Category Archives: Dungeon master’s tools

Simple Builds That Make Multi-Level Battles Extraordinary

Multi-level dungeon rooms suggest a grand scale that adds a touch of wonder. They reveal options to go higher or descend deeper, and those paths create an exciting sense of possibility. Just add monsters for dynamic battles where combatants leap, fly, and misty step between levels aiming for advantage.

So this map for the climactic encounter of Waterdeep: Dragon Heist promises a thrilling showdown.

Multi-level map from Waterdeep: Dragon Heist

Multi-level map from Waterdeep: Dragon Heist

The Dragon Heist map on the table

The Dragon Heist map on the table

At least that’s the goal, but I know from experience that drawing two levels side-by-side on a flat battle map typically leads to players choosing the least confusing tactic of standing still. Even when character’s do move, the extra explanation needed for everyone to understand their positions in the dynamic scene drags the game’s pace and can make everyone wish for a plain 20×20 room.So for Waterdeep: Dragon Heist, I stood a Lucite sheet from the home store on a few blocks from the toy box, cut some holes in the paper maps I would have drawn anyway, and created a 3D battlemap with almost no extra effort. Clarity replaced confusion. Plus the extra real-world dimension added drama and excitement that made the battle feel extraordinary.

The Icespire Peak map on the table

The Icespire Peak map on the table

Curse of Vecna battle at Winter Fantasy

Curse of Vecna battle at Winter Fantasy

The trick’s success led me to repeat it for a battle in Dragon of Icespire Peak. This time, the same setup proved a little unstable, with players jarring the support blocks. Nonetheless, for my one-shot adventure Curse of Vecna, I decided to improve the setup and stage the climactic encounter on two levels.For stability, my new setup uses a pair of transparent display risers to support the upper tier. Setting the risers on their sides in a c shape rather than the usual n shape meant I could place the lower map between the pair. These stands make reaching the lower level a bit harder, but they stay in place.

For portability, I skipped the window-sized sheet from the building store that I used for Dragon Heist. Instead, I used a pair of letter-sized transparent tiles clipped together with binder clips. My tiles came from a Gaming Paper Kickstarter, but you can get similar tiles from other sources.

Stages of collapse

The top-level maps include holes cut to show openings in the upper-level floor. For another special effect, I stacked a series of maps with growing holes. This let me remove the top map to have the floor collapse in stages as the battle progressed.

The Most Useful D&D Miniatures to Buy On a Budget

When I started playing Dungeons & Dragons battles on a map, I used tokens and Cardboard Heroes instead of miniatures. Today’s gamers have similar inexpensive options ranging from tokens, to cardboard pawns on plastic bases, to printable paper minis, to flat-plastic miniatures.

When pre-painted plastic miniatures reached stores, I figured I would augment my cardboard with a few common monsters: orcs and skeletons and the lot. But the appeal of miniatures proved irresistible and my collection grew unchecked.

If you’re cheaper or more sensible than I am, you can still follow my original plan and collect a small group of broadly useful miniatures—the sort of figures I use so often that I never bother to file them away. Such common figures tend to come cheap too. This post features the most useful figures to buy on a budget. As of posting, I found all the pre-painted selections for sale at between $2 and $5 each. Unpainted picks often come a bit cheaper. To find these figures yourself, paste the figure caption into search and browse the listings that appear.

Typically, pre-painted figures come randomized in boxes, so if you buy a box, the you never know what you get. For maximum value on useful figures, buy singles from online vendors. For bargain hunters I recommend going the web site of a miniatures vendor, selecting all the D&D, Pathfinder, or D&D Miniatures and sorting by lowest cost first. Pages of bargains appear, many for broadly useful figures.

Unpainted figures bring the new hobby of painting miniatures. But the hobby of painting welcomes dabblers more than you may think. Even a beginner can paint figures with more appeal then some slapdash factory job. Just buy a painting starter set, put on headphones, and enjoy the almost meditative flow that comes from painting.

Bandits and thugs

The Bandit Knocker’s club and hodgepodge of armor makes the figure my favorite back-alley brawler.

Reaper Bandit Knocker (sold unpainted)

Reaper Bones: Bandit Knocker 77510 (sold unpainted)

Nolzur's Marvelous Unpainted Minis: Bandits

Nolzur’s Marvelous Unpainted Minis: Bandits

Storm Kings Thunder #14 Bandit Captain

Storm Kings Thunder #14: Bandit Captain

 

Guards and soldiers

Heroes & Monsters #08 Watch Guard

Heroes & Monsters #08: Watch Guard

Watch Officer Heroes & Monsters #9

Heroes & Monsters #9: Watch Officer

Deep Cuts Unpainted Miniatures: Town Guards

Deep Cuts Unpainted Miniatures: Town Guards

Night Below #13: Greyhawk City Militia Sergeant

Night Below #13: Greyhawk City Militia Sergeant

 

Zombies and corporeal undead

The Terror Wight figure serves as a wight, ghoul, or any other corporeal undead, making it one of the most versatile figures.

Nolzur's Marvelous Unpainted Minis: Zombies

Nolzur’s Marvelous Unpainted Minis: Zombies

Terror Wight War Drums #34

War Drums #34: Terror Wight

Reaper Bones Zombies

Reaper Bones: Zombies 77342

Incorporeal undead

Translucent undead figures stand in for ghosts, wraiths, and more.

Banshee Rage of Demons #21

Rage of Demons #21: Banshee

Not pictured: Boneyard #05: Ghost

Skeletons

Reaper makes a variety of skeletons for their Bones line.

Reaper bones: Skeletons (various, comes unpainted)

Reaper bones: Skeletons (various, come unpainted)

esert of Desolation #39: Boneshard Skeleton

Desert of Desolation #39: Boneshard Skeleton

Nolzur's Marvelous Unpainted Minis: Skeletons

Nolzur’s Marvelous Unpainted Minis: Skeletons

Spiders

The giant spider is large, while the other spiders are medium sized.

