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Thursday, December 19, 2019

Cold days in us history

https://www.history.com/news/coldest-day-temperatures-in-us-history

Super cold huh? February 1899.  quote:

On February 11, residents of Fort Logan, Montana, awoke to a temperature of -61 degrees. Wind chills in southern Texas were estimated at -25 to -40 degrees, downright balmy compared to the wind chills approaching -100 degrees on the northern Plains. Between February 11 and February 14, the Great Arctic Outbreak set record low temperatures that still stand in Grand Rapids (-24 degrees), Wichita (-22 degrees), Oklahoma City (-17 degrees), Atlanta (-9 degrees), Fort Worth (-8 degrees) and Baton Rouge (2 degrees). 
Even in Florida there was no vacation from the cold. The temperature in Tallahassee fell to an all-time state record of -2 degrees on February 13 as nearly two inches of snow fell from the Panhandle to Jacksonville. Tampa received the first measurable snowfall recorded in the city’s history and trace amounts fell further down the Gulf Coast. Even in tropical Miami, the mercury dipped below freezing as desperate farmers set fires among their orange groves and wrapped their trees for protection from the cold.

Monday, December 9, 2019

The Mandalorian is Boba Fett =]

I don't care what they say. He is Boba Fett, obviously... just maybe not legally. I mean hell, even Boba Fett can have a change of heart, right? He almost died... he aged. Why not?! Super awesome show, seriously. First 3 episodes blew me away, especially #3. Don't read this but... the only thing that happened that made me think "OK, he's not Boba... " is when he said he's gotta get one of those jet packs. Obviously Fett had and used one. :(

Only thing I'll complain about here is that the Bossk guys have an altered face that looks more human. I like the original better, though less humanly emotive. Oh, they have regular human arms and hands now, too. Well that's too bad, the original was more unique and alien looking. And reptilian.

https://filmgoblin.com/posters/that-so-not-bossk-in-this-the-mandalorian-photo/

OK one more... I hate to mention it but but but... got to. They need to stop having super women beat up our Mandalorian. Seriously... Disney did enough supergirl stuff int he recent movies... leave this alone. It's a Western, let the guys be the main badasses again OK?

Enough of that...loving this show!!!



Friday, November 8, 2019

D&D Ghouls vs. Historic Ghouls

So I've always read that legends of ghouls had them eating dead flesh. Apparently, the older pre-Islamic versions of them preferred live people to attack and eat, but they'd eat a corpse if needed. They had hooves on their back feet and were sometimes hairy (animal shapeshifting).

But European legends have the eating of the dead thing and never living probably.

Details here:

https://mythology.net/monsters/ghoul/

And this is a cool drawing from there:

Ancient ghouls in Persia via wikipedia, see the hooves and hair. Funny how they have the curved teeth thing... looks so Indian/Hindu?/Buddhist?, but I guess that was a Persian thing, too:


Speaking of Hindu:

https://en.wikipedia.org/wiki/List_of_legendary_creatures_in_Hindu_mythology#Arthropods


D&D article about 5th edition getting more interesting

https://www.escapistmagazine.com/v2/5th-edition-dd-has-gotten-wonderfully-weird/

While I'm not sure if I like the giant ogre that carries a house and goblins on its back (or the goblin chucker)... I do like this article. Of course they are trying to borrow off LOTR movies with the giant Oliphants and the small houses on them... and probably the Plants Vs. Zombies monster that throws small bad guys behind lines. 

Anyway anyway... 5th edition. Still haven't played it, but I have bought several of the books and watch the good ole Dungeon Dudes and their playthrough and general youtubes. Fun stuff. I especially like the way casters have unlimited cantrips that actually do damage and get more powerful as you level up. Sticking to 3.5 for the big campaign the kid is doing though.

And I really love the new beholders that look just like the really old ones. Xanthar's guide shows one:

Wednesday, November 6, 2019

D&D Bullywugs some more

https://dmwordoftheweek.wordpress.com/2014/09/25/bullywug/

Nice write up. So he figures Dungeons and Dragons Bullywugs were totally made up by E. Gary Gygax and his son Luke, who was "Melf" in the game, as in Melf's Acid Arrow.

They also have:
https://dmwordoftheweek.wordpress.com/2014/09/18/kobold/

Interesting that in Germany Kobolds were house spirits... reminds me a little of the Russian domovich (not domovich, what was it) in that travel the world monster book the kids have.

But back to Bullywugs

... It is the next morning now. I had a few thoughts right before I hit the sack. Polliwogs (or pollywogs) are tadpoles. Polliwogs, Bullfrogs (the biggest frogs around the US). Combine them, you get Bullywugs. There has to be a connection. And I can imagine someone thinking about WoolyBoogers, WoolyBoogs, BoolyWoogs. Right, right?! I at least find myself pronouncing Bullywugs more like Boollywoogs half the time, so maybe that's just me. But yeah, I definitely heard it from the cartoon Dungeonmaster's mouth so that's how I'm trying to remember to say it. Boollywoogs I think he said. Eric definitely says "boolywoogs" here in "The Girl Who Dreamed of Tomorrow" episode:
https://www.youtube.com/watch?v=hzbGbkhns3s
And yeah found it, Dungeonmaster says "boollywoogs", too in "In Search of the Dungeon Master". I'm good now. =]
https://youtu.be/bmkal6zmlGc?t=127


And here you go, I'm not onto anything new and I bet I read something somewhere stating the same about Polliwogs and Bullfrogs and Bullywugs, and here is a forum discussing all this:

https://www.enworld.org/threads/how-do-you-pronounce-bullywug.89587/page-2

Interesting Quote (and somwhere else they say it's very likely not Australian in origin):








Bendris Noulg said:
I thought they were original to Dwellers of the Forbidden City?

Grazzt said:

ANSWER: Sorta. I1 (Dwellers) came out in print in 1981, but was originally run as a Tournament module at Origins 1980. The Fiend Folio debuted at the 1981 Games Fair convention (the book was originally slated for release in late 1979, but was delayed).


Oh, and AJ Pickett has a youtube of it... and he's Australian I do believe. I need to watch it front to back to see what he's got to say:
https://www.youtube.com/watch?v=sQPlboV5fMo

OK, AJ is saying they like to capture people more than kill. 20 ft long 10 ft high jump. They like to hide and ambush when the situation is good. Looks like how I ran them with the kid worked out pretty good, they waited for the Owlbear to occupy them and then nearly die, then they pounced from the bushes. :) AJ goes on to emphasize if you surrender they'd likely capture you, rob you, bring you to their king, and then you'd live. They don't eat people. They have an inferiority complex, says he. They use amphibians a lot.


