Friday, 26 April 2019

Battlefleet Gothic: Tyranid Hive Ship


Ever since I saw the Tyranid Hive Ship on the Games Workshop website back in 2003 I wanted it. I didn't even play Tyranids! But it didn't matter. I still wanted it. It was just so damn cool.

So with my buddy Neil regularly playing Tyranids these days I figured I would get a fleet together for him to use. So count this as the beginning of my 850pt Tyranid Fleet.


Now admittedly a Hive Ship is a little bigger than the cruisers that I was filling my other 850pt fleets with. And this is true. By the rules this bad boy is classified as a Battleship rather than a Cruiser... But given the rule set I am using (Battlefleet Gothic Expanded Revised) this was the easiest legal fleet that I could slap together.

So everyone will just have to deal with it.


I was lucky enough to snag a fully unpainted/unassembled model in one of the generic white boxes that GW has become so fond of for their older minis. So I had a fresh start on this model and had to clean and trim it, which took for ever and then assemble the large pewter body.

Painting it was honestly very easy, though I took my time so I was always painting at my best. I am quite pleased with how it turned out.


So only a Cruiser, and like 16 escorts to go and I will have this Tyranid Fleet up and running and ready to battle in no time!


Written by: Andrew Gregory

Wednesday, 24 April 2019

5 Tips for Making Your D&D Dungeons Pop


As its name would imply, Dungeons and Dragons is more than a little focused on exploring and vanquishing vast and complex dungeons. Part of the creative challenge of evolving into a seasoned Dungeon Master will always be the art-form of engineering temples, lairs, caves, and caverns filled with tricks, traps, and trolls guaranteed to put your party through the ringer.

Having logged an obnoxious volume of hours playing through the Legend of Zelda series over the years, I've developed a certain fondness for challenging puzzle-themed dungeons that demand a more outside-of-the-box style of thinking in order to conquer. As a DM, it's become a treasured exercise to create my own temples, which always require that players harness the full suite of their creative aptitudes in order to skillfully navigate the Machiavellian fun-houses they so often find themselves in.

Dare you enter?
When devising a dungeon, it's easy to become fixated on filling every chamber with a new and different creature that will present a higher challenge rating. JADE's Maze of the Minotaur campaign does this unapologetically in fact. While this practice is entirely relative to preference (and should be based primarily on a party's class composition), gratuitous combat can certainly start to grow stale for a party's Support/Specialist classes like Bard, Cleric, and Rogue. If the party in your campaign is support-class heavy, try augmenting your dungeons by employing riddles and obstacles that will allow these characters to draw upon more of their less-violent abilities in order to progress.

Using the cliff-top temple complex I designed for the party in my Elementia Campaign to help illustrate, here are 5 techniques for constructing creative dungeons in your RPG campaigns that are a well-blended mixture of engagement and challenge:

The Cliff-top Temple
(Snagging blueprints online in which to design your puzzle-dungeon is a great time-saver)




1. A High-Stakes Purpose

Skyrim's gameplay can eventually become repetitive when you're just slicing through piles of Draugrs (to then solve the same animal-themed puzzle in various incarnations) as you fight your way to the top enemy in that particular cave, tomb, or ruins. The saving grace: The game's epic overarching narratives that spur some of these larger dungeon dives - and how they give players the motivational context to keep dicing through Draugrs all night long.

The party in my Elementia Campaign was fuelled by just such a narrative: The players needed to race through the cliff top temple in order to prevent a nefarious Senator from seizing control of an ancient elven weapon being excavated - and using it to further militarize and thus monopolize the cultural balance that the party was fighting to restore in the city. Having a relevant and epic reason for your party to complete a dungeon is enriching - even if you are only sending to them to a Draugr tomb to gain combat XP. With the added tension of time-sensitivity, this may well be all the motivation they'll need to dive into your dungeon head first.

Are you done?

2. Contextual Combat Encounters

At the end of the day, combat is a central part of the Dungeons and Dragons experience. Let it be said that as much as you can focus on puzzles and intrigue, eventually your party will have to fight something. There is a great deal of variety available in the kind of combat encounters a DM can throw at their players in a dungeon, but what can really take combat to the next level in-game is having a relevant reason for fighting at all.

