The Dragon Dies

Here’s the announcement.

I have been a subscriber to both Dungeon and Dragon magazines for 16 years, going all the way back to issue #165 of Dragon and #28 of Dungeon. I go to the mailbox during the second week of every month in hopes that one or the other has arrived. I’ve done so for over half my life.

Both magazines have now been canceled. Neither were in financial trouble, nor were they losing subscriptions. However, someone at Wizards of the Coast believes magazines are not the future. I agree that many of us want digital content. I would love to get the material from Dragon and Dungeon in an easy-to-use format. That being said, you cannot replace the elation of opening the mailbox to find that next issue sitting there. And I’ve had that feeling nearly 400 times! Can anyone honestly believe a download will ever replace that?

My current gaming group is playing the Age of Worms Adventure Path published in Dungeon. We’ve been playing it for a year, and at current speed, will continue to do so for another two before completing it. If I’m willing devote a night a week of my life to something for three years, it must have made some impact.

I hope the decision-makers at Wizards of the Coast came to this after some well-thought discussion. There is nothing that can replace these two montly installments of gaming goodness. Even during times I wasn’t actively playing, those links back to the gaming world came in every month. They are tangible, physical links to the games we so enjoy. Destroying that with no warning and no input from subscribers is really beyond comprehension.

It appears that Paizo will continue releasing material through Pathfinder, which is a series of Adventure Paths that would have made it into Dungeon magazine. As I said above, I’ve already devoted a year of my life to playing one Adventure Path; I’m likely to buy more. I encourage all fans of the magazines to continue to support Paizo in their future endeavors.

For Wizards of the Coast, I don’t know what to say. I greatly encourage making all material available as easily cut-n-paste PDFs or online documents. There is nothing wrong with that. In fact, I don’t buy RPG books that are not in PDF format anymore. I don’t disagree with the idea they are looking at. What I don’t agree with is that they didn’t give me a choice. Read the messsage boards and blogs; they’ve alienated a large portion of their customers. This online content had best be spectacular enough to win them back. And if they think the current content quality of their web pages can carry this… go fish.

Age of Worms Adventure Path – Game Session 32

Game summary for April 12, 2007; present characters included Aker Cruven (litorian exotic weapon master/ritual warrior), Eol Seregon (half-elf hexblade), Grot Bloodtunneler (shield dwarf warmain), Lyrin Sinbal (simian warmage), Morak Beardfist (shield dwarf fighter/rage cleric), and Valgen (human fighter/rogue).

The party succeeded in resting and nursing their wounds from their latest encounters. Once recovered, they pressed on to find a whip-wielding drider hanging from the ceiling. She began attacking viciously from above, each strike of her whip drinking in blood from the inflicted wounds. Aker inspired his allies when he made an amazing leap from the ground to brutally slash the spider-creature. Others tried the same thing, and Grot succeeded in knocking her from the ceiling. She crashed to the ground, breaking her neck in the process; however, she also fell on top of Aker! They dragged him from of the twitching corpse, and Valgen took possession of her magical bloodfeeding whip.

They then turned their attention to the doors to the north. They were large, white marble doors with purple veins of minerals running through flanked on either side by white marble columns. Yawning menacingly in front of the doors was a 10-ft.-wide by 15-ft.-long open pit. It dropped down 40 ft. into a bed of spikes. On the far side, a body lay impaled as if it walked through the door and fell in, triggering the trap. Valgen and Grot moved to investigate but triggered the real trap—a pressure plate caused the ceiling along the side of the pit to plunge to the ground. This forced Valgen to leap into the pit and become poisoned by the spikes below while Grot was brutally pinned beneath the weight of the stones.

Suspecting the other side along the pit had a similar pressure plate, Eol took a rope and tightly bound the legs and body of the drider to make it skinny. He then pushed it out in front of him until it triggered the other trap. Sure enough, the ceiling fell and drider gore sprayed out across the pit. Thinking quickly, Lyrin activated his daily use of create equipment to make stilts. The nimble litorian, Aker, used them to scramble across the pit. Using a lasso, he snared Valgen and hauled him up out of the pit. Unfortunately, the fighter had so little strength, he could barely move in his leather armor.

