Asmor's Instant Dungeon: 5th level Bones of the Druid

Again, I opened up the treasure generation to be everything (though it took two tries to get a list that I liked). As before you will need to provide a map and a story, though I see this set in a more "natural setting". The Shardmasters in encounter #8 kind of justifies the other encounters.

  1. [Level 9 Magic Item]: Salubrious Armor +2 (Adventurer's Vault, page 51 [Armor]) (DDI)
  2. [Level 8 Magic Item]: Cloak of the Chiurgeon +2 (Adventurer's Vault, page 151 [Neck Slot Items]) (DDI)
  3. [Level 7 Magic Item]: Immunizing Armor +2 (Adventurer's Vault, page 46 [Armor]) (DDI)
  4. [Level 6 Magic Item]: Distance Weapon +2 (Adventurer's Vault, page 68 [Weapons]) (DDI)
  5. [560 gp]: 53 gp, 60 sp, 100 cp + 1 alexandrite (500 gp)
  6. [500 gp]: 1 topaz (500 gp)
  7. [340 gp]: 32 gp, 76 sp, 40 cp + 3 turqoise gems (100 gp each)
  8. [340 gp]: 134 gp, 53 sp, 70 cp + 2 jade gems (100 gp each)
  9. [160 gp]: 55 gp, 44 sp, 60 cp + 1 garnet (100 gp)
  10. [120 gp]: 118 gp, 15 sp, 50 cp

Encounter 1: 4th Level, 850xp
1Sith, Pact-Bound Adept (DDI)Level 6 Artillery (Leader)250Draconomicon: Chromatic Dragons, page 227 (Kobold)
2Wuth, Rex, Dragonborn Soldier (DDI)Level 5 Soldier 200Monster Manual, page 86 (Dragonborn)
1Avion, Mithrendain Guard Captain (DDI)Level 5 Soldier (Leader)200Dragon 366, page 11 (Mithrendain)
Tips: Wuth, Rex and Avion fight in as a team as Sith uses Flaming Staff on the party from 6 squares behind the front line. Sith will use Dragons Grace on the most successful the three to what ever energy type the casters seem to be using most often. Sith will close with the front line to deliver a healing burst when 2 or more of the front line fighters are bloodied. Expect Longsword and breath attacks from the Wuth and Rex.
Treasure: Lot #10

Encounter 2: 5th Level, 1089xp
4Dire Wolf (DDI)Level 5 Skirmisher 200Monster Manual, page 264 (Wolf)
1Shadow Spirit (DDI)Level 4 Lurker 175Into the Shadowhaunt, page 5
3Norker Grunt (DDI)Level 3 Minion 38H2: Thunderspire Labyrinth, page 25 (Norker)
Tips: The wolves and Norkers will mob soft targets and ranged attackers to try and keep them on the ground. The shadow spirit will only attack targets that it can flank.
Treasure: Lot #4

Encounter 3: 5th Level, 1000xp
1Vipp, Pseudodragon (DDI)Level 3 Lurker 150Monster Manual, page 91 (Drake)
1Gorth, Stormfury Orc Champion (DDI)Level 7 Elite Brute 600Dragon 370, page 35 (Lords of Chaos: Mual-Tar)
1Xan, Tiefling Shadowblade (DDI)Level 6 Skirmisher 250Dungeon 155, page 80 (Sleeper in the Tomb of Dreams)
Tips: Xan and Gorth are good friends and will openly banter with each other during the fight (Gorth is a of the "Hit 'em Hard school, Xan is more sublime) as they tag team targets. Vipp, conducts a flyby attacks to harass those who are not Gorth and Xan's latest "experiential".
Treasure: Lot #5

Encounter 4: 5th Level, 1000xp (hard setting).
4Longtooth Hunter (DDI)Level 6 Soldier 250Monster Manual, page 233 (Shifter)
Tips: Each hunter will choose a target and cause it intense harm by Hamstring them, and then following them as they flee.
Treasure: None

Encounter 5: 6th Level, 1300xp
3Dragonborn Soldier (DDI)Level 5 Soldier 200Monster Manual, page 86 (Dragonborn)
2Galeb Duhr Earthbreaker (DDI)Level 8 Artillery 350Monster Manual, page 114 (Galeb Duhr)
Tips: The Earthbreakers will pelt the party with stones until they close to 2 squares, then they unleash a Shockwave. The Dragonborn then emerge from hiding, lead with a breath attack, and pound there way into the scrum (They will also come out of hiding when either of the Earthbreakers are bloodied).
Treasure: Lot #3 and #8

Encounter 6: 6th Level, 1275xp
1Rithun, Duergar Theurge (DDI)Level 5 Controller 200H2: Thunderspire Labyrinth, page 21 (Duergar)
3Dwarf Bolter (DDI)Level 4 Artillery 175Monster Manual, page 97 (Dwarf)
1Untha, Barlgura (DDI)Level 8 Brute 350Monster Manual, page 53 (Demon)
1Broken Beak, Bugbear Warrior (DDI)Level 5 Brute 200Monster Manual, page 135 (Goblin)
Tips: This encounter should start with a volley from the Bolters as Rithun leads First with Brimstone Hail, then (on the second round) follows up with Bile Fumes. He will use Wave of Dispair when there are three or more targets within 2 squares. Otherwise Rithun will launch Firebolts at targets until either Brimstone Hail or Vile Fumes re-charge. Untha and Broken Beak will close the gap between them and any impaired heroes with Untha loosing a Savage Howl and conducting a double attack and Broken Beak using Predatory Eye followed with a Skull thump-er on Untha's target.
Treasure: Lot #2

