Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Monday, December 24, 2018

Al-Qadim: Enlightened Monsters (5th Edition)



Artist Unknown

I haven't talked about it as much, but I'm quite a fan of al-Qadim. Even 25 years later its mostly Middle Eastern-themed setting is still a rarity in Dungeons & Dragons books. Seeing other takes on the culture such as The Nightmares Underneath, and Kobold Press' Southlands* made me go back to reading the oldest and most famous Fantasy Arabian tabletop world. One of the settings' most distinguishing elements was the relative harmony brought about by Enlightenment, the land's dominant religious tradition that brought various races (monstrous and otherwise) to live on peaceful terms. Although there is still plenty of conflict in the setting from nefarious secret societies to vindictive genies, the 'dwarf/elf, human/orc' race wars of other worlds are practically absent here.

*whose own Wolfgang Baur was a prolific writer for al-Qadim products back in the day.

The major factors for a monster's acceptance into Enlightened society are if it is overall humanoid in shape  (or capable of assuming said shape), does not possess extraordinarily powerful abilities, and does not have an inherently inimical nature alignment-wise. This coincidentally mapped onto overall guidelines for the appropriateness of monstrous PCs, which spawned the idea for this very blog post. 

The core al-Qadim products along with City of Delights mention the more common monstrous races, so I figured to write up some entries on other monsters (namely humanoids and giants) in the major 5th Edition books. Right now this blog post handles the core Monster Manual and Volo's Guide, but I may work on Mordenkainen's Tome of Foes and perhaps some 3rd party sourcebooks if there's enough interest. The Monstrous Races sourcebook and its sequel on the DM's Guild even provides balanced racial options for just about every official 5th Edition monster, further sweetening the deal.

Note: I am not including monsters already expounded upon in the existing al-Qadim corebooks. This includes the standard three goblinoids, kobolds, lizardfolk, merfolk, ogres, and orcs.

Monster Manual



Aarakocra: These mighty bird-people are natives to the Elemental Plane of Air, occasionally venturing forth into the Material Plane in search of evil beings to vanquish or capture. They are on good terms with djinni, although they regard the spirits as a bit too flighty to be entirely reliable. The djinni, for their part, view the aarakocra as being too uptight.

The aarakocra are followers of the Law of the Loregiver, whose inspiring words settled upon one of their own number. Most feel a service to spread its teachings throughout the planes beyond, and it is said that they once created a magic staff blessed by Fate known as the Rod of Law as a gift to the Grand Caliph. Alas a treacherous assassin among their own destroyed the artifact, scattering it into seven parts across the planes.

Bullywug: These inhabitants of the Ruined Kingdoms make settlements among the many twisting rivers as bargemen and river guides. The city of Dihliz contains the largest numbers of bullywugs, who often make a living as tomb-robbers in underwater ruins where humans and other races are incapable of surviving without magical aid.

Centaur: See al-Qadim Monstrous Compendium for more information. Centaur are desert nomads who are known to steal domesticated animals for they view this practice as a crime. Their magical traditions include priestesses who act as waterfinders and oracles for their tribes.

Cyclops: These giants used to be inhabitants of an oceanic empire among the islands of the Crowded Sea, but now they live within the ruins of their forebears. They have limited trade with Zakharans, offering their strength and magical powers learned from the lore of runic inscriptions to merchant vessels and pirates. Some follow the Law of the Loregiver and are devout citizens, while others pay homage to genies and terrible spirits of the ruins.

Doppelganger: With the ability to take the forms of others, doppelgangers are more than willing to to use their powers to reap the bounties of civilized society. They are rarely welcomed where they are discovered, for the nature of their powers inevitably creates distrust.

Drow and Duergar: See Land of Fate for more information. Unenlightened underdark civilizations beholden to evil gods in the western mountains, their existence is so far the stuff of rumors among surface-dwelling Zakharans.

Ettin: Cousins of ogres (as well as goblins and orcs), ettin find a similar role in Zakharan society as enlightened ogres. Although limited in intelligence, their dual-headed nature produces a surprising array of qadi and scholars, bouncing ideas and theories off of each other and arriving at conclusions one would ordinarily not reach alone.

Fomorian: Between their huge size, anti-religious views, and seeking domination of other races, Fomorians have little desire for peaceful interaction with Zakharan society. They live in caves among the High Desert, striking out to raid nearby communities for supplies and slaves.

Giants, True: See al-Qadim Monstrous Compendium for more information. True giants are much more integrated in Zakhara, can range the gamut of alignments, and do not follow the Ordning like their brethren elsewhere. Except for the hill giants, they typically live apart from the settlements of smaller races, visiting occasionally to trade for objects they cannot get themselves and to provide work advantageous to their large size.

Githyanki: Rarely seen beyond a few extraplanar scouting parties, these strange beings are virtually unknown in the Land of Fate. Their militant hatred of the gods and loyalty to a tyrannical society put them at odds with Zakhara.

Githzerai: Some extraplanar portals exposed to the chaotic energies of Limbo bring forth githzerai monasteries. A few monks stand guard over these convergences to ensure that the elemental Chaos does not spread further into the Material Plane.



Gnoll: Completely integrated into Zakharan society, gnolls live alongside the other races in cities. Their ancestral lands of the High Desert are home to many gnoll tribes who maintain nomadic ways of life.

Gnome, Deep (Svirfneblin): The gnomes’ subterranean cousins are so rarely spotted in the Land of Fate that even dwarves regard their sightings as being “pink tunnel elephants.” Gnomish history and folklore tell of how a tribe once ventured into the deep veins of the earth in search of a fabled ‘Promised Land.’ They discovered it, but had to swear an oath to cut off all ties with the surface world. All manner of strange sightings in mines and caverns are attributed to deep gnome activity.

Grimlock: Grimlocks stalk the dark, subterranean lairs of the world. As a result, quite a few are mistaken for ghul or other monstrous diggers. A few scholars posit that they were an Unenlightened civilization under thrall to cruel false gods. Some more charitable souls and paladins sought to free the grimlocks from their unseen masters, although any word on their expeditions’ success is unknown and most fear the worst.

Hags: Whereas the hakima are wise women blessed to perceive truth, the hags are wicked women who made pacts with malevolent genies to bring misfortune upon others.

Half-Dragon: A favorite story among bards is the claim that the wisest and most powerful of dragons wreath themselves in humanoid guise to walk among mortals. Some arrogant serpent secure in his position over the “lesser races” softens their heart upon falling in love with an enchanting maiden or handsome lad. The half-dragons are the result of such unions, and the tales commonly end in tragedy when the mortal lover’s lifespan reaches their end. The dragon lover often retreats once again from the world, leaving their dual-heritage child behind. The storytellers often follow up this saga of sorrow and loss with a happier family reunion, but only on the next day when the crowd comes back to pay to hear the rest of the tale.

Harpy: These winged women are prized among mamluk legions and merchant caravans for their ability to take flight, undeterred by hostile terrestrial features. Their captivating voices mean that their number sports some of the best poets in the Land of Fate.

Jackalweres and Lycanthropes: The divine writ of the gods is not merely advice, say priests and paladins, but the binding of civilization itself. Those who toss aside neighborly ethics and live in squalor and selfishness declare themselves no better than the scavenging beasts of the earth. Some of these people become so far gone that they willingly embrace their bestial natures and turn into animals, apex predators brimming with demonic power.

Sometimes they wear the forms of people, but this is merely a façade of sanity for the monster lurking beneath. Jackalweres and lycanthropes eventually expose themselves in due time, if not from their true form than for their evil behavior which spreads misery and woe.



Kenku: Kenku are nomadic bird-folk who traveled to the Land of Fate from the eastern countries of Kara-Tur. They share a common folkloric history, telling of how they lived like kings in their homeland, only to betray their host’s good graces by coveting that which was not theirs. Their exile is a self-imposed code, lessons passed from elders to the next generation to explore the world and learn of all its people. When they learn the true treasures of family, community, and acceptance will they be find their home again.

