Something Different: A Silver-Toned Earthen Pally Transmog

We’ve played The War Within: Legion Remix since finding out that some player housing decor items will be released through it. I made myself a female Dwarf paladin—always a favorite combo—but decided to try something a little different (for me, that is).

So, saved for posterity, here’s my silver-toned Earthen retribution pally.

I’ve hidden the helmet, wrist, belt, and boot slots, and I’m not using a shirt or tabard for this look either. The Dueler’s Snowy Shoulder Cape and Aspiring Aspirant’s Drape make a fantastic combo for the shoulder and back slots. The Overlord’s Chestplate is an older design, but its relatively smooth front makes up for the clunky pixels, and the chain mail underlayer in the model does not detract from the look I had in mind.

WoW TWW Legion Remix Pally1

Dauntless Handguards plus Long Snowy War Skirt and Leg Wraps finish off the outfit. Since she’s a paladin and mostly covered in armor, I kept her gems to a minimum, just a knuckle cluster on one hand. Her white mohawk hairdo and white-grey eyes form a large part of the striking look. I assume because she’s an Earthen, there’s a prismatic sheen to her hair that’s just amazing. Her weapon is one version of The Ashbringer.

WoW TWW Legion Remix Pally2

If interested, you can have a look at the set in Wowhead’s Dressing Room.

Images: World of Warcraft screencaps

Narrative Combat for Dungeons & Dragons

Part of the appeal of Dungeons & Dragons as a tabletop role-playing game is that it provides a robust and detailed set of rules for paying out fantasy fights, from smashing your way through pesky goblins to assaulting the lair of an evil dragon. You can see the tabletop war games in D&D‘s roots when you have a table full of figurines maneuvering and trading blows. Unfortunately, that same detailed set of rules for combat also means that fights tend to drag. Everyone who’s played the game knows how one large combat can eat up an entire gaming session, leaving little room for character development or story progression. That’s where narrative combat comes in.

Narrative combat is an alternative to the full combat rules that lets you as a DM challenge your players and put them in danger while also speeding up the action so you can move on with the game and make room for other activities. You might not want to use it all the time, but it is a useful technique for getting your party through an encounter that is meant to build the story more than to present a tactical challenge.

Narrative combat is a battle-focused version of an old D&D standby: the skills challenge. Instead of making attacks or casting spells by the usual combat rules, players declare what their characters are attempting to do in order to win the fight. The DM (or the DM and players working together) decide on an appropriate skill check or other d20 roll for the action. When the players have scored enough victories on the skill checks, they win the battle. Failed skill checks bring consequences.

Preparing the encounter

As a DM, you need to prepare for a narrative combat, just like you need to prepare for a traditional combat, but in a different way.

First of all, make sure that the encounter you’re planning is appropriate for narrative combat. This method isn’t well suited to encounters that could potentially be deadly for the adventuring party. It serves to speed up combat, but that comes at the expense of characters not getting to use their full suite of abilities, and most gaming groups won’t be happy about seeing a character die just because they didn’t have the chance to use an ability that could have saved them. If an encounter is meant to push your players’ character to their limits, it’s better to opt for traditional combat.

Once you’ve decided to make a fight narrative rather than traditional, describe the encounter in narrative terms, laying out what role it plays in your story. How would you describe this event in a novel or a screenplay? Think about not just the monsters your characters will face but their motivations, goals, and personalities. Instead of “One Vampire Spawn (CR5) and five Skeletons (CR 1/4),” try describing your scene something like: “A recently-turned vampire spawn, drunk with her newfound powers, gathers her own minions from the ancient dead of a nearby graveyard, and ambushes the party as they journey toward their next destination, hoping for an easy kill to add to her subservient throng.”

Next, you need to make three mechanical decisions which will determine the difficulty of the encounter:

  • Number of successes needed to complete the encounter
  • DC for the encounter’s skill checks
  • Consequences of failure

The number of successes required to complete the encounter determines how long the encounter will take to play out. The more successes required, the more opportunities for failure and consequences. I recommend making the number of required successes a multiple of the number of player characters involved.

