Showing posts with label Fluff. Show all posts
Showing posts with label Fluff. Show all posts

Monday, May 28, 2012

Knights of the Tarnished Dagger: Part 7


The Knights of the Tarnished Dagger are an organization of NPC creatures with a strong vendetta and desire to destroy the Platinum Dragon god. They are a cadre of demon-like beings who seek mortal hosts and through the offer of power would slowly coax them under their control eventually subsuming their host's personality completely.

Click here for the pdf of the final two members of the Knights of the Tarnished Dagger. Ak'dur, Ritualscribed  Warrior is a creature now made of raw magic who grants his host access to an array of magical abilities that far outstrip the mere parlor tricks of his fellow Knights. This also includes the only member of the Order who was not corrupted by the shard of evil, Xergel, Uncorrupted Radiance. Xergel was once the leader of the Knights of the Platinum Dagger and when the shard of evil struck them all, he was trapped in his blade, like his friends, but was otherwise unaffected. He blames himself for what happened to his allies and to this day seeks their final redemption as penance for his sins.

The compilation document of the Knights depicted at this time is kept here on a separate page. This project is the fruit of well over a year of thinking and dreaming about what I could do with 4th Edition and now in the twilight of 4E, I'm glad I was finally able to put this out there. I hope that it has inspired you, or at least entertained you for a bit, it has been a blast to write and is going to hold a special place in a campaign coming soon.

Monday, May 21, 2012

The Librum Secerno

Dark tomes and musty books often hold secrets of great darkness. These secrets can hold hidden lore which will open a scholar's eyes to the mysteries of the planes, or they can proclaim dark secrets to which none should ever gain access. The god of secrets, Vecna, has few true divine followers. As a god of secrets, it would be against his nature to have an order that instructed others in his ways. Instead, Vecna recorded a number of secret tomes which hold the secrets of his dark powers. In order to follow the lord of secrets, you have to discover one of his ancient books and discover the secrets yourself. The power the lord of the undead has secreted away is great, but the cost of that knowledge is also great. 


Anyone who dares open the book of the dark god Vecna, will discover the pages to be empty. Only by offering a sacrifice of the flesh to the god who was maimed will reveal the full text of the Librum Secerno. If an offering of willfully given flesh is made, the giver will gain the ability to read the text of the otherwise blank book. Inside are many secrets and powerful spells that would otherwise take a lifetime to learn. Vecna offers this power to those who prove themselves worthy and who will take his secrets to the world and bring death to those who would stand against him.

Monday, May 14, 2012

Knights of the Tarnished Dagger: Part 6


The Knights of the Tarnished Dagger are an organization of NPC creatures with a strong vendetta and desire to destroy the Platinum Dragon god. They are a cadre of demon-like beings who seek mortal hosts and through the offer of power would slowly coax them under their control eventually subsuming their host's personality completely.

Click here for a pdf of the next two members of the Knights of the Tarnished Dagger: Shiel, Psionic Ghost and Taelt, Sealed in Stone. These two are a powerful dichotomy of stuck between the spiritual and physical. Shiel was a psionic prodigy in life and as a Knight warped by the shard of evil is now a psychic ghost stuck in astral form while Taelt is one stuck with a physical curse. He was a fierce warrior half-petrified by a medusa who now can pass his curse of stone on to others. With the two of these warriors you can grant your players powers that pull them away from their normal physicality and maybe make them question the nature of their being.

With these two members of the Order, only two remain. The compilation document of the Knights depicted at this time is kept here on a separate page.

Monday, May 7, 2012

May of the Dead: Crypt Wyrm

This is my first entry into the blog festival month exploring concepts of the dead and undead. Since I'm also celebrating the year of the dragon with a series of thematically related posts detailing the majesty in the draconic heritage of the game, I thought I'd unite the two. So BEHOLD, the mighty Crypt Wyrm!

Ser'Aurann was a silver dragon and protector of a great city once. As a tremendous warrior in the fight against evil, Ser'Aurann made adventurers almost unnecessary in his region as he single-handedly thwarted any threat that arose to threaten his people. Unfortunately, his protective nature and his incredible self-confidence were the undoing of this draconic protector. When fighting off a necromancer of Orcus who was attempting to turn his protectorate into zombie chattel, Ser'Aurann barged into a horde of ghouls; ripping and tearing his way through undead monstrosities. In the center of the group, leading the ghoulish horde, was a fiendish Wight commanding the undead. In order to disrupt the forces of undeath, Ser'Aurann quickly swallowed the Wight removing his leadership from the battlefield. Surely this would end the battle as the mindless ghouls ran off without their leader's guidance.

