Browsing the archives for the 4th edition dnd tag.


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  • Dungeons and Dragons Thru The Ages: Leveling Up

    Fluff/Inspiration, Legacy D&D

    Basic D&D
    Cleric:  Woot!  I’m level 3 already.  Rolls d6 and copies in new attack and save numbers.
    Magic User: Finally level 2.  Now I can cast sleep twice a day!  Rolls d4 and curses the dice.
    Fighter/Dwarf: Level 2 , cool.  Better attacks and more HP. Rolls d8.
    Halfling:  What, only a stupid d6 for HP?  What kind of a fighter is this?  You guys told me a Halfling was good.  You bastards!
    Thief:  Level 3, cool.  You know it does get kind of tedious re-copying these skill charts every level.  Anybody else have to do this?
    Elf:  Leveling up?  I think I need another 1000 xp for level 2.  Don’t worry though, I’ll catch up with you guys.

    1st/2nd edition AD&D
    Human characters:  Wootz, levels.  I love levels.  Roll HP and copy down new saves and attack values.  Make a note of special ability.  Oh wait, I have to re-figure my THAC0, hey DM can you do this for me?
    Multiclass demi-humans:  We’ll catch up with you in another 2000XP, but thanks for the thought.

    3.x edition
    Aha!  All proceeds by my master plan. But wait, somebody released a new splat book.  Whoah that prestige class looks cool.  Okay, I can still get it I just have to re-think my feat progression a little.  If I take a level of sorc I can get there, but bard will give me bardic knowledge.  Wait?  All that for one lousy ability?  Oh why didn’t I just start with levels of fighter.  Rolls HP, grumbles and places skill points carefully.

    4th edition.
    Wohoo a new utility power!  What no rolling HP, I want to use my dice.  Dammit I didn’t fork out $20.00 on these new custom dice for nothing.  Let me roll my freakin dice already!  What?  I have to recalculate every number on my character sheet?  Oh man this is going to take a few minutes.

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    Re-Introducing The Keep on The Borderlands

    4e D&D, Dungeon Masters, Encounters

    For those of you who’ve been in the game for a number of years this is a throw back to nostalgia.  For those of you new to the game, well welcome to some of my earliest gaming memories re-done 4th edition style.

    I’m sure I’m not the only one out there doing updates and retakes on old modules, but this should interest you anyway.

    Over the next few weeks I’ll be posting my changes and updates to Module B2 Keep on The Borderlands, published for Basic Dungeons and Dragons, in 1981.  I doubt that the majority of the readers have the module or access to it, but no need to worry.  I’ll post revised maps, encounter information and all that.  Though I do recommend that if you can get a copy that you do so.  I had a ton of fun re-reading it.

    First a bit of background.  This module (like many others put out in the early days) was more of a framework than a complete story.  It has a couple of interesting locations, some hints at possible story arcs, some maps, and some monsters and traps.  What it doesn’t have are fleshed out NPC’s, or a story tied to a larger campaign.

    What I’ve done is to redo the encounters into my own personal campaign while maintaining as much as possible the original flavor.  I’ve redone the maps, and fleshed out NPC’s.  I’ll post all of this here, and as I get feedback I’ll make changes that make sense and eventually compile it together as a downloadable .pdf.

    Part 1: The Keep

    Drell’s Keep was recently re-established on the borders between Cormyr and Netheril by Kavmen Drell.  Lord Drell was awarded this post for his unfailing performance of his duty during the recent troubles with Netheril.  He has been ordered to secure and rebuild the keep and to establish it as an outpost and restocking station.  In order to accomplish this Lord Drell understands that he will have to find some long term resources rather than continue to rely on irregular supplies from Cormyr.

    Location: Drell’s Keep is located in the foothills of the Storm Horns near the Stonelands near Netheril.  The exact location can, of course, be applied to any campaign.  I use forgotten realms because I like it.  The keep was originally built centuries ago in motte and bailey style, and is located on a low hill.  There is one road going up the hill and only one gate in.

    The area surrounding the keep is a series of low valleys and hills.  The river Shrill, a relatively small river runs out of the mountains into the Stonelands.  The ruins of an ancient abbey lie on a hill across the river, though Lord Drell has no interest in the abbey at this time because it appears to be relatively calm.  More pressing are the caves only a few miles away in a nearby valley.  Scouts have confirmed that these caves are inhabited by various humanoids.  At least two scouts have not returned, and the area is considered to be dangerous.