Encounter difficultyMultiplier
Trivial1x
Easy2x
Average3x
Challenging4x
Hard5x

I don’t recommend going above 5x; at that point, you may not be saving much time over just running a regular encounter. If you are planning for a longer encounter, it’s also a good idea to plan for a few changes in the fight after a certain number of successes to give your players new problems to think about—the monsters change tactics, reinforcements show up, a sudden snowstorm hits, parts of the floor give way, etc.

Our example encounter with a Vampire Spawn and Skeletons could be a significant challenge to a novice adventuring group, warranting a multiplier of 4x or 5x, but to an experienced group this encounter would be more of a speed bump, a way of alerting the players to the presence of a larger threat lurking in the shadows without putting their characters in much danger. For such an encounter, I would choose a multiplier of 1x or 2x.

The DC for the skill checks is the most direct way of setting the difficulty of the encounter. If you have a specific set of monsters for your encounter, you can use the average of their ACs. For our example above, Vampire Spawn has an AC of 16 and Skeleton has 14. Five Skeletons and one Vampire Spawn have an average AC of 14.3, which you can round down to 14. Feel free to tweak the DC if it doesn’t feel right for your encounter; you might decide that the Vampire Spawn’s control makes the Skeletons more coordinated than mindless undead usually are and bump the DC up to 15.

If you don’t have a specific set of monsters in mind to check the AC of, here’s a guide for choosing an appropriate DC.

Party levelTrivialEasyAverageChallengingHard
1 to 41012141618
5 to 81113151719
9 to 121214161820
13 to 161315171921
17 to 201416182022

Finally, you need to decide the consequences of a failed roll. The easiest and most obvious one is to do damage to the character whose attempt failed, but the circumstances of your story might suggest other possibilities, such as losing vital resources or reputation with the local community.

To determine the amount of damage a failure should cost, if you have a specific set of monsters in mind, you can again use an average of one round’s damage from their standard attacks. A Vampire Spawn’s Claw attack does 8 damage on average (2d4+3), and it can use the attack twice, making a total of 16. A Skeleton’s Shortsword attack does 6 average damage (1d6+3). Our example monsters therefore have an overall average damage of 7.6, rounded up to 8. You can just use the average damage, or to keep some of the fun of rolling, you can make it 2d4+3, 1d6+4, 1d8+3, or something else that gives the same average.

Instead of doing damage as a consequence in the example encounter, you might instead decide that characters who fail fall victim to the Vampire Spawn’s bite and must make a Charisma save (same DC as the encounter overall) or temporarily fall under the villain’s sway, telepathically revealing information that the spawn’s Vampire Lord will later use against the party. Play into the story of the encounter; if a good alternative to damage for a consequence presents itself, use it!

If you don’t have a specific set of monsters in mind for your encounter, just look for one at the appropriate CR and use its basic attack damage. The whole point of narrative combat is to reduce the amount of time it takes to play out an encounter, so don’t make things more difficult for yourself than you need to.

Playing the encounter

As the encounter begins, give the players a narrative description of how the combat begins. Again, imagine you are narrating a novel or setting the scene in a screenplay.

“As you walk through the heavily-shadowed avenues of the decrepit graveyard, slow, shambling movements in the undergrowth on your left catch your eye. Everyone make a Perception check… Those of you who failed the check are distracted by the movements of five skeletons lumbering out of the thicket on the left, but those who succeeded realize that the skeletons are a diversion and prepare yourselves to face the sudden attack of a red-eyed, sharp-fanged shape that lunges out of the sepulcher on your right, reaching for you with her sharp, talon-like hands!”

Once you’ve given your players the set-up, it’s now time for them to act. Your players narrate how their characters engage with the challenge in front of them. There are no rounds or turns in narrative combat, just contributions to the story. If your players are good at making room for each other, you can just invite everyone to contribute a story moment whenever they feel moved to. If you think it’s better to impose some order on who talks when, you can go around the table one at a time, or have them roll for initiative. The monsters do not get a turn of their own; they only get a chance to hurt the player characters when characters fail a check.