These lessons are easier said than done; some kenku figure that being already cursed they have little incentive to prove the one who exiled them wrong, so ancestral lessons fall harder on some ears than others.

Kuo-Toa: Another of the Underdark races, Kuo-Toa are idol-worshipers whose collective mental energy is capable of bringing their revered statues to life. Their priests use strange rituals drawing upon the hopes and fears of the community to instill primitive intelligence in said idols, which act as defenders of the tribe. Needless to say they are Unenlightened, and Zakharans have many tales of gigantic demon-statues rising from the soil and the waves as a result of scant encounters with them. The Kuo-Toa for their part have little inclination to give up their heathen practices, for in many cases their idols are their community's first and last line of defense.

Medusa: It is said that the first medusa was a vain woman who sought out a jinn to grant her wish for beauty and power. The jinn was more than happy to make the deal, but cursed her such that those who gaze upon her would never spread tale of her beauty as they became stone. Forced into isolation, she built her own cult of blind beggars to carry out her will. Called the Way of the Unseen Eye, the medusa’s followers scour the land for artifacts of value as offerings to their mistress. Said offerings are slid under a silken curtain into a room of wealth and luxury, the medusa doing her best to recreate her pre-wish glory days.

Merrow: Merrow are integrated into Zakharan society much like merfolk and ogres, plying their trade in coastal towns.


Artist Unknown

Minotaur: The minotaurs’ cultural folklore infers their creation at the hands of a demonic cult, but this is not a shameful tale. Far from it, they use its history as evidence of the Loregiver’s uplifting message. It is said that the first minotaurs were humans and demihumans granted “the strength and ferocity of the bull” by a demon lord in exchange for servitude. They were mighty and terrible warriors, but one of their number recovered a holy book of the Law from one of their raids. Although looking at it for but a brief moment before hiding it in fear, its wisdom was so profound that it planted the seeds of doubt in the wicked minotaur’s soul.

The minotaur broke free of the cult, but knew his brethren were still enslaved. He returned to his fellows in due time and began speaking the Law. There were those who resisted, but many wept tears at realization for what they had become. They made restitution for their past sins by becoming holy warriors and wiping the demon lord’s taint from the land. Now the minotaurs are few in number but true citizens of the Land of Fate, congregating around the capital Huzuz where they are counted among the mamluk legions’ finest soldiers.

Ogrillon/Half-Ogre: Much like humans (and to a lesser extent elves and orcs), the reproductive compatibility of ogres with other humanoids means that their marriages are likelier than others due to the ability to bear viable progeny. The size difference in the resulting conception is the largest hurdle, so traditionally female ogres and male spouses are preferred for easier births on the part of the mother.

Oni: Also known as ogre mages, some ogre children are born blessed with innate magical tendencies. Such events are highly prized by the community who see it as an auspicious omen. Friends and family of the ogre magi's parents will raise money to send the child to a magical university or tutor so that they may perform great deeds for the Caliphate.

Quaggoth: Where quaggoth live in the deep reaches of the Underdark, so too do drow. A race of fierce warriors and shamans, the dark elves put them on the front lines of their many raids and battles.

Sahuagin: The sahuagin kingdoms are on a hostile footing with the Enlightened. The merfolk and locathah bear the brunt of their attacks, although a hidden city lairs somewhere in the Golden Gulf where they make raids on ships passing to Hiyal and Huzuz. The reason for their war footing with the Land of Fate is unknown, but theories abound ranging from wicked undersea cults to more mundane desires of greed-filled raids and pillaging.



Thri-Kreen: This race of nomadic insectoids almost exclusively lives within the Haunted Lands. They have an arm’s length relationship with the Caliphate, as the thri-kreen are not in any hurry to adopt the Law and hew to idol-worship in private when among other races. Most of their interactions with Zakharan society are as mercenary barbarians and desert guides.

Troglodyte: Native to the al-Suqut Mountains of western Zakhara, troglodyte rarely venture into the Land of Fate save in full-body wraps smelling strongly of perfume and incense. They’re well-aware of the offensive properties (figuratively and literally) of their natural odor, which has led them to be known as “the aromatic ones." Those who venture to the nearby Cities of the Pearl work in tanneries, slaughterhouses, and other jobs where foul odors would not be cause for alarm.

In the city of Tajar, a group of troglodytes hire themselves out as literal “stinkers” to foul up establishments of rival merchants and those who can’t or won’t pay their debts. They are widely disliked, but a vital asset to many traders owing them favors for getting a leg up on the competition.

Troll: Along with aarakocra and kenku, trolls are rare to the point that they have no towns and cities of their own in the Land of Fate in any appreciable number. They are most commonly found within major urban centers such as Huzuz, and their massive appetites mean that they most commonly end up working for mamluk units and merchant caravans in need of strong muscle. They prefer the lush terrain of the Ruined Kingdoms and the fertile bays of the Pearl Cities over more desolate civilizations if they can afford to move there.

Yeti: Exclusively located within the Yehimal Mountains, the yetis as a people have made no real level of contact with the Caliphate. They either live in isolated tribes of small family units who hunt and herd mountain goats, or serve as slaves of the yak-men. The yak-men are fond of using their body-swapping powers on yetis, as their climbing claws and cold endurance allow them to patrol the far reaches of their isolated empire.

Yuan-ti: Most yuan-ti in Zakhara hail from the Kara-Turan continent, Mahasarpa specifically. They live in the Grey Jungle of east Zakhara and are little seen save in the city of Kadarasto. A pureblood ambassador by the name of Netocris bint Shalah represents her people’s interests, although she is carefully weighing ties between the Caliphate and the necromancer city of Ysawis. The former is larger and more powerful, but the latter is far closer to yuan-ti lands and boasts a sizable undead labor force. As such, many yuan-ti take a “hear all, assume nothing” approach to the other races of the Lands of Fate, with various tribes hewing to Netocris’ neutrality to varying degrees.


Volo's Guide to Monsters

Aasimar: Descended from celestial beings, aasimar have a complicated role in the Land of Fate. On the one hand, many Zakharans view them as akin to priests or holy men and women and seek their blessings for good fortune. On the other hand, their ancestry places high standards upon them, and many aasimar are encouraged into predestined social roles. They are usually adopted by the church or state to be molded into a model citizen and people’s champion at best, or government pawn at worst.


Dark Stalker courtesy of Pathfinder Artwork

Darklings: Lairing deep beneath the earth and unknowing of the Law, the darklings wage a never-ending war against the ghul and other dangers of the lightless depths. They come to the surface via hidden passages and caves, often stealing into cities to ply their shady services. A small community lives in Hiyal, City of Intrigue, disguised as beggars.

Firbolg: Firbolg are servants of the jinn of Eastern Zakhara, watching over the unspoiled jungles of the Ruined Kingdoms. They were mortal foes of Nog and Kader, opposing their sorcerers’ exploitation of the verdant woodlands. They still maintain their role as sacred guardians, for although those fell kingdoms are no more they are but recent memories to the perspective of the regions’ great trees.

Firenewt: Firenewts thrive in the islands of the Crowded Sea, especially those home to active volcanoes. Many worship the cold elemental gods, specifically the ones associated with fire. Quite a few unscrupulous individuals seek to take advantage of the firenewts' isolated societies and low intelligence for muscle work, from efreeti representatives of the City of Brass to the Brotherhood of the True Flame. As such they can appear in a variety of climates as bodyguards, laborers, and messengers for their masters. But such deals are not foolproof; the firenewts are a proud people, claiming descent from mighty dragons, and do not appreciate when others look down on them as savages. A particularly brave corsair managed to turn a firenewt tribe against a Brotherhood plot by exposing the flame mages’ illusions of their fire god to be trickery, causing the firenewts' former allies to be driven off the island for their blasphemy.