Wolf Spider Elemental Evil #08

Elemental Evil #08: Wolf Spider

Nolzur's Marvelous Unpainted Minis: Spiders

Nolzur’s Marvelous Unpainted Minis: Spiders

Reaper Bones Giant Spider

Reaper Bones: Giant Spider (sold unpainted)

Giant rats

Reaper Bones: Barrow rats 77198

Reaper Bones: Barrow rats 77198

Wolves

The wolf pack has medium figures, while the winter wolf is large.

Reaper Bones: Wolf pack 02830

Reaper Bones: Wolf pack 02830

Reaper Bones: Winter wolf 77437

Reaper Bones: Winter wolf 77437

Knights

Figures with full helms work best because they double as animated armor, helmed horrors, and the like.

Underdark #11: Royal Guard

Underdark #11: Royal Guard

Waterdeep Dungeon of the Mad Mage #36: Dezmyr Shadowdusk

Waterdeep Dungeon of the Mad Mage #36: Dezmyr Shadowdusk

Reaper Bones: Knight Heroes 77676

Reaper Bones: Knight Heroes 77676

Evil spellcaster

Baldur's Gate Descent Into Avernus #08: Falaster Fisk

Baldur’s Gate Descent Into Avernus #08: Falaster Fisk

Deathknell #36: Grim Necromancer

Deathknell #36: Grim Necromancer

Cultists

Reaper Bones: Cultists and Circle 77351

Reaper Bones: Cultists and Circle 77351

Berserkers

Waterdeep Dungeon of the Mad Mage #17: Berserker

Waterdeep Dungeon of the Mad Mage #17: Berserker

Not pictured: Monster Menagerie 2 #19: Half-Orc Barbarian

Goblins

Orcs see the table almost as often as goblins, but the smaller humanoids make better low-level foes, so their figures prove more useful.

Monster Menagerie 2 #03: Goblin

Monster Menagerie 2 #03: Goblin

Savage Encounters #16: Goblin Skullcleaver

Savage Encounters #16: Goblin Skullcleaver

Nolzur's Marvelous Unpainted Minis: Goblins

Nolzur’s Marvelous Unpainted Minis: Goblins

Assassins and rogues

Reaper Bones: Romag Davl, Thief 30004

Reaper Bones: Romag Davl, Thief 30004

Not pictured: Kingmaker #10: Shadow Rogue

New Printable Initiative Trackers for Dungeons & Dragons

When I described the best ways to track initiative in Dungeons & Dragons, I showed how I track initiative by draping named initiative tents over my dungeon master’s screen. I favor this method because I like a visible reference to the characters’ and especially the monsters’ stats. At the table, paging through the monster manual or finding monster pages shuffled in my other papers takes me too long. Hanging key numbers in plain sight speeds play.

Collected Monster Initiative Tents

When I fill a monster’s initiative tracker, I save it for future games. Over a couple of years, I’ve accumulated hundred of tents, from aboleth to zombie. I appreciate this resource, but when the reuse proved helpful, I wished for monster tents that could hold more information: all the saves and an fuller outline of actions. So I created bigger trackers for more complicated monsters. These large tents work better for aboleth, while the small ones still work fine for zombie. My new design means I’ll be rewriting older tents as needed.

Download a PDF of my blank tents.

My player tents include spaces for AC and passive perception, plus space for up to 8 separate initiative scores. As an extra time saver, I have players pre-roll initiative. During the a game session, I never slow for initiative. When an encounter starts, I hand all the tents to a player for sorting, and then I drape the folds on my screen.

Some helpful players won’t wait for initiative. At the end of every encounter, they re-order the tents. I never have to call for initiative. While this skips a dramatic moment, it also blends the line between combat and the rest of the game.

Top Dog Games makes a line of pre-printed Stat Trackers that already come printed with monster information.

A Dungeons & Dragons Summoning Spell Reference

Many summoning spells in fifth-edition Dungeons & Dragons explicitly allow the player to choose the creatures summoned. Others only let the player choose from broad options. Typically players choose the quantity and challenge rating of creatures.

This reference lists typical creatures summoned by each conjuration spell. Download a Markdown version, or a PDF version or a low-ink PDF formatted using the The Homebrewery.

Spells Where the DM Determines Summoned Creatures

Spells that let players choose broad options work best when the dungeon master selects the specific creatures summoned. The Sage Advice Compendium issued by D&D’s designers explains, “A spellcaster can certainly express a preference for what creatures show up, but it’s up to the DM to determine if they do. The DM will often choose creatures that are appropriate for the campaign and that will be fun to introduce in a scene.”

To help DMs make these selections, this reference lists the common monsters summoned by each spell. To make random selection easy, the creatures are numbered.

Conjure Animals

You summon fey spirits that take the form of beasts.

Land Beasts
Qty CR Creature
1 2 1: Giant Boar, 2: Cave Bear, 3: Giant Constrictor Snake, 4: Giant Elk, 5: Polar Bear, 6: Rhinoceros, 7: Saber-toothed Tiger, 8: Swarm of Poisonous Snakes
2 1 1: Brown Bear, 2: Dire Wolf, 3: Giant Eagle, 4: Giant Hyena, 5: Giant Spider, 6: Giant Toad, 7: Lion, 8: Tiger
4 1/2 1: Ape, 2: Black Bear, 3: Crocodile, 4: Giant Goat, 5: Giant Wasp, 6: Swarm of Insects
8 1/4 1: Axe Beak, 2: Boar, 3: Constrictor Snake, 4: Elk, 5: Giant Badger, 6: Giant Bat, 7: Giant Centipede, 8: Giant Frog, 9: Giant Lizard, 10: Giant Owl, 11: Giant Poisonous Snake, 12: Giant Wolf Spider, 13: Panther, 14: Swarm of Bats, 15: Swarm of Rats, 16: Swarm of Ravens, 17: Wolf

When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot:

Swimming Beasts
Qty CR Creature
1 2 1: Giant Constrictor Snake, 2: Hunter Shark, 3: Plesiosaurus, 4: Swarm of Poisonous Snakes
2 1 1: Giant Octopus, 2: Giant Toad, 3: Swarm of Quippers
4 1/2 1: Crocodile, 2: Giant Sea Horse, 3: Reef Shark
8 1/4 1: Constrictor Snake, 2: Giant Frog, 3: Giant Poisonous Snake

Conjure Minor Elementals

You summon elementals.

