The Alexandrian

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

IN THE SHADOW OF THE SPIRE

Session 16D: Zavere’s Need

Rastor ran his claw gently down the length of the blade, as if caressing a lover. “The markings here upon the blade are not merely gold, but taurum – the true gold, mined from the Mountains of the East. And there is a thin core of it in the heart of the hilt. The enchantment worked upon this blade sings from the taurum, and its name is nainsyr.”

Ptolus - RastorThe subject of whether or not PCs should be allowed to buy magic items is a contentious one. It is felt by many that magic items are That Which Must Be Quested For. They believe that “magic item marts” and the like rob magic items of their majesty, and they consider it absurd that Excalibur might be bartered at some corner store.

Maybe so.

But I’ll note that the buying and selling of magic items has been part of D&D since before it was D&D: The stories of actual play from Arneson’s Blackmoor all suggest a robust magic market, and a number of major powers controlled laboratories and workshops that would crank out magical items for sale (and use!) on a weekly basis.

And as I mentioned in The Local Magic Market, positing a setting where wandering mercenaries go delving into dungeons in order to pull out vast hordes of wealth which frequently include magical treasures, having those wandering mercenaries sell those treasures for gold coins, and then concluding that there’s no way to buy magic items seems unreasonable.

(Although, as I noted at the time, a campaign in which the PCs truly are the only sellers of magic items would be an interesting one, albeit wholly different from a typical D&D campaign.)

In practice, I’ve also found that being able to buy a magic item doesn’t inherently detract from its mystique. Oddly many of the people lamenting the ability to buy magic items are also those who promote minimal backgrounds at character creation because the only thing that matters is what actually happens at the table. In quite a similar fashion, the place where you picked up your +2 sword is only the tiniest fraction of the tales you’ll forge with it. (If it is, in fact, destined to become a memorable and unforgettable treasure.)

At the word, blue lightning sprang from the hilt and ran along the length of the blade – crackling with a vicious smell of ozone. Under her breath Tee murmured, “Let there be lightning.”

You can see an example of this beginning in this week’s campaign journal: The sword Nainsyr goes on to become one of the most recognizable touchstones in the campaign, and its deeds are many and renowned. Perhaps even more remarkable, this specific incident – the shopkeeper pulling out the sword and saying its command word – seems to live quite vividly in the memories of the players who were there. (Most likely because the sword becomes so important.)

Obviously this all happened because I’d put a ton of loving preparation into this sword and was just waiting for an opportunity to give it to the PCs, right?

Well… not really.

Here’s how it went down in play:

  • The PCs said, “Tor, you need to get a better sword.” Tor said, “You’re right.”
  • They walked across Delver’s Square to Rastor’s weapon shop and said, “Do you have any magic swords?”
  • They wanted something better than a basic +1 sword. (If I recall correctly, they’d already looted several of those.)
  • I rolled a random magic sword, improvised some cool details about its appearance, and checked my modest lexicon of Elvish words for a command word.
  • I delivered these details in character as Rastor.

I then reached for my dice to roll up the next random sword because I had been planning to give the PCs two or three different options to choose from, but never got that far because Tor had already fallen in love with the sword.

This particular incident was one of the anecdotes from actual play I offered in Putting the “Magic” in Magic Items, which I recommend checking out if you’re interested in a discussion about making the magic items in your campaign special… whether you’re buying them from a litorian named Rastor or not.

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

SESSION 16D: ZAVERE’S NEED

January 19th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

RIDDLES AND REST

Another day of delving had left them exhausted, bloody, and battered. But, thanks to Dominic’s faith and the power of the gods, not dead.

They were, however, in desperate need of rest. So they headed back to the surface, looking forward eagerly to the clean sheets and warm beds of the Ghostly Minstrel.

When they arrived, most of them staggered straight up to bed. But Tellith called Tee over to the front desk – she had received a letter. Cracking open the seal of purple wax, Tee saw that it came from Lord Zavere: He had heard from Mand Scheben and was concerned. He would like to meet with all of them in the morning, if it would be possible.

