Monday, August 16, 2010

Monday's Monster Mash #3 - A Fallen Leader's Tomb


Monday’s Monster Mash is a weekly series where monsters are selected from the three Monster Manuals and put together as an encounter group. A situation is discussed where these monsters would have been together and how their powers or status effects work together against the players.


The story...


Arcaniss, the Poisonscale Magus, had been charged with overseeing the construction and protection of the tomb for their recently deceased leader, Maekrix. With the majority of the construction complete, Arcaniss roamed the tomb deciding where various traps and constructs would be put in. As she silently moved from corridor to corridor, she felt as though she was being watched. Out of the darkness, a Su Sentinel came barreling towards her. She turned and caught him in a great hug. "Where have you been, Ir? You know you shouldn't be down here while I'm preparing the traps."

Ir was Arcaniss' personal guard. Several years ago, when venturing through the swamps, she came upon him caught in a snare laid by Yuan-ti. Arcaniss hid in the foliage until the Yuan-ti came. She watched as they taunted and teased the trapped Su Monster. Feeling a moment of compassion, she leapt upon the Yuan-ti and slaughtered the lot of them. As she freed Ir from his bonds, she tended to his wounds and spoke in soft, soothing tones to keep the Su Monster calm. In return, Ir followed Arcaniss out of the swamp and returned to the land of the Lizardfolk as her personal guard.

As Arcaniss began the rare and powerful ritual to bind an angelic spirit to the newly carved Sphinx statue, Ir's sat by waiting and watching for any signs of trouble or intruders. As she completed the ritual, Ir's senses alerted him to a nearby presence. Quickly, he pulled Arcaniss into the side chamber and quietly leapt into the rafters of the tomb...

The monsters...




















Monster Manual
Monster Manual 2
Monster Manual 3
Sphinx
Page 245
Lizardfolk, Poisonscale Magus
Page 156
Su Monster
Page 188


The powers...


First off, let's take a look at the Sphinx. These things are usually setup to guard a sacred or magical location, come in pairs usually, and like riddles. They have a power called Sphinx's Challenge, where they actually pose a question to the party. If the party answers correctly (or recites the required holy verse) the Sphinx lets them pass, but keeps a close eye on their activities. If they start to tear things up, the Sphinx immediately attacks with its Frightful Roar (close burst 10), with all targets taking a -2 penalty to their attack rolls.

Next, we have the Su Monster, Su Sentinel to be specific. Next to clowns, I find nothing more frightening than a monkey/fey panther hybrid with psonic powers (aka NIGHTMARE FUEL). These beasts move silently through trees, attacking from above with some very wicked moves. Psionic Boost (triggered action, recharged when takes psychic damage) is trigger when it lands a Claw (at will, melee) or Flashing Talons (at will, melee) attack and deals 2d6 additional psychic damage. The Su Sentinel also has a special Skirmish trait allowing its attacks to deal another 5 additional damage if it moves at least 4 squares from its starting square.

Lastly, we have the Poisonscale Magus. This is a poison dealing turret, essentially. Poison Blood (standard, at will, ranged): 1d6+3 poison damage with an ongoing 5 poison damage. If that's not bad enough, Corrupt Poison (minor, at will, ranged) slides the target 3 squares and slows them until they roll a save. Then, there's Poison Barrage (standard, encounter, area burst 3) which hits for 1d6+3 poison damage and the target takes a -5 vulnerability to poison until they roll a save. But, if Poison Barrage misses, it still deals half damage and the -5 vulnerability lasts until the end of the targets next turn.

The encounter...


The party enters the tomb of a Lizardfolk king and are greeted by a Sphinx. After not being able to recite the king's motto in Draconic, the Sphinx attacks with its Frightful Roar as the Su Monster swoops in from the rafters with its Claw and Psionic Boost attacks. The Poisonscale Magus pokes her head out around the corner and beings launching volleys Posion Blood and Posion Barrage, draining the party of their precious life-force. With all the commotion in the tomb, the nearby Lizardfolk guards come to the aid of the Magus, only to find the broken bodies of the party members never made it past the entrance.

The discussion...



  • What other monsters do you think could add an interesting flair to this group and how would you work them into the story?

  • What other strategies could this group of monsters use against the party?

  • What are some possible defensive tactics the party could use against these monsters, especially with all the poison damage being dealt?

  • How could different party make-ups be better or worse against these monsters?

Wednesday, August 11, 2010

The Loot Scootin Boogie

It's the elephant in the room. It can be a welcome addition or a jealousy-inducing roadblock. It can help you out or turn you into a snide douche. I'm not talking about bringing a girlfriend to game night, I'm talking about loot. As a DM, I think that giving loot is more difficult to plan than an encounter, skill challenge, or even a campaign story. I've run the gamut: wish lists, planned rewards, straight gold-buy, and random table. These strategies all hold pros and cons, and I’m going to give some helpful tips on using each.