Take for example the fact that slavery is a major problem in Jyr (the world of Elementia). When the party successfully entered the temple, the first chamber saw them met with a creature in chains that descended from the ceiling when the players triggered pressure switches on the floor. Recognizing that chains probably equaled enslavement, Cyrano applied bardic knowledge to identify the threat  - based on his prior role serving in the army (and his exposure to compendiums of enslaved species) - as well as deduce that the creature's blood was needed to fill a chalice in order to unlock the door to the next chamber.

Even if every room in the temple faced the party with these same creatures attacking them for fear of death, fighting the beasts over and over again would be much more poignant in this instance, as slavery was something the party was actively trying to eradicate from the city. If combat encounters are given greater context, there is always room for support classes to become more engaged through the use of their specific abilities.

De-shackle from the chains of servitude.

3. Well-Integrated Puzzles

As a creative DM, few things are more enjoyable than designing dungeon puzzles that will build immersion for your party - challenging players to pay attention to their surroundings to identify the key details that will solve a situation. To kick up the engagement levels, I would even recommend foreshadowing future puzzle elements within the NPC interactions taking place prior to the party even reaching the dungeon.

I tried to actively challenge the Elementia party's attention to detail in the lead up to the cliff-top temple through the use of a game I created called Elementics: This new take on the classic Tic-Tac-Toe - which Cyrano played with a member of the Merchant's Guild - required players to make a row of three by placing the correct combination of element pieces on the board (in order to produce the correct equation which engineered certain elements). I even gave them a nice little rhyme to remember the theme:

"Ashes remain from the dousing of flames; metal from air when the fire is tamed. The earth springs forth from water in flight; sand in the wind gives darkness to light."

Elementics

Because the combination of the elements was to play a central role in the upcoming dungeon, I found that engaging the players like this early on was a great way to get them thinking about – and remembering – future keys that would be needed later.

This idea proved true in the temple when, as only one example, the party came upon a 20 foot deep pool with five switches at the bottom - each adorned with a different elemental symbol (minus air). This was immediately after passing a mural along the wall depicting an ocean with smoke rising from its surface. Drawing on their memory of the element combos – and attention to detail – the party swam down, pressed the fire switch to drain the pool, and grabbed a mysterious orb (with the symbol for Air on it) from the bottom. When the water switch was pressed again to refill the pool so they could get back up, the sheet of glass that had now covered the top (trapping them with a drowned fate) was overcome by simply pressing the water and plant switches on the bottom – knowing that the two elements together created air.

Challenging your players to keep track of the details can make for some entertaining DM-ing in a dungeon. A puzzle or trap requiring a Druid's affluence with nature, or a Theif's ability to steal can also be great examples of ways to entice the abilities of the classes composing your party. Even the chained beast from the previous point could have been bypassed if the party had hit the pressure switches in the order 2, 3, 1 (A sequence they deciphered from hieroglyphs in the chamber before the fight). Unfortunately, you can't win them all - especially when puzzles are well-integrated.

Ugh..I'd like to buy a vowel.

4. Incorporate the Elements

Now this point may seem redundant due to my use of an element-themed temple to illustrate here, but this in no way has to be the overarching theme of your dungeon in order to still make creative use of the elements. You can always incorporate fire, water, ice, wind, and earth into your puzzles to provide an extra layer of vibrant realism. There's good reason why we remember the Water Temple from Ocarina of Time being so maddening the first run through: While yes, it is a water-themed elemental temple, the ingenious conceptual uses of water levels needing to be raised and lowered at just the right time - to open passages and uncover keys – can easily inspire similar hair-pulling conditions in the temples that you create.

Lest we forget...
Unleashing element-themed monsters is also a great way to keep your players on their toes. When the Elementia party entered a room in the temple covered in foliage, branches, and plants they plowed forward and found themselves instantly ensnared by hidden Assassin Vines! Luckily, they were able to solve the puzzle in the room by exposing a light source to shine on the vines and cause them to retreat, but the old adage remains painfully true: “Only fools rush in.”

