World of Waitcraft

Warlords of Draenor is Live: Launch and Expansion first Impressions

WoW Rare and Unique Hunter Pets

Maps, Videos and Guides for World of Warcraft Rare and hard to tame Hunter Pets

Bonemaw Workaround

Third boss in Shadowmoon Burial Grounds Work Around.

Dungeons and Dragons

Custom games, reviews and Deadly Dungeoneers Podcast

WoW's 10 Year Anniversary

Corgi Pet, Molten Core, Core Hound Mount and Tarren Mill vs Southshore

Friday, September 13, 2013

WoW - Why Engineering should be your Main's Profession

I love playing an engineer. It is by far the most fun profession to have in WoW. For starters, engineers now have access to by far the coolest mount in the game, the Sky Golem, which has become available to engineers in patch 5.4. Here are just a few reasons why I think that your main character should be an engineer:

1: Get Your Mail Any Time you Want

With the MOLL-E device you can have access to your mail anywhere, any time you want. Ever been out in the wild and found your inventory was full? I have, even with starting the day's farming of ore with nearly empty bags. Ever get a mail from the auction house that you want right now? Well as an engineer you can get this mail any time you want. This doesn't seem like a huge benefit at the moment but after having my MOLL-E for a while I couldn't imagine being without it. Of course this is on a 1 hour cooldown, but other than that it's perhaps one of the best engineering benefits.

2: Glider

This is simply the best tinker in the game, particularly if you PVP. Although it's not usable in RBG's (and rightfully slow) I can't count the number of times having the Goblin Glider has saved my bacon in World PvP. Whether you need to escape or if you've just been knocked off a cliff, a good old Goblin Glider can save your day.

3: Thermal Anvil

This goes along with the MOLL-E device. As an Engineer you can fly around, harvest your ore and then smelt it right then and there, no need to fly or port back to town to drop items off in your bank or find a forge.

4: Jeeves

Jeeves is probably the best item in the game. Unlike repair mounts (which can only be summoned in certain dungeons) Jeeves can be summoned any time, anywhere and allow your raid to repair. For you it also allows access to your bank, which is definitely a lifesaver if your bags are constantly running full. With a 4 hour cool down it's definitely something you don't want to drop randomly, however.

5: Blingtron

One of the more interesting and purely cosmetic perks, the Blingtron 4000 is simply an engineering perk that allows you to possibly get a few rare battle pets, and even a mount supposedly, though I've never seen it in one of the care packages.

6: Other Perks

There are a few other perks out there, such as bombs which are rather useful in low level PvP, Goggles, Gears, Speed Boosts (not usable in RBG's) and of course some really cool mounts. All in all at least 1 of your max level characters should definitely be an engineer, for these and many other wonderful perks.

Thursday, September 12, 2013

Dungeons and Dragons - An Introduction

Dungeons and Dragons (D&D) is the original Role Playing Game. Oh, people played role playing games before, kids pretended to be knights and fight dragons, but D&D was the first game to create a set of rules and a world in which to play.

D&D began as a pen and paper RPG: in other words players wrote all of their information on paper, without the assistance of computers to calculate damage or graphics cards to render the action - the action itself was in your mind.

First Published in 1974 by TSR and created by Gary Gygaz and Dave Arneson, it was derived from miniature war-games, and used the miniatures to represent players and monsters within the game.

To play D&D, first you create a character. Characters follow the classes and races with which most people are familiar. Players can be a dwarf, an elf, a hafling (hobbit), a human, or some other more obscure races. Classes follow what most gamers will be familiar with: Fighter, Rogue, Ranger, Wizard, Cleric.

All of this is done on paper. Players will fill out a character sheet describing their attributes (Strength, Dexterity, Wisdom, etc) then choose from a list of available abilities based on their class, fill out a few other attributes for their character and eventually you will have all you need to play a game of D&D.

For anyone who's reading this and has never played D&D you might be thinking to yourselves well that doesn't sound very fun. And it's not, if that's all you do in order to play. The other thing that you need is a Dungeonmaster, or DM, who is willing to put forth a lot of effort in order to build your world. And I mean a lot of effort. For every minute that you spend working on your character and your characters skills, abilities, and backstory, a good DM is probably spending about 15 minutes. I'm going to be writing other post about being a Dungeonmaster later on, but suffice it to say that once you find a good Dungeonmaster you really want to keep him going. Because the amount of effort and time and energy it takes to design and build a really engaging in counter is exhausting.

The key to D&D is role-playing. For some of us, that might be a bit too much. Those of us who play World of Warcraft may have logged onto one or two role-playing servers, as I have, and only lasted about 10 or 15 minutes. Some people do take the role playing way too seriously, but Dungeons & Dragons is a game that's essentially played on graph paper, and the only tools that you really have at your disposal are a few die, a pencil, and your imagination. The amount of role-playing in a Dungeons & Dragons game really depends on who is playing. With my group, most of us will speak in the third person about about our characters, although we do try to stay in character, by that I mean only making actions that are logical for our character even if we may not necessarily feel that they are the correct or best action. However, we don't take it to extremes as some people do - we don't show up to our games dressed as our characters, we don't speak in the first person when describing our characters moves, although sometimes we will get a little bit deeper into character when we are having conversations with nonplayer characters, who are voiced by our DM.

