Dead Gods (1997): Greatest D&D Adventures Since 1985—Number 5

Dead Gods (1997) is a second-edition Advanced Dungeons & Dragons adventure by Monte Cook for levels 6-9.

Dead Gods boasts more than the best title of any D&D adventure, it features the most audacious storytelling. To start, the book includes two scenarios. “Although the two adventures stand on their own, they can also be linked together. ‘Out of the Darkness’ and ‘Into the Light’ feature different characters, locations and storylines, but they both revolve around the same themes: the death and resurrection of gods.” The book includes a flowchart showing where to best cut between adventures. “By weaving the two plots together, the dungeon master gives the players a periodic change of pace and tone that allows each adventure to echo the primary theme of Dead Gods.” Also, the text includes interludes that reveal events behind the scenes to “help the DM better understand what’s going on as the story progresses.”

On top of the ambitious woven narrative, Dead Gods includes a chapter where the characters use magic to peer into the distant past, and then create temporary characters to play out those past events.

The narrative stunts might suggest a novelist forcing a story into the wrong medium, but Dead Gods plays as well as it reads.

“All too often, D&D adventures miss out on the sort of teeth-gritting, edge of your seat action that defines the world,” says EN World reviewer Alan Kohler. “This Planescape adventure by Monte Cook brings that spirit of adventure in a race against time to prevent the resurrection of a demon lord.”

That race spans the planes, starting in Sigil and visiting such fantastic locations as a walking wizard’s tower, the plane-spanning tree Yggdrasil, a fortress floating in the negative material plane, a traveling circus on Pandemonium, and the Vault of the Drow. The climax brings the party to the astral plane where they battle atop the 4-mile-long corpse of the demon lord to stop the creature’s resurrection. Does any other adventure imagine such a grand scope?

Within a tight plot, the adventure works to allow choices and account for the players actions. “Monte Cook did a wonderful job with this, and not only lays the material before the DM’s eyes, but explains his thinking in virtually every part and gives the DM ways to change things without ruining continuity,” Lucias Meyer explains in an an RPG.net review. “This was the most fun my group ever had and is still a campaign we talk about. A must for any Planescape fan.”

Dead Gods was amazing and it solidified for me a love for Planescape that has never faded,” Mitchell Wallerstedt says of his play experience. “It was probably over 15 years ago that we played through it and I’m still waiting for more.”

Dead Gods ranked 14 on Dungeon magazine’s 2004 list of 30 greatest adventures.

Next: Number 4

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Madness at Gardmore Abbey (2011): Greatest D&D Adventures Since 1985—Number 6

Madness at Gardmore Abbey (2011) is a fourth-edition Dungeons & Dragons adventure by James Wyatt with Creighton Broadhurst and Steve Townshend for levels 6-8.

Fourth edition’s early scenarios lavished attention on combat encounters strung into linear adventures designed to ensure no one missed a battle. But towards the end of the edition’s run, the D&D team wanted to grant players more freedom.

Madness at Gardmore Abbey combines the best qualities of fourth edition’s encounter design with a sandbox. “Gardmore Abbey is all about choices,” writes Mike “Sly Flourish” Shea. “It’s a large sandbox of adventure locations, villains, and a single powerful thread that binds them all together.”

That thread comes from the scattered cards of a Deck of Many Things, perhaps the most irresistible artifact in D&D. The adventure includes a real deck. “The Deck is interesting both in real life and in game, and one of the biggest reasons why Madness at Gardmore Abbey is awesome,” writes the Learning DM. Madness borrows the brilliant trick of drawing cards to determine aspects of the adventure from Ravenloft by Tracy and Laura Hickman, .

The adventure encourages choices by focusing on patrons, rivals, and the layout of the abbey. By scattering patrons who offer quests, the adventure gives the characters a steady sense of purpose.

The encounter design shines too. In a product history, Shannon Appelcline writes, “When Wyatt wrote out his order for the encounters, he told his designers that he didn’t want a ‘combat slog,’ but instead a ‘mix of combat, roleplaying, and skill challenges.’ Thus, Madness is one of the most varied of all the fourth-edtion adventures, even within the constraints of individual encounters.

Steve Townshend says that after he wrote up an encounter, he’d then go back and apply the ‘Lowell Kempf’ test, named after the longest-running player in his D&D campaign—who would often ignore the ‘direct’ solutions to problems, and instead look for the ‘interesting’ ones. Thus, Gardmore Abbey is filled with encounters that could be solved in many ways—not just with combat.”

Madness at Gardmore Abbey comes in a box packed with goodies, including the deck, battlemaps, tokens, and 4 adventure booklets.

Mike Shea calls Gardmore Abbey a “wonderful sandbox.” The Learning DM writes, “As it stands, Madness at Gardmore Abbey is the final pinnacle of adventure design in fourth edition, and I believe it deserves to be remembered as one of the greatest adventures in D&D’s rich history. Easily the best fourth-edition adventure.”

Next: Number 5

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Vault of the Dracolich (2013): Greatest D&D Adventures Since 1985—Number 7

Vault of the Dracolich is a D&D Next adventure By Mike Shea, Scott Fitzgerald Gray, and Teos Abadia for level 4 characters.

The Living Greyhawk organized-play campaign pioneered a popular new way to play Dungeons & Dragons at conventions. In Battle Interactives, multiple tables could join together in the same adventure. The effect of actions, successes, and failures at tables could ripple to others in the interactive.

To fuel excitement for D&D’s upcoming fifth edition, the D&D team planned a gameday for stores. Vault of the Dracolich co-designer Teos Abadia explains, “Wizards of the Coast wanted to see whether a gameday could be transformed from the typical adventure format into a very exciting event: a hybrid between a battle interactive and Lair Assault.” The event proved a huge success.