Flind: Flind is merely a term for a gnoll leader rather than being a race unto its own. As a result, the flind monster stat block reflects prized warriors and sheiks among their race but can be of any alignment.


Goliath: Native to the Yehimal Mountains, the Goliath race sits on the crossroads between Zakhara, Faerûn, and Kara-Tur. They have minimal contact with the people of the respective continents. The exception is the Lands of the Yak-Men, with whom they are on a continuous war footing as the horned sorcerers view the goliath tribes as a strong source of slave labor. Most Goliath are Unenlightened and hew to a “survival of the fittest” ethos, but a few converted to the Law when some Zakharan beat them in a competition of bravery and strength.

Grung: Cousins of the bullywugs, the small and weak grungs were forced from the choicest island and rainforest terrain of southern and eastern Zakhara by their larger peers centuries ago. They learned to utilize their races’ natural poison and mobility to defend themselves against invaders of all types. Even the geomancers of Kadar viewed them as more trouble than they’re worth, and although biased against them quite a bit of grung oral history is replete with knowledge of the Ruined Kingdoms’ sorcerous rites.

Grung have minimal contact with the rest of Zakhara, with merchants appearing in Kadarasto in small numbers selling the bounties of the rainforest. They have a caste system similar to Afyal, and for that reason they tend to translate appropriate protocol with Enlightened people based on their professed occupation.

Nilbog: Nilbogism is believed to be the result of a mischievous jinn possessing the host goblinoid. Due to the fact that violence against the possessed host is neither practical nor moral for many communities, affected goblins are either ignored or tricked into being captured to make the possessing jinn grow bored and move on.

Nilbog Alternative Writeup, based on traditional/Tome of Horrors portrayal: These goblins are cursed to live time at a different wavelength than others. The mental strain and temporal confusion generated by them causes nilbogs to become outcasts, so they gather in monasteries of their kind where they seek the favor of the gods for solace. The experience of maladies and wounds “in reverse” caused more than few nilbogs to take up the sword and fight otherwise invincible foes. Goblinoid rawun are quite fond of these “tragic heroes,” teaching that even those afflicted with horrible maladies can go on to perform great deeds.

Sea Spawn: The sea spawn of Zakhara are the fleshwarped slaves of undersea and aquatic creatures, from aboleth and krakens to sea hags and marid. In many cases the transformation is permanent, although like all curses there is a way to break them. It is known that true love’s touch can turn a sea spawn back to their original form, which is why many wicked monsters of the deep keep their most valuable slaves in wicked coral fortresses. If one has feet instead of fins, an entreaty with a merfolk or triton wise of the ocean's many trenches may spirit travelers and star-crossed lovers to the lightless realms, either for a price or for shared righteous justice.

Tabaxi: These feline humanoids perfectly integrated into Zakharan society. Many live in the jungles of the Ruined Kingdoms, and serve as guides for travelers in Dihliz and Kadarasto in ancestral lands they still know very well. Some still privately worship savage gods.

Tlincalli: The “centaurs of scorpions” are a race nearly exclusive to the Al-Badia tribes of the High Desert and Haunted Lands. Bearing the lower half and poisonous stinger of a giant scorpion, the natural strength and chitinous armor of the tlincalli give them a reputation as fierce warriors. Most bandits know better than to tangle with a tlincalli tribe, which puts them in high service for caravan duty. Scorpion folk are a mixture of Enlightened and pagan faiths, with the more isolated tribes more likely belonging to the latter category.


Triton Fortune Hunter, of Magic the Gathering

Triton: One of the major aquatic races besides the merfolk and locathah, triton represent the Law’s will beneath the ocean waves. Their cities are wondrous, colorful citadels of coral, and their cavalry is made up of dolphin and orca-riding mamluks. Poets above and beneath the waves sing of their many heroes, from Sabiha the Krakenslayer to Mehmood the Herald of Storms.

Xvart: History points to the xvarts as being the creation of an insane god, but the ones who accepted Enlightenment turned their prior zealotry into a lust for life. As one of the few races shorter-lived than humans, they are impatient and seek to make something of themselves in the world. It is said that their god still watches over them with jealous eyes through bat and rat spies, so the Enlightened xvart defy him by taming said creatures and learning their speech. Xvarts also bear a warrior culture in spite of their short builds, using tactical retreats and lower centers of gravity to topple taller foes. Several mamluk units have a squad of “giantkiller” xvart infantry when going up against larger enemies and monsters.

Sunday, August 27, 2017

Dragons of Renewal DL9: Dragons of Deceit


by Larry Elmore


Overview

After recuperating from the Battle of the High Clerist's Tower, the party is approached by D'argent/Silvara in her disguised form. She tells them that they must head out to the city of Sanction in the heart of Takhisis' empire. The key to the good dragons' Oath of Neutrality is there, and if successful can help bring them into the war against the Dragonarmies. Silvara is tight-lipped about the specifics, not letting up about the nature of the draconians' creation until the PCs see for themselves. The party has a choice of going by sea or by land, both paths with their own encounters along the way.

Whether by imprisonment or infiltration, the party has the opportunity to find out the truth in the Temple of Luerkhesis where a Black Robe wizard, a cleric of Takhisis, and a red dragon conduct a ritual to transform metallic dragon eggs into draconian spawn. The PCs may encounter the Shadowpeople, a secretive race living beneath the city who can aid their escape as the draconian chamber sets off magical alarms to send a group of soldiers to kill the intruders. If the PCs escape into the shadowpeople chambers, they'll be teleported to the hidden island where the metallic dragons live. Once informed of the Dragonarmy's true use of their children, the Oath of Neutrality is broken and they fly south with the heroes to Palanthas to lend their aid to the forces of Good. The PCs will have opportunity to ride on their backs with Dragonlances in tow during an assault on the city of Sanction.

Victorous, there is only the final city of Neraka to conquer, where the two once-split parties of Winter and Spring unite for one last battle against the forces of evil!

Things to Change/Look Out For


D'argent/Silvara: Interestingly, the AD&D version of the module suggests handing over control and accommodating backstory notes of the silver dragon to a player as a one-time thing for the adventure. Instead of controlling 2 PCs at once, the player gets to control the dragon in lieu of their normal PC. Be it AD&D or 3.5, she will doubtless be along for the ride albeit mostly in a humanoid form. Having a player run her is a good idea, albeit with the caveat that she will not take dragon form save at a dramatically appropriate moment (like escaping with the good dragon eggs or such). You might also want to allow the player to control their PC if they think they can manage both adequately.

In AD&D terms, dragons are nowhere near as strong as they are in 3.5, so in the latter there's a chance that even in a weaker humanoid body Silvara can be a powerful character. Consider making a level-appropriate stat block for whoever she is intended to be disguised (wizard, fighter, etc).

As recommended in my last blog post, I had the mission known immediately from the outset along with a threat from Ariakas to turn herself over or else more metallic dragon eggs will be squashed for every day that passes. This provides a good hook and motivation, and it's possible the players at this point in the campaign are putting two and two together regarding the reasons behind the Oath.

"No metallic dragons, the draconians all have their scale colors...something seems fishy here.

Travel: The trek to Sanction by land or sea is going to be long, and there's lot of unrelated encounters along the way. Some of them can be fun, such as running through a Dragonarmy blockade to get to Sanction's port. But at this level, and assuming that time is of the essence, the PCs may very well resort to teleportation, long-term flight (via summoned monsters or spells), or other means to bypass regions. In my own campaign I had the PCs abscond with supplies from the White and Red Robe army camps around the High Clerist Tower. This was done to get the spell components to teleport, a very powerful magical spell even in higher-magic settings. The meat of the plot and drama takes place in Sanction, so it may be a good idea to speed up the process or excise it entirely unless your group likes the idea of overland travel with lots of events.


Sanction: In the original adventure, Sanction was a sprawling city amidst an active volcano, much like Mordor. The majority was rundown, with shantytowns and tent-cities from the large influx of mercenaries, draconians, and other wicked folk. The temples, relics of pre-Cataclysm times, are the exception and now used as military stations and meeting points for Dragonarmy VIPs.

