Monday, February 10, 2025

Dungeons & Deconstruction

What is deconstruction?

In 1967, the French philosopher Jacques Derrida published the book Of Grammatology. In it, he reevaluated traditional Western ideas, claiming there is no synthesis in the dialectics of text and meaning. He called this philosophical approach "deconstructionism." 

As J. Hillis Miller, the preeminent American deconstructionist, has explained in an essay entitled Stevens’ Rock and Criticism as Cure (1976), “Deconstruction is not a dismantling of the structure of a text, but a demonstration that it has already dismantled itself. Its apparently solid ground is no rock but thin air.” 

Derrida went through some lengths to say that deconstructionism was hard to define (not a method! not an analysis! not an approach!), but let's keep it simple: 

  • Cambridge Dictionary states that deconstruction is "the act of breaking something down into its separate parts in order to understand its meaning, especially when this is different from how it was previously understood." 
  • The Merriam-Webster dictionary states that deconstruction is "the analytic examination of something (such as a theory) often in order to reveal its inadequacy."

Deconstruction as literary criticism

Deconstruction wasn't intended for literary analysis. Deconstruction was intended to be a criticism of European philosophy in general, especially New Criticism (which was applied to everything, from literature to music to history). No, it said, you cannot create universal meaning! Even simple meanings break down! And so, literary critics took Derrida's paradigm and applied it to literature. 

In literary criticism, deconstructionism is practiced by "reading against the text." First, a close reading of the text is performed to fully understand and articulate the authorial point. Then, the reading is inverted to demonstrate the author's assumptions and flaws in their reasoning. 

A silly example: "How can you feel sympathy for the protagonist of 30 Rock, Liz Lemon? She is clearly the villain of this show! She holds out for a perfect partner but refuses to act decently to the people she's in a relationship with, she sees herself as a model of liberal values but compromises them consistently, she asks for sympathy from others but cannot produce a sympathetic reaction from an audience that literarily interprets her actual actions in the narrative at 30 Rockefeller Plaza."

The ultimate end of the act of deconstruction was the discovery of "aporias": a conundrum, a paradox, a irresoluble impasse in an inquiry. When reading a text against itself, it inevitably breaks down.

The signified butts head with the signifier

According to Derrida, and taking inspiration from the work of Ferdinand de Saussure, language as a system of signs and words only has meaning because of the contrast between these signs. That is, being subjective, the text has no fixed meaning, so when we read, we are prone to misread. 

D&D is a great example of the breakdown of meaning inherent in a text.

The meaning transcends the author's intent, evolving into a new form with repetition, reinterpretation, and the cultural context in which the text lives on, lives longer than the author. 

Gary Gygax scoured books of mythology for monsters to put into his rules for fantastic miniatures campaigns. He found the word "kobold" and described them as "a type of goblin" (more or less true, in a folklore sense). As supplements accumulated, there were a preponderance of goblins. To differentiate them, Gygax and other authors who came after, put flourishes on the description or art: the goblin had a dog-like bark, or was dog-like, or was horned. The art of the "doglike kobold" was put into the computer game Wizardry, which was a big hit in Japan. While kobolds had further evolutions in America, where D&D3E described them as lizard like, Japan continued with their depictions as dogs. Divergent species on two continents.(For a full discussion on the history of kobolds as a monster in D&D, see Knock! issue 5, forthcoming.)

There are many such cases. Many monsters don't resemble their folkloric counterparts ("trow, or drow, a type of troll" has become "sexy dark elves."). The terms "bard" and "paladin" have outstripped their source material (how can there be paladins without a Palatine Hill?). Even the more modern pulp fantasy inspirations have become misunderstood. What was referential in the text with a wink and a nod for the author and the audience of 1974 is unknown to the modern audience. Obvious references to the alignment patterns of Poul Anderson, the magic swords of Michael Moorcock, the magic systems of Jack Vance, are now obscure to the majority of players. 

Now, when you say "kobold" to an American fantasy adventure gaming enthusiast, the original meaning of "a type of goblin" is gone. If you show them a picture of the kobold in the book that Gygax found the term originally, they say "That is not a kobold." 


Deconstructing D&D

Critics of D&D (of which I am undoubtedly one) have practiced a cottage industry of deconstructionism for many years. Because gaming is mostly a hobby industry not an academic tradition (yet), this deconstruction is mostly done by instinct. Astute readers can tell that a close reading of the text of the game (we'll table the conversation of "where" the text of the game is - game manual? play culture? conversation during play? - until later) reveals inherent contradictions. 

