<p>This rule implies a lot of things to me. In a video game there is often only one way to solve each problem. You can&#8217;t break down the rotting wooden door, they need to slay the demon king to get the key. In your D&amp;D game, you players might fly over obstacles, rig up MacGuyver-esque traps and use their abilities in combination you never predicted. As long it is fun for the group, go for it! You&#8217;re not a computer, you can change your plans.</p>
<p>It also means that the world is not tailored for your players. The characters cannot loot innocent people&#8217;s homes. They might get into fights that are too much for them. The characters are usually heroes of the story and they should feel like it, but they also need to know they are part of a larger world.</p>
<p>Finally it means that your NPCs are also not computers. Townspeople do more than repeat a potentially helpful phrase. Monsters are more than sacks of hit points to be beat down. Everyone has motivations and lives. Villagers had a life before the party rolled into town and they will continue to have one when the group is not around. Who are they and what motivates them? Monsters have priorities that may reveal themselves even in combat. Is the goblin warchief just buying time while the women and children are evacuated? Will he fight to the death or retreat to join them? How will he react as his friends and family fall around him?</p>
<p><strong>5. Know when to stop<br />
</strong></p>
<p>There&#8217;s an old show business saying, &#8220;always leave them wanting more&#8221;. The same is true for your D&amp;D game. Even the more high energy game makes the players tired and disinterested eventually. It can be tempting to push tired players on to a clean stopping point or the end of that particular arc. Resist it! Tired players miss details, don&#8217;t bring their energy in and can ruin what should be great moments in play. Lets use an example. The party is right outside the throne room of the big baddie they have been hunting the entire time. The energy level of the players is starting to fade. If the group pushes on then players are not going to be fully engaged in the climactic battle <em>and</em> next session they are going to be picking up a new story arc at a dead start. If you wait until next week then the players fight the big baddie at maximum enthusiasm and then carry that momentum straight into the next story. A good ending can leave the group hungry for next time!</p>
<p><em>What are your golden rules for dungeon mastering? Tell us about them in the comments!</em>
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<title>Are your NPCs ubiquitous and ignored?</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/TnkfJYbpQDE/npc-haffun-kobold-quarterly-10</link>
		<comments>http://www.dungeonmastering.com/campaigns-adventures/npc-haffun-kobold-quarterly-10#comments</comments>
		<pubDate>Fri, 13 Nov 2009 05:05:40 +0000</pubDate>
		<dc:creator>Yax</dc:creator>
				<category><![CDATA[Campaigns]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2664</guid>
		<description><![CDATA[NPCs are ubiquitous and ignored. Dismissed as unimportant, as if that’s what the “N” and “P” stood for in NPC: uNimPortant Character. ]]></description>
			<content:encoded><![CDATA[<p><em>This is a guest post by Ben McFarland. He is an occasional  contributor to <a href="http://koboldquarterly.com">Kobold Quarterly</a>, and one of the contributing authors  of the Ennie-winning </em><a href="http://www.wolfgangbaur.com/projects/Tales_of_Zobeck.php" target="_blank"><em>Tales  of Zobeck</em></a><em>,  which was recently released for public consumption. You can also find  his contributions </em>in <a href="http://www.wolfgangbaur.com/projects/Wrath_of_the_River_King.php" target="_blank"><em>Wrath  of the River King</em></a><em> and</em> <a href="http://www.wolfgangbaur.com/projects/Halls_of_the_Mountain_King.php" target="_blank"><em>Halls  of the Mountain King</em></a><em>.  He aspires to one day gather his own army of dedicated minions.</em></p>
<p><strong>Ubitiquous and ignored</strong></p>
<p>That’s how most players and characters treat the servants in their games—be it the Baron’s castellan, the waitstaff at their dark and smoky inn, or the clerks and employees of the local merchant’s warehouse.</p>
<p>Dismissed as unimportant, as if that’s what the “N” and “P” stood for in NPC: uNimPortant Character. Players might think them nothing more than background dressing, worthless fodder for cleave or fireball, annoyances that either need to be saved or sidestepped before that giant comes crashing down the street. They’re just around to handle the mundane details adventurers can’t be bothered with before the next expedition into the dank and dark Cave of Doom!</p>
<p>But what if they weren’t? What if the collective group of laborers in your game was something more? What if they were organized and working toward the villain’s goal or even their own cross-purpose? Now their shadowy presence takes on a new significance…</p>
<p>But how do you pull it off so that it not only makes sense, but does so with style? Consider the race of haffuns, a variety of blend-into-the-background halflings described in John Wick’s article in <a href="http://www.koboldquarterly.com/KQStore/index.php?main_page=product_info&amp;products_id=49&amp;zenid=98a7f57456bff7dc9709106b9bd94a0f">Kobold Quarterly #10</a>. Tailor made for just such a purpose, you simply need to properly work them into the fabric of the campaign and I’m going to tell you can do it.</p>
<p><strong>The New Campaign</strong></p>
<p>Adding haffuns into the New Campaign is easiest, because you’re establishing the environment and the world, and so haffuns become just an offhand comment, a minor point left to fester and grow as you expand your story. Player halflings are either from a distant and unrelated clan or, if your player can be trusted with the secrets behind the screen, even one of the haffuns secretly driving part of the plotline. This option is tough because it requires a very skilled player and it increases the number of people who know the secret—this always increases the chance that there could be an accidental slip. There are few disappointments as frustrating as taking several months to build up a big surprise only to have your party rogue casually and absentmindedly mention how “his people” probably won’t be thrilled about the party’s latest decision. Even trusted companions will likely turn on the character in a heartbeat—leaving the player with the option of spilling the beans and becoming a traitor or somehow finding a way to talk his way clear, but probably never really eliminating suspicion. In either instance, the reveal doesn’t happen by design. With that said, groups capable of handling such a deception and who find that sort of trickery novel will probably get a kick out of the infiltrator.</p>
<p><strong>The Old Campaign</strong></p>
<p>With an established Old Campaign, haffuns can still be easily incorporated as refugees, mass migrations, travelling communities or disaster survivors. These newcomers then integrate themselves throughout society on equal parts merit and fad—everyone wants to employ them because they’re so efficient, energetic and novel. They might have new dishes or drinks, special traditions or cultural taboos that better suit them in the role of servant. Whatever reasoning you make, you don’t want their arrival to come with fanfare or blatant attention—that’s not the haffun way. Better to have a group of emissaries arrive during a large harvest celebration, or the first rites of spring, perhaps the Count’s Tournament or popular religious holiday. Then players focus on all of the other activities while a small group of short people meeting with the local lord between performers is quickly lost within the chatter. Afterwards, you can start to incorporate the addition of crafts and structures designed for smaller frames, the plates of food that appear when the fighter isn’t looking, the nicely laundered cloaks and polished boots that await on piles of crisply folded laundry when the group awakens. Most parties won’t think twice about such perks, and that’s just what you want them to do. “What’s that?” asks the innkeeper. “’Hoo polish’d ye boots? Why that’s me good ‘elp, it was. Makes this place run like a waterclock, they do! And keep ta themselves, too!”</p>
<p><strong>Don’t Call Them Dobby</strong></p>
<p>The three varieties of haffun put a good edge on a race intended to fade into the background. The yffur provide nearly feral gangs of devoted street toughs who work to exploit the vices and weaknesses of their new “hires.” Their unwillingness to call someone their “master,” but rather their “hire,” underlines the strong haffun sense of independence. The wipla totally exemplify this freedom, seeking employment as scouts, hunters, spies and adventurers—whisking through the shadows to pilfer secrets and pass unseen, and many times with tacit permission. Groups may not realize they have a wipla tailing them between manors or a group of yffur shadowing them from the tavern until you decide to make their presence known. Consider creeping out parties with random objects left in their path, or strange items found in their packs and saddlebags.</p>
<p><strong>But What Is It You Say You Do Here?</strong></p>
<p>Okay, so you’ve gone to all this effort to bring the haffuns into the campaign, but what’s their focus? What drives them? The KQ article makes a mysterious implication suggesting the haffuns escaped from some enemy. This is great, because it is so vague which makes it easy to customize. Two options spring to mind:</p>
<p><em>1. They serve themselves, seeking permanent liberation from their ancestral oppressor. The haffuns think the party can somehow further or complete this goal.</em></p>
<p>Why this is good:	This is great because it provides a hidden struggle that you can grow or conclude as necessary. The party caught your other BigBad on the road and demonstrated the latest in creative spellcasting with him as the target? No problem. Now you can bring the haffun issue into active play. Do you have a published adventure you’d like to run, but can’t seem to shoehorn the events into your primary storyline? Relax! The objectives of that prepared module are exactly what the haffun elders need done for the next step in their plans. One of the adventurers clumsily wandered into a bugbear lair and fell on a morningstar a dozen times while shaving? Easily solved! The haffuns are always willing to be owed a favor, and volunteer the costs in exchange for a vow for future assistance. This last option works especially well with the Death Feat campaign start discussed in August, as the mysterious figure whom killed the party might also be the same one the haffuns fled.</p>
<p>In this situation, the haffuns act as a secret network of contacts, supporters and allies. They appear when the party least expects it and have the ability to provide nearly any sort of goods or service through the resources of their innumerable hires. The distributed nature of their people means that you don’t need to worry about maintaining a single point of contact with the party unless you want to, shifting from one random messenger to the next and making it seem cool along the way.</p>
<p><em>2. The haffuns serve the campaign’s BigBadEvilGuy, acting as his spies, his special forces and secret police. They watch from the shadows with a subtle malice and practiced restraint.</em></p>
<p>Why this is good: 	Suddenly, all those freshly laundered shirts and polished boots feel so much more dirty when the party realizes the situation. It’s disconcerting to think that the people who bring them their food, clean up their rooms, and take away their garbage are the same enemies watching them sleep and biding their time before plunging a knife into their throats. Do the players seem complacent when they deal with NPCs? Have a poisoned bowl of milk delivered to the wizard’s cat familiar. Are they confrontational? Maybe those saddle straps break on a bad Ride check, sabotaged by the haffun groom. Is their attitude callous? Leave a couple of notes and a chalk mark or souvenir to prove that the haffuns can get close to the party when they want. All of this stalker-like taunting helps build their reputation as the unrecognized evil, hiding in plain sight. Drawing from the Death Feat campaign previously suggested, the haffuns might be the keepers of each party member’s physical token—the skull, scalp, or glass-encased eye that came from the hero’s original body. The haffuns’ smaller frames and trusted positions mean that you can secret those momentos in the homes of people who have absolutely no association with your BBEG, creating false connections and red herrings while taking advantage of hidden places where the haffuns’ stature becomes an advantage. How does the burly fighter explain to the Spice Merchant’s guards why he’s rummaging around in the chimney in the wee hours of the morning? And why is he carrying that skull?</p>