Dont let this be you.


5. Continuity

The very best dungeons have beginnings, middles, and ends that influence, affect, and play off each other. Stone Tower Temple from Majora's Mask mercilessly requires players to flip the entire dungeon upside down multiple times in order to trigger switches, solve previously-setup puzzles, and access previously-unreachable places essential to progression. In short, what you do in one area critically affects the next.

Continuity is perhaps the most influential facet I kept in mind when designing the Elementia temple: Progression through the dungeon required the party to collect numerous orbs, each of a different element type (Earth, Fire, Water, Sand, Air, and Metal). These orbs were obtained through solving various elemental puzzles in chambers throughout the complex - to be used as keys to unlock barriers, uncover passages, and even activate a flying sailing barge to navigate a chamber filling rapidly with quicksand. The challenge was for the party to remember the elemental combinations learned from Elementics, and look out for the clues within the hieroglyphs on the walls - denoting which orb could be useful in solving a particular puzzle.

Andrew made some dope elemental orbs out of airsoft pellets and push pins!

I tried to push my players to embrace continuity through more challenging riddles as well: Having previously inserted the fire orb into a dragon-shaped pedestal and altering the layout of the temple (opening up the floor in the central chamber and unleashing a giant rock worm from the sands below), the party encountered a mural on a wall blocking their way forward. The mural depicted an elven sorcerer battling a giant rock worm by shooting cold spells at it.

Well, the party was able to remember that the elves in this world were known to be a non-magical race, so the fact that the elf in the mural was using magic was suspicious in itself. Touching the elf's hands at the point the spells were emanating from caused a little indent to appear just big enough for an orb to fit, and I think you can figure out what they did next to open the wall. When the party eventually battled the rock worm as the temple's boss, they knew to coat their weaponry with cold blue liquid from a vile they had found earlier on. Leaving forward-thinking clues for your players in all areas of your dungeon – and even outside of it – is a fantastic way to promote your puzzles and ensure that everyone keeps their attention fixated on your game.

The way forward is open.
So those are some techniques I use to really make my D&D Dungeons pop. First, I up the stakes as a motivation to complete the crawl - ensuring that most of the temple's combat encounters are relevant and related to this context. I think about what sort of puzzles and traps I want in the dungeon - taking the time to design them in vivid detail - and I incorporate the elements (Fire, water, earth, etc) wherever I feel they will be most enriching to the dungeon's overall flow. Finally, I establish continuity by providing clues in one room that will solve the puzzles in others later on.

How do you bring your RPG dungeons to life?


Written by: Jeff

Image Sources:  https://conceptartempire.com
                                  https://www.tomgardenart.com/
                          https://skyrim.gamepedia.com
                          https://www.daz3d.com
                          https://guides.gamepressure.com
                          https://zelda.fandom.com
                          

Friday, 19 April 2019

5 Tips for Making a Quick and Fun Marketplace in Dungeons and Dragons


Marketplaces can be a wonderful way to showcase the town that you created for your campaign. In many modern and medieval settlements alike the marketplace, the main drag, the town square, or whatever you want to call it serves as a central meeting place for villagers, merchants and nobility alike - and no two are exactly the same.

A while ago we looked at some tips on mapping out a medieval town, and today we're going to continue that idea, and look at how to quickly populate a market with interesting encounters so you can get on with your story.


1. Poll the Audience

A running theme in most of my D&D advice is talk to your players. The same holds true for if you're mapping out a market! One of the first things I like to do is ask my players this question:

"Is there any item, piece of equipment or service that your character is looking to purchase in town?"

I usually ask this before they reach the town in question, and give them a couple of days to think on it. I then try to add the requests into my market. Of course, I don't give them everything that they asked for, and I often modify their requests by changing the item slightly, so that it's not exactly what they had expected. But either way, this helps you add some useful items to your market that your players will appreciate.

Sausage, anyone?

