Saturday, February 27, 2010

March of the Modrons - Part VIII

Well, if you're seeing the street cleaners, you know the parade has probably begun to reach its conclusion. For our final installment of March of the Modrons, Initiative or What? takes a look at some very power creatures from the Astral Sea, the Secundus Hierarchs and the Aspect of Primus (The One).

Let's take a look, shall we? (Remember to click on the linked image to get the full-sized one)



There are only four Secundi that serve the Greater Modron Hierarchy. These beings are the rulers of the four sectors of Nirvana and report directly to Primus the One. With nearly god-like powers, the Secundi (singular: Secundus) Hierarchs rule their domains and interact peacefully. The only occasion on which this peace is disturbed is in the event that something happens to Primus the One. Should something happen to Primus the One, the Secundi Hierarchs go to battle to determine who will be the next Primus.


And now, for the grand finale. Initiative or What? is proud to present the grand-daddy of all Modrons: The Aspect of Primus (The One and the Prime). Primus is actually a being with a power level similar to a minor deity, but occasionally, his Aspect is required to address situations that gravely effect the Plane of Nirvana. If the Aspect of Primus calls upon you, you're probably not going to have a very good day.



Primus (The One) is the ruler and god-like power that controls the Modron Hierarchy and the plane of Nirvana itself. While the being's origins are uncertain, it's probable that Primus was likely a Primordial before ascending to his current position as ruler of the Modrons. In the unlikely case that an Aspect of Primus (The One) is destroyed, a new one is created from a Secundus after a battle between the four decides which one is best suitable. During such chaotic times, the plane of Nirvana is virtually locked down in order to insure a logical progression.


And that Kids, is how you do Modrons in 4e! This has been fun. Like I said at the beginning of this series, I've always enjoyed what Modrons brought to the table, they're great as opponents and foils for heroes and adventurers alike. In the near future I'll be putting a .pdf file out on Scrib that collects all of these Modrons together in one document, along with some bonus information as well. Look for that soon! Thanks for sticking around to enjoy the parade.

Until next time...

Game excellently with one another.

Thursday, February 25, 2010

March of the Modrons - Part VII

Well, kids we're winding down our Modron parade here at Initiative or What?, so let's say we get right to a couple of powerhouses of the Modron community. In today's parade, we have the Quarton and the Tertian. (FYI, click on the image for a larger image).

First up, we have the Quarton:


Quartons are the administrators of the regions and overseers of the bureau chiefs in the Greater Modron Hierarchy. Quarton Hierarchs are largely responsible for assigning Modron resources to the correct work project, library, or army. Formidible opponents, a Quarton Hierarch will not hesitiate to summon aid if it feels it is in danger.


Next up, we introduce our third most powerful Modron, the Tertian. From here on, I created the Hierarch Modrons as Solos. This increases their power considerably, as these creatures are considerably unique.


There are a total of nine Tertians that server the Greater Modron Hierarchy as judges and final arbitrators of dispute. The Tertian Hierarchs judge Modrons and non-Modrons for crimes, oversee Modron police forces, make determinations regarding rogue Modrons, and see to it that the rules of Primus the One are carried out. Although supremely powerful in their own right, two Tertians faithfully serve each Secundus Hierarch, while one serves Primus.


Well, we're just about finished with our grand parade of the Modrons. Our next post will conclude with the most powerful Modrons of all: The Secundus and of course, Primus (The One).

Until next time...

Game excellently with one another.

Tuesday, February 23, 2010

March of the Modrons - Part VI

Welcome back to Initiative or What?'s feature series: The March of the Modrons!

We're getting into some pretty powerful leader types at this point. Defeating one of these guys is probably going to shake loose a cog or two from the machine that is Nirvana. Today, we take a look at two more Hierarch Modrons: The Hexton and the Quinton.



Hextons are the generals in command of the huge Modron armies fielded by the Greater Modron Hierarchy. Each Hexton Hierarch has complete mastery of the battlefield and immediate knowledge of its troops' actions and locations. When cornered, a Hexton Hierarch will use its Muster the Troops power in order to summon a force to protect it.



