<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4929703742764676259</id><updated>2011-07-07T18:55:09.186-07:00</updated><category term='Dungeons and Dragons'/><category term='4th Edition'/><category term='Skill Challenges'/><category term='Treasure'/><category term='Saving Throw'/><category term='Rewards'/><category term='Wipe'/><category term='Action Point'/><category term='Death'/><category term='Recap'/><category term='solo monsters'/><category term='4E'/><title type='text'>Blog of the Beholder</title><subtitle type='html'>Screens are for sissies.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://beholder-blog.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://beholder-blog.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>echoshifting</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://2.bp.blogspot.com/_TN2a5pULm4o/Su9IOXi3MhI/AAAAAAAAAAM/d5yE-BwWfcM/S220/StupendousMan.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>4</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4929703742764676259.post-7503023752693780505</id><published>2009-11-13T19:42:00.001-08:00</published><updated>2009-11-13T19:42:41.718-08:00</updated><title type='text'>CRASH BOOM BANG!</title><content type='html'>Had a major computer catastropher in my DM's den. :(&lt;br /&gt;&lt;br /&gt;The blog will be back up and running when my computers are back up and running.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4929703742764676259-7503023752693780505?l=beholder-blog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://beholder-blog.blogspot.com/feeds/7503023752693780505/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/crash-boom-bang.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/7503023752693780505'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/7503023752693780505'/><link rel='alternate' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/crash-boom-bang.html' title='CRASH BOOM BANG!'/><author><name>echoshifting</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://2.bp.blogspot.com/_TN2a5pULm4o/Su9IOXi3MhI/AAAAAAAAAAM/d5yE-BwWfcM/S220/StupendousMan.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4929703742764676259.post-193521989640527284</id><published>2009-11-11T13:20:00.000-08:00</published><updated>2009-11-11T18:48:28.859-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rewards'/><category scheme='http://www.blogger.com/atom/ns#' term='Recap'/><category scheme='http://www.blogger.com/atom/ns#' term='Treasure'/><category scheme='http://www.blogger.com/atom/ns#' term='Action Point'/><category scheme='http://www.blogger.com/atom/ns#' term='4E'/><category scheme='http://www.blogger.com/atom/ns#' term='solo monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='4th Edition'/><category scheme='http://www.blogger.com/atom/ns#' term='Wipe'/><category scheme='http://www.blogger.com/atom/ns#' term='Death'/><category scheme='http://www.blogger.com/atom/ns#' term='Dungeons and Dragons'/><category scheme='http://www.blogger.com/atom/ns#' term='Skill Challenges'/><title type='text'>Action Point: Death by Chocolate</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_TN2a5pULm4o/Svsh_5HmgSI/AAAAAAAAACI/zcPO56xXdkA/s1600-h/tarrasque.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_TN2a5pULm4o/Svsh_5HmgSI/AAAAAAAAACI/zcPO56xXdkA/s320/tarrasque.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;i&gt;Action Point &lt;/i&gt;is going to be my "normal" DM post that seems to be a staple of D&amp;amp;D blogs everywhere. It's a recap of my latest game session and philosophizing over whatever D&amp;amp;D rule/concept/etc. that bugged me/impressed me the most during said session. Ok, ready to go? Yeah? Good.&lt;br /&gt;&lt;br /&gt;I thought last night's game went extremely well, despite the fact that I sent more than half the group home in body bags...&lt;br /&gt;&lt;br /&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;b&gt;Money Money Money Mooooney!