2. Make a Table

The next thing that I like to do is take a few of the items my players requested, and then create a table of ten items, including their price range (my guys like to negotiate), and then use that as a small encounter table.

For example in my Age of Heroes Campaign, I recently created this table of interesting items that could be found in the City of Delphi:

*Just a note that prices are in Drachma, Obol, and Copper Bits, rather than the standard Gold, Silver and Copper.*

1) Embroidered Long Chitons from Knossos (5dr)
2) Amphora (clay jars) depicting Theramenes Wrestling champion of Olympic Games. (8dr)
3) A Bronze Helm of a Spartan design with a bright red Galea. (10dr)
4) A Lyre from Corinth (50dr)
5) A Box of scrolls containing Athenian philosophy (16dr)
6) A Map of the Island of Delphi (5dr)
7) An Iron Roman Gladius (15dr)
8) A Bronze Breast plate, could have been made anywhere (70dr)
9) A Holy Amulet of Aphrodtie, pressed in solid gold! (100dr)
10) A large nestled egg that the seller claims is a Pegasus egg, and will hatch if brought to the top of the Delphic Mount Olympus. (180dr)

Some of the items are a slightly fancier version of the normal item, others may potentially lead to side quests and the like. 

Whether you roll on this table, or simply read down the list doesn't matter, just make sure that your players have a chance to witness the unique and interesting objects that your market may hold.


Consulting the manual for some inspiration never hurts either.

3. Open a Few Shops

While travelling merchants come and go, every town will always have a few permanent shops: The blacksmith, The baker, The leather worker etc. These are businesses that can easily operate year round within a town, and that the players can always shop at - as long as they are open.

So take a minute a make another little list for yourself about the permanent businesses in town, who runs them, and what their specialty is. As a DM this should give you enough to work with if/when your players decide to interact with that shopkeeper, and for players: the familiar faces in town may even some day become welcoming friends.


This guy's always open.

4. Calculate the Odds

One of the most tedious tasks in creating a market is populating it with the mundane items. Sure we know what our players want - a few of the unique and interesting items that can be found among the shops - and we even have an idea of what kind of stores and thus what kind of merchandise is regularly available. 

However, shops usually sell more than one item, and it can be a chore to add every conceivable piece of inventory (and their prices), which just translates into a lot of work over a very small part of your campaign. And while I am guilty of fully fleshing out markets so that they are positively bristling with wares, there is an easier way.

What I like to do is create what I call a Supply and Demand Stat for the marketplace. This is the percent chance rolled on a d100 that the market will have what a player is looking for... Within reason. 

So using my city of Delphi, it's Supply and Demand Stat I figured to be around 75%. So there is a 75% chance that the market will hold what the players are looking for. Now of course this doesn't mean there is a 75% chance of finding a Vorpal Sword in the market (that would for sure be part of our 10 unique items), but more that there is a 75% chance of finding any standard piece of equipment found in the players handbook. Since Delphi is a large city - and a Kingdom's capital in my Arachnophobia World - it has a high Supply and Demand Stat. A small village, or a recently looted town will have a much lower stat.

This practice gives players a reason to seek out the larger markets to find those more obscure items in the Player's Handbook. And as a DM, you should use this stat fairly - and only when you think an item may have a chance of being unavailable. So players likely won't have any trouble finding fishing equipment in a coastal village, but if they are looking for mountaineering gear, that would prompt a roll against the Supply and Demand Stat.

Excuse me friend, but do you know where I can buy a Vorpal Sword?

5. Add Some Encounters

This is what D&D is all about right? Encountering something interesting, hostile, or just downright weird, and then figuring out what to do about it. A marketplace is a great space to have fun with a different sort of encounter.

Since you are unlikely to be battling monsters in broad daylight, in the middle of a peaceful village square (I said it's unlikely, not impossible), these encounters are better suited to introducing quests, characters, and general world information. So Town Criers giving a lay of the land, Messiahs preaching from soap boxes, and fallen Generals begging for help are great ways to start new quests - and help your players explore your world.

