Mad Brew Labs

Better Gaming by Design

Best 4e Dungeons & Dragons Blogs

Posted by Mad Brew On November - 19 - 2009

There is no doubt the current version of Dungeons & Dragons is very popular at gaming tables. This also means that 4th Edition has a strong presence among roleplaying game blogs as well. I want to take the time to recognize a handful of blogs which I believe represents the best that the 4e D&D Blogosphere has to offer.

My criterion does not concern popularity even though these blogs are certainly well read. Nor do I make my choices based upon design and eye candy. I made my decision because the following blogs have actually written material that I have, or want to, use in my own games. I do not like to read content with empty calories, so these blogs deliver the goods.

I present the following five blogs in alphabetical order because I was spending too much time trying to pick which one was better, so readers can effectively consider them all tied for 1st place in my eyes. I also offer the blogs’ categories (where available) to give a quick idea of the types of content provided. If you think I missed someone that should be on this list, speak your mind in the comments.

At-Will

At-Will

At-Will

I remember when this blog was just one guy and he made his mark by doing skill challenges. Quinn Murphy, At-Will’s owner, and I collaborated with The Core Mechanic’s Jonathan Jacobs on a series called The Skill Challenges of War. We had a pretty good time and the three of us eventually laid the foundation of what is now Nevermet Press.

Now At-Will has several contributors and has expanded their repertoire to include things beside skill challenges. Currently there is a strong interest in articles that talk about utilizing Google Wave as virtual table top. Off the Grid gives examples of how to play 4e without the need of the battlemap. I should also mention that the web design and layout is top notch.

Categories:

Dungeon’s Master

Dungeon's Master

Dungeon's Master

Dungeon’s Master is also a multi-author blog, but ran by Derek Myers (aka Ameron) and Neil Ellis (aka Wimwick). The Dungeon’s Master also has a significant presence when it comes to skills. While many new and interesting skill challenges can be found here, the site also has a skill focus series that provides new ways for players to use skills.

One of my favorite series at Dungeon’s Master is their recently revised original Necromancer class, complete with powers for heroic, paragon, and epic tiers. I love necromancers, but regardless of my bias, Dungeon’s Master deserves to be on your 4e reading list.

Categories:

Newbie DM

Newbie DM

Newbie DM

The Newbie DM blog is obviously focused on providing advice and support to new dungeon masters. Enrique, the Newbie DM, has had some classic posts of the DIY nature, including how to make your own gaming tokens and most recently a series on creating your own battlemaps by guest cartographer, Jonathan Roberts. One of Enrique’s articles was published in Obsidian Portal‘s Guest Blogger feature recently.

The Newbie DM also masterminded the RPGBN Setting, a site where members of the RPG Blogger’s network contribute to a shared campaign setting. I also like his 1d12 Series where he asks a random number of questions (as determined by a d12) of various industry professionals.

Categories:

Sly Flourish

Sly Flourish

Sly Flourish

One of the problems I always hear 4e DMs complain about is their inability to instill the fear of death in their players. Frankly, I think it’s a lack of imagination or a fear of actually killing the players. I’m not burdened with either, but for those DMs looking to get the most out of their monsters, I point you to Mike Shea’s Sly Flourish.

I love his new Monster Optimization series of articles where he creates encounter groups that complement each other while still making sense. The Bodak and Wight optimization is bookmarked for future reference. Mike also does Twitter Tips, tweets of DM tips that might enhance your game. Did I mention Mike also utilizes the ever bad-ass Dwarven Forge terrain? He has pictures!

Categories:

BAH! Sly Flourish must not have friendly categories turned on. Mike, if you read this, I highly recommend adding categories or tags.

Spirits of Eden

Spirits of Eden

Spirits of Eden

Wyatt Salazar, err Dennis Santana, runs the Spirits of Eden, a blog that details his Spirits of Eden campaign setting. Spirits of Eden is basically a setting framework that gives DMs and players enough detail to get started but leaves enough mystery to allow groups to it their own without becoming tangled in a meta-plot or an overabundance of canon.

I should note that Dennis is also a contributor to Nevermet Press, but that had no bearing on my decision to include his site on this list. Dennis is a superior writer and Spirits of Eden is a fine vehicle to show off his design chops too (which makes me happy to have him on our NMP team). Did I mention he licenses Spirits of Eden under a Creative Commons license? That’s cool.

Categories:

You should really check out the Spirits of Eden basic setting & expanded setting for a table of contents of what’s available.

Listening to: Fear Factory – Mechanize – Powershifter

Announcing the Skillforge

Posted by Mad Brew On May - 18 - 2009
The Skillforge

The Skillforge

Quinn Murphy of At-Will is busy guy.  Not only is he a prolific blogger on At-Will, but he has created the 4e D&D specific forums 4eTopia and now he is introducing the Skillforge.  The Skillforge consists primarily of two things:  The RSS feed with the latest skill challenge articles from a number of blogs, and a database application that lets the community share skill challenges.  The Skillforge is currently barebones since it just went live.

So while the database portion of the site has yet to be grown, the feed portion works pretty well.  It is of course dominated by many of Quinn’s very own articles on Skill Challenges (I consider him the RPGBN’s resident authority on Skill Challenges), but if you have any Skill Challenge related articles, I recommend you contact Quinn and ask how you can share your stuff (tag any SC posts as “skill challenge” and give him the feed for that category).

Of special note is a FREE PDF that compiles the 14 part Skill Challenges of War series Jonathan, Quinn, and I collaborated on way back in December and January.  Yeah, that is before anything on the subject ever showed its face on DDI!  Anyways, I finally managed to put together the e-book which can be found for free in the Downloads & Resources section of the Skillforge.  So go check it out!

Listening to: Mudvayne – Lost and Found – Happy

Portrait of a Villain: Mad Archwizard

Posted by Mad Brew On May - 12 - 2009
Mad Archwizard ill. by Crystal Frasier

Mad Archwizard ill. by Crystal Frasier

The Mad Archwizard (aka the Insane Sorcerer) is probably one of fantasy roleplaying games’ most used villain archetype.  90% of the world’s dungeons have been excavated and populated by these nefarious personalities.  Many have turned to the cold embrace of undeath to continue their magical studies, picking up the Lich template.  Just as many (if not more) become victims of their success as some rare magic they have just discovered ends their mad obsession with obtaining arcane lore.  The trick is spinning the cliché into something new and original.

