Category Archives: RPG

Character du Jour: Cudgel the Goblin

(No, this isn’t an instruction)

Grey Goblins are known for three things: their granite toughness, their isolation, and their utterly ungoblinlike nature. For the one known as Cudgel, only two out of those three are true. Where Grey Goblins are as tough as their stone-coloured flesh suggests, Cudgel is tough. Where they are solid, dependable and honourable, Cudgel is also.

But where most Grey Goblins are content to stay hidden and isolated from the rest of the world, Cudgel want to explore. Unlike the rest of his peers he wanted to know what was beyond the grey stone of his homeland, to visit other races and learn new things. To Cudgel, each day is a fresh gift to be savoured, and every challenge brings it’s own rewards. Perhaps he has some Halfling blood in him (the Halfling pot-roast must have been undercooked) but whatever the reason, Cudgel isn’t like any Goblin you would normally meet on the open road. This one would be smiling, maybe even singing. And he would love to be your friend.

Dirty Little Secret: Nope. None. This is a nice goblin. A really, really nice goblin. Of course, the hard part is getting people to believe it’s true.

Notes: I like my happy little Goblin.

Download his Character Sheet.

Want creatures? Go here

Nicholas Cloister dropped a line asking if I’d mind giving his blog a shout-out to give it a little more exposure on the intertubes. Nowadays I’m usually too much of a curmudgeonly old fart to do such things, but when the blog in question is THIS DAMNED GOOD how could I possibly say no?

Seriously. He’s this good.

His RPG Creatures are imaginative, evocative and his artwork is nothing less than stunning. There’s something about them which reminds me of the classic Skyrealms of Jorune (from me, that’s high praise indeed) and the stats are human-readable system neutral so they should be easy enough to drop into your game engine of choice. The Ra’Khuni is already a favourite of mine – I plan to stat him in 4e for a future desert-themed adventure I’ve got planned. If you have any comments or suggestions I’m sure Nicholas would be happy to hear from you.

File this guy under “one to watch”. He’s got one heck of a future ahead of him.

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Hezruul’s Winged Goblins

As far as Wizards go, Hezruul the Magnificent was nothing but a fraud. In his lifetime he claimed credit for many fantastic creatures including the Owlbear, Chimera and Manticore, all of which pre-dated him by untold centuries. There is no doubt however that he is to blame for one of the more recent critters to plague the region: the Winged Goblin.

It’s bad enough that these things exist at all. The fact that they breed true with ordinary goblins just makes matters worse. Were it not for the fact that most goblin tribes will attack them on sight, this new breed of winged goblin would rapidly overtake their land-born cousins. Even so, their numbers are on the increase and starting to settle in areas otherwise free of goblin infestation. More than one city has a small colony of winged goblins living among their rooftops. At least they serve to keep the streets clear of cutpurses come nightfall.

“Anyone can pull the wings off flies. But grafting the wings onto a spider and getting it to fly afterwards: that takes real talent.” — Hezruul the Magnificent

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4e Sample Combat

You know what’s missing from Fourth Edition D&D? A really good blow-by-blow combat example. Let’s fix that, shall we?

First, let’s meet the team. Here’s four fresh 1st level adventurers, all generated as per the PHB – no Background options, and only PHB Feats and Powers (I think). Click their names to download their sheets so you can follow along at home boys ‘n’ girls.

  • Kerbek, Dwarf Fighter clad in Scale Armour with a Heavy Shield and Warhammer
  • Theren, Half-Elf Ranger wielding a Longbow (a Shortsword by his side), wearing Hide Armour
  • Usher, Human Rogue clad in black Leather, a hand crossbow in one hand and a Shortsword in the other
  • Elysian, Halfling Wizard, a wand-wielding pyromaniac clad in red robes

This particular party is light on healing (the Cleric was at home with a cold), but strong on ranged attacks. Should be fun.

The setup is as per page 212 of the DMG. Our lowly band of ‘venturers have entered the dungeon below the ruins of Kobold Hall with the intention of returning the stolen green dragon hide, and possibly mop up a fair few Kobolds into the bargain.

