Gish Optimized 4 — The Big Bada Boom Cleric-Sorcerer (Merrin Valkire)

It’s that time again! Yes! Time to dig back into that big box of 5e Dungeons and Dragons nuts and bolts to construct another sweet build for you to enjoy. For our first three gish builds we stuck mostly to tradition. Our stab and smite dexadin is a 5e classic, the Hexblade-Fighter is a well-known build (though I think we provided a few unique tweaks), and our rebuild of the traditional Fighter-Mage hails all the way back from D&D’s roots in the 1970s.

Merrin Valkire

Now we’re shifting gears, switching batteries, and cruising on into something truly new and electric. Welcome to the electric avenue of gish. Literally. Because we’re going to build ourselves an angelic warrior capable of wielding sword, commanding powerful healing magic, and laying down devastating destructive blasts of light and storm. She’ll do it all with equal ease — without taking a single level in a traditional fighting class. Her novas will be achieved by combining basic swordplay and magics of multiple types — with surprising effect.

Merrin Valkire is the mother of Luthiel from Luthiel’s Song

Narratively, our badass gal will tap into some alternative mojo. We’ll be looking to the story of Luthiel’s Song — specifically to Luthiel’s mother Merrin who is queen of the Blue Moon — to help us form an entirely new rendering of the Dungeons and Dragons gish. Merrin is graceful, gracious, wise. She is also a powerful warrior who married the only male Valkyrie ever to exist — Vlad Valkire. Her bond with the seas of her ocean realm grant her a deep and unique compassion. This is realized in her angelic aspect and her many and varied powers. She provides a huge range of story potential, party support, offense, and melee capability. I’ve played Merrin in multiple versions. However, this Merrin is a master class refinement on her early essays.

It’s also worth noting that our Merrin is a surprisingly fast versatility build that really starts to gain some powerful focused options in the 9-14 level range. Her main strengths are AOE damage, versatility, mobility and consistent high damage all packed into the larger support base that an almost full-classed Cleric provides.

Level 1 — Wisdom, Dexterity, Protector Aasimar, Prismari, Sorcerer

Starting off at first level we need to take a broad view toward stats, spells, and abilities. We’re multiclassing, we’re going for some melee combat, we want to be capable of casting spells at close range to our foes, and we want our spells to be powerful. For our first stat, we focus on Wisdom, putting seven points into this key ability. Landing us at a 14 pre-race bonuses. This will be our core spellcasting stat. It’ll also help us with key skills like Perception and Insight.

For our second ability, we want a high Dexterity. Though Wisdom powers our spells, Dexterity powers our melee attacks, initiative and armor class. We are fast, graceful, even artistic. Starting out, we dump seven more points into Dex for another 14.

Constitution is our third most important stat. We really want to be able to hold onto some amazing concentration spells. So we won’t be neglecting the toughness stat. We drop 5 points into Con and start with a 13.

Our Merrin build is, indeed probably the most versatile so far and we’re spreading ourselves a bit wide. But that’s for a number of reasons that’ll come clear really soon. We want a high Charisma to get us access to a key multiclass — so we drop 5 points into Charisma for another 13.

Merrin only has two stats left. I think of her as more Intelligent than strong. So I’m putting all 3 remaining points into Intelligence for an 11. Then I’m dumping Strength to 8.

For race, our Merrin is an angelic being who hails from an ocean moon of the celestial sphere. Protector Aasimar fits this theme perfectly. Aasimar grants Merrin resistance to Necrotic and Radiant damage, the Light spell as a cantrip, Darkvision, Healing Hands, and, later Radiant Soul, which grants her flight and bonus radiant damage. She uses her ability bonuses to boost her Constitution to 14 (+1 from Aasimar) and her Wisdom to 16 (+2 from Aasimar). This gives her a Str 8, Con 14, Dex 14, Wis 16, Int 11, and Cha 13 starting ability array after race bonuses. Our angel of the Blue Moon that bears her name is extraordinarily well rounded with only strength as a dump stat.

Last of all we come to class. And here we really get to make a key choice for level 1. You’ve probably already guessed from my talk about healing that Merrin is going to mainly focus on Cleric. But we’re holding that off for some set ups we’ll be giving ourselves at level 1. So we go ahead and pick Sorcerer for our first level class. Sorcerer gives us quite a lot of gish support right out of the box. First off, we gain proficiency in Constitution saves. This really helps us hold on to those concentration spells. Next, we gain access to melee cantrips. And we jump all over Booming Blade. At this point, we’ve already gained features that would’ve taken two feats to access. But we get even more. As a cleric, one thing we tend to lack is mobility. But since we’re taking Storm Sorcerer, we now have the ability to spend a bonus action after we cast a spell of first level or higher with the Thunder or Lightning keyword to fly 10 feet as gusts of wind bear us aloft without provoking attacks of opportunity. We’ll have lots of uses for our bonus action. But this can get us into or out of a sticky situation when we need to. Storm Sorcerer also allows us to speak Primordial which is a nice little rider.

Storm Sorcerer, Aasimar and Tempest Cleric make for an electric combination

For our other cantrips, we pick Mage Hand, Shape Water, and Frostbite. We also have Light from Aasimar. Already this gives us a lot of utility and versatility combined. Our ranged option is less effective given the lower save. However, at first level it shouldn’t matter too much. Our leveled spells are Shield and Thunderwave.

Now we are also going to feature the Strixhaven Background — Prismari Student — for Merrin at level 1. If it’s available in your game, it’ll give her another major boost to her powers and mojo. I’ve always thought of Merrin as a bit of an artist. And being able to artistically shape elements, with a heavy lean toward storm, water, and wind, really makes sense for me here. For this level, we add Thunderwave and Chromatic Orb to our spells lists. We already started on the AOE path pretty quick with our choice of Thunderwave earlier. So the extra options we get here don’t pay off until level 4 for us. But man do they pay. We also add Acrobatics and Performance to our chosen skills.

For equipment, we start out with a dagger, a wand and some other basics. Our AC without Shield is 12. Our starting HP is a relatively squishy 8. We’re soft. But we have a huge variety of spell options to choose from. Everything gets better from here.

Level 2 — Tempest Cleric 1 and oh boy the versatility…

If level 1 looked amazingly versatile if a bit dangerous for us, level 2 gives us even more versatility and shores up our survivability as we take our first jaunt into Tempest Cleric. We bump to 15 HP — which is getting better. Though we might still be short on cash for our equipment, when we have the opportunity we pick up Scale Mail, a Shield, a Rapier (we gain access to martial weapons with the Tempest Domain) and a Holy Symbol. Now our base AC is 16, 18 with the physical shield or 21-23 with the Shield spell. We have the option to wield our rapier to go hands free and use the Shield spell for our main defense. However, we still only have 3 first level spell slots. With seven good options for those slots, we’ll often find ourselves tapped out. So the backup physical shield will help us out a lot. It’s also worth noting that we have a minor non-spell healing source in the form of Healing Hands from Aasimar to bring a buddy back from zero. This can be a clutch move in combat — particularly at low levels — while also saving some of our spell slots for other uses.

Looking closer at spells, we gain two more cantrips for a total of 7. We pick the all-important Guidance and Sacred Flame. Now our consistent ranged option is looking quite a bit better. Plus we’re not shy about using Booming Blade in melee with our rapier. With our Tempest Domain, we also gain Fog Cloud which provides some situational but effective control magic. Thunderwave from Tempest means we don’t need to use one of our sorcerer choices. For our regular known Cleric spells, we pick up Healing Word, Cure Wounds, Guiding Bolt, and Inflict Wounds. As we noted above, we now have seven choices for our first level spells ranging from defense, healing, melee offense, ranged focus fire and AOE. We’re lacking somewhat in utility options for our leveled spell load out. However, given the cleric’s versatility, we can trade out some utility options for Guiding Bolt and Inflict Wounds when we need to. This extraordinary range of spell options is probably wider than almost any other class, subclass and background combination at this level.

Last of all we gain the wonderful Wrath of the Storm feature from Tempest Cleric. In a mini NOVA round we do 3d10 damage with Inflict Wounds (17.5) and 2d8 damage with Wrath (9) or a total of 26.5. If we crit with Inflict Wounds, we do 44 total damage to a single target in one round at level 2. We could already do this with a Cleric. But we wanted other things from Sorcerer like Booming Blade, the Shield spell, extra mobility and a Constitution Save proficiency.

Level 3 Protector Aasimar and Channel Divinity

At level 3 our wonderful AOEs really start to come on line with Destructive Wrath. Now we can pump up Thunderwave to do 24 damage in a 3×3 cube (half on a save). With four first level slots and two second level slots, we’re not shy about upcasting Thunderwave. Recharging Destructive Wrath on a short rest lets us lay down this powerful if somewhat small and close range AOE twice. When we lay down the Wrath, we can then fly away from danger without provoking opportunity attacks. To be able to hit hard and flit away like this is a tactically clutch move.

We should not neglect to mention the amazing feature that is Turn Undead as an option for our Channel Divinity. This clutch ability provides us with even more versatility as another non-spell option. We’re trading some massive control for relatively focused AOE damage from Destructive Wrath, though. But Turn Undead provides us with yet another tool in our very large kit of options.

At level 3 we also add flight and a damage buff to our capabilities with the Aasimar racial ability — Radiant Soul. Activating this power as an action grants +3 to one of our damage rolls once on each of our turns. This can bump Thunderwave up to 27 damage to a single target — providing even better focus fire and AOE in a clutch situation. Flight adds to our Tempestuous magic mobility as well. We can stay in the air after we flit away with Radiant Soul active.

Last of all for our level 3 spell load we gain one more choice. With it, we pick up the amazing party buff that is Bless. Now we have a concentration buff that we can throw down when we need some extra heat for our attack rolls and saving throws.

Level 4 Shatter, Spiritual Weapon, and Kinetic Jaunt

As we broach level 4, level 3 for cleric, we gain access to second level spells. Our Tempest Domain immediately gives us access to Shatter — a ranged AOE that increases our blasts to a 10 foot radius. We’re now a powerful blaster. Perhaps one of the most powerful at this level. Gust of Wind provides us with another situational control option. However, for concentration, we’re probably using Kinetic Jaunt from Prismari which adds 10 to our movement speed, prevents opportunity attacks, and lets us move through another creature’s space. This amazing mobility really enables our Booming Blade cantrip. If we’re smart, we can now often apply its rider. Last of all, we pick up Spiritual Weapon.

With Kinetic Jaunt active we can now reliably apply four sources of damage for a number of rounds in the form of melee attacks with Booming Blade (1d8+2), Spiritual Weapon (1d8+3), Wrath of the Storm (2d8), and the Booming Blade rider (1d8). With Radiant Soul active from Aasimar, this consistent damage is 5d8+9 or 31.5 if all our attacks land, enemy saves fail, an enemy hits us, and spell riders proc. This is very high consistent damage for level 4. Some of the effects are situational, however. Nonetheless, we are an artistic blur of motion in a mouth of thunder with a deep well of potentially shocking damage effects to draw from. When we choose to, we drop a Shatter for 28 damage to a single target and 24 damage to multiple targets using Radiant Soul and Destructive Wrath. Our Spiritual Weapon flies in to do another 7.5 damage. And our Wrath of the Storm reacts for 9 more for 44.5 to a single target and 24 to multiple targets. Brutal!

Level 5 — 16 Dexterity, Booming Blade Bumps Up

Level 5 is a key level for most characters. For us, we don’t get quite so many goodies. However, we’re not complaining because level 4 was amazing and now we get to be even more badass as Booming Blade generates direct thunder damage. Using our ASI to increase Dexterity to 16, and gaining the benefits of level 5 for Booming Blade, this weapon attack now deals 2d8+3 damage on a turn when we attack and possibly another 2d8 on an off turn when the enemy moves. Our Kinetic Jaunt gestalt of motion and damage options now does 7d8+11 if all effects go off for 42.5 against a single target. A consistent effect that we can sustain for three rounds. In addition, our Shatter NOVA now has increased to 32 damage for multiple targets and 37 damage for a single target as we use a level 3 slot to cast that spell. If we hit the single target with Spiritual Weapon, damage goes up to 42 then jumps to 51 when the bad hits us back and we proc Wrath of the Storm. Our focus fire NOVAs aren’t in line with those of the Dexadin or Chex-Fighter. But we are still solid. Our mobility and AOE at this level are pretty amazing. We lack the big blasts that wizards can throw down with Fireball, however. For support we add Lesser Restoration to our regular spell load. And, yeah, with that mention we remind ourselves that we can achieve all this badassery while also healing and removing status effects on our buds.

Level 6 — Spirit Guardians, Call Lightning, Sleet Storm, Destroy Undead

At level 6 we are a level 5 Cleric and we gain access to some amazing spell options. First off, for our Tempest Domain, we gain Call Lightning and Sleet Storm. Call Lightning is a powerful, long-lasting spell that lets us consistently rain destruction on our foes in the form of small blast lighting bolts. This spell lets us conserve our resources while doing consistent damage over a large battlefield. It’s not as punchy as the wizard’s Fireball. But it does give us a nice option to use over a long-term combat. Sleet Storm is an amazing control spell that we can use to screen our allies from trouble — forcing foes to come closer to do us harm in most cases while hampering their movement. For our main spell choice, however, we are picking up Spirit Guardians. This amazing, long lasting concentration spell really increases the total effect of the damage we are able to deliver — doing 3d8 radiant damage whenever enemies start their turn within 15 feet of us. It also reduces the speed of enemies by half in the zone — potentially setting up some wicked lock down situations for team monster.

Spirit Guardians is a powerful cleric spell that provides a wonderful variety of flavor options.

Now our main line consistent damage option includes Booming Blade (2d8+3), Spiritual Weapon (1d8+3), Spirit Guardians (3d8), and Wrath of the Storm (2d8). With Radiant Soul active, we are now doing 8d8+12 damage to a single target (48) and 13.5 damage to multiple targets for consecutive rounds. When Booming Blade procs (admittedly less frequently as we sacrifice some mobility for Spirit Guardians) the single target damage jumps to 57. On a crit, it’s 66. If we up-cast Shatter and use Destructive Wrath, the AOE damage jumps to 32+13.5 for 45.5 for multiple targets and 60.5 for a single target when Radiant Soul and Wrath of the Storm activate. This is a devastating close-in AOE capability — one made more effective by our ability to fly to reposition ourselves with Radiant Soul and Tempestuous Magic.

Remember Turn Undead? Yep. We can now destroy 1/2 CR Undead or lower when they fail their saves. This means skellies and zombies are in a world of trouble if we run into them at this level.

At this level we probably also have half plate for 19 AC. Our HPs at 43 are decent. Though we are probably buffing those to 48 now with Aid (which we picked up at some point). Two of our friends also benefit from Aid, so even better.

Level 7 — Extra Channel Divinity, Mass Healing Word, Spirit Shroud

By level 7 we now gain two Channel Divinities per short rest. This makes us even more effective as a blaster. With an upcast Shatter, we can now do 40 damage in a ten foot radius. We only have one 4th level slot, though. So we might be more inclined to cast Spirit Guardians using the slot for 4d8 consistent damage every round, saving the Channel Divinity for two 32 damage Shatters in the Guardians zone for a total effect of 50 damage for two rounds. Yikes!

For our spell choices, we switch out one of our lower level known spells for Mass Healing Word, then we use the level gain to access Spirit Shroud. When we cast Spirit Shroud, it buffs any attack we make against a creature within 10 feet — dealing an extra 1d8 radiant, cold or necrotic damage on a hit. It also slows down nearby foes in that radius. Overall, we’re not netting as much damage from this spell as Spirit Guardians. But there are situations when we’ll benefit from the Focus Fire potential provided by Spirit Shroud as we can use it to buff both our melee attack using Booming Blade and our bonus action attack using Spiritual Weapon.

Level 8 — Death Ward, Ice Storm, Control Water

Hitting character level 8 and cleric level 7, we now access 4th level cleric spells. We first pick up Death Ward. Though we might not be casting this spell every adventuring day, it can come in handy real quick during deadly encounters. We’d rather have it than not. Also from Tempest Cleric, we pick up Ice Storm which gives us a larger AOE blast option and Control Water which is great control option in water environments.

Two fourth level slots also allows us to activate Spirit Guardians at level 4, cast Spiritual Weapon at level 4 and go to town. With Booming Blade, we are doing 2d8+3 damage. With Spiritual Weapon, we do 2d8+3. On our off-turn, nearby enemies take 4d8 damage. If Thunderous Wrath triggers, we add another 2d8. If Booming Blade triggers, yet another 2d8. With Radiant Soul active, that’s a consistent damage potential of 12d8+14 or 68 average damage against a single target (whew!). A critical hit brings this up to 77. Meanwhile all nearby foes are taking 18 average from the Spirit Guardians if they fail their save. This a very high consistent single target damage combining strong AOE damage and some zone control.

Level 9-10 — 18 Wisdom, Divine Strike, Destructive Wrath Crits, Fifth Level Slot, Destructive Wave

By level 9 we are a level 8 Cleric and we bump our Wisdom to 18. We gain a fifth level spell slot which allows us to upcast our favorite buff and blast spells to even greater effect.

At this point, it’s worthwhile to take a look at our prepared spell list. For Cantrips, we have Light, Mage Hand, Booming Blade, Frostbite, Shape Water, Guidance, Sacred Flame, Word of Radiance, and Spare the Dying. For Prepared Spells we have Shield, Magic Missile, Healing Word, Cure Wounds, Inflict Wounds, Thunderwave, Fog Cloud, Kinetic Jaunt, Shatter, Spiritual Weapon, Gust of Wind, Lesser Restoration, Call Lightning, Sleet Storm, Spirit Guardians, Spirit Shroud, Mass Healing Word, Haste, Ice Storm, Control Water, Death Ward, and Freedom of Movement. Quite a versatile set of healing, buff, blast, mobility, and control along with some utility options. For heavy blast damage, we can now upcast Shatter to level 5 then use Destructive Wrath to maximize the damage to 48. Although we’re only throwing this heavy damage down in a ten foot radius.

Our melee attacks now also get a boost as we pick up Divine Strike. When we attack with Booming Blade, our damage is increased to 3d8+3. Coupled with 4th level Spiritual Weapon, we’re doing 5d8+7. If we want to focus fire, we can upcast Spirit Shroud to 5th level and do an additional 2d8 radiant damage per strike for a total of 9d8+7 or 47.5. If we activate Radiant Soul, this goes up to 56.5. With Wrath of the Storm, we get to 65.5. Booming Blade can get us to 74.5. If we crit, we now add 22.5 for a total max average potential of 97. At this point, we should note that we can now effectively use Destructive Wrath to maximize our critical hit damage dice that deal thunder damage. This changes 4d8 from 18 average damage into 32 max damage. So applying Destructive Wrath to a crit gives us a maximum one round focus fire damage potential of 111 against a single target. Pretty badass. But it gets better.

By level 10, we gain the amazing blast option that is Destructive Wave. We can now upcast Spirit Guardians to 5 — doing 5d8 damage round after round in a 15 foot radius. For big blast rounds, Destructive Wave gives us 5d6 radiant and 5d6 thunder damage in a 30 foot radius in addition to knocking targets who fail the save prone. If we use Destructive Wrath to maximize the Thunder damage, we do 46.5 from Destructive Wave and 22.5 from Spirit Guardians for a total of 69 average against multiple targets. That doesn’t include the focus fire options we can add to a single target in the form of Spiritual Weapon upcast to level 4 (2d8+4), Radiant Soul +10, and Thunderous Wrath (2d8) for a total of 101 on a single target. Insect Plague also provides excellent ranged control and area denial. Although we are more optimized for fighting with Spirit Guardians or Spirit Shroud active.

Level 11-13 Divine Intervention, Heal, 18 Dexterity

Broaching Level 11, we gain Divine Intervention. Though unlikely to occur and subjective to the Game Master’s whim, this powerful ability can alter the face of your campaign in some situations. Our Booming Blade also increases in potency. So we are now doing 4d8+3 damage with our rapier strikes. When we cast Spirit Shroud at level 5 we do 6d8+3. When we crit, have Radiant Soul active, and use Destructive Wrath, we do 6d8+62 or 99 damage on a single hit. Adding in Spiritual Weapon at Level 6 and Thunderous Wrath, our total NOVA round damage to a single target is 134.5 (148 if Booming Blade’s rider triggers). Solid. At this point, we’re in danger of forgetting that we’re a cleric.

At Level 12, we get our first 6th level spell. We pick Heal. Now we remember… Rolling right into Level 13, we bump our Dexterity to 18. Checking in, it’s worth noting that our HP is now 92 — pretty mid-range. We’re not a glass cannon. Our AC is relatively high, particularly when we cast Shield. By now, we’re also upcasting Aid to at least level 3 to bump our HP to 102. For spells, we’ve also picked up Cone of Cold from the Prismari list. It’s a huge AOE. Though not Thunder, it’s a great weapon to add to our already potent arsenal of blast magic.

Level 14 – 17 Regeneration, Divine Strike 2, Sunburst, 20 Wisdom

At level 14 we’re 13 in Cleric and we pick up Regeneration to help us add a bit more resiliency. By level 15, we roll up to another 1d8 thunder damage from Divine Strike. So we now do 5d8+4 damage with our Rapier. If we upcast Spirit Shroud to level 7, we do 8d8+4. With Radiant Soul, that increases to 8d8+19. On a critical hit with Destructive Wrath activated, that’s 6d8+83 or 110 in a single hit. Add in Spiritual Weapon at 6 and Thunderous Wrath that’s 8d8+4 or 40 average for a total of 150 (163.5 if Booming Blade triggers) damage during a NOVA round. We can also have Spirit Guardians active and upcast to level 7 for a terribly punishing 7d8 AOE damage instead.

The blast of blinding radiance and heavy damage that is Sunburst can devastate team monster’s momentum.

Hitting level 16 we roll up to 8th level spells and immediately pick Sunburst. By level 17 we get another ASI and increase our Wisdom to 20. Meanwhile, Booming Blade just got more potent so our melee attacks with the Rapier now do 6d8+4 damage.

Level 18-20 Stormborn, Mass Heal, Channel Divinity x3, 20 Dexterity

When our lady of storm reaches level 18 she gains the ability to fly while outdoors and not underground. We simply walk and the winds of our world bear us aloft. By level 18, we also have 9th level spells. We go ahead and pick up Mass Heal. At level 19, we gain another Channel Divinity for a total of three per short or long rest. Now we can throw down our potent blasts or critical hits even more often. And finally hitting level 20, we use our final ASI to increase Dexterity all the way to 20.

The Thunderous Blows, Devastating AOEs, and Powerful Heals of the Blue Moon’s Queen

Our lady of oceans and storms has now reached her full potential. She possesses a broad spectrum of magics ranging from deadly strikes, to devastating blasts, to extraordinary, revitalizing healing. She’s also one of the best consistent damage dealers over a long combat we’ve constructed thus far.

At this point, we should revisit our powerful local destructive potential. If we go all-in for focus fire, we now cast Spirit Shroud at level 9 for +4d8 radiant damage to our attacks. We also activate Radiant Soul. This means our rapier strikes now do 10d8+25 damage. We also cast Spiritual Weapon at level 8 for 8d8+5 damage. The average damage from these two strikes is 111 HP if both land. Very solid average damage. If Thunderous Wrath activates, it bumps to 120. This increases to 138 if Booming Blade activates. If we roll a critical hit with the rapier, the total damage is 10d8+105 or 150 average damage from a single strike or 218 average damage with the buffed Spiritual Weapon and Thunderous Wrath added in. This is a lower range for our NOVA builds. But it is still considerable. Meanwhile, consistent damage is in the high range for our gish builds thus far.

If we instead cast Spiritual Guardians at level 9, we do 9d8 (40.5 average if saves fail) damage to all enemies within 15 feet once per round. In addition, our rapier strikes do 6d8+25 or 52 with Radiant Soul active. Our Spiritual Weapon at level 8 does 4d8+5 or 23 average. If Thunderous Wrath activates, the total damage on a single target is 125.5 (143.5 with Booming Blade’s rider) with 40.5 damage dealt to multiple foes in the Spirit Guardians zone. A critical hit yields 186.5 (204.5 with Booming Blade) damage to a single target in addition to the AOE damage from our Guardians.

If we choose to use Destructive Wrath to buff a Destructive Wave while we have a 9th level Spirit Guardians active, we can do 80-100 damage to multiple targets over up to three turns.

What stands out the most for me when looking at this build is both the potential high consistent damage and the wide versatility of options. It is worth noting that the above are just examples of our capability. We’re probably going to want to save our 9th level slot for Mass Heal. However, we do have a deep well of options to chose from and our spell load is such that we have multiple fall-backs to effective lower level spells including Shield and even Kinetic Jaunt.

Overall, our Merrin build taps into a wide range of versatile options. She can NOVA to 218 damage at high level without item support, she can lay down a combination of AOEs in a single turn that deal 80-100 damage to multiple foes, and she can provide heavy healing support to her party members. Flying through the skies born up on winds or wings of light, she’s surprisingly mobile for a cleric. Though not as tough as other builds, she mitigates mid-range hit points with powerful buffs, healing, and a rather high armor class. Our Queen of the Blue Moon is thus everything we asked for and more.

Helkey 29 — Battle of Sunken Crag, A Devils’ Dance

The blocky digital letters of my magical horologium watch tell me it’s 3:13 AM Hell time. I’m wide awake. Sure, I’m hot as Hell. Sweat’s running off me like a waterfall. Legs sore from all the goddamn walking, running, flying. Landing. Yeah, landings are the worst. Eyes burning with all the sulfur crud in the air. Lungs feel like I’ve smoked about a thousand packs of cigarrettes. Tongue tastes like fucking rotten eggs. Yep, they’ve managed to devil my damn tongue like an egg. I’ve been here all of fucking 35 hours.

I look over toward our motley company. The ninja-devil-turtle godzilla-things called Urdrakes stare back at me with their glossy, unblinking lizard eyes. It’s weird and cute at the same time. Not cuddly-cute. But lizard, turtle, godzilla cute. Hey, I’m into godzilla, OK? Deal. Beside the Urdrakes are a floppy-hoppy arrangement of Mottles. A bunch of them are now hanging on the wall. Great. An army of tapestry bats. Original Mottle is in a pile-up of them. They’re doing the touch-telepathy thing. Feathered Plumacats prowl around the cave. One brushes by, its feathers soft and prickly on my neck. Zaya, the green-skinned Vila, is in a ball beside me. Her soft breathing would normally lull me. I’m too jumped up for that. Probably adrenaline. Plus the fear. Definitely the fear. I turn to Zel and Theri.

“We should move again.” My eyes land on Zel.

He shrugs. “Worried?” he asks.

Damn straight I’m worried. We just hit one of Overseer Tower’s giant scorpions. Hard. The magic and destruction we unleashed — visible for miles around. Lit up the goddamn Hell-sky. Then we freed a boatload of their captive wisps. If there’s one thing devils take goddamn serious, it’s the souls they’ve trapped and subjugated. I try to compose myself. “Look. If they don’t know what’s happened by now, that we hit one of their scorpions, they’re fools. I’m guessing whoever’s in charge up there in Overseer didn’t get there by being a fool. So we need to keep moving.”

Theri puts her rough, clawed hand over mine. It’s weird and comforting at the same time. “You got us this far. What do you have in mind?”

Yeah. I got everyone into some deep shit alright. I take a breath, then jostle Zaya. She slowly rises, rubbing her eyes. “You’re going to want to be awake for this,” I say to her. I motion to Mottle, Zorfang, and Featherstar. “Over here, we’ve got to talk.”

Mottle shuffles out of his pile. Zorfang is already standing nearby. He leans closer. Lux from omnis scientia shines through the crystals ridging his back, casting little rainbows. My magical sensor’s hovering over my left shoulder. The amount of magic it takes barely means a thing to me now. The wisps sheltering in my name curse and shadow are pumping out a torrent of energy for my curses. Featherstar leaps up onto a boulder, then looks down at us imperiously. Definitely a cat. “Right. So we need to get moving. And since Overseer’s our objective, there’s no reason we shouldn’t head that way. They won’t expect a force as large as ours. Hopefully. We can use that to our advantage. Especially if we take a good position.”

I turn to Zaya, Zel, and Theri. “So what do you know about the land here? Any strategic points where we might gain an advantage?”

Zel and Theri exchange a glance. “There’s Sunken Crag,” Zel replies.

Theri nods. “It’s a deep canyon running between these hills and Knife Lake. Filled with nasty Scrabbers and Stelo-Mal. The wisp slavers in Overseer avoid its depths. One large bridge crosses it. The bridge has four watch towers. Each with a guard of about ten.”

A Live Reading of Helkey 29

“Scrabbers?” I ask. I know about Stelo Mal. That was Bob. Remember Bob? Yeah. That guy. He’s still with me here in my shadow. Chillin with all the other one hundred and two villains.

“Scrabbers are giant spider-crab devils. The Form Makers often turn wisps into them in this area,” Zel replies. “Deadly. Vicious. Mean.”

I think I might’ve glimpsed a Scrabber earlier tonight. What I saw looked damn nasty. I liked what I was hearing. “OK. We’ve got a shorta plan. Better than no plan at all. We head for Sunken Crag. As we do, we send scouts to figure out if Overseer’s sent a force to hunt us down. My bet is it has. We need to know where it is.” I turn to Featherstar. “You seem friendly with the Mottle Zephyr. Can you find about six others who’re willing to team up with a Mottle?”

Featherstar licks her hand. Long tongue lolls out. She then uses the back of her hand to clean behind an ear. Looking down at me, she finally replies — “Yes. I know six who’ll take a Mottle. What do you have in mind, faeyowther?”