Players describe their character’s acts not in terms of game mechanics but as if narrating a story. Their options are limited only by their imagination and the constraints of what you as DM are willing to accept. Instead of “I use my bonus action to rage and my action to attack with my axe,” a player might say, “I yell my warcry and charge into the thick of the enemy, hacking furiously away,” or “I slip into the shadows waiting for a chance to strike at an enemy when their back is turned,” or “I open my senses to the currents of magic in this area and try to disrupt the monsters’ sources of power.” A character’s act might be something closely tied to their abilities, but they can also be more creative, such as “I create a distraction on one edge of the fight to set up my allies for a better shot,” or “I help the innocent townsfolk caught in the middle of the fight get to safety.”

Players have a lot of leeway in describing how their characters engage in the battle, as long as they play fair. No one gets to just say “I kill all the monsters and save the day single-handedly.” As DM you can always say no to a poorly-thought-out or bad-faith act, but it’s also good to let the players have agency to shape the story of the fight themselves. If someone wants to push the monsters onto uneven ground, impersonate an enemy leader and confuse them with conflicting orders, or start an avalanche, as long as it’s something their character could reasonably pull off in the circumstances, go with it and let the fight evolve accordingly.

Once a player has described their character’s contribution to the story, pick an appropriate skill for them to roll. You can do this yourself as DM, or collaborate with the player on picking something that plays to their strengths. In place of a skill roll, you might also use an attack roll, or even a saving throw if it seems appropriate (“I raise my shield hurl myself into the line of fire to take the brunt of the attack so it doesn’t hit any innocent bystanders” could merit a Constitution save, for example).

For a character fighting in the front lines, a weapon attack may be the best roll, but look for opportunities to call for other skills like Athletics (like tackling and grappling with an opponent), Acrobatics (nimbly jumping from tree branch to tree branch to stay ahead of a pursuing enemy), Perception (watching enemy movements and calling out their maneuvers to one’s allies), or Insight (analyzing the enemy’s tactical plan and devising an effective counter-strategy). Characters relying on magic can always roll a skill relevant to their particular variety of magic such as Arcana (wizards, sorcerers, and warlocks), Religion (paladins, and clerics), Nature (druids), or Performance (bards), but consider also using magic as a bluff to distract the enemy (Deception or Intimidation) or to create hazards in the field of battle (Survival). If a player uses a spell or other special ability of their character’s, or if they come up with a particularly original or interesting twist in the story, let them roll with advantage.

If the roll succeeds, mark down a success for the party; if it fails, the character in question suffers the consequences. A player who takes damage has the opportunity to mitigate that damage in any way they could in regular combat, like the resistance granted by a barbarian’s Rage or a ranger casting Absorb Elements.

When the party has scored enough successes to complete the encounter, narrate how the remaining monsters flee or are destroyed. Then the characters can lick their wounds, and the adventuring day continues.

Employing narrative combat effectively

There are advantages to using narrative combat in place of full combat. There are also times when it’s not a good choice.

Pros of narrative combat

  • It’s quicker than traditional combat. It can be a good way of dealing with encounters that are of little mechanical threat to the party but contribute to the ongoing story.
  • It makes much less work for the DM—no tracking monster abilities or hit points, just the party’s successes.
  • It keeps the action with the players. There are no separate monster turns.
  • It encourages creativity and storytelling, which can be rewarding for a group that likes those aspects of play more than the hard tactical thinking of traditional combat.

Cons of narrative combat

  • It takes time to explain to a group of players who haven’t tried it before, and may be confusing to players used to the routines of regular combat.
  • It sacrifices detail for speed, sometimes leading to results that could feel unsatisfying—will a wizard player casting Fireball feel good about having the same effect on the outcome of the battle that a fighter using Action Surge does?
  • When confronting a particularly dangerous or important enemy, players may be unhappy about not having their full range of combat options open. Narrative combat is not a good choice for such fights.

