Category Archives: Dungeons and Dragons

Recurring Villains, Part Two

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Calderus, Vampire Queen of UnderSharn

In Dungeons and Dragons, the role-playing game, there is always a special villain that has to stay alive to the very end of the campaign.  His or her demise may be the ultimate goal of the entire game and, when achieved, may actually bring an end to that adventuring group as they all retire with super-high-level characters and powers to wipe out cities with a snap of the fingers.  This is the ultimate villain, the big bad, the controller who has operated behind the scenes until the very last dungeon door, the very last encounter.

Deep in the bowels of the City of Towers, Sharn, is the lair of Calderus.  She controls the doings of the undead in the entire city, in fact, in the entire southern half of the continent of Khorvaire.  The players have never yet defeated her directly. She is the one who turned the Dark Lantern agent, Lucan Stellos, into a vampire, forcing the adventurers to track him down, capture him, and return him to his Dark Lantern masters.  She is also the one who leaked false information to the Royal Eyes of Aundair, the rival spy agency of the Dark Lanterns, to make Turkoman the wizard believe the player characters are evil double agents, causing him to begin tracking their every movement and learning their every plan.  Of course, my players don’t know about that yet, so please don’t tell them.

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Big bad villains are very useful to the story-teller known as the Dungeon Master.  They allow the DM to start events moving that make no logical sense until the players begin to figure out that there is someone manipulating events behind the scenes and they must find that BBV out and track them to their castle or lair.

But adventures are not satisfying when the players attempt to cut straight to final scene and murder the big bad to bring about victory.  That kind of meta-gaming strategy has to have severe consequences.  Often that means that the villain must be at such an astronomically high level of ability that the player characters will all be turned into hop-toads after the first round of combat.  Interesting adventure, that.  The group of enchanted hop-toads have to avoid becoming part of the sauce in Calderus’ hop-toad soup, avoid the all the animated cutlery in the vampire’s kitchen, and escape to find Turkoman and get turned back into humans, halflings, minotaurs, and elves so that they can fight again another day and learn from their mistake.

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Of course, it doesn’t hurt a bit that the wizard was watching by magical means when the players stumbled upon the big bad villain.  He helped in their rescue because he realized that somebody had told him something untrue about the adventurers, and they really were useful to him and his spy schemes after all.

So, the big bad villain is an important kind of recurring villain to be met and pursued and met again, always driving the game forward to bigger and bigger doings and greater and greater rewards.

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Recurring Villains

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Now, this is a Saturday D & D post, but for the record, recurring villains are a lot more than just a part of a story-telling game.  Toxic people who have it in for you occur in real life almost as often  as they do in fantasy story-telling with villains who are often orcs.

But unlike insurance adjusters, city pool inspectors, and bank representatives, the villains in a D & D game are severely challenged to survive a single adventure.  Yes, the player characters are constantly on the lookout to slay the dungeon master’s recurring villains so they can’t recur without being raised from the dead.  No matter how much you hate that unfair insurance guy, you are not allowed to slay him with a sword.

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Mallora is not a sexy female villain… more like vile.

Mallora was a lucky witch woman.  She was one of three agents of Karnak, the Vampire Kingdom, who were trying to thwart the player characters as they sought lost technology in the wastelands of Cyre.  She was a second level sorceress at the time, capable of only a couple of basic-level necromantic spells.  She was a part of the evil organization known as the Emerald Claw, a sort of religious cult built around worshiping the undead, and had an evil dwarf fighter and an evil archer to help her trap and kill the heroes, along with about six animated skeletons who, at second level, are one-chop minions that go down in the first round of battle usually.

The green haired witch successfully trapped the heroes in the mists of Cyre and the dwarf and the archer were taking their toll when Gandy rolled a twenty and not only nailed the archer in the eye with a crossbow bolt, but made the archer’s shot go awry and hit the dwarf in the back of his bald head, shortly after Fate had knocked his helmet off.  So Mallora cast another concealing fog spell and ran like a little green rat directly away.  She survived to haunt them another day.