<p>In this way, you can use the servants in your game as something more than just nameless, faceless NPCs glossed over as the party goes to meet the Baron. Players love to stereotype and pidgeonhole the charaters they encounter over the course of an adventure and you use that to your advantage.  By taking an aspect of the setting usually ignored and spinning it into a shadowy distributed organization you gain another set of tools to further your plotlines, inject variety, or create a sinister atmosphere with the potential to make your players’ skin crawl. Your servants become the secret eyes and ears or the knife hidden behind a smile, all while being invited into the halls of power through the service entrance. And with help like that, who wants a mint on their pillow?</p>
<p><em>This was a guest post by Ben McFarland. He is an occasional  contributor to <a href="http://koboldquarterly.com">Kobold Quarterly</a>, and one of the contributing authors  of the Ennie-winning </em><a href="http://www.wolfgangbaur.com/projects/Tales_of_Zobeck.php" target="_blank"><em>Tales  of Zobeck</em></a><em>,  which was recently released for public consumption. You can also find  his contributions </em>in <a href="http://www.wolfgangbaur.com/projects/Wrath_of_the_River_King.php" target="_blank"><em>Wrath  of the River King</em></a><em> and</em> <a href="http://www.wolfgangbaur.com/projects/Halls_of_the_Mountain_King.php" target="_blank"><em>Halls  of the Mountain King</em></a><em>.  He aspires to one day gather his own army of dedicated minions.</em>
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		<title>100+ Free D&amp;D Adventures (updated)</title>
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		<pubDate>Thu, 12 Nov 2009 05:30:46 +0000</pubDate>
		<dc:creator>Yax</dc:creator>
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		<description><![CDATA[Free D&#038;D adventures = teh awesome! UPDATED on november 12th 2009!]]></description>
			<content:encoded><![CDATA[<p><strong>Free resources for dungeon masters</strong></p>
<p>Here are a few(!) adventures for you to choose from.  Along with a link the the adventure resource (pdf) or page you will find the suggested level range and a short snippet from the adventure itself.  The adventures are grouped by publisher.</p>
<p>I hope this tool will help you prepare your sessions faster and have more fun playing them.  Let me know if you have suggestions, comments, or if you encounter dead links by emailing me: <a href="mailto:yax@dungeonmastering.com">yax@dungeonmastering.com</a>.</p>
<p><strong>Latest update</strong></p>
<p><strong><a href="http://www.wizards.com/dnd/files/Khybers_Harvest.zip">Khyber&#8217;s Harvest</a> (LVL 2)</strong> by Keith Baker</p>
<blockquote><p><em>This D&amp;D adventure, created for Free RPG Day 2009, is set in the Eberron campaign setting, but it can be adapted for any D&#038;D campaign. Khyber&#8217;s Harvest is an adventure for 2nd-level characters who travel to a peaceful village only to discover that it&#8217;s threatened by an evil which has crawled up &#8230; from below.</em></p></blockquote>
<p><strong>&#8212; DUNGEON MAGAZINE 4th EDITION ADVENTURES</strong></p>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/4dnd/dndtestdrive">DND4E: Keep on the Shadowfell</a> (LVL 1)</strong> by Mike Mearls, Bruce R. Cordell</p>
<blockquote><p><em>Test drive the 4th edition rules: includes quick start rules so you don&#8217;t need the 4th edition rulebooks.</em></p>
<p>A priest of Orcus named Kalarel heads the death cult. Kalarel uncovered the truth about Shadowfell Keep a few years ago, after finding records dating back to the time of the original opening of the rift. Since then, he has been ceaselessly researching an evil ritual that he believes will allow him to shatter the seal and once more open the rift.</p>
<p>Also download: <a href="http://www.wizards.com/download.asp?filename=155_Shadowfell_FR.pdf" target="_blank">Keep on the Shadowfell: Forgotten Realms Conversion</a><br />
Also download: <a href="http://www.wizards.com/download.asp?filename=155_Shadowfell_EB.pdf" target="_blank">Keep on the Shadowfell: Eberron Conversion</a><br />
Also download: <a href="http://www.wizards.com/download.asp?filename=155_Shadowfell_SideTrek.pdf" target="_blank">Keep on the Shadowfell: Side Treks.</a></p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/dufe/20080613a">DND4E: Heathen</a> (LVL 4) </strong>by Scott Fizgerald Gray</p>
<blockquote><p>For five years, the Hand of Naarash has extended its dark hold over the borderlands. This cult of Bane was born in the Moonsfall Mountains, spreading across the frontiers of fallen Nerath and into settled lands. The cult’s death squads target isolated settlements for “cleansing”—the folk of the frontier given the choice of joining the Hand or accepting the salvation of death…</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - The Last Breaths of Ashenport" href="http://www.wizards.com/default.asp?x=dnd/duad/20071207">DND4E: The Last Breaths of Ashenport</a> (LVL 5-7) </strong>by Ari Marmell</p>
<blockquote><p>Ashenport should have died almost a generation ago, as did the other towns along this rocky coast. When the local priests could offer the townsfolk no hope, they turned to a darker patron, guided by several of their eldest citizens who remembered older, bloodier ways.</p></blockquote>
<p><a href="http://www.wizards.com/default.asp?x=dnd/duad/20080627a"><strong>DND4E: Sleeper in the Tomb of Dreams</strong></a><strong> (LVL 8)</strong> by Matthew Sernett</p>
<blockquote><p>As the PCs stumble across a simple group of pilgrims seeking to return the relics of a long-dead champion to their resting place, they witness a horrendous attack. The relics stolen, the PCs must race to the Face in the Hill, a place of mystery and ancient peril in the Warwood &#8212; itself a place fillled with the echoes of long-forgotten legends. There, they discover a dark plot to release a terrible madness on the land, fueled by the stolen relics and the blood of innocent victims. Plumbing the Tomb of Dreams reveals dangers the PCs might not expect, as they&#8217;re forced to face not only its physical denizens, but their own worst fears.</p></blockquote>
<p><a href="http://www.wizards.com/default.asp?x=dnd/duad/20080828"><strong>DND4E: Massacre at Fort Dolor</strong></a><strong> </strong><strong>(LVL 8)</strong> by Shawn Merwin</p>
<blockquote><p>The garrison at Fort Dolor long held the unwelcome task of trying to maintain their fort, despite year after year being savaged by a nearby white dragon. But the days of the white wyrm have gone, and Fort Dolor keeps watch over a mostly peaceful region. But now the garrison has vanished into the mountains, and something new menaces the town. An adventure for 8th-level PCs.</p></blockquote>
<p><a href="http://www.wizards.com/default.asp?x=dnd/duad/20080723b"><strong>DND4E: The Haunting of Kincep Mansion</strong></a><strong> (LVL 12)</strong> by Skip Williams</p>
<blockquote><p>No one has been to the Kincep mansion in years &#8212; at least, not voluntarily. Locals say the place is haunted by the last of the Kincep family line, while others say that goblins, orcs, or worse have taken up residence in the house. But all anyone can say for certain is that these days, anyone who wanders near the mansion is unlikely to come home. Can the PCs unravel the mystery of Kincep mansion and bring some semblance of safety back to the area?</p></blockquote>
<p><a href="http://www.wizards.com/default.asp?x=dnd/duad/20080829"><strong>DND4E: Dark Heart of Mithrendain</strong></a><strong> (LVL 12)</strong> by Greg Marks</p>
<blockquote><p>The eladrin city of Mithrendain knew peace for many years. Now the council members squabble among themselves, and dark shadows lurk in the fair city’s heart. What troubles the once-bright city?</p></blockquote>
<p><a href="http://www.wizards.com/default.asp?x=dnd/duad/20080827"><strong>DND4E: Depths of Avarice</strong></a><strong> </strong><strong>(LVL 13)</strong> by Tim Hitchcock</p>
<blockquote><p>An inheritance should be something you enjoy, but not for Valmour Tessount. His father’s mine stopped producing long ago, and only an unexpected discovery in his father’s papers has the estranged son eager to explore his new acquisition. But then miners went missing, and Valmour is doing anything he can to salvage the situation. But more importantly, what lurks in the depths of Tessount’s Folly, were it to get loose, could cause problems for more than the mine’s owner.</p></blockquote>
<p>&#8212;</p>
<p><a href="http://www.wizards.com/default.asp?x=dnd/duarch/ad"><strong>More free D&amp;D 4th edition adventures</strong></a>!</p>
<p>&#8212;</p>
<p><strong>&#8212; WIZARDS OF THE COAST UPDATED CLASSICS</strong></p>
<p>Go old school with these adventures from <a href="http://wizards.com">WotC</a>!</p>
<p><strong><a title="Free D&amp;D adventure - White Plume Mountain" href="http://www.wizards.com/default.asp?x=dnd/oa/20051207a">White Plume Mountain</a> (LVL 6-8)</strong> by Lawrence Schick, Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt</p>
<blockquote><p>The characters are hired by one of the three collectors from whom the legacy weapons have been stolen. To retrieve the desired item, they must penetrate White Plume Mountain, locate the weapon, defeat its guardians, and make their way safely back out with it. If desired, they can also try to retrieve the other legacy weapons as well.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Tomb of Horrors" href="http://www.wizards.com/default.asp?x=dnd/oa/20051031a">Tomb of Horrors</a> (LVL 8-10)</strong> by Gary Gygax, Bruce Cordell</p>
<blockquote><p>The original version of this module was first used for the official ADVANCED DUNGEONS &amp; DRAGONS® tournament at Origins I in 1974. Next it was published as Dungeon Module S1 in 1981 using the 1st edition rules. The module was later expanded in Return to the Tomb of Horrors in 1998 using the 2nd edition rules. However, the original tomb was never actually updated—it was reprinted as it originally saw print. Now, twenty-one years after its first appearance, the original module is finally being updated to the latest incarnation of the 3.5 rules.</p></blockquote>
<p><strong>&#8212; WIZARDS OF THE COAST ORIGINAL ADVENTURES</strong></p>
<p>Never published adventures for all levels from <a href="http://wizards.com">WotC</a>.</p>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20050329a">A Dark and Stormy Knight</a> (LVL 1)</strong> by Owen K.C. Stephens</p>
<blockquote><p>The unusually violent storms in these parts often drive motley collections of intelligent beings to take shelter together for a time. The tradition of storm-peace ensures that all grudges are suspended for the duration of the storm. But some shelters are safer than others, and not all beings honor the storm-peace.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20000801a,3">The Burning Plague</a> (LVL 1) </strong>by Miguel Duran</p>
<blockquote><p>A sickness has come unto the simple mining community of Duvik&#8217;s Pass, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town&#8217;s guard a few short days away from death, the burden of descending into the mines and purging the wellspring of whatever evil has settled there falls to an intrepid band of adventurers. Can these noble heroes prevail within the depths of Duvik&#8217;s Pass, or will they too fall victim to the perils of The Burning Plague?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20040430a">Wreck Ashore</a> (LVL 1)</strong> by Robert Wiese</p>
<blockquote><p>The number of ships docking at the coastal town of Seawell has suddenly dropped, and raids by the local lizardfolk are increasing. The missing ships were all approaching from the reef side of the peninsula, so something must have happened to the lighthouse that normally guides ships safely past the danger. But what?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010413a,3">Something&#8217;s Cooking</a> (LVL 2)</strong> by Andy Collins</p>
<blockquote><p>If you&#8217;re looking for a light-hearted adventure, you&#8217;ve come to the right place. Can a wizard and her beloved chef live a quiet life of baking and brewing, or is trouble destined to enter their innocent kitchen? It&#8217;s up to the player characters to see what these two have cooked up before things get too hot to handle (without potholders, anyhow).</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20000901a,3">The Ettin&#8217;s Riddle</a> (LVL 2-3) </strong>by JD Wiker</p>
<blockquote><p>An ettin has begun terrorizing the hamlet of Newkeep, stealing cattle and smashing homes &#8212; and flattening anyone who tries to stop him. Meanwhile, a mysterious riddle has appeared on the walls of the local shrine &#8212; a riddle which may hold the key to vanquishing the ettin.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20011021a,3">The Secret of the Windswept Wall</a> (LVL 2-4) </strong>by Eric Haddock</p>
