Friday, July 31, 2009

Chamber Of The Well

Last time we looked at the 4th Edition grappling rules I was a little dismissive. I described the "grab" action as "an exception we did not need to have".

I think I need to backpedal on that.

Okay, in 95% of cases, grabbing is still a bad option for players. But monsters, on the other hand - they can really get leverage from a good grab attack.

The first encounter in the Well of Demons is the Chamber of the Well. The well in question is 10 feet wide and 30 feet deep and completely dry. It does not contain any demons.

I actually had to stop for a minute, coming back to this encounter. Clearly the well in this room is the eponymous Well of Demons. I'd actually assumed that the Well of Demons was a different, larger hole located in the Proving Grounds. The Proving Grounds hole contains a dragon; I was probably letting my memories of the black dragon Khisanth emerging from the well in the original Dragonlance module colour my thinking.

In any case, while there's no demons (yet), there's no shortage of monsters. The room is home to a pair of cavern chokers, chameleonic ceiling-dwellers notable for their long claw-tipped tentacles. There's also a paralysis-inflicting ghoul, and a phalagar. Phalagars are new to 4th Edition in Thunderspire Labyrinth and are basically burrowing tentacled monstrosities.

This is the sort of oddball monster team-up that 4th Edition loves, and this is an example of it done exceptionally well. Thunderspire suggests the four creatures have by a kind of symbiosis learned to work together to turn the entrance into a kind of specialised killing floor, and indeed that's the experience players will have when they trigger the encounter.

I'd mentioned before that the Well was originally a minotaur monastery. When players first enter the room, a sort of magical recorded message starts up, welcoming "seekers of Baphomet's boundless glory" to the Well and urging them to "prove worthy" of his attention. However, before the message can even complete its cycle, the chokers take advantage of the players' distraction to attack.

The chokers are attached to the ceiling. They use their (reach 2) tentacles to make surprisingly effective grab attacks at the players, which flavour-wise represent the tentacles wrapping around their victim's neck and lifting them, choking, into the air. Victims of a successful grab take a whopping -6 penalty to escape, and the choker can use the hapless hero as a body shield to absorb damage dealt out by the hero's allies.

Meanwhile, the phalagar is burrowing underground towards the players. Concealed beneath the heavy stone floor it's completely impervious to most attacks, only offering a vulnerability when it sends its tentacles to the surface to strike. Like the chokers, it's focused on grabs, and is able to target enemies up to four squares away for this purpose. It also has an awesome rechargeable tentacle flurry which imposes grab (and a big handful of damage) on every target within close burst 2. It's a Large-sized monster, so that's a 6x6 area of effect we're talking about. Creatures grabbed by the Phalagar take ongoing acid damage every turn they remain grabbed.

Being grabbed imposes the "restrained" condition. Being restrained imposes the "immobilised" condition. That's where the ghoul comes in. Ghouls can paralyse an enemy with their basic claw attack, but their real viciousness comes from their ghoulish bite, only usable against an immobilised, stunned or unconscious enemy. If the bite lands, it hands out a whopping 3d6+4 damage and inflicts the worst condition in the game - stunned. That's the one that makes you miss your entire round.

Anyone who didn't have respect for the grab mechanics is going to learn it very quickly. Players who've been on cruise control through the last few Duergar fights are going to be shocked to find things getting rapidly out of control as they try to deal with this set of very focused enemies.

I love this encounter. I love the way it showcases very different monsters working together. I love the bait-and-switch of the recorded message covering the approach of the monsters. I love the way it makes the grab rules really work, and I love the three-dimensional feeling of chokers from above, phalagar from below and ghoul in the middle. There are some really excellent set-pieces coming up later in the Well but there's a simplicity and elegance to this first offering that holds a real place in my heart.

Dungeon Masters take note: this is how to start a dungeon. Be surprising, be vicious, and be challenging. There's a short series of unexciting gnoll encounters coming up before we get to the Proving Grounds but despite their weak mechanics there's real tension through all of them. And why? Simply because of this first encounter, which has a simple and well-delivered message for players: heads up - shit just got real.

Thursday, July 30, 2009

The Well of Demons

The third and most significant mini-dungeon in Thunderspire Labyrinth is the Well of Demons.

That's a dramatic name. It's got "demons" right there in the title. But jaded players might be too burned out by the repeated disappointments of the Labyrinth to really get excited about it. "Oh boy, demons," they'll be declaring sarcastically as they make their way to what will probably be another laundry list of unexciting beat-'em-ups. Demons are a classic enemy dating right back to the earliest editions of D&D, and it's just plain cruel to tease them if you're not going to follow through.

So it's great, then, that Thunderspire finally delivers.

The Well is crawling with demons. Your players are probably going to see more of the extraplanar buggers in the next ten encounters than they will in any place outside the Abyss itself. Once the players get past a couple of introductory encounters they'll barely be able to go two steps without running into an Evistro or a Barlgura.

This is the promise of 4th Edition, finally made good: Epic Tier encounters on a Heroic Tier budget. Players don't have to wait 20-something levels to go toe-to-toe with the fiery fury of the planes beyond - they can do it right at the start of their careers, and feel damn good about it all the while.

Demons aren't even the best of what's on offer here. The Well features the best-designed encounters in the module, starting with a exotic match-up against a group of grab-happy abominations, continuing to a trio of clever puzzle rooms and concluding in style with two fantastic set-piece boss battles. This is classic dungeon-crawling done well, and it's almost good enough to single-handedly lift the rest of Thunderspire Labyrinth out of mediocrity and into the ranks of the halfway decent.

So what's going on here plot-wise?

The Well of Demons is yet another piece of local minotaur history. In the days of Saruun Khel the Well was a monastery dedicated to Baphomet, demon god of the minotaurs. It included barracks for the minotaur priests, and an inner complex known as the "Proving Grounds" designed to test the dedication of potential Baphomet devotees.

Today, the Well has been invaded by a band of gnolls. Their leader, Maldrick Scarmaker, is intent on rededicating the Well to the gnoll god Yeenoghu. He's obtained two slaves from the Duergar that he intends to sacrifice on Baphomet's altar as part of the rededication ceremony. These, naturally, are the two slaves the players are still trying to rescue.

Maldrick's got some kind of vague deal going on with Paldemar. Paldemar's giving him... something... and in return Maldrick's providing Paldemar with any "artifacts and items" he finds in the Well. That relationship is never really elaborated on in any form that the players can get to grips with, which leaves the Well feeling like yet another disconnected station on the all-stops Thunderspire railroad. Thankfully, the inherent quality here is high enough to stop you from caring.

The goal for players, then, is to overcome the gnoll guards, solve the riddle of the Proving Grounds, and burst into the inner sanctum of Baphomet just in time to stop Maldrick from sacrificing the captives and completing the rededication.

Sounds easy enough, right?

Wednesday, July 29, 2009

Poll Result: Striker

Time for a a long overdue response to the most recent Eleven Foot Poll, which shows that you like playing leaders a lot, but strikers ever so slightly more.

Roles, of course, are something new to 4th Edition. Or at least, the delineation of roles as an explicit design goal is new. The aim is for every class to have something meaningful to do in combat, and with that in mind classes are split up into Leaders (who heal, and provide buffs and other benefits to allies), Controllers (who specialise in area of effect damage, debuffs, and enemy positioning), Defenders (the game's "tanks", who manage enemy target prioritisation and aim to absorb the majority of enemy attacks), and Strikers.

