June 2008
PART 1 - PART 2 - PART 3 - PART 4
"Diablo II. It's all about clicking on tacky little pictures. Like playing Windows, really." - Lost Cub, RPGNet |
June 21st, 2008
As part of my prep work in designing the manor house in Winterhaven, I needed to stock the store room. So I cracked open my 4th Edition Player's Handbook... ... and discovered that all the non-adventuring equipment has gone M.I.A. Even stuff that has obvious utility for adventurers is gone. Ink and parchment? Gone. Chalk dust gone? Gone. Caltrops? Gone. The 10-foot pole? Gone. Was the 10-foot pole really one of the sacred cows that needed to be slaughtered on the altar of 4th Edition? Another fun one: On the first page of the Equipment chapter, they tell you to look in the "Adventuring Gear" section for flasks of oil. Guess what isn't in the Adventuring Gear section? Guess what isn't in the book anywhere at all? So I did the only thing I could do. I went back to the 3rd Edition Player's Handbook and found what I needed. This is something I've been doing with rather ridiculous frequency as I repeatedly encounter areas where the 4th Edition core rulebooks aren't delivering the same basic functionality as the 3rd Edition core rulebooks. | | Link |
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June 22nd, 2008
REMIXING KEEP ON THE SHADOWFELL SPOILER WARNING! The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don't want to be spoiled, don't read it. And if you're in my gaming group then you definitely shouldn't be reading it.
THE RUINED KEEP FEATURES OF THE AREA: Rubble: With the
exception of the cleared path leading to the trapdoor, the ruins are
filled with rubble. These squares are difficult terrain. Rubble Piles: Where
indicated there are larger piles of rubble. These require Athletics
checks (DC 15) to climb at one-half speed. 1
kobold skirmisher (K) 3
kobold dragonshields (D) 1
kobold wyrmpriest (W) Dragonshields:
The dragonshields simply move out from their hiding places, converging
on the PCs. Skirmisher:
The skirmisher is hiding just behind the peak of a pile of rubble. He
has taken the time to soak the pile with oil, making it slippery and
more difficult to climb (Athletics, DC 20). When the ambush is
launched, he will stand up and begin making his ranged attacks. Wyrmpriest: The wyrmpriest is actually perched on the thick wall behind the central tower. He can move along the top of the wall to the wall of the tower itself. While perched up there he grants combat advantage. The walls is 20 feet high at that point. | | Link |
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June 23rd, 2008
A few days ago, I promised a large announcement regarding the future plans of Dream Machine Productions. I was waiting to receive a signed contract from a cover artist so that I could legally show the cover we had designed for that product. Now, with that contract in hand, I'm proud to announce Legends & Labyrinths. 3RD EDITION LIVES!TM COMING JULY 15th FROM DREAM MACHINE PRODUCTIONS!
FREQUENTLY ASKED QUESTIONS Q1: WHAT IS LEGENDS & LABYRINTHS?
Q2: WHAT ABOUT 4th EDITION?
Q3: WHAT DOES "100% COMPATIBLE WITH 3RD EDITION" MEAN?
Q4: WHAT IF I LIKE MY CORE RULEBOOKS THE WAY THEY ARE? WHY SHOULD I BUY LEGENDS & LABYRINTHS?
Q5: WHAT ABOUT PAIZO'S PATHFINDER?
Q6: WHAT TYPE OF SUPPORT WILL THERE BE FOR LEGENDS & LABYRINTHS?
Q7: WHAT IS THE SRS?
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June 25th, 2008
REMIXING KEEP ON THE SHADOWFELL PART 11: KALAREL'S RITUAL AND THE DRAGON BURIAL SITE SPOILER WARNING! The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don't want to be spoiled, don't read it. And if you're in my gaming group then you definitely shouldn't be reading it.
A4. THE DRAGON BURIAL SITE This encounter will largely play out in the same way, but we're going to change the nature of the artifact (to have it tie directly into Kalarel's ritual) and expand the information Douven Stahl has to impart. THE ARTIFACT: The artifact they’ve dug up is a small stone idol of Orcus. It can recognized on a successful Religion check (DC 15). DOUVEN STAHL: Douven Stahl can tell them everything on pg. 210 of the Monster Manual regarding the cults of Orcus. Then he will continue with a description of local cult activity:
If asked, Stahl can also tell them about the ritual:
THE KEEP - AREA 18 CRUCIFIED ANGEL: Hanging above the altar in this area is an angel of protection (Monster Manual, pg. 14). It has been pinioned to the wall with multiple adamantine spears. A wall of arcane magic surrounds the angel and can only be penetrated if the ritual in Area 19 is disrupted. ANGEL'S BLOOD: Blood flows from the angel's wounds, over the Orcus-pledged altar, through the wall of arcane magic, and down into the pit below. Corrupted by the mystic energies of the altar, it is serving as a crucial material component for Kalarel's Ritual.