“The project’s approach was a new one for Wizards,” Abadia writes. “We designers were all freelancers acting as a team, instead of writing and submitting our work separately to WotC for them to put together. Mike was the author, I was the developer, and Scott the editor (and first draft cartographer). As a result, we all collaborated heavily and all took turns scheming, writing, developing, and editing.”

During the adventure, bands of heroes infiltrate a temple of the Cult of the Dragon to recover an ancient elven staff from the dracolich, Detchroyaster. Merric Blackman describes the setup. “Vault has a number of different groups investigating different parts of the dungeon at the same time. So, from one to seven tables can play at the same time, with a DM at each table, and one further person would act as the event’s coordinator, making sure everything worked smoothly and triggering the big events that affected several tables at once.”

“The lair of the Dracolich is large enough that it accompanies four sections, ranging from a Lizardmen commune to a temple of the dead god Bhaal,” writes Alex Lucard. “Each of the four locations offers a very different experience, so if you decide to run all four parts as a mini campaign or a single party, things won’t feel repetitive.”

The adventure encourages interaction between tables. Shannon Appelcline writes, “The coordinator moves about, threatening adventurers when the dracolich tracks them down; tables briefly come together and then separate, exchanging resources and coordinating plans. Even compared with similar adventures created for organized play, Dracolich stands out for the amount interaction possible between parties. Its game-store-sized scale lets everyone share the same dungeon.

“Groups that rely solely on one strategy, whether sneakiness or smacking monsters, will probably have some difficulty. The adventure is exceptionally well-designed, and various creative approaches are required for PCs to move through the complex safely. Enemies may be defeated, fooled, or co-opted with role-playing; regardless, it will take canny and aware players to succeed.”

In an RPG.net review, Vestige describes play. “There’s a breakneck rush through the dungeon to reach the staff, and then a massive climactic battle with even more to do than there are players. That’s a solid formula for a memorable day of D&D.”

In his account of running the adventure during a game day, Merric Blackman calls the experience “fantastic” and the scenario “something quite special.”

In a post, co-author Mike Shea offers advice for converting the adventure to fifth edition.

Next: Number 6.

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Sunless Citadel (2000): Greatest D&D Adventures Since 1985—Number 8

Sunless Citadel (2000) is a third-edition Dungeons & Dragons adventure by Bruce Cordell for levels 1-3.

When Dungeons & Dragons started, creating an introductory adventure must have been easy. The adventure setting could stick close to the mundane: back alleys and caverns. New characters lack magic and abilities likely to derail an author’s plans. Choose goblins, kobolds, or bandits. Sprinkle in rats and overgrown bugs. Done.

Twenty-five years into D&D’s history, when Bruce Cordell penned the adventure that introduced third edition to new and returning players, he faced a more demanding audience. His Sunless Citadel rates as the 8th greatest adventure since 1985. In a dungeon crawl, the adventure serves the monsters, treasures, and even the dragon that new players expect from D&D. Plus dungeon delves make an easy start for new DMs.

But Sunless Citadel serves much more than D&D comfort food. The adventure includes sweet and spicy ingredients. Start with a deeply evocative location: a castle dropped into a rift by some cataclysm. Add a lost dragon wyrmling, a tainted tree at the heart of the ruin, and an evil druid with a plan. That plan adds a story element that gives characters a goal larger than looting, plus a climactic final battle. In addition to the usual low-level foes, Cordell adds a fresh humanoid monster.

While many dungeons exhaust players with fights while neglecting interaction, Sunless Citadel encourages players to ally with the kobold faction and with one of D&Ds most beloved non-player characters. “One of the surprise folk heroes of The Sunless Citadel was the hapless and pitiful kobold Meepo,” Shannon Appelcline writes in a product history. Meepo brings a compelling personality and often becomes a party mascot or guide. “Gradually the name Meepo became recognizable in D&D canon.”

Tales from the Yawning Portal updates Sunless Citadel for fifth edition.

Next: Number 7.

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Tomb of Annihilation (2017): Greatest D&D Adventures Since 1985—Number 9

Tomb of Annihilation (2017) is a fifth-edition Dungeons & Dragons adventure by Chris Perkins, Will Doyle, and Steve Winter for levels 1-11.

Chris Perkins approach to adventure design seems to start with a collision of classic influences. Out of the Abyss mixes the Underdark with Alice In Wonderland. Storm King’s Thunder crosses Gary Gygax’s classic giant modules with King Lear. And Tomb of Annihilation mixes the dinosaurs and lost world of Isle of Dread, with the overgrown jungle ruins of Dwellers of the Forbidden City, with a deathtrap dungeon inspired by Tomb of Horrors. Every one of those influences appears on the Dungeon magazine list of 30 greatest adventures, and the mix plays better than any of them.

The story lands characters in tropical jungle land of Chult, a place with dinosaurs, volcanoes, pirates, and, well, frost giants. The players work to stop a world-spanning curse that blocks resurrection magic and wastes away anyone who returned from the dead.

“By far and away the ‘best bit’ of Tomb of Annihilation is the inclusion of some of the most fantastic and exotic locations seen in fifth edition so far,” writes Simon Yule for Geek Dad. “Most of these are stumbled upon as the party explores the thick jungles of Chult. They include the giant mud shrine at Dungrunglung, home of the frog-like grungs; the epic 300-foot-tall spire of Firefinger, patrolled by ferocious Pterafolk; the floating cave the Heart of Ubtao, complete with lich and zombie gorilla monsters; and the carnivorous garden of Nangalore.”

J.R. Zambrano from Bell of Lost Souls writes, “There’s a sense of adventure that pervades each of the book’s 5 Chapters. Everywhere you turn, there’s a cool location or a unique NPC or some sequence of events that makes you excited to get out there and play.”

Part of that flavor stems from the best, most evocative art of any D&D book. Pictures depicting the Port Nyanzaru street scene, the flametongue-wielding, snake-tailed villain Ras Nsi, and especially the overgrown first level of the tomb all make unforgettable calls to adventure.

