Monday, September 16, 2019

Spicing up Ravnica: Mythology

Ravnica. One of my favorite settings in the Magic: The Gathering card game (along with a lot of other players and viewers), naturally because it is one of the best designed settings due to its sublime connection to the game's mechanics, as well as because of its fantastical, pseudo-modern setting and extremely colorful characters. The worldbuilding of Ravnica is fun, each guild is extremely flavorful, interesting, and all ten guilds are very distinct from each other in their own ways and provide a great amount of tools to use for storytelling. But digging deeper, beyond the interactions of the ten guilds in the Tenth District, there is a lot lacking. Certainly, there are some cards in each of the nine card sets that show and/or tell a little bit about what the setting is like outside the guilds, showing a few guildless characters and a handful of creatures roughly inspired by Ravnica's source material. But not much. Once you start asking questions about what life is like for the average citizen, or what other districts and entire cities outside the Tenth are like, you'll find a swath of unanswered questions.
  Reading some of the official short stories and novels may answer a few of those questions, but still not nearly enough. So, what I decided to do was to dive instead into the original inspiration for the setting to inspire my own stories and Dungeons & Dragons adventures: Slavic mythology.

Elements of Mythology: cultural and religious traditions, folk lore, and fairy tales.

In Slavic mythology, there are three defined genres:
  • Bylichka (beh-LEECH-kuh). Literally "tales." First- or second-hand accounts of strange, often paranormal or supernatural events or encounters with spirits that they experienced—typical tall tales with no real plot, but also some religious stories. Common tales are about someone getting lost in a forest and seeing something bizarre, children going missing and turning up years later saying or doing strange things before disappearing, or about meeting a revered house spirit or another fairy and making a deal with it which they must keep a secret for many years. Some of these sound like a child's stories about playing with an imaginary friend, pages torn out of Alice in Wonderland, or bizarre dreams (never so frightening to be a nightmare) apparently made real.
  • Skazka (SKAZ-kuh). Stories or fairy tales. Short stories and oral folk tales as a form of fictional entertainment involving magic and fantastical creatures, or about mundane daily life. Authors of current, well-known children's fairy tales were often inspired by these stories (such as Sleeping Beauty), and some stories have been adapted to modern times by replacing magical plot devices with scientific ones.
  • Bylina (beh-LEE-nuh). Epic oral poetry, sometimes called "stariny" (literally "stories of old"). In contrast to skazka, many of these bardic poems or songs would have originated from historical accounts that were then embellished with hyperbolic and fantastical elements over time, although there are some that are purely fictional. Many of the storytellers were/are illiterate singers, or, possibly, were simply dedicated to preserving their culture of the epic oral poems as it was understood that paraphrasing a story to anyone without performing the full song leaves out too much detail. Like modern singers and comedians, the particular stories they sang and many details about named locations or characters were improvised based on the current locations they were at and the company they were with.
      The structure of these poems is not unlike the structure of the hero's journey or a classic D&D adventure: a "bogatyr" (BOH-guh-TEER; mythic hero or character similar to a knight-errant) receives a task or rises to the call to action and encounters fantastical things on a long journey, and gets a reward of some kind at the end of it or upon returning home. Very rarely are sub-plots of any kind present; the story moves straight along from point A to B to C with a simple overarching conflict.

Of course, all of these elements bleed into and influence each other over many, many generations to create a vast, rich, epic tapestry.


Bylichka in Ravnica


Common tall tales and, for RPG players, adventure hooks or rumors to investigate and other places to discover and explore. But the rumors and missions all have a twist to them. Alternatively, read these tales and tweak and adapt them for weird, supernatural social encounters, puzzles, visions or dreams, and any other quirky, non-combat scenes.

Someone goes missing and a family member, partner, or close friend or coworker tells the hero(es) about what happened. It turns out later, however, that the events transpired decades ago and the person who told the story is actually a ghost in need of putting to rest. Or, that the events have yet to happen, and the person is befriended unknowingly (as they were wearing different garb or their face was obfuscated when first "met") and, days or months later, the strange series of events happen to the character who then becomes the missing person.
  Fey creatures from friendly pixies or malicious sprites to scheming hags always make for interesting scenes, especially when there is something the characters and the fey want from each other. Instead of talking in riddles or offering a trade of some kind, a faerie might give an ominous message or hand over a curious consumable with a clearly stated, positive effects and an obscure, abstracted warning of its negative side effects (if any warning is given at all).
  If there are choices the character can make, different paths to choose from, there should be some noticeable effect caused by their actions and not simply the illusion of choice. But whatever the situation, it is not one in which failure results in any severe or long-term consequences, if there even is a way to fail.


Skazka in Ravnica


With these, I mostly see monster encounters and acts in story. In any part of Ravnica, these fairy tales and brief stories can give hints and clues about what to expect from an adventure, or describe (possibly in a roundabout or convoluted way) how to negotiate with adversaries down the road or overcome malevolent spirits and monsters. Very likely, they are ominous tales the party overhears (or tells themselves) that foreshadow an upcoming encounter or greater adventure. Fairy tales of all kinds are ripe for picking apart and putting back together with all manner of changes and adaptations. They're also incredibly varied in how innocent and whimsical or bleak and gruesome they can be, and more innocent tales can easily be turned grisly and vice versa.
  When looking at a fairy tale to plug into your world—assuming that world is not meant to completely simulate a pre-existing real-world setting, culture, and mythology/religion—ask how it would look different in your world compared to the world it originated from. Most fairy tales are incredibly old and involve outdated places with outdated tools and technology and lack countless modern concepts. In Ravnica, a spirit might not be the housekeeper for one family but the manager for a whole apartment, or are employed by a high-ranking spirit or are working to pay off debts to the owner or a family long after the creature made a metaphysical pact with a now-dead relative. Faeries in a massive city don't just wear clothes made of leafs and sip nectar from flowers all day, they have suits or adventuring gear to wear and jobs or quests to complete for nobles, alchemists, spies, guildmasters, and so on. Merfolk, only recently discovered by the greater public, keep to themselves except when city projects and war threaten their homes—that, or they didn't exist at all until they were created by scientists looking to create new soldiers or evolve tools (gills and fins) for themselves so they can explore winding rivers, underground oceans, and drowned ruins, or they appeared suddenly after a catastrophic event that involved dozens (potentially thousands) of people drowning and returning as horrid, wailing sirens or amphibious zombies.
  There are so many fantastic fairy tales and creatures in Slavic mythology, and there is plenty of room for them in Ravnica, in the Tenth District and elsewhere in the world.


Bylina in Ravnica


In the Tenth District—the center of the most densely populated city of Ravnica (a name which the plane itself shares) and highest concentration of guild-related activity—the tradition of bylina storytelling with few or no instruments except the singer's voice is likely to have faded to a great degree, with it only remaining as the memory of the origins of modern songs, plays, and recorded albums, much like it has changed in the real world.
  Inside the Tenth, these songs are probably most commonly sang by Gruul clanspeople, with the most popular tales singing about the guild's parun, grand mountainscapes and storm clouds, and the great Raze-Boar god, Ilharg, who will bring about the apocalyptic End-Raze, after which the remaining Gruul members will celebrate and dance in the plane-wide ruins of the city. With the Gruul, these songs are always accompanied by dancers, a riot, or both. Rakdos guild members may have been the ones who took the tradition and transformed it into their well-known elaborate (and sometimes macabre) performances with music, dancing, acrobatics, and so forth, which modern operas and plays in the Tenth's theaters an jazz clubs could also originate from alongside the development of certain musical instruments.
  Outside the Tenth, in other cities and smaller towns or with nomadic tribes, traditional bylina is likely much more common. If one leaves the big city and visits a rubblebelt, underground river, forest, or any small settlement, they would undoubtedly find a group of people huddled around a campfire, inside a large hall (or tavern), or flocking to a rickety shelter where music can be heard with a bard singing epic tales. Families and factions in smaller towns likely preserve many of the traditions, telling stories about ancestors and heroic (or doomed) adventurers and their adversaries with one or two instruments providing distinctly background music. Subject matter ranges from fighting monsters to solving a catastrophic problem, removing an epic villain or oppressive guild from the region, or the history of how their ancestors relocated to or founded a long-overbuilt town after surviving a terrible war. At night or during bad weather in any region, dense and modern or sparse and traditional, parents sing poems to their children—parents who are guild members may try to impress on their children with songs of guild heroes, success and money (or a lack of them), or a clumsy character who failed at their task because they opposed the guild. Older siblings may choose to tell spooky stories to younger ones as opposed to heroic and cheerful tales, and embellish them with fantastically gruesome details. Hosts may stand and sing to their guests at breakfast or dinner, or will hire or ask someone else to sing at a gathering.
  Wherever you go, songs reflect the types of work people are doing and the specific struggles they have overcome in the past and are trying to overcome in the present and near-future. Newspapers, depending on the region, publisher, and writers, could start with a teaser poem on the front page with a longer story inside, and may be more popular when guild politics and tensions are high.


Bogatyr in Ravnica


Every culture has great heroes and tales of their epic deeds. Wherever the characters are, what are some local legends people tell in the district or neighborhood, who do people look up to? Perhaps some heroes have books written about them and kids desire collectible statues resembling a larger-than-life-size one in another city. What kinds of legendary heroes and ancestors do local families tell the children about? Are they tales of glory, or darker legends of fallen heroes and collapsed cities with moral lessons to be learned (or rebelled against)? In the guild that one of the player characters is a member of, whose footsteps do they strive to follow so they may bring glory to their guild? Does a prominent tale of an old hero have another side to it, or maybe it has been twisted by  notable members of a family or guild that opposed them—wrongly, justly, or entirely gray on all sides.
  Planeswalkers who visit Ravnica are bound to become legendary heroes or villains, and some may cause stories to form about mysterious, larger-than-life figures who travel beyond the nothingness outside the world's boundary—these are obviously absurd legends, of course, but epic nonetheless.
  Statues, memorials, and temples dedicated to legends in folktales and to heroes of times of war and strife are scattered across every part of each layer of each city, from the highest promenades to the murkiest, disintegrated depths of the Undercity. Tomes new and old talk about them with a different perspective or opinion on their deeds based on the time period and author(s). Old paintings, relief sculptures, and ancient relics show off their deeds, although archaeologists and scholars can never agree on who is pictured and what the symbolism was intended to mean at the time of their creation.

If there aren't any of these heroes and epic songs about their deeds that can be heard in the city (or just the apartment or bar down the street), the characters will change that soon enough.

Sunday, September 8, 2019

New Platforms

It's been a busy week, and I have a couple of new platforms! The first new platform is a Facebook page, a simple thing to reach more people who use that site instead of Twitter. Now, you can find my blog content here as usual, see blog posts linked on my Twitter page along with other posts, and you'll be able to find blog posts linked on the new Facebook page starting now.
The second new platform is a little more interesting...


I Created a Patreon Page!


With a Patreon and a few supporters, I can put much more time and energy into making content and tabletop RPG adventures than I would otherwise. Hopefully this will become a source of income outside of other infrequent projects online and stressful work in real life, but I need to start making content on my blog and publishing adventures on my own with my own name on them.