Wish List


Wish lists are great for players getting exactly what they want when they want it. The only thing the DM has to do is drop the items in a chest in the cavern. The characters have to do all the footwork, because they have to figure out what items at what level they want, and just wait with hands held out waiting for their items. The main problem that this type runs into is verisimilitude. What are the odds that this particular Goblin party just happens to be holding the exact sword, out of hundreds of swords, is the one you wanted? It’s a little bit of a stretch, but of course who cares about verisimilitude when there’s an anthropomorphic dragon breathing fire right next to you? The way that I work the Wish List into the game is making it a literal wish list. Your characters aren’t lore-masters on every magic item in the universe (at least not until Epic). The only way your characters know about the items is by hearing about them. You want a legendary warhammer? Of course you do! The hobgoblin chieftains have been passing that item down for generations, and it even killed your little cousin when you were younger. What better way to get revenge than getting that item and killing hobgobs with it? This segways into my other use for loot: there is little to no chance that magical items are hoarded by most creatures. Even if you are battling goblin cutters, if they have a magical greataxe that sets things on fire they will use it. Edit a creature to be wielding the magical item. If it’s an item that they aren’t used to using (archer using a longsword) give it a -2 to attacks using it. If it’s an item that makes no sense being used by that creature (goblin cutter using a greataxe) give it a -5. This will give some flavor to the items, and can lead to characters running off without checking bodies for that item. This takes a lot of planning by the DM, which brings up the next list. PRO: players get what they want, and do all the work. CON: makes the game (more) unrealistic.


Planned Rewards


Planning a campaign is tough and time-consuming. It takes a lot of work to weave a story of intrigue and adventure with the struggles of life upon you. Adding treasure seems like the last thing to think of. “I’ll just throw in a magic item of plus two level and move on.” This leads to the worst of contrived adventuring, and eventually leads to the wish list approach. Using a planned rewards type of loot placement requires time and thought. To make it work, you have to think “why is the item there, is it being used, and if it isn’t, what will drive it’s hoarders to use it?” This type of planning could be your greatest asset, though, creating loot that is highly connected with your characters and story. Some encounters can be built around the treasure first, and the monsters and traps second. Kobold warriors have been worshiping a Dragonborn-styled Flame Sword. They have built traps to emulate the flames that lick off of the sword, and they have adapted their breath weapons to match its fiery nature. They would never use the item unless it were directly threatened to be used by infidels, and then only by the Kobold highpriest. A pack of bulette’s could hoard healing potions, but may have no idea that they heal injuries. They look like the shiny red baubles that they tried to eat once and broke a tooth, and collect the items to illuminate their caves. Using planned rewards can create more deep storytelling, but require a fair amount of (you guessed it) planning to work well. PRO: can aid in encounter and story creation. CON: takes additional DM work to make the items fit into the story instead of looking like a band-aid.


Gold-Buy System


Money makes the world go ‘round. There’s bound to be tons of it around the world, and tons of it hoarded away by evil hands. The gold-buy system takes all the itemizing out of the hands of the DM and the players, and allows PCs to go on a huge shopping-spree the next time they get to town. This is great for a DM, because all they need to do is look at the average gold cost of an item, plug it into a treasure chest or on the body of a raider, and you’re done. Lather, rinse, repeat. This can be problematic for PCs. 20 pounds of gold is great, but I’m in the middle of a delve. I can’t drink molten gold to regain 10HP, and I definitely can’t use my gold to add three to my AC once a day. When I get back to town I’m great, but I’d really like to live until I get to town. Another thing this can cause is PC hoarding. They keep their cut for the first two or three levels, then takes their entire hoard of gold and buy one super-powerful item. This can create an unbalanced player and an eventual unfun experience. The way to make this type of system work is in parcel management. Instead of giving out four magic items a level, give only one or two and convert the rest into gold. Give more healing potions (to make up for the lack of magical support) and give non-magical baubles (like art and jewels) that can be melted down and used for magical items when in town. This, I feel, is the most realistic form of loot distribution. There’s sure to be tons of gold in the world, but probably few magical items. When you get back to town, you drop a large bag of gold onto the blacksmith’s lap and commission a magical item. The item then has personal value to the PC. It’s not just A +1 sword, it’s YOUR +1 sword. Never underestimate the power of sentimental value, even with a min/maxing player. PRO: most realistic, and least-thought taxing for PCs and DMs. CON: can put PCs in a bind in the middle of an adventure, and may cause PC hoarding and un-balancing.