The players’ quest leads to lost city, and then a multi-level deathtrap created by Acererak, the architect of the Tomb of Horrors. “Careful thinking, genuine puzzle-solving skills, and thorough trial-and-error exploration is something players will need to get through it all,” Jonbolds explains for Critical-Hits. “The dungeon beneath the city is a living environment with awesome links between areas requiring strategy and tactics from the players to overcome.”

Shawn Ellsworth reviewed the adventure for Tribality. “This is my favorite adventure to come out for this edition of D&D. Many of my favorite adventures have my players exploring deadly wilderness, searching ancient ruins full of puzzles and traps, and battling some mysterious lost people. If you are a fan of Indiana Jones, Clive Cussler’s Dirk Pitt, and Tomb Raider, this adventure brings a real pulp adventure feel to Dungeons & Dragons.”

“From beginning to end, this is a masterclass in adventure building,” writes J.R. Zambrano. “Tomb of Annihilation takes players into the forgotten lands of Chult and really brings it to life. If I had to pick the one thing this book does best: it captures the character of the setting.”

Next: Number 8.

Start at 10

The Gates of Firestorm Peak (1996): Greatest D&D Adventures Since 1985—Number 10

The Gates of Firestorm Peak (1996) is a second-edition Advanced Dungeons & Dragons adventure by Bruce Cordell for levels 5-8.

When TSR introduced the second-edition Player’s Option books, new designer Bruce Cordell drew the job of writing an adventure highlighting the supplements.

The Combat & Tactics supplement introduced the maps-and-minis, grid-based style of combat that would come to dominate third and fourth edition. For that, the adventure packages monster tokens, and vivid—almost psychedelic—battlemaps for key locations.

For characters upgraded with Skills & Powers, The Gates of Firestorm Keep brings tough combat challenges against organized duergar resistance.

After passing the duergar guarding the gate, the party can continue through more combat, or stealth, or an alliance with a duergar usurper. Reviewer Will Mistretta writes, “Firestorm Peak is strongly non-linear, with more than one way to tackle the dungeon’s challenges.”

Never content to build a dungeon around a mere ruin or hole in the ground, Cordell begins with a evocative premise: “Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm Peak swing open.” One player has the option of casting their character as the offspring of an adventurer who disappeared in the mountain 28 years ago.

The adventure starts as a tactical challenge, but it veers into fresh territory. “Anyone who’s been a gamer long enough reaches a stage where he or she begins to feel like it’s all been done,” John D. Rateliff says. “This adventure is evidence that fresh talent will always come along and do the familiar with so much verve and so many personal touches that it all seems new again.”

As the party delves deeper and starts unraveling the peak’s mystery, the story creeps into the weird territory of things we’re not meant to know. “It positively oozes freaky flavor,” writes Mistretta. “The alien life forms infesting the depths of the dungeon are truly unsettling in their aspect and the gradual transition from a classic Underdark romp to the heart of an otherworldly foulness is handled quite deftly.”

Firestorm Peak introduced the Far Realm, a Lovecraftian dimension of insanity and horror. “It got a lot of attention because it was evocative and focused on one of D&D’s influences that had long been neglected—the Cthulhu mythos,” Shannon Appelcline writes in his product history. “The Gates of Firestorm Peak was also the adventure that changed the way people thought about D&D aberrations. Beforehand, they were wizardly experiments gone wrong, but afterward they were more frequently associated with Lovecraftian monstrosities.”

The Gates of Firestorm Peak ranked 11 on Dungeon magazine’s 2004 list of 30 greatest adventures.

Next: Number 9.

Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History?

When Dungeons & Dragons fans rate adventures, the ones published early get the most accolades. In 2004, Dungeon magazine listed the greatest adventures of all time. Of 30 adventures, 20 came from 1985 or earlier. TSR started publishing adventures in 1978, so this represents just a 7 year slice of D&D’s 45-year history. Three more entries from after 1985 simply collected earlier adventures.

Why do early adventures gain so much praise?

Part of the stature of early adventures comes from their influence. Those classics showed every D&D fan how to create scenarios. They offered a template for many styles of dungeon: The Steading of the Hill Giant Chief became the first stronghold, Tomb of Horrors the first deathtrap, and White Plume Mountain the first funhouse. The drow adventures invented dark elves, the Underdark, and planar adventures. Such early modules implied a setting that serves as a foundation for every D&D campaign, even the ones that aim to be distinctive.

But much of the high ratings come from the years of attention these adventures’ gained. From 1978 to 1982, TSR published an average of fewer than 7 adventures a year, and all the adventures were short enough to play in a day or so. So most D&D fans played the same small set of adventures, and then traded their stories with other fans. Those early adventures remained in print for a decade or more, capturing the attention of a generation of players.

Over the years, the gamers who played those early adventures introduced new players to the old favorites. These adventures spawned conversions and sequels. For example, every edition of D&D generated at least one reprise or sequel to Tomb of Horrors. And of course, the panel that ranked Dungeon magazine’s 30 greatest adventures all started playing with the early favorites that dominated the list.

In 1983, the few adventures produced for D&D turned into an avalanche. Through the middle years of D&D’s history, gamers could only play a fraction of the adventures produced for the game. Everyone played a different subset, so even the best adventures failed to garner much attention. (For a deeper look into this topic, see Return of the Classics by Teos Abadia.)

Still, many adventures rated as good as or better than any of the old classics. After all, experience taught adventure designers more ways to write fun scenarios. For example, no one published an event-driven adventure until 1982. See How N1 Against the Cult of the Reptile God Changed D&D Adventures For Good.

To shine attention on the newer classics, my next posts will count down the 10 greatest adventures published after 1985. Why 1985? Because the middle 80s mark a steep increase in adventures published, yet 1985 marks a steep decrease in the rate of those 30 greatest adventures reaching print. Also in 1985, Gary Gygax left TSR forever. Gary’s departure didn’t mark a sudden drop in quality—his last solo classic debuted in 1982—but 1985 still marks a turn in D&D history.