Quintons are the bureau chiefs and supreme record keepers of the Greater Modron Hierarchy. As a bureau chief, each Quinton Hierarch commands a tower containing the collected knowledge of the multiverse. In defense of this knowledge, each Quinton Hierarch can command a number of unusual powers. Only in desperation, will a Quinton Hierarch willfully destroy a bureau's records, however.


March of the Modrons continues with a look at Quartons and the Tertians. See you then!

Until next time...

Game excellently with one another.

Sunday, February 21, 2010

March of the Modrons - Part V

Greetings, Readers! Today, the March of the Modrons continues right here at Initiative or What?

Let's not beat around the bush and instead, get straight to the crunchy action. In today's parade, we have featured the Hierarch Modrons: the Octon and the Septon.



Octons are the sector chiefs and minor governors of the Greater Modron Hierarchy. Consummate bureaucrats, an Octon's major function is to make sure the various laws and rules of the land are implemented efficiently and precisely. Creatures upsetting the order in an Octon's sector are dealt with in an orderly fashion.



Septons are the project overseers and inspectors of the Greater Modron Hierarchy. Serving upper level Modrons directly, the Septon Hierarchs are charged with making sure construction plans and other public works projects are protected, safe, and functioning correctly as per orders. A Septon Hierarch will take immediate and decisive steps in order to protect a site or the information it carries from interlopers and invaders.


Well, we're starting to near the end of the Modron Parade, but there's plenty more to see. Up next? The Hextons and the Quintons!

Until next time...

Game excellently with one another.

Friday, February 19, 2010

March of the Modrons - Part IV

Welcome back to Initiative or What?'s take on Modrons for your 4e campaign.

In this installment, we take our first look at the Hierarch Modrons. These creatures (through countless trips to the energy pool) have advanced beyond ordinary worker (or base) Modrons. These creatures are dangerous and superbly adapted to life on their plane of existence.

Facing such creatures should be a challenge, so I've created each of them as Elites. In addition, each of the Hierarch Modrons is also considered a "Leader" type. With those facts in mind, lets take a look at the lowest of the Hierarch Modrons, the Decaton, and the Nonaton.




Decatons are the healers and health inspectors of the Greater Modron Hierarchy. While they are the lowest level of officials in Modron society, they are charged with overseeing Modron health and well being. Decatons are occasionally found hovering over groups of Modrons to better observe their condition.





Nonatons are the inspectors and justices of the Greater Modron Hierarchy. Stalwart and determined, Nonatons work closely with Pentadrones to make sure Modron society is orderly and peaceful. Nonatons are charged with heading up investigations of planar incursions and keeping close tabs on visiting creatures from other planes. When battling foes, a Nonaton will use its nine powerful tentacles in a combination of attacks to better bring their foes to justice.


The March continues in a couple of days where I'll introduce you the Octon and Septon.

Until next time...

Game excellently with one another.

Wednesday, February 17, 2010

March of the Modrons - Part III

Welcome back to Initiative or What's 4e take on those lovable enigmas - the Modrons.

Today we're going to take a look at some additional Quadrones and those walking starfish - the Pentadrones. Let's get started, shall we?



Whether equipped with extra arms or bat-like wings, Quadrones are adaptable and dangerous opponents on the battlefield. Quadrone Reaver Units are heavy infantry, used by the Greater Modron Hierarchy to sew fear and hesitation in the enemy. Being fairly sophisticated, Quadrone Reaver Units can act on their own and adapt to changing situations easily and efficiently. Like other Base Modrons, a Quadrone Reaver Unit obeys its superior modron commander without question.

DM Note: Quadrone Reaver Units are designed to be used as Minions of the more powerful Modrons.




Whether equipped with extra arms or bat-like wings, Quadrones are adaptable and dangerous opponents on the battlefield. Quadrone Bladewalls used almost exclusively by the Greater Modron Hierarchy as a combination heavy infantry, terrain barrier, and land mine. Being fairly sophisticated, Quadrone Bladewalls are often given command of units that perform especially dangerous missions. Like other Base Modrons, a Quadrone Bladewall obeys its superior Modron commander without question.




Appearing as five-armed starfish shaped creatures on stalk-like legs, Pentadrones serve as the law enforcement of the Greater Modron Hierarchy. Smart and capable, Pentadone Compliance Units are the uniformed police officers of Nirvana. Pentadrone Compliance Units are frequently pressed into service as bodyguards for Hierarch Modrons. Otherwise, Pentadrone Compliance Units can be found floating above the ground, quietly observing those that pass underneath, in order to respond quickly when something is amiss and needs to be corrected.