To help you follow along I’ve used Gametable to recreate the map, and I’m paraphrasing from a session a few months ago (from notes), so any errors are bound to be mine. Here’s the setup before combat commences. For the short playtest session itself I didn’t place the monsters until at least one of the heroes could see them. To keep things flowing smoothly we roll attack and damage at the same time. The clatter of all those dice makes a great sound, and it’s always good when a high-damage result comes up alongside a low roll on the d20. A near miss indeed!

DM: (Reading from the DMG) Dominating the room ahead is a long trench filled with a glowing green substance. Beyond the trench, a small, reptilian humanoid stands in a shadowy chamber, gaping at you. It carries a sling, and quickly reaches into a pouch at its belt for a stone. It hisses and shouts, “Intrudersss! Intrudersss!”

Initiative is rolled with group initiative rolled for the Slingers and Skirmishers. The order is Usher, Skirmishers (unseen by the PCs so far), Theren, Elysian, the Slingers then Kerbek.

ROUND ONE

Usher: Uho. We’d better shut that Kobold up before he brings the whole clan down on us. I’ll move forward quickyly, heft my crossbow with a Sly Flourish and aim for his guts. I’ve got Combat Advantage as he hasn’t acted in combat yet. That’s (rolls dice) 19 to hit, for 18 damage.

DM: Ouch. He’s got a bolt sticking from his stomach and doesn’t look long for this world, already. Usher, from where you’re standing you can see a rusted portcullis. Behind it is another Kobold, maybe more. This one gives a snarling bark and thrusts it’s spear through the portcullis – a warning not to get closer. From behind the wounded Kobold comes two others, both wielding barbed spears (moves figures).

Theren: Better finish off the wounded Kobold before those spear chuckers get near. I line up my bow for a Careful Attack, straight between the eyes! A 16, for 8 damage.

DM: That’s good enough. He’s dead. Way to go, guys! (The Kobold is at -2hp. Unluckiest Kobold ever.)

Theren: Now I’ll move up next to Usher. Second line defense!

DM: Cool. Elysian? The Kobolds are closing in.

Elysian: Pyro Halfling to the rescue! I’ll move behind Usher. Him and Theren are big, so that gives me +2 AC due to Lost in the Crowd. Heh. I’ll use Scorching Burst on those two Kobolds just to let them know who’s boss. 13 and 14 vs. Reflex, 8 damage.

DM: One dodges out the way but the other isn’t so quick. There’s a faint smell of burning lizard in the air, but he’s still standing. From behind the portcullis appears another Kobold with a sling. He moves in front of the spear wielder, and lobs a gluepot through the bars. Theren, 11 vs. Reflexes. If it hits, you’re Immobilized.

Theren: It missed but I’m covered in glue now. Thanks!

Kerbek: My turn? Finally! Why’d we dwarves always have to wait for you impetuous races? Grumble, grumble. I’ll move then charge the nearest Kobold, yelling a Challenge as I go. No Kobold will survive this day! Critical 20! 15 damage. That’s gotta hurt.

DM: Oh, it does. Blood seeps through his tattered armour, but he’s still standing.

ROUND TWO

Usher: That pool looks suspicious. I’ll move and Trick Strike the Kobold on the opposite side with my Crossbow. A bounced bolt off the wall might push him into it. 18 to hit, 19 damage.

DM: Good thinking. Your bolt ricochets off the wall and hits him square on the side of the head. He’s knocked into the pool where the sludge quickly sucks him under. He’s gone. (Translation: Trick Strike slid him into the pool where he took 9 more damage from the sucking sludge. Unpleasant way to go.)

DM: The spear thrower behind the portcullis slips through the bars then moves behind Kerbek. You’re flanked.

Kerbek: I get an opportunity attack as he comes close. Ah, it’s an 8. I miss. Crap. I’m in trouble.

DM: Oh yes. Flanking plus Mob Attack gives him +3 to hit. That’s +9 in total – hits with 24. d8 + d6 damage – take 10 hits.

Kerbek: Grumble grumble. I’m being beaten up by Kobolds. No fair!

