Wednesday, October 7, 2015

Wednesday Roll Table - Teleportation

This week's roll table. If you would like to support Master of Dungeons, then check out the absolutely amazing Encounter Decks 3 by Inkwell Ideas. (Check out the blog post here). And as always you should follow us on the social media of your choice: Google PlusFacebook, and Twitter


Tuesday, October 6, 2015

Tuesday Quick Tip - You Can't Always Get What You Want

In previous quick tips we've discussed using improv to become a better Master of Dungeons, including how to "Yes, and" your players to help keep things moving. The most important thing about "Yes, and" is the yes, "and" that is where most of the attention is drawn, but in D&D the "and" is equally important.

If your players think of a novel plan for sneaking into a castle, one that you didn't anticipate, it is a good idea to go with the flow and not force them to go through the front door like you planned for. However, that doesn't mean everything has to work the way your players plan. going with the castle example, they may become mistaken for servants, and have to finish some cleaning work or be discovered, they may discover the prisoners in the dungeon, etc.

Improv means being able to make things up on the fly, and working with your players instead of against them, however if you always let your players get away with their ideas then nothing is difficult, and there are no surprises. As soon as your players start thinking of something let your mind roam free, trying to think of any sort of consequences or twists that could occur. This is quite difficult at first but with practice you'll become very quick with twists and ideas. Your players may have great ideas, but they can't always get what they want, but sometimes they'll find they get what they need.


Would you like to support Master of Dungeons?

A few days ago Master of Dungeons reviewed the absolutely amazing Encounter Decks 3 by Inkwell Ideas. (Check out the blog post here). If you missed it, the short version is the deck is amazing and everyone should go out and buy it to add to their table. I highly recommend you check it out if you haven't already. And as always you should follow us on the social media of your choice: Google PlusFacebook, and Twitter

Monday, October 5, 2015

Monday Non-Combat Magical Item - Mesmer's Anti-Teleportation Shield

Mesmer's Anti-Teleportation Shield was created by dozens of wizardry grad students funded by Vlad Mesmer, a wealthy Wood Elf caravan owner. Mesmer caravans and shipping fleets provide food, goods, and personal transportation to over three quarters of human cities for thousands of miles.

With the increase in popularity of teleportation and planar shifting, monarchs, fascists, elected leaders and the mortal avatars of snake gods that rule the human cities were becoming frustrated with the lack of control they had over who came and went through their borders and cities. What good was a city guard or highway toll booth when every jock with a magic ring or bush wizard could just say an incantation and appear miles away. The risks to national security were great, not to mention losses in tariff revenue.

Mesmer was fed up for different reasons than his nation ruling counterparts. Mesmer's bread and butter was long distance caravan transportation of goods for merchants, now more often than not merchants were opting to pay a premium to have a young wizard straight out of college magically transport their goods. They were able to transport instantaneously, with no risk of theft or damage, bypassing all import and export taxes, while often charging less than traditional transport, (which Mesmer accredited to modern Wizard schools lowering the number of mandatory business classes).

Mesmer's Anti-Teleportation Shield was pitched as a way to increase tax revenue and national security by increasing control of the borders. An added benefit was that it returned Mesmer's transportation company to the top spot. The device is quite simple, coming in many sizes and price ranges. Shaped like a small pyramid, around five feet squared at the base, the device emits a powerful magic shield, that reaches out in a dome away from the pyramid. Smaller models range about 100 feet from the device, while the largest, most expensive range around 10 miles. The invisible shield prevents all teleportation, planar travel, and communication through the shield.

The dome isn't necessarily spherical in shape, reaching quite high into the sky. As an added benefit, (or negative depending on who you are) the shield often interrupts teleportation that is targeted nowhere near the dome, but who's magical energy passes through the dome, as teleportation usually occurs in a straight line between origin and destination. Many teleporters may find themselves severely inconvenienced, expecting to find themselves at the party of the century on the island of Bul'toa, instead materializing in the slums outside the city walls of the Metropolis of the Snake Gods.

Some unethical highway brigands have even modified Mesmer's Anti-Teleportation Shields to act as a sort of net, allowing them to easily rob the unsuspecting, and likely wealthy, wizard who is teleporting by.

Prices vary for the shields, depending on the size, order quantity, and how much Mesmer's transportation company stands to profit from increased trade. 

A few days ago Master of Dungeons reviewed the absolutely amazing Encounter Decks 3 by Inkwell Ideas. (Check out the blog post here). If you missed it, the short version is the deck is amazing and everyone should go out and buy it to add to their table. I highly recommend you check it out if you haven't already. And as always you should follow us on the social media of your choice: Google PlusFacebook, and Twitter

Sunday, October 4, 2015

Sunday Review - NPC Portraits Deck - Fantasy By Inkwell Ideas

A few days ago Master of Dungeons reviewed the absolutely amazing Encounter Decks 3 by Inkwell Ideas. (Check out the blog post here). If you missed it, the short version is the deck is amazing and everyone should go out and buy it to add to their table. This week I'm reviewing another product by Inkwell Ideas, (clearly they have some smart writers over there).


NPC Portraits Deck - Fantasy is another amazing product by Inkwell Ideas. At my table I tend to improvise a lot, but sometime that leaves flat and boring NPCs. These cards are the cure for that. Not only does it include 56 fully-rounded characters, each with their own write up for stats, strengths, personality, quirks, distinguishing features, possessions, background or any collection of things, but it includes a portrait for each character.

My players are definitely visual people. Sadly I don't have an artistic bone in my body, and my printer is broken. I always struggle to make the game for visual for them, often giving up entirely. This deck is worth it in my opinion just for the portraits, or the characters. The fact that it includes both makes it a must buy.

You obviously don't need to use the stats if you don't want, or you can adjust them to meet your needs, but they seem very well-written from what I've used so far. The pictures themselves have really improved my games so far, helping my players imagine certain NPCs that they are talking to.

If you could only afford one of the products by Inkwell Ideas, I would still recommend Encounter Decks 3, it is absolutely amazing. But if you're placing an order with DriveThruRPG and want to minimize your shipping costs per purchase, than I'd suggest tacking on NPC Portraits Deck - Fantasy as well.