&lt;/b&gt; &lt;br /&gt;&lt;br /&gt;We started the session the instant after the party had finished off a large group of undead, an encounter that went quite well (despite some strange tactical choices from my player group). I had taken the time to flesh out the room's treasure and wow, what a difference. I went into this edition of D&amp;amp;D with a very cynical view of treasure: why bother detailing exactly what kinds of gems the party finds, art objects, non-monetary treasure, and so on, when my players are just going to fence everything? Sometimes, players don't even bother to fence; they hear the item's value and add it to their gp total...and unless you're a truly anal DM, you let them get away with it. Otherwise, you're forcing a level of realism on your players that they obviously have no interest in. If this is what most players do, though, what's the difference between detailing the loot in a room and just listing off a gp total of everything they find?&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_TN2a5pULm4o/SvsiooUASLI/AAAAAAAAACQ/SVbxA8biSGE/s1600-h/alumni_0821_3.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_TN2a5pULm4o/SvsiooUASLI/AAAAAAAAACQ/SVbxA8biSGE/s200/alumni_0821_3.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Thing is, it does make a difference. For one thing, it helps with pacing. 4th Edition encounters tend to be on the long side; if there's a good chance your players are going to walk from one combat into another, provide the most intricate treasure details possible, and make sure to put lots of stuff in the room for the players to poke and prod. Sometimes, the players might find a seriously weird item with no monetary value. They make check after check and they just can't figure out what it is. If the item is peculiar enough, you can bet on them hanging onto it, and when that item turns out to be important down the road, the players feel rewarded for their decision to keep it.&lt;br /&gt;&lt;br /&gt;You can also use "worthless" treasure to make your dungeon feel more alive. Those wooden animals next to the servant girl's bed might not be worth a cent, but if something later in the dungeon reminds the players of that find, such as the introduction of a new NPC with a connection to those carvings, it'll feel like everything is clicking into place. Your new NPC already feels more real to them than the most intricate description would allow.&lt;br /&gt;&lt;br /&gt;Anyway, I've been getting more and more into treasure details and it has been paying dividends in my game. The players love to go through it, it makes my dungeons feel more alive, and it gives everybody something to do between combat encounters in the event of back to back fights. I'm not saying an approach&lt;a href="http://chattydm.net/2009/11/09/turning-dd-4es-economy-on-its-head/"&gt; like this one&lt;/a&gt; isn't without merit (I actually think the wealth system Chatty DM has developed is pretty cool), and it certainly doesn't squelch the players' ability to find valueless trinkets here and there...but why would they bother searching if they knew there wasn't any money in it for them?&lt;br /&gt;&lt;br /&gt;Perhaps it's different for other groups, but I know that something would be lost if I did away with loot. My players don't have the time or interest to read up on every magic item in the game, so when they find something really cool they've never heard of before, they get pretty excited. They're growing to enjoy this aspect of the game more than ever before, and I'm growing to really enjoy the character moments this space between encounters allows...I just have to make time to fill the room with interesting things! &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Skill challenge? Fun? A fun skill challenge?!&lt;/b&gt;&lt;br /&gt;I'm a big fan of the bulk of Wizards' 4E line, but to me the two DMGs stand head and shoulders above anything else they've published thus far. The first offered incredibly good advice on how to run a game that could easily be applied to any system. The DMG2 is more focused on D&amp;amp;D 4E's mechanics, and that's a very good thing. There are plenty of cool toys in there, and they've done an excellent job of responding to the gripes some people had with the first DMG. They've expanded the rules and tips for custom traps, monsters, artifacts, etc...but best of all, they've completely overhauled skill challenges.&lt;br /&gt;&lt;br /&gt;Skill challenges were sort of a mess right after 4th Edition hit. They sounded okay on paper, but in practice they didn't really work - they weren't fun and they didn't make sense. Many DMs dropped them altogether, and those that kept them ended up house ruling the system (including many DMs up at WotC HQ, apparently). Here, they are seriously fun. It might take a little more work to put them together, but it's worth it, friends. I can't go into much detail here (my players haven't completed the challenge yet), but if you haven't already, read the chapter on skill challenges in DMG2 from start to finish as soon as possible. It will completely change your view on skill challenges.