THE KEEP - AREA 19 THE FANE OF ORCUS: The pit in the center of this room is, in fact, 60 feet deep. Standing in this pit is a 60' tall statue of Orcus the Demon Prince. This is the Fane of Orcus. Through the fane, Orcus is able to manifest some portion of his will upon this world. It is an important part of Kalarel's Ritual. THE IDOLS OF ORCUS: The four grates depicted on the map are, instead, sunken depressions in the floor. In two of them, the Idols of Orcus have been placed. (If the PCs failed to disrupt the activities at the Dragon Burial Site, three of them will be occupied.) Blood flows up out of the pit and towards these depressions. (See Kalarel's Ritual.)
KALAREL'S RITUAL Level:
25 Category:
Travel Time:
120 days Duration:
Permanent Component
Cost: Special Market
Price: n/a Key
Skill: Religion Kalarel’s ritual will open a permanent connection between this
world and the Shadowfell. Once the ritual is one-quarter completed, the
Thing in the Portal manifests (see module). Special: Kalarel is able
to perform a ritual so far above his normal level because this specific
ritual is bound to the Fane of Orcus. The smaller Idols of Orcus are also being used to help focus the
ritual, reducing the amount of time necessary. Each idol added to the
ritual reduces the remaining time of the ritual by half. TIMELINE When the PCs first arrive in the valley, 30 days have passed since
Kalarel started his ritual. Kalarel had also already recovered two of
the Idols of Orcus, reducing the remaining time for the ritual to be
completed to 45 days. If the PCs don’t interfere with Kalarel retrieving the Idol of Orcus from the Dragon Burial Site, it will be installed and whatever time remains will be further reduced by half.
REVERSING THE RITUAL Kalarel is working from a reconstructed and partially translated text known as the Scrolls of Hamasatra. This text is located atop the altar in Area 19 of the keep. The skill challenge for reversing the ritual is based, in part, on an article available at WotC's website. Level: 6th Complexity: 3 (8 successes
before 4 failures) Primary Skills: Arcana (DC 22): As a
standard action, you can call upon your knowledge of magical effects and
rituals to study the ritual book and determine the next step in
unbinding the ritual. The first successful Arcana check also allows the
character to figure out how a Heal check can contribute to undoing the
ritual. A failed check indicates that the energy of the ritual attacks
you: +10 vs. Will; 1d6 + 4 necrotic damage. Endurance (DC 18): As an
opportunity action, triggered when an adjacent ally has just failed an
Arcana or Religion check to reverse the ritual, you can allow the
necrotic energy flowing through the ritual to damage you instead of your
ally. Success at this skill use aids the party, but does not count as a
success toward completion of the challenge. Heal (DC 18): As a standard
action, you can make a Heal check and spend a healing surge to send
positive life energy into the necrotic ritual in order to help disrupt
it. In doing so, you automatically expose yourself to the energy of the
ritual, which attacks you: +10 vs. Will; 1d6 + 4 necrotic damage. This
approach to undoing the ritual can be determined on any successful
Arcana, Religion, or Insight check. Insight (DC 18): A
character succeeding at an Insight check as a free action, triggered by
observing the ritual, can figure out how a Heal check can contribute to
undoing the ritual. Success at this skill use aids the party, but does
not count as a success toward completion of the challenge. Religion (DC 22): As per
the Arcana check. Success: The ritual is
undone. The angel in area 18 is freed, but collapses into
unconsciousness. (However, nothing stops Kalarel from starting the
ritual afresh. If the Scrolls of
Hamasatra are destroyed or the angel escapes or Kalarel is killed,
however, the threat has passed. In that case, reward the adventurers a
major quest reward of 750 XP.) Failure: If the skill
challenge is failed, the magical energy of the Shadow Rift stabilizes.
Necrotic energy surges through the ritual book and the altar, striking
all of the characters attempting this skill challenge. Each of these
characters loses a healing surge and is attacked by the necrotic energy:
+10 vs. Will; 1d6 + 4 necrotic energy. The ritual isn’t complete, but the partially opened rift remains as
such until either Kalarel is killed or the ritual is completed. | | Link |
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June 27th, 2008
REMIXING KEEP ON THE SHADOWFELL SPOILER WARNING! The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don't want to be spoiled, don't read it. And if you're in my gaming group then you definitely shouldn't be reading it.