Once again, I would like to thank Crystal Frasier for providing the fantastic illustration accompanying this article.  Look for her work in an upcoming issue of Kobold Quarterly (I hope I can say that!).

Xephero Valderann

All I seek are exceptional apprentices to whom I can instill my great knowledge.  I invite all seekers of arcane lore to my school, the Arcane Academy, where I unlock their potential with the Art to become great wizards.  I am the 10th headmaster of a long line of powerful wizards.  All one must do to enroll in my academy is to sign this application…

Background

The Arcane Academy has been around for around five hundred years and has a tradition of changing headmasters every fifty years.  Xephero is the tenth such headmaster, who has all had a reputation for being loony, but commanding a large measure of loyalty from his students.  In fact, no student to date has ever spoken about their time at the academy, merely stating that if one wants to know more they should apply with the headmaster.

The truth of the matter is that Xephero is actually the founding headmaster and is over five hundred years old.  Xephero has gone by many names, but he often reverts back to his original given name which he claims currently.  Xephero created the Academy because during his obsessive search for arcane power, he became cursed by the patron deity of magic.

Xephero had reached what he considered the pinnacle of mortal achievement in the studies of Arcane Lore.  Not one spell, ritual, or tome had escaped his research.  So he prepared an ancient ritual for communing with the gods, thinking to impress the deity of magic.

During his commune the deity of magic, Xephero demanded to be shown the divine secret of magic, thus ensuring his ascension to godhood.  The god of magic was enraged at Xephero’s hubris and placed a curse upon him:

You shall truly be known as the greatest wizardly instructor of the Art, for you shall be compelled to instill your vast knowledge upon any apprentice who seeks it.  You shall never be able to expand your precious knowledge, only share what you have learned thus far.  This shall be your fate until the Prodigy surpasses your achievements in the Art.

Motivations & Goals

Xephero is under divine geas to teach anyone who wishes to learn from him, but he makes an effort to seek out the most talented apprentices in the land to enroll in his Academy.  By doing so, he hopes to discover the prodigy destined to surpass him.  Every generation, he chooses his most promising student to become the next headmaster.  Then during a secret ritual, he traps the soul of the student in a crystal and possesses the student’s body, thus preventing anyone from surpassing his achievements.

When a student signs the application for enrollment, she is magically bound to defend Xephero from all threats while attending the Academy as well as being sworn to secrecy about anything she learns or hears within its walls.  With the magical contracts, Xephero hopes to ensure his continued existence free from external peril.

The life of a student of the Academy is harsh and full of work.  Xephero pushes the students to their limits and his motivation is twofold.  One, since he can no longer expand his arcane knowledge, he uses the students’ discoveries to increase his powers, though he has been unsuccessful at reproducing any student discoveries.  Two, he actually tries to make the students’ life as miserable as possible so they will quit and leave the Academy, keeping him from having to share his knowledge.

His previous research indicates that there may be an ancient artifact powerful enough to sever the geas the god of magic placed upon him.  However, since he is forever busy instructing apprentices, he is unable to look for it.  He has sent several groups of adventurers to retrieve it, but none have ever found it.  The years have not been kind, and Xephero becomes more fanatic every year the artifact goes unfound

Organization

The Arcane Academy is home for anywhere from ten to twenty students at any time.  The turnover rate is quite high, as not many students have the determination to subject themselves to the rigors that Xephero puts them through.

Because of the contract, they are all required to defend Xephero to the death should any aggressors attack the mad Archwizard.  They are all wizards ranging from level 1 to 25.  Also, the contract swears them to secrecy, even after quitting the school, which leaves much mystery to anyone requiring knowledge of the interior or inner workings of the Academy.

The only way to free the students from being bound by the contracts is to find them and dissolve them with acid.  Once the contracts are dissolved, students will be governed by their own free will, which could mean they might defend Xephero out of self interest.

Hooks

The mother of an apprentice of the Academy, a noblewoman who serves as a priestess of the goddess of healing, has been receiving visions about her son.  In her vision, her son has been imprisoned in a cage of glass.  All of her correspondence goes unanswered from the Academy, and she fears the worst.

A power artifact is rumored to be held by an elder black dragon in the swamps to the south.  A band of worthy heroes are being sought to recover the Quill of Fate before the dragon discovers its fate and uses it.  The ancient relic is supposedly capable of rewriting one’s fate should he know what his destiny truly is.  The Arcane Academy is willing to store and protect the artifact.

The player characters are in need of a rare ritual to cure a deadly disease.  They have heard the Arcane Academy houses much lore and may have the ritual in question, but the headmaster requires enrollment.

Check out some other villains hiding out on the web this week:

The Core Mechanic’s Morgan Le Fay

At-Will’s Grebs Follyfoot

Listening to: Machine Head – The Burning Red – Nothing Left

Acario Macellarius IX [Heroic Tier]

Posted by Mad Brew On May - 8 - 2009

Here is the heroic tier version of the Tyrant King, Acario Macellarius IX.  I detailed the background, motivations, and hooks surrounding this nefarious villain in my Portrait of a Villain: Tyrant King article.  I have left out any details that I have worked into the character stats that would just further clutter the statblock, such as Feats and Class Features.

Acario deviates a little from a standard 10th level Elite, but this is because he is considered as the main antagonist and was built much like I would a player character.