With no other recourse available, Aker decided to go through the doors and look for a reset switch for the trap. As the doors opened, they exposed a large stone statue in the shape of a massive brain. Veins of purple ran through the white stone and pulsed with a faint light. Aker moved in and found a lever marked “Arm, Disarm, Reset.” He moved the lever to reset, causing the ceilings to move back up. Before he could move it to disarmed, he became dominated by the brain. It directed him to kill Valgen, which he attempted to do. Seeing this, the dwarven rage cleric, Morak, hit Aker with a hold person. Summoning his last bit of strength, Valgen tipped Aker’s paralyzed body over into the pit. Lyrin then blasted the brain with a wall of fire in a ring shape, which ended up shattering the stone. Eol’s raven familiar, Nevermore, then flew in and landed on the lever, moving it to disarm.

Having passed the traps, the team found a large circular room with a 15-ft.-deep pool full of tadpole creatures. Hovering above the pool was the mind flayer they had encountered in Sodden Hold! It taunted them and unleashed its octopins, which slowed half the party. The mind flayer girded itself with protective magic such as displacement and shield and then went to work with its mind blast and suggestion abilities. Soon, the octopins were dead, but most of the party was either slowed or stunned from the mind blast. Lyrin traded spells with the monster but could not defeat its spell resistance. Meanwhile, Eol moved about under the protection from evil spell and began peppering the illithid with arrows. Others began drawing ranged weapons and Lyrin discovered his acid orb to be very effective.

Using suggestion, the mind flayer sent Lyrin off toward the brain room to take a nap on some benches. It used ray of enfeeblement to make Eol too weak to fire his bow. Another suggestion forced Valgen to toss his crossbow into the water. Beardfist was hit with a direct blast from an empowered lightning bolt, which forced him to drop his rage and heal himself.

Eol and allies were able to counter the strength damage by using an enlarge person effect followed by bull’s strength from a scroll. Aker spent some time trying to scale the walls to “get the drop” on the illithid; alas, he could get no traction. Finally, Lyrin returned from his “nap” and move beneath the mind flayer. Using a blast of flame, he brutally torched the creature and killed it with his magical might—the accumulation of arrow and crossbow wounds had just weakened it too much to withstand the attack.

Searching the illithid’s rooms, they found a disturbing ledger. It indicated a man by the name Gast Brokengulf had hired the illithid (named Ilserv) to assassinate the party. Ilserv had then had its thrall Telakin (the greater doppelganger) use the shapeshifters of Sodden Hold to try to kill them off. Finally, the last entry in the ledger mentioned Gast had purchased some kind of relic called the Apostolic Scrolls from the mind flayer.

After leaving the mind flayer’s lair, the group returned to the Crooked House inn to recover. They found a message from Dagsumn to meet at his home. In addition, a young boy darted about hanging notices around the area. They read one, an announcement for the Champions’ Games, and noticed a disturbing bit of news. The Games director is one Prendergast Brokengulf!

Age of Worms Adventure Path – Game Session 31

Game summary for April 5, 2007; present characters included Aker Cruven (litorian exotic weapon master/ritual warrior), Eol Seregon (half-elf hexblade), Grot Bloodtunneler (shield dwarf warmain), Lyrin Sinbal (simian warmage), Morak Beardfist (shield dwarf fighter/rage cleric), and Thoril Songsteel (human thug).

The party advanced into the caves, where Aker realized the yellow fungus-stuff ahead was actually yellow mold. They dropped back while Lyrin burned out the mold and some undisturbed shrieker fungus with a fireball. Advancing, they came upon a cavern with glowing water. Moving in, they discovered a spirit naga who brought most of the party under its influence with its mesmerizing gaze. Eol protected himself with protection from evil and did the same for Grot. Before long, the naga lay dead.