“You’re already quick. I’ve seen you bounding across the cavern. Teamed with a Mottle, you can fly for short distances. Plus the Mottles will help you hide. I want you to scout out toward Sunken Crag and Overseer Tower. If there’s a force coming at us, I want you to find them, then report back. Don’t get into any fights unless you must. This is a scouting mission, clue?”

“Yes,” Featherstar purrs. “A stalking mission.”

That’s not what I said. But it’ll do. I’ve got omnis scientia which should help me get a wide view of the surrounding land. But that’s like having just one lookout on a high point. We needed to make sure we saw any devil force first. Then we could get ourselves into a better position. Plus, the bastards are bound to have their own scouts. We’d have to avoid those. Which brought me to my next aim.

I turn back to Theri and Zel. “So can you tell me what kind of eyes and ears these devils have? We need to deal with those.”

“All sorts,” Theri replies. “Psychic red devils with wide-ranging senses, forces riding rapid, one wheeled machines called Vortexes, horned flying snakes with an ability to teleport short distances called Uktena. Also, a Hell Lord can sense a mage wisp like a shark can sense a drop of blood in the water.”

Great. That made things tricky. It also provided opportunities. I turn to Mottle. “I’ll need all the remaining Mottles but you to spread out in pairs of two around our force. I want ’em to hunt down any of those flying snakes that come close. Small groups of four or less Vortex riders too. If more than four show up, send a flier back to me. Break up into groups of three. Don’t attack unless you have surprise and double the enemy’s numbers.”

Mottle slaps his tail on my arm. I can feel him quivering in excitement and fear. Yes, he sends to me. This is really happening. “Alright, everyone. Get ready. I want to be out of here in ten minutes.”

***********

Overseer Lavross rides into the Hell night, a toothy grin on his face, his dark worb bulging with tortured wisp energy. A rifle and a Night Axe are slung across his broad back. The Vortex beneath him eats up ground. The fast, lethal vehicle sends a thrill through him as its single, spiked wheel digs up furrows — a stinking cloud of exhaust and a hail of dirt clods trailing along behind.

Seven Lances of Vortex riders form around his four scorpions and command center. In each Lance are ten red devils. True fiends driven by lust for profit willing to do the hard, necessary work. The motley cavalcade is in high spirits. They clatter weapons against the flanks of their Vortexes, shout profanities, gun their engines ’til the entrapped wisps howl in torment. Lavross’s grin widens at their enthusiasm. It’d been long ages since he last hunted a mage. Many of these devils had never seen a mage hunt. Now they’re part of the myth. Lavross lets them have their frolic.

An eighth Lance, led by his lieutenant, the Overseer and former Hunter Amagash, runs out ahead. Amagash is already beyond sight. But Lavross is certain the scouts share in his Century’s enthusiasm. Amagash’ll scout the lands around the destroyed scorpion, then return with his report. If all goes well, Lavross will run down the attackers tonight.

Lavross scratches his horn in impatience, glancing at the slow-moving scorpions. His toothy grin fades back into a cavernous mouth. These lumbering machine-beasts tower above his Century. He doubts he’ll need their massive claws, bristling gun platforms, and devastation tails — capable of harvesting wisps and turning their raw energy into terrible force. They’re slowing him down. Yet Lavross is loath to part with the security their presence provides.

If it’s only a mage with a handful of rebels or undesirables, then Amagash will make quick work. The young devil will then try to claim most of the reward. Amagash had already tried overshadowing him once or twice. If that happens, Lavross’ll have to devise a way to take credit. Such subtle social maneuvers aren’t his forte. Lavross finds himself wishing he’d personally taken command of the scout force. But the suspected mage and his rabble demonstrated surprising lethality in taking down a scorpion. The machines, though large and slow, pack a serious punch. Either the mage is lucky or he knows what he’s doing. Luck or experience — Lavross doesn’t know which is worse. His hand drifts down to his chin, giving a speculative scratch. His mouth returns to its toothy grin. Hah! He’s more than happy to allow his lieutenant to take the risks! An unknown force with a dangerous leader! “Good luck, Amagash,” Lavross grumbles to himself. His voice sounds more genuine than he intends.

Early positions of devils and rebels in the Battle of Sunken Crag

Up ahead is Sunken Crag. The dark canyon gapes beneath a green-tinted night sky. Shadows lay deep, covering much of the Crag’s interior. Down there Scrabbers and Stelo Mal engage in endless struggles for dominance. Preying one upon the other. The Crag’s depths — a deadly gladiatorial pit where winners eat the losers and grow strong. Filled with super-predators, few who venture into Sunken Crag return alive. Lavross, lifts his eyes to the great bridge crossing a narrow portion of the Crag. It spans five hundred feet. Buttressed with heavy stone and dark steel forged in the pits of Mechanum, this structure provides the best, easiest passage across Sunken Crag. Its battlements and four towers form a strong point. One needed to deter the Crag’s predators while defending Overseer’s main approach.

Occasionally, some of the more rational Stelo Mal or Scrabbers will emerge to trade with the devils of Overseer. For the most part, they come out only to raid, devour and loot — as is the way of things in Hell.

Lavross’s thoughts break as his Vortex roars across the bridge apex. Spreading out to his left is the stinking, poisonous expanse of Knife Lake, to his right, the dead-falls and defiles of the Razor Hills. Lavross salutes the Crag Bridge guard. Their captain does him the honor of arraying his four Lances atop the towers, then tossing sulfur into the flames to light the fires green. Lavross grins at the gesture. One his reputation commands.

Its scorpions lumbering, its Vortexes roaring, Lavross’s force flows out onto the wisp fields beyond Sunken Crag. Up ahead, he can see some smoke plumes from Amagash’s scout force through the darkness and bobbing wisp-lights. The mists from earlier are long-since dispersed. His sensitive devil eyes drink up the night, providing clear sight and detail.

Across those wisp fields, already miles ahead, Amagash’s Lance howls through the night. The rangy Amagash wears a black-dyed Mottle trench coat. A recent prize he had specially tailored to house rows of jet metal spikes on the arms near his elbows and shoulders. Metal plates within the coat clatter in the wind as his Vortex tears up ground. At his shoulder, Corviss the Utenka flies. The red serpent threads through the air like living flame.

“We come near to the place,” the Utenka hisses.

Amagash grunts his reply. They top a rise, then descend into a depression. The scorpion is plainly visible below. A burned-out hulk in a ring of black ash hinting at a severe explosion. The Lance pulls up to the scorpion. Amagash calls a halt. Ten devils grow quiet as they take in the destruction. A couple crack brash jokes, tossing a small skull back and forth as they banter. Amagash dismounts, motions to Qlul, his second, to accompany him, then does a quick circuit of the wreck. As he reads the signs, Amagash begins to grin.

“Just a small group,” he says to Qlul and Corviss. “Only four sets of tracks. Two of them are fliers, though.” He points up toward the hills. “They looted the wreck, then headed off toward the land rise in that direction.”

Qlul nods. “I see the same. Though they hit that scorpion hard.”

Amagash scoffs. “Moved well and were good hunters, I’ll give ’em that. But they were lucky to take down the scorp’. No need to report back. We can take them ourselves.” He motions to Qlul. “Stay here with Jorlix. Investigate the wreckage. Let Lavross know we’ve headed into the hills.” He motions toward the highland.

“Is it wise?” Corviss hisses. “We are already few.”

Amagash spins on the snake, watches it thread itself into uncomfortable knots, then gives a confident grin. “It’s just a rag-tag little band. Nothing we can’t handle. Plus, I’ve got you for eyes and ears, right?” He turns and looks out into the hills. “They’ve probably gone to ground in some crack or crevice. Should be easy enough to smoke out.”

Corviss continues to spin nervously. Amagash takes joy in the little snake’s discomfort, then revs his Vortex engine. “Immolators! Onward!” he shouts the name of his Lance, they form up on him, then with a roar they head up the land rise and into the hills.

**********

I can hear the machine noise the moment we exit the cave. I look around. It’s not a great position. We’re in a canyon with only one visible escape. The Urdrakes, Plumacats, and Mottles all stare at me. A Plumacat blinks. I know the staring’s an affirmation of my leadership. No pressure! I’m seriously freaking out. We’ve all been thrown into this weird, must-survive relationship. It involves a lot of flash decision-making. I’m sure they’re all not-so-happy putting their frigging fates in the hands of some 17-year-old kid.

Sound’s approaching fast from up the canyon. I don’t have time to send any scout other than omnis scientia. Whatever’s coming will be on us in about a minute.

“OK. We gotta act fast! But not without info! Give me a second to look!” I listen to the rising sound of approaching engines, then loft omnis scientia toward it. Dark, smoking lands expand below as the sensor rises, then shoots up the canyon. It scans left. Then I see them. Eight red devils riding fat, single-wheeled vehicles sprouting pipes, belching long tails of smoke, and tearing the ground with wicked spikes. Their leader is a tall, thin devil wearing a cloak crafted out of Mottle skin. This pisses me off. I like Mottle skin on a living Mottle. Not for some devil’s sicko trophy. All devils are heavily armed — bristling with rifles, pistols, and various melee weapons. Omnis scientia ripples with magical detection. Ahead and above the devils, a red thread flies. Must be an Uktena — one of the devil snakes Theri and Zel warned about.

“There are eight devils on weird bikes and an Uktena!” I shout as I shift focus away from omnis scientia. “Ambush! We’ll ambush them! Mottles, up on the canyon wall! Plumacats and Urdrakes, hide among the boulders! Now!”

I spin on Zaya. She’s just started to emerge into the canyon. “Back in the cave! You’re too important to risk!”

She gives me a huffy look, then fades back. She’s the only one able to give wisps form. I’m the only one who can help her. But I’ve gotta lead this fracking fight. I don’t have time to argue. I’m glad she listens. I spin toward Mottle, Theri, and Zel. “You guys, follow me! Mottle, I need you!”

I storm off toward the canyon center. Mottle lands on my shoulders. His contact momentarily causes my senses to blur. He bites me. Doing the weird reverse vampire thing, he injects food and vitality into my neck veins. I immediately feel better as coolness and a rush of energy spreads through me. His form supports my body. My steps elongate into bounds. Theri and Zel run up beside me. All around, Plumacats are crouching, Mottles are hanging onto the canyon wall, blending in with the rocks. Urdrakes are pulling legs, arms, heads and tails into their shells, plunking down among the boulders. Once withdrawn into their shells, they look like a bunch of spikey rocks. This might just work.

I lead Theri and Zel past our new force of rebels in Hell. Reaching the canyon center, I turn and begin to gather my curse energy. “Those devils coming are heavily armed!” I shout to all in the canyon. “They’ve got that advantage! If they investigated the scorpion, they probably only expect us!” I point at myself, Theri, Zel and Mottle. “We’ll be bait!”

Zel and Theri give me a look that basically says what the fuck??? I Ignore them and continue. “Let’s make a show! Give ’em what they expect to see! Then, when they get in among the Urdrakes, Mottles, and Plumacats, we all pounce! Got it!?!?”

There are growls, yowls, and shuffles of affirmation.

“Good!” I turn to Theri and Zel. “No fireball rounds except for the Uktena. You can blast that flying snake to Hell if you want.” I point into the air. “Our friends on the ground are too close together.” I wave them toward my back as I face up the canyon. “Now! Get behind me! Be ready!”

The sound of diabolical engines growls loud in my ears. I don’t need omnis scientia to see the fire snake now. I lift my hand. Tap my energetic vessel. It is full — just two hours after emptying to help Zaya shape the Urdrakes, Plumacats, and Mottles. Sparks fall from my name curse, lighting up the whirls of my magical tattoo, casting deeps shadows around us. Lunen! Svert! Umbra! I shout. The sound echoes through the canyon as my moonshadow blade forms in my hand. I’m kicking extra energy into it. I’ve got loads to spare. The effect is one of blacker-than-black shadow, piercing silver moonlight spilling around me, and a loud sound like tearing as the blade’s magical substance hungrily devours Hell’s caustic air. I lift this sliver of destruction up and behind me. Then, I hold my left hand up in front, readying a spell for the devils’ attack.

Both Theri and Zel are grinning despite themselves. They have their rifles out, loaded, barrels poised. I admit, I feel pretty damn badass. We’re all gathered. Ready.

The devils on their weird spiked wheel unicycles turn ’round a bend in the canyon. Spray of pollution and crud kicked up from the ground trails behind their fat, mean-looking vehicles. At last visible to my naked sight, their leader points his gun at me. His devil’s eyes alight with hunger. He’s perceived my magic. His deep-red skin — a sign of devil nobility. Not a Hell Lord. But the kind sensitive to Curse Magic.

Not like he fucking needs it. I’m making quite a show with sparks spewing out of my name curse flying everywhere, moonlight glow surrounding me, and blade of frigging black moonshadow held aloft in my hand. The devils’ eyes all lock on me as they rush forward.

“The mage is mine to capture! Slay the rest!” The leader shouts in Minosian to his companions. They fan out, gunning their engines, aiming their vehicles like lethal missiles toward me, Theri, Mottle and Zel. The leader and two devils — one on each far end of the formation — lift their guns.

Clypeus! I shout, bleeding another large plug of energy from my swelling vessel into the protection curse. Sparks fly from me — converging to form a spectral shield of white like the unfolded petals of a flower in front of me.

Three guns report. Hell-bullets shoot out. Their trace lines speed toward Theri and Zel. They explode against my shield, then ricochet off in streaks of molten metal. Mottle quivers in rage. He’s finally noticed the leader’s coat. I lift my moonshadow blade. The devils approach the ambush point. More bullets impact against my shield. The devils’ leader is taken in by battle rage. “Little mage! Your wisp is forfeit! My mistress…!” He never finishes.

“Now!” I shout to my companions, then fling my curse-sword. It flips end over end, cutting the air like a roaring scythe. It tilts, spins to the side, then shears directly through the devil’s leg and his weird unicycle in one go. Damaged and deformed, the machine tumbles, rider flying headlong through the air to land with a crunch twenty feet from me. One of his horns breaks off from the impact. His body lurches and quivers.

Zel and Theri emerge from behind me. Zel raises his rifle. Theri follows. Both shoot fireball rounds into the sky. The red streaks rise to meet the flying serpent. It seems to waver, then is engulfed. The ball burns like a brilliant sun, illuminating the battle below. Urdrakes spring up from the shadows like so many monsters. Their heavy hands, snouts, tails lash out. They come away with arms, chunks of metal, spines. Those further off from the fray angle their shells toward the riders. Light ripples up their spines. Collecting in the crystals near the Urdrakes’ heads, it shoots out like frigging laser beams. Three converge on one rider. The devil is lopped into three pieces as his cycle careens off, hits a boulder and explodes. Plumacats pounce. Some fly on the wings of mottles. Two more devils are ripped from their seats by slashing claws and fangs.

I reform the moonshadow blade in my hand. By the time its shadow and light touches me, the Mottles are swooping down. There are only two bikers left. They’re engulfed. Their bones crunch as the Mottles use their muscular forms to crush them. Ouch. Before I can move, Mottle is flying off my back. He covers the distance between us and the prone leader in one leap. The guy is seriously fucked up. Blood gushes out of his leg stump as he struggles to grasp one of his many weapons. No luck for him. Mottle takes him in one swoop, rolls up his body like some wicked bat candy wrapper, gives him a nasty squeeze, then pushes out pulpy and shattered remains.

It all happened in maybe 30 seconds. Holy shit! We won! The words form in my mind first, then I shout them out in exhaltation. “We won! We fucking won!” My cry is infectious. Plumacats yowl, Urdrakes roar, Mottles flap. Theri and Zel join in the cheer. Zaya bursts out at last to sing her own celebration.

Yeah, we just won another freaking battle. Holy shit, do I feel lucky! But this lethal dance with the devils of Overseer Tower has only just begun.

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

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Helkey 28 — Curse Rider on a Kaiju Storm

Gibbons Crane howls in diabolical fury. White-hot sparks rain over his body. His human form, a gift of Asmodeus’s court, is tatters. His devil flesh — now naked for all to see. Not that any regular human wretches are nearby. The angel-mage, Beatrice, guided them away to safety before she and her companions trapped him here. The train stationary. Angelic magic locking him in, pummeling him with curses. His prey more distant with each passing minute. He can still see her. Beatrice Lushael — arrayed in glorious light. Rapier held before her like a dare. Her delicious wisp fluttering — delicate as butterfly wings. How could he not rush her? Claim her wisp for his own? A crown jewel among all his enslaved prizes.

It was a trap! So obvious! So irresistible! He, the great hunter, render of mages’ souls, Asmodeus’s own hand on Earth, played for a mere pawn! Now held in a cunning bottle.

Gibbons takes a breath. The air around him is super-heated by his wrath. By the destruction raining down on his devil’s form. Chairs burn. Plastic and metal melts. Windows crack. His eyes flick up and down the cursed caboose. The solar train itself is an insult. An impossible fantasy. Yet here it exists. No Blood of Earth sacrifice to Asmodeus fuels it. His Nightmare cannot possess it. Not enough delicious harm for his demon steed to latch onto. To take control. They chose this sacred ground to counter him, to mount their own attacks. It worked. He tips his hat, still whole on his head between his devil’s horns, to the mages who concocted this trap. Worthy prey. He should’ve sensed this was holy ground. The quarry, Beatrice, Mori, Ivan the Wolf, were all too distracting. The prizes too great. Their abilities — surprising.

“It’s been a little while,” he drawls to himself, reflecting on the last time prey put up such a fight. “More than a Century.” His Curse Rides are mostly straight-forward affairs. His diabolical might reaping souls like so many sheaves of wheat in a thresher. “Now I’m checked.” He says the word with amusement and rage combined. He does not lightly suffer delay. Defeat is unacceptable. Yet he must admit his setback. This holy train will never serve his Nightmare. The fate of its passengers — a distraction. There’s no victory to be had here. His true prey — long-gone.

But there may be a way to escape. To return to his hunt. Gibbons tilts his devil’s eyes toward melting plastic dribbling down onto the floor like so much slime. He reaches a clawed hand down, scoops some up, holds it up. The plastic gobbet ignites. Petroleum inside it burning off in red-blue flames. Blood of Earth. A delicious bit of corruption in this otherwise evil-free train. He conjures his wisps, flipping his lash until ten enslaved souls leap to his command. Each rising in a rictus of pain. He bleeds the wisps into the oozing plastic. They animate it, causing it to rear up in a promontory of burning plastic slime. Shifting his focus to the praesidia bottle confining him, he drives the wisps forward, lifts his right-hand six-shooter, then fires his third black bullet into the trap. Its black orb bows out, splashing over praesidia causing it to flicker in momentary darkness.

“Now!” He shouts, lifting his left hand to claw the air, lashing wisps to rush forward. Wrapped in Blood of Earth plastic, they rise. Confronting disrupted praesidia, they flow through its barrier. The plastic then splots onto the train’s wall. It touches the spirit of his Nightmare demon-steed. The Nightmare howls in victory, latches onto the familiar substance. Takes molten plastic for its new form. The wisps pop out, then flow back to his worb. His Nightmare, now given form, rips a hole in praesidia. Sending out pseudopods, it tears off a train window, then flings it into a nearby field. Gibbons springs. A whirl of sparks and flames surrounds him as he emerges. He lands on his feet — one hand holding his hat, the other holstering his pistol. He is free!

The Nightmare plops down from the train’s window. It flows over the ground, rising up in a swell of slime beside him. A nearby police officer sees them, then flees. Tabbing his radio, he sends a frantic call for help. Gibbons smirks at his terror. A delicious thrill — refreshing to his diabolical spirit. Free from the continuous barrage of macto curses, his mock-human flesh drinks up the fear and begins to reform. It slowly re-covers his devil flesh. His clothes also reweave and repair.

A cluster of police officers rushes around the train. Lifting weapons, they shout for Gibbons to raise his hands. Gibbons laughs, gives a tip of his hat to the officers, then bounds off toward the burning trees. Each leap covers twenty feet. A few stray bullets snap around him. If any hit, he doesn’t care. His Nightmare flows along beside him. Too small to ride, he allows it to keep its plastic form. Screams of fear from passengers, eyes glued to windows as the Nightmare’s burning blob flows beside his half-devil, half-human form, buoy him. Their terror — too delicious a banquet to pass up.

He angles away from the holy train. Its presence recedes to his right. He leaves its field of influence, running a bit more crooked, feeling a little stronger in his wickedness. Then, he’s plunging through the burning wood. Hot fires surround his body. Choking smoke enters his lungs. It almost feels like home. Almost. About ten more bounds and he’s through the flames. He emerges onto a back-road. Cutting past the fires, he finds one of his thralls. A Berserker who laughs maniacally as he hurls another Molotov Cocktail into the inferno. Seeing Gibbons, he grins, then gives a Nazi salute. “Mein fuhrer,” he says with relish.

Gibbons grins back, tips his cowboy hat. “Hey, buddy,” he says, “I need your mount.” He points to the motorcycle parked by the dirt path. It doesn’t matter if his words are English. His connection to the Beserkers is strong enough for telepathic communication. His thrall hears the words in his native tongue.

“Ja!” he says with a slavish smile of devotion. Walking over to the bike, he kicks the stand, then presents it to Gibbons. “Es ware mir eine Ehre,” the biker replies, waving his hand with a flourish. His eyes spark with delight as Gibbons mounts the bike.

“Hey, thanks,” Gibbons replies. “Now go on,” he says to his Nightmare. The horror sluffs off its burning plastic form, then inhabits the rumbling motorcycle with a purr of demonic delight. The bike grows as the Nightmare’s possession takes hold. New tail pipes form. Black smoke belches. Ghostly flames flicker along its flanks. It lurches, gives an eager growl — headlight blinking like a monstrous eye.

“Heil dir im Siegerkranz!” the Berserker shouts as Gibbons drives off in a shower of dirt and smoke — flames belching from massive tail pipes. He lifts his black cowboy hat, waves a salute, then guns it down the path and toward the Brons. A stiff wind meets him. Scent of storm in the air among the forest fire smoke. The sky grumbles its malcontent. Evening shadows lengthen as a dark bank of cloud runs in overhead. A wall of titanic columns pushing up and up, spreading wide at the top. Their bases appear to grip the horizon with trailing talons. Gibbons grins. It’s his kind of weather — pumped up by the hot breath of foul fuels as they rise from millions upon millions of infernal engines ranging the Earth. Each a supplicant to Asmodeus’s dark power. They feed a great miasma of Hell’s heat riding Earth’s winds. This storm gobbled the heat greedily — growing from a gentle shower into the great monster above him. Gibbons lets go of the handle bars, allows his Nightmare to drive, and embraces the storm’s hellish winds. What a wonderful servant of destruction! No devil-stifling solar train. But a hellish storm gorging on fiendish fires. This is something he can work with.

Thunder rumbles from across the North Sea. His quarry moves amongst its towering waves. Destination uncertain. He senses them like a hunger in motion. No sight. Just a tension pulling away from him. Drawing him taut. He lowers his hands to the grips, angles his bike onto a main road, guns it up the ramp and onto Route 11. Turning north, he buzzes an angry motorist, smiling maniacally into the flipped bird, then ignites the throttle. Raucous acceleration blasts him up to 120 miles per hour. At this rate, he’s just six minutes away from his destination. The Oil Vessel Trold and its helicopter pad in Esjberg’s port. The Vulcanlundre corporation tends to its massive North Sea oil platform — Trekke Pa — with this vessel. Gibbons remembers it well. A gigantic, squat platform with its drill piercing sea bottom, pumps sucking up devilish fuels. Its tender ships mooring at Esjberg on the shrinking Dutch coastline. In his mind’s eye, he can see it along with the location of every oil facility dotting Europe’s lands and beyond. He knows them far better than most Catholic priests know their churches. Well he should. They’re shrines to Asmodeus’s presence here.

His quarry’s flight across the North Sea pointed almost directly at Vulcanlundre’s Trekke Pa oil platform. Its ship, the Trold, kept a helicopter on its landing pad. Just the kind of machine his Nightmare could easily inhabit. Once Gibbons took the ‘copter, he could then take the platform. No. This hunt was far from finished. In fact, he was about to kick things up a notch.

Gibbons cuts onto the off-ramp. Barreling through a red light, he jumps a barricade, then slams down onto Esjberg’s streets. Sidewalks are disappointingly empty. He rides in along a walkway, hoping to run over a stray pedestrian. Everyone’s inside. Huddling against the storm’s raging approach. Rain begins to fall. To Gibbons it tastes good. Just like wet cigarette butts. Turning down a side-street, he emerges into an industrial center. At the road’s end is a chain-link fence. Its padlocked shut. He ignores the barrier. His Nightmare blasts through the fence like a footrace winner crossing the tape. Metal shrieks. A twisted wreckage is left behind. Gibbons turns, tires squealing, fire blasting from tail pipes, water flying, across the parking lot. Shipping containers, cranes, and trucks blur by. In front of him the blue-hulled Trold bobs in the waves. Its red deck rocking. Fat, white helicopter squatting on a green pad like an overfed seagull. Beside the ship is a large pile of gravel. Gibbons races toward the gravel, shoots flames out the back of his Nightmare motorcycle, then explodes into the air. Trailing black smoke, he flies fifty feet, then lands with a squeal of tires on the helicopter pad. Rain pounds down. Smoke swirls up from his Nightmare. Back in the ship terminal, onlookers shout in surprise, then fear, as the smoke rises up into the shape of a skull, its eyes seeming to momentarily spark with ball lightning.

Gibbons senses, more than hears, their cries. Grins. For a moment indulging in this new feast of troubles. Then, cracking his knuckles, arching his back, he turns to the helicopter. With a snap from his whip, he channels diabolical energy out of his worb. The wisps trapped there scream in delicious pain as the worb’s cruel structure grinds them down. The Nightmare melts out of his motorcycle. The cycle shrinks down — looking odd and derelict sitting on the pad. A ghost shape rises up from it, taking on a horse-like form outlined in orange-red fire. In a flash, it jumps the ten feet to the helicopter. Gorging on petroleum fuel, it bulges through the craft, granting diabolical aspects. The rotor transforms into a shape like a bat wing. Hooked talons sprout to grasp the landing wheels. Long fangs grow from the vehicle’s nose. Its tail rotor takes the shape of a horn. Cockpit glass ignites into two flaming eyes. Its sliding door opens like a mouth — rimmed with serrated teeth.

The cries of those in the terminal fall into shocked silence.

Gibbons whipsaws himself through the open door, slams it shut behind him, then sits down in the cockpit. Grasping the throttle, placing his feet on the pedals, tweaking the collective, he naturally connects to his mount. No flight expertise necessary. The Nightmare-possessed vehicle is simply his to command. He engages the throttle. Batlike rotor blades turn, cutting through rain and storm. The Nightmare wails through the helicopter engine as its combustion engine revs up. It blasts out a ring of fire that neatly cuts the safety lines.

“Won’t need those,” Gibbons grunts as he pulls back. His new beast springs up in a whirl of smoke, flinging fire into the rain. Behind, the platform is left rent — ruined by the Nightmare’s talons. They rise to meet the storm. It seems to stoop to swallow them. The Nightmare shudders in delight as rings of cloud form around them. The diabolical storm enfolds the Nightmare — speeds its passage by generating a tunnel of air. Within this cavity, the Nightmare grows to still greater monstrosity. Taking on aspects of storm. Its spirit bulges beyond the helicopter. It drinks up the flying rain, clothes itself in howling gusts. A shape like a great black dragon grows out of it and into the sky. The helicopter becomes its head. Giant wings of turbulence thrust out. A trailing tail dips to the ranging ocean surface to become a waterspout. A Home Guard helicopter, sent to intercept the hi-jacked bird from Trold, Esjberg is buffeted by one great sweep of the Nightmare’s ghost-storm wings. Control lost, the Defense helicopter careens into the monster’s swinging tail. There it spins in three loops before being ejected — slamming into a towering wave face that swallows it whole.

The Nightmare rages through the furious storm. Joining with it, the Hell-beast becomes its most intense feature. A demon from a ruined world steadily entangling the Earth, the Nightmare roars over miles upon miles of towering waves. It slams the sea surface with wings of howling winds. It thrashes its waterspout tail. Observers on ships and planes marvel in terror. A teen posts a clip of the Nightmare dragon-cloud with lightning eyes onto Instagram. The huge frontal storm striking most of Europe with hurricane force, causing hundreds of billions in damage, gains a new name that explodes onto social media — Storm Kaiju.

At last Gibbons and his Nightmare emerge above the Trekke Pa oil platform. His monster stoops above. The platform tosses through towering seas below. The Nightmare seems to take the platform in its jaws. The helicopter head drops down on a neck of storm. It a swirl of fire and a howl of winds, it lands. The mouth-door swings open. Sirens blare as the watch triggers a security alarm. Gibbons grins, opens his arms to the oil workers watching him through a nearby window. Then, he activates his whip. The worb grinds its wisps. Their shrieks of pain spur his Nightmare. It leaps from the helicopter in a gout of rain and fire, rises in an arc in the storm’s mouth of darkness above the oil platform, then it plunges down into the massive structure with a spectral cry. One of the oil workers, hearing its banshee’s howl, is reminded of the Nazgul’s cries from Tolkien’s The Lord of the Rings. Then, the great platform groans as it begins to take on a monstrous aspect beyond any of the oil workers’ worst imaginings…

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

(Enjoying the story? Want to help support the continuance of this tale? Please like, share and subscribe.)