Elementals
Qty CR Creature
1 2 1: Azer, 2: Gargoyle
2 1 Fire Snake
4 1/2 1: Dust Mephit, 2: Ice Mephit, 3: Magma Mephit, 4: Magmin
8 1/4 1: Mud Mephit, 2: Smoke Mephit, 3: Steam Mephit

When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Conjure Woodland Beings

You summon fey creatures.

Fey Creatures
Qty CR Creature
1 2 1: Darkling Elder*, 2: Meenlock*, 3: Seahag
2 1 1. Dryad, 2: Quickling
4 1/2 1: Darkling*, 2: Satyr
8 1/4 1: Blink Dog, 2: Pixie, 3: Sprite

Creatures marked with an asterisk appeared in Volo’s Guide to Monsters.

When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Summon Lesser Demons

Roll to determine the number and challenge rating of the demons from among the possibilities.

Because official D&D lacks challenge rating 1/2 demons, DMs can either rule that summoning 4 demons brings lower CR demons or they can ignore that possible outcome.

Demons
Qty CR Creature
2 1 1. Maw Demon (Volo’s Guide to Monsters), 2: Quasit
4 1/2 None
8 1/4 1: Abyssal Wretch (Mordenkainen’s Tome of Foes), 2: Dretch

When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Spells Where the Caster Chooses Summoned Creatures

This reference lists the likely options available when players choose summoned creatures.

Conjure Celestial

You summon a celestial of challenge rating 4 or lower.

CR Creature
2 Pegasus
4 Qouatl
5 Unicorn

When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Conjure Elemental

Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground.

CR Creature
5 Air Elemental, Earth Elemental, Fire Elemental, Salamander, Water Elemental, Xorn
6 Galeb Duhr, Invisible Stalker
7 Air Elemental Myrmidon, Earth Elemental Myrmidon, Fire Elemental Myrmidon, Water Elemental Myrmidon
9 Frost Salamander (Mordenkainen’s Tome of Foes)

All elemental myrmidons appear in Princes of the Apocalypse.

Infernal Calling

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

CR Creature
5 Barbed Devil
6 White Abisai (Mordenkainen’s Tome of Foes)
7 Black Abisai (Mordenkainen’s Tome of Foes)
8 Chain Devil
8 Bone Devil
10 Orthon (Mordenkainen’s Tome of Foes)

Summon Greater Demon

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

CR Creature
5 Babau (Volo’s Guide to Monsters), Dybbuk (Mordenkainen’s Tome of Foes), Shadow Demon
5 Balgura, Tanarukk (Volo’s Guide to Monsters)
6 Chasme, Vrock
7 Armanite (Mordenkainen’s Tome of Foes), Draegloth (Volo’s Guide to Monsters), Maurezhi (Mordenkainen’s Tome of Foes)
8 Hezrou, Shoosuva (Volo’s Guide to Monsters)
9 Glabrezu
10 Yochlol

How to Create Wire Spell Templates for Dungeons & Dragons

Nothing stalls a fight on a grid like a circular or conical area-effect spell. Everyone waits while someone counts and recounts squares, and then figures angles like a pool shark. For fireballs and other circles, macrame rings trim minutes from the process. The rings come in variety of sizes, so you can get an 8-inch ring for Fireball, a 6″ ring for Darkness, and a 4″ ring for Antimagic Field.

ArcKnight’s sets of flat-plastic templates include conical templates, but I favor wire templates. Rigid patterns make measuring easier and wire can often be set on a map without moving any miniatures. No one manufactures wire cones that work as well as macrame rings, so I made my own.

My cones along with circular macrame rings

 

Materials

These templates require these components:

Home-improvement stores sell all these components, including the heat-shrink tubing.

Tools

To make the templates you need these tools:

Steps

To create a 6-inch-cone template and a 6-inch extension, do the following steps:

  1. In the corner of a large sheet, use the protractor to mark a 60° angle. Extend the angle 12 inches and then mark each line at 6 inches. Rotate the ruler at 6 and 12 inches to draw circular arc between the branches.

    I drew cones on a paper folder.

  2. Clean the steel rods.
  3. Use the pliers bend the rod to match the shape of the 6-inch cone.

    Shaped 6-inch cone

  4. Using the hacksaw, cut the rod where the wire overlaps.
  5. Bend and trim the remaining wire to the shape of the 6-inch extension.
  6. Connect the ends of each template with heat-shrink tubing, and then use the heat gun to shrink the connection.

    Heat-shrink tubing

  7. Paint the templates.

    Painted cone

These templates approach the quality of macrame rings.

Finished cone and extension

The Grand Campaign, Dungeon Master Gear, Fourth Edition D&D, and Other Reactions From the Comment Section

I’m ready for another trip into the comment section.

The Grand Campaign

My post on the grand campaign prompted a couple of commenters to tell of their long-running grand campaigns. Michael “Chgowiz” Shorten’s game has run more than 10 years. Rick Stump’s Seaward campaign has run 38 years and currently hosts 24 player characters and many more henchmen and hirelings. “With every player running multiple PCs and multiple adventures going on concurrently yes—strict time keeping is essential!” Rick has blogged about Seaward since 2013. Michael and Rick’s message: Passionate game masters still run grand campaigns. You can too.

Gary Gygax made the days characters needed to naturally heal seem like a key reason for a campaign calendar. Characters would spend days between adventures slowly recuperating. But Dan makes an good point, “Every game I’ve played in or run, there has been at least one PC with access to healing magic, so in between adventures he or she would just memorize as many healing spells as possible and rapidly bring the whole party to full or nearly-full hit points.

I’ve never seen a character sidelined for days of natural healing either. I suspect natural healing played a bigger part in Greyhawk for three reasons:

  • Few players chose to play clerics.
  • With no extra spells for high wisdom, and no spells until second level, the original clerics gained less healing magic.
  • Characters who adventured together also competed as rivals for the best treasure. In early D&D, characters raided dungeons for loot and players kept score in gold pieces. Outside of the dungeon, clerics might not heal rivals, and they certainly would not heal anyone who didn’t first make a generous donation to the church.