The game says this, but really that

The game says its about heroic fantasy, but the heroic actions players are called on to make include "killing pregnant orcs so that the newborn orc will not trouble you later," aka, literal war crimes.

The game says its inspired by fantasy stories (the game is like Tolkien! Howard! Vance!), but the narratives of the modules don't have the same storybeats. Instead, the storybeats are more reminiscent of Westerns, stories loaded with manifest destiny colonialization subtext.

The game says its set in a medieval time period, but the essential touchpoints are all anachronisms (rapiers are Renaissance, the ships depicted are all Age of Sail, and taverns are essentially modern).

We do not name this action, or couch it in literary terms. But both RPG enthusiasts and RPG detractors have unfairly criticized D&D using deconstructionist techniques since its creation.

Unfairly, I say, not because the critiques of D&D are wrong, but if the same techniques for reading against the text were applied with the same rigor equally, every RPG would break down as well. 

However, the methodology for reading against D&D's text is applied so regularly, the components of the argument have become folklore for the RPG community. And people, when learning how D&D's text breaks down when you apply these arguments, think its a problem with D&D. 

It isn't. It's just that you learned the formula that makes that specific compound break down. There are stronger acids out there!

My point

Let me backtrack a minute. I'm not a deconstructionist, and I'm not really making any big claims about the approach. 

I'll quote the somewhat dismissive Khan Academy introduction on deconstructionism: "Junior misreaders worked away, becoming ever more like C.I.A. operatives, decoding false signals sent by a distant enemy, the writer. Deconstruction exalted itself with ever higher pretensions. ... Deconstruction transformed everything into social commentary, easily making affinities with sexual and racial politics, two other militant philosophies that challenge the sanctity of text."

RPG criticism is still fairly nascent as a lit crit movement, and most people doing it are hobbyists not academics. It would be unfair to criticize this labor, especially because it comes from a place of genuine interest in RPGs as an art space. The point of this blog post is not to do so. 

I'm trying to say: If you are interested in RPG criticism, there are traditions of literary criticism (etc.) that you can start from. That by studying literary criticism, you might arm yourself with the vocabulary to use to express your ideas more clearly. By reading other approaches to text, you can say "Aha, of course, that is what I meant all along! I'm so glad someone else has had this thought before and understands me!" 


Tuesday, February 4, 2025

Different Character Creation Methods at Different Times

In many RPG books, character creation is right in the front of the book to give the new reader a sense of what the game is about, help them picture who they'll be playing and what they'll be doing, and discuss character-facing rules (hopefully with references to fuller explanations later in the book). 

For veteran players, the instructive "new player" language of this character creation section is often glossed over. They've made 100 characters at this point, sometimes just for fun. They don't need the support structures of walking through a character step by step. Indeed, perhaps they have learned advanced strategies--which feats are best in their group's play style, how to create synergies between choices, and so on.

Fair enough.

But what if this was more explicitly part of the game? What if...

  • New players or a group starting a new campaign would use one set of rules (new players | new characters)
  • If your character dies mid-game and you need a replacement, you use a separate procedure to quickly roll up a new character and jump back into the action (lost adventurers); and
  • If your character gets to a high level, you can choose to retire them. Your next character uses a different procedure to create a higher-level character to join the existing party (veterans).
Additionally, all three tiers might have fundamentally different character options!

Let's dig into what this might look like.

Note on system

Throughout this post, the system I'll be using to illustrate my point is Beyond the Wall (frankly, my favorite OSR game). I think it already has some of the best character creation rules out there, and I think riffing on the paradigm would be rad. 

In case you're unfamiliar with the system, here's an example of what a character playbook looks like to get you on the same page.


New players | new characters

If you are new to the game or if you are starting a new campaign, you'll use these rules.

This set of rules is probably what you're used to seeing in the chapter called "Character Creation." 

  • It's coded for new players
  • It assumes you're starting at level 1
  • Explicitly associates players with each other; player characters designate how they know each other, establish bonds, why they're adventuring together, etc.
  • Equipment comes in flavorful packs tied to a character's backstory
  • Fewer choices to allow for new players learning the system

Changes to the rules

Characters that you create using this procedure are the baseline for the campaign setting. This here procedure is for regular walkin', not fancy walkin'. For example, you can only create humans + fighter, thief, magic-user, and cleric.