Going forward, I want to buckle down and make this my primary source of income. To do that, I need to get more ideas out there, start more discussions, and finish more products. For the past year, give or take, I've been writing adventures for acquaintances and acting as a sort of "adventure writing and designing consultant" for people online while writing bits and pieces of bigger adventures and campaigns for myself. Up until recently, when my grandfather passed away, I didn't have enough time nor energy to turn those bits and pieces into whole products. Now that I have the time, of course, I don't have as much money, and since Google AdSense has been in limbo for several months now, that's what I hope Patreon will fix. Stress, from anything but especially where money and security are concerned, is a huge hindrance on my own creativity as I'm sure any artist, writer, or other maker out there knows; having a small constant source of income will help with that immensely.

With that said, please go follow my Facebook and Twitter pages if you use either platform, and check out my new Patreon page! I have a lot of work to do, and I'll be seeing you in another post very soon.

Thank you.

Sunday, August 11, 2019

Grief

deep sigh This post feels like it's been a very, very long time coming. Looking back on the first date on here, April, it feels like a lifetime ago.

Almost five months ago, now. That was when my grandfather got sick.

Friday, April 19th

My grandfather, who I started taking care of full-time at the start of the year, called me early in the morning. He was in pain and thought his ear or scalp was bleeding, so I bolted up the stairs to check him out—sprinting through thoughts about what I needed to do to stop it, how to get to the hospital if he was in that much trouble, and so on. When I got upstairs, I looked him over and found no blood, no cuts nor bruises nor anything at all out of the ordinary. My grandpa didn't believe me at first, so I got a warm washcloth and washed his ear and scalp and his glasses, then gave him an ice pack to put over the spot that was in pain.
  The pain went away shortly, and it returned a few times throughout the day and night but wasn't as bad, according to him.

Saturday, the pain returned, but still no evidence of any cause. My grandpa drove himself to the clinic that morning, I believe, and was sent home with instructions to take some aspirin, which seemed to do the trick. The fact that he was in pain but there were no signs as to what was going on was, needless to say, very disturbing. Otherwise, nothing changed and we went about our usual routines as normal.

Sunday morning (or perhaps it was Monday), more pain along with a little swelling, we drive to the clinic together. The doctor suspected he might have an infection caused by his glasses arm rubbing against his scalp and ear, scratching it a lot, and prescribed him some strong antibiotics in the form of an injection at the clinic and some pills throughout the week. And more painkillers. At night, he didn't sleep as well, but could get to sleep as long as he didn't roll over onto that side of his head.

Wednesday, April 24th

Sudden, dramatic progression of my grandpa's condition. I get up early and make breakfast before he gets up, then check him over as soon as possible. Immediately, I notice that his head and ear are extremely swollen and extremely red with some dark splotches, then notice a split second later that the swelling actually goes from his ear to the back of his head and down to his collar bone and shoulder. We decide to go to the clinic after having half of our breakfast (instead of immediately going straight to the ER like I wanted to do). After waiting at the clinic for what seemed like all day, we meet with a nice nurse and briefly speak with his doctor, who tells us to go to the ER.

So, after a few minutes of both of us trying to tell my grandpa that there are more important things going on than his concerns about... I don't even remember what he was asking about, something amazingly trivial, we get back into the car and zip over to the hospital up the road. Out of the car, into a wheelchair, up the elevator, across the hall—bypassing the ER thanks to the doctor calling ahead—and hoisted into a hospital bed. Vitals taken, a lot of questions asked with answers from both of us, then hooked right up to some very strong IV antibiotics and fluids throughout the day.
  We meet the doctor, very nice and very professional guy. Message the family throughout the day. Meet the very nice nurses and nursing assistants. Eat lunch and snacks at the hospital. It was a busy day. We talked to my uncle, his son, and it was looking like his condition was improving. He got an MRI at some point, too, and the wound care team came by to clean up his cellulitis later that week.

Since my job for the entire year so far (plus a few months at the end of last year) was taking care of my grandpa, I stayed at the hospital for all but a few hours a day, going home to shower or change and make food to bring back for myself. A lot of the nurses were surprised that I was not only staying for so much of the day, but shocked at my willingness to help them with all kinds of stuff and to even stay the night. I don't why, but it felt bizarre to me that people would see that as impressive or exceptional; I usually replied with something along the lines of "well, what the hell else am I going to do while he's here?"

I can't remember if it was that Saturday or when, but at some point he asked if I could read him one of the books he was reading, or probably re-reading. It was so dry, and my voice was hoarse from talking a thousand times more than I ever do and in a bone-dry hospital, but I got some water and read a few chapters to him one night before bed.
  My immediate thought when he asked was a no because I didn't want him to be disappointed about me fumbling over names and not being a great reader. But I did it. He was really happy that I did. And I'm happy I did, too.

Sigh. That was a long, long week...

Sunday, April 28th

Sunday morning. I notice it, and for some reason it didn't click with me, maybe because I hadn't slept well, I don't know. The side of his face (the same as the infection) was droopy. When the doctor visited in the morning, he asked me about it and then it clicked. Doc asked him his name (or birthday, whichever), he answered correctly. Doc asked him where he was, he didn't. We both fear that he had a stroke in the night, and the doctor tries to get him in for a CT scan that day, and plan for an MRI the next morning when people who operate that equipment will be there.
  I go home for a bit when he goes in for the CT scan, and find out when I get back that it didn't offer any clues as to what happened. The doctor thinks it might be from a pinched nerve since the swelling goes over a big cluster of nerves on the side of the head and behind the ear.

The side of his face makes it very difficult for him to drink water and eat food, but we make do for the day. As the sun started to set—and what would become the new routine for a few days—his condition became... nightmarish.
  He had worsening hallucinations that afternoon and by that night he was in some other world the vast majority of the time. He kept believing that he was back home and wanting to go get a particular jacket he always wears in the house, or make food in the kitchen. I'd ask him where he was, and sometimes he would answer "at home" or just look down with a confused expression, halfway understanding that he was at the hospital. Over time, the response turned into an "at home" most of the time, or, worse, no response as if he didn't hear me speaking to him over whatever noises he was hearing and things he was seeing.
  Asking to go get something from his room or the kitchen turned into him demanding to go, trying to bargain to get me or a nurse to leave and go, or into him trying to get out of his bed—still connected to the IV at this point, and I asked a nurse disconnect it before long—and essentially fighting against me trying to leave the room he was in to get to his own bed, or get his jacket, or go make food in the kitchen. And he would get shimmering, scintillating, waterfall-like effects in his vision. Later into the night, reminding him of where he was and why he was there, and talking back and forth about his hallucinations was happening not just every hour or every ten minutes, but literally every few seconds. Sometimes, after a second anyway, he would know that he was seeing something that wasn't there, wasn't real, and sometimes not.

While the nurses were tending to other people in the hospital, I sat on my knees on the floor, keeping my grandfather from hurting himself as best as I could for as long as I could. That was one of the longest, most excruciating nights I've had in my entire life. Eventually I couldn't sit there anymore, but ended up sitting there for another half hour which felt like a whole day. He finally settled down (read: got too tired to stay up for a few minutes) and I explained to the nurses (who had also just gotten a break) what was going on and that I needed to leave. Oh, it started snowing, too, I almost forgot about that...
  I made some food, cried, shoveled some snow, cried, showered and changed. Then, I went back to the hospital instead of taking a nap. When I got back, the lady at the ER entrance recognized me again, and I walked down the hall wondering what happened while I was gone, what would happen next. They told me they gave him some haloperidol, an antipsychotic drug, which I fully expected. In the room, he didn't seem to recognize me and was backwards in the bed in the fetal position. He was seeing letters, like a newspaper projected onto the wall or random numbers and letters repeating. Later he saw some eggplants, I think it was, turn into rabbits which ran around in front of him and off into the distance.

Throughout the day I was messaging family again, telling them a little of what was going on between trying to handle the situation. I got a lot of questions and demands for information, frustrated messages over nurses "not doing anything to help" when in reality they couldn't do more than what they did. I'm not sure if it happened, but it sounded like someone next door to us got resuscitated.

Monday. MRI. Another short break to go home after staying the rest of the night before and trying to do breakfast the following morning. Nurses asking about respite (for me) one night, how things usually go with him, how much help he needs and what I do for him, what I'll do in the future. Up until this year he was still very independent; he would drive himself everywhere, get meals delivered, go to the liquor store for Irish cream and wine, go the grocery store for milk and hot cereal and several-day-old sweets from the bakery, play bridge with a small group three times a week, and even go hiking in the mountains. I didn't need much respite up until that month, really. Thinking about the future, I had no idea what I would do after we got out of the hospital or if he passed away—I definitely still don't have no idea what I'm going to do about most things.

After a few rough days, his hallucinations get a little less severe and he has a lot more moments of clarity again, which was obviously great, though he still couldn't eat or drink all that well. And, the doctor got swapped out for a new one (they have one work for a period of time then take a break, bringing in another doctor to take over everything).
  After talking to more people, a lot of friends started coming and going, and family from out of state and out of the country arrived. Lots of family and all of the nurses were impressed by my caregiving abilities over the past several months and at the hospital, which makes me think about becoming a caregiver, nurse, paramedic, or something along those lines. My grandpa had mentioned that I would be a good paramedic earlier in March because I was dressing a big wound from surgery he had to remove melanoma from his arm and had helped him solve some of his catheter problems.
  I thought a lot about everything involved with being a caregiver, nurse, etc.; about how everyone telling me how great I would be at it—like with a lot of things friends, parents, or teachers would say I could be great at as a kid—couldn't see how stressed I really was, how little sleep I was really getting, and how much wear and tear my insomnia and OCD inflict even without everything else going on. I would love to do everything I did for my grandpa for other people, I love helping people and I do know I can be very good at helping people, but the stress kills me. And if I'm not healthy and taking care of other people instead of myself, then I stop being able to care for anyone else. It's complicated. I wish it wasn't so complicated.

By now, grandpa's infection has retreated a lot, and was still a bit pink but not swelling as much. We start talking about going back home soon; "not just yet, but soon." What else changed was his attitude. Like a switch, he went from his usual, easy-going, comedic, and doctor self—he's a doctor, by the way, which made conversations with the prior doctor very interesting and often efficient and lighthearted—to short and quick with his words, very loud, and... Different. Lot's of loud "YES" or "NO" or random outbursts which, granted, were sometimes helpful and nice, or just plain funny and much like his old funny self. That continued over the next couple of days.

Thursday, May 2nd

Several days after we were originally expecting to be discharged, we are finally discharged from the hospital, sent back home with some mouth swabs, lidocaine spray and supplies from the wound team to continue cleaning his cellulitis, some thickener to make liquids nectar thick so he can swallow them, and a bunch of other random things. And with grandpa, of course.
  We move furniture in the living room and set up the hospital bed in the house in front of the TV, get situated with warm blankets fresh out of the dryer, then meet with the nice hospice nurse and another caregiver to help all of us with respite (which we don't ever end up fully utilizing and feel bad for them being there with nothing to really do).