To gain the pace of a grand campaign where real time passes in pace with campaign time and an adventurer’s career can span years, Simon N. runs fifth edition with a house rule where a long rest takes a week.

Dungeon Master Tools

Chris asks, “Have you looked at ArcKnight for their spell effects? My only complaint there is they don’t have a way to pop them out so you have to cut them.

ArcKnight sells flat-plastic, spell effect templates. When I first saw these templates, the cones didn’t match the proportions set by fifth-edition rules. Now the templates fit the spell descriptions. I especially like the templates for ongoing effects like Cloudkill and Ice Storm, because their art adds scenery to the battle map. The templates come in exhaustive—but pricey—sets for clerics, wizards, and druids. I feel no need for line templates, or separate templates for, say, every 20-foot-radius effect. I would buy a less-expensive generic set with the common circles, cones, and squares.

ArcKnight sells 1-inch grids marked on transparent sheets. (Sorry, Sly Flourish.) This product overlays a grid on an unmarked map.

In Some New Favorite Dungeon Masters’ Tools, I wrote about my attempt to shape conical spell templates from wire. My templates proved usable, but too flexible. Matthew Lynn offered some advice for shaping templates that I’m ready to try. From a hobby shop, he purchased a brass rod about as thick as a coat hanger. Then he shaped it with bending plyers and connected the ends with heat shrink tubing.

The Joy of Figuring Things Out

In a post on figuring things out, I suggested that fourth edition’s designers emphasized character skill over player skill. Tom challenged my statement. “I’m confused about what, exactly, in the core 4E books (a mechanic or piece of advice) emphasizes character skill over player skill that isn’t already present in third edition or earlier.

To be fair, nothing in 4E blocks a style focused on player skill. As Tom noted, the section on puzzles in the fourth edition Dungeon Master’s Guide explained how to challenge players. Still, the edition’s emphasis on skill challenges and set-piece combats leans on character skill. We know the designers wanted this emphasis because their author guidelines for Dungeon told authors to favor tests of character skill and to avoid challenges aimed toward players.

In response to the same post, The Grymlorde™ offered a good perspective on puzzles. “I like to think of puzzles more like doorways to secret levels, side-quests, and Easter eggs. You can get through the adventure without having to solve the puzzles but you miss out on the best treasure, the best experience, the “truth” and so on. The worst puzzles are the ones where the adventure fails if you fail to solve the puzzle. Which means that the mandatory puzzle must be fairly easy to solve so that everyone has a good chance of finishing the adventure because some people are really good at solving puzzles (e.g. my wife) and others are terrible at it (me).” One question: If you’re married to The Grymlorde™, what do you call him at breakfast?

Linear Adventures

Even as I defended linear adventures, I praised The Howling Void by Teos Abadia for fitting many choices into the constraints of a convention time slot. In a comment, Teos gave more insight into his design. “The theme of my adventure was elemental air, and that element is all about chaos. I set to capture that swirling chaos through a multitude of options combined with foes that moved.

The downside is that there are some really fun encounters the party will never see. And, when they are having a great time, the players know they missed out on some fun. DMs certainly commented that they had to prep more rooms than they will actually run. One upside is that the DM can run this several times and still feel like every run is fresh and different.

Was it worth it? I think so. I won’t use this approach every time, but I think some adventures should work this way to keep players on their toes, to have a strong feeling of player action and choice mattering, and to break away from a linear style. Programs like AL are stronger when they include different approaches from time to time.

Lately, all the Adventurers League scenarios that I’ve played have flaunted an obvious lack of choices. Most still ranked as good-to-excellent adventures, but I have missed Teos’s flair for succeeding with different approaches.

Encouraging Role Playing

My post on encouraging players to role play, led several readers to contribute advice, so I suggest visiting that post’s comment section.

A few posters wanted to emphasize that role playing doesn’t require voice acting. A silly voice can distract from a serious character. Sometimes a character’s actions, decisions, and even silence can reveal role playing. That said, subtle depictions of character tend to get lost at the game table.

Someone with the handle 1958fury, who may also answer to Christine, commented on my tips for encouraging role playing. “I especially like this bit:

“‘Beyond this sound but conventional advice, many DMs suggested ways to pressure uncomfortable or uninterested players to role play. Don’t do that.’

“Thank you for that. I see that suggestion given a lot, and it drives me nuts. I’m shy, and I usually have to play with the same group for a while before I break out of my shell. Being put on the spot too much early on is a sure way to keep me from returning to your table.

Fourth Edition

When I wrote the story behind fourth edition, commenters like Marty from Raging Owlbear challenged my take on the business conditions at Hasbro leading to the edition. These comments made a fair request for more information.

Ryan Dancey led the D&D team through the third-edition boom and Wizards of the Coast’s first years as a Hasbro subsidiary. He wrote about Hasbro brand strategy and how it could apply to D&D. “Sometime around 2005ish, Hasbro made an internal decision to divide its businesses into two categories. Core brands, which had more than $50 million in annual sales, and had a growth path towards $100 million annual sales, and Non-Core brands, which didn’t.

Core brands would have included Magic the Gathering, while D&D ranked as non-core.

Core Brands would get the financing they requested for development of their businesses (within reason). Non-Core brands would not. They would be allowed to rise and fall with the overall toy market on their own merits without a lot of marketing or development support. In fact, many Non-Core brands would simply be mothballed—allowed to go dormant for some number of years until the company was ready to take them down off the shelf and try to revive them for a new generation of kids.

It would have been very easy for [Hasbro head of boy’s toys Brian] Goldner et al to tell Wizards, ‘You’re done with D&D, put it on a shelf and we’ll bring it back 10 years from now as a multi-media property managed from Rhode Island.’ There’s no way that the D&D business circa 2006 could have supported the kind of staff and overhead that it was used to. Best case would have been a very small staff dedicated to just managing the brand and maybe handling some freelance pool doing minimal adventure content. So this was an existential issue (like ‘do we exist or not’) for the part of Wizards that was connected to D&D.