In my own campaign, I changed the aesthetics a bit. Sanction was still near an ashy mountain range, but Ariakas wanted the heart of his empire to reflect the beauty of old Istar. There was a large colosseum built in town, both for him to make grandiose public speeches as well as blood sport for entertainment. The city was vertical: the lowest tiers contained the slums and shantytowns while the higher tiers more well-to-do sections with the temples, manors.

The effects of the Dragonarmy rhetoric were present. Drakenheim Academy was where the younger generation of citizens were taught propaganda of the new order. With the aid of clerical magic and the Black Robes, there were ample magical resources as well. When my PCs arrived in town, a set of skulls atop poles acted as a sort of magical broadcasting system to echo Ariakas' speech from the colosseum so that all citizens may hear it. A pair of children ran down the muddy street, one of them displaying a minor bit of clerical magic with youthful wonder while wearing a Medallion of Takhisis.

I made a full transcript of Ariakas' speech here, cribbing notes from real-world dictators (mostly Hitler and Stalin), albeit altered to fit the circumstances of Krynn. I had lines from it interspersed throughout the adventure as the PCs went about Sanction rather than reading it all at once. It may not work if any of your players are familiar with the speeches, but it worked well for my group in making Ariakas an intimidating yet well-spoken figure.

The draconian birthing chamber had a separate room for ones born with deformities, a sliding shoot leading down to a cavernous room to be devoured by slimes (which the PCs saw and put a stop to in saving one from such a fate).

In this way, Sanction was a gilded city. It echoed the glories of a grand and civilized society, but only its trappings. For beneath the thin paint of gold, evil and tyranny could be found.



Interior Artwork from Dragons of Deceit, AD&D Version

Early Encounters with Ariakas: There are 2 opportunities the PCs may meet the Emperor of Ansalon earlier than the final chapter of the Dragonlance Saga. The first is during a public parade in Sanction where he's driving a chariot drawn by human slaves. Kitiara and 20 bodyguards are at his side during this. Another if the PCs get captured and are interrogated in the Temple of Luerkhisis.

The 3.5 version says that even if Ariakas is to die, his body will be taken by guards to one of the temples where he will be resurrected via dark rituals. Although done to prevent a premature victory, it takes a bit of the sense of accomplishment out of the equation. Like the old adage of "if it has stats, players can kill it," you may wish to avoid having the Emperor appear early. My skeleton pole system still gave off his presence while not being physically present, and the PCs were preoccupied with saving the good dragon eggs instead of assassinating the Emperor. As a result, things worked out for my campaign this way.


Two-Page Splash of the Battle of Sanction in the 3.5 version


Discovery, Escape, and the Final Encounter: I admit that my own campaign's progress went very differently from the standard adventure. For one, Silvara teleported away with the good dragon eggs to the Isle while the rest of the PCs fought their way out. They were challenged to battle on the streets of Sanction by their Kitiara Counterpart NPC, who they were intent on saving from what they thought was Ariakas' brainwashing.  Fighting her on top of her dragon, the rest of the city's chromatics gave pursuit with the Green Dragon Highlord Salah-Khan at their helm (what can I say, our Dragonlance was a lot more high-octane than usual). The battle/pursuit was later joined by a flight of 30 metallic dragons led by Silvara in dragon form to counter their assault. The battle mat was a riotous assembly of good and evil dragons which PCs could ride or run on, fighting other riders and the Dragon Highlords. It had the climactic feeling of the standard final encounter, albeit with a clear "boss" for the PCs to fight rather than nameless dragons and soldiers.

In your own games, you might consider going with the standard adventure, or just have the 12 nameless dragons with an undefeated Dragon Highlord at their command (Kitiara Counterpart is highly appropriate for this). Furthermore, the PCs might attempt to escape with the good dragon eggs themselves (there's a lot of them) by piling them into Bags of Holding or as much as they can carry to get word out. Or maybe the latent anti-divination magics concealing the dragon eggs' location is removed once the PCs are out of the Temple, allowing the metallic dragons to come to their aid right then and there.

But regardless of what you do, don't deny your PCs the opportunity to ride on dragons!

Closing Thoughts

Dragons of Deceit is a very good conclusion to the Dragons of Winter arc. The major areas to work on include the primary motivation, how to handle Silvara's role, and giving an "enemy face" of an important NPC in the final battle. Otherwise the adventure works quite well.

Next time, we shall start on the first chapter of the Dragons of Spring arc, Dragons of Dreams!

Tuesday, August 22, 2017

The Martial Disciple: a pseudo-Vancian fighting class for 5th Edition



Hey folks. I realize that it seems I dropped off the face of the Internet blogging-wise. Much of the blame is other projects sucking away my time to commit. But fortunately the fruits of my labors resulted in a new book for Dungeons & Dragons Fifth Edition! As one raised on the 3rd Edition of Dungeons & Dragons, I am a big fan of options in games no matter the character concept. And while there are good parts in 5th Edition, the noncasting martial classes felt rather 'blah' in terms of things to do beyond basic attacks.

The Martial Disciple is, in short, a new system inspired by Tome of Battle/Path of War with special moves known as techniques. Techniques are akin to spells in that they are limited-use abilities which play off of the short/long rest and are grouped into 8 fighting schools based on style and thematics. There is a new eponymous class which draws off of this system as well as 5 archetypes for existing core classes to get in on the fun.

Techniques: Much like Path of War or Tome of Battle, you have Strikes which are offensive in nature; Counters, which are reactions triggered by attacks and effects; Boosts, which are 'buffs' to your abilities; and Stances, which are long-term buffs which last indefinitely but you can only choose one to use every long rest. Fighting schools represent groups of related abilities: Reaper's Field is optimized for heavy weapons and overwhelming force, Prowling Panther relies on trickery and misdirection, and Alchemic Warrior revolves around personal serums, bombs, and debilitating chemicals.

Class: The new class is the same as the book's title, meant to represent a sort of generic warrior akin to the Fighter save that they interact heavily with techniques. Unlike the Fighter they designate one of three mental ability scores as their Martial Ability akin to a spellcaster. Intelligence represents tactical masterminds, Wisdom for ascetic and hunter types, and Charisma for inspiring leaders and the like.

Archetypes for the Martial Disciple include the Avatar of War, who has a supernatural connection to a planar realm of conflict and can call weapons and figures from said realm; the Challenger, a seeker of self-improvement who can sense the strongest opponent on the battlefield and turn enemy attacks and strength against them; and the Wandering Stranger, who has a bit of a Clint Eastwood vibe with an offensive staredown and a limited legend lore used for gathering rumors said about themselves.

Archetypes for existing core class include:

Commando for the Rogue who specializes in misdirection and special operations style tactics such as being able to gain a floating tool proficiency reflecting training for specialized missions.
Daredevil for the Rogue who is all about flair and panache. Can do things like move through vertical spaces and open air as difficult terrain as long as they have rope for swinging or gambits where you voluntarily impose disadvantage on a roll in exchange for a potential boon if successful.
Path of the Destroyer for the Barbarian (think Juggernaut from X-Men), who is all about building up momentum and mobility while raging for self-buffs like freedom of movement (unstoppable object) or passwall effect (breaking through walls).
Tactician for the Fighter who can trade out a saving throw proficiency during a long rest for adapting to one's environment, adding proficiency bonus to skills related to soldiery matters, and the like.
Way of the United Spirit for the Monk who specializes in Alchemic Warrior and Trance Dancer (spirit-possessed warrior) who uses alchemy and esoteric religious rituals to push their body and mind to its maximum potential.

Hopefully I ignited your interest in my book. It was a fun thing to make for me, and I hope it is even more fun for you to use at your gaming table! You can find it below on these online storefronts:

Drive-Thru Link.

RPGNow Link.

Open Gaming Store Link.