Acario Macellarius IX Level 10 Elite Skirmisher (Leader)
Medium Natural Humanoid (Human Avenger) XP 1,500
Initiative +11 Senses
HP 185; Bloodied 92
AC 32; Fortitude 18, Reflex 22, Will 23
Speed 6
Action Points 1
Oath of Enmity (Minor; encounter) ♦ Avenger Feature
PHB2 p34
Channel Divinity: Divine Guidance (Immediate Interrupt; encounter) ♦ Avenger Feature
PHB2 p34
M Vicious Execution Axe (Standard; at-will) ♦ Basic Attack
Attack: +12 vs. AC
Hit: 1[W] + 3
r Eldritch Blast (Standard; encounter) ♦ Warlock Attack 1
PHB p132 (via Multiclassing)
Attack: +11 vs. Reflex
Hit: 1d10 +6
r Radiant Vengeance (Standard; at-will) ♦ Avenger Attack 1
PHB2 p35
Attack: +12 vs. Reflex
Hit: 1d8 + 7
m Bond of Retribution (Standard; at-will) ♦ Avenger Attack 1
PHB2 p35
Attack: +15 vs. AC
Hit: 1[W] +7
m Avenging Echo (Standard; encounter) ♦ Avenger Attack 1
PHB2 p35
Attack: +15 vs. AC
Hit: 1[W] +7
m Temple of Light (Standard; daily) ♦ Avenger Attack 1
PHB2 p36
Attack +15 vs. AC
Hit: 2[W] +7
Distracting Flare (Move; encounter) ♦ Avenger Utility 2
PHB2 p36
m Halo of Fire (Standard; encounter) ♦ Avenger Attack 3
Attack: +15 vs. AC
Hit: 2[W] + 5
m Dawn Fire Sigil (Standard; daily) ♦ Avenger Attack 5
Attack: +15 vs. AC
Hit: 2[W] +7
c Wrath of the Divine (Immediate Reaction; daily) ♦ Avenger Utility 6
PGB2 pg38
m Blade Step (Standard; encounter) ♦ Avenger Attack 7
PHB2 p38
Attack: +15 vs. AC
Hit: 2[W] +6
m Enduring Strike (Standard; daily) ♦ Avenger Attack 9
PHB2 p38
Attack: +15 vs. AC
Hit: 3[W] + 6
Eye of Justice (Minor; encounter) ♦ Avenger Utility 10
PHB2 p39
Alignment Evil Languages Common, Supernal
Skills Acrobatics +14, Athletics +14, Perception +15
Str 14 (+7) Dex 18 (+9) Wis 21 (+10)
Con 14 (+7) Int 16 (+8) Cha 16 (+8)
Equipment Vicious Execution Axe +3 (AV p9), Irrefutable Hide Armor +2 (AV p47), Symbol of Vengence +2 (AV p91)
Listening to: Nine Inch Nails – The Fragile – Into the Void

Portrait of a Villain: Tyrant King

Posted by Mad Brew On May - 4 - 2009

Tyrant King ill. by Crystal Frasier

Tyrant King ill. by Crystal Frasier

Acario Macellarius IX

These people survive because I have gifted them with law and order.  They who usurped this very throne upon which now I sit from my family a century ago had allowed the decadence benevolence to deteriorate my kingdom.  The borders shrank as invaders carved up the countryside unchallenged while the aristocracy grew fat and lazy on the taxes that never made it to the royal coffers.

The people should hail me as a hero for executing those noble thieves and reclaiming the lands that belonged to my ancestors.  But instead they hate me and speak of revolution behind closed doors.  Well, they shall repay me with sweat and blood as I forge a new empire!  Devils be damned…

Background

It has been twenty years since Acario Macellarius IX emerged from familial exile leading his infernal host against the descendents of usurpers.  It is now the thirteenth year of his sovereignty, having restored the throne to its rightful heirs.

Acario is the last of a lineage of an exiled king, Acario Macellarius VI, overthrown and banished by the aristocracy of his kingdom.  When exiled, the Macellarius family managed to leave with much of the kingdom’s wealth which bought them a barony in the neighboring kingdom where they sought refuge.  Many members of the family looked to infernal pacts to increase their power and influence.

Slowly, the Macellarius family expanded their influence and power within borders of their new home, eventually staging a nearly bloodless coup as the Macellarius IX had risen to be a prominent general in that kingdom’s army.  However, the Macellarius family had not forgotten about their ancestral home.

During their exile, the Macellarius family had maintained close relationships with sympathetic nobles as well as infiltrating the court and army with their agents.  When Macellarius IX marched upon the capital of his ancestral home, almost half of the nobles had been turned or neutralized along with the army.  However, there was a long and bloody succession war fought against the remaining units still loyal to the king pretender as well as the remnants of the losers of the coup from his home in exile.

Acario Macellarius is cruel and revels in power, ruling his burgeoning empire with the proverbial iron fist.  He was born and bred to be the Macellarius that returned the family to their place as the rulers of their ancestral kingdom.  He was corrupted as a youth by the infernal teachings of his mother, but quickly showed an aptitude in battle, becoming the youngest general of his home in exile’s history.

Motivations & Goals

Acario is consumed with expanding his dominion.  He has already conquered two kingdoms and is preparing to launch a new campaign against the realm on his southern border.  But before he continues his conquest, he is overseeing the construction of his new seat of power, a mighty fortress that perched on a cliff overlooking the fields his ancestral home.

Acario was raised to believe it to be his destiny to become the emperor of the known world and sees himself as a benefactor, bringing law to the lawless.  Acario has re-written the law to conform to his vision and has ensured that his laws have been posted in the taverns and common areas throughout his kingdom, as it is in fact the law to do so, regardless to the reality that very few people are literate.  He ensures the law is enforced through a large constabulary.

To keep the peasants happy, and therefore reduce the chances of revolution, Acario has established weekly tournaments and games to distract his people from their miserable lives.  Some of these games are brutal gladiatorial contests between prisoners and slaves.  It was during one of these weekly events that Acario met the woman who he has decided to make his queen.

The Macellarius family is disgusted at his interest in this woman, Erin, who is a commoner from one of the outlying villages, thinking she is below his station.  His family has encourages Acario to marry a noble and take Erin as a mistress, but he will not hear of it.  Acario has courted Erin for a little over a month now, and she has developed feelings for him as well; they plan to wed by next summer.

Organization

Acario Macellarius IX possesses the crowns of two kingdoms, but has gutted their original infrastructure and established his own.  After wiping out much of the old aristocracy, he divided his lands into duchies and appointed trusted family and associates as dukes to govern their operations.  These dukes are supported by a small bureaucracy of officials including tax collectors, magistrates, and advisors.

Acario also maintains a large and well trained standing army which has garrisons located strategically throughout his burgeoning empire.  To maintain civil peace, Acario has also created a constabulary chosen from the most ambitious locals.

The army that marches with Macellarius IX strikes fear into the hearts of his enemy because of his hellish royal guard unit known as The Possessed.  The Possessed are men who have voluntarily (or otherwise) allowed the spirit of devils to warp their mind and body.  The ritual to create The Possessed was acquired through a pact with a devil, for which he still owes his first-born son.

Acario also established a network of spies to watch his trusted dukes as well as root out troublesome antagonists and revolutionaries.  The spy network is called the Steel Web by those aware of its existence due to the fact that no one can escape it once caught.  The Steel Web has usually have members on the local constabulary to assist it in apprehending suspects.

Hooks

Young men and women have been forced into slavery in outlying villages to participate in the weekly games sponsored by a particularly malevolent duke. The PCs must stop the slavers as well as fight in the gladiatorial event to win the slaves’ freedom.

