The Alexandrian

The Birth of Wolves - Franz Marc (partial)

Go to Dream Pacts (Part 1)


BRALLA, THE LOST CHILD

Appearing as either a young girl or boy, Bralla is a lost child – a symbol of either confusion or lost innocence (or both).

Spirit Circle: 1st

Binding DC: 17

Physical Sign: An extra shadow in the shape of a small child.

Influence:

  • Must give aid, guidance, and direction to those who are lost.
  • Must help any child in need or pain.

Granted Powers:

  • Confusing Touch: As a standard action, a creature you touch suffers confusion, as per the spell, for 1 round per three effective binding levels you possess.
  • Purity of the Mind: At all times while bound to Bralla, you cannot be affected by mind-affecting spells or effects.

CYNOTHIA, THE BLEEDING KNIGHT

One of the Knights of the Dreaming, Cynothia appears in a suit of armor dripping with her own blood. She represents chivalric sacrifice.

Spirit Circle: 2nd

Pact Check DC: 20

Physical Sign: A coagulation of blood forms around your body, creating a suit of protective armor.

Influence:

  • Will not leave an injured comrade behind.

Granted Power:

  • Blood Armor: Cynothia’s blood armor protects you. Its quality depends on your effective binding level. You do not benefit from the blood if you have suppressed Cynothia’s physical sign.
Effective Binding LevelArmor Created
2nd-4thmasterwork full plate
5th-8th+1 full plate
9th-12th+2 light fortification full plate
13th-16th+2 moderate fortification full plate
17th-19th+4 moderate fortification full plate
20th++4 heavy fortification full plate
  • Damage Reduction: Cynothia’s blood armor also grants you DR 1/piercing. This values improves by +1 per four effective binding levels (2/piercing at 4th level, 3/piercing at 8th level, and so forth). At 12th level this protection becomes DR 4/magic and piercing. You do not benefit from this damage reduction if you have suppressed Cynothia’s physical sign.
  • Shield Ally: As a standard action, you can swap locations with any visible and willing ally within 5 feet per two effective binding levels. A suit of blood armor forms around your ally, you swap places within your armor, and then the blood armor around your ally dissolves. The movement does not provoke attacks of opportunity. At 7th level you can use this power as a move action. At 13th level you can use this power as a swift action. You cannot use this power if you have suppressed Cynothia’s physical sign.
  • Warrior’s Proficiencies: At all times while bound to Terrior, you are considered proficient with all simple and martial weapons, all armor (heavy, medium, and light), and all shields (including tower shields).

FACE OF STARS

Spitzer's Orion

If you climb to the top of the highest mountain and look up, the starry sky of the Dreaming will speak with you. It has seen all the things that have ever been and speaks with the weary wisdom of the world’s age.

Spirit Circle: 2nd

Pact Check DC: 18

Physical Sign: In darkness you glow as if illuminated with faint starlight (providing dim illumination within 5 feet).

Influence:

  • Dislike going indoors.
  • Linger in old and historic locales.

Granted Powers:

  • Appraiser’s Loresight: As a standard action, you gain a +10 insight bonus on Appraise checks to determine the value of an item you touch.
  • Creature Loresight: As a standard action, you learn something significant about a creature (living or dead) that you touch. You can only use this ability on a particular creature once per day per five effective binding levels. Go through this list, in order, and you learn the first bit of lore you do not know:
    • Creature’s race or type
    • Creature’s name (if none, then skip)
    • Creature’s class (if none, then skip)
    • How the creature died (if not applicable, skip)
    • Creature’s most recent, basic goal (obtain food, carry out orders, etc.)
    • Creature’s attitude towards you
    • Creature that this creature interacted with most recently (other than you)
    • Creature’s most valuable possession (if any)
    • Location of the creature’s home or lair (if any)
    • Creature’s alignment
  • Memory’s Prescience: As a swift action, you know the contents of a 20-foot-radius burst centered on yourself as if you had taken 10 on a Search check in a prescient burst of how the space came to arrange itself in its current configuration. You can use this ability once per day per effective binding level.
  • Object Loresight: As a standard action, you learn something significant about an object you touch. You can only use this ability on a particular object once per day per five effective binding levels. Go through this list, in order, and you learn the first bit of lore you do not know:
    • Age of object
    • Name of the last creature to touch the object (if any, other than you)
    • Race of last creature to touch the object (if any, other than you)
    • Name of the object’s creator (a natural object was created by nature)
    • Race of the object’s creator (if any)
    • Object’s purpose
    • Materials that make up the object
    • Location of the object’s creation
    • Name of the most recent owner of the object (if any)
    • Magical ability of the object (if any, random if more than one)
  • Resist Scrying: Your connection with the Faces of Stars places part of you above the normal constraints of reality. At all times while bound to the Face of Stars, you gain a +5 bonus on saving throws to resist scrying attempts.
  • Whisper of the Stars: While bound to it, the Face of Stars murmurs constantly into your ears, allowing you at will as a free action to make a bardic knowledge check with a bonus equal to your effective binding level + Intelligence modifier.