Encounter 7: 6th Level, 1100xp (hard)
2Galeb Duhr Earthbreaker (DDI)Level 8 Artillery 350Monster Manual, page 114 (Galeb Duhr)
1Soulrider Devil (Eralian) Eladrin Arcanist (DDI)Level 9 Artillery 400Dragon 370, page 43 (Dangers of the Demonweb)
Tips: The Eladrin, with stiff movements (almost marionette like), will lead with Acid Flame, and then will use Soulrider Sacrifice to recharge it up to 5 times. If closed with, it will change to Black Chill Blast, and Fey Step away (the first time). The Earthbreakers will Hurl Stones until closed with and then unleash a shock wave and slam those left standing.
Note: Eralian is anunwilling participant, and will be gratefull if freed.
Treasure: none

Encounter 8: 8th Level, 1717xp (I forced a hard Minion fest)
15Twisted Shardmaster (DDI)Level 10 Minion 125Dungeon 157, page 80 (In the Depths of Avarice)
Tips: They will start with a barrage of bone shards as groups of 3 will charge the party in hope of "recruiting them" like they have all the others. They will not leave this area willingly.
Treasure: Lot #1, #9, #7, #6, and #5

Major Quest: 5th Level, 1000xp.


Writing for Writing Sake: Thinking of the Next Year

In the coming year these are the things I want to do with this blog:
  • Complete the Asmor's Instant Dungeon series through 30th level.
  • Create some more pre-generated characters from levels 1 to 30. (This will probably wait until Wotc finishes it's Character Builder application).
  • Create actual test dungeons to run the Pre-gen's through.
  • Improve my mapping Mojo so that I can produce maps efficiently and with a level of acceptable quality.
  • Post NPC's with Stat blocks for 4E (that's kinda like the point of this site).
  • Possibly explore NPC's of other systems (Traveller, Pathfinder, Dogs in the Vineyards, Call of Cthulthu) when I need a change of pace.
Enjoy what ever hollidays you care to enjoy,

Snorkey: Collating Links, though handy, does not an origional artical make.


Asmor's Instant Dungeon: 4th level Caves of Loathing

This time I have opened up Asmor's Treasure sources to be Everything. You will need to provide a map and a story to tie this motley band of dragons, koblods and undead together.
  1. [Level 8 Magic Item]: Controlling Weapon +2 (Adventurer's Vault, page 66 [Weapons]) (DDI)
  2. [Level 7 Magic Item]: Lens of Reading (Adventurer's Vault, page 175 [Wondrous Items]) (DDI)
  3. [Level 6 Magic Item]: Orb of Impenetrable Escape +2 (Adventurer's Vault, page 94 [Orbs]) (DDI)
  4. [Level 5 Magic Item]: Quickhit Braces (Adventurer's Vault, page 118 [Arms Slot Items]) (DDI)
  5. [470.4 gp]: 161 gp, 86 sp, 80 cp + 3 amethyst gems (100 gp each)
  6. [420 gp]: 416 gp, 36 sp, 40 cp
  7. [285.6 gp]: 179 gp, 57 sp, 90 cp + 1 peridot (100 gp)
  8. [285.6 gp]: 183 gp, 19 sp, 70 cp + 1 moonstone (100 gp)
  9. [134.4 gp]: 126 gp, 77 sp, 70 cp
  10. [100.8 gp]: 92 gp, 79 sp, 90 cp
Encounters:(again, I selected all sources when using Asmor's Encounters)

Encounter 1: 3rd Level, 750 xp
2Skeletal Warhorse (DDI)Level 5 Brute 200Dungeon 155, page 68 (Sleeper in the Tomb of Dreams)
2Rotwing Zombie (DDI)Level 4 Skirmisher 175Monster Manual, page 274 (Zombie)
Tips: The Skeletal Warhorse keep kicking while the Rotwing Zombies strafe the lone targets and move on.
Treasure: none

Encounter 2: 4th Level, 925 xp
4Orc Scout (DDI)Level 3 Skirmisher 150Dungeon 157, page 53 (Siege of Bordrin's Watch)
1Spear GauntletLevel 2 Obstacle 125Dungeon Master's Guide, page 87 (Trap and Hazards)
1Vinnie, Hobbler Decoy (DDI)Level 4 Skirmisher 175Draconomicon: Chromatic Dragons, page 224 (Kobold)
Tips: Vinnie, will attempt use taunting Jeer to pull Characters through the spear gauntlet while the Scouts pin them down with arrow fire. The scouts will remain on the far side of the gauntlet, Though the Overeager feature will force them to, potentially, move through the gauntlet to get at a target. Vinnie will make a run for it once Bloodied.
Treasure: none

Encounter 3: Level 4, 875xp
1Bethor, Blue Dragon Wyrmling (DDI)Level 4 Elite Artillery 350Draconomicon: Chromatic Dragons, page 180 (Chromatic Wyrmlings)
3Kruthik Adult (DDI)Level 4 Brute 175Monster Manual, page 170 (Kruthik)
Tips: The PC first encounter the Kruthik's and then with much drama, Bethor makes her grand entrance 2 rounds latter leading with a breath weapon, (spending an action point), and unleashing her Draconic Fury or Lighting Burst. Afterward she will alternate between Draconic Fury, Lighting Burst and moving away from hard targets toward softer targets.
Treasure: #3, #7

Encounter 4: Level 4, 900 xp (generated using the Hard setting)
1Varna, Kobold War Priest (DDI)Level 5 Controller 200Dragon 364, page 59 (Creature Incarnations: Kobolds)
4Corruption Corpse (DDI)Level 4 Artillery 175Monster Manual, page 274 (Zombie)
Tips: The corpses will emerge at range from all directions lobbing Motes of Corruption at the Characters, while Varna leads with Devouring Stone following with Venomous Sting. If more than one opponient closes within 2 squares, she will unleash her Surge of Terror when possible. The Corpses will close when near death to make the best use of their Death burst.
Treasure: #8

