Saturday, January 9, 2016

DM's Note: Daern's Instant Fortress - A Complete User's Guide

Last gaming session, the characters discovered the rare magical item, Daern's Instant Fortress in a white dragon's hoard. The player's jaws dropped as I read the description:
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. 
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrows slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damaged and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall or regain 50 hit points.
 Now, that might seem pretty straight forward... but I think it leaves a lot of room for elaboration, particularly since this magical item is incredibly powerful. See my DM rulings below:
  • How does placing the cube work and how does it enlarge? The cube must be placed on solid ground in an adjacent square to the possessor. When the command word is spoken, the cube will grow to full height instantly, during the activator's turn. It enlarges in a predictable pattern: The door faces the activator in the space where the shrunken tower was activated. The tower extends 5' to the left of the door, 10' to the right of the door, and the far wall of the tower is 20' away from the door. If unmovable barriers (such as a cave ceiling or walls) would prevent the full growth of the fortress, it does not enlarge at all.  
  • Who is the "you" referenced in the description? Attunement isn't necessary to operate this magical item. But clearly the description references a "you" as the sole operator of the fortress. It wouldn't do much good to have an unbreakable door if anyone who overhears the door's command word could open it. The "you" referenced in the description is the character that initially activated the fortress by using an action to speak it's command word. As long as the tower is enlarged, the activator remains the only person able to control the doors and shrink the tower.
  • Does the fortress need to be 100% empty for it to shrink? Yes. No living or nonliving objects can be inside of it... but we're not going to go crazy with this idea, either. If a mosquito flies in one of the arrow slits and stays inside the fortress will still shrink. 
  • Who can open and close the door and the trap door? The description clearly states that ONLY the activator can open the door by speaking the door's command word using a bonus action. This also applies to the trap door in the roof as well. Speaking the command word is necessary to open either door when entering and exiting. Anyone can close the doors (both of which open out, by the way).
  • Arrow slits? How many? Where? The fortress has eight arrow slits - two centrally located on each side and only on the second floor. 
  • How does firing from an arrow slot work? Firing through an arrow slot restricts the angles the attacker can see targets to a 90o cone shape. The attacker cannot fire on targets directly adjacent to the fortress.
  • Is there a defensive bonus from arrow slots? Enemies outside the tower can attempt to attack through an arrow slit. Arrow slits provide 3/4 cover, granting +5 to AC and Dexterity saving throws. Spells that rely on line of sight can also be cast through an arrow slit.
  • What is the defensive bonus from crenellations? Within each 5' square a character can decide if they are fully behind the merlons (the solid portion) or the crenels (the gap) at any point in their turn. Crenels gives 1/2 cover from attacks outside the tower which gives +2 bonus to AC and Dexterity saving throws. Merlons grant total cover from attacks outside the tower, preventing the character behind a merlon from being targeted with attacks.
  • How does the ladder work? Climbing the ladder requires no roll but every 5' counts as 10' of movement.  
  • How can the tower be damaged? The description notes that the tower has immunity to "damage from nonmagical weapons." The tower's resistance to all other damage is applied to magical weapons, siege weapons, spells, breath weapons, spell-like effects or other non-weapon attacks.

Friday, January 8, 2016

DM's Note: Building Daern's Instant Fortress

So, last gaming session, the players found the rare and powerful magical item, Daern's Instant Fortress. DM problem... how to make this thing a reality on the gaming table. I just know this thing is going to be used in combat on the grid. So I decided to make a practical Daern's Instant Fortress.

First step, making the descriptive text a reality. I did some quick sketches based on the description of the item and the picture in the DMG. Placement of doors, arrow slits, the ladder, and trap door had to be worked out.

Daern's Instant Fortress
Next, I gathered supplies. I figured I would want the model to be more practical than pretty. I decided that having all four sides open would allow everyone to see exact positions inside the fortress and access their miniatures to move them around. I purchased shishkabob skewers to make the ladder, square dowel rods for the corners, plain cardboard for the levels and crenelations, wood glue, an off-silver metallic spray paint to cover the whole thing, and some extreme sharpie markers to make sure I could write on the paint.
Daern's Instant Fortress

Then, I became carefully measuring and cutting cardboard, skewers, and dowel rods. I glued it together one piece at a time and then gave the entire structure several layers of spray paint. Lastly, I drew the 1' grid with the sharpie marker and indicated where unique features are located.