Who decides on the 10 greatest? On dmdavid.com, DM David decides. But I don’t rely entirely on my own judgement. I’ve drawn from ratings, reviews, and appraisals from D&D fans, and then I used my completely unscientific aggregation of opinions to rank the 10 entries. Ask me again in a week and I’ll probably put the list in a different order. For my sanity, I limited the list to adventures sold as products under the D&D brand. That excludes great independent and Dungeon magazine adventures. Someday, I aspire to posting a list of the best adventures from Dungeon magazine. I invite nominations.

Does my list miss a great adventure? Yes. Take to the comments and set me straight, but first double check your favorite’s publication date. When I called for nominations after 1985, many fans suggested adventures that proved older than expected.

Starting tomorrow, I’ll post one entry every weekday but Friday, until I reach number 1.

Next: Number 10

Why Dungeon & Dragons Dropped Assassins and Renamed Thieves

I ran evil-themed D&D campaign once, but only because Wizards of the Coast cornered me. They released Menzoberranzan City of Intrigue and promoted the book with the Council of Spiders season of Dungeons & Dragons Encounters. Fourth edition’s Encounters program hosted drop-in games at local game stores. This season made the players evil drow and fostered backstabbing and intrigue. As an Encounters dungeon master, I questioned the wisdom of the theme, especially in a program geared for new and returning players. Still, I dutifully ran the campaign as intended.

My concerns proved valid. Two of the regulars at my table seemed uncomfortable with the evil theme, and one player, call him Benedict, embraced the spirit of the treachery too well.

Lloth and Drow at Gen Con

Lloth and Drow at Gen Con

In the final encounter, Benedict joined the season’s villain and killed the rest of the party. “It’s not personal. I’m just playing my character,” he apologized. Over the years, when someone excuses their character’s actions with “I’m just playing my character,” I’d grown to expect trouble. This time, two regular players from my table never came to encounters again. Maybe they had other obligations, but I suspect the unsatisfactory season contributed to them moving on.

I cannot blame Benedict. Like him, I started in the early years of the hobby, an era that celebrated a character’s ability to attempt any action, and where simulation dominated role playing. How better to simulate an imaginary world than to portray characters of all stripes? By this early ethos, total immersion in character trumped everything. If you failed to play your character to the hilt, then you did the game a disservice. Any game master who interfered with a player’s freedom of action was guilty of an abuse of power. If players’ actions defied their alignments, penalties might be in order, but if not, anything goes.

And the Council of Spiders Encounters season encouraged treachery.

Even so, I should have discouraged Benedict’s betrayal. Some players relish in-party conflict, but unless everyone at the table welcomes such conflict, in-party feuding just encourages hard feelings and lost friends. Folks who welcome treachery should play Paranoia, a game invented for the play style.

Before second edition, D&D promoted classes that fostered party conflict. With thieves and assassins, the trouble begins with class names that encourage bad behavior. What sort of thief fails to steal, and who presents richer targets than the rest of the party? What sort of assassin fails to murder?

As soon as thieves and assassins reached playtesting in 1974, the Greyhawk campaign run by D&D’s co-creator Gary Gygax saw trouble. On the EN World forums Gary reminisced, “One or two assassin PCs were played, but the party was always chary about them. Minor pilfering of party treasure was tolerated but having a PC offed by an assassin was most annoying. That happened once, maybe twice, with the offending PC then leaving the game, the player returning as a different character.”

Even as late as 1985’s Unearthed Arcana, the original barbarian class provoked trouble: “Barbarians in general detest magic and those who use it,” Gary wrote. “They will often seek to destroy magic items, and if successful, they receive an experience point award as if they possessed the destroyed items.” What could possibly go wrong?

The designers of D&D’s second edition started moving away from classes with names that encouraged trouble. In a podcast recalling second edition’s design, Steve Winter says, “The assassin went away because we had seen through letters from customers and talking to people so many cases of assassins ruining campaigns. People who played assassins felt like that was carte blanche to murder their fellow player characters. We got all the time letters from people asking what do I do with this player? He wants to play an assassin, but he keeps assassinating the other PCs.”

In a Dragon magazine issue 118 article outlining changes coming in second-edition Advanced Dungeons & Dragons, designer David “Zeb” Cook writes, “The assassin is a goner—virtually guaranteed. It is highly unlikely that any amount of appeal will save his neck. He is disruptive to party harmony and, more importantly, presents the wrong image about AD&D games.”

The thief also inspired in-party conflicts. Steve explains, “When you’re sitting around the table and the thief player is getting a little bored, and there is another PC standing right in front of him… I can’t count the times that I was at the table and somebody was like, ‘I’m going to pick his pocket.’ And right away everyone is like, ‘Oh don’t, please don’t,’ because everyone knows it’s just going to cause problems within the party.”

“He’s a thief! He steals from everyone and ruins friendships,” Zeb wrote. But thieves reflected better on AD&D than assassins and offered a more popular archetype, so Zeb defended the class. “This is more a problem of how the player is using the thief, not the class itself.”

Nonetheless, the class name inspired thieving. Second edition started a rebranding by making thieves a type of rogue. The Player’s Handbook explains, “The character classes are divided into four groups according to general occupation: Warrior, Wizard, Priest and Rogue.” By third edition, “rogue” permanently replaced “thief” as a class name.

Related: The Thief’s Strange Trip from Non-Combatant to Battlefield Domination

Related: A role-playing game player’s obligation

Edit

Strong Moral Dilemmas in D&D and the Unwanted Kind that Keeps Appearing

The best tales climax when the heroes must choose between what they’ve learned is right and an easy route to what they thought they wanted. In fiction, such moral dilemmas reveal character. When a woman who only ever wanted to be queen realizes that someone else is better suited to the throne, will she still take the crown?