Random Loot System


Variety is the spice of life. What DM doesn’t want the pressure of loot distribution off of their shoulders? The random loot system takes all the pressure off of the DM. “It’s not your fault you didn’t get a shield this time around, it was the loot table. I rolled right in front of you; you see the chart, that’s how it worked out.” This system, more than any other, will require DM adjustment to make the game enjoyable for everyone. I find that this system is the best for a non-magical item campaign. I create a 100 item list in Excel of mundane items, gold, healing potions, and divine boons. I then randomly scramble the list and save it. Then, I have written down in my notes how many items I need to roll for, then roll a d100. This type of system takes the most forward work, but after you have it built you can use it indefinitely (or if you don’t allow repeats it will last the number of parcels you use). This also limits the stress of creating parcels. You just write down the number of rolls you do and refer to your table. Sometimes you get really lucky PCs, which is where the best laid random loot system sometimes goes awry. Overpowered and underpowered PCs are most likely in this system, and lucky PCs can get the upper hand in the random system. The final disadvantage to this system is that it sucks all the verisimilitude out of a game. Rolling loot after an encounter will make it look like there was no planning at all in putting treasure in a delve. The items have no logical place to be in there, and the specialness of getting a magic item is diminished when it just magically ‘poofs’ in there. The way to make this work is to combine this strategy with the planned loot system. Roll your prizes beforehand and let that be a guide to creating the reasons why the loot was there. PRO: least amount of preparation after the creation of the chart; completely random to reduce player ire. CON: over and under-powered PCs can occur very quickly; realism becomes almost zero.


How do I give PCs Loot Then?


Personal preference is always the way to go when considering how you will give PCs loot. Most will mix and match different ways of doing this. Hopefully many DMs will look through and decide which is best for them. Things to consider when making loot distribution is thinking about how much time you have to plan, how much realism you want your game to have, and how much you want your PCs to be involved in the loot creation process. Hopefully this guide would help you in deciding how to distribute items. So the next time you are sitting at the table, and the PCs finish an encounter, take a look at the elephant in the room square in the eyes, and ask her if she could pitch-in on the pizza. Then tell the PCs what they’ve earned from their encounter, because you had no problem trying to hand out loot to your players.

Monday, August 9, 2010

Monday's Monster Mash: #2 - An Icy Prison

Monday's Monster Mash is a new weekly series where monsters are selected from the three Monster Manuals and put together as an encounter group. A situation is discussed where these monsters would have been together and how their powers or status effects work together against the players.

The story...


The great Ancient Silver Dragon Storath was trapped in an icy prison, lured there by a fair Eladrin maiden with flattery and ill intent. Once inprisoned, his son Gradak took up a quest to find and release his father. Gradak, idealistic and with a crusading temperament, first looked to his fellow Silver Dragons for help. Most were not willing to follow him on his search, but Pruora, a Blizzard dragon, overheard Gradak's pleas and agreed to follow to aid him in the search for Storath. Ever since the Dawn War and the death of Io, Pruora had been lost in search of a master and a cause. As Gradak and Pruora approached the northern mountain peaks, they were attacked by a group of Ice Archons under the command of a Greater Air Elemental. The dragons made quick work of the elemental and the Ice Archons dissolved their weapons, willing to follow Gradak and Pruora in exchange for their lives.

The monsters...















Monster Manual
Monster Manual 2
Monster Manual 3
Ice Archon
Page 20
Silver Dragon
Page 85
Blizzard Dragon
Page 65

The powers...


First up, we have Gradak, the Silver Dragon. These magical beasts have two attacks to be weary of. First, all Silver Dragons, whether Young, Adult, Elder, or Ancient, have an attack called Wing Slice (melee, immediate reaction). This attack is trigger when the players are flanking the dragon and attacks it. The dragon stretches out its wings and slices at the attacker and one enemy flanking with the attacker. Even with the addition of the flanking bonuses, the party would not be able to stay in close because of the Wing Slice. Secondly, every Silver Dragon has the Dragon Onslaught (melee, at will) attack allowing them to make a claw attack (plus one bite a attack for the bigger dragons) against every enemy within reach.

Next up, we have Pruora, the Blizzard Dragon. Much like the Silver Dragons, all Blizzard Dragons share common attacks, regardless of their size. These elemental beasts have two attacks I want to touch on. First, is their Double Attack (melee, at will) which allows them use two standard actions every turn. What's worse than a dragon's bite? How about being bitten twice!?! Their second frightening attack is a triggered action called Chill Rebuke (ranged, recharged when first bloodied) which attacks with a close blast five when an enemy's melee attack deals damage to the dragon. This can spell trouble for the party if the tank has to get in close, potentially taking double attacks on the dragon's turn and causing damage to the entire party when landing a hit.

