Wednesday, February 15, 2023
Wednesday Comics: DC, May 1982 (week 3)
Monday, February 13, 2023
Weird Revisited: Froglings for 5e
Frox or Bufokin (a bit of a misnomer, as frox resemble frogs more than their warty, dry-skinned cousins) are amphibious humanoids native to the bottomlands and marshes of the country of Yanth. Following rivers, they've ranged beyond their ancestral home to be a common sight in river towns. Their call and response work songs can be heard dockside all over Azurth. Frox work as bargemen or stevedores in civilized areas, and as hunters, farmers, or guides in their villages.
Frox legends say they come from a land across the Boundless Sea, which they left to escape persecution by a terrible and poisonous race of toad-folk, but this claim is considered doubtful by the scholars of Azurth for many reasons--not the least of which being that the Boundless Sea has no other side!
Frox are generally shorter than humans and tend to be thinner of limb, though many develop a potbelly as they age. Their skin colors are generally a dull green or brown, though they range from muted reds to purplish-gray.
A wealthy Frox businessman and tribal chieftain visiting the palace |
Frox Traits
Ability Score Increase. Dexterity increased by 2 and another ability score by 1.
Age. Frox live shorter lifespans than humans on average with only a few living beyond their mid-60s. They are mature by their early teens.
Alignment. Frox tend toward good but are have no special affinity for Law and Chaos.
Size. Frox are between 3 and 4 feet tall. Small.
Speed. Base walking speed in 25 feet.
Jumper. Frox can long jump their full Strength score in feet from standing start, and double their Strength in feet with at least 10 feet of movement in a running start. They can high jump a total of 6 feet (rather than the usual 3) + their Strength modifier in a moving high jump and half that for a standing jump. They have an advantage on Dexterity (Acrobatics) checks to land in difficult terrain.
Swimmer. Frox can swim at their full movement rate and rough waters only cost them 1 extra foot for each foot of movement. They use double their Constitution modifier for the purposes of holding their breath.
Resistance to Poisons. Frox have an advantage on saving throws against poison and resistance against poison damage.
Moisture Dependent. Frox require twice as much water as most races. However, submerging most of their body in water for 20 minutes or more reduces their requirement to standard levels.
Languages. Frox can speak and read (limited) Common. They also speak their on croaking, chirping tongue, which has no written form.
[Thanks to Evan Elkins, the creator of the Froglings, the basis for the Frox.]
A frox traditional dwelling |
Friday, February 10, 2023
Weird Revisited: Found in a Shoebox
The most dangerous photo of the lot. If stared at during night, the photo may open a portal to the pictured manor in a strange demi-realm shrouded in mist and populated by people who appeared to come from a gothic horror yarn. Anyone transported to the realm will be there for 24 hours on earth--though the exact time in the demi-realm is variable: anything from one night to a two weeks.
The Succubus
Naughty postcard from roughly 40 years ago. It can be used to summon a succubus once per week if the incantation written on back is read and a few drops of the summoners blood (or other body fluid) is spilled into a circle draw on the floor.
Wednesday, February 8, 2023
Wednesday Comics: DC, May 1982 (week 2)
Monday, February 6, 2023
13th Age
I've had the 13th Age core book for sometime, but after picking up most of the rest of the publications for the game in a recent Bundle of Holding, I decided to give it a try. My online group was willing to give it a try.
For the unfamiliar, 13th Age is sort of an "alternate evolution" of D&D. Debuting in 2013, it sort sort of took D&D 4e and stepped in a rules lighter direction, adding some freeform elements, quite different from the specification of 3e versions of the game. It's roughly equivalent in crunch, I would say, to 5e, but lighter than 5e in some areas.
We spent the first session in character creation. It took perhaps a little longer than 5e because the freeform elements required a little more thought. What are these elements? Well, the biggest is that every character has "One Unique Thing" some (noncombat) thing that sets them apart from perhaps everyone else. Not only does this serve as a character hook, but it allows the player to define something about the world.
Then there are backgrounds. Unlike 5e backgrounds which are essentially packages of skills and accoutrements, 13th Age backgrounds are player defined (and presumably GM negotiated) broad skills. You could do something simple like "Miner," but it could also be something like (one my wife picked) "Gnomish Debutante." Like the One Unique Thing, backgrounds have the effect of fleshing out the world to a degree. The only downside I see to them is that characters might not be as "well-rounded" in the arena of adventure related tasks as their 5e counterparts. Still, that just means that (like older versions of D&D) skills are likely of less importance.
One final element not found in typical D&D is that every character has a relationship to one of the settings Icons, vaguely defined (so the GM can flesh them out more) beings of great power and importance in the setting. Characters can have a positive, conflicted, or negative relationship with one or more Icons. These are meant to be adventure hooks. You roll to see when they might come into play.
Anyway, the group seem to like what they've seen of the system so far and are interested in giving it a go.
Friday, February 3, 2023
The Age of the Wizard Kings
Millennia after the technological civilization of humankind was cast in ruins, a strange, new world had risen from the old. This time was known as the Age of the Wizard Kings as it was dominated by practitioners of magic. While the most of humanity had reverted to primitivism, the smaller, near human folk that are the ancestors of elves, dwarfs, and halflings, dominated the eastern part of the continent through their mastery of magic.
The Wizard Kings at earlier times had been ranked according to power, but by the time of the Orc Incursions that ravaged the land and threatened the stability of their rule, they were more or less equal in power. They held a magical contest to see who would possess a mystic tome of great power. Details have been lost to time, but someone that contest resulted in the ascendance of the Dark Lord, whose ultimate defeat came at a terrible cost. The city-states never recovered and were easy conquests for the human tribes entering the region.
Despite the millennia since it's fall, the influence of the Age of Wizard Kings can be felt in the present day. Many of the spell formulae known by human mages in the present day and many half-buried ruins and subterranean treasure vaults current adventurers seek to plunder date from this period.