Oh yeah, the Reaper mini Squogs are pretty cool, too... less toadlike and more spindly froglike, like the cartoon and that awesome B&W sketch. I think I'll get some.

https://www.reapermini.com/Miniatures/shield/latest/77268

https://www.amazon.com/Reaper-Miniatures-77268-Squogs-2/dp/B00YLNNASG




Tuesday, November 5, 2019

Basilisk origins and evolution of (and Medusa and the Cockatrice)

What a great article, starting with medusa and how all the tales intermingle. And how I'm so tempted to get this Reaper Basilisk (Dark Heaven Legends 02567). It actually looks like a lizard basilisk, which is of course the best kind. :)

https://72-multiverse.blogspot.com/2013/05/grumpy-old-stoners.html





Quote, "The Basilisk was first described by Pliny as a small snake that seemed to be made up of one part horned viper, one part cobra, and three parts fantasy. The appearance of the Basilisk evolved over time, and has given rise to a number of creatures with the ability to either poison or petrify their victims."

Quote " "It is a native of the province of Cyrenaica, not more than 12 inches long, and adorned with a bright white marking on the head like a sort of diadem. It routs all snakes with its hiss, and does not move its body forward in manifold coils like other snakes but advancing with its middle raised high. It kills bushes not only by its touch but also by its breath, scorches up grass and bursts rocks. Its effect on other animals is disastrous: it is believed that once one was killed with a spear by a man on horseback and the infection rising through the spear killed not only the rider but also the horse. Yet to a creature so marvellous as this - indeed kings have often wished to see a specimen when safely dead - the venom of weasels is fatal: so fixed is the decree of nature that nothing shall be without its match. They throw the Basilisks into weasels' holes, which are easily known by the foulness of the ground, and the weasels kill them by their stench and die themselves at the same time, and nature's battle is accomplished."

Natural History"

X

D&D Traps, and how to make them fun

So "the kid" doesn't like having to waste time dealing with searching and rolling against traps. It's hard to make traps fun, so I've skipped a couple and made others obvious so he'd know to check for traps. Not that fun, like I said.

So I found this thread and this article from this thread which (i'm halfway through reading) seems like some good ideas to make traps more fun.

https://rpg.stackexchange.com/questions/156787/at-what-area-and-distance-can-a-character-detect-a-trap?r=SearchResults

https://theangrygm.com/traps-suck/

Some highlights:

  • Dark Souls's traps in the snakepeople Indiana Jones type dungeon (temple?) has better traps than regular D&D b/c you can try to spot them in the environment. Holes in walls for arrows. Mimic chests slowly breathe, if you look hard enough. Gets harder as the difficulty of the area gets higher though. 
  • How do you describe this/hint to the player without being too obvious? Hmmm. 
  • Quote, "But if you like traps – AND I DO – then the alternative is that you have to be really thoughtful about them. You can’t just throw them in. They have to be as deliberate as any other encounter in your game. Otherwise, you’re going to train your players to search everywhere or just teach them that sometimes, randomly, they are going to be screwed and there’s not a hell of a lot they can do about it. Neither of those leads to fun."
  • ...My thoughts for my D&D session at this point are "Make all mimics in THAT PARTICULAR DUNGEON have a different color metal band" I'm thinking gold for real chest, greenish gold for mimic... and through trial and error the player will learn. Same thing for holes in wall maybe... err... arrows shoot out and you notice they came from holes in the wall. Hmm, does this work for the holes in the wall or are they just going to say "do i see holes in the wall"?...
  • His example, quote "trip wire and hand crossbow that been hidden amongst the rubble. It wasn’t part of the original tomb. It had been added and concealed by the damage. The player put it together very quickly. The current tomb robbers (which the players had been sent to deal with) had set up traps so they could plunder undisturbed. And they could only set traps where the damage to the dungeon allowed them to conceal traps."
  • Yes, he agrees that it's up to the players to figure out the pattern to traps. He lets them figure it out or not. For me, maybe I'll let the kid try to figure it out... but still give a dice roll here and there if the kid never figures it out to give him a fair shot. Also, I like the idea of the thief needing to deal with traps the most, right? 
  • His example #2 or 3: When the party walks between certain statues, spears shoot out of the floor and stab them. The trap isn’t in the statues. And the dungeon is full of statues. And many statues don’t have traps nearby. But the traps always come between statues. If the players examine the statues, they will discover that the ones near traps have their swords and shields reversed. They are left-handed. If they don’t ask about that detail, don’t reveal it outright. But they will probably be nervous about walking between ANY pairs of statues for a while.
  • "You want several layers of detail is the point. There should be a detail that warns that there COULD be a trap if they pay attention to the flavor text. And then you want another layer of detail that gives a more specific answer and makes it really easy to guess where the traps are. That layer of detail is the one the players have to ask about. They have to stop and purposely examine things."
  • "And this actually makes logical sense. Remember, when someone builds traps, they need a way around those traps. Even if it is just so they can get out after they finish arming the traps. Visual clues, hidden switches, tiny details that only they know to look for? Those are the equivalent of a password system."
  • "And traps are expensive and time consuming to create. No one puts traps everywhere. They put them where they will do the most good. Or harm. Depending on which side of the swinging blade you’re on. In my tomb, for example, the raiders were kobolds. Classic trap builders. And there were some passages of the tomb where the ceiling had collapsed and they were in bright sunlight. Kobolds hate sunlight and they are dazzled by it. Those are the hallways they couldn’t guard or patrol. And that’s why they set traps along those halls."
  • Keeping it simple: Just use 1 or 2 types of traps per dungeon. That way they can learn the types of traps. And then the DM has fun by seeing just how you can implement this same trap in different ways. EXAMPLE: For example, the third arrow trap in my tomb was in a ruined and overgrown room that had some tiny lizard monsters in it. The lizard monsters were freely wandering pets of the kobolds. Guard beasts. The party killed one. The second one fled. And the party forgot that ruined sections of the dungeon might have traps. As they gave chase, they got arrowed. And they knew immediately afterward that they had screwed up.
  • EXAMPLE: Or imagine there is a dungeon filled with lightning traps. And, at the end, there’s a flesh golem that is empowered by lighting. And he spends half the fight trying to move to the trap triggers to power himself up. Of course, the party only knows that flesh golems like lightning if they know about golems (Arcana) or they find a particular book hidden in the dungeon. You see how all of this works? It’s all deliberate.
  • EXAMPLE: best traps are the ones that create or change the situation. The classic example is the collapsing ceiling or portcullis that splits the party. Or the collapsing floor that leaves a massive pit blocking the party’s known means of escape. And there are traps they seal the players into rooms and fill with water. And piranhas.
  • ...and those traps – the ones that don’t directly attack – don’t need to be telegraphed. Because they provide more decision points if they actually DO go off.
 .

