10
Nov
09

Picked Pockets – Mad Dwarven Woman

So I promised a new villain for one of the story arcs for my next campaign, and here she is. This is Morgana (from Dungeon Mag’s Den of the Slave Takers) with some slight twists. She is now a dwarf (no halflings in the homebrew, I’m afraid). In addition, she’s less into worshipping Torag and much more an alchemist who got mixed up with some recent aberrant influences . . .

Morgana

Now for some pockets worth picking:

  • Chatty DM – If you are coming here to link to Chatty’s site, your blog-reading priorties are mixed up. But if by some chance you have not seen it, Chatty delves into a particular subject that constantly frustrates me with 4e – treasure. I am not sure I agree with the direction he is going there, and I think that stems from us seeing different problems with the parcel system, but it is thought-provoking and worth a look. Chatty DM’s Treasure System.
  • Some people love them, some people hate them, but regardless Geek’s Dream Girl has probably one of the best recent ones. Maybe its because I’m a fan of Eberron, but so far I enjoy reading her campaign logs.
  • Lastly, I’ve really been scouring other game systems lately. Check out Life and Time’s of the Philippine Gamer for more info on FantasyCraft, and this blog for info on the forthcoming Warhammer RPG.

08
Nov
09

Theme: madness

Even before the concept was ‘codified’ in DMG 2, I’ve been a fan of the way 4e has themed certain powers. Kobolds are shifty, Dwarves are tough to move, etc . . . Seeing this thread established early on in the system, I crafted my homebrews to operate in a similar manner. All the Thompson Boy bandits have bloody opportunist. All the wizards of Sedgme can fly once an encounter.

But the DMG 2’s idea of theme opens this power structure up even more. Now when creating a themed group of baddies, we can think in broader terms. Some of the baddies may have X and Y, others may have Z . . . regardless the mix all of these powers echo a theme.

So, as I am in the midst of prepping a new campaign and wanted to come up with a theme for an aberrant cult, Awakened Eyes, that will likely play a major role, I turned back to the DMG 2 for inspiration. Instead I found an answer. Or at least half an answer; 4 of the 8 powers of the Those Who Can Hear (DMG 2 120-121) work very well for my own mad cultists:

Aura of Madness: Works nicely, not overpowering and fits the theme.

Mind Twist: Really, really like this power. It is like dominate-light. I think the way it is described it can easily fit a sense of madness or insanity.

Seeds of Madness: Another great controller-type power that shows how infused some of these beings are with Far Realm weirdness.

Psychic Feedback: Maybe my favorite power of this aberrant theme. It highlights that all the aberrant worshippers are connected via their insanity, and the psychic energy that thrums between them.

Now the remaining 4 powers did not really do it for me. One gave an action point (boring), one was a slow effect that didn’t jive with the flavor of a mad cult, one was a ‘psychic scream’ that again didn’t jive with what flavor I was looking for, and the last was a simple leader power involving movement (boring).

So here are a few additions I’ve added.

Madman's Strength

This really works for brutes. I think it captures that "I'm one angel dust" or "this guy just busted out of the asylum" kind of madness.

 

 

 

 

 

Third Eye Revealed

I keep envisioning the player's finally whittling down their first BBEG and the skin of her forehead splitting open to reveal this horrid, alien eye.

 

 

 

 

 

Lunacy

May need to play with this one a bit, but I like the concept of the insane being particularly resistant to Will-targeting effects. I could just make this an inherent bonus, but I at least want to highlight the flavor.

 

 

 

 

 

 

Mind Touch

The idea being here that once the aberrant-themed baddie has 'touched your mind' with a pyschic power, he gains some sense of what your thinking. Hence the ability to evade. Good RP should go along with this - Example - Ask your player what's on his mind right now? Then have the villain repeat that back to him . . .

 

 

 

 

 

 

 

Tomorrow, I’ll show you how these powers are being used on my version of Morgana, from my version of Den of the Slavetakers. Also, the return of Picked Pockets.

02
Nov
09

Cocky Duelist

Character Concept: Cocky Duelist

Keywords: Rapier, Charming, Quick-on-his-feet 

 

This little thought-exercise has value, as I am playing a bard in a 4e campaign right now. However, though I like the way the bard plays, I am not a fan of the flavor, so here is another take on a roguish rogue. Without further ado:

 

Name: Raef – Human Rogue

 

1st Level Choices:

Class Feature: Artful Dodger

Background: Noble ( Diplomacy as a class skill)

Abilities:

STR – 10, CON – 11, DEX 17, INT – 14, WIS – 8, CHA – 16

 

Skills: Acrobatics, Athletics, Bluff, Diplomacy, Streetwise

Feats: Rapier Proficiency, Defensive Mobility

Powers: Clever Strike, Deft Strike, Sly Flourish, Fox’s Gambit, Trick Strike

 

We are well on are way to building an excellent duelist. His powers focus on movement and gaining combat advantage, and his feats grant him his rapier and the ability to worry less about moving across the battlefield. At level 1 he has a +5 bonus to AC against opportunity attacks. Skill wise, he diplomacy and he’s not afraid to use it.