Encounter 5: Level 5, 950xp
1Nestor, Grell (DDI)Level 7 Elite Soldier 600Monster Manual, page 144 (Grell)
2Wyrmwarped Atrocity (DDI)Level 4 Brute 175Draconomicon: Chromatic Dragons, page 225 (Kobold)
Tips: Nestor will grab the strongest individual, preferring fey to other races, while the atrocities tie up everyone else using double attacks. Nestor will use it's action point to on the third round to try and ease up the pressure on one of the Atrocities by doing an extra tentacle rake.
Treasure: #2

Encounter 6: Level 5, 1000xp
1Vedda, Kobold Wyrmpriest (DDI)Level 3 Artillery (Leader)150Monster Manual, page 168 (Kobold)
3Dar, Fel, Mank, Dragonborn Soldier (DDI)Level 5 Soldier 200Monster Manual, page 86 (Dragonborn)
1Elite Spear Gauntlet
Leve 2 Obstacle
250Dungeon Masters Guide, page 87 (Traps and Hazards)
Tips: Each of the Soldiers stands in a set of "Safe" squares within the gauntlet, and are granted cover. Vedda stands at the end of the gauntlet and will hurl energy orbs at the party. They work as a team and will try to distract individuals trying to disarm the gauntlet.
Treasure: #9

Encounter 7: Level 5, 750xp (hard)
1Guth, Bugbear Shadow Walker (DDI)Level 5 Lurker 200Dragon 366, page 69 (Bloodghost Syndicate)
1Bak, Beastcaller (DDI)Level 7 Controller 300Dragon 369, page 45 (Creature Incarnations: Gnolls)
1Kobold Horde (DDI)Level 6 Skirmisher 250Dragon 364, page 59 (Creature Incarnations: Kobolds)
Tips: Bak will lead with Murderous flock upon the group and then follow with Against the Tide. On round two the Hord will decend upon prone target with Swarm the Fallen. Guth will harass those still standing flanking with the swarm and using shadow walk to its best advantage. Bak will hold Eruption swarm until two or more enemies have closed with him.
Treasure: #10

Encounter 8: Level 7, 1000xp
1Yassul, Young Green Dragon (DDI)Level 5 Solo Skirmisher 1000Monster Manual, page 80 (Dragon, Green)
Tips: Yassul, may parley with the Party for a time (from his perch high above), only to leap to the attack with a fly by attack and a (action point) breath weapon attack. It will then land nearest the range attackers, let loose its Frightful Presence and (action point) Double attack, and use Luring Glare to keep the strongest melee types at range, tail sweeping a character that chooses to stand their ground.
Treasure: #1, #4, #5, #6

Major Quest: Level 4, 875xp


Asmor's Instant Dungeon: 3rd Level Bane Keep

Moran, the Hand of Bane, was called upon, by Bane, to secure an abandoned Dragon Born keep. Although not nice people, they haven't set about to do any harm to the area per say.
You will need to create a map and provide a bit more story.

  1. [Level 7 Magic Item]: Dread Weapon +2 (Adventurer's Vault, page 68 [Weapons]) (DDI)
  2. [Level 6 Magic Item]: Bracers of Tactical Blows (Adventurer's Vault, page 116 [Arms Slot Items]) (DDI)
  3. [Level 5 Magic Item]: Lightning Weapon +1 (Player's Handbook, page 235 [Magic Weapons]) (DDI)
  4. [Level 4 Magic Item]: Verve Armor +1 (Adventurer's Vault, page 54 [Armor]) (DDI)
  5. [380.8 gp]: 171 gp, 94 sp, 40 cp + 2 moonstone gems (100 gp each)
  6. [340 gp]: 231 gp, 86 sp, 40 cp + 1 amber (100 gp)
  7. [231.2 gp]: 229 gp, 19 sp, 30 cp
  8. [231.2 gp]: 23 gp, 79 sp, 30 cp + 2 moonstone gems (100 gp each)
  9. [108.8 gp]: 99 gp, 89 sp, 90 cp
  10. [81.6 gp]: 77 gp, 43 sp, 30 cp
Encounter 1: Volunteers, Level 2, 600xp
2Kob, and Vim, Hobgoblin Soldier (DDI)Level 3 Soldier 150Monster Manual, page 139 (Goblin)
2Ral and Sim, Orc Raider (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
Tips:While traveling the PC see in the distance four cloaked figures with camping gear cutting across the road. Kob is willing to talk, Vim is spoiling for a fight, Ral and Sim will follow who ever shouts the loudest. They are looking for the keep and hope to join Moran's band. If it comes to blows: the Orc raiders will fight until bloodied and then make a break for it. Kob will support his brother, but will surrender if he goes down.
Treasure: Lot #10, traveling supplies and a crude map to the lost keep showing landmarks along the path.

Encounter 2: Post of the Eyes, Level 3, 700xp
4Goblin Warrior (DDI)Level 1 Skirmisher 100Monster Manual, page 137 (Goblin)
2Hobgoblin Archer (DDI)Level 3 Artillery 150Monster Manual, page 139 (Goblin)
Tips: A solitary tower, decrepit tower with the creatures inside. If observed one Goblin will emerge to parley (they want a strong looking party to just go away and are willing to give them false information to lead them astray). When Fighting, the archers will snipe through arrow slits and murder holes, while the goblins secure the front door and stairs.
Treasure:Lot #9

Encounter 3: Forest Patrol, Level 3, 775xp
2Creepy and Crawly, Ettercap Fang Guard (DDI)Level 4 Skirmisher 175Monster Manual, page 107 (Ettercap)
1Rover, Guard Drake (DDI)Level 2 Brute 125Monster Manual, page 90 (Drake)
2Blood and Bite, Hobgoblin Soldier (DDI)Level 3 Soldier 150Monster Manual, page 139 (Goblin)
Tips: Blood and Bite along with their pet Rover are herding Creepy and Crawly along the trail laying "early warning" trip lines for the near by front gate. The Hobgoblins are suspicious of strangers, the tethered ettercaps are consuming most of their attention. If a dialog can be established over hissing of the ettercaps, then they will, cautiously escort the PC's to the Front gate. Otherwise they will drop the tethers to allow Creepy and Crawly to throw webs on the strongest, while Blood and Bite fight as a pair with Rover going for the flank.
Treasure: #4 with Blood but it will not come into use in this fight.