I'll quote, because I hate when websites disappear.
---begin quote---






Traps Suck

Let’s talk about Super Mario World. Just briefly. Because you can’t talk about traps in RPGs – which is what we’re talking about – without talking about dick moves and screwjobs. Super Mario World was the sequel to Super Mario Brothers 3. If you don’t know the bros, I honestly don’t know how to help you. Because the whole Super Mario Brothers thing is huge. That’s like not knowing Disney.
Anyway, in 1990, Super Mario World was released as a launch title for Nintendo’s new 16-bit console, the Super Nintendo Entertainment System. See, back in the day, bits were the equivalent of frame rates today. It was all about how many bits you could pack into your video game. Whatever that actually meant. Anyway, Super Mario World was AWESOME.
But 17 years later, 16-bit games were basically ancient. You could pretty much run them on a pretty good graphing calculator. And so, most people who were playing Super Mario World in 2007 were playing it on emulators. An emulator is a computer program (that my legal department is insisting that I remind you is highly illegal and every time you emulate a video game, an orphan puppy dies) that pretends to be a video game console and lives inside your computer. You can run the games of yesteryear inside these emulators and play them just like you could in the old days. As long as you don’t mind using an X-Box controller with a tiny – though noticeable – amount of delay because USB technology is crappier than those controller plugs that basically involved jabbing metal pins into plastic holes.
But I digress. With emulator technology came the advent of the save state. A save state is kind of like saving your game. But instantly. At the exact moment you press the button. When you load the save state, the game resumes exactly the way it was when you press the button.
Now, these older games were not designed for that crap. Some of them couldn’t save games at all. Some restricted where you could save your game. Some used passwords. And while these were the result of technological limitations, game designers knew that s$&%. And so, they built their games around the knowledge that a player couldn’t instantly save and reload and save and reload.
So, in Japan, in 2007, you had these dudes, R. Kiba and T. Takemoto. And they were looking for a new challenge. Because, once you can save state, the games of old lose a lot of their difficulty. Being able to instantly, with a single button press, try and retry and retry again removes a lot of the penalty for failure. So, Takemoto took Super Mario World and created Kaizo Mario World. Basically, he made a new game out of the same assets as Super Mario World. But it was based very heavily on trial-and-error style gameplay, memorization, and surprise traps. And it was fiendishly difficult. By the way, Kaizo just means “remodeled.”
So, imagine you start playing. You take one step and spikes spring out of the ground. Wham. You’re dead. Restart the level. Or, you just reload your save state. You’re instantly back in the action and now you know where the spike trap is. You try to jump it. You hit an invisible coin block. And it deflects you into the spike trap. And slowly, surely, you figure the games tricks and traps out. Because you can play over and over again. And each time you have to deal with a trap, you have a little more knowledge of how to deal with it.
Now, Kaizo Mario World lead to the creation of I Want to the Be the Guy and I Want to Be the Guy Gaiden by Kayin Nasaki. And those games imposed more control over when and how you could save. In a sense, they expanded on the basic problem of how you can have challenge in a game in which death is basically trivial. See also: Super Meat Boy. But Kaizo Mario World also lead to the creation of THOUSANDS of crappy super hard dick platformers by people who kind of missed the point. And they turned the word Kaizo into a f$&%ing genre. And s$&%ed it up bad.
What’s the point of all of this? The point is that the mechanics of your game determine what you can and can’t get away with. And they determine how you have structure challenges to make them interesting and fun. Because challenges always have to walk a knife’s edge. Teeter too far to one side, you fall into the abyss of boringess. On the other side, you plunge into the meat grinder of frustration. And players will adapt their play style to optimize their ability to deal with challenges.
And THAT is why traps suck in D&D. They do. They utterly suck. Traps are a weirdly iconic part of dungeon delving. And yet, they always suck. So, today, we’re going to talk about why they suck and how to maybe make them suck less{@.(]#!…}}/HOLD ON! This is Angry from the future cutting in. Well, not Angry from YOUR future. It’s Angry from your past, but Angry from the future of when this article was written. See, here’s the thing. I had this whole article all ready to revise and post. But I was pooping and I started thinking more about traps. Because pooping is the best time for game design. And I realized you could probably handle traps differently in D&D and make them kind of cooler. So, I realized I should probably tack on a rules hack at the end of this article before I posted it. And that’s just what I’m doing. So, I’m cutting of the rest of the setup here and jumping in to the content. I’ll still keep the s$&% about why traps suck and how to use them better. But I’m going to add a whole extra bit about maybe changing how you deal with traps on a fundamental mechanical level. Okay? So, forgive the abrupt transition.{%.>,|)…