If you're looking for a little bit more action, marketplaces are a great way to introduce your Thief's Guild through pick-pockets and muggers. For a more light heartened encounter, jesters, street performers, and thespians are wonderful ways to add some colour to your setting - and let your players roleplay in a safe space. And who knows, Grug the Half-Orc Barbarian might be really into the theatre. You will never know unless you put it there for your players to explore.

Don't go over board with these encounters. Too many possible quests will simply overwhelm your group, and you will have ended up doing a lot of work for nothing. What I have found is that only 1-3 of these marketplace encounters are really needed to keep a place fresh.

Grug ended up being really into the theatre.

So that's how I make a quick market for my players to explore. First I get some ideas, then I think about the unique Items around the market that my players might find interesting. I think about what sort of shops are going to be there, who runs them, and what they're good at creating or selling. Then, I think about how large and popular the market is and the sort of items that would be scarce, and I figure out my Supply and Demand Stat. Finally, I bring the market to life by adding a handful of encounters to keep my group interested while they shop.

How do you make marketplaces in your D&D campaign?


Written by: Andrew Gregory


Image Sources:  https://www.pinterest.com
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                           http://eyerayofthebeholder.blogspot.com/
                       
                           

Wednesday, 17 April 2019

Tabletop Gaming is Franchising Out


The latest trend in new game releases is favouring the franchise. Both new and old Sci-Fy and Fantasy series continue to etch their cult classic status in the throes of pop culture, so it's only fitting that game developers are seizing the opportunity to incept our favourite stories into epic tabletop experiences. JADE compiled a list of a few upcoming titles, and from honouring oaths to controlling the spice, the horizon is looking immersive. Check it out:

Die Hard: The Nakatomi Heist Board Game

Ever wonder how you'd fare in Nakatomi Plaza if your hi-rise holiday party was hi-jacked? Get ready to find out when Die Hard dies hardest on your tabletop. USAopoly is upping the stakes by recreating the 1988 Action-thriller as a board game with clever accuracy: One player will assume the coveted role of Bruce Willis...er John McClane, as they attempt to free hostages, stop a robbery, and hurl smarmy one-liners – along with bullets - at the enemy. The remaining 1-3 players will need to squad up to try to deck the halls with old Jonny-boy - and Hans Gruber likes those odds. Die Hard: The Nakatomi Heist Board Game drops this spring, but we have a feeling a few people know what they're getting for Christmas this year.






Game of Thrones: Oathbreaker

JADE appreciates Fantasy Flight's A Game of Thrones board game for it's well-integrated layers of war-gaming strategy. This new offering from Direwolf Digital looks to be a little more focused on the raw character elements - such as betrayal and power-hungry manipulation - that make the TV series so juicy to watch.

In this latest game of thrones, each character has their own objective – whether they want to claim the Iron Throne for themselves, preserve the integrity of the realm, or simply watch the world burn. By completing a series of missions each turn that yield money, power, or honour, player's oaths will be tested as opposing houses attempt to outwit each other  - and keep their true motives hidden in the shadows. May you all fare better than Ned Stark did...just sayin. Game of Thrones: Oathbreaker is out next month.







Tomb Raider Legends: The Board Game

Square Enix is diversifying their portfolio with the release of Tomb Raider Legends: The Board Game. It seems Lara Croft clones will compete against each other to uncover a hidden artifact, while avoiding perils and pitfalls - and other players determined to hinder their progress. Tickle us pink, but there's just something about using your wits, acrobatics, and dual-weilding pistols - in order to survive mysterious ruins - that promises an exciting board game experience. You can pick this one up in May.




Labyrinth: The Adventure Game

You've been just praying for some time now for the opportunity to don your David Bowie tribute wig in an RPG context, and we're thrilled to announce that River Horse Games has answered the call. Little is currently known regarding exactly how much magic dancing will be going down in the creepiest kingdom of all time, yet early inside reports on Twitter have made mention of a 90 interlinked scene structure - with each scene presenting different challenges. You'll supposedly play through 1/3 of the available scenes each run, and have a 13 hour time limit to complete the game.