In a Beyond the Wall paradigm, use the character playbooks from the Village in the core book: Self-Taught Mage, Untested Thief, Village Hero, Witch's Prentice, Would-Be Knight, Young Woodsman.

Lost adventurers

If your character dies midgame, you want to leap back into the action as soon as possible. It wouldn't make sense to use the normal playbooks: oh, and it's me, your friend from the village, the Young Woodsman. This isn't the time for Merry and Pippin to join the campaign, this is the time Faramir, Captain of Gondor, to show his quality.
  • It's designed to get the player to rejoin the game as quickly as possible; mostly random generation
  • Character start at level 1, but have a calibration mechanism to "catch up" with the general table level
  • Includes some contrivance for the character to show up and join the adventure

Changes to the rules

Characters you find chained to the wall of the dungeon waiting to be released and join the party have an opportunity to be weirder than the people from the Village. Here, you can introduce character options that are further afield from the baseline: elves, dwarves, princesses, talking dogs, etc.

In Beyond the Wall, you can use playbooks that include Dwarves, Elves, Halflings, the Nobility, and even the "Normal Bear" playbook. I'd edit them to cut the "You know the person on your right because" worldbuilding questions and replace them with d100 - Introductions for Newly Minted PCs In Medias Res

Veterans

When a character reaches a name level or completes a satisfying arc, I think it's fun to retire them. Why would I go adventuring at this point in my character's story? I did the quest. Let me put my blorbo on their farm with their wife and live happily ever after. But I, Josh, still want to play the game.

These rules are for players who have mastered the game. 
  • Characters start at a higher level
  • Characters are built in a bespoke way, picking and choosing traits, feats, and equipment from a list
  • Start with a number of randomly generated minor magic items to represent their previous accomplishments
  • Starting level, wealth, magic items, etc., based on level of retired character

Changes to the rules

Characters that join the game at a high level have an opportunity to serve as mentors to lower level characters in the same way that veteran players can teach newer players how to play the game.

In Beyond the Wall, unlocked characters can be made using the character creation rules from the book instead of being created via playbooks. Options from the Elders playbooks can be made available: the Dungeon Delver, the Dwarven Mentor, the Initiated Magician, the Landless Noble, the Learned Tutor, the Retired Veteran. Let these characters start with higher level spells and some magic items from the expansion books.

Closing notes 

His Majesty the Worm does this, kind of. New characters get XP to spend on cross-Path talents for every XP and arete point your retired character has. Making a character to join a game already-in-progress allows you to utilize a "quantum character" where you answer questions about your talents, what's in your pack, etc., as it comes up during the game. I could have leaned into this harder, though. Perhaps a second edition paradigm advancement?

Saturday, January 25, 2025

Cargo: Boxes of Carpathian Soil: A narrative game microblog

I had an idea for a narrative game while watching Nosferatu. Not my usual deal. Jotting down the idea as a microblog for posterity.

The game is called...

Cargo: Boxes of Carpathian Soil

The game is on a boat, taking an odd shipment from the Old World.

One player is the vampire. All other players are sailors.

The game is played out in a series of scenes between the vampire and one sailor. Only these two players talk each scene, but all the other players listen silently.

Each scene, the sailor tells the vampire their life story, then asks the vampire 1 question about theirs. At the end of the exchange, the vampire and story-teller vote simultaneously.

If even one player in the pair votes "negative," the vampire devours the sailor. The sailor describes how they're killed. It's probably messy.

If they both vote "positive," the vampire allows himself to be caught by the story. The vampire dies, crying, stepping into the sun.


Sunday, January 19, 2025

Treasure Thoughts Microblog

Every time I go to a museum, I think "Wow, these artifacts are so interesting. The real world is so much weirder and more fantastic than the loot described in the pages of dungeon modules. Treasure should be WEIRDER."

I think that might be broadly true, but it also carries some risks for usability at the table.

Because the real world does have these layers of history (that's why I'm in the museum! to learn about this stuff!), the baseline for my expectations is different. If I were to just straight port the treasure I am looking at into a dungeon I ran, I'd have to explain what the hell I was talking about to my players. Saying "Golden idol with ruby eyes" is probably aligned with me and my players baseline. 