Encounter 4: The Bouncers, Level 3, 800 xp
4Orc Raider (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
1Bile, Hobgoblin Commander (DDI)Level 5 Soldier (Leader)200Monster Manual, page 140 (Goblin)
Tips:The crew is digging defensive trenches adjacent to the entrance to the complex to fill time during guard duty. If the PC's are escorted, then the commander will challenge their reason for coming. If combat breaks out, the group will move as one and then the Bile will use his "Tactical Deployment" power to try and close the gap. Every time Bile hits the Orc's will cheer.
Treasure: #8

Encounter 5: Artists, Level 4, 928xp
2Gnoll Huntmaster (DDI)Level 5 Artillery 200Monster Manual, page 132 (Gnoll)
1Shadowhunter Bat (DDI)Level 3 Lurker 150Monster Manual, page 27 (Bat)
6Legion Devil Grunt (DDI)Level 6 Minion 63Monster Manual, page 64 (Devil)
Tips: The Devil Grunts are applying stucco to the stone walls (3 to a side) while the 2 gnolls sketch out murals in charcoal on the finished portions of the wall. Unescorted visitors (especially ones that look like they have been in a fight) will be met with hostility. The Bat will only attack bloodied figures and will do so regardless of status of the rest of the fight (it will flee if bloodied).
Treasure: none.

Encounter 6: Rotunda Construction Crew, Level 4, 820xp
4Orc Raider (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
5Orc Drudge (DDI)Level 4 Minion 44Monster Manual, page 203 (Orc)
Tips: 1 Raider and 2 druges are on the ground Examining old drawings, the rest of the orcs are scattered around the scaffolding that lines this room, making repairs to the temple's dome. Sounds of battle from encounter #5 will not be heard due to the noise of the orc's shaping stone. Though armed, the PC's will get two automatic surprise round as the Orc's make their way to their weapons. In the event of an attack, the drudges on the ground will run to Encounter #7, while all other figures will attack using ranged weapons.
Treasure: #7 with the Raiders holding the gold, and the druges Carrying the silver and copper.

Encounter 7: Sanctuary Consultation, Level 4, 950xp
2Ettercap Fang Guard (DDI)Level 4 Skirmisher 175Monster Manual, page 107 (Ettercap)
1Ettercap Webspinner (DDI)Level 5 Controller 200Monster Manual, page 107 (Ettercap)
1Rendi, Hobgoblin Warcaster (DDI)Level 3 Controller (Leader)150Monster Manual, page 140 (Goblin)
1Hasstheh, Agent of Bain, Shadar-kai Chainfighter (DDI)Level 6 Skirmisher 250Monster Manual, page 230 (Shadar-Kai)
Tips: Opening the unlocked door reveals Rendi and Hasstheh seated at a large weathered table, with the Ettercaps capering through the vaulting (Medium Perception check). Rendi is willing to talk, where as Hasstheh prefers to watch.
In combat Rendi and the Ettercap work together, with webspinner using it's web terrain and web net to tie up melee types, and Rendi knocking the rest down.
Treasure: #3, #2, #6

Encounter 8: Level 6, 1332xp
1Moran, Hobgoblin Hand of Bane (DDI)Level 8 Elite Soldier 700Monster Manual, page 140 (Goblin)
2Shadar-kai Chainfighter (DDI)Level 6 Skirmisher 250Monster Manual, page 230 (Shadar-Kai)
3Orc Drudge (DDI)Level 4 Minion 44Monster Manual, page 203 (Orc)
Tips: In combat Moran will lead with Flail of Tyranny to stun what he perceives as the controller, As the Chainfighter moves and strafes with the Dance of Death. On successive rounds Moran will mark the leader while the Chainfighter snipes with it's spiked chain. The Druges only attack marked targets.
Treasure:#1, #5

Major Quest: Level 3, 700xp


Writing for the Sake of Writing

This is one of those times, A Sunday morning waiting for 4 step grand children to arrive, that I find my self stuck in my game writing. I will, more likely than not, as I already have so far this morning, spend it NOT WRITING.

I had the same problem on my "Snow day Friday", I took the day off from work and spend it NOT WORKING. Not Working is different from a day off, where I actually get stuff done. It is a day in which I get buzzed every 5 minutes by emails asking questions, or at least making statements that I feel the need to respond to. There were a large number of things I could have done during the hours between emails and meetings, but none of them were.

In the past I used to think that I needed large 8-16 hour blocks of time to work upon my games or blog, but In the last year I discovered that even as little as 5 minutes is enough to get something started (and possibly even finished).

So what do I want, both now and in the coming year:
1. Run my first 4E game: my Thursday group is currently world building using the Dawn of Worlds rule system to build a collaborative world. I want everyone to have a positive experience with 4E (though 2 of the players have strong opinions against 4E, they are willing to try).
2. Regular Posting: I started this blog to help my writing and help me improve my greatest GM weakness: NPC's. I also wanted to give something back to the gaming community. (I also wanted fame and fortune but I didn't really expect that to happen).