Last we have the Ice Archons. These elementals have two attacks the party should be deathly afraid of. Much like the Blizzard Dragon, the Ice Archon Hailscourge have a Double Attack, but with a different flavor. Their attack allows them to use their Ice Shuriken (standard, at will) ranged attack twice, much like the Ranger's Twin Strike attack. The second attack is called Hail Storm (standard) which allows the Ice Arcon to send out shards of ice in an area burst with a size of their choice: 1, 2, 3, or 4. Even if the attack misses, the players still take half damage.

The encounter...



So how does this all tie together?

Imagine, a party consisting of a Cleric, Fighter, Ranger, and Wizard are exiting an ice dungeon with their payload of loot and whatever artifact they were sent there to retrieve. Next thing they know, the snowy ground bursts open and they are bombarded by the Ice Archons' Ice Shurikens and Hail Storms. The Fighter rushes in but a Blizzard Dragon lands right in front of him, dealing multiple bite attacks. The Ranger and Wizard begin firing on the Ice Archons when a Silver Dragon lands directly between them using its Dragon Onslaught to deal damage to everyone within range. The Cleric attacks the Silver Dragon with her Lance of Faith, commanding the rest of the party to focus there. The Fighter quickly becomes bloodied without the support against the Blizzard Dragon and Ice Archons so the Cleric tries to make her way to him as the Wizard is taken down in a Hail Storm of ice. The Ranger drops his bow and goes after the Silver Dragon with his sword while still taking damage from the Ice Archons. As the Fighter goes down, he lands a blow to the Blizzard Dragon, causing its Chill Rebuke attack to be triggered, dealing the killing blow to the Fighter and severely injuring the Cleric. As the rest of the party is ripped to shreds by ice and teeth, Gradak searches the bodies for any sign of the party may have had pointing him in the direction of his father's prison.

For discussion...



  • What other monsters do you think could add an interesting flair to this group and how would you work them into the story?

  • What other strategies could this group of monsters use against the party?

  • What are some possible defensive tactics the party could use against these monsters, especially with their trigger attacks?

  • How could different party make-ups be better or worse against these monsters?



Let me know your thoughts in the comments!

Friday, August 6, 2010

D&D Homework - Collaborative Storytelling

Thadeous over at MyDNDGame.net posted an interesting article today called "Giving Up Some Power" that got me thinking about the current campaign I am running.


The party has been based out of the town of Everlund and has purchased a guild hall there. This town is supposed to be a moderately-sized trading town with streets setup like spokes on a wagon wheel, making it easy to move goods in and out of town from any direction. The party has only visited the guard barracks, purchased their guild hall where they stay, and went to a few nearby shops. They have yet to truly explore what the town has to offer. So, I sent my players the following email:


Hey guys,

I have a little bit of homework I want you each to do over the next 2 weeks.

Since Kron came in to town, the party took a little break and has spent 2 weeks shopping, hanging out, and exploring the town. Everlund is a good sized trading town but still has that "everybody knows your name" atmosphere about it. The party has only seen a few shops, the guild hall, and the guard barracks (so far, according to the story).

#1 - I want each of you to come up with 2 places that exist in the town. These can be as simple as a fletcher's shop in the market district (described in very little detail) or as elaborate as an underground sewer system (detailing the exit points throughout the town).

#2 - With each of the 2 places, create at least 2 (but no more than 4) unique NPCs that live/work/whatever in these new places. Give them a little backstory...why are they there?

#3 - Decide how/why your character has visited these places and met these NPCs over the last 2 weeks.

DO NOT share these places or NPCs with each other. Send me the information (if I have to DM-veto anything, I'll let you know) and let me know if you have any questions.

Thanks!


We'll see what they come up with! I'm looking forward to it and hope this opens the door for more collaborative storytelling and world design.

Have you ever been involved in a collaborative creation of people and places for a campaign you've played in? What were some of the pros and cons to what you or the players brought to the gaming table?

EDIT:


Here was my favorite immediate response:
oh goody, this should be fun :)

Wednesday, August 4, 2010

3 Player Monty

Dungeons and Dragons is not a popular game in my area. I should clarify that statement. Dungeons and Dragons 4e is not popular in Leavenworth or Lansing, Kansas. The two batches of students that I’ve had who played DnD were 3.5 fanboys who went into nerd rage when I mentioned 4e. I did have two 3.5 players come into my college group’s 4e game, but after a few sessions they dropped out (a mixture of scheduling conflict and edition frustration). My point for bringing this up? I’ve always had to run games with 3 or 4 PCs. In the beginning of our game it was 2 PCs and 1 DM controlled NPC. My group has been holding steady for the last 4 or 5 months with 3 PCs. This has posed some problems for me as a DM, because my XP budget is pretty low for encounter building. I have come up with some ways to deal with my small party dynamic, and I hope that these things could both benefit games that have an adequate number of players, and encourage people who have small player-bases to still get a game going.