To players who love and understand D&D, the perspective of a corporate, D&D-outsider can seem out of touch. Such executives might only know D&D as the game that lost players in the steam tunnels under Michigan State. Perhaps some wondered if players needed to dress up to play.

Dancey‘s best-case strategy parallels the one that kicked off fifth edition, with freelancers supplementing a tiny team of staff designers, and with as many staff working on branding and licensing as on the tabletop game.

Michael Benensky wrote, “You are not coming off as a 4E hater. Generally it irks me when people tear down 4E since I think it was the best edition.

I wrote a series about the business decisions that fed fourth edition’s design and why the design failed to pay off. Then I posted it on the Internet—a place not known for measured reactions. Folks who loved 4E and those who rejected it both liked the posts’ evenhanded stance. I count that as a win.

Inside the Dungeon Tiles Reincarnated Boxes

When the new Dungeon Tiles Reincarnated sets reached stores, they came in the same boxes and the same dungeon, wilderness, and city themes as the old Dungeon Tiles Master Sets. I figured that new covers dressed the same content as the Master sets. I supposed wrong.

In Dungeons & Dragons, things reincarnate into something different and sometimes better, depending on the die roll. According to old legend, some characters killed themselves over and over until the party wizard successfully reincarnated them as something better than, say, a miserable human.

The tiles returned differently too. On a scale from lowly kobold to powerful ogre mage, how do the new tiles rate?

Like prior tile sets, these sets picture underground, outdoor, and urban terrain on the same sort of thick cardboard as a game board. This tiles punch out of their sheets into pieces that you can arrange into battlegrounds with a 1-inch grid.

The reincarnated collections include 16 tiles, up from 10 in the old boxed sets. They mix tiles from the master sets with tiles from the original sets, including those that followed the master sets.

Dungeon Tiles Reincarnated – Dungeon

The dungeon collection includes the only new tile in any of the 3 boxes. While the Master Dungeon box focused on classic halls and rooms, the new assortment adds caves and rounded tower walls. This variety means the set pairs with the dungeon-themed Master box without fewer duplicates.

Dungeon Tiles Reincarnated Dungeon 1A
Dungeon Tiles Reincarnated Dungeon 1B
DT7 Fane of Forgotten Gods 3A
DT7 Fane of Forgotten Gods 3B
DU4 Arcane Towers 1A
DU4 Arcane Towers 1B
DU4 Arcane Towers 2A
DU4 Arcane Towers 2B
DU4 Arcane Towers 3A
DU4 Arcane Towers 3B
DU4 Arcane Towers 4A
DU4 Arcane Towers 4B
DU1 Halls of the Giant Kings 4A
DU1 Halls of the Giant Kings 4B
DN4 Cathedral of Chaos 4A
DN4 Cathedral of Chaos 4B
DT5 Lost Caverns of the Underdark 1A
DT5 Lost Caverns of the Underdark 1B
DT5 Lost Caverns of the Underdark 5A
DT5 Lost Caverns of the Underdark 5B
DT5 Lost Caverns of the Underdark 6A
DT5 Lost Caverns of the Underdark 6B
DU3 Caves of Carnage 4A
DU3 Caves of Carnage 4B
DN5 Urban Underdark 1A
DN5 Urban Underdark 1B
DN5 Urban Underdark 3A
DN5 Urban Underdark 3B
DN5 Urban Underdark 5A
DN5 Urban Underdark 5B
DN5 Urban Underdark 6A
DN5 Urban Underdark 6B

Dungeon Tiles Reincarnated – Wilderness

The reincarnated Wilderness set expands on the Master set by adding battlefield, swamp, and desert tiles into the old mix of forest and plains. 12 of the set’s 16 tiles never appeared in the Master set.

DN7 Ruins of War 1A
DN7 Ruins of War 1B
DN7 Ruins of War 4A
DN7 Ruins of War 4B
Dungeon Tiles Master Set - Dungeon 1A
Dungeon Tiles Master Set - Dungeon 1B
Dungeon Tiles Master Set - Dungeon 3A
Dungeon Tiles Master Set - Dungeon 3B
Dungeon Tiles Master Set - Dungeon 4A
Dungeon Tiles Master Set - Dungeon 4B
Dungeon Tiles Master Set - Dungeon 8A
Dungeon Tiles Master Set - Dungeon 8B
DU5 Sinister Woods 1A
DU5 Sinister Woods 1B
DU5 Sinister Woods 6A
DU5 Sinister Woods 6B
DU7 Desert of Athas 1A
DU7 Desert of Athas 1B
DU7 Desert of Athas 2B
DU7 Desert of Athas 2B
DU7 Desert of Athas 3A
DU7 Desert of Athas 3B
DU7 Desert of Athas 4A
DU7 Desert of Athas 4B

Dungeon Tiles Reincarnated – City

Wizards of the Coast published only one original collection of city tiles—far fewer than any other theme. So most of this collection duplicates tiles from the City Master set. This box even includes 2 pairs of duplicate tiles. To fill the collection, the set reprints 3 tiles from the Harrowing Halls assortment of building interiors.

Update: The gallery shown here includes some mistakes. For accurate images, see this page.