    The map on page 15 of the module shows more or less the general area that the keep occupies.  I didn’t redo the map of the general area because the one in the module is adequate.

    Map of Drell’s Keep Wilderness.

    Background and History for the DM:

    Drell is a good man and an excellent leader.  He is also highly ambitious, though thoroughly loyal to Cormyr.  He hopes that he can draw enough followers here to build a thriving town.  Unfortunately he knows that in order to build a town he will have to encourage industry.  There is lumber in abundance, and he has plans for a sawmill.  Iron, however, still has to be brought in.  The humanoids in the area have been seen using crude iron weapons.  Old trappers tell about mines that used to operate in the past, but which were taken over by raiders.  He would like to clear out the caves and begin mining operations again.

    Furs are also available in abundance, but the kobolds and goblins continually raid the trappers.  He is not willing to risk taking his forces out in strength against any single group for fear of reprisals.  He is willing to hire a party of adventurers to either eliminate or negotiate a peace with the various humanoid races that occupy the caves of chaos.

    The bottom line is that Drell will have to clear out the caves in order to establish any kind of base.  He has received permission to commission an adventuring group and is willing to pay them 5 gold per right ear of any orc, kobold, gnoll, or goblinoid.  If there are hostiles in the abbey across the river they have not crossed the river to cause problems and can be ignored for the present.

    The caves are occupied by refugees from different spellplagued outlying regions.  Small families of gnolls, goblins, kobolds, orcs, bugears, and hobgoblins all fled here when their original homelands were destroyed by various other large forces.  Individual motives and ambitions are given in with their individual sections.  The other major force is the domain of Simiobolt Hold, a priest of Cyric.  Because the followers of Cyric have been outlawed and pursued by most, Simiobolt has come here to find peace and to recruit followers.  Simiobolt has discovered that the keep is occupied again, and has sent his servants to find more information.  Until now Kavmen Drell is unaware of Simiobolt’s presence, though he would eradicate the priest if he knew of his activities.

    These rules are posted at the entrance of the keep, as well as on the wall near all government buildings.

    1.    The gate is closed after dark.  It is opened for nobody.
    2.    Cursing in public. Fine 1 sp.
    3.    Spitting in public. Fine 1 sp.
    4.    Loitering. Fine 1 sp.
    5.    Public drunkenness. Fine 2 sp.
    6.    Public indecency. Fine 2 sp.
    7.    Brawling. Fine 5 sp.
    8.    Use of weapons to commit violence.  Fine 1 gp
    9.    Use of magic without authorization. Fine 10 gp
    10.    All persons not registered as permanent residents shall be able to provide proof of employment or purpose to remain more than 3 days within the keep.

    More to come later …

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    Dragonborn in 4e

    4e D&D, Fluff/Inspiration

    I’m an old gamer so when I cracked the 4e PHB and found that Dragonborn top the list of races (alphabetic order or course) I did a double take.  Understand that I’m not a big fan of playing walking lizards. 

    Back in the day we had lizardmen and they were just nasty to deal with.  Anyone else ever run the old Quagmire module?  (Sorry I can’t even find a link to it).  Anyway to point is that the art in the player’s handbook reminded me of lizardmen (not the new fangled lizard folk).  So I didn’t like dragonborn from the get go.

    The only other point of reference is to the Dragonlance setting, where the bad guys were generally the draconic creatures.  If you ever played the old Dragonlance AD&D computer games (me and my commodore 64 spent many hours together), then you know the frustration of fighting these bad boys.  Everytime you killed one you either lost your weapon or got exploded.

    But the 4th edition dragonborn have a different spin.  They are honorable, loyal, courageous - all of the good things you would want in a paladin leading the fray.  They sound pretty cool.  Also they get a nifty breath weapon, and that can be plenty of help in a pinch, I don’t care who you are.

    My problem is still that I don’t like playing a lizard.  I guess I’ll just have to buckle down and get over it.  I have actually played one - but I can’t say I like the idea of being a talking lizard.  Like so many other aspects of the game it will grow on me.

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