Today’s excerpt has garnered some negative criticism partially for the outfit, but largely because of the quasit’s anger issues; most of the time it gets along just fine, but if you are unable to give it orders–like you are stunned, dominated, or sleeping–then it “acts under the Dungeon Master’s control as your enemy”.
Monthly Archives: November 2011
Beyond the Crystal Cave: Encounter 1
Given that the day I am scheduled to run Encounters at Knightfall Games fell on a holiday I did not have the chance to run it, so instead of a play report I am just going to give my thoughts on how the first encounter is written.
The session opens up with the characters waiting for Count Varis, who has summoned them for various reasons. He feeds them the plot–two people have gone missing, and if they are not found there could be problems between Crystalbrook and Sildaine–gives them some cash, and sends them on their way. While going to Crystalbrook they are attacked by xivorts, which after defeating them gives them the street cred required to talk to Lady Tamora, who gives them more information before they go to Sildaine to talk to the quest herald there. Eventually the session wraps up under the assumption that the characters are going to the Crystal Cave.
At a glance the hook is pretty weak, and a lot of the interactions and dialogue seem rushed, which is understandable because the Encounters format is intended to be wrapped up in an hour or two. This also leads me to the other problem, which is that I could see players who did not attend week 0 (which in my store no one did), and having the issue where they end up having to shoehorn their character into the plot. I ran into this in the past while running Songs of Erui; a player showed up with a warforged fighter and basically had to tag along with the rest of the group because they are on a time-sensitive mission. It can work, but it can also easily detract from social roleplaying.
The actual encounter part looked alright. The characters face off against a band of seven xivorts, some bloodied and one missing an encounter power, as they harass some locals of Crystalbrook. There is some difficult terrain, but the real heavyweight is the mist, which creates a really big lightly obscuring zone that moves at the start of each turn. The townsfolk kind of hang around the edges. I guess you could have them try and jump in if things go badly (which they should not), or just give the characters someone to actually rescue besides an empty town square.
Things I Would Change
I would have added more buildings (and actually furnished them if they were going to be open) and just yanked the food carts. It does not looks like a half-ass mashing of a street and market square. Also some things that the characters could drag and drop to give themselves cover against the ranged attackers (like a barrel or something). Finally, even if I did not want to actually have guards in the combat, I would at least add in some flavor text indicating that the guards were actually there doing stuff. Failing that, I would at least have been dead guards on the map to show that they were around to do their job.
Oh yeah, I would also have someone aside from the town drunk be the one to vouch for them after everything was said and done.
Feywild Themes
I am really pleased with the timing of the recent Feywild love, because my group has pressed me into re-visting Erui, a homebrew campaign that I ran and shelved over a year ago.
The first article is really in name only intended for the Moonshaes, a region in Forgotten Realms (which as an aside has an interesting-looking related article that I will write about later). In addition to giving some advice for reskinning some existing themes out of Neverwinter Campaign Setting, we also get the Sarifal warden and Callidyrr dragoon themes and a new varient elf.
Sarifal wardens start out with a turn-long aura that grants scaling energy resistance/vulnerability to your allies and enemies respectively. Level 5 gives you a bonus to Nature and lets you cast Spirit Fetch once per day for free, and level 10 gives you a Fortitude bonus.
- Sarifal Advisor (level 2 daily): You can summon a pixie that cannot attack, and is better than you at Arcana, Nature, and Stealth. It can also talk to natural and fey animals, and you can use its senses for a turn. Mostly I can see this being good primarily for social roleplay situations.
- Light of Sarifal (level 6 daily): A sustainable aura that imposes a damage penalty based on your highest stat.
- Level 10 is different; instead of choosing from a specific power, you can instead choose from blur, mirror image, shadowed moon, or warlock’s leap.
Callidyrr dragoons are like elite knights that are geased, but are generally charged with going on adventures anyway. On the plus side, violating the geas just causes a memory wipe, which could have some interesting side effects. You start out with Mounted Combat and a free martial weapon of your choice, making it ironically not too well suited for the types of classes that I would most often expect. Level 5 gives you a bonus to Diplomacy and Intimidate, and at level 10 you can use Diplomacy instead of Heal for triggering a saving throw or second wind. Oh, and you can do it at a distance. Fucking sweet.