Moving ahead, the group ran afoul five drow thralls and a female drow priestess of Lolth. A vicious fight ensued, with Aker falling victim to confusion and injuring Lyrin. The drow thralls were mostly ineffective other than to divide and slow the party. Thoril’s use of sneak attack devastated one of the thralls, and the rest of the party followed suit, laying down the soldiers without too much effort. The priestess saw the holy symbol of Moradin about the neck of Morak Beardfist, and the two engaged in a brutal battle. She walloped the dwarf repeatedly but was unable to bring down the raging, bearded cleric. In the end, it was the halfbreed hexblade, Eol, who struck the killing blow upon her.

Sorely injured and almost out of spells, the party dug in and made camp. During their rest, a trio of octopins came sneaking in across the ceiling. With their slowing gaze and long reach, they brutalized the party for some time. Grot, who was on guard, scored the first strike against the creatures, nearly killing it with a tremendous blow from his hammer. Lyrin broke up their momentum with a wall of fire and then discovered his lightning bolts had no effect upon the monstrosities. Aker drew and hurled his axe while Grot fired away with his magical spike-launching shield. With hammer and blade, the party finally brought down all of the strange critters.

Now exhausted, the party redoubles its efforts to dig in and rest.

WotC Switches to Watermark PDFs

I read an exciting announcement from Wizards of the Coast via a DriveThruRPG newsletter. WotC is dropping the DRM protection on their PDF products; instead, they are using Watermark protection. Woot! Now, if they will just release some newer titles as PDF, I’ll go back to buying official Dungeons & Dragons products instead of only buying Watermarked PDFs from 3rd-party publishers.

Game Results for March 29, 2007

Game session 30 of the Age of Worms is complete. Characters present included Aker Cruven (litorian exotic weapon master/ritual warrior), Eol Seregon (half-elf hexblade), Grot Bloodtunneler (shield dwarf warmain), Lyrin Sinbal (simian warmage), Morak Beardfist (shield dwarf fighter/rage cleric) and Valgen (human fighter/rogue).

The party debated their next course of action for some time before deciding to look for a sewer entrance near Brian the Swordmaster’s Smithy. They found an entrance in a back alley and slipped into the stinking tunnels of waste beneath the city. Within, they soon encountered a cluster of carrion crawlers feasting upon a corpse. At the prospect of fresh meat, they abandoned their meal and attacked. The party was largely unscathed from the encounter except for Eol, who ended up paralyzed for a short time until recovered by one of Aker’s potions.

Later, the party stumbled upon a pair of massive dire rats and a humanoid rat-man. All three attacked the party viciously, with Valgen suffering a horrific bite to the neck and shoulders from the rat-man. The group eventually killed the two rats and beat the rat-man unconscious and dying of his wounds. As he fell unconscious, he transformed into a human man. They then stripped, bound and revived him. After interrogating him a while, they determined he may have been under someone else’s control or enchantment, so they sent him running—unarmed—into the sewers.

After a while, they discovered a scuff of glowing fungus, like they found on the boots of the drow the previous session. They dowsed all their lights and let the dwarves lead the group through the tunnels, following the patches and scuffs of yellow. The team came upon an area where the sewer tunnel gave way to natural cave, and the strange symbol they found on the greater doppelganger’s head was painted on the wall in something that glowed only to darkvision. As they pondered this, a pair of drow thralls came out of the caves firing hand crossbows and moving in with rapiers. Despite a few well-placed shots, the drow were quickly overwhelmed and killed.

Looking into the cave revealed a bend ahead, with a faint yellow glow and ground covered by yellow fungus.

Unarmed Attacks

Wizards of the Coast posted part I of an interesting article about unarmed strikes. It is worth reading; it points out a few things I was fuzzy on.

Game Results for March 22, 2007

Game session 29 of the Age of Worms is complete. Present characters included Aker Cruven (litorian ritual warrior), Eol Seregon (half-elf hexblade), Lyrin Sinbal (simian warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Thoril Songsteel (human thug), and Valgen (human fighter).