<blockquote><p>Sionaas, a powerful wizard, started construction of a tower and dungeon in the nearby mountain range, the Windswept Wall. He recruited a large number of villagers for labor from Poisson, the nearest point of civilization in the area. He pays well and treats them kindly. Two days ago, something terrible happened at the site and a messenger was sent to Poisson: &#8220;Workers trapped in cave-in &#8212; send help.&#8221; A surprise is waiting for the PCs once they arrive on site&#8230;</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20040626a">Dry Spell</a> (LVL 3)</strong> by Darrin Drader</p>
<blockquote><p>An unusually severe drought in a remote area recently worsened dramatically when three lakes dried up almost simultaneously. The locals suspect foul play, and the foulest player they know is a bugbear named Relgore &#8212; the leader of a highly successful group of humanoid bandits. Could he be seeking revenge for the militia attacks that recently dispersed his band?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20040529a">Frozen Whispers</a> (LVL 3) </strong>by James Jacobs</p>
<blockquote><p>Many hunters choose to try their mettle against the Timberway lion &#8212; a native of the Timberway Forest whose pelt brings top coin in the surrounding frontier towns. Those who make extended trips into the forest often use Bluerock Lodge, a retreat built just for hunters, as their base. But this season, Timberway lions have become quite rare. Why the sudden drop in population? Have they simply been overhunted, or is something more sinister afoot?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010330a,3">Manifesting: A Tale</a> (LVL 3)</strong> by Angel Leigh McCoy</p>
<blockquote><p>Mystery surrounds the fortress of Melinas &#8212; Lord Prisius&#8217; daughter has vanished. To find her, the PCs must navigate a fortress full of ghostly manifestations and strange NPCs. Freelance writer Angel Leigh McCoy offers the latest in our series of monthly free adventures.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/we/20060919a">Luck of the Draw</a> (LVL 3-4)</strong> by Robert Wiese</p>
<blockquote><p><a href="http://www.wizards.com/default.asp?x=dnd/ante/welcome">Three-Dragon Ante</a> is the exciting card game that both you and your characters can play (though playing against your character would take a lot of good roleplaying). You can play it with your friends when you need something fun to do between slots at a game convention or while getting food at the local fast-food place, or you can play it as a tournament for prizes. Alternatively, your D&amp;D (or d20 Modern) characters can play it within the context of a game session. Some guidelines are provided in the game&#8217;s rulebook for using the Three-Dragon Ante in a D&amp;D adventure, but the possibilities are nearly endless&#8211;as proven by the following web enhancement, expanding the game&#8217;s options!</p>
<p>Luck of the Draw provides additional rules for using the game within the confines of a D&amp;D session, plus new feats that relate to games of chance and a short adventure to demonstrate how to incorporate all these elements into a game session.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/we/20060825a">The Unwavering Path</a> (LVL 3-5)</strong> by Kolja Raven Liquette</p>
<blockquote><p>The Player&#8217;s Handbook II introduces the idea of rebuild quests for when players want to alter their characters more extensively than retraining can accommodate. The multiclassing quest of this article is somewhat different in that it deals specifically with granting characters the ability to multiclass &#8220;back into&#8221; the monk or paladin class after taking levels in classes or prestige classes that do not normally permit a monk or paladin to freely multiclass.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20040731a">Bad Light</a> (LVL 4)</strong> by Owen K. C. Stephens</p>
<blockquote><p>What&#8217;s happened to the Pearl Tower &#8212; an ancient lighthouse built to warn ships away from a treacherous reef? Ships are disappearing, and the busy part of the trading season is just about to start. Could someone have taken over the lighthouse and wrecked the ships?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030725a">The Eye of the Sun</a> (LVL 4) </strong>by Eric Cagle</p>
<blockquote><p>A strange light shines at random times from a distant hilltop in the Khud-Al Jungle. Unexplained fires plague the town of Tooj-Reh, on the border of the jungle. Is it a coincidence that the fires happen only while the strange light shines?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20001101a,3">The Vessel of Stars</a> (LVL 4)</strong> by Robert Holzmeier</p>
<blockquote><p>In The Vessel of Stars, the player characters find themselves escorting a child queen to a mysterious location in an area stalked by extraplanar horrors, their goal blocked by alien assassins and secret forces. Will the queen escape and return home to rule?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20001001a,3">Base of Operations</a> (LVL 5)</strong> by Ed Stark</p>
<blockquote><p>A group of vile humanoids has taken over an old, ruined keep within a day&#8217;s walk of the nearest town. Local leaders greet this news with alarm, for they don&#8217;t wish to see a stronghold for evil humanoids so close to their settlement. So they offer a deal to your group of adventurers: Root out the humanoids and you can have the keep as your own base of operations.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030629a">Fallen Angel</a> (LVL 5)</strong> by Ramon Arjona</p>
<blockquote><p>In the light of a brilliant new star, a young man arrived mysteriously in the hamlet of Elton. Seemingly in need of aid but unable to communicate with the natives, he was adopted by the village, whose people quickly grew to love him. But after a few short weeks, he was kidnapped in a raid by horrid, buglike monsters led by a blue-skinned ogre. Can the PCs save him before the leader can carry out his nefarious plans?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010202a,3">One Last Riddle</a> (LVL 5-7)</strong> by David Eckelberry</p>
<blockquote><p>When the great sphinx Ujaset is slain, his ghost offers treasure to any heroes brave enough to avenge his death. Can your party solve his One Last Riddle to discover and defeat his killers?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20001215a,3">The Alchemist&#8217;s Eyrie</a> (LVL 6)</strong> by Edward Bolme</p>
<blockquote><p>In <em>The Alchemist&#8217;s Eyrie, </em>the player characters are sent to a dwarf alchemist to procure some medicine. Sounds easy. What could possibly go wrong?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010112a,3">The Ghosts of Aniel</a> (LVL 6) </strong>by Stephen Kenson</p>
<blockquote><p>In The Ghosts of Aniel, a small elven village in the Celadon forest suddenly becomes haunted. Since every resident of the peaceful town has vanished, no one knows if other settlements are in danger. Can the player characters unearth the ghostly truth behind the village&#8217;s curse?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20011221a,3">House of Harpies</a> (LVL 6) </strong>by Owen K. C. Stephens</p>
<blockquote><p>It&#8217;s not often that a theives&#8217; guild needs help!</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20061017a">Legend of the Silver Skeleton</a> (LVL 6)</strong> by Bart Carroll, Todd Clayton, Mark A. Jindra, and Robert Wiese</p>
<blockquote><p>Last summer, we ran our first <a href="http://www.wizards.com/default.asp?x=dnd/dnd/20050510a">Creature Competition: Head-to-Head</a>, with sixteen deadly competitors battling for player&#8217;s favorite. At the conclusion, the lovely succubus paladin Eludecia took the crown.</p>
<p>With the conclusion of our Creature Competition: Dragons event, we felt it was finally time to offer the online adventure Eludecia has long been promised. While her <a href="http://www.wizards.com/default.asp?x=dnd/fc/20050824a">Fight Club stats</a> have been released, the following adventure now introduces Eludecia to your players (that is, should they succeed in its goals)</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010720a,3">The Ministry of Winds</a> (LVL 6)</strong> by Monte Cook</p>
<blockquote><p>Deep in the heart of the city lies that strange edifice. Everyone knows about it or, that is to say, everyone knows it is there. No one ever really seems to have much more information about the granite structure, except that it has no windows or doors, and it is surrounded by swirling wind. Most people call it the Obelisk of the Winds. Tales are told of its secrets, but none of them seems to hold the truth.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20021026a,3">Test of the Demonweb</a> (LVL 6) </strong>by Ramon Arjona</p>
<blockquote><p>Two weeks ago, a group of four 4th-level NPC adventurers set out from the small town of Lerick and have not been heard from since. The missing adventures were the town&#8217;s only protection, and their protracted absence is very unusual. None of the villagers can guess their fate, and all fear that horrible peril may now be visited upon Lerick.</p>
<p>It&#8217;s up to the PCs to find out what happened to the group. But will they make it back alive from the Test of the Demonweb?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030926a">Hasken&#8217;s Manor</a> (LVL 7)</strong> by Scott Brocius and Mark A. Jindra</p>
<blockquote><p>The residents of Haskenport are worried &#8212; someone is living at the old manor house. The local druid says it&#8217;s a band of hobgoblins. Are they just looking for a temporary shelter before moving on? Or do they plan to bring a whole tribe to live there when the place is secured? Or do they work for an even worse creature that no one has seen yet? Whatever their reasons for being there, the situation can&#8217;t be good. It&#8217;s up to the heroes to clean the monsters out of the place so the townsfolk can sell it.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20030111a,3">Into the Frozen Waste</a> (LVL 7)</strong> by Eric Cagle</p>
<blockquote><p>A druid in a small frontier town at the edge of the tundra is gathering stalwart companions for a trading venture across the ice. Only the bravest need apply, he says, for survival in this harsh environment is not easy. But is there more to his venture than he lets on? What&#8217;s a druid doing in the trading business? Who is his mysterious sorcerer client?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20041029a">Lest Darkness Rise</a> (LVL 7)</strong> by Owen K. C. Stephens</p>
<blockquote><p>The town of Night Falls is in the business of death, and a profitable business it is, too. The nearby Tomb Steppe, a protected graveyard built by a local hero of old, can keep the most restless dead at rest &#8212; or can it? An ancient evil is about to be unleashed upon Night Falls. The wards within a protected tomb have somehow been compromised, and if they aren&#8217;t restored before nightfall, the ghost within will be released to ravage the countryside. Can the PCs win their way to the tomb in time?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020628a,3">Start at the End</a> (LVL 6) </strong>by Rich Redman</p>
<blockquote><p>Designer Rich Redman takes us to an inside-out crypt. Who, or what, uncovered this forgotten crypt? What lurks inside?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20021206a,3">The Treasure of the Black Veils</a> (LVL 7-9)</strong> by Skip and Penny Williams</p>
<blockquote><p>Today, the citizens of the town of Fiore say that the spirit of the dread bandit Mollie McTynker still haunts the ruins of the abbey church. On moonlit nights, they say, one can see her diamond-bright eyes gazing upon the spot where her treasure lies.</p>
<p>What mysterious presence haunts the ruins of the old abbey in the fens? Is it in fact the cunning remains of Mollie McTynker and her Band of the Black Veils?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030425a">Environmental Impact</a> (LVL 8)</strong> by Ramon Arjona</p>
<blockquote><p>A mad druid named Drylle holds a grudge against the forest village of Sumpter, which he views as an unlawful encroachment of civilization upon wild lands. In an effort to drive the villagers away, he has brought unseasonably hot and rainy weather to the area. As a result, the nearby river and lake have flooded several times, and crops in the village gardens and orchards have rotted from excessive moisture. Rising temperatures, high humidity, and disease brought by insects attracted to the standing water have already caused the deaths of several villagers, and more may follow any day. Still, the villagers have held on, demonstrating the characteristic stubbornness of pioneers.</p>
<p>Frustrated by his lack of success and determined to put a stop to humankind&#8217;s constant expansion, Drylle has spent the past few weeks traveling far and wide, collecting a veritable army of hostile plant creatures to bring back to his forest. Some he has brought through coercion; others have joined him willingly, lured by the promise of rich feeding grounds. With these &#8220;troops,&#8221; he plans to lay siege to Sumpter, preventing the villagers from going into the forest for food. Once starvation and disease have weakened them enough to prevent effective resistance, he will send in his troops to finish them off. Only the PCs can save the village now.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010824a,3">An Eye for an Eye</a> (LVL 8)</strong> by Monte Cook</p>