LucanThis she did as a member of Brother Garrow’s Emerald Claw crew in the next adventure where the heroes had to track down a friendly agent of Breland who had been turned into a vampire.  She was eighth level at that point, just like the adventurers themselves, and a much more dangerous adversary.  She didn’t prevent the characters from capturing the rogue vampire, and she did some damage, but managed to slink off unharmed once again.

 

She would enter the player characters’ lives one more time in the jungles of Xendrick as the mini-campaign was reaching its climax.  She and Brother Garrow pursued the heroes through the jungle to the giant ruins where the monster construct Xulo would finally be brought to powerful and evil life in a necromantic ritual.  Brother Garrow definitely met his end in a spectacular fashion, being sucked into another dimension through a keyhole trap set by giant mages a millennia before.  It was gruesome.

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Garrow before his transformation into a toothpaste-like substance

Mallora was aboard the Emerald Claw’s flying skiff as it chased the airship the heroes were themselves aboard.  A well-placed fireball by Druealia the Wizardess took the skiff down to crash into the jungle below with a fiery explosion that should’ve killed all aboard, including Mallora.  But is she actually dead this time?  They didn’t see her die.  So only the dungeon master knows for sure.   After all, what good is a recurring villain if they don’t recur?

 

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Another Little Inn

Last week in the family D & D adventure I told you about the closest thing our campaign has to a home base.  That was the Broken Anvil Inn in Sharn.

But there are other places like that which also serve as the starting point for quests.

Let me tell you about the Purple Mermaid.

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On a lonely waterfront in Aundair there exists a sad little ale house and inn that is losing business.  Everyone is apparently apprehensive about going to a place where so many sailors who were regular customers have simply disappeared.

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The proprietor is a festive and portly dwarf named Osric who is desperate for your business.  It has gotten to the point of offering free beer to anyone willing to rent a room.  Veteran sailors and adventurers, it seems, have paid for a room, went to bed that evening… or early morning, and were never seen or heard from again.

A storyteller sits in the bar, telling tales of a long ago voyage of discovery in which the crew of an ill-fated ship, the Lavender Leaf, happened on an undersea discovery shown to them by desperate mer-people and sea elves.  It seems a great evil had taken over an undersea temple that housed a very powerful sacred relic.  Great treasures were promised for aid in liberating the temple from an unnamed evil.

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So, it is an interesting inn, with a promise of adventure.  But there are obvious consequences to choosing to stay there.  In the corner of the tavern room sits a sea wizard with an ominous look about him.  Why is he waiting there?  Are there connections between his presence and the disappearances?  Do you really want to find out?

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As always the quest must wait for the next turn at the D & D table.

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When Visiting the City of Towers

This is a make-up post, written while the WIFI was down.

When we are in the vertical city called Sharn, the City of Towers, we usually choose to stay in the Broken Anvil Inn.  I strongly recommend that when you are bone-tired of slaying Hobgoblins from Dharguun or tired of running from undead agents of Karn, you stop in for a while at the Broken Anvil.  Come for the beer and the bardsong, stay because it makes a lovely base for life-and-death questing in the deadly dangerous D & D world of Eberron.

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The inn can be found in that borough of Sharn called Tavis Landing, located in the middle districts of the towers on the Western edge of the  city of towers.  It sits in a corner-tower to the intersection of the Old Tower Corner Skyway, and Tenforn Tower Skyway.  It is not hard to find, but from the base of the Tavis Landing Towers, it is about half a mile straight up.  So be sure you have your featherfall amulets and boots of levitation.

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Geezil ir’Tenforn is the owner and operator there.  He is a man full of stories of quests, adventures, and harrowing escapes.  He claims to have been a powerful fighter and knight in his adventures, but there are those who would say he was more likely the group’s rogue and thief.  After all, the money for this tavern and thriving business came from somewhere.

Geezil is famous for his Khorvairian Alchemist’s Ale, a drink that not only heals your wounds faster, but also makes you very, very drunk.