Valgen led the party into the mirror maze discovered in the last session. Within, they encountered sliding mirrored walls and doppelganger fighters materializing seemingly out of nowhere. After some brutal fighting, the party eliminated all the shape changers. Continuing through the maze, they discovered a door.

Within lay a large chamber split in two levels. The bottom, larger level, was where the party entered, and a large table with a strange metal helmet and bubbling vats of liquids drew their attention to one side. One the other side, two flights of stairs led up a raised platform with a throne in the center. Seated upon it was Delfen “Yellowknife” Ondabar, Lyrin’s mentor! He arose and invited the party to enter and learn the truth of things. Once within, his form melted and shifted, and an unknown mage stood before them.

The party wasted no time moving in as the mage began tracing arcane movements with his fingers. Thoril plunged into a pit trap, falling forty feet but avoiding the nasty spikes. Valgen charged around the pit and moved up the stairs and to the side to pressure the caster. The magic-user’s spell, confusion, caught Eol in its grasp and sent him babbling incohorently around the room and back down the hall. The group edged closer, with the mightily-muscled lion-man (Aker) hauling Thoril out of the pit by a rope. Unfortunately, a slow spell affected Thoril and Valgen, severely hampering two more of the party members. Even so, Valgen kept moving toward the caster, which prompted him to change shape again, into the form of a hulking orc barbarian! He hefted the greataxe the wizard had, oddly, been carrying and struck Valgen with a mighty blow, which sent him on the retreat. Stoic Morak moved up to heal his ally and triggered a poisoned spear trap, which lightly injured him.

The ape-man, Lyrin, continued a barrage of deadly spells, including ionize and lightning bolt to brutalize the shape changer, but he remained standing. Then, the orc shifted back into the form of the wizard and disrupted the party even further when he unleashed a wall of fire to split the battlefield and isolate himself and Lyrin on one side. The simian quickly took a tactical maneuver to seek shelter outside in the hallway of the maze. As Eol continued to run about the maze blathering like an idiot and the flaming wall sent wave after wave of scalding heat over the party, the shape shifter moved down the stairs and performed a devastating maneuver. He shut and locked the hallway door.

Bravely, the battle-hardened dwarven priest uttered a silent prayer to Moradin and marched steadfastly through the blazing inferno! The fires scorched his armor, singed his beard and burned his flesh, but more devastating was the spear trap he triggered as he stepped through. The razor-edged spike drove completely through his body, inflicting critical damage that put the dwarf reeling, but still alive. His burning rage was all that kept him on his feet.

Seeing Morak move into the flames, Aker scooped the slowed Thoril up and ran through the fire. Valgen slowly marched toward the flames as well. On the other side, Aker and Thoril flanked the wizard, who immediately shifted into orc form and laid waste with his axe. Valgen and Morak began their approach as Aker unlocked and open the door to the maze, allowing Lyrin to return. Outnumbered and pinned down, the shape changer met his doom at the end of the thug’s longsword.

After ransacking the room and the secret chamber behind the throne, the party dug in, nursed their wounds and had some much needed rest. They analyzed some clues, telling them something is going down in the sewers, and they then headed toward the surface. In the flood room, while trying to maneuver a magic mirror back up to Sodden Hold, a surprise came upon them. A secret door flashed open, and a pair of drow warriors moved to attack. Stepping out of the shadows with them, a tall many-tentacled creature—a mind flayer! It unleashed a mind blast, which crushed the will of Aker and sent him reeling. The mind flayer then left, and the party massacred the drow soldiers.

Now the party stands in the flood room knowing a mind flayer is on the loose, they have to try and get out of this area through a flooded hallway, and there is something untoward happening in Waterdeep’s sewage system.

D&D FAQ Update

Wizards of the Coast released the latest version of the Dungeons & Dragons 3.5 Edition FAQ this morning. It is basically a compilation of the answers to the Sage Advice column in Dragon Magazine and the online Sage. It can be very useful in answering questions to “fuzzy” parts of the rules. Click to view the FAQ.