Appearing as five-armed starfish shaped creatures on stalk-like legs, Pentadrones serve as the law enforcement of the Greater Modron Hierarchy. Smart and capable, a Pentadone Constable is more than suited for crowd control, using their paralyzing gas when necessary to make sure the Modron populace remains calm in the face of danger. Normally found floating above the ground, quietly observing those that pass underneath, Pentadrone Constables can quickly determine when something is amiss and needs to be corrected. All lesser Modrons in the area automatically obey the requests of the Pentadrone Constable and do their best not to interfere with its tasks.


More Modron goodness to follow as the Modron parade continues next time introducing the Hierarch Modrons.

Until next time...

Game excellently with one another.

Monday, February 15, 2010

March of the Modrons - Part II

Welcome back to Initiative or What's 4e DnD take on those planar OCD monkeys - The Modrons.

In this installment, we take a look at a couple more Base Modrons: The Tridrones and the Quadrones.


Appearing as three-sided pyramids on legs, Tridrones are the sentries and guardians of the Greater Modron Hierarchy. Tridrone Sentry Units are often found in the service of Pentadrones acting as guards. Like other Base Modrons, a Tridrone Sentry Unit obeys its superior modron commander without question. If for some reason a Tridrone Sentry Unit cannot perform its task, it is capable of coming up with a multiple alternative task that can help it complete its original task.

DM Note: Tridrone Sentry Units are designed to be used as Minions of the more powerful Modrons.


Appearing as three-sided pyramids on legs, Tridrones are the sentries and guardians of the Greater Modron Hierarchy. While Tridrone Guardians are often found in the service of Pentadrones and higher level Modrons, a Tridrone Guardian is also capable of leading at least 144 lesser modrons (12 Duodrones and 132 Monodrones) into battle. Like other Base Modrons, a Tridrone Guardian obeys its superior Modron commander without question. If for some reason a Tridrone Guardian cannot perform its task, it is capable of coming up with at multiple alternative task that can help it complete its original task.


Whether equipped with extra arms or bat-like wings, Quadrones are adaptable and dangerous opponents on the battlefield. Quadrone Archery Units are the primary ranged artillery used by the Greater Modron Hierarchy. Being fairly sophisticated, Quadrone Archery Units can act on their own and adapt to changing situations easily and efficiently. Like other Base Modrons, a Quadrone Archery Unit obeys its superior modron commander without question.

DM Note: Quadrone Archery Units are designed to be used as Minions of the more powerful Modrons.


Whether equipped with extra arms or bat-like wings, Quadrones are adaptable and dangerous opponents on the battlefield. Quadrone Snipers are powerful airborne artillery used by the Greater Modron Hierarchy. Being fairly sophisticated, Quadrone Snipers are often given command of units that perform especially dangerous missions. Like other Base Modrons, a Quadrone Sniper obeys its superior Modron commander without question.


There are plenty more Modrons in our parade. For the next installment, I'll be taking a look at more Quadrones (the ground-based ones) and the strangely shaped Pentadrones.

Until next time...

Game excellently with one another.

Saturday, February 13, 2010

March of the Modrons - Part I

Greetings!

If the subject matter presented in the title of this post seems familiar, it should. I first tackled this subject here. I was a fresher, younger blogger then, and only had Asmor's Brave Monster Creator to mess with.

While the tool served me pretty well, I've been playing with Wizard's Adventure Tools® and using their Monster Creator as of late. As my original foray into this subject was incomplete, I'm now better prepared.

Modrons first appeared on the scene during the heady days of the 1st Edition of Advanced Dungeons and Dragons. They were tucked in behind the Magmen of the Monster Manual II and presented an entertaining planar alternative to the over used Demons and Devils. I'm not sure what their immediate appeal was. Perhaps it was their regimented organization, or the neat (if not a little uneven) power progression. Personally, I liked the idea of the "rogue" Modron. In fact, I even designed an adventure regarding a rogue Modron (and its subordinates) hunting for an artifact in a dwarven mine.

Yeah, I like me some Modrons.