Torque, Virginia Museum of Fine Art

Saying "Torque, which is used as a trading currency," I'd have to act as a museum plaque for my players for a minute. Which is fine, but does take some extra time at the game table, and that carries a cost if you do it too much.

I wrote about my experiences running the Lord of the Rings Adventure Game. Check out the loot that the players find in the troll hole in that module. It was a lot of treasure!


I think having rooms full of treasure make sense. A hoard should feel like a hoard, you know? Be overflowing with goods of different types. Coinages of different make, for instance! But when reading a list of 50 items to the players, you can see they get overwhelmed. 

Anyway, here are some things that I think would be good treasures for your dungeon, if given in moderation.

Kovsh, Virginia Museum of Fine Art

Shabits, Virginia Museum of Fine Art (Should be animated servants instead of just like, raw treasure)

Cloak of duck feathers, Virginia Museum of Fine Art

Arms and armor, MusĂ©e de Cluny



"Unicorn horn," Musée de Cluny (I already wrote about this one)

Relic of a Saint, I forget which one, Musée de Cluny


Saturday, January 4, 2025

Designing Dungeons Course

Hello, happy New Year! 

As we start 2025, I have noticed that many people are spinning up dungeon-creation projects (Dungeon23 continues into its third year, and the Zungeon Manifesto has launched a Zungeon Jam). To help with this effort, I have teamed up with Warren at ICastLight to launch:


Designing Dungeons Course

Or, How to Kill a Party in 30 Rooms or Less

Click the pic for the link

This course is a series of discussions, practical examples, and exercises designed to walk new Game Masters through the process of creating a new dungeon from scratch. The course provides a hands-on approach to the act of dungeon writing in an attempt to demystify the process. By following along, you’ll construct a dungeon for your players to explore.

If I didn't chunk the work into sections and release them incrementally, I'd never get it done. Therefore, I'm just launching with the first two chapters, with a goal of releasing a new chapter every week.

So, if you're interested in this, please give it a look and get in on the ground floor. Every week, you can follow along with me and Warren as we make our respective dungeons. 

If you find this helpful, let me know what you create with it!


Sunday, December 15, 2024

Microblog: Zodiac Constellations in Bite-Sized Dungeons

Marcia at Traverse Fantasy had the idea of bite-sized dungeons--six room layouts that contain a normalized array of the types of rooms you can get in procedural generation in B/X. 

Here's a twist: What if the dungeon maps were constructed of geomorphs based on the zodiac constellations?

What is a constellation but a series of nodes and lines?
What is a dungeon but the same?


As a quick proof of concept, I mocked up a dungeon by combining Leo, Libra, and Aries nodes. It doesn't look bad! I can imagine stating up this little dungeon with an afternoon of work.



Just an idea! One might use it to either do themed dungeons, or just mock up little weird paths and avenues in a lair.

Wednesday, November 27, 2024

Starting Equipment Packages

Here are some equipment packages you can use when generating new characters. The goal is to make it quick and easy to pick some gear based on your motifs/failed careers without pouring over long equipment lists. Each equipment package has 7 slots of items in it. These were written with His Majesty the Worm in mind, but should be pretty applicable to any old-school game.

Using in your Game: Have players choose their motifs from this list. Ideally, players choose motifs first and get equipment packs as a nice bonus, not something they "build."

A candle or a ration can be substituted for any item in a package. Good adventurers always pack extra of these.

Big Caveat: I didn't write a lot of these. They were created by folks on the Worm Discord, and clumsily misappropriated by me. Thanks to users autocastratrix, dadstep, Eric Minton, Rabenvogel, and Teaspoon.

Cleric of Mythrys

  1. Blank book
  2. Quill and ink
  3. Religious tracts (5)
  4. Portable shrine (as religious paraphernalia)
  5. Butter candle
  6. Shrove bread 
  7. Sacrificial dagger

Dominatrix

  1. Manacles
  2. Chain
  3. Leather harness (light armor)
  4. Scourge (as flail)
  5. Pornographic playing cards
  6. Poultice
  7. Masquerade gown and mask (luxurious clothing)

Jongleur

  1. Seven balls, one of each color of the rainbow
  2. Torch
  3. Bottle of methanol (for fire breathing)
  4. Lyre
  5. Rope
  6. Tightrope walker's balance pole (10' pole) (oversized)

Vampire Hunter

  1. Wooden spikes (6)
  2. Mallet
  3. Garlic
  4. Wolfsbane
  5. Amulet of the Unconquered Sun (as religious paraphernalia)
  6. Book titled Discoverie of Ye Un-dead
  7. Silver warhammer

