Celebrity Game Table Archive
Chris Pramas: The D&D Chainmail World
Andy Collins: Spelling is Everything
Peter Adkison's Ilboria Campaign
Operation: Deepfreeze - A Montecon Adventure
Thomas M. Reid: The Lunchtime Dungeon Crawl
Daneen McDermott: The Sumberton Campaign
Ed Stark: The Campaign Kick-Off
Rich Baker: Return to the Tomb of Horrors Campaign
Peter Adkison: Random NPC Generator
Philip Athans: The Tegel Campaign
Sean Reynolds: The Praemal Campaign

Celebrity Game Table
The Sumberton Campaign: Our Favorite
New Rules and DM Tricks

By Daneen McDermott

Read more about the Sumberton campaign, and find new characters to use in your own game sessions.
Main Page
The Faces
The Places
The Foes
Our Favorite New Rules and DM Tricks
House Rules and Quirks
Character Statistics

Our Favorite New Rules

Cover: David specifically designed the keep to examine cover in action. The arrow slits, crumbled walls, and towers gave us (and often our enemies) anywhere from full cover to barely any at all. During one battle the goblins approached us with tower shields. The cover proved very useful for them, because we were pinned down in place.

Flanking (and Sneak Attack): The only benefit (if you could call it that) we had in being outnumbered is that we were very careful to place ourselves where we could use every advantage. And any rogue could tell you that +2 bonus for flanking is a pretty nice advantage. Most of us didn’t dish out the extra sneak attack with the flank, but that special ability is where Fik got his new last name: "Goblinslayer." It came back to haunt us however, when four Vicious Halfling Bastards (who all had levels of rogue) positioned themselves in a four-point pattern flanking the top of a trapdoor-like staircase.

Movement and Tumbling: To avoid being flanked, we moved whenever possible -- and if that meant moving near an enemy’s square, we tumbled past. Tarian was very skilled at tumbling past an enemy, so the rogue would have a flank attack when his initiative order came up.

Five-Foot Adjustments: Those characters without the Tumble skill helped set up flanking opportunities by moving one square on the map (representing 5 feet) as a free action during a round. Small movements like that also allowed Sam to take advantage of both her weapons.

Our Favorite DM Tricks

Name Cheats: As game master, David clipped to the inside of his DM screen a 5x7 sheet of paper filled with random names. If we came in contact with an NPC and wanted to know his or her name, David would just look down at the screen, circle the next name on the list, and tell us. We figured he was checking his campaign notes and were never sure if we’d met an important character or not. There’s nothing like a DM pausing to invent a name for an NPC to tip off players that "this guy’s not worth our time -- the DM didn’t even name him." Dave’s trick fit well into the multiple-agendas aspect of the campaign world. If you try this in your campaign, make sure to record the name in your notes afterward. The second best way to tell your players that an NPC is insignificant, is to change her name the second time they meet.

Voices: David has a wonderful range of voices. He would change his voice and speech patterns for each character and monster we ran into. Each NPC in the village had a slightly different accent, and our party’s NPC cleric spoke in a deep bass voice. It was always clear when Pernich was healing: "O Fharlanghn, mighty Fharlanghn . . . HEAL!" We soon recognized the high-pitched pidgin squeaks of the goblins ("Hee-hee-hee, we’s gonna stick you!"), and the ogre who only knew one word ("Yum!") But most frightening were the Vicious Halfling Bastards (VHBs) who said nothing at all, but used invisibility, attacks of opportunity, flanking and sneak attacks against us only too well.


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