<blockquote>
<p class="size2">When your ire has been raised, when you have been wronged, when someone has crossed you too many times &#8212; it&#8217;s time to contact the Council of Wrath. This small but extremely efficient band specializes in vengeance. And woe to those who find them looking in their direction.</p>
<p class="size2">The Council of Wrath is an organization of mercenaries that fulfils a need: revenge. Mainly made up of assassins, the Council will do whatever it is hired to do to get revenge for a wronged party. This includes blackmail, public humiliation, destruction of property, and other illegal activities.</p>
</blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010926a,3">Fang, Beak, and Claw</a> (LVL 8)</strong> by Sean K. Reynolds</p>
<blockquote><p>Fang, Beak, and Claw involves an evil druid of Malar, his cronies, and a tamed owlbear. Living in a sheltered grove altered by the druid&#8217;s spells, they are using the beast to harass loggers in the woods and help in their cruel hunts.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030228a">Shoals of Intrigue</a> (LVL 8) </strong>by Robert Wiese</p>
<blockquote><p>Spies are common in the coastal cities, and the overlords depend on them to gain information about one another&#8217;s plans. One such spy has gained vital information that could prevent a war and stabilize the entire coastal region, but his ship was lost at sea before he could deliver his message. Was it an accident, or could some evil force have an interest in preventing his information from reaching its destination? It&#8217;s up to the intrepid PCs to find out!</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20041126a">Cave of Spiders</a> (LVL 9)</strong> by Skip Williams</p>
<blockquote><p>Bandits have been preying on the caravan trade of late, and the number of burglaries and kidnappings is on the rise. Such events might not seem all that unusual, except for the bandits&#8217; calling card &#8212; webbing! Can the PCs penetrate the bandit lair and slay the leader before any more locals vanish?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20050225a">Tower in the Ice</a> (LVL 9) </strong>by Skip Williams</p>
<blockquote><p>A round building with an impossibly tall, conical roof seemingly rises from a frozen lake. Is this structure really as small as it looks, or does more of this building lie hidden beneath the water&#8217;s icy surface? What secrets does this odd structure conceal? Are its inhabitants harmless eccentrics or deadly foes?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010525a,3">TheTower of Deception</a> (LVL 9)</strong> by Monte Cook</p>
<blockquote><p>You thought you were teleporting home, but instead you&#8217;ve landed in a githyanki&#8217;s trap.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020830a,3">Tiger&#8217;s Palace</a> (LVL 9-10)</strong> by Owen K.C. Stephens</p>
<blockquote>
<p class="size2">Bhishana Bhaga is an old rakshasa searching for a comfortable place to retire. No fool, she knows she must find a place secluded from the eyes of civilization to have any hope of escaping constant battle with the forces of good. She also wants a place that allows her to live in the rich manner she has become accustomed to, able to support one or more guardians and near some form of settlement to provide her with amusements. Bhishana Bhaga has finally found a locale she likes &#8212; a small gnomish mine deep in a mountain range.</p>
<p>Making a pact with a metal-hungry delver named CrushStone to guard her new home, the rakshasa has driven out most of the gnomes and begun to make preparations for her occupancy. Taking the form of an elf maiden, she ordered rich furnishings and decorations to make the mine an underground palace. The Bhishana Bhaga has also charmed the gnomes she&#8217;s captured and convinced them to build traps to protect her home from unwanted intruders. Eventually she&#8217;ll hire more expert artisans to build truly formidable defenses, making her underground home a fortress as well as a palace. If she is to be rooted out of these mountains and the mine returned to the gnomes, the best time to do it is now.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/we/20070219a">Jungle Secrets</a> (LVL 10)</strong> by Robert Wiese</p>
<blockquote><p>With its rich history steeped in both conflict and mystery, Xen&#8217;drik has a lot to offer those who seek adventure and even treasure. Download a web enhancement that takes advantage of some of the material you&#8217;ll find within <a href="http://www.wizards.com/default.asp?x=products/eberron/953727200">Secrets of Xen&#8217;drik</a>.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030830a">Bad Moon Waning</a> (LVL 10)</strong> by Stan</p>
<blockquote><p>When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried. Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20011005a,3">The Sea Witch</a> (LVL 10)</strong> by Jason Carl</p>
<blockquote><p>The sea hag known as Black Molly is a notorious pirate who has plagued the coastal cities for the better part of a decade. A successful Knowledge (local) check (DC 15) will reveal that Molly and her ogre crew have a filthy reputation as merciless killers who delight not only in plundering vessels for their riches, but also in destroying the ships themselves and sending all hands to the bottom of the sea.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020329a,3">The Crumbling Hall of the Frost Giant Jarl</a> (LVL 10)</strong> by Andy Collins</p>
<blockquote><p>The player characters must stand against the machinations of Gungir, self-styled Jarl of the Frost Giants, while simultaneously discovering what evil lurks within Gungir&#8217;s ancestral home.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/we/20041015a">Tarus&#8217;s Banquet!</a> (LVL 10) </strong>by Sean K Reynolds</p>
<blockquote><p>An invitation to dinner and a moonlight hunt has arrived from a local nobleman. His reputation is good, but why should he invite a group of simple adventurers to one of his famous parties? Could he be expecting some unusual trouble there?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030329a">The Temple of Redcliff</a> (LVL 10)</strong> by Eric Cagle</p>
<blockquote><p>Andalor, the mayor of the town of Redcliff, has mysteriously disappeared. Reports indicate that he may have gone to the long-abandoned Temple of Heironeous. But why? The place is haunted and cursed, and recently strange sounds and lights have emanated from it at night. The circumstances are worthy of investigation to be sure, but the mayor wouldn&#8217;t venture up there of his own volition &#8212; not at his age!</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20050128a">To Quell the Rising Storm</a> (LVL 10)</strong> by Christopher Lindsay</p>
<blockquote>
<p align="left">The gnolls are too quiet &#8212; and when they&#8217;re quiet, it usually means they&#8217;re up to no good. But their raids have always been poorly organized before. Have they found a new leader capable of using their abilities and ferocity to advantage? And if so, can they be stopped before lives are lost?</p>
<p>Like many other towns, Evenfall has just begun to heal from the war that ravaged the countryside for so many years. But although peace now reigns with the country&#8217;s erstwhile enemies, the folk of Evenfall suspect that a major offensive is brewing in the camps of the evil humanoids who live nearby. If they&#8217;re right, it will take more than the impoverished town can muster to save its people.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20011130a,3">A Harvest of Evil</a> (LVL 10-12)</strong> by Jason Carl</p>
<blockquote>
<p class="size2">Set away from the town, five older graves, and one very fresh one, mark the location of the Twin Oaks graveyard.</p>
<p>All five of the older graves are marked by weathered headstones proclaiming their names and the fact that each of the dead perished within the last 10 years. The newest grave, however, is unmarked&#8230; there has been neither time nor opportunity to craft a headstone for the unfortunate person who died very recently.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030614a">Road to Oblivion</a> (LVL 10)</strong> by Penny Williams</p>
<blockquote><p>Oblivion is a town like no other. Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries. What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020928a,3">Self-Fulfilling Prophecy?</a> (LVL 11)</strong> by Gwendolyn F. M. Kestrel</p>
<blockquote><p>Long ago, a sinister drider imbued a magical rod with his essence and intelligence &#8212; and his hatred of the drow. This dangerous item, called Dark Fate, was responsible for starting a drow civil war that decimated an entire city in centuries past. With the recent return of a visiting comet, an old, near-forgotten prophecy about the rod has resurfaced. Now both a party of holy adventurers and a drow faction journey to the ruins of the destroyed dark elf city to get their hands on the rod. But which group has interpreted the prophecy correctly? And what about the driders who now live in the dark elf ruins?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20031031a">Sheep&#8217;s Clothing</a> (LVL 11)</strong> by Robert Wiese</p>
<blockquote><p>Strange things have been happening at the king&#8217;s court, and one of the courtiers is worried. Some of the king&#8217;s other advisors have been making unusual recommendations of late, and the king has been taking their advice. Courtiers disappear without a trace or die under mysterious circumstances, those in power change their minds without apparent reason, and courtiers with unpopular opinions encounter personal emergencies that force them to leave the court. Can the PCs find and expose the nefarious source of these strange events?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20050517a">Fait Accompli</a> (LVL 12)</strong> by Owen K.C. Stephens</p>
<blockquote><p>The white dragon Hinterbite has kept the barony of Icenvale rulerless and poor for centuries. But now his power and that of his secret supporters is threatened by the popularity of an heir who hopes to make a change for the betterment of the people. Can the PCs take on the dragon and his minions and restore power to the barony&#8217;s rightful ruling line?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/we/20060306a">The Kopra Ruins</a> (LVL 12) </strong>by Darrin Drader</p>
<blockquote><p>A race of cruel undersea creatures called the kopru once conquered a vast expanse of territory and established a huge, underwater empire. Since the demise of their civilization thousands of years ago, their race has steadily declined, until it became a mere shadow of its former self. While most of the kopru have succumbed to their monstrous natures and degenerated into barbarism, a few kopru matrons remember the tales of their race&#8217;s former glory and seek to restore the golden age of the kopru empire. Most avoid their ancestral ruins because of the powerful magical safeguards placed there by the conquering elves to bar access to those sites, but recent raids in the area of a ruined kopru city suggest that one matron may have found a way around them and begun rebuilding the once-great Kopru Empire.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020726a,3">A Question of Ethics</a> (LVL 12) </strong>by Monte Cook</p>
<blockquote><p>Six months ago, an adventuring group that calls itself the Company of the Shining Stone learned of an aged wizard?s tomb that lay in the rocky foothills of a prominent mountain range, and sought to plunder it. What they were not counting on was that a band of stone giants would move into the immediate area to make their lair. The giants have rebuffed the company?s attempts at getting past them and to their goal.</p>
<p>Now is the time of the annual fair in Adurath, a small town located not far from the tomb, and thus, the giants. The giants have no interest in the town or the tomb, but are instead interested in a rare mineral found only in that region. A few of the townsfolk have seen the giants, but there has been no confrontation other than between the giants and the Company of the Shining Stone.</p>
<p>Which group will the PCs decide to help: the Company&#8230;or the giants?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20041230a">Shrine of the Feathered Serpent</a> (LVL 12) </strong>by By Skip Williams</p>
<blockquote><p>The couatl Tlanextic saved the village of Pearlglen from a terrible plague many years ago, and now he has returned. But why is he hiding in an abandoned temple in the woods instead of working in town, the way he once did? And what exactly is the threat to the village this time? Does the mysterious death of the town&#8217;s chief warden at the bony hands of skeletons have anything to do with it?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20021227a,3">Thicker Than Water</a> (LVL 12)</strong> by Monte Cook</p>