Man-at-Arms

  1. Pipe & pipeweed
  2. Cram
  3. Armor with elaborate codpiece (iron)
  4. Light shield with personal coat of arms
  5. Sword, hilt shaped like a nude woman
  6. Bedroll (2 slots)

Necropolis Architect

  1. Pick (oversized)
  2. Salt
  3. Torch
  4. Chalk
  5. Flint & tinder
  6. Potion of Invisibility to Undeath (derived from ghoul's eyes)

Alfheim Tinker

  1. Length of tied-together ribbons (as rope)
  2. Tinker's kit (2 slots)
  3. Pan flute
  4. Elf candle (burns blue, otherwise normal)
  5. Bow strung with elf hair
  6. Quiver of whistling arrows

Hedge Wizard

  1. Handful of d4 (as caltrops)
  2. Small cauldron (as cooking gear)
  3. Owl feed
  4. Owl feed
  5. Mummified dire spider eggs (Speak to Animals component)
  6. Ungoat stomach-leather bag (Protection from Elements component)
  7. Staff, growing with mushrooms

Salty Dog

  1. Spyglass
  2. Rope
  3. Cutlass 
  4. Buckler (as light shield)
  5. Jug of rum
  6. Fishing gear
  7. Hammock (as bedroll, only one slot, must be hung up to use)

Master of the Hounds

  1. Cooking gear
  2. Firewood
  3. Flint & tinder
  4. Hound feed
  5. Hound feed
  6. Tarpaulin 
  7. Bear-hunting spear

Pig Farmer

  1. Pitchfork (as polearm)
  2. Cured ham and sows-milk cheese 
  3. Pork rinds and small beer
  4. Lard
  5. Swine-leather jerkin (as light armor)
  6. Shovel
  7. Book of poetry (mostly about hogs)

Master Burglar

  1. Lockpicks
  2. Candle
  3. Silk rope
  4. Grappling hook
  5. Crowbar shaped like a muscly arm
  6. Caltrops
  7. Cool black ninja outfit (common clothing)

Knight Errant

  1. Former jousting lance splintered on a rivals armor or a windmill (as 10' pole)
  2. Well-polished full plate steel armor (3 belt slots)
  3. Well-polished inherited family sword
  4. Lard, for polishing
  5. Quill & ink
  6. Blank book, half filled with scribbles of the love of their life, as well as unfinished love letters and poems

Link-Boy

  1. Brass lantern
  2. Bottle of lamp oil
  3. Icon of the Sun (as religious paraphernalia)
  4. Standard issue torch (pine-tar and straw)
  5. Experimental alchemical torch (2 flickers, only 25% chance to go out when dropped)
  6. Beeswax candle
  7. Linkboy's lunchbox (ration)

Antiquarian

  1. Kukri (as dagger)
  2. Censer (Can deliver an alchemical bomb with an Attack. Must be held in belt slot.)
  3. Alchemist kit (2 slots)
  4. Hermetic bottle
  5. Book titled Tomb of Ancient Treasures and Relics
  6. Torch

Flagellant

  1. Capirote-helm
  2. Flayed-skin shirt (falsely claimed to be a martyr, as light armor)
  3. Bread and water (rations)
  4. Poultice
  5. Icon of the Hanged Man (religious paraphernalia)
  6. Torch
  7. Sword shaped like a tree with thorns

Beekeeper

  1. Beekeepers robes (light armor, immunity to youknowwhats)
  2. Beekeeper's cowl (when worn you require bright light to see, but you have an extra turn to react to foul vapors and you are immune to Blinding effects, and oh yeah bees)
  3. Honey mead, bread, and honeycomb (ration)
  4. Straw skep hive with straps for carrying (2 belt slots, 2 notches. If Notched the bees retaliate against nearest available target)
  5. Pipe and Pipeweed (for bee pacification)
  6. Khloris Compendium, a book of flowering plants found in the Underworld.