Mimics and Other Classics

In a recent session of our Age of Worms campaign, the characters encountered a trio of mimics. For many of the players, this was their first encounter with these truly old-school D&D monsters. That is one thing I’ve particularly enjoyed about Age of Worms, it exposes the party to some of the classic monsters that us veteran players were fighting against back in our youth. We’re in the fourth adventure now and have already encountered chimeras, doppelgangers, elementals, ghouls, grimlocks, invisible stalkers, kobolds, lizard folk, mimics, skeletons, trolls, and zombies, just to name the old-school critters.

Recently, Wizards of the Coast published an article discussing the evolution of the mimic (and other shapeshifters) through the various editions of Dungeons & Dragons. If you are interested in such, it is worth the read.

Game Results for March 15, 2007

After three hours of excitement, game session 28 of Age of Worms came to a close. Present characters included Eol Seregon (half-elf hexblade), Grot Bloodtunneler (shield dwarf warmain), Lyrin Sinbal (simian warmage), Valgen (human fighter), and one of the Character Pool characters, Carn Fodelfex (whisper gnome cleric).

Carn opened the night by casting water breathing, allowing the party to descend down the water-filled barrel shaft. Approximately 75 feet down (35 feet down the shaft to the water surface, 40 feet of water), the party discovered a passageway leading into a large room. Within they battled a giant octopus who was eventually slain by vicious stabbing and a number of magic missiles. The group found a lever to raise and lower the water level in the room, along with a platform accessible when the water and central lever-pillar were at their highest level. Carn and Valgen remained on the platform trying to get through a door, while the rest of the party drained the water and searched the room below. After busting down the door with a portable ram, Valgen found himself bull rushed by a doppelganger. He flew backward and tripped over Carn, plummeting 40 feet to the floor below. Fortunately, he just missed landing on Eol. The casters made short work of the doppelganger, and the group raised the water level back up to get to the platform.

The group moved into a hallway lined with numerous iron doors, including double iron doors on each end. They tried the doors, finding them locked except for the bathroom and a planning room behind the first set of double doors. Within a pair of doppelgangers attacked the front line, but Lyrin blasted them with a fireball, which also destroyed the paper contents of the room. The group found a secret door, but it only held a scattering of cloaks within. The team moved toward the other double doors, but Grot discovered (by plunging into it) that a large pit trap lay before the door. Carn used fly to investigate, while Eol attempted to climb down and Valgen feather fell in. Grot was not a the bottom of the 30-ft.-deep pit, but Valgen quickly discovered the floor was false, and he fell on through. After some doing, they found that the false floor hid another 30-ft. of pit, lined with spikes and a silence effect. As most of the party tried to climb ropes out, Lyrin stood looking over the edge. He was caught completely unaware and nearly bushwhacked by a pair of doppelgangers. He spun about as the second doppelganger untied the rope holding up Eol. As the half-elf skewered on a spike, Lyrin defensively cast his second fireball and turned his two adversaries into crispy critters. Unfazed, he turned back and helped his allies out of the pit.

The party busted open the other doors to find sleeping quarters for the doppelgangers. They then discovered a strange black-mirrored room filled with chairs. Manacled to the chairs were the members of the entire party screaming against their gags for freedom! They ungagged the bound Valgen who began swearing up and down that the Valgen with the party was an imposter and that he was the real Valgen. So, Valgen gagged him back. Riddled with doubt and suspicion, the group further tied up the manacled people and eyed one another warily. They discovered a secret door and decided to move on and deal with sorting out who is who later on. They then found a mirror maze whose reflections make the maze appear to go on endlessly.

The party now stands at the entrance of the maze looking back at their own reflections. Running through each of their minds is the thought that any number of their allies could actually be tied to a chair and ruthless doppelgangers walk with them waiting the right opportunity to plunge a dagger into their backs!