GENNA, THE SHADE SKULKER

Genna is an urban dream spirit. A small mass of animate, solidified shadow with vaguely human-like features of a particularly canine cast, Genna dislikes open confrontation. He has been known to harass dreamers, cruelly pelting them from the shadows with thrown stones and worser things. From the shadows he speaks with a sibilant venom, but when forced into an open confrontation he will whine and pout until allowed to return to the shadows he loves.

Spirit Circle: 1st

Pact Check DC: 15

Physical Sign: Shadow grows to twice its normal size.

Influence:

  • Enter sunlight only if no other options exist.
  • Won’t start a fight and skittish when combat is likely.

Granted Powers:

  • Low-Light Vision: At all times while bound to Genna, you gain low-light vision. If you already had low-light vision, you gain the benefits of the Superior Low-Light Vision feat.
  • Precise Shot: At all times while bound to Genna, you gain the benefits of the Precise Shot feat.
  • Shadow Dweller: At all times while bound to Genna, gain a +4 competence bonus on Hide checks.
  • Skulk’s Proficiencies: At all times while bound to Genna, you are considered proficient with all ranged weapons.
  • Twin Shot: At all times while bound to Genna, you gain the benefits of the Twin Shot feat.

ILLIKI, THE LAMP’S FLAME

Illiki is the manifestation of the light of civilization. He appears as a mischievous, dancing flame of insatiable curiosity.

Spirit Circle: 1st

Pact Check DC: 20

Physical Sign: Hands wreathed in flame (harmless to the pact-maker).

Influence:

  • Cannot use the Hide skill.
  • Must seek an explanation for the mysterious.

Granted Powers

  • Darkvision: You gain darkvision 60 feet.
  • Fire Exultation: You can shoot forth a line of fire as a standard action. The line is 10-feet per effective binding level (maximum 50 feet) and deals 1d6 points of fire damage per effective binding level (Reflex save, half damage).
  • Flaming Hands: Although Illiki’s flaming hands are generally harmless, at will as a free action you can manifest them as a true flame (which is still harmless to you). You can use the flaming hands as a natural weapon that deals 1d6 points of damage (plus your Strength bonus).

LUNESCA, MAID OF THE FEATHER

Lunesca appears a young maid with milky skin, pure white hair, and ebon eyes. She is clothed in a covering of her own feathers, which can be appear either snow-white or jet-black. A raven rests upon one of her shoulders; a dove rests upon the other. She is a friend to all birds, and while she has the intensity of the hawk she can also possess some of their flightiness of personality.

Spirit Circle: 2nd

Pact Check DC: 18

Physical Sign: A living cloak of white or black feathers, which sprout from the shoulders and fall down to the back of the knees.

Influence:

  • Cannot be cruel to any bird.
  • Cannot imprison any living creature.

Granted Powers:

  • Lunesca’s Call: As a standard action, you can call either a dove or a raven. It generally takes 1d4 minutes for the bird to answer your call, but you must be in an area where birds are capable or likely to reach you. You can have a total number of doves or ravens summoned at any time equal to your effective binding level.
  • Lunesca’s Friendship: At all times while bound to Lunesca, birds have an attitude of friendly towards you. (At the DM’s discretion, this may extend to bird-like creatures which are not animals.)
  • Messenger of the Dove: As a full round action, you can dispatch a dove to deliver a message, as per an animal messenger spell.
  • Ravensight: At will, you can choose to look through the eyes of one of Lunesca’s ravens. You have complete control over the bird and can see what it sees and hear what it hears. Use the bird’s skill checks to determine the result of its actions and observations (Hide, Spot Listen, etc.). Use your skill bonuses to derive information from its observations (Knowledge, Sense Motive, Spellcraft, etc.). While looking through a raven you are oblivious to your own surroundings except through the sense of touch. As a free action you can switch your view between ravens or back yourself.
  • Swarm of Ravens: As a standard action, you can command one of Lunesca’s ravens to summon a swarm of ravens. The raven will shake loosing its feathers, and each feather will transform itself into another raven. This functions as per a summon swarm spell, except you can direct the swarm to move as you wish.
  • Voice of the Dove: Whenever one of Lunesca’s doves is present, you can speak to birds as per a speak with animals spell (using the dove as a translator).

MASQUERS

Strange creatures of the Dreaming, masquers slip quietly into the dreams of sleepers and assume the role of actors – playing out whatever parts the dream requires. In such dreams they can often by caught from the corner of the eye – strange, ornate creatures wearing elaborately carved and painted masks.

Masquers are not integral to the Dreaming, nor do they appear in every dream. The method by which they choose which dreams to infiltrate (if there is any) is unclear, leading some to believe they are mere parasites of the Dreaming, while others venerate them as benefactors.

Although masquers are not Spirit Lords, pacts can still be formed with them normally.

Spirit Circle: 1st

Pact Check DC: 15

Physical Sign: The face becomes a featureless white mask. (The mask can be morphed using the granted disguise self power to assume any features desired, including your own.)

Influence:

  • Occasionally fail to recognize their own name.
  • Insatiably curious about the personal details of other’s lives.