BSO Ragnarök 1.25 — Ominous Signs Before the Breach Part 2

Welcome to Part 2 of the Deep Dark of Svartalfheim adventure — Ominous Signs Before the Breach! This is the second module provided for the larger BSO Ragnarök campaign. Here, the PCs continue their journey as unlikely heroes in the BSO Ragnarök setting.

To make Ominous Signs… less cumbersome as a blog post, it has been broken into two parts. Part 1 is available here. It deals with major events as the campaign opens. Part 2, below, provides optional quests the players may wish or need to undertake.

I am running Battlestorm Ragnarök as a live campaign. Play is live-streamed on Twitch Saturday Nights about once every three weeks at Ted Burgess’s Twitch page. Afterward, videos of these live games along with character profiles are provided here in the Battlestorm Ragnarök Campaign Archive. In addition, I’m providing walk-throughs of these published modules about once every two weeks every Sunday Night on my Twitch page.

Below is the continuation of our unofficial, unaffiliated Open Gaming License Dungeons and Dragons adventure module Ominous Signs Before the Breach. Enjoy it here for free.

(Warning: if you are a player in the Battlestorm Online Ragnarok campaign setting STOP READING NOW.)

SPECIAL QUESTS FROM RUBYNIGHT

After meeting with the new PC Quest Giver, RubyNight, the players have been alerted to the fact that safe zones in Mio Elysse are shrinking (see The Shrinking Safe Zone Quest below). They may undertake Shrinking Safe Zones before going on to Event 3 (detailed in Part 1). However, if the PCs do not decide to then help Thalia Winterclaw or fail to complete the adventure in Event 3, they cannot unlock future quests. Once the PCs clear Event 3, read the following to them after they complete their first long rest:

Troubled by strange events of recent days — a new star blooming in the sky, rumors of missing persons, and shrinking safe zones — you decided to undertake your first quest. You realized, too clearly, that real people just like you were in danger. Thalia Winterclaw had lost her mother Raven Blackhorn — who mysteriously disappeared. You decided to step up to help. Your newfound heroism vaulted you into an investigation that ended in a dungeon filled with deadly monsters. Thankfully, you survived. Raven is rescued. Thalia is safe, reunited with her beloved mother.

In your adventure, you uncovered terrifying knowledge of new dangers facing all trapped in Battlestorm Online. You’ve learned about the previously hidden dungeon realm of Svartalfheim. A level ruled by despotic Duergar and plotting Dark Elves. You’ve discovered that Yggdrasil’s roots have somehow bridged the shadowed gap between Midgard, where the players reside, and the dark dungeons of Svartalfheim. In the process, this bridge has formed at least one node — an in-between space. The murderous Duergar Flinderflick, his Drow compatriot Benderfleck, and their enslaved goblins used this node as a base for raids into Mio Elysse’s Dim Alley. Last of all, you discovered Deep Shard crystals — a material remnant left when players die near Yggdrasil’s roots. This cursed material can be forged into weapons that enable players from Midgard to venture into Svartalfheim, that allow monsters from Svartalfheim to invade Midgard. Worst of all, a player who possesses Deep Shard for too long can no longer access the life-saving shelter of a safe zone.

Despite your elation at your achievements, you’re left reeling with new questions and an emergent dread. You shuffle off to the Driftglobe for a well-earned rest. Your virtual feet — oddly fatigued. You awake from your fugue at the Driftglobe refreshed, your in-game powers recharged. As your party gathers at the Inn’s tavern, perhaps enjoying one of the game’s many magical and colorful beverages, you receive a new alert from your game menu. It reads: NEW QUESTS AVAILABLE!! MEET WITH QUEST-GIVER RUBYNIGHT TO RECIEVE!! Apparently there is little rest to be had in this virtual death trap.

If the players use their Game Menu to find the location of RubyNight or send her a direct message (DM), they discover they can meet her in the Guild Hall during the day or at Thunder Ale Tavern (see Part 1) during the night. In either case, Ruby is happy to meet them. She conveys her relief that adventurers are finally taking the threats she uncovered seriously. She also expresses deep gratitude for them undertaking the dangerous quest to help Thalia and to free Raven from Duergar bondage. That said, she is mortified when she learns about Deep Shard, Svartalfheim, and the action of Yggrasil’s Roots. In return, RubyNight now has two new Quests to give the players — The Missing Monsters and The Strange Star Quests in addition to the already available Shrinking Safe Zone Quest.

Quest — The Shrinking Safe Zone

The PKer Guild Kill4LULZ has discovered a number of areas in and around Mio Elysse where Safe Zones fail at certain times of day. They are witnessing the effects of Yggrasil’s roots burrowing up through the dark void of the Ginnungagap between Svartalfheim and Midgard, then running just below Mio Elysse’s streets and buildings. Though they don’t know why these pockets of safe zone failures are forming, the Pkers and PvPers are happy to take advantage of safe zone failures to stage ambushes and raids.

Quest Alert

Make a copy of the following green highlighted text to give to the players when they receive this Quest from RubyNight:

Situation: The safe zone in Mio Elysse has developed holes. Each hole is surrounded by a faint, wavering red border. Holes appear at random, last for minutes-to-hours, then disappear. A group of low level PvPers and PKers have started to take advantage of these holes. Lately, they’ve been ambushing newbies sheltering in the safe zone for loot and lulz. Some of these encounters have gotten seriously ugly and resulted in player deaths.

Objective: Stop the PvPers and PKers in Mio Elysse. Capture and confinement in jail is preferred. But lethal force is authorized to prevent player death by pvp.

Objective: If possible, find out what is causing the safe zone to develop these holes.

Reward: 150 gold (50 gold awarded by each of the major guilds).

Initial Investigation — SuperCreep01 attacked by Kills4LULZ in a Failed Safe Zone

RubyNight has received the above information from newbies who’ve approached her to complain about looting and murder by fellow players in Mio Elysse. Her main contact is with SuperCreep01. She is happy to share SuperCreep’s present location with the adventurers. He’s presently hiding out at the Hot Perks Coffee House (see more about Hot Perks in Part 1) after his recent traumatic experiences.

If the players got to Hot Perks and approach SuperCreep01, they find he’s initially shy. A success on a Persuasion skill check (DC 15), will assure him that he PCs mean him no harm. If they mention RubyNight as part of their Persuasion check, they receive advantage on the roll. If they attempt to Intimidate SuperCreep01 into talking, he flees by activating his Teleportation Crystal and going to the Guild Hall. He’ll return to Hot Perks after an hour. But any subsequent attempts at persuasion are at disadvantage no matter what the PCs say. If the players succeed in persuading SuperCreep01 to talk, read the following:

So I’m kinda new at D&D. My friends and I played Fortnight mostly before BSO. But we were really excited when we scored a copy of the Beta. Then it turned into a death trap. We’re all mostly noobs. So we were real cautious venturing out at first. Recently, we started to have successes. We scored some loot from a kobold camp north of here and were coming back to trade it at Roc Talon Traders. There’s this NPC Bishop Jessen who owns the place. He likes to help noobs with good deals. Anyway, while walking in the streets, my team comes up on this red line on the ground. It surrounds some kind of blob of shadow. We think it’s a glitch, but we’re caught in it. Suddenly, we’re all getting warnings that the safe zone’s been shut down. That’s when we’re attacked. From out of the darkness, some players from this guild Kills4LULZ, attacks us. Immediately they drop two in my party to 0 HP and threaten to coupe de grass them unless we give up the loot we just earned. In a panic, we give them the loot. Now, they keep messaging us with various threats if we don’t give them more.

SuperCreep01 is a level 1 Forest Gnome Hunter Ranger who’s still getting his legs as an adventurer and has only undertaken a couple of quests. After scoring some modest loot from a kobold camp in Midgard’s heartlands, SuperCreep01 and his party returned to Mio Elysse for a long rest. They were about to go trade their new loot with the NPC proprietor of Roc Talon Traders — Bishop Jessen — when they accidentally stumbled through a flashing red border. Within the border, the safe zone was shut down and SuperCreep01’s party was ambushed by members of Kills4LULZ. If the players question SuperCreep01 further, they can learn that:

  1. The attack happened at 6 PM (Investigation 15 or direct question about the time the event occurred).
  2. The names of the attackers from Kills4LULZ were 1wikEDrayGER, 0Gold0Healz, and THaSHoCKER.
  3. These Kills4LULZ members have weird weapons made of dark crystal (Deep Shard).
  4. Bishop Jesson says other players have been victimized by Kills4LULZ and recommended SuperCreep01 contact RubyNight.

After uncovering clues by meeting with SuperCreep01, the players learn about the Safe Zone failure near Roc Talon Traders. Here they can question Bishop Jesson to find more clues. They can also investigate the streets near Roc Talon to try to find the failing Safe Zone and possibly

Bishop Jessen and Roc Talon Traders

Bishop Jessen is a middle aged Tiefling Warpriest NPC who famously lost an eye in a battle with a Roc. He retired from adventuring as an AI Beta Tester in Battlestorm to help players by trading gear for reasonable prices. Establishing Roc Talon Traders, he now lives a relatively comfortable AI life in Mio Elysse. He seems extraordinarily sympathetic to the fears of players trapped in the harsh world of Battlestorm Online (Insight 12). He works particularly hard to help noobs. If approached by the players, Bishop immediately expresses his concern:

Indeed, I’ve witnessed horrible player-on-player violence just outside in the streets in front of that cursed old Ramshackle Building. If you’ve just spoken with SuperCreep01, he’s one of the lucky ones. Those red players have killed out there. They’re mining some kind of crystal from the player deaths. But they’re also bullying players into paying them in game loot for not attacking them. A kind of perverse protection racket. It doesn’t help that the size of the safe zone failures are somewhat variable. And it’s not just here. There are other places in Mio Elysse where shadows spring up and safe zones go down. The red players take advantage of it all.

An Insight 15 skill check reveals that Bishop Jessen seems to be genuinely afraid for players venturing out into the streets of Mio Elysse. If asked about his fear, he seems reticent to elaborate. A Persuasion 15 check made by a comforting PC assures Bishop enough to continue:

I was once a Beta tester adventurer. As an NPC, death is not supposed to be a possibility. But for those of us who were testers, well, we modeled players. Including death. After my brush with the Roc, I lost my eye and my will to continue to risk everything. I hid here from the moderators. Now I help those I can. The Pkers… what is wrong with them? Why do they do such terrible things?

After Bishop reveals his previous status as an AI Beta Tester, have the PCs make a party Insight check. If more PCs roll above a 15 than below a 15, tell them that Bishop has developed a phobia. He is desperately afraid of dying. His fear is clearly sympathetic and he’s motivated to do all he can outside of combat to save players and other AIs from actual death. However, the PCs now know that he will flee from combat.

Roc Talon Traders Interior Map. Image source: Inkarnate.

Bishop knows the safe zone fails at around 6 PM each day. At that time, the Ramshackle Building (see below) seems to pulse with darkness. This darkness spreads out into the streets. When this happens, Bishop hides behind his counter, peaking out fearfully to observe any tragedy. He is happy to tell the players when the ambushes occur and to point them toward the Ramshackle Building and its general area of safe zone failure. He does not, however, venture out of his shop for any reason.

In Front of The Ramshackle Building

Venturing out into the street outside Roc Talon Traders, the PCs can now clearly see an old, ugly Ramshackle Building. For some reason, they didn’t notice it before. But after Bishop Jessen mentions it, what was only a blurry and plain street front before now resolves into a dark and horrific façade.

Dark water-stained wood, rotting planks, and peeling gilding cover an old Ramshackle Building facing the streets of Mio Elysse. An opening blocked only by a swinging door gapes like a mouth onto a covered front porch. Shadows spill from windows. Inside, an inky darkness devours all light. Tendrils of this darkness seem to reach out toward unwitting passersby. Suddenly noticing its startling appearance, you’re surprised you walked by this building before — oblivious to its horrific appearance.

The Ramshackle Building is an in-game quest object that can only be noticed if the players unlock it by speaking with Bishop Jessen. Once they do, they are free to investigate it and the nearby street. They may uncover the following clues:

  1. The cobble stones of the street in front of the Ramshackle Building are slightly deformed. An Investigation or Perception check (15) discovers this deformity. An Investigation or Perception check (18) discovers that a Yggdrasil root is just beneath the street.
  2. PCs cannot yet enter the Ramshackle Building. If they attempt to do so, the following alert message appears in their displays: YOU MUST BE LEVEL 2 TO UNLOCK RAMSHACKLE BUILDING. They can, however, venture onto the porch or climb up onto the rooftop balcony.
  3. A pocket of shadow occupies the space beneath the porch. Inside is a Deep Shard where a PC was killed by an AOE after going there to hide. Kill4LULZ never found this player death remnant. A player searching the underside of the porch and rolling a 15 on a Perception or Investigation can discovered the Deep Shard object.

Ambushing the Ambushers — Confronting Kill4LULZ

Regardless of what other actions the players take, nothing else can be discovered until 6:00 PM game time. At that point, a shroud of darkness envelops the porch, the balcony and the nearby street.

Ramshackle Building Battle Map. Made with Inkarnate.

This shroud extends for approximately 60 feet in front of the Ramshackle Building and is indicated on the map provided below. The darkness reduces light by one level in its zone. Because it is evening, all areas except for those within 10 feet of a light source are considered to be dark. Darkvision can pierce this magical darkness. A light spell’s area of bright light is instead considered to be dim light. Anyone in this area or entering it on a turn receives the following alert in their head’s up display: WARNING LEAVING SAFE ZONE!!

At the same time, 1wikEDrayGER, 0Gold0Healz, and THaSHoCKER emerge from the Ramshackle Building (see Appendix for game statistics).

1wikEDrayGER, a level 2 Half Orc Barbarian, walks out of the front gate. He is carrying a serrated greatsword made of Deep Shard that he’s named Death Blade (a minor Deep Shard weapon). He is plainly visible to anyone with darkvision. He immediately activates his rage and attacks any PC he can see with abandon. He shouts phrases like “hahaha! You’re goin’ down noob!” or “face stabbed by the Death Blade!”

As 1wikEDrayGER advances to attack PCs, 0Gold0Healz, a level 2 Dwarf Order Domain Cleric, jumps out of the window and down onto the porch to provide support. He immediately activates Order’s Demand to attempt to get any PCs within 30 feet to drop their weapons. He uses Healing Word to keep 1wikEDrayGER on his feet and to give him extra attacks. 0Gold0Healz wields a Deep Shard Morning Star (a minor Deep Shard weapon) which he uses to attack in melee to back up 1wikEDrayGER.

THaSHoCKER exits onto The Ramshackle Building’s porch to lob destruction down onto the street below. A level 2 Half Elf Storm Sorcerer, THaSHoCKER uses Thunderwave to blast nearby clusters of foes. If the PCs are far away, he lobs magic missiles at them instead. He tries to stay on his balcony and well away from combat. If faced with melee, he uses Shocking Grasp or his Storm Sorcerer Tempestuous Magic ability to fleet.

If the PCs go down easy, these three members of Kill4LULZ will try to extort them of loot. If they put up a decent fight, they’ll try to kill them instead. 1wikEDrayGER will fight to the death. 0Gold0Healz and THaSHoCKER try to flee back into The Ramshackle Building if the fight goes against them.

Treasure: Players cannot loot other players. However, Bishop is so relieved that he gives them a magic item as a gift from his shop. The players can choose one of the following — a Stone of Good Luck, Boots of Elvenkind, a quiver with 20 +1 arrows.

Special hidden end quest award: In addition, Bishop grants the players a 10 percent discount off of one item available in the Player’s Handbook from Roc Talon Traders if they’ve defeated 1wikEDrayGER, 0Gold0Healz, and THaSHoCKER. If they’ve apprehended any of these ambushers from Kill4LULZ, this discount increases to 15 percent.

Follow-on Events: If the players capture any members of Kills4LULZ, RubyNight works with Abigail Barnwallow to establish a make-shift jail in the basement of Thunder Ale Tavern. Abigail uses one of three empty store rooms to confine members of the Pker Guild. Initially, these Pkers are unwilling to talk and the players can’t glean any more information. That said, if 1wikEDrayGER has been captured, he gives the following threat repeatedly while laughing maniacally — “You’re all finished! There’s no game win! Just killers and dead! You’ll see!”

Unlocked level 2 Quest: Those completing this Quest unlock a new quest once they reach level 2. This Quest is — The Ramshackle Building. When the players complete this Quest, they receive an alert: QUEST GOAL ACHIEVED! NEW QUEST TO UNLOCK AT LEVEL 2!!

Quest — The Missing Monsters

Essential reading for Game Masters: In this Quest, players uncover clues hinting at the nature of the new trouble that plagues them, Midgard, and all those trapped in BSO. The Quest text also provides the Game Master with essential background for the larger arc of Battlestorm Ragnarok’s campaign. Regardless of whether the players undertake this quest, this background material is necessary to understand key story elements of this campaign.

Yggdrasil’s Roots Grow — Bridges to Disaster

Yggdrasil’s trunk springs up through the layers of Valhalla. Adventurers who cleared the dungeon at its base, defeating the mighty boss Drakefang, have opened a new realm in Valhalla — Alfheim. If they clear Alfheim, its boss and the bosses in the three layers above it, they will win the game.

Unbeknownst to these front-line adventurers, when they defeated Drakefang, they also triggered a game event. A disaster that threatens all residing in the virtual world of Battlestorm Online. Hidden below Yggdrasil, great roots plunge into the void beneath. This void is the Ginnungagap — the dark substance from which the world was created. Drifting within Ginnungagap are the detached worlds of Svartalfheim, Hel, Jotunheim, and Muspell. When Drakefang was defeated, Yggdrasil’s roots, which are always growing outward through Ginnungagap, began to entangle Svartalfheim. These roots created a bridge between this dark, dungeon realm and Midgard. The bridge is yet weak. But its strength grows.

Live play of Shrinking Safe Zones and Missing Monsters

As Yggdrasil’s roots touched Svartalfheim, they also expanded through the earth of Midgard. They rippled out to touch the surface within 1,000 feet of Yggdrasil. They reached through all of Midgard. They grew up beneath the Home Towns — seeking these zones of safety as a normal tree root might seek water. Yggdrasil’s roots brought with them the dark influence of the void realm — Ginnungagap. Where the roots appeared, shadows formed and deepened. Any players who died in the shadow were transformed into Deep Shard — a substance of void formed by player death.

Shadow now shrouds the lands close to Yggdrasil. Players who die there leave their Deep Shard remains. A game material that weakens safe zones even as it opens Midgard to invasion by monsters from Svartalfheim. Last of all, the roots and the shadows they spread have unmoored various monsters from their spawn points. The spawn points are now empty. Their monsters are missing. Missing, but not gone. These monsters now rove freely across Midgard. Some of them are gathering in great numbers in Midgard’s wilds. A new threat those living in Midgard aren’t yet aware of. Players undertaking this quest may uncover this new threat.

Quest Alert

Make a copy of the following green highlighted text to give to the players when they receive this Quest from RubyNight:

Situation: Monsters have been observed migrating away from spawn-sites near Yggdrasil. The major guilds — Stella Requiem, FatSharkYes, and Momento Mori — want to know why.

Objective: Track monsters leaving respawn-site.

Objective: Find out where the monsters are going and, if possible, why they are leaving the respawn-site.

Reward: Pick of 1 uncommon item from the three guilds’ spare inventory lists.

Reward: 300 gold (50 from each requesting guild, 150 provided as a Quest Reward by the game).

Snooping in the Shadows of Hobgoblin Hill

When the players undertake this quest, the receive a new alert from RubyNight. The alert reads:

Here is a map showing the empty spawn point. The major guilds are asking you to provide reconnaissance, to learn what has happened to the monsters, and to follow any clues where they may lead. Please take care! The environment around Yggdrasil has grown dangerous. Shadows spread and large bands of monsters have been sighted. I have provided you with a map of the empty spawn location. Use it as a navigation aid and reference point.

Hand the players the Player Quest Map provided below. A Game Master Map is also provided for your reference.

Yggdrasil Player Map. Made with Inkarnate.

The players’ journey to the empty monster spawn sight occurs without incident. As they approach Yggdrasil, shadows lengthen, mists gather in the lowlands, a chill seems to hang in the air. Lighting is reduced by one level. Daylight is merely bright light. Night is impenetrable darkness that shrinks light spells and torches to pools of dim light. Darkvision can pierce this darkness. Read the following:

Shadows lay thick and deep over the area surrounding this empty monster spawn site. Lands rise to a bald hill encircled by trees. At its crown is a ruined fort. Within the ruins, hobgoblins are known to spawn. In the past, these hobgoblins became a war-band numbering about 10-16 and attacked any adventurers approaching their hill. This spawn site was well-known among adventurers as an excellent training location with decent, low level, treasure and item drops. Called Hobgoblin Hill, the place is now eerily empty.

Players searching Hobgoblin Hill may uncover the following clues:

  1. A Survival Skill Check (DC 12) reveals numerous tracks at the hilltop.
  2. These tracks were made by Hobgoblins (Survival 15).
  3. The tracks seem to mill about on the hill and around the ruins, then head off toward the south and east (Survival DC 17).
  4. A Perception Skill Check (DC 12) reveals a large mass of Yggdrasil roots within the ruins.
  5. A Perception Skill Check (DC 20) reveals a Deep Shard hidden in the trees surrounding the hill.
  6. Ravens roost in the ruins. Their mocking chatter follows any adventurers who enter the ruins. When the adventurers leave the ruins, the ravens follow them at a distance.
  7. A Survival Skill Check (DC 18) made at the location of the ruins reveals that Hobgoblins are still spawning here. They seem to linger for a few hours before moving off.
  8. If Yggdrasil’s roots are discovered, an Arcana Skill Check (DC 17) reveals that the influence of these roots has disrupted the spawn site anchor which would typically keep monsters from moving too far away from their spawn site.
  9. If the shadows around the spawn site are examined, a Religion Skill Check (DC 17) reveals that they are made of the substance of the void surrounding Valhalla which is the Ginnungagap.
Hobgoblin Hill Battle Map. Made with Inkarnate.

A group of 3 Shadows lurks in the trees surrounding the Hill. They hide in the darkness provided by Yggdrasil’s roots, waiting for an opportunity to attack the party. So long as they stay on the ground and within a square covered in shadow, they are protected from the debilitating effects of sunlight by this darkness.

If the players find the Hobgoblin’s tracks, they may follow them. Once they discover the tracks, it requires a Survival Check (DC 15) to stay on their trail.

If the players linger at the spawn site for two hours, a group of 4 Hobgoblins spawns. If more than half the party succeeds in a DC 10 Stealth Check, they may hide from the Hobgoblins in the trees. If left unmolested, the Hobgoblins stick to the ruins for about an hour, then venture off to the southwest. They take the same path that other Hobgoblins previously followed.

Yggdrasil Game Master Map with Hobgoblin tracks to Goblin Town. Made with Inkarnate.com

The Hobgoblins are journeying to Goblin Town — a gathering place for various monsters who’ve been unmoored from their spawn locations by the influence of Yggdrasil’s roots. These monsters are now commanded by a Drow Warlord named Grimbark.

Treasure: If slain, each group of four Hobgoblins drops 1 gold, 5 silver, and 8 copper. Their equipment can be sold at half price.

Tricky Respawn: If the first group of Hobgoblins is killed near Hobgoblin Hill, another group spawns within two hours. This group is twice the size of the first group — numbering 8 Hobgoblins. In addition, 3 more Shadows emerge from the darkness of Yggdrasil’s roots. The Shadows wait for an opportunity to ambush the party, possibly while they are engaged with the Hobgoblins. The Hobgoblins will wait at a high state of alertness on the hill for 2 more hours. When another four Hobgoblins emerge, they are at last confident enough to begin the journey to Goblin town.

Finding Goblin Town

Players who follow the Hobgoblin tracks (DC 15 Survival) find them winding down into a valley to the east of Yggdrasil. The valley forms a canyon in which a small river emerges from a cliff face. The river spills out of a cave mouth. Two towers made of chopped wood from felled trees guard the cave. Before the players reach the cave, they are confronted by a goblin patrol. In the patrol are six Goblins. The players may avoid the goblin patrol if more than half the party succeeds on a DC 9 Stealth Check. If the players defeat the goblin patrol or evade detection, they may approach Goblin Town and observe it from a distance.

Treasure from Goblin Encounter: If the players slay the six Goblins, they gain 8 silver, 12 copper and the Goblin’s gear as loot. The Goblin gear is ill-sized and in bad repair. Players can, however, sell this gear for 25 percent of its normal value at a market in a Home Town.

Goblin Town Battle Map. Made with Inkarnate.

The Hobgoblins’ tracks continue along the river bank. Up ahead, is a clearing. In it, you can see the river spilling out of an open cave mouth. The cave is guarded by two tooth-shaped towers. Each is filled with goblins. A palisade guards the mouth. Hobgoblins and goblins enter a gate leading through this wall and into the cave. Firelight, shouts and howls echo up out of the cave. From the sound there are scores, perhaps hundreds of monsters inside. You’ve found where the monsters from the empty spawn site are going. They’ve gathered in this cave. Even worse, they seem to have met with other groups of monsters. Left unchecked, you know this Goblin Town will become a threat to all who venture near Yggdrasil.

As the players observe Goblin Town, it becomes clear that it would be extraordinarily dangerous for them to assault this place unprepared. To approach undetected requires a party Stealth check with a DC 22. The Hobgoblins have hacked down all the nearby brush and posted watches on the towers, the walls, and on the cliff. Regardless, if the players begin to approach Goblin Town, the Ravens from the ruins let out a loud ruckus, revealing their location. At which point, a force of 20 Goblins and 10 Hobgoblins led by 1 Goblin Boss issues from Goblin Town to hunt the players down. If the players flee, they may evade the Goblins and Hobgoblins by making a party Stealth Check (DC 12). The ravens do not bother them again unless they approach Goblin Town.

When the players discover Goblin Town, they receive the following alert: MISSING MONSTERS QUEST GOAL ACHIEVED! NEW QUEST TO UNLOCK AT LEVEL 2!!

Magic Item Quest Reward: When the players return and report their findings to RubyNight, they receive the following quest reward so long as they’ve discovered Goblin Town. If they’ve learned that Yggdrasil’s roots passing through the Ginnungagap are the cause of monsters being able to wander freely across Midgard, players may instead choose two magic items rather than one. Available Items: Wand of the War Mage +1 (requires the verbal component “Sizzlesplat!” to use as an arcane focus), Gem of Brightness (A player possessing this gem glows. They are at disadvantage on stealth checks, but areas within five feet are covered in dim light), Wand of Entangle, Amulet of the Devout +1 (Makes the sound of a loud tolling bell when used as a divine focus to cast a spell), Ring of Water Walking, Longsword of Warning (Shouts “Danger! Danger!” if enemies try to surprise the players), Medallion of Thoughts, Slippers of Spider Climbing (leaves a trail of cobwebs when used to walk on walls or ceilings), +1 Chain Mail (Special, allows wearer to cast Detect Magic x1 per day).

Quest — Prophecy of the Strange Star

The ancient hag Astrid has wandered the frozen lands south and east of Nidavellir spouting a prose Edda prophecy of events surrounding the Strange Star’s arrival for the past two weeks. Before the star arrived, players considered her only to be an odd element of the Battlestorm Online environment. However, since the star’s arrival, Astrid’s prophecies have risen to the attention of the player/quest giver RubyNight. Ruby thinks Astrid’s prophecy may be related to recent events. She asks the players to travel to Lake Rune Mirror and to find Astrid wandering there. She wants them to do what they can to decipher Astrid’s prophecy and to glean if there is any truth to it.

Quest Alert

Make a copy of the following green highlighted text to give to the players when they receive this Quest from RubyNight:

Situation: A strange star has come to light the Midgard night sky. The star looks like an open blue eye. This star rises in the middle afternoon and is visible even in daylight. It shines as brightly as a small moon or comet at night, casting shadows in the darker areas until it sets hours before dawn.

Objective: An old hag has appeared in the frozen lands near Nidavellir. Each day when the star rises, the hag spouts garbled prophecy about the strange star. Seek out the hag and decipher her riddles.

Objective: Find out the nature of the strange star and discover its meaning.

Reward: 200 XP

Seeking Astrid

When the players undertake this quest, they receive a new alert from RubyNight. The alert reads:

Thank goodness! Someone is finally heading off to speak with Astrid! You can find her on the shores of Lake Rune Mirror to the east of Nidavellir. Be careful! A pair of dangerous Winter Wolves — Skoll and Hati — prowl the path to its shores. But you can find safety in Astrid’s Hut. The Hut’s location is now marked on your player map. I’ve heard that Astrid can be a bit… eccentric. Do your best to humor her if you think it’ll help you learn more about the star and the new dangers confronting us. Good luck!

The players can use their Teleportation Crystals to teleport to Nidavellir. From there, it is only a short journey to Lake Rune Mirror. Snow covers the mountainous lands surrounding the dwarven stronghold. But a well-worn mountain pass has long-since been cleared of monsters by diligent adventurers. The players may journey down this pass, then enter the Winter Wood to the west of Lake Rune Mirror. Players do not encounter difficulty until they come to the Winter Wood. At this point, they must avoid being hunted down by Skoll and Hati.

Wolves Haunting the Winter Wood

Two Winter Wolves Skoll and Hati terrorize travelers through the Winter Wood. Though they are sometimes slain by adventurers, they always respawn — Skoll with the rising sun and Hati with the rising moon. Unlike other monsters, they’ve managed to learn much through each death and battle. They each now have maximum hit points (120), an Armor Class of 15, and their Breath Weapons recharge on a 4-6 rather than a 5-6. They have also learned how to use magic items by devouring them. Presently, Skoll has devoured a Ring of Fire Resistance. Hati has devoured Boots of Striding and Springing, giving her the ability to make extraordinary leaps.