1. Understand your enemy (the PCs)

This is a general tip for any DM, but especially for a small party, knowing who your PCs are and what they can do tactically. A three-player party (3PP hereafter) is going to be missing at least one role (my home game is missing two). This means that to make the game enjoyable for the players you as a DM have to look at what you can throw at them without demolishing them. My home game doesn’t have a defender, but it has two leaders. I rarely pit them against Soldiers because the high HP value and damage output can drop one or two PCs in the first couple of rounds without someone to soak up damage. With two leaders, though, I can pit them against an elite with a couple of soldiers right before an extended rest because they have the opportunity to use their healing powers and recharge before the next day’s difficulties. This could be a “Sissy DM” way of looking at encounter building, but one character dropped in a 3PP suddenly sinks player actions by 33%, creating an un-fun encounter quickly.

Understanding your PCs goes beyond combat. With fewer characters, there is more pressure on each PC to interact in a roleplaying situation. A smaller group means that the group has to be tighter-knit, and they have to work together for common safety; failure to do so ends tragically much quicker than in a larger party.

A short example: Manneo, the Barbarian, demands healing from the party Cleric. The Cleric states that she only heals when he is at least at his bloodied value, as per the party agreement, but Manneo demands healing. When the spider swarm flanks Manneo, he quickly drops to below his healing surge value. Manneo’s player begins to act aggressively towards the Cleric’s player in the real world, prompting the Cleric to not heal him at all. Tired of their bickering, the Druid drops a burst attack killing both the swarms and Manneo, ending the argument.

This situation is not exclusive to just a 3PP, but a larger party would still be able to function during a two-character breakdown; a 3PP falls apart completely, creating real world friction and a stall in playtime (funtime). A preventative measure for this situation for the DM is explained well in the next tip.

2. Gift the Masses



Treasure is an important part of any PCs life. The DMG explains that for 3 PCs they lose one magic item and some gold. That really doesn’t change the loot dynamic that much, but I find many of my parcels changed more by the nature of my treasures and the number of healing potions I give to players. Almost all of my characters have some form of the Onyx Dog (AV) that they can control with minor actions. I take advantage of the extra damage output to increase the difficulty of the encounters (see section 3).To survive the encounters that I set up for the party I also give my PCs 4-5 Healing Potions per level. This allows them to use their healing surges in combat and takes some of the friction off of the Cleric (as above). Another thing that I allow for my players are more frequent short rests. I gauge how many encounters they’ll have through a day depending on remaining party healing surges. Although healing surges run out pretty quickly around my group, as is evidenced from my final tip.

3. Lay on the Hurt, but Spread the Love



With an XP budget significantly lower than a 5 player party, the 3PP can survive surprisingly difficult encounters. Many of the encounters I’ve run have been on-par for 5 PCs and the 3PP can still thrive. There are a couple of things I do here that allow for that. As stated above, the PCs have Onyx Dogs that basically add up to another whole PC in the party, and with their extra healing potions, it allows me to up the XP budget to 4 PCs. Most of my encounters fall into the “hard” category (level +2 or above). How do I do this without TPK everyday? I put in a lot of minions. A low XP budget means few monsters, and few monsters make stale encounters. Waves of minions don’t let the PCs think they’re in a smaller encounter, and lets them get that mighty feeling of threshing through enemies. The other key thing I do combat-wise to help the PCs is I rarely focus fire. Although it is the intelligent thing to wail on one PC until they fall, it makes that PC feel bullied and hurt (that doesn’t mean it doesn’t happen: if the barbarian rushes into the fray before the artillery have time to set up, he’s going through the meat grinder). I try to make sure the monsters I pit the PCs against have the opportunity to battle everyone. With one melee and two ranged, all of the creatures have ranged attacks to keep the artillery from feeling safe. I usually use the buddy system for PC attack. One or two monsters will pick a PC and attack them until goaded into attacking a different PC. This sets up grudge matches and gets the PCs invested in the combat.











































These are a few of the things that I use to keep my 3PP happy. My players have never complained that they wished that they had another player to make the game more fun, and the only time I’ve seen them yawn in a game is during Finals week. Have any of you readers encountered a small party situation? How have you handled the lack of personnel in the game? Let me know in the comments!







Monday, August 2, 2010

Monday's Monster Mash: #1 - A Deadly Promise

Monday's Monster Mash is a new weekly series where monsters are selected from the three Monster Manuals and put together as an encounter group. A situation is discussed where these monsters would have been together and how their powers or status effects work together against the players.

The story...


The Meazels, once human, were attacked by a plague and turned to Baalzebul, duke of Maladomini, the seventh hell, to save them. Baalzebul's promise that the plague would not kill the humans stayed true, but had very frightening side effects. Instead of death, the Meazels were turned into flesh-hungry creatures covered in weeping sores. Their endless hunger drove them into the surrounding areas and on into the rest of the world as they tried to nourish their ravening appetites.