&lt;br /&gt;&lt;br /&gt;I'm going to end it there, as I still haven't gotten to what I &lt;i&gt;really&lt;/i&gt; want to talk about today, but I'm sure I'll revisit this sometime after the party completes the challenge.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A shotgun to the face&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;&lt;b&gt;&amp;nbsp;&lt;/b&gt;So this skill challenge was moving right along and everybody was having a good time. The players were in the midst of a "scavenger hunt" of sorts: each had received a specific vision revealing the location of a particular item, and as far as they knew, they needed to find all five to move on to the next stage of the challenge.&lt;br /&gt;&lt;br /&gt;One of these pieces required the completion of a difficult combat encounter to acquire. So, the players headed to the encounter site and managed to summon the monster - a nasty fellow inspired by Diablo's notorious &lt;a href="http://diablo.wikia.com/wiki/The_Butcher_%28quest%29"&gt;Butcher&lt;/a&gt;. There were definitely a couple of things I would have liked to have changed about the fight - I hadn't properly warned the players how tough it was going to be, the room was too small, and I had given the monster a damage reduction ability I sorely regretted (I've decided to scrap it if they try the fight again). Protip: damage reduction auras on standard leader monsters? Good idea. Damage reduction auras on nasty solo monsters? Bad idea. Lesson learned.&lt;br /&gt;&lt;br /&gt;What really killed the players, though, was a burst attack called &lt;i&gt;Flay the Helpless&lt;/i&gt;, which dealt significant damage in a close burst 5 and caused vulnerability to necrotic and poison damage. A potent ability, sure, but it was on recharge 5-6. Statistically speaking the characters would have to worry about it once every three or four rounds. Well, as we all know, sometimes the dice are &lt;i&gt;for&lt;/i&gt; the players, and sometimes the dice are &lt;i&gt;against &lt;/i&gt;the players. Not only was the Butcher managing to recharge the attack &lt;i&gt;every round&lt;/i&gt;, but he was rolling ridiculously long strings of high attack rolls..and if he did roll low, it would be targeting someone who had a low enough fortitude to get hit anyway.&lt;br /&gt;&lt;br /&gt;Towards the end of the combat, my rogue player was already down, a couple more were clinging to life and my shaman player was out of healing spells...and the Butcher wasn't even bloodied. Just as the heroes started to discuss retreating, something miraculous happend - my warlock player rolled a crit with a &lt;i&gt;daily&lt;/i&gt;, dealing well over fifty points of damage (for a level 7 character, that's pretty damn good). Everyone started to celebrate...it was bloodied! There might a shot at victory after all! Well, not so fast. Like most solo monsters, the Butcher had a nasty trigger waiting for the players to bloody him. Yep, &lt;i&gt;Flay the Helpless&lt;/i&gt; immediately charged and went off (AGAIN) as an automatic reaction to the Butcher becoming bloodied. Two more players went down. My rogue was now DEAD dead. The shaman and the warlock managed to get out by the skin of their teeth...and that was that. It was getting close to our normal end time, so we called it quits.&lt;br /&gt;&lt;br /&gt;Despite all this, I still thought the session went well, and I said so. Everyone agreed (even my player who hasn't really bought into 4E yet admitted he had a good time), although clearly, nobody was happy about dying or failing to kill the Butcher. Regardless, the crew seemed to shrug it off. We chatted for a few minutes and I went out for a smoke, as I typically do when a session is wrapping up.&lt;br /&gt;&lt;br /&gt;People started filing out into the damp, cool night. As the first player passed by, I lamented the occasional cruelty of dice. "Well," he shrugged, "there's always DM's discretion...just because you have a shotgun in our face doesn't mean you have to use it."