Nidavellir, Winter Wood, Lake Rune Mirror and Astrid’s Hut. Made with Inkarnate.

Skoll and Hati are dreadful foes for first level adventurers. It is highly unlikely that your players can defeat them. If Skoll and Hati are defeated by the party, they gain fame in Nidavellir. In addition, the wolves drop their magic items as treasure when they perish. To impress upon your players how dangerous Skoll and Hati are, read the following:

As you leave the road, the Winter Wood spreads out before you. It is a place made infamous by the two Winter Wolves — Skoll and Hati — who prowl these woods. They’ve slain many adventurers here and are said to revel in terrorizing prey. Even worse, as the game continued, the wolves have grown in both skill and power, learning from each victory and defeat. For they are immortal monsters that respawn the next day after being slain by adventurers. Ruby has advised that you avoid the deadly Wolves and seek safety with Astrid who seems to have a calming influence on them.

Most parties will choose to engage in a skill challenge to avoid the Winter Wolves while making their way to Astrid’s Hut (see map above).

Hunted by Skoll and Hati

If the players attempt to avoid Skoll and Hati, a dangerous skill challenge ensues. Both Winter Wolves know the land well and seem to have a supernatural awareness of their surroundings. It takes more than three hours for the players to cross the Winter Wood. When starting this challenge, set the counter at hour 1. Then, after each skill roll, move the hour counter ahead by 1. When the counter reaches hour 4, the players come to Astrid’s Hut if they’ve succeeded in at least one skill challenge. If not, they are faced with Skoll and Hati (see tricking the wolves below). For each hour, to avoid detection, the players must succeed in a DC 20 party Stealth Check.

If more than half the players fail a stealth check, they are hunted as Skoll and Hati are alerted to their presence. Read the following:

The Winter Wood erupts in howls. The eerie noise echoes off hillsides and nearby mountains. Its sound is enough to freeze your blood. Skoll and Hati are now on your trail!

While they’re hunted the players may try to make a DC 20 party Survival or a DC 20 Deception check. If the party succeeds, they have shaken Skoll and Hati off their trail and return to making Stealth Checks. Move the hour counter ahead by 1.

If more than half the players fail their Survival or Deception checks to shake off Skoll and Hati, they are now in a foot race with wolves hot on their tracks. To beat Skoll and Hati in the foot race for one hour, each party member must succeed in a DC 13 Constitution Ability Check. If a player fails, they start to fall behind. Another player can assist the player who failed by making another Constitution Check at a 16 DC. If the assisting player succeeds, they both catch up. If the assisting player fails, they both fall behind. A player can receive assistance only once. An assisting player cannot receive assistance from another player in this way.

Cornered by Wolves!

If one or more players fails to outrun the wolves, then they are caught. Read the following:

At last, you are cornered. Two large Winter Wolves approach. One is jet black, the other is bright as the winter sun. Their slavering jaws unhinge. Then, one turns to the other and says. “Skoll, what think you? Perhaps we are not so hungry. I think if this food can tell us a good tale, then we will let it go?” The light colored wolf turns to the dark colored one. “Hati, you read my thoughts as well as ever. Yes. Perhaps a good tale will suffice. But if the tale is not good, I may want my food anyway.” Hati, the dark colored wolf, grins. “Then we shall have them lay across our jaws. If the tale is good, we shall let them escape. If not, then we shall have dinner!”

Live Play of Astrid’s Prophecy

The wolves, of course, are toying with their prey (Insight 13 determines that the wolves are lying and still intend to eat their prey). If the players agree, then they will get a good story with their meal. If not, then they will have to kill them in a fight. However, the wolves are not as clever as they think (Insight 15 — active or passive — reveals that there may still be a way out if the players delay long enough by agreeing to tell the wolves a story). Both wolves are tired after the long hunt. If the players agree to lay within their jaws and tell the wolves a decent story, there is still a way to escape. If one player succeeds on a DC 13 Performance Check they may tell a story entertaining enough to catch the wolves attention. If one player fails, another player may try to pick up the story’s thread to improve it with a DC 15 Performance Check. If both of these checks fail, the wolves decide to eat the players immediately. If the wolves are entertained and the story continues, any player with a passive Insight of 10 or higher will notice that the wolves are starting to grow drowsy. The story-telling player then need only succeed in a DC 10 Deception Check to lull the wolves to sleep with their tale. If this check fails, the player needs to again entertain the wolves by making a DC 13 Performance check. If that check fails, the wolves decide to eat the players. If it succeeds, the wolves again grow drowsy and the story telling player may try to lull them to sleep again. Failing a second time results in the wolves eating the players as their bellies grumble from hunger. If the wolves are asleep, the players may then sneak off after making a DC 10 Athletics or Acrobatics check to wriggle out of the wolves’ jaws. Failure of this check by 5 or more results in waking the wolves up and the wolves deciding to eat the party members. A regular failure means the player is still caught, but may try again to wriggle free.

If the players manage to pull off this last ditch escape, they come at last to Astrid’s Hut.

Astrid’s Hut

When the players arrive at Astrid’s Hut they are greeted by a wizened and yet hansom elderly woman. Astrid is a Valkyrie (Planetar statistics) who takes the form of an old woman. The Bullywug near her Hut have fallen under her influence and their alignment has shifted to Nuetral Good. Read the following description:

A small hut appears before you, its lights winking in the darkness like little beacons. Your hurried feet crunch up to its porch as howls from Skoll and Hati echo nearby. Covered in snow, the hut nestles on the shores of a flat, frozen lake. The ice on the lake forms a pane like that of a mirror, perfectly reflecting the sky above. Sun has long since set. The stars above light the sky with their ethereal sparks and glimmers. Hanging in the eastern sky, the strange star glows bluely, its eye-shape back-lighting odd clouds floating in the stellar void surrounding Midgard. As you approach, the front door slams open and out bursts an elderly lady. She springs with surprising spryness toward you. Under one arm is a large, steaming side of beef. She places this beef on a stone slab just outside the Hut, then turns toward you. “That’s for Skoll and Hati. They won’t bother you any more. They always grow tired after a good meal. As for you, I have stew! Come in! Warm yourselves at my fire!”

Astrid welcomes the players, tries to feed them, hands them woven blankets to wrap themselves up in, and allows them to rest. Spending one hour in Astrid’s Hut while wrapped in one of her blankets grants a long rest in game. Eating any of Astrid’s stew grants the benefits of a Short Rest and removes one Diseased, Blinded, Poisoned or Ability Damage related condition. Astrid is friendly to the players while they rest, but won’t speak about the Prophecy until each player has at least tried some of her stew. Once she’s satisfied that the players are cared for, she will speak to them.

Indeed, as Odin saw the Runes reflected while hanging upside down from Yggdrasil, so too have I pierced the Strange Star’s mystery. I can tell you the tale now. But to fully know it, your mind must be opened. And to do that, you’ll need the help of the Blue Bullywugs. They live on the shores of this lake — frolicking and cavorting through the summer. But as the chill winds begin to blow from out of Nidavellir and the Winter Wood, they begin to tire. So, they return to their muddy rest in the shallows. You can find them slumbering there even now, not far from my hut. If you go and lick their skin — just the blue ones — it will prepare your mind for the Prophecy. Go! Do this! Return fast enough and I will tell you the tale of Ragnarok and of the Eye in the Void!”

Venturing outside into the chill night once more, the players find that the beef has already been quietly taken from the slab. Though that is the only sign the players see of Skoll and Hati. The night is still and silent. If the players venture to the lake shore, they find a small dock from which they can easily look into the shallows.

Bullywug Licking and Ritual Combat

At the lake shore and on the docks, the players find scores of bullywugs huddled in their muddy beds, sleeping peacefully beneath the brilliant night sky. The frozen lake surface looks like a mirror from a distance. Closer, it is more like a pane of glass. Bullywugs are either green, yellow, red or blue. Each player can easily find a blue Bullywug by looking through the frozen lake surface.

Once each player has found a blue Bullywug, they must break the ice, lift the Bullywug out of the water, then lick it. Doing so requires characters to succeed in a DC 15 Athletics check. Failure means the player may try again. Failure by 5 or more means a Bullywug has woken up and the player must either succeed on an opposed grapple check with the Bullywug to pull it out of the water or move on to another Blue Bullywug. Regardless, once a Bullywug is licked, it gives a delighted “ribbit!” and wakes up.

These Bullywug are well acquainted with the licking ceremony and do their best to ensure those licking them are worthy of their gift of special sight. Once awakened, each Bullywug spends one round waking up another Bullywug. On the subsequent round, the newly awoken Bullywug wakes another of its fellows. This continues until there are at least 6 awake Bullywugs. At which point the Bullywugs begin to try to beat the players into unconsciousness as they break out in a raucous frog song. Picking up two clubs, they each toss one to a player, then begin to whale on the players with their own clubs.

Licking Bullywugs Battlemap. Made With Inkarnate.

Players with a passive Insight of 10 or more immediately realize the Bullywugs think this is all some strange game and don’t intend to do them lethal harm. If the players pick up the clubs, they may use either Strength or Dexterity while attacking with them. The players are considered proficient with the clubs which are specially magicked to only do 1d4 + ability mod non-lethal damage. The Bullywugs are quite nimble with their clubs and can make two attacks each round. If the players draw actual weapons or employ lethal force of any kind, the Bullwugs flee and their magic fails. Astrid then asks the players to leave. At which point, they may then again be hunted by Skoll and Hati as their Teleportation Crystals shut down for another four hours. If the players accept the clubs and only use magic to incapacitate rather than harm the Bullywugs, then the ritual battle is joined.

If the players render 6 Bullywugs incapacitated, the Bullywugs cheer. They each lay a crown made of dried lake grasses on the players’ heads and give a loud chorus of ribbits as they escort them to Astrid’s Hut. If the Bullywugs defeat the players, they shuffle back to the lake, giving an occasional disconcerted ribbit. If the players fail the first mock battle, they can try again the next night. If they fail a second time, they cannot try again until they reach level 2.

The Prophecy

As the players return to Astrid’s Hut, the wizened old lady beams at them. If they have failed in their test by the Bullywugs, she consoles them and offers to host them for another try tomorrow night. If they’ve passed the Bullywugs’ test, she guides them to sit down by the fire. Then, she begins to sing softly.

Something in the Bullywugs’ skin causes your senses to swoon. You know it’s just a part of the game. But why does it feel so real? The Hut’s walls bend and heave. Then, the individual beams seem to leap up, flying into the sky. All around you is the night sky. Clouds in the void swirl, seeming to open like a great pair of jaws. Within the jaws, the blue eye stares down. Astrid’s song, incomprehensible before, rises loud in your ears.

She then chants her prophecy. It is Odin’s Revelation of Ragnarok:

Whither is Odin’s Eye Hidden?

Sacrificed to take divine wisdom?

In bowels of night,

To plumb the void,

In Ginnungagap,

Ever-watching,

Surtur’s realm of fire and destruction.

Muspell!

Ever Yggdrasil’s roots do grow,

Crossing void,

Reaching out to four worlds,

The roots are deadly bridges.

Each world they reach a doom.

The poisons of Svartalfheim boil.

Dead clamor to rise from Hel.

Jutenhiem brings the Fimbul Winter,

When brother will turn against brother.

Muspell is the last tolling of the bell,

Surtur’s giants march,

Under a meteor-fall in fire.

When shall the jaws of Fenrir close?

Around the Eye of Odin?

Devouring all the sky?

Moon and stars in utter darkness?

Just before the serpent rises,

Devours Svartalfheim to belch forth its poisons,

One thousandfold.

Will all in Valhalla perish?

Choking, burning, freezing?

Only fodder to fill the ranks of Hel?

Is all Valhalla empty?

Are her heroes perished?

Is even Thor defeated?

Whither was Odin’s Eye hidden?

Sacrificed to gain divine wisdom.

It opens to night,

At first doom’s coming.

Piecing Ginnungagap,

Beholding Muspell,

Even as Fenrir’s jaws slaver.

Odin gave his eye,

Cast it into Lake Mímisbrunnr,

Through waters it opened upon the void,

Granting divine revelation,

So others might see Ragnarok’s coming.

Give the above poetic Edda to your characters and allow them to puzzle over its meaning. After chanting the song to them, Astrid falls silent. Her Hut reforms before their vision. The coals are dark. It is morning. Astrid is departed. Her hut is empty. Cold. Her food and blankets are gone.

If the players have witnessed Odin’s Revelation of Ragnarök, they receive the following message: PROPHECY OF THE STRANGE STAR QUEST COMPLETED!!

Quest Experience Reward: This quest contains numerous skill challenges and one mock combat. If the players evade Skoll and Hati, they gain 300 experience points. If they defeat the six Bullywugs in ritual combat, they gain another 300 experience points. In addition, they receive the quest reward of 200 experience points.

Astrid’s Boon: If the players heard Astrid chant her prophecy, they each gain a Charm of Heroism.

Next Steps: Astrid’s Prophecy provides contextual clues about the disasters that are now starting to befall the realms of Battlestorm Online. However, the players are left to their own perceptions, imaginings, and analytical skills to determine what the prophecy might mean. Unlike other game events, NPCs and OPCs are befuddled and offer little help. Likewise, Arcana, Religion, and History checks provide limited information. Arcana (DC 15) reveals that Muspell, Jutenheim, Hel and Svartalfheim are all worlds of BSO that are detached from Yggdrasil. History (DC 15) reveals that Yggdrasil is always growing and is cared for by the three Norns — Memory, Sorrow, and Fate. Religion (DC 15) reveals that the Ginnungagap is the black void surrounding the worlds of BSO.

APPENDIX

1wikEDrayGER — 5e stats

Medium Half-Orc, chaotic evil (red player

Armor Class 16 (scale mail)
Hit Points 23
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)14 (+2)14 (+2)10 (0)10 (0)10 (0)

Saving Throws Con +4, Str +5
Skills  Athletics +5, Survival +2, Intimidation +2, Stealth +4
Damage Resistances Bludgeoning, Piercing and Slashing while raging
Senses passive Perception 10
Languages Common, Orcish

Magic Weapon. 1wikEDrayGER has a Minor Deep Shard Greatsword (attack stats adjusted).

Rage. 1wikEDrayGER may enter a Barbarian’s rage as a bonus action.

Danger Sense. At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

ACTIONS

  • Deep Shard Greatsword. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 12 (2d6+5) magical slashing damage. Critical: +1 necrotic damage.
  • Javelin. Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit: 8 (1d6+5) piercing damage.

DESCRIPTION

1wikEDrayGER is a Half Orc clad in black scale mail and carrying a wicked serrated greatsword. His hair is died red and his tusks have three nicks in them. Each nick represents a PK.

********

0Gold0Healz — 5e stats

Medium Dwarf, neutral evil

Armor Class 18 (scale mail, shield)
Hit Points 19
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)10 (0)16 (+3)10 (0)16 (+3)10 (0)

Saving Throws Charisma +2, Wisdom +5
Skills Perception +5, Religion +2, Insight +5, Persuasion +2
Damage Resistances poison
Senses passive Perception 15
Languages Common, Dwarven

Magic Weapon. 0Gold0Healz has a Minor Deep Shard Morningstar (attack stats adjusted).

Order’s Wrath. Whenever 0Gold0Healz heals an ally, they may use their reaction to make a weapon attack.

Spellcasting. 0Gold0Healz is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following Cleric spells prepared:

ACTIONS

  • Toll of the Dead Spell: +5 to hit, one creature in 60 feet, DC 13 Wisdom Save. 5 (1d8) or 7 (1d12) necrotic damage.
  • Deep Shard Morning Star. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) magical piercing damage. Critical: +1 necrotic damage.
  • Order’s Demand. Channel Divinity: creatures of your choice within 30 foot radius. DC 13 Wis save. Creatures are charmed and drop their weapons. Once per short of long rest.

DESCRIPTION

0Gold0Healz is a dwarf clad in chainmail wearing a shield and carrying a wicked morningstar made of Deep Shard. His hands are bedecked with fine rings that he’s extorted from those he’s healed while on the verge of death.

*********

THaSHoCKER — 5e stats

Medium Half Elf, neutral evil

Armor Class 13 (16) (mage armor)
Hit Points 14
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)14 (+2)10 (0)10 (0)16 (+3)

Saving Throws Con +4, Cha +5
Skills Persuasion +5, Arcana +2, Insight +2, Religion +2
Senses passive Perception 10
Languages Common, Elven, Primordial

Magic Weapon. THaSHoCKER has a Minor Deep Shard Dagger (attack stats adjusted).

Font of Magic. THaSHoCKER has 2 sorcery points (See Sorcerer Class).

Spellcasting. THaSHoCKER is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following Sorcerer spells prepared:

ACTIONS

  • Firebolt. Spell Attack: +5 to hit, range 120 feet, one target. Hit: 6 (1d10) fire damage.
  • Shocking Grasp. Spell Attack: +5 to hit, range 5 feet, one target. Hit: 5 (1d8) lightning damage and target cannot take reactions.
  • Deep Shard Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) magical piercing damage. Critical: +1 necrotic damage.
  • Thunderwave. Spell: creatures in a 15 foot cube. DC 13 Con save. 9 (2d8) thunder damage and knocked prone. Save for half, no prone.
  • Tempestuous Magic. Sorcerer Ability: you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

DESCRIPTION

THaSHoCKER is a Half Elf with silver hair who wears flowing blue robes. His eyes flash with sparks when he is angry — which is often.

Helkey 27 — Into the North Sea’s Jagged Teeth

The zodiac’s motor whirs. A gust flings spray off the Brons — splashing Beatrice’s face. Smoke stench from the fires fades as they speed toward flooded marshlands. Swells grow. The zodiac bobs and rolls. She huddles close to her companions — Mori, Sadie, dour Ivan, a surprisingly chipper Finn — in the bobbing boat. Above and ahead are towering masses of cloud. Fingers of lightning flicker at their dark bases. She can’t yet make out the North Sea. It’s blocked by low islands covered in grasses and scrubby trees. The marsh churns in chop and foam.

A wave bumps her face into her hand as the boat skips into the marsh. The soft scent of horse upon her skin — a momentary comfort. Ivan thought her calming the gentle creatures was curse magic. Only the craft of long years spent observing, learning their subtle gestures, how to cant her body and voice to project compassion. To earn their trust. It came easy. For she loved them in all their beauty and innocence. She had decades and decades more experience at it than any human. A practice in empathy. No curses required.

The zodiac plows into the marsh, lifting and dipping through swells and chop. It handles rough water surprisingly well, lifted up on a wave formed by its forward motion. Nonetheless, spray splashes in. Soon they’re all wet. Mori has a mad grin on his face. It makes her laugh. She’s pretty sure he’s trying to bleed off tension.

Finn points to an outlet emerging before them. The water broadens. It roils with chop and rising waves. A tumultuous confluence opening to an angry North Sea. Out there, massive rollers drop tails of white spray as they tumble before the storm. Jagged gray and white teeth pointing toward an angry cloud deck above. “There she is!” he shouts into the rising gale. “Our good Sun Shepherd.”

Beatrice follows the line of his finger. Tossed about in the confluence is a vessel about 100 feet long and covered from stem-to-stern in glistening solar panels.

Mori turns to her. Excitement flicks across his wet face. He’s such a geek for these things. “Badass! It’s one of those new electric boats. Skateboard battery laid through the keel. Super-efficient motors. Covered in solar panels, it’s got a practically unlimited range.” She grins back at him. His excitement is infectious.

“Wonderful! Can it handle the storm?” Beatrice asks as the zodiac flies over a large swell, catches air for a moment, then slams down into the trough. Spray flies everywhere. They’re all double-drenched now. The little craft is powering out through the choppy confluence. Her teeth clack together as they slam into another swell. Her hands, white-knuckled cling to a rope looped along the gunnel. Beatrice feels like she’s riding a child’s toy boat getting tossed around in a bathtub by a capricious toddler. Sadie’s holding on, gritting her teeth, closing her eyes against the spray. Ivan’s curled up in the zodiac’s bottom. His face taking on an unhealthy, green tint.

“Our little Sun Shepherd’s a fast one,” Finn says in answer. He’s stooped down on his knees. One hand on the motor handle, another gripping a cleat. “Her top speed’s a hundred and twenty! She won’t be so fast in this mess. But she’ll get us to Wind-Sun Isle in about a couple hours.” He points out toward a dark base of cloud rushing toward them. “We should miss the worst of it. Though I think we’ll take that gust-front head-on.”

The zodiac flies through the air, lands, then pitches. A breaker barrels over the little craft, flooding it in about four inches of water. Pumps kick in — spitting spray out behind the small boat as it barrels toward a majestic Sun Shepherd. Coming up alongside it, Beatrice takes stock of its size. At twenty-two feet wide and a hundred feet long, she dwarfs their zodiac. Massive waves, looming like hills behind, made her look surprisingly vulnerable as the larger vessel turns to shelter them from the onslaught churning out of the North Sea. Two crewmen toss lines overboard. Mori catches one. They haul the boat in, then swing a boom over the side to fasten the craft. Finn points to a ladder. One-by-one they clamber up — emerging onto a pitching deck with all the dignity of soaked cats. Beatrice times the swell, springs, shoots past the ladder and lands gracefully on the deck amidst a rain of spray. She blows her wet hair aside, relieved to be free of the tiny zodiac.

“Show-off,” Mori quips as he staggers up beside her, clutching his briefcase in one hand, gripping a hand-hold with the other. Every surface on the sleek vessel except for a narrow wooden walkway is covered in solar panels or solar film. It makes Beatrice think of a great black whale. Ivan is leaning over the railing, making foul noises. Sadie sways as she clenches a crew member’s offered hand. Finn scampers down to the first well deck at the vessel’s rear, he motions for them to follow. Beatrice lets a crewman — Karl — guide her companions back to the well as she assists another crew member — Franz — in attaching the zodiac to a pair of ropes, then hoisting it up using metal booms. With her help, it takes only a minute.

“You do ship work?” Franz asks in halting English, not aware she has omnis scientia drifting close by for translation.

“Yes. Back home,” Beatrice says simply. What she doesn’t say is her home world, Merrin, is almost entirely covered by water. Ships there are far different from those plying Earth’s own increasingly dangerous seas. Some principles of seacraft, though, are universal.

Franz makes a sound that could be an impressed grunt as they fasten the zodiac to a berth on Sun Shepherd’s roof. The noise is drowned out by the roaring sea. He pops a panel, then motions for her to help him fold a hard shell over the boat. She works with him to pull the sections out, fighting gusts as Sun Shepherd turns her nose into the waves. The shell comes in three parts. Each is covered with solar film. They snap sections together, attach electrical plugs to some internal wiring, and then are drenched by spray as the bow cleaves through what must be a fifteen foot wave. The wave’s force momentarily hurls them into the air. Beatrice turns instinctively, grabs a cleat, then with her trailing hand snags Franz by the hood of his rain slicker. They slam back down onto the deck. Franz scrambles up. Blinks at her in surprise and gratitude. Then gives a matter of fact nod. “Good!” He shouts. “Now best get below!” The roar of waves and wind nearly drowns out his voice.

Beatrice smiles at his affirmation. She nods toward the well, indicating he should go first. Franz curses something about how he should be helping her. She flicks his prideful outburst away with a glance, then watches on protectively as he struggles to reach the well across a pitching deck. She comes to her feet. In little bounds, she springs behind, riding the deck like a surfboard. Franz doesn’t look back. But Beatrice can see Mori keeping eyes on her through the bridge’s glass. He, Sadie, and a young woman are watching her escort Franz back to the well. The young woman — she must be Glenda Goodfuture — is staring with naked awe as the harsh elements force the large and muscled Franz to lurch and stagger even as Beatrice rides through it all with the grace of dancer.

At last, they reach the well. Franz lunges toward the door as Sun Shepherd pitches through a massive roller. Walls of foam surge on either side. He lurches through, nearly falling, still managing to hold the door open for her. She waits for the wave to pitch the stern upward, then uses its momentum to leap through, flying past him. Her boots squishing on a dry cockpit floor — the only sound she makes.

She’s greeted immediately by a beaming Glenda Goodfuture. “Bravo! Excellent!” she exclaims as she claps, then hands her a towel. “I was scared for you. But you make fighting through a storm look like body art.” She puts out her hand. “I’m Glenda.”

Now it’s Beatrice’s turn to be impressed. Here before her was the pint-sized climate activist who’d taken the world by storm — forcing so many to reconsider their place on Earth and what they were doing to protect it for future generations. She nods a gracious thank you for the towel, then extends her hand. “Honored to finally meet you,” she says.

Glenda takes her hand, pumping it with a surprisingly firm grip for one so small. Beatrice at 5′ 4″ looks down at 5′ tall Glenda. She’s thin, early twenties, long sandy-blonde hair pulled back into a pony tail. Her T-shirt reads the now widespread youth climate message — #ClimateStrike #FridaysForFuture. A tiny form for quite a force. “Given your outfit, I figured you must be Erroll Flynn’s girlfriend. But he says you’re married.” She gives Mori, who looks every part the drowned crow, a disapproving frown.

Mori staggers forward, propelled back and forth by the Shepherd pitching as it struggles through the seas, hugs Beatrice, clears his throat awkwardly. “I definitely got the better end of that bargain.”

“Yee-ah,” Glenda says with an eye roll, then turns toward her father, her mouth scrunched up into a pensive frown. Ivan’s finally recovered. He looks green. His expression hang-dog. The bruises on his head are turning into ugly shiners. His burned hand is wrapped up in a gauze someone must’ve scrounged up while Beatrice was on deck securing the zodiac.

“Valyria, should’ve never left,” Ivan says to her in Russian. Omnis scientia, trailing behind Beatrice and patterned with interpretor, dutifully translates. “Your home was forsaken.”

Glenda drops Beatrice’s hand, giving it a pat as she releases it, then turns in anger toward her father. “Nonsense! I had to!” Glenda shouts in English, her brows lowered in sudden fury. “You! You left! You! Too selfish to do what’s right! You tried to force me! To be like you!” Glenda’s face is red at her brief but intense outburst. “I did what I must! What you wouldn’t!”

Ivan’s face flushes. Her use of English in front of everyone is like a slap in the face. “Valyria…” Ivan starts, his mouth working. “To be an adult…” he continues in Russian.

“Is not easy?” she interrupts in English. “You always say that. I did the harder thing. I took responsibility. That makes me the adult!”

Ivan clamps his mouth shut. His eyes cut side-to-side. Everyone on the bridge is silent. Mori’s stupid grin is back. Outside the waves rage higher. The wind howls. Lightning strikes a wave-top about a half mile away. “I missed you…” He says lamely through the roaring thunder.

“And I you. Ever since you went to work for that stupid bank. Ever since age 12 when I lost my father!” Glenda shouts, her face red, she hops on her toes, tears of rage fall from her eyes. “This!” She points at the mages, at the raging storm, at the Sun Shepherd. “This is the result! Devils! Terrorists! You’re a fucking shapechanger!” She glances at Sadie, but does not relent. “A devil’s fish hook’s in your heart! This is my intervention. Your last fucking chance to be a fucking human!”

On the bridge consul, a red light begins to flash and an alarm sounds. Finn, who’d taken the helm as soon as he entered the bridge picks up a hand mike, keys the tab. “Attention! Crew and passengers! Brace! Brace! Brace! Large wave inbound!”

Beatrice, spins, flicks omnis scientia out the front window. Ahead, a massive blue and white wall rises — easily towering forty feet above the sea surface. Its top rolls. She grabs hold of a handle. The others scramble to brace themselves. Glenda is caught unawares. Ivan freezes. Finn guns the engine — pushing Sun Shepherd up the wave face and toward its axe-shaped peak. Beatrice makes a decision. “Hit the deck!” she shouts, then jumps from her place of safety, grabbing both Glenda and Ivan, she pushes them to the floor. The wave crashes. The outer deck roils under a wall of whitewater. It slams over the window. For a moment, the bridge is submerged. Blue water swirls around omnis scientia where it hovers just over the deck. Behind them, windows reveal a maelstrom of white. Beatrice, Ivan and Glenda are lifted bodily, then flung in a tangle onto a nearby couch. The Sea Shepherd gathers itself beneath the wave, powerful electric engines making a space-ship sound. Then, with a rush and an explosion of spray, the vessel bursts through the wave’s back — resurfacing like a submarine.

Sea Shepherd bobs for a few seconds behind the wave, rights itself, then swiftly plows onward. Electric drives pushing a tail of water behind. Finn turns around. “Everyone OK? Thumbs up! Let me see them.” he shouts over the roaring wind and sea. They managed to brace. All except Beatrice, Glenda and Ivan who’re busy untangling themselves. Everyone gives the thumbs up. “Good!” Finn says. “Now, better buckle in. This monster storm has quite the bite!”

Beatrice helps Glenda fasten a seatbelt in the couch, then makes sure Ivan’s buckled in beside her. Whatever else she may think of Ivan, he’s still Glenda’s father. Despite everything, Glenda clearly still loves him. Beatrice, at last satisfied both he and Glenda are safe, begins to snap her own buckle.

“Not you,” Finn says back to her. “You’ve got the best sea legs I’ve ever seen. And Sadie told me… Well, I know about your talent. You have your special sight active?”

“It’s called omnis scientia. And yes. It’s floating just above the deck near the prow.”