Strikers are probably the simplest of the four roles. Their job is to do damage. It's easy to measure whether you're a good striker - the more damage you do, the better you're performing.

The original Player's Handbook presented three Strikers - the Ranger and Rogue from the martial power source, and the Warlock as an arcane alternative. Subsequent expansions have added the Avenger (divine), Barbarian (primal), Sorceror (arcane) and Monk (psionic).

That's seven of the current (I think) 20 classes. Over a third of the playable class options are Strikers, which may have skewed the poll a little. (Leaders get 6, Controllers get 3, and Defenders get 4, for reference).

Is it accident that Strikers are so dispoproportionately common? Probably not. You'll note that our poll numbers aren't far off the overall class distribution, which suggests that the role proportions more or less line up with the distribution of play styles across the player base. Classes appear to have been assigned roles in proportion to the demand for that role.

So why do people like Strikers so much? The simplicity is an obvious factor. It's nice to know when you're doing your job well. On the surface, Strikers are the most visibly effective part of the team - newcomers to the game can clearly see Strikers doing more damage, while the benefits of the other classes might not be as immediately obvious.

Another issue is that strikers tend to have a high chance to hit. They're less susceptible to the frustrations of seeing a turn wasted on a miss, which makes them that much more enjoyable as a whole.

It's probably significant too that Rangers, Rogues and Avengers are all, flavour-wise, "outsiders". They're easily cast as loners and antiheroes who don't play by the rules and are secretly awesome. As detrimental as that kind of character can be to a game, there's no real question that it's an archetype that roleplayers love. Roleplaying has never been mainstream, and so a lot of players really identify with flavour that sees outcasts being both empowered and valued. It's basic wish fulfilment and it's what D&D does well.

What about you? What is it that you love about playing strikers? Or alternatively, why do the other roles work for you? Share your thoughts in the comments.

Bonus Post: Demon Prince of Undeath Conversion

Bonus post time: a certain someone has been poking me via email to mention the Demon Prince of Undeath conversion on Eleven Foot Pole.

I need to say this - I heartily approve of being emailed about anything and everything to do with Eleven Foot Pole. It's great to have people I've never met get so interested in what I'm writing that they send me correspondence. That ranks very highly on the scale of awesome.

With that in mind, I'm mentioning the conversion.

What is it? It's a community-driven attempt to reconcile the H series adventures into a single coherent plotline themed around Orcus, the Demon Prince of Undeath. It involves major changes to Keep on the Shadowfell, Thunderspire Labyrinth, and Pyramid of Shadows to keep them on-topic, and includes new plot hooks, skill challenges, and maps.

In short, what you're getting is a way to transform the retail modules into an honest-to-Bob campaign. And if you think it can be done better, they'd love to hear your suggestion as to how.

I know a lot of you come here at least partly to find ways of improving the published modules. So if you haven't already spotted the conversion for yourself you should go check it out over on the official Wizards forums.

Also, community member Myrhdraak is compiling it all into one Dungeon-style PDF with some really great production values. I'd advise reading the actual thread for context but if you want to jump straight to the PDF you can do so here.

Click here for the Demon Prince of Undeath conversion.

Tuesday, July 28, 2009

Paldemar and the Bronze Warders

Here we are, two thirds of the way through Thunderspire Labyrinth, and the module's Big Evil has yet to show himself. It's a sad state of affairs - so sad I've barely posted for a week (or at least that's my excuse).

It's time for that to change, though. When players return to the Seven-Pillared Hall after trouncing the Duergar, they learn that they've finally got someone's attention. That someone is Paldemar, master villain of Thunderspire, and he steals a page from Kalarel's book in order to set one of the lamest traps in the history of archvillainy.

I've spoken a little about Paldemar before. He's a Mage of Saruun - one of only two still residing in the Labyrinth - and he's gone rogue. He's dropped out of contact with his colleague Orontor and retired to a hidden structure called the Tower of Mysteries, where he's begun to dabble in the forbidden worship of Vecna, god of secrets and undeath.

Paldemar's plan is pretty straightforward mad sorceror stuff. He plans, firstly, to seize control of the Labyrinth. That's kind of a strange goal, seeing as the Labyrinth isn't exactly a palace of wealth and luxury. For the most part, if Paldemar wants to rule over crumbling minotaur ruins and spiderwebbed tunnels he's welcome to it. Of course, in typical villainous style he won't be content with Thunderspire, and plans to extend his domination to "surrounding lands".

The key to Paldemar's plan are the Bronze Warders. The Warders are giant bronze statues of minotaurs, presumably constructed by the original inhabitants of Saruun Khel and now left scattered throughout Thunderspire's tunnels and chambers. Each Warder is bound to a control amulet; when someone who possesses the right amulet speaks a certain set of mystic words, they become the master of the Warder and can command it to come to life and serve their bidding.

The Mages of Saruun, during their early explorations of the Labyrinth, uncovered several of the control amulets and used their magic to ferret out the control words for them (each amulet requires different words). The Warders now serve as the Mages' elite enforcers, called upon whenever the Mages need a show of overpowering force to keep the rabble in its place.

Paldemar's plan involves the creation of an "infernal machine" which will override the command amulets and bind every Warder everywhere in the Labyrinth to his will. With an army of giant bronze soldiers at his command he aims to wrest the Seven-Pillared Hall from his fellow Mages and rule the area with an iron fist. In a loose attempt to tie Thunderspire in with its eventual sequel, Paldemar's long term goals also include attempting to unlock the power of a vaguely-described "Pyramid of Shadows".

So what does Paldemar have to do with Hobgoblins and Duergar? Really, nothing. The module states that Paldemar has been urging the Bloodreavers on to "new heights of depravity" in an attempt to "sow the seeds of confusion and unrest" within the Labyrinth but exactly how this helps him is unclear. Certainly depravity seems to be business as usual in the Labyrinth. The same Mages who didn't blink at the Duergar running a slave-trading ring out of the Seven-Pillared Hall are unlikely to be worried by a handful of goblinoids getting up to mischief in an old minotaur temple. As for the Duergar, Paldemar doesn't seem to have any connection to them whatsoever.

In any case, despite the fact that the PCs have no dispute with Paldemar, haven't impacted on Paldemar's plans and indeed may not have even heard of Paldemar, Thunderspire's resident Mad Mage eventually decides that they constitute a threat to his plans and forms a half-baked plan to send them to an early grave.

The plan has more in common with a Saturday-morning cartoon than with the genius-level intellect that Paldemar supposedly represents. A kobold named Charrak delivers an unsigned letter to the players offering them some vague and mysterious assistance and asking for a meeting in an out-of-the-way cavern.

It's so obviously a trap that it's more than a little insulting. Paldemar could have at least made the effort to suggest a location that didn't scream "ambush" so loudly, or used a messenger that wasn't of a race famous for its evil and treachery. Plot-wise, it's important that players attend the ambush in order to learn more about Paldemar, so really at this point the module is relying entirely on the players' morbid curiosity to get them turning up for Paldemar's ham-fisted treachery.