Well, I've cracked open the Adventure Tools and dipped into the energy pool on Nirvana to create some excellent Modrons. Before I dive into those, I thought I'd give you some general information about Modrons and how they're organized.

Modrons are a highly organized and regimented society on Nirvana, a now nearly forgotten plane on the Astral Sea. Modrons are unaligned, but have been called "lawful" for lack of a better word to describe them. The caste like society of the Modrons works well for them. Each Modron has a specific task and does that task as efficiently as possible. Strangers to the Modron home plane get the feeling that the society is working towards some arcane goal, but even scholars are at a loss to explain that goal.

Modrons follow orders from their superiors without question. Occasionally, though, a Modron will "break down" and "go rogue". Most of these "rogue units" are quickly found and returned to the energy pool central to Nirvana, but occasionally the smarter ones escape the plane and bring their underlings to pursue strange and often dangerous tasks.

Rogue Modrons make a great foil for adventurers, and the great bureaucracy of Modron society makes for a great role-playing opportunity for adventurers visiting the plane. In this series of blog posts, I'll be covering my 4th Edition take on the long neglected Modrons. Each post will cover a couple of different types of Modrons.

One additional note. With the introduction of "Minion" type creatures in the 4th Edition of Dungeons and Dragons, I decided to create the lower types of Modrons (the Base Modrons) in two different forms. You'll see a "Minion" type and a "Standard" type. So without further ado...let's get on with...

The March of the Modrons.


Monodrones appear as small spherical creatures with spindly legs. The vast legions of Monodrones are the single purpose labors and soldiers within the Greater Modron Hierarchy. A Monodrone Infantry Unit can understand and complete only one action at a time. A Monodrone Infantry Unit will continue to perform its given action unless its superior gives it another action. If for some reason a Monodrone Infantry Unit cannot perform its task, it will stand quietly until circumstances allow it to act.

DM Note: Monodrone Infantry Units are ideal for throwing waves of strange creatures at adventuring groups. They are almost the perfect Minion.



One in twelve Monodrones lack the usual spindly legs and fly using a small set of leathery wings. Such creatures are used as messengers within the Greater Modron Hierarchy. A Monodrone Messenger can understand and relay perfectly a message of up to 48 words. The Monodrone Messenger has a simple bite attack, but will not use it unless defending itself or commanded to do so by a superior Modron. If for some reason a Monodrone Messenger cannot relay its message, it will hover quietly nearby until command to do otherwise.



Appearing as strange walking rectangles (think a domino tile on legs), Duodrones serve a dual purpose as skirmishers and shock troopers within the Greater Modron Hierarchy. A Duodrone Skirmish Unit can often be found serving a Tridrone in a battle group. The Duodrone Skirmish Unit obeys its superior Modron commander without question. If for some reason a Duodrone Skirmish Unit cannot perform its task, it is capable of coming up with at least one alternative task that will help it complete the first task.

DM Note: Duodrone Skirmish Units work in excellent conjunction with Monodrone Infantry Units for coordinated Minion attacks.



Appearing as strange walking rectangles (think a domino tile on legs), Duodrones serve a dual purpose as skirmishers and shock troopers within the Greater Modron Hierarchy. A Duodrone Shock Trooper can command up to 12 Monodrone Infantry Units. The Duodrone Shock Trooper obeys its superior Modron commander without question. If for some reason a Duodrone Shock Trooper cannot perform its task, it is capable of coming up with at least one alternative task that will help it complete the first task.


The march continues in the next installment where I'll introduce Tridrones and Quadrones.

Until next time...

Game excellently with one another.

Thursday, February 11, 2010

What's In Your Backpack? Part IV

Welcome back! This is my fourth (and last) installment of “What’s In Your Backback?” That backpack (and all that cool stuff in it), just got a lot more useful!

Remember, according to page 221 of the Player’s Handbook®, the Standard Adventurer’s Kit contains the following: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hemp rope, and a waterskin.

Continuing this series, let’s take a look at the last two items on the list: the Hemp Rope, and the Waterskin.

Hemp Rope

Standard Adventurer’s Kit

Property:

Tripwire: You can use this item as a snare. A Hemp Rope can be placed as a snare in 1 square which uses 10’ of the Rope. When the opponent steps into the snared square, make an Opposed roll (Opponent’s Initiative bonus vs. Your Basic Melee Attack bonus). If you win, your opponent falls Prone.