Other people take it a bit more seriously, and that's fine. The whole point, the whole magic of D&D is the fact that a player can do pretty much everything with their character, so long as the DM allows it. Want to try to seduce that ogre over there, sure that's fine. Might not be the best idea, but you can try it. If the rest of the party wants to go right but you want to go left, well if the DM allows it then you can. As a general rule you don't want to split the party but…Dungeons & Dragons is about as fun as your group allows it to be. In the past I played with some people where it wasn't very fun, but then again the current group that I play with have made it the most fun that I've had in years. It really depends on the group of friends that you have, and the amount of energy that everybody brings to the table

I'm going to end this post by listing a few things that you really mean in order to play D&D session, as well as a few things that you don't need to but I highly recommend.

1 - a Dungeon Master

First off you need a good Dungeon Master. He or she is the person that runs the game, builds the maps, writes the nonplayer characters, and basically decides what will and will not happen for your session. This person should know the rules of D&D, as well as be interested enough in the game in order to write a very well thought out and enticing campaign. On a sidenote, the Dungeonmaster doesn't necessarily have to write his own campaigns, as Wizards of the Coast, the current makers of Dungeons & Dragons, have written a series of prebuilt campaigns for Dungeons & Dragons games. If you're new to Dungeons & Dragons, and you're trying to organize a group on your own with other players who have not played in a while, I highly recommend that you go this route for at least the first few sessions just to get your feet wet.

2 - Players

The next thing you'll need quite obviously is players. The best groups have about 4 to 6 players, any less than four players and it just is too hard to kill anything, any more than six players and you end up having to wait about 15 or 20 minutes in order to play your character each turn.

There are several different ways to build your character, and of course you can always download some free character sheets, but for new players I would go ahead and recommend using the official Dungeons & Dragons character builder. Unfortunately this will cost you some money, $9.99 a month, but it does open you up to a lot of toolsfirst off, the character builder won't really let you build illegal characters (by that I mean characters that don't conform to D&D rules that describe how to build a character). It won't really allow you to build a level one character with 25 strengths, and the rest of his attributes at say five. You can go below the minimum level of attributes, but this is really the only illegal thing that you can do in the character builder. This is nice because it saves the Dungeon Master time by not having to read through your character sheet and make sure that everything is in order. For one thing I don't know if divine shield is really a paladin power or not, but if it's from the DND official character builder then I'm just going to go ahead and saying that he is allowed. Not a lot of dungeon Masters will know everything about every single class, so this will save you some time and some headaches.

In addition, the online character builder has every single possible option for building the character that is allowed in D&D. This means that you are able to use some of the builds that are in D&D supplements, that were written about dragon magazine, or that have come out in an update to D&D. The price is a little expensive, and there are other online character builders out there, but I highly recommend it for one last reason: once you build your character to character builder will generate a player sheet that is very easy to read, as well as create spell cards for your character. Most of the character builders will just have a list of your skills and abilities, the official D&D character builder will create cards that show all of the information you need for your spells.some people will leave them in printed out sheets, I myself prefer to print them on card stock and put them into playing cards so that I can have them at shuffle them as needed. This is especially useful if you're starting off with a new character that you're not particularly familiar with, and you need to actually read the ability text to make sure that you're playing it right.

3 - The Dungeon

The last thing that you really truly need is a map. When I played in high school we basically ran our games off of graph paper, which is fine if you don't have a budget,  but there are some other pretty nice options out there if your'e willing to spend some money. Currently our group uses 3-D maps, from prebuilt dungeon tiles that are made by Dwarven Forge. They're a little pricey, but after you've made the initialinvestment you don't really have to spend anymore money off of it. Wizards of the Coast also makes their own dungeon tiles, which are two-dimensional but printed on high-quality paper and they look really good, but if you really want to up your game I do recommend three-dimensional tiles, if you have the money to spend.

4 - Miniatures

You don't necessarily need this in order to play the game, but these do you help out a little bit. Miniatures, both of your player character as well as NPCs and monsters really help you visualize your game. Another option is you can print off monster tokens, or player tokens, off of card stock or regular paper cut them out and use those to position your character. All in all, with the amount of free tools that are out there you could basically playing Dungeons & Dragons game with each individual only having to spend about $20, and that would be for the player died or for the Dungeonmaster guide.

With this post out of the way I'm going to be posting a little bit more about Dungeons & Dragons in the coming weeks. First off, I'll be posting a few characters that I've built, as level ones and as higher levels.

Second I'm going to be writing a review of the first to pre-built campaigns made by Wizards of the Coast: The Keep on the Shadowfell, and The Thunderspire. Lastly I'm going to try to describe some of the custom games that my group has been playing, as well as posting photos of the various maps and minis that we've been using. I should warn everybody however that in the early days of us playing most of the photos were taken off of cell phones. I have since started taking photos using my DSLR, so the quality will start getting better as I continue to post images. In addition I will be plugging our podcast, The deadly Dungeoneers, which is an audio recording of all of our sessions.

