Our Final Battle

In Which We Saved the World

There comes a time in every epic fantasy RPG when the world needs saving. At some point, the only thing that can stop evil from enveloping creation is a small team of axe-crazy warriors, reality-bending magicians, and half-breed misfits. The massed armies of powerful nations are inconsequential in the end. It all comes down to a boss fight between the players and the dark lord. If your RPG isn’t leading up to a confrontation like the one I described, it probably isn’t epic fantasy.

The stage was set in my Challenger campaign. My players had gathered the Ten Elemental Orbs and stormed Nostravor’s lair. Having accidentally released him from his prison, they sought a stronger magic that could overcome him before darkness enveloped the world. They embarked on a quest for an enigmatic artifact known as the gauntlet of Nargothrond. They slew a goddess and a dragon searching for it. The Five Kingdoms of Man were under siege. Time was running out—the Game Master was starting college at the end of August!

It was time for an epic battle.
It was time for an epic battle. “Giant” © 2012 Jenna Fowler, used under a Creative Commons Attribution-ShareAlike license: http://creativecommons.org/licenses/by-sa/3.0/

I found a Saturday that fit into all the players’ schedules to play one last adventure. In the weeks and days leading up to the event, I had to answer the age-old question for myself. How does one design a final boss battle that excites and challenges? How does one plan an encounter that the players will remember for the rest of their lives? How does one end an absurdly high-powered campaign on the most incredibly epic high note possible?

There were three things I wanted to incorporate as I planned my final encounter: high theatrics, interesting tactics, and insane quantities of damage. I began by brainstorming. Actually, it would be more accurate to say I began by daydreaming. It’s common in video games to ease into the final boss with a pre-final boss. This boss serves no purpose other than to emphasize how thematically and statistically powerful the real final boss is. So of course Nostravor needed a preboss. In fact, it would be even better if the pre-final boss came with a pre-pre-final boss, since I wanted Nostravor’s battle to be more narrative-driven than the rest of the encounter.

The blueprint I came up with was as follows:

1) Players think their way out of the end of the previous adventure (something that really shouldn’t have been a part of this particular encounter).

2) Players role-play through the final encounter’s herald.

3) Players demolish a troop of powerful monsters effortlessly to pump the player’s egos.

4) Players battle a brutal preboss with theatrical twists.

5) Players overcome the final boss while taking truckloads of damage and facing a moral dilemma.

I planned and plotted and wrote stats for every creature involved. Every enemy presented a pieceless puzzle, a set of written and unwritten strengths and weaknesses for my players to discover and create. The plot lines were ready to come together. Everything was set for an epic final encounter.

As any Game Master can tell you, however, the best plans to turn to ash and disappear on the wind the moment the players touch them. In my case, the plan needed amputations and tourniquets before the players even arrived—half of the party was an hour and fifteen minutes late.

Already behind schedule, we began. Wrapping up the last adventure took longer than I anticipated, but we had fun. Between the friendly fire and the improvised weapons, the party managed to escape from the sassy Book of Many Things with the Gauntlet. As they left the dungeon, they encountered an NPC whom they’d encountered previously on less than favorable terms. This time, however, she brought a gift—Artakha’s Journal. In this tome, they discovered more of the lore of the Gauntlet of Nargothrond.

I was also toying with the idea of a polymorphic bear at the party. It was just as well that I didn't, because we ran out of time.
I was also toying with the idea of a polymorphic bear at the party. It was just as well that I didn’t, because we ran out of time.

With their knowledge and apprehensions of the Nargothrond’s Gauntlet deepened by this manuscript, the heroes hastened northward to confront Nostravor with the armies of Men and of Drow at their backs. (Note to self: avoid situations in which half of the party flies while the other half lags behind.) After discussing their battle plan with the generals of the six armies represented, the players entered a battle that dwarfed Helm’s Deep. At this point, they would have encountered two minotaurs, a behemoth, half a dozen samurai in flaming black armor, and and a darkly-cloaked figure with glowing hands, but all we had time for was the troop’s boss, Excalibur (the darkly-cloaked figure). Having the extra battle was handy, though—from now on, I think I’m going to design all of my adventures with extra encounters that can be picked up or dropped at will.

Excalibur’s damage (which she dealt every time a player missed an attack due to the somewhat arcane nature of Challenger) was 4d6 to match, a mechanic I devised for high-variable damage. The 4d6 are rolled, but only the dice that match other dice in the roll count. Note that the damage dealt by this method scales increases significantly from 4d6 to 5d6. This will become important later.

The players slew Excalibur pretty easily. Next up to bat was a black-scaled humanoid who breathed green smoke. When the players asked him what his name was, he answered, “You may call me death, for to you we are one and the same.”

In my Game Master’s notebook, he had a shield good for five hit points of each of the game’s ten elements. My idea was that the players would have to figure out that they had make an attack with each element to break his shield, at which point he would fall back on his own hit points. My players, however, would have none of this. After I told them that their attacks were damaging his shield and making it glow, they came up with their own diagnosis—the shield had to go. Two of my players, a healer from the stars and a powerful enchantress, affected this with a natural 19 and a natural 20 for a bubble that isolated Death from his shield. (We don’t play with very strict rules for magic.)

