The Alexandrian

IN THE SHADOW OF THE SPIRE

Session 17C: Shilukar’s New Friends

The illusion might not have fooled Shilukar if he had been in his right mind, but at this point he was far from it due to the debilitating spells Ranthir had cast upon him. The elf waved his wand in the direction of the illusion (which, of course, had no effect) and banked sharply to the right – flying away from Dominic and Tee.

When characters suffer ability score damage, it’s an awesome opportunity to lean into a roleplaying challenge. This is particularly true of damage to the mental ability scores, which will directly affect the character’s personality and decision-making.

HAL-9000You can see that in this session, where Shilukar’s dwindling Intelligence score not only resulted in increasingly muddled decision-making, but also a growing sense of panic as Shilukar felt his mind slipping away from him: In a fantastical equivalent to HAL-9000, you have a character getting more and more desperate to solve a problem as it becomes more and more impossible for them to figure out how to do so.

Existential horror as a combat tactic.

But that’s just one option. Back in Session 15, we saw that ability score damage can also be played for comedic effect:

Tor, in his befuddled state, was becoming completely entranced by the Ghostly Minstrel’s performance. He began to dance and then to sing along – vigorously and loudly.

Tee, seeing what was happening, excused herself from Mand Scheben and pushed her way through the crowd to Tor’s side. “Tor! Tor!” She finally managed to get his attention. “Calm down! Look, I don’t really think you should be doing that right now.” She looked meaningfully at Tor’s acid-burned and blood-stained clothes.

Tor seemed to think about his seriously for a few moments… and then diligently began stripping off his clothes. Cheers went up from various people around the room.

“No!” Tee grabbed at him, but Tor was intent on getting his clothes off now. Looking around, Tee spotted Agnarr and urgently waved him over. Between the two of them, they were able to get Tor back up to their rooms and settled down.

If you’re feeling uncertain about how to play a modified ability score, consider querying your character by way of the game mechanics: Make an Intelligence test to see if your character is capable of thinking their way through a problem at the moment. Make a Wisdom test to see if they’re able to inhibit their impulse to take off their clothes. Make a Charisma test to see how short-tempered they are.

Note that these same principles apply to physical ability scores, with modifications to those scores being reflected in both action selection and description. Getting hammered by a 10 point loss of Strength must feel as if your body has just been brutalized by a chemotherapy treatment. Think about how a loss of Constitution would leave your character gasping for breath and struggling to wheeze out words. Describe your characters clumsily fumbling with a formal tea service or tripping over the furniture as a result of their reduced Dexterity score.

Keep in mind both the absolute rating of the ability score AND the relative change: Someone who has been knocked down to Intelligence 10 from Intelligence 18 isn’t suddenly a dithering idiot (they have a perfectly average intellect), but from their perspective it’s as if the entire world has been wrapped in gauze. (Although if the loss is permanent, it’s likely that they’ll eventually adapt to their new acuity.)

These moments also offer us an opportunity to reflect on how ability scores define our characters and what their normal ability scores really mean, although this begins to transition us into a broader discussion how we can roleplay characters with abilities – particularly mental abilities – vastly different from our own (which is, perhaps, a topic for another time).

There’s also a flipside to this: What do magic items and buffs that increase your ability scores do to your character?

Just as there should be a change in your character’s behavior if they’re blasted from Wisdom 10 to Wisdom 5, so, too, should reading a tome of clear thought that boosts your Wisdom from 10 to 15. Think about how your character’s perception of the world changes; think about how the decisions they make (and choose not to make) will change; think about how their personality will shift as a result.

Note, too, that I think there are differences between short-term buffs (which are shocks to the system, but fade relatively rapidly) and long-term alterations (which will become integrated into the character’s personality).

And while tomes are one thing, there’s actually something really fascinating about a worn magic item that permanently alters your state of consciousness (i.e., modifies your mental abilities). As you spend more and more time wearing such an item, the existence you know with that item will increasingly become your perception of self. What happens to you when you take off the item? Or have it taken from you?

True Names - Vernor VingeThere’s a transhumanist quality here, as if Vernor Vinge’s True Names would be a good source text for this: Like the character for whom part of their personality and thought process now exists in the networked computing devices, so too does the wizard with a tiara of intelligence +4 have an important part of their mind – of themselves! – tied to that item. Are they even the same person without that item? If they lose that item and they replace it with a talisman of intelligence +4, will that restore who they were? Or will they become someone else? Are all +4 boosts the same? Can you just swap out parts of your brain? Or does granting the Ship of Theseus sentience transform the paradox?