Granted Powers:

  • Disguise Self: As a standard action, as per the spell.
  • Masquer’s Tongue: You gain a +4 insight bonus on Diplomacy and Bluff checks. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty.
  • Masquer’s Skills: When you form a pact with a masquer, you can choose a number of skills equal to your Wisdom bonus (if any). You gain +2 insight bonus to these skills.
  • Masquer’s Will: As a standard action, you can command a single creature within 30 feet as per the spell. At 8th level, your Masquer’s Will acts as a suggestion spell.

Special: You can be bound to more than one masquer at a time.


SARNAT, MASTER OF PORTALS

Sarnat is one of the Dreaming Guides, leading those who seek truth to the answers they desire. (At least in theory.) He wears an iron mask locked shut.

Spirit Circle: 2nd

Pact Check DC: 20

Physical Sign: The pupil of the eye becomes shaped like a keyhole.

Influence:

  • Disquieted by unopened doors or similar portals.
  • Cannot leave a lock secured.
  • Must take any keys they find and seek to find the matching lock.

Granted Powers:

  • Arcane Lockbreaker: At will, you can suppress the effect of an arcane lock spell that you touch.
  • Lock’s Touch: As a swift action, you can unlock a single lock that you touch with an Open Lock DC less than or equal to twice your effective binding level.
  • Portal Step: Once per day as a standard action, you can step through one door or portal and emerge through another. In all other ways (determining range, etc.) treat this as a dimension door spell. At 10th level you can use portal step twice per day and treat it as a teleport spell. At 15th level you can use portal step three times per day and treat it as a plane shift spell.
  • Sarnat’s Gate: At 20th level once per day as a standard action, you can transform a single door or portal into a gate, as per the spell.
  • Sarnat’s Seal: Five times per day as a standard action, you can place an arcane lock on any door, chest or portal that you touch.
  • Sarnat’s Sight: As a swift action, you can use open/close as per the spell.
  • Sarnat’s Touch: You gain a +4 insight bonus on Open Lock checks.

Go to Dream Pacts – Part 4: Spirit Lords of the 3rd and 4th Circle

IN THE SHADOW OF THE SPIRE

Session 17A: Shilukar’s Lair

The features revealed as their hoods fell back were those of goblins – but goblins possessed of sickly gray skin. More disturbingly, the eyes and mouths of each goblin had been sewn shut with thick, black string. Despite this, all of them moved with sure, fluid motions.

In the Shadow of the Spire is actually the fifth campaign I’ve run in my Western Lands setting. I believe I’ve actually previously discussed that Ptolus first appeared at my gaming table 5+ years earlier when a group passed through the city and noted its distinctive Spire as they passed from the Southern Sea back towards Deepfall Pass in the west.

Ptolus - The City By the Spire

One of the players in that campaign, Dave, was Agnarr’s creator. Two other players had also previously played in Western Lands campaigns.

One of the cool things I think you can do when running multiple campaigns in the same setting (whether concurrently or over time) is to have crossovers between those campaigns. And also to have deep, long-term mysteries that are intrinsic to the setting and which are only slowly revealed

A good example of this sort of thing, from Monte Cook’s original Ptolus campaign, is the revelation that the entire world of Praemal is actually a planar prison for demons. Everyone else is just stuck there by accident, and the demons are constantly trying to dissolve the bonds of the prison and escape. That’s the kind of thing which can be quietly true for any number of campaigns – with various enigmas suggesting the truth only for the final revelation to really blow people’s minds.

(This particular set of metaphysics, it should be noted, isn’t true of the Western Lands, which is one of the reasons why my version of Ptolus diverges from Monte Cook’s, and does so rather severely in some key areas.)

Of course, this sort of thing doesn’t require tapping into the fundamental metaphysics of the entire campaign world. Sometimes it might be, “Hey, you know Good King George? The guy who’s been the beneficent monarch ruling over the kingdom for the last three campaigns? Turns out he’s actually a mind-controlled puppet and the whole kingdom is being run by the drow. And he has been his entire life.”

It’s also fun to have references to the PCs from the other campaigns and/or the things that they did. Those enduring legacies across years of play can really invest players into the setting, knowing that their actions will resonate not just in the campaign itself, but across campaigns. That perhaps players who they have never even met will be affected by what they’ve done today.

(The most ambitious example of this I’ve ever attempted was when the players in one campaign met the future versions of their PCs from the other campaign. Have I told that story?)

On the other hand, sometimes these crossovers are just, “Hey! Remember that cool character/monster/location from the last campaign?!”

Dave, for example, recognized the name Ritharius from that previous campaign. The revelation of Ritharius’ actions later in the campaign would have carried a little extra oomph because of that, I think. (And when Dave left the campaign I made a point of building Ritharius into Tor’s background to reposition that oomph.)

These creepy goblins are a little bit of both.

They first appeared in one of the earliest scenarios I ever ran for 3rd Edition, a remix of The Sunless Citadel in which the lower levels of the scenario had been transformed into a much more horrific venue. In both cases, the nature of these goblins points towards the much deeper truth that [SPOILERS REDACTED] and also that [SECURITY CLEARANCE REQUIRED]. But mostly they would have just been a cool cameo that players from that campaign would recognize.

Unfortunately, the player who would have recognized the goblins left the campaign before they showed up. C’est la vie.