Mechanically speaking, the encounter is an introduction to the Bronze Warders. Players who arrive at the meeting site get ambushed by one of the giant metal statues, along with a pair of tieflings who bombard the PCs with ranged attacks from a set of high ledges.

The battle teaches players the key attributes of the Warders - namely, that they have a lot of hit points, they resist damage, and they can knock enemies prone just by moving through their space. Taking one down is an epic process, and the Warders easily win their place as Thunderspire's most powerful and iconic enemies.

The Warder will eventually die, though, and once players mop up the tieflings they'll be treated to the roleplaying cliche of a damning note on their attackers' corpses. The note reveals Paldemar as the instigator of the attack, and goes on to suggest that Paldemar is in league with a group of gnolls who are even now engaged in nefarious business at a part of the Labryinth known as the "Well of Demons". Paldemar, always helpful, provides a map.

Horrifyingly generic ambush aside, the introduction of Paldemar marks the beginning of the "good part" of Thunderspire Labyrinth, so after a quick look tomorrow at the results of the last Eleven Foot Poll we'll get started on the Well and the memorable set-pieces it's home to.

Improvements:

[1]
Paldemar may not be introduced until late in the module, but that doesn't mean his plan must be a similar slow-starter. Show off the Bronze Warders early; let the players see Orontor using one to break up a fight, and then highlight more of these giant metal hulks tucked away throughout the Labyrinth - at the entrance to the Chamber of Eyes, for example, or gathering dust in a Duergar storeroom. Paldemar's intention to activate all the Warders should feel epic, and the more of them you've shown off, and the more locations you'e shown them in, the more effective that's going to be when players learn about it - and possibly see it happen.

Thursday, July 23, 2009

Bonus Post: The Cutest Lil' Displacer Beast

Today, instead of me being too lazy to do a post, you get this picture of the world's cutest displacer beast. It's arted by Wuffie, who is starting up a pretty awesome Etsy shop at Elsie Levels Up. You can also find her on Twitter and Livejournal. Her profile info is my writing so if awesome geek art isn't your thing you should at least go have a read.

Wuffie plays Horatio Beverage, elven cleric, in my weekly Maptool game, which has just polished off Rescue at Rivenroar and is moving on to the Siege of Bordrin's Watch after a short hiatus.

If anyone else has D&D themed art or craft they want to show off you should feel free to send it through to starfall2317, at gmail.com, with links you'd like connected to it. If I get a bunch I'll do a post of it.

Monday, July 13, 2009

Side Trek #4: Court of Bones

They can't all be winners. After three genuinely excellent side treks, the fourth and final encounter presented in Dungeon #156 is merely average.

The Court of Bones has two interlocking hooks; if the DM is using the Random Encounters from the as-printed module, the players may encounter Az'Al'Bani, a deathlock wight. Az'Al'Bani is searching for the hidden tomb of a minotaur necromancer, and he's managed to discover the sole key that will open its ancient doors.

Az'Al'Bani's not the only one looking for the Court; the drow merchant Gendar is on its trail also, and when players return from the Horned Hold with Urwol's skull scepter Gendar is quick to send them on another quest - this time to break into the Court and recover a valuable crystal which was entombed with its occupants.

As written, the side-trek has players hunting down Az'Al'Bani to obtain the key and then assaulting the Court - or, alternatively, players can just anticlimactically pick the lock. That skips over the various intriguing scenarios involved in bargaining with the wight or even joining forces, but to be fair to author Greg Bilsland it's reasonably clear that those aren't explored for reasons of space rather than any blindness to the idea as a whole.

In any case, when players finally reach the Court they've got a textbook undead battle in store. The minotaur necromancer in whose honour the Court was built is, of course, clinging to unlife, and when players arrive he animates in the form of a lethal Specter. He's attended by a pair of axe-wielding minotaur skeletons and a duo of fireball-throwing undead mages.

It's essentially just a hackfest. If the party doesn't have some divine classes available to totally trivialise these undead, victory still requires nothing more clever than a bunch of damage output and some competent tanking. As is, by now, a Wizards trademark, there's a mosaic in the middle of the floor that provides a trivial regeneration boost to enemies who stand on it.

It's not a bad encounter; it's just not inspiring. It's much like any number of other encounters published both in the retail modules and Dungeon Magazine, and it's probably not worth wasting your players' time on now that the Well of Demons is in sight and we're finally getting to the good parts of Thunderspire.

In short, Thunderspire has more than enough average for go around; we don't need to go to Dungeon Magazine looking for a top-up.

Saturday, July 11, 2009

Side Trek #3: Houses of Silence

The Houses of Silence is another side-trek from Dungeon Magazine #156, which takes players to a kind of minotaur graveyard far to the west of the Seven-Pillared Hall.

The impetus to come here arrives from another resident of the Seven-Pillared Hall. Terlen Darkseeker is an explorer who does work as a guide for travellers, operating out of the Seven-Pillared Hall. Recently during his travels he stumbled across the Houses of Silence, where he activated a lingering curse intended (in a rather vague way) to dissuade graverobbers.

Now when he delves too deep into the Labyrinth the curse transfigures him into a violent, uncontrollable werewolf. Terlen doesn't remember these transformations and no-one who's witnessed one has survived to tell the tale. The quest starts when PCs engage Terlen as a guide, fall victim to his lycanthropic attack, and then presumably subdue him until he changes back into a human and learns of his affliction.

Terlen's condition has a charming resonance with the idea of the Underdark as the human subconscious; when he "delves too deep" he loses his ability to reason and becomes a creature of pure instinct. There's not really a lot of chance to play that up but it's still a nice touch.

In any case, players who attempt to help Terlen out will be directed to the Houses of Silence.

Much like the other side treks, the Houses of Silence break the pattern of doors-and-runners that Thunderspire has so comfortably settled into. It relies on an extended (and very dramatic) trap to engage player interest. The main chamber is divided into three forks; the left and the right forks end at single minotaur statues, while the main passage terminates at two minotaur statues holding a gong.

When players approach the gong, or when either of the side-corridor minotaurs make "eye contact" with a PC, the trap springs. Starting from the single statues, oil filled cressets on the walls burst into flame, blasting everyone nearby and engulfing the corridor in an ongoing inferno. On subsequent rounds, the flames progress up the corridor, driving players towards the room with the gong, where the next threat waits - a pair of flame-resistant hellhounds and a wraith that can walk through walls. All three take advantage of being able to enter terrain the PCs can't to deliver vicious attacks with only minor fear of retaliation.

Given the history of the place, the wraith is, presumably, a minotaur wraith, which sadly is not illustrated with the awesome piece of artwork that that concept brings to mind.

It's also worth noting briefly that both the original Thunderspire writers and Greg Bilsland on the side treks have managed to keep their devils and demons straight, which is noteworthy mostly because I always forget and use them interchangeably. Devils hail from the Nine Hells and are associated with gods such as Asmodeus (and indeed, two appear in the Horned Hold). Demons come from the Abyss and pay homage to masters such as Baphomet - and, as expected, both here and in the Well of Demons we'll find only demons, not devils. I've never really grokked the arbitrary distinction but it's nice to see that they're at least keeping their story straight.