What Even Is a Trap

So, what is a trap? In D&D I mean. Go ahead, try to answer right now. Try to come up with a definition of a trap that pretty much encompasses them all and manages to be useful. It’s actually tricky, right?
A trap is basically an automated attack against a target that is triggered by the target doing a particular thing. Now, I don’t mean attack in the “deals hit points of damage” sense, though it can. I mean, an attack in the general sense that it attempts to harm, hinder, kill, or inconvenience. Step in the wrong spot, an arrow shoots out of the wall and kills you. Open the chest, poison gas sprays in your face and gives you a penalty for six hours. Touch the idol, and bars fall over all the doors, trapping you in the room with flesh-eating evil weevils. Open the door, a gong sounds, summoning the ogres to throw boxes of flesh-eating evil weevils at you. Whatever.
In game terms, a trap has a few simple components. First, it has a trigger. When someone does a thing, the trap goes off. Second, it has an effect. When it goes off, this is what it does. Third, traps often have inbuilt countermeasures that determine how the trap can be detected and how it can be disarmed, avoided, or otherwise dealt with. In game terms, a trap is a simple if/then statement that can be broken under the right conditions.
Now, the mechanical pattern for traps in the game has evolved somewhat. It used to this. If there was a trap somewhere, the thief in the party had to spontaneously decide to search that particular somewhere on the off-chance it was trapped. If it was trapped, the thief would roll to see if he found the trap. If he found the trap. The thief could disarm the trap with another die roll. If the trap was not discovered or disarmed, the party would blunder into the trap and something terrible would happen. Usually, someone would get stabbed or poisoned or plunged into a pit or killed by fire.
Now, I should point out that all of this COULD be short-circuited. That is to say, if a character carefully examined the walls and found the holes from which darts would shoot, the character could deal with those. Even if there was no explicit search and disarm going on, even if the party didn’t bring a thief, someone could hold their shield up against the holes while they opened the treasure chest. Basically, they are GUESSING that the chest is trapped and will trigger SOMETHING to come out of those holes. That’s TOTALLY FINE. In fact, that’s good. But mechanically speaking, that’s something the GM brings into the game with smart trap design and clever description. I’m talking about the base mechanics here. What’s built into the system for ALL traps.
Nowadays, D&D traps are a little but more complicated. Mainly because of problems that I’ll discuss in a moment. The current process for traps goes something like this.
  1. The party enters an area with a trap. There is some automatic chance – governed by Passive Perception or just by Taking 10 on a Perception check as part of looking around the area – they will notice the trap. If they do, the GM alerts them to the presence of the trap.
  2. If the party doesn’t automatically notice the trap at a casual glance, they can purposely choose to take a few minutes to search an area for traps. Now, the rules that govern this are kind of vague. So, GMs tend to go their own way in a few different spots. First of all, some GMs assume a single search covers a broad area and everything in it. Others assume you have to search specific objects OR you can search the floor and walls which leaves out the objects.
  3. If the party discovers the trap. They can attempt to sabotage the trap. There are skills and spells that cover this. Depending on the GM and how clever and analytical the players are, they can also attempt to avoid the trap or spring it without resorting to magical or mechanical sabotage. Some GMs ignore that. Which is frankly bulls$&%. But whatever.
  4. If the party fails to notice, discover, or sabotage the trap, the trap goes off. Whatever it was going to do, it does. It might need to make an attack roll or force a victim to make a saving throw. Or the effect might be automatic if it doesn’t affect a character directly, like an alarm or a door that seals up or a bridge that collapses. Whatever.
So, that’s the basic process for a trap in D&D and Pathfinder. And it’s a really bad process for a role-playing game. Most GMs hate traps. And most players expect them. And also hate them. And yet, because of the genre and because of Indiana Jones, GMs use traps all the time. Let’s talk about the problem in the trap process.

Why Traps Suck in D&D

Let’s look at traps in D&D. First of all, how do you spot the signs of a trap in D&D? Well, if we’re in modern D&D, your character, if your character has a high enough passive Perception, the GM tells you “there’s a trap over there.” But what if you don’t? Because that process doesn’t actually involve you making any decisions. That’s just the GM telling you that your character was alert enough to spot a trap.
But let’s say you don’t. Now what? Now, you have to spontaneously decide to search for traps. You have to search a particular corridor or room or door or chest or idol or anything else that might have a trap. And when you decide to search for traps, the game stops. Why? Because a die roll is needed. Remember, die rolls to resolve action break the narrative. They are necessary, but they do break the flow.
Either way, though, in most games, there’s really only two strategies to searching for traps. First, there’s guessing blindly. “This seems like a good place for a trap, let’s search here.” “The last chest had a trap, let’s search this one.” While blind guesses are still decisions, they are decisions that, in the end, rely on luck. They don’t feel as good as decisions based on actual thought and cleverness.
The second strategy is to search absolutely everything that could reasonably be trapped. Now, this isn’t actually a decision either. I mean, it technically is. But if the party has the freedom to search everywhere and there are no consequences for searching everywhere, in a world where traps exist, not searching everywhere is stupid. But searching everywhere has the problem of slowing the damned game right down. In point of fact, that is precisely WHY the designers of D&D added the whole Passive Perception bulls$&% in 4E.
But GMs responded to that Passive Perception nonsense by setting the Passive Perception requirements high enough that players didn’t just automatically spot all the traps. Because automatically spotting the traps isn’t interesting either. It’s just the GM pointing and saying “there’s the trap, fix it.”
Once the trap is found – either automatically or as a result of a good die roll – the next step is what to do about it. Well, there’s skills and spells for that. If you know the trap is there, the rogue or whoever disarms it. If they succeed, the trap is a non-issue. If they fail, usually, the trap goes off. But choosing to disarm a trap using the proper skill or spell isn’t really a decision either. It’s no more a decision than using your keys to open your front door. That’s what they exist for. The only time things get interesting is when the party doesn’t have anyone who can handle a trap and they have to find clever ways to deal with the trap aside from throwing d20s at it. But, most parties make sure someone can handle traps. And most GMs stop putting traps in their game if no one in the party can deal with it.
And what about when the trap goes off? Well, that’s not particularly interesting either. At that point, the fates of the players are entirely in the hands of the dice. The trap happens, dice are rolled, someone gets hurt or killed, end of story. Very rarely, a trap will allow a decision like “which side of the portcullis do you want to end up on?”
Do you see what I’m saying? When you really break it down, traps kind of suck in RPGs. And do you want to know what makes traps suck the most in RPGs? It’s the fact that RPGs are games of pure imagination. Yeah, I said it. Pure imagination is really bad for traps.