DM: It’s the other Kobold spear-wielder next. Same chance to hit, gets just 11. A miss! He then jumps back on his little Kobold springy legs, away from your Warhammer.

Kerbek: Not so quick. I’ve got my Challenge on you, and that’s just made for smackin’ Kobolds. A hit on 18, 8 damage. (Combat Challenge gives a free basic attack as an immediate interrupt against a Challenged foe who shifts or attacks someone else. Nice, eh?)

DM: He’s dead. Poor guy didn’t even make it to the next square. Two Kobolds left, and they’re looking nervous. The Slinger looks set to make a break for it down the corridor.

Theren: He’ll alert the rest of them! I move then let two arrows at him. Two Fanged Strike, 14 and 17 to hit, 13 and 8 damage if they hit. He’s the one that threw the glue pot at me. I want my revenge.

DM: He’s got cover from the other Kobold in the way so only the second shaft hits. It doesn’t look like it’s going to slow him down. (Translation: A 14 would normally hit, but -2 for cover means it’s a miss. He’s down to 16hp. On his turn he’s going to double-move outta there!)

Elysian: Not if I drop a Flaming Sphere behind him. Bwahahahaha! 16 vs. Reflex, 11 damage if it hits. Total overkill. I love it.

DM: That’s evil. Ok, you’ve blocked his escape route with your use of a Daily Spell. Fear is in his eyes as he turns and drops his sling. In broken Common he says “Surr-end-ah?”

Result: Three Kobolds defeated, one still fighting and one surrendered (he’s the clever one). The heroes have used two Daily abilities (Trick Strike and Flaming Sphere) which is a lot for a first encounter, but they were both pretty creative uses so I’ll toss ‘em a few XP in return. Kerbek has lost a third of his Hit Points (down to 20, from 30) but after a short rest and a Healing Surge he’ll be (almost) as good as new. After all, that’s what Fighters are for.

Any questions?

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Some Tribes chose a different path

Where most Goblin tribes formed a dangerous alliance with the dreaded Worgs, a few distrusted the fearsome carnivores and instead began an intense breeding program on more docile stock. There results were surprisingly successful, if a little ticklish. The new mounts required determined riders as they were prone to panic, but on the bright side the eggs were delicious.

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Undead du Jour times Four

Here’s the four undead adventurers I’ve generated for our one-shot game, primed and ready to download as 4th level characters. These were generated in Character Builder but use my own custom character sheet layout as the default one sucks worse than a bathtub full of lemons. There’s no character backstory or personality to these guys – that’s down to the players – but I’ve dropped plenty of hooks into the builds for them to play around with. As ever, 4e’s character generation system continues to impress.

If you’ve not seen the Revenant race (it was a D&DI exclusive released in Dragon #376), it is an undead soul returned to a semblance of life at the will of the Raven Queen. While they normally gain fresh bodies (which can look unlike their previous one) and little memory of their past life, for these characters I put them right back into their rotting corpses with memories reasonably intact.

Buildwise Revenants gain +2 Dex & Con, +2 Endurance & Intimidate, Low-light vision and access to their previous race’s Feats, Paragon Paths and Epic Destinies (among other things – I’m not going to give away all of Wizards’ secrets!). It’s a great race for any class, and a terrific choice if your favourite character just bit the dust – simply resurrect him as a Revenant and keep on playing.

There’s a whole host of Revenant-specific Feats which bring them closer to their original race (Dwarf Soul, Human Soul, etc) as well as ones which enhance their undying nature. This makes Being Dead a sliding scale – you can decide through the use of the Feats just how far down the path of undeath you want your character to be. For these characters I wanted them to be freshly dead (so to speak) so mainly chose Feats to bring them closer to their racial archetypes, but with a side-order of deadness.

On to each character in turn. Click the names to download the PDF character sheet.