As she finished reading, Tee looked up into the common room and spotted Iltumar Shon nursing a drink. She was clearly the worse for wear, but she had been hoping to run into the young blacksmith’s apprentice for a couple of days now.

With a smile she came up behind him: “It’s an anchor.”

Iltumar jumped in his seat and twisted around to look at her. “Mistress Tee?! Wha–?”

“The answer to your riddle. It’s an anchor.” Tee caught Zade’s eye from across the room and signaled for a drink. Then she pulled out a chair and sat down.

Iltumar’s face split into a wide grin. “It is an anchor!”

“Now I’ve got one for you:

Of all my siblings, which I have many,
I am the number, wise old twenty,
I always wear my long thin hat,
And stand on one leg; I’ve never sat.
I’m last of the last, and last of the first,
I’m last of the best, and last of the worst.
Who am I?

Read more »

The Dreaming Arts: Dream Pacts

October 31st, 2018

Tirol - Franz Marc

Go to the Dreaming Arts

The Lords of the Dreaming are powerful and fey. Those skilled enough in the Dreaming Arts can turn their own souls into conduits through which the Spirit Lords can be made manifest in the natural world. But following such a path requires supreme self-control, for the Lords of the Dreaming are capable of re-shaping your very soul.

SERVANT OF THE DREAMING LORDS

Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Per cleric.

Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Dreaming Arts, Gather Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Sense Motive

Weapon and Armor Proficiencies: A Servant of the Dreaming Lords gains proficiency with all simple weapons and light armor, but not with shields.

LevelBase Attack BonusFort SaveRef SaveWill saveSpecialMaximum Spirit Circle
1st+0+2+0+2Dream Pact (1 pact)1st
2nd+1+3+0+3Lesser Pact (1 ability)1st
3rd+2+3+1+32nd
4th+3+4+1+4Pact Ability2nd
5th+3+4+1+4Lesser Pact (2 abilities)3rd
6th+4+5+2+5Pact Ability3rd
7th+5+5+2+54th
8th+6/+1+6+2+6Dream Pact (2 pacts)4th
9th+6/+1+6+3+6Pact Ability4th
10th+7/+2+7+3+7Lesser Pact (3 abilities)5th
11th+8/+3+7+3+7Pact Ability5th
12th+9/+4+8+4+86th
13th+9/+4+8+4+8Pact Ability6th
14th+10/+5+9+4+9Dream Pact (3 pacts)6th
15th+11/+6/+1+9+5+97th
16th+12/+7/+2+10+5+10Lesser Pact (4 abilities)7th
17th+12/+7/+2+10+5+108th
18th+13/+8/+3+11+6+11Pact Ability8th
19th+14/+9/+4+11+6+11Pact Ability8th
20th+15/+10/+5+12+6+12Dream Pact (4 pacts), Lesser Pact (5 abilities)8th

Dream Pacts (Su): Your affinity for the Dreaming allows you to contact a Spirit Lord and form a mystical pact with them, shaping yourself into a conduit through which the Spirit Lord can become manifest within the natural world. At 1st level you can make a pact with one Spirit Lord at a time. At higher levels, you can form and maintain pacts with multiple Spirit Lords simultaneously (as shown on the class abilities table), although you must complete the pact ritual for each Spirit Lord separately.

To contact a Spirit Lord you must enter a dreaming trance by making a successful Dreaming Arts check (DC 10 + the lord’s spirit circle). You remain within the trance for at least 1 minute, during which time you are effectively unconscious. You can exit a trance at any time as a free action, but if you do so the contact automatically fails.

During the dreaming trance, if you succeed on your Dreaming Arts check, you travel through the Dreaming until you reach the Spirit Lord you are contacting. (This journey may either by physical, metaphorical, or even psychological – such is the nature of the Dreaming.)