Everyone who enjoys games such as Dungeons & Dragons likes making choices and seeing the outcomes. Many of those players also enjoy exploring and revealing their characters. So in roleplaying, moral problems may rank as the most interesting and most revealing. In the Dungeon magazine article, “Temptations and Dilemmas,” printed in issue 148, Wolfgang Baur writes about the joy of posing dilemmas. “They make the player really engage with their characters and the game world. Sweet sweet perfection: all you have to do is let the PCs wrangle about it for a while.”

Creating moral choices in D&D proves harder than creating similar dilemmas in stories. In fiction, moral choices often force characters to pick between what’s right and what’s easy. But D&D characters rarely make decisions alone. They face choices as a party, and these groups inevitably mix rogues and paladins.

More than popular classes, rogues and paladins represent two ways players often imagine their characters’ moral outlooks. These make popular character perspectives because they bring escapes from either the restrictions or the unfairness of modern life.

In our world, we often feel bound by rules and obligations. Playing a rogue who’s free from ethical burdens and who boasts the power to ignore rules feels exhilarating.

In our world, we see misdeeds rewarded, good people suffer, and too often we feel helpless to act. Playing a paladin with the strength to punish wrongdoers, help the deserving, and right wrongs feels rejuvenating.

Choices between right and easy inevitably split a party’s rogues and paladins.

“Assassins, poisoners, sneak thieves, death priests, drug smugglers, necromancers, diabolists, and warlocks make it tough for more heroic, lawful, or good characters to look away or condone their smuggling, sneaking, theft, magical abuses, and so on,” Wolfgang writes. “There’s a dilemma for the party every time a character crosses the line and does something that another, more moral character might find unforgivable.”

In D&D, rogues and paladins must find ways to work together or the game falls apart. “If you wind up with that one paladin singled out and forced to choose to compromise his character just to keep playing, you have a problem.” See A Roleplaying Game Player’s Obligation.

So in D&D, moral dilemmas must avoid posing an unsavory-but-easy solution as an option. Instead these problems must force players to weigh which of two, imperfect choices brings the most benefit—or the least corruption. In “5 Tips on How to Design Diabolical Dilemmas,” Johnn Four imagines starting the party with a simple job to capture a war criminal, and then adds moral complications. What if the players discover that the elderly criminal now repents by running an orphanage? If the players decide to take him to justice, what if they learn that the alleged crimes may have saved a village? Do the players still bring the man to execution? None of these choices make the adventure easier for players, but they all land the players in thorny dilemmas that reveal characters.

Johnn suggests developing moral dilemmas by starting with a simple choice and asking questions that help you imagine complications.

  • Who gets hurt?
  • Who escapes justice?
  • Who undeservedly benefits?

While moral dilemmas benefit the game, you can press too hard to create them. Players enjoy difficult choices in balance with uncomplicated situations where their power lets the good guys win. Often players use their ingenuity to solve a moral dilemma without any tough choices. Players savor those victories.

Even when DMs work to foster moral dilemmas, most D&D games only occasionally feature such situations. But one sort of quandary appears frequently, and it’s awful.

Blame co-creator Gary Gygax and his adventure The Keep on the Borderlands (1979). D&D’s first Basic Set included this adventure, so through the 80s, the keep easily ranked as the game’s most played scenario. In a reprint, D&D creative director Mike Mearls writes, “In its 32 pages, Keep on the Borderlands provides the clearest, most concise definition of D&D that you can find.” The keep showed countless dungeon masters how to create a D&D adventure, and mostly it set a good example.

What awful moral dilemma appears 8 times in this classic?

When Gary wrote the keep, he aimed to create an infestation of D&D’s various evil humanoids: kobolds, orcs, hobgoblins, gnolls, and lizard men. Gary favored applying some natural order to his imaginary world, which included various young monsters incapable of fighting.

After slaughtering the orcs’ parents, do you put their infants to the sword? As a player who favored the paladin type, I wanted to right wrongs, not debate whether to murder young. The rogue-types in the party would open the 1977 Monster Manual and point to the word “evil” beside a pig-faced monster, but I had no taste for the baby-orc dilemma. I want to smite evildoers, not kill helpless foes. I’m far from alone in that sentiment. Worse, young non-combatants appear in 8 of the keep’s locations, and then in the countless adventures that follow the keep’s example.

I recommend contriving situations that leave helpless foes out of reach. Instead of populating the Caves of Chaos with generations of humanoids, why not imagine war parties locked in a standoff?

Even though the baby-orc problem rates as something to avoid, other dilemmas can enrich the game. M.T. Black’s adventure The Lich Queen’s Begotten ends with an interesting variant on the question of whether to kill an innocent destined for evil. Both times I ran this adventure, a party of mixed paladin and rogue types chose to protect the innocent—not necessarily the easier choice. Both groups wanted a follow up adventure where they worked to thwart the innocent creature’s evil destiny.

That’s the sort of choice that makes heroes.

My Two Most Controversial Posts Prompt a Trip Into the Comment Section

The last two months included the two most discussed posts in the 7-year history of DM David, which calls for another trip into the comment section.

In Should a Dungeon Master Invite Players to Help Create the D&D World Beyond Their Characters? I considered the pros and cons of asking players to share a role that usually falls to the dungeon master.

Ilbranteloth suggested turning potentially dead characters into an invitation to let players imagine a different twist. “On potentially deadly hits against the PCs, they decide if they are killed, or something more dramatic (and often worse) happens.” Perhaps the character loses a leg and a bit of speed. Or perhaps the player trades death for some dramatic complication. Players focused on story understand that character arcs benefit from setbacks and might be eager to revive a dead character in exchange for a complication that makes a richer story.