Kudruk the Revenant Dwarf Fighter

Clad in Reinforced Scale Armour +1 and hefting a Thundering Battleaxe +1, Kudruk is the epitome of the Dwarven Fighter archetype. Were it not for the rotting stump of a missing hand behind his Heavy Shield and the maggots in his beard, you’d hardly notice he wasn’t quite… alive. With the Geography – Mountains background, Dwarven Weapon Training and Defensive Challenge Feats (not to mention his prized Cask of Liquid Gold) this is your typical loyal Mountain Dwarf who is a firm friend both in combat and out. The Death’s Blessing feat means he no longer needs to eat, drink or breath. Death has fully taken this brave, noble dwarf.

Gallowine the Revenant Tiefling Rogue

Gallowine was an acrobatic Tiefling burglar. Now he’s a dead acrobatic Tiefling burglar with a missing lower jawbone. One of my players has been wanting to play a mute character for ages, and this is for him. I’m expecting lost of silly mimery at the table :D

Wielding paired daggers (one of which is a Poisoned Dagger +1) and clad in Bloodcut Leather +1, Gallowine is a dextrous knife-fighter through and through who will cut, slice and poison his way into battle. He’s not stupid though – his Amulet of Health +1 grants Resist 5 Poison in case he cuts himself. Shame that forward thinking didn’t help him dodge the Gnoll’s mace. His attacks are all about getting into position for that all important Sneak Attack. I’d be surprised if he didn’t get Combat Advantage every single round. A mute killer, literally.

When it comes to Feats, Tiefling Soul lets him channel his savage infernal glee to gain a +1 attack and +2 damage on one attack once per encounter. It’s a small bonus, but speaks volumes about this guy’s nature. The Life Thief feat lets him reroll 1s and 2s on Sneak Attack damage against the victim of his Dark Reaping power. Combining Dark Reaping with Sneak Attack is Brutal. Literally.

By my math, Trick Strike + Tiefling Soul + Dark Reaping + Sneak Attack with his Poisoned Dagger will do 3d4+2d6+1d8+10 and potentially leave the poor victim with ongoing Poison 5, Weakened and sliding one square with every additional hit. Ouchy ouchy ouch ouch ouch.

Outside combat, I’m sure he’s quite a nice guy though. Bit quiet.

Calder the Revenant Eladrin Wizard

Calder is a Moon Elf Eladrin Wizard with a close affinity to his patron the Moon. He was born in the Feywyld under a Hunter’s Moon and that has been his symbol ever since. His Staff of Wind +1 (and crutch for his missing (presumed eaten) leg) is topped with a silver full moon, his Shimmering Cloth robe is pale lunar grey and his Ornament of Alertness +1 is a moon adorned with a single eye. How many times can I use the word Moon in a single paragraph?

His spells are centred around thunder and spheres with the occassional direct attack spell (Magic Missile and Acid Arrow – that’s his Hunter’s Moon heritage coming into play) in reserve for when things get tough. I haven’t listed Calder’s Rituals as they’re unneeded for this one-shot game, but I’d expect them to continue the lunar theme.

Feat-wise he has Eladrin Soul and Moon Elf Resilience. Even though he’s dead Calder is a Moon Elf first and foremost. I’m loving how he can spend a Healing Surge when using Fey Step – even the briefest touch of his home plane refreshes him. Again, it’s a minor bonus that brings great role-playing potential. His remaining Feat is Chill of the Grave. This changes the damage type of his Dark Reaping to both cold and necrotic. Doesn’t get more moonlike that that, methinks.

His friends call him Moony. No idea why.

Sir Bors the Revenant Human Paladin of Pelor

C’mon! Undead Paladin! Underneath that Dazzling Plate Armour +1 Sir Bors is a rotting zombie husk with split guts only barely contained by the solid metal. He wields a mighty Vengeful Greatsword +1 which gives him a stonking +2 attack and +1d10 damage against a foe who hits a bloodied ally. Don’t mess with his friends when they’re hurt! Not even the dead ones.

This is one Paladin who focuses more on Strength rather than Charisma. He’s a might-makes-right kinda guy with attacks that are all about doing as much damage as possible before moving onto the next sinner. Why does Pelor still bless his actions and why does his Lay on Hands work on his undead allies? Why is he allowed undead allies at all? Perhaps some unspeakable deal has been struck in the heavens between Pelor and the Raven Queen to permit this and prevent the spread of Yeenoghu’s domain. Or maybe Pelor just hasn’t noticed yet. Who are we to question the ways of the gods anyhow?