Miffed but far from without a plan, I informed them that

Death snapped his fingers and reached for Excalibur, whose corpse became a sword and flew into his hand (see what I did there?). Death was now wielding the previous boss as his off-hand weapon. The psychological impact of this was very satisfying.

My players were up to their usual game for the rest of the fight—fanning flames with wind magic, catching the boss’s sword, giving that sword to an earth golem—all while taking huge amounts of 5d6 to match glowing sword damage from the transformed Excalibur. Character after character fell below 0 hit points only to be revived again and again as Death’s wings burned and his arm got chopped off. At last he fell. The party was in tatters, and they hadn’t even begun the final battle.

Nostravor was waiting for them.

What the players knew was that Nostravor had absorbed the power of the Ten Orbs, leaving them empty husks, and that the Gauntlet of Nargothrond was a stupidly powerful artifact built to drain energy. What they didn’t anticipate was that the Gauntlet would affect the entire world, sealing magic away from every enchantment, mage, and creature. They didn’t have much choice, though—Nostravor was dealing 5d12 damage to a random party member at the end of every round. The heroes dealt well over a hundred points of damage in the time it took their leader to seal away each of the ten elements. I told everyone present to roll a final attack, and after totaling their damage, announced that Nostravor was dead, and that the world was saved.

At a tremendous cost, however. Entire civilizations are searching for new ways of life in the epilogue my players and I are hammering out. The loss of magic gave the ending a unique realism—not because anything about our adventure was reasonable, but because, as is frequently the case in real life, victory came at a great cost.

So there you have it—the epic tale of my quest for a memorable final encounter. Subscribe for more accounts of daring dice-rolling and dastardly deceptions!

Our Final Battle

In Defense of U.P.S. (Universal Player Strength)

In Which More Spells Aren’t Always the Answer

There’s something thrilling (even magical) about learning new spells. They grant more damage and new tricks, and usually a rewarding new animation as well. I’ve grown skeptical of new spells, though. Many games use the new spell to great advantage, psychologically rewarding the player as well as pumping his mechanical strength. Sometimes, however, I believe developers substitute a large quantity of content for more effective, if less expansive, high-quality content.

Now, this article focuses on skills unlocked in fantasy role-playing games of both the traditional and electronic varieties. This is not because U.P.S. is only usable in sword and sorcery combat systems. Rather, this article grew out of observations I made playing fantasy role-playing games. I can think of several examples—good and bad—of U.P.S. and inequal player strength games in various games accross several genres, but I feel that including them would only prolong and confuse this article. Continue reading “In Defense of U.P.S. (Universal Player Strength)”

In Defense of U.P.S. (Universal Player Strength)

A Handful of Sprites

In Which The GM Does Pixel Art

For a long time, I despised any artwork I could see pixels in. (I don’t think I realized at the time that all my Gameboy Advance Games consisted entirely of pixel graphics.) I now understand this to be a result of traumatizing exposure to the eyebleeding graphics of Minecraft.

But as I was saying, once upon a time, I hated pixel art. Then something wonderful happened. I got my hands on a copy of RPG Maker VX Ace. For a while, I was content to mess around with the Run Time Package’s resources. RPG Maker makes it ridiculously easy to add custom resources (unless you get them from steam, in which case it’s merely easy), however. Honestly, who hasn’t wanted to create a game with all-original graphics and music?

I began to dabble in pixel art, beginning with sprites too terrible for words. My justification was that pixel art was the only style of graphics I could ever hope to become proficient in. As I read tutorials and saw other’s work, I began to realize that pixel art is not only acceptable in contemporary games, but also potentially awesome, as demonstrated in games like OneShot or Hyper Light Drifter.

These sprites are my latest work. Continue reading “A Handful of Sprites”

A Handful of Sprites

A Trio of Poems

In Which Poetry Can Be Cool

What does the word “poetry” make you think of? A raven? A rose? A crying teenager? If so, that’s kind of funny, because poetry traces its roots to epics like Gilgamesh and Beowulf. I do occasionally write poetry, and although it’s not nearly on the same scale as the aforementioned titles, I tend towards fantastic subject matter. I also wrote a steampunk poem once, a while ago. Enjoy!


Promise

Though cavern deep, though dungeon dark,
Though dragons sleep, in ev’ry part

I’ll draw my sword, and string my bow
I give my word, I shall follow Continue reading “A Trio of Poems”

A Trio of Poems

How To Avoid the Zombie Pandemic

In Which It Takes More Than One Night To Destroy Civilization

Thus, this piece, written in the form of an educational pamphlet. When I read the novel Anywhere But Here, I was irked not only by the stupidity of the action scenes but also by the notion that the zombies could and did wipe out civilization quite suddenly. The impression I took away from the book was that one day the zombies showed up, and by the following morning, eighty percent of the human race—or at least of the population of the United States—had been infected. There’s not a word of explanation anywhere as to why the best military in the world, provided with automatic weapons and thick-shelled tanks, was unable to outperform civilians with small arms and baseball bats.