Tuesday, May 2, 2017

Dragons of Renewal, DL7: Dragons of Light


Cover Art by Larry Elmore

The second in the Winter Night arc, Dragons of Light is perhaps one of the most iconic moments in the series, for the PCs will recover the ancient secret of the creation of the Dragonlances.

Overview

While heading for the Whitestone Council by boat, the PCs find themselves shipwrecked on the shores of Southern Ergoth. While exploring the environs, the group reunites with the Qualinesti elves who fled their forest nation back in the Autumn Twilight arc. The party also encounters two other groups of elves, the Silvanesti refugees who still bear old grudges against the Qualinesti, and the native Kagonesti who are being exploited by both groups.

Theros Ironfeld, the blacksmith from Solace, is more or less a guest of the Qualinesti and has a grafted silver arm artifact which he found in a tomb. He'd much rather leave the area on account that he doesn't want to have his talents be used for kin-slaying and grudges. There is also the silver dragon D'argent, in disguise as one of several randomly determined NPCs, who seeks to lead the party to Foghaven Vale where the secrets of the Dragonlance's creation can be found via a pool of heated dragonmetal. More importantly, said secret is at risk of being discovered first by the Dragonarmies, who will surely either taint or re-appropriate them to their own dark designs.

One way or another, the PCs trek to Foghaven Vale, where a giant stone sculpture in the shape of a dragon has a detachment of ogre soldiers working for the Dragonarmies as well as many traps and guardians. During their exploration the party will come across Fizban again, who chastises a disguised D'argent for oathbreaking, and the two battle. The outcome varies, although it will most likely end up with the silver dragon leaving or disappearing.

Things to Change/Look Out For




Shipwreck

This is a rather short entry, the canon way of ensuring that the PCs end up at Southern Ergoth is via an attack by a white dragon, either Sleet from the previous chapter or Odenkeer's Squall. Personally I took a page out of Jester David's Dragonlance campaign, where he dropped instances of the King of the Deep (from the Spring adventure Dragons of Faith) manipulating sea life to harry Solamnic warships. In my own game I had a tentacled monstrosity attack the ship acting at the behest of the King of the Deep, and thus caused heavy damage forcing it either to dock or crash into Southern Ergoth.

Elves at the Mercy of Elves

The sectarianism of the elven refugees and the enslavement of the Kagonesti is a plot point touched upon to show that people in Krynn are hardly united. However, it is minor at best in the adventure itself, where the main concern is for the party to get to Foghaven Vale. There's also the fact that the parallels of the lighter-skinned Qualinesti and Silvanesti treating the indigenous dark-skinned Kagonesti as slaves can very easily sway many gaming groups to make the latter's liberation a primary concern. The elf-on-elf prejudice isn't something the module at large deals with or explores fully. Instead the Qualinesti and Silvanesti elves become united once at the Whitestone Council, and the Kagonesti endure further poor treatment in the future.

Personally, I touched upon this only briefly in my own campaign, although instead I used it as a plot device to get the PCs to not trust the heads of the Houses. The Qualinesti were vaguely aware of the Silver Arm's power and planned to use Tika (who gained the Silver Arm instead of Theros) as a bargaining chip at the Whitestone Council. Laurana, who the PCs were on good terms with, helped her and the party escape house arrest. Afterwards Tika helped lead the party to find Silvara (one of D'argent's identities) who's been helping the resistance against the Dragonarmies.

Another idea is to have one or more high-ranking elves get kidnapped by Thunderbane's ogres as a ploy to turn the elven communities against each other by pointing fingers as blame. If the PCs find the truth they can unite the elves against a common foe and give them additional incentive to journey to Foghaven Vale. One might also wish to tone down, change, or remove the poor treatment of Kagonesti as well depending on your group.

D'argent & Fizban






In the book series, the silver dragon D'argent took the guise of a Kagonesti elven woman named Silvara in order to walk unhindered in Ansalon.  This is so that she can secretly aid heroes against the Dragonarmies without tipping off the latter of possible intervention by the good dragons. To prevent folks who read the books from being clued in, Dragons of Light presented 7 other alternate identities of existing NPCs in the adventure. Although she tries her best to stay in character, D'argent seeks to get the party to go to Foghaven Vale, acts in a Lawful Good fashion, and will attempt to hide when draconians and dragons are near.

Some of the choices present more challenges than others. The animal NPCs Dargo (Silvara's dog) and the sabre-tooth kitten Star (Theodenes' pet) can't communicate verbally. Vanderjack is a mercenary leader known for his amorality, and it may be implausible that she managed to keep up the charade among Vanderjack's cronies. Having her as the Qualinesti noble Porthios may seem odd for one in such a position to accompany the party on his own across trackless wilderness instead of staying behind with his people during impending war (unless you use the kidnapped elf subplot above). The AD&D version posits that D'argent may be disguised as a Player Character, which will require fore-planning with a player in advance and might "ruin" the surprise as to her true identity.

Personally, I kept her as Silvara, on account that only one player read the books, and in 13th Age established her as an Icon representing a distant resistance fighter several of the PCs already knew tangentially in their travels. But for non-13th Age gamers, having her as Silvara or the gnome Theodenes is the easiest choice preparation and plot-wise.

The fight between Fizban and D'argent takes some careful handling. First off, the players are very likely to feel confused, and the sudden transformation of D'argent into a silver dragon may lose some of its dramatic impact when the gaming group's still trying to figure out what's going on. Additionally, this very well has the chance of causing the party to view Fizban as an enemy in the future, and may very well take his silence on the matter of the Oath (where the good-aligned dragons refuse to intervene against the Dragonarmies since their eggs are being held hostage) as evidence that the wacky old wizard is not all he appears to be and is hiding something sinister.

Overall, the implied power levels of D'argent and Fizban are far above the PCs at this level, and the best the party can do is interrupt the latter's concentration when spellcasting if they choose to take sides. Personally I recommend changing things to treat Fizban as merely a high-level wizard whose focus is on D'argent (and not someone who outright nullifies any damage or ill effects). Allow the party the chance to drive off Fizban, perhaps via making him miscast a spell at a crucial moment which teleports him away. The party is unlikely to buy Fizban's selective senility if D'argent flees, and will likely press the issue until they get answers or drive off the wizard. I personally recommend having him speak of the Oath as something of great weight in this case, and that he risks the lives of innocents upon speaking of it further. This worked back in my high school days when I ran the adventure for 3.5, although more specifics of the campaign escape me at the moment.

Finally, I recommend having D'argent shapechange into her true form at the Battle of the High Clerist's Tower out of desperation, particularly if it seems that the Dragonarmies are going to win. Although this will be covered in more detail in my Dragons of War blog post, it provides a better plot incentive for her to encourage the party to venture to the city of Sanction where the good dragon eggs are being held. If the Dragonarmies believe that the good dragons violated the Oath, the dragons' children will be in danger.

The Stone Dragon & Vanderjack's Band


Beastclaw Raiders by Wonchun Choi


One of the possible encounters in this adventure is with the mercenary leader Vanderjack, who is seeking out the treasure of Foghaven Vale. Whether a disguise of D'argent or not, the members of his band are disguised sivaks who seek to betray him. This will cause him to ask the party for help and offer to join them, worried that his one-allies are seeking to beat him to the Vale's treasure first.

This is plausible, but instead I handled things differently, and in keeping with Dragonlance's love of large battles.

For my own game the PCs teamed up with his mercenary band and assaulted the Vale as more or less a sort of event-based series of encounters. Vanderjack's main force pushed on against the ogres while the PCs took out archers and siege weaponry among the Vale's higher points. Working together the groups took out the main force, but just as they got closer to the Stone Dragon a force of Blue Dragonarmy elite undead (created by Lord Soth) descended to wreak havoc. This forced the main army into the Stone Dragon's entrance, where a triggered cave-in separated them from the undead at the consequence of many lives lost (so as to not give the party a mass of NPCs for more conventional encounters). In your own campaign you might have the Dragonarmies receive reinforcements, forcing the main army to hang back while the PCs hurriedly rush to prevent the dragonmetal's destruction.