This does highlight, however, that this technique can be of arguably limited value because there is a limited audience capable of appreciating the full context of these crossovers and callbacks. I would argue, however, that when done properly these things still have value even when no one is necessarily there to directly appreciate them.

Silmarillion - J.R.R. TolkienConsider, for example, the success J.R.R. Tolkien had in using the then-unpublished Silmarillion to create mythological depth in The Lord of the Rings. Queen Berúthiel’s cats (a reference in Lord of the Rings which, infamously unlike many of Tolkien’s other “historical” allusions, was created off-the-cuff as he was writing) are also a thing, of course, but there is, I believe, both a qualitative and practical difference between such off-the-cuff improvisations and a fully-integrated body of lore.

The problem, of course, is that creating fully-integrated bodies of lore is a time-consuming process. And as cool as it can be a player digs into something and discovers that there is, in fact, a vast ocean of lore to explored there, the odds of wasted prep are quite high. Campaigns you’ve previously run, however, are inherently “fully-integrated bodies of lore”, and thus this can work both ways: Stuff you’re calling back to is “free prep” for the current campaign (you’ve already prepped it). And, on the flip-side, designing material that’s intended to be useful for campaign after campaign after campaign can be very high value prep indeed.

And, honestly, I find these callbacks and crossovers entertaining and rewarding in their own right on a purely personal level, even if no one else at the table is ever aware of it. In that sense, I am like the watchmaker who carefully filigrees the gear of a pocket watch which the owner will never be able to see: There is a pride and a pleasure in seeing the pieces of a job well done slide into place.

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 17A: SHILUKAR’S LAIR

March 9th, 2008
The 7th Day of Kadal in the 790th Year of the Seyrunian Dynasty

The clattering commotion of the dislodged debris echoed down the vertical tunnel. The six of them looked at each other.

“We should go quickly,” Elestra said. “Before whatever’s down there to hear the noise can respond.”

“Right,” Tee said, and swung herself over the edge and onto the wooden ladder.

Agnarr followed her, cracking a sunrod and sticking it into his backpack.

At the bottom of the stairwell, Tee found herself in a plain room of worn, dull gray stone. A solid door of iron was set in the far wall.

As the others descended, Tee approached the door and inspected it. It was quite sturdy, but she was able to make short work of the high quality lock. Easing back she let Agnarr step up to the door and open it.

Beyond the door the next room widened considerably. The sole exit from this room was a set of two iron doors marked with a bas relief of a large claw. Standing directly before these doors, however, were four emaciated figures. They stood with perfect stillness, their features obscured by charcoal-colored cloaks and hoods.

After a long, silent moment in which neither the strangely disturbing figures nor the wanderers moved, Tee drew her dragon pistol and fired a shot.

The blast of energy neatly clipped one of the figures, catching it in the shoulder. The reaction was immediate: All four of the figures threw back their heads with an eery, wailing ululation and darted forward, their hands lashing forwards with fingers ending in long, tapered claws.

The features revealed as their hoods fell back were those of goblins – but goblins possessed of sickly gray skin. More disturbingly, the eyes and mouths of each goblin had been sewn shut with thick, black string. Despite this, all of them moved with sure, fluid motions.

Mouth Stitched Shut

Tee fired again and then these strange, gray goblins were upon them. Read more »

SPOILERS FOR DRAGON HEIST

If you’re a local player in my campaigns, you might want to steer clear here. I may be running Dragon Heist in the future, but not for people who’ve read the plot.

I’ve been periodically checking out the published campaigns for D&D 5th Edition whenever one catches my eyes, hoping that it’ll be something super awesome that I can use to kick off a 5th Edition campaign. Hoard of the Dragon Queen was one of these, and that went… poorly.

Earlier this year, I started getting really, really excited about Waterdeep: Dragon Heist. It promised something distinctive: A heist-structured mini-campaign for D&D with the PCs competing against a complex web of factions in order to win a huge prize that would lead directly into a megadungeon campaign in the Dungeon of the Mad Mage! That would be amazing!

… that is not what Dragon Heist is.

First, there is no heist. And I know what you’re thinking. You’re thinking, “But Justin, the name of the book is Dragon Heist. Why wouldn’t there be a heist?” And I’m right there with you, because an overwhelming refrain as I read through this book was simply:

Why?

But… why?

And also: Why?

Okay, let’s take a step back and talk about what the story of Dragon Heist actually is. It basically breaks down into four parts:

  • The PCs are hired to rescue someone who has been kidnapped. The person they rescue is virtually unimportant, but the other kidnap victim turns out to be the estranged son of a former Open Lord of Waterdeep who embezzled a bunch of money and hid it in a magical vault.
  • The PCs are rewarded with the deed to an abandoned tavern. A little while later, a huge fireball goes off and kills a bunch of people just outside the tavern. Investigating the explosion will lead the PCs to discover that some bad guys have stolen a magic item (the Stone of Golorr) that will lead them to the magical vault.
  • A Benny Hill chase sequence ensues, at the end of which the PCs have the Stone of Golorr.
  • They go to the vault and loot it.

THINGS THAT MAKE NO SENSE

So one of the major problems with Dragon Heist is how much of it doesn’t really make any sense.