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The other thing he is famous for is the entertainment.  On stage nearly every night is the lovely Princess Anduriel, a mermaid bard with a magic harp and a mysterious past.  Of course, she usually comes to the tavern with a fins-to-feet spell already cast upon herself.  But being a mermaid, she often forgets that with feet, you also should really wear a skirt of pants in polite society.  It is possible that this is at least partially the reason her singing is so popular.

The cups and pitcher from the broken anvil, though, are said to be dangerously enchanted.  Nooz Quaffer, the pitcher is alive and aware and can speak to you.   But he knows more about everyone than anyone wants him to.  He hears everything his intelligent ear-n-eye cups hear or see written down.  It is believed that he may actually be a secret agent working for the Aundairian secret service, the Royal Eyes of Aundair.

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The second most popular bard to frequent the Broken Anvil is the lovely gnome bard, Vanira.   Vanira is a charmer.  And when you convince her to go a-questing with your stalwart band of adventurers, you soon find that she is one of the best bards at charming monsters you have ever seen.  She is also famous for her special Blink song.  Singing it can make her seem to move instantly from one spot to another up to ten feet away instantly.  Is it illusion?  Or is it teleportation?  Only Vanira knows for sure.

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And, of course, you don’t want to run afoul of the Inn’s bouncer.  Mandrick is a half-ogre known for wielding a sword that weighs almost a thousand pounds.  He has been known to go adventuring with questing parties, though you can’t rely on him to do the thinking.   And you can’t let him see you being mean to a kitten or a puppy.  He has killed men, orcs, and goblins for doing that.

We truly recommend the Broken Anvil Inn as a place to begin your adventures, especially in Sharn.  And you can take our word for it.  As a troop of intrepid adventurers we have seen a little bit of everything the world of Eberron has to offer… except, well… we have yet to see an elephant fly.  Maybe by next week for that.

This was a make-up post written for Saturday, July 1st.

 

 

 

 

 

 

 

 

 

 

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Wizards on Ice

I need a quick and cold post for today, so I will turn to the ice wizards of Talislanta.

Ice Alchemist

Viktor, the ice-alchemist, and his son Zoran-viktor are Mirin, a sort of ice-elves who live in the frozen ice-world of the far north.  Viktor’s people are cold-resistant enough to wear bikinis in freezing weather (but smart enough not to).   So Viktor managed to become the Mirins’ most powerful user of the magic of chemistry by developing hot stuff. In the picture he is brewing a bit of the really, really hot explodie stuff that melts a Mirin bad guy.

Juan Ruy

Juan Ruy, the Mirin prince,  built many ice castles out of his magical substance known as iron-ice.  It was far harder to pierce than steel and impossible to melt with fires less hot than dragon’s breath.  With it he built frozen castles vertically to the highest heights.  And they still stand, primarily because I haven’t played that particular D & D game for more than two decades.

But this is what I love most about the Dungeons and Dragons game.  It is a never-ending game played in worlds of shared imagination where every person at the table adds something to the story.  It is interactive, and it retains the unique twists and turns created by the players.  I created the scenario.  The player behind the character Juan Ruy created the idea of iron-ice that completely changed the story.

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Saturday Night D & D on Sunday

Yesterday I forgot that it was Saturday.  But that doesn’t matter much in a D & D campaign.  You may not play at regular times… or at all, like this week.  But you do what you can when you can.  Just like in real life.  So let me share a character gallery, in order to give me my weekly dose of fantasy sword and sorcery nonsense.

These illustrations all come out of my D & D notebook.  They are done in colored pencil on colored paper.  Many are copied from models in catalogs, action movie stills, comic books, and illustrated Dungeons and Dragons products, but always interpreted in my own style and costumes.

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Eberron

When you play Dungeons and Dragons the way we constantly do, it helps to have an over-all campaign, a world created by gifted imaginers to play in and use as the setting for all our adventures.

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There are good published campaign worlds to choose from.  We chose the Eberron world because it was so thoroughly magical and and steam-punk in nature and artwork.

This is a world where magic and alchemy have taken the place of science in the world’s technology.  Instead of airplanes, the magic-technicians known as magewrights in Eberron bind the living air and fire elementals to their ships and use elemental magic to fly.