Friday, May 3rd, 6:00 pm

This morning he was incredibly active and coherent compared to the past week, and very talkative and ornery. He ate breakfast, had coffee and maybe even some ice cream, and out of bed often (scooting over to another chair to eat or watch TV for a bit, or for the sake of getting out of bed alone). It was remarkable, and felt really good to have the whole family there while he was feeling well.

That evening, I woke up from a nap to find everyone scrambling around, confused. I was quickly informed of his actual diagnosis that was told to the family by the second hospice nurse. Everyone calls family and messages friends. We stop the food and water, start morphine and lorazepam every few hours. It turns out, for whatever reason, that the second doctor never told us what was really going on. He was dying, to put in bluntly. The cellulitis was actually late-stage melanoma, his kidneys were failing, and I don't even remember what else despite me telling it to other people a hundred times. Great, positive phone calls the day prior, and now terrible, tearful ones this day.
  We felt bad for the previous hospice nurse because, in hindsight, it was like she was sent there to take care of a completely different patient and none of the information we were telling her matched up with what was on her notes from the doctor.

We were dumbfounded, but thankful to the hospice nurse for getting everyone on the right track at the right time. As the night went on, grandpa got very tired and weak. His breathing was, well, how it gets when people start dying; labored, rattling; there's a certain despair to the unnatural pattern and sound of it. Hyoscyamine is started to help with the saliva he's producing and not swallowing, which helps with the "death rattle" breathing (it's equally for our sake, I think, maybe more for us). We take shifts to sit with him and keep track of the drugs he's getting.

Saturday, May 4th

Eventually we start giving him haloperidol on a schedule along with the morphine, and increase the frequency of both throughout the night.

By now, a lot of people have came to say goodbye. Part of the grieving process is happening for everyone, I think, it's just a matter of how much of the process. I'm trying to think where I was at as far as grieving goes, but I'm not sure. I had done some at the hospital before everyone else arrived, but because the whole experience was such a disgustingly rickety rollercoaster, I went back and forth between some stages.

Sunday, May 5th, 9:47 pm

Grandpa passed away. I was laying next to him with my hand on his chest, feeling his now extremely slow breathing and increasing frequency of apnea-like stops of breath. Then the breathing stopped, his heart slowed down, and finally his heart stopped and didn't start back up. I called my uncle and a family member (close friend, basically family) who were still there over. We cried. More calling family and messaging friends after a lot of people had gone back home a day or two prior.
  He was my last grandparent. I'm glad I got to spend so much great time with him. I didn't get to see much of my other grandparents in the months before they passed away.

Contacted the hospice nurse and the funeral and cremation service. Family and miscellaneous stuff throughout the rest of the week. More suggestions to become caregiver, more thinking about it, more weighing capability and potential and desire against mental health struggles. Thinking about what it's going to be like without grandpa around.

Sunday, May 12th

I went back home one state over. I planned on hanging out with some old friends, but I was too tired whenever they had a minute of spare time. I don't remember anything I did while I was there except pack up more things before coming back and trying to settle in for a while to take care of the house and help track bills and paperwork and all kinds of things.

Shortly after, I started writing new adventures in Eberron, and rediscovering old notes, some notes and ideas from when I was little and had just seen the cover of Secrets of Xen'drik.

Saturday, May 25th

I arrived back here to an empty house. I had issues with my bank, money, car, losing keys, all kinds of stuff was going wrong. Some things got sorted out.

Many times I woke up and forgot where I was and was unsure if was morning or evening until an hour or two passed. A lot of waking up or randomly thinking I had breakfast to make for two people, or if grandpa had bridge that day, or if we needed more of his cereal, and so on. A lot of remembering the past couple of months, too. Dreaming about memories wasn't helping my grieving at this point, and was just confusing things more.

Fast Forward: August

Family and friends of other family members start arriving and preparing for a wedding here.

Sibling breaks their collar bone, and the doctor strongly recommends surgery, which none of my immediate family members have money or insurance for.

As of finishing this post today, I'm in the middle of a bad mental health week from insomnia and increased stress and anxiety (and ODC). And I'm trying to force myself to apply for jobs again, and failing to find any promising jobs nearby, let alone actually apply for anything.
  After reevaluating an adventure I started writing, I decided to overhaul the Eberron project and change to be set in Ravnica. Naturally, I had a minor anxiety attack shortly after, and weird dreams (read: nightmares incomprehensible to the human mind). And, of course, worrying. Mostly (oddly enough) worrying about whether this adventure I'm currently trying to chip away at and finish will lead to anything that anybody can use and have fun playing with their friends.

So much has changed in the past five months. And yet, in other ways, so little has changed in the past five years since I stopped working a "real job" and started seeing therapists and working with my old (now retired) doctor to try to figure out how to cope with my mental illnesses, to put myself back on the road to getting a new job and setting myself up for a stronger future.

Lately, I'm going through one of many waves of trying hard to put myself on said path, and to think hard about the future, staying positive, moving forward. My near future is looking unstable, to say the least.

If nothing else, I'm going to finish this damn adventure. It's the only thing I feel like I can keep pushing forward with at the moment.

Friday, March 1, 2019

The Artificer 2019 Playtest

The Artificer, Or An Overwritten And Rambling Analysis Thereof



An updated version of the Unearthed Arcana playtest artificer (found here) was released and I got a chance to play it in a quick dungeon crawl, so let's talk about it!

The character I played was basically myself as a 4th-level artificer (alchemist). The dungeon crawl was very basic and not set in a specific place since we were only going for one short session.
  We fought bandits and wolves, ran into some kobolds and delved into some caverns, then fought some giant-spider-riding kobolds and encountered a trap (which the rogue-ranger set off) and half-ogres (or maybe bugbears, I'm not sure). Resting in a cave, we got ambushed by more bandits in the night and, once morning came, hauled a cart full of junk back to town using a wheelbarrow I whipped up with the help of my one-eyed malfunctioning-chameleon-skinned homunculus mutant which broke down halfway between the dungeon and the town but I'm happy that I made it at all — and I'll let you guess which of the two creations I mean broke down.
  Nothing spectacular happened except that I got to play D&D and tinker around with a new class with a few acquaintances. Thinking back on it, we might have played a tweaked part of The Keep on the Borderlands? I've watched others play it but never played it myself, a few of those pieces ring a bell now... Are there giant-spider-riding kobolds in that adventure? Anyway. Onto the more important part of this blog post: unofficial class playtest feedback!
  Before diving in, I want to point out again that this feedback is mostly from questions and concerns I was having at the table during my one session of play with a smattering of thoughts about it immediately afterwards. I'm not spending much time thinking about damage output or ways to exploit class features or multiclassing, I just played a session and have some thoughts. Mostly thoughts about terminology...

Infuse Item


Specifically, the term "infusion." It completely throws me off. To me, it implies creating mixtures, fluids, concoctions, extractions, imbibing, or it implies distillation; ideas that work for alchemists, but not characters who tinker with clockwork contraptions. Less important to me, it also implies something (usually a fluid substance) that is strong and fully saturated whereas this feature is meant to be used to add a minor supplementary or auxiliary effect to a small object until you reach higher levels — though, even at higher levels, the implications of "fully saturated" don't really fit most of the given "infusions" to me.
  Thinking about what might be better, words like "relic" or "artifact" or "talisman" don't quite fit since they imply a sense of time and historical importance. Other words like "mechanism" or "contraption" also don't quite fit since they often imply a larger scale and, especially with the latter, a certain amount of complexity.
  Ideas: gadget, tool, instrument, trinket, bauble, device, curio, apparatus, contraption, widget, prototype, accessory, charm, bangle, signet, pendant, capsule, knickknack, toy.
  "I create fascinating [trinkets, baubles, gadgets] out of mundane objects, like this one..." all sound much more on-brand to me compared to "I create wonderful infusions..." which is what an alchemist (specifically) would say. Additionally, I suspect "trinket" and "bauble" (and many of the other words listed above) are more apt to inspire artificer players to come up with their own ideas and techno-babble-icious names for their creations than "infusion" would, but that's more of a gut feeling than anything I can back up with science.
  Lastly for me (for this part), "infusions" don't line up with the fantasy I had in mind of tinkering with your spellcasting focuses and gadgets created using this feature to prepare my spells. If I'm making infusions, I think of chemistry class and teas and homemade tinctures.
  I feel like creating "infusions" should be part of an artificer subclass (the alchemist), not built-in to the base class as the featured mechanic, at least with that name.

As for the name of the class feature, there are plenty of other words that are more open to interpretation or that fit my fantasy better. Having "Infuse Item," "infusion," "Artificer Infusions list" use the same word is great for consistency and grokkability, they work together well and match the given flavor of imbuing items with your magic, but the word itself lacking the proper fantastical flavor still casts a shadow over those aspects and whole feature for me.
  I assumed that the words "Tinker" and "trinket" were intentionally not used in order to avoid being confused with "trinket lists" (lists of mundane, often useless items) in some books. However, "tinker's tools" and "tinker" abilities elsewhere are used by other creatures and NPCs all over the place (books and settings) to create clockwork devices and other gadgets that very much resemble the magic items created with this class feature. Tools that are more likely to be involved with creating an "infusion" (alchemist's supplies, herbalism kits, etc.) are not specifically mentioned for the base artificer whereas tools to create clockwork devices and gadgets are (tinker's tools).

The feature and its terminology as-is makes me disconnect from the rules as-written, but, judging by how little it mattered to me by the end of the session, it's possible that it will make a large chunk of artificer players construct their own words and flavors at the table out of and in character to express their own specific fantasy. Even if I don't like it or I disagree with deciding on that terminology, it will probably do its job just fine and it has the potential to (intentionally or not) inspire players to infuse their character with their own fantasy. But for a handful of reasons it does bug me.
  I like when the words to match the mechanics and the narrative, I don't like when they don't.

Specialist Summons


Both subclass options, the alchemist and artillerist, both gain features at 3rd-level to create or magically summon a homunculus or arcane turret. I find the idea of having a small homunculus ally following me around and concocting potions fairly interesting and funny, but having a pet is not something I wanted to be doing as an artificer. The flavor for the alchemist specialist is fine, and the other features make sense mechanically and narratively, but the other option of being an artillerist specialist and summoning walking cannons feels out of place everywhere — except Eberron with its magi-tech and Ravnica, also with some magi-tech including the guild keyrune artifacts. I want to play a solo artificer, so of course not having a solo-focused specialist is somewhat disappointing. Not having a seafaring, gunpowder-blasting turret option when there is a seafaring adventure book coming up is another slight letdown but changing the flavor of the turret at the table is effortless.
  A bigger discrepancy I have with the artillerist is that the given flavor is that you "summon" or "conjure" an arcane turret basically the same way you would conjure up any other summoned creature or cast a spell with a literal and figurative hand wave, as opposed to "constructing" the contraption and "deploying" it when needed. I wish there was a somewhat bulky turret crafting system built-in to the artillerist, however, the system being so lightweight also makes it easy to build on and incorporate other homebrew systems into, so I can't complain about it (too much).