Labyrinth's flexible mechanics are said to accommodate new RPG players - while still catering to those more accustomed to a classic DM style. (Or would it be Goblin King style in this case?) River Horse has also promised a rule book packed with frightening artwork when the game drops later this year.




Dune 

The spice wars will be heating up in 2020 with the release of the Dune reboot in theatres, so why not reboot the classic Dune board game as well? As one of JADE's favourite games of political intrigue and treachery, it's amazing that the original 1979 Avalon Hill release was largely condemned by the community for being too far ahead of it's time.

Fortunately, Gale Force Nine has brought back the original designers to collaborate on what will surely be an epic reprint forcing players to use their money, armies, and secrecy in a desperate bid to control the spice planet. Look for this one to re-release this summer. Gale Force Nine is hard at work on a new tabletop roleplaying game for Dune as well...


Old but Gold



District 9: The Board Game

Weta-Workshop is even working on reimagining their surprisingly good 2009 Sci-fi indie into a tabletop miniatures game. This very interesting move would have seen players face off as one of four factions scouring the slums for alien tech, securing districts, and encountering conflict – and Wickus – along the way.

The 2 - 4 player game was supposed to complete it's Kickstarter run on April 19th ($99 was the minimum pledge to secure a copy), but following some constructive criticism from fans, the funding was cancelled. Weta has since promised a relaunch of the project - with re-worked rules - at a later date. (Maybe the slums just needed more love?) Is this part of a growing trend of big-screen studios injecting their properties into the board game sector? Stay tuned.



Written by: Jeff Clive


Sourced from:   https://io9.gizmodo.com

Images Sources: https://theop.games
                           https://www.direwolfdigital.com
                           https://store.na.square-enix-games.com
                           https://riverhorse.eu
                           https://geekandsundry.com
                           https://www.phdgames.com
                           https://www.wetanz.com

Monday, 15 April 2019

Inspiration for World Building in Dungeons and Dragons - Forest Edition



One of the single greatest challenges facing any Dungeon Master is just how to immerse those brave souls in their party - who have embarked upon the Hero's Journey - into a world that is vibrant, detailed, and engaging. Moving such elaborate realms of fantasy from conception through to existence however, requires a storytelling skill that draws upon many different sources.

The most captivating domains of fantasy succeed in painting vivid pictures: Scenery that really encourages players to explore and participate in the dynamics of a world that the DM has put so much thought and time into creating. Through the power of words (and if you're blessed with artistic prowess then perhaps a few pretty doodles as well), master storytellers weave impressive webs of geography by skillfully defining the following facets of imagination within their environments: Sensory imagery, geopolitics, and the underlying possibility of magic/danger.

Within countless variations of stories and lore - spread across all mediums of entertainment - there has always been one mystic locale which consistently promises peril, mystery, and those terrified shivers that slowly creep up one's spine when they find themselves alone in its depths: The forest. Here is where the individual forfeits their power unintentionally, and surrenders to the primal. This is the place where even the gods may be too afraid to venture for fear of losing their way; for fear of losing themselves.


To a DM crafting a world of fabled intrigue for those around their tabletop, the forest serves as a rich backdrop through which to unleash all that dwells in the shadows. These are but a few fantasy forests that check all of the above boxes particularly well:


The Forbidden Forest – Harry Potter



There's a good reason why first year students at Hogwarts are told to stay out of the Forbidden Forest before they are told anything else: As the series progresses, and the Forbidden Forest is naturally entered many, many times, we are exposed to the complicated array of monsters that lurk within - many put there to be kept hidden from the outside world. The underlying tension is just sizzling every time Harry and his crew set foot inside the tree line, as the possibility of encountering threats is always winning odds.

Oh S**t


From a weakened Voldemort feasting on the blood of a slain unicorn as fog permeates the surroundings, to thousands of Aragog's Acromantula offspring slowly descending from the heights of the trees to feast upon Ron and Harry, to a furious tribe of centaurs - their honour irrevocably damaged - carrying off Dolores Umbridge (how did she survive that?), the danger embodied by the Forbidden Forest is all too real. It serves as the perfect location for Harry to eventually face himself, Lord Voldemort, and their collective fate during the Battle of Hogwarts.