“I may need you to use it to help navigate this mess. Up here!” He pats a co-pilot’s seat next to him. Beatrice springs up to it. In one smooth motion, she buckles in. She scans the array of indicators and screens. Depth finders, wave height measures, level of battery charge (eighty three percent), various outside cameras mostly blurred out by rain and waves, lidar and radar, the red collision warning light that just blinked out.

She turns and gives a little two-figured salute to Finn. “Aye, captain!” she replies, then flicks omnis scientia on ahead. It lifts off the prow, flits over raging wave-tops. “I’ve moved omnis scientia out to 300 feet in front of the vessel.”

“Good! Let me know if there’s another large wave coming. Something about double the size of regular swells.” He hesitates, takes in the raging sea-state. “Or larger… Describe it to me. That –” he points to the red collision warning indicator, now dim, “is just a dummy light.”

Beatrice gives the thumbs up.

“The rest of you, pipe down,” Finn continues. “We’re in for a rough ride out to Wind-Sun. You can settle your differences when you get there. Let’s make sure you do!”

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

(Enjoying the story? Want to help support the continuance of this tale? Please like, share and subscribe.)

Gish Optimized 3 — A Classic Fighter-Mage for 5e (Gaelya the Ghost)

Guess what time it is? Yes!! It’s Dungeons and Dragons character building time! In this third episode of the Gish Optimized series we’re going to jump into the way-back machine. We’ll harken to the time of D&D’s origins in the 1970s and 80s as we re-create that good, old Fighter-Mage from Basic and Advanced Dungeons & Dragons using the D&D 5e rules set.

Deedlit from Record of the Lodoss War was modeled after the Basic Dungeons and Dragons Elf. Elves, in turn, were the proto-typical Fighter-Mages in Dungeons and Dragons. Image source: Record of the Lodoss War Fandom. Artwork by: Artwork by Yutaka Izubuchi.

Now this particular build is one that’s near and dear to my heart. I’ve been playing Fighter-Mage types of various sorts for the better part of 41 years. Crazy, right? In fact, my first AD&D character was, you guessed it, a Fighter-Mage. This classic combo has seen many iterations over the years. It’s well represented in fiction and game-related anime. Early fantasy anime series like Record of the Lodoss War featured the Fighter-Mage prominently in Deedlit who was modeled after a Basic Dungeons and Dragons Elf. The Basic D&D Elf, in turn, mixed classic sword and sorcery. It represented the prototype for the Gish. In this build, we give homage to that fantastic origin.

Gaelya the Ghost as Classic Fighter-Mage

For our first Gish Optimized post, we explored a stab and smite style Dexadin. For our second post, we took a deep dive into the spank and flank Hexblade-Fighter or Chex-Fighter. We’re going to simply call our third Gish Optimized build the Classic (or Classic Fighter-Mage). And in this Classic build we’ll chiefly be looking for some serious versatility. More specifically — we want to be both a dangerous threat in melee combat and in slinging down various spells for devastating effect.

Unlike many combat specializations (our Dexadin was an example of a pretty specialized focus on mobile melee combat), we’re going to go wide with this build. We’re going to keep options open. Why? Because we want to be able to pick up such varied weapons as rapiers, scimitars, daggers, shortswords, longbows, crossbows, shortbows and employ each decisively. In addition, we want to really throw the heat down with our powerful magics both in NOVA bursts and over the long-term by slugging our way through big encounters. Last of all, we’ll open ourselves up to the wonderful arsenal of wands, staves, tomes, and scrolls available to mages. We’re going to have so much stuff to choose from! Which is part of the major fun involved in playing this build. So as we approach our Fighter-Mage, let’s keep in mind this generalist attitude we’re adopting to give us a crapload of tricks with which to confront the bads. This guide will help you to do all that and more.

Gaelya the Ghost’s Token for Icewind Dale

I’m playing this build now as Gaelya the Ghost in Ted Burgess’s classic Icewind Dale Dungeons and Dragons Campaign. You can watch this game on Twitch Saturday nights about once a month. I’ll also be building a video archive of these games in the Gaming Studio if you wish to find some examples of our Fighter-Mage build in action.

Level 1 — Dexterity, Intelligence, an Elf, Wizard

Alright! So let’s get started with ability score stats from point buy! Right off at first level, we are going to dump a crap-load of points, nine in all, into our most important ability — Dexterity. We are, after all, a fey wielder of sword and wizardry. As such, we want to be graceful, lithe, fast on the draw, and quick, quick, quick! DEX is so, so vital to this build for a number of reasons. The first is that we want to be tough to hit. Our HP is going to be relatively low. So we need to mitigate that vulnerability by layering in other defenses. DEX provides us with our first defensive line by bumping up our AC. It also gives us a big offensive edge by empowering both our melee and ranged attacks. Perhaps as important, DEX gives us better initiative. As a semi-squishy, we really like this extra burst of speed at the start of combat because higher initiative means we can get out of trouble if we need to. Last of all, a high Dexterity delivers the lithe, swift, mobile feel we want with this build — providing us with RP mojo in spades. Nine points in DEX starts us off with a maximum score of 15 before we pick our race.

For our next stat, we’re going to pick something that’s also really necessary for us. We’re a wizard so, you guessed it, we are also dumping a full nine points into Intelligence. INT is also crazy important for this build. So important that I hesitate to call it a secondary stat. It’s only secondary in that we’re going to be bumping INT just behind DEX as we level our Fighter-Mage. INT is of close-to-equal importance at low level and starts to really become pivotal for this build as we get into higher levels. Our Classic Fighter-Mage is thus pretty much a DAD — or dual attribute dependency — character. So we start off with a maximum score of 15 in INT as well.

Our #3 stat comes in with Constitution. With Wizard for our core class, we’re by no means a tank. That 1d6 HP for most of our levels really kinda hurts us. In fact we are more than a little squishy. This squishiness is a problem we want to mitigate. So we toss 7 points into CON. CON gives us so much! A higher score adds to our saves and, more importantly, to our concentration checks. And we are really, really going to want to maintain concentration on a good number of buff spells (more on this later). To make our Gish work, we really need at least a halfway decent CON. And with 7 points we end up with 14 CON at start of game.

After blasting through our ability score points like a teenage gamer blowing through ammo in Fortnight, we are left with just 2 points remaining for Charisma, Wisdom, and Strength. For my Fighter-Mage, I really want some Wisdom. So I spend my last two points there. I’m going to go ahead and dump both Strength and Charisma. A lot of old AD&D Fighter Mage builds also dumped Charisma. Continuing in this grand old tradition just feels right to me. But those 2 points could go anywhere. So you do you. Ultimately, these choices provide us with a spread of 8 STR, 10 WIS and 8 CHA for our dump stats. From an RP-perspective, I play Gaelya into her low Charisma. She’s a bit of a quirky loud-mouth who’s awkward in social situations and comes across as having weird obsessions (particularly with cheese).

Gish Optimized Discussion of the Fighter-Mage

Now that our Fighter-Mage ability scores are set, we move on to race. And it’s pretty obvious that we are going with the Elf. This race gives us a variety of great RP in addition to wonderful mechanical benefits. First off, we are the Classic Fighter-Mage race. Since we’re going for a classic feel, we would be remiss to overlook the elf. In addition, elves are, well, magical. Choosing High Elf, we lean into the magic even more — gaining an extra cantrip. This choice gives us a bit more wizardly oomph to add to our arsenal. High elf grants Darkvision, extra weapon proficiencies (pretty key to our Fighter-Mage feel), immunity to magical sleep, a bonus Perception skill proficiency, and the ability to shake off ghoul paralysis. The long life and catnap elf sleep provides us with even more of that lovely mojo.

With our choice of elf we also get two lovely stat bonuses. The +2 we go ahead and throw into Dexterity for a total score of 17 at start. Wof! This is huge for us! We also toss the +1 into Intelligence bumping that to 16. Now our full array is S 8 C 14 D 17 INT 16 WIS 10 CHA 8. Pretty badass.

Moving on to Class, we’re starting out as a Wizard. This limits us somewhat at level 1 on equipment. Wizard gives us a dagger, a wand, a scholar’s pack (which we might sell to buy a short sword), and the all-important Spellbook. We gain the wonderful Wizard Spellcasting and Arcane Recovery abilities. For elf, we use Tasha’s to switch our longsword proficiency for rapier and we keep the short sword, short bow, and longbow. From jump, we’re already capable of a little Fighter-Mage(ing). But let’s build on that, shall we? For cantrips, we pick Greenflame Blade and Booming Blade — both excellent gish spells. Firebolt gives us a ranged option. And because we’re a high elf we get one extra cantrip to choose. I’m picking Light. I like the RP feel of this spell and its potential major benefit for non-darkvision allies. But you do you. For our Spellbook we take Shield, Magic Missile, Magnify Gravity (If Wildemount is available for your campaign. If not, we go with Thunderwave.), Feather Fall, Detect Magic, and Absorb Elements. I find this spell load-out provides a great combination of offense, defense, and utility. If you don’t like these spells, you do you. But I’ve gotten great mileage out of them. Also, you may wonder why I’m not picking Mage Armor. In short, it’s an awesome spell that’s really useful. But I’m leaning more toward saving my spells for offense at this level and getting my armor defense at level 2.

We’re already setting up in Classic Fighter-Mage style to be very versatile. The upshot, though, is also classicly predictable — we’re a bit squishy. Our HP is 8. Our AC is 13. A vulnerability that pushes us to the back line most of the time at level 1. We can boost this AC to 18 in a pinch with shield. But we really want to be using our spell slots to lay down the Magic Missiles and Magnify Gravities (or Thunderwaves) instead. For melee, when we decide to take the risk, we rely more on Greenflame Blade for added splash damage. Don’t forget to upgrade your weapons to swords and bows when you get the opportunity.

So, right out the gate, at lvl 1 we have a magically versatile character who’s able to pick up and use various weapons with skill and who has access to one of the broadest spell selections in the game. Also pretty darn fun to play as we lean into the old adage — a strong offense is the best defense. Our Fighter-Mage does get better, though — and fast!

Level 2 — Bladesinger Wizard

Now that we’ve established ourselves as a Wizard with a smattering of fighting ability, let’s continue our growth into a Classic Fighter-Mage. As we enter level 2 we take a big step on that path by picking Bladesinger Wizard for our subclass. Now this subclass provides us with a boatload of benefits. Namely — Training in War and Song and Bladesong.

Ah! This is so exciting! Now let’s get into it!

Training in War and Song gives us a number of goodies. The first is light armor proficiency. And, as soon as possible, we pick up Studded Leather Armor to boost our base AC to 15. Nice! But it gets better. This Bladesinger training also gives us another martial weapon proficiency. Since we’re a Dexterity-based Fighter-Mage, we take scimitar. Now we have access to all the major DEX-based melee weapons. Sweet! Last of all we get Performance. This doesn’t work too great for us given our low Charisma. But it might make for some fun moments in taverns.

An elven tradition blending magic with swordplay, the Bladesinger adds both melee and defensive capability to the already-powerful Wizard base class.

Now, for the real reason we came — Bladesong. And, oh man do we get some tasty benefits when we pop this major buff in combat by expending a bonus action. First off, the magical song of our blade ripping through the air grants us the ability to add our Intelligence modifier to our AC. Immediately, this bumps our AC to 18 (if we’ve managed to pick up Studded Leather). Now we’re up there with the sword and board types when we pop this bad boy. In addition, our speed increases by 10 feet to 40. Fanfriggintastic! Remember that Dexterity? Yeah. Well, with Bladesong active we also have advantage on all Acrobatics skill checks. If we trained Acrobatics as one of our DEX skills, we can now pull off some cool stunts like walking across tightropes, door tops, or tumbling out of grapples in combat with confidence. Finally, the uber buff that is Bladesong adds our INT mod to our CON mod when we make a saving throw to concentrate on a spell. This ability pre-sets us for the major buffs we’re going to employ as we level.

With Bladesinger coming in so strong, it’s easy to neglect our other Wizarding powers. We gain two new spells for our Spellbook. We choose Find Familiar and Identify. Find Familiar gives us a nice scout and flank buddy to help enable us, our allies, and to keep us alive by providing an extra set of eyes. For Gaelya, I chose the Bat for its blindsight. However, Hawk and Owl also make for excellent choices. Identify is pretty self explanatory. It’s a utility spell you really want later on when trying to figure out what magic items do. But the 100 gold cost of the component is a bit prohibitive at this time. So we back-pocket it for later.

Level 3 — Shadow Blade

The main reason we’re here for this level is the spells. We’re a wizard after all. Since we picked up Bladesong, our melee ability has really started to shine. Sure, we’re still a squishy Wizard with just 20 hit points. For this reason, we’re not standing in front to take hits. We’re letting the real tanks like Fighters, Barbarians, Moon Druids, Paladins, Battle Engineer Artificers, and some Monks and Rangers do that. What we’re doing is playing the role of skirmisher. We hang back and lob spells when it’s called for. Then, when our opportunity to melee arrives, we come in at the flanks, hit hard, then get out.

If we’re able to take Magnify Gravity at level 1, our blasting is already well on line. In this instance, we decide to go ahead and take False Life to help boost our hit points a bit. If we do not have access to Magnify Gravity, we take Shatter instead. It’s a nice blast that will help us lay down the heat without getting mixed up with the nasties. As an AOE, it will also remove some pressure from our buddies on the front line.

Now, the second spell we’re going to take is a pure Gish boon in the form of Shadow Blade. Armed with this piece of magical brutality we now do 2d8+3 psychic damage on our attacks. Since Shadow Blade is light, we can off hand a short sword or scimitar for another 1d6. Shadow Blade also gives us advantage if we attack a creature in dim light or darkness — providing a pretty amazing accuracy boost. Using Shadow Blade in this way gives us 15.5 average damage if all hits land. That’s rather strong. We’re not a major NOVA type. We’re edged out a bit by focused DPR builds as well. But we are doing strong consistent damage in melee… as a freaking wizard. And, don’t forget, we can still use the rest of our spells to blow stuff up or do all sorts of other cool stuff. Nice.

Level 4 — Elven Accuracy

By level 4 our build gets another big step up. We’re not yet where we want to be as a Classic Fighter-Mage. But we are both happy and comfortable as a full class Wizard with some respectable melee chops. These improve when we use our ASI to take Elven Accuracy. This boosts our DEX to 18, our base AC to 16, our Bladesong AC to 19 and our Shielded AC to 24. Woah. Yeah. Those Bladesingers can achieve some of the highest AC numbers in the game. But let’s not get too cocky. We’re pretty squishy with your 26 HP (31 if you cast False Life or 36 if we upcast) which means we’re really vulnerable to those crits and other high-damage attacks. All the more reason to think of ourselves as a quick skirmisher who moves in and out of melee as opportunities and dangers arise.

Our offensive ability also gets a bump. Now we’re rocking 2d8+4+1d6 if we’re casting Shadow Blade and drawing an off-hand shortsword or scimitar.

To top it all off, we get that juicy triple advantage when we achieve combat advantage against a foe. This turns us into a tiny crit fisher. And we like those crits with the Shadow Blade at 22 average damage +3.5 if we hit with the off-hand. This crit capability of 25.5 in a round is pretty substantial. Not what your Polearm Masters, Paladins optimized for melee, or Great Weapon Fighters are able to achieve. However, our combined accuracy, consistent damage and crit fishing make us a respectable threat. Especially when we’re adding in our Wizard ability to lay down some blasts.

For spells, we pick up Mirror Image (because we really want that second layer of defense during mob situations or in instances when we may take heavy damage from a single hit) and Misty Step (because we love the mobility).

Level 5 — Fireball and Haste

Hitting level 5 we take another level in Wizard and gain access to all the gloriousness that is Fireball. This one spell is a crown jewel of awesome that we can use to blast our way through even the worst things we’ll typically face at this level. Worth noting that YMMV depending on campaign. Toting a Fireball spell around in Hell is a lot less awesome than using it to blow up undead in a dungeon. However, we still have some fall-backs in the form of our melee capability which also just got a big boost because we chose Haste. With Haste active we get an extra attack and we can use our primary action to cast Booming Blade or Greenflame Blade. When Haste combines with Bladesong we end up with a 21 base AC and a 26 AC when we Shield. If we layer this with Mirror Image, we can reliably tank in some situations. Shatter, Magnify Gravity and Magic Missile each give us some damage types that are tough to resist as a fallback. Overall, we’re looking pretty healthy. But we are really, really looking forward to next level.

Level 6 — Extra Attack, Cantrip, Spirit Shroud, Counterspell

Ah. Now here we come the delicious level of 6. And this is where our Fighter-Mage really starts to come on line. Thus far, we’ve relied a lot on our blasty magic to take care of sticky situations and to supplement our melee capability which, though strong, can sometimes feel a bit lacking. This situation starts to change in a big way at level 6.

First off, we get extra attack — putting us on par with Fighters, Paladins, Barbarians, and Pact of the Blade Warlocks with base attack numbers at this level. Nice. But then we also get the amazing Bladesinger ability to cast a cantrip for one of our attack actions. So if we use a rapier, for example, we now do 3d8+8 damage if we attack with Booming Blade or Greenflame Blade. Plus we get the rider of 1d8+3 splash damage or 2d8 damage if we meet these spells conditions. Not bad. But it gets better.

In addition, we pick some sweet spells for our Spellbook in the form of Counterspell and Spirit Shroud. Counterspell is something we really want because when we need to shut down those enemy spellcasters, this is our go-to. With 3 level 3 slots we’ve got the juice to throw it when necessary. Spirit Shroud however, provides a big buff to our melee and short range offensive oomf. Using the above mentioned combo with the rapier we do 5d8+8 damage or 30.5 average plus the riders for Greenflame Blade and Booming Blade should they trigger. It’s also worth noting that Haste is only 1 point on average behind this damage curve. With Haste and Bladesong both active, our speed is a stunning 80 feet, our armor class is 2 higher and we have advantage on Dexterity saves. We can also cast Shadow Blade at level 3 for 6d8+8 damage (35 average damage) and be a lovely crit fisher with Elven Accuracy if the Shadow Blade advantage comes on line. With a short sword in our off hand, our consistent damage increases to 38.5 per round if all hits land. On a crit, we do +13.5 for 52. Overall this is high consistent damage with a relatively low ceiling for the NOVA.

I hope you’re starting to see what I mean by versatility. We’re starting to gain access to a ton of options. We have numerous arrows in our metaphorical quiver for melee, blast, and utility magic. With Bladesinger, these magics provide potent synergies they wouldn’t otherwise.

Level 7 — First Level of Fighter

Now we could take our Bladesinger build all the way to level 20. And Bladesinger works out fantastic as a straight class. But since we are going for a classic Fighter-Mage feel, we’ll sacrifice a little wizardry to gain some martial fighting chops.

Adding a little Fighter to our Bladesinger for classic D&D flavor.

Our wizard class is now very well established. We have a good store of spell slots. We have two attacks. We have Bladesong. We have Fireball and numerous strong buffs. Adding a level of Fighter gives us some extra hit points, a fighting style, and second wind. Plus we now have access to all martial weapons. Our HP bumps to a still modest 46. But we can buff it with False Life. Second Wind gives us a little healing when we really need it. So our resiliency gets a minor boost. For fighting style, we pick Dueling. There are some potential major advantages that come from Two Weapon Fighting. But if we choose it, we really want to take Warcaster. On our build, that’s too intensive as we’re looking to max both our DEX and INT. Later on, some very nice bonus action attacks become available. So, long term, we get the most mileage out of Duelist.

As an example, Duelist bumps us to 6d8+12 damage with our level 3 Shadow Blade active for a total of 39 average DPR. Solid.

Level 8 — Back to Wizard for 4th Level Spells

At level 8 we go back to Wizard. We do really want our NOVA. But as a Fighter-Mage, we also want more spells. We decide to bite the bullet and wait. For our efforts, we gain access to 4th level spells and we gain one additional spell slot. If we have access to Wildemount, we take Gravity Sinkhole for a serious spell NOVA setup we want at level 9. By itself, Gravity Sinkhole is like a Fireball made of force that pulls our enemies toward a central point if they fail their spell save. Amazing control that we can use to enable our allies and hamper our foes in various clever ways. If Wildemount is not available, we instead take Vitriolic Sphere. For our second spell we take the relatively long-lasting Gish spell — Fire Shield. This provides us with a nice defensive buff in the form resistance to cold or fire damage on top of some reactive damage if we do get hit.

Level 9 — Fighter 2 and Action Surge

By level 9 we’re really coming into our own as a Fighter-Mage. In two words, level 2 Fighter grants us the glorious action economy benefit that is Action Surge. Now we can NOVA both with our Shadow Blade or by throwing two heavy AOE spells. With Shadow Blade active, our NOVA critical strike is pretty respectable — doing 15d8+24 or 91.5 total damage if all strikes land. This is a solid mid-range NOVA capability. We’re not hitting as hard as our Dexadin or Chex-Fighter. But we have quite a bit more AOE oomph than either of those builds.

So a little demonstration of what we may do with our new AOE NOVA capability… First, we drop Gravity Sinkhole — gathering as many foes as we can together. Then we Action Surge and cast Fireball. In total, that’s 5d10+8d6 damage to multiple targets assuming no save. Average damage on no-save is 55.5. If we catch 5 foes, with two making their saves, that’s 222 total damage over the entire strike. Now, if we’re Hasted, we can attack one additional time for 1d8+6 for 66 to a single target. Sweetness!

By level 9 we’ve really come into our own. We’ve mastered both the arts of sword and spell. We are a serious power and a force to be reckoned with. All it took was 7 levels of Bladesinger Wizard and two levels of Fighter. Over the next two levels, it gets even better.

Level 10 -13 — Wizard 8, 18 Intelligence, Steel Wind Strike, Song of Defense, Tenser’s Transformation

Now that we have Action Surge, we’re going to stick with Wizard for a while. We’re aiming both for cinematic flare and some serious smack down. At level 10 (8 Wizard and 2 Fighter) we bump Intelligence to 18. This increases our AC (bumping our max to 27 without magic item support) and it gives us a total of +6 to our concentration checks while Bladesong is active. We also get two more 4th level spells for our Spellbook. I’m partial to taking Otiluke’s Resilient Sphere and Fly from third level.

At level 11, we reach 9 in Wizard. This gives us 5th level spells. We jump all over Steel Wind Strike. Then we pick Scorching Ray (which we might’ve picked up earlier with a spell purchase). Steel Wind Strike has Gish written all over it. When we attack with this spell, we flourish our sword and then we vanish. We then choose five targets within 30 feet and make a melee spell attack against each. If we hit, we deal 6d10 damage. If we score a critical hit, this damage doubles.

Now our NOVA round looks amazing. It has pure Gish written all over it. And we have so, so many NOVA options. In one example, we cast Spirit Shroud adding +1d8 damage to our attacks. We choose radiant because we want to be shiny for this. For an AOE NOVA we cast Gravity Sinkhole for 5d10, move into position, and then we cast Steel Wind Strike for 6d10+1d8 for all targets within 10 feet and 6d10 to all other targets. Average damage against a single target is 65 and we can probably get between 4-5 if we’re smart and foes are numerous. If we crit against a single target, the total damage is 98. Brutal. Now, for a single target NOVA, we cast Spirit Shroud at level 5 for +2d8 damage. Then we focus fire two action surged Scorching Rays at level 4 for 20d6+20d8. If all strikes hit, we do 160 damage on this NOVA. If one of these attacks crit, we do 176. Now that’s some serious NOVA potential — both as AOE and as focus fire. We have more to come.

At level 12, we go to level 10 in Wizard. We get a second 5th level slot and we decide to pick up Dimension Door and Animate Objects. We’ve got great uses for our concentration in the form of Spirit Shroud, Shadow Blade, and Haste. But Animate Objects even at this level is pretty amazing. With 3 4th level slots, Dimension Door also now becomes quite useful. Having two level 5 slots lets us cast Steel Wind Strike twice if we are well positioned to unload 12d10+2d8 (75) against five targets. On a crit, one of these targets takes 117. Pretty brutal combination of focus fire and AOE. In addition, we gain access to Song of Defense which lets us use a reaction to trade spells for damage reduction at 5 HP per spell level. Song of Defense competes with our other reactions like Shield, Absorb Elements, and Counterspell. But if we take a heavy hit, it provides us with a good option to both radically reduce the damage and to save our concentration.

By level 13 we’re accessing 6th level spells. We pick Tenser’s Transformation and Gravity Fissure. Our Gish-NOVA, which was already strong, takes another step up. We can achieve this NOVA a number of ways. In one example, as a bonus action, we cast Spirit Shroud at level 5. Then we cast Steel Wind Strike twice using Action Surge for 12d10+4d8 or 84 average damage per target and 135 against a single target on a crit. Meanwhile, our focus fire NOVA with Scorching Ray has jumped to 26D6+26D8 or 208 if all attacks land, 224 if one of these is a crit. We’re also doing substantial consistent damage with our rapier while level 5 Spirit Shroud is active at 8d8+12 or 48 plus around 13 if Booming Blade or Greenflame Blade trigger. This without magic item support. On the hit point side, we’re more than a bit squishy at 84. But our AC is 20 with Bladesong Active and goes to 25 when we cast Shield (up to 27 with Haste).

Level 14-16 Dexterity 20, Reverse Gravity, and Song of Victory

At level 14, we are level 12 in Wizard. This means we get another ASI. We choose to boost our Dexterity to 20. Along down the line, we get a 21 AC with Bladesong active, we do a total of +7 damage with our rapier (without magic item enhancement), we’re +12 to hit with our weapon attacks now (unmodified), and our initiative mod goes up to 5. For our two spells, I’m thinking Chain Lightning and Wall of Force.

At level 15 we access 7th level spells. Now we achieve another major boost on our focus fire spell NOVA in the form of Crown of Stars — adding 4d12+2d8 as a bonus action (or 170 and 259 respectively). For our second spell in our book we take Reverse Gravity. I love the effect of Reverse Gravity so much that it’s tough for me to pick between the two. For my play, I’ll probably keep the slot open for both and use as the situation dictates.

Often over-looked, Reverse Gravity can really ruin the day for team monster.

At level 16 we gain Song of Victory. This amazing rider to our Bladesong adds our intelligence modifier to our damage rolls. At this point, it’s worth assessing our average damage again since we’ve added so many goodies. If we’re going for high consistent damage, we’re casting Spirit Shroud at level 5, we’re also activating Bladesong and Song of Victory and we’ve cast Crown of Stars. This gives us 8D8+22 damage from our direct attacks for 58 average. If we’re able to hit with one of our stars, we do an additional 4d12+2D8 for another 35. Total is 93 which is pretty brutal. We add about another 13 if Booming Blade or Greenflame Blade trigger. And if we crit, we do up to another 35 damage for a total of 128. This is pretty substantial consistent damage. All without magic item support. Although we may suffer if we can’t organize our attacks so we can make a ranged strike with Crown of Stars while not adjacent to someone who threatens us in melee.

For spells, we do some back-filling and take Contingency and Simulacrum. Simulacrum can be a game-breaking spell, so use with caution and consult your GM before pulling it out. It’s possible we may want to save it for a big final battle when our companions will tend to appreciate the help more than being annoyed with us effectively playing two characters. In some campaigns, we may just want to avoid Simulacrum entirely. If you’re in a high-powered game, if the other players are optimized, and if the chips are down, then trot out your Simulacrum and double your NOVAs in a clutch moment. But be careful. Your snowman duplicate is even squishier than you. It’s also vulnerable to Dispel Magic.

Level 17-20 Dark Star, Meteor Swarm, Battlemaster

At Level 17, we are a level 15 Wizard. We now have 8th level spells and we take Dark Star. This brutal spell creates a 40 foot radius area of dark, deafening, silencing, crushing magical force. It does 8d10 damage per turn and is a major lock-down against enemy spellcasters particularly. This makes it one of the best area denial spells in the game. It’s concentration. So we don’t drop it unless it’s a clutch moment. But if we pick our moment and concentrate our foes, we could produce a devastating effect. Of course this is a Wildemount spell, so we may not get it. If not, we probably pick Incendiary Cloud. Our second spell, regardless, is Sun Burst.

Level 18 gives us 16 Wizard and our last ASI. We drop it into Intelligence. Now with both DEX and INT at 20, we’re at 22 base AC with Bladesong active. Shield pushes us to 27. Haste gets us to 29. All without magic item support. We’ve basically added 3 since level 5. So enemy hits do land a bit more often. However, it’s also likely we’ve picked up at least some form of protective magic item. If not, it’s very easy for us to cast Mage Armor and get to 23, 28, and 30 AC respectively. Our Bladesong now also adds 5 to our damage rolls with our blade and 5 to our concentration checks along with all the other goodies.

Our Bladesinger/Fighter build is just one of many possible Fighter-Mage combinations. Bladesinger artwork by Midnight Crows.

Since this is our last level before 9th level spells, it might be fun to do a basic NOVA example using only spell buffs, weapons, and a tiny bit of extra something to demonstrate our versatility. So activating Spirit Shroud using a 7th level slot we add 3d8 to each attack against a target within 10 feet. We’re using our rapier for 1d8+12 damage. We add in Booming Blade or Greenflame Blade for another 3d8 on two of our melee attacks with action surge. And we have Crown of Stars active for our devastating bonus action attack. If we Action Surge and manage a ranged attack with Crown of Stars we do 25D8+4d12+48 for a total of 186 or 225.5 if we crit. Not too shabby. Our damage per round in this set-up is 14D8+4d12+24 or 113 which is pretty freaky. All without magic item support. It’s worth noting that we are burning a 5th, a 7th, and an 8th level slot to achieve this level of melee destruction. But it may be worth it.