Dragonarmy Presence (or Lack Thereof) in the Stone Dragon: This is another major point of difference between the two editions. In AD&D, the giant Thunderbane and his ogres more or less acted as the major bad guys in the Vale, with the Stone Dragon more or less occupied by Fizban and a host of traps and guardians. In the 3.5 version, there were sivak draconians and Flight Marshal Odenkeer seeking to poison the dragonmetal. The climactic encounters of the session involved a fight against the Marshal in the lower reaches and later a fight against his draconic mount Squall in the Epilogue of the adventure.

I incorporated the threat of Odenkeer and his minions in my own 13th Age game, but gave him several magical lightning javelins as a unique magic weapon to use during the fight (he had higher ground) and as treasure. Personally speaking I think that the addition of these enemies is a good idea in that it adds a sense of urgency and raises the stakes for the PCs to safeguard the Stone Dragon. The addition of Squall's flight of dragons may be a bit much of one fight right after another, but it can have value in showing off the Dragonlances' powers. But this can just as easily be accomplished during the Battle of the High Clerist's Tower later on, and it's likely that the PCs already have a Dragonlance from the previous Winter adventure. As a result, this this may not be necessary.

In Conclusion

Dragons of Light is mostly a wilderness and dungeon crawl with a great discovery at the end. The major things to look out for are D'argent's form and her battle with Fizban. Overall it has a lot of working parts in the form of NPCs, but certain encounters may be de-emphasized or played up based on what you as Dungeon Master want the players to focus on.

Join us next time as we cover Dragons of War and the Battle of the High Clerist's Tower, the most famous mass conflict in the entire saga!

Thursday, April 13, 2017

Dragons of Renewal, DL6: Dragons of Ice



Dragons of Ice Cover by Larry Elmore

Note: The original DL5 was a setting overview of the world of Krynn before there was a full campaign setting. Since future up-to-date books adequately cover this ground, I "skipped" that sourcebook.

Dragons of Ice is the first appropriately-named chapter in the Winter arc, and also marks the splitting of the party as well as the inclusion of a DMPC for an appreciable segment of the campaign.

Overview

The PCs makes their way to the City of Tarsis, once a thriving port now a land-locked shanty due to the ravages of the Cataclysm. Looking for safe passages for the Abanasinian refugees, it becomes clear that Tarsis' port is of no use. Thus the must stay in Thorbadin and only an end to the wars will things return to normalcy. The party meets up with a detachment of the Knights of Solamnia seeking to research of ways to defeat the Dragonarmies. During this time the PCs learn of the Dragon Orbs in the hidden Library of Khrystann, and Tarsis falls under siege by the Blue Dragonarmies. Escaping with Derek Crownguard and the Solamnic Knights, the PCs flee the city and get word to head south to Icewall Glacier from an old couple advising them to follow "the path of the white bear."

While traveling south to Icewall Glacier, the PCs find and save a polar bear being tortured by minotaurs and camp out in a shipwreck during a storm. They are later found by a tribe of Ice Folk, who offers them hospitality and explain their recent troubles with thanoi (walrus-men) and minotaurs. If the PCs accompany them back to their village, Derek Crownguard shows the PCs a map of Ansalon. He explains that the free peoples of Krynn are gathering at the isle of Sancrist to discuss an organized resistance against the Dragon Empire. The White Dragonarmy attacks the Camp, and the PCs take part in mass combat. After the battle the Ice Folk seek vengeance at Icewall Castle, the headquarters of the White Dragonarmy.

After entering, the PCs have opportunities to discover a Dragonlance-bearing knight (now dead) encased in ice; fight the White Dragon Highlord Feal-Thas and recover his personal journals; and possibly discover the Dragon Orb guarded by his draconic mount Sleet in the lower reaches. Having dealt a great blow to the Dragonarmies, the PCs head to the nearby Ice Mountain Bay with grateful Ice Folk to find and unearth a sea-worthy vessel. Their trials over in southern Ansalon for the time being, the PCs take off for Sancrist only to encounter stormy conditions and possibly a dragon attack which leaves them shipwrecked.

Things to Change/Look Out For



Siege of Tarsis


Dragon Attack from Pathfinder: Burnt Offerings


Originally, the PCs' main headquarters in Tarsis is the Red Dragon Inn. Splitting up to investigate, the Winter team headed for the Library while the Spring team stayed behind. When the Blue Dragonarmy invades, the Spring team escapes thanks to the timely arrival of Alhana Starbreeze shortly after an aerial assault levels the Inn. In both teams' cases, the adventure encourages the PCs to flee the city.

This will be covered in Spring, but given that Alhana Starbreeze is literally a character they never met before and the PCs might be heroic types who don't want to abandon innocents, I propose a few changes.

First, have both Alhana Starbreeze and Derek Crownguard meet the Autumn PCs (along with any new PCs) before the adventure proper, using the Inn as a sort of informal "war room." That way nobody will be taken aback at an elf appearing out of nowhere demanding the PCs flee without their comrades.

Secondly, provide for a way for the Winter and Spring teams to let each other know that the other side is safe, or prepared drills beforehand in case of an invasion (which the adventure points to as likely given the mayor's appeasement to the Dragonarmies). In my campaign I had Khrystann's local chronicler, a gnome journalist of my own creation by the name of Widge Pathwarder deliver a message to the Spring team. Depending on the system you're using, and if using a smaller 4 person party, it's likely that the PCs have access to scrying magic at this point, too.

Thirdly, place an emphasis on evacuating civilians. Tarsis is unready for a full-on siege, but the PCs are likely to want to help in whatever way they can. The base adventure includes an encounter where the party can rescue an old couple from opportunistic looters, but otherwise most of the events do not provide opportunities for the PCs to feel like Big Damn Heroes. In my own campaign I included an encounter where the PCs had to break apart a Dragonarmy barrier in the middle of the street to free captured citizens. They also had the opportunity to help guide civilians into nearby sewer entrances while blue dragons rained lightning from the skies. I modified the kapak assassin encounter to occur in the tunnels with civilians below so that the PCs needed to play things smart (kapaks release a cloud of poison gas upon death).

Splitting the Party

Back in the Character Creation post I discussed this upcoming eventuality, but as of now there are some more things to add.

The original Chronicles party was a whopping 8 person band, and the addition of DMPCs over the adventures swells this number even further. Thus a party split in these circumstances is manageable. However, if your gaming group is a more reasonable 3 to 5 group, making new PCs is likely in order. For my own campaign the new PCs more or less comprised the Spring team, fellow folk who suffered losses at the Dragonarmy's hands. The Winter team was the original Autumn PCs. Granted, you may prefer a mixture of old and new PCs in each team, but for maximum role-play potential consider assigning PCs to one of two teams based on their backstories and character concepts:

Winter Team:

Solamnic Knight: This chivalrous order plays a huge part in the later adventures of this arc, and can make for some nice contrast with Derek Crownguard.

Kagonesti/Qualinesti Elf: The Qualinesti made a colony on the Isle of Sancrist, as did the Silvanesti. The two groups are on poor terms with the native Kagonesti.

Politician/Commander Types: From the Battle of the High Clerist Tower to the Whitestone Council, Dragons of Winter is full of opportunities for leaders of men to decide the fate of Krynn.

Dragonarmy Deserters/Turncoats: The final chapter in Winter involves infiltrating the heart of the Dragon Empire in its largest city. Naturally heroes with a connection to this fell bastion of evil will be invaluable.

Craftsmen/Artisans/Tinkers: Although the base adventure assumes that Theros Ironfeld will craft the Dragonlances once their secret is discovered in Foghaven Vale, this role can just as easily be filled by a PC, especially if they lost an arm at some point in the adventure. The proximity of Mount Nevermind in Sancrist can be a good place for a gnomish tinker to meet up with colleagues.

