Sunday, April 25, 2010

The Tournament

Dungeons & Dragons isn't really built for tournament type play. Once upon a time, people used to play in D&D tourneys, but those were less than tournaments as far as I'm concerned. I mean, sure, pushing through a pre-written adventure as fast and hard and skillfully as possible was a hell of a thing, but to me, that's not competitive D&D. That's just playing D&D and adding up some points when you're done.

Fuck that. When I think competitive Dungeons & Dragons, I think about two teams of players sitting on either side of an arena, destroying one another. I think about Clerics and Fighters and Rogues and Wizards knocking the crap out of each other until one side stops moving. So we're doing that at the store on May 22.

My job at Warp One Comics and Games is basically this: organize tournaments and make sure people play in them; also, sell stuff. I have some other things I need to do every week, but the majority of my time is spent making people play kid's games and like it. So I have some experience with creating new and strange events for people to play in.

In the three years I've been doing this, I've never seen the buzz this tournament is getting. With the popularity of D&DE, and the flagging support of the Friday Night Magic scene, I figured it was time to set something up that could bring in some new players and make for a crazy-awesome night of adventure. I didn't expect this sort of response to it. Most of the people I've talked to about it are excited. They want to play, they want to try their gaming chops against other players, they want to fight and they want to win. I posted this up on the event (consider this your invitation, if you're in Edmonton at the time).


Welcome to the first-ever Warp One Dungeons and Dragons Teams Tournament. Teams of three will face off against one another in a single-elimination tournament, the winners of which will walk away with $20 gift certificates for product at Warp!

You: An avid Dungeons and Dragons player with something to prove.

Your Team: A three-person machine of death and destruction, perfectly tooled to kick the pants off your opponents.

You'll Need: A character sheet (D&D 4th edition, Character creator, level 3, RPGA-legal), pencils, a miniature, a set of dice, any books you think you might need. These resources will not be provided for you, so make sure you bring everything you need to play!

The Arena: You'll be fighting on 15x15 space empty arenas. There will be no terrain, there will be no traps, just you, your allies, your opponents, and the thrill of battle!

The Venue: Warp One comics and games is located on beautiful Whyte Avenue, just off 99th street. There's parking in the back, lots of tables, some junk-food for fuel, and more comics, games and toys than you can shake a 10' pole at!

The Rules: Due to some interesting points regarding character-on-character combat in D&D, a few special rules come into play. You cannot teleport out of the arena. Characters do not die; the match is over when the entirety of one team is at zero hit points or less (no need to roll on the death track, and if you're at -bloodied hit points, you cannot be healed for the encounter, but you will be right as rain for the next battle). There will be no extended rests between matches; if you use your daily power in the first match, you will not be able to use it again for the rest of the tournament. Matches will last 50 minutes. When that time limit is exceeded, each player will have one more turn to put their opponents down. If neither team wins in that final turn, the match goes to the party with the highest total hit points. Because this is the first go 'round the table for us at Warp, we'll be adding or subtracting tournament rules as we need to, and putting together a Tournament Rules Document for the next tournament.


There are only a few people actually signed up and guaranteed coming, but the response on the word-of-mouth side has been a lot more fervent. I'll keep you posted on how it all goes down. ^_^

Penalties in Skill Challenges

I really like running Skill Challenges. I like how dynamic and different they are from normal combat encounters. I love how they represent a story complication rather than Yet Another Battle. I love how much role-playing goes on during one, and how players come up with new and creative ways to use their skills ("I'm going to use my Thievery to try and 'steal his heart.' Kay?"). They get players invested. They get players thinking. Most importantly, they're fun.

They also a ton of fun to write. Trying to think about how a particular skill may relate, especially skills that are peripheral to the challenge, is an interesting mental exercise for me. For instance, in Social Encounters, I've come to reorganize Intimidate in my head. It isn't just about scaring people; I mean, it's really good at scaring people, but that's not the whole of it. Where diplomacy is about the art of persuasion and bluff is the art of conversational jujitsu, Intimidate is about force of personality. From now on, Intimidate is the skill I go to for performance, for stealing a crowd, for being a force of nature that people just cannot ignore. I expect that, as I delve deeper into the system, I'll begin to do likewise with other skills as well.