&lt;br /&gt;&lt;br /&gt;"True," I replied, "but the game wouldn't be much fun if you guys knew you couldn't die."&lt;br /&gt;&lt;br /&gt;"Well, you've already proved that a few times."&lt;br /&gt;&lt;br /&gt;"Touché," I laughed, and let it drop.&lt;br /&gt;&lt;br /&gt;Based on the absurd amount of time I've spent reading &lt;i&gt;Dragon Magazine&lt;/i&gt;, &lt;i&gt;Dungeon Magazine&lt;/i&gt;, various forums and several blogs, I don't feel like I run a "high casualty" campaign. I'll go so far as to claim I know I don't. I'd say one character gets KO'd every three or four fights, sure, but they rarely actually &lt;i&gt;die&lt;/i&gt;. I've never withheld &lt;i&gt;raise dead&lt;/i&gt; from my players; I've always made it as simple as heading to town and taking a break. Is the player perception of character KO any different from their perception of character death? Perhaps not...and I think that's probably my fault, since I've always made it about as easy to resurrect themselves as it is to stand back up after a fight...just more expensive.&lt;br /&gt;&lt;br /&gt;That's not the important point, though it is an interesting train of thought I'll have to pursue sometime. No, this isn't really about death. It's about fudge. If you're a player (I'm not specifically referring to &lt;i&gt;my&lt;/i&gt; players here), this is an important point to understand:&lt;br /&gt;&lt;br /&gt;If your DM is a good DM, you'll &lt;i&gt;never know&lt;/i&gt; when he fudges.&lt;br /&gt;&lt;br /&gt;I try my damnedest to never fudge dice rolls in full view of the players. I've done it &lt;i&gt;once&lt;/i&gt; in the course of this campaign, and I regret it to this day because I know how toxic it can be; I've experienced it firsthand. In one of the first games I ran, I fudged absolutely everything. I knew my players didn't like to die, and I wanted them to like me, as a DM and as a friend (gimme a break, I was twelve). I didn't want to risk losing a friend over a dumb game. So...what happened? The players took increasingly foolish and unrealistic risks, never giving a second thought to tactics, knowing they couldn't really be hurt. Eventually, they had conquered every plane of existence and amassed an absurd mound of powerful magic items and gold...and that's right about when the game fizzled.&lt;br /&gt;&lt;br /&gt;That's an extreme example, and I learned quite a bit from it. I still fudged, and I slowly trained myself to hold back as often as possible. However, I had yet to sort out the other important law of fudging: that it must be done in secret.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_TN2a5pULm4o/Svsg07hoFgI/AAAAAAAAACA/yCOucSgi37E/s1600-h/bodak.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_TN2a5pULm4o/Svsg07hoFgI/AAAAAAAAACA/yCOucSgi37E/s400/bodak.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Why'd you save his character, but not mine? What's different about this crappy roll? Why did you let us die &lt;i&gt;this &lt;/i&gt;time? Eh, this victory is kinda meaningless; we only won because the DM stepped in. On and on and on. Such are the wages of sloppy fudging. You know that one fudge in this campaign the players know about, in which I saved a character from falling into an endless abyss? I am never going to be able to escape that decision, at least not in this campaign. If the characters ever find themselves in a situation even remotely similar to that encounter, and someone screws up or gets very unlucky with the dice, I will have to choose between more fudging or allowing a seed of resentment to start growing at my table.&lt;br /&gt;&lt;br /&gt;Summing up - through all of these experiences, I've come to believe in two laws essential to a healthy campaign when it comes to fudging:&lt;br /&gt;&lt;br /&gt;1) Players need to be punished for poor tactical decisions.&lt;br /&gt;&lt;br /&gt;2) The threat of bad luck must remain a constant.&lt;br /&gt;&lt;br /&gt;Both of these came into play last night. If the players watched me roll for the &lt;i&gt;Flay the Helpless&lt;/i&gt; recharge, saw the 6 and I decided to use the Butcher's weaker attacks regardless, the dice would have lost some of their power. The players &lt;i&gt;should&lt;/i&gt; &lt;i&gt;always be worried about that 6&lt;/i&gt;. They should never find themselves saying "well, half the group is bloodied and one guy just kissed the pavement. This recharge roll doesn't matter because the DM will back off." That may seem like mercy, but it can lead to boring scenes, what's worse, boring scenes when the tension should be at its peak.