Power:

(Encounter): Standard Action. Lasso your opponent and Grab him from a distance. Make a Basic Ranged Attack roll. If the attack succeeds, the Hemp Rope (lasso) Grabs the opponent from a distance. A successful lasso uses at least 10’ of Hemp Rope. If the opponent escapes the Rope, that portion of the Hemp Rope is destroyed.

Waterskin

Standard Adventurer’s Kit

Property:

Air Bladder: You can use this item to give you precious extra minutes under water. An empty Waterskin can hold one extra breath’s worth of air, essentially doubling the time before Endurance Skill checks are required.

Power:

(Encounter): Standard Action. Smash your full waterskin over an opponent’s head. Make a Basic Melee Attack roll. If the attack succeeds, the Waterskin does 1 point of damage and the opponent is Stunned until the end of his next turn. You must be behind or Flanking the target for this attack to be successful. The Waterskin bursts and is destroyed as a result of this action.

I hope you’ve enjoy this little exploration of the oft ignored Standard Adventurer's Kit. In the future, I might tackle some additional items that adventurers like to carry around with them. As always, please be sure to leave a comment. I like to get those.

Until next time…

Game excellently with one another.

Tuesday, February 09, 2010

What's In Your Backpack? Part III

Welcome back to our third installment of “What’s In Your Backback?” That backpack (and all that cool stuff in it), just got a lot more useful!

Remember, according to page 221 of the Player’s Handbook®, the Standard Adventurer’s Kit contains the following: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hemp rope, and a waterskin.

Continuing this series, let’s take a look at the next two items on the list: the Sunrod, and Trail Rations.

Sunrod

Standard Adventurer’s Kit

Property:

Club: You can use this item to strike an opponent in combat. Treat the Sunrod as a Club when determining damage. After three successful attacks, the Sunrod breaks and becomes useless.

Power:

(Encounter): Standard Action. Smash the end of your Sunrod into your opponent’s face. Make a Basic Melee Attack roll. If the attack succeeds, the Sunrod does 1 point of damage and the opponent is Dazed until the end of the opponent’s next turn. The Sunrod is destroyed by this action.

Some DMs might prefer a campaign with less magic. As a result, Sunrods may not be available in such campaigns. When this is the case, substitute two Torches for the Sunrods and reduce the cost of the Standard Adventurer’s Kit accordingly. Here’s a look at the Torch:

Torch

Standard Adventurer’s Kit

Property:

Club: You can use this item to strike an opponent in combat. Treat the Torch as a Club when determining damage. After three successful attacks, the Torch breaks and becomes useless unless it is bound together with cord or similar material.

Power:

(Encounter): Standard Action. Smash the end of your Torch into your opponent’s face. Make a Basic Melee Attack roll. If the attack succeeds, the Torch does 1 point of fire damage and the opponent is Dazed until the end of his next turn. The Torch is extinguished by this action.

Trail Rations

Standard Adventurer’s Kit

Property:

Bait: Mix Trail Rations with a small portion of water to make a bait. Any creature with the Beast type must make a DC 15 Insight check to avoid delaying his turn to investigate the bait.

Power:

(Encounter): Requirement: One day’s worth of ground up Trail Rations. Standard Action. Make a Basic Ranged Attack roll in order to blow the Trail Ration power into your opponent’s face (close blast 1). If the attack hits, it does no damage, but the opponent is Blinded until the end of his next turn. A successful attack with this item uses up the Trail Ration

For our final installment on the Standard Adventurer’s Kit, we’ll cover the Hemp Rope and the Waterskin.

Until next time…

Game excellently with one another.

Sunday, February 07, 2010

What's In Your Backpack? Part II

Welcome back! That backpack (and all that cool stuff in it), just got a lot more useful!

Remember, according to page 221 of the Player’s Handbook®, the Standard Adventurer’s Kit contains the following: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hemp rope, and a waterskin.

Continuing this series, let’s take a look at the next two items on the list: the Flint and Steel, and the Belt Pouch.