Part of the problem in dealing with a skill challenge, though, is coming up with new and interesting penalties for skill checks. DMG2 gives us some ideas for penalties on a failed skill check, but they're pretty narrow, really. Coming up with a penalty for failing the whole challenge is actually pretty easy ("That thing you wanted, you don't get it."). Making each skill check hold different weight in the challenge is pretty important. It makes failure carry a consequence beyond being one step closer to failing the encounter.

I've been trying to come up with a list of penalties for failure that I can throw into a challenge as I'm writing them. Below, you'll find what I have so far.

From the DMG2

The first set of penalties I want to look at are the ones covered in the published material already. The second Dungeon Master's Guide goes into pretty deep detail on skill challenges and how they can fuck with your players, which is nice. On page 87, they talk about "stages of failure," which is something that I think should be in every skill challenge forever. They suggest the following as ways to penalize players during a skill challenge:

Lose a Healing Surge: This is pretty intense. This is what made me fall in love with Skill Challenges during D&D Encounters. I mean, I'd used them, but I didn't make them nearly as important as I have in recent adventures. The basic idea is that, if a character fails the skill check he or she is attempting, he or she takes damage. That damage is healed with a Healing Surge, so we're just going to do damage directly to the Healing Surges.

Spend Time or Money: So you failed at a thing you were trying to do. You went down the wrong path, talked to the wrong bookie, took an hour examining runes that had nothing to do with what you thought they did, or just hit up the wrong sheriff for information. Now you're going to need to backtrack, maybe grease some palms, and get back on track.

You Broke the Skill: For the rest of the encounter, no one can try to use that skill. You broke the last beaker in the lab, used the last of the gauze, none of the drug dealers will talk to your crew anymore because they think you're a bunch of snitches, whatever.

Take a Status Ailment: This is usually for in-combat skill challenges; you're dazed or immobilized or stunned or helpless or blinded or something. You fucked up, and the thing you fucked up fucked you up even more.

Take a Penalty: You screwed up, and the fact that you screwed up makes the next attempt at the skill even harder. You pissed off the mayor and now you're going to have to convince him to like you again, you sprained your ankle on that last somersault, you pulled a muscle in your arm and still have to lift this thing, your attempt at stitching your buddy up made him bleed more, etc.

My Own Additions

Now, these are pretty solid, but I like a little more variety in the ways I fuck with my players. So I'm going add to this list the following:

Extra Failure: When you fail at this skill check, it counts as two failures against the skill challenge. This effectively cuts the number of possible failures in half, assuming they try (and fail) this skill multiple times. I usually use this on a "limit 1 success" secondary skill, but it's still scary when you lose an extra failure.

Time-Delayed Failure: Failing doesn't actually count against the skill challenge, but the next time you fail a skill check, you accrue an extra failure. If you don't fail again, there's no downside. If you do, it becomes extra-devastating. Again, I usually put this one on secondary skills that normally don't count against the skill challenge when you fail.

Everyone Takes a Pentalty: Rather than just fuck things up for yourself, your failure at this skill check fucks with everyone. Nothing makes people hate you faster. ^_^ This one I usually reserve for primary skills that you can succeed on a few times, with a pretty low DC. It gets frustrating if it's used too much, but it's fun to watch players squirm when they give all of their friends a -2 on their next skill check.

Defense Penalty: For the rest of the day, you take a -1 challenge penalty to your AC, Fortitude, Reflex and/or Will. Failing this skill weakens you, slows your reactions down, frustrates you, and makes you more vulnerable to attack. This lasts until your next Extended Rest.

Speed Penalty: Until the end of the day, you take a -1 challenge penalty to your speed. You have honey on your shoes. You're moping. You're lost in thought or caught in a crisis of faith, and you're just not moving as quickly as you normally do.

Initiative Penalty: As above, except that instead of hindering your mobility, you're just not reacting as quickly to danger as you usually do.

Lose a Daily Power: Daily powers are massive feats of awesome. Sometimes, when you screw something up, it shakes you to your core. Your awesome isn't there, you just can't call on it to get the job done. If you fail this skill check, lose one of your daily powers as though you've used it (and hit with it, in the case of Reliable daily powers).