&lt;br /&gt;&lt;br /&gt;And what about the bloodied rogue with no healing surges still going toe to toe with the Big Bad so he can roll his &lt;i&gt;sneak attack &lt;/i&gt;dice? Of course he's going down. Hell, if the area attack hadn't gone off round after round, he would have been my first target with the monster's basic attacks. Evil entities tend to notice when you're bleeding out. What about the warlock who launched that daily in a desperate bid to bloody the monster while the party was coming to terms with their worsening situation? That may be the only critical hit with a daily we &lt;i&gt;ever&lt;/i&gt; see in the course of the campaign, and it's going to be memorable for all the wrong reasons (although I hope we'll be laughing about it by next week).&lt;br /&gt;&lt;br /&gt;I'm not pointing this out to disparage my players, who may very well end up reading this. I'm only pointing it out to show how everyone makes mistakes, DM and player alike, and it's only fair that we all pay the price for those mistakes. Believe me, players have the better deal. If you make a mistake, particularly in combat, you have the opportunity to learn from it and &lt;i&gt;hopefully&lt;/i&gt; think twice the next time you're in that situation. Ultimately, the mistake is rewarding...this is true for DM errors as well, although recovering from that mistake can be a bit more...complicated on our end of the table. I have plenty of experience with this; I've done a LOT of stupid things running games over the past seventeen years. You figure out what you should have done differently and file the memory away so you can refer to it the next time you're in a similar situation (and if you're a DM, you hopefully recover some face, too). &lt;br /&gt;&lt;br /&gt;As that player pointed out last night, yes, I have demonstrated that the game can be deadly. I have shot each of my players in the face once or twice. But that doesn't mean I'll stop demonstrating it. That's not a game I'm willing to run. Sometimes, players make mistakes that turn out to be deadly...and sometimes the dice are just against you. Sometimes, heroes die. There is no "god mode" in D&amp;amp;D. No invincibility cheat. That's not to say I'm going to stop fudging; quite the opposite. But if my players know I fudged, that means I screwed up...and I'm going to pay for it.&lt;br /&gt;&lt;br /&gt;In the end, I would ask any player reading this to chew on this - the next time you escape something nasty by the skin of your teeth, or get incredibly lucky with some sort of check you were almost certainly going to fail, ask yourself - did I &lt;i&gt;really&lt;/i&gt; get that lucky?&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Tomorrow: the minorogue, levels 1-10.&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4929703742764676259-193521989640527284?l=beholder-blog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://beholder-blog.blogspot.com/feeds/193521989640527284/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/action-point-death-by-chocolate.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/193521989640527284'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/193521989640527284'/><link rel='alternate' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/action-point-death-by-chocolate.html' title='Action Point: Death by Chocolate'/><author><name>echoshifting</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://2.bp.blogspot.com/_TN2a5pULm4o/Su9IOXi3MhI/AAAAAAAAAAM/d5yE-BwWfcM/S220/StupendousMan.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_TN2a5pULm4o/Svsh_5HmgSI/AAAAAAAAACI/zcPO56xXdkA/s72-c/tarrasque.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4929703742764676259.post-2379918974297401987</id><published>2009-11-09T18:23:00.000-08:00</published><updated>2009-11-09T20:02:49.564-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='4E'/><category scheme='http://www.blogger.com/atom/ns#' term='solo monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='4th Edition'/><category scheme='http://www.blogger.com/atom/ns#' term='Saving Throw'/><category scheme='http://www.blogger.com/atom/ns#' term='Dungeons and Dragons'/><title type='text'>Saving Throw: Meet Thhxyj'jjk</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_TN2a5pULm4o/SvjHMVKrUrI/AAAAAAAAABk/d763rBmzEEk/s1600-h/102515.