- Dragoon Warding (level 2 encounter): An adjacent ally gains a AC and Fortitude bonus, and you take hits on melee and ranged attacks.
- Dragoon Parry (level 6 encounter): An interrupt that gives you a bonus to AC and Reflex against a melee attack targeted at you, and the enemy grants combat advantage for a turn.
- Dragoon Summons (level 10 daily): You summon an ancestral defender, which I guess is a natural animate that packs a damage boosting aura, can heal as a minor action, and take hits for allies as an interrupt. The downside is that it cannot attack, but then it is a defender.
Llewyrr elves are eladrin that can swap out their Arcana bonus for Insight and use long- and shortbows at the expense of Eladrin Weapon Proficiency.
The second article is a tad shorter, giving us the wild hunt rider and oracle of the evil eye.
Wild hunt riders give you a Perception bonus, but only when looking for a creature. On the plus side you ignore partial concealment entirely. At level 5 you can use Phantom Steed once per day for free, using Arcana or Nature (whatever is best). At level 10 you gain a bonus to save against effects that hinder your movement.
- Wild Hunt Leap (level 2 encounter): You can jump your speed, and gain combat advantage for a turn if you land next to an enemy.
- Moonfire Aura (level 6 daily): A small aura that negates invisibility and concealment. It is not friendly, so you gotta be careful.
- Relentless Pursuit (level 10 encounter): If an enemy moves away from you, you can teleport next to it as a reaction, and you do not need line of sight. Awesome.
Oracles of the evil eye are unfortunate victims that undergo a ritual that results in them gaining a fomorian’s iconic…well, eye. You can an at-will minor power that causes a non-marked creature to take a piddling amount of automatic psychic damage after damaging you. Like “normal” evil eyes it only works on one creature at a time. At level 5 you gain a bonus on Bluff and Intimidate, and at level 10 you gain low-light vision (or darkvision if you already had low-light vision).
- Eye of the Fomorians (level 2 daily): You can a bonus to Perception and can see invisible creatures for the encounter.
- Urge of Destiny (level 6 daily): An ally deals bonus damage for the encounter. If the creature marks them, they deal even more.
- Evil Eye Mesmerism (level 10 encounter): A reaction that prevents a creature from attacking you at all for a turn if it misses you.
Aside from the elf variant I pretty much liked all the new themes for one reason or another. The oracle and dragoon can introduce some interesting adventure hooks–such as a key villain or memory loss plot hook respectively–and social roleplay elements to a game. I am also liking the ritual freebies, which if nothing else will hopefully encourage players to try more out (especially with the heroic rituals article).
Legend & Lore: A Different Way To Blah
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This picture does not work at any level. |
Having actually played 3rd Edition, attacks of opportunity might not have actually come up all the time–though they were pretty common–but the fact that they existed affected how characters moved and what they did. For example, if the wizard was on the ropes the fighter might want to go save his ass, but in the process might take an ogre’s greatclub in the face for his troubles. Does he provoke it and try anyway? Up to him. The fact is, we knew the rules, even if knowing the rules just made us do shit to not have to use them.
No, the rules should not become more complex simply by leveling. Being able to run circles around an orc or fire an arrow in his face while right next to him from levels 1-5, but not at levels 6 and up, is both inconsistent and makes no fucking sense. It would be fine to simply have a modular ruleset where you can simply ignore them (which you already can), but it would be best to just make a game that is simple and elegant to learn and play, which 4th Edition already is.
To me the game already gets more complicated the higher level you get. Having players pick up more abilities, class features, feats that can change more, and magic items that can do more is sufficient complexity. At low levels the players mainly concern themselves with a handful of powers and feats with varying complexity. I have seen players just default to feats that give them passive bonuses to their stats because they don’t want to have to think too much, and avoid powers that have triggering requirements.