Anyhow, I would expect a zombie pandemic to spread in a much more gradual way, and I think that the government and the military would have much larger roles than you typically see in zombie fiction and zombie games. So, what does a government do when they need to educate a lot of people on a particular subject? They stuff racks in libraries and in community centers with pamphlets!


How To Avoid the Zombie Pandemic

A Pamphlet Provided to You at No Cost by the UNCDC

Most of you reading this pamphlet have a basic knowledge of the zombie virus. Most information on zombies, however, is dated. The recent Zombie Pandemic is a mutation of the strain which swept Europe in the Black Death or Zombie Plague. This pamphlet, provided to you at no cost by the United Nations Council on Disease Control (UNCDC), will educate you on the current Zombie Pandemic so that you will not become a victim. Continue reading “How To Avoid the Zombie Pandemic”

How To Avoid the Zombie Pandemic

Leah

In Which I Explore My Private Dungeon

I should probably explain a thing or two about this Dungeon before I throw you into this narrative. For one thing, no one comes in, and no one escapes. People who are born in my Dungeon live their entire lives there. Another thing you’ll want to know is what exactly a Klaexil is. They deserve a good deal more description than they are given in this piece. Picture a dark room, and in that room, a plume, a wisp of smoke. The room is devoid of any other light source, so you know that the smoke is glowing, otherwise, it would be invisible. This is the most significant piece I have ever written in this setting, which is too bad, because I’ve developed an entire sunless ecosystem for my Dungeon. I didn’t feel like incorporating paragraphs into this piece. You’ve been warned. Continue reading “Leah”

Leah

How To Put Monsters on the Map in VX Ace

In Which It’s All About Variables

Random monster battles are all too easy to implement but extremely difficult to make fun. The Indie world of RPG Maker, across its various online communities, is stuffed with games containing occasionally brilliant alternatives. One of the more popular alternatives to the random monster battle is the visible enemy. With a dash of genius, some scripting, and a truckload of hard work, this can be the start of an excellent combat system, as demonstrated in Remnants of Isolation. However, it will not work if your monsters are merely set to randomized autonomous movement.

In this tutorial, I’m going to show you how to create a basic monster event that chases the player when he gets close. Continue reading “How To Put Monsters on the Map in VX Ace”

How To Put Monsters on the Map in VX Ace

OneShot

In Which There Are No Second Chances

Art is more than colors on a canvas or words on a page. True art is teacher as well as entertainer, revealing truths about life, the universe, and ourselves. To date, OneShot is the only game that has taught me anything worth knowing about myself.

Cover Art—Do these colors make you feel sad? Scared? Lost?
Cover Art—Do these colors make you feel sad? Scared? Lost?

OneShot’s premise is stated in the title: you can’t start over, and you can’t play through it twice. In fact, the game makes it clear that quitting (except at certain locations where you can save) is the same thing as murdering the main character. This puts a unique pressure on the player. OneShot is a game of exploration, devoid of combat, but it frightens the player nonetheless. Without the option of reloading the game, every choice becomes critical, like a real-life decision. Continue reading “OneShot”

OneShot

In the Shadows of Great Deeds

In Which Not Everyone Can Save the World

I’ve never slain a dragon or discovered the cure to a deadly disease, and you probably haven’t either. (At least not the latter.) Stories of great heroes are awesome, but I wrote this piece to develop a character with a minor role, one without a single line in the script. The percentage of people who do great deeds is dismally small, and it does not include me. It’s not great deeds that drive the world on, though—it’s on the backs of people too small to see how far their actions reach that the world rises and falls.


Between the draping indigo petals of the whisperwind and the painting of Kharia Valley, the princess’ maidservant stood watching. With fretful attention, her bleak blue eyes watched the bony hands of an alchemist as they ground and sprinkled an odd seed over a stone cup. She watched the long, nervous fingers grip the vessel and turn to the princess’ bed. As the alchemist raised the princess’ head to slip some of the remedy between her gray lips, the maidservant involuntarily half-stepped forward, hands half-raised to help—but all she could do was watch. Continue reading “In the Shadows of Great Deeds”

In the Shadows of Great Deeds

The Glow

In Which I’m Still Not Certain What the Title Refers To

At it’s heart, The Glow is a survival roguelike, one that makes over. look like the scribbles of a child next to a great painting by Michelangelo. Its setting is an unsettling dystopian city.

It Only gets More Run-Down from Here
It Only gets More Run-Down from Here

This setting is The Glow’s main strength. OkoNietoperza, the game’s developer, employed an incredible level of technical skill in creating the city. Though not technically a true roguelike, a unique world is generated each time you play. This world is filled with randomly-drawn loot and randomly aggressive shotgun-wielding punks. There’s a twenty-four-hour time cycle, complete with varying screen tints. Perhaps more impressive, OkoNietoperza incorporated screen tints, fog, and weather effects without obscuring the visuals to an extent that would make them difficult to read. Combined with the soundtrack, it makes for a perfectly depressing atmosphere. Continue reading “The Glow”

The Glow