 

2nd Level Choices:

Feat: Martial Alacrity

Power: Battle Feint

 

Both of these choices scream duelist to me. Martial Alacrity ups the initiative and essentially allows for an extra shift during the first round of every combat; battle feint highlights your skill with the blade and lets you spread the combat advantage love.

3rd Level Choices:

Power: Flamboyant Strike

A tough choice between this and Trickster’s Blade – however, I like the Errol Flynn version of a duelist so keep on movin’ when in doubt, and this one lets you shift.

 

4th Level Choices:

Stat Bump: Dex & Cha

Feat: Action Surge


Any duelist worth his salt relies on his grace and charm. Oh and the flair for the dramatic moment .  . . hence Action Surge!

5th Level Choices:

 

Power: Flashy Riposte

 

An immediate reaction that sounds like a dueling move is a natural fit. Added bonus of dealing damage on the enemies turn and gaining combat advantage for a while makes it a solid daily.

6th Level Choices:

 

Feat: Improved Initiative

Power: Dodge Step

 

Dodge step keeps you away from your enemies and on your guard. Improved Initiative should be in the repertoire for anyone who relies on speed in combat.

7th Level Choices:

Power: Rogue’s Luck

 

A swashbuckler is never down and out . . . he is just setting up the next thrust of his sword. And that is why Rogue’s luck is a winner. It is a reset power. If you miss, go again. Perfect for frustrating the DM.

8th Level Choices:

Stat Bump: Dex & Cha

Feat: Skill Focus (Diplomacy)

 

Obviously, I’m not a min-maxer . . . you should have picked up on that by now. Hence, Skill Focus Diplomacy. By now you’ve probably saved a few lives, wooed a few women, and that needs to be shown in your Rico Suave charisma stats.

9th Level Choices:

Power: Vexing Escape

 

Ok, you hit someone then shift your Dex. Then when they get near you, you shift again. Then again, then again. That is just a top notch daily for  a duelist. At this point you are likely the most aggravating character on the board simply for the amount of movement you get with your attacks.

10th Level Choices:

Feat: Weapon Expertise (Rapier)

Power: Combat Tumbleset

 

Well, it’s about time we invested some ranks into that rapier. Combat tumbleset is yet another power that lets you shift across the battlefield. By now you are a whirling mass of rapier stabs and smooth as butter charm.

NOTE – This character is not optimized. I know.

27
Oct
09

Bullywugs

Icky, swampy bullywugs. But why? They are already statted in the MM2, and in the recent 4e netbook . . . Answer: because they just didn’t cut it for me. Yes, I borrowed some concepts from those two sources, but bullywugs in my campaign are filthy, mucky, swamp loving brutes. More toady than froggy, more croaky than leapy, and definitely unable to belch fire and lightning . . . nor do they give hp back and bumble across the battlefield hurting themselves.

I will be collecting monsters here in a PDF every 50 or so . . . you can expect them to have a full write up then, but here are the bullywugs stats.

Bullywug Runt

Bullywug Hopper

Bullywug Bull

Bullywug Marsh Mystic

 

Bullywug Hopper

Level 1 Skirmisher

Medium natural humanoid

XP 100

Initiative +5                          Senses Perception +1
Swamp Stench aura 1; each enemy that spends a healing surge within the aura is weakened until the end of its next turn.
HP 27; Bloodied 13
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6 (swamp walk), swim 4

m Spear (at-will; standard) • Weapon

+6 vs AC; 1d6 + 3 damage.

M Leaping Charge (recharge 6; standard) • Weapon

A bullywug hopper shifts up to its speed. It can move through enemy squares and difficult terrain. It must land adjacent to an enemy; +6 vs AC; 2d6 + 3 damage.

C Phlegmatic Croak (encounter; minor) • Poison

Close blast 2; +5 vs Reflex; 1d6 + 3 poison damage and the target is blinded until the end of the bullywug’s next turn.

Alignment Unaligned

Languages Primordial

Skills Acrobatics +8, Athletics +6

Str 12 (+1)

Dex 17 (+3)

Wis 12 (+1)

Con 11 (+0)

Int 7 (–2)

Cha 10 (+0)

23
Oct
09

Customizing the DDI Character Builder, pt II

Yes, but not really . . .

This is the current answer to most customization questions you have for the current iteration of DDI’s Character Builder.

Can you create a race? Yes, but not really . . . see you can enter a name and all, heck you could even enter a full write up within details box, but you’ll never see it enter the functionality of the builder. The numbers you include will have no real affect on the game. That means manually adjusting attributes, and writing your racial powers down elsewhere.