Cruril Duskwalker was a powerful Eladrin Wizard who sought after nothing more than ultimate power. He quickly learned how to summon powerful Firelasher elementals to do his bidding and took control of his favorite creature: the Phase Spider. His appetite for power and destruction was never quenched and in death he chose to perform an ancient ritual on himself, turning into a powerful Lich. This ritual got the attention of the archdevil Levistus, trapped in his ice prison in Stygia, the fifth hell, who granted Cruril unspeakable power for a price. Cruril would seek out the ancient city that became ground zero for the spread of the Meazels and turn them against Baalzebul.

Over several years, Cruril used his power to search out the ancient city and was easily welcomed in by the Meazels with promises of lifting their cursed plague and turning them back to humans. Not all Meazels followed him, but those that did were told the only way to be rid of the plague was to destroy Baalzebul himself. Cruril keeps the Meazels in check by allowing them to feed on small villages and plays to their wants by speaking of great magical treasures they must acquire to defeat the archdevil of the seventh hell.

Now, at the head of an army of Meazels, Phase Spiders, and Firelashers, Cruril is making his way across the realms wreaking havoc and growing more powerful by the moment.

The monsters...















Monster Manual
Monster Manual 2
Monster Manual 3
Firelasher
Page 104

Lich (Eladrin Wizard)
Page 176
Phase Spider
Page 190
Meazel
Page 130

The powers...


First off, let's look at the Meazels. All Meazels have the Wretched Curse of Baalzebul (Aura 1) giving all players starting their turn within the aura a -2 penalty to all defenses and a vulnerable 5 to all damage. But it gets better...any ally starting its turn next to the affected creature also becomes affected by the curse. This is a nasty disease and would easily spread like wildfire, dropping the defenses of the party's tank(s) and melee striker(s). I would stick with the Meazel Bravos (brutes) and fill the encounter with some Meazel minions, who, don't forget, would also have the Wretched Curse of Baalzebul.

Second, we have the Phase Spiders. This spider has 2 attacks that make it a deadly enemy: Ethereal Bite and Ethereal Repulsion. Ethereal Bite allows this beast to teleport up to 10 squares and make its Bite attack, which slows the target (save ends) and has an additional effect of knocking the target unconscious if the first saving throw fails. Ethereal Repulsion is an immediate interrupt triggered by an enemy moving to any adjacent square. The spider actually teleports the enemy 4 squares away.

Third, we have the Firelashers. This elemental has an attack called Wildfire Cyclone (close burst 2) that pushes the target back 1 square and knocks them prone on a hit. A miss still deals half damage. I wouldn't start the encounter off with any Firelashers on the battlefield but actually create a new power for the Lich (Eladrin Wizard) to summon them in pairs within 10 squares as a standard action.

Finally, we have the Lich (Eladrin Wizard). This monster has a ranged attack called Necrotic Orb that stuns its target until the end of the Lich's next turn. Not only that, but as a Lich, this monster is Indestructible. When its hit points are down to zero, the body and all his possessions crumble to dust. He then reappears in 1d10 days next to his phylactery, unless the phylactery is destroyed, making him a great reoccurring villain in any campaign!

The encounter...


So how does this all tie together?

Imagine, a party consisting of a Warlord, Paladin, Ranger, and Sorcerer enter the ruins of an ancient city and are suddenly ambushed by Meazels. As the party gets oriented and begins picking them off, Phase Spiders teleport in and attack. The Ranger spots the Lich atop a nearby broken tower as the Paladin rushes a Phase Spider. The Paladin is teleported back as the Lich summons Firelasher to flank him. The Sorcerer begins launching attacks towards the Lich but the Meazels get in close and curse her. With her defenses down, a Phase Spider teleports in knocking her unconscious. The Warlord gives orders to the Ranger to concentrate fire on the Lich while attempting to give the Sorcerer aid. The Lich launches a Necrotic Orb at the Ranger, stunning him, and the Meazel Bavos wail away through his defenses. The Firelashers, now finished with the Paladin, turn on the Warlord with their Wildfire Cyclone attacks, pushing him back and knocking him prone. The Lich laughs from the looming ruined tower as he watches the party fall. Cruril Duskwalker is back and more powerful than ever.

For discussion...



  • What other monsters do you think could add an interesting flair to this group and how would you work them into the story?

  • What other strategies could this group of monsters use against the party?

  • Do you have any ideas for powers (like the Lich's ability to summon Firelashers) that could be created specifically for this group?

  • What are some possible defensive tactics the party could use against these monsters?

  • How could different party make-ups be better or worse against these monsters?



Let me know your thoughts in the comments!