My guys didn't get to run the Houses of Silence, so I don't know how it works in practice; it seems like it could either be dramatic and exciting, or misfire and end up with players either locked out of the encounter by a wall of fire or frustrated by the cheap tactics of the hounds and the wraith.

Friday, July 10, 2009

Side Trek #2: The Cisterns

I cannot express with the English language how glad I am to be done with the Horned Hold.

But before we move on, let's take a look at another Side Trek from Dungeon #156. This one's called the Cisterns, and takes players to an out-of-the-way shrine to Torog, god of the Underdark.

Like much of the optional content of Thunderspire, the Cisterns has a pretty excellent backstory. It draws on Vadriar, one of the characters featured in Thunderspire's description of the Seven-Pillared Hall.

Vadriar is a human sage who has recently stumbled upon a secret trogolodyte temple located near the waterways beneath the Hall. He's discovered that the trogolodytes are planning to collapse the upper levels of the Labyrinth as a tribute to their god Torog (killing everyone within), but upon being detected by the trogs he's become the victim of an evil curse that prevents him from telling anybody what he's discovered or leaving the mountain.

As a result, players are going to find Vadriar as a trembling wreck, absolutely terrified of the apocalypse he knows is coming but powerless to do anything to prevent it. He is, though, able to point players towards a vague threat in the general vicinity of the Cisterns and hope that they're able to join the dots and save the Labyrinth.

The encounter itself doesn't intially seem as good as the set-up. Neither the Trog Maulers nor their pet Grick (a kind of subterranean snake-worm) are very exciting - they're just your basic bruisers. Instead, the encounter relies on a Trogolodyte Curse Chanter to provide flavour and character to the fight, and dual-level terrain to provide mechanical interest.

The players start on an upper level, with the Maulers and the Grick. The lower level has the Chanter, along with yet another instance of the cliched defence-boosting magic circle. There's a 20 foot drop separating the upper level from the lower, which can be safely traversed using a conveniently located slippery slide. In short, the players can get down easily, but getting back up is tougher.

The cleverness here is that the encounter reverses expectations. Up until this point, players have been taught to get into melee with casters as soon as possible and dispatch the hired help once the brains of the operation are squashed. The caster, however, turns out to be entirely un-worried by meele - between its aura and the circle it has a staggering effective AC of 26 - and players who head straight to the lower level will find themselves bombarded by the Maulers' javelin attacks as they struggle to escape the Curse Chanter and return to higher ground. In short, the Chanter is bait in a cleverly executed trap.

In the event players engage both levels simultaneously, the Chanter is able to teleport his allies to his side, where they can all gain the defensive bonus of the circle - not ideal, from the Trogolodytes' perspective, but a strong answer to divide-and-conquer tactics from the players.

I really like this encounter. It does a lot with only a handful of enemies and a very small map. Much like the Tower of Sunset, it's a nice change of pace from the main module content and, provided you can find room in your XP budget for it, it's well worth running.

Thursday, July 9, 2009

Too Many Gods

I am a great fan of focus. The developers of Thunderspire Labyrinth are not.

Nowhere is this more clear than in the pantheon of evil deities that appear in the module.

Thunderspire opens with the Chamber of Eyes, an abandoned shrine to Torog, the King Who Crawls. We move to the Horned Hold, where things are run by Murkelmor, a paladin of Asmodeus. Next we go to the Well of Demons; this was originally a temple to Baphomet, demon lord of minotaurs, but the gnolls who have invaded are trying to re-dedicate it to Yeenoghu, the gnoll deity. Finally we wind up at Paldemar's Tower of Mysteries, where Thunderspire's Big Bad turns out to rather inexplicably be acting on behalf of the lich-god Vecna.

That's five separate Lords of Evil who get name-checked. Vecna actually shows up in person to officiate ceremonies during the final chapter. If we move into the bonus Dungeon Magazine encounters we find a former follower of the Raven Queen and another shrine to Torog.

What's going on here? None of this is central to the plot. These evil gods are being waved at the players for no better reason than that they can be. Torog, Asmodeus, Baphomet and Yeenoghu don't have any particular beef with the players or anyone they care about, and Vecna is so deeply un-committed to his own evil scheme as to abandon Paldemar in exchange for a few paltry secrets.

It's doubly confusing for players who've beaten Keep on the Shadowfell. "Hang on a minute," they'll say. "Weren't we fighting Orcus?" It's typically unwise to pick a fight with a second evil god before you've finished off the first one. By the end of Thunderspire players can have more epic-level adversaries than they have fingers on one hand.

This is the real problem, of course. There's no closure. There's nothing wrong with a brief tussle with Baphomet, providing that it has a conclusion. Thunderspire offers nothing - no beginning, no middle, and certainly no ending - and when it's all over you have to realise that the sole purpose of all these Elder Evils is to lend artificial significance to an otherwise deeply mundane story.

Wednesday, July 8, 2009

Murkelmor

There are two ways to get to the Slave Pits; one involves taking the passage through the wights and the empty crypts to reach the Slave Pits through a secret door.

The other involves fighting the ogre at the south gate and then stumbling into the chambers of Murkelmor, commander of the Horned Hold.

It's interesting that you can completely bypass the Horned Hold's "boss fight" - and, in fact, my players did, so I've got no direct experience of how this battle plays out. (That worked out fine, though, as it allowed me to keep Murkelmor around for a role in my substantially modified finale to the module.)

Presuming that you actually run this encounter, though, Murkelmor's a bit of a beast. He's a level 7 elite, with the hit points to match, some absolutely savage at-will powers and a rechargeable heal that can be applied to either himself or his allies.

Once again, though, having a name doesn't make Murkelmor a character. He gets a couple of lines of textbook villain rant when the players breach his room, and then enters battle. This is theoretically the climax of the Horned Hold, but the players can't be invested in defeating this guy because they may well have never heard his name prior to getting here. At the point where players run this encounter, they've got a more meaningful relationship with Brugg than they do with any of the Duergar of the Hold.

Just to make absolutely sure that this isn't a satisfying showdown, it turns out Murkelmor is a runner. If he starts losing, he'll use a secret door to flee to the slave pits, and then double back looking for allies through the rest of the Hold. The dramatic clash of wills teased when the players first enter can devolve into a tedious running battle through a series of rooms they've already cleared.

Improvements:

[1] Forget about the secret door and forget about Murkelmor fleeing. There's nothing he'll find outside this chamber that'll be more satisfying for players than seeing him get beat down where he stands.

[2] Give Murkelmor the chance to show off either his strength or his villainy prior to the battle. Possibly have him visit the Seven-Pillared Hall and throw his weight around before players start the Hold. Maybe have him in the process of murdering one of the captives when the PCs burst in on him. At the very least have the other Duergar tell the players how scary he is. There's just no fun in defeating someone you've never heard of.

Monday, July 6, 2009

The Slave Pits

NOTE: Sorry about the lateness; Blogger seems to be having trouble with scheduled posts lately. Any solutions appreciated!

The Slave Pits is an important encounter, but there's not a lot to say about it.

This is, in a way, the culmination of the Horned Hold. The room holds three pits, once intended as cisterns. One is still filled with water, but the other two have been emptied out to serve as makeshift slave pens. The captives that the players have been searching for ever since they came to Thunderspire are chained up within the pits.