Flint & Steel

Standard Adventurer’s Kit

Property:

Sharp/Wedge: Use the Flint to cut a line no thicker than a cord. A Flint can be used as a weapon. Damage is the same as a Dagger, but the Flint is destroyed upon a successful attack. Use the Steel as a wedge to prevent a door from being opened. Opening a wedged door adds 2 to the DC required to open it.

Power:

(Encounter): Requirement: Pulverized Flint & Steel. Standard Action. Place your pulverized Flint & Steel in a square and ignite it with flame (burst 1). Any creature in the burst radius takes 1d6 points of fire damage. Square remains obscured with smoke until the beginning of your next round. The burst destroys the Flint & Steel.

Belt Pouch

Standard Adventurer’s Kit

Property:

Useful Loop: Use your Belt Pouch as a loop to hang from or balance on when performing a task. Add +1 to any Skill Check that requires climbing, balancing, or other similar skill where such a loop or stirrup could be utilized.

Power:

(Encounter): Minor Action. Make a Basic Melee Attack roll. If the attack hits, you wrap your Belt Pouch around your opponent’s neck. For your Standard Action, make a Grab attack against your opponent. You gain a +2 bonus on this attack. You can continue to gain a +2 bonus on opposed rolls to determine if your opponent escapes your grasp. If your opponent escapes, your Belt Pouch is destroyed.

Next time, we’ll cover the Sunrod and the Trail Rations

Until next time…

Game excellently with one another.

Friday, February 05, 2010

What’s in Your Backpack?

While a popular commercial series for a bank posits a similar question and chases it (literally) with a horde of barbarians, during a fantasy RPG, you might actually be caught in a similar bind (that is, being chased by a horde of barbarians) and ask yourself the same question.

While it’s not likely your character will be carrying around a wallet, it’s certain that most of the time, your character probably has a well stocked backpack, or at least a belt pouch. It occurred to me the other day that beyond their normal use, the common items in your backpack can probably be used for other purposes.

This concept is utilized all the time in older versions of our Grand Old Game. However, in the 4th Edition of DnD, with its emphasis on powers and skill challenges, the good old backpack and supplies kind of take a back seat. Sure they make great window dressing, but can they still play a useful role?

In this series, I intend to outline some additional uses for some common items found in the traditional adventurer’s backpack. Since this is a 4e blog, I’m going to start with the Standard Adventurer’s Kit, which is pretty much a given purchase when creating a new character. For each item in this kit, I’ll posit one power and one additional game use for each item.

Hopefully, you won’t ever look at your backpack the same way again.

So, you’ve just picked up the Standard Adventurer’s Kit. It’s shiny. It’s new. It’s filled with cool stuff and all that cool stuff is shiny and new too. Let’s see what’s in there, shall we?

According to page 221 of the Player’s Handbook®, the Standard Adventurer’s Kit contains the following: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hemp rope, and a waterskin.

That’s a lot of stuff. Most of it seems pretty useful. Rations and water for instance, you sort of need to keep from dying of hunger or thirst. A bedroll is useful for sleeping on, sunrods for light – well you get the idea. Sometimes, however, you’re caught without your weapons and need an edge in combat. A spell caster might have his mouth gagged or his magic suppressed in some fashion. One can’t lose hope, so it’s time to get creative with the stuff in your pack:

To start with, let’s take a look at the first two items on the list: The Backpack, and the Bedroll.

Backpack

Standard Adventurer’s Kit

Property:

Scoop/Shovel. Use this item to clear out 1 square of loose material per hour. After 8 hours, the Backpack wears thin and becomes useless.

Power:

(Encounter): Standard Action. Make a Basic Melee Attack roll and swing your Backpack toward the weapon or implement of your opponent. If the attack hits, you have snagged the weapon or implement of your opponent and temporarily disarmed him. You lose your Backpack as a result of this action.

Bedroll

Standard Adventurer’s Kit

Property:

Comfort. Lay an injured victim on the Bedroll. Gain a +1 to any Heal Skill checks made to the victim while he is lying on the Bedroll.

Power:

(Encounter): Standard Action. Make a Basic Ranged Attack roll and throw your Bedroll at your opponent’s head (range 1/3). If the attack hits, you have temporarily obscured the vision of your opponent Your opponent is blinded until the end of his next turn. You lose your Bedroll as a result of this action.

The line for the merchant starts around the corner, next to the camel stalls.

Until next time…

Game excellently with one another.