The Awesome Traps of Dark Souls

There’s an awesome video game I talk about all the time. It’s called Dark Souls. And it’s awesome. If I didn’t already say that. In one section, you go through this trapped fortress. And there are two traps in particular you have to deal with. First, there are these arrow traps. And they are triggered by pressure plates in the floor. Step on the pressure plate, you hear a click, and an arrow shoots into your face. Second, there are mimics. Mimics are creatures that look like treasure chests. But, when you open the chest, it turns out it’s actually a carnivore. And it eats your face.
Now, these SEEM like dick moves, don’t they? You’re just walking along and WHAM! Arrow in the face. You open a box and instead of treasure, you get strained through the digestive system of a creature with a ridiculously improbably evolution. But they aren’t. And here’s why.
First, if you pay attention, you can see the pressure plates for the arrow traps. And the holes in the walls. They are hard to see in some places. They purposely get hidden in harder and harder places. But you can respond by slowing down a bit and paying more attention. Sometimes, you miss one. But you can almost always see them coming if you are really attentive. The same is true for the mimics. If you look very closely at a mimic, you can see that the treasure chest is breathing. It very slowly, very faintly inhales and exhales. It’s really hard to spot, but you can see it.
And that’s pretty f$&%ing cool. Or rather, it makes you feel pretty f$&%ing cool. It makes you feel like Indiana Jones. Because you’ve learned the environment and paid so much attention that you saw the trap coming and avoided it. Or dealt with it. You – the player – are actively learning and recognizing the signs of traps in your environment.
Second, when you do trigger an arrow trap. You hear it click. You have a very brief span of time to do something. Even if you didn’t see it coming, that tiny span of time can be enough to get your shield up or roll out of the way or sidestep the trap. Of course, if you don’t know what direction the arrow is coming from, you’re making a guess. But it’s better than no chance at all. You still feel like you have an active say in defending yourself. You’re relying on making a lucky guess, but you – the player – still have some agency over the outcome.
Now, notice that Dark Souls only deals with the first and last part of traps. There’s no disarming traps in Dark Souls. If you notice a trap, you either avoid setting it off or take precautions to mitigate the trap. If you don’t notice a trap, it goes off and you react as quick as you can.
But, in D&D, there’s really no good way to deal with that first issue, is there? It’s kind of a problem with the narrative structure of D&D. There’s no way for the GM to SORT OF hint that there’s a trap in the area. Is there? Well, actually, there is. And it’s the first way to go about fixing traps in your game. As for the third, in D&D, once a trap has gone off, there’s not a whole lot to decide. Is there? Well, again, there can be.

If You’re Going to Murder Someone, Premeditate that S$&%

First and foremost, I’m going to say this: you’re probably better off removing traps from your game entirely. They really do kind of suck. And if you’re going to do that, let the players know, so they don’t waste resources learning how to deal with traps. Though, in 5E, that’s not as much of an issue because (A) the trap rules are a confused, semi-contradictory mess and (B) there’s no skills for dealing with traps directly, just thief tool proficiency which also lets you bypass locks.
But if you like traps – AND I DO – then the alternative is that you have to be really thoughtful about them. You can’t just throw them in. They have to be as deliberate as any other encounter in your game. Otherwise, you’re going to train your players to search everywhere or just teach them that sometimes, randomly, they are going to be screwed and there’s not a hell of a lot they can do about it. Neither of those leads to fun.
But deliberate traps can be pretty cool. And it relies on a push and pull between two things. First, empowering the players to guess where the traps are. And, second, providing consequences for searching for traps.

How to Scream “Here There Be Traps”

Recently, my players were exploring an ancient tomb. As they walked along a hallway, they came to a place where seismic activity had damaged the masonry and exposed the bare rock behind the walls. The hallway was a disjointed ruin. It seemed like just flavor text. And then, an arrow trap! Click! Wham! Ouch!
After the arrow trap went off and healing spells had been administered, the players searched for the trap. And they discovered the trap was a simple trip wire and hand crossbow that been hidden amongst the rubble. It wasn’t part of the original tomb. It had been added and concealed by the damage. The player put it together very quickly. The current tomb robbers (which the players had been sent to deal with) had set up traps so they could plunder undisturbed. And they could only set traps where the damage to the dungeon allowed them to conceal traps.
WHICH IS EXACTLY HOW I PLANNED IT.
Sometimes, it takes players a few tries to figure out the patterns in my trap placement. Sometimes, they never stumble on it. But there is ALWAYS a pattern to my trap placement. And, right off the bat, I try to warn players about the traps. Sometimes, they will encounter a sprung trap and a corpse. And they can examine the trap carefully and figure out the clues. Other times, I will place a trap in a place where I know they can survive the trap and retreat if need be. That tomb trap was literally the first encounter in the tomb. It was basically just inside the door.
You can do this any number of ways.
For example, imagine you have a dungeon that contains traps. When the party walks between certain statues, spears shoot out of the floor and stab them. The trap isn’t in the statues. And the dungeon is full of statues. And many statues don’t have traps nearby. But the traps always come between statues. If the players examine the statues, they will discover that the ones near traps have their swords and shields reversed. They are left-handed. If they don’t ask about that detail, don’t reveal it outright. But they will probably be nervous about walking between ANY pairs of statues for a while.
You want several layers of detail is the point. There should be a detail that warns that there COULD be a trap if they pay attention to the flavor text. And then you want another layer of detail that gives a more specific answer and makes it really easy to guess where the traps are. That layer of detail is the one the players have to ask about. They have to stop and purposely examine things.
And this actually makes logical sense. Remember, when someone builds traps, they need a way around those traps. Even if it is just so they can get out after they finish arming the traps. Visual clues, hidden switches, tiny details that only they know to look for? Those are the equivalent of a password system.
And traps are expensive and time consuming to create. No one puts traps everywhere. They put them where they will do the most good. Or harm. Depending on which side of the swinging blade you’re on. In my tomb, for example, the raiders were kobolds. Classic trap builders. And there were some passages of the tomb where the ceiling had collapsed and they were in bright sunlight. Kobolds hate sunlight and they are dazzled by it. Those are the hallways they couldn’t guard or patrol. And that’s why they set traps along those halls.
See? It’s very deliberate.
If you place traps at random in your game, you teach your players that there’s no art to finding traps. They either have to guess randomly or search everywhere. If your traps are deliberate and telegraphed, and if they reward attentive players, they are interesting. They are fun. They teach the players that you will reward them for being attentive and smart.

Searching Everywhere is Boring!

If you have a world of traps and your players can freely search for traps, they WILL search everywhere. They won’t think about what they search. They will just assume everything is a trap. And that’s not fun. The players don’t actually ENJOY doing that. They do it because they feel like they have to. And they know they can. And they know it’s the safest way to handle traps. Don’t let them.
It’s important to make searching for traps inconvenient and time consuming. Because, honestly, it IS. Searching for traps isn’t a quick and easy process. It involves going carefully over details. It involves crawling around. It involves tapping things. Its detailed and its boring. And it should feel that way.
The problem is, the narrative structure of D&D removes the inconvenience. Because the ten minute, arduous process of carefully searching a section of hallway for every conceivable trap trigger can be hand waved with a simple clatter of dice and the announcement that you find nothing. And that’s a bad thing. You want to bore the players with searching for traps.
So, every time the players search for traps, describe it. Before you let them roll a die, give them the spiel about how they “carefully and meticulously search for trip wires and hidden pressure plates and strange runes. And after thoroughly going over the entire area, they find… [roll dice]”. Every. F$&%ing. Time. Two sentences are a lot of slog for a narrative game like D&D. And it discourages players from searching every square inch of the dungeon in exactly the same way that the characters in the world would get discouraged and bored. Seriously.
Now, on top of that, it’s also cool to have the passage of time mean something. If you use wandering monsters in your dungeons, that’s a perfect deterrent for searching for traps in every square.
The point is to make searching costly so that players will try to do it only when its smart. That will encourage them to pay attention to the details you’ll be providing.