Thursday, July 1, 2010

Thunderheart Incorporated - The Heroes Begin

I haven't really talked much about the D&D game I have been running for just over a year now, so I've decided to post what has happened so far. 

EDIT: I am not going to continue to update this blog post, if you're interested in more information and the continuation of the story, check us out on Obsidian Portal.

First off, here are the characters and a little information about each one...

Gehn - Male, Dragonborn Paladin
He is the leader of the party, but only in name. He has a battle standard (daily, standard action) that grants +1 to all attack rolls to allies within 10 squares of the standard. To activate it he must slam it into the ground and shout "BRING ON THE THUNDER!" He likes to set Jelenneth on fire and has a "thing" for her. His catchphrase is "Cheeseburger!"

Jelenneth -Female, Eladrin Warlord
She has a special magical sword called Warlord's Ultimatum which grants 1d10 + 1d6 damage, crits on 20 and gives [max damage] + 1d10 + 1d6, esentially a free 2nd hit. She absolutely hates being set on fire but doesn't confront Gehn about it as it only happens during the heat of battle, perhaps it is just a coincidence, but she is ALWAYS inside the freakin' damage area when he uses his dragon breath attack.

OttO/tOOt - Male, Tiefling Druid
Goes by OttO when in Tiefling form and tOOt when in bear form. He has bad gas and is always pulling his pants down.

Methos  - Male, Half-elf Ranger
He never moves...ever. He loves spicy dragon-wings for breakfast, lunch, and dinner. He recently put an ad in the local paper looking for single ladies and mentioned his "arrow".
Shameless plug: Methos is played by the drummer in my band and the inspiration for our new song "Twin Striker".  Check us out at http://www.Paperanvil.com

Bo Jangles -Male, Halfling Sorcerer
He is the true leader of the party and a real lady's man. He's ever suspicious and always looks out for himself. His catchphrase is "The men can call me Bo, but the ladies call me Jangles!" followed by shaking his hips back and forth.

Tutela - Male, Deva Avenger
He is currently missing in action.

Kron Thunderheart - Male, Dwarven Wizard
He is somewhere back in Waterdeep.
Note: Originally he was supposed to be a PC but even after the campaign has been going on over a year, the guy who specifically requested I create him a dwarven wizard has never shown up.

Here is the story so far...

Thunderheart Incorporated - The Heroes Begin

A Party Is Built
Kron Thunderheart started Thunderheart Incorporated Adventuring Company out of Waterdeep several years ago. He hired Gehn soon there after and most recently sent him to Silverymoon on a job. Gehn went into The Rotten Apple Tavern there in Silverymoon and announced "I need help." After a short interview process, he was joined by Methos, Tutela, and Jelenneth. The group headed east past Everlund, and over to meet Alistaire (human, wizard-that-never-finished-his-training) at his tower. Alistaire's brother Jacob was a member of the Everlund City Guard that was sent on a mission to start up relations with a new Dwarven settlement nearby. The guards had been gone for some time but the city wasn't willing to spare more for a search party. Alistaire thought the Orcs were involved and has been trying to rally the troops of the town to prepare for an Orc invasion. The party decided to head into town to see if they could get more information about the guards' whereabouts. They met up with the guard captain, who was ever willing to allow someone else to look for the missing men, but didn't think they were actually missing. He had assumed the trade negotiations with the Dwarves were just taking longer than expected and the guards would be back soon enough. When the party mentioned Alistaire's thoughts of the Orc invasion, the guard captain dismissed Alistaire and his claims calling him "an eccentric old fool." Once the party was given the location of the Dwarven settlement, they headed out.

Coppernaught's Hold
As the party approached the Dwarven settlement, they found a dead Dwarf with a letter in his pack. The letter stated the settlement had been attacked by a group of Kobolds and a Dragon, all of which were taking orders from an Orc. The party made quick work of the enemies, freed the Dwarves, and found an entrance to the Underdark [1st entrance found]. After a good night's rest (and fresh dragon-wings for Methos) they headed back to Alistaire's tower with Jacob and the other surviving members of the Everlund City Guard. With the letter from the dead Dwarf and the word of the members of the Everlund City Guard, Alistaire became even more adamant about stopping the pending Orc invasion. Alistaire told the party about a magical battle map that would show the location of all enemy forces in battle. He believed it could be used to not only convince the guard captain of the pending invasion, but help once the attack came. Alistaire's old teacher Araldil had it in his tower to the north east of Everlund. There was a knock at the door the next morning and Bo Jangles entered the scene. He was sent my Kron Thunderheart to deliver the Thunderheart Battle Standard and join the party. The party decided to escort the Everlund City Guards back to town and met with the guard captain. He was grateful for their help but still did not believe any concern about an Orc invasion was warranted. He asked if the party would be willing to work for hire on a few local problems he had been dealing with, to which the party agreed.