I remember trying a paragon tier barbarian and having plenty of trouble remembering that oh, I spent an action point so this happens, and because I have these feats and I am raging I also get some more bonuses. On top of all this, you want to also increase the rules as you go along? Call me crazy, but the fact that not all groups even hit paragon tier probably makes it even more likely that these level-based rules would be ignored or forgotten.
Heroic Tier Rituals
So…rituals. Well, also ritual feats. Rituals have been a tricky thing in my games, despite my including them–both in book and scroll form–with the specific intent to give my players an edge, components to use them, and reducing the casting time on a lot of them.
Who knows, maybe new Ritual Feats will give them the last bit of incentive they need? You need Ritual Caster as well as some rituals to pick them up, but they let you use your skills in flexible ways and eliminate the cost of using a ritual once per day. For example, Binding Mastery lets you use Arcana or Religion in place of Diplomacy and Intimidate against unnatural creatures, as well as a bonus. I like the flavor behind this, using your knowledge of binding magic to threaten or bargain with the fey or a devil. Warding Mastery is also pretty nice, giving you a bonus on Perception to find traps and hazards and checks to disable them (as well as casting warding rituals).
The new rituals include classics like Alarm, Hold Portal, and Explosive Runes. Most have castings times of only 1 minute, though Hold Portal clocks in at an outstanding one standard action. Frankly I wish more rituals had shorter casting times, if only to give them more utility when time is a factor. I mean, in a lot of cases the players did not use one simply because they did not have the time, but to me charging them each time is punishment enough. Speaking of casting costs, a lot require healing surges in lieu of cash, or a small amount of cash in addition to your surges.
I also like this, as it represents a caster exhausting herself from using magic (as well as giving the wizard a way to use healing surges). A pretty good article. I am going to reduce more rituals to a minute or less casting time and see what happens. I might also let them burn healing surges more often (perhaps at an exchange rate).
Thunderspire Labyrinth, Episode 1
- Ceriok (male eladrin hybrid ardent/fey-pact warlock)
- Sterling (male vryloka paladin)
- Riven (male halfling vampire)
- Reyn (male human bard)
- Shen (male tiefling infernal-pact hexblade)
A month had passed since the characters slew the dragon leading the kobolds, and defeated Kalarel before he could open a portal to the Shadowfell.
Legend & Lore: Out of Bounds
I have really gotta stop reading these things, because all they do is confuse, frustrate, and make me wonder exactly what game Monte Cook was allegedly playing “back in the day”.
Excerpts: Evil Campaigns
The first look at Book of Vile Darkness concerns campaign themes and an arc that will hopefully unify an evil party to work together long enough to see results. Staples such as conquest and destroying the world are present, along with working against other evil forces and killing gods. Running an evil campaign can be a tricky business, and in my experience players tend to use it as an excuse to wreak havoc without any direction. Kind of like Chaotic Neutral, except that there might be more murder depending on your groups definition.
There is not a lot of information, and hopefully these concepts are expanded upon. At the least I hope that it offers better stuff than a bunch of weak-ass feats and prestige classes that we got from the original Book of Vile Darkness.
Critical Failures: What Color Was That Dragon, Again?
This happened like, the session before we stopped running my first homebrew 4th Edition campaign over a year ago. I had gotten Player’s Handbook 2 months before and was itching to run something with a tight primal/Feywild/celtic theme. The main quest was that the players were searching for pieces of a song that had been written by a long-dead bard that for some reason a bunch of other major players–eladrin, drow, and fomorians to name a few–were also looking for.
Over the course of some ten levels, they plundered an eladrin crypt, found the ashes of someone who knew the location of one part, had a ghostspeaker pry the information out of it, liberated a town from a haunted castle, navigated a forest half stuck in the Feywild, delved into an ancient druid pyramid, and eventually found the first piece. They also found a map with two parts clearly marked: an island far to the north, and a dwarven city that was pretty close by. They decided to go to the dwarven city first, and were surprised to find it occupied by drow.