Keep It Simple Stupid!

Part and parcel with telegraphing is to limit yourself to using just one or two types of traps per location. Again, this makes logical sense from a trap construction standpoint. But, more importantly, it allows you to telegraph things and teach the players what details to pay attention to.
But it also means you can have a little fun. Once you’ve figured out what traps you’re going to use and once you’ve put a few of them near the beginning of the adventure so the players can learn about them, the challenge is for you to find increasingly interesting ways to use those traps. The first two traps should be boring and straightforward. After that, they should be placed where they are increasingly difficult to deal with. You still have to follow whatever rules you’ve established for where your traps are going to go. It becomes a game. Within the rules you’ve established, how many different ways can you use a trap?
For example, the third arrow trap in my tomb was in a ruined and overgrown room that had some tiny lizard monsters in it. The lizard monsters were freely wandering pets of the kobolds. Guard beasts. The party killed one. The second one fled. And the party forgot that ruined sections of the dungeon might have traps. As they gave chase, they got arrowed. And they knew immediately afterward that they had screwed up. Now, there are better examples, but I can’t share them yet because the players are still in the dungeon and they might be reading this.
See, here’s the thing. Challenge is a constant push-and-pull. You have to empower and then you have to ramp up the difficulty. You give the players the chance to learn how your traps work, then you figure out how to screw them.
For example, imagine the party is tromping through an adventure that has two different types of traps. The first is pockets of gas that flare up when ignited (and are also poisonous). The second is gouts of flame that come out of certain statues. Now, imagine the dread when they come to the statue room that smells like poison gas.
Or imagine there is a dungeon filled with lightning traps. And, at the end, there’s a flesh golem that is empowered by lighting. And he spends half the fight trying to move to the trap triggers to power himself up. Of course, the party only knows that flesh golems like lightning if they know about golems (Arcana) or they find a particular book hidden in the dungeon. You see how all of this works? It’s all deliberate.
It’s important to remember, though, not to add traps to a combat until the party has had a chance to deal with traps outside of the combat. Some GMs will tell you the best place for traps is inside of combat. Those GMs are wrong. Because traps are just a screw job in combat. “Surprise, you stepped in the wrong, f$&% you!” Fun, fun, fun.

The Trap that Changed the World

Some of the best traps, though, are not the ones that fire-and-forget. Arrow traps and lightning traps are fun, but the best traps are the ones that create or change the situation. The classic example is the collapsing ceiling or portcullis that splits the party. Or the collapsing floor that leaves a massive pit blocking the party’s known means of escape. And there are traps they seal the players into rooms and fill with water. And piranhas.
In general, those traps – the ones that don’t directly attack – don’t need to be telegraphed. Because they provide more decision points if they actually DO go off. Sure, the party can still detect or disable them if they get lucky. But if the trap does go off, the harm it does is indirect. It creates a problem situation.
The biggest of these are the encounter traps. Those are the puzzle-room type s$^% that Indiana Jones is famous for. Like the slowly crushing walls or the room filling with whipped cream. Those are the ticking time-bomb traps. And when you design those, you aren’t really designing a trap. You’re designing an encounter. And that means, you need to design a f$&%ing encounter. Dramatic question, sources of conflict, decision points, everything. You know how to do that already if you’ve been reading long enough.

The Point

Let’s wrap up by addressing a major mental problem that GMs have with traps. Because most GMs are actually kind of dumb. Remember how I mentioned how GMs countered the Passive Perception thing by setting the Perception requirements high enough that traps never got automatically noticed. That’s because GMs secretly feel like players finding and disarming traps is cheating. Well, not really cheating. But it feels like the players are getting away with something.
See, D&D is a game about attrition. We’ve already talked about that. The major source of challenge is in managing your resources efficiently. You have to have enough HP and spells and potions and ammo and things to get through the day. If you don’t, you have to retreat or you die. One or the other.
The problem with traps is that they are “all or nothing.” If the party detects and disables the trap, they get away without expending ANY resources. And that FEELS wrong. They are supposed to drain resources. By the same token, most GMs also feel that traps should give the PCs experience points. But, if the PCs don’t take any damage, those experience points haven’t been earned.
But that ISN’T the point of traps at all. If you are viewing traps like a resource tax, like something the party should have to suffer, you’re already using them badly. A trap is a challenge that the party can overcome with 100% efficiency. That is to say, if they are smart and deal with it properly, they get all the XP and none of the resources. A trap is like the goddamned Daily Jeopardy. Double your money or lose a bunch, but no one can steal it from you.
You HAVE TO have that mentality. They don’t work any other way. Traps already pretty much suck and should be used sparingly. You can’t tack that emotional baggage on them too.
So{/:>//)ANGRY FROM THE FUTURE HERE! Remember me? This is where I had originally rambled out a conclusion. But I’m chopping off that conclusion and I’m instead proposing something else. Something that only occurred to me during my morning pre-revision poop. Sorry for the abrupt transition.