Despite my disinclination to play either subclass, both offer a lot of fun potential with their summons alone, and the summons have a very large creative design space for different homunculus and turret options both for flavor and in-depth mechanical changes, all of which I really appreciate. They're bizarre, but they inspire me in weird, fun ways.

Artificer Infusions


I dislike the name of the feature, I want the written flavor to be different, and I wish there were more low-level-low-power-but-interesting effects rather than "+X/-X of a stat" effects (for the boring weapon and armor enhancements). That said, I think these are pretty cool. Each infusion acts like an optional class feature but with a lot of artificer-y flavor behind it. And, for settings like Eberron and Ravnica, the created items fit so naturally.

Specific infusion notes:
  • Boots of the Winding Path. A simple teleport was surprising to see, but at 4th-level the 15-foot BAMF! seemed fine and worked well for moving between shelves at the library, as well as in combat for bouncing around and avoiding head-to-head fights and attacks of opportunity.
      Side note: This particular infusion played out almost exactly like an ability my old beguiler had (minus some ethereal phasing nonsense that I crammed in), which moves my rating from an A to an A++.
  • Enhanced Weapon. Turning a non-magical weapon into a magical one — and one that anybody capable of wielding it can use — by spending one of your infusions and not spending a spell slot is nice. At 5th-level (when you acquire Arcane Armament) and higher, it's likely that you'll have a magic weapon or at least the arcane weapon spell, but the ability to make another one on the fly is nice. It's just nice. It could be better or worked into Arcane Armament somehow, I don't know how, but the simplicity makes it a nice on-off effect and doesn't really step into the territory of anyone else augmenting weapons/attacks.
  • Returning Weapon. A.k.a. Mjolnir a.k.a. boomerang weapon. Nothing extreme or convoluted in the slightest, it's another on-off infusion to make a weapon magical and give it the Mjolnir property. Cool.
  • Many-Handed Pouch. Can you connect the pouches to a bag of holding, or vice-versa? How do you "infuse" a pouch with an alchemical substance that creates a shared interdimensional space between a bunch of other pouches...? How do infusions work, really?
      "A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents." (p. 9)
    Why can you not store anything in a deactivated pouch? If the infusion ends, I assume the pouches revert to being the same regular, everyday pouches they were before they were infused, just like all infusions, so why would they not function like mundane pouches when out of range? Does another rule in the game that I'm unaware of call for that line for when the item deactivates from being out of range but not for when the infusion ends? It just seems odd.
      I'm being overly critical with this one, but I did find myself internally asking a lot of questions about this particular infusion and infusions in general. I used it once and mostly forgot about it, which in my experience is what happens with everyone who has a bag of holding.
  • Replicate Magic Item. I didn't understand how this "infusion" worked at all, mechanically or narratively. I scratched my head, scratched my chin, held The Thinker pose for several seconds if not for one whole minute, and came up with nothing.
      "Using this infusion, you replicate a magic item." (Replicate Magic Item, p. 9)
      "At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items."
    (Infuse Item, p. 5)
      "Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item."
    (Infusing an Item, p. 5)
    Every other infusion makes a point to say that, mechanically and narratively, you are imbuing an item with magic. Taking magic from yourself or your environment and cramming it into an object. As I read it, it seemed like I was somehow imbuing an already-magic item with more, different magic to duplicate that item. That didn't make any sense.
      Another way I interpreted it is that you learn the ability to create one of the magic items listed as long as you have your tools and are at the required level (and I guess have random scrap lying around), but the name is "replicate," not "craft" or "create" or "construct." This also doesn't make sense.
      After the session, I went back to try figuring it out again and concluded that it isn't written well for me. I had more questions including "Can this infusion take the properties of the listed item and add them to any other mundane item?" which felt like another poor interpretation. If it read "you replicate the effects of another magic item" or something along those lines, then it would line up with that thinking, but it doesn't feel like that's what this ability is meant to do... yet, it somehow does feel like it should do that at the same time...
      The last gripe I have with this feature is that it doesn't tell me where to find any of the items listed, or if it does then I didn't see it. Granted, when I skimmed over the lists I assumed that the items would be from multiple books.
      I didn't use this ability because I didn't understand how it worked so I ignored it completely after reading it. In this case — unlike my ramblings on the term "infusion" above — I do think this ability needs another revision to get across the mechanics and narrative. Or, someone should explain to me how they used it and if that worked for them.

Arcane Weaponmaster


With the Enhanced Weapon infusion, Arcane Armament feature, and the new arcane weapon spell, I'm confused about why these are part of the artificer class. Individually, the Enhanced Weapon and Arcane Armament give some variety and utility and fit in fine. Altogether, the bundle of abilities doesn't make sense; I would expect to see them in a lurk or duskblade or wizard long before the artificer. They also confuse the class. "Am I about making contraptions, or about using my magic sword?" Perhaps as an alchemist specialist it makes sense to apply a poison or alchemist's fire effect to a weapon, but an artillerist? And since we had a rogue with poisons that could deal necrotic or psychic damage and a cleric that might have been able to give weapons radiant or fire damage, how useful or redundant is my ability? (An artificer subclass focused on creating power fists or power armor or complimenting warforged would do well with an attack bundle... Anyhow.)
  Arcane weapon doesn't require the weapon to be magical or that you attune to it, so you can do some odd things to boost the damage of a weapon in a few ways and give it to a fighter or barbarian ally to attack with as long as you maintain concentration on the spell. One time we made it work and it was useful and effective and kind of neat, but doing that often or using it on my own weapons regularly doesn't fit any of my artificer, alchemist, or artillerist fantasies. And again, it felt like other characters should be doing this even it's something I'm also intended to do.
  This splotlight feature being a concentration spell is odd to me too. I want to invest my time and resources into preparing an array of magic items to supplement my list of ranged crowd control or area damage or wild magic spells and other capabilities, rather than focusing on maintaining one weapon augmentation like this. If it was a concentration spell that somehow worked with the summon, I would be more interested in an obviously artificer-flavored feature despite not wanting this to be a pet-oriented class.

In short, I want a feature that makes my infusions or artificer-ness stronger instead of a feature that lets me make more magic weapon attacks, unless that weapon is something like an Izzet pyroconverger or mizzium mortar (which, sadly, are wondrous items, not magic weapons). Which makes me wonder for a future artificer session: "What if I change this to say 'wondrous items' and bring along a pyroconverger or two?" That sounds like fun. Potentially (probably) broken, but fun.

Overall Experience


I'm not displeased with the class, I had a lot of fun playing it, but at the end of the night I was left unsatisfied with the mechanics and narrative; the fantasy didn't quite hit my mark. I think the biggest reason for that was the lack of a subclass that matched my idea of what an "artificer" is: a 24/7 obsessed tinkerer and 1-gnome-arcane-gizmo-factory, a clockwork aficionado, a scrap-hoarding power-suit-wearer, or a steam or aetherpunk Junkyard Wars or mecha-fied BattleBots veteran.
  The two subclasses pretty much hit the marks for their respective fantasies, but I won't want much more than a scoop or two of either flavor once in a blue moon (if that often). As it stands, whenever the full class is released, chances are I'm going to homebrew a few features and add in extra mechanics or downtime activities to amp up the later levels, if not make an entire subclass package for myself to enjoy.

Tuesday, December 25, 2018

Update: Christmas 2018

A Somber Update on Christmas


My grandfather's condition has been worsening steadily the last month and a half. He fell out of bed once last week and has fallen twice tonight, luckily he hasn't hit his head or broken any bones, miraculously he hasn't gotten more than a small scrape. But he has more melanoma, his skin condition having gone from being something that needed to be checked every few months, if that, to the point now where several visible spots of melanoma develop every two weeks or less. Earlier this month he got an appointment for treatment out of town in January, and, in the few weeks since then, it has undoubtedly progressed another stage (which means that the cancer is now a threat to other parts of his body, particularly his lymph node system).

Of course, with all of that I try to help with and everything going on outside of that with both my grandfather and myself, I've had to put everything else aside except for cooking. Map making and drawing, video games, most writing, and all DMing with friends being cancelled which includes planned adventures in Dark Sun, Shadowfell, Ravnica, and a Sunless Citadel adventure extravaganza continuing on from an adventure there when I was a kid. The blog was sadly one of the first things to take a hit months ago when I first moved in with my grandfather as a caregiver, and although I hope to start posting more soon, it's impossible to plan anything for it.
On top of all of that, with the long winter nights and the sad, very noticeable absence of family and friends around for the holidays, we've both definitely slipped into a bit of seasonal depression. I try to stay positive, upbeat and active, some days I have the time and energy, other days it's tough.


There is some good news, though, and that is that we had a nice and lazy Christmas Eve (aside from the falls), with a small yet pleasant dinner and dessert while watching Aliens, then It's a Wonderful Life on TV, and listening to some miscellaneous winter and holiday music. Tomorrow we also have plans to get together with one of my grandfather's good friends and one or two of their family members and help cook Christmas dinner, as long as my grandpa is feeling well.

Sorry for the absence, but thanks for the couple of kind and uplifting words from you strangers, as well as the folks still stopping by to check out fairly popular (for me) Brash Brutes posts and, bizarrely (to me), one of the Dark Legacy posts.

Best wishes and many thanks. Happy holidays everyone.

Thursday, November 22, 2018

Brash Brutes: Aarakocra Part 2

This morning I watched Jim Murphy's video on flying monsters in D&D and, after looking at the monsters in Guildmaster's Guide to Ravnica (GGR), I had to write this long-awaited follow up to my first post about screeching death turkeys. Hopefully I get it done and posted before I leave for Thanksgiving dinner.
  In the video, Jim mentions how he misses flyby attacks, which was a great way to present a new kind of challenge, new risks to parties at all levels of play, and are sorely missed in 5e. I also love flyby attacks and, to me, it's what makes aarakocra in Dark Sun what they are. Without it, they aren't much more than another obnoxious creature aside from their appearance and death shrieks. With it — along with everything I talked about in the first Brash Brutes post — they become a terror of the wastelands. One aarakocra on its own is a challenge for a new party of adventurers. However, their sly takeoff and flyby attack trigger opportunity attacks. If they didn't, I know that the first party I threw them at would have been killed unless the most extreme rolls were made. Even a few aarakocra minions (creatures that die from any hit) would be almost impossible to defeat for low-level parties. I always find it interesting when small details like that have such a big impact on the way that games play out, and they're always things I love fiddling with.

Quick aside before I get into things: In GGR, I realized after seeing the arclight phoenix in the monsters section that 5e's version of the flyby attack is in the form of a simple ability:
"Flyby. The [creature] doesn't provoke opportunity attacks when it flies out of an enemy's reach."

I knew it did exist in 5e, but for some reason it never clicked with me that I could make the aarakocra have this ability and make an actual attack based around simply moving some distance. For now, however, I'm sticking with the way I've been doing. But if I go back through these posts and my own notes and update all my creatures, that'll be a big consideration.