Thinking he had won the day, Ser'Aurann returned to have his wounds bound and to receive the praise of his people. Little did he know that the Wight lingered and survived. Feeding on the innards of the silver dragon, the wight commander continued to rip and tear into the flesh of the dragon while its open wounds poured necrotic filth into the blood of Ser'Aurann. The pain in the silver dragon's side soon grew to a significant internal wound and because of the wight's presence, it could not be healed magically. As Ser'Aurann grew increasingly desperate for release, he eventually hired some local (low-level) adventurers to enter his digestive tract and clear out whatever was "disagreeing" with him. The wight had been working for some time at this point and was prepared to deal with a threat as simple as the adventurers, but an idea had occurred to the evil, undead fiend. Instead of merely killing the adventurers, he changed them into wights as well and with their new found strength they all began to tear into the dragon from the inside, bringing devastating harm to and eventually killing the majestic beast.

illustration by David Wilcox
(i.e. HumorousEndeavors)
As Ser'Aurann fell, the people began to worry about what to do with his corpse. Their concerns were short lived as soon the sounds of moaning coming from inside the beast's grew louder and the very flesh of the mighty silver dragon began moving in a horrific mockery of life. The wight had tapped into dragon's motor functions and now Ser'Aurann rose as a mere vehicle of undead destruction controlled by a malevolent and undying mastermind who was now thoroughly protected by a slowly dying shell of draconic might.

The Crypt Wyrm is a huge creature, so it takes up a lot of space and has a tremendous reach. Using it in the crowded streets of a city or somewhere where quarters are tight will make navigating the hulking beast difficult, but will lend to some excellent flanking opportunities for the vomited wight spawn. In combat, the Crypt Wyrm will try and get as centrally positioned as possible and use its ragged wings to grab and pull enemies close. Within the rotting rib cage of the Wyrm are many grasping wights trying to grab hold of the enemies brought close by the enfolding wings. The breath of the dragon has decayed to the point that now it is merely a shower of necrotic flesh which bellows forth. Once bloodied, the dragon will roar and belch forth  a wight spawn for each member of the party, drawing attention away from itself and changing the dynamic of the fight. Once the Crypt Wyrm is defeated and it erupts in putrid flesh and an Oath Wight from the Dark Sun Creature Catalog spawns to finish the fight. Enjoy and happy hunting!



Monday, April 30, 2012

Knights of the Tarnished Dagger: Part 5

The Knights of the Tarnished Dagger are an organization of NPC creatures with a strong vendetta and desire to destroy the Platinum Dragon god. They are a cadre of demon-like beings who seek mortal hosts and through the offer of power would slowly coax them under their control eventually subsuming their host's personality completely.

Click here for a pdf of the next two members of the Knights of the Tarnished Dagger: Tarshel, Spined Monstrosity and Vav, Voice of the Mountain. Both these members come from the wilds and are not used to the confines of society. Tarshel was once a ranger in the wild and a master of improvised weaponry. Now he is a spined creature who can generate his own weapons and keep his enemies at a distance. Vav was an ascetic monk who lived in silence and in that silence cultivated a powerful voice. Now her powerful voice can throw people backward with the force of a mountain wind.

With these two members of the Order, only four more remain. The compilation document of the Knights depicted at this time is kept here on a separate page.

Monday, April 9, 2012

Knights of the Tarnished Dagger: Part 4


So I've now submitted four pieces relating to the Knights of the Tarnished Dagger, an organization of NPC creatures with a strong vendetta and a desire to destroy the Platinum Dragon god. A cadre of demon-like beings who seek mortal hosts and through the offer of power would slowly coax them under their control eventually subsuming their host's personality completely.

Click here for a pdf of the next two members of the Knights of the Tarnished Dagger: Ordarg, Armored General and Las, Subtle Sneak. Ordarg was a mighty paladin who stood as a bastion of protection in service to the Bahamut who has now found his armor a black iron prison. Las was the diplomat of the order and a consummate scholar who's motivations are certainly suspect now since she has even been pushed out by her fellow Knights.

This brings us past the halfway mark for the Knights of the Tarnished Dagger. The compilation document is kept here on a separate page.

Saturday, March 24, 2012

Knights of the Tarnished Dagger: Part 3

So I've already put up two posts relating to the Knights of the Tarnished Dagger, an organization of NPC creatures with a strong vendetta and a desire to destroy the Platinum Dragon god. A cadre of demon-like beings who seek mortal hosts and through the offer of power would slowly coax them under their control eventually subsuming their host's personality completely. The compliation document is kept here on a separate page.

Click here for a pdf of the next two members of the Knights of the Tarnished Dagger: Septimus, A Man of Many Forms and the fiery sorceress Ilaren, Wreathed in Flame. Septimus is a conniving shape-changing creature who has lost his humanoid nature and given into the ebb and flow of his new life and Ilaren is a fiery-tempered mage who not only casts flames, but embodies the fire herself.

Monday, March 12, 2012

Knights of the Tarnished Dagger: Part 2

I already posted an introduction to the Knights of the Tarnished Dagger, an organization of NPC creatures with a strong vendetta and a desire to destroy the Platinum Dragon god who would seek mortal hosts and through the offer of power would slowly coax them under their control eventually subsuming their host's personality completely.