Lose an Action Point: Like most of the resource-deprivation penalties I've listed here (and that's pretty much the theme of these penalties; you're losing access to a thing you're usually able to rely on), this one steals something from you for failing. In this case, it's an Action Point. If you do not have any Action Points to steal, it will take a Healing Surge instead. I feel like this one should almost always be attached to Arcana for some reason.

Attack Penalty: For the remainder of the day, you take a -1 penalty to hit. This is devastating, people. Don't over-use it. Probably related most often to Acrobatics or Athletics. You've hurt yourself trying to do that cool parkour thing you saw that guy do the other day, and you just aren't as good at hitting people as you could be.

Grant Combat Advantage: For the rest of the day, you grant combat advantage. To everyone. I have a feeling that this one should be attached to Stealth and Streetwise. You've failed to be sneaky, and now the sneaky people are taking advantage of that for the rest of the day.

The Store Game; Session Review

I'm currently involved in three Dungeons & Dragons games. I have my monthly Eberron game that Jeff DMs, the game JP is running set in a fantasy-alternate Edmonton, and the "store campaign," the one that I DM for my customers. The latter is bastard hybrid of 4th Edition and the Pathfinder Adventure paths. I love the Adventure Path storylines (sort of; more on that later), and the structure they give to my encounters, but I've found 4th Edition much better for pick-up games for a few reasons (I'll get into that later as well).

The Store Game is a strange hybrid of 4th Edition rules with the Paizo Pathfinder Adventure Path "Council of Thieves." The characters are all members of a shadowy organization called Dungeons & Dragons Inc, which is the mother-company of the Pathfinder organization found in the Adventure Path books (and the world information Paizo's put out for their D&D3.75 setting). They are "troubleshooters," hired guns, sent on missions paid for by a customer, or into areas in which the company has a vested interest. Sometimes, in the case of Westcrown, a mission meets both of those requirements.

The players are the members of Sierra Group. The most commonly recurring characters are Riccardo Longshaft, a young, hopeful druid with a heart of gold; Fireman Tim, a ranger with ADD and a halfingweed habit; and Arko, a dragonborn fighter who loves kicking down doors (quite literally, that seems to be his favorite part of the game thus far...). Other characters flit in and out depending on the session and who's playing. Because it's a game held for the store, there are a lot of characters who pop in for a session or two and then disappear for a few more, then come back. This is explained away by DDI requiring that particular character's services on a different mission, and teleporting them out. I imagine guys in sharp suits stepping out of portals, explaining that they need a particular character for a thing, and then zapping out as though nothing happened.

We've already pushed through the first book of Council of Thieves, "The Bastards of Erebus." They escaped the dreaded Death Knights into the sewers below the city, made friends with the revolutionaries in their abandoned church to a dead god, rescued the leader of the revolutionaries from certain death, and kicked the crap out of a group of bandits on the outskirts of town to try and drum up some popular support for their movement. All in all, a good couple of days.

When the characters returned from their adventure with the tiefling bandits, they were greeted at the church by the revolution's leader (Areal) and his right hand (Janiven), who introduce Ailen Ghontasavos, a representative of Dungeons & Dragons Inc, and one of Fireman Tim's ex-girlfriends. She asks them if they like "Opera."

That's where we ended off our last session. This session, we had a few new characters, whose names I cannot remember for the life of me. Alex was playing a defender of some sort; Angus played a dwarven shaman; Holly came in late with a human Avenger, who we decided was actually Ailen Ghontasavos herself. I didn't actually have a copy of The Sixfold Trial with me when I started planning out the night (I was given about two hours of planning time to make this happen, and the book was sold out at the store), so I made most of it up off the top of my head. I had a general idea about how the sessions was supposed to go, and I improvised on the details.

Basically, here's the mission as it's written in the book: Ailen wants to get into the old Pathfinder Lodge in the city because it's probably full of some pretty neat stuff. To get into it, though, she'll need a key that can only be found at the Lord Mayor's home. In the Lord Mayor's home is likely an answer to how to stop the Shadow Beasts that plague Westcrown's streets at night. Areal and Janiven are both of the opinion that it would be a Very Good Thing to make that happen. They suggest the following course of action: infiltrate the good Lord Mayor's home, find the key and whatever information you can find on Shadow Beasts, and then go poke around the Pathfinder Lodge for a while.