For this follow up, I've had notes for several higher CR aarakocra lying around, and when I came back to them today I noticed that, despite knowing that removing the "this may provoke opportunity attacks" line from their flyby attack, all of them had the base, unchanged flyby attack from the low-CR aarakocra. Even the 5-7 CR undead ones. I don't remember why I never changed it, or if there was even a reason behind it, but it got me thinking more about the consequences of keeping that very important line and the consequences of removing it.

If I want to make anything more brutal than it already is, there's a lot I can change besides the creatures' stats: the number of enemies in the encounter, the way they are encountered (ambush, when they're exhausted, etc.), the equipment they have, the environment (weather, terrain, etc.). For the Athasian birdfolk, the two I tend to focus on are how many there are and how the characters encounter them. In my first encounter with them ever, there was some ambushing going on, and the party only fought one warrior and later fought a few minions. So, how would things have looked if — maybe when they were a level or two higher — they had faced multiple warriors instead? The rules on Reactions in combat and Opportunity Attacks make it more complicated, though.
  During combat, we should assume that each character only has one reaction each round. If they use that reaction by making an opportunity attack on a huge bird zipping past them, then they can't do that again until their next turn. Since each character only has so many reactions to use in every round of combat, the more aarakocra there are using flyby attacks then the more likely the characters are to run out of reactions. Even if there are a couple of warriors, if they flyby the same character each round, then that character can only make an opportunity attack on one of the two. Or three, or four, and so on. And, of course, characters still have to land their attacks in order to do damage, so even minions with low AC will still be a big threat in large numbers without any way to deal massive area or other multiple target damage. So, the more aarakocra there are in the encounter, the more likely each one is to have a more powerful flyby attack.

To me, this isn't just interesting from a combat encounter design and math perspective, but also from a world-building one. Aarakocra on Dark Sun, and in other worlds, are dangerous. But aarakocra are brutal in groups. That flyby attack they have, even with the downside of provoking more attacks, makes them inherently brutal. Anyone traveling the sandscapes of Athas alone who faces one and lives to remember it won't travel alone ever again, and is easily one of the many reasons why people travel in small parties or large caravans in this world. Just as my players were keen to note where they encountered the aarakocra in their mini adventure and how they naturally hated the creatures, people in the world would react similarly. Maps traded between merchants have aarakocra nests marked on them, caravan leaders who can't avoid them are always keeping one eye in the sky and the other looking for guards and other ways to deter the creatures. Once you start thinking about it, at least for me, all of this other stuff naturally follows. But, just having one or two "low level" version of a creature isn't that cool, especially when you want big, complex communities of them all around the world and different "classes" of them that players can encounter.
Aarakocra Warrior 2
CR 1-2
Higher STR, INT/WIS.
Intimidation +3
Wield longspears (reach 10 ft instead of 5), or spears and nets.
Bonus to attacking Bleeding enemies.
Flyby Attack and Sly Takeoff +10 ft (40 instead of 30).
Tactics: One snatcher can carry up to X weight, two can carry up to Y. When they dive on a large creature, they grab it and pull it up into the sky and drop them on sharp rocks.
Compare the notes for this snatcher to the warriors and they aren't really that different. But, the small changes have a big impact. Instead of just having a 5 ft range, these have a 10 ft range. Instead of being able to attack from 30 ft away or attack and escape that far away, they can move 40 ft. The tactics alone make it more interesting and dangerous, too.
  Note that, like the previous aarakocra I made, these have a different equation for their Bloodied value; 60% instead of 50%. The abilities and effects I use that are built around the Bloodied mechanic "turn on" a little sooner for aarakocra than other creatures. It isn't a big difference at lower HP ranges, but having a different ratio it either direction (Bloodied quickly or slowly) can be big a difference with creatures with greater HP or AC or for legendary creatures like The Dragon. Eventually I'll to write rules and talk it about it more, I swear.
  I've also mostly kept the templating/formatting (parentheses, reminder text, etc.) from the original "Brash Brutes" post for my own sake, as all my aarakocra were written that way. Eventually (maybe) I'll go back and edit everything to fit one templating style and clean up the rules text.
Aarakocra Snatcher
Medium humanoid, neutral
AC 13, HP 33 (6d8 + 6), Bloodied 20, Speed 25 ft, Fly 40 ft
STR 13 (+1), DEX 17 (+3), CON 12 (+1), INT 10 (+0), WIS 13 (+1), CHA 7 (-2)
Skills: Athletics +4, Perception +4
Senses: Passive Perception 14
Languages: Common
Challenge Rating: 2 (450 XP)
Abilities
Keen Sight and Smell. The aarakocra has advantage on WIS (Perception) checks that rely on sight or smell.
Pack Tactics. The aarakocra has advantage on an attack roll against a creature if at least one of the aarakocra's allies is within 5 ft of the creature and the ally isn't incapacitated.
Sly Takeoff. (Entire turn.) Disengage then fly 40 ft. If the aarakocra is being Grappled, they instead attempt to escape with advantage, then fly 40 ft if successful (they do not take the Disengage action and therefore may provoke attacks of opportunity).
Triggered Abilities
Blood Frenzy. When a creature within 30 ft of the aarakocra becomes Bloodied (reduced to half HP or less), the aarakocra gains 4 (1d8) temporary HP.
Death Shriek, on death. The aarakocra lets out a long, piercing shriek with its last breath, alerting other nearby aarakocra and allies.
Actions
Flyby Attack. The aarakocra flies 20 ft and makes one pike or talons attack at any point during the movement. If the attack hits and the target is a Medium size or smaller creature, the creature must make a DC 14 STR (Athletics) check or become Grappled and be dragged along with the aarakocra. (This action may provoke attacks of opportunity.)
  This action is disabled if the aarakocra is grappling a creature or is Bloodied.
Pike. +7 to hit, reach 10 ft, one target. 12 (2d8 + 3) piercing damage.
Beak. (Use if Grappled.) +3 to hit, reach 5 ft, one target. 6 (1d6 + 3) piercing damage.
Talons. (Use if Disarmed.) +3 to hit, reach 5 ft, one target. 8 (2d4 + 3) slashing damage.
For tactics: If the aarakocra snatcher grapples a creature, it will spend one to two turns flying high into the air (dashing), make a beak attack against the creature, then drop it. The creature will take falling damage plus one or two additional damage dice if they land on especially rough terrain.
  I could add more rules about how much weight any aarakocra can carry, as I originally intended to do, but it's so much easier to give a creature size range instead. And, how much it matters, in my personal experience and from watching other groups play, depends so much on the players at the table that any other details I could give probably wouldn't work for anyone besides myself anyway. I could also change the aarakocra to be able to use their spears with two hands and make two-handed attacks, but I'm fine with the way it is, I don't need that kind of complexity for them. Aside from that it just has a few tweaks, a little more HP and gains more from Bloodied creatures instead of getting a bonus to attack. Looks alright.

Now I want to take a shot at the "Windcaller" I mentioned all the way back in September. But first, what is a windcaller in aarakocra society? Aarakocra worship the wind and forces of nature as people in our world have in the past, and how many people have worshipped deities. The members of aarakocra society that have learned secret prayers are called windcallers, and they can summon blasts of wind and clouds of dust to buffet their foes — not unlike one of my old favorite Pokémon. On the battlefield, they stick to the outskirts where they can view the whole field and reach targets with their abilities or swoop in and join the fray as they see fit, or do both.

First notes look like this:

Aarakocra Windcaller
CR 2-3 (?)
Fly 50 ft, lower STR, higher INT/WIS.
Perception +6, Passive Perception 16
Wield staves.
Bonus to attacking Bleeding enemies.
Gust, Dust Veil, Razorwing (razor feathers, fan of knives), Whirlwind.
 "Gust" I can use the gust of wind spell, but Dust Veil? Razorwing? There are two ways I can go about those: spells or abilities. Effectively, I can make a "fan of knives" attack in the form of a spell or an ability, and the only thing that would matter to me would be that if it's a spell, then it could be countered; if it's an ability, it can be dodged. My first test stat block went with the spellcaster route:
Aarakocra WindcallerMedium humanoid, neutral
AC 13, HP 49 (9d8 + 9), Bloodied 30, Speed 30 ft, Fly 50 ft, INI +5
STR 11 (+0), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 15 (+2), CHA 16 (+3)
Skills: Acrobatics +6, Deception +7, Perception +6, Medicine +6
Senses: Passive Perception 16
Damage Resistances: Force; Piercing from non-magical ranged attacks
Languages: Common
Challenge Rating: 3 (700 XP)
Abilities
Keen Sight and Smell. The aarakocra has advantage on WIS (Perception) checks that rely on sight or smell.
Pack Tactics. The aarakocra has advantage on an attack roll against a creature if at least one of the aarakocra's allies is within 5 ft of the creature and the ally isn't incapacitated.
Sly Takeoff. (Entire turn.) Disengage then fly 40 ft. If the aarakocra is being Grappled, they instead attempt to escape with advantage, then fly 40 ft if successful (they do not take the Disengage action and therefore may provoke attacks of opportunity).
Spellcasting. The aarakocra is an innate spellcaster. Their spellcasting ability is CHA (spell save DC 16, +14 to hit with spell attacks). They can cast the following spells, requiring no material components.
  Cantrips (at will): guidance, prestidigitation, thaumaturgy.
  1st-level (3/day): feather fall, jump, thunderwave.
  2nd-level (2/day): gust of wind, silence.Triggered Abilities
Blood Frenzy. When a creature within 30 ft of the aarakocra becomes Bloodied (reduced to half HP or less), the aarakocra gains 4 (1d8) temporary HP.
Death Shriek, on death. The aarakocra lets out a long, piercing shriek with its last breath, alerting other nearby aarakocra and allies.
Actions
Spear. +5 to hit, reach 5 ft, one target. 11 (2d8 + 2) piercing damage.
Beak. (Use if Grappled.) +3 to hit, reach 5 ft, one target. 5 (1d6 + 2) piercing damage.
Talons. (Use if Disarmed.) +3 to hit, reach 5 ft, one target. 7 (2d4 + 2) slashing damage.

It's totally fine. The math on the spellcasting always gets lost on me so I usually fudge the numbers to make it feel right and leave it at that. I fiddled with the stats to make them more spellcastery with more HP since they're a "higher level" aarakocra, but if their abilities were based around DEX or opposed checks I could keep their STR, DEX, etc. roughly the same as the warrior and snatcher. The damage resistances I might remove, I might not, though I like that they aren't affected by storms or thunderclap effects as much as other flying creatures because, as their name implies, they have some amount of mastery over wind — the piercing resistance I'm more split on how much it matters, but I still like it.

There's a whole lot more that can be done, of course, but that's all for now. It's time to head out for dinner. Happy Thanksgiving, everyone. Eat well and stay safe. Thanks!