Whispering Willow Cemetery
The guard captain told them about some recent killings in the town where the victim had a certain message cut into their flesh. He offered the party a small amount of pay but said they could keep whatever loot they found. The party tracked the message back to an old continent-wide thieves guild and a curse that was put on the seven thief kings' graves. Once the cemetery was found, the party cleaned it out and headed back to town.


The Guild Hall
The guard captain rewarded them and offered to sell them the old blacksmith guild hall. He was looking to unload it cheap and the party would have a permanent base camp for their adventures in the area. The party agreed, cleared out the guild hall, made a deal with their neighbors - the wizards' guild - for a magical alarm system, and found several interesting magical devices in the storage area. They decided to head out and find the magical battle map.

Level 2 reached!

Goblins on the Hill
On the way to meet Araldil, the party was awakened by a group of Goblins barreling down the hill towards their camp. The party readied themselves for battle but were confused when the Goblins continued to run past them. It was quickly realized that the Goblins were running from a group of Hill Giants. The Hill Giants paid no attention to the party and were after a certain Goblin carrying a box. The party took down the Goblins and snatched the box to see what was so important to the Hill Giants. As the Hill Giants approached the party, Bo Jangles was able to bluff them into thinking the Goblin with the box had "run that-a-way!" and the party was spared. When attacking the Goblins, the party had decided to knock one of them unconscious to question once the Hill Giants were handled. The Goblin was rambling on about giving the "Devil's Box" to its Master and the party convinced it to take them to the Master's camp.

The Slave Pit
The Goblin led the party to what turned out to be a slave camp. The party decided to free the slaves before continuing on their journey. OttO, who was captured and chained with the other slaves, changed into his bear form and helped defeat the slaver guards. Walter Bellhaven, the leader of the slavers, got a few of his mercenaries but not before they were able to knock Tutela unconscious and kidnap him. The party tried to follow Walter and his gang into the cave system, but lost their trail pretty quickly as the caves led into the Underdark [2nd entrance found]. They then decided to escort the slaves back to their home village and OttO decided to join the group.

Gates of Dyadasti
Once at the fishing village, the town elders were greatful for the work the party had done but worried the slavers would come back in force. The party quickly devised a defense plan and was able to fend off the slavers' attack. Walter and part of his group did survive and get away, but not before revealing Tutela had escaped them. The party decided to continue on to Araldil's tower.


Aradil's Tower
Upon arriving at Aradil's tower, the party realized something must be wrong. The tower was overgrown, broken, and looked uninhabited. As they entered the tower they were attacked by all kinds of vines and plant creatures. Making their way through the various levels to the top, they found a witch and a huge plant beast. As it turns out, the witch was Aradil's other apprentice and she had commissioned the old blacksmith's guild in Everlund to create a special device that would help her turn Aradil back into a human. After delivering the device from the guild's storage, Aradil was transformed into his human self and offered the magical battle map as compensation along with several other items. He also told the party that the map only works partially without the ocular piece, which could only be found in Longtooth's Labrynth.

Level 3 reached!

Orc Encampment
The party decided to check the battle map and found that there was a small Orc scouting party between them and the labrynth. They attacked the Orcs with much ferocity, several coup-de-graces, and did not allow a single Orc to live.

Longtooth's Labyrinth
The party finally made it to the labyrinth, defeated the various enemies, and faced off against Longtooth. They found the ocular piece needed to make the battle map work fully. When they exited the labyrinth, they were met with a small Minotaur hunting party led by the huntress Buttersworth. She asked, "Does my brother Longtooth live?" The party, unsure of how she would react, lied and told her they paid him several gold to set them free. She then revealed her hunting party was there to slay him as their village had come under a curse, which they thought Longtooth had put on them. Once the party came clean about killing Longtooth, Buttersworth asked them to accompany her to the village and help stop whatever was going on there. Bo Jangles took a look at the battle map through the ocular and could see the placement of all the Orc troops. The majority were up in the Orcish lands to the north, but there were a few small bands peppering the area, one of which was at the same location as the Minotaur settlement. The party discussed this out of earshot of the hunting party and decided to go with them and stop the Orcs there, but did not want to tell Buttersworth the Orcs were the cause.

Minotaur Settlement
Upon entering the Minotaur settlement, the party saw that all the Minotaurs were worshipping their leader in a sort of trance. The party used their attacks that caused the enemies to be pulled to them to try and release one of the Minotaurs from the trance. This angered the leader and caused all the other Minotaurs to attack. Buttersworth and her hunting party are helping but have requested no Minotaurs be killed, just left unconscious.

The last session ended in the fray of battle.  We'll finish up with the Minotaurs tonight and all the PCs will gain another level!