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

SESSION 17C: SHILUKAR’S NEW FRIENDS

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

Shilukar stumbled back several steps, fumbling at his belt. As Tor advanced upon him, he whipped out a wand and waved it in his direction.

Tor’s mind was suddenly flooded with a sense of contentment and ease… and an absolute certainty that Shilukar was one of his closest and dearest friends.

Shilukar gave Tor a smile that was something closer to a leer, “There’s no need for us to fight, is there?”

Tor shook his head.

Agnarr, meanwhile, was making mincemeat out of the spider-things. The doorway had become spattered with gore and, in fact, the surviving creatures had turned and fled back into their cells – better to continue their vile imprisonment than to face that whirling flurry of death.

Ranthir, however, could see that something was wrong with Tor. “Agnarr! We need you!”

Agnarr turned and raced down the side corridor. Shilukar was fumbling his key into the lock of another door as the barbarian approached. Tor turned to face his friend, “Agnarr! No! He doesn’t mean any harm! He’s my friend!”

Agnarr wasn’t to be dissuaded, but even as he pushed past Tor, Shilukar waved his wand again… and Agnarr was charmed.

“Shilukar! My friend! I’m glad we found you! We need a cure that you carry!”

Shilukar grimaced as he turned the key in the lock. “What cure?”

Agnarr frowned. “But Lord Zavere told us you had it!”

Shilukar opened his mouth to respond, but was distracted as Elestra, Ranthir, and Dominic arrived. Ranthir’s hand lashed out, delivering a powerful enchantment that befogged Shilukar’s mind. The elf stumbled back, grasping his head. Instinctively he lashed out with the wand, attempting to charm Ranthir.

The attempt failed, but Ranthir – recognizing the enchantment – put a stupid smile on his face. “Shilukar? Why are we fighting?”

The bluff worked. But Ranthir’s entire distraction had not only befuddled Shilukar, but served its larger purpose: Elestra had slipped between Shilukar and the door.

Amplifico Offundo!(more…)

The Birth of Wolves - Franz Marc (partial)

Go to Dream Pacts (Part 1)


ALLADAR, THE WHITE STAG

A large, white stag seen within the dappled forests. Lord Alladar is a powerful, totemic connection between the sentient subconscious and the rhythms of the natural world. He offers his protection to all life, but paradoxically will often lead the dream quester to visions of death. Alladar’s path follows the natural rhythms of the world and its creatures and he is often drawn to those places where that cycle has been disrupted.

Spirit Circle: 4th

Pact Check DC: 20

Physical Sign: Alladar’s antlers, a pair of pale white antlers which grow from the forehead.

Influence:

  • Cannot eat meat or harm a living animal.
  • Will defend the innocent, the wrongfully injured, and the helpless.

Granted Powers:

  • Alladar’s Antlers: Alladar’s antlers grant can be used as a natural attack that deals 1d6+1 points of damage (plus 1-1/2 times your Strength bonus). The horns are considered a +1 magical weapon. You cannot use this attack if you have suppressed Alladar’s physical sign.
  • Alladar’s Insight: At all times while bound to Alladar , you gain a +4 bonus on Heal, Knowledge (nature), and Survival checks.
  • Alladar’s Immunity: At all times while bound to Alladar, you gain immunity to disease and poison, including diseases and poisons already afflicting you.
  • Alladar’s Touch: An ally who touches Alladar’s antlers benefits from delay disease and delay poison (as per the spells). At will as a standard action, you can cure 1 point of damage to a creature touching your antlers. As a full action, you can cure 1d8 points of damage + 1 per effective binding level (maximum 1d8+10).
  • Fast Healing: At all times while bound to Alladar, you gain fast healing 1. This fast healing increases by +1 every 4 levels after 4th level to a maximum of fast healing 5 (fast healing 2 at 8th level; fast healing 3 at 12th level; fast healing 4 at 16th level; fast healing 5 at 20th level).
  • Track: You can track as though you possessed the Track feat.

BAALTERROK, THE FACE OF THE ROCK

Baalterrok appears as a great face which appears to exude from the rock of the ground itself. He speaks with a deep, booming voice. He is surly and recalcitrant, although he had a certain fondness for dwarves and their kin.