So my vow, starting now, is to:
1. Not NOT DO SOMETHING, either I am doing the thing or I am not. So If I am Writing, then I write. Mapping, then map. Programming, then program.
2. No regrets: I will enjoy what I do when I need to do it. I will try and jettison the Coulda, woulda, shoulda.
3. Schedule a time for writing. I find that at 4am to 7am is my most creative time, I think that I will go back to setting my alarm an hour earlier to help facilitate this.
4. When in doubt read. I have a habit of buying gaming books and never reading them, so it is back to the rule of Read 2 before I buy 1. This should keep me busy for the next 5 years.
5. Be happy: I set this rule for my self when I was 16 (too many decades ago), and have had a generally positive experience with it.

Snorkey: is not, not writing this post.


Asmor's Instant Dungeon: 2nd Level: Goblin Lair

Back Story: The Mavin family tomb has been in disuse for several years now, and has become the lair of a small group of Goblins.

Treasure Lots:(Players Handbook and Adventures Vault generated using Asmor's Quartermaster)

  1. [Level 6 Magic Item]: Phylactery of Divinity (Adventurer's Vault, page 144 [Head Slot Items]) (DDI)
  2. [Level 5 Magic Item]: Breach Bracers (Adventurer's Vault, page 116 [Arms Slot Items]) (DDI)
  3. [Level 4 Magic Item]: Deathstalker Weapon +1 (Adventurer's Vault, page 67 [Weapons]) (DDI)
  4. [Level 3 Magic Item]: Delver's Armor +1 (Player's Handbook, page 229 [Magic Armor]) (DDI)
  5. [291.2 gp]: 283 gp, 76 sp, 60 cp
  6. [260 gp]: 52 gp, 73 sp, 70 cp + 2 amethyst gems (100 gp each)
  7. [176.8 gp]: 91 gp, 50 sp, 80 cp, and a 4 barrels of tea (20 gp each)
  8. [176.8 gp]: 74 gp, 21 sp, 70 cp + 1 pearl (100 gp)
  9. [83.2 gp]: 75 gp, 77 sp, 50 cp
  10. [62.4 gp]: 55 gp, 65 sp, 90 cp
(Monster Manual only generated by Asmor's 4E Random Encounter Generator)

Encounter 1: Level 1, 500 xp

10Giant Rat (DDI)Level 1 Minion 25Monster Manual, page 219 (Rat)
2Goblin Sharpshooter (DDI)Level 2 Artillery 125Monster Manual, page 137 (Goblin)
Tips: Entrance to the complex with the goblins in perches, the rats in cages. As soon as possible the goblins tug a rope to open the two cages to release 5 rats each (minor action). The perches are 5 ft up and give the sharpshooters combat advantage and partial cover.
Treasure:Lot #10 and equipment.

Encounter 2:Level 2, 675 xp

4Skeleton (DDI)Level 3 Soldier 150Monster Manual, page 234 (Skeleton)
3Goblin Cutter (DDI)Level 1 Minion 25Monster Manual, page 136 (Goblin)
Tips: Cutter #3, the one with the red hat is in charge of the skeleton's and will hold back as the skeletons charge in, while the other two minons try and hit marked PC's. When missed they will give a little squeel and shift to another target.
Treasure: Lot #9

Encounter 3: Level 2, 625 xp

1Gravehound (DDI)Level 3 Brute 150Monster Manual, page 274 (Zombie)
1Human Bandit (DDI)Level 2 Skirmisher 125Monster Manual, page 162 (Human)
1Warhorse (DDI)Level 3 Brute 150Monster Manual, page 159 (Horse)
2Goblin Warrior (DDI)Level 1 Skirmisher 100Monster Manual, page 137 (Goblin)
Tips:Rover (Gravehound) and her master Berad (Human Bandit) and Trigger (Warhorse) work as a team (they are negotiating with the 2 Goblins for some stolen merchandise). Berad's first action will be to mount Trigger and try and trample as many as possible. The goblins will fight until one of them goes down and then try to flee.
Treasure:Lot #7 With the gold on the Berad, The rest is in the Goblins' possession.

Encounter 4: Level 2, 650

1Goblin Blackblade (DDI)Level 1 Lurker 100Monster Manual, page 136 (Goblin)
9Goblin Cutter (DDI)Level 1 Minion 25Monster Manual, page 136 (Goblin)
1Shadowhunter Bat (DDI)Level 3 Lurker 150Monster Manual, page 27 (Bat)
1Human Berserker (DDI)Level 4 Brute 175Monster Manual, page 163 (Human)
Tips: Mad Bill (human berserker) is wanted by the athorities and is working with the goblins as an "Advisor". He loves nothing more than to wade in and bust heads. The Bat lives here an only attacks bloodied PC's, Though it will swoop around looking for a target. The goblins will work in pairs and attempt to flank targets.

Treasure: Lot #3 on the Berserker. Lot #8

Encounter 5:Level 3, 770 xp

5Orc Drudge (DDI)Level 4 Minion 44Monster Manual, page 203 (Orc)
1Goblin Hexer (DDI)Level 3 Controller (Leader)150Monster Manual, page 137 (Goblin)
2Deathrattle Viper (DDI)Level 5 Brute 200Monster Manual, page 240 (Snake)
Tips: The orc's are dealing with the Vain the Hexer and his two pets. Vain will lead with Vexing Cloud and try and maitain it until attacked in melee, Following with Stinging Hex on or blindness on . He prefers to blind ranged attackers first, followed by those in combat with the Vipers. The Druges will fight until 3 fall and then break and flee from the dungeon.
Treasure: Lot #6 with the Orc's holding the gems, Vain has all of the coin.