Ailen suggests that perhaps the best way to infiltrate the Lord Mayor's house is to abuse his love of bloody, violent Blood Opera. The Lord Mayor is particularly fond of this theater art, and will usually host a gala banquet for whoever survives the thing. This gets you into the house, free to "get lost looking for the bathroom." The plan is a solid one, and it's one that the Children of Westcrown (the revolutionaries) approve of. Ailen, Janiven and Areal put it to the players. My players mostly agreed.

This is where the Paizo publication and my own design went in different directions. Because I didn't have the book handy at the time, I decided to design the encounters from scratch. I broke the whole thing down into four key encounters, two skill-challenges and two combat encounters. The first Skill Challenge was to be the Audition, get the Director of the thing to like you. The first combat encounter would be on the way home from that, when a group of Death Knights stop the actors from getting home, as they match the description they've been given for the people who sprung Areal. The second Skill Challenge was the Play Itself, with the second combat encounter worked into the Skill Challenge for when they succeeded for failed. I decided halfway through the second combat encounter to continue the skill challenge.

The Audition:

Again, I didn't have the book sitting in front of me when I planned this out, so I decided that the Six Trials of Lazarod were the trials of a religious martyr, tortured and dragged into hell as an example of what good, clean living will get you. Keep in mind, Cheliax is run by a demon worshiping cult, so it makes sense that they would want to discourage acts of genuine Faith in the Good. To make this play happen, the Director needs a pretty specific group of people, which means auditions. Mostly, he isn't interested in any one person, he's looking for a troupe, a group of actors that will give the audience a hell of a show as they put the play on.

Level 4

Complexity: 3 (8 successes before 4 failures)

Primary Skills: Bluff, Diplomacy, Intimidate, Insight

Secondary Skills: Acrobatics(1), Athletics(1), Perception(1), History(1)

Bluff: You read your script with faith and conviction, putting your all into making your character come alive on the stage. Failure on this skill check counts against the skill challenge, and the lead player takes a -2 on his or her next skill check.

Diplomacy: From years of practice, you speak clearly, you discuss the motivations of your character, build a strong case for your interpretations of his or her actions, and show that you have a deep understanding of who your character is. Failure on this skill check counts against the skill challenge, and the lead character takes a -2 of his or her next skill check.

Intimidate: You fill the room with your stage presence; even if your acting isn't necessarily up to snuff, your ability to command an audience's attention more than makes up for it. Failure on this skill check counts against the skill challenge, and the lead character takes a -2 on his or her next skill check.

Insight: Your keen understanding of people gives you a pretty clear idea of what the director wants to see. If you succeed at this skill check, you get a +2 bonus to your next skill check. Failing this skill check counts against the skill challenge, and the lead character takes a -4 on his or her next skill check.

Acrobatics (limit 1 success): It takes more than strong acting to make the Blood Opera work; they're more like a circus than a play, and your agility and grace ensure an entertaining performance on the night of the show. If you succeed on this skill check, you gain a +1 bonus to your next skill check. Failure on this skill check does not count against the skill challenge, but the lead character loses a healing surge and takes a -4 to his or her next skill check.

Athletics (limit 1 success): You need to be strong, powerful, toned to act in a Blood Opera, and with some showy flexing and a few feats of strength, you prove you've got what it takes to show off some muscle. If you succeed on this skill check, you gain a +1 bonus to your next skill check. Failure on this skill check does not count against the skill challenge, but the lead character loses two healing surges, and takes a -4 penalty on his or her next skill check.

Perception (limit 1 success): You notice the director is paying special attention to one of your cast-mates; now is your chance to knock him or her out of the spotlight! If you succeed on this check, you may pick an ally involved in the challenge; that ally loses two healing surges, but gains a +4 bonus to his or her next skill check. Failure on this skill check does not count against the skill challenge, but the lead character loses all of his or her healing surges and is removed from the challenge (you have sprained an ankle falling down a trap door while trying to sabotage your co-stars).

History (limit 1 success): You know which parts are traditionally played by what sorts of people, allowing you to peg the role you're most interested in. If you succeed in this skill check, you gain a +2 bonus to all of your skill checks for the rest of the skill challenge. Failure on this skill check does not count against the skill challenge, but you will take a cumulative -2 to each skill check for the rest of the skill challenge (your first attempt is at a -2 penalty, the next is at a -4 penalty, the next is at -6 and so on).