After I created a Dungeons & Dragons Summoning Spell Reference, Teos “alphasream” Abadia shared some concerns raised by summoning.

I’m not generally a fan of the summoning spells. They can be too strong (they can be like a fireball of damage every round, round after round, for the casting of one spell), they tie up the terrain impeding movement (especially by locking down melee fighters, preventing a dynamic combat), and they make combat a slog (in almost any combat, the monsters lack the damage to kill more than a couple of the summoned monsters).

That last bit is what kills it for me. At the meta level, the monsters should ignore the summoned creatures, because killing them is basically impossible unless they’re a horde of low CR creatures and the monsters have area attacks. So, the easy move is to target the summoner and break their concentration, but that takes away from what the player who did the summoning wants. I haven’t found a happy medium.

Summoning spells typically offer a choice between lots of weaker monsters and fewer, stronger monsters. When the designers set choices that made summoning crowds far more efficient, they made the spells more likely to turn fights into slogs.

When I play foes with an 8 or higher intelligence who see ongoing spell effects, I start making spellcasters preferred targets. After all, characters with an 8 Intelligence practice even more savvy tactics. When players think their DM unreasonably targets them with attacks, players can get salty, but when concentrating spellcasters become targets, their players know it’s coming.

Two readers added to The True Story of the Cthulhu and Elric Sections Removed from Deities & Demigods.

Alphastream wrote, “Some readers may not appreciate how, back then, books hung around for a long time. We had decades with the same books on the shelves. Not as old stock in a corner, but as an active part of what gamers would buy and use. As an example, check out this Shannon Appelcline article where he shares White Wolf Magazine’s list of top-selling RPGs for 1992. At number 9 is the 1981 Fiend Folio!

Books like Deities & Demigods were a presence for decades, which helped keep this bit of controversy prominent across many years.

The long sales life of books from this era also led to a 2nd edition that remained broadly compatible with AD&D. The designers wanted to make big improvements, but TSR management wanted books like that old Fiend Folio to continue generating sales.

Zenopus Archives wrote, “There’s a whole earlier chapter to this story. The Mythos write-up in Deities & Demigods is derivative of the original write-up ‘The Lovecraftian Mythos in Dungeons & Dragons’ by J. Eric Holmes and Rob Kuntz that was published in Dragon magazine 12 in 1978. The bulk of this article was written by Holmes, and the Deities & Demigods write-up has the same entries, except for one. To me, Deities & Demigods clearly used the original article as a starting point. Read more at Dr. Holmes and the Cthulhu Mythos.

In Bring the Thrill of Finding Treasure Back to the Adventurers League, I wrote about how D&D traditionally motivates both characters and players to seek gold. This tempts players to take the risks that help make D&D fun.

Eric Bohm wrote, “Taking the treasure out of the game seriously undermines an important component of the D&D formula. The heroic component remains mostly intact. If your character is motivated to help people for the sake of helping them, with only an abstract unquantifiable reward, everything works. Other kinds of characters are less well supported, while truly mercenary character concepts become basically unplayable.

What about the lovable scamp who is in it for the gold? Or the many redemptive arcs of those get roped in for the base rewards and are swept up in higher motivations? How can a malefactor tempt a hero away from the path of virtue?

The only character who grabbed any money from the hoard in Waterdeep: Dragon Heist when I ran it was an NPC. The players weren’t tempted; therefore they did not feel like it was worth roleplaying their characters being at all tempted. It just wasn’t interesting for them to play into it. Let me state that again. Players with characters standing in a vault full of gold felt that it was pointless for them to even pick up a single bag of gold. Where is the fun in that?

Obviously, players can still create characters motivated by greed, but without the incentive of gold, taking risks for treasure seems like a sucker’s bet.

At the start of season 8, I wondered with James Introcaso why the Adventurers League would introduce rules that blocked characters from keeping gold in the season that featured Waterdeep: Dragon Heist. The adventure hooks characters with a chance to win a fortune in gold. James speculated that perhaps the potential windfall triggered the need for the rules change.

In How Years of Trying to Fix Obnoxious People Shrank D&D’s Appeal, I talked about how relying on a DM’s judgement rather than on extensive rules may have helped fifth edition’s popularity.

Alphastream agreed but saw areas where fourth edition succeeded in making D&D easier to run. For instance, fourth edition’s in-store play program D&D Encounters drew tons of players. “DMs loved being able to run an hour of play with 1-2 pages of very simple (and yet engaging) adventure text. Spells turned into far simpler powers meant DMs could jump in with less experience. True story: Despite playing and DMing D&D for 17 years, when 3E came out, I waited 9 months before DMing my first organized play game because I felt I didn’t know 3E spells well enough to run a game. We’ve taken a step backwards here, in that many DMs again feel they can’t DM (especially at high levels) because of the complexity of spells.

So, I think there is a balance to be struck between these design goals of keeping the game engaging and keeping it easy to learn and simple.

I would also say that while 3E really built up the game and added a lot, 4E in many ways was working to fix problems—the length of an adventuring day, the need for someone to ‘have’ to play the cleric, how many magic items a character had, and even how much experience a DM needed to feel confident. It really took the laundry list of issues, including ‘bad DMs’ and tried to fix them. The legacy of those fixes is excellent. We can see many of those improvements carried on into 5E.

In How D&D Shed the Troubling Implications of Half -Orcs, I wrote about how D&D struggled to erase the implication that half orcs came from rape. The entry became this blog’s most read and discussed post until another post topped it.

Wil cifer argued that the original implications of half orcs fit history. “Rape was a commonplace occurrence during war in medieval times. Why would a barbaric race even in a fantasy setting be kinder and gentler? Rewriting the tone of a historical time the game is based on is stupid.

But D&D is a game that gleefully tosses aside historical accuracy and realism in favor of fun. The game features magic and dragons. To unravel any D&D world, just pull any of countless threads and check it for historical accuracy or check how it stands in the face of magic.