Encounter 6:Level 3, 700 xp

1Rage Drake (DDI)Level 5 Brute 200Monster Manual, page 92 (Drake)
1Goblin Warrior (DDI)Level 1 Skirmisher 100Monster Manual, page 137 (Goblin)
2Boneshard Skeleton (DDI)Level 5 Brute 200Monster Manual, page 235 (Skeleton)
Tips: Vinny the Goblin is desperately afraid of the Spot the Drake and will put himself as far from it as possible. Vinny will shoot and run as much as possible. The Drake Charges the Largest PC and will try to gnaw on them. The skeletons are tomb guardians and will attack only humans.
Treasure: Lot #4

Encounter 7:Level 3, 775

1Gelatinous Cube (DDI)Level 5 Elite Brute 400Monster Manual, page 202 (Ooze)
3Goblin Sharpshooter (DDI)Level 2 Artillery 125Monster Manual, page 137 (Goblin)
Tips: The goblins have broken into a sewer system and have "tamed" the Gelatinous cube. The floor is ruble covered and mostly difficult terrain. Large piles of Dirt provide cover. The Goblins will try and lure the PC's within the Cube's reach.
Treasure: #1 in the Cube.

Encounter 8:Level 5, 1050 xp

1Goblin Underboss (DDI)Level 4 Elite Controller (Leader)350Monster Manual, page 138 (Goblin)
3Rotwing Zombie (DDI)Level 4 Skirmisher 175Monster Manual, page 274 (Zombie)
1Specter (DDI)Level 4 Lurker 175Monster Manual, page 244 (Specter)
Tips: Ido the Underboss thinks he is in charge and will have the zombies swoop to the attack while he targets the PC's sporting Holly symbols. The specter will go invisible and manuver to make best use of it's spectral barrage power. It will then move out of combat, go invisible and manuver for another attack. Ido will use Superior Goblin Taticts to allow the Zombies to come closer to his target.
Treasure:Lot #2 & #5

Major Quest: Level 2, 625 xp.


Asmor's Instant Dungeon

Taking a dose of my own medicine I will now create a dungeon in 45 min using Asmor to help me build encounters and select treasure lots.

So starting with the Treasure lots:

  1. [Level 5 Magic Item]: Bloodthread Armor +1 (Player's Handbook, page 227 (Magic Armor))
  2. [Level 4 Magic Item]: Bloodcut Armor +1 (Player's Handbook, page 227 (Magic Armor))
  3. [Level 3 Magic Item]: Eladrin Armor +1 (Player's Handbook, page 230 (Magic Armor))
  4. [Level 2 Magic Item]: Resounding Weapon +1 (Player's Handbook, page 236 (Magic Weapons))
  5. [201.6 gp]: 198 gp, 27 sp, 90 cp
  6. [180 gp]: 75 gp, 47 sp, 30 cp + 1 peridot (100 gp)
  7. [122.4 gp]: 17 gp, 45 sp, 90 cp + 1 moonstone (100 gp)
  8. [122.4 gp]: 120 gp, 19 sp, 50 cp
  9. [57.6 gp]: 51 gp, 57 sp, 90 cp
  10. [43.2 gp]: 34 gp, 84 sp, 80 cp
Now to pick encounters: (I am limiting the sources to just the monster manual for simplicity).

Encounter 1: level 1, 375 xp

Elf ArcherLevel 2 Artillery 125Monster Manual, page 106 (Elf)
1Human BanditLevel 2 Skirmisher 125Monster Manual, page 162 (Human)
Note: The bandit is playing a delaying tatict, trying to keep the PC's off the archers, so he will flee from the Melee opponents and close with ranged attackers when ever possible. The terrain should be filled with obsticals that provide cover, the archers should be located behind concealment and spread out.
Treasure: Lot #10.

Encounter 2: Level 1, 500 xp

4Goblin SharpshooterLevel 2 Artillery 125Monster Manual, page 137 (Goblin)
Note: the goblins should be equal distance from the group at start but in opposite corners.
Treasure: Lot #9

Encounter 3: Level 1, 525 xp

3Kruthik YoungLevel 2 Brute 125Monster Manual, page 170 (Kruthik)
1PseudodragonLevel 3 Lurker 150Monster Manual, page 91 (Drake)
Note: Intererior encounter with high celings, the Kruthik Young conduct a straight up attack against the nearest opponent, while the pseudodragon does flyby attacks on ranged attackers and spell casters.
Treasure: Lot #4

Encounter 4: Level 1, 524 xp

4Kobold SlingerLevel 1 Artillery 100Monster Manual, page 168 (Kobold)
4Kruthik HatchlingLevel 2 Minion 31Monster Manual, page 170 (Kruthik)
Note: The hungry hatchlings disperse through the party as quicly as possible, The slingers, in two groups of two, evade melee combat as long as possible, trying to pin the party down with special shots (one glue, 2 fire each).
Treasure: none.

Encounter 5: Level 2, 600 xp

2Guard DrakeLevel 2 Brute 125Monster Manual, page 90 (Drake)
1Gnome ArcanistLevel 3 Controller (Leader)150Monster Manual, page 134 (Gnome)
2Fire BeetleLevel 1 Brute 100Monster Manual, page 30 (Beetle)
Note: Interior encounter; The PC's will first see the Gnome Arcanist, and when they are close enough will fire off his illusinary terrain (standard action), followed by a Fey Step to move into position while the brutes attack. From there she will unleash scintalting bolts(standard) at the melee combatants, and Startling Gamor (minor) to pack in straglers, or keep PC's away from her. The fire beetles will lead with their fire spray and when ever it recharges.
Treasure: Lot #3 and lot #8

Encounter 6: Level 2, 675 xp

3Ettercap Fang GuardLevel 4 Skirmisher 175Monster Manual, page 107 (Ettercap)
1ImpLevel 3 Lurker 150Monster Manual, page 63 (Devil)
Note: The Ettercaps' will try to entagle then bite, or strike while the imp (supervisor to the gnome in Encounter 5), will on alternating rounds vanish (standard)/fly (move) or Bite (standard)/Fly (move) to keep its wereabouts unknown.