The end result, while not the prettiest, should be functional in the game.




Ground level - I indicated the original placement of the fortress's shrunken cube from which the structure enlarges. The door is also on this space. The ladder is on the opposite wall.


Second story - 15' up from the first floor, this level has one section missing to allow character to climb the ladder. The arrow slits are indicated with a single line inside two squares on each side.

Roof - Another 15' up from the second story. The crenellations were designed so that each 5' square had the option of total cover or half cover. The T in the corner indicates the trap door.

Monday, December 7, 2015

Hoard of the Dragon Queen: Aftermath - Episode IX - The Book Thief

Ah, where to begin? Well, do you remember that magical book that turned Oloril into a crocodile? As it turns out, Kaelthiros was quite intrigued by the tome. You see, Kaelthiros was resurrected upon arrival in Waterdeep. Oloril's restoration to dwarven form, however, was taking quite a bit longer. It was during this time that Kaelthiros' curiosity got the better of him. Warned by Murray that the codex may have the same negative effects on the elf as it did on Oloril, the ranger nevertheless carefully read through it's pages. Almost at once, Kaelthiros felt more agile and dexterous! Unfortunately for Oloril, Murray soon discoved that the benefits this book could only be imparted every 100 years. Well, at least dwarves have long life spans!

Now, it goes without saying that Oliril, once fully restored, was decidedly infuriated by Kaelthiros' actions. Of course, the dwarf would have likely given the book to the elf eventually; but to read through it uninvited was simply inexcusable! Attempts at reconciliation were made by our eager little reader, but it was quite some time before he was (mostly) forgiven.

During the time Oloril was distancing himself from the sticky-fingered elf, Kaelthiros relayed to Dain a most unusal dream that came to him while in the realm of the dead. The dream told of The Lost Mines of Phandelver, open and unobstructed. In fact, it was none other than the voice of Gundren that beckoned him back to the locale in this pre-resurrection vision. Something for the party to keep in mind.

Meanwhile, Oloril grew impatient to meet his father in Neverwinter. After making much ado, the dwarf convinced the party to head for Neverwinter. However, Oloril's father was not there to greet them when they arrived. The would have to wait for him to return to the city. So, whilst waiting, and after some Oloril-ordained partying, Kaelthiros inquired after any news concerning the Mines of Phandelver. He soon discovered that a gentleman by the name Yennon Thorton had purchased land near the mines. Thorton! That was the last name of Hollia - the ranger's former mentor, Zhentarim agent, and leader of the Brown Cloaks! How intriguing!

Finally, Oloril's father returned, and a grand party was held! The renowned dwarf was formally introduced to the party, and began to sing the praises of his son. It was a grand night! After the festivities began to wind down, the party made mention of the recent infiltration of Dain's home. You see, days prior, a group of ruffians, sent by Lord Diamond and Silvergleaming to kill Dain and Oloril, entered Dain's home with murder in their hearts. Furthermore, when the intrusion occured, only Dain's wife was at home. Fortunately, Dain's wife is an unmistakably terrifying combatant, and was able to immobilize and bind all five intruders. . . while she was pregnant. Be afraid!

Through some scrying directed by Oloril's father, it was quickly determined that those who sought the life of the two dwarves dwelt in a mansion located in the reagion of Iriaebor. But, what will the party do next? Destroy the threat in Iriaebor? Take vengeance upon Favrik and his camp? Or, perhaps, something more unpredictable? We shall soon see . . .




Thursday, December 3, 2015

Hoard of the Dragon Queen: Aftermath - Episode VIII - Poor Oloril



Yes, Oloril is now a crocodile. How did this happen? Well, the party, sans Kaelthiros, re-entered V's lair to pillage and plunder to their hearts' content. In the process the encountered V's twin (whom they killed), treasure chests (which they retrieved), and, oh yes, a magical book . . . that Oloril touched. And what was his reward for doing so? Correct! He turned into a crocodile! A crocodile who's mind is now nothing more than a brutish consciousness.

Let's evaluate the current status of the party:

Kaelthiros - Dead
Oloril - A Crocodile
Stumpy, er, Dain - Minus a Hand
Murry - Um, somehow just fine . . .