The CLICK! Rule

Okay. I’m going to crank this out fast. And I admit it’s just a half-formed idea and I really need to play with it a little. But I’m offering it so YOU can play with it too.
Remember how I said that the part when a trap resolves is completely devoid of decisions? The trap just rolls an attack roll or you roll a saving throw and then terrible things happen? And remember how I said how Dark Souls had that bit where you could react to the “click” of an arrow trap? Sure, sometimes, you were acting blindly, but it still felt like you had some say.
Imagine this.
In that split second, in that moment between when a trap is triggered and when it goes off, you ask the player “what do you do?” You don’t tell them anything about what’s going on around them except that they triggered something. They caught a trip wire. They stepped on a pressure plate. Or the lid of the treasure chest caught for a moment and then clicked free. And then you say “what do you do?”
Now, take their answer, whatever it is, and figure out whether it would actually help them avoid the trap in a remarkable way OR if it would make them less likely to avoid the trap OR if it would have no effect at all. If it was an exceptionally GOOD reaction, give them a bonus to avoid the trap. If it was an exceptionally BAD reaction, give them a penalty to avoid the trap. And if it’s a normal response that really isn’t anything special, just let them roll normally.
For example, if the trap is a scything blade that swings out of the ceiling and the player dives to the ground, laying prone, that’s a really good reaction. Right? Chances are good that the trap will swing right over them. The trap can roll with disadvantage on the attack.
But if they instead roll forward or raise their shield, those are normal reactions. That’s already included in armor class, right? Dodging and using a shield are part of armor class.
And if the trap was a collapsing floor trap and they hit the deck, laying prone, well, that’s going to give them disadvantage on the Dexterity saving throw. The worst thing to do when the floor falls from under you is to lay down on it and cling to it as hard as you can.
Sure, most of the time, the players will be guessing blindly. But if you’re also telegraphing your traps, they might make really good guesses. In fact, those aren’t guesses. They are drawing conclusions and then acting on those conclusions. Which is precisely what you want players doing.
Either way, this extra little CLICK rule gives the players just the smallest feeling of agency after the trap goes off. And it might improve traps immensely.

28 thoughts on “Traps Suck”

  1. The click rule is also great for teaching inexperienced players about enemies. I had a mage going up against a party of 3rd-level adventurers, pretty standard difficulty. However, they felt that his Cone of Cold was a cheap shot, even though it ended up being his only action, simply because I didn’t give them enough warning before they lost a lot of HP.
    In this case, the “click” would be arcane handsigns, glowing, or whatever, but that extra agency might have turned a dick move into a cool visual encounter.
  2. nice articel as always.
    i have only on question how much taim you give the Player to anwer ?
    in ma mind its easy to seay if 1 Player in a trap aber if 5 Player in a trap and i ask its a shiti mess.
      • It’s a good question, just odd spelling. If I had a whole party in the “click” situation I’d probably allow them to roll initiative against my trap, anybody whose initiative roll was high enough (vs a DC) would get the chance to react. Or maybe I would use their marching order to say who was affected. One dart from a dart trap would only hit the first PC, obviously, but it stands to reason if the person who is standing behind the affected PC rolls a high enough initiative roll that person may have a chance to pull their party member out of harms way.
        • I would so this differently. Using Angry’s examples, if a whole group of players triggered a trap, they’d get that click moment, followed by a blind reaction, and I’d let them all take a blind reaction, resolving the action afterward depending on what they all do.
          For example, the party doesn’t notice a pressure plate, but they all move onto it together. They hear a ‘Click.’ They don’t know what will happen, but they’re all given the chance to declare a reaction. Maybe the Fighter raises his shield, hoping to take the brunt of it for the rest of his group. The rogue tries to roll backwards. The ranger dives to pull the mage forward, and the mage goes along with it. The barbarian, not sure what he should do, takes his chances in just dropping to the floor. Then I take all that into account, figure whether their action is helping or hurting them, maybe use dice to determine the results, and tell them all what happens. “A giant blade swings down from behind. Rogue managed to roll well enough to roll under the swinging blade. It misses the Barbarian as he dives downward. It cleaves into the Fighter, but also nicks the Ranger who manages to save the Mage from any harm.”
          But I believe OP asked about how much time to give players to respond. Honestly, I’d give them the same amount of time you’d give them to make any other action declarations. Some players are slower than others, some are really quick. Since they have no idea what they’re reacting to, thinking longer about how they react won’t give them much of an advantage. But if you feel your group needs a timer for it, then give them one. Maybe give them all 10-15 seconds to write down a reaction and pass it to you before they forfeit a reaction. Something like that.
  3. Hey Angry,
    Thanks a lot for the article, I’ve started to put *smart* traps in my games only recently (after reading your articles), before that I used to put random traps in random dungeons only to keep the rogue occupied.
    And now this article really opened up my mind, I can actually put really interesting traps in my game.
    Could you please write something about in-combat traps?
    I like using them (sparringly and in a smart way), for instance, if the players approach an encampment (which has traps, like a military one) and they fail their stealth check and start a fight, the traps don’t magically disappear, they’ll still be there and the players will be able to trigger them.
    But I need guidance on how to handle them while in combat, and how to make them interesting without breaking too much the combat urgency.
    Thanks again Angry, your articles are great!
---end quote... i kept some comments for food for thought---

Thursday, October 31, 2019

Fear not Ranger, Barbarian, Magician, Thief, Cavalier, and Acrobat! (And Uni, too).

The D&D car commercial from Renault (in Brazil though). Damn it is good!

https://www.youtube.com/watch?v=kC9-bfsNne8&feature=youtu.be

https://nerdist.com/article/car-commercial-1980s-dd-cartoon/





I need to get a hold of that final episode, made in audio format only. WAIT A MINUTE, Wikipedia says it is on the DVD that I bought years ago when the kids were younger. It lives!


My D&D Obsession Continues

As this blog has often turned into an ongoing account of my hobbies and other loves, as I cycle through the obsessions, I'm really digging D&D. So much rich history, so much current content with "The Dungeon Dudes" and all the other great stuff on youtube, etc. And here is yet another excellent blog I'm stumbled across with an image search. Never saw such info on Mordenkainen as here:

http://thecampaign20xx.blogspot.com/

http://thecampaign20xx.blogspot.com/2019/10/dungeons-dragons-guide-to-mordenkainen.html



Some crazy old Dragon Mag stuff with Elminster, Fistandantilus, Mordenkainen and "Ed" who is Ed Greenwood in his real home. Goofy stuff, but good.

And here, via stackexchange,
https://rpg.stackexchange.com/questions/158446/what-official-dd-3-5-content-has-not-been-present-in-any-book


we find some more source material never put in a book, called "The Mind's Eye" and it is mostly or totally about psionic stuff:

http://archive.wizards.com/default.asp?x=dnd/arch/psi

More stuff:
https://rpg.stackexchange.com/questions/108991/what-was-the-source-of-this-magic-items-pdf-found-on-wizards-website

https://rpg.stackexchange.com/questions/55481/does-there-exist-a-complete-list-of-dd-3-x-wizards-of-the-coast-web-site-articl

Guide to Free D&D aka http://www.ruleofcool.com/smf/index.php?topic=800.0


Sunday, October 27, 2019

Lovecraft info and talks about the best Lovecraftian RPG, Masks of Nyarathotep

http://andrewloganmontgomery.blogspot.com/2018/06/masks-of-nyarlathotep-review.html

interesting Lovecraft info and talks about the best Lovecraftian RPG, Masks of Nyarathotep.