The PCs have been asked to join the constabulary to help keep the peace (and help the Steel Web keep an eye on them). The PCs uncover a cabal of warlocks performing ghastly experiments on pregnant women. If the PCs defeat the cabal, they recover a royal charter to perform the deeds signed by the king.

The Steel Web has deemed the PCs a threat to sovereignty and has dispatched a unit of The Possessed to hunt them down. If the PCs are successful at defeating a Possessed, the devil within him makes a deal to trade information for his freedom. If the PCs barter, they discover that Acario plans to perform a ritual on his innocent queen that will transform their first-born into an avatar of a powerful devil.

The PCs have been recruited by a resistance movement to overthrow Acario. Their first task is to infiltrate an outlying fortress, neutralize the night watch, and raise the portcullis to allow the revolutionaries to storm the fortress with minimal casualties.

The PCs are sent on a secret diplomatic mission to obtain an alliance between the resistance and the realm to the south. Unfortunately, the Steel Web has caught wind is attempting to frame the PCs for an assassination.

The resistance has finally taken the battle to Acario and the PCs must face the tyrant on the field of battle. But Acario is not just a man any longer, he given his mortal shell over to his infernal master and the PCs must defeat him before the devil fully materializes on this world.

Statblock

I have created several statblocks for Acario Macellarius IX, spanning the three 4e Tiers: Heroic, Paragon, and Epic.  Due the length and complexity, I don’t want to overwhelm this article, so instead I will release the statblocks throughout the week.  I am also working on a 3.5/Pathfinder statblock.

Just to give a taste of how I built Acario, he is based upon the Avenger PC class multiclassed with Warlock and wields the executioner’s axe.  Acario definitely shares powers from those classes but I have also created three original powers that are unique to him.  Check back later this week to see his statblocks.

Villainous Thoughts

First I want to give a huge shout-out to Crystal Frasier who created the fantastic illustration accompanying this article.  Many thanks for providing me the art!  Please go check out more of her work at her website, Clockwork Amazon, as well as her illustrated Mutants & Masterminds campaign setting, Emerald City Guard, over at Atomic Think Tank.  I can’t say enough about how much I appreciate it!

It is very difficult to create a villain that is at once system/setting generic while actually providing enough detail to use the character in a game.  This is my first hard attempt at doing so and I think I came pretty close to my mark, but still feel I could improve.

If you have any suggestions or comments, feel free to sound off in the comments section.  Also, be sure to check out my partners in villainy:

At-Will - The Song of Flame: Savis Rayn

The Core Mechanic – Portraits of a Villain: Sir Mordred

Exchange of Realities – Villain Spotlight: Zora Aldebar

Listening to: Meshuggah – Chaosphere – Neurotica

Industry Responds to Wizard's PDF Revocation

Posted by Mad Brew On April - 8 - 2009
Wizards of the Coast

Wizards of the Coast

No doubt everyone has heard of the brash move Wizards of Coast made late Monday night (April 6th, 2009) when they decided to yank all PDF sales, without notice, from vendors like Paizo, DriveThruRPG, and RPGNow.  They say it was to fight piracy, which anyone with a lick of intelligence knows won’t put a dent in piracy.  So I imagine it is just a move in a much larger game.  I’ll not comment about the details, but if you haven’t caught some of the articles commenting on Wizards’ actions, here is a list of the ones I think are useful:

Manufacturers Giving Some PDF Love

The thing is, I wasn’t even going to deign to comment about Wizards, because the internet has definitely been saturated with posts, threads, and comments about the stunt.  BUT, there is light at the end of the tunnel.  In response to Wizards’ actions (which has garnered itself the auspicious title of PDFgate), many other publishers decided to give hobbyists some love, PDF style.

I believe first out of the gate was Rogue Games, which made a pledge to continue PDF sales and treat the gamer with respect.  Its pledge can be seen at the Game Publishers Association site as well as on the Rogue’s blog.

Then I caught wind of White Wolf’s statement to continue producing PDFs and their offer for a free Exalted 2nd Edition download as well as a onetime 10% discount on any White Wolf titles at DriveThruRPG and RPGNow.

The rest of these offers I actually lifted from Zachary Houghton of the RPG Blog II (I’m sure he won’t mind me spreading the word):

But why stop there?  Now that the old editions of Dungeons & Dragons are no longer available for legal download, I think now is an excellent time to mention all the stuff the Old School Renaissance is making that is available in what else? PDF!  Oh, and to boot, much of this F-R-E-E!

As a community, I say we should show Wizards that we appreciate a publisher who is still in touch with the hobbyists and that is smart enough to know that yanking digital sales will not hinder the pirates (anyone hear of a scanner or advance dev copies?).

Listening to: The 69 Eyes - Motor City Resurrection - Science Gone Too Far

Tested: Dungeons & Dragons 4th Edition

Posted by Mad Brew On March - 13 - 2009

I am sure everyone felt the weight of the 4th Edition Player’s Handbook II drop on the blogosphere this morning.  Well, this article is a review (note: not a product spotlight) of the original 4th Edition Core books: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual.  I often do product spotlights, because I like to get the word out about a new product, but this will only be my second full-fledged review of a game.

Most people have already made their minds up on whether or not they dig the new edition of the venerable Dungeons & Dragons game, so if you are one of those people, I recommend you read something else here at Mad Brew Labs (I am very partial to my Dead Wastes material!).

One of the reasons I wait a while to do an actual review is because to be able to really render a verdict, you need to spend some time with the material.  I can honestly say I put 4e to the test.  I played all the modules at GenCon (went from 1st to nearly 5th level), and several more since then.  I have played all the tiers and given most of the classes a shot.

Without further delay, here is my macro-review of Dungeons & Dragons, 4th Edition.

4e Player's Handbook
Player’s Handbook
Hardcover: 320 pages
Publisher: Wizards
Date: June 6, 2008
Language: English
ISBN:978-0786948673
Weight: 2 pounds
4e Dungeon Master's Guide
DM’s Guide
Hardcover: 224 pages
Publisher: Wizards
Date: June 6, 2008
Language: English
ISBN:978-0786948802
Weight: 2 pounds
4e Monster Manual
Monster Manual
Hardcover: 288 pages
Publisher: Wizards
Date: June 6, 2008
Language: English
ISBN:978-0786948529
Weight: 2 pounds

Simplicity of Rules

One of the important aspects that 4th Edition D&D, or 4e, is supposed to bring to the table is simplicity.  The designers would speak about streamlining this or that component or decreasing the complexity of a mechanic (such as grapple).  Overall, the product does have a very streamlined feel, unless you are trying to find something in the index!