A bit of warning about this podcast, first of all it is definitely adult language, in addition we don't always play in a linear order. We take turns DM'ing - I DM'd for about the first year and a half, and after that we've basically let one person DM per month. As a result, some sessions get split in half and other sessions get inserted in, so it doesn't necessarily go in the linear order. Once we get the stream up I'm hoping that we can put all of the podcasts in a linear order, rather than the order that they were recorded on, but this will get a bit confusing because we added a few new characters along the way, and removed a few other characters. Basically about the first 10 episodes are going to be a bit of a mess, but we have since upped our production quality and paid a little bit more attention to continuity.

Wednesday, September 4, 2013

Obsidian Portal - Virtual Tabletop Tools

When I played Dungeons & Dragons in high school, I was never the Dungeon Master (or Game Master). I made my character sheet, brought a pencil and a set of die, and did what the DM told me to.

When I started playing again, it was up to me (as the one who wanted to get back into D&D) to be the DM. This involves not only knowing the rules of the game, but building and running a dungeon, as well as managing all of the players.

Being a DM is a much more daunting task than I had thought it would be. Building not only a good dungeon (one that's not too easy but not too hard, has an interesting and unique set of challenges, and is above all fun to play) but keeping track of it all is a lot of work.



I discovered discovered Obsidian Portal about a month ago, and our D&D game has almost completely transitioned over to it. Obsidian Portal is a website that allows DM's to create a custom wiki (think wikipedia) for your campaign. You can also view other DM's campaigns and (depending on their permission) utilize it for your own. Here are just a few reasons why I love Obsidian Portal:

It's Free: Obsidian Portal is 100% free to players. DM's can create a free campaign (with some limitations) or can opt in to an "Ascendant Membership" for $4.99 per month. This allows you to have more than 2 campaigns, more than 1 map per campaign, multiple GM's, email notification, remove ads, among other features.

Maps: The maps in Obsidian Portal run on Google Maps' API, which allows you to upload an image, then tag it. The tags can be public or GM only, and they can link to other pages in your wiki. The map is zoomable (but only with 3 levels of zoom) and scrollable, just like a Google Map.

GM Secrets: The best part about Obsidian Portal is that it allows for two levels of knowledge: Player Knowledge and DM Knowledge. Lets say your players have encountered an NPC in the last game. You create a page for this NPC, and put in all the information the players were able to gleam from the character. However, lets say that this NPC is a spy for the main villain of your campaign. In the "DM Only" section you can put this information and the players will not be able to see it. When, later on in the game, the players discover the character's true origins, you can edit the page and move that info into the player knowledge section.

The Wiki: Obsidian Portal is, at it's core, a wiki. As such, players as well as GM's can edit pages (The player section). This is great in case the players remembered something that the GM forgot to add, or something that got made up on the fly.

Forums: Obsidian Portal offers a forum just for your campaign. A great feature for larger groups of players, the GM can add sub forums, stickies, and even moderate comments. The forum also allows for email notification

User Specific Permissions: The best feature is that you can create pages, wiki articles, maps, etc, that only certain players can see. Have someone who's playing a dwarf and want them to know the layout of Hammerfast because thats where their character is from? No problem - just create the map and give that user access to it.


All in all Obsidian Portal is a great website, and until recently that was what we were using for the longest time before we decided to create our own website. I highly recommend it, especially for people who can only play on a monthly basis, or those who are playing using some Virtual Tabletop software.

A Return to Dungeons and Dragons


About twelve years ago, as a rather awkward sophomore my friends and I played two games: Magic the Gathering and Dungeons and Dragons.

Both were equally regarded as nerdy, but the key difference was that Magic took about a day to learn and could be finished in as little as 20 minutes.

Dungeons and Dragons, on the other hand, took weeks just to complete one game, each encounter could last longer than an hour depending on how you played. It was my first foray into Role Playing Games before I moved on to the world of Computer Gaming.

The Original Role Playing Game - With Dice!

D&D is the worlds first Role Playing Game. Kids had been pretending to be knights and wizards since, well presumably there actually were knights (and wouldn't it be cool if there had been wizards, too?), but D&D was the first gaming system to set down rules, procedures, and lore. This turned it into more than just a simple imaginary exercise but a full fledged game.

After college I turned away from tabletop gaming in general because, well, beer and pizza had a greater hold on me, but in the last few months I've gotten back into D&D.

A lot had changed in the years since I'd last played. When I last played the current rules were AD&D, a slightly more technical and, in my opinion, better balanced, version of the original D&D rules.

The current gaming system runs on the Fourth Edition (4e) set of rules. Many people with whom I've spoken prefer the last rule set, version 3.5, but since I never experienced it I'm more than happy to play in 4e.

4e is a very simple system, and with Wizards of the Coast's (D&D's current producers) online character creation tools, its really simple to jump right in. I'll be posting different topics about D&D a little later, so for now I'll post a few photos of our current D&D sessions.