<blockquote><p>Blood is thicker than water, as they say. But what happens when people use ties of blood to exploit others?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020223a,3">Desert Sands</a> (LVL 13) </strong>by Gwendolyn F. M. Kestrel</p>
<blockquote><p>It&#8217;s time to heat things up in your campaign with this desert miniadventure. Merchant caravans have been disappearing as they cross the sands. Who or what is responsible and, most importantly, why is it happening? The PCs can make strange alliances or deadly enemies as they seek out answers to these questions.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010608a,3">A Frigid Demise</a> (LVL 13) </strong>by Monte Cook</p>
<blockquote><p>Charasta, an old white dragon, has not reached her age by being unprepared or foolish &#8212; she is, in fact, much more intelligent than most white dragons. Her lair is well defended and tailor-made to help her defend herself. Not only that, but when she leaves the caves to hunt, she&#8217;s taken to using <em>change self</em> to disguise her exact color.</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20030131a,3">Ill Wind in Friezford</a> (LVL 14)</strong> by Skip and Penny Williams</p>
<blockquote><p>What haunts the woods surrounding the ghost town of Friezford? And what lurks in the shattered remains of its buildings? Are there really ghosts in Friezford? Or does the place hide more material dangers?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20030530a">Stone Dead </a> (LVL 14)</strong> by Stan</p>
<blockquote><p>Petrification is one of the worst possible fates in a fantasy game. As a statue, you&#8217;re not truly dead, but you&#8217;re certainly not alive. You&#8217;re held in stasis for as long as it takes for someone to find you and return you to your normal state. This power is certainly what makes otherwise standard monsters such as the basilisk and cockatrice so feared. How much more frightening is it, then, when the source of this effect cannot be seen?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20040109a">Lochfell&#8217;s Secret</a> (LVL 15)</strong> by Eric Haddock</p>
<blockquote><p>Hollyvyre saw her husband eaten right before her eyes by a giant sea monster that walked on water. That same day, a young man found his mother&#8217;s grave dug up &#8212; and his mother&#8217;s body missing. Are the two events connected? What would a sea monster want with corpses?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20031128a">Matters of Vengeance</a> (LVL 15)</strong> by Darrin Drader</p>
<blockquote><p>It is said that the loss of love can drive men mad, but in this new adventure by Darrin Drader, it results in a search for vengeance that spans more than 200 years. Can the PCs stop the man whose hate has turned him into a death knight before he takes his final revenge?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020427a,3">Black Rain</a> (LVL 16) </strong>by Monte Cook</p>
<blockquote>
<p class="size2">When the dreaded black rain falls, all those who revere deities or rely on them for power and protection cringe in fear. The black rain forms a wall between the mortal and the divine and thus, when it falls, clerics lose all ability to cast spells and work miracles. Only the foulest of villains would use this opportunity to strike against the near-helpless clerics of an otherwise powerful temple.</p>
<p class="size2">When the black rain falls, the temple of St. Cuthbert comes under siege and a magical barrier prevents anyone from helping the beleaguered clerics and temple defenders inside. Someone has to find a way to aid them, and quick!</p>
</blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20021130a,3">Haunting Lodge</a> (LVL 17)</strong> by Owen K. C. Stephens</p>
<blockquote>
<p class="size2">Set high in a mountain range on the edge of civilization is the Green Lodge, once headquarters for one of the most famous hunting clubs in the world. Its members were not satisfied with mere animals and beasts&#8217; they hunted aberrations, magic beasts, oozes, undead, and even young dragons. The members gathered once a year to boast of their exploits and show off their latest trophies. Ten years ago, bragging rights went to Lord Rowan Fane, who brought in the twelve stuffed heads of a runt Lernaean cryohydra.</p>
<p>Unfortunately for the members of the lodge, the spirits of the creatures they killed for sport did not rest easy.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20041225a">The Thunder Below</a> (LVL 17) </strong>by James Jacobs</p>
<blockquote><p>The idyllic mountain village of Sarwin has long been one of the most relaxing and secluded locations in the nation. Situated on the edge of civilization in the shadow of remote forested mountains, this tiny town is an ideal place to retire after a long life of adventuring. Watched over by the benevolent Sarwin family in their nearby castle, it is a place strangely untouched by the barbaric orc tribes and sinister monsters of the nearby wilderness. Only the mysterious earthquakes mar the scene, and they&#8217;ve been receding in power and frequency over the last several decades until they are now all but forgotten. Certainly nothing dire could happen here. Certainly this place can last forever&#8230;right?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20040326a">Force of Nature</a> (LVL 18)</strong> by Mark A. Jindra</p>
<blockquote><p>Earthquakes, tidal waves, and volcanic eruptions have suddenly wracked Porthaven, a city normally known for its mild weather and calm seas. The root of the problem is an arcane machine built to protect the city 300 years ago by extraplanar creatures called modrons. Now the machine has run out of fuel, and it&#8217;s up to the PCs to obtain more by visiting each of the four elemental planes. Can they get the machine working again before the city of Porthaven is wiped from the earth?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/oa/20040227a">War of Dragons</a> (LVL 18)</strong> by Robert Wiese</p>
<blockquote><p>The protector of Silversands &#8212; a gold dragon named Miraxacalas &#8212; is missing, and an immense black dragon has demanded tribute from the town. Where is Miraxacalas, and why isn&#8217;t she driving off the intruder? Can the PCs defeat the black dragon and find the town&#8217;s protector and dear friend?</p></blockquote>
<p><strong><a href="http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20020125a,3">An Icy Heart</a> (LVL 20) </strong>by Eric Haddock</p>
<blockquote>
<p class="size2">Last week, a king&#8217;s prophet had a vision of golems made of ice that wouldn?t melt smashing through the royal castle walls, and of crops frozen under sheets of ice formed by the white dragon&#8217;s breath. Alarmed, the king has sent word that he desires someone brave enough to go to the dragon and find out whether she&#8217;s about to attack. If she is, the party must stop her before it&#8217;s too late. But, another prophet warns that the white dragon has an entirely different plot afoot, and that an icy grave awaits anyone who goes up the mountain.</p>
<p class="size2">The player characters have to figure out what&#8217;s going on &#8212; then decide on their own what to do about it, while the fate of a king and his castle hangs in the balance.</p>
</blockquote>
<p><strong>&#8212; WIZARDS OF THE COAST D&amp;D INSIDER / DUNGEON ADVENTURES ARCHIVE </strong></p>
<p>Yep, here&#8217;s some free 4th edition adventures!</p>
<p><strong><a title="Free D&amp;D adventure - Hell's Heart" href="http://www.wizards.com/default.asp?x=dnd/duad/20071031">Hell&#8217;s Heart</a> (LVL 9-11) </strong>by Nicolas Logue</p>
<blockquote><p>The PCs learn that Viktor Saint-Demain is hatching some scheme inside his dark prison. They either investigate him by sneaking into Hell’s Heart or they arrive on the scene when Viktor springs his trap. The inmates have control of the asylum and they wait to ambush the PCs. What’s worse, Ulysses Maldrake waits outside Hell’s Heart with a crack team of Sharn’s Watch ready to take the party of “co-conspirators” down. The party has to find Viktor, save Baron Trelib d’Medani from a death trap, prevent the poisoning of Tavick’s Landing’s water supply, and clear their good names before it’s too late.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Iggwilv's Legacy" href="http://www.wizards.com/default.asp?x=dnd/duad/20071012">Iggwilv&#8217;s Legacy</a></strong> <strong>(LVL 10-12)</strong> by Ari Marmell, Edward Albert, and C.A. Suleiman</p>
<blockquote><p>&#8220;Iggwilv’s Legacy&#8221; is a web-based adventure expanding the former lair and home of the dread archmage. The first part, &#8220;Iggwilv’s Horn,&#8221; details the history of the archmage’s mountain, its outer slopes and caves, and the lands surrounding it. The second part revisits the classic adventure &#8220;The Lost Caverns of Tsojcanth,&#8221; updated to use 3.5 Dungeons &amp; Dragons rules. The third part, &#8220;The Hollow of the Horn,&#8221; explores yet more of the chambers within the mountain’s deadly interior.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Moagim's clone" href="http://www.wizards.com/default.asp?x=dnd/duad/20071219">Moagim&#8217;s clone</a></strong> <strong>(LVL 13-15)</strong> by Ryan Smalley</p>
<blockquote><p>In “Moagim’s Clone,” the party receives a frantic appeal for assistance from Queen Aliz of Adrigal. The characters are asked to travel to an abandoned quarry, find the Hornlord’s clone, and destroy it. It won’t be easy. The characters must first deal with the last surviving Pronged Sect general (Wodan) and his band of murderous satyrs, vanquish lingering undead and Moagim’s construct guardians, overcome powerful magical wards, and finally slay Moagim’s greatest guardian — the horned devil Efizance. The party has 4 hours to complete their mission before Moagim’s soul has the opportunity to transfer to the Hornlord’s clone.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Essence of Evil" href="http://www.wizards.com/default.asp?x=dnd/duad/20071221">Essence of Evil</a> (LVL 19-21)</strong> by Robert J. Schwalb</p>
<blockquote><p>Deep beneath a forlorn volcano, long dormant but active with the servants of the Elder Elemental Eye, lays a dreadful thing—a fragment of He of Eternal Darkness brought low ages ago by powerful magic. For centuries, the abomination has waited, growing fat on the prayers of those mortal above that gave their lives and those of their sacrifices to honor their insane master. Never content with such petty supplications, the entity divided its minions into factions and turned them against one another, compelling them to fight and murder, to harvest the souls of their brethren in evil. Each new death fed the elder evil, awakening a dire intelligence and a grim awareness until it took a name and found its purpose. It became Shothragot, the Herald of Tharizdun and the key to unlock the dread prison.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - The Plague Tree" href="http://www.wizards.com/default.asp?x=dnd/duad/20071226">The Plague Tree</a> (LVL 14-16) </strong>by Greg A. Vaughan</p>
<blockquote><p>In “The Plague Tree,” the party finds itself attacked by unusual undead harpies. After they defeat the initial group, they can enter the Plague Tree, the source of the attack, and deal with its denizens. If they persist, they eventually face the marrash Kizhaam, a plague spewer, and possibly even the necronaut.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Teleport Gone Awry" href="http://www.wizards.com/default.asp?x=dnd/duad/20080107">Teleport Gone Awry</a> (LVL 9-11)</strong> by David Noonan</p>
<blockquote><p>When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory. All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. Except that it isn’t that simple, because teleport isn’t foolproof. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway. But this Side Trek focuses on the really intriguing column on the teleport chart: “similar area.”</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Prisoner of the Castle Perilous" href="http://www.wizards.com/default.asp?x=dnd/duad/20080211">Prisoner of the Castle Perilous</a> (LVL 17-19)</strong> by Stephen S. Greer</p>
<blockquote><p>Years ago, a wizard aspiring for lichdom named Acererak clashed with a paladin named Sir Pentivel, who was rising in the ranks of his faith. Their contest of might and magic resulted in the defeat of Acererak, who fled from his enemy before he could be slain. Long years passed and Acererak brooded over the setbacks Sir Pentival had imposed on his plans. Acererak attained his goal of lichdom and later transcended his physical form to that of a powerful demilich whose name has evoked fear and awe for decades.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Caravan of Glauu the Seer" href="http://www.wizards.com/default.asp?x=dnd/duad/20080220">Caravan of Glauu the Seer</a> (LVL 4)</strong> by David Noonan</p>