THE THREE CLUE RULE At the beginning of May I wrote a lengthy essay on the subject of scenario design and the Three Clue Rule: For any conclusion you want the PCs to make, include at least three clues. Basically, the idea is that every chokepoint in your adventure design (the points where the PCs must do X or be unable to proceed) are all potential points of failure: If the PCs fail to do X at any one of those points, the adventure will grind to a frustrated halt. There are two ways to deal with such chokepoints: Either you can railroad your PCs through them (a "solution" that I find drastically unappealing) or you can design alternative paths through the adventure. And in my experience, designing three alternatives results in a sufficiently robust design so that the players will never find themselves clueless. Probably the most common problem with published adventures are their chokepoints -- they're usually riddled with them, creating countless pitfalls for the DM to overcome. So the first thing I typically do when looking at a published adventure is to track the flow of the adventure: How do the PCs get from one point in the adventure to the next? Once I've identified the chokepoints, I'll start designing alternative paths until I've satisfied the Three Clue Rule. The flow of Keep on the Shadowfell was particularly baffling for me. For example, as the name of the adventure might suggest, the PCs are supposed to eventually go to the Keep. But there are only three ways that will happen: (1) You can use the adventure hook which basically tells the PCs "you're coming to Winterhaven in order to investigate the Keep". But, if you do that, it's very likely that the PCs might decide to ignore the kobold threat and go directly to the Keep... which is designed for higher level play and will prove rather deadly for 1st level characters. (2) The PCs can succeed at a Religion check to identify a holy symbol of Orcus, conclude there's a cult active in the area above and beyond the kobold tribe, and then... rewrite the adventure so that the PCs can learn that the Keep was once a site of Orcus worship without first asking a specific character about the Keep separate from the Orcus worship. (3) The players read the title of the module and conclude that they should find out about this Keep. Similarly, there's encounter A4: Dragon Burial Site. As far as I can tell, the only way the PCs will ever go to the dragon burial site is if you use the "Missing Mentor" adventure hook. If you don't use that specific hook, the PCs will never have any reason to look for Douven Stahl -- which is the only reason they would ever go looking for the dragon burial site. (Which isn't much of a loss, admittedly, since in the original adventure there is no useful information to be gained at the site.) So these problems needed to be fixed. In addition, I had a desire to remove the CRPG-like quest-givers in Winterhaven, which meant that I would need a more robust Three Clue Rule design for the kobold sections of the adventure, too.
REVELATIONS Although this is one of the last remix essays I'm writing for Keep on the Shadowfell, it's actually describing the first steps I took in revising the module. And the very first step I took was to identify and list the revelations the players would need in order to move through the adventure. First, there are three location-based revelations. The adventure basically takes place in three locations: The kobold lair; the dragon burial site; and the Keep on the Shadowfell. The PCs need to (a) identify these as places they should go; and (b) go there. Second, there are two revelations which allow the PCs to figure out what's going on: They need to know what the cult of Orcus is and they also need to discover the existence and purpose of Kalarel's ritual. These revelations are less important because the adventure can continue even if the PCs aren't entirely sure what's going on -- in other words, these aren't actual chokepoints -- but my players get a big kick out of discovering hidden lore. And, also, knowing these facts will help raise the stakes of the adventure. Starting tomorrow I'll break down how I applied the Three Clue Rule to each of these revelations. To be continued... | | Link |
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June 27th, 2008
As I mentioned back in May, I will be performing in Shakespeare & Company's repertory season this summer. In Richard II I'll be appearing as the traitorous Henry Bolingbroke. And in As You Like It I'll be appearing as Oliver Du Boys, the villainous elder brother. Both shows are being performed, along with Servant of Two Masters (which I am not appearing in), by Shakespeare & Company on their permanent outdoor stage from June 28th through August 3rd. Bring a blanket. Bring chairs. Bring a picnic basket. I understand some people are even bringing bottles of wine. FUN FACTS Stu Naber, who's playing Mowbray in Richard II and directing As You Like It, killed me onstage in Theater in the Round's production of Henry V. In Richard II, we're reprising the locking of our swords with a massive duel that roams all over the stage and frights the ladies in their fineries. Richard II and As You Like It will be my third and fourth consecutive shows with Lucas Gerstner, who also appeared as Orleans in Henry V (TRP) and as Edward in The Hollow (Starting Gate). Lucas is appearing as Richard in Richard II and as Orlando du Boys in As You Like It. As Lucas notes, our theatrical relationship appears be to deteriorating. We started on the same team (the French in Henry V); then I suspected him of murder (in The Hollow); and now I'm trying to and/or killing him. This bodes ill for a 5th show. This is the second time I've done As You Like It. In college I played Jacques du Boys, the youngest son of old Sir Rowland. Now I'm playing Oliver du Boys, the eldest son. So if I ever do the play again, I figure I'm a shoo-in for Orlando, the second son. Shakespeare & Company has now become a family tradition. My mother, the historical mystery author Margaret Frazer, previously performed with Shakespeare & Company in the mid-'90s. Her Joliffe mysteries, set around a traveling theater company in 15th century England, are inspired in part by her many years as an actress.
SCHEDULE Saturday, June 28th - Richard II | | Link |
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