Dungeon Tiles Master Set - Dungeon 1A
Dungeon Tiles Master Set - Dungeon 1B
DU2 Streets of Shadow 2A
DU2 Streets of Shadow 2B
DU2 Streets of Shadow 3A
DU2 Streets of Shadow 3B
Dungeon Tiles Master Set - Dungeon 5A
Dungeon Tiles Master Set - Dungeon 5B
Dungeon Tiles Master Set - Dungeon 6A
Dungeon Tiles Master Set - Dungeon 6B
Dungeon Tiles Master Set - Dungeon 7A
Dungeon Tiles Master Set - Dungeon 7B
Dungeon Tiles Master Set - Dungeon 8A
Dungeon Tiles Master Set - Dungeon 8B
Dungeon Tiles Master Set - Dungeon 9A
Dungeon Tiles Master Set - Dungeon 9B
Dungeon Tiles Master Set - Dungeon 10A
Dungeon Tiles Master Set - Dungeon 10B
DU2 Streets of Shadow 2A
DU2 Streets of Shadow 2B
DU2 Streets of Shadow 3A
DU2 Streets of Shadow 3B
DU2 Streets of Shadow 4A
DU2 Streets of Shadow 4B
DU2 Streets of Shadow 5A
DU2 Streets of Shadow 5B
DU6 Harrowing Halls-1A
DU6 Harrowing Halls-1B
DU6 Harrowing Halls-2A
DU6 Harrowing Halls-2B
DU6 Harrowing Halls-3A
DU6 Harrowing Halls-3B

In short, I rate the reincarnated sets as a solid dwarf. If you already have the Master sets, the Wilderness and Dungeon boxes will enhance your collection. If you have most of the original sets, this new collection adds nothing new.

Related: A complete list and gallery of Dungeon Tiles sets
Complete guide to using Dungeon Tiles

3 Pieces of Dungeon Masters Gear I Love and 1 Failed Experiment

Whenever I unpack my dry-erase maps and tiles, I reveal the remains of past games. Today, this residue includes the usual battlegrounds drawn in 5-foot squares, but also names like Syndra Silvane and Ytepka, experience numbers, damage totals, a sketch of the Chapel of Kukulkan from Tamoachan, and a rough map of the Nangalore in Chult.

As much as dungeon masters serve as a referees and facilitators, we need to act as communicators. So I use my dry-erase grids as white boards to help reveal the game world to the players, to remind players of place and character names, to emphasize key details, and so on. At any Dungeons & Dragons table, I’m never the only one who tends to think visually.

This habit led me to discover an advantage interlocking gaming tiles boast over the conventional battle mats. I can pick up one tile, write or draw, and set tile back down. No more struggling to write “Ytepka” upside down for the players to see.

Compared to a conventional battle mat, interlocking, dry- or wet-erase tiles bring other advantages. You can draw tiles in advance, and then reveal them as characters explore. As characters travel, adding tiles extends your map. Characters and their miniatures can roam without leaving the table.

Dry- and Wet-Erase Interlocking Tiles

Two companies now sell dry- or wet-erase interlocking tiles with either 1-inch grids or hexes.

Gaming Paper’s tiles consist of heavy cardboard like the board in your Monopoly game, but thicker. I can hold a rigid tile in 1 hand and draw with the other. The glossy surface takes dry-erase markers. The 8×11 size fits with your game books in a bag or on a bookshelf. The construction makes the boards inexpensive, but it means that careless erasing will peel the paper surface from the boards.

I haven’t seen the tiles from Role 4 Initiative. They come on 1/8-inch-thick chipboard, so they should prove more durable than cardboard. The tiles work with both wet- and dry-erase markers. Dry erase marks lift without water, but they tend to smear during transport or storage. Wet-erase marks stay sharp. These tiles come in both 10×10 and 5×5 sizes, which makes packing a bit more awkward, but which helps DMs fit dungeon walls within tile borders.

Wire Templates

Nothing stalls a fight on a grid like an area-effect spell. Everyone waits while someone counts and recounts squares, and then figures angles like a pool shark. For fireballs and other circles, my macrame rings trim minutes from the process. To make 30-foot cones just as simple, I shaped 12-gauge, aluminum craft wire and electrical tape into a template. For Cone of Cold, I bent an 30-foot extension.

For improved versions, I would like to find stiffer wire. My wire holds up at the table, but packing requires care. I nestle the pieces under the flat cover of my compartment case.

Bags for Games Masters

I used to think that scrapbooking served as lonely fun, but scrapbookers gather together to craft. And companies design amazing bags suited for their ventures. We DMs lack the same market clout, but a bag made for scrapbooking holds my Dungeons & Dragons gear so well that only an embroidered ampersand would improve it.

The 360 Crafters Rolling Bag from We Are Memory Keepers holds a compartment case full of miniatures alongside a stack of hardcovers. Pockets cover the bag inside and out, offering a place for everything. Plus, mesh reveals each pockets’ contents, so I can find things without digging. Plus, the bag stands open beside my DM’s chair, keeping everything in easy reach. I can start a game without unpacking.

Admittedly, the selection of cheerful colors and breezy patterns hardly says killer DM, but I can add my own green, devil patches.

Wet-Wipe Chalk Marker

Until technology brings me a video display that I can unroll at a convention table, I’m stuck using paper maps. To bad, because I dream of using electronics to show a map and reveal only the features within the characters’ sight. I experimented with a low-tech alternative.

  1. Set a players’ version of a dungeon map under the Lexan sheet I sometimes use to keep battlemaps flat.
  2. Conceal the map with a wet-wipe chalk marker—the sort of marker a school’s homecoming committee uses to decorate the windows of businesses on Main Street.
  3. As players explore, wipe away the chalk marks, revealing the map.

Unfortunately, the chalk coating proved too hard to remove. Scraping caused it to flake off in ragged patches, revealing too much and leaving a blizzard of white powder. A wet paper towel left white smears and also lacked precision. I count wet chalk as a failed experiment, so I’m back to waiting for a packable, 30-inch display.

Related: Photo Guide to Dungeon Masters Tools

New photo guide to dungeon master’s tools

As a dungeon master or game master, you can run a fun game with almost no gear, just a couple of dice, a pen, and some note paper.  I prefer to operate on the other end of the spectrum, with a full array of miniatures, markers, and props. This guide takes a tour through the tools in my DM’s kit. You do not need any of this equipment, but I suspect you will see some items to add to your  case.

A bento box doubles as storage and a dice tray.

Bento box

A bento box serves as compact storage.

A bento box provides storage for my gaming essentials. This Japanese-style lunch set includes two boxes with lids that pull together with an elastic band. I put pens, pencils, and tokens in the one box. Dice go into the other. When I take out the pens, the empty box doubles as my dice tray.   Best of all, when I go to play, just need to grab the box and a character sheet. Also, except for a battle map, all my dungeon mastering essentials fit in the box. Amazon offers some appealing bento boxes for around $20.