Spring Team:

Silvanesti Elf: The first chapter involves venturing into the nightmare landscape of Silvanesti with its princess to restore it to its former glory. Enough said.

Clerics and Religious Types: Ideal for both, but this adventure particularly explores the legacy of the Cataclysm in Dragons of Faith where the PCs explore the undersea ruins of Istar. In Dragons of Truth the PCs venture to the Glitterpalace where they may speak with the Gods of Light

Kender/Guerrilla Types: Virtually all of eastern Ansalon lies under the Dragon Empire's dominion, the kender of the Goodlund Peninsula and the Nightmare Lands of Silvanesti the only places more or less unclaimed but still suffering. Dragons of Shadow (3.5) or Faith (AD&D) extensively detail these environs, and may give the PCs opportunity to ally with the Silver Fox and make inroads against the Dragonarmies on their home turf.

Derek Crownguard



The follies and potential troubles of DMPCs have been discussed in many forums. But the other major thing to address is Derek Crownguard's personality. Although I haven't read this far into the novels, his personality is rather well-known for being perpetually hostile and unlikable. In the books he was constantly at odds with Sturm Brightblade and mostly on the quest for hopes of personal promotion by bringing the Dragon Orbs to the Whitestone Council. He's representative of an old and fallen knightly order more concerned with the letter than the spirit of the code; Sturm is the more moderate contrast who will eventually bring the Knights back to glory.

Naturally, one might ask why the PCs should bother at all with him. And that is indeed a good question. The simplest explanation is to dispense with him, having any existing knightly PCs assigned to Tarsis to research the Dragon Orbs. But in my own 13th Age campaign, I not only kept him, but altered his personality a bit. In combat he was more of a supplementary role, less a full NPC and more a "stunt tactic" or element the PCs can use to trigger combined assaults with and distractions. Personality-wise, I played him more as a slightly cantankerous yet well-meaning knight. the weight of the war and its stakes darkening his mood at times. He was still obsessed with the Dragon Orbs, viewing them as an ultimate trump card. The examples of the PC Paladin (who was also the role of Prophet) encouraged him to righteousness at the Battle of the High Clerist Tower, effectively becoming the leader of the Solamnic Knights during the war.

For those reasons, my own group did not mind him as much, but I can't say for sure if this will work for your own.


Incentive to Go South



Feal-Thas, White Dragon Highlord by JL Meyer

Both versions of Dragons of Ice use the old "wise elder with vague knowledge" trope to guide the PCs to Icewall Glacier. This, combined with Crownguard's revelation of Sancrist later at the Ice Folk Camp, makes the adventure feel extremely railroady due to the fact that the PCs are finding out the next location right after the other instead of a gradual organic planning. Even more so, the PCs might decide that heading to Sancrist is more important than the assault at Icewall Castle, which can be problematic.

For my own campaign, I baked the plot hook right into the adventure's first chapter: the texts within the Library of Khrystann not only revealed the history of the Dragon Orbs, but the revelation that long ago the Wizards of High Sorcery "went far south, to a land of snow and ice to hide them from the world due to their power." And contacts within the Knights of Solamnia revealed that the Dragonarmies were conducting an excavation in the Glacier itself, apparently searching for something.

I also made it so that Icewall Castle was actually close to the ocean, near the western section of the Glacier. The Castle had a harbor with sea-worthy boats, giving the PCs even more reason to go there for a proper boat to take to Sancrist.

In Conclusion

Dragons of Ice is an overall fair beginning to the Winter arc. It starts off with a bang as the city's besieged, includes a battle against the White Dragonarmy forces on the tundra, and climaxes with the discovery of a real Dragonlance to use against the dragon Sleet. Its weakest areas involve plot hooks and incentives, but hopefully this advice should shape this up into an even greater adventure!

Thursday, February 2, 2017

KickTracking: Dungeon Grappling



It's been a while since my last blog post, and I apologize for that. Truth be told January went past me like the blink of an eye, and I neglected some of my regular duties. But over the past few months more than a few RPG KickStarters I backed began delivering finished products to me. I've been fortunate to have most of them arrive around their estimated release schedule, and be more or less what I expected. I decided to share some of my thoughts on them, starting with Dungeon Grappling.

The Pitch: Dungeon Grappling is more or less a variant rules fix for not one, but three popular rules systems: Swords & Wizardry, Pathfinder, and 5th Edition Dungeons & Dragons. From the days of AD&D to the D20 era, grappling has always been a bit of a bother with baroque resolution to the point that most gamers did not bother with it. I cannot speak as to 4th edition, and 5th Edition's grappling rules don't seem very obtuse from what I've seen and heard, but it was a common enough trend that the creator of Dungeon Grappling sought to create an improvement to make this combat maneuver a viable option as well as being easily understood.

Communication: Douglas Cole was surprisingly active ever since the project first came to light, a rarity for many crowdfunded RPG projects. Updates occurred several times a week, and this did not change even after the project was fully funded. Cole was very active in the comments section as well,

Delivery: The estimated release date for the PDF was in February 2017, with several print copy tier rewards estimated around April. I backed at the PDF level, and the final version of the eBook came to me around mid-January. There are now Print-On-Demand options for the book on Drive-Thru RPG and RPGNow in a softcover color.

Delivered ahead of schedule, a rarity in the KickStarter world.

End Product: The book itself is 53 pages, full-color. The artwork is very good, and the meat of the mechanics can be summed up in the use of Control Points, a kind of pseudo-hit point system reflecting how "beaten into submission" a target is in regards to grappling. I can't help but feel that won't really cut down on "book-keeping clutter," for as it is another value to keep track of in regards to hit points, spell slots, etc. Even more so if multiple creatures are grappled or grappling in the same fight.

The book seems rules-heavier than I like, but in regards to individual systems it does seem to make fighters, monks, and martial types quite competent in grappling in Swords & Wizardry. However, in Pathfinder  the problem of huge monsters having extremely high CMD (Combat Maneuver Defense) values is still a problem as the CMD is substituted for a target's Grapple DC (or the overall defense value when people try to grapple you). As for 5th Edition, the Athletics skill is still important for various grappling moves and defenses, meaning that Bards and Rogues with Expertise and raging Barbarians are still the best class choices for this.

Although I was expecting a more quick and dirty rules-lite option in lieu of a gradient scale, the professionalism and early delivery of the KickStarter  helped earn trust from Gaming Ballistic and any future projects they might have in store.

Dungeon Grappling can be purchased on Drive-Thru RPG and RPGNow.

Monday, January 16, 2017

The Core Concepts of Arcana High




For the past 2 to 2.5 years there's been a particular idea stirring in my head for a while. An idea which as of now has several hundred pages worth of notes and draft write-ups the result of 2 campaign's worth of design. One of the campaigns was uncompleted sadly, yet still brought about several months worth of play. I at first decided to write up an adventure path for Pathfinder for this work, as a four-part series. This took a lot more time than I thought, so I decided to work on various side projects all the while hoping to one day see my magnum opus on the shelves of online storefronts one day (most likely for Pathfinder and 5th Edition). But like Larius Firetongue's School of Sorcery, I figured that drumming up interest over time can be a great idea. As such, this blog post is the first in a series of revealing Arcana High.

Introduction

Arcana High is a hybrid four-color fantasy and magic school campaign in the vein of Harry Potter meets Teen Titans in a D&D fantasy world. For those unfamiliar with my earlier posts on the subject, the general idea is that the PCs are adolescent mages who found some magical artifacts. With these powerful relics, they can transform into alternate identities to better fight the forces of evil. All the while they must juggle their public lives as students in a world-renowned magical academy along with keeping the good people of Brancean safe from their ever-growing rogue's gallery of villains.