Levels

D&D 4e now provides levels through 30th, where previously the 21st – 30th levels were reserved for the Epic Level Handbook and had separate rules.  The levels are divided into three tiers, 1st – 10th being Heroic, 11th through 20th being Paragon, and 21st – 30th being Epic.  The names are familiar and have been re-purposed from 3rd Edition (there were Paragon racial classes in 3rd).

Ability score improvements are still doled out, albeit at different intervals (but still 5 times in 20 levels).  A new feature for 4th edition happens at each tier; all the ability scores are improved.  I definitely like the new way.

Races

I think Wizards did a relatively decent job of reworking the races.  I feel that they are more balanced (as in I use to pick Human pretty much every time, but I can now see myself picking another race).  Of course, everyone know the Half-Orc (presumably because Wizards doesn’t like their origin story) and Gnomes (which can still be played using the Monster Manual or now, the PHB II).

They officially split the High and Wood Elves into the Eladrin and Elf respectively.  They made the Tiefling (of Planescape origin) a core race as well as adding a new race, the Dragonborn.  Dragonborn are reminiscent of the old Dragonlance Draconians and are probably the new favorite pick of former Half-Orc fanatics.

All but Dwarves, Half-Elves, and Humans have a racial Power, while the Dragonborn’s Dragon Breath racial Power is the only one that scales with the tiers (which was a huge disappointment after being told about how the races now scale at a 4e Q&A at GenCon ’07).  All together, only a little tweaking has been applied to the races.

Classes

4e brings the original core classes back in the Fighter, Cleric, and Wizard, but you’ll also find the familiar Paladin, Ranger, and Rogue.  The 3rd Edition core classes of Barbarian, Bard, Monk, and Sorcerer are gone but are introduced in future supplements.  They bring in the new classes of Warlock (ok, not really new) and Warlord.  The classes are assigned roles: Controller, Defender, Leader, and Striker (familiar for MMO gamers: tank, dps, etc.).  Most, if not all, of the class’ Powers are geared towards satisfying this role.

I have a small gripe about the Warlord, because I would rather not have rank (Lord) implied by the class name, something like Tactician would be much more appropriate.  Each class is now has class features which usually scale at each tier (like the Rogue’s Sneak Attack) as well as a range of uniquely named Powers.  All classes gain Powers and Feats at the same progression.  Oh yeah, multi-classers beware, you might now like the new method (more on this later).

Every class also has several Paragon paths available to choose from once they hit the respective tier.  These are meant to help a character stand out from others of their ilk.  Also, characters have a several Epic Destinies to attain which give them special abilities.  The purpose of Epic Destinies is to give finality to the career of the characters that attain them, sort of an “I beat the game” shtick; you can take it or leave it…

Powers

Players now pick their level-dependent class abilities from a variety of uniquely identified Powers.  These Powers all have a source (Martial, Divine, Arcane, etc.) and come in several varieties: At-Will, Encounter, Daily, and Utility.

There are dozens of Powers to choose from for each Class and most characters begin play with 2 At-Will, 1 Encounter, and 1 Daily Powers.  At level 30, most characters will have 2 At-Will (still), 4 Encounter, 4 Daily, and 7 Utility Powers.  I do not really care for the progression, as it seems most of your career will be spent executing the same stuff, over and over again (though the same could be said for some 3rd Edition Classes).

You can retrain 1 Power every level (or a Skill or Feat) and some levels specifically grant you the ability to swap Powers.  I am not a very big fan of rampant retraining because why would I suddenly lose a Power I had for the last 10 levels?

Skills

Another component that was streamlined was is Skills.  The skill consolidation and is a plus in my opinion.  I like how climb and swim are now just Athletics.  Some people may complain that they liked the variety and now it is impossible to create characters that specialize in a certain area.  I say that should now be the realm of Feats (Webbed Feet: +3 to Athletic checks involving swimming).

I was pretty happy with the treatment they had given Skills; they had simplified them without sacrificing detail and made them more useful.  That was until I saw they had cut out Crafting.  Perhaps Wizards will bring back crafting in some future supplement, but I prefer it to be Core.  However, I do not really have any qualms about the removal of Professions (I think this could be the purview of Feats as well or just Roleplay them).

I would be happier with Skills if there was greater disparity between base skill bonuses of characters at different levels.  As an example, if I have a 5th level (+2) character with an Intelligence of 18 (+4) and she is trained in Arcana (+5), at 10th level, if I placed the 8th level Ability Score bonus in Intelligence, she would still only have an additional +4 to her base skill bonus.  It’s a personal preference, but I would like to see that difference be a little bit larger.

Combat

I have often heard about how combat was streamlined.  Maybe it is how it works theory, but in practice I find that combat can become just as mired and slow as with the previous generation of Dungeons & Dragons.

Others must find this true as well since my article on how to speed up combat is ranked third or fourth as my most visited post.  It comes down to tracking all the marks, curses, quarries, and et ceteras that can be placed on players and monsters alike, who is bloody, who still needs to save this round… You had better come armed with a handful of pipe cleaners.

Monsters

I will say I am a big fan of the new format for monsters found in the Monster Manual.  While I really do enjoy lengthy descriptions of monster ecology, the new format is easier to use and makes preparing (though not running) encounters a breeze.  I also think it makes the creation of original beasties far easier.  I do get annoyed sometimes with their naming convention (could I have all the dinosaurs under one banner please!).

Much like classes, monsters are assigned a role, which helps the Dungeon Master utilize them best during an encounter.  Monster roles include Artillery, Brute, Controller, Lurker, Skirmisher, and Soldier.  There are also sub-roles Elite, Leader, and Solo.  I think the roles and sub-roles are pretty self-explanatory.

Skill Challenges

The Dungeon Master’s guide really offers some good advice for both novice and experienced DMs (though mostly for novices).  One of the topics presented is the Skill Challenge.  While the version of Skill Challenges printed in the book is horrible and hard to implement, the errata for the DMG did a relatively decent job of cleaning it up.

What confounds me is the fact that many people claim this is a new idea.  Well, perhaps this is the first time it has ever been presented in an organized fashion, but I have been running Skill Challenges since D&D first included Skills in 2nd Edition (it was 2e they were introduced, right?  My memory is hazy on this).  Regardless, I give the designers kudos for finally writing it down officially.