Development:

Success: You have made it! You and your troupe are the next stars of the Sixfold Trials of Lazarod!

Failure: You're pretty good, don't get me wrong, but I simply cannot put you ahead of some of the most incredible talent Westcrown has ever seen. You will be understudies to them, yes? Should something unfortunate happen to our main cast, you will be the ones to replace them. (if they wish to kill the people they are understudying, use the characters in the second combat encounter).

The Walk Home

Once the players are cast as either the main players or the understudies for the play, they're free to go home, get some rest, and spend a couple of days rehearsing the play. In the back of the book, there's an actual script you could use to play this out, spend a few minutes badly reciting lines from the play (which would be a ton of fun, and I wish I had the book when I did the game, now). Before they can sit back and start memorizing lines, though, they meet up with a Death Knight patrol that has been on the lookout for them. After all, these are the punks that busted a dangerous felon out of jail. They need to pay something fierce.

The Death Knight Initiates are mostly there for flavor. They're not incredible, they died quickly in my own session, but they made good fodder to take attention away from the acolyte. I had one minion for each player, and one Acolyte. They fought in a pretty nondescript alley, and I will NOT be making a map for it. In fact, there will be no maps today. Fuck maps.

Death Knight Acolyte

Level 4 Elite Soldier

Medium
natural
humanoid

XP 350

Initiative +6 Senses Perception +3
HP 112; Bloodied 56
AC 20; Fortitude 17; Reflex 16; Will 15
Saving Throws +2
Speed 5
Action Points 1

m
Longsword (standard; at-will) • Weapon

+11 vs AC; 1d8 + 6 damage, and the target is marked until the end of the knight's next turn

r
Dagger (standard; at-will) • Weapon

Ranged 5/10; +9 vs AC; 1d4 + 6 damage

M
Stealthy Smite (standard; must have combat advantage against target; recharge
5 6)

+11 vs AC; 1d8 + 10 damage, and the target falls prone


Punitive Radiance (free, when the knight hits with a melee attack; encounter)

The attack deals 1d6 extra radiant damage, and the target grants combat advantage until the end of the knight's next turn.


Knight's Shove (immediate interrupt, when a creature marked by the knight shifts; at-will)

The knight makes a longsword attack against the triggering creature. If it hits, the target falls prone.

Alignment Unaligned

Languages Common

Str 17 (+5)

Dex 15 (+4)

Wis 12 (+3)

Con 16 (+5)

Int 11 (+2)

Cha 13 (+3)

Equipment Plate Armor, Light Shield, Longsword, Dagger x2

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.


Death Knight Initiate

Level 3 Minion Soldier

Medium
natural
humanoid

XP 38

Initiative +5 Senses Perception +1
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 16; Reflex 15; Will 14
Speed 5

m
Longsword (standard; at-will) • Weapon

+10 vs AC; 9 damage, and the target is marked until the end of the knight's next turn

r
Dagger (standard; at-will) • Weapon

Ranged 5/10; +8 vs AC; 13 damage

M
Stealthy Smite (standard; must have combat advantage against target; recharge
5 6)

+10 vs AC; 1d8 + 9 damage, and the target falls prone


Punitive Radiance (free, when the knight hits with a melee attack; encounter)

The attack deals 1d6 extra radiant damage, and the target grants combat advantage until the end of the knight's next turn.


Knight's Shove (immediate interrupt, when a creature marked by the knight shifts; at-will)

The knight makes a longsword attack against the triggering creature. If it hits, the target falls prone.

Alignment Unaligned

Languages Common

Str 16 (+4)

Dex 14 (+3)

Wis 11 (+1)

Con 15 (+3)

Int 10 (+1)

Cha 12 (+2)

Equipment Plate Armor, Light Shield, Longsword, Dagger x2

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Opening Night

This challenge is all about the play itself. Whoever was cast as Lazarod is going to have a tough time of it. In the published adventure, there are a number of roles to play, and each role has a pretty well-defined character. Me, I went for a more abstract idea of what the play would look like. One player is Lazarod (in this case, Fireman Tim), two players are Executioners (Aelin and whoever Alex was playing), one player played the Demon (Arko) and two of the players were crew, using Arcana to make some special effects that didn't suck. In my original plan, Arcana didn't show up at all, but it ended up being used a few times. So too did Nature, though I didn't include it in the Challenge at all. I've included them here because they worked pretty well in practice.