All the captives? No; two of them are missing, sold onwards to a band of rogue gnolls. The goalposts have moved again, and the PCs are going to be dragged by their nose to yet another dungeon to find the last slaves.

But before the players can start planning their next move they need to survive this encounter. The slaves are guarded by a group of Duergar and a couple of Spined Devils.

The Spined Devils are awkward. Sure, the Grimmerzhul Duergar are aligned (as we'll shortly discover) with Asmodeus, Lord of the Nine Hells, and sure, I guess they can summon up some devil guards. That said, one wonders about a Duergar outpost that uses extraplanar monstrosities to guard its helpless prisoners while leaving a gaping hole in a critical line of internal defence. The real reason they're here, of course, is not for reasons of flavour but simply to provide some variation to the rotation of Duergar we've been seeing since we got to the Hold.

Once we've all suspended our disbelief and accepted the Devils, they actually work quite well here. They fly, which lets them hover above the slave pits and avoid melee. They provide a sense of accomplishment to reaching what should, by all rights, be a rather anticlimactic jail cell at the rear of the fortress.

On the other hand, once everyone stops being impressed by seeing their first Devils, it's all a little underwhelming. The Devils are backed up by only three Duergar; with no option to engage the Devils in melee, the party will swarm the dwarves and neuter them before they can do anything memorable. It's then a simple matter of picking off the Devils from range (providing the party can't immobilise them or otherwise put paid to their flight). The encounter does PCs an accidental favour by forcing them to focus fire.

Questions:

[1] The captives include Gru, "a goblin who was sold by his fellow Bloodreavers to the Duergar." Gru "can provide no useful information about the Horned Hold or the fate of the other two slaves", and he's not foreshadowed during the players' earlier visit to the Chamber of Eyes. What is this oddly specific named NPC doing here? Is he an attempt to replicate sidekick characters such as Splug or Meepo from other modules? Or is he the remnant of a layer of detail that hasn't made it into the final adventure?

Saturday, July 4, 2009

No Roll To Hit: Rationale

The goal is fun, right?

The other week I made the following prediction:

Providing that an eventual 5th Edition continues in largely the same direction as 4th Edition, the next edition of D&D will eliminate the concept of rolling to hit. Powers will always be effective to some degree; only their degree of effectiveness will retain a random element.

And I said if I got comments, I'd provide the rationale. Well, I got (as of today) 23 comments, so I guess that explanation is owed.

1) Minimising player downtime

It's a truism to say you can only enjoy playing the game if you are, in fact, playing the game. When a player has no meaningful input into the proceedings, they're not a player, they're a spectator.

D&D historically has had four key situations in which players were not able to meaningfully contribute. Firstly, when players were unconscious or dead. 4th Edition addresses that issue by making accidental death much less likely, and by giving unconscious players saving throws to avoid slipping closer to "death's door" (with an associated 1 in 20 chance of regaining consciousness).

Secondly, when players are engaged in a challenge which tests the skill of only the most proficient member of the party. Diplomacy is a classic example, where the best speaker is often the only speaker. 4E hasn't done a lot about that, although the skill challenge system appears to at least recognise the problem.

The third situation of downtime is during combat when it's not the player's turn. The "attack of opportunity" system gives players an out-of-turn action under certain circumstances, thus requiring them to pay attention to the board-state. Also, the increased emphasis on team positioning and buffing party members means that players need to stay alert to call for bonuses and request backup.

The fourth and final situation is the most relevant for our purposes, and that is when, during the player's turn, they take a null action. That is to say, an action which creates no change to the state of play. The most common example is rolling to hit and missing. Play goes on, with the player having contributed nothing.

Missing is simply not fun. Having waited a full round of initiative and then achieving nothing is functionally identical to skipping your turn. If you expend an encounter power or daily power and miss, you're actually worse off than when you started. It's hard to argue that powers with an "on-miss" effect, or powers with the "reliable" keyword (not expended on a miss), aren't palpably more satisfying than options with higher rates of risk regardless of the proportionately higher return.

It's a big issue for new players. Coming to D&D as a newcomer and watching roughly half your attacks go wide can make you feel impotent and a liability to the team. It's immensely frustrating and more than a little dull. Newcomers more than anyone need to see their initial experiments yield positive results, but it's hard to optimise at low levels and you're locked out of the most effective power options. Your first experiences with the game can be the sessions where you're most likely to watch entire encounters go past without having achieved anything.

Improving the overall experience, eliminating frustration, and making the game more accessible to newcomers means eliminating the possibility of missing. If you're going to continue to go down the path that 4E has started it's an inescapable conclusion.

2) Tactical thinking

4th Edition emphasises tactical thinking. That is to say, it asks you to choose between known options with predictable outcomes but complex interactions. The real skills it calls upon are not managing risk, but rather efficient targeting, optimised positioning, and teamwork.

Risk runs counter to tactical thinking. It can turn bad moves into accidental successes and solid plans into disaster. Yes - that is a realistic outcome. But it doesn't automatically make for good gaming.

Tactical gameplay is learning gameplay. It's about experimenting with new ideas and assessing their effectiveness. It's about adapting to known external changes and evolving your technique to deal with new threats.

Risk inhibits learning. It provides a discontinuity between action and results. A good idea can be made to seem bad, and sloppy thinking can be hidden behind improbable victory. Risk makes it harder for new players to see where they're going wrong and it's frustrating to experienced players who are denied the results of their tactics thanks to occasional probability skews.

To create a more open, understandable game table, and make the game more accessible for new players, risk needs to be minimised.

3) Redundancy

Rolling to hit is redundant. When players make an attack action, they are making two separate rolls to determine its effectiveness - to hit, and damage.

There's no need for it. Why not have a single roll? Either just a "to-hit" roll, with the margin of success determining the damage, or just a damage roll, with every attack assumed to be successful and only the extent of success in doubt.

Every third thread on the official forums is, "How can I make combat go faster?" When we're looking at the next edition, there's a clear improvement staring us in the face: eliminate the attack roll redundancy.

4) Complexity

The roll to hit is by far the most complex roll in D&D. The to-hit equation is 1d20, plus half your level (rounding down), plus trait modifier, plus weapon/implement modifier, plus feats, plus buffs, plus race/class bonuses, plus conditional modifiers including charging, cover and combat advantage.

All that maths goes to a single question: did I hit? It can be eliminated by uniformly answering: yes.

Maths is not, normally, fun. And in any case, it's not what D&D's here to do. The rulebooks don't bill it as a game of "bold warriors, mighty wizards, and mental arithmetic". There's been a consistent trend since early editions to do away with this kind of number crunching, which covers the elimination of THAC0, the re-engineering of dice rolls to make "high" always equal "good", and a major overhaul of the Armor Class rules.

The multi-variable maths attached to every attack is an albatross around D&D's neck and it's hampering the game's acccessibility. In 5th Edition, it has to go.

5) Over-specificity

Rolling to hit is unnecessarily specific.

Look at it this way: let's say you hit on a 5. So that's 75% of the time. You hit on three out of every four attacks.

Why are we micromanaging? Why not just say you hit all the time, and do 33% 25% less damage when you hit? It's the same end effect. And if you want to (despite the above) retain risk and randomness, you just vary the damage, so that the new damage per hit is an average, subject to dice roll.