However, there seems to be a complaint, or misconception, that Skill Challenges removes roleplay from the game and is an attempt to provide a mechanic for everything.  I disagree.  Skill Challenges should be used to enhance roleplay, by adding that element of the unknown (often called randomness).  Just have them roleplay the situation and give nice bonuses for a well-roleplayed scene.

Verisimilitude

One of the largest complaints I see with 4th Edition D&D is the lack of verisimilitude.  But, you say I just pointed out how every class has a plethora of Powers to choose from!  Yes, but all the Powers feel the same…

Balance

The algorithm then designers used to create Powers is a bit too transparent to me.  I think they created a table of functions (like damage, movement, conditions) that had about five columns and a formula that said you could pick X number of functions with Z multiplier for a power of Nth level.  Everything seems too balanced.  I know, it sounds crazy, but that is my observation.

Gone are the days of yore when a player could cherry-pick Classes and Prestige Classes to create optimized character builds.  Multi-classing now only works with one other class chosen with a Feat that initially only gives you limited access to a single Class ability.  In order to gain Powers or Paragon Paths, you need to take more Feats (which can get quite expensive).

The reasoning behind this is to prevent character builds that were unmanageable by some Dungeon Masters in the 3rd Edition era.  I think balance is the purview of the Dungeon Master, and a skilled one can deal with any build a player throws at him.  I liked the flavor that the previous version of multi-classing allowed; it allowed me to build exactly the kind of character I wanted.

Pigeonholes

A major complaint with Classes and their well defined roles are that the game now pigeonholes players into pre-determined functions.  I don’t think it is as bad as many make it out to be, but yes, there is still a mechanical barrier that must be overcome, but I think much of it could be resolved through roleplay and a little homebrew, but we’re speaking about the material RAW (rules/read as written).

For instance, much of the versatility has been removed from Wizards because of their lack of numerous spells.  While Rituals are certainly a nifty option, many of the spells they could use to fill other roles have been removed.

Other Issues

I am going to write about some other issues that are really problems with corporate business models and perception, but not really issues with the game.  I only mention them because I feel they are the big white elephant stand in the corner that needs to be addressed.

Bloat

Many early adopters of 4th Edition bemoaned the rules bloat of 3rd Edition.  There were too many supplements with too many new Feats, Classes, Spells, and optional mechanics to keep track of.  Now, some of these same people are cursing the rate at which Wizards of the Coast are releasing new material for the new edition (which appears to be faster than in the 1st year of 3rd Edition).

Well guess what, it is going to happen.  Wizards are going to turn out as many products as they can.  Why?  Because people buy the stuff, that’s why!  Soon, there will be just as many, if not more, supplements available for 4e as there were with 3rd Edition.  There will be power creep, it is inevitable.  But guess what, you don’t have to buy them or use them!

Identity

A lot of people are complaining that this edition (just as they did when the previous edition was released) is too much like a Massive Multiplayer Online Roleplaying Game (MMORPG).  Well, let me enlighten some of these people.  These same MMOs that 4th Edition appears to be copying have their influential roots found in none other than Dungeons & Dragons.  So if anything, D&D 4e has actually been influenced by its predecessors, albeit through the lens of a computer game.  Art eats Art.

Copyrights & Control

Something happened within the executive suites of Wizards of the Coast during the development of 4th Edition.  Where there was once a very copyleft stance on their rules, Wizards has reversed course to the familiar position of placing a tight grip upon their Intellectual Property.  There is no Open Game License, the new SRD is merely a list of titles, and the Game System License is very restrictive.  You can see the extent of their IP game by looking at the names of the monsters in the MM

Proponents of Wizard’s new attitude claim that many of us have been given so much previously that we have garnered an undue sense of entitlement.  Perhaps, but I feel I am justified to have such high expectations from one of the premiere companies in the industry, after all, they were the ones who opened up their content in the first place.

Some very good things developed from the OGL, as well as some horrible stuff, but I think the market helped cull the weak.  It helped the Industry as well as establishing the D&D brand as a power entity.  I think the GSL is joke and more things can actually be accomplished just by Fair Use (which makes the GSL superfluous).  However, again, this topic doesn’t have much bearing on evaluating the core game.

Verdict

PHB: 3.25/5

PHB: 3.25/5

DMG: 4.5/5

DMG: 4.5/5

MM: 4.5/5

MM: 4.5/5

I am sure that the zealots will say I am bashing their favorite game while the luddites will say I am going too easy on 4th Edition Dungeons & Dragons.  I will say that I personally do not prefer this edition, but I have had fun playing it, it just doesn’t meet my expectations.

Good Design Choices?

I really, really like many of the design choices that the minds behind the new edition made: at will powers, simplified monsters, and consolidated skills.  However, 4e D&D truly strikes me as a case of a product that is not the sum of its parts, in fact when looked at as a whole, I feel like everything doesn’t add up.  To me, it tastes a little watered down from its predecessor and plays more like a miniature skirmish game during combat.

Target Audience

Still, it scores well in my book and recommend anyone who hasn’t played a session with experienced players to do so and form your own opinion, D&D 4e may be a match for you if you struggled with how some of the mechanics worked in 3.5.  And I get the impression that the target audiences for this game are players new to table top gaming as well as the players of MMORPGs, so if you fall into these categories you may fall in love with 4e.

Alternatives

However, if you find it lacking, but are looking for quick, easy, and fun rules, try Pinnacle’s Savage Worlds.  If you are looking for crunchy mechanics and 3rd Edition compatibility, try Paizo’s Pathfinder RPG.  Finally, if you want more skirmisher fun, but less fluff, I highly recommend Privateer Press’ Warmachine or the now defunct D&D Minis game.

Listening to: Machine Head- The Blackening - Halo

GSL Update for D&D 4e

Posted by Mad Brew On March - 2 - 2009

So today Wizards of the Coast officially released the new Game System License and System Reference Document for Dungeons & Dragons 4e.  I have two words: not impressed.  I should state that I am not a lawyer, though I did take Intellectual Property (courtesy of IU School of Law) while I was an undergraduate.  My interpretations may be flawed, but I almost guarantee the GSL put the licensee in a position to be screwed.  I’ll go over the sections that turn my stomach:

2. Updates or Revisions to License. …Licensee is responsible for checking the License regularly for changes, and waives any right to receive specific notice of changes…

Yeah, I am not going to bind myself to a license whose terms can change without notification.