Level 4

Difficulty 2 (6 successes before 3 failures)

Primary Skills: Bluff, Diplomacy, Intimidate, Endurance (Lazarod), Insight

Secondary Skills: Arcana, Acrobatics, Athletics, Nature

Bluff: You deliver your lines pitch-perfect, and the crowd loves your interpretation of your character. Failure at this skill check counts against the Skill Challenge, and the main player loses a healing surge; add one minion to the Combat Encounter.

Diplomacy: The audience can see your vision, understanding the depth and drama you've imbued your character. Failure at this skill check counts against the Skill Challenge; the main character and the character playing Lazarod each lose two healing surges; add one minion to the Combat Encounter.

Intimidate: Your forceful stage presence can be felt all the way to the balconies. You own the room, and they love you for it. Failure at this skill check counts against the Skill Challenge; the main character and the character playing Lazarod each lose one healing surge; add one minion to the Combat Encounter.

Endurance (Lazarod Only): You withstand the many tortures set against you; though you are being slowly tortured, you think to death, your mind stays sharp and clear. Gain a healing surge. Failure on this skill check does not count against the Skill Challenge, but you lose two healing surges and take a -4 penalty to your next skill check.

Insight: You look out into the crowd and gauge their response (if the players are currently ahead in the Skill Challenge, the audience is with them; if they're behind, the audience is against them) and you can tell that they are eager for more. The player of your choice gets a +4 bonus to his or her next skill check. Failure on this skill check counts against the Skill Challenge, and both the main character and the character playing Lazarod lose a healing surge.

Arcana (limit 2 successes): You use your knowledge of magic to summon small special effects that add to the experience. A small fire catches, or a person glows with power as they speak. Choose a player. That player gains a +4 bonus to their next skill check. Failure on this skill check does not count against the Skill Challenge, but both the main character and the character that would have received the benefit of this success lose a healing surge (they catch on fire).

Acrobatics (limit 1 success): You spin and whirl across the stage, slicing into Lazarod's flesh and spraying the audience with an arc of blood. Lazarod loses 4 hit points, but gains a healing surge. Failure on this skill check does not count against the Skill Challenge, but Lazarod instead loses 10 hit points and a healing surge, and the main character loses two healing surges.

Athletics (limit 1 success): You lift Lazarod above your head with a single hand, tossing his body onto the ground like a rag doll. It looks impressive, but it's almost entirely harmless. Pick a player. That player gets a +2 bonus to his or her next Bluff check. Failure on this skill check does not count against the Skill Challenge, but both the main character and the character playing Lazarod lose a healing surge.

Nature (limit 1 success): You light the Fires of Hell behind the door frames that lead to the play's Hell. It's not dangerous, but it certainly looks impressive. Pick a player. That player gets a +2 bonus on his or her next intimidate check. Failure on this skill check does not count against the Skill Challenge, but both the main character and the character that would be been the recipient of the bonus lose a healing surge and begin the next combat encounter with ongoing 5 fire damage.

After Some Failures

If and when the players accrue a few failures on the skill challenge, pause the challenge and initiate the second combat encounter. The character's understudies have come to add a little spice to the show, something of a tradition for the Sixfold Trials. For each of the failures, add a minion or two to the encounter. There really isn't any rhyme or reason to how the actors will fight; while they're quite competent fighters, each in their own way, they are primarily actors and will act like divas given half the chance.