How it might work.

So if we eliminate the to-hit roll, what does the game look like? What's armour good for? What's weapon specialisation about?

The simplest answer is to put it all into the damage roll. Armour represents damage mitigation, soaking a certain amount of incoming HP loss (which is more realistic anyway). Weapon competency increases your damage, or decreases the effects of armour, or results in debuffs or other non-damage penalties to the target.

Another answer is to rip out the to-hit subsystems entirely. Eliminate them. Feats can concentrate on buffing particular powers or classes of powers; proficiencies unlock new power categories.

The final result, I have to confess, will not look a lot like D&D as it's been understood between its origins and 3rd Edition. It will, in fact, be a hugely different game. But that's clearly not something that's significantly bothered the 4th Edition designers, and in the end result a better game is a better game.

So - that's my rationale. Now go nuts. Defend the roll to hit.

UPDATE: This post was featured in the July 2009 RPG Blog Carnival at 6d6 Fireball, which had the theme of "Dungeons & Dragons". Big thanks to 6d6 Fireball for hosting and for including this article. Now go check out all the other excellent entries!

Tuesday, June 30, 2009

Monte Cook at Origins

I don't really have a post for today, but to throw something to all of you who took the time to come looking for one, hey, did you see that Critical Hits have the report of Monte Cook's seminar at Origins 2009?

Cook, a former TSR/WoTC guy and lead designer of D&D 3rd Edition, has spent the last decade living in the indie gaming wilderness as one of its elder grognards. In a bit of synchronicity his comments at Origins run scarily close to the arguments I've been having on the official forums the last couple of weeks. It's a bit disconcerting to find myself agreeing with Cook; I feel dirty.

Origins 2009: Monte Cook "Being a Better Game Master" via Critical Hits.

Friday, June 26, 2009

The Empty Crypt

Every so often in a published module you get a room that seems to have been forgotten about by the module designers. In Thunderspire Labyrinth we get this small room up the back of the Horned Hold, sandwiched between the Ruined Chapel of the wights and the Duergar Slave Pits.

The module calls it the "Crypts", and offers the following descriptive text: "The remains of about two dozen minotaur warriors lie here in burial niches along the walls. In the southern hallway stands a statue of a grim-looking skeletal minotaur with a greataxe - a minotaur version of the Grim Reaper."

That sounds like the setup for an awesome undead-themed encounter. Even as your players make their way into this room, they'll be sharpening their weapons and patting each other on the back and declaring, "Oh boy! The Minotaur Grim Reaper!" The skeletal reaper is a classic archetype, and here we have a new bull-headed twist on the idea. It's a great way to build on the undead from the last encounter and really tie the Horned Hold into the ongoing minotaur-themed history.

Unfortunately, yet again, it's not to be. The statue doesn't come to life; the dead don't rise from their graves. There is, in fact, no tactical encounter for this room whatsoever, making it the only part of the Hold not covered in this way. Players will be completely baffled as to why nothing in this room is animating and trying to kill them. It does, after all, run contrary to their entire previous experience.

We can't be clear on exactly what was going on here. An oversight by the developers? An encounter cut to fit the page count? Or just a minotaur crypt that genuinely doesn't present a danger to adventurers? We may, in the end, never know.

Thursday, June 25, 2009

Endowment Effect

Thunderspire Labyrinth must have been getting sick of Duergar (I know I was) because suddenly we get a Ruined Chapel full of wights.

This is the Horned Hold's "secret passageway". Once players have reached the western guard post, they can choose to come here via a neglected and disused corridor as an alternative to fighting through orcs, ogres, and a very grumpy paladin of Asmodeus.

The Duergar apparently avoid this area because they're too lazy to clear out the undead that infest it. The undead in question are wights, described here as "long dead human warriors in tattered black mail".

This, of course, doesn't make a lick of sense. In case we've somehow forgotten, the Horned Hold used to be a minotaur fortress. More recently, it's been run by Duergar. How armed undead humans managed to make their way to this single room of the complex is a mystery mortal minds were not meant to solve. The obvious improvement is to make the creatures here either Duergar wights (meh) or minotaur wights (highly awesome).

Players of previous editions know wights as monsters to avoid. That's because of their energy drain, also known as "level drain". That is to say, by merely touching you they could strip you of a character level. Recovering that level by any means other than re-acquiring the XP called for one of several medium to high level cleric spells. Those are spells, naturally, that PCs don't get until many levels later.

The level drain was scary. It was a longstanding tradition. It was one of the memorable things about fighting undead.

But, importantly, it was bollocks. Losing things is not fun. We hate it. In fact, we hate it disproportionately.

In 1980 a man named Robert Thaler noted that, contrary to standard economic theory, people seemed to place a higher value on items that they own than an equivalent item that they didn't. That is to say, people would ask for more money to sell an item that they currently had than they would pay to buy an identical item. He called this the "endowment effect".

In 1990, Tversky and Kahneman went on to demonstrate this as a result of a specific form of cognitive bias called loss aversion. Humans, they argued, are essentially averse to loss. We find losses more distressing than equivalent failures to gain. We are much happier about missing the opportunity to gain $100 than we are about losing $100 we thought we had.

What does this mean for game design? It means that taking things away from players is a big stick. It is a disproportionately big stick. It means that people will make bad decisions when a loss is a possible consequence. It means that people will get irrationally upset when a feature or resource of their character is deleted.

You only need to look at the forums to see this. People hate having their favourite class nerfed. They're not nearly so worried about missing out on being buffed, though. People scream loudly about cancelled D&D Insider features they thought they were getting; they're not quite so vociferous in requesting additional features that haven't already been offered.

D&D 4th Edition has taken loss aversion to heart. Classic "progress eating" game mechanics have been dramatically changed. The Rust Monster, for example, no longer deprives players of thousands of gold worth of magical items without offering commensurate reward. Enemies with "weaken" powers no longer lower stats, and being raised from the dead won't permanently erase a point of Constitution.

And the wight, our feature monster here, doesn't drain levels. He instead knocks off his victim's healing surges. A horrifying permanent loss has been replaced by a temporary elimination of the PC's ability to regain hit points.

It's an improvement. I can tell you, I am absolutely never going to miss having one of my levels drained. That is an experience I am overjoyed to see in the past.

But at the same time, I kind of miss knowing that there were things out there that could steal levels. How are DMs going to terrify low level players now?

Wednesday, June 24, 2009

Poll Result: Mind Flayers

A day late and a dollar short; Tycho and Gabe at Penny Arcade have already declared open season on mind flayers. I'm coming in after the first shots have been fired, it seems.

I'm actually a bit blown away by the poll result; the good old illithid was my pick for victor but I'd expected the drow to be running a close second, lavender eyes flashing in the darkness. Possibly it's time for Bob Salvatore to start up a new series about a good-hearted mind flayer living in self-imposed exile, tortured by the brain-eating ways of his kin?

I'm a bit baffled by the two guys who voted for Derro (or possibly one guy on two computers). Really? Derro? I'd love to hear a compelling argument for their awesomeness; I've always considered them the also-rans in the evil dwarf marathon. I guess this is why we have polls; to establish that Kuo Toa are scientifically three times as popular as Derro, despite apparently not even having a Wikipedia page my incorrect spelling of their name.