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/_TN2a5pULm4o/SvjHMVKrUrI/AAAAAAAAABk/d763rBmzEEk/s200/102515.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;My &lt;a href="http://c3echo.blogspot.com/"&gt;last blog &lt;/a&gt;, while fun for me to write, proved to be a &lt;i&gt;bit&lt;/i&gt; too specific and, well, kinda dry. So, I'm just gonna start from scratch here and give this blog thing another shot. There will still be five levels of "Character Creation Challenge" every week, but I'm going to condense them into a single article and condense the build process.&lt;br /&gt;&lt;br /&gt;Spreading out my goals in this new blog should make for a more interesting read for you and, hopefully, more fun for me to write. Not that I didn't have fun writing the first five levels of the minotaur rogue! It just didn't seem like a sustainable idea.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(And, hey, maybe it'll be a bit easier to attract readers if the blog's focus is a bit more general!)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Anyway, on to business. Monday is the day of the week when I really buckle down and put together content for my 4E game, which meets on Tuesday nights. It seemed like the perfect day of the week to offer up a bit of custom content to other DMs out there who might need a last-minute NPC, zone, etc. Tonight I'm kicking things off with a solo monster: Thhxyj'jjk. It's really not as hard to pronounce as it looks...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;Warning: there are mild SPOILERS for Thunderspire Labyrinth and Pyramid of Shadows after the jump. If you're a player and your DM is planning on running either of these, especially Thunderspire Labyrinth, don't click!&lt;/i&gt;&lt;/b&gt; &lt;br /&gt;&lt;br /&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;b&gt;Thhxyj'jjk, Lord of the Far Realm&lt;/b&gt;&lt;br /&gt;Level 6 Solo Controller; &lt;i&gt;Suggested Mini: Thoon Hulk (Demonweb)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In my game, I didn't need to come up with much background for this guy, so I'm afraid the lore is a bit fast and loose; I'm hoping to put more thought into it down the line but I've gotta get back to polishing my encounters for tomorrow at some point!&lt;br /&gt;&lt;i&gt; &lt;br /&gt;&lt;/i&gt;&lt;br /&gt;Anyway...I used Thhxyj'jjk as the unwitting guardian for a huge underground complex constructed by the Saarun...yep, the same Saarun from &lt;i&gt;Thunderspire Labyrinth&lt;/i&gt;. I didn't use them exactly as they were written in the adventure; in my campaign they had vanished from the world by the time the heroes came upon the Seven-Pillared Hall. The Hall itself was occupied by demons, and one of their goals was to breach this complex and recover...something. The players don't know yet so I ain't tellin'...sorry, guys.&lt;br /&gt;&lt;br /&gt;The how/why of Thhxyj'jjk was all pretty simple: as the Saarun started to delve into darker magic for reasons I don't care to go into here, they grew mad with power, and began to explore the Far Realm itself. At one point they were able to capture poor Thhxy, after which they set him in a pocket dimension between the Hall and the Reliquary...a place intruders would be sent to if the "Gate" of the Reliquary, which possesses mild sentience, did not recognize them as Saarun. There, Thhxyj'jjk would spend decades, if not centuries, entertaining himself by having a bit of "fun" with his captives, all while helping himself to their brains whenever he felt a bit nibbly. Bleh. Gross.&lt;br /&gt;&lt;br /&gt;When the heroes reached the entrance to this place, known as the &lt;i&gt;Reliquary&lt;/i&gt;, this group of demons and cultists were already well ahead of them (as these things tend to go). They had done their homework and knew how to bypass the pocket dimension. The player characters, of course, were not so lucky.&lt;br /&gt;&lt;br /&gt;I started out by just using a slightly modified version of the "Howls from Beyond" fight from &lt;i&gt;Pyramid of Shadows&lt;/i&gt; (encounter T5). I liked the encounter concept and I thought it would be an appropriate encounter for the pocket dimension/enslaved monster scenario I had in mind. Over time, however, I started fidgeting with it, changing this, changing that, and as so often happens, I decided I'd rather just take the time to build the darn thing from scratch. (&lt;i&gt;Note: I'm only pointing this out because you may spot a couple "leftovers" from the Far Realm Abomination monster here, and I didn't want anyone to get the impression that I'm ripping off creative material in my very first post!