Treasure: None

Encounter 7: Level 4, 850 xp

4Doppelganger SneakLevel 3 Skirmisher 150Monster Manual, page 71 (Doppelganger)
1Shadar-kai GloombladeLevel 6 Lurker 250Monster Manual, page 230 (Shadar-Kai)
Note: Initaly the doppelgangers will appear as helpless individuals to try and draw the party in, at which point they will initate the attack. Otherwise they will work in pairs to attempt to flank a single PC so that they get extra damage. The gloomblade will use its Veil of Shadows and Gloom strike to try and blind melee combatants until bloodied, then it will make use single use of it's shadow jaunt power to try and flank with a doppelganger on a bloodied target.
Treasure: The gloomblade wields Lot #1, with lot #7 and #6 on their persons.

Encounter 8: Level 2, 657 xp

3Phantom WarriorLevel 4 Soldier 175Monster Manual, page 116 (Ghost)
1Hobgoblin WarcasterLevel 3 Controller (Leader)150Monster Manual, page 140 (Goblin)
Note: The phantom warriors will attempt to disperse amonst the PC to maximize their Phantom Tatics ability. Mean while the Hobgoblin warcaster will close with the artillery and use Force Lure to keep melee combatants packed in with the Phantom Warriors or Force Pulse to knock them down (as he is able to), other wise he will bludgeon ranged attackers with excessive glee (leading with Shockstaff).
Treasure: Lot #6 and Lot #5.

Major Quest: Level 1, 500 xp and Treasure Lot #2.

This gives us a total of 5,206 xp's.

It took just over 2 hours to do including formating.

Now to create the actual adventure...


Need Inspiration : Look Here

The page is staring at me, it's emptiness taunting me, freezing my creative juices and dooming me to another lost hour of "Not Writing". Yes, I often suffer from blank page syndrome (a.k.a) writers block. If I move away from the computer and consult with my oracle (a.k.a. my cat Mindy) I have dozens of ideas. Then when I return to the evil blank page, I freeze. One of the best way I have found to get around it is to use a random generator to give me a starting place.

A quick "cut and paste" stab and the blank page monster is gone, and I can move forward.

Sometimes a less "gaming specific" source of inspiration is more useful to jump start my creativity, to prevent me from settling into the standard Tavern/Clearing in the Woods/Dungeon tropes. These links are good for finding new ideas, though they may take more effort on your part to turn the ideas into something "game-able".

Finally there are (GASP) "non-digital" methods of finding inspiration:
  1. Open the Monster Manual and flip to a random monster, this will be the "Villian" of the adventure. (I got Goblin Hexer)
  2. Grab a book (even non gaming) and flip to a random page, the middle paragraph indicates what the plot or focus of the adventure. (It was a pragmatic choice).
  3. Grab a Campaign Setting or Adventure, either one of your own or a published one and reuse the map contained with in, but rotate it 90 degrees.
  4. Start writing.
Grab a foreign language dictionary (I like Latin) and flip find two random words and note their meanings use that as a title for the next adventure.

Also you can just start writing what ever gibberish comes to mind. What you write may not be game related in any way but at least the blank page monster is dead.



The Quantium Nature of Plots: Intrest

Previously I stated that a plot that does not interest the PC is also a waste of effort as they won't interact with the plot and won't bother to observe it further.

When crafting a plot you will need to take steps to both figure out hooks for each of your players AND what the Characters would find interesting:

  • Power gamer/Slayer is all about combat: give them some "foreign raiders" from country A in country B that are actually "Agent Provocateurs" to beat into submission; Or give them a press gang to pummel.
  • The Actor will want to talk to the Patriotic citizen, Sultry Bard, let them.
  • The Investigator will need plenty of clues planted as to who the actual threat is.
  • The Explorer should be shown communication magic, that works until it is compromised; Code books; Secret languages; Half a map with no keys.
  • The Storyteller can be lured in by the annoucnement , rumors and news.
  • The Thinker will hopefully be entertained by the antics of the others but effort should be taken to keep them guessing as to the true nature of the plot.
  • The Watcher should also enjoy the seeing others act on the plot, but be sure to have the Plot's NPC interact with them directly. The Merchant see them as an "easy mark"; the Sultry Bard works them over for information.
A boring plot, or one that has only perfunctory interest from the Players is a waste of everyone's time. Engage the Players or try something else.


The Quantium Nature of Plots: Influence

Previously I stated that an unobserved plot is a waste of effort, so is a plot that the players have no possibility of influencing or acting upon.

Now by Acting I do not mean that the players can necessarily defeat it at 1st level, just that they can have some sort of interaction with it. They could:

  • Try to find out who put up the posters or paid for the announcements. (a patriotic citizen, or a fifth column).
  • Talk with the Sultry Bard and hear her lies.
  • Bargain with the merchant.
  • Deal with suspicious town guards.
  • Discover the Sultry Bards' lies.
  • Visit Country A and discover identical posters, the same merchant and the same Sultry bard.
All of this will lead the PC toward the plot and give them some much needed Role Play between Dungeon blood Baths.

If the PC's cannot interact with what they observe, then don't bother showing them.


The Quantium Nature of Plots: Observation

Previously I had stated that a unobserved plot is only good for GM entertainment. While an unrevealed plot may become important latter, until it's effects are demonstrated to the PC's it remains a waste of effort.

So show the players the effect of the plot even if they or the plot is not ready yet. That Machiavellian machination plot of country C trying to start a war between Country A and Country B scheduled for levels 11-15: sure it will be interesting when it happens, but the PC's will have more involvement if:

  • They find Inflammatory posters and announcements about Country A in country B.
  • The hear a sultry bard telling story's in Country B about how decadent/Militaristic/Corrupt/Foolish the people of Country A are.
  • They know that the local smith is over worked and back-ordered on military equipment.
  • A merchant from country A offers to buy "used" equipment for 2-3x the normal asking price.
  • If that sultry Bard in the tavern keeps chatting the warrior up about keep defenses and outpost locations.
  • They encounter extra security/inspection/suspicion/restriction as they enter a community.
  • They see fields lying fallow or the crops unharvested.
If the GM sprinkles these little tidbits throughout the first 10 levels of the PC's lives then when war comes at level 11 they will be more than ready.