For 8th level spells we take Clone and Teleport. One spell will literally give us a second shot at life when we’re killed. The other will give us a lot of potentially life-saving mobility options.

Level 19…. Ahhh…. 9th level spells and 17th level Wizard. Sweetness! We’ve waited a long time for these. Early on, we made a major trade-off by taking two levels of Fighter. This gave us the option of both melee and spell NOVA type attacks for numerous levels. But, at level 17, we paid for it when we missed out on the gloriousness that is Meteor Swarm and other 9th level spells. Now, after going without for two levels, we finally catch up. Taking Meteor Swarm gives us an enormous spell NOVA. In addition, Shape Change provides access to some truly amazing alternate forms such as the Planetar and the Adult Silver Dragon.

Coming at last to level 20, we take our final level as a Fighter. We’ve mostly maxed out our potential as a Wizard. Now, we add some serious martial prowess to our arsenal in the form of Battlemaster maneuvers. For these, we pick quick toss, riposte, and brace. Now we have four dice we can use to add various forms of extra attacks as either bonus actions or reactions. These additions really expand our options in combat. They also make our short rests a lot sweeter as we recharge these maneuvers, 9 levels of spell slots, our Action Surge and our Second Wind. Our NOVA crit round also just got a big boost. Right now, we have so many options for this. So let’s give another example of what we’re capable of. Assuming we cast Shadow Blade at level 7, we can cast Meteor Swarm for 140 average damage if the target fails its save, then Action Surge for another 16d8+36 (108) +6d8 (27) when we attack twice more and then quick toss and crit for a total of 275. If we draw another weapon after we threw the Shadow Blade we can Brace or Riposte off-turn for another 2d8+12 (21) bumping our single turn damage to 226-296 to a single target and 70-140 to multiple others. Severe devastation.

Action Economy, 9th Level Spellcasting, Powerful NOVA — All in One Admittedly Fragile Package

In closing, this build has so many options available to it, I could write multiple build guides just talking about the various spell and combat combos to choose from. For example, at level 16 with Tenser’s Transformation, a hand crossbow, and Crown of Stars active we can do 2d6+8d12+22 (81) damage per round to a medium range target with Bladesong active. Due to Tenser’s, our weapon attacks are at triple advantage. This without expending any feat cost for Sharpshooter or sacrificing accuracy to get a +10 to our damage rolls. Plus we have 50 temporary hit points for when we decide to wade into battle. And when we switch to rapier we do 2d8+8d12+22 (83) damage per round if all hits land while also maintaining our triple advantage on 2 attacks. Our crits on these rounds push us to 96.5 and 98.5 respectively. And this is just combat. Another guide could be built around the various utility spells and combos you could muster.

It’s worth noting that we’re rather squishy and rely on spells for a second line of defense. At level 20, we only have 128 HP (6×16 + 8×4) without magic item support. In comparison, our Hex-Fighter has 205 base HP at the same level and our Dexadin has 164. Thus, Tenser’s, Contingency, Shapechange, False Life, Song of Defense and other protective magics are often necessary fallbacks. An Amulet of Health is something we really desirable. We may also want to invest in the Clone spell in the event of tragedy. This low HP is the chink in our armor throughout our career. But we do have the massive power of a near-full spellcaster along with the extra defenses of the Bladesinger to throw down to help us survive. We’ll probably need it. If we’re playing this build right, we’re going to draw some serious aggro from team monster.

Overall, this build runs fast and powerful. It does not hit as hard in melee as the top line direct damage focused builds. But it comes close. And it is one of the best builds in the game for controlling the battlefield, shaping reality, and dealing mass damage to multiple foes. For more than half of your career through level 20 you’ll have access to Action Surge to pull some clutch moves by casting two spells in the same round, casting a spell and then attacking with a melee or ranged weapon, or going full NOVA with your weapon of choice. This combination of martial prowess, spell power, and action economy will make you a serious force to recon with on the battlefield, particularly if you’re a strategic thinker.

Our Classic Fighter Mage build has thus captured much of the original flavor of earlier incarnations and is overall an amazingly fun build to play. I hope our enjoy!

Helkey 26 — Fire and Escape

The solar train barrels on. Bruised, beaten. Yet whole.

A crack yawns in a forward car’s roof. Scorch marks from the Nightmare’s attempt to possess the vehicle cover its length. Melted plastic, seared-off paint, shattered windows — all bear mute testimony to a devil’s assault. The train’s glowing caboose bucks and jolts as the devil — trapped inside by Sadie’s angelic magic — rages against its bindings. Clouds rising to the north shade a falling sun. Winds whip through dry and overheated lands. Leaves fallen, too soon, from unnatural heat swirl around the train as it rushes north toward the growing storm. The whole scene — cast in red-grey.

Throughout the train, passengers are peeking out from hiding places. Taking stock. Trying to make sense of the madness they just witnessed. Some cower back in fear as the caboose bucks or as ghostly, Nightmare faces half-form on the interior train wall — only to be wiped away by Sadie’s protective magic. Other passengers creep out, embrace loved ones, or dial on their cells with trembling hands. The remaining security force scampers about in confusion, trying to make sense of the destruction left by Gibbons Crane and his Nightmare. Disturbing news crackles on the police radio. Reports of roving armed bands. Clusters of Berserkers approach the train tracks ahead. There’s little the officers can do but ask for more help.

In the Sleipnir’s locomative, the engineer monitors frantic radio traffic. He doesn’t know what the hell’s going on. Reports coming in don’t make any damn sense. What he does know is his train’s been hit by something. Warning lights flash all over his board. If this were just a malfunction, he’d stop the train here and wait for repairs. Too risky to go on. But with the terrorist threat — that’s what they were calling it anyway — protocol is to keep moving. Police are setting up a cordon around Esbjerg and pushing south. Meanwhile, all kinds off assets are en-route to protect the track even as more of those damn Berserker extremists gather. What a goddamn mess! He sure as hell didn’t sign up for this shit when he took the job.

Some cars back from the locomotive, Mori stands, takes stock. He’s about halfway down on his ammo. His energetic vessel’s a quarter full. His eyes flick to Beatrice. Except for a few patterned curses left in her clothes and rapier, his girl’s tapped out. Sadie’s a different story. He doesn’t know squat about her present state. But he bets she’s also starting to run low — after all the serious magic she just pulled off. He rolls his hand into a fist bump, extends it to Sadie. “Beatrice did face down that Curse Rider. But you were the brains behind this whole stunt. Major props.”

Sadie returns his fist bump. “Not out of the woods, yet, my good Mori,” she replies.

“Huh. You can say that again.”

Beatrice flicks the cigarette stink and ash of devil’s magic off her rapier, then sheathes it. Taking a breath, she turns to the passengers. An elderly lady struggles on the ground. Beatrice stoops to lift her. Helps her back to her seat. Checks her for broken bones — all while speaking in soothing tones. Ivan’s gathered himself into a ball in a nearby empty seat. His eyes flare with barely checked rage. Sadie produces a water bottle, hands it to him. Ivan reaches out mechanically. Grasps the bottle. Lifts it to his lips, shoots Mori a baleful glance. Mori’s not going to engage with the guy. Jackass got what he deserved. Still can’t believe we’re doing everything to get this guy into Heaven.

Mori joins Beatrice in helping the passengers. Hot wind whirls in through the open hole overhead. Sweat sticks to the back of his neck. He wonders how Myra’s coping in Hell’s Infernia. Heat here is damned unpleasant, even a little dangerous. It’s a fast-killing inferno she’s facing off against down there. Far behind, bangs and thumps from the Curse Rider’s tireless attempts to escape continue. Over the train car walls, Mori can see Nightmare ghosts all a-flicker. Both are testing Sadie’s traps. No success for either yet. He glances over at Sadie. Beads of sweat glisten on her face as she strains to shore up her curses. His eyes swirl with magical detection as he picks up the energy bleeding off her. Rejuvenating her bindings over both devil and Nightmare. That kind of exertion can’t last forever, Mori worries.

He reaches over to Sadie. “Hey. Don’t suffer is silence. If you need help…”

“I’ve got this,” Sadie interupts. “You refresh what magic you can. We’re going to need it for the crossing.”

Mori casts his eyes to the window — glancing out at the gathering storm. “Yeah. You’re in charge of this part and all. But did we really have to pick the North Sea?”

Sadie laughs. Somehow she finds his question funny.

Mori grins back. At least they still have humor. Police style humor. Laughing at horrific stuff because that’s all you got left.

The Sleipnir train, wounded, holding Curse Rider and Nightmare bound within its angel-magicked form, barrels onward. Fields and woods rush by. They pass into a lowland interspersed by rivers — their banks buttressed by dikes. To their left is a marshland — drowning in the relentless flood of a North Sea swollen by melting glaciers hundreds to thousands of miles distant. Wind turbines spin mighty blades in the gusts. Drinking deep of the rising storm’s energy and feeding it back into a continent-spanning web of electrical connections. Part of Europe’s effort to face down a raging climate. Only half answered in the States and China. An olive branch scorched in Hellish fossil fuel fires by reactionaries and those seeking safety under brutal strong-men. White caps roll across the marsh. Churning down reeds and drowning unprotected woods. Some of the lower dikes have spray over-topping them. Floods are a common occurrence here in the lowlands now. Pumps continuously push the sea back. Without something akin to a miracle, it’s just a matter of time before the whole place drowns. Mori doesn’t want to think about what the North Sea looks like.

Minutes pass. Passengers drift into a kind of fear-fugue as ghosts flicker across the train — its caboose shrieking in agony at the Curse Rider’s relentless pounding. Miles tic down. At last, Sadie stands. “Time to get ready,” she says. “Up on the roof.”

Beatrice gets up, helps a grumbling Ivan rise. “Worst train ride of life. Better be worth it,” he mutters.

“Hush you old curmudgeon,” Beatrice says. Trying to lighten the mood and failing.

Standing on the backs of seats, they clamber up to the train’s roof. “We’re approaching the Brons River,” Sadie says. “We should see it in a handful of miles. After we pass through this wood. We’ll jump when we get there.” Scrambling atop the moving train, Mori ignores the loud blows coming from the caboose and turns to face the wind. Peering ahead, he sees a large, dense wood. Rising up from it is a cloud of black smoke. Lit underneath by wicked flames, the smoke boils — grabbing at the afternoon sky like a twisted hand. Fire roars in the fanning wind. It hungrily engulfs dry fuel — trees, shrubs, brush. All left desiccated after months of extreme heat.

Flicking his senses to omnis scientia, Mori looks out over the fire and through the forest. Flames extend along a three quarter mile swath crossing the train tracks and swiftly jumping from tree-to-tree. Beneath omnis scientia, a tree explodes into a pyre. His vision wavers. He pushes the sensor through a black bulge of smoke. Darkness envelopes it for about thirty seconds. Finally, it crosses into clear air. Behind the fires are Berserkers. Riding their bikes off-road and along trails, they hurl Molotov cocktails — spurring the flames still higher. About twenty in all range through the burning wood. Behind them the Brons sparkles green-blue. Even its sheltered strand is capped in white.

“Oh shit!” Mori says. He turns to Beatrice. “You seeing this?”

Her mouth forms a grim line as she nods. “They’re firebombing the woods! Curse Rider must have some way to send word to his thralls. Even trapped in Sadie’s cage.”

“We’ll need to go around,” Sadie says, staring straight into the inferno. “Looks like we’re jumping train a bit sooner than expected.”

Ivan groans.

Then, the mighty Sleipnir train begins to break. The flames are too dense. Too intense for the damaged train to safely pass through. Wheels squeal and spark. They come to a halt after about a mile of forward motion. Fields surround them. Ahead, the woods rage with fire. In the distance, police lights flash. Some approach the train. Others cut around the woods — angling toward the Berserkers.

Pluma! Una! Sadie incants, then grabs Ivan’s hand. They jump, landing lightly on the ground. Mori extends his hand to Beatrice, using some of his precious remaining curse energy on the magic that bears them safely to ground. Behind them, the ailing train lets out a groan. The caboose emits another shriek and then lurches as the Curse Rider strikes it. Damn devil is tossing around its sixty ton bulk like a toy. Smell of smoke fills the air. All around are piles of half-eaten hay. Beatrice cracks a grin as she rushes to a wooden fence then gracefully bounds over.

Live stream of Fire and Escape. Originally streamed on Twitch here.

Mori cracks a wry grin. Sadie turns to him. “What’s she doing?”

“Oh you just wait. My girl, well, she has this thing…” He trails off relishing the surprise.

Beatrice streaks over a hill. She’s moving faster than any of them are able to. Could probably outrun an Olympic sprinter if it came to that. But Beatrice’s haste is bound up both in their present urgency and in her momentary joy. In the distance, Mori hears a loud, low raspberry-type sound. Then, a rhythmic pounding. Suddenly Beatrice emerges over the hilltop astride a tall white mare with two other horses — a chestnut mare and a black stallion — in tow. She’s got this crazy grin painting her face.

“Yeah,” Mori continues. “As I was saying, Beatrice has this thing for horses.”

Beatrice trots the horses over to them. “They were just on the other side of that rise,” Beatrice says. “Hunkered down, poor things. Terrified by fire and noise. But I’ve calmed them. They say they’ll help us get where we need to go.”

“You can speak to horse?” Ivan says, incredulous.

“They’re better conversationalists than many people I know.”

Ivan scoffs.

Sadie puts her hands together and grins. “Best thing to happen in all of this Hellish day!”

Behind them, the train groans again under the titanic weight of another Curse Rider blow. The horses shy. Beatrice swiftly soothes them. “Time to mount up!” Mori says, looking over his shoulder at the ailing train.

It takes some work, as both Sadie and Ivan have little experience with horses. But after about a minute all four are mounted — Beatrice on the white, Mori on the black, and Sadie and Ivan on the mare. They’re all bare-back. None have time to go to the far-off barn to look for bit, bridle, or saddle.

Beatrice hangs back close to the chestnut — keeping her calm despite Ivan’s jostling and Sadie’s tentative motions. “Poor beast,” Beatrice says. But she’s not looking at the mare. She’s staring directly at the solar train. “Farewell, good mount. You were valiant. We thank you,” she says to the Sleipnir. Then, turning, she guides them off over the ranch’s lands, angling toward the fire’s southern edge. Behind them, the ailing Sleipnir continues to protest under the Curse Rider’s abuse. Three police cars screech to a halt beside the train. Doors pop open. Officers flood out then swiftly board. A police captain stands outside, scratching his head as he watches devil light play up and down the train’s length.

“Pretty sure Sadie’s ingenious trap won’t last too much longer,” Mori says, glancing back. “Best make tracks.”

Beatrice picks up speed in response, bringing the horses to a swift walk. Sadie and Ivan cling to their horse in terror. Good thing the chestnut’s both calm and mild mannered. Mori doubts a different horse would tolerate Ivan’s pinching grip or Sadie’s startled lurches. Despite Beatrice holding the horses back, they make good time. Mori bleeds some curse energy into ignarus even as he shifts omnis scientia overhead. The Berserkers have lost the Curse Rider’s direct aid. But Mori doesn’t want to take chances. The day’s coughed up too many nasty surprises already.

Fire on their right provides a screen as they move south and west. At least three Berserkers are prowling near the river. No-one bothers them as they exit the ranch, then continue on past the fire by following nature trails. Sadie’s on her phone, calling someone named Finn. Apparently, he’s the boat driver.

“Yes, Finn?” Sadie says. “We’ve had some more trouble… Yes. A fire! Yes. Please meet us before the highway.” She lurches on her horse, almost toppling over.

They pass a highway, angle into a wooded area. About a half mile off, they can hear the loud rumble of motor cycles. Combustion engines designed to make a racket now give away Berserkers’ positions making them easy for Beatrice to avoid. Emerging from the woods, they trot by a hotel. Some residents are standing outside gawping at the fire — now about a half-mile distant. The energy Mori’s bled into ignarus is so strong they don’t cast a second glance at the motley gang of riders. At last, they come to the river Brons. Once a narrow river, the Brons during recent years swelled due to sea level rise and spilled over its banks. It’s now doubled to forty feet and is hemmed in by numerous dikes. They climb the dike to find a zodiac-style boat with an electric motor waiting for them. A smiling man topped by a mop of blonde hair greets them.

“Hallo!” he says, giving a warm smile. “I’m Finn! Your boat captain. I hear you had quite the train ride?”

“You could say we had a devil of a time,” Mori quips.

Finn grins at the play on words. “Well, better get a move-on. Place is crawling with that nasty biker gang. Come now. Climb aboard!”

Beatrice dismounts, then helps Sadie and Ivan off their mare. Mori slides off his black stallion. It was a quick ride. But he’d grown to like the fella. He pats him in farewell, wishing he had an apple or a sugar cube to leave as thanks. Beatrice gathers the horses together, whispers some words in their ears, then urges them off. They begin a circular route — tracking well away from the fire. Shuffling down the dike’s embankment, Mori, Beatrice, Sadie and Ivan clamber onto the zodiac. Once they’re all settled, Finn pushes a button on his electric out-board motor and the little craft speeds quietly down the Brons. Spray, driven by the strong wind, splashes over the boat’s nose. River’s far too small for much chop. But out ahead, the flooded marsh churns angrily. Mori grabs the gunnel and gets ready for a wild ride.

“Hope there’s a much bigger boat before the end of this ride,” he says.

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

(Enjoying the story? Want to help support the continuance of this tale? Please like, share and subscribe.)

Battlestorm Online Ragnarök — Livestream Dungeons and Dragons Campaign Play, Character Profiles and Video Archive

This blog contains an archive of live-streaming games for the Battlestorm Online, Ragnarök campaign. It also introduces you to the heroes of Ragnarök — Slade, Amuriel, Agmundr, Justice, Nerium, and Sanna. Ragnarök is part of the larger Battlestorm Online (BSO) game. A campaign played as a virtual reality death trap in a Dungeons and Dragons MMO, BSO Ragnarök is GM’d by myself and originally streams on Twitch through Ted Burgess’s profile.

Within this world, Ted and I are co-GMing two separate Battlestorm Online games. Ted’s game — Valhalla — follows the main story arc and occurs weekly on most Thursday nights between 9:30 PM and midnight EST. The game I’m running — Ragnarök — is a follow-on but equally critical storyline. It will livestream on Friday nights 1-2 times per month. A separate Valhalla archive of streaming games along with character profiles is here.

Adventure Opening Story

Our heroes log into Battlestorm Online only to find that they are trapped! Their Ghost Gear is rigged to emit rapid flashes of light that trigger brain aneurisms for those wearing this deadly gear if they die in-game, if they try to log out, or if someone tampers with their headgear. All gamers are thus trapped and forced to defeat the challenges laid out in the virtual fantasy world of Valhalla. If their avatars die while fighting monsters in Valhalla or exploring its hazardous environment, the Ghost Gear sends out its vicious strobe and kills their real bodies.

The players are not initially aware of their predicament until a few hundred unfortunates — who attempt to log out, have their avatars slain by monsters, or have their Ghost Gear tampered with — are instantly killed. The game’s psychotic-genius creator, Gema Masuta, then makes an announcement to every player, explaining their situation and the stakes involved. Players are trapped until they win the game or are killed. If the final boss monster in the last dungeon is slain, then the game is won and all the players are freed. From that point forward, adventures in Valhalla take on a dire edge.

Rather than join the forces of adventurers on the front lines, the characters of Ragnarök are initially reluctant. For whatever reason, they are unwilling to risk their lives as adventurers. For a month, they spend time becoming vital members of communities within Home Towns, doing what they can to contribute to the game-win effort indirectly. However… events soon catch up to them as the safety of all players within BSO starts to fall under threat.

Character Profiles

What follows are the character profiles for Slade, Amuriel, Justice, Nerium, and Sanna. Presently these heroes are all level one. The party has only just completed its first adventure and is still trying to suss out the shifting threats of the Battlestorm Online world.

Agmundr — is a Human Twilight Cleric in-game. Run and conceived by Eric, Agmundr keeps to the shadows during roleplay to disguise his true nature and intent. He has, however, taken more of a shine to the other players after experiencing a few adventures with them. A powerful healer and spell wielder, Agmundr acts boldly in combat by stepping up to help when his companions are in trouble.

Agmundr’s Token

In real life, Agmundr’s player is Kevin Larson — a 35 year old park ranger who’s been diagnosed with terminal melanoma.

Until he was diagnosed, Kevin worked as a park ranger at the Voyageurs National Park in Minnesota. Reserved and quietly intense, Kevin’s eyes reveal a deep, emotional intelligence. A man of few words, but many thoughts, he enjoys the contemplation and solitude afforded by his work as a park ranger. Kevin was never deeply religious, but, if pressed, would describe himself as spiritual.

Throughout his life, Kevin lived in peace with nature. He befriended animals — fellows he would often see taken by the natural circle of life. These deaths disturbed and saddened him. Though he accepted such partings as an innate working of the world, he never fully pondered his own mortality. That is, until he was diagnosed with stage III melanoma. With a 50% chance that he’d succumb to the cancer within 5 years, he was now staring what had once seemed an abstract cycle of life and death directly in the face.

It’d gotten personal in the most real way imaginable. For the first time in his life, Kevin was angry. He raged at the god/gods/deities. He didn’t care which, what, or who. Kevin was consumed by an emotion he’d never felt before — hate.

The diagnosis came 2 years before BSO. As the years passed, Kevin meandered his way through the stages of grief sometimes stumbling backward but mostly moving forward. He began to live again; camping, fishing, and hiking as often as possible – against doctor’s orders, of course.

Kevin finally accepted himself in that circle of life and death he’d witnessed so many time in the past. He pondered the transition he’d likely make in the near future. At last, he’d made his peace. That’s when the cancer started metastasizing again, even through the seemingly constant rounds of chemo, and Kevin was told that he would need to undergo a serious and very dangerous round of surgeries. It seemed he faced a choice. One more battle, or acceptance and peace.

After embracing his likely impending transition to death, Kevin was hesitant to go forward with the proposed treatment. However, his parents were not ready let him go. They pleaded with Kevin to accept the surgery and risky follow-on treatments. Feeling a great debt to his parents who’d stood by him his entire life, Kevin at last agreed.

As Kevin lay on the cold, hard hospital bed preparing himself for the anesthetic from which he was not sure he’d awake, his doctor and friend of two grueling years presented Kevin with a gift. Instead of the usual anesthesia, Kevin’s doctor offered Kevin a spot in the new and very exclusive BSO game! The VR gear would block Kevin’s nerves effectively acting as an anesthetic and Kevin would not lose consciousness during the procedure – unless something went wrong, of course. Swayed by the promise of running through woods and fields of wildflowers during the procedure, Kevin agreed and logged in.

Amuriel — is an Aasimar Conquest Paladin in-game. Run and conceived by Niki, Amuriel is a tough tank front liner who focuses on melee attacks while wielding a shield. Also an off-healer, Amuriel isn’t shy to help her team mates. In roleplay, Amuriel takes on the role of a kind, grandmotherly figure. A stark contrast to her character’s imposing avatar.

Amuriel’s Token

In real life, the person behind Amuril is Muriel Lebowitz — an 89 year old retiree presently living in Bocan Raton, FL who’s enjoying her golden years with her husband Eustice (see Justice below). She fell in love with Eustice long ago in her New Jersey hometown at Hoboken High School. Following graduation, Muriel received an early childhood education degree at NYU while Eustice fought in the Vietnam War. She married Eustice when the Vietnam War ended. Eustice got a job pouring concrete then started his own business in the trade ten years later. During this time, Muriel had four children, taught the 4th grade, and wrote a mildly popular modern teen fantasy series set in New Jersey. Some of her titles included: “Hobgoblin in Hoboken,” “Triton in Trenton,” and “Kraken Attack in Hackensack.” In total, Muriel’s career lasted for 40 years before a happy retirement.

Muriel and her husband never had much interest in electronic games or RPGs. However, they were avid fantasy buffs — with bookshelves filled with the likes of C.S. Lewis, J.R.R. Tolkien, Roger Zelazny, and R.A. Salvatore. So when one of their many grandchildren handed them a copy of BSO — offering them a chance to spend the last of their golden years in a heroic video game based on the setting they so deeply and passionately loved — they jumped.

For Muriel, there was some confusion during the character creation process. When Muriel was asked her name, she responded “Uh, Muriel” which the game’s character creation engine recognized as Amuriel.

Justice Cleverwits — played by Greg, is a Wood Elf Drake Warden Ranger in-game. Both a melee and a ranged threat, he really leaned into the front-liner role during the first session. This is quite generous. But it also shines a light on the fact that the party includes a lot of squishy-types. Like Amuriel, Justice takes on a mentor role during RP and gives off an bit of an Obi-Wan vibe.

Justice’s Token

In real life, Justice is Eustice Lebowitz — aged 91 years. Eustice now lives with his wife in Boca Raton, FL after spending much of his life in Hoboken, NJ. Eustice fell in love with is high-school sweetheart Muriel. But the Vietnam War intervened to separate them. While she went to college at NYU, he served in a combat engineers company. Justice survived the ordeal, returned to the states, and married the love of his life. A hard worker, he started out after the war pouring concrete. The anti-war sentiment of the time spilling over onto the troops didn’t bother him. “People sometimes have their fears exploited. It’s not about me,” he said at the time. In just ten years, he’d earned enough to start his own concrete company and stood at its helm for 35 years until his retirement. In the intervening time, he and Muriel ended up with four children whom they love dearly. Now, in retirement, Eustice’s joy is enhanced by his numerous grandchildren and great-grandchildren.

An avid fantasy reader, Eustice spent much of his retirement enfolded in many books both new and old. When one of his young scions introduced Eustice to Battlestorm Online, he was enthralled by the notion of spending the rest of his days as one of the fantasy heroes he so deeply admired.

Like Muriel, the name generation engine ended up mangling Eustice Lebowitz’s name — turning it into Justice Cleverwits. Eustice finds this new moniker to be surprisingly appropriate.

Nerium Senicle — is a Yuan-ti Pureblood College of Lore Bard in-game. Played by Chauncey, Nerium uses his broad base of skills and magics to enable his friends, uncover various mysteries, and foil his enemies. Nerium has a well known affinity for snakes and is one of the few players who has a good working relationship with snake NPCs. Also a former teacher, Nerium has taken on the role of helping other players develop their skills.

Nerium’s Token

In real life, Nerium is James De La Cuesta, Age 35. He hails from Boston, Massachusetts.

A professor of Conservational and Wildlife Biology, James is obsessed with poisonous plants and venomous snakes. Highly regarded if rather eccentric, James is well-known for frequently exhorting his students to become herpetologists (those who study reptiles and amphibians). One day, after giving what would become a famous lecture on the under-utilization of medicinal plants, a group of students blind-sided him by recommending he play the new BSO game.

James had oft spoken nostalgically of his youthful forays into Latin America to research venomous snakes. Alas, during his final project, he was bitten by a tiger snake — resulting in a debilitating leg amputation. Even worse, this trauma triggered a phobia that kept him from venturing into the field thereafter. James never lost his love for the research, though. When his students confronted him with the odd notion of fulfilling his lost passion for researching snakes in BSO, it grabbed hold and wouldn’t let go.

James found himself compelled to explore the new VR world and all its wonders. But he was worried the experience could lead him back to the dark times following the snake bite incident. Losing his ability to walk was a nightmare. Adjusting to a new existence of endless physical therapy and learning to live with a prosthetic leg nearly ruined him. It was finally his students, who formed a helpful online support network, that tipped him over the edge and into BSO. With their help, James could maintain a positive mental state while also overcoming his IRL limitations.

The game afforded James a number of surprising options. He chose the Yuan-ti race for their poison immunity and ability to befriend snakes. The bard class’s ability to focus on lore and its diverse skills mirrored his own deep knowledge IRL. However, the bard’s jack of trades nature provided extra appeal. A professor’s life is often so narrow — focused on just one field but sacrificing a wealth of generalization. His new life in-the-making instead offered a little bit of everything.

The resulting month-long confinement in BSO was oddly liberating — granting the freedom James as Nerium had always longed for. James was enabled to pursue his passion for research, with a touch of magic in his back-pocket. He filled his days by venturing out near safe zones to gather herbs, to speak with his beloved snakes, and to search for that perfect someone. A snake companion. Neri, as he’s called in-game, is now well-known for his numerous snake associations. The herbs, meanwhile, earn a little money the game’s markets. Though Neri/James mainly gives the helpful herbs to his student-players at break-even prices. Meanwhile, he never really left teaching. Moonlighting as an in-game trainer, he helps players learn nature, history, perception, and other helpful skills — occasionally treating them to one of his famous lectures.

Before his most recent adventure, Neri spent what free time he had listening to the latest gossip at inns, tea houses, and coffee shops. Now, he finds himself well-informed as he takes on a new passion for adventure. One that, thus far, has overcome his fears.

Sanaa — is a Rock Gnome Artificer in-game played by Ravi. A conjurer various cool tricks, Sanaa is a cunning combatant. Outside of combat, she has quite the bag o’ options to help the party with exploration, investigation, and making new arcane discoveries. Sanaa has her own special goal in-game. She seeks a person important to her who’s recently been lost, possibly kidnapped as a result of the invasions coming from Svartalfheim.

Sanaa’s Token

In real life, Sanaa is Emily Hooper. She resides in Columbus, Ohio and is presently a Computer Science student at MIT. Emily is 21.

Since age 5, Emily wanted only one thing — to be an inventor. Yet, for reasons unknown, her skill seemed to lag behind her enthusiasm. Despite all the great ideas she had, bringing them into the physical world never worked. They either couldn’t get off the ground, like her leggo buildings crashing down in mid-construction. Or they’d go everywhere but the ground, like her automated soda dispenser that led to very sticky walls and ceilings.