The Forests of Middle Earth – The Lord of the Rings



Leave it to the godfather of modern fantasy to craft a world brimming with forests that are equal parts magic, equal parts political. Tolkein masterfully presents mythical realms that play host to factions, creatures, and characters that could only exist deep within the woods. The Ents in Fangorn Forest are a brilliant creation: Sage examples of nature's calm resolve – and deadly fury. As guardians of all forest life, it is very interesting that they must meet for hours to discuss marching on Isengard, especially when the threat posed by Saruman is both immediate and serious. Who would've thought tree people could be so layered.


Lothlorien is an enigma that serves as great inspiration for what a forest realm could contain: With spiralling tree houses decorating the elven enclave, the secrets that Galadriel keeps are equally enthralling. The woodland valley offers visitors a space out of time - where they gain immortality within its borders as symbols of elven preservation. Whether the elves let them leave again however, may be left up to fate. Oh the things one encounters when they wander through the forest, but as Tom Bombadil would tell you, not all those who wander are lost...

The Lost Woods – The Legend of Zelda



In the game series I can truly credit with shaping the scope of my imagination, the hidden woodlands of Hyrule offer a brilliant mythos that is as nuanced as it is deadly. The Lost Woods epitomizes the cadence of the forest depths in its purest form: Where strange masked children teach mysterious songs for fun – or rob you blind, where those who become too lost slowly decay into a skeletal entity free from the burden of thought, where bloodthirsty beasts stand guard over hidden clearings, preventing wary travellers from finding their way through the maze, and where spirits can be seen moving freely through the air, carrying wisdom that predates time itself. This place shows you the pinnacle of what you'd find when you become lost in the forest.


Even Ocarina of Time's significantly less threatening Kokiri Forest demonstrates superbly integrated fantasy elements: A giant tree deity that grants and manages life for all the forest's inhabitants (and houses a multi-levelled dungeon infested with savage giant spiders), children who never age but who can also never leave the safety of their realm, and the presence of individual fairy guardians - the magic of which can not be overstated. It is in this forest where some of the greatest mysteries of the land unfold.


To be a great Dungeon Master requires a commitment to drawing inspiration from the most brilliant sources in fiction - and in the real world as well. With so much exhilarating content shaping so many incredible worlds, the choices for said inspiration could never be better. For your next campaign, consider incorporating a forest into the fray. Bring your players face to face with the magic - and the fears - they thought they could hide from.



Written by: Jeff Clive

Image Sources:       http://dndspeak.com
                                    https://suwalls.com
                                    https://harrypotter.fandom.com
                                    https://lotr.fandom.com
                                    http://www.fanpop.com
                                    https://gamebanana.com
                                    https://www.zeldadungeon.net
                                    https://www.zerochan.net


Wednesday, 10 April 2019

Detect Alignment: Jaimie Lannister



Kingslayer. Oathbreaker. A man without honour. Seventeen years after he plunges his sword deep into the back of Aerys Targaryen - climatically dousing the Mad King's brutal reign of fire – the titles which scar Jaime Lannister echo all across Westeros and beyond. But by what right does the wolf judge the lion? To this man consumed by a fierce desire for personal freedom, the opinions of others do little to pierce through his golden-red Lannister armour; the only real protection for the Kingslayer's conflicted heart.

At his core, Jaime Lannister's soul is filled with chaos. Engaging in a torridly incestuous love affair with his twin sister Cersei from an early age (and fathering her three 'Baratheon' children) enslaves him to the carnal lust he shares with the queen. Eventually, his twisted sister/lover fosters a bitter sense of neutrality in the Kingslayer, as he witnesses the sadistic acts she commits when she gains - and desperately grips at - total and undisputed power.