If the PC's cannot "see" the plot's through its effects upon the world then don't bother with it.


The Quantium Nature of Plots

Plots, to matter, must:

  • Be observed by the Players' Characters;
  • Be able to be influenced by the PC's;
  • Be of Interest to the PC's.
A plot that has no observable effect upon the characters or an effect that the players are unwilling to observe isn't a plot, its a story for the GM entertainment only.

A plot that the PC's cannot or will not influence isn't a plot it is a box text railroad or short story entertains the GM and maybe, just maybe the players.

A plot that doesn't interest the PC's will be ignored and thus it will not be influenced or observed by the players. Again, it becomes entertainment for the GM at the expense of the Player's boredom.


Panic Attack: Two Days: More Spiders

Fell Claw Spider Level 1 Skirmisher
Small Natural Spider XP 100
Initiative +3 Senses Perception +4
HP 29; Bloodied 14
AC 15; Fortitude 14, Reflex 14, Will 12
; Vulnerable 5 Fire
Speed 6; see jumpy
Image:Basicmelee.gif Bite (Standard; at-will)
+6 vs AC; 1d6+3 damage
Image:Basicranged.gif Spit Attack (Standard; at-will)
Ranged 10/20; +6 vs AC; 1d6+3 damage.
Jumpy (Minor; at-will)
The spider can shift (jump) 1 square and ignore terrain effect.
Alignment Unaligned Languages
Skills Acrobatics +7, Athletics +8, Stealth +7
Str 16 (+3) Dex 15 (+2) Wis 8 (-1)
Con 8 (-1) Int 10 (+0) Cha 10 (+0)

The claw spider is a bit larger and redder in coloration than the minion hunting spider. It prefers to attack and then jump away while making clicking sounds.

Thanks to Monster Maker 3.1 from Encounter-a-day. Also submitted to The Open Archive. Source image from spilopterus


Panic Attack: Three Days: Changing the Rules: Skill Challenges

Today I had a vision of how I want to handle an encounter: I want a skill challenge leading up to combat with the success or failure of the challenge dictating the advantage the players get. I also wanted all the players rolling and describing their actions so that everyone is participating.

The Setup: The players are tromping through the woods in pursuit of the fell spiders when they hear screams in the distance.

Rules: For the next 5 rounds the screaming continues along with the growing sounds of battle. After the end of the 5th round the noise ends abruptly. Assuming the Characters run toward the battle every round the characters must make several skill checks.

A player running full out can make it to the encounter in 3 rounds.

The ideal situation is to be quick (athletics), precise (perception) and quiet (stealth). Additionally if you are agile (acrobatics) or have wood land guile (nature) you may be able to find a better route. Given the undergrowth having some stamina is also of importance (Endurance). Some skills get easier the closer to the encounter, other get harder. Those that succeed in a roll may "spread the wealth" of any overage that they got on their roll to help those that failed.

If there are more successfull athletics checks in a round than failures then the group(s) will move one range increment tward the encounter. Failing (more failures than successes) result in only making 1/2 a range increment progress during that round. Using Acrobatics or nature may shorten the distance by 1/2 range increment per round (re-check each round). Note that Acrobatics check success may not be shared but nature checks can be.

Range 3

Blasting off the path into the dense undergrowth is difficult and tireing.

A hard perception check to find the direction; an moderate athletics check to start moving; an easy stealth check will keep their movements unnoticed.

Note for this perception check is still a group effort even for the maverics.

Range 2

Webfilled deadfalls and bramble bushes hamper progress.

Moderate athletics to make progress, Easy endurance checks to keep going (or suffer a -1 on athletics checks until a short rest). Easy stealth checks to avoid attracting attention. Moderate perception checks to find an easier path (+2 to athletics checks next round) success may be shared by the people within a group.

Range 1

The brambles become very dense as the cannopy of trees thins for the upcomming clearing.

Hard athletics checks are required to make it through the undergrowth; Stealth check are moderate in the lush grenery. Another round of individual endurance check is need to avoid being winded (-1 to attacks until a short rest).


Round 1: There is a distant trio of voices screaming (a hard insight will reveal 1 male, 1 female and possibly a child's voice).

Round 2: The voices continue shouting and screaming but are closer.

Round 3: The panniced voices are very close and you can hear the chattering and hissing of spiders.

Round 4: The trio of voices dwindles a bit for a moment, and then regains in volume and urgency as a pair (insight says that the child has fallen).

Round 5: The pair of shouts changes to a single sobbing screaming male voice.

Round 6: The lone male voice abruptly goes silent.

If all three stealth checks have more success than failures then grant a surprise round and combat advantage until the end of the next round.

If two stealth checks were successful, grant a surprise round.

If only one Stealth check was successful, grant combat advantage.
With no successful stealth checks, grant the enemy combat advantage until the end of the turn.

If all three athletics checks were successful, grand full cover and range 2 from nearest creature.

If two of the Athletics checks were successful, grant partial cover, but the range is 4 to the nearest enemy.

If only one Athletics check was successful, grant partial concealment, but the range is 6.

With no successful athletics checks arrive at the edge of the battle map (range 10).

Mavericks that push ahead and arrive prior to round 5 will be gifted 1 extra minion per round of early arrival (so arriving at round 3 will result in there being 2 extra minions).

As far as XP goes I would treat this as a normal (at level) encounter/quest.
The fate of the three victims is to be determined later.