Saturday, November 17, 2018

Dark Legacy Part 3

I jump around a lot when writing. When painting, cleaning, designing, doing most things, actually. I figure it has a lot to do with my chaotic mind and tumultuous sleep schedule, and how brainstorming happens in my head when it comes to creative things. I'll start in one place and skip around it, leaving moats of negative space to be filled in later when I eventually figure out what to do with it. Adapting this adventure is the same, family goings-on hasn't helped. But eventually I always get back on track and it always feels great when I do. So let's get back to this Dark Legacy.

Impractical Envoy


"Weary from a long day of riding in the cold, you [four to six] adventurers come to Duponde on a drizzly evening and stop at the Old Owl Inn. You're warming yourselves by the hearth, your damp boots off after a week of marching along the King's Road, heading far south to the city of Sarthel with correspondence from Lord Markelhay, the Lord Warden of Fallcrest."
— Not-quite-straight-outta-the-book
Important correspondence from Lord Markelhay, the Lord Warden of Fallcrest, in the hands of these adventurers, which they are taking from Fallcrest all the way to Sarthel — Sarthel, which isn't on any maps of the Nentir Vale because is far outside the boundaries of the Vale? But this adventure doesn't take place in Fallcrest or Sarthel or anywhere connected to them, it takes place in Duponde — Duponde, also not on any map of the Vale that I have seen...

When I picked up Dark Legacy of Evard to adapt to 5e and incorporate into a larger campaign, I knew I would run into problems like this. The "Encounters" series of books for 4th Edition was designed to be a series of combat encounters (hence the name) that could be played by a group in a couple of hours once a day every week, with most of the time supposed to be spent on fighting monsters and villains while the story played out almost like cutscenes. Dark Legacy of Evard was, from what I recall, notable for having choices in the adventure, but it still lacked a lot of narrative elements, a strong plot from start to finish, and a lot of moments for role-playing and improvisation since it wasn't intended for that kind of play.
  While "converting" monsters from the book to 5e and coming up with more ideas that could lead to more role-playing and narrative-driven moments in the adventure or more interesting encounters, the question of what to do about the utterly pointless adventure hook was always pushed to the back of my mind. This week, amidst spending time with family and other things, I put aside the number crunching and put the adventure hook into focus.

The first thing I started with was maps. I'm hardly familiar with 4e's rules and its setting and I'm very aware of that and the fact that it would be a huge help to know a lot about the latter for this adventure. I roughly knew what the map of the Nentir Vale looked like and where a few adventure locations were, and I knew that there were fan-made maps with tons of cities and dungeons from many 4e adventures added to it, so I went digging around. I found a few different maps, but none, not a single map I saw mentioned Duponde or had anything along the road or river where I assumed the town is supposed to be. Oh well, I'll just stick a pin where I think it'll be. But another location I couldn't find anywhere in the Vale was Sarthel, though I was vaguely aware that the 4e setting extended beyond the borders of the Vale.
  What a surprise to discover Nerath and everything else in the world. For those that were unaware like me, Nerath is the greater continent that the region or "country" of Nentir Vale sits in. Figuring that out and being able to pinpoint where my piece was in relation to the whole world was a big step forward, and I immediately latched onto Nerath because of its scale and diversity; I like it a lot more for adventuring in than the Nentir Vale, I think because it's closer to the scale of the map of Middle-earth and it clearly has a wider array of environments. To the far to the northwestern-most corner of the map is the Sunless Citadel — I had a big "woah! Sunless Citadel is on this map!" moment, it was the first D&D adventure I read, that story is for another time — and a massive forest, the Dawnforge Mountains and Mithralfast on the eastern coast, multiple seas beyond, to the south are Vor Rukoth, Sarthel, the Trollhaunt Warrens, another mountain range, seas, forest, and The Golden Savannah; the Nentir Vale is a tiny area in the middle of everything.

Nerath and surrounding areas

(Then, I found maps of the entire world/plane with dozens of locations I had never heard of and decided to pretend all of that doesn't exist for now. It's just a bit too much, I have enough on my plate to dig into for a while.)
  On the map of Nerath (above), Sarthel is tucked in a semicircle of mountains on its own short peninsula in the center, the Vale — and Fallcrest and all the other cities there — is a ways north of it, tucked between two great forests on the north and south sides, a mountain range on the east, and a river and what I expect are dangerous plains or a wasteland to the west.
  Now I knew where the heck this "Sarthel" place was, and I figured the route from Fallcrest to there would be straightforward, so the next step for me was making a new map so I could start asking and answering more questions about the story that this adventure was trying to tell, or could tell. I laid a small map of Nentir Vale over a large map of Nerath, penned in a quick, plausible route of the journey, and voila:

From Fallcrest to Sarthel

Well, then... Fine enough, having a map solves the problem of the party not knowing where they're supposed to be going if they ask that question, but it seems like quite the expedition. It seems silly to me to expect that any inexperienced people, even a group of four to six "1st-level" so-called "adventurers," would be willing to make such a far journey: just shy of 250 miles (~402 kilometers) using the scale on the Nentir Vale maps. That trip could take five to ten days of riding or hiking on dangerous roads and through uninhabited forests and plains where dangerous monsters are known to roam, and all for some lord the characters probably haven't met until the day the adventure started. This mission for Lord Markelhay is getting more and more unappealing.
  What about a different mission? What would be a hook that feels more reasonable to me and that would be more meaningful to the players and more reasonable to the characters they're playing? I was at a loss for a while then figured my next big step would be to read about the starting point for the characters in this adventure.

Fallcrest


From what I understood before doing research, Fallcrest is the starting point for most adventuring parties in this setting. Big town or small city, temples and small guilds, a big river going through it, and it was razed at some point in the past, and that's about all I knew. The 4e Dungeon Master's Guide had way more to work with than I was expecting and I couldn't help but twist the city a little... a little more than I needed to. Luckily, I have this little place to share all of my nonsense so I don't have to tuck it away into a folder and try to forget how much time I spent on it!
  For the original town, look in the last chapter of the 4e DMG. Reading through it, the city didn't feel very old to me even though a point was made that "hey, this place is old." Once I started making tiny changes, the dam burst for me and it became more difficult to pick one idea to run with over the others. I'm not sure what, something about it grabbed me once I read a few paragraphs. It was really fun to think about, even without all the tweaks I wanted to start an adventure there right away.
  Everything I did with it was either push it forward in time or tweak a character or location to fit other ideas, the numbers I use are basically just greater than the numbers in the book to reflect that time and the idea that the population and economy are experiencing some growth. At some point in the past, most of the things that are true in the book's descriptions might have been true, but there's more going on in and around the city. As for the town's distant history, I'll leave that up to the book and wikis and whatnot but with one addition: the "Creeping Shadow" (Shadowfell bleeding into this world) in the hills and forests are becoming a large threat to the city and travel on the roads.
"A small town built on the ruins of a larger city, Fallcrest is the crossroads of the Nentir Vale."
  Outlaws are all over the place, some frequent town and cause trouble, there's a new gang in town that prowls the streets at night and is in conflict with the old gang made up of porters, and there are more and more monster attacks happening every week which might have something to do with unpleasant folk coming to town where they aren't welcome. The monsters are varied, but the attacks feel constant on some days, on days where they're lacking the gangs in town make up for it. It's been rough for a while, and the Lord Warden has been so busy that he appointed two Lord Marshals to split his burdens with. The Lord Marshals have a lot of new ideas, as do the townsfolk, and some of those ideas are being realized: the city wall is being finished, a new aqueduct on the river is under construction, more guards are being enlisted and trained, and the three lords can meet with more people as well as hire more "drifters" for adventuring work.