Can you create a class? Yes, but not really . . . see above.

Can you create a power? Yes, but not really . . . see above.

This is a shame. 4e’s power system and its structured sense of design beg to be played with by adventurous DMs; however, their best and most useful piece of software does not acknowledge this.

Will It Ever?

A better way to phrase this question is: “Does WotC have anything to gain from focusing on making the DDI Character Builder ‘play nice’ with custom elements?

No – Why would they. Sales seem strong now, and they are putting out so much content that if you cannot find what you are looking for you must be blind. Besides, it’s just bad business. If a person could just adjust and insert custom elements, why would they even need our material? (INHERENT FALLACY ALERT: Little secret, DDI almost makes the books obsolete. DMG2 and campaign books for fluff are about all I need . . .)

Yes – Custom elements equates to more functionality/ease-of-use for 3rd party publishers. Playing nice with the industry equates to a stronger hobby. A stronger hobby equates to more sales. Besides, WotC could use the PR boost in some eyes.

Also opening up customization elements would really jive with this concept of more DM control (look how easy it is to build encounters, monsters, etc.).

Verdict

I don’t care. I am using homebrew elements regardless. I have no qualms about going back to pencil and paper. Hell, I’d save a boatload in ink.

Next time: Bullywugs!

‘til then

20
Oct
09

Customizing the DDI Character Builder

A Chain of Thoughts:

Though I am currently in one campaign and running another, I am always keeping my eyes down the road . . . I’m always planning my next campaign.

For the longest time, I had convinced myself that next campaign was going to be run in Eberron. I love the steam punkish feel of that setting, its warforged, its dark politics, the noir feel, the mysteries surrounding the past and the tension suffusing the present. But, as is always the case, I grow apprehensive about playing in published campaign realms; inevitably, there is something that turns me off. While most of my concerns are easy fixes, this very practice of tinkering leads me to further and further reaching explorations that slowly, but inexorably, pull me from the published world.

While I will not go into details with Eberron, as I may still well run it, there is another reason I’ve become more and more convinced a homebrew is for me.

Houserules.

Particularly, I love games that are gritty and difficult. Therefore I love houserules that optimize that feel. But I also love houserules that emphasize roleplaying, resource management, and give the player’s more choice.

Mosey through my blogroll: Spirits of Eden, At-Will, Roleplaying Pro.   .  . it is hard not to read these sites and want to use or expand on what they’ve done. Looking at Thieves’ Tools section and see the houserules (to be revised/expanded this week) I’ve appropriated. Or take for example, Spirits of Eden’s Background Feats or Combat Style Feats . . . while they may not work in my homebrew they give me the inspiration and outline to craft my own.

A Hurdle

So ez, pz right? Well, no. Because of the awesome DDI Character Builder.

Hes waiting for the dungeon mapper. Still.

He's waiting for the dungeon mapper. Still.

I love this thing. My group loves this thing. IT DOES THE MATH FOR YOU! And it prints off sheets of info, organizes your powers, etc . . . What it doesn’t do, that well anyways, is play nice with custom elements.

But I will save it faults for the next part of this . . .

For now let me leave you with what the DDI Character Builder can do:

    • FEATS: You can easily take illegal feats, or better yet, write in your own. Click on the little Houserule button (shaped like a house, how cute) and choose create custom element. Name your feat. Then fill in the text box. This text will appear on your character sheet, so keep it brief like the other feat synopses.
    • Let’s say you’re the kind of DM who likes to use background feats (ala Paizo) to really immerse your group into the setting. Well, the Character Builder does allow you to create extra feat slots, as well. Just click on the lower Houserule button and a new slot appears. You can do this ad nauseam. (You can also just add this as a custom background)
      • What does not work for feats? Well, the system does not recognize the bonuses your feats may give. Bust out your pencils.
    • SKILLS: Just as with feats you can, you can open all illegal elements and create extra slots
    • POWERS: The only benefit I’ve seen in this regards is the ability to take powers from other classes; then again, I’m not sure how often that is going to come up.
    • CLASSES: Much as with powers, you are fairly limited in your customization here: you can take the class benefits of other classes. For example, your cleric could gain Staff of Defense. Yes, you can make your own, as well. However, keep in mind that any bonuses you incorporate will not figure into the math on your character sheet, nor can you easily include a power like Inspiring Word.

Now, I’ve touched on what it can do, and, if people actually read this, they may say, “Dude, you can make classes, races, powers, etc.” Sure. In name you can do this, but later this week I will point out the flaws inherent in doing so, and try to prophesize how much customization WotC will allow with their builder.

’til then.

14
Sep
09

Deathshade Wisp

Well, thanks to the awesomeness of Open Design: Courts of the Shadow Fey (join us, join us, join us), I’ve been lucky enough to get a Monday Monster posted up on the KQ site. Take a look at the Deathshade Wisp!