Click here for a pdf of the next two members of the Knights of the Tarnished Dagger: Simbak, the Snake in the Grass and Urbier, More A Beast Than A Man. Simbak is a serpentine warrior with an affinity for poisons and Urbier is a bestial creature who grants his host unbelievable strength at the cost of their self-control.

Monday, February 27, 2012

Knights of the Tarnished Dagger: Part 1

So a long while back, I read an article by Quinn Murphy over at the At-Will blog and it got my gears churning a bit in terms of game design. The article in question is entitled Horizon: The Darkness Within, which you should read because it is pretty cool. The general premise is that a character in the party is being corrupted by some dark being who is granting them abilities (very warlock like), but unlike the warlock these impressive power come with a very specific cost to the character in question. I remember reading this particular article and really enjoying the mechanical, story-infused ideas that just started brewing as I saw the possibilities for what I could do with such an interesting concept. Then I started reading the Dresden Files series of novels.

If you've never read the Dresden books you should, if only for their depiction of the Faerie Courts alone. The TV show is available for  streaming on Netflix, but is not nearly as good. I digress.

In the novels, there is a particular organization of characters made up of a collection of fallen angels who are bound to thirty ancient coins (the pieces of silver given to Judas to betray Jesus in the Bible). These demons attach themselves to a host when they come in to contact with the coin and eventually convince them to give the demon control through a series of sweet promises. Many mortals were taken over by these particular demons who offer incredible power in exchange for greater influence. They way it played out in the novels was AWESOME and just meshed really well with the idea that I was developing and that is when I decided to create my own set of NPCs and mechanics behind an organization of warped, evil creatures who would offer power (both through flavor and mechanics) to try and gain greater influence over a player character. That was when the Knights of the Tarnished Dagger were born; creatures who were once so beautiful and honorable, but who had fallen from grace and become a real threat to the known worlds.

I wanted to create a document with options for DMs to offer to their players in the hopes of creating dynamic choices for their players and this is essentially where I ended up. I've attached a pdf which explains the background of the organization and the mechanics for how a character makes movements further towards or away from the darkness along with the first of the Knights and a set of powers associated with the Knight that he or she could grant to the character as they fall further under his or her control.  In the coming weeks I am going to release the individual members of the organization a few at a time with a background of the character and the special powers and abilities they have to offer their host as well as a template for applying to an NPC monster or character that a DM could potentially introduce into their game to show how the Knights are at work or to use as a possible adventure seed for a villain in their own campaign.

I look forward to feedback on the idea. Give it a look over and please, feel free to steal ideas from this to use in your campaign. If you have a different take on a particular part of the story, tear my idea apart and run it your way. Part of the fun of planning your own campaign and being the captain of your own story is being able to take creative control and personalize things so they fit the world the way you see it and really owning it for your players. Besides, all good ideas are "borrowed" and tweaked from other great minds. :)

Click here for the compiled pdf that introduces the story of the Knights, explains the mechanic, and also includes the first of the Knights: Anduren, the Black Blade, perfect for tempting a roguish character with foul powers over the darkness. **Caution, meddling with foul powers of darkness may invoke Magic Missiles™**

Monday, February 20, 2012

Can a Green Dragon Be A Hazard?

**This post contains spoilers to the Scales of War Adventure Path. You have been warned.**






Last week, I talked about some of the preliminary modifications I am making to the last adventure of the Scales of War, The Last Breath of Tiamat. One of my major complaints with the adventure is that it essentially comes down to a grind of fighting a guardian room (which is actually kind of interesting) followed by a combat encounter with a solo dragon of each of the chromatic domains of Tiamat. Each of these solo dragons is essentially the same with only terrain effects and damage keywords to differentiate them. That just isn't very interesting to me. So my thought was to change the dragons, who were originally solo monsters, into hazards. So they have no hit point totals and cannot be affected by status effects, but are still a dramatic and dynamic threat to the party. Then the question becomes, how do the party uncover the means to defeat the dragons and disrupt the draconic ward keeping them from confronting Tiamat? I decided that instead of the ward being powered by the chromatic brood mother dragons themselves it would be powered by an enormous gem carved in the shape of an eye that was conspicuously missing from the statues that marked the entry to the five separate side chambers.

There are five different directions that the party could choose from in their attempt to bring the ward down and open the path to Tiamat and the party decided to go after the green dragon first, since they were reflecting back on which dragon exarch they faced over the course of the Adventure Path (they got it wrong too, Chillreaver the White came first). So in the first chamber, they faced a group of dragonborn defenders in a room full of coins and a piston-like hazard in the center of the room. They tore the defenders apart, which was quite satisfying since I decided that one of the defenders should be the former black exarch of Tiamat who they already defeated once. Having been raised by Tiamat, he was really annoying to the party and defeating him was very sweet. The hazard in the center of the room didn't make any difference in the combat (I should have made it cover the entire room so it would have a greater effect on the combat and created a lot more dynamic movement) and the party was really just grinding down some hit points from the creatures.