But let's look at why the mind flayer wins.

Mind flayer and illithid are interchangeable terms; I'm not sure if they're used in connection with each other as far back as the mind flayer's original appearance in 1975 but certainly by the late 80s and the birth of AD&D 2nd Edition they're inseparably pinned together.

Mind flayers are notable for their humanoid appearance, topped by a squidlike head festooned with writhing tentacles. These tentacles burrow into the brain of the mind flayer's victim to feast on the goo inside. They are deeply intelligent, often displaying genius-level cognition, and are naturally psionic, able to deploy a devastating mind blast from which they partly derive their name. In addition, many illithids are accomplished magic-users and they make use of cutting edge magicpunk-style technology (culminating in the titular extraplanar vessels of the Spelljammer campaign setting).

I think the reason the mind flayer has become so iconic is the way it straddles so many horror and fantasy tropes so effectively. Not only is an individual mind flayer a mastermind-level campaign villain, it comes from an entire civilisation of such beings. It's a deadly psion, able to turn your own thoughts against you, and at the same time it's a powerful archmage (some mind flayers ascend to undeath to become a ridiculously-named illithilich.) Its humanoid appearance lets it fit any number of regular character roles, but at the same time it's a Lovecraftian abomination, a Thing-That-Was-Not-Meant-To-Be. 4th Edition has mind flayers once again hailing from the Far Realm, which is in keeping with their whole Elder Gods flavour.

There's also the ongoing theme of penetration and invasion. The mind flayer is one of the horror genre's rape-surrogates. The illithid invades your thoughts; its tentacles drill into your brain; and its spawn, the repellant illithid larvae, grow to adulthood by entering a parasitic and ultimately lethal relationship with a living human host.

Mind flayers are a huge number of successful horror monsters rolled into one; and if the basic illithid doesn't completely meet your antagonist needs you can graft an illithid larvae onto any number of other monsters to create a ridiculous mind flayer hybrid - anything from the half-svirfneblin "mozgriken" to the beholder-illithid "mindwitness" through to the too-awesome-to-be-silly "brainstealer dragon".

Personally the image that stays with me of the mind flayer is of an illithid, its arms folded within its voluminous robes. It doesn't need to unfold its arms to kill you. It doesn't need to move. It controls your brain, and you walk towards it, and it feeds.

Man, I love those guys.

Monday, June 22, 2009

Prediction #1: No Roll To Hit

Hi all, sorry for the silence. I've been struggling with swine flu's mutated cousin the regular flu, which is less likely to hospitalise me but just as all-round annoying. Interrupted sleep, a constant flow of mucus and a head stuffed full of codeine do not a productive blogger make.

So while I finish up my recovery (and get around to a post about mind flayers I owe you) I'm going to leave you with a prediction for D&D 5th Edition I've been mulling over. It is this:

* Providing that an eventual 5th Edition continues in largely the same direction as 4th Edition, the next edition of D&D will eliminate the concept of rolling to hit. Powers will always be effective to some degree; only their degree of effectiveness will retain a random element.

Think it over in the comments; if you've cared enough to have responses I'll back it up with the logic when I'm recovered.

Wednesday, June 17, 2009

South Gate

Theoretically the Horned Hold has two entrances; this is the other one.

There's no good reason that PCs couldn't approach the Hold from this direction (provided they found someone to show them how to get there). However the module obviously doesn't expect players to do that - there's no details on breaking down this door or entering the Hold from this room.

The door, in fact, is a "sturdy double door of iron plate", "secured by a bar inside the room". I think that's supposed to be code for "unbreakable". It's a shame the Duergar didn't install this advanced door technology at their main entrance.

As encounters go, the writers phoned this one in. It's four orcs and an ogre, and it goes exactly as orcs and ogres have gone since the beginning of D&D - they draw weapons and start rolling to attack. The ogre, in fact, "has no tactics", which is suspiciously convenient as the space allocated to this encounter didn't leave room to describe any.

Once again runners are the prime consideration here. Escapees from the Western Guard Post don't stop to back these guys up - they keep moving, heading for the chambers of the Hold's commander. The orcs will flee, too, given a good enough reason, and go provide additional backup to the level 7 elite in the next room.

From a DM's perspective, the significance of this room is mostly that it offers a way out of the Hold. If players rescue the captured slaves without clearing every room of the fortress, this back door is a mere two rooms from the slave pits, offering easy egress without having to mop up the remainder of the Duergar.

Tuesday, June 16, 2009

Photos From The Front Line

Surprise! Instead of a post, today you get photographs.

At our last session of Thunderspire Labyrinth the talented Julia, who plays Dreyfuss the human rogue, got busy with a camera. Some of her photos are reprinted today with permission to give you all a look at our game that I'm sure you probably won't care about.

Pictured left is AJ, who plays our group's striker, Tolliver Green, who is totally not a thinly-veiled caricature of a certain DC Comics bowman.

On the right here is Katherine, who's running the group's main healer, Dramia, Cleric of Pelor and disliker of dark, cramped subterranean spaces. We're thinking she might want to rethink her career as a dungeoneer.

These photos were all taken during the Proving Grounds encounter in the Well of Demons. The group were attempting to hole up in a secure room and force a Green Dragon to fight them on their own terms; you can see a certain frustration in Katherine's face as the tactic doesn't quite work and she gets Luring Gazed into the deadly path of the Doom Sphere for the second time in one encounter.

This next one is me. Sorry to everyone who had me pegged as a dashing seducer of women. Unfortunately the large size of the map and my placing at the end of the table meant I spent most of this game on my feet trying to reach my party-destroying Dragon and move it in search of its next victim.

At this stage Wizards doesn't cast a model of a "Doom Sphere" so to represent the giant ball of magical force I broke out my Beholder model and had that chasing players around the inner track of the Proving Grounds.

Here's Julia, who's deployed her artistic genius to provide us with this photo essay. I'd like to say she used her psychic powers to manipulate the camera and take her own picture but actually it's Andy behind the lens for this one.

Julia plays Dreyfuss - thief, bigamist, and essentially good-hearted ruffian. At this stage Dreyfuss is one encounter away from saving his captured children from an evil band of gnolls, but Julia's getting more than a little frustrated because of eight consecutive failed saving throws against the slowed condition imposed by the Dragon's breath weapon.

This is Tony, who plays Alcarian, the group's defender. Alcarian's Eladrin fey step and a range of mobility-focused powers makes him play more like a mark-and-forget Swordmage than the Fighter that he actually is. It's eternally frustrating for me as GM to watch him start each combat by teleporting into melee with the enemy artillery and proceeding to neuter them for the remainder of the battle. However, it's saved the group from wiping several times over so it seems churlish to complain.

Lastly, here's Andy, who's taken up the challenge of playing Hydraan, a Dragonborn Cleric of Bahamut. He delivers a range of melee attacks by way of a greatspear (which has reach 2) and takes an almost unnatural joy in finding places to really make his turn undead and dragonborn breath count.

As an extra bonus, here's the party roster in miniature form. From left to right: Hydraan, Tolliver, Dramia, Dreyfuss and Alcarian. Also a bonus appearance by the rarely used and much maligned d12, which we eventually discovered Julia had been throwing all session instead of a d20 but landing hits anyway.