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Even robot-like constructs called warforged are built by magewrights to become, not only warriors to fill out armies, but sentient individuals with personalities and complex problems and emotions.  Book in the illustration above is a warforged wizard.  Book is his name.  Warforged are very simple artificial people… but also complicated.  They name themselves after weapons, armor parts, and random things.

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A campaign world provides places and non-player characters to interact with.  As well as monsters to kill and exotic locations to kill them in.  Eberron has its unique peoples, like Shifters.  Shifters are a race of people who are the result of humans loving lycanthropes… you know, werewolves and weretigers and weresharks and other were-things.

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Our family game got involved from adventure number one with the secret service of the Kingdom of Breland, the Dark Lanterns, so Breland and it’s cities became something of a home base.

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The city known as Sharn, City of Towers, became a particularly fascinating home base.  The Broken Anvil Inn in the mid-reaches of Dura became a sometimes place to live and alwaystimes place to drink liquor and recruit weird friends.  And this is a vast city with a cluster of mile-high towers and a population of various peoples and monsters from throughout the continent of Khorvaire.

So if you have been reading any of my Saturday D & D posts, and found the place names confusing and hard to remember, now you have this post to read and confuse you even more thoroughly.  How do I, as dungeon master, keep it all straight?  I don’t.  I bought the books and I am constantly looking stuff up.  In fact, I often assign number one son the Player’s Handbook for Eberron to look up that stuff, number two son gets the Campaign Guide to look stuff up in, and the Princess handles the Monster Manuals.  (Really, I have spent a ton of pennies on the books and have too many to juggle them all myself.)

So we play the game in a world called Eberron and share the fantasies and stories of world where magic is science and science is magic.

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Updating the Cardboard Castle

When my health is poor and my day is limited mostly to the bedroom, there are still ways to pass the time that create a tangible something.  Something I can hold in my hand.  A piece of art.

This weekend has meant more work on building my castle out of cardboard.  (I am not planning on living in it myself.  Imaginary D & D characters live, fight, and die there.)

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I actually painted the wizard in red and the Amazon in front myself.

So, I don’t draw all the elements myself.  I have found published sources of easy-to-assemble cardboard castle parts.  Then, with my arthritic fingers, scissors, tape, glue, and miniature-making muscle memory I proceed to create castles.

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This weekend’s castle-creating came about with the help of a supplement purchased at a book store, my favorite used bookstore.

It was called Map Folio 3-D and was published in the last decade by Wizards of the Coast, a publisher whose D & D products I have been buying since they published Talislanta books in the 1980’s.

It has cut-out walls and doors and details that you can cut out and slap together.

You may have noticed I even cut designs off the cover to use on my versions of the buildings they designed.

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So, that plan took me from this above to this below.

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I did the village inn and a barn/workshop.  And put into the center of the cardboard castle, it adds a certain je ne sais quoi to the scene.

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So there you have it, a little bit of the doofy art-noodling that Mickeys often do.

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Borrowing Characters

I admit it right from the start.  You don’t have to sniff out any Scooby-Doo-like clues to get at the fact of it.  For my family D & D game, I steal characters whole.  Mostly from things the kids have watched and loved on TV or in the movies.

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These mostly ad up to funny side bits and digressions.  In the epic chase across the continent of Khorvaire they conducted when the adventure involved chasing a secret-agent vampire who had gone rogue from his government spy service, they had to receive important information at one point from a randomly generated pair of characters.  So I stole whole this pair from a Cartoon Network favorite show.

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I turned Flapjack and the Captain into a half-elf with a crazed addiction to candy and sweets and a blue goblin capable of mind tricks and random evil that he doesn’t really mean to commit.  They have only appeared in one adventure so far, but I kept them around for use again, if the time is right.

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Vanellope from Wreck-It Ralph makes a sweet gnome and convenient comic relief character for when you are journeying in the Dark Dimension and visiting places like Castle Ravenloft.  I have not actually used her in an adventure yet, but I have one prepared in a haunted cross-dimensional ghost-castle.