Now that you are in contact with the Spirit Lord, you may make a pact check (1d20 + your class level + your Charisma modifier). This process normally takes 1 minute of time in the natural world, although you can choose to attempt a rushed pact check as a full-round action at a -10 penalty. The DC for this check is listed in the description of each Spirit Lord (see below).

If you choose not to attempt the pact check, the conduit between the Dreaming and the natural world is not formed and you automatically awaken from your dreaming trance. If you attempt the pact check, however, you gain the powers granted by the Spirit Lord for 24 hours, whether you succeed on the check or not. You have no ability to cancel the conduit which you have formed. (However, the conduit can be suppressed in the presence of an antimagic field or similar effect.)

If you succeed on the pact check, you have formed a good pact: The Spirit Lord has no influence over your actions or personality.

If you fail the pact check, you are deemed to have made a poor pact: The Spirit Lord’s presence influences your personality and it can even force you to perform or refrain form certain actions. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you suffer a cumulative -1 penalty on attack rolls, saving throws, and checks until the Spirit Lord leaves you.

As long as a Spirit Lord is manifesting itself through you, you display a specific physical sign of its presence (as described in its entry). This sign is real, not an illusory or shapechanging effect. You can hide a sign through mundane means, magical means, or through the use of the suppress sign ability (see below).

The Difficulty Class for any saving throw made against a supernatural power granted by a Spirit Lord is 10 + ½ your class level + your Charisma modifier.

Lesser Pacts (Su): There are also many lesser spirits which are born of the Dreaming. These spirits, known as rivera, flit between the Dreaming and the natural world. Some believe that these spirits – inhabiting the rocks and trees and houses and cobblestones – are, at a fundamental level, what binds the Dreaming and the natural world together.

Whatever the truth may be, your connection to the Spirit Lords grants you some dominion over the rivera. Beginning at 2nd level, as long as you have formed a pact with at least one Spirit Lord, you can choose one ability from the following list as a manifestation of your control over the spirit world:

  • +5 hit points
  • energy resistance 5 (acid, cold, electricity, fire, or sonic)
  • +1 insight bonus on saving throws
  • damage reduction 1/–
  • +1 insight bonus to Armor Class
  • +1 insight bonus on attack rolls
  • +1 insight bonus on damage rolls
  • +2 insight bonus on initiative checks
  • +2 insight bonus to skill checks (choose one skill)

As you gain higher levels, you can form multiple lesser pacts. You can choose each ability more than once. The effects stack.

Pact Ability: At 4th, 6th, 9th, 11th, 13th, 18th, and 19th level you can select a pact ability from the list below. You can also select the Delay Supernatural Ability, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, and Widen Supernatural Ability feats as pact abilities.

Break Conduit: Once per day you can attempt to break the conduit of a single Spirit Lord to which you are bound. To do so, you must once again enter a dreaming trance and repeat the entire ritual of contact. If you succeed on the new pact check, the conduit has been broken and the Spirit Lord is forced to leave you before it normally would. Regardless of the success or failure of the attempt, you take a -10 penalty on your next pact check with any Spirit Lord and also apply the same penalty on the next pact check you make with the Spirit Lord you broke faith with. This pact ability can be selected more than once, allowing you to make the attempt one additional time each day each time you select it.

Empowered Conduit: Your effective class level is 2 higher than normal for the purpose of determining the maximum circle of Spirit Lords you can contact and form pacts with. (This does not increase your effective class level for any other reason.)

Favored Lord: You have formed a deep and intimate connection with one of the Spirit Lords you have made a pact with. Your effective class level increases by 1 when you use the powers granted by your favored lord. (You can select this pact ability more than once. Each time you select it, it applies to a different Spirit Lord.)

Favored Lord, Greater: The DC of each supernatural ability granted by your favored lord increases by 1. (You can select this pact ability once for each favored lord you possess.)