Dragon Heist - Renaer NeveremberFor example, the second part of the scenario works like this:

  • Dalakhar is a spy who works for Lord Neverember. He has stolen the Stone of Golorr that leads to the vault, but is unable to leave Waterdeep and take the magic artifact to Lord Neverember because Zhent assassins are stalking him.
  • He goes to members of Lord Neverember’s estranged son’s household and asks them to tell him where he can find the heroes who rescued the estranged son because he believes that anyone who would rescue Lord Neverember’s son can also be trusted to help him.

That doesn’t actually make sense. Why wouldn’t Dalakhar just ask Neverember’s son to help him? And if Dalakhar believes that the son is so estranged from his father that he would never help him, why would he believe that the son’s friends would be the only possible source of assistance? Why doesn’t he just ask his friends for help directly?

So then Dalakhar gets killed in the fireball that explodes outside of the PCs’ tavern. Where did the fireball come from? Well, Zhent assassins working with House Gralhund had successfully tracked him down. House Gralhund didn’t fully trust the Zhent assassins, however, and so sent their own agent to follow them and make sure the job got done right. “When it seemed as though Dalakhar might give [the Zhent assassins] the slip, this agent hurled one of the beads from the necklace [of fireballs] to stop the gnome in his tracks.”

Okay, fine. Except then it turns out that the Zhent assassins were also killed and/or badly injured in the fireball because they were literally mere feet away from Dalakhar when it went off. So… the Gralhund agent was so concerned that Dalakhar had escaped the Zhent asssassins – even though they were mere feet away from snatching him – that it decided to blow up an entire city block?

That doesn’t make any sense.

To be fair, I think the intention here may have been for the Gralhunds to be intentionally double-crossing the Zhent assassins by blowing them up along with Dalakhar. (There’s another passage later in the book that sort of suggests that might be true.) But it still doesn’t make sense because the Gralhunds’ agent immediately runs away, leaving the surviving Zhent assassin to collect the Stone of Golorr! It’s also obviously directly contradicted by the first passage.

Which is another problem: Dragon Heist is teeming with continuity errors. For example, in a later scene there’s a gazer who is invisibly following the PCs and watching their movements. When the PCs reach a particular location, the gazer waits outside and summons reinforcements from its gang. But when the PCs go inside, they discover that the gang members are… already there? How? Why?

FRAGILE STRUCTURE

Dragon Heist - Fireball

Okay, Dalakhar and a bunch of other people have been blown up. So the PCs start investigating the explosion.

But… why?

There’s literally no reason given. The PCs are given no motivation to do so, and, in fact, the scenario goes out of its way to specifically discourage them from getting involved.

But, okay, the PCs start investigating the explosion. This investigation can follow one of two paths.

First option: Break into the morgue and use speak with dead spells. (This option is fine, if a little thin.)

Second option:

  • Question witnesses and have one of them tell the PCs that she saw an automaton that “bears a striking similarity to the automatons that sometimes march in the Day of Wonders parade”, which is sponsored by the local temple of Gond.
  • Go the Temple of Gond and discover that this is not, in fact, true and there are no such automatons that march in the Day of Wonders parade. (Because the adventure is teeming with continuity errors, remember?)
  • The Temple of Gond does have a single automaton that matches this description, however. It’s known as a nimblewright. As the PCs approach the temple, the nimblewright will be on the roof flying a mechanical bird that will crash land on or near the PCs.
  • If – and only if! – the PCs mention the incident with the mechanical bird to the priest of Gond they speak with, the priest will take them upstairs to the nimblewright’s room, chastise the nimblewright, and force the nimblewright to watch while acolytes pack up all of its mechanical inventions.
  • If the PCs happen to have cast a detect magic spell while they watch the acolytes clear out the nimblewright’s stuff, they will notice that one of the items is magical.
  • If they ask the nimblewright what this item is, it will turn out that the nimblewright has built a nimblewright detector! (What a lucky concidence!)
  • If they use the nimblewright detector, they will discover that there are only four nimblewrights in the entire city of Waterdeep. (Lucky!)
  • Three of them belong to someone who may or may not be the bad guy in this scenario. (More on that later.) Regardless, this is pure coincidence and irrelevant to the current investigation.
  • The fourth is, in fact, the one they were looking for at Gralhund House!

This investigatory structure is so bizarre, arbitrary, and paper-thin in its rationale that I honestly find it difficult to understand why it was included in the book at all.

Fortunately, when this structure inevitably fails, the book does suggest that the GM just have an NPC randomly come by and tell the PCs where to go.

When I find stuff like this in a published scenario, I always kind of second guess myself: Am I the crazy one? Does this actually work for other groups? Well, the interesting thing about the rise of online actual plays is that you can very quickly do a survey of how scenarios actually play out, and notably every single DM running Dragon Heist online that I was able to find has been forced to improvise a fix for this broken structure.

And this is a pattern which repeats several times in Dragon Heist. The Benny Hill chase, for example, is largely built along a similar chain of implausible connections, leaving the GM with little choice but to force implausible-yet-predetermined outcomes.