After that came the first of the draconic brood mothers, a great green dragon of poison. As they entered the room, they saw the chamber open up from a well chiseled section of structured tunnels to a more cave-like interior filled with mist. The haze clung to a pool of water that extended out in front of them with all kinds of fetid swamp life floating including a large quantity of torn up trees that all collected towards the central section of the pool. On this haphazardly created nest of torn-up wood was seated an enormous and grotesquely swollen green dragon. The thing I gave the most detail was the oozing pustules that covered the underside of the dragon. There are twenty evenly distributed all about the belly scales of the dragon and some kind of foul greenish fluid oozes out all across the mid section of the dragon. There are also two pale dragonborn warriors (vampire lords) seated on the wings of the dragon conversing with her. So as the party walks in, they can see this monstrous creature resting in the center of the pool and prepare to assault the dragon like we do every time it comes up. What they don't know is that instead of the usual solo fight with a dragon, this dragon is different. This dragon is a hazard.

This dragon (who I named Uxin'lothtor) is protected by the same wards that energize the defenses of Tiamat and that the only way to defeat the dragon is to remove the gem eye which is seated in one of the egg sacs drooping from the dragon's stomach. Since the creature has no hit points, every attack they make against the dragon has no effect against its defeat. What I set up instead, was that every time the party made a successful attack against the dragon, I rolled a d4 and that numbered attack was removed as an option until the end of the dragon's next turn. When multiple attacks were made against Uxin'Lothtor and the number is rolled more than once, then nothing happens the second time. So the dragon could feasibly lose all of it's options for it's turn or potentially just one. There is a little bit of swing there and it worked really well in terms of their being a realistic impact on the way the battle played. This hazard also took advantage of the fetid swamp water that the dragon nests upon. A creature knocked prone in the swampy water had to succeed at a difficult endurance check or accidentally swallowed some of the poisonous swill. This means they take ongoing 30 poison damage (save ends and they cannot make a save against until they are no longer in the water).

So the party can't actually kill the dragon the usual way. I figured something much more difficult and really special than a regular combat encounter was worthwhile at this point in the game. In order to defeat the dragon, they needed to locate the gem carved like an egg midst the actual eggs in the disgusting sacs all over the green dragon. Mechanically, the way I wanted to represent this was that the party could try and attack the eggs. Each one when destroyed caused the dragon pain, thus suggesting that they should pursue this route of attack as the means to weaken and eventually destroy the dragon.

There were 20 egg sacs attached to Uxin'lothtor. If a party members wanted to attack (or search) one of the egg sacs I rolled a d20+x (x=number of times the eggs have been attacked thus far). If the result was 25 or higher, the egg targeted was actually the gem eye. (Attacking an egg uses same defenses as Uxin'lothtor with a +2 bonus). Burst attacks gained a +1 to this roll for each square of the burst that covers the dragon. This was something I didn't think of ahead of time and had to improvise quickly to deal with once the wizard figured out about the eggs. Once the last of the eggs was destroyed, Uxin'lothtor began to thrash about (save ends). Each turn she thrashes about, any creature in the watery bog took 50 damage from the thrashing logs and was knocked prone. I allowed characters who wanted to ready an action to make an acrobatics check to attempt to dodge the logs as they began to jump about. The party rogue brought that one up and it turned out pretty cool.Once Uxin'lothtor saved, she fell dead. Since the green dragon was unable to move it wasn't necessary for the party to actually defeat the dragon, but they chose to do so because they really are quite thorough.

This was my first combat designed using a hazard with a specific countermeasure in order to disrupt it instead of a major monster. It was more than a little weird and was honestly more confusing than I had hoped it would be. I explained the mechanic to the party at the very end (after they had officially finished up the dragon by destroying the eggs. They commented on how the idea was pretty cool, but that it was something that they just never thought about. They were using daily attacks and seeing it have no effect and started to feel stupid because they just didn't understand what they had to do. When they did figure out that there was something else going on and successfully destroyed the last of the eggs as the dragon was dying they, more than a little perplexed, commented, "Wait, it's not even bloodied, how is it dead?"

This method may have broken the paradigm a little bit more than I original anticipated. The idea that a monster can't be defeated in the usual means is so against what they have come to expect and to make a change at the eleventh hour like this was a little jarring I think. One encounter down, I have hope that with the expectation that the brood mothers themselves will be a different challenge and require some lateral thinking.

After defeating the green dragon and catching their breath, the party decided to pass through the mouth in to the black dragon, but the chamber for the black dragon, Auth'lothtor, and the guardians keeping her safe will have to wait for next time.

Saturday, February 18, 2012

The Year of the Dragon

It is, in fact, the year of the dragon now and what a year it is shaping up to be!