Other readers argued that making half orcs the product of sexual violence turns orcs into stronger villains. Andrew wrote, “I have been playing D&D since 1981, and I have no problem with half-orcs being the result of an orc raping a human female. Orcs are monsters, created by an evil deity, Gruumsh. Taking the monster out of the monster has very little appeal to me. Can and should there be points of moral ambiguity in a D&D game? Without doubt. There should be. But monsters do monstrous things, including rape.

To players like Andrew, crushing evil and righting wrongs feels more satisfying when the campaign shows evil and the suffering it creates. Purely evil creatures make uncomplicated foes that justify killing.

David Streever wrote, “D&D is a fantasy game that is sold to everyone from small children to adults; you can feature as much rape as you like in your version, but I’m glad it’s not in the core books, and I’ll stay away from your table.

In your D&D game, if all the players welcome a darker tone, you can explore any origin you like for half orcs. But for a broader audience, the game benefits when it avoids saddling every half orc with a vile background.

In response to Running Group Roleplaying Scenes—How Permission From an RPG Legend Made Me Stop Talking to Myself, simontnm gave a suggestion. “If I have multiple NPCs talking I tend to use minis, and put my finger on the mini of the NPC actually talking.

“‘Don’t have NPCs talk to each other’ is good advice, but it’s occasionally necessary to deliver an NPC to NPC one liner. Keep it short and sweet.

The History of Traps In Dungeons & Dragons prompted Ty to point out the difference between good, real traps and quality traps in D&D. “From a game play standpoint, traps are just a terrible idea all around. Conceptually, in order for a trap to be a ‘good’ trap, it needs to be massively unfair. It needs to kill outright or seriously maim. One minute you’re alive, and then boom, you’re dead. No saving throws, no noticing something off at the last minute, no jumping out of the way.

Ken W replied, “You need to take the edge off your realism. A trap shouldn’t be ‘instantly lethal’ in game terms any more than a strike with a sword or great axe. In real terms, if you get hit by a swinging claymore, you are likely suffering a severe wound. But the abstraction of D&D combat and hit points means that each hit represents a depletion of stamina, not a mortal wound. Only when you reach 0 hit points does it really represent that fountaining arterial spray we would otherwise expect.

Traps operate in the same space as combat weapons in this regard. The only difference between a trap and an enemy combatant that gets a turn while the PC is surprised is…well—nothing. Except the trap essentially ‘dies’ after its turn is over.”

Good traps in the real world make lousy traps in D&D. The best traps in D&D are in places where everyone expects a trap or that show obvious signs of their presence.

Alphastream wrote, “A trap can be a lot of fun when found, if it requires engagement to disarm. As a DM or author, I try to think through the point of the trap—not just for whatever creatures put it there—but for the game experience. The trap can be hard to find and that’s fun, or it can be easy to find and be fun as well. Think of ‘only the penitent man shall pass’ in Indiana Jones and the Last Crusade. That’s fun because you know it is there and need to figure out a way past it. Similarly, traps can be found and that can be the beginning of the engagement.

Beoric wrote, “Perfectly good traps can be suspected because the nature of the trap is not entirely concealable. Raiders of the Lost Ark-style traps can be suspected because the tiles on the floor have no grout because they are pressure plates, or there are holes in the wall from which darts shoot.

The trap may also be old, and detectable by signs of wear, like a layer of powdered stone on the floor or vertical gouges on the wall for a falling block trap, or soot on the walls or floor with a fire trap, or spent missiles on the floor with a dart or arrow trap.

Also consider that some traps can be very well concealed if they are not being looked for, but still be detectable if actively searched for. A standard old-school pit trap was pretty much undetectable visually and could only be detected by tapping it.

None of those are actually bad traps. They just have limitations because of their nature.

There is a great discussion of this at the Hack and Slash Trick and Trap Index.”

Alphastream expanded on how traps worked in play across editions.

In fifth edition, it’s still not entirely clear nor standard whether Investigation or Perception is most commonly used for finding a trap. I have my thoughts, which I think are right, but I see it run many different ways. In general, I think that if a trap is one that could be seen with the naked eye, then Perception would work. For example, a pressure plate that has slightly discolored stone, or which is slightly sunken. Otherwise, and in my game this is most of the time, the trap is not obvious and needs Investigation to be found. A well-crafted pressure plate is like any other stone. The only way to find it is to tap at it or otherwise determine what it is, which uses Investigation.

Fourth edition’s concept of ‘trap as monster’ failed due to the underlying math, which assumed a check per round and 4 checks to disable the trap, which was supposed to equate how monsters were envisioned as taking 4 rounds to defeat. The problem is that this cold math doesn’t understand how that 4 round concept wasn’t very accurate—players focused fire on important targets and might take them down in 1 round, while ignoring others.

Players tended to focus fire on traps and break them more quickly than a rogue could disable them. Or players ignored traps in favor of the monsters, and then stepped around the traps.

I like to think 4E’s trap concept is still really cool, but it takes clever authoring to communicate to the players how to engage with it. It is awesome if the cleric immediately realizes that this trap is empowered by a rival deity and they can shut it down and greatly help the party by doing so. That feels really heroic. It’s awesome if the rogue can tell the party that interacting with the trap for two rounds will move the rays of lightning to the area where the enemy archers are standing. These are great cinematic concepts if you set them up right.

I tried my own hand at it with Dungeon of Doom. Nate and I designed a large variety of 5E traps in that adventure, and they provide a diversity of experiences. (You can get the adventure free and also see people play through them, all at https://dwarvenforge.com/descent/.) Thank you for putting up with the shameless plug, but it’s hopefully useful for people given this article.

For Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D, Daniel Boggs contributed fascinating D&D history that I didn’t know.