Quote, “Your hideous demise is not something they notice or take pleasure in.

Except, of course, for him.

He is not like the rest.  When you look at him, he looks back.  He sees you.  He knows you.  He is the only one of them with anything even approaching a personality.  In fact, he has a thousand personalities, each more psychopathic than the last.  Azathoth and Shub-Niggurath and Yog-Sothoth will crush you in passing, but he will find out”.

interesting yes.  

Thursday, October 24, 2019

D&D: Bullywugs

This guy has a great writeup on the art of Bullywugs.

http://discourseanddragons.blogspot.com/2009/11/bullywug-aesthetic-history-1981-2009.html

And these two naturally stand out. Love 'em.



Now, do I buy 10 more Bullywugs for the campaign or not? Troll and Toad or maybe it was Beholderthebargains had the old ones from 2004ish for $3.99 each, and an official repaint for $4.99. Very tempting, as if I haven't already spent untold fortunes on this stuff lately. O_o Why'd the wife have to throw 1/3 of my minis away, why?!?!?



Tuesday, October 22, 2019

D&D and more D&D, tons of great blogs and sites out there

Here's one that I dig for the old art especially:

http://realmsofauria.blogspot.com/search?updated-max=2018-10-16T22:42:00%2B02:00&max-results=8

This one is great for mini reference:

https://www.minisgallery.com/dnd/dnd4.htm

This one has pretty decent prices, but check around... randomly found a few cheaper on Amazon by a bookstore (Bear Notch Books) by luck... and of course Troll and Toad, and of course Ebay (Ebay ppl aren't cheap ususally):
https://www.miniaturemarket.com

Bear Notch Books (shipping is OK if buy in bulk):
https://www.amazon.com/s?me=AQIVYJ6VXQ6CW&marketplaceID=ATVPDKIKX0DER

This one is funny, got some wild D&D themed art out of Berlin I think he said:
http://www.headinjurytheater.com/dangerousdelves.htm

Really good analysis and comparison of older DnD minis to new minis:
http://alphastream.org/index.php/2015/12/02/reviewing-the-rage-of-demons-dd-miniatures/

Miniatureman (so this is what the unpainted minis I have could look like, heh):
https://miniatyrmannen.blogspot.com/2017/05/castle-ravenloft-game-all-painted.html

And this club:
http://littlewarsstockholm.blogspot.com/

More painting minis:
http://nefferpainting.blogspot.com/2013/07/castle-ravenloft.html
and:
http://nefferpainting.blogspot.com/2013/08/wrath-of-ashardalon-concluded.html



... and Dear Lord, thanks for this nefferpainting blogspot to remind me that I DO have the following minis (do not buy more!!!):

Otyugh (can't believe I got the spelling right first try. And man they are bigger than I thought. Hey, do I have a rust monster unpainted somewhere? Time to check.)

  • More Orcs
  • Guys in creepy hoods with knives
  • Gibbering mouther (more than one??)


OK yeah, The Legend of Drizzt unpainted minis from that set have:

  • Yochlol [Man, I thought that was a roper for a second, right after I bought a replacement for the one the wife tossed... thanks Babe ;-)  ]
  • Drow wand mage
  • Artemis and Jarlaxle and Drizzt of course
  • Drow, others.
  • Cursed Spirit (WhoopS! Just bought one... although they call them something else here)
  • Goblins, lots
  • Shadow Dragon (is that the old Deep Dragon? Looks different in the pict. Checked, yeah different.)
  • Duerga

More info here: http://miniatureprojects.weebly.com/legend-of-drizzt/archives/04-2015




A pict of Nefferpainting's nice work:


And from this site,  you can see a million different paintings of the Wrath of Ashardalon set:

https://boardgamegeek.com/image/1101518/dungeons-dragons-wrath-ashardalon-board-game

Including this orc, which obviously got inspiration from Lord of the Rings movies, right?! The main Uruk Hai orc guy with the super big bow/arrow who shot and helped kill Sean Bean the cool Irish actor from LOTR and Game of Thrones.




Elemental Temple of Evil Board game (much harder to find painted stuff on searches). While I'm listing stuff, my favorite thing apparently, I'm copying from a nice person on amazon who pasted this for the info:

"There are quite a few minis in this set there are 5 heros, 4 zombies, 4 gouls, 1 flesh Golan, 2 undead dragons, 3 skeletons, 3 blazing skeletons and many types of spiders bats and vampres including some wharewolves
By Drew on May 13, 2016
There are 42 miniatures in this set, with a total of 22 different models, and 20 duplicates. I divide the models into 3 categories: Humanoids, Elementals, and the Dragon.
There are 33 Humanoids, these include:
* 5 Heros: All different models: 1 Human Male Lumberjack, 1 Human Female Archer, 1 Halfling Female Knife-Wielder, 1 Dwarf Female Hammer-Wielder, 1 Elf Female Fire-Wielder
* 12 Human Cultists: 4 different models (to represent the 4 elements) with 3 of each model, each being medium in size (1" base)
* 3 Bugbears (Bear-like Goblins): All the same model, being medium in size (1" base)
* 3 Doppelgangers: All the same model, being medium in size (1" base)
* 3 Gnolls (Tall Hyena-men): All the same model, being medium in size (1" base)
* 3 Hobgoblins (Bigger Goblins): All the same model, being medium in size (1" base)
* 3 Troglodytes (Short Lizard-men): All the same model, being medium in size (1" base)
* The coolest humanoid is the Ettin (2-headed Giant), which is large in size (2" base), but is super ridiculously tall compared to all other large miniatures I have, somewhere between 4-7" tall. I don't have it with me, so I can't tell you exactly how tall it is.
There are 8 Elementals, these include:
* 3 Fire Bats: All the same model, being small in size (3/4" base). These are pretty cool, because they are flying, though I should mention they are very fragile (one of mine was broken when I got it).
* 1 Salamander (Flaming Lizard/Snake Person), which is medium in size (1" base)
* 4 Elementals (Beings of a pure element): All different models (to represent the 4 elements), with the earth and water elementals being medium in size (1" base) and the fire and air elementals being large in size (2" base)
The Black Dragon is the coolest piece of the set, being a highly detailed Black Dragon, with the classic horns. It is large in size (2" base), but is flying, and has a wingspan of somewhere between 5-8" from wingtip to wingtip. It is my favorite Dragon miniature I have and is incredibly awesome.
"