Spirit Circle: 4th

Pact Check DC: 22

Physical Sign: A hardening of the skin as it changes to resemble rock or stone. Dexterity-based checks suffer a -2 penalty.

Influence:

  • Must remain in contact with the ground at all times.
  • Prefers the dark places and hates the feel of the wind.

Granted Powers:

  • Blindsense: At all times when bound to Baalterrok, you can detect any creature in contact with the ground within 30 feet with blindsense.
  • Damage Resistance: At all times when bound to Baalterrok, you gain DR 5/adamantine.
  • Earth Mastery: At all times when bound to Baalterrok, you gain a +1 bonus on attack and damage rolls if both you and your opponent are touching the ground. Airborne foes take a -1 penalty on attack rolls and weapon damage rolls against you.
  • Earthshaking Touch: As a standard action, you can touch the ground and cause every creature within 10 feet of you (either touching the ground or climbing a surface touching the ground) to make a Reflex save or fall prone. Neither you nor your summoned elemental can be knocked prone by this ability.
  • Summon Elemental: As a full round action, you can summon an earth elemental which will obey your commands. If the elemental is destroyed or lost, you cannot summon another for 1 hour.
Effective Binding LevelElemental Size
1st-10thSmall
11th-14thMedium
15th-18thLarge
19th+Huge

ILSASIL, THE RIVER OF MAGIC

Ilsasil is not a Spirt Lord, but rather a landmark of the Dreaming (albeit a fey and ever-changing one). Ilsasil is the River of Magic, a flowing embodiment of pure magical energy which courses through the vales and byways of the Dreaming.

Although Ilsasil is not a proper Spirit Lord, similar techniques can be used to form a pact-like conduit between the River of Magic and the natural world.

Spirit Circle: 3rd

Pact Check DC: 25

Physical Sign: A rainbow halo above the head.

Influence:

  • Fascinated by all magical effects.
  • Cannot resist harmless magical effects.

Granted Powers:

  • Disrupting Touch: As a standard action you can dispel magic, as per the spell, against a single target as a melee touch attack. You can only use this ability a number of times per day equal to your effective binding level.
  • Ilsasil’s Insight: At all times while bound to Ilsasil, you gain a +2 bonus to Spellcraft checks.
  • Magic Attunement: At all times while bound to Ilsasil, the save DC for effects you create using magical items is increased by 2.
  • Magesense: At will as a standard action, you can detect magical auras as per a detect magic spell.
  • Wizard’s Way: At all times while bound to Ilsasil, you can use spell trigger items as if you were a wizard of your effective binding level.

KATH, THE CAVALIER KING OF CATS

Kat in krokusveld - Herman Kruyder (partial)

Kath is a fierce tomcat and troublemaker. He’s a patron for the quick of wit and loud of mouth. He possesses a beautiful coat of shining silver fur. He has an opinion for all occasions.

Spirit Circle: 4th

Pact Check DC: 25

Physical Sign: Silver fur grows on the face and the backs of the hands.

Influence:

  • Cannot forgive any insult and will seek a secret vengeance for it.
  • Must always have the last word.

Granted Powers:

  • Blinding Strike: At all times while bound to Kath, a creature suffering a critical hit from your attack must make a Fortitude saving throw or be permanently blinded.
  • Cat’s Antic: At all times while bound to Kath, when a critical hit or sneak attack is scored on you there is a 25% chance that it is negated and damage is rolled normally instead.
  • Cat’s Cunning: At all times while bound to Kath, you gain +4 insight bonus on Bluff checks.
  • Cat’s Speed: As a swift action, you gain the benefits of haste, as per the spell, for 1 round per 3 effective binding levels.

MAAB, THE CURIOUS QUEEN OF CATS

Maab is a sleek twister of fate, a sly trickster devil, and the patron of the wise, clever, and subtle. She wears a majestic coat of golden fur that glistens like precious metal. She rarely speaks, preferring to lead and show.

Spirit Circle: 3rd

Pact Check DC: 20

Physical Sign: Golden hair and golden eyes, occasionally matched with long, golden whiskers.

Influence:

  • Must pocket small items that won’t be missed if the opportunity presents itself.
  • Cannot confess to wrongdoing.