Tomorrow: a real post, I promise.

Monday, June 15, 2009

Western Guard Post

The Western Guard Post is the entry to the Horned Hold proper. Regardless of whether players are coming from the Duergar Workshop or the Great Hall, they find that both bridges across the chasm lead to this room.

The setup is this: each of the bridges dead-ends at a door.
The southernmost doors (left-hand side of the map) are "iron-reinforced" and "barred from the inside". Duergar inside the guard post are watching this approach like hawks. They are apparently dead keen on preventing any attacks from their own southern fortress (the one with no external doors).

A little to the north of the Duergar is the bridge to the northern fortress and the outside world. This bridge terminates at an unguarded, unlocked door. Players can come straight from the Duergar Workshop and across this bridge without being detected.

Possibly it's a secret bridge. Possibly the Duergar didn't think that anyone would dare attack the western fortress without first neutralising the southern one. Possibly Duergar just aren't very good at counting past one. Certainly the module gives no reason why the dwarves are focusing an ungodly amount of firepower (including two semi-sentient animated crossbows) on one bridge while completely ignoring the other.

However you run it, though, this encounter is focused on doors.

Players coming up the guarded bridge are in for a world of hurt. The Duergar, watching through arrow-slits, are able to deploy both damage and debuffs against targets exposed on the walkway while gaining superior cover against return fire. The module offers some alternate combat resolution, in the event that players have crossed the bridge "unseen or in disguise", which is a nice change, with characters able to bluff guards, force the door or pick the lock.

If players get through the door or, more sensibly, have used the unguarded bridge, the Duergar are going to want to restrict player movement. The unconventional setup of this area really limits both line of sight and range, and one Duergar standing in a doorway can effectively hold up an entire group of players. The module offers no rules on barring or barricading the interior doorways but if a DM lets either Duergar or players get busy with the doors it can turn the battle into a doorway-based tug-of-war.

It's a shame there's no doorway rules, actually, because controlling these doors is a key part of the fight. Like the last couple of encounters, the Duergar here are more than willing to run for help, and it's a particularly difficult area to catch fleeing dwarves before they get away and alert their friends - who include two elites and a level 8 brute.

By the time my players got through the portcullis, the workshop, and then the numerous doors of this room, they were willing to specifically request that there be no more encounters based around barring or breaking doors.

Sunday, June 14, 2009

Cut and Thrust

There is an attitude in discussing DMing. It is an attitude that says there are many ways of DMing, and they are all valid.

If you've been on roleplaying forums, you've seen this. It says, "You do it your way, and I'll do it it my way, and we'll both run great games."

Well, no.

This isn't politics. This isn't consensus-brokering. We don't all have to get along. I'm not in your game and you're not in mine and it's just fine to claim that one is better.

This is where roleplaying suffers. If DMs were companies, selling a product, some would have more customers than others. Some would have a lot more customers than others.

We need competition; we need debate that won't settle for less than victory. We need to take the position that some games are better, and find those games, and learn from them. We need to remember that although bad DMing is a forgivable sin, it's still bad DMing, and improving involves more than just finding players who are on your wavelength.

Let there be debate. Let there be pride. Lay on, and let there be no quarter.

After all, don't we want a better game?

--
Cut and Thrust, Part 2: This Time It's Impersonal
A late addition to the original post, 15 June 2009

Wow! Well, this post stirred up some disagreement. Which is great. Possibly I've not phrased my argument terribly well though; that's what comes of posting late at night, perhaps. The argument is this:

(a) Some games are better than others. If there can be a "bad" game, which there plainly are (the entirety of this blog being dedicated to that proposition), it follows that there are other games which are better.

(b) Games which are better are better for reasons which are identifiable and recreatable.

(c) All DMs can benefit from having the tools used by "better" games in their toolbox.

(d) We may disagree about which games are better.

(e) If we all agree to disagree we never identify those better games or raise them to the highest level of analysis.

(f) We should therefore not be afraid to defend our beliefs and advocate our ideas to the fullest extent possible.

I'm not sure if it's still so controversial now that I've put it in those terms. Let me know.

Saturday, June 13, 2009

The Great Hall

At its heart, the Great Hall is an exciting and well-tuned skirmish, and providing that you take Thunderspire's regular gaffs with a grain of salt players will probably have a great time here.

This is the Horned Hold's "southern fortress". It lies directly south of Urwol and the portcullis, with a narrow tunnel connecting the two outposts. (Note that north is to the right on the encounter maps.)

The essence of the encounter is a "levelled up" version of the fight the players have just won against Urwol. The orcs from the last area are replaced here by Duergar Guards, who pack a mean warhammer punch, and they're backed up by more of Urwol's Duergar Scouts.

I didn't mention the Scouts in the last post; they're more understandable if you think of them as Duergar Rogues. They can turn invisible roughly every second turn and they do bonus damage when they have combat advantage. In the cramped terrain of Urwol's smithy they were pretty useless but in the more tactically complex Great Hall encounter they can really be a threat to players.

Urwol's role is filled by Rundarr, who's bigger, meaner and all-round more interesting than the Master Smith. Rundarr is an Elite, he comes with 180 hit points, and like the Duergar Champion's he's based on he has the ability to grow in size when bloodied, assuming a Large size template and rolling an extra +2 to hit and +5 on damage. Ironically, this much more memorable opponent only gets a single line of characterisation - "Rundarr's temper is legendary among the Grimmerzhul, who are bad-tempered by nature" - compared with Urwol's three redundant paragraphs of roleplaying notes.

I've written previously that Thunderspire Labyrinth is training players to control "adds", the additional monsters that might join an encounter if enemies are allowed to flee and find allies. Starting now, they're going to have to demonstrate that they've learned the skill.

If any of the enemies from the Duergar Workshop escaped, they'll flee here and warn Rundarr's troops, giving the otherwise scattered Duergar a chance to take up optimum positions. Later, when Rundarr falls, the rest of his command will flee to alert and join up with the western fortress, who as we'll shortly see barely need the help. If players want to keep fighting balanced, winnable encounters they're going to have to take steps to stop the beaten Duergar from escaping.

Almost as an afterthought, this area also contains three human slaves. They're named Arum, Bessa and Calder (only marginally better than Slaves A, B and C), and while they're not the captives the players are looking for they do know the western fortress and make daily trips there to bring the captives food. The module doesn't take the step of saying it, but one assumes clever players could use these characters as part of a plan to gain a slightly less suicidal access into the the western fortress and the "main" area of the Horned Hold.

Probably the biggest issue with the Great Hall is that it's redundant. Players can skip it and move straight to the western fortress (as mine did) and there's nothing here that advances the plot, enriches the atmosphere, or rewards players for exploring. The Horned Hold isn't such a fun area that you'll want to prolong it, so while it's not a bad encounter in its own right it's ultimately just getting in the way of a focused, excitingly-paced progression through the Hold.

Improvements:

[1]
Cut the Great Hall out entirely and use its monsters to replace the ones in the Duergar Workshop. Rename Rundarr as Urwol but still use Rundarr's stat block in preference to Urwol's. You'll have one tight, tough encounter rather than two loose ones, and Urwol will now survive long enough to do some talking and give the Horned Hold some of the personality it's otherwise lacking.