&lt;/i&gt;)&lt;br /&gt;&lt;br /&gt;A couple of encounter details before the stat block: I just used the big tower map from the &lt;i&gt;Scepter Tower of Spellgard&lt;/i&gt; adventure, which is turning out to be pretty handy. Before the heroes could fight Thhxyj'jjk, they had to finish a skill challenge while staving off a group of minions who would disappear in a cloud of vapor when killed, only to reappear moments later. The big twist (and one of the things that made it a fun fight) was that each of the minions was a "shadow" version of a dead PC from earlier in the campaign. I definitely drew from WoW's &lt;i&gt;Old Kingdom&lt;/i&gt; dungeon for inspiration here - the Lovecraftian monster hidden from the heroes while they fight off shadow versions of themselves - but I thought it would be more fun to throw old characters at them (made a bit more sense miniature-wise, too).&lt;br /&gt;&lt;br /&gt;Everyone really enjoyed the skill challenge/combat and the solo fight that followed was easily my most successful solo encounter so far. I don't know how true this is for other DMs, but for me the new solo rules Wizards is getting out to DMs via &lt;i&gt;MM2, DMG2&lt;/i&gt; and the last &lt;i&gt;Adventure Tools &lt;/i&gt;update have completely restored my faith in this kind of fight. It was awfully fun and I don't think anyone thought it ran too long...in fact it felt much faster than our normal fights!&lt;br /&gt;&lt;br /&gt;That's enough blabbering from me. I might post the skill challenge/shadow combat next week. It would take a bit of doing to get that into a blog-compatible format, and I really must get back to populating the depths of the Reliquary with nasties! Here he is:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_TN2a5pULm4o/SvjOR-6WKjI/AAAAAAAAABs/frMCHidAN-E/s1600-h/Thhxy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_TN2a5pULm4o/SvjOR-6WKjI/AAAAAAAAABs/frMCHidAN-E/s640/Thhxy.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4929703742764676259-2379918974297401987?l=beholder-blog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://beholder-blog.blogspot.com/feeds/2379918974297401987/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/saving-throw-meet-thhxyjjjk.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/2379918974297401987'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/2379918974297401987'/><link rel='alternate' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/saving-throw-meet-thhxyjjjk.html' title='Saving Throw: Meet Thhxyj&apos;jjk'/><author><name>echoshifting</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://2.bp.blogspot.com/_TN2a5pULm4o/Su9IOXi3MhI/AAAAAAAAAAM/d5yE-BwWfcM/S220/StupendousMan.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_TN2a5pULm4o/SvjHMVKrUrI/AAAAAAAAABk/d763rBmzEEk/s72-c/102515.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4929703742764676259.post-3354218784895833175</id><published>2009-11-07T21:16:00.001-08:00</published><updated>2009-11-07T21:16:27.871-08:00</updated><title type='text'>Behold!</title><content type='html'>I made a blog.&lt;br /&gt;&lt;br /&gt;I didn't like the way it was turning out.&lt;br /&gt;&lt;br /&gt;So I started another one.&lt;br /&gt;&lt;br /&gt;Thrilling, I know.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4929703742764676259-3354218784895833175?l=beholder-blog.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://beholder-blog.blogspot.com/feeds/3354218784895833175/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/behold.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/3354218784895833175'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4929703742764676259/posts/default/3354218784895833175'/><link rel='alternate' type='text/html' href='http://beholder-blog.blogspot.com/2009/11/behold.html' title='Behold!'/><author><name>echoshifting</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://2.bp.blogspot.com/_TN2a5pULm4o/Su9IOXi3MhI/AAAAAAAAAAM/d5yE-BwWfcM/S220/StupendousMan.jpg'/></author><thr:total>0</thr:total></entry></feed>