Sir Bors is a hereditary noble with ancestral holdings somewhere in the area (don’t you just love Background options?). The Human Soul Feat gives him +1 to Fort, Ref and Will, and Human Perseverance grants +1 to saving throws. For a dead guy, he sure is determined to stay alive. Add in Mighty Challenge and this is one Paladin who plans to be the last dead guy standing in any battle. Apart from the one where he died, of course.

And there you have it. Four very different characters, but all tied with a common theme, and all very D&D. Did I mention that 4e character generation rocks?

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Total Party Unkill

Sometimes the real world conspires against us and one or more players can’t make the gaming session. Every game group should agree what to do when it happens. In our case, we usually put the campaign on hold and play a one-shot single session adventure for that night. This is easier on the GM who doesn’t need to rework the session to accommodate the missing player, and easier on the absentee who won’t end up feeling like they’re missing out on all the action in the main campaign.

With that in mind, I’ve developed a habit of jotting down all those silly ideas we GMs have that would make for a great one-night adventure. Add a few notes and with a fair amount of winging it on the night, and (if the fates smile upon us) the evening should go without hitch. It also gives us (players and GM alike) a way to playtest things we aren’t willing to subject our precious mainline campaign to just yet (such as 4e’s Monks and Assassins) and can provide a welcome change of pace. If your campaign is coming to a dramatic climax, try running a silly toon-based session when Bob can’t make it, for example.

Most of these one-shot ideas begin with a “What if….?”. Here’s a few:

  • What if Starsky & Hutch featured anthropomorphic animals? Huggy Bear is a bear, Starsky is a sparrow and Hutch is a rabbit – a favourite of mine, and one I keep threatening to turn into a full M&M campaign. Boom Chaka Wow Waaa.
  • What if the evil Necromancer takes over the world and the heroes are freedom fighters? Give the PCs Epic-level characters and just play the final climactic battle. This gives a great taste of a different Tier before you reach it in your mainline campaign – an essential thing for every GM to do.
  • What if Gnomes rule the earth? Ok, I dropped this one. Everyone knows they already do.
  • What if a superhero group forms and they’re the dysfunctional children of supervillains? Who doesn’t want to play David Doom, emo-goth son of Doc Doom? Anyone?

One of my silly ideas is going to become the next session for our little gaming group. Here’s my notes, in full.

Total Party Unkill
What if the heroes are defeated in the dungeon then return to unlife to complete their quest?

“We will not rest until we have returned the Sacred Feather of the Raven Queen”. So swore the heroes to the elderly cleric before they set out on a quest to recover the stolen relic.

They failed.

In the final battle against the vile Gnoll Demonic Scourge and his horde the heroes fell, utterly vanquished by forces greater than they (and several poor dice rolls). Their remains were gnawed then dumped in a forgotten corner of the dungeon to rot. Time passes, and on the next full moon…….

A female voice whispers into each corpse, “You will not rest….”, and the body moves. Re-animated at the command of the Raven Queen herself to complete their oath, the heroes have a second chance to reclaim the relic and return to their village for honourable burial.

Characters
Four heroes, all Revenants from several races and classes. While Revenants are normally reborn into a new body, these look exactly what they are – undead half-chewed animated corpses of low-level adventurers complete with missing limbs and rotting flesh. Lovely.

  • Kudruk the Revenant Dwarf Fighter – Missing a hand though he can strap his shield onto the armstump with help.
  • Gallowine the Revenant Tiefling Rogue – Missing his lower jaw. The world loves a zombie mime.
  • Calder the Revenant Eladrin Wizard – Missing a leg, uses his quarterstaff as a crutch. Doesn’t seem to slow him down much.
  • Sir Bors the Revenant Human Paladin of Pelor – Undead paladin! Guts torn out but thankfully his full plate armour is keeping it in. Mostly.