3. Licensed Products. The  license  granted  in  Section  4  is  for  use  solely  in  connection  with
Licensee’s publication, distribution, and sale of  roleplaying games and  roleplaying game supplements  that contain  the Licensed Materials and are published  in a hardcover or soft-cover printed book  format or  in a single-download electronic book format (such as .pdf), and accessory products to the foregoing roleplaying games  and  roleplaying  game  supplements  that  are  not  otherwise  listed  as  excluded  in
Section  5.5 (“Licensed Products”).

5.5 Licensed Products. … For the avoidance of doubt, and by way of example only, no Licensed Product will (a) include web sites, interactive products, miniatures, or character creators; (b) describe a process for creating a character or applying the effects of experience to a character; (c) use the terms “Core Rules” or “Core Rulebook” or variations thereof on its cover or title, in self-reference or in advertising or marketing thereof; (d) refer to any artwork, imagery or other depiction contained in a Core Rulebook; (e) reprint any material contained in a Core Rulebook except as explicitly provided in Section 4; or (f) be incorporated into another product that is itself not a Licensed Product (such as, by way of example only, a magazine or book compilation).

I put this section and subsection together, since that is how it makes sense to me.  This means you can only publish books.  Period.  No magazines/periodicals, websites, software, or anything that is not a book.

5.4 First On-Sale Date. Licensee will ensure that no Licensed Product is first on sale to consumers prior to October 1, 2008.

Why do we care?  This date has come and gone and no longer applies.  If they can change the terms whenever they like, as per Section 2, why waste my time?

6. Quality and Content Standards. The nature and quality of all Licensed Products will conform to the quality standards set by Wizards, as may be provided from time to time. At a minimum, the Licensed Products will conform to community standards of decency and appropriateness as determined by Wizards in its discretion. Without limiting the foregoing, no Licensed Products will depict in any text, graphical or other manner:

(a) excessively graphic violence or gore; (b) sexual situations, sexual abuse, pornography, gratuitous nudity of human or humanoid forms, genitalia, or sexual activity; or (c) existing real-world minorities, nationalities, social castes, religious groups or practices, political preferences, genders, lifestyle references, or people with disabilities, as a group inferior to any D&D 4E Game System License ©2008, 2009 Wizards of the Coast page 4 of 7 other group or in a way that promotes disrespect for those groups or practices, or that endorses those groups or practices over another.

Without limiting the foregoing, Licensed Products will not contain any content that is unlawful, defamatory, harassing, threatening, abusive, inflammatory, fraudulent or otherwise objectionable or that would infringe upon or violate the rights of any third party or constitute, encourage, or provide instructions for a criminal offense.

No Book of Erotic Fantasy or Purge the Christian Infidel game!  I totally get rankled at anything that censors any creative (or non-creative) expression of any kind.  Piss off Wizards!

9.3 Protection of Wizards’ Rights. Licensee will assist Wizards to the extent necessary or as requested by Wizards to protect any of Wizards’ rights in and to Wizards Intellectual Property. Wizards will reimburse Licensee for any reasonable out-of-pocket costs incurred as a result of providing such assistance, provided that Wizards has approved such costs in advance. Licensee will not institute any suit or take any action on account of any such infringements or imitations, or otherwise institute any suit or take any action relating to Wizards Intellectual Property. Licensee will take no action that will harm, misuse or bring into disrepute the activities, properties or products of Wizards or Wizards Intellectual Property.

9.4 Remedies. Licensee recognizes and acknowledges that its breach of any of the covenants, agreements or undertakings hereunder with respect to use of the Licensed Materials, including without limitation trademark use requirements or quality standards, will cause Wizards irreparable damage which cannot be readily remedied in damages in an action at law, and may additionally constitute an infringement of Wizards’ rights in Wizards Intellectual Property, thereby entitling Wizards to equitable remedies, costs and reasonable attorneys’ fees.

If you have an issue with anything Wizards of the Coast is doing, no matter if it is relating to this license (least that is how I read it), you cannot take any action (legal or otherwise).  And if they take you to court, you have to pay for their attorneys’ fees and costs.  This is the you’re screwed if you agree to this clause.

10.2 Survival. Sections 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 and 20 (together with all other provisions that reasonably may be interpreted as surviving termination of this License) will survive the termination of this License.

Oh and the you’re screwed if you agree to this clause will continue to apply even if the license is terminated!  Major bullshit!

I didn’t bother reading much of the remainder of the license, as this was enough to convince me it still sucks.  Wizards basically removed the clause that was causing dispute about having product lines published under the GSL as well as its predecessor, the OGL.  They also added a six month window to sell off any stock after YOU terminate the license.  No fan site, periodical, or software policies either.  Not a big improvement.

I’d go over the SRD, but there isn’t much to talk about, literally.  Epic Fail in my book.  My verdict is that you have access to more material and have less risk if you just fair use the elements that are not protected.

Listening to: Corporate Avenger – Freedom is a State of Mind – Taxes are Stealing

C# in my RPG: the Fusion of Hobbies

Posted by Mad Brew On January - 13 - 2009

This is a preview of my attempt at realizing one of my New Year’s Resolutions: “Merge my love of programming with my love of roleplaying.”  I have done this in the past with simple stuff like dice rollers and Excel spreadsheets with tons of clunky VB Script.  This time I am putting it right on the bleeding edge.  I want to learn WPF (Windows Presentation Foundation) and improve my DB skills so I figured I would take a stab at it by designing an application for use with D&D.

Combat Manager Preview

Combat Manager Preview

Platform

I am actually going to try to support both 3.5 and 4e, which I just started working into the db (database) side of things.  I am providing a demo of the program so you can see where I am going with this as far as layout is concerned.  It obviously doesn’t do anything yet, since I am still architecting the database.  Here are some details about the program:

  • Mad Brew Labs’ D&D Combat Manager v0.1
  • Languages: C#, XAML, LINQ, XML
  • Operating System: Windows XP SP3 & Windows Vista
  • Platform: Microsoft .NET 3.5 with SP1 (WPF & SQL Express)

If the program ever becomes desirable for Mac and Linux users, I am afraid they are out of luck.  At least until Mono catches up with all the features I am using from .NET 3.5.  Even then, I do not know if I would want to attempt the conversion, but I might be willing to open source the project so some other ambitious person can.

Goals

I have several goals in mind for this piece of software.  I want to be able to support more than one combat at a time, so this means making the data persistent.  This means I needed some method of storing said data, so I am going with MS SQL Server Express.  It packs a lot power and I can incorporate it into the app.