Unsurprisingly, therefore, the book is pockmarked with exhortations for the GM to railroad their players, accented with a smattering of pixelbitching propped up with several “thou shalt not find this unless you jump through my very specific hoop” bits. (One of the silliest involves making it impossible for the PCs to succeed on an Investigation test because there’s a thin layer of dust on the floor.)

TIMELINE

Something else to mention here is that the adventure’s handling of time makes no sense. This is really a more specific iteration of Things That Make No Sense, but it’s pervasive enough to become a serious issue in its own right which any DM running the adventure will need to deal with.

Dragon Heist - Stone of GolorrFirst major example:

  • Dalakhar steals the Stone of Golorr from Xanathar.
  • This triggers a gang war between the Zhentarim and Xanathar which has been going on for awhile when the PCs undertake their first mission.
  • At the end of that mission, the PCs are rewarded with an abandoned tavern.
  • A period of at least a tenday and probably several weeks now passes during which the PCs are assumed to be fixing up the tavern, joining various factions, doing missions for those factions, and advancing 1-2 more levels.
  • Dalakhar, unable to get out of Waterdeep with the Stone, attempts to bring it to the PCs.

… what the heck has Dalakhar been doing for the past several weeks? The way the adventure is written, it actually seems as if he just stole the stone before coming to the PCs, but that can’t be true. And to make things even more confusing, there’s another timeline in which Dalakhar was keeping an eye on Neverember’s estranged son, and then abruptly stopped doing that to infiltrate Xanathar’s operation, but the dates in that timeline aren’t really consistent with the other events described, either.

Another example: After the PCs trace the nimblewright to Gralhund House, Lady Gralhund orders the nimblewright to deliver the Stone of Golorr to a courier who will carry it to her master. (Why not just deliver it directly to her master? I can’t help you.) In the adventure as written, it’s supposed to take the PCs several days to find the nimblewright and discover where it took the Stone of Golorr.

You might be thinking, “Well, that’s too bad. They’ll be way too late to stop those couriers from delivering the Stone of Golorr!” Thankfully, however, the bad guys all politely wait for the PCs to show up before suddenly remembering they have a package to deliver and rushing off to do so in the Benny Hill chase sequence.

I think my favorite sequence here is:

  • The bad guy tells five cultists about the Stone of Golorr and sends them to pick it up from the nimblewright. But he simultaneously orders two of the cultists to murder the other three because now they know too much about the Stone of Golorr and must be silenced! (But… why?)
  • They botch the job and leave one of the other cultists still alive. This cultist then lies unconscious in a mausoleum for several days until the PCs find her and wake her up. She tells them where the other two cultists went.
  • Thankfully, instead of just having the cultists bring the Stone of Golorr directly to him (despite that being the most logical course of action), the bad guy has ordered them to wait at a converted windmill for – and I emphasize this once again – several days twiddling their thumbs for no reason.
  • The bad guy eventually sends three spined devils to pick up the Stone of Golorr. With absolutely incredible timing, these spined devils arrive just after the PCs enter the converted windmill, but just before the PCs can climb the stairs and retrieve the Stone for themselves.

Cue the Benny Hill soundtrack.

And there are four different variations of this nonsense, because…

PICK A VILLAIN

Dragon Heist has a gimmick: It has four different villains.

Dragon Heist - Jarlaxle BaenreBefore the campaign begins, the GM picks one of these villains:

  • Xanathar, a beholder crime boss
  • Jarlaxle Baenre, a drow swashbuckler who is the secret lord of a city and also runs a traveling circus
  • the Cassalanters, a demon-worshipping noble family
  • the Zhentarim, a network of assassins and mercenaries

This decision also determines what season the campaign takes place (spring, summer, autumn, or winter). With one exception there is no actual connection between the villain and the time of year, but it does provide an interesting vehicle for emphasizing to the GM how the setting of Waterdeep changes over the course of a year.

The villain the DM chooses essentially affects three moments in the adventure:

  1. It’s their minions the PCs are chasing during the Benny Hill chase
  2. It’s their minions who track the PCs to the vault (even though they generally have no way of doing that) and fight them as they attempt to leave.
  3. Each of them has a unique and elaborately detailed lair.

So, roughly speaking, at least three-quarters of the adventure is totally unaffected by the choice of villain. And where it gets weird is that most (but not all) of the villains are included in the scenario even if they’re not the villain you selected. So, for example, Xanathar is intensely interested in the vault at the beginning of the scenario regardless of whether or not the DM selected him to be the main bad guy, but then he just… stops caring? Jarlaxle will kind of randomly show up and you’re supposed to stage a random, lengthy scene with him which will, if he’s not actually involved with the vault storyline, result in… nothing?

Oddly, the most compelling and interesting villains – the Cassalanters – are the ones who only show up if you select them as the main villains. (Although, as written, it’s very likely that the PCs will never even realize that the Cassalanters are their antagonist, and it’s virtually certain they’ll never find out the really interesting reason the Cassalanters are interested in the vault without the GM rewriting a bunch of stuff.)

This is all baffling. And it becomes more so as we look at how these villainous components were actually implemented.