 

And some characters are lifted whole out of game supplements and pre-made adventure books.  Some of my favorite characters are things that you were supposed to kill in the adventure, but charmed and made friends with instead.  Like the denizens of floating Cloud-Castle Tempest.

 

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                                                                                                         The big ol’ Tempest kids

The supplement listed the giants of Castle Tempest as being evil and secretly cannibalistic, preferring to eat human adventurers.  I turned them into a widow and her cloud-giant kids lost in time (in the game world we are using giants once had a high-technology empire that fell back into dark ages, so I merely had to make them into accidental time travelers).  Not all adventures have to be about chopping the heads off monsters and stealing their stuff.  A family like this makes for interesting and bizarrely out-of-proportion friendships and troubles.

So, not everything that makes my Dungeon-Master fictions interesting is entirely my own work.  Like good comedians everywhere, I am not above stealing a joke.

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Comedy Relief in D & D

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Dungeon Masters all tend to run their own style of game.  Some like complex puzzle-solving dungeons with complex traps and mysteries involving hidden rooms and old secrets.  I admit to having done that.  Some like hack-and-slash adventures where the slaying of hordes of mindless monsters can last for hours.  I admit to having done less of that.  And some, like me, are all about the people… even if the people happen to be monsters.  Monsters can be people too, right?  Just ask Herman Munster.

And my favorite kind of character is the random buffoon or fool who is essential to the plot.

Eli Tragedy

Eli Tragedy is such a fool.  He began as a computer character whom I used as me in a long ago 80’s computer D & D game called The Bard’s Tale.  It was mostly about collecting doodads and dimbledy-dumb in dungeons, and finding the right keyholes, eyeless idols, or shop keeper to use them with.  But later incarnations were also me, but as a very wise but outwardly idiotic wizard who always knew the answers to the sphinx’s riddles, but would never tell until it was funny to do so.  He also had a number of apprentices.  Bob was rather dim.  But he could do light spells pretty good… so Eli sent him down dark tunnels to see what might be down there that would want to eat him.  Usually over the objections of the player-characters who really wanted to know what was down there, but had grown fond of Bob and his blunderings.    And even burly fighters with a lust for treasure can actually have a heart.

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Mickey the wererat, was another apprentice who caused more than his fair share of chaos.  (A wererat, as I’m sure you know, is a lycanthrope that is human by day, but turns into a rat-man by night.)  Mickey had a penchant for stealing the wizard’s magic hat and using it to do horrendously stupid things that created really big messes for the player characters to clean up.  How do you stop an army of sentient gummibears bent on painting your castle with pink frosting?  It had to be dealt with.  (And why did Eli keep that old hat around, anyway?  He never used it for anything beyond letting Mickey steal it.)

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And, of course, there was the incident with the mermaid whom the players rescued from the Black Reef.  She was a bard with a harp and quite capable of making the magical music that helps dungeon divers  do their dirty-work deep in the dungeon dwellings of dangerous denizens.

They rescued her, and thanks to a fins to feet spell, were able to take her back to Sharn, the City of Towers, to be the bard for their adventuring group.  Unfortunately the fins to feet magic does not include a summon pants spell in it.  And how do you convince a mermaid to wear an article of clothing that no other mermaid ever needs to wear?

Walking around town with no pants, however, proved to be a boon in disguise.  (Boon as in a good thing, not short for baboon.  That would be another tangent entirely, a baboon in disguise.)

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The owner of the Broken Anvil Inn, where the adventuring team was living, asked the mermaid to go on stage for a song.  She started to sing a seriously sorcery-sort of song… while not wearing pants, and became an overnight sensation in Sharn.  She helped his business so much that he offered the adventuring party a place to park their carcass permanently.  So now, if you go to the Broken Anvil Inn in Sharn, it is pretty likely the entertainment will be the Princess Anduriel, mermaid bard, singing and playing the harp.  And she still won’t be wearing any pants.  The crowd loves her for it.

So it should be obvious to you now the kind of Dungeon Master I truly am.  And it will also help to explain why my kids are totally mortified by the idea of me dungeon-mastering for their friends.  “But, Dad!  We have to be able to show our faces in school Monday morning you know!”

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