Jaime once whispers to Cersei that he will kill every last person it takes for the twins to be together. This pledge remains bound in blood right up until the Lannister army sacks Highgarden - eliminating the treasonous House Tyrell. The defeated Queen of Thorns hears it all as Jaime eventually confesses that while Cersei may well be the end of him, when she has won the savage war for Westeros, the survivors will care not how the new world was built. The Kingslayer is called many things. JADE is calling him Chaotic Neutral. Here's why:


Liberty – A Lannister is an individualist before anything else: Jaime does not strive to protect others' freedom or values. As the 7 Kingdom's deadliest fighter (prior to losing his hand), he respects not authority - only skill. By putting his needs ahead of the state's, the oath-breaking Lannister looks only to advance his own self-interest - even if it means jeopardizing the integrity of the royal bloodline. (Perhaps the main reason why he abides by the despicable behaviour of his bastard son Joffrey.) This sentiment is even echoed by a captive Jaime to his cousin Alton (just before he murders him to escape Robb Stark's clutches) when the Kingslayer laments how his life is uniquely unfit for constraint.



The very nature of the twin's lurid - and desperately secret - love affair serves as a direct challenge to the supreme authority the Hand of the King Tywin Lannister wields prior to his shocking death. With Jaime (as Tywin's prized heir) forsaking his right to Casterly Rock and joining the Kingsguard - to continue his ongoing tryst with Cersei in King's Landing - what's ultimately demonstrated is a whimsical devotion to his own liberty. The Kingslayer has intense resentment for the harsh restrictions imposed by Lord Tywin - whose own fanatical obsession with tradition appears little more than a death-trap to his first son.



Indifference – When seeking to eliminate authority in society, Chaotic Neutral can be a dangerous alignment. Gaining the motivation to cross such such a threshold however, is a matter unto itself. Jaime Lannister embodies brinksmanship like no other: He assassinates the Mad King only after being ordered to attack and kill his own father during the Sack of King's Landing - remaining a fully loyal Kingsguard up until that point. He plays his brother Tyrion by sacrificing his keep at Casterly Rock to the Unsullied, so that the Lannister army can divert south to surprise attack the Tyrell's - and crush them.



To disrupt their loose sense of liberty and social order, CN personalities must be desperate: Either compelled to liberate others, or driven to inflict vengeful suffering upon their enemies. Otherwise, the chaotic neutral alignment remains detached from anything that isn't complementing an arrogant pursuit of self-gratification. When Jaime describes his dead opponents as being not but sacks of meat and blood - held together by bone - his world view cements itself: There is no real order to anything; and it's only his passion which fuels the deadly swing of his Valyrian sword.



Survival The Kingslayer's neutrality endures because it has to. As the ultimate con man, he can watch Robert Baratheon raise his three illegitimate children, knowing death awaits him should he ever intervene. This powerful survival instinct persists when Jaime shockingly pushes Bran Stark from atop a Winterfell tower - proving he is not above murdering an unarmed foe if he feels it necessary to preserve his own freedom. A chaotic neutral character may be unforeseeable, but their actions are never totally random.



What finally drives Jaime away from Cersei is her lust for power: ignoring the deadly threat of the approaching White Walkers, and breaking a truce to continue the vengeful war against the invading Daenerys Targaryen. His self-interest and survival instinct feed off each other, to the point where the Kingslayer now rides north to aid former enemy Jon Snow against the coming White Walker onslaught. With perspective gained from the loss of his fighting hand, his admiration for his lawful former captor Brienne of Tarth, and the dramatic call to action to combat a looming apocalypse, Jaime's will to live has never been stronger.


At this point in the Game of Thrones, the current Lannister patriarch easily remains one of the most dynamic players in the series. Though he seems to be leaning toward helping the good guys - after refuting his incestuous love as his main driving force - he could just as easily switch allegiances at the swing of a sword should it suit him. This is what keeps Jamie Lannister so engaging: You can't predict what he's going to do. One could say his arc is at a truly neutral point, as he serves no king or queen - only himself. And yet, it's the chaos in the Kingslayer's soul which endures above all. With his crimes and losses equally great, does only a monster remain? A Lannister always pays his debts. Valar Morghulis. 


Written by: Jeff Clive

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