Favored Lord, Power of the: You can activate the abilities granted by your favored lord once every 4 rounds instead of once every 5 rounds. (You can select this pact ability once for each favored lord you possess.)

Rapid Contact: Your greater affinity for the Dreaming allows you to contact Spirit Lords very quickly. Once per day, you can contact a Spirit Lord as a full-round action (instead of the normal 1 minute).

Skilled Pact Making: You gain +4 bonus on pact checks.

Suppress Sign (Ex): At 2nd level and higher, you can choose to reveal or suppress the physical sign of a Spirit Lord bound to you by a good pact as a swift action. This ability cannot be used to suppress the physical sign of a Spirit Lord with whom you have formed a poor pact.

DREAM PACT FEATS

These feats allow characters to form limited pacts with Lords of the Dreaming without fully committing to the Servant of the Dreaming Lords class.

DREAMING PACT

You are able to contact Spirit Lords and form pacts with them.

Prerequisites: Dreaming Arts 1 rank

Benefits: You can form pacts with Spirit Lords as if you were a 1st-level Servant of the Dreaming Lords. Thus, only Spirit Lords of the 1st Circle are available to you, and you can only bind one Spirit Lord at a time. Furthermore, unlike a true Servant of the Dreaming Lords, you gain only one of the powers granted by the Spirit Lord (determine randomly).

Special: You can select pact abilities as feats.

 

DREAMING PACT, IMPROVED

You are able to contact and form pacts with more powerful Spirit Lords.

Prerequisites: Dreaming Arts 5 ranks, Dreaming Pact

Benefits: When you form a pact with a Spirit Lord using the Dreaming Pact feat, you do so as if you were a 5th-level Servant of the Dreaming Lords. Thus, you have access to Spirit Lords of the 3rd Circle or lower. However, you can still only bind one Spirit Lord at a time and gain only one power from it.

 

DREAMING PACT, SKILLED

When you contact and form a pact with a Spirit Lord, you are able to form a more perfect conduit for their manifestation.

Prerequisites: Dreaming Arts 2 ranks, Dreaming Pact

Benefit: When you form a pact with a Spirit Lord using the Dreaming Pact, you gain two of the powers granted by the Spirit Lord instead of one. (The powers are still determined randomly.)

NEW FEATS

These are non-core feats which some of the Spirit Lords grant to those who form pacts with them.

SUPERNATURAL ENHANCEMENT FEATS: Delay Supernatural Ability, Empower Supernatural Ability, Enlarge Supernatural Ability, Extend Supernatural Ability, Maximize Supernatural Ability, and Widen Supernatural Ability feats.

  • These feats operate like the metamagic feats of the same name, but affect the user’s supernatural abilities instead of spells.
  • Each feat can be used once per day to modify any supernatural ability possessed by the user.
  • Each feat can be taken multiple times, with each additional instance of the feat allowing an additional use per day.

 

DANCE OF DEATH

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +8

Benefit: As a full attack action you move up to your speed and make a single melee attack against each creature you pass by (in other words, any creature you can reach with a melee attack at any point during your movement). This movement provokes attacks of opportunity normally. During the dance of death you cannot take any bonus or extra attacks granted by other feats or abilities, and you cannot attack a single creature more than once.

Special: A fighter may select Dance of Death as one of his fighter bonus feats.

 

SUPERIOR LOW-LIGHT VISION

Your eyes are even more sensitive than normal, granting your improved vision.

Prerequisites: Low-light vision

Benefit: Your eyes have become so sensitive to light that you can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This replaces your normal low-light vision.

Special: You can take this feat more than once. The effects stack, increasing your low-light vision by the same margin each time. (Thus, if you took this feat twice, you would be able to see six times further than a normal human.)

 

TWIN SHOT

Prerequisites: Precise Shot, Rapid Reload

Benefit: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply the result against both targets.

Special: A fighter may select Twin Shot as one of his fighter bonus feats.

 

Go to Dream Pacts – Part 2: Spirit Lords

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