My epic tier campaign is finishing out our last adventure in the Scales of War Adventure Path, which puts them directly into conflict with the mother of all chromatic dragons herself, Tiamat. Epic Tier play has gotten a lot of attention in the last year from bloggers putting up all kinds of ideas on how to address the issues around the most broken of the tiers of play in 4th Edition D&D and using all the benefits of all that iidea space along with three years of DMing experience, I’m reworking a great deal of the final adventure to give it more panache and a strong finish to a campaign that will hopefully be worth remembering and celebrating.

I’ve talked already about the issues that have come up with railroading the party, which my party actually really likes, as well as with drawing their character stories onto the rails of our game and making it a unique and special experience as we finish up and for the most part it has not taken a great deal of effort to make those changes really click well.

The Last Breath of Tiamat, the final adventure of the Scales of War Adventure Path, is going to need a little more work than my usual fare. Don’t get me wrong, there is a lot of good starting material to work with here. Small party of heroic adventurers infiltrating an enemy bastion, sneaking behind enemy lines through a great black gate, trying to avoid detection and seeking the means to finally defeat their greatest enemy. It is cliche, but proven. On top of that a nasty draconic ward that is essentially one or two-shot deadly that can only be disabled by defeating the draconic guardians imbuing it with power, sets up a very strong (if simple) dungeon that could be pretty cool for an epic tier party to cut their newly level 30 teeth on before facing the big momma herself.

It could, in theory, do this, but unfortunately the adventure as written just turns into a grinding battle of solo dragons that are essentially the same other than switching out damage keywords and different trappings with some flavorful hazards and traps. That doesn’t sound like the exciting and interesting end to a three year venture to me. Now I don’t want to spend a ton of time picking out what really ticks me off about this since it was obviously written WAY before people were playing at Epic level and a lot of lessons have been learned in that time. What I do want to do is show just what I did to make this adventure at the end of Epic Tier just a bit more epic.

I really wanted to keep the iconic components of the adventure all together. The setting and story is all staying, but I am going to establish a few things that will set the tone a little differently as well as set the time frame that the party has to complete the task. Tiamat is pretty much all, but defeated at this point. Her alliances have failed her, her army is scattered and her home forces are divided with in fighting as the mother of betrayal is betrayed at last. So what does a god do when everything looks down? Blow up the universe of course! I thought it would be more interesting (and this is in my home campaign cosmology so bear with me now) if Tiamat’s realm was situated in the Elemental Chaos. Sure, she is one of the divine, but if any god would be set up in an elemental infused hellhole it would be her. So given this information, I thought, if Tiamat was going to try and pull one last F U to the planes she’d probably try and take out big brother while she is at it. 



So when the party first entered her base they heard her talking in desperation to her former allies through a communication scry in her main lair. After exploring for a bit though, they hear her again echoing through the halls saying, “Fine then prepare to die you, motherless slug.” With a mighty roar, they feel the entire hall reel and buck and an enormous magma geyser infused with the full power of the elements began to not only roar, but pulsate in the center of the main chamber. They got the sense that the living volcano this domain is built upon is ready to blow, but an eruption on this scale would be larger than any ever recorded in history. With a quick Arcana check, the wizard was able to tell that this explosion will be so tremendous that it will destroy Tiamat’s palace, but not only that it would rip through the planes. After an additional Arcana, Religion, or History check they were able to tell that the target of this explosion will be a domain of the Astral Sea, but given the positions of the cosmology the Primary Material Plane lies right between the two so it would be blasted through devestating the world and leaving a giant hole just seeping into the Elemental Chaos. Essentially, and I know I’m going to have to frame this repeatedly to my players because it IS convoluted, if they are unable to stop Tiamat before the eruption of the volcanic fortress, the entire fortress will be destroyed in a titanic blaze of glory that will also devastate the Mortal World and reach all the way to the Astral Domain of Bahamut, levelling it and potentially killing Bahamut, Kord and Moradin. From what they can tell, they only have 10 hours left.

So that sets the framework for the ending of our campaign with world shattering consequences. Can the party brave the danger, defeat their enemies and save the wold one last time!?!  We’ll just have to see how it plays out.

In the coming weeks/months, I’m going to post the changes I made to the draconic guardians that the party needs to overcome in order to gain access to Tiamat and a bit after that I’ll include my final changes to the Dark Queen of Dragons herself. I’ve also got a couple of other projects I have been working on much more long term that will be popping up in the coming weeks/months and conveniently they are all dragon themed!

Thus begin the Days of the Dragons. May they be long and dangerous.

Thursday, February 9, 2012

"THAT IS NOT DEAD WHICH CAN ETERNAL LIE!"

**This post contains spoilers from the Scales of War Adventure Path. You have been warned.**









I asked one of my players to write out a narrative for the final battle of our current adventure because of how completely he had neutered the fight by his actions, which I described in my last post. I debated for awhile what to do when he completely busted up my plans and I thought about running the combat encounter but giving the NPC of Bahamut to the party to use against the final boss, but I decided that it would just end up feeling like a grind so handing the reins over to the player as a reward for his creative thinking seemed the logical answer to my problem. Handing over creative control of the story on such a large scale was really hard, but made for a very interesting end. He’s a natural storyteller (he’s a DM too) so I knew this would be a rewarding experience for him, but I had NO IDEA what was coming for me. I thought I would post this so you could see how the narrative summation of a final fight that was just going to be a drag mechanically ended up being really worthwhile and made a very neat story moment in our campaign.