It is a quirky history, given that a primary reason ability scores were created in the first place was as a means to make ability checks—to put it in contemporary parlance. The D&D ability scores and saving throws arise as a distillation of the concept of personality traits and character skills created by Dave Arneson for Blackmoor. In pre-D&D Blackmoor, players would roll against a trait, Strength for example, or Looks, or Throwing, to see if they were successful at the attempt. When D&D came along, Arneson & co. continued to use ability checks in their games. You can see an example of a Dexterity check in Arneson’s First Fantasy Campaign (1977) where a character must save versus Dexterity to remove their armor in time to avoid drowning in Blackmoor Bay. And of course ability checks are also very prominent in Arneson and Richard Sniders’ Adventures in Fantasy game (1978). In writing D&D, Gary Gygax failed to mention this purpose of the ability scores as he apparently preferred to create an arbitrary percent chance and have the players roll percentiles instead. So, you did have some early players who figured it out on their own or who learned it in some way from Arneson, most D&D players didn’t grok the intention behind the scores and thus you got that rather odd system proposed by Ives in Dragon #1. You can see some original Blackmoor characters here.

My post 6 Popular Things in D&D That I Fail to Appreciate sparked such a furor that I posted a follow up. Many commenters took the challenge of changing my mind.

I’ve already recanted my dislike for game worlds that unnecessarily make adventuring a common profession.

Alphastream argues that monsters that bounce from table to table at multi-table events can work, but he sees room for innovation. “I’ve written these, though they aren’t my favorite device for the reasons you mentioned. I think they work best when they are in small pods. The blue dragon in Confrontation at Candlekeep works well because it makes sense (you have 4-6 towers and parties at each tower, the dragon flying in between), it is announced dramatically (so everyone gets the concept from the start), it is central to the action (no one is forgetting about the dragon), and it lets players interact with it once it leaves their table (they can jump on it or fire at it, at the risk of failing at their table). With the second Open I tried to create a different experience, one that still made sense and which provided a combination of combat, skill, and risk-reward. I would tweak it further if given the chance. All of that is to say that I think these can be done well. I think DM David is exactly the kind of person who could come up with a cool version and submit it to an Epic author.

I’ve grown to accept that adventures with carnival games work well as an introduction to the game. Alphastream touts another benefit. “I think carnival games can offer a lot of activity in a short time and offer something to every player. Very few things can do that.”

As for the way that using miniatures for the wrong monster sometimes confuses me, Creeper Jr wrote, “I don’t need minis to match exactly, but I find it incredibly helpful if there is some sort of rhyme and reason to it. My portable mini kit includes: 4 goblins, 4 guards, 4 archers, 2 mages, 2 knights/fighters, 2 rogues, 2 large green slaad, 2 giant spiders. Each mini has a color-coded base accent. This doesn’t take up too much room, is relatively cheap to put together, and allows us to quickly identify enemies with sort-of-thematic minis.

Alphastream supports budding mini collectors eager to put minis on the table. “Sometimes a DM wants to buy a box of minis or two and try to use that purchase for their efforts. I get that. I still think it beats Starburst, but maybe that’s because I don’t super love Starburst. If the monsters are Belgian truffles, or Ferrero Rocher, sign me up! Here again, we can imagine we are witnessing the beautiful creation of a nascent miniature collector. They will go from this table to assemble an army of awesome minis on a bed of Dwarven Forge. It’s like seeing the future unfold before us!

Josh rose to defend the dragon-slayer pose on page 7 of the second-edition Player’s Handbook. “I’m one of the ones who love the picture. The adventurers seem like real people, each different and interesting in his own way. The mage isn’t old. Nobody’s half dressed. The dragon’s of a size that would pose a threat to normal people and level 1’s. It’s a good level 1 accomplishment. And as for the pose, I assume there are a lot of unlisted utility spells, including one that takes the image in a caster’s mind and transfers it to paper. It’s a level 2 spell. Colored prints are level 4.

Commenters replying to How Well Do You Understand Invisibility in Dungeons & Dragons? considered a couple of odd corners of the rules for invisibility.

Dave Barton summarized one aspect. “In essence, two foes who can’t see each other have an equal chance of hitting as if they could see each other. Think about that for a minute.

This rule especially defies common sense because it grants ranged attackers just as good a chance of hitting when they can’t see their target. Sometimes D&D trades plausibility for simplicity.

Aside from the ability to hide anywhere, invisible creatures don’t get advantage to hide or any other increase to their chance of success.

Pewels asks “How would you handle light sources on a PC going invisible?

Saphhire Crook answered, “The issue of invisible light sources crosses into that dangerous territory of ‘invisible eyeballs’, which is where invisible people cannot see because their eyes cannot receive light since it passes through them.

In 3.5, light sources continue to exist, but their origin becomes invisible, implying that the target simply reflects no visible light (or all light hitting or reflecting off them is magically duplicated and filtered).”

Every so often, someone leaves a comment that delights me. My post on Dave Hargrave, Once subversive, the Arduin Grimoire’s influence reaches today’s games, inspired such a comment from Old School, New.

As a former associate of Hargrave, I’ve been around awhile and have seen innumerable articles written on the worlds of Arduin and its foothills. Many are bad, many are way too ‘fannish,’ and a lot of them are simply misinformed and/or myopically aligned with other gaming systems, to the point of zero objectivity.

This article, however, rates as the finest piece on the subject of Arduin/DH, ever. Nothing else comes close. Incredibly well written, fair, meticulous, and factual.

And you actually dug-up a pic from Different Worlds. Haha! Among other things.

Yes, Arduin wasn’t perfect. Not hardly. But it was grand, visionary, insane, stupid, ham-handed, and utterly magnificent. Kinda like its creator, right?

Anyway, massive cheers for a spectacular blog entry. I should think it’s the all-time definitive description of Arduin and its master—warts and all.

Seriously, Mr. Hartlage, you’ve created something beautiful here.

Thanks! I feed proud to garner such kind words.