THE BENNY HILL CHASE: As I mentioned, this section of the adventure starts with the PCs discovering who the Gralhunds’ nimblewright delivered the Stone of Golorr to. There are four different variations of this sequence (one for each villain), but they’re all pretty similar and consist of the PCs chasing one set of bad guys and then, just as they’re about to grab the Stone of Golorr, a completely random new bad guy will leap out of the shadows, grab the Stone, and run off!

Simpsons - Ha Ha! Nelson

In most of these sequences the GM is instructed to not once, but TWICE use the chase rules from the DMG and then, as soon as the PCs succeed at the chase, pull the, “Ha ha!” moment.

Whatever.

There’s a bunch of other painful railroading in this sequence, too. (Including old chestnuts like “the city watch magically finds them no matter where they are and no matter what precautions they take and arrest them”.)

But it gets weirder, because the way they’ve decided to design this sequence is to take ten generic locations, add a little text customizing them to each villain’s minions, and then shuffle up the order in which you encounter them based on which villain’s minions you’re chasing.

But… why?

It’s difficult to really describe how pointlessly convoluted this whole approach is. I spent an enormous amount of time trying to figure out what the benefit of this was supposed to be. They’d spent so much time constructing this Rube Goldbergian structure that I thought there surely must have been some purpose behind doing so.

But there just… isn’t.

In fact, it’s all negative value: If you want to run the adventure strictly as written, the presentation is just unnecessarily confusing. If you were thinking that you might try to remix Dragon Heist in order to bring all the villainous factions into play simultaneously, the design of this section only serves to block you from doing so (because your players will notice if a bunch of different factions are all independently holed up in identical windmills).

THE LAIRS: Dragon Heist spends a little over 60 pages describing each of the villains’ lairs in lavish detail. Here, at long last, a strong and unique spotlight is shone on each of the villains.

But if you glance back up to the beginning of this review where I summarized the plot of Dragon Heist, you may notice that “go to the villain’s lair” does not appear in the list of events.

That’s because in the adventure as designed, the PCs don’t go to any of these lairs.

“That makes no sense! Why would you spend 60 pages describing these lairs and then write up a scenario structure in which they’re never used? You must be pulling my leg, Justin!”

No. I’m not. The DM is, in fact, repeatedly told that the PCs don’t need to go there, probably won’t go there, and if they do go there and actually confront any of the villains, they’ll almost certainly be killed.

But… why?

CONCLUDING THOUGHTS

Dragon Heist - Xanathar

This book made me feel dumb.

Great care was clearly put into its construction. Enormous effort was exerted in order to erect, for example, the Rube Goldbergian Benny Hill chase sequence. The “pick a villain” gimmick required a ton of extra work. It all suggested that there must be some meaning in the madness that I was seeing.

And so I spent inordinate amounts of time flipping back and forth through the book, trying to figure out what I was missing.

Ultimately, though, I don’t think I’m missing anything. Dragon Heist is just a mess.

Take the “pick a villain” thing, for example. I’ve seen it hyped up for giving the scenario “replayability”, but that’s not really true: As I mentioned before, fully three-quarters of the scenario isn’t affected by the villain swap-out. Dragon Heist is no more replayable than any other scenario.

My most charitable conclusion is that the goal might have been to create distinctly different versions of the plot in order to support rewatchability (not playability) for the audience of actual play streamers. (In other words, the second time you watch a streaming group playing Dragon Heist you’re surprised to discover the plot suddenly going in a different direction!) But just designing a scenario featuring dynamic faction play would have had the same result without turning your scenario’s spine into generic mush and having the GM ignore half the book’s content.

There are also places where you can squint and kind of imagine what the useful intention might have been. The Benny Hill Chase of Generic Locations, for example, might have been an exemplar of how to build an adventure out of customized generic urban locations. But the book doesn’t actually provide a stockpile of such generic locations, so even if that was the intention, it doesn’t really go anywhere.

Similarly, there are a number of scenes (like the Jarlaxle one) where it feels as if the scenario is almost trying to allow the ultimate bad guy to evolve organically out of the events of the campaign. But none of that goes anywhere, either, because the “DM picks the villain before the campaign starts” structure is pretty heavily embedded.

In many ways, Dragon Heist feels like the shattered remnants of a broken development cycle. It feels as if they were aiming for something ambitious, didn’t achieve it (or maybe it fell apart in playtests), and they ended up kind of cobbling together something that was at least mostly functional out of the wreckage.

So here’s the big question: Do I recommend Dragon Heist?

… how much work are you willing to put into fixing it?

I came to Dragon Heist because I wanted something that I could basically run out of the box. That’s not really what I found: I could probably technically run it as written, but I wouldn’t feel good about myself as a DM. So, for me, Dragon Heist is a failure.

If I was in a slightly different place in my life right now – one where I had the time necessary to heavily modify the scenario – I might feel differently: Dragon Heist is filled with interesting NPCs, studded with a number of good set pieces, and has an intriguing (if unfortunately squandered) premise. It’s drenched with absolutely stunning art, including excellent portraits for most of the NPCs you’ll encounter. It’s also an excellent introduction to the rich setting of Waterdeep, with the decision in the second part of the adventure to gift the PCs with an abandoned tavern (although it is largely unconnected to the rest of the scenario) being an inspired one to tie the PCs into the community.