Compartment case

The miniature figures I need for a game fit into a translucent-plastic, compartment case. Removable dividers make the compartments’ size adjustable. As visible in the photo, I half-filled some of the compartments with foam rectangles. This prevents miniatures from banging around and makes small items easy to reach. When I need space for a larger miniature, I pluck out the foam for extra room.

Deep compartment case

Deep compartment case

Dungeon master’s screen

I typically use a DM screen. I prefer the 6” tall mini version of the World’s Greatest Screen from Hammerdog games. This screen is constructed like a loose-leaf binder, with clear-plastic pockets on both sides. I filled the DM-side pockets with the tables and rules I needed most at the table. Stuff the players’ side with your favorite fantasy art.

I have created rules inserts for fifth-edition Dungeons & Dragons, which you can download as a PDF file. Put them in the Hammerdog screen, or just put the inserts on cardboard and fabricate your own screen.

You can learn why I choose to use a screen and download my inserts in “Dungeon master’s screen.”

Behind the dungeon master’s screen

Behind the dungeon master’s screen

Battlemap

I always carry a blank battlemap. The Pathfinder flip-mat works with both wet- and dry-ease markers and folds for easy storage. When laid out, the mat tents a little at the creases.

The Chessex Battemat rolls out and lays flat, but the rolled map is harder to carry. This vinyl map limits you to wet-erase markers.

When I use folded poster maps, I typically make the map lay flat by covering it with a Lexan Polycarbonate Sheet—the sort of material used for storm windows. The Lexan sheets cost more than Acrylic, but they resist cracking. By using wet-erase markers, you can write on these sheets and then erase. Purchase these sheets from your local home-improvement store for under $20.

Battle map under plexiglas

Battle map under Lexan

 

I transport my maps and Lexan sheet in a inexpensive, artist’s portfolio case.

Some poster maps printed for miniature skirmish games lack a grid. You can still use these maps for your D&D games. ArcKnight sells clear-plastic sheets that overlay a grid on any map. Some DMs avoid grids. Tokens or miniatures on an informal map gives a picture of the battlefield without encouraging anyone to quibble over squares. Alternately, you can use a tape measure to find distances in inches, just as Dave and Gary once did.

Rolling in a box

Clear box for dice rolling

Clear box for dice rolling

For reasons explained in “Rolling in a box,” I always make die rolls in full view of the players. I used to use a clear, plastic box to keep the dice corralled. This clear box never hides the outcome of a roll, but now I use one of my bento boxes as a dice tray. The bento box doubles a storage, so it packs more easily.

Status markers

Alea tools magnetic markers in case

Alea Tools magnetic markers in case

Fourth-edition Dungeons & Dragons required combat-status markers to track all the conditions on the battlefield. I invested in a set of Alea Tools magnetic status markers. You can mark the edges of these markers with adhesive labels so everyone can read the status names. The markers cling in place, and a storage case makes organization easy.

Fifth-edition Dungeons & Dragons eliminates much of the need for combat-status markers, so I no longer bring a case full of markers to the table. However, I’ll always use the numbered markers to tell one identical monster figure from another on the battlefield. When I lack miniatures for a game, I use my numbered markers as creature tokens.

Numbered alea markers

Numbered and labeled Alea markers

 

Plastic markers

Colored marking dots

Colored marking dots

Colored plastic disks provide any easy way to mark the location of things like a key, a magical glyph, or a wall of fire on the battlemap. Because the disks lay flat, miniatures will sit on top of them. I purchased my set from a convention vendor. You can also buy plastic countersonline.

 

Marking zones and areas of effect

To designate zones and areas of effect on the battlemap, I use three types of markers:

Colored transparencies.  I keep a set of transparent, colored sheets clipped to the inside of my DM screen. Whenever someone drops, say, a cloud of darkness, I can lay down a sheet on the battle map. Because you can see through the sheets, the terrain stays visible. Typically, you only have to lift one or two figures to place a small sheet, which is easier and faster than marking each of the area’s four corners. You can purchase the transparencies from American Science and Surplus.

Area of effect markers

Blue transparency and yellow boundary markers

Boundary markers. These plastic angles mark the four corners of square areas. The boundry markers from Litko Game Accesories come cheap, work for any size area, and allow the miniatures to stay put.

Area-of-Effect Templates. For third-edition D&D and descendants like Pathfinder, I recommend the wire templates from Steel Sqwire. Frugal gamers can bend and snip templates almost as nice from coat hangers.

Steel Sqwire area of effect templates

Steel Sqwire area of effect templates

The fifth-edition Dungeon Master’s Guide drops the jagged spell templates of 3E. Instead, the rules suggest that players measure actual circles and cones on the battle map. Spellcasters no longer need to stay inside the lines. Despite the change, eyeballing spell areas on a grid remains a chore.

Macrame rings

Macrame rings

To show circular spell effects, use macrame rings. The rings come in variety of sizes, so you can get an 8-inch ring for Fireball, a 6″ ring for Darkness, and a 4″ ring for Antimagic Field—or for the tactician who wants to launch a fireball above the battle to catch a smaller circle. The sturdy rings pack easily into your game bag.

Fireball-size ring

Fireball-size ring

I still hunt for wire templates for cone effects. I may try to bend my own.

Line-of-sight indicator

Line-of-sight indicator in retracting spool

Line-of-sight indicator in retracting spool

A line-of-sight indicator reels out a string that you can stretch between figures on the battlemap to see if obstacles block the line. The string is spring loaded, so it draws back automatically like a tape measure. Paizo sells these, but office supply stores and Amazon offers the same item as a retractable badge holder.

Initiative tents

I track initiative using folded, card-stock tents with names written on both sides. I drape the tents across the top of my DM’s screen in initiative order. If you work without a DM screen, or prefer to delegate initiative to the players, you can stand the tents on the table, lined up in order.

Initiative tents

Initiative tents

You can find more advice and my printable initiative tents at “Everything I know about tracking initiative.”