<blockquote><p>Sometimes the PCs get stuck on a matter of plot. They’ve missed—or misinterpreted—clues and are consequently missing the key piece of the puzzle that can drive the adventure forward. Rumor or random chance leads them to a crossroads just outside of town where a caravan of ushemoi (from Monster Manual V) have constructed a primitive gladiator ring. Their leader, an arkamoi named Glauu Hatari (arkamoi sorcerer 10), can cast contact other plane on the PCs’ behalf—if the PCs can defeat his chosen gladiators.</p></blockquote>
<p><strong><a title="Free D&amp;D adventure - Witching Season" href="http://www.wizards.com/default.asp?x=dnd/duad/20080229">Wiching Season</a> (LVL 5-7)</strong> by B. Matthew Conklin III</p>
<blockquote><p>“Witching Season” is a horror-themed adventure set in a remote village beset by hags. The characters have the opportunity to prevent the lynching of a local potter, Sadel Claywheel, Autumn’s foster mom. A grateful Sadel asks the characters to help Autumn whom she has sent into hiding at an old mine entrance south of town. From there, the PCs may encounter some ogres bent on killing villagers who seek out Autumn, a cantankerous old fisherman and his ghostly “wife,” a sunken riverboat with its nearby fiendishly old crocodile, a hovel that hides a hag named Lonni, and finally a trip to the Sinking Tower, where they may find and rescue Autumn from her terrible fate.</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/duad/20080312">Touch of Madness</a> (LVL 9-11)</strong> by Robert J. Schwalb</p>
<blockquote><p>“Touch of Madness” follows a simple structure in which a frontier comes under attack and it falls to the adventurers to protect it. However, the attackers are no orcs or goblins; they are something far stranger and their appearance leads many people in the community to believe that more attacks will follow. The only way to save the town, then, is to find out who’s behind the attacks and change their minds—forcefully if necessary.</p></blockquote>
<p><a title="Night of the Straw Men" href="http://www.wizards.com/default.asp?x=dnd/duad/20080507"><strong>Night of the Straw Men</strong></a> <strong>(LVL 1)</strong> by Stephen J. Smith</p>
<blockquote><p>Each year in the village of Steeplefall, the villagers celebrate the Day of the Straw Men. A villager must merely whisper his or her sins to the small effigy, then burn it in a massive fire at the town square to be scoured clean. But someone has an ulterior motive at this year&#8217;s burning. After the PCs have had a chance to enjoy the festivities, at the evening&#8217;s bonfire, a dark power strikes. Can the characters save the festival and the innocent townsfolk in attendance? Even if they do, who or what was behind the attack?</p></blockquote>
<p><strong><a href="http://www.wizards.com/default.asp?x=dnd/duad/20080509">City of Blood</a> (LVL 7) </strong>by Nicolas Logue</p>
<blockquote><p>Adventurers return from the deeps of Xen&#8217;drik all the time with packs full of strange antiquities and treasures. But some treasures aren&#8217;t meant to be rediscovered. After a recent expedition to just such a tomb, some adventurers brought back more than they bargained for.</p>
<p>A few nights after the expedition returned, corpses began appearing in the morning streets, drained of blood. On top of that, rumors abound that a force in Stormreach&#8217;s criminal underworld backed the expedition. The PCs will have their hands full as they try to unravel the mystery of the mysterious collection while navigating the many competing criminal elements of Stormreach&#8217;s underbelly. &#8220;City of Blood&#8221; is an adventure set in the <strong>Eberron </strong> campaign setting, although it could just as easily be adapted for play in your non-Eberron home game.</p></blockquote>
<p><strong>&#8212; DRAGONSFOOT</strong></p>
<p><a href="http://dragonsfoot.org">Dragonsfoot</a> is the home of 1st edition Advanced Dungeons &amp; Dragons.  Use the modules as they are, modify them for newer editions or use them for inspiration.</p>
<p><a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=165&amp;watchfile=0"><strong>Where The Fallen Jarls Sleep</strong></a><strong> (LVL 3-5) </strong>by John A. Turcotte</p>
<blockquote><p><em><strong>Her Dark Majesty trilogy, part I</strong></em> &#8211; A Moon ago, the six most powerful clans each sent their champion to discover the source of blight. The six never returned, nor has any trace been found. Who can say what evil lurks amid the towering peaks and shadowed fjords?</p></blockquote>
<p><strong><a title="Beneath Black Towen - DnD Adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=213&amp;watchfile=0" target="_blank">Beneath Black Towen</a> (LVL 4-6)</strong> by John Turcotte<strong><br />
</strong></p>
<blockquote><p><em><strong>Her Dark Majesty trilogy, part II</strong></em> &#8211; Now nefarious things are returning to those fiendish ruins. Where his bravest warriors have failed, Yngvar has called for outlander heroes to aid the Clans, promising great rewards and immortality in song. The heroes are charged with making their way through the perilous Trevärä Peaks to Black Towen and with destroying the source of the evil there. Who knows what danger lurks in those vast shadowed heights where the northern lights play?</p></blockquote>
<p><a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=242&amp;watchfile=0"><strong>Stormcrows Gather</strong></a><strong> (LVL 5-7) </strong>by John A. Turcotte</p>
<blockquote><p><em><strong>Her Dark Majesty trilogy, part III</strong></em> &#8211; This adventure completes the Her Dark Majesty trilogy, following on from Beneath Dark Towen and Where the Fallen Jarls Sleep. Can you save The Land Of Song from the evil that threatens to overwhelm it.</p></blockquote>
<p><strong><a title="Trident rock - dnd adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=214&amp;watchfile=0" target="_blank">Trident Rock</a> (LVL 5-7) </strong>by Michael Martin<strong><br />
</strong></p>
<blockquote><p>Around 250 years ago, Saint Endra the Demonslayer waged battle against an infernal outbreak. All along the rocky, stormy coast of an inland sea, villages and settlements were being decimated by bands of gnolls, ghouls, and worse. Gathering men and women as he went, and from the remnants of the ravaged coastal peoples, Endra soon drew the attention of the foul horde.</p></blockquote>
<p><strong><a title="The battle for gib rus - DND adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=208&amp;watchfile=0" target="_blank">The Battle For Gib Rus</a> (LVL )</strong> by Michael Haskell</p>
<blockquote><p>The druids of Gib Rus have long been tolerant of Ans Neomis and its lords. They felt that allowing the small civilization to flourish near the great wilderness of Gib Rus preserved the balance. The lords Hearst were always allies of the druids, joining together when the occasional band of humanoids or bandits grew too strong and threatened both locations. The druids granted the lords Hearst the right to move caravans of goods through Gib Rus along the ancient road, provided that the animals and wild lands were respected. But something has changed under the current Lord Hearst.</p>
<p>The forces of darkness threaten the natural splendour of Gib Rus. Do you have what it takes to save this idyllic corner of the world?<strong><a href="http://www.dragonsfoot.org/php/archive.php3?sectioninit=FE&amp;fileid=209&amp;watchfile=0"></a></strong></p>
<p>Also download: <a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=209&amp;watchfile=0">The Battle For Gib Rus: Supplementary Documents</a></p></blockquote>
<p><strong><a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=196&amp;watchfile=0">Beneath The Darkshroud Peaks</a> (LVL 2-3) </strong>by Stuart Marshall</p>
<blockquote><p>Once again evil threatens the town of Melford and only you can help!</p></blockquote>
<p><a title="The Melford Murder - 1st edition D&amp;D adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=162&amp;watchfile=0"><strong>The Melford Murder Trilogy I: The Melford Murder</strong></a><strong> (LVL 1)</strong><a href="http://www.dragonsfoot.org/php/archive.php3?sectioninit=AD&amp;fileid=162&amp;watchfile=0"><br />
</a></p>
<blockquote><p>This whodunnit will have your players scratching their heads.</p></blockquote>
<p><strong><a title="The Spider Farm - 1st Edition D&amp;D adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=152&amp;watchfile=0" target="_blank">The Melford Murder Trilogy II: The Spider Farm</a> (LVL 1)</strong><a href="http://www.dragonsfoot.org/php/archive.php3?sectioninit=AD&amp;fileid=152&amp;watchfile=0"><br />
</a></p>
<blockquote><p>This mini-adventure for 1st level characters will certainly keep them on their toes.</p></blockquote>
<p><strong><a title="Shrine of the Oracle - 1st edition D&amp;D adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=164&amp;watchfile=0" target="_blank">The Melford Murder Trilogy III: Shrine Of The Oracle</a> (LVL 1)</strong> by Stuart Marshall</p>
<blockquote><p>This adventure can be used either standalone or as a continuation of the adventure presented in The Spider Farm and The Melford Murder.</p></blockquote>
<p><strong><a title="Goblin Tooth 1 - 1st edition D&amp;D adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=135&amp;watchfile=" target="_blank">Goblins Tooth I &#8211; Moonless Night</a> (LVL 1-3)</strong> by Lorne Marshall</p>
<blockquote><p>Journey to the border village of Goblins Tooth on the very outskirts of human civilization and discover high adventure! The first instalment “Moonless Night &#8211; The Defense of Goblin’s Tooth” gets the story well underway and even better is that there are five great scenarios in total.</p></blockquote>
<p><strong><a title="Goblin Tooth 2 - 1st edition D&amp;D adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=144&amp;watchfile=" target="_blank">Goblins Tooth II &#8211; Faces of Love</a> (LVL 2-3)</strong> by Lorne Marshall<a href="http://www.dragonsfoot.org/php/archive.php3?sectioninit=AD&amp;fileid=144&amp;watchfile="><br />
</a></p>
<blockquote><p>Return to the border village of Goblins Tooth</p></blockquote>
<p><strong><a title="High atop dragonmount 1 - 1st edition D&amp;D adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=81&amp;watchfile=" target="_blank">High Atop Dragonmount I </a>(LVL 1)</strong> by Lucias Meyer</p>
<blockquote><p>Orcs, goblins, kobolds, and bandits seemed to take turns inhabiting Arolon, but few could hold it long. As a result, it has been a popular place for adventurers to visit. Tales of hoarded wealth from merchant raids fill many a local inn, though the veracity of such statements is seldom backed up with proof. Further fueling the draw of the place is the fact that Arolon is rumored to be built on top of the entrance to the Catacombs of Eryx, the wealth filled halls built by the cult dedicated to Vorcanthanoth.</p></blockquote>
<blockquote><p>Also download: <a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=82&amp;watchfile=">High Atop Dragonmount Feature Map</a></p></blockquote>
<p><strong><a title="Horror of Spider point - 1st edition D&amp;D adventure" href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=61&amp;watchfile=" target="_blank">Horror of Spider Point</a> (LVL 7-9) </strong>by Mark O&#8217;Reilly<a href="http://www.dragonsfoot.org/php/archive.php3?sectioninit=AD&amp;fileid=61&amp;watchfile="><br />
</a></p>
<blockquote><p>Being dropped into the middle of a strange and eerie island, your adventurers have to fight for their lives to escape the evil that inhabits this weird island. Full adventure time plan, guides for the use of music,maps, hand outs and detailed information for the DM are included in this special adventure. A perfect introduction into the Ravenloft world or just to add some darkness into your current campaign world.</p>
<p>Also download: <a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=60&amp;watchfile=" target="_blank">Horror of Spider Point &#8211; Map Pack</a></p></blockquote>
<p><a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=AD&amp;fileid=58&amp;watchfile=" target="_blank"><strong>The Temple Diancecht (LVL N/A &#8211; guessing 9-12)</strong></a> by Lawrence Mead and Edward Winter</p>
<blockquote><p>In modern times, most folk have forgotten the sect of Diancecht and few alive can recall the details of what happened there or why. But the local town clerics keep records and can still remember the &#8220;old&#8221; days when the supply of golden honey was plentiful. When the opportunity arose, two bold adventurers (the fighter Ejia and the monk Baleron) were sent on the two week journey to the Temple Diancecht to explore and to return with any cache of honey or other clerical items they could find. It is now months since they left the town and the elders are worried about them.</p></blockquote>
<p><strong><a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=SE&amp;fileid=201">Church Of The Poisoned Mind</a> (</strong><strong>LVL N/A &#8211; guessing 2-3</strong><strong>)</strong> by Mik Calow<a href="http://www.dragonsfoot.org/php/archive.php3?sectioninit=SE&amp;fileid=201&amp;watchfile=0"><br />
</a></p>
<blockquote><p>A Ravenloft adventure for the stout of heart.</p></blockquote>
<p><strong>&#8212; ORIENTAL HARDPOINTS</strong></p>