In short, there’s a solid foundation here and a lot of good raw material to work with. But you will need to put in a fair amount of labor to realize its potential.

Here’s another way to think of it: Without the “villain swap” gimmick and a couple other instances of bloat, this could have easily been a 64 page module plus about 32 pages of gazetteer information. If you think of this as a 96 page book with a bunch of other pages that have been specifically designed so that you can’t use them, it’s really difficult to justify this as a $50 product.

If you’re willing to put in the substantial work necessary to actually get 100% utility out of the book, then your personal calculus may change.

Style: 4
Substance: 2

Author: Christopher Perkins (with James J. Haeck, James Introcaso, Adam Lee, Matt Sernett, Jeremy Crawford, Ben Petrisor, Kate Welch, Matthew Mercer, Charles Sanders)
Publisher: Wizards of the Coast
Cost: $49.95
Page Count: 224

Waterdeep: Dragon Heist - The Alexandrian Remix

Waterdeep: Dragon Heist - Wizards of the Coast

 

Die Wolf - Franz Marc

Go to Dream Pacts (Part 1)

SPIRIT LORDS

Spirit Lords are powerful lords of the Dreaming. They hold dominion over common families of rivera (minor spirits). For example, Pegana, the Lady of the River, rules over the spirits of stream and brook. It is overly simplistic, however, to consider them as individuals. The Pegana one meets in the deltas of Duvei is not the same Lady of the Rivers one might meet in the spring thaws of the Great Glacier or the mountain streams of Hyrtan. She might not even be the same Pegana you’d meet in the next river valley to the west. She might not even be the same Pegana you met last night in the very same place. Or, on the other hand, she might be.

GRANTED POWERS

  • All powers gained from Spirit Lord pacts are supernatural.
  • Unless otherwise noted, using a granted power is a standard action and does not provoke attacks of opportunity.
  • Unless otherwise noted, a granted power’s benefits are constant once activated. Effects that are not constant can only be used once every 5 rounds.
  • Unless otherwise noted, all effects created by a Spirit Lord’s granted powers end when the pact ends, the conduit is broken, or the Servant of the Dreaming Lord dies.
  • Unless otherwise noted, a granted power cannot be activated again if the previous use of the power is still in effect.
  • If a granted power mimics a spell, the caster level for that ability is equal to your effective Servant of the Dreaming Lord class level.
  • The difficulty class for a saving throw against a granted power is 10 + ½ effective binding level + Charisma modifier.

SPIRIT LORD DESCRIPTIONS

Spirit Circle: The higher that Spirit Lord’s spirit circle, the more powerful or complicated their domain. The Spirit’s Lord’s spirit circle determines the difficulty of contacting them, and may limit less experienced Servants of the Dreaming Lord from contacting them at all.

Pact Check DC: The difficulty class of the pact check required to form a conduit with the Spirit Lord.

Physical Sign: As long as a Spirit Lord is manifesting itself through a character, they dsplay a specific physical sign of its presence. This sign is real, not an illusory or shapechanging effect.

Influence: The typical influence the Spirit Lord will wield over a character who forms a poor pact with it. (The exact demands of the Spirit Lord’s influence is ultimately a roleplaying decision left in the DM’s hands.)

Granted Powers: The powers granted to a character who forms a pact with the Spirit Lord.

Special: If any special rules or conditions apply to binding the Spirit Lord, they appear here.

Spirit LordSpirit Circle
Bralla, the Lost Child1st
Genna, the Shade Skulker1st
Illiki, the Lamp's Flame1st
Masquers1st
Cynothia, the Bleeding Knight2nd
Face of Stars2nd
Lunesca, Maid of the Feather2nd
Sarnat, Master of Portals2nd
Ilsasil, the River of Magic3rd
Terrior, the Knight of Mists3rd
Maab, the Curious Queen of Cats3rd
Utharah, Lady of Blades3rd
Alladar, the White Stag4th
Baalterrok, the Face of the Rock4th
Kath, the Cavalier King of Cats4th
Nentai, the Three Eyes5th
Catar, the Ill Wind5th
Charabim, Guardian of the Blessed Children5th
Porthas, the Rock of Ages5th
Fassa, the Lady of the Stormy Seas6th
Karnax, Lord of the Dreamshredders6th
Messamis, the Empty City6th
Nesserik, the Serpent of the Grave6th
Saphastos, the Dark Dreamer6th
Face of Stars, Greater7th
Murmauth, the Maelstrom7th
Uragog, the Knight of Scythes7th
Jeladora, the Prismed Witch8th

Go to Dream Pacts – Part 3: Spirit Lords of the 1st and 2nd Circle


JUSTIN ALEXANDER About - Bibliography
Acting Resume

ROLEPLAYING GAMES Gamemastery 101
RPG Scenarios
RPG Cheat Sheets
RPG Miscellaneous
Dungeons & Dragons
Ptolus: Shadow of the Spire

Alexandrian Auxiliary
Check These Out
Essays
Other Games
Reviews
Shakespeare Sunday
Thoughts of the Day
Videos

Patrons
Open Game License

BlueskyMastodonTwitter

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.