Population: 1,750; another 1,100 or so live in the countryside within a few miles of the town. The people of Fallcrest are mostly humans and halflings with a large number of dwarves. Few dragonborn and eladrin are permanent residents, but travelers of all races pass through or seek refuge.
Government: The human noble Faren Markelhay is the Lord Warden (hereditary lord) of the town. He has been in charge of the town's justice, defense, and laws for forty years, and he appoints a council to look after routine commerce and public projects. More recently, he appointed two Lord Marshals who oversee new military reformation and mercenary visitations formerly reserved for the Lord Warden himself, though Lord Faren still makes time now and again.
Defense: The Fallcrest Guard numbers seventy to eighty warriors who also serve as constables and pursuivants (officers of arms, heraldic authorities). Moonstone Keep is their barracks which has been repaired and added on to. The Lord Warden can call up to 350 militia at need, either Lord Marshal can call up to an additional 100 in total. The Lord Marshals are strongly urging Lord Markelhay to redirect resources to founding a new mages' guild in town.
Inns: The Silver Unicorn which is pricey but offers good service; the Nentir Inn sees a more interesting clientele; none of the temples openly offer night stays but do allow those who are homeless or poor to stay during bad weather as long as they are respectful or make another form of contribution (work).
Taverns: Nentir Inn; Blue Moon Alehouse; the Lucky Gnome Taphouse is seen as the cheapest and crudest drinking hole in Fallcrest.
Supplies: The Halfmoon Trading House; Sandercot Provisioners; Fallcrest Stables; Naerumar's Imports deals in valuable and magical trinkets; Teldorthan's Arms is the weapon and armor smith. The Market Green is bustling with local and traveling merchants in all but the worst weather.
Temples: Temple of Erathis, Moonsong Temple (Sehanine), House of the Sun (Pelor). 
Most of the key locations were changed in some way and I added a few new ones. I don't think anyone needs me to put everything I wrote here so I picked a few (give or take half a dozen, I got carried away) to show the idea, plus a few of the notable townsfolk. Note that a some spots were changed based on past adventures I played in other settings, the "Mosaic Market" is one that I love.
  • Upper Quays. Boats proceeding down the Nentir River must stop here and offload their cargo, which is then portaged through town to the Lower Quays and loaded onto boats below the falls. Likewise, cargo heading in the other direction is carried up and loaded aboard boats bound upstream.
      A surly dwarf pugilist named Barstomun Strongbeard runs the porters' guild, and he takes a cut of all wages paid to porters carrying cargo up or down the falls. Barstomun and his thugs have tried to extend their influence by intimidating merchants and nobles for years, forcing overland merchants to hire guild porters or barring nobles from reaching merchants in other parts of town. After one of Barstomun's hotheaded thugs openly threatened Lord Markelhay and started a riot by burning a boat full of their own supplies, most of Barstomun's most foolhardy followers were locked up and publicly removed from the guild. It is known that Barstomun still wants more reach, but he works much more quietly.
    Barstomun Strongbeard
    Medium humanoid (dwarf), unaligned
    AC 14 (16 armored), HP 43, Bloodied 22, Speed 30 ft, INI +2
    STR 18 (+4), DEX 13 (+1), CON 17 (+3), INT 11 (+0), WIS 15 (+2), CHA 8 (-1)
    Saving Throws: CON +5 against poison effects.
    Skills: Athletics +5, Perception +3.
    Senses: Darkvision 20 ft.
    Languages: Common, Dwarven.
    Challenge Rating: 2 (450 XP).
    Triggered Abilities
    Pugilist.
      Trigger: A Medium size or smaller enemy misses with a melee attack against Barstomun.
      Effect: Barstomun immediately makes a throw attack.
    Strongbeard Stance. If an effect would force Barstomun to move, he moves 5 ft less than the effect specifies. If an attack would knock Barstomun prone, he can immediately make a DC 11 Athletics check to avoid being knocked prone.
    Abilities
    Multiattack. Barstomun makes one unarmed strike attack. If the attack hits, he makes a second unarmed strike attack with advantage and can attempt to Grapple the target.
    Unarmed Strike. Melee weapon attack, +5 to hit, reach 5 ft, one creature. 7 (1d4 + 5) bludgeoning damage.
    Throw. Melee weapon attack, +5 to hit, reach 5 ft, one creature. Barstomun moves the target up to 5 ft and knocks them prone.
  • The Town Walls. Fallcrest's Hightown is guarded on two sides by a wall (the river and the bluffs protect the other two sides). It consists of two parallel barriers of stone block with a few feet of fill between them, and stands about 20 ft tall. Every hundred yards or so, a small tower strengthens the wall. Two pairs of the castle's guards walk atop the walls at night, but unless danger is imminent, the towers are left locked and aren't manned. The gatehouses are permanently garrisoned by at least one guard.
  • Moonstone Keep. The seat of Lord Warden Faren Markelhay, Moonstone Keep is an ancient castle compared to the currently standing buildings in Fallcrest. It sits atop a steep-sided hill overlooking the town and has an outer bailey that includes barracks which houses sixty or so guards. At any given time about twenty are off-duty. Other buildings in the courtyard include a stable, armory, chapel, smithy, and several storehouses.
      Faren Markelhay is a balding human with a keen mind and a dry wit. He is past middle-aged but far from being called elderly — although Faren is reaching the end of his years sooner than his grandmother, Aranda Markelhay, she lived well past one hundred years and Faren is happy to have lived half that long. He is a busy man since he sees to local matters personally as often as his schedule allows. Adventurers calling on him or summoned to apply for specialized work will likely wait a long time for a short interview, and are equally likely to get an interview with him or a Lord Marshal. Despite how eager he is for news of other towns in the Vale and beyond and how distasteful turning away visitors is to him, he doesn't have the time or energy for everyone these days, and often he lacks energy because he spends more time than he should on such things according to his wife and advisors.
      Lord Markelhay's wife is Lady Allande Markelhay. She is a cool and reserved woman ten years younger than her husband. A student of the arcane arts, she uses her abilities to advise her husband. They have three children; recently there was a funeral for their eldest child, Ernesto, who died while away in the south, living in the court of another ruler. They and many townsfolk are grateful their body was returned whole and with haste. At the same time, they can't hide that they suspect foul machines were at work.
  • Temple of Strength. Before Fallcrest's fall, it supported several temples in the Hightown districts. After its fall, several were abadoned, including the House of the Sun, a temple dedicated to Pelor. Recently, the dwarf priest Zealot Grundelmar came from Hammerfast and reestablished the old temple and reconstructed two old shrines to Kord and Bahamut as their own small temples, giving it a new name when they were complete. Grundelmar is loud and opinionated, a real fire-breather who goes on and on about smiting evil wherever it might lurk.
      Followers of Erathis are welcome and encouraged to visit the Temple of Pelor here and the neighboring Temple of Erathis.
  • The Nentir Falls. Here the Nentir River descends nearly 200 feet in three striking shelflike drops. On the small island in the middle of the falls stands the statue of an ancient human hero named Vendar, holding up his hand as if to challenge enemies approaching from downriver. Local legend tells that Vendar slew a dragon whose lair was hidden in caverns beneath the falls. "If only they could be uncovered..."
      A new project approved by the Lord Marshals — partially using fees collected by the porters' guild — is underway: a large gated aqueduct that can be used to more easily send cargo downriver and expansion to the dock in the Lower Quays.
  • Temple of Erathis. This large, impressive stone temple is finished with Fallcrest's native marble. Its chapel is a large rotunda with a 30-foot-tall dome. The temple of Erathis is the largest temple in town. The place also includes shrines to Ioun and Moradin.
      High Priest Dirina Mornbrow oversees three lesser priests and several acolytes — townsfolk who spend part of their day tending the temple. Dirina is an elderly woman who is convinced of the superiority of Erathis's dogma, and disappointed that more people in Fallcrest don't pay proper reverence to "our city's patron." She is familiar with several divination and restoration rituals and can aid adventurers in need of ritual magic in exchange for an appropriate gift to Erathis. She has limited access to the following ritual scrolls: cure disease (3), dispel magic (1), identify (1), lesser restoration (2), sanctuary (2, lasts 10 minutes), shield of faith (3). She has a collection of scrolls of raise dead and resurrection which she keeps locked in her chamber, but she fears she cannot channel the powers within the scrolls without dying and wants them safely moved to Moonsong Temple.
  • Moonsong Temple. The third of Fallcrest's standing temples is devoted to Sehanine. It also includes small shrines to Corellon, Melora, and Avandra. The Markelhays regard Sehanine as their patron, and over the years they have given generously to the temple. It occupies a commanding position atop the bluffs, and its white minarets can be seen from any corner of Lowtown.
      The head of the temple is High Priest Ardyn Starlight, an elf as compassionate as his father, Ressilmae Starlight, who was High Priest from the time he retired from adventuring to the day he died. Ardyn was taught by his father to teach and lead and now tutors local children in place of his father; the temple takes in all children, wealthy and poor, and has a substantial number of adults who attend lessons on reading and writing during weekends. Ardyn has access to the following ritual scrolls: greater restoration (1), lesser restoration (2), purify food and drink (2), raise dead (1).
  • Naerumar's Imports. Considered the finest of Fallcrest's retail establishments, Naerumar's deals in gemstones, jewelry, art, and magical trinkets. The owner is Orest Naerumar, a tiefling who displays impeccable manners and discretion. Orest corresponds with relatives and colleagues in several towns and cities outside the Nentir Vale; given a few weeks, he can order in low-power magic items or other items of unusual purpose and value. Similarly, Orest purchases interesting items such as these, since other dealers in distant towns or cities are often looking for them.
      Orest doens't ask questions about where folks in his store found the goods they're selling to him, but he is not a fence — if he knows that something was obtained illegally, he declines to purchase it. He knows the local thieves' cant used by the bandits in the area known as the Ravens, learned after several encounters with the group's leaders over the years. One member they knew well was an off-and-on partner until they died of infection last winter, and the Ravens, despite their history with Orest, helped Orest lay them to rest in the Moon Hills.
      The halflings of the Swiftwater clan normally work with Orest to transport special orders. However, he sometimes makes other arrangements for items that seem especially valuable or dangerous. If a party of adventurers are looking for something to do, they might have luck finding a notice in town for work as carriers or guards for Orest's exceptionally valuable goods to be taken to another town.
    Orest Naerumar
    Medium humanoid (tiefling), neutral good
    AC 15, HP 53 (10d8 + 8), Bloodied 26, Speed 30 ft, INI +5
    STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 13 (+1), CHA 13 (+1)
    Saving Throws: DEX +8, INT +7.
    Skills: Acrobatics +12, Investigation +11, Perception +9, Sleight of Hand +3, Stealth +8.
    Damage Resistances: Fire.
    Senses: Darkvision 60 ft, Passive Perception 18.
    Languages: Common, Dwarven, Ravens' Cant; can partially read Abyssal (every other word).
    Challenge Rating: 5 (1,800 XP).
    Abilities
    Assassinate. During his first turn, Orest has advantage on attack rolls against any creature that hasn't taken a turn. Any hit he scores against a Surprised creature is a Critical Hit.
    Blood Frenzy. Orest has a advantage on melee attack rolls against Bloodied creatures.
    Devil's Mask. When a creature Orest can see starts its turn within 20 ft, he can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Orest, it must succeed on a DC 14 WIS saving throw or be Frightened until the end of its next turn. Additionally, magical darkness doesn't impede Orest's Darkvision. This ability is only active while Orest is wearing the Devil's Mask.
    Spellcasting. Orest is an innate spellcaster. His spellcasting ability is INT (spell save DC 14, +2 to hit with spell attacks). He has following spells prepared, requiring no material components:
      Cantrips (at will): message, produce flame, vicious mockery.
      1st-lvl (2 slots): detect poison, detect magic, identify, illusory script.
      2nd-lvl (1 slot): blindness/deafness, blur.
    Actions
    Multiattack. Orest makes two attacks, only one of which can be an augmented strike attack.
    Augmented Strike (Recharge 5-6). Orest makes a melee weapon attack and deals an additional 10 (2d6 + 3) fire damage on a hit.
    Dagger. Melee weapon attack, +6 to hit, reach 5 ft, one target. 9 (1d4 + 7) slashing damage.
    Reactions
    Hellish Parry. Orest adds 4 to his AC against one attack that would hit him. If it is a melee attack, he may deal 6 (2d10) fire damage to the attacker. To do so, Orest must see the attacker and be wielding Faerinaea.