Time, Kildrak?! Time is a theory of the utmost worthlessness to me. My whole existence has been dictated by time. The time that has passed, the time that will pass and the moments by which we define time that are circling our presence at this instant. We have but to reach out into the ether to dispel all that time can construct around us. My very existence was purposed so that in a single moment, a singular fragment of history, the planes could breath and in that breath consume my life and in the very next exhale an essence more powerful than I could ever hope to be. My life has been spent waiting in and on time, so no Kildrak. I will not rest now upon this spire with you for I am needed. We are all needed as we have always been. The strength that lifts is only supplement to the strength that sustains, and that is what I ask of you now. That is what I ask of all of you. Stay your wounds, and steal your weapons a bit longer from the sheaths for which I know they so hunger for so as to give solace to your aching hands and the burdens that bite tear at your backs. And do not this deed lone for Bahamut, but for all those whom you fight for. For a brother. For a father, mother, and queen. For a soul, for a conscience, and even for glory, Kildrak. For what greater glory is there to be had in this life or the next then to go gnawing and ripping into the dark from which you tire, only to beat it back with less strength than whence it’s entrance gripped you. We all tire. We will always tire. The powerful play goes on and we may contribute a verse. What will your verse be? And how loud will you proclaim it?”

And with that I tore my feet from the ground which they so yearned to rest upon if only for a moment longer. Like weights they tired with the fight that only fear can bring to pull me down. Yet my wings beat on, taking me closer and closer to the clash that was inevitable. Where I would stand by my god’s side and embrace him in life or death which ever might come first, for to deny my god would be death.

I neared the flaming falls and as I burst forth through them I felt the searing pain that I knew awaited me in their fiery grasp and yet as I burst forth from the falls, the fire licking at my scales with a thirst unquenched, a renewed sense overcame me at it’s burning hands met my skin, and I thought to myself, “If I am able to feel this much pain, then in the reverse I must be able to feel this much elation.” And it all came back to me. My past life… my wife standing on the Arkhosian temple steps… my companion and friend Basix as he once was… I had felt happy then. And I would feel happy again someday. I would overcome this pain and in a day that once shined so bright, but was now so dark, so sheltered by the tendrils that reach out from the recesses of lost hope to obscure the eyes of faith, I would rejoice. I would smile again in the presence of my compatriots and in the halls of fellowship and for that I flew on renewed by what once hurt me, but could never hurt me again.

As I reached the fallen form of Bahamut lying below the hideous behemoth form of Namissi, I could view his breast plate of platinum scales still heaving. Though they were scarred and blood birthed from many wounds about his newly risen body he still had breathe in him. It was so clear what I had to do.

I call now,” I spoke aloud to myself, “upon that words that time has forgotten to be recalled now to my soul. Oh though we all may one day slip into the eons that pass into forsaken corners of space that time destroys and turns to dust I stand HERE! NOW! IN THIS MOMENT! I command all that is in me to exist not only from this moment to the next, but to turn the wheel of time and act upon the levers that will continue to turn forevermore! FOR THAT IS NOT DEAD WHICH CAN ETERNAL LIE! AND WITH STRANGE AEONS EVEN DEATH MAY DIE!!!”
Kydan, Dragonborn Runepriest, illustrated by Symatt
 
I would like to say that I then charged at Namissi with every part of me that would move, but I do not think there was enough within to gather the strength to me. I charged at Namissi with as much strength as a man charges the earth when falling. I was so unaware of all around me that I’m not sure how hard I hit Namissi, all I know is that it was enough for my blow followed true and the ancient runes bound in my body ignited and I turned with my open palm to Bahamut and as the healing light burst forth to drench the Platinum Dragon in radiance, I saw my god rise.

To his full form he rose, but he did not stop there. It seemed he had become more now in his resurgence than he was before in life. His anger was reformed, his rage re-ignited, and his spirit as violent as a Tarrasque!

Forward my god sprang, his powerful wings beating and breaking the air itself. Namissi was bewildered for but a fraction in time, yet that was all it took. That was all I needed. Like my god towering over me, my conscience and fortitude was set ablaze. Bahamut’s head reared back and forth, striking and biting he tore forward at the giant blue exarch of Tiamat. Their claws and teeth clashed again and again. Their blows were like thunder, their moments like water. Ichor seeped forth from the many wounds they exchanged. It was then that I ruptured onwards to aid my Lord in battle. I felt my body grow in stature as my weapon found its mark on the exarch. Together we fought though my body was weak my spirit spurred me onward, begging my muscle for just a moments more energy. Just enough to finish what had begun.