All I have to do is generate the characters at 4th level and hand them out on the day. Simple.

Encounters
Three encounters, as per MM133. Lay out Dungeon Tiles to suit. See how easy this is?

The Sacred Feather is in the headdress of the Demonic Scourge. He plans to carry out a ritual to rededicate it to Yeenoghu which will grant him some of the Raven Queen’s power. No wonder she wants to stop him.

Conclusion
If the heroes succeed they return to their village in the dead of night and lay the Feather at the foot of the Temple. Their bodies fall where they are discovered in the morning (to the amazement of the villagers) and given burial with full honours.

If they fail, they rise again. And again. And again.

“You will not rest…..”

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Character du Jour: All American Girl

December 8 1941, and Private Roger Stevens is stationed at Wake Island when he is hit by a bolt of light from the sky and becomes American Hero. He spends the following months helping repel the Japanese invasion fleet time and again, gaining medals and accolades from fellow soldiers and civilians alike, earning a place in their hearts and history books.

That was the public story. In truth Private Roger Stevens died that day, the victim of a crashing spacecraft. In keeping with its race traditions, the alien occupant took on his form and memories to pay for the lifedebt caused by his negligence. To all intents he became Roger Stevens, and the American Hero was a lie.

His secret remained secure until 1992 when, as a founding member of the Revengers, he was called to defend against a possible alien invasion. These were his own people come to search for him, and during the battle the Heirarch decreed his lifedebt paid in full. It reverted him back to his true form, much to the horror of his team-members and (thanks to the wonders of television) the world at large.

American Hero was no more.

As a non-US citizen he was stripped of military rank and honours, and only managed to avoid imprisonment thanks to the efforts of the superhero community. Taking the name USAlien, he cut a darkly brooding figure on the world stage, an outsider not by choice but by prejudice. He felt he had betrayed his friends, allies, the name of Roger Stevens and even his family – albeit with a lie that had over the decades saved the lives of countless thousands of people. Where previously he had fought for Truth and Justice, he now fought a brutal one-man war against injustice and his own inner demons.

When he died it was at the hands of a coalition of drug dealers and hyperjuicers in an unlit warehouse in the worst part of town. His gravestone bore just five words: “Here lies a true man.”

Kara Stevens is the daughter he never knew. She was born on the eve of American Hero’s fateful unmasking, and during the ensuing witch hunt the government granted she and her mother entirely new identities and new lives for their own safety. While USAlien soon found them he chose to stay away, believing this would put them at least risk.

As a part-alien (though she doesn’t know which race), Kara possesses many of the superpowers of her father – great density through molecular control, strength and flight – but in an entirely human form. When her powers began to appear her mother revealed the truth about her father, emphasising the great and noble deeds he carried out as American Hero. When her sophomore class was threatened by a masked gunman, she didn’t hesitate to step forward as his legacy, the All American Girl!

Dirty little secret: Like the grotesque underbelly that consumed her father, All American Girl has a dark side that threatens to take over. Meet Duality. Oh yes.

Notes: Captain America is really Martian Manhunter, and has a kid! I’m loving the legacy angle of All American Girl – it’s full of “sins of the fathers” promise all wrapped up in an identity that is still trying to find her place in the world.

Power-wise, All American Girl is a terrific build. Her powers centre around Density Control; she can become super-tough (able to shrug off a direct missile hit and lift almost 40 tons without breaking sweat), fly (up to 2500mph), turn totally incorporeal or direct her powers outward and control the elemental earth itself – but not all at the same time. She has Impervious Toughness 4 meaning she’s immune to small arms fire even when not using her Density Control (alien kinetic absorbtion skin ftw!). Adaptation 2 is a welcome bonus thanks to her alien heritage – her body will immediately adapt to hostile environments such as poison, underwater or deep space. It’s at a very low level (a mere Rank 2) to reflect her diluted gene-pool.