Time to head to the nearest town to recuperate!

Thursday, November 26, 2015

Hoard of the Dragon Queen: Aftermath - Episode VII - How The Mighty Have Fallen

A great victory must also be followed by a great undoing. Or, so it seems. You see, the party decided to go and search V's lair to see what loot may have been left behind. When they arrived there, they parked the castle about a quarter of a mile out from the lair's entrance. The marshy ground below was covered in a thick fog.  No problem, Kaelthiros thought, Dain and I can scout ahead moving stealthily through the dense haze. After all, I am a master of stealth. What an idea! An awful idea! The grinch elf got a wonderful, AWFUL idea!

Well, so the tragedy began to unfold. There, Dain and Kaelthiros crept, moving towards the mouth of the former dragon's lair. And then it happened. No more than 400 yards ahead of the party, the pair - isolated from any assistance - encountered several lizard men. Oh yes, some of which were shaman that could summon several crocodiles at a time. And let's not forget the two giant lizard creatures and the big black lizard man! Needless to say, the were very quickly outnumbered.

Their screams were unheard by their distant companions - and there was no way to win the battle against such a great horde. At that moment, Kaelthiros knew he could run. He alone could make it back to the party. There was no hope for Dain. But, what happened then? Well, in the Mere of Dead men they say, the Wood Elf's small heart grew three sizes that day. The ranger ran towards the combat - knowing it would be his demise. He would not allow Dain to die alone.

Furiously, and frantically, he fought, firing arrows into the flesh of the foes that surrounded Dain. But, it was to no avail. For only moments later, Kaelthiros would fall to the ground - the life slipping from his body. It was then that he remembered Mullyn's recent telepathic message: "Kaelthiros, before death descends on you, let our companions know that the restored Farseer may be delivered to me in Candlekeep. Goodbye, my friend." With that last fleeting thought, death made it's final descent. Kaelthiros was dead.


Thursday, November 19, 2015

Hoard of the Dragon Queen: Aftermath - Episode VI - Voaraghamanthar's Demise

After arriving at the Roadhouse, our heroes find their former acquaintence, Boglock. He was at first quite reluctant to divulge any information; however, after some "mild persuasion" he readily declared what he knew of the cults plans. They were headed to the North under the leadership of none other than Favrik! Now, as Baglock was discovered to be in cahoots with the cultists, he was taken to Castelino for a public execution. Such is the fate of any who betray our heroes!

The old Bollywug fortress was their next target. The Farseer needed to be retrieved and taken to Mullyn in Candlekeep. Upon arrival, the Farseeer was immediately located. Of course, whilst working on its retrieval, our group suffered several taunting attacks from the black dragon, Voaraghamanthar.

Much loss was suffered, but finally our adventurers were able to engage the dark menace in direct combat. The much-dreaded moment was upon them. Voaraghamanthar had come to recover Sunder - and to end the life of the one who stole it! Thankfully, things did not go nearly as poorly as they could have. Before you could say "Voaraghamanthar," (trust me, it takes a while to say - especially for certain DM's) the foul beast was dead. His corpse lie lifeless, pierced by arrows, full of gashes, and shredded by his own Sunder.


Thursday, November 12, 2015

Hoard of the Dragon Queen: Aftermath - Episode V - Dwarven Bachelor Party

The golems were fixed and some new spells purchased, so what time was it? Time for the Dwarven bachelor party of course! So much to say about that - or rather so much better left unsaid. Thankfully, the first rule of DBP is that you do not talk about DBP. So moving on . .

Dain's wedding was amazing - an appearance by the king of Mithril Hall, an incredibly powerful lightning javelin gifted by Oloril's father, and - oh yes - acid in all the drinks! The culprit (hired by Lord Diamond) was soon found, hung upside down as nothing more than a pinata, and promptly beat to death as a wedding game. *shrugs* Dwarven weddings, what can you really say?

The wedding festivities done, more trouble arises. A hired mercenary has killed two fellow soldiers on Castelino! Although he accused them of stealing his money, the dead pair was not at fault. The money was found in another soldier's room - who of course denied taking it. And so the plot thickens . . yet again. Now, to find the Black Dragon . . . or be found by him . . .