In an instant though the battle rounded on us as Namissi’s strength seemed to double. His ferocity was impossible, his fury unstoppable. He knew he was the final exarch. The final hurdle between us and Tiamat and his queen would have a show of him before his body adorned the ground in defeat. A defeat that had seemed inevitable only seconds ago. My strength was failing me. I was failing me. I begged and pleaded with my body to continue but I was broken. Time had won. Kildrak was right I had to rest.

Stand little one! Stand as you can. On your knees if you must, crawl if it is all you can rally, save do not cease. He is almost overtaken!”

My body is breaking within me Bahamut…”

As it should, as it has, and as it will again before your time is through. But that time is not now.”

I wish to…”

Do not wish. Wishes are for those who cannot gather the strength to try! You and your patriots have tried and succeeded a thousand fold. In some ways more than I.”

My weapon is too heavy; my shield is a weight to the grave.”

Then cast them off and fight with your body and soul! The fight is ours as long as we never give up.”

I feel the defeat in the corners of my essence, hiding and waiting for the darkness to come so that they may rise up and drag me down.”

Defeat is in all of us little one. It always will be. You must learn to not run from it, but set after defeat and burn it! Let defeat be the fuel that spurs you on! You and your compatriots have done the impossible so many times before and I ask it of them and you again! Spit in the face of impossible and take to defeat like a battering ram!!!”

It was over in the next instant. Namissi’s rage was so all-consuming on Bahamut and I that his blindside was turned on his conquerors. As Namissi threw all he had against us, Kildrak, Muffi, Bettledex, Hermy, and Xune came like the fires of all the Nine Hells down upon his form as arrows, magic, swords and hammers falling together in harmony, breaking into the back of the beast. Their aim was true, their swings flawless. The raven’s wings enclosed and snuffed out the light of Namissi blow after blow. Sparks flew as iron and metal clashed upon tooth and scale. The littlest creatures can often pack the hardest hits. Rage as I had never seen before poured out of the dwarf’s maw. His hammer falls rivaled Erek-Hus’ deathly swing. Spells flew hitherto birthing rocks and flame anew in life. Bettledex manipulated the very world surrounding us and bid it to rise up against the final exarch. And from Xune’s crossbow, a single bolt: an ancient and most sacred artifact, The Arrow of Fate. She loaded the arrow of bone and with well timed precision and aim that only falls from those most… cunning, she fired it directly into the beast’s belly and he was cast down upon the ground beneath us. Namissi was fallen.

So that's how our session is starting this week......

I love Epic Tier D&D.

Friday, May 20, 2011

Fluffernutters and D&D

        I love fluffernutters. Holy crap are they delicious. For those of you who have never had one, a fluffernutter is a sandwich with peanut butter, but instead of using jelly or jam as the other condiment to complete your delicious lunchtime snack you use fluff. Fluff is a marshmellowy jam like spread that has a distinct after taste of Heaven. But why am I talking about Fluff? This is supposed to be about D&D. Well aside from the fact that I really want a fluffernutter right now I want to talk about the importance of fluff in D&D. I’ve seen a lot of games go bad when players lose interest in their characters, stop being as involved and committed to the game and just overall stop caring about the world they are playing in and, in turn, the game itself. I have been one of these players so I know what a stale game of Dungeons and Dragons tastes like, and I think the cure for a stale game is more fluff.
        So what is fluff? Fluff can be anything from adding flavor texts to your actions, to describing what your attacks looks like in an encounter to the DM describing the weather conditions. In short, fluff is everything that acts as an adjective to the world you are playing in.
         Fluff is something that is and should be used by DMs and players alike. It’s really hard for a player when all he/she hears from the DM is - Ok I got a natural 16, plus 9… so that’s 25 to your AC, I do 13 points of damage. Next this little guy right here is gonna move 6 squares and attack you. He gets a 17 to Fort. Miss? Ok, next in initiative is Valrun. I mean come on! I’m at this table killing my liver with two liters of Mountain Dew and this is the game I’m playing? No. If this is what your D&D game sounds like then there is something seriously wrong. How much better does – The elven warrior runs right up to you and with a furious battle cry bring his halberd down right on top of your shield! How’s a 25 feel against your Armor Class? Alright you scream out in pain as the halberd pierces your shield and skewers your arm causing 13 points of damage. Then the other elven warrior is going to cast his halberd away, you see him start to focus his energy into his hands and he runs right up to you and throws a powerful fist right at your chest. You feel the full weight of the elf break across your chainmail. Will a 13 hit your Fort? Ok then as the elf’s palm slams into your chest you brace yourself against his blow, shift your weight and easily absorb the hit. Valrun, as you see this happening you are spurred to actions!
          Do you see the difference? One is so basic that even George Lucas would laugh at it. The other feels epic and grand like a real encounter should. Now I know you can’t do this all the time, as a DM you have a LOT to keep track of and things can sometimes get overwhelming but more times than not you should be adding some fluff to the combat.
However fluff does not partner well with only furious combat. Oh no, fluff is delicious with everying, skill challenges, minor details of towns and people, anything really. Tell your players what the weather is like, let them know that the weight of their wet cloaks feels heavy as they approach the dark town, the cold bites at their windswept faces driving them to seek shelter. I promise you that little things like this will do more for your campaign than any amount of story hooks could ever do.
Let’s say you want your players to talk to a certain person in town to highlight that person because you want the NPC to come back and be useful later, the only problem is that your players have a nasty habit of never doing what you want them to. Just add fluff. (DM rule #1: No matter how many scenarios you plan to present your party with, be it one thousand or ten thousand, your party will always choose the one course of action you not only hand’t planned on, but didn’t even know existed until just now.)