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Not that they get along with any elves, really. |
Even so, they somehow managed to sneak inside and make their way to the castle, only to be spotted while scaling the gate. At some point while they were fighting off drow, giant spiders, and web golems I decided to throw in a dragon to mix things up. Not just any dragon, mind you, but something that I felt best represented what the Underdark had to offer: a purple dragon.
Each round.
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They are like the mogwai of dragons. |
What should have happened was that the dragon should have instantly exploded, probably like the boss at the end of the first Blade movie, just to drive home how silly the mistake was. I ended up retconning the dragon into being a black one, dropping its level considerably as a concession since I could not conceive of a situation where a purple dragon would ever venture to the surface during the day. In retrospect I should have read more carefully (or just kept my mouth shut), but in all fairness this was the original 4E statblock format, so the weakness was mentioned almost at the very bottom.
Critical Failures: So, You Had a Twin Sister
This is just a story about something that a player did–or rather, did not do–during one of my campaigns that we still bring up from time to time.
About a year ago I had started running a campaign set in Eberron’s Shadow Marches, which relied heavily on aberrant cults gradually weakening Gatekeeper seals, raising sunken cities, summoning aberrant stars, etc. When planning a campaign I like to get input from my players on their character’s history, motivation, and goals so I can fine tune the campaign (similar to how it is done in Dresden Files). My philosophy is if i can get the players to step up and willingly do something without having to be prodded, I am good. The only real stipulation was that the characters had to have a reason for heading out to a remote mining town deep in the Marches.
Well, one of the characters wanted to play a changling rogue named Moxie, so we worked out a background where her sister had joined up with a guild in Zarash’ak when they were young in order to make some quick cash to pay for her illness (the character had a Con of 8). Her sister stopped coming home at some point, and after discovering the guild she joined Moxie signed up because they were not exactly going to give anyone a roster (not that looking for a changling exactly helped). So she toughs it out, does some menial jobs, and eventually gets signed up to do quite a bit of dragonshard smuggling from a remote mining town called Shardpit to the tune of 3,000 gps.
Fast forward six levels and a couple star-worshipping hellholes, and the characters are finally back at Zarash’ak with only a couple thousand gps worth of dragonshards to their name. Mind you, two characters went to Shardpit due to terrible visions (and belonged to the Cerulean Sign), and the other was a guide. Moxie’s player divulged any information about who she was or what she was doing, and in fact in character they were not even aware that she was a changling.
They head to the Tharashk enclave in order to be debriefed, explaining what happened in Shardpit and Greyshore, and hand over their pittance of shards after learning about the shortages (other mining towns are being raided by orcs) before hitting the town to sell their loot, buy new stuff, and catch up with key NPCs.
Once they were sufficiently split up they run into some hired muscle, who threatens to kill Moxie unless she can come up with the dragonshards within a very short time frame. The party is now surprised to learn that she is part of the local thieves guild and that she was supposed to smuggle dragonshards. They ask her if she has anything else she’d like to share. You know, like her motivation (or at least her race). She tells them no, and decide to take the offensive and attack the guild. They ask around, beat up some people, find an entrance, and proceed to cut and blast their way through their ranks.
Once they are almost done, they run into something a bit different.
In the midst of the usual suspects of brutish thugs they run into a cloaked figure who is dashing and flipping about, wielding sword and dagger, dealing sneak attack damage with a flank, and faking them out like a changling would. Since Moxie’s player was not getting the hint I even described the opponent’s fighting style as “very similar to Moxie’s”.
It didn’t work.
Eventually, everyone is dead and I describe how the cloaked figure reverts to its true form in changling fashion, and basically have to spell it out that she is Moxie’s sister, the player evidently having completely forgotten what she was doing the whole time. Everyone at the table is surprised to learn that A) she is a changling, and B) that she even had a sister. Moxie’s player is also surprised at this, despite knowing that this was the guild her sister joined and that she fought in an almost identical manner, tricks and all.
So…yeah. It was just one of those things that probably would have had an impact at all if the player had actually divulged any information to anyone and/or paid attention.