When it comes to stats she’s well in the human norm – a popular, healthy, graceful teenage girl with little to mark her as different to any other gal around campus. Until she punches someone through several buildings, flies into the air or walks through a wall, that is. She’s something of a talented singer (and a member of a college band), an art major and has all the skills required of college life (Bluff, Sense Motive, KS:Pop Culture and Drive).

Thanks to her slightly alien mindset, she has Second Chance (Mind Control), and her can-do attitude gives her both Beginner’s Luck and Luck 1 feats. After all, the gods smile on those who try.

Kara Stevens AKA All American Girl, PL10 150pp
Str 14/38, Dex 16, Con 18, Int 14, Wis 13, Cha 16
Tough +4i/+10i, Fort +14, Ref +8, Will +10
Attack +6, Defense +10, Init +3

Adaptation 2, Impervious Toughness 2
Density 12 (+24 Str, Weight x25, adds Immovable 4, Protection 6, Super-Strength 4)
- AP: Element Control 16 (Earth)
- AP: Flight 8 (2,500mph)
- AP: Insubstantial 4 (Incorporeal)

Acrobatics +5, Bluff +5, Computers +4, Concentration +6, Drive +4, Investigate +3, KS:Art +8, KS:Pop Culture +4, Notice +5, Perform:Singing +5, Sense Motive +4, Swim +4
Beginner’s Luck, Luck 1, Second Chance 1 (Mind Control)

Drawback: Involuntary Transformation (into Duality, Uncommon, Major)

Fairy du Jour: Riverthorn

Riverthorn wasn’t like others of her kind. Where other fairies hid among the tangled roots and brambles of the forest deep, she preferred the open spaces of the fields and hills. Where they danced in the early morning sunlight, she danced ‘neath the glowing moon. Where the rest of the fairies gathered flowers bathed in dew, she counted stars and found names for every one of them. That was to be her downfall.

Her feykin were unconcerned, for precious little does concern these tiny folk. Worry is as alien to their nature as flight is to a dwarf. Only her long-time friend and lover Thistledawn showed any care at all about her actions, she brushed him aside as casually as a speck of dust on a rose petal. He didn’t understand what she saw in the stars, and he would never hear what she heard.

When Riverthorn looked up into the night sky, she saw fairies. Thousands, millions of them glowing and playing and singing to her, begging her to join them in their infinite dance through the cosmos. Each point of light was carried on tiny gossamer wings, and every one whispering to her in the chill moonlit air. They begged her to send them gifts in return for sharing their secrets, and each trade grew larger than the last – a petal, a root, a mouse, a child.

Riverthorn didn’t hesitate.

And that, ultimately, was her true downfall.

Dirty little secret: The stars aren’t fairies. But they are callous, malicious and possess more than enough infinite cold cunning to trick a foolish fairy into doing their bidding. Riverthorn sometimes sees the tentacles writhing at the edge of her dreams, and tries to pass them off as blades of grass blowing silently in the wind of the void. One day, she hopes, the star fairies will let her run through the grass too.

Notes: Enid Blyton meets HP Lovecraft. I think I’m in love.

Riverthorn, Chaotic Evil Female Fairy Star Pact Warlock-3

Str 10, Con 14, Dex 14, Int 13, Wis 11, Cha 18
HP 36, Bloodied 18, Surges 9×8/day, Speed 2 Fly 5
AC 16 (Sylvan Leather +1), Fort 14, Ref 15, Will 17, Init +3

Aerie Twinkle/w, Warlock’s Curse/w, Dire Radiance/w, Eldritch Blast/w , Frigid Darkness/e, Shadow Veil/e, Witchfire/e, Dread Star/d

Athletics +3, Acrobatics +5, Arcana +7, Bluff +10, History +7, Insight +6, Stealth +11
Size:Tiny, Buzzing Flight, Fey Origin, Aerie Weapons, Ritual Caster, Skill Training (Stealth), Prime Shot, Shadow Walk

Bloodcurse Rod +1, Amulet of Mental Resolve +1

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Endday Interlude: Wandering Encounters in 4e

There’s a word for people who don’t like wandering monsters. They’re called “players”. GMs (those I’ve talked to, anyhow) love ‘em as it adds just a little randomness into what is otherwise a preset chain of encounters. The last sessions of the Endday Campaign I experimented with adding Wandering Encounters to the mix, with pretty good results. Here’s how.