11
Sep
09

Me Write Story

Well, if you have about ten minutes and you want to read a short story in the fantasy genre, do your local rogue a solid and check out Nevermet Press. I have a little piece of fantasy fare I hope you like.

Also . . . Have I told you about Wolfgang Baur’s OPEN DESIGN: Court of the Shadow Fey . . . Yes? Well, allow me to tell you again. Join. Join. Join. If you aspire to become a better GM or, perhaps, get involved in the freelance industry what better way to learn than in a collaborative environment focused on the creation of a 4e campaign!

10
Sep
09

Critter Collection: Skinning

New Skin, Old Monster

While far from being exclusive to 4e, the concept of re-skinning a beastie has definitely been advocated in the latest edition. With the help of adventure tools, it could not be much easier. Simply click the monster, make whatever minor edits you see fit, if you need a new power drag and click and voila! New bad guy.

For me, a self-admitted ‘tinkerer DM,’ this functionality cannot be overstated. Even though I personally enjoy making new monsters whole cloth, the speed, ease, and convenience of simply switching some keywords around cannot be beat.

Before I present today’s beasties, let me stress the other, sometimes overlooked, function of re-skinning in 4e. It is a player tool just as much as a DM tool. Let magic missile become fire dart. Let your cleric of the Raven Queen do necrotic damage instead of radiant.

I tend to look at 4e has a deli. Powers (PC & monsters’), info from the setting guides, certain classes, certain races . . . all of these are going to appeal to certain people. It is up to you as the DM or player to pick and put together the ones that work best for you.  This can be as broad as making a campaign with no dragonborn or tieflings, or as specific as turning a Magma Claw into an Icewrought Hound for your upcoming game. The bottom line is just because it is in D&D doesn’t mean it’s a condiment, meat, or veggie (god, this analogy fails) you must use. The best sandwiches go together, they do not possess all the options . . . and sometimes your ham and cheese, is a ham and swiss, sometimes it is a ham and cheddar, sometimes it is a . . .

An Eladrin Arcane Archer modified into a Duergar who worships Levistus . . .

Frostforge ArcherSometimes its a Magma Claw who becomes an Icewrought Hound . . .

Icewrought Hound

07
Sep
09

Campaign Workbook: Rumor

The lumberjack took another long pull from the jug. After wiping a thick hand across his lips to remove the excess, he spoke. “Hell, you boys did a good job defending Loudwater, but that ain’t the half of it. From what I heard, from good people too, is that gods-be-damned dead are walking all the way from these trees to the coast of Baldur’s Gate.” The lumberjack made a slow cutting motion horizontally. “And some towns, Whistle’s Stop and Old Amer’s Keep, been wiped from the map. Nothin’ there but rotting corpses that mill about. It ain’t right, it ain’t right.”  lumberjack_by_PanchoAtomos

The preceding was told to my players in the midst of an encounter with some NPC lumberjacks. This is my Forgotten Realms campaign, which leans heavily towards fighting the undead. The PCs due to their own conflict with Red Wizards, undead goblins, a zombie that possesses an infected bite, and a shadowy group known as the Horned Harbingers, are keenly aware of a growing undead presence . . .

However, they still do not know much outside of Loudwater, their base of operations. Point to fact, they recently caught both the only known infected zombie, and have an alchemist working on the cure. This rumor, which could only be confirmed by a drunken lumberjack, struck home. Wait? There are more of these bastards? Or is this just paranoia leaking out from Loudwater?

The bottom line – rumors are an effective measure of ratcheting up roleplaying and/or player’s meta-thought about your campaign as a whole.

A rumor functions on two levels:

1) By definition it is some level of gossip. In this case it is gossip that is told in the gaming world you’ve created for your players. It acts as a point of reference for PCs; they can discuss it, they can follow the lead, they can confirm, deny, believe, or disbelieve it. Regardless of your player’s response, they’ve still likely responded to it, and on some level that means they’ve made a choice regarding it.

2) This rumor was dropped by the DM, therefore it is important. The fact you (the DM) say something, even if it is a red herring, carries a heavy weight. You are the DM; the players are often reacting to your cues. By mentioning a rumor you lend it some credence, whether it is true or not.

Keeping these concepts in mind and expanding rumor to parallel any important NPC dialogue that is not a directive (we’ll give you 800 gold if you kill the mated pair of trolls in the caves south of town . . .), I think it is wise for the DM to think of NPC dialogues as branches of a tunnel in a dungeon. A merchant who tells a character he can get them better deals on a wider variety of magical armors in his hometown has essentially given the PCs a rumor – is this true? Is this worth their time? Where in their priorities should they rank this ‘information?’ In other words, do they go left? Do they go right?

P.S. I’ve also joined Wizard’s community facebook thingy . . . here!




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