Sadly, her ideas didn’t help her get along with other kids in the neighborhood and at school. Either put off by her eagerness to try a new experiment, or afraid of disastrous results, any child who tried hanging out with Emily withdrew after a couple playdates. An only child, Emily’s malfunctioning contraptions ended up as her only friends. So she led a lonely, if intellectually rich, childhood.

Events came to a head around the 9th grade. Emily was attempting to make a house-cleaning robot out of old car-parts, discarded motion sensors, and a butane-powered propeller. The result was a catastrophic explosion and that burned down half the garage. The fire then leapt to the neighbor’s house before it was at last put out. If not for her father (one of the best carpenters on the coast) and mother (the mayor’s head of PR with incredible diplomatic skills), the repercussions could have been ugly. Emily’s parents had always been supportive of their daughters drive to invent and innovate. They now figured a different tack was needed. Not wanting to stifle her desire to learn, they bought Emily a computer and a beginner’s guide to programming. Emily was happy enough to explore this new avenue of invention, where the materials were logical concepts rather than physical pieces. Everyone was relieved. Now, her experiments would only be a source of chaos for the VMs of her personal cyberspace.

At back of her mind, however, Emily never forgot the frustration of failing to bring the ideas in her head to the material world. By the time Emily graduated high school, she had become a skilled programmer, and enrolled in MIT. Academically, she was a star. Social life was still… challenging. The lack of peers growing up made it difficult to interact with fellow students. Feeling awkward outside the virtual environment, Emily instead immersed herself in schoolwork and games.

Then, in her sophomore year, Emily stumbled into the world of hacking when she discovered a website exploit while browsing the internet. To Emily, this discover opened up a whole new world of possibility. Unlike others, Emily didn’t become a hacker for malicious or selfish reasons. Instead, hacking became a wondrous new avenue for exploration. If an occasional hack gave her a bonus item in a game, no biggie. It was around the same time she met Peter Smith, a fellow comp sci major who transferred from NYU. Despite Emily’s shyness, the two became friends. Peter introduced Emily to the graphic novel series The Gaslamp Saga. Gaslamp depicted a world run by Sparks — mad-scientist-style savants with globe-spanning ambitions. Emily quickly fell in love with the series. The heroine of the story, Sanaa, had a history similar to hers: — a struggling inventor since childhood. But what truly drew Emily in was how Sanaa later overcame her hurdles, both within and without, to become one of the setting’s greatest Sparks. Gaslamp relit the old flame of invention in Emily’s mind.

Emily was thrilled to receive an invitation to join the deep-dive VR world of BSO. Having a passing familiarity with D&D, she was intrigued by the fantasy version of the inventor: the Artificer. A chance to combine her dual loves of programming and inventing in a reality that felt like the real world? It was a dream come true!

Now that the dream has become a nightmare, Emily will need to harness all her knowledge in programming, hacking, and inventing to survive this deadly adventure. Only fitting that her avatar is based on a girl who has five deadly adventures before breakfast: Sanaa, the Gnome Genius!

(This character is inspired by Girl Genius, which Ravi loves. Check out this amazing web comic series here!)

Slayde — run by Ted, is a High Elf Order of Scribes Wizard. In combat, Slayde provides a lot of the arcane oomph. A versatile generalist, Slayde can often find the right tool for the job. Out of combat, Slayde lends his expertise and considerable innate knowledge.

Slayde’s Token

In real life, Sladye is Enzo — an interpreter for the US Department of State, fluent in English, French, Italian, Spanish, and ASL.

Eighteen months before logging in to BSO, Slayde’s wife, Jane, tragically passed. He now survives with his daughter — Sofia — who attends NYU. While Sofia continues to live with Enzo, coming home to crash or scarfing down a hurried breakfast, she’s mostly away from home.

Enzo took up playing MMOs to help pass the time and assuage his loneliness. More recently, he started playing D&D in AL when invited by a co-worker. He hadn’t played D&D since 2nd edition during his time in the Navy. When BSO was announced, it was the spell-casting system that really caught his attention. Actively using your hands and spoken words to cast spells really intrigued him. So, logically, he chose the Wizard class.

Stuck on picking a name after choosing to be a high elf, he’d considered Merlin and Gandalf but expected they’d be denied. Instead, he went with a variation of a more obscure reference from an anime he loved back when he first started playing D&D — Slayde.

A month into the game, Enzo spends most of his time in the Grand Guild Hall where he’s been interviewing players about quests, events, maps, and dungeon details to help create guides for other players. With the tales he’s heard describing the game world’s dangers, he’s been timid about going anywhere outside the safe zones. At game start, he’s not yet met the other party members.

Episodes

Episode 1 — Ominous Signs Before the Breach I. In this episode, our heroes uncover a startling mystery as a strange new star comes to light in the night sky above Midgard.

Episode 2 — Ominous Signs Before the Breach II. In this episode, our heroes learn more about Mio Elysse’s shrinking safe zones. Then, venturing to Yggdrasil, they discover what’s happening to Midgard’s missing monsters.

Episode 3 — Astrid’s Prophecy. Undertaking a perilous journey through the Winter Wood, hunted by Skoll and Hati, our heroes attempt to reach Astrid and learn her prophecy.

Episode 4 — the Chambers of Grief Part 1. Returning empowered with the knowledge of prophecy, our heroes move to confront Killz4LULZ in the Chambers of Grief.

Last Notes

For now, we conclude our gaming archive and related character profiles for Battlestorm Online — Ragnarök. Return for updates and new video archives occurring about 1-2 times a month. Also, I’ll be updating our character profiles when the situation warrants.

If you’re interested in using our campaign materials for your own games take a look at the Battlestorm Online Player’s Guide and our fourteen original Battlestorm Online Backgrounds. In addition, the first module is now available for free here. I’ll be posting more Game Master materials for this campaign over the coming weeks which you’ll be able to find in the Gaming Studio.

Thank you for stopping by!

Helkey 25 — Mobile Holy Ground

“The Nightmare’s in the frigging train!” Mori shouts.

Beatrice spins, facing front. There’s a lurch, a shriek of wheels. The train contorts, jumping on its tracks, throwing passengers back and forth. Ghostly light strobes along the walls. People crouch and cower near her. Terrified murmurs surround her. What do I do? My energetic vessel’s almost empty. The Curse Rider’s arrival in terrible glory has left her stunned. Breathless. Fear threads through her — trying to freeze her to the floor. She spins, leaps up beside Mori.

“What now?” He says, his jaw line clenching in tension.

“We figure out some way to fight him,” She replies. To her ears, she sounds far more confident than she feels. “To exorcise the Nightmare.”

Sadie stands up. Puts a hand on Beatrice’s arm. “Wait. We’ve chosen our ground well. Look carefully.”

Beatrice lifts her eyes to the wall, watches the Nightmare’s ghostly spirit rushing back and forth through the train. Metal shudders. Plastic smolders. Wheels squeal and grind. But the train’s form does not change. There is no diabolical transformation.

“You see now? We picked a solar train for good reason. They don’t call it fueled by Heaven for nothing.” Then, Sadie lifts her hand, touches the train’s wall and incants “Ligamen Malum!” Blue-white light pulses out. A series of white rings expands from her point of contact. The rings ripple through the train — creating an interlocking chain of binding circles. The Nightmare spirit shrieks, fades, then melts back in silence. Smooth forward motion resumes. Beatrice’s eyes swirl with magical detection. The Nightmare thrashes. But it cannot escape from Sadie’s binding. Stuck in a substance anathema to its nature. Bound by a chain of celestial magic drawing strength from the solar train’s innate benevolence. For now, the demon is locked down, unable to move.

“You trapped it!” Beatrice exclaims in surprise and relief. “You chose the train for this reason didn’t you? You knew.”

Sadie taps the train’s deck with her foot, a sheepish grin spreading over her face. “What does Myra call this sort of conveyance? I heard her say it once?”

“Mobile holy ground, Highlander!” Mori says. “Damn, what a move! I saw you touch the wall and concentrate earlier. Didn’t know it was to work a heavy-weight curse!”

Beatrice wipes away a tear that forms, unbidden, at mention of her daughter. “The idea to set this trap came from something Myra said?”

“That’s as crazy as it is cool,” Mori actually laughs.

“No time to celebrate,” Sadie says. “We’ve knocked out one of his main weapons. But we still have a Curse Rider to deal with.”

“What’s the plan?” Beatrice asks.

“I’m drawing a blank too,” Mori says. He shares a glance with Beatrice, worry plain in his expression. “We’re both about tapped out.”

Ivan groans, clutches his belly, then barfs on the floor. Sadie grabs his collar, hoists him up. “We know what the Curse Rider wants.” She motions to Ivan. “Don’t we? For certainty, he hunts you to take your wisps. But he’s also here for Ivan. And as complicated as our Russian friend here makes things for us, he’s also splitting the Curse Rider’s focus.” Sadie pats Ivan on the back, then starts guiding him to the rear of the car.

“It’s a delay tactic,” Mori says.

Beatrice nods. “We move the quarries. Keep him guessing.” Flicking her sense through omnis scientia, she can see the Curse Rider raging on the train’s roof. His Nightmare trapped, his once-cool demeanor is now melting into a rictus of ugly rage. His eyes follow the magical lines running from the sensor back to Beatrice and Mori. With great leaps that seem impossible for such a whip-thin body, he begins bounding toward them. Where his feet touch the sanctified train, angry sparks lash out at him, burning him. He pays no mind as boots and cloths are blasted away. As human flesh sears to black and red scales, his feet taking on the shape of talons. “He’s coming! Let’s move!”

As they stand, Officer Winkler finally recovers from her shock at the madness caused by what she thinks is a mass phone hacking. She’s close, overhearing their conversation. Though some of it’s not processing for her, the magical parts mostly, she grasps the gist of their plan. Then, her police radio blares with a confusing report of a helicopter landing on the roof and depositing a likely hijacker. She stands, pulls her firearm. “Good idea! Get to the train’s rear! We’ll do what we can to protect your dignitary!” Winkler rushes into the next car, joins two other officers, then uses the emergency access to get to the roof.

Beatrice lifts a hand, then incants praesidia! The blue light of her protection curse shoots toward the officers, enveloping them in a momentary flare. She ties off the energy, watching sparks trail them as they climb onto the roof. It’ll last about ten minutes. Hopefully enough. Probing her energetic vessel she finds she’s got maybe one strong curse left. She doesn’t regret it. Those officers are good people going into a situation they don’t understand. One where they’re completely outclassed.

The Curse Rider is ten cars back and coming on fast. They turn and rush headlong toward the train’s rear. Running itself isn’t a strategy. It buys them time. And not much. Cunning Sadie must have another trick card in her deck.

Sadie grabs her by the shirt. “I know you’re almost out! Save your last magic until I tell you to use it! Going to need your special talent!”

Beatrice nods back, mouth forming a grim line. “Aye, my captain!” she replies, then rushes onward, checking her speed to make sure her companions can keep up. Most mages have specializations. Sadie’s are healing, binding, protection and traps. Mori’s involve information gathering, detection, stealth, obfuscation, and weapon-enhanced ranged combat. She has a few areas of magical specialization, but she bets Sadie will draw something from her wide-ranging, mobility-enabling quiver.

They pass through one train car. Another. Passengers stare in obvious shock from the phone disturbance, the jolting train, the diabolical light show. Warnings about a possible unauthorized boarder blare through the speakers. Ivan stumbles. Mori hit him pretty hard. Can’t say I blame him. Asmodeus’s Prophet is also cradling a burned hand, suffers from many bruises. The wound in his back and wisp from the Pride-Eater’s talon clearly troubles him as he lurches back and forth in a daze of pain. Beatrice hooks a hand under his arm, helping Sadie propel him onward.

Through omnis scientia, Beatrice watches as the officers climb onto the train’s roof. They shout, pointing at the Curse Rider who’s now become a horrific mash of devil and cowboy — running on taloned feet as divine energy sparks angrily around him. White light flares, rising from Sadie’s chain of binding circles. A Macto effect Sadie layered into her spell’s structure. The sparks are ripping holes in his human flesh. A superficial garment, some of it sags off in tatters — revealing more of the mottled black and red scales. A baleful black eye with a white pin-prick for its pupil scans them as the devil cowboy rushes forward, holding its black hat to its head with one hand.

“Halt!” the officers shout, weapons drawn. The interpretation from German ringing in her ears through the shared sensor.

Quicker than a cobra-strike, the devil cowboy draws his firearm. A massive six-shooter leaps into his hand. He fires. A black round erupts. It seems to expand, devouring light as it races toward its targets. The officers, pistols already out, return fire. A few bullets strike the Curse Rider. May as well be stinging gnats for all the damage they inflict. The black round shoots between the officers, contracts with a ‘wump!’ then explodes in a dark shockwave. Darkness tinged with fire bursts out, engulfing the officers and tearing a hole in the train roof. Blue light ripples, protecting them from the impact. Still, the officers are flung off like toys in warped bubbles. Two tumble away to the left. One to the right. Beatrice sees Winkler fall into bushes along the train tracks, blue light still shielding her. Safe if shook-up. The other two officers hurtle out of sight. The Curse Rider takes one leap, jumps through the hole opened by his black bullet, lands in a flare of sparks among screaming passengers, then continues his onrush from within the train.

Beatrice looks over her shoulder. She can’t see him yet. But she does see passengers cowering, diving under seats, or pressing themselves against walls. In the distance, through a series of doors, she can see material swirling around like confetti. “He’s in the train!” she shouts.

Sadie looks back at her, catches her eye. “Good,” she says.

Beatrice turns, facing the train’s rear. They sprint — slamming through doors and jumping over passengers, Ivan in tow. From behind them, the sounds of screams and crashes grows louder. Beatrice feels panic rise into her throat. Pricks run up her spine. She feels she’ll be snatched away and rent to pieces at any instant. They’re moving too fast now to look back. But the noise behind grows louder and louder.

Finally, they come to the caboose car’s entrance. Sadie lifts a hand. Beatrice spins to a halt. Mori stops, takes a knee. Ivan collapses. Toward the engine, not three cars away, the Curse Rider strides through a shower of sparks carrying Macto curses that blast into him in gory staccato. Bits of his human shell fly off — spraying over cowering and screaming passengers. He ignores them. Clawed feet hammer as he rushes toward them. Legs pistoning with terrible force that evokes both the machine and the reptilian. Eyes — twin white lights in orbs of darkness — fix on them like gun sights. His flesh and clothes are now tatters. Most of what made him look human is ripped away. His diabolical features — mottled black and bood-red scales, twin horns sprouting from his skull, long claws replacing toes and finger nails — take on most of his form now. Beatrice draws breath, in awe of what Sadie’s done with her magic. She turned the train into a gauntlet of destruction for the Curse Rider. It’s still no-where near enough. The thing she sees stands strong, barely phased by the terrible punishment coming in from all sides. The devil cowboy — it still wears its ridiculous hat — explodes into a dividing doorway. The door is thrown off its hinges with a shriek of steel. The Curse Rider bursts through. Now just two cars away.

“I hope you know what you’re doing!” Mori shouts to Sadie.

“He sees us! Good!” She shouts. “Now run! To the end of the train!”

They rush headlong. It’s a real race now and they’re losing fast. Beatrice has no idea what Sadie has in mind. But it better be good. They’re at the train’s end. All that stands between them and rushing tracks — a door of steel and glass. About a hundred feet away and opposite the door, the Curse Rider hurtles toward them. They’re trapped. Out of options.

“Mori! Shoot out the door!” Sadie shouts.

Mori, who was busy sighting down the Curse Rider, swings his weapon around, ejects the Macto magazine into his hand, switches it swiftly with a black magazine from his pocket, then aims at the door. Beatrice’s eyes widen as she recognizes the ammo. These are tungsten anti-material rounds! Mori shoots four times in succession, blasting away the hinges. The door flies off into space behind the train — tumbling like a leaf.

Sadie waves to the few passengers clustering near the caboose’s rear. “Too dangerous here! Run to the front now!” The passengers stand, scamper toward the car’s front. “Now hide! Something bad’s coming!” Sadie’s voice is laden with suggero spurring them to move despite their terror.

Not missing a beat, Sadie turns to Beatrice. “We’re going up top. Draw your sword. Use your defenses. Get its attention. Then follow my lead.” Sadie grabs Mori and Ivan. “Salire!” she incants. Together, they leap up — propelled in a swooping arc by Sadie’s curse magic. Then they’re on the roof, scampering toward the car’s front. Beatrice is now alone. She draws her curse-patterned rapier. Sparks fall from its tip. The tattoos on her feet and hands flare with magic as she prepares what remains in her energetic vessel. With her thumb, she taps the blue-white gem in her rapier’s pommel. A patterned praesidia curse triggers — enveloping her blade in a bubble of protective light. She’s deliberately bleeding a heavy amount of patterned lux into her name curse. Showing off both her nature as an angel and as a mage. A combination any devil worth its worb would lust for. In front of her, the door rips off — pinning two passengers as the Curse Rider tears it like a sheet of paper from a notebook, then casually casts it aside. She crouches. The Curse Rider’s white laser eyes in swirling darkness fall on her. She aims her sword at them. The Curse Rider hesitates for a moment, seems surprised she’s alone, glances about for her companions. The pause is only momentary. Her angelic, magical form, its vital wisp-energy fluttering within, is too spectacular a pull for a devil to resist. It tips its hat in seeming salute, lowers a hand toward the pistol on its belt, then leaps toward her.

Sadie!!!” Beatrice shouts.

“Una!” Sadie replies. “Una!” she hears Mori speak in turn as he bridges the link between Sadie, Beatrice, himself, and Ivan. Una forms a bridge that flows like a river of magic between them. It then extends in a blue-green arc over the train, connecting them to their magical sensor — omnis scientia — hundreds of feet ahead. Beatrice’s senses are transported along the bridge to the sensor’s far-off focus. Its view is just above the hole created by the Curse Rider’s first black bullet when it exploded among the police officers minutes before.

In her real sight, she can see the Curse Rider tearing through the train’s floor with its clawed feet. “When I cast my curse use lanuae on the sensor!” Sadie shouts. The Curse Rider’s six shooter whips up. Beatrice’s sense of time dilates. The barrel seems to slowly rise. “QAUE MALA!” Sadie incants, using the binding circle curse to seal the caboose with a ward against evil.

Beatrice spins her rapier. The gun’s barrel lines up. Sparks swirl in the air. She can see the barrel through her circle of sparks like a gaping maw. The five black bullets still housed in its cylinder — each a bulge of devil’s magic waiting for launch. She grabs one spark. The gun’s hammer falls. She hurls the spark. It disappears as it passes into the magical link made by una and flares swiftly through the blue-green bridge above the train. The black bullet hurtles toward her, shadow tendrils swarm out from it. Her rapier blazes. The light of a star briefly blossoms in the caboose as praesidia forms its bubble around her. Shadow tendrils coil and swell from the black bullet. Around Beatrice, seats are ripped off their mountings and thrown from the train, windows shatter, metal bulges and cracks.

Beatrice is ejected out behind the train in this clash of forces. Tendrils blooming around the swelling black bullet core through her protective light. If they touch her, they will tear her wisp away. The black bullet will then capture it for the Curse Rider to enslave. Hundreds of feet ahead, in the train that is now leaving her behind, her spark finally crosses una’s bridge and shoots out of the magical sensor. It lands in the train roof’s hole. The black bullet begins to engulf her. Tendrils just inches away as she dips toward impact on the tracks. Tucking into a ball, she shouts “LANUAE!” The explosive magic of teleportation enfolds her — lighting up three more times to engulf her companions on the train car roof ahead and above. The black bullet cores through the explosion where she hung in mid-air a moment before.

Beatrice emerges along with Sadie, Mori, and Ivan. Each leaping up out of their own explosive spark-shower. They fall about 8 feet, then land in a chorus of thumps in the ruined train car. A few hundred feet away, within the caboose, the Curse Rider howls in rage. Sadie’s magic has formed an iridescent field around the damaged car. Reinforced by the train’s holy ground, it contains the Curse Rider even as he vents his fury. Pounding and shooting the magical containment in furious effort to find release. The remaining passengers, not similarly bound by Sadie’s magic and gathered near the exit forward, flee to safety in the next train car. For the moment, the Curse Rider is too distracted by his capture to pay them mind. He aims his might at breaking the bottle, he deforms the magical containment — causing the caboose to jump. Its walls are quickly tattered with dents and cracks. But, for now, the mighty Curse Rider is held even as Macto curses continue to rain down on it.

Beatrice slumps to the floor, still shaking from the intensity of a few moments before. “Whew!” she says. “Well, Sadie, you did it. Trapped a Curse Rider. But I don’t know for how long. I’ll take my miracles.”

“It’s bought us time. Hopefully enough to get where we need to go,” Sadie replies.

“Tonder?” Mori asks.

“Brons,” Sadie replies. “I’ve arranged a boat. We jump train there. If all goes as planned. Glenda will be on board.”

Beatrice looks at them, puts her shaking hand on her head. “Are you both going to let me know what you’ve cooked up? Do I have to guess at your charades? I did just… What would Myra call it? I think the term is tank. Yes. I did just tank that Curse Rider for you guys. A little explanation as gratitude would be appreciated.”

“Sweetheart,” Mori replies, catching her up in a reassuring embrace. “You tanked beautifully! And yes, I suppose we both missed a lot of Sadie’s subtlety here. So to fill you in, we’re going to jump off the train at Brons, then take a boat down the Brons River and out to our Heaven’s gate in the North Sea. Providence willing, the cage Sadie made for our Curse Rider will hold until then and for some time after.”

“Glorious!” Beatrice says in an outburst, trying to blow her shakes off into the word. “How much longer ’til Brons?”

“About fifty minutes,” Mori says.

“Seems like a long time given present circumstances.”

“It seems like forever.”

Ivan whimpers.

Beatrice stands, assesses her blessings. She’s still breathing — thanks in no small part to Sadie. This whole affair is too desperate. But she didn’t know what else to do. With Myra in Hell, they’re committed to this crazy path. And that was that.

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

(Enjoying the story? Want to help support the continuance of this tale? Please like, share and subscribe.)

BSO Ragnarök 1.20 — Ominous Signs Before the Breach Part 1

Dark shadows bring ominous signs…

This is The Deep Dark of Svartalfheim adventure module’s first chapter for the larger BSO Ragnarök campaign. You can find all chapters for The Deep Dark of Svartalfheim in the Gaming Studio under the Battlestorm Online Ragnarök header. These adventures are original, unofficial, and unaffiliated Open Gaming License content for Dungeons and Dragons 5th Edition and they are provided to you, written by your scribbler here free of charge, in this format, on this blog. Please feel free to use this material for your own Dungeons and Dragons games as you see fit.

In this first chapter, the PCs begin their journey as unlikely heroes in the BSO Ragnarök setting. To make this chapter less cumbersome as a blog post, it is broken into two parts. Part 1 deals with major campaign events. Part 2 covers quests the players may wish or need to undertake.

Part 1 is below.

A game master collaboration…

The larger Battlestrom Ragnarök campaign is run in the Battlestorm Online Campaign Setting. This setting is being designed as a collaborative effort between myself and Ted Burgess. Ted is running his own Battlestorm Online game, which is the original game in this setting. You may find Ted on Twitch and you can find the campaign archive for Ted’s Battlestorm Online game here.

Live Play of Ominous Signs Before the Breach, Part 1

This module was run by me on January 7th and streamed on Ted’s Twitch feed. I will be posting the video archive of the first game along with player profiles in the Gaming Studio soon. The next BSO Ragnarok game is scheduled to stream from Ted’s Twitch feed on January 21st, 2022 and games will run once every 2-4 weeks on a regular basis. Please feel free to join us at 9 PM EST on these Fridays. I’ll work with Ted to post more frequent gaming schedule announcements. These announcements will be posted from my Twitter Feed and set up on my Twitch page. Games, though, are sometimes canceled at the last minute. In any case, they can be viewed later here in the BSO gaming archive and on my YouTube page.

(If you are a player in the Battlestorm Online, Ragnarök campaign. WARNING: SPOILER ALERT. Do not read further.)

CAUGHT IN A VIRTUAL DEATH TRAP

After the players create their characters read the following descriptive text to kick off the adventure:

“The widely-publicized global launch of Battlestorm Online was a heady affair that captured the attention of millions of gamers across the world. One of the world’s foremost gaming geniuses — Gemu Masuta –had birthed a virtual reality masterpiece. A Dungeons and Dragons game in which players could use special equipment called Ghost Gear to fully dive into a fantasy VR environment. Now the dreams of gamers everywhere had been realized. They could experience their favorite game not at tabletops or consoles but with their senses and body fully immersed.

“You were one of these gamers. Dynamic swordplay, magic, and the amazing mobility of fantasy characters was no longer just at your fingertips — it had full mind and body. It was another life outside of real life.

“Millions clamored for access to the beta-test version of this full-dive Dungeons and Dragons extravaganza — open to only ten thousand lucky players. Perhaps you waited in line or a relative with connections snagged you a copy. Whatever the case, you logged in to BSO, took the vertigo-inducing dive generated by the Ghost Gear, and landed on the world layer of Midgard. At first, you were captivated by this amazing setting and its host of wonders. You took time to familiarize yourself with your skills and powers. Perhaps you even fought a few monsters. You had a blast.

“But your joy of new discovery was short-lived. If you tried to log out, you received the following alert — WARNING LOGOUT WILL RESULT IN PLAYER DEATH, CLICK YES TO CONTINUE. If you saw this message, you were wise enough not to click ‘yes.’ Many were not. You may have also heard the ghostly cries of a player dying in game — their avatar consumed in a burst of blood-red pixels, their eyes flashing with a freakish strobe like a pair of twin flashlights rapidly turning on and off.

“These events only hinted at a much larger horror of which you would soon become aware. After only an hour logged in, a wind began to blow. It carried the sound of a wolf’s howl across the land of Midgard. Tattered clouds raced across the sky which took on a crimson hue. Your teleportation crystal flashed with blue light and you were instantly transported to an arena carved from the heart of the mountain fastness of Nidavellir. Your arrival at the stadium was accompanied by thousands of similar blue flares as your fellow players instantly materialized.

*********

Odin Wotan by Herman Hendrick

“All the game’s remaining players turned eyes toward a titanic figure arising from the area floor in the form of a forty-foot tall shadow roughly taking the shape of man. He glared down at you with his single massive blue eye. The eye was offset, hinting that the other eye was closed or lost. Two large shadows in bird form sat on his shoulders. ‘Welcome to Battlestorm Online. I am Odin. But you may also know me as Gemu Masuta. I’ve summoned you here into the great arena of Nidavellir to deliver this warning. You are trapped here. Not in Nidavellir, but in the game. There are now only two ways out for you — death, or winning the game. You may have noticed that your logout screen now contains this alert.’ The figure waves its shadowy hand and you again see the logout warning message. ‘If you logout, the Ghost Gear will send a strobe light pattern to your eyes that will cause a brain aneurism. This is no accident. It is intended. Also, if you die in-game, your Ghost Gear will send the same signal. Similarly, if the gear is tampered with in the real world, it will kill your body and you will die both there and in-game.

“‘Already, 321 players have perished due to death by monsters, due to accidental tampering with the head gear, and due to suicide by voluntary logout.’

“The 9,679 remaining players stared in stunned astonishment. Cries of outrage and anguish echoed through your fellow players. Terror rooted you to your hard, virtual-stone bench. You came here to enjoy your favorite game up-close and in-person. Not to die at the hands of a terrorist madman in a death trap. Disbelief and denial washed through your fellow players. But somehow, what Gema Masuta as Odin said rang true. He did strike you as the type who was capable of carrying out such a murderous, if creative, coup.

“‘You have now been granted a gift beyond compare,’ Gema Masuta as Odin continued. ‘Another life. For without death, there is no life. And in this life you have the real opportunity to be the heroes of a magical world. Whether or not you choose to take that opportunity is up to you.’

“The shadowy figure continued to speak for a few more minutes. But its dark philosophical assertions only deepened your terror. Gema was clearly a fanatic — willing to carry his twisted vision through to the bitter end. When the cries of disbelief rose up, you’d already grown numb with shock. The tense words of outrage bleeding into the background of your racing thoughts. You had to focus. Your first goal — survive and return to your life. You had things to accomplish. Loved ones waited for you. Important business and work was delayed that must be returned to. Others could fight through the game while you decided to wait in safety.

“For weeks after your capture, after that fateful announcement by a virtual god of monsters, this was your plan. And, for weeks, it worked. Heroes rose, formed adventuring parties. They scoured the surrounding lands of monsters and began to delve into dungeons. Some died. Others rapidly gained power. The adventuring parties coalesced into organized guilds. And, for a time, it seemed to you that your plan had worked.

“Seemed, because events have taken an odd turn of late… You’ve heard rumors of shrinking safe zones. Frantic quests have been issued by the game’s most prominent guilds. Quests not related to typical game-clearing activity. And last of all an annoying guild representative — a Warlock named RubyNight — keeps following hold-outs like yourself into local bars and inns. She keeps asking for help. Keeps calling for a second line of adventurers to confront the new troubles. She’s persistent. But sometimes you detect a note of pleading in her voice.

“This new turn of events makes you worried. Perhaps your plan to stay safe while others take the risks for you won’t work out after all. Maybe this death trap you’re presently caught in is about to spit out a new set of surprises. If so, resting on your laurels will only make you more vulnerable, will just result in more slaughter. Now might be the time for you to step up. To take on the role of a hero. “

********

Discuss with your players what connections they might have with each other — IRL or in-game. For example, players might have worked together, gone to school together, or shared a favorite hobby IRL. In-game, all the players also had a reason to hang back from the initial wave of gameplay. This may have thrown them together in various non-adventuring activities as they passed the time waiting for the front liners to win the game. Also have the players agree on a hometown as the adventure starting point. When they do, proceed to the next section.