But first, a short history lesson. Once upon a time, Wandering Monsters were an important part of D&D. In a dungeon setting, these were the guys who were going from point A to point B and generally living out their monstery lives until they happened to cross the path of a bunch of adventurers. The GM rolled to see if a random encounter took place (in Moldvay D&D, a roll of 1 on 1d6, check every 2 turns), set the encounter distance (2d6×10 feet away) then rolled against a table to see what the monster the hapless party would face. Each dungeon level has its own table, and many a GM would spend happy hours creating and customizing Wandering Monster Tables that here appropriate for their dungeon and gameworld. I know I did.

When it comes to Fourth Edition, it’s better to think in terms of Wandering Encounters rather than mere monsters. Instead of the party stumbling upon 4d4 Kobolds, they could instead meet up with a preset Kobold encounter with a variety of monsters and roles in the mix. This is more in keeping with the 4e philosophy of “think of the whole encounter, not the individual monster”.

Encounters in 4e are normally made up of three things: Monsters, Terrain and Traps/Hazards. When if comes to Wandering Encounters though, it’s best to think purely of the monsters first, and consider the terrain only when you bring them into play. Save the traps for the preset Encounters – a Wandering Encounter should provide action, but not slow the game down while the heroes try to disable or escape a difficult trap.

Encounter Frequency
Which die you roll to check for encounter frequency will dictate how often they occur. For the Endday sessions I rolled d6 each time the heroes took a Short Rest, and modified it by +1 for each Short Rest taken since the last Wandering Encounter. On a result of 6 or above, a random encounter takes place. If you want to reduce the chance of Wandering Encounters, use a d10 or d12 instead.

Have the encounter take place anytime appropriate. Hit them while they’re still resting if you want, or save it until they are travelling. This is a great way to use otherwise “dead zones” in a dungeon map – an Encounter in a narrow corridor is a very different beast to one in a large room.

Encounter Distance
Roll 2d20 for the number of squares between the party and the closest Wandering Monster. This sets the encounter distance between 10′ and 200′ away. Don’t forget to take into account visiblity (a torch-bearing Human can only see a distance of 5 squares, PHB262), and check for surprise. I used the PC’s Passive Perception versus the monster’s Passive Stealth to keep the dice rolls to a minimum.

The Wandering Encounter Table
I created a small table with just d6 encounters for the Endday sessions – two Easy, two Normal and two Hard. For full dungeon crawl level I suggest creating a full d20 table with 6 Easy, 10 Normal and 4 Hard Encounters. Use monsters appropriate to the style of the setting, though don’t be afraid of including elements that seem out of place – they could be teasers of what to expect in the future, or red herrings.

Keeping with the “Demonic Cold” theme, my encounter table looked like this:

  1. 2 Chillborn Zombies, 6 Zombie Rotters, 728XP
  2. 5 Dretch, 2 Zombies, 1 Chillborn Zombie, 875XP
  3. 1 Ice Troll, 3 Gnaw Demons, 1000XP
  4. 4 Rotwing Zombies, 1 Ice Troll, 1200XP
  5. 3 Harpies, 2 Spined Devils, 1250P
  6. 2 Neldrazu, 2 Chillborn Zombies, 4 Zombie Rotters, 1652XP

Final thoughts
Wandering Encounters are a great way to disuade players from taking Short Rests too frequently, and helps to reinforce the impression that they are the ones in enemy territory. Staying in the same place too long only attracts danger! They are also a way to encourage the players to press on – don’t forget that they gain an Action Point for every two encounters between Extended Rests, so it might be worth setting them a random encounter so they have Action Points to spare for the set-piece battles.

Till next time!

EDIT: I forgot to mention – Asmor’s 4e Random Encounter Generator is a great tool if you want to create a Wandering Encounter Table! There. I done said it now.

EDIT 2: There’s the free Monster Manual Encounter pdf I put together too. Ok. I’ll shut up now.

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