Narrative combat is a useful tool to have at your disposal as a DM, but make sure your players understand how it works, and know when to use it and when not to. It’s a good thing to introduce to new players in a short, trivial encounter that poses no real risk so that they can learn how to play it without the pressure of a dangerous fight. Once your players know how to do it, though, it can save time for more exploration, role-playing, social encounters, plot advancement, and other fun things.

Images: Algorithmically generated images made with Night Cafe: A winter battle, Temple ambush, The untouched armory

Darude: A Finn Immortalized in World of Warcraft

Lately Erik and I have been preparing for the new player housing in World of Warcraft, to be released before the upcoming Midnight expansion. Before that arrives, though, there’s a little detail in the current expansion, The War Within, that I want to save for posterity. (Even if it’s just myself. 🙂 )

Blizzard is known for using references to pop culture personages or phenomena in WoW. What comes immediately to mind is Rio Duran (a Duran Duran reference) in Mount Hyjal, Harrison Jones (Harrison Ford / Indiana Jones), the Very Light Sabre swords (Star Wars lightsabers), and Haris Pilton (Paris Hilton) in Shattrath City, for example.

Now there is also a compatriot of mine! The Finnish artist Darude has been immortalized as D’rude, a randomly appearing NPC found in delves. One of the mob’s abilities is Sandstorm, which confirms it. “Sandstorm” was Darude’s big hit single in 1999, and still pops up here and there.

WoW TWW Nightfall Sanctum Drude
Wowhead Krionix Drude

Incidentally, the “Sandstorm” music video with parkour and running (so much running!) around southern Helsinki was directed by Juuso Syrjä and has become a bit of a hit, too, with over 300 million views.

Darude – Sandstorm by Darude on YouTube

To celebrate the 25th anniversary of Darude’s career, a Sandstorm Run event was held in Helsinki, Finland, at the end of this August. We were not in town for it, but we did save a map of the route and walked it later for our own enjoyment.

Anyway, Finland was mentioned! Torille! 🙂

Reddit Finland Mentioned Torilla tavataan

Images: Screencaps of D’rude by Eppu Jensen and by Krionix via Wowhead. Finland Mentioned by moerkoet via Reddit Finnishmemes.

Ropecon and Rainbows

The 2025 Ropecon—the largest non-commercial RPG convention in Europe organised entirely by volunteers—is over. Thank you, everybody! I’m exhausted and happy. (And sick; con crud got me this year. Bleah.) I do need to get one thing off my chest, however.

I’m going to make an exception and write in Finnish this time, because I’m responding to a post about inclusion at the con by Merli Juustila, the chair for Ropecon ry., the entity running the con, published this June before the Helsinki Pride parade. (FYI: Juustila’s post is Finnish only.)

TL;DR for those who do not want to attempt Finnish: apparently every year for many years now, the organizers get complaints about rainbows at Ropecon and why that should be; it’s a gaming event, after all, or so says the feedback.

My response: Obviously, it’s because it’s a part of people’s identity and part of their lives. By the same logic, you might as well complain about historical dances, cosplay, card games, kids in strollers, or black clothes being visible all over the place during Ropecon.

Continue reading

My Gnomecore Moodboards

I was checking something about the cozy fantasy genre the other day when I suddenly fell into a deeeep rabbit hole.

(And, by the way, long post warning. This post is not far from the dreaded “Let me tell you about my character” trope, so read or skip accordingly… TL;DR: Playing around with cozy gnomecore-themed photographs to make moodboards for my latest D&D character.)

Continue reading

World of Warcraft Gets Cozy with a New Housing System

For a while, there have been rumblings that World of Warcraft characters will get a new home base of sorts, perhaps a little like garrisons in the Warlords of Draenor expansion. This new system has been dubbed housing.

In a news article “A First Look at Housing” from February 2025, Blizzard describes some of their design priorities: customization (adjusting the widest possible range of features in your house), ability to socialize (unlike garrisons, player housing is supposed to encourage interacting), and longevity (like pet battling or transmog, it is here to stay).