ODD EVENTS, ODD QUESTS, AND AN ANNOYING GUILD REPRESENTATIVE

The following is a series of quests and in-game events designed for 4-6 level 1 characters. The events, listed first, happen to the players and the world of BSO on a timetable regardless of which quests they choose. The quests are voluntary and happen between the events. In this section, run game events 1 and 2 first. You may then decide to proceed to game event 3 or to then proceed on to the quests. Once players gain enough experience to reach level 2, a new series of quests and events will open up, leading to the next chapter — The Mystery of Yggdrasil’s Roots. However, you may wish to allow players to complete the quests listed here before proceeding. If you do so, player advancement to level 3 is locked until at least one quest from The Mystery of Yggdrasil’s Roots is completed.

Event 1 — A Strange Star Occluded By Darkness

The first night of this adventure begins with a strange celestial event.

“As the sun sets on Midgard and a darkness jeweled by millions of twinkling lights rises to cover the night, a strange star begins to blossom. Its light first appears as an orange glow that back-lights what appears to be black clouds of dust — casting gargantuan shadows covering what must be thousands upon thousands of stars. The glow intensifies until a star roughly the size of a full moon and bright enough to cast shadows bulges into a shape like a large blue eye. The eye looks down on Midgard, shining its light on all who walk there.”

Whether the strange star’s coming is a herald to further events or simply a stunning, if ominous, outgrowth of the vivid yet striking Battlestorm setting remains a mystery.

Event 2 — A PC Quest Giver is Born in Thunderale Tavern

Thunderale Tavern is a popular haunt for adventurers and non-adventurers alike. It exists as a storefront in all Home Towns in Midgard. However, it opens to one common internal space. The same tavern thus opens to all Home Towns simultaneously. Its proprietor — a lively NPC named Abigail Barnwallow — regales customers with tales of recent heroics on the front lines, rumors about local happenings, and gossip over famous persons in-game. The setting is warm, bright, and comforting. A roaring fire blazes in a large hearth above which two golden flankards of ale collide in front of a pair of crossed silver lightning bolts.

The players, still reluctant to join the ranks of adventurers, have gathered in Thunderale Tavern to collect gossip about the strange star now shining high above Midgard. They’ve all seen the new star and decided to drop by Thunderale Tavern to try to learn more.

(An Inkarnate Tavern Map that we are using for Thunder Ale Tavern gameplay provided by patreon.com/talemaps)

While talking with other tavern patrons or with Abigail, each player learns one rumor about the strange star or hears of an odd happening that someone speculates may be related to the star. Choose one rumor or speculation that each player learns from the table below.

D8 Rumor/Speculation

  1. “The ground beneath Yggdrasil has made strange groans and rumblings lately. Perhaps the star is somehow related to the tree’s odd noises.” The player hears this rumor from #GinSing7 an elven bard/rogue.
  2. “People in Mio Elise have been disappearing near a lamp post in a back ally that emits darkness instead of light. Why is this happening at the same time a new star appears?” Question asked by a daughter gamer with an elf Divine Soul Sorcerer avatar named Thalia who lost her mother in Mio Elise and is looking for her still.
  3. “The star is just a bright light in the sky. It’s a fantasy game. Why are we surprised about it?” This from BiGdumBfighteR.
  4. “I suspect this star signals some major new game event. More adventure is afoot.” From Maven Silverstream a Dwarf Ranger.
  5. “When the star appears, we should take the opportunity to drink and sing praises to the gods of battle as our lord Odin would want.” From a Tempest Cleric of Odin named ChiefThunderPants09.
  6. “Fear! Fear! For doom is on us all. The star is a harbinger of Ragnarök, the The Twilight of the Gods! The end is near!” A non-adventurer doomer named BlackDaze who jumps up on a table next to one of the players shouts this.
  7. “Take comfort and companionship, good friend. We may not know what this star will bring, but we can sing, eat, and drink tonight without fear.” From Abigail Barnwallow to a player sitting at the barn. The player who hears this gains the benefits of a free long rest the next time they come to Thunderale Tavern.
  8. “My bet is it has something to do with all the monsters wandering around outside of their typical spawning grounds. If I had more time off the front lines, I’d definitely go to investigate.” Morgen Schnee an Aasimar Paladin who’s a well known front liner.

Allow the players to circulate through the bar while describing each new rumor and speculation to the group. After you feel satisfied that you’ve sprinkled enough story hooks and related game flavor, read the following to the players:

“Concerned about the new star and all the odd happenings in Midgard, your information gathering in Thunderale has only added to your apprehension. You’ve retreated, drink in hand, to ruminate on your findings when a commotion in front of the fireplace draws your attention. RubyNight — a Genie Warlock with a puffy mane of red hair — begins to lurch back and forth grabbing patrons as she stumbles. Falling to the floor, Ruby’s avatar flickers. Bright strobes of light flash from her, causing those near her to shout and cover their eyes. A garbled electronic wail rises from her as her body jolts back and forth. Finally, the ordeal ends. Ruby lurches up, grabbing hands offered to help her stand.

“‘Steady lass,’ JenPak a Dwarf Barbarian says to Ruby. ‘Thought you’d suicided there for a second.’

“Ruby shakes herself off, then begins to make for the bar. She’s heading toward your table when you notice something odd about the icons floating above her head. One of them is the diamond symbol usually reserved for Quest Givers. Just as she comes abreast of your table, Ruby seems to notice the symbol too. Without asking, she pulls up a chair at your table, then waves her hands, briefly obscuring her new icons.

“‘It’s OK! I’m all right. Just a glitch!’ she shouts. ‘I’ll be fine. Just going to take a drink here with my friends!'”

*****

The players have run into RubyNight (typically shortened to Ruby) before at Thunderale Tavern. She’s a member of the Guild called Stella Requiem. Lately, she’s been trying to get players who are reluctant to adventure to help take part in fighting monsters or investigating recent strange events. She’s become a bit of a pest and non-adventurers have taken to avoiding her. Her sitting at the players’ table should be a somewhat awkward affair.

Ruby’s demeanor, however, is friendly. She genuinely likes most other players and this attitude is infectious. Ruby’s recent cajoling of non-adventurers is more out of a fear that those currently engaged on the front line won’t be enough. She’s also seen some odd things lately — having recently witnessed monsters wandering from place-to-place in small but organized bands. She also has more knowledge about so-called safe zone glitches. She’s seen and investigated weakening safe zones in all five Home Towns.

Ruby also now has a new set of items listed in her menu. These are quests. Apparently, she has just become the first PC quest giver. Even more strange, her quests are related to the recent strange events. You can now have Ruby give the three new quests to the players — imploring them to act. These quests are provided in part 2 of Ominous Signs Before the Breach.

Event 3 — Safe Zone Failure in a Dark Back Alley

As the players leave Thunderale Tavern, when a player receives Rumor/Speculation #2 on the rumor table in the last event, or at any time of your choosing, have the players meet and talk with Thalia about the disappearance of her mother in Mio Elysse (See Midgard Campaign Map). This event is a mini-adventure that is pivotal to the main story line.

Thalia Winterclaw is a Silver Dragonborn Divine Soul Sorcerer 2 (see stats in the Appendix). She dabbled in adventuring with her mother Raven Blackhorn a Tiefling Whispers Bard 2. Her mother disappeared two days ago after meeting with her class trainer. Thalia has learned that her mother walked near a back-alley in Mio Elysse where other players have also recently disappeared. In the alley is a single lamp-post that emits a shroud of glooming shade which seems to obscure a section of the back alley. Thalia investigated this far, but was too afraid to venture further.

Clues of a Kidnapping

When the players talk with Thalia they can learn the following clues by asking questions or making the appropriate Persuasion, Perception, and Insight skill rolls:

  1. Raven Blackhorn was a smith of no small skill.
  2. Raven had frequented the black market to gain access to special materials (Persuasion 14).
  3. If asked what the materials are, Thalia lies saying she doesn’t know (Insight 14).
  4. If asked nicely, Thalia reveals the name of Raven’s black market contact — Bresson Squint Eye.
  5. Thalia wears a dagger made of a strange black crystal material (Perception 15).
  6. When scanned with Arcana, the dagger radiates an aura of necromancy (Arcana 15).

Thalia is conflicted. She knows that some of the information she holds will help find her mother. But she also innately senses that what her mother has done may be seen in a negative light. Deep Shard is a substance that NPCs refuse to forge into weapons and armor, claiming it is cursed but providing no further explanation. Thalia worries more and more that this is true. She knows her mother was collecting Deep Shard near Yggdrasil and more recently near the alley where players disappeared in Mio Elysse. She has not witnessed its formation directly and does not know it forms when players die.

Thalia’s Dagger is a Major Deep Shard Weapon — an uncommon magic item forged by Raven Blackhorn of Deep Shard. Deep Shard are dark crystals that form when adventurers die in or near Svartalfheim. The slain adventurer’s pixels resolve to form a block of material that a PC smith can then forge using smith’s tools proficiency and rolling a 17 or higher on the dice. See Deep Shard Items and Thalia’s Dagger in the Appendix for more information.

Investigation in Mio Elysse

Whether or not the players question her, Thalia begs them to accompany her to Mio Elysse and to find her mother. If the players decide to help Thalia, they can use their Teleportation Crystals (see the BSO Player’s Guide) to teleport to Mio Elysse or they can simply take the Mio Elysse doorway out of Thunderale Tavern.

When the players journey to Mio Elysse, they can follow one of two leads. The first and less obvious lead is to meet with Bresson Squint Eye. The second, more obvious, lead is to investigate the Dim Alley and its dark damp post.

Bresson Squint Eye at Hot Perks

If the players learn about Bresson Squint Eye from Thalia, they may wish to try to find him in Mio Elysse’s black market. Having followed Raven to his illicit store and workshop on numerous occasions, Thalia knows exactly where to go. She swiftly leads the players through Mio Elysse to a small coffee shop called Hot Perks.

Hot Perks Coffee House made with Inkarnate

The owner, Bresson Squint Eye, a Gnome Artificer 2, bought the shop with money gained from selling items he forged using his blacksmith skill early in game. A cook, Bresson also brews delicious coffee and bakes delectable scones. Hot Perks serves as a front for an illicit trade in magic items crafted from Deep Shard. These items are made in a basement workshop beneath the coffee shop. These items are sold from Hot Perks as special ‘black mugs.’ The mugs are actually skins that when smashed on the ground reveal the contained items forged from Deep Shard.

Bresson was the first to discover Deep Shard as special material drops near Yggdrasil. The material had a smith tools proficiency icon over it and when he used his smith tools skill he was able to create a magical axe. He soon enlisted the help of other PC smiths, including Raven Blackhorn and another smith by the name of Giles Gilfeather, to work the material. As Deep Shard was banned by NPC smiths and had the cursed alert icon on it, Bresson was forced to sell items forged from it through the Black Market. Bresson considered the cursed icon to be questionable at first as Deep Shard items produced no obvious ill effect.

When Giles disappeared, Bresson was alarmed. But he didn’t immediately suspect a connection with Deep Shard. He and Raven kept working the profitable and seemingly-helpful Deep Shard. They were also delighted to discover a new nearby source in the Dark Alley behind Driftglobe Inn. Why ingots of Deep Shard began to appear in the alley remained uncertain. Though Bresson’s alarm grew when he learned that players were starting to disappear behind Driftglobe and that one of the lamp posts there had begun to emit darkness rather than light.

Then Raven disappeared and Bresson began to panic.

When the players arrive, they find Bresson packing his things. If questioned about why he’s packing, Bresson says that ‘business has gone sour, becoming too risky.’ If pressed or persuaded (Intimidation 15 or Persuasion 15), Bresson reveals that he’s ‘been selling special items made from Deep Shard and forged in a workshop beneath his coffee house but that his fellow smiths have gone missing near the Driftglobe Inn.’ If questioned further, Bresson says he’s going to leave town because he fears for his safety.

Bresson has two magic items made from Deep Shard that he’s willing to give to characters who treat him well — a short sword and a spear. Both are minor items. If the players ask to have them, he reluctantly gives them away saying — ‘The NPC smiths say they’re cursed. I didn’t believe them at first. Now, with everyone disappearing, I wonder.’

Bresson knows little else. Though he can guess quite a lot, he’s not willing to share his speculations with the players.

Treasure: Minor Deep Shard Shortsword, Minor Deep Shard Spear (see Appendix).

The Dim Alley and the Dark Lamp Post

Regardless of whether the players talk to Bresson, Thalia ultimately leads them to the Dim Alley behind the Driftglobe Inn. The Inn itself has a bright front. Its namesake Driftglobe floats in the air out front, casting bright light into the street and over passersby as it languidly floats back and forth on its silver chain.

The shadow-filled alley to the left of the Inn is another story. Most residents avoid it. Now and then, an adventurer may enter the Alley in search of a lost companion or to investigate a rumor. Most emerge with little to show. Some disappear. Since this is a safe zone, folk aren’t don’t voice their concern. But its presence provokes fears many are not willing to name.

“Shadows seem to bend and twist in odd fashion, spilling out from the alley like a pool of unlight. Passersby on the street give Dim Alley a wide berth. For you and for these residents, Dim Alley creates a kind of dissonance — seeming to contradict the safety that the Home Town of Mio Elysse represents.”

When the players enter Dim Alley, all light sources are considered one category dimmer. Bright light becomes dim light, dim light becomes darkness and so on. Upon entering, the players immediately notice the source of the darkness — a lamp post with a globe of pitch black atop it in the place where its lamp light should be. They also see the following message in their Head’s Up DisplayWARNING: LEAVING SAFE ZONE. The cobblestones around the lamp are buckled. In cracks between them, the players can see tree roots. These roots are outrunners from Yggdrasil. A DC 20 Nature or a DC 20 Arcana check can reveal to the players that the roots are from Yggdrasil.

If the players search the Alley, they are able to find two ingots of Deep Shard if they succeed in a DC 15 Perception check. One rests directly beneath the Dark Lamp Post. The other sits atop a pile of broken cobble stones stacked near the Alley’s west wall. If the players Investigate (DC 15) the areas near these shards, they notice small disturbances that indicate signs of struggle. The Duergar Flinderflick, his Death Dog Render, Benderfleck the Drow and Flinderflick’s Goblin slaves recently leapt out of their lair in the Yggdrasil Root Pocket behind the Dark Lamp Post then ambushed and killed two low level players in the Dim Alley. When the players died in the darkened rift area between Midgard and Svartalfheim, their pixels coalesced to form Deep Shard ingots.

If a character holds a Deep Shard or an item crafted from Deep Shard and approaches to within ten feet of the Dark Lamp Post, they can see space bend and shift around the Lamp Post — forming an open entryway. Read the following:

“Holding the ingot of black crystal before you, space bends as you approach the lamp post capped in darkness. The distortion forms an opening into a chamber of expertly worked stone. Precise blocks neatly fitted form a floor that leads through an archway formed by expert hands. As within the Alley, the light is dim and cold. Your vision quickly terminates. Although you can see clearly enough to make out runes on the archway.”

The runes are dwarven and read — Stranger Beware.

Svartalfheim Node

A player holding a Deep Shard or an item forged from Deep Shard may pass through the archway. They can also hold hands with one additional player to cross under the archway. Thalia, having possess the Dagger Raven forged from Deep Shard, has been exposed to the magical energy of Svartalfheim long enough to pass through the archway as well.

Dim Alley, Dark Lampost, and Svartalfheim Node. Map made with Inkarnate.

1. Node Entry

“Passing through the archway, you enter a chill, shadowy chamber. Where you stand, roots curl around the distortion in space leading to the alleyway behind you. Shadows from the dark lamp post pool around you. Stepping from the pool of shadows, you notice the light of two braziers at the end of a narrow well-worked hallway ahead.”

The first ten feet of this hallway is under the same darkness effect as the Dim Alley. But when the characters step out, the lighting conditions return to normal. The players are now within a node broken off from the dungeon realm of Svartalfheim that exists in a space between it and Midgard caught up in Yggdrasil’s roots.

The braziers at the end of the hallway have had the Magic Mouth ritual cast on them by the Drow Benderflek. If anyone but Flinderflick (Area 5), Benderflek, or the Death Dog Render (Area 2) pass between the braziers, the Magic Mouth triggers and utters the words “Naughty, naughty!” loudly in elfish and then in dwarven. A Detect Magic spell focused on the braziers reveals an aura of illusion magic. Close examination by someone trained in Arcana (DC 20) will also reveal traces of illusion magic.

2. Death Dog Foyer

This foyer has been scoured clean by the Goblin (Area 3) slaves under the meticulous eye of Flinderflick. Light flickers from braziers near the walls. A Death Dog (Render) contentedly grinds a thigh bone down to pixels. After a minute, it reforms only to be ground down again. Render immediately attacks anyone he doesn’t recognize who enters this chamber. He also terrorizes the Goblins and Raven by continuously growling and snapping at them when intruders are not present.

3. Goblin Barracks

Each of these barracks is occupied by four Goblins. Flinderflick has instructed them to rally to the foyer if the Magic Mouth alarm sounds. That said, the Goblins are reluctant, ill-treated, and have low morale. If the alarm does sound, one group of four delays, not arriving until round 3. If the alarm does not sound, the Goblins ignore noises in the foyer and stay in their barracks. If a character enters their room, they attack. If a character speaks to them in Goblin, they listen with weapons ready, then ask to be set free.

Treasure: Each Goblin holds a Minor Deep Shard dagger.

4. Forge, Workbench and Gateway to Svartalfheim

This chamber contains a forge (A), a table with smiths’ tools arranged across it, and an archway veiled in mist surrounded by Yggdrasil roots (B).

The forge is used by Raven, under the tyrannical eye of Flinderflik, to craft Deep Shard weapons and other items. With Giles and Raven (Area 6) as his slaves, he’s managed to equip his entire force in the Svartalfheim Node with these dangerous items. He sets ambushes in the Dim Alley for unwary adventures. He also uses the Drow Benderflek, who can roam freely about in Mio Elysse, to collect information about smiths as targets for possible kidnapping. The Goblins can also pass into Midgard. But they are too untrustworthy to let loose in Mio Elysse. Flinderflik is, so far, unable to pass beyond the Dim Alley. But he knows that this situation will soon change.

The archway is a gate leading to Svartalfheim. But it presently is not passable by anyone except natives of Svartalfheim and by those who’ve possessed a Deep Shard item for more than ten days. Flinderflik intends to use the gateway to send captives back to Svartalfheim as gifts to his King Doomshallow. He has already sent Giles Gilfeather as a slave gift. He intends to send Raven as soon as he can find a suitable replacement smith.

The Drow Benderflek occupies this area when the players arrive. He responds immediately to any commotion. Benderfleck possesses a Minor Deep Shard rapier which he uses in melee instead of shortsword (+4 to hit, 1d8+2 damage, critical 2d8+2+1 necrotic damage). His statistics are those of a Drow (Monster Manual, 128). He has also managed to learn the Magic Mouth ritual.

Benderflek serves as Flinderflick’s spy and scout. As a Drow in possession of a Deep Shard item, he can move freely about in Midgard. Flinderflick thinks this is a special talent of Benderflek alone and has not yet discovered that this is a Drow trait.

Treasure: Smith’s Tools are arranged on the work table. Benderfleck’s purse contains 5 platinum, 15 gold, 20 silver and 21 copper. He also holds a Minor Deep Shard rapier.

5. Flinderflick’s Chamber

This chamber is occupied by Flinderflick’s bed, a small desk, and a dresser. His Deep Shard battle axe hangs from pegs on the wall or is strapped to Flinderflick’s back.

Flinderflick the Duergar occupies his chamber when the characters arrive. He was separated from Svartalfheim when a portion of his fortress was ripped away by Yggdrasil’s roots and cast into the gap between it and Midgard two weeks ago. When first separated, Flinderflick could only occupy the Node or venture out into the Dim Alley. Eventually the roots ripped a second gate into the forge area which now allows him to pass back and forth between the Node and Svartalfheim. Though other residents of Svartalfheim are not yet able to cross into the Node.

Flinderflick believes the Deep Shard materials and weapons can help the Duergar and Drow of Svartalfheim invade Midgard. He has already gained the attention of King Doomshallow who is plotting to conquer the unsuspecting inhabitants of BSO’s first level. Neither Doomshallow, nor Flinderflick realize that this breach into Midgard from Svartalfheim through Yggdrasil’s roots is but the first of many. That said, Benderflek does. For his people, the Drow, have been finding paths through darkness to areas around Yggdrasil for some time now. The Drow have kept this secret from their Duergar allies for now. Their leaders rightly believe Doomshallow would act on this information too-soon.

Flinderflick is meticulous in the extreme and burns all communications between himself and his King. He is also loyal and will take his secrets with him to his death.

If the alarm sounds or Flinderflick hears a commotion, he readies his weapons and ventures out — ready to do battle.

Treasure: A hidden compartment in Flinderflick’s desk (DC 15 Perception, DC 14 Investigation) contains a pouch with 2 black onyx (25 gold each), 1 garnet (25 gold), 5 platinum, 40 gold, and 100 silver. Flinderflick keeps his Major Deep Shard battle axe on his person or on the wall pegs. He also possesses the key for room 6 which hangs from a cord around his neck.

6. Prisoner

The door to this room is locked. It is a reinforced door. A character with Thieves’ Tools proficiency can open the door by picking the lock with a successful check (DC 17).

Inside is Raven Blackhorn. She is Thalia’s real life mother. In game, she’s a highly skilled smith and a level 2 Tiefling Whispers Bard. As a captive slave of Flinderflick, Raven has been forced under threat of death to forge items made of Deep Shard.

Raven is overwhelmed with gratitude if she’s rescued and reunited with her daughter. Even though she knows it’s a game, she now harbors a deep hatred for the slaver race of Duergar and their allies the Drow. Raven knows the magical gate in room 4 leads to a place called Svartalfheim — a subterranean dungeon realm ruled by Drow and Duergar. She also knows Flinderflick intended to send her there to be a slave to the King Doomshallow. Raven, though terrified by her close brush with death and slavery, seeks to do all she can to prevent others from becoming enslaved and to free Giles Gilfeather whom she knows is now a slave in Svartalfheim.

Combat Tactics

The monsters’ combat tactics largely depend on whether or not the players set off the Magic Mouth alarm. This alarm is loud enough to immediately alert everyone in the Node and compel them to act on Flinderflick’s previously issued commands. If the players do not set off the Magic Mouth, the barks and growls of Render along with sounds of fighting ultimately alert those in the Node but their actions may be delayed for various reasons.

Magic Mouth alerts the Node:

Round 1: Render the Death Dog begins barking and rushes out to attack any intruders it can see in area 1 and 2.

Round 2: Four Goblins pour out of one barracks room (area 3). They attempt to flank enemies — focus firing to take the players down one at a time. They start with the apparently weakest player unless they are threatened by a more serious danger (like a tank-type swinging a massive weapon in their face).

Round 3: The Four Goblins from the second barracks rush out. Benderflek the Drow arrives. He casts Faerie Fire on his first round of combat, then engages players who are illuminated with his hand crossbow from a distance. If a player threatens him in melee, he draws his rapier. If Flinderflick falls and more than half his allies have been defeated, Benderfleck uses his next action to cast Darkness and then attempts to flee through the Gate in area 4. Flinderflick moves into area 4 and Enlarges himself using his special Duergar ability.

Round 4: Flinderflick arrives. He attacks whichever player appears to be the greatest threat or a player under the effect of Benderflek’s Faire Fire. Flinderflick is a fanatic who believes in his superiority. He fights to the death.

Render alerts the Node:

Round 1: Render attacks intruders he can see.

Round 2: The Goblins in area 3 cower.

Round 3: Benderflek’s actions are the same. Flinderflick’s actions are the same except that he shouts furiously for the Goblins to attack.

Round 4: Four Goblins from one room in area 3 burst out and attack. Flinderflick’s actions are the same.

Round 5: Four more Goblins creep out and reluctantly attack so long as their morale isn’t ruined.

Goblin morale: If four Goblins are killed or incapacitated, the rest surrender. If Flinderflick is killed or incapacitated, four Goblins surrender the round this happens and any remaining Goblins surrender the following round. If the players kill Render, the Goblins cheer as the Death Dog breaks into pixels but keep fighting.

Deep Shard Weapons: The Goblins and Benderflek possess Minor Deep Shard Weapons (see Appendix) and deal +1 Necrotic Damage on a critical hit. Flinderflick possesses a Major Deep Shard Weapon and is +1 to hit and damage for all his attacks while also dealing +1 Necrotic Damage on a critical hit.

APPENDIX

This module includes new magic items in the form of Deep Shard Crystals — cursed magical items that link Midgard to the dungeon realm of Svartalfheim and to the shadowy gap-world in between. In addition, the stats for a key O(PC) — Thalia Winterclaw — are included here.

Magic Items

Deep Shard Crystals (Common, Magical Material, Cursed)

A Deep Shard Crystal forms when a player character (PC) dies while within 1,000 feet of Yggdrasil or in the Dim Alley in Mio Elysse. These crystals are linked to Svartalfheim — the dark dungeon realm now being breached by the growing roots of Yggdrasil. They are also empowered by the shadowy gap between those two worlds. A PC who possesses a Deep Shard or an item forged from Deep Shard for ten days may pass from Midgard and into Svartalfheim through a Node Gate. An elf (of any type) from Midgard who possesses a Deep Shard item may move freely between and within these two realms immediately. A monster or NPC from Svartalfheim may only move into Nodes, the Dim Alley, or emerge in areas within 1,000 feet of Yggdrasil. If they possess a Deep Shard or an item forged from it for ten days, they can then move freely about Midgard. A Drow who possesses a Deep Shard item can move freely between and within these two realms immediately.

Cursed — Anyone possessing a Deep Shard or an item made from it for more than ten days receives the following status alert: WARNING: SAFE ZONE SETTING TURNED OFF. Thereafter, the player can now be attacked by other players, NPCs, or monsters who have their safe zone setting turned off. This effect is cumulative. So if a Deep Shard or an item made from it is held for one day, then set aside only to be picked up again later, the count continues on to two days and so on.

Deep Shard may be forged into magical weapons by those proficient in Smith’s Tools and having access to Smith’s Tools and Forge. Roll a Smith’s Tools proficiency check to determine the outcome.

Modified Proficiency Check Result:

1-10 Failure. Deep Shard Crystal is destroyed.

10-15 Failure, no result.

15-19 Produces a Minor Deep Shard Weapon.

20+ Produces a Major Deep Shard Weapon.

If a Deep Shard Crystal or a weapon made from it is exposed to daylight in Asgard, Alfheim, or Vanaheim, it is destroyed and all its effects are removed.

Minor Deep Shard Weapon (Common, Weapon, Cursed)

A Minor Deep Shard Weapon can be any melee weapon, a javelin, or 20 pieces of ammunition (arrows, bolts, sling stones, darts). They possess the same properties of the Deep Shard Crystal from which they are forged. In addition, they are considered Magical Weapons. When a critical hit is scored with a Minor Deep Shard Weapon, it deals an additional 1 point of Necrotic Damage.

Major Deep Shard Weapon (Uncommon, Weapon, Cursed)

The rules for a Major Deep Shard Weapon are the same as those for a Minor Deep Shard Weapon and a Deep Shard Crystal. In addition, these weapons are +1 to hit and and +1 to damage.

Companion OPC Game Statistics

Thalia will join the PCs if they welcome her. She is desperate to find her mother and will use her abilities and powers to help the PCs. Technically a Player in BSO, Thalia fulfills the traditional role of NPC. For our purposes, we’ll label Thalia an (other player character) OPC. An OPC is thus technically a player in Battlestorm for story purposes.

Thalia uses her powers to support and heal the players. She casts Mage Armor at the start of an adventuring day, then immediately burns her two sorcery points to regain a spell slot. She casts Bless on her allies during round 1, then uses Cure Wounds to heal anyone who looks like they’re in trouble. If anyone is down, she casts Spare the Dying. If no other option is available, she casts Firebolt on her foes. Thalia will use her dragon breath only as a last resort.

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THALIA WINTERCLAW — 5e stats

Medium Silver Dragonborn, neutral good

Armor Class 13 (16) (mage armor)
Hit Points 14
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)14 (+2)10 (0)16 (0)16 (+3)

Saving Throws Con +4, Cha +5
Skills Persuasion +5, Arcana +2, Insight +2, Religion +2
Damage Resistances cold
Senses passive Perception 10
Languages Common, Draconic

Magic Weapon. Thalia has a Major Deep Shard Dagger (attack stats adjusted).

Font of Magic. Thalia has 2 sorcery points (See Sorcerer Class).

Spellcasting. Thalia is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following Sorcerer and Cleric spells prepared:

ACTIONS

  • Firebolt. Spell Attack: +5 to hit, range 120 feet, one target. Hit: 6 (1d10) fire damage.
  • Deep Shard Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) magical piercing damage. Critical: +1 necrotic damage.
  • White Dragon Breath. Breath Weapon: creatures in a15 foot cone. DC 12 Con save. 7 (2d6) cold damage. Save for half.

DESCRIPTION

Thalia is a dragonborn bedecked in glistening silver scales. An iridescent frill runs from the top of her head to her tail, casting rainbow hues in direct sunlight. Though ready with a smile, she is sad at the loss of her mother and is desperate to find her.

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