Granted Powers

  • Cat’s Claw: At all times while bound to Maab you gain the ability to make sneak attacks (as per the rogue’s class ability) dealing +1d6 points of damage when you do so. You gain an additional +1d6 points of damage for every 5 effective binding levels you possess. If you already possess the ability to make sneak attacks, this bonus damage stacks.
  • Cat’s Eyes: At will you can use see invisibility, as per the spell.
  • Mad Cat’s Gaze: As a standard action you can make a gaze attack to affect a single target as per a hypnotic pattern spell. There is no limit on the duration of the effect, but the target can make an additional saving throw each round to break the effect.
  • Sense Trickery: At all times while bound to Maab, you automatically detect any attempts to use Sleight of Hand to take something from you. In addition, you gain a +4 bonus on Appraise, Sense Motive, and Spot checks made to oppose Disguise checks.

TERRIOR, THE KNIGHT OF MISTS

One of the Dreaming Knights, Terrior appears in a suit of pale green plate. He often appears near or on lakes. He represents chivalric grief; the losses endured in the name of true duty and faithfulness.

Spirit Circle: 3rd

Pact Check DC: 20

Physical Sign: Surrounded by a light haze of mist.

Influence:

  • Must be willing to sacrifice yourself for the greater good.
  • Must comfort those in grief.

Granted Powers:

  • Aura of Grief: At all times while bound to Terrior, creatures within 10 feet must succeed at a Will save or suffer a -2 penalty on attack rolls, skill checks, saving throws, and weapon damage as a mind-affecting effect of grief.
  • Cloud Lightning: As a standard action, you can call down a bolt of lightning to strike any target within 10 feet per effective binding level. The bolt deals 1d6 points of damage plus an additional 1d6 points of damage for every three effective binding levels you possess. The target takes half damage on a successful Reflex save.
  • Veil of Mists: As a standard action, you can raise a veil of mist across the vision of any creature within 30 feet. The target must succeed on a Fortitude save or become blinded for 1 round.
  • 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).
  • Water Breathing:At all times while bound to Terrior, you benefit from water breathing, as per the spell.
  • Water Walk: At all times while bound to Terrior, you benefit from water walk, as per the spell.

UTHARAH, LADY OF THE BLADES

Utharah appears as a slim woman. Her eyes are milky-white and blind, but she acts with both the sureness of sight and an impossible gracefulness. Her arms taper beautifully into long, rune-carven blades.

Spirit Circle: 3rd

Pact Check DC: 22

Physical Sign: Your skin takes on the appearance of glistening metal.

Influence:

  • Cannot refuse the challenge of a duel.
  • Will seek to face foes in open combat.

Granted Powers – Pact of the Blade Master:

  • Bladed Proficiency: You are proficient with all bladed weapons.
  • The Purposed Blade: You gain the benefit of the Improved Critical feat with any weapon you wield. If you already have the Improved Critical feat with that weapon, you gain a +4 bonus on the roll to confirm the threat with that weapon.
  • The Sly Blade: Add your Intelligence bonus (if any) to a single melee attack. If the attack is successful, deal 1 extra point of damage per effective binding level. This ability cannot be used against creatures immune to sneak attacks or critical hits.

Granted Powers – Pact of the Blade Dancer:

  • Bladed Proficiency: You are proficient with all bladed weapons.
  • Dance of Death: At all times while bound to Utharah, you gain the benefit of the Dance of Death feat.
  • Dancer’s Dexterity: At all times while bound to Utharah, you gain a +4 bonus to Dexterity.
  • Uncanny Dodge: At all times while bound to Utharah, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. You still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead.
  • Utharah’s Grace: At all times while bound to Utharah, you gain a +4 bonus on Tumble checks and Perform (dance) checks.
  • Whirlwind Attack: At all times while bound to Utharah, you gain the benefit of the Whirlwind Attack feat.

Special: When forming a pact with Utharah you choose either the Pact of the Blade Master or the Pact of the Blade Dancer. If you can form two pacts simultaneously, you can make both pacts with Utharah.

Go to Dream Pacts – Part 5: Spirit Lords of the 5th and 6th Circle

Bastion Rolero

Bastión Rolero has been translating articles from the Alexandrian into Spanish:

You can find the original versions of these articles in Gamemastery 101.

 

ptg*ptb

Places to Go, People to Be, a French RPG ‘zine, has published Structures de jeu 1-2-3, which is a translation of the first three parts of my series on Game Structures. (The original version can be found here.)

They’ve also told me that we can expect translations of Chapters 4-8 within the next few months.