Eventually I want the program to be able to export and import encounters.  This will of course mean developing an XML schema, which will be cake once I finish the SQL Express schema.  However, I am designing the db with expansion in mind, since at some point I might want to create a suite of tools.  So I will need separate import/export files for characters, monsters, and spells.

I also want users to be able to add custom conditions and modifiers to the Combat Manager, which means I’ll need a tool that will allow end users to modify database entries.  And of course another XML format for portability and sharing.

Allow the creation of campaigns for which each combat is associated.  This will be more important if I happen to expand into a suite of tools.  Players, encounters, and other resources can all be associated with a campaign.

I want to develop a creature catalog that can store the basic info about monsters (attack, defense, initiative modifier, hit points, etc.).  This will mean providing an interface for to allow users to modify the tables concerning monsters.

The following is a breakdown of how I would like several operations to function:

Add Character

  • Select characters from the campaign library
  • Select monsters from the creature catalog
  • Allow groupings for simplified initiatives (like all monsters of a type)

Roll Initiative

  • Select init modifier from characters/monsters data
  • Generate a random number between 1-20 and then add init mod for each individual or group
  • Give an option to use highest or lowest init mod for groups
  • Arrange icons in init order and highlight first character/group

Track Rounds

  • Place each round in its own tab
  • Simplified descriptions are placed in action row
  • Hover over action row to read full details
  • New effects are place in a new row under the affect instance
  • Effects are highlighted with colors for easy reference
  • Previous turns are “grayed out”
  • Enter DM notes for each turn
  • A picture associated with the current turn is placed in upper right corner

New Round

  • If effect ends, a notification pops up on the beginning of the turn
  • If a save is needed, it prompts for a saving throw
  • If an ability recharges, a notification pops-up
  • Dead/Incapacitated subjects “sink” to the bottom of the display

Progress

I am admittedly not very far along on this project.  Below is a picture that shows how far along I am developing the database.  You can see by how I am setting the db up that it will allow for expansion (if not demand it).  I am also pretty new the db side of programming.  I usually like working with simple or medium complexity queries and then manipulate the data further within the app (which is bad practice!).

Data Model

Data Model

However, I think the initiated will see that this will require some complex queries with elegant joins that work with variables.  If I were to deploy this as a web app, I would certainly make use of DTS (SSIS), stored procedures, and views, which might be something I approach in the future.

If you take a look at the demo, you will see that I need to tweak how objects are resized.  I plan on allowing areas to have scrollbars in the event a user wants to make the window smaller than the design allows.

Future

I am pretty swamped with projects, for RPGs or otherwise, but this is definitely something I would like to see come to fruition (the more quality pieces in my software developing portfolio the better!).  However, I don’t have a timeline, as there are just too many factors at play.  Just keep checking back for more updates.

Oh, and I will be releasing the app free for personal use under some Creative Commons license that is yet to be specified.

Download Prototype

Listening to: Disarmonia Mundi - Mind Tricks - Resurrection Code

Mad Menagerie: Keymaster

Posted by Mad Brew On October - 27 - 2008

[Note: The table below will display better if you install this font, as it was created with Asmor's Monster Maker.]

A figure stands before you jingling like a chime in the wind.  The humanoid shape is buckled from head to toe in black leather with hundreds of ringlets.  Attached to these rings are hundreds more keys, all clanging and bouncing off each other as the figure moves.  Whoever is inside the leather and keyring suit must only be able see and speak through three keyholes that cover its eyes and mouth.  It croaks in a gravelly voice, “The override code must be provided to obtain travel authority.”

The Keymaster is a unique entity that resides in the Hall of Doors , a Nadori complex that time has forgotten.  The Hall of Doors is a nexus of gates that allows one to travel from the Prime directly to any of the other known Dimensions.  The Hall of Doors is the name that legend now gives the Nadori Dimensional Conduit Terminal.  Here the Nadori exerted their influence through the Æther and into other dimensions.

The complex has been abandoned for over a millennium, but the Keymaster has maintained his vigilance over the Hall the entire time.  He guards the locked portals to the other dimensions, and only he knows which keys unlocks the appropriate doors.

He is commanded to deny entrance to anyone who wishes to use the portals but is otherwise not hostile.  The Keymaster cannot be negotiated with, nor tricked into unlocking a portal.  Only through the Keymaster’s destruction or if given the “password”  may one pass.

Keymaster Level 8 Solo Soldier
Medium Immortal Animate XP 1,750
Initiative +12 Senses Perception +10
HP 360; Bloodied 180
AC 24; Fortitude 20, Reflex 22, Will 20
Immune charm, disease, fear, poison, sleep; Resist lightning; Vulnerable necrotic
Speed 6
Action Points 2
M Slam (Standard; at-will)
+15 vs. AC; 2d6+7 damage.
m Lightning Slam (Standard; at-will) ♦ Lightning
The Keymaster makes to Slam attacks and adds an additional 1d6 lightning damage to each attack.
c Looking Through the Keyhole (Standard; encounter) ♦ Charm
Close Burst 3;+14 vs. Will; Hit: The target is Stunned until the end of the Keymaster’s next turn; Miss: The target is slowed, save ends.
c Tumbler of Woe (Standard; recharge 56)
Close burst 4; +13 vs. Reflex; 1d10+6 damage. Miss: Half damage.
Teleport (Immediate Reaction; encounter)
As soon as the Keymaster is attacked, he can immediately teleport up to five squares without provoking attacks of opportunity.
Alignment Unaligned Languages Common
Str 17 (+7) Dex 22 (+10) Wis 17 (+7)
Con 17 (+7) Int 20 (+9) Cha 17 (+7)

Tactics

Once pressed into battle, the Keymaster will attempt Teleport to the square where the players are concetrated. Once in position, the Keymaster will execute Looking Beyond the Keyhole, spend an action point, and then execute his Tumbler of Woe power.

Keymaster Lore

A character knows the following information with a successful History check:

DC 15: You have heard of an immortal guardian that protects the Hall of Doors.
DC 20:
It is said that the Keymaster can hypnotize you with his accoutrement of keys.
DC 25: The Keymaster is said to be vulnerable to necrotic energies.

Looking through the Keyhole: The keys decorating the figure’s attire begin to spin of their own accord, whipping and wizzing and making an eerie chimelike noise, all the while a strange glow emanates from the keyholes of its face.

Tumbler of Woe: The leather clad humanoid begins to spin like a top, clicking and whirring sounds issue from the figure like an enormous lock being opened.  Suddenly the ringlets shoot forth on silver wires striking everything within range.

Listening to: Soil – Scars – Wide Open

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