Kobold Rat Master

Level 4 Elite Soldier

Small
natural
humanoid

XP 350

Initiative +6 Senses Perception +3;
darkvision

Rat Horde aura 1; each enemy that begins its turns within the aura takes 5 damage. Enemies treat squares in the aura as difficult terrain. See also devouring horde.
HP 114; Bloodied 57
AC 20; Fortitude 18; Reflex 17; Will 16
Speed 6

m
Whip (standard; at-will) • Weapon

Reach 2; +11 vs AC; 1d4 + 2 damage, and the target is pulled 1 square

C
Gnawing Rats (standard; at-will)

Close burst 2; +9 vs Fortitude; 1d6 + 2 damage and ongoing 5 damage (save ends). See also devouring horde

R
Devouring Horde (standard; encounter)

Ranged 5; +9 vs Fortitude; 1d6 + 3 damage, and the target is stunned (save ends); until the target saves, the rat master loses its rat horde aura and the use of its gnawing rats attack

C
Rat Frenzy (standard; encounter)

Close burst 1; +9 vs Reflex; 2d6 + 3 damage


Shifty (minor; at-will)

A kobold can shift 1 square as a minor action.


Trap Sense

A kobold gains a +2 bonus to all defenses against traps.

Alignment Evil

Languages Draconic

Skills Nature +8

Str 14 (+4)

Dex 15 (+4)

Wis 12 (+3)

Con 17 (+5)

Int 12 (+3)

Cha 13 (+3)

Monster found in Dragon Magazine Annual 2009 and Compendium

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Reniss, Half-Elf Ranger

Level 4 Artillery

Medium
natural
humanoid

XP 175

Initiative +5 Senses Perception +2;
low-light vision

HP 47; Bloodied 23
AC 18; Fortitude 18; Reflex 19; Will 15
Speed 6

m
Longsword (standard; at-will) • Weapon

+12 vs AC; 1d8 + 2 damage

r
Longbow (standard; at-will) • Weapon

Ranged 20/40; +13 vs AC; 1d10 + 3 damage

R
Eyebite (standard; encounter) • Arcane, Charm, Implement, Psychic

Ranged 10; +9 vs Will; 1d6 + 1 psychic damage, and Reniss is invisible to the target until the start of her next turn

R
Hunter's Bear Trap (standard; daily) • Martial, Weapon

Requires longbow; +13 vs AC; 2d10 + 3 damage, and the target is slowed and takes ongoing 5 damage (save ends)

R
Nimble Strike (standard; at-will) • Martial, Weapon

Requires longbow; +13 vs AC; 1d10 + 3 damage; Reniss can shift 1 square before or after she attacks

R
Shadow Wasp Strike (standard; encounter) • Martial, Weapon

Requires longbow; target quarry; +13 vs AC; 2d10 + 3 damage


Hunter's Quarry

Once per turn as a minor action, Reniss can designate the enemy nearest to her as her quarry. Once per round, Reniss deals 1d6 extra damage on an attack made against her quarry.


Unbalancing Parry (immediate reaction, when an enemy misses reniss with a melee attack; encounter)

Reniss slides the enemy into a square adjacent to her and gains combat advantage against it until the end of her next turn.


Group Diplomacy

Reniss grants allies within 10 squares of her a +1 racial bonus to Diplomacy checks.

Alignment Good

Languages Common, Elven, Dwarven

Skills Acrobatics +10, Diplomacy +5, Dungeoneering +5

Str 15 (+4)

Dex 17 (+5)

Wis 10 (+2)

Con 15 (+4)

Int 12 (+3)

Cha 13 (+3)

Equipment Leather Armor, Longsword, Longbow, Arrows (30)

Monster found in Dungeon Magazine 158 and Compendium

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Lady of Shadows

Level 4 Skirmisher

Small
natural
humanoid

XP 175

Initiative +8 Senses Perception +4;
darkvision

HP 54; Bloodied 27
AC 18; Fortitude 15; Reflex 17; Will 15
Speed 6

m
Dagger (standard; at-will) • Weapon

+6 vs AC; 1d4 + 4 damage

R
Dagger (standard; encounter) • Weapon

Ranged 5/10; +6 vs AC; 1d4 + 4 damage

C
Killing Dark (when reduced to 0 hit points)

Close burst 1, targets enemies; the Lady of Shadows explodes in a spout of darkness; each target is blinded (save ends).


Combat Advantage

The Lady deals an extra 1d6 damage on melee and ranged attacks against any target she has combat advantage against.


Dark Step (move; at-will)

The Lady moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that she ends her move adjacent to.