No fluff:You get confused walking through the streets and are now lost. Give me a streetwise check. Ok you notice a guy sitting outside his house in an old wooden chair who looks like he lives here, you think asking him would be a good idea.


Fluff: “After setting out for the mansion district you realize that you don’t really understand the layout of the town and as you continue to pass by brick buildings and clay houses they all start to blur together. Soon you find yourselves lost amongst the towers and spires. These behemoth of brick lure over you, causing you to feel like you are lost in a sea of stone and mortar. After several minutes of this you come across a small clay house that seems to have aged faster than the rest of the city. It’s not decrepit; it simply looks more homely than any of the other buildings you have seen. What’s more is that sitting outside this house, in an old yew chair is a man who seems to have noticed the puzzled looks cut across your faces. His eyes meet yours, he seems kind, the blue hue in his eyes seems to have faded with age yet you get a feeling that he wishes to talk to you. You see him wave at you, beckoning you.”
         Now there are two things to take away from this. One is obvious the other is not. First off, which one do you think your players will be more responsive to? Obviously the second one. It not only helps to set the mood for the town and the player’s current situation but it also helps your players get a feel of their own characters. A lot of the time players forget that they are not playing themselves in the world you are laying before them but rather playing a character in the midst of a world that is unfolding in response to their actions.
The second thing that you may or may not have noticed is that aside from fluff catching your players attentions with it’s alluring and captivating flavor, is that it can eliminate needless and pointless dice rolling. Let me just say this, if you are asking your players to roll for a skill without them prompting it (i.e. them asking if a nature or religion check would be better on a particular monster) then you are doing something wrong. But more on that in a different post. Fluff will capture that players attentions and bring their minds and imaginations back to the table/game and help block out other distractions that may be present at the table.
          But!!!!!! This is not a DM only game. A DM is only as strong as his/her weakest player. You MUST get your players hooked on using fluff too. Have them describe their actions, ask them to explain how they are feeling after a major event in the game, how they feel about finding out it was really the old man in the chair that had been helping the kobolds with their invasions of the city. The best way I have ever seen this put to use is actually in a game I am currently playing in. My DM, who is actually the author of this blog, gives all players a +1 to attack rolls if we describe what our attack look likes before we roll. Now you can’t just be like “I swing my axe really super duper hard!” No. That’s not going to cut it. Try, “As I charge the Fomorian Guard I hurl my axe overhead and with an ear shattering howl I bring my blade down, burying it in his purple skin.” Now THAT is worthy of a plus one. This is a perfect way to get players in the right mindset to respond better to fluffy goodness. Maybe even trying basing the success of a skill challenge on how well they describe what they say to an NPC. If your players find themselves invited to tea by an NPC they suspect is up to dastardly deeds, and in his presents at the tea party are conversing with him DON’T ask them for a Diplomacy or Intimidate roll. FIRST ask them to role-play, I know crazy idea. Ask them to actually talk as if they were face to face with the NPC. This forces the player into the mind of their character, and while this may seem second nature to some veteran players you would be surprised at how well it works with newer players and people having a hard time finding a grip on their character.
          Now I know the stuff I’m saying here isn’t groundbreaking or probably anything you haven’t heard before but sometimes I think we need to state the obvious because the obvious can be overlooked. A lot of the times, especially in 4e, players will get really excited over what a power can do or how many dice they role. They forget about the rich and thriving world that they are exploring and instead center on the mechanics of the game which can really grind games down after awhile. I mean sure rolling a crap ton of dice is fun but it will get old I promise you that. The story, the adventure the thrill though… well isn’t that what we nerds come to D&D for in the first place? I mean if you wanna be cool and roll dice go to Las Vegas, man. But if you want to bitch slap a mummy into an iron maiden with Mage Hand, or stop the slaughter of the Githzerai… well then I’ve got a sandwich for you.
The gist of what I’m trying to say here is that fluff when looked at from a distance can simply be what it appears to be. A little dollop of some sweet treat with no lasting impression or nutrition. Nothing big or anything to get excited about. But when you spread that fluff evenly over a nicely paved foundation of peanut butter and sandwich it together between two well prepared pieces of bread… well… well you’ve got yourself one hell of a sandwich right there.
          Good look at I hope this helped a little bit. I am now off to the kitchen.