<p>On <a href="http://www.oriental.hardpoints.de">Oriental Hardpoints</a> you will find several  AD&amp;D adventures &#8211; more like DM notes and vague plots &#8211; based on a pseudo-Chinese Oriental setting, maps with an oriental theme.</p>
<p><strong><a href="http://www.oriental.hardpoints.de/down/OA1.pdf">The Cult of the Barbed Tentacle</a></strong><strong> (</strong><strong>LVL N/A &#8211; guessing 2-3</strong><strong>)</strong></p>
<blockquote><p>In this epic tale of conflict and heroism, the PCs are pitted against the denizens of the Shadow Plane who plan the abduction of a holy man for purposes so sinister that only massive wuxia swordsplay can stop them.</p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/OA2.pdf">Pagoda of the Dragon Sons</a> (LVL N/A &#8211; guessing 2-3)</strong></p>
<blockquote><p>When the PCs visit a  monastery looking for their long lost relative, they stumble upon a  dreadful mystery which might change their lives forever (i.e. end them)</p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/OA3-Raiders.pdf">Raiders of Fei Jian</a> (LVL N/A &#8211; no stat block)</strong><a href="http://www.oriental.hardpoints.de/down/OA3-Raiders.pdf"><br />
</a></p>
<blockquote><p>The poor village of Fei Jian  is raided by 3 different gangs. Can the valiant PCs end this plight?</p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/oa4.pdf">Tunnel Fighting</a></strong><strong> (LVL N/A &#8211; guessing 4-5)</strong></p>
<blockquote><p>In the hellish depth of the mines of the Nuzumi network a war rages between the ratmen and insectoid terrors from the deep. Will the PCs save rathood from the denizens of the depth or will the richest rat city in the world succumb to terror?</p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/oa5.pdf">Deep Prison</a> (LVL N/A &#8211; no stat block)</strong></p>
<blockquote><p>Deep below the surface of the Southern Sea the Pcs are kept prisoners by the terrible mind flayers. Can they escape their inevitable doom or will the heroes succumb to brain-eating monsters?</p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/OA6-Waterscroll.pdf">The Water Scroll</a></strong><strong> (LVL N/A &#8211; no stat block)</strong></p>
<blockquote><p>The dark forces stir in the  world and some patron or the other hires the PCs to get him what  he needs to stop this evil &#8211; the miracolous water scroll!</p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/OA7.pdf">The Assasin&#8217;s Blade</a> </strong><strong> (LVL N/A &#8211; guessing 2-3)</strong></p>
<blockquote><p>A mysterious murder is  blamed on the PCs as usual and they have to prove their innosence to avert a civil  war of epic proportions.</p>
<p>Also download: <a href="http://oriental.hardpoints.de/down/OA7_1.gif">handout #1</a> and <a href="http://oriental.hardpoints.de/down/OA7_2.gif">handout #2</a></p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/OA8.pdf">Red Sun Rising</a> </strong><strong> (LVL N/A &#8211; guessing 7-8)</strong></p>
<blockquote><p>War is stirring in the Shattered Empire. Can the PCs reach a lonely outpost before it is overrun by the forces of the Red-Gloved Daimyo?</p></blockquote>
<p><strong><a href="http://www.oriental.hardpoints.de/down/OA9.pdf">Uniting the Scrolls</a> </strong><strong>(LVL N/A &#8211; no stat block)</strong></p>
<blockquote><p>Adventures at the court of  the Jade Emperor. Intrigue and deception await our heroes in the  province of the construct-lich.</p></blockquote>
<p><strong><a href="http://www.rpgshop.com/product_info.php?products_id=6176&amp;">The Journey West</a> </strong><strong> (LVL N/A &#8211; guessing 7-8 but what do I know?  I should ask the powerful prophet)</strong></p>
<blockquote><p>A powerful prophet, who knows every single word that has ever been uttered, lives in the West. Will the characters find out who is behind the looming war or will they be vanquished in the foul woods of the Bloodrain Forest?</p></blockquote>
<p><strong> &#8212; ROLEPLAYINGTIPS.COM</strong></p>
<p><a href="http://www.roleplayingtips.com">Roleplaying Tips</a> is THE authority for everything about the game master vocation.  RP Tips has an archive of 5 room dungeons.  The 5 room dungeons were all created as part of a contest held by Roleplaying Tips and <a href="http://strolen.com">Strolen&#8217;s Citadel</a>.</p>
<p>No levels for these adventures, just great ideas wrapped around a great concept.</p>
<p><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol01-18.pdf"><strong>Download all 18 volumes</strong></a></p>
<blockquote><p>One massive, 180 pages pdf!</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol01.PDF">Volume 1</a> </strong></p>
<blockquote><p><strong>A visit to the Witch&#8217;s Cottage</strong> by Gillian Wiseman</p>
<p><strong>Isles of Ice</strong> by Mothshade</p>
<p><strong>The Tomb of the Dragon Queen</strong> by Joseph Rapoport</p>
<p><strong>The Living Vault</strong> by Mothshade<strong><br />
</strong></p>
<p><strong>The Sunken Vault</strong> by Natha</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol02.PDF">Volume 2</a></strong></p>
<blockquote><p><strong>Warts and All</strong> by Paul Darcy</p>
<p><strong>Temple of the Volcano God</strong> by DJ Mindermast</p>
<p><strong>The Necromancer&#8217;s Cave</strong> by Morpha</p>
<p><strong>Merchant&#8217;s Crypt</strong> by Aki Halme</p>
<p><strong>The Temple Defiled</strong> by Tyler Turner</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol03.pdf">Volume 3</a></strong></p>
<blockquote><p><strong>The Haunting</strong> by Matthew and Paul Darcy</p>
<p><strong>The Quest for the Rod of Spellius</strong> by Davide Quatrini</p>
<p><strong>The Plague Devil</strong> by Nik Palmer</p>
<p><strong>Villainous Cellar Pub</strong> by Aki Halme</p>
<p><strong>Ye Classic Wizard&#8217;s House</strong> by Gillian Wiseman</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol04.pdf">Volume 4</a> </strong></p>
<blockquote><p><strong>The Sanctuary of Sumuho</strong> by Dozus</p>
<p><strong>Crossbones Island</strong> by Chaosmark</p>
<p><strong>Swamp Music</strong> by Nik Palmer</p>
<p><strong>The Windspire</strong> by Nathan Meyer</p>
<p><strong>The Message</strong> by Morgan Joeck</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol05.pdf">Volume 5</a></strong></p>
<blockquote><p><strong>Spawn of the God-Egg</strong> by Wulfhere and EchoMirage</p>
<p><strong>Foray into the Forest of the Frog King</strong> by Thewizard63</p>
<p><strong>Troll Brothers Cove</strong> by Nik Palmer</p>
<p><strong>Black Fire Ruins</strong> by Will Cartier</p>
<p><strong>Shadow Vault</strong> by William K. Wood</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol06.pdf">Volume 6</a> </strong></p>
<blockquote><p><strong>Diamonds and the Deluge</strong> by valadaar</p>
<p><strong>Bedizen&#8217;s Traveling Dungeon</strong> by Scrasamax</p>
<p><strong>Thieves&#8217; Guild</strong> by Aki Halme</p>
<p><strong>&#8216;Ringed&#8217;</strong> by fadeaway1978</p>
<p><strong>Tomb of a Cleric</strong> by Uri Lifshitz</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol07.pdf">Volume 7</a></strong></p>
<blockquote><p><strong>Of Pines and Roses</strong> by valadaar</p>
<p><strong>The Tomb of Agellar</strong> by Dragonlordmax</p>
<p><strong>Deserted Island</strong> by Nik Palmer</p>
<p><strong>Henge of Ascension</strong> by Nik Palmer</p>
<p><strong>Taking Sides</strong> by Uri Lifshitz</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol08.pdf">Volume 8</a></strong></p>
<blockquote><p><strong>To Sell a Gem</strong> by David Hickman</p>
<p><strong>Place of the Embalmers</strong> by Wulfhere</p>
<p><strong>The Nobleman&#8217;s Daughter</strong> by Dragon Lord</p>
<p><strong>The Great Gate</strong> by Davide Quatrini</p>
<p><strong>Heart of the Dwarves</strong> by Paul Darcy</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol09.pdf">Volume 9</a></strong></p>
<blockquote><p><strong>Skanda Biologicals</strong> by Siren no Orakio</p>
<p><strong>The Spirit Never Dies</strong> by Ria Hawk</p>
<p><strong>Saving Plaque</strong> by Strolen</p>
<p><strong>Barrow of the Bored Berserker</strong> by DeeCee</p>
<p><strong>The Stone Labyrinth</strong> by Daniel Burrage</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol10.pdf">Volume 10</a> </strong></p>
<blockquote><p><strong>Revenge of the Urn Beast</strong> by Cheka Man</p>
<p><strong>Raid on Tantalus IV</strong> by dark_dragon</p>
<p><strong>Sewer Lair</strong> by Daniel Burrage</p>
<p><strong>Orcish Olympics</strong> by Aki Halme</p>
<p><strong>Pitfall Castle</strong> by Nathan Wells</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol11.pdf">Volume 11</a></strong></p>
<blockquote><p><strong>The Mercenary Shrine</strong> (sci-fi) by Ancient Gamer</p>
<p><strong>The Cursed Keep of the Wastelands</strong> by Captain Penguin</p>
<p><strong>The Well</strong> by Bert Isla</p>
<p><strong>The Governor&#8217;s House</strong> by Anthony Hart-Jones</p>
<p><strong>Blind Pack</strong> by Jean-Christophe Pelletier</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol12.pdf">Volume 12</a></strong></p>
<blockquote><p><strong>Stranger Than Fiction</strong> by Uri Lifshitz</p>
<p><strong>Aboleth</strong> by Andrew Anderson</p>
<p><strong>Dragon&#8217;s Lair</strong> by Aki Halme</p>
<p><strong>Lord and Killer</strong> by Drackler</p>
<p><strong>Upshi Rises</strong> by Cheka Man</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol13.pdf">Volume 13</a></strong></p>
<blockquote><p><strong>The Wizard&#8217;s Challenge</strong> by Thewizard63</p>
<p><strong>Drop of Blood in the Bucket</strong> by mrcelophane</p>
<p><strong>Temple of the Four Elements</strong> by Nathan Wells</p>
<p><strong>Random 5 Rooms Dungeon Generator</strong> by Davide Quatrini</p>
<p><strong>Promised Aid</strong> by Jonas Dorn</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol14.pdf">Volume 14</a></strong></p>
<blockquote><p><strong>Caravan of Courage</strong> by Nathan Wells</p>
<p><strong>Escape From Slavers&#8217; Isle</strong> by Jason Kemp</p>
<p><strong>Vault of the Wiglord</strong> by Ken McCutchen</p>
<p><strong>The Towers of Wisdom</strong> by manfred</p>
<p><strong>Through the Maze</strong> by Margaret Coffey</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol15.pdf">Volume 15</a></strong></p>
<blockquote><p><strong>Prison Break</strong> by Nathan Wells</p>
<p><strong>The Company</strong> by Nathan Wells</p>
<p><strong>Catching the Traitor</strong> by Amy</p>
<p><strong>The Wizard&#8217;s Land</strong> by Dr SciFi</p>
<p><strong>St. Nathanial &#8211; Harbinger of Doom</strong> by Thewizard63</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol16.pdf">Volume 16</a></strong></p>
<blockquote><p><strong>The Sledge</strong> by Dragonlordmax</p>
<p><strong>The Pyramid</strong> by Jeremy Coffey</p>
<p><strong>The Masters of Evil</strong> by David J Rowe</p></blockquote>
<p><strong><a href="http://www.roleplayingtips.com/downloads/5RoomDungeons_Vol17.pdf">Volume 17</a></strong></p>
<blockquote><p><strong>Retreat</strong> by Aki Halme</p>
<p><strong>Tomb of the Colossus</strong> by Bryan Smart</p>
<p><strong>Too Many in the Tomb</strong> by John Moseman</p>
<p><strong>Minaret of the Smoking Tankard</strong> by Michael Sinclair</p>
<p><strong>The Witchwood</strong> by H L</p></blockquote>
<p>Let me know if you know about other free adventures.  My email address is <a href="mailto:yax@dungeonmastering.com">yax@dungeonmastering.com</a>.
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<item>
		<title>Dungeon Mastering has a new look</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/1aY-bWGBqf4/dungeon-mastering-has-a-new-look</link>
		<comments>http://www.dungeonmastering.com/news/dungeon-mastering-has-a-new-look#comments</comments>
		<pubDate>Thu, 12 Nov 2009 01:22:18 +0000</pubDate>
		<dc:creator>Yax</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2669</guid>
		<description><![CDATA[What do you think of the new look?]]></description>
			<content:encoded><![CDATA[<p><strong>What it means for you, the reader</strong></p>
<p>The current change in the design is the last step we took to get away from unwanted ads &#8211; we want to help you have more fun gaming, not spam you. We don&#8217;t want to bombard you with random ads. We still have to pay bills, so you will see some ads on the site, but the only ads you will see on Dungeon Mastering from now on are for companies we trust and love, and products we stand behind. We now keep Dungeon Mastering going through sales of our own games on <a href="http://games.dungeonmastering.com">Expy Games</a> as well as sales of D&amp;D books through Amazon (we get a commission if you buy after clicking the D&amp;D books ads in the sidebar).</p>
<p><strong>More options</strong></p>
<p>We try to keep things simple but a lot of you emailed us to say that navigation on the old site was clumsy, too simple. So we added tabbed menus in the sidebar which will let us add more navigation options if they become needed.</p>
<p><strong>What do you think?</strong></p>
<p>That&#8217;s the gist of it. Are you missing links or tabs you used often? Do you like the new look? Does it seem more or less cluttered than the old site?