Alignment Evil

Languages Common

Skills Stealth +11, Thievery +11

Str 11 (+2)

Dex 18 (+6)

Wis 14 (+4)

Con 14 (+4)

Int 13 (+3)

Cha 13 (+3)

Equipment Dagger x5

Monster found in Forgotten Realms Campaign Guide and Compendium

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Chevkos's Lackey

Level 4 Minion Skirmisher

Medium
natural
humanoid

XP 44

Initiative +4 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 18; Reflex 15; Will 16
Speed 6

m
Short Sword (standard; at-will) • Weapon

+9 vs AC; 5 damage

r
Hand Crossbow (standard; at-will) • Weapon

Ranged 10/20; +9 vs AC; 4 damage


Combat Advantage

A lackey deals 2 extra damage against any creature granting combat advantage to it.

Alignment Unaligned

Languages Common

Skills Stealth +7

Str 16 (+5)

Dex 11 (+2)

Wis 12 (+3)

Con 14 (+4)

Int 10 (+2)

Cha 13 (+3)

Equipment Leather Armor, Short sword, Hand Crossbow, Crossbow Bolts (20)

Monster found in Draconomicon: Metallic Dragons and Compendium

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.



Development

Success: You have produced the most successful version of the Sixfold Trials of Lazarod the city of Westcrown has seen in over a decade. Overnight, you have become actors of some renown in the city, and people can't wait for you next show. The mayor is holding a gala for you (tonight!) to congratulate you.

Failure: Though the play was a total ruin, it was amusing to all the right people. The mayor has deemed this the most entertaining satire of the Sixfold Trials he's ever seen, and invites the surviving cast and crew to a small get-together at his home.

Fireman Tim, playing Lazarod, nearly died before they finished the challenge and got invited to the Mayor's for dinner. The challenge was actually pretty intense, to the point where people got up and cheered when they won, and fist-bumps were awarded all around. I consider any encounter that ends with people screaming in happiness a success.

It was a really great session, I really enjoyed DMing it, and I hope the next part of the adventure (infiltrating the Mayor's home) will be half as much fun.

Friday, April 23, 2010

Random Monster

Sometimes I like making up new monsters. When I find a particularly fascinating image or someone says something that hits me in my deep places, I'll usually write a story here, but there are occasions where I see a thing and think "Well shit, what sort of encounter would this make? Where would something like this live, and how would it make that space insanely dangerous?" When I saw this critter, I thought along the latter lines; there's probably a story in there somewhere, I want to see that creepy girl with the too-big eyes and no mouth fuck some bitches up.

I'm imagining a psychic baddie. Like a siren that sings to your mind while you're traversing the already deadly Astral Seas. Off the starboard bow, you see a pair or trio of naked, ivory-skinned women who sing out to you like the voices of a dream. When you come near to them, they feed from you, draining your mind of it's ability to think or act or feel. When an Astral Siren does damage to you, it's damage to your memories, your thoughts, your philosophical reflections, your personality. Even when she's defeated, an Astral Siren leaves scars on your mind. There will always be a few things you can't quite remember, things that sit on the tip of your tongue, but you can never quite get them out. Is that just the effects of growing older, or is that something the Siren took from you, something you'll never get back?



Astral Siren

Level 15 Elite Controller

Medium
fey
humanoid

XP 2,400

Initiative +10        Senses Perception +10
HP 333; Bloodied 166
AC 29; Fortitude 30; Reflex 27; Will 30
Saving Throws +2
Speed 6
Action Points 1

C
Psychic Blast (standard; at-will) • Psychic

blast 5; +20 vs AC; Targets all enemies in blast; 2d8 + 6 psychic damage.

M
Mind Melt (standard; at-will) • Psychic

+17 vs. Will; the target is stunned until the end of the Astral Siren's next turn.

C
Siren's Call (minor; recharge
5 6) • Psychic

Close burst 5; +13 vs. Will; targets all creatures in burst; the Astral Siren slides the targets 2 squares.

A
New Power (standard; recharge
5 6) • Psychic, Fire

blast 2; +20 vs AC; 3d6 + 6 psychic fire damage and the targets take 5 ongoing fire (save ends).

Alignment Unaligned

Languages

Str 17 (+10)

Dex 17 (+10)

Wis 17 (+10)

Con 17 (+10)

Int 17 (+10)

Cha 17 (+10)

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.




Pic was straight-jacked from http://lalory.deviantart.com/art/Placebo-161629508