Pens, clips, and scissors

Obviously, your DM kit requires regular pens and pencils as well as wet- or dry-erase pens suitable for your battle map. I bring clips so I can affix maps and pictures to my DM screen in the players’ view. Any convention DM must carry scissors to cut apart certificates and player hand outs.

Scissors, pens, clips, and post-it flags

Scissors, pens, clips, and post-it flags

Post-it flags enable me to affix reminders to my initiative tents, so I can remember when conditions lift, and when the purple worm will burst from the floor.

Poker chips

Poker chips

Poker chips

I give players poker chips to represent inspiration. Different colored chips can also account for magical talismans, blessed elixirs, keys, and other items players must collect or use during the course of an adventure.

Miniatures

As I confessed in “Lair Assault: Kill the Wizard – I made a Drowslayer,” I enjoy representing the action on the table with the correct miniatures.

My DM case always includes an assortment of two types of miniatures:

  • Bystanders and civilians. As I wrote in “Using your players’ metagaming to mess with their heads,” miniature figures for unarmed civilians can serve as bystanders to be protected as moving obstacles. Civilian figures can set a scene and defuse the players’ notion that every figure is a threat. You can find townsfolk from TurnKey miniatures, Dungeon Crawler, and Reaper’s Bones lines.

    Bystander and civilian miniatures

    Bystander and civilian miniatures

  • Beast forms and animal companions. While fourth edition encouraged characters to collect animal companions, fifth edition lures many folks into playing Druids with animal forms. I pack an assortment of the most common beasts. In ascending level, Druids favor the following forms: Wolf, Bear, Hyena, Giant Vulture, Giant Snake, Ankylosaurus, Giant Scorpion, Giant Crocodile, Mammoth, and elementals.

    Animal companion miniatures

    Animal companion miniatures

For a list of other miniatures that I keep close at hand, see “The 11 most useful types of miniatures.”

To avoid the expense of miniatures, you can substitute tokens, Alea markers, or candy—tell players, “If you kill it, you eat it.”

ArcKnight offers a line of flat, plastic miniatures as a cheaper alternative to the real thing. These figures stand upright, so they offer more visual appeal than a token. Once you take them off their bases, they pack flat, making them easily portable.

Flight stands

Miniature flight platform

Miniature flight platform

The flying figure stands from Litko game accessories offer a way to mark airborne figures. The stands allow you to position one figure over another, or to set a die under a flying figure to indicate elevation. The flight stands come in three pieces that require assembly. Typical CA glue will fog the clear acrylic, so I suggest using the Craftics #33 Thick Acrylic Cement. Use nail clippers to trim the long tabs on the vertical support so they fit flush with the base and platform. Pack the stands carefully, because they snap easily.

Dungeon Tiles

When I use Dungeon Tiles, I arrange them on sheets of non-slip drawer liners, available anyplace that sells housewares. The liners grip the table and keep the loose tiles in place. These lightweight liners easily roll up for transport.

Shelf lines keep tiles in place

Shelf lines keep tiles in place

 

Removable mounting putty

Removable mounting putty

For all but the simplest layouts, loose tiles take too long to arrange on the table, so I like to assemble maps in advance. I use removable mounting putty to stick the tiles on foam-core art boards. Office supply stores sell both the boards and the putty. Get the Removable Adhesive Putty, and not clear removable mounting dots, because the clear stuff sets after a while and will damage the tiles.

For more one dungeon tiles, see my “complete list and gallery of Dungeon Tiles sets” and “complete guide to using Dungeon Tiles.”

Props

Potion vial prop

Potion vial prop

I carry a couple of corked glass vials from American Science and Surplus. While completely unnecessary, I find them enchanting and I sometimes use them as prop potions.

Dungeon decor

While completely inessential, I pack some miniature dungeon decor to add to the battlemap. Figures such as chests, statues, and altars can add three-dimensional flavor to the battlemap, while calling attention to important features. Ballistas appear in enough adventures to make a figure useful. The photo below features items from more recent D&D miniature sets and from Legendary Realms. Reaper’s Bones line also includes some unpainted decor.

Dungeon decor

Dungeon decor

Some new, favorite dungeon masters’ tools

My list of dungeon mastering gear needs a new addition. In my original post, I recommended that 3rd-edition Dungeons & Dragons and Pathfinder players use Steel Sqwire templates to determine the area of spell effects. The wires map circular and conical areas to squares on a grid.

The fifth-edition Dungeon Master’s Guide drops the jagged spell templates of 3E. Instead, the rules suggest that players measure actual circles and cones on the battle map. Spellcasters no longer need to stay inside the lines. Despite the change, eyeballing spell areas on a grid remains a chore.

Macrame rings

Macrame rings

To show circular spell effects, use macrame rings. The rings come in variety of sizes, so you can get an 8-inch ring for Fireball, a 6″ ring for Darkness, and a 4″ ring for Antimagic Field—or for the tactician who wants to launch a fireball above the battle to catch a smaller circle. The sturdy rings pack easily into your game bag.

Fireball-size ring

Fireball-size ring

I still hunt for wire templates for cone effects. I may try to bend my own.

Back in 2014, I backed a couple of Kickstarters from Jonathan Wilson at Tabletop props. He makes covered wagons, tents, campfires, and dead trees all scaled to match miniature figures. The tent and covered wagon props pleased me so much that I wish I had chipped in for more rewards. The props are now available for sale.

Campsite from Tabletop Props on a battle map

Wagon, tent, dead tree, and campfire from Tabletop Props on a battle map

Almost as many D&D adventures have PCs guarding wagons as exploring dungeons. During the inevitable ambush, I used to put a dungeon-tile wagon on the battle map. Now I have the covered-wagon prop.

Tabletop Props covered wagon

Tabletop Props covered wagon

The wagon boasts stunning details. The top-half comes off, turning the wagon into a flatbed. The wheels turn. At two squares across and three long, its scale suits the battle map.

The tent spans a 3-by-3 square on the map, so it represents a big shelter.

The campfire fits perfectly into a square and features translucent flames.

The wagon’s $25 price led me to only order one, but I plan to order a second. I will use the wagon in many more encounters than any of the more expensive dragon figures in my closet.