Barber-Surgeon

  1. Straight razor (as dagger)
  2. Pliers
  3. Poultice
  4. Poultice
  5. Jar of laudanum
  6. Jar of leeches
  7. Bottle of orcish vodka

Necromancer

  1. Grave-poppet (Control Undead component)
  2. Hand of glory (Darklight component)
  3. Vial of mithril ink (Raise Zombie component)
  4. Candle 
  5. Flensing dagger
  6. Skull mask, made from a real skull!
  7. Fresh corpse (oversized)

Augur-Haruspex

  1. An illuminated copy of the Codex Sophia (Augury component)
  2. A crystal ball (Scry component)
  3. A deck of tarot cards
  4. A walking staff (as polearm, 2 slots)
  5. An ornate lantern in the shape of an eyeball
  6. Flask of oil

Plague Doctor

  1. Poultice
  2. Beaked mask (As long as you prepare and fill the mask with sweet smelling incense as a Camp Action, you may ignore catching 1 Affliction caused by bad air)
  3. Alchemist kit (2 slots)
  4. Herbal sachet (as hermetic bottle)
  5. Jar of leeches
  6. Foul Flora, a manual to identify and locate toxic herbs 

Merry Brigand

  1. Crossbow
  2. Quiver of bolts
  3. Bag of apples (ration)
  4. Forest-green linen cloak, cloth mask, and a feathered cap
  5. A small purse with treasure (25g) taken from the rich, to give to the poor
  6. Hatchet
  7. Pipe & pipeweed

Diver

  1. Metal diving suit (steel armor) for the greater depths (3 belt slots)
  2. Air hose (rope)
  3. Trident (polearm)
  4. Basket of oysters (ration)
  5. Magnesium torch (burns underwater, just 1 flicker)

Cave-Scout

  1. Ant-wax candle
  2. Shroomsap torch
  3. Blindworm Jerky (ration)
  4. Spider-silk rope (weighs less - stacks to 100' per slot)
  5. Bedroll (2 slots)
  6. Axe 

Librarian

  1. Flameless safety candle (It's a glowstick. Only 1 flicker and can't be extinguished and relit, but doesn't go out without a Torches Gutter.)
  2. Rod of Silence (as club, no magical powers)
  3. Book titled On the Killing of Monsters, a guide to the horrible fauna of the upper levels of the Underworld
  4. Book titled Overdue Loans Ledger, Part J: Books Lost Below, a guide to library books that went missing somewhere in the Underworld
  5. Empty book (actually a palimpsest of a volume of ancient and terrible erotic poetry; most of the text has been scraped off, but every so often you'll encounter a "worshipful spear" or a "dew of thy thighs" that's still legible)
  6. Quill & ink
  7. Magnifying lens

Cook

  1. Cooking gear
  2. Ration of beans and bacon
  3. Garlic
  4. Salt
  5. Carving knife 
  6. Large lid from a jar of pickles painted with the motto “Kiss the Cook” (as heavy shield, 2 slots)

Henchman

  1. Master’s bedroll (2 slots)
  2. Master’s ration
  3. Master's ration 
  4. Coil of all-purpose rope
  5. Wooden shield blazoned with a bedraggled mule
  6. Torch

Trapsmith

  1. Torch
  2. Tinker’s kit (2 slots)
  3. Mallet
  4. 6 iron spikes
  5. Crowbar
  6. War hammer, the haft etched with the words “Traps smashed:” followed by a series of tick marks

Disgraced Crusader 

  1. Long sword
  2. Plate armor, once expertly fitted and gleaming, now missing pieces and battered. (iron armor, 2 belt slots)
  3. Great helm, visor rusted shut (1 belt slot)
  4. Horse’s jawbone dipped in silver, blue rose vines ornately engraved and painted encircle the name “Marengo”.
  5. Whetstone and dire whale oil, 4 uses (If used on a bladed weapon as a Camp Action, add a special notch to your weapon that does not count as durability. Mark this special notch to deal an additional wound, but only if unblocked by armor)
  6. Scroll Of Ancient Oaths (The oaths nobility of yore swore to the god-kings when pledging fealty. As a Speak Incantations action you may hold the scroll aloft and cry aloud. On success you may speak one command to any undead knights or similar noble spirits of bygone ages in your current zone as if you were commanding an animal companion. The scroll then dissipates into righteous flame)

"Iron Man" (aka Mage Hunter)

  1. Iron armor, thin plates, covering the whole body (2 belt slots)
  2. Iron helmet with an iron face mask (1 belt slot)
  3. Light legionnaire's shield (1 belt slot)
  4. Iron mace 
  5. Specialized iron manacles (which are fixed around the neck and also function as a gag)
  6. Iron bolas, adds favor to Roughhouse to trip