In addition, it’s designed to scale with the player’s interest, namely spending as little or as much time as you want on housing. However, they didn’t yet say whether it’s possible to skip entirely. If, as it’s likely, there will be introductory quests to unlock housing, it should be a simple matter to just not do anything house-related.

I mean, I am one of those geeks who will want to dive in right away and fine-tune things to my heart’s content. But not everyone cares about the same kinds of gaming. (I’m still miffed at Blizzard trying to force pvp on all players. Nope, that won’t happen; I refuse, and if it means I won’t see some of the story or get certain rewards, then I won’t. Anyway.)

To begin with, Alliance will apparently have one housing zone (inspired mainly by Elwynn Forest, with some Westfall and Duskwood sprinkled in) and Horde another one (inspired by Durotar, its coastline, and Azshara), with “more possible places to live in the future”.

It’s still unclear how the system will work exactly. For example, how players will access their zones and the houses within has not yet been revealed. What we do know is that “[y]our houses are also shared amongst your Warband with your different characters being able to come and go” regardless of faction, and that “[h]ousing rewards are also shared across your Warband”. But does that mean we can have, say, multiple Horde houses and no Alliance ones at all? They do use a plural in your houses. Or are players limited at launch to one on the Horde and another on the Alliance side?

It seems there are also two decoration themes, one dubbed folk (which looks a little more Alliance-flavored) and the other rugged (more Horde style). Whether we’ll be able to mix and match items between the themes is still unclear, though. It’s reportedly been confirmed that players will be allowed to mix and match aesthetics.

Blizzard Azeroth Beautiful Sample Bedroom

The ability to visit your friends’ or guildmates’ houses sounds fabulous. But in addition to housing zones, there are also neighborhoods, which are instanced and can be either public or private, with room for 50 houses. That raises more questions—what about houses within a public neighborhood? (Or private, for that matter.) Is just anyone able to walk right in, or will there be some limits at the plot boundary (like in a real-life town)? Will we be able to name our private neighborhoods? Or houses? What will happen to cities—will everyone just decamp to housing zones when not conducting, say, auction house business, visiting a barbershop, or training? Can we pull out mounts in housing zones? Will there even be a reason to visit an auction house in a city, if your mount can provide for you?

Currently decoration edits are divided into two modes, basic and advanced. While the basic mode allows you to quickly place items in a, well, basic order, the advanced mode barely restricts you: the post “A Look at Housing Interior Design” from March 2025 says that “[i]nternally using this, [Blizzard] employees have taken bushes and made them into garland [sic] for their fireplaces, constructed a boat’s prow from a bed, or made paint buckets into small spice racks for their kitchens.”

There’s a short compilation video of some work-in-progress customization options:

A place in Azeroth of your very own by World of Warcraft on YouTube

Looks absolutely fantastic! Even if all of the assets might not work exactly like this in the final version, it looks like there will, indeed, be a massive amount of details you can tweak, from floorplan to moving windows to placing objects on top of others to adjusting some of the colors, and more.

Another fantastic (literally!) feature is that the house interiors will not be limited by the exterior footprint. (Think of the mage tower in Stormwind.) Apparently the inside can also follow a different style than the outside, but more than that we do not yet know.

I find this concept of player housing very exciting! I’m tracking the release info, so I’ll know when to block time off in my calendar and what real-life events I might have to work around. At the moment there’s only speculation, though. The most specific I’ve seen so far is prior to the next expansion (WoW: Midnight) maybe around mid-December, while “winter 2025” is confirmed but still aggravatingly unspecific.

It’s currently also unclear whether players will be required to purchase Midnight in order to access housing.

Ohwell. As long as it’s actually a good system, I can wait. But it would be a treat to get to play in new housing over the Christmas break, wouldn’t it?

A Radiant Paladin Transmog

My human paladin is sporting a particularly radiant transmog these days. It uses several pieces from the Shadowlands covenants mixed with some old armor that matches the blue and gold color scheme, with the Legion artifact for a weapon.

All put together, it makes a satisfying look for righteously smiting evil.

Here’s a link to the items in the set.

Images: World of Warcraft screencaps