    Orest's Equipment
    Clothes, Stylish. Cotton and leather garments befitting an experienced and cunning tiefling.
    Devil's Mask. Requires attunement. A grotesque black mask with two pairs of short horns. It grants its wearer the Devil's Mask ability.
    Faerinaea. +1 Dagger, Rare. Requires attunement, 1,250 gp, 1 lb, Finesse, Light, Thrown (range 10/30). +1 to hit (+3 in darkness), 4 (1d4 + 1) slashing damage. As a reaction, you can add 4 to your AC against one attack that would hit you if you can see the attacker. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
      A large single-edged dagger of exceptional construction designed to emphasize slashing and parrying. The blade and simple yet elegant crossguard are made of steel married with a tiny amount of unknown planar material, and the handle is a minimally-carved chimera fang. It can bite into other iron and steel blades without becoming scratched itself and rarely needs sharpened.
    Reed Flute.
    Ring of Feather Falling. Requires attunement, 700 gp. A silver ring with a tiny opaline shell inlay and intricate geometric patterns on the exterior and simplified patterns on the interior.
      If the ring is dropped or falls for 60 ft while not being worn, it will shatter upon hitting any non-cushioned surface.
  • Septarch's Tower. A lonely, tall, seven-sided spire of pale green stone stands out from everything else in town. Before the Bloodspear War, this was the seat of Fallcrest's mages' guild — a grand order of a dozen or so wizards and arcane scholars. Now-facing defensive enchantments prevented the raiders from sacking the tower, but the guild's members died fighting in the city or fled to safer lands.
      The tower is currently the property of Nimozaran the Green, and elderly wizard who was once apprenticed to the last of the old guild mages. Nimozaran considers himself the "High Septarch of Fallcrest" and master of the mages' guild, whose membership includes only himself and a rather unpromising male halfling apprentice named Tobolar Quickfoot. Nimozaran expects any potential new members to pay a hefty initiation fee, and so far only one other arcanist who passed through Fallcrest has seen any reason to join; as far as the townsfolk are concerned, nobody has done anything other than scoff at Nimozaran and his shallow ideals. Nimozaran can teach the following rituals to guild members over the course of 1d8 days: alarm, comprehend language, and magic mouth. He knows of a scroll of awaken and plans to sell it for a large sum or trade it for an equal (or greater) scroll. However, there are many other scrolls and books unknown to Nimozaran in dusty corners of the tower, written by the old guild mages and their teachers and their teachers' teachers, including a very old (and very important) tome titled "Tiny Hut Theorem" by an unnamed author.
      The topmost level of the tower is a room that includes a permanent teleportation circle. Characters using travels rituals can set this circle as a destination (and will certainly startle old Nimozaran if they do).
  • The Mosaic Market. The majority of Fallcrest's folk live above the bluffs in Hightown and walk down to do business on the streets of Lowtown, which bustle with commerce. This wide square is an open, grassy meadow where Fallcrest's merchants and visiting traders do business in good weather. The town's children gather here for games of tag or kick-stones.
      Last spring, a jolly wizard in yellow robes passed through town and seemed to turn the dirt paths into beautiful kaleidoscopic brick and pebble roads and gave the children there rare flower seeds to sow which he said were to sprout the following spring after a good rain. Older generations know it as The Market Green, younger generations know it by the name The Mosaic Market, a nickname started by a young girl who started a juice and potted plant stand in the summer with her father after the wizard's visit.
  • Lucky Gnome Taphouse. The Lucky Gnome is widely regarded as the cheapest and coarsest of Fallcrest's drinking establishments. It caters to the porters and laborers who work the docks, and fistfights are a frequent occurrence.
        The owner is an unsavory character known only as Kelson. Kelson runs the River Rats, a new street gang that plagues Lowton, from the back room of his tavern. Most of the members of this gang settled on joining the River Rats solely because they didn't dislike any other members as they do with other gangs.
    Kelson the River Rat
    Medium humanoid (human), neutral evil
    AC 12 (15 with mage armor), HP 45 (10d8), Speed 30 ft
    STR 11 (+1), DEX 14 (+2), CON 9 (-1), INT 17 (+3), WIS 10 (+0), CHA 7 (-2)
    Saving Throws: DEX +5, INT +6.
    Skills: Arcana +6, Deception +5, Persuasion -5, Religion +6, Sleight of Hand +5.
    Damage Vulnerabilities: Poison from red fruit and vegetables.
    Senses: Passive Perception 10.
    Languages: Common; can read 30% of Abyssal script.
    Challenge Rating: 4 (1,100 XP).
    Abilities
    Blackened Blood. When Kelson is hit by an attack, black blood sprays from the wounds. He deals 1 acid damage to the attacker, or 3 acid damage if the attack dealt slashing damage.
    Spare the Selfish. If Kelson falls to 0 HP, he automatically becomes stable.
    Spellcasting. Kelson is a 3rd-level spellcaster. His spellcasting ability is INT (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared and can only memorize spells if he has the Skeleton Grimoire:
      Cantrips (at will): chill touch, mage hand, message, spare the dying.
      1st level (4 slots): cure wounds, mage armor, witch bolt.
      2nd level (2 slots): branding smite (fire damage), heat metal, suggestion.
    Actions
    Multiattack. Kelson makes two scimitar attacks or casts a spell and makes one scimitar attack at disadvantage.
    Scimitar. Melee weapon attack, +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.

    Kelson's Equipment
    Skeleton Grimoire. A large black tome with a skeletal hand embedded in the cover. It is resistant to acid.
      The pages detail diabolic rituals and necromancy spells, prayers to the demon prince Orcus border each page. Half of the pages are blank with drops black ink spattered on one. The full page before the first blank chapter has instructions for viewing the full grimoire written in abstruse, long-winded abyssal; in short, black tanar'ri blood — or humanoid blood tainted through rituals — must be spilled on the pages to reveal more abyssal script and dark diagrams.
      If someone attempts to commune with the object, there is a 95% chance they will summon a spectral image of its creator, and a 5% chance that they will commune with a vision of Orcus instead.
  • Lower Quays. Keelboats and similar craft put in here to unload their cargo and portage it up to the other boats above the falls. As described above for the Upper Quays, Barstomun quietly defends his guild's monopoly on moving cargo around the falls. In addition to the porters' guild, the River Rats lurk around the Lower Quays looking for the chance to pilfer from warehouses or roll a drunk in a dark alleyway — something Barstomun objects to.
      Boats belonging to a number of different travelers and locals tie up here, the most common of which are the keelboats of the Swiftwater Clan. They carry cargo all the way down to the Nentir's mouth, hundreds of miles downriver. They're more than willing to take passengers for a small fee. Irena Swiftwater, the clan's matriarch, is a sharp merchant who passes herself off as an absent minded reader of fortunes and maker of minor charms.
Shifting back the issues at hand, now I had a pile of tiny fragments of ideas to work with and more ways to connect Fallcrest and the characters starting there with Duponde and other story "breadcrumbs" I want to scatter around the world. I tried rolling with the idea presented in the original adventure hook, but I quickly gave up on trying to make it work for me, since if it doesn't work for me and was never intended (from what I could tell) to ever be meaningful to the players, then it's probably best to throw it out and do something else.
  • Duponde Requires Aid. "With all the larger cities unwilling to send resources to Duponde after a series of raids along the road, the king of Fallcrest sends a small party and supplies to help them stabilize and recover..."
      Bandits on the road and creatures from the Shadowfell are making travel more dangerous than it was a decade or century ago, and they threaten even Fallcrest. It's reasonable to me to think that smaller, un-walled or unguarded towns in the Vale and the farms away from large cities would have been overrun some years ago or would fall soon.
  • King's Couriers. One or more characters will act as a courier or emissary for Faren Markelhay but they will not be destined for Sarthel right away. Instead, they will be destined for Duponde to meet with Lady Celice Arnaud. The letters they carry will have unimportant information about marriage plans and are meant to be tokens to show the Lady's guards and allow them an audience with her (or something of that nature).
  • The Veiled League. "One of the party members, or the Lord Warden, is working with the Veiled League in Gloomwrought in the Shadowfell. Their stay in Duponde is intentional as the agent knows of the town's connection to Evard and the Shadowfell..."
      If the party is sent to obtain important information, they may need to travel to Gloomwrought and meet with Veleris a'Lindesta.
      This is a little more out there, but could be a cool way to set up for a diplomacy-driven campaign or just a neat hook for a couple of characters. For more information on Gloomwrought, I skimmed through the 4e book Shadowfell: Gloomwrought and Beyond, which has plenty to work with for adventures there, though most of the ideas seem best for higher level parties and not new characters.
  • Deathsteel. "Undead are a growing blight to the Nentir Vale. The king and his advisors are finding as many ways to protect the people of Fallcrest as they can, one way to defend against the growing threat is with weapons of a particular form of iron found in the Gol Mountains near Gloomwrought."
      Another idea using bits from Shadowfell. The characters will join one of two parties embarking on this mission: Using a (slightly suspect) route on an old map, they will travel southeast on the King's Road then search for a way to cross into the Shadowfell and make the rest of the journey from there. Is it too convenient that Nathaire and Remy are in Duponde at the same time? Or are those two volunteers on the mission instead of showing up at the Old Owl Inn and causing trouble right as the party gets there?
      Additionally, once the ore is collected, any interested characters can then work with a smith in Duponde or Fallcrest to forge a weapon. Nimozaran the Green might help if he can find the "Tome of Forging Burstflame" (or a book of another oddball name) in the tower; a high ranking priest might help if they know turn undead, destroy undead, detect evil, or disruption and has the components, or knows the ritual form of the spell(s). If a great arcane or divine weapon that can sense and destroy undead or evil Shadowfell creatures is created, it may become a sentient weapon that would greatly help in the battles to come later in the campaign. Perhaps an evil cleric like Kelson the River Rat or even Nathaire could sabotage the event and cause a weapon that serves Orcus or Vecna or opposes their enemies to be created. Or, if the players aren't interested in this, the events would be playing out elsewhere in the world and new items would show up in Fallcrest and news of it would spread once they return from their own journey.
  • All of the Above. The Lord Warden and Lord Marshals need to stay in touch with their struggling allies elsewhere in the world, the Lord Warden is working with someone in the Veiled League within Gloomwrought, and there is a party heading to the forest near Duponde by the King's Road in an attempt to find a location where they can mine ore for deathsteel weapons, and Duponde is in dire need of aid.
These hooks are interesting to me and will certainly give the players more to latch onto than the original hook. Along with everything in Fallcrest besides this Shadowfell and Duponde business, now, instead of the party "arriving on a rainy evening to the Prancing Pony Old Owl" and becoming acquainted with one another (and workers and patrons) once they get there, I can have them start in Fallcrest as "0th-level" characters who have — as part of character creation — accomplished their own goals, overcome minor obstacles, or completed small tasks for the Lord Warden, and who will become 1st-level adventurers by the time they take their first steps in the Dark Legacy adventure. The players can start directing their characters' stories right away if they want to, and I (or any DM) also have a lot more to use when storytelling and creating NPCs and major events in the Vale.

The Journey


After getting into a comfortable spot with the adventure hooks, my next step was to figure out travel. Should there be encounters on the road? I think getting into the Shadowfell is more important, so for the first leg of the party's journey it would be better if weather was the only big factor. Encounter tables will be present but will be made of loose combat encounters that can be "glossed over" as part of a montage, skill checks such as fixing a cart or getting food, and social encounters or small moments like passing a merchant and broken down cart or deciding which of two routes to continue on or where (or if) to make camp for the night. Dael Kingsmill has a great video on Overland Travel, Matthew Colville has a great video on Making Travel Interesting, a lot of what they do is what I would like to do in this adventure and any more Dark Sun adventures I play.

For the series of adventures I call campaigns, I also like to make time more important (Matthew Colville has a video on that too, I believe). I think I get this from consuming so much of the Lord of the Rings and the 3.5 adventure Red Hand of Doom which has a timeline and is a keystone for why I love that adventure so much, and when I read about old D&D campaigns like Blackmoor or new adventures like Waterdeep: Dragon Heist, I latch on tight to the ideas of the passage and importance of time and weather and all of that. For Dark Legacy, at least for the first week or so, events are "scheduled" to happen as planned unless the party does something about it, and the clock starts as soon as the characters are made. As the DM, other plot points can be turned into concrete, scheduled moments each week as prep for the next session or two.
  On the road to Duponde, weather or other obstacles (encounters) will slow the group's pace unless they make good decisions and the dice are kind in the moment. If they arrive "early," they will arrive at the time described in the original adventure, gathering around the Old Owl Inn at the same time as a few other patrons in the book or earlier if the others are delayed, and having some leisurely time to talk or do business. If they arrive "late," they reach town late at night — or a whole day later than they anticipated —  which urges the party to stay at the inn or, if they're on the road still, forsake a rest at dusk and push on towards the city where it's safer. They might walk into a mist-cloaked town and be plunged into the Shadowfell upon arrival where the "first chapter" has started without them.

I like that. I'm happy with that. As always, I hope something here was inspiring or fun or useful in some way. And thanks for reading.

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