You can check out previous PTGPTB translations of Alexandrian content here and here.

IN THE SHADOW OF THE SPIRE

Session 17B: The Coming of Shilukar

As they reached the intersection, Agnarr tried to bring his sword down upon the first of them. But before he could, the gray goblin darted to one side and used its scythe-like claws to gash the flesh of the wall. On the other side of the hall, a second goblin did the same. A thick, arterial spray of viscous blood gushed forth. The floor suddenly became slick and treacherous. Agnarr and Tor both fell, with Tor toppling backwards into Dominic and carrying him to the ground as well.

One of the cool things about D&D fantasy is that the creatures you fight are often packages of unique abilities which makes an encounter with, say, a basilisk completely different from an encounter with a hydra. This creates innate variation in tactical challenges, preventing the bevy of combat encounters that usually make up the core of a D&D scenario from becoming rote or repetitive with an absolutely minimal effort from the DM.

Hydra - LadyofHats

With that being said, our familiarity with this form factor – unique abilities being delivered by packaging them into monster stat blocks – can blind us to other vectors for delivering those encounter-defining abilities.

In other words, if you’re thinking, “I really want the PCs to fight some monsters who can do X,” it might be worthwhile to think of ways that the monsters can do that without innately possessing those abilities.

This is useful in scenarios where the PCs are facing a large number of the same type of monster over and over again. (“Oh. Look. It’s Goblin #789.”) By allowing the monster to utilize an externalized ability, you can introduce the same variety that you would normally get from varying the creature types involved. (And, yes, you could just mix in other creature types into the encounter mix, but that’s not always logical in the context of a given scenario.)

Agnarr swung his blade high and cut down into the pulpy flesh. And from the wound a spray of blood burst forth, coating the walls and floor… and Shilukar.

An even cooler feature, as seen in this week’s campaign journal, is that tactical interest which has been externalized can be seized by the PCs and turned to their advantage, encouraging creative and memorable play.

In pursuing the image of a spray of blood which works in a fashion similar to a grease spell I could have very easily made that an ability inherent to a creature. (And, in fact, I would later do so in the form of the blood terrors.) But because the goblins triggered this ability by slashing the walls, it allowed the PCs to use the same tactic to their own advantage.

Externalized tactical interest can be environmental (like the walls that can be slashed to create blood sprays). An even more straightforward variety is simply equipment: The goblin with a magic item that lets them throw a lightning bolt or grow to giant size or create a caustic cloud at the head height of a human (but which Small creatures can easily run around underneath) is distinct from a typical goblin. And just as the wall can be slashed, so the enemy’s equipment can be looted and turned to the PCs’ use (creating long-term tactical adjustments).

EXTERNALIZED TACTICAL INTEREST AS DYNAMIC TERRAIN

Back in July I talked about the importance of dynamic terrain / tactically rich environments. Some may perceive a contradiction between my argument in that essay that “you don’t need to drape mechanics over it” in order to create dynamic terrain and this essay in which I’m basically saying, “Include a wall that can be slashed to mimic the effects of a grease spell.”

The difference is one of focus, intent, and utility.

There is a difference between saying, “There is a staircase here,” and saying, “The banister is here so that characters can slide down it, so I’ve applied the Slideable tag to it so that they can do so.” The former is a statement of existence; the latter features not only what I would describe as wasted prep in the form of contingency planning, but also an overly complicated mechanical framework for interacting with the environment.

When I say, “There is a wall which gouts blood when its damaged,” the statement I’m making is, in my opinion, more similar to the former statement than the latter. Yes, there is a mechanical component. But the mechanical component exists because the properties of the wall are a unique ability. It’s the same way that punching someone with a fist is generally handled with a general purpose mechanic rather than giving individual creatures a “Punching” tag.

The distinction may be a subtle one, but I think an important one. Note, for example, that I did not specifically anticipate (or even attempt to anticipate) that the wall’s ability to spray blood would reveal the presence of an invisible adversary. That’s because my focus was on modeling the wall’s existence, not its utility.

By way of contrast, note how saying “this Banister is here so that characters can slide down it” is a statement which ideologically suggests one needs to predetermine and list all the other potential functions to which the banister might be put. (For example, “characters can seek cover behind the banister.”) Whereas, the statement “there is a staircase here” doesn’t waste any time making suppositions about how it might be used during play (even though we are immediately cognizant of the fact that it can be walked up and down).

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