It was a rather popular itch I've been wanting to scratch for a while, due to the rarity of such play elements in traditional fantasy games and retroclones. When you think about it, the worlds of Dungeons & Dragons can support a pseudo-superhero style of play quite well. You have titanic dragons ravaging cities, foul cults seeking to awaken sealed evils, mad archmages brewing up new and deadly horrors to inflict upon the world, and holy forces bestowing their powers upon worthy mortals. With the preponderance of city-based campaigns and sourcebooks, diversity of adversaries, and the ever-popular appeal towards saving the world, a superhero kind of game with masked vigilantes wielding supernatural powers not for gold but for justice is not only feasible, it can work very, very well!

Major Themes

Four-Color Fantasy: Masked knights, sorcerers, and druids battle a mad alchemist atop an undead leviathan creation wreaking havoc on a port city. Thieves' Guild goons shake down storefronts and make a quick getaway on charmed manticores. A golem built by the lord-governor to fight crime goes on a  rampage due to interpreting the law in an over-literal fashion. The city's gnomish-designed printing press publishes eye-catching headlines of the PCs' latest exploits and clashes with the aforementioned threats.

A Central City of Adventure: The city of Brancean is modeled off of the real-world city of Constantinople, the capital of the East Roman Empire and then the Ottomans. As such, it is the focus of most of the setting, akin to what Gotham is to Batman and Metropolis to Superman.  It is a city of history, formed around the foundations of Highstone Academy when Aleria was but a division of independent baronies and tribes. As a principle nexus of an intercontinental trade network, it sees folk from all corners of the world (and some say of the planes). It is home to many wonderful sights, from the Colosseum where one can watch and participate in chariot races and all manner of sports tournaments; a literal Undercity home to drow, dwarves, and other subterranean beings; a 200 foot tall statue of the Goddess of Law and Civilization; and the pre-eminent Highstone Academy, of course!

Mediterranean Style Setting: The region is known as the Bowl of Levios, dominated by a central sea also called the Sea of Levios. This body of water was home to a great sea serpent of its namesake who ruled the lands as a god-king in times long past. Although in the current era there is debate as to his divinity, there is no question that he left a great mark on the land, and many of the oldest realms are seaside and underwater cities. Here are but a few lands of the Bowl:
  • the Alerian Empire, home to the cosmopolitan metropolis of Brancean and the world's most famous magical academy. 
  • the Al-Bahri Sultanate, a southern kingdom home to the Ridhai, who sail the seas on the back of island-sized Zaratan turtles.
  • the city-state of Kremdora, which suffered a devastating cataclysm while fighting an ascendant mage-tyrant and whose domain is now located within a residual anti-magic field.
  • Bristor, a northwesterly realm of small, independent kingdoms and tribes, home to knights, druids, and berserkers.
  • Tabiach, a realm of merchant princes and feuding city-states.

Imagine a Venice with merfolk and aquatic elf residents.  Imagine open-air tavernas serving pita bread dips and shish kebab street food to apprentice mages on their way to school . Imagine masked vigilantes fighting a possessed toga-clad statue of a long-dead emperor. Imagine an adventuring company accepting submissions from not just honorable knights and iconic elven archers, but also fair-haired northern reavers and steppe-borne nomads with curved swords. This is the world of Arcana High.

Scaling Powers: One of the chief mechanical principles of the two Pathfinder campaigns I ran for Arcana High was the use of magical relics. Once belonging to heroes of the distant past, they could transform a wielder into a masked form which the original heroes wore themselves. Aside from the super-genius gadgeteer, most superheroes were not known for carrying around gabs of equipment to act as the primary extension of their abilities.

For that reason, instead of accumulating gold and magic items as a primary campaign concern, I more or less made the relics into scaling magic items for the "big six" bonuses (weapon, armor, shield, saving throws, deflection, and natural armor). I also let the PCs choose from a broad array of relic upgrades which could be gained once per level. They included things ranging from an elemental energy blast attack to a Green Lantern-style major creation spell-like ability of limited duration. Magic items were still a thing in the campaign, and the PCs did have access to a pseudo-Batcave where they could load up on common gear between missions, but with the versatility of relics reliance upon the "Magic Item Christmas Tree" effect was nowhere near as pronounced. Being an all-spellcaster party helped ease things as well, for they are the classes in base Pathfinder which can best replicate a superhero feel.


Conclusion

I have a lot more to say about this dream project of mine, but right now I wanted to focus on the major themes instead of losing my dear readers in layers of lore I already wrote up in various documents.

What aspect of Arcana High should I focus on next?  Talk a bit more about the magic school? Perhaps a few figures from the supervillain rogue's gallery? Sample relic powers and abilities?

Feel free to leave your thoughts in the comments!


Thursday, December 1, 2016

Wizard's Academy releases for the Pathfinder RPG



Available on Drive-Thru RPG, RPGNow, and Paizo.

Long-time followers of my blog know that I have a bit of a preference for schools of magic as a fantasy trope. Well yesterday I was delighted to discover a rather large Pathfinder sourcebook just got released. The fact it is written by the folks behind the much-beloved Spheres of Power sealed the deal for me.

I have not read the whole thing, but already it's hitting a lot of buttons. A central story revolving around investigating the headmaster's disappearance, a five-tier encounter framework using different sets of monsters in dungeon rooms depending on average party level, and expanded rules for school life which give consequences if the PCs sneak off too much at the expense of their studies (and vice versa if the mystery isn't solved in time).

Adding to this is the fact that the module is made with the Spheres in Power system in mind. It is a worthy alternative to the standard Vancian system of magic, where spellcasting is both more balanced and allows for a wide variety of character concepts. The contents are available as a free online wiki, and I've been running two campaigns with it. So far sphere-using PCs held up quite nicely in adventures. While this may be a turn-off to those who prefer standard Vancian magic, the self-contained nature of Wizard's Academy can make for a nice one-off to test out an unfamiliar system.

Overall, I like what I see so far, and this book has yet to disappoint me. I recommend checking it out if you're a fan of the magic school campaign style.

Tuesday, November 22, 2016

A List of City-Based Sourcebooks for D&D and Pathfinder


Ptolus: City by the Spire


My first Dungeons & Dragons campaign was a series of adventures contained in Dungeon Magazine which collectively came to be known as the Shackled City. It was a page-opener for me in many ways; in addition to being the first campaign dubbed an "adventure path" (Dragonlance preceded it by 18 years in concept), it was also the first one I ran to completion and the first stable group of gamers who stuck with me through high school and well into college. Over a decade's worth of fun memories.

As for the Shackled City itself, it centered around the aptly-named settlement of Cauldron, built within the inner ring of a dormant volcano home to a large central lake in the middle of a jungle. A foul cult dwelling within the halls of power and darkest depths alike sought to bring the city to ruin, and many of the adventures were connected in the growing awareness and eventual stopping of their plot.

Using a central area for a whole campaign was a clever one, as it allowed the GM to reuse familiar locations and NPCs to give a better connection to the area. While most adventure paths sought to replicate this feel, the often nomadic nature of most campaigns meant that players would venture from location to location to complete a task, only to pack up and head off to the next place. Dragonlance tried to tie in themes with recurring NPCs and a sense of history, but overall I found in my years of play that setting a campaign around a city leant itself to some of my best gaming sessions.

For that reason, I decided to compile a list of city-centric sourcebooks for the Dungeons & Dragons and Pathfinder role-playing games. I'm only including sourcebooks which focus largely on livable locations; megadungeons of ruined cities do not count, nor do adventures which take place in said cities but are more or less restricted to the confines of a single plot. If any of my fine readers have suggestions, or if I happened to miss a particular interesting metropolis, please let me know!

City-Based Sourcebooks















Lesserton & Mor (no longer on OneBookShelf)









Ptolus, Monte Cook's City by the Spire

Shackled City Adventure Path

Sharn, City of Towers

Shelzar, City of Sins

Sheoloth, City of the Drow

City of Stormreach

Vornheim, the Complete City Kit

City of Splendors, Waterdeep

World's Largest City

Zobeck Gazetteer