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<title>Nerd Watching: The Path to Publication</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/cT4QUofOAN0/nerd-watching-the-path-to-publication</link>
		<comments>http://www.dungeonmastering.com/nerd-watching/nerd-watching-the-path-to-publication#comments</comments>
		<pubDate>Tue, 10 Nov 2009 05:05:45 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Nerd Watching]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[blogs]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dragon]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2600</guid>
		<description><![CDATA[I offer up my advice from the trenches on how to get published and find design work.]]></description>
			<content:encoded><![CDATA[<p>A few weeks back Yax <a href="http://www.dungeonmastering.com/news/get-paid-to-write-for-dd-insider">offered some advice</a> for those responding to WotC&#8217;s call for submissions. Honestly, what gamer hasn&#8217;t thought about publishing their own games or expanding the rules to your favorite system? Maybe, like me and many others, you want to break into the industry full time. It is not easy, but it is certainly possible. Knowledge is your greatest tool to get you through. From personal experience and great advice from many sources, I have a storehouse of wisdom on the subject. These are practices that I try to employ myself and I want to share them with all of my other brothers and sisters at the bottom of the game designer ladder.</p>
<p><strong>They will not come to you</strong></p>
<p>A lot of would-be designers start up blogs and post their work on forums. There is a value to that. You get your name out there and display some of your skills. But if you&#8217;re sitting around waiting for professionals to come courting, you&#8217;ll be waiting a long time. Your public persona helps you to make contacts, but you need to always be on the offensive. Game companies already have an overload of submissions coming to them. They don&#8217;t need to seek you out.</p>
<p><strong>The pitch is everything</strong></p>
<p>People don&#8217;t have the time or even desire to read your full product when you submit. You need to be able to pitch it in brief but capture what is actually interesting about your idea. I think a good length for an introductory pitch is 3-5 sentences depending on the nature of the project. If you can&#8217;t distill it down that much then you don&#8217;t understand your own idea enough.</p>
<p>Also be very careful about spelling and grammar in your pitch. This is an area I struggle with myself, but frequently see much worse than what I do! Pick up a copy of <em>The Elements of Style </em>and restart your English education. The person reading your submission is likely going to be the person who works with you and edits it. If he or she finds spelling errors in your 4 sentence pitch, do you think he or she will want to edit your 2,000 word article?</p>
<p><strong>Build up to 1st party</strong></p>
<p>If you want to write for D&amp;D the obvious path is to start submitting to Dragon or Dungeon. That isn&#8217;t wrong, but the official magazines can be a tough nut to crack. Unofficial projects can be a great way to practice your skills and build up to the bigger projects. Kobold Quarterly, Goodman Games and even this site all accept submissions and can be an easier way to start writing for respected sources.</p>
<p><strong>Prepare for silence</strong></p>
<p>You are told to prepare for rejection, but often it never comes. Companies often don&#8217;t have the time or resources to reject submissions. Frequently you will receive only silence in response and eventually have to assume that your idea was rejected. Don&#8217;t sit around waiting, submit more ideas to more venues. Check the rules for simultaneous submissions to see if you can shop your idea around. Just don&#8217;t sit around waiting for an answer before you act again. It is slow and discouraging.</p>
<p><strong>Take Risks</strong></p>
<p>The things that have yielded the biggest rewards for me are the same things that had me trembling in fear when I went for them. This job, Expy Games, my friends at Wizards of the Coast and countless other projects are the result of my ignoring the voice that told me I can&#8217;t. In fact, if I had listened to my insecurities I never would be pursuing game design as a profession at all. Take a chance, the worst anyone can tell you is no.</p>
<p><strong>Get help</strong></p>
<p>There&#8217;s always someone who knows more than you. Most of the time that person is willing to share with you. My experience has been that most people are genuinely happy to help you, as long as you respect their time and ask politely. If you&#8217;re looking for more extensive guidance, I can strongly recommend Yax and Johnn Four&#8217;s <a href="http://www.gamer-lifestyle.com/">Gamer Lifestyle Project</a>. Yax has been an immense help to me professionally and is wise in areas most would-be designers never consider that they need.</p>
<p><em>Are you a budding designer in need of aid? Do you have your own tips to share? Let us know in the comments.</em>
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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		<title>30 Fiction Writing Tips That Will Make You A Better DM (part 3)</title>
		<link>http://feedproxy.google.com/~r/DungeonMastering/~3/S286gS16ECY/30-fiction-writing-tips-that-will-make-you-a-better-dm-part-3</link>
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		<pubDate>Mon, 09 Nov 2009 04:50:44 +0000</pubDate>
		<dc:creator>Yax</dc:creator>
				<category><![CDATA[Thoughts & Tools]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[Dungeon Mastering]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2603</guid>
		<description><![CDATA[In the spring of 2007 I did not work. I wrote. A lot! This was before I started writing for Dungeon Mastering. I was writing a novel (which is still just a draft). Writing fiction is tough, but it&#8217;s also fun and rewarding. For me it was also a great learning experience. I polished skills [...]]]></description>
			<content:encoded><![CDATA[<p>In the spring of 2007 I did not work. I wrote. A lot! This was before I started writing for Dungeon Mastering. I was writing a novel (which is still just a draft). Writing fiction is tough, but it&#8217;s also fun and rewarding. For me it was also a great learning experience. I polished skills I had only used subconsciously: crafting complex character, creating unique settings, weaving story elements together.</p>
<p>Two and a half years later, my fiction writing projects are on hold. I&#8217;m all about gaming nowadays. But my stint as an aspiring novelist made me a better writer and a better storyteller. I thought I&#8217;d share a few writing techniques that I learned through books, websites, and experience and how I use them to be a better DM.</p>
<p><strong>30 Fiction Writing Tips That Will Make You A Better DM</strong></p>
<p><em>This is a three part series:</em><strong><br />
</strong></p>
<ul>
<li><em><a href="http://www.dungeonmastering.com/tools-resources/30-fiction-writing-tips-that-will-make-you-a-better-dm-part-1">#1 &#8211; #10<br />
</a></em></li>
<li><em><a href="../tools-resources/30-fiction-writing-tips-that-will-make-you-a-better-dm-part-2">#11 &#8211; #20</a></em></li>
<li><em><strong>#21 &#8211; #30</strong><br />
</em></li>
</ul>
<p><strong>#21 &#8211; Foreshadowing</strong></p>
<p>Let your players get a glimpse of the future! This is fun just from a storytelling standpoint and can be a very powerful driving force in your campaign &#8211; once you&#8217;ve seen how the future unfolds you act or react accordingly. Is it a good future? A bad one? Foreshadowing can be roleplayed through dreamscape adventuring, or through an encounter with a mystic or mage. If the PCs are present in the foreshadowing scene it can be fun to ask your players to level up 5-10 levels for a special foreshadowing game session.</p>
<p><strong>#22 &#8211; Dialogue</strong></p>
<p>Dialogue is much easier to pull off as a game master than it is as a novelist. The challenge for the game master is to use dialogue (roleplaying scenes between PCs and NPCs) to give out information, but not too much information. Giving away all the info the NPC knows in a few sentences makes the world seem artificial. You can stretch roleplaying scenes a little bit and make them a lot of fun by taking a moment to think of the NPC&#8217;s motivation and goals. You can also quickly come up with a <a href="http://www.dungeonmastering.com/campaigns-adventures/better-npcs-lower-your-expectations">roleplaying quirk that will make the NPC stand out</a>. Do these 2 things, and <a href="http://www.dungeonmastering.com/campaigns-adventures/how-to-make-improvisation-seem-planned-in-x-easy-steps">be ready to improvise</a> a little and good things should happen.</p>
<p><strong>#23 &#8211; Start strong</strong></p>
<p>There are many to start your campaign or adventure with a bang. Here are my top 2.</p>
<p>1) I&#8217;m a simple guy and I enjoy D&amp;D for its tactical aspect so I start all my campaigns with a fight! This works better if players agreed that their PCs all know each other and will work together cohesively, but it can also bring PCs who are complete strangers together.</p>
<p>2) I try to include a least one element from 1 of the PCs&#8217; backstory in that first fight scene. It lets the players know that I listened to their character concepts and that I want to work with them to make their characters more fun to play.</p>
<p><strong>#24 &#8211; Start with the middle</strong></p>
<p>When you prepare a campaign or adventure, prepare a scene that will not be played out for a while. This can help you focus your vision and determine what you&#8217;d like your campaign to become</p>
<p><strong>#25 &#8211; Planting</strong></p>
<p>Starting with the middle also allows you to use foreshadowing (see #21) and <a href="http://www.dungeonmastering.com/campaigns-adventures/instant-campaign-builder-vii-planting">planting</a>. I recorded this <a href="http://tools.dungeonmastering.com/pages/planting-storytelling">video on planting and storytelling</a> a few months ago &#8211; it shows how I organize my information when I prepare a campaign.</p>
<p><strong>#26 &#8211; Include real life experiences</strong></p>
<p>A quick and easy way to bring an NPC to life is to get inspiration from your everyday life (yes, real life!) For example, if you&#8217;re playing with college students, you could introduce an NPC cramming for his magic school exams! You can turn almost any mundane daily experience or anecdote into NPC fodder by changing the details to fit the medieval fantastic setting. It can make NPC seem like real, live human beings.</p>
<p><strong>#27 &#8211; Break a leg</strong></p>
<p>No, I&#8217;m not wishing you good luck. I&#8217;m suggested that you should actually break a leg! Make your PCs bleed. Step out of the mechanics &#8211; break legs, burn eyes out of their orbits, chop an arm. It can be a fun challenge for the party and the players. Just one warning though &#8211; be careful if you&#8217;re going to permanently change a PC&#8217;s abilities &#8211; what&#8217;s the point of letting players create their own characters if the DM is going to mess up the character concept?</p>
<p><strong>#28 &#8211; Come up with the wildest cliffhangers<br />
</strong></p>
<p>Ending sessions with a bang is really important. Even if it&#8217;s not planned ahead. Throw away the plan and just throw the wildest cliffhanger you can think of at your players. You&#8217;lll have a week or two to find a reason to make it work!</p>
<p><strong>#29 &#8211; Make it a mystery</strong></p>
<p>If you every feel your players energy or interest wane, improvise and introduce a clue, an NPC, or a magic item. The clue could incriminate one of their friends or prove a previously-thought-guilty character. An NPC could have valuable information that gets everyone moving and kickstarts the action. And every player loves tinkering with a mysterious magic item, trying to understand what it is.</p>
<p><strong>#30 &#8211; Have fun!</strong></p>
<p>Being a DM is supposed to be fun. If you don&#8217;t have fun preparing your game sessions don&#8217;t do it. Take a break or ask someone else to DM.</p>
<p><em>This is a three part series:</em><strong><br />
</strong></p>
<ul>
<li><em><a href="../tools-resources/30-fiction-writing-tips-that-will-make-you-a-better-dm-part-1">#1 &#8211; #10<br />
</a></em></li>
<li><em><a href="../tools-resources/30-fiction-writing-tips-that-will-make-you-a-better-dm-part-2">#11 &#8211; #20</a></em></li>
<li><em><strong>#21 &#8211; #30</strong></em></li>
</ul>
<p><em>&#8212;</em></p>
<p><em>If you are an aspiring fiction writer or game designer and want to get published, take a look at the Gamer Lifestyle coaching program that I run with Johnn Four (of RoleplayingTips.com). The program is currently open to new members from November 5th through November 7th. You can <strong><a href="http://gamer-lifestyle.com">download our 70+ pages free e-book on working in the RPG industry</a></strong> to learn more about the Gamer Lifestyle project. </em></p>
<p><em>We opened the program to new members for a promotion that we are doing with <a href="http://menwithpens.ca">Men With Pens</a>, a popular blog for freelance writers. The Men With Pens Crew also runs <a href="http://escapingreality.ca">Escaping Reality</a>, a gaming fiction forum, and <a href="http://capturingfantasy.com">Capturing Fantasy</a>, where fiction writing meets online gaming.</em>
<div style="font-size:0.9em; color:#555; font-style:italic; padding:5px 10px 0 10px; background:#eee; border:#ddd;">Can&#8217;t get your regular group together? Play the one-shot session RPG: <a href="http://games.dungeonmastering.com/?ref=rss">Zombie Murder Mystery!<br /><img src="http://games.dungeonmastering.com/wp-content/uploads/2009/11/free-ssw-promo.jpg" alt="Zombie Murder Mystery" title="Zombie Murder Mystery" /></a></div>
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