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Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts
Friday, November 15, 2019
The Planes of Exalted [Exalted/D&D Mashup]
Some thoughts on social media by Jack Shear reminded me of this old post, with Jack suggesting replacing elements of the Exalted setting with rough analogs from D&Ds implied setting. As most things D&Dish do, this inevitably got my thinking about the planes and how one could break the Great Wheel in Exaltedish pieces. 5e's cosmology even starts doing some of the work.
Yu-Shan: Exalted's Heaven, a continent-sized city. Much of it would resemble part's of D&D's Mount Celestia, but some of it's nation-sized parks would be like The Beastlands. The Celestial Bureaucracy would have elements of Mechanus (including Modrons and Inevitables).
The Wyld: The Chaos outside and encrouching on Creation. Pure Chaos is probably not something worth getting into (maybe it's like the D&D Far Realm?), but the middlemarches are like D&D's Limbo and home to Slaadi. Maybe there is an area of Pandemonium, too. We might as well call the bordermarches the Feywild, but they also include elements of Arborea the "deeper" you get.
The Underworld: This occupies the position in relation to the Prime Material Plane/Creation as the Shadowfell, but they term should be applied to the areas Exalted calls Shadowlands, where the Underworld and the Prime overlap. The Underworld proper should get a lot of Hades/Grey Wastes stuff, and beneath it is Oblivion, the Negative Energy Plane.
Malfeas: The prison of the Yozi's (the Primordials betrayed by the gods) would by the repository of much of the Lower Planes stuff: the Abyss, Carceri, and the Nine Hells. The Law and Chaos division of these worlds in D&D terms would be a hindrance to making them more like Exalted, so maybe that's dropped, or maybe demons and devils are different factions of Yozi.
Autochthonia: The world within the body of the Primordial Autochthon. Mechanus is a better name for this god and this place anyway, so whatever Mechanus stuff wasn't shunted to Yu-Shan should be here. Also, some of the old quasi- and para-elemental planes would be the elemental "reserviors" of this world (Smoke, Radiance, Lightning, Mineral, etc.)
Monday, November 11, 2019
The Vault Job
Our Land of Azurth 5e campaign continued last night with the party meeting with the former mayor, Gladhand in an underground hideout. Gladhand wants their help ousting the new mayor who has apparently becoming something of a despot. Gladhand claims to have a stash of gold he can use to hire mercenaries, but he needs the party to get it for him.
He had entrusted the money to the Sly Took, a member of the Raccoon Folk Thieves Guild and operator of a vault where people can keep valuables they want to stay hidden. The vault is protected by a cadre of elite rat folk mercenaries and apparently some vicious weasels--and has very high security.
The party is unsure whether they should help Gladhand or not. While the current mayor was supported by another adventuring party who the group feels has stolen their thunder, they know Gladhand to be something of a crook, and the vault sounds pretty difficult to get into. Ultimately, the greedier members of the party carry the day, and they at least agree to look into the job.
Waylon uses some underworld contacts to inquire about stashing some money and potentially some magic items in the vault. He uses this visit to case the joint as well as he can. Security is indeed high, with traps, arcane locks, and requirements for 3 magic key charms for each one.
Unsure of how best to approach things, the party contemplates a frontal assault, while acknowledging this seems like a bad idea...
TO BE CONTINUED
Monday, October 21, 2019
What The Clockwork Princess Said
Our 5e Land of Azurth campaign continued last night (now in its fifth year!) with the party trying to get some information from the the tree-like mass of gears and wires that bore the face of the former Princess of Yanth Country, Viola. They couldn't make much from her comments. Was she merely repeating words from their questions or genuinely answering? They did think they got the phrases: "Not trust", "Queen Desira", and "Find. Now." Those may or may not have been related thoughts.
Suddenly, there was a flash of light in the hallway, and a mysterious stranger in a long coat with a flying-V guitar slung across his back stepped into the room. For some reason, the party immediately assumed this was "Future Kully," though the Kully of this time was supposed to be dead. The stranger seemed flustered by their questions about his identity, noting that he wouldn't have worn a bandana over his face if he wanted it to be known. He told them they needed to return to their own time, and quickly, because "the forces of darkness" were coming. He invoked concerns about effecting the future were he to answer any of their quite reasonable questions. He would say of his own origins: he was from "their future, but also from the distant past." He left the room playing his guitar and disappeared in another flash.
The stranger's words soon proved true, as the castle rocked as if struck. The party decided it was time to escape. A giant, insectoid creature of clicking metal and whirring gears broke through the wall, but after favoring them with a scream like an approaching train, turned and stumbled its way in the direction the party had come from.
They made it down two levels. The crazy gnomes were now fleeing with them. They exited the front door and saw two dragons blacker than the night sky, smoky and insubstantial around their extremities, circling like hawks overhead.
The party featherfall-ed (featherfell?) to the ground below. They saw black-armored riders on weird, loping steeds like hairless dogs with monstrous, human faces. They sprinted out of the clearing into a nearby stand of trees. Two riders peeled off from the many body and trotted over to the wood. Keeping a distance, one shot an arrow high. It transformed into a mass of arrows burning with green flame. The volley fell upon the party, seriously injuring Kairon and Shade. Again, the party ran for the deeper woods.
There, Phosphoro (finally) appeared, expressing regret for having forgotten to bring them back to their own time until now.
Back in Rivertown, the party discovered there have been some changes in their time away. A new palisade is around most of the city and there is a greater guard presence. They return to the Dove Inn and find their rooms are still intact, but they have back rent to pay.
When they see the innkeeper slip a note to a young boy, Waylon follows him through the streets. The boy goes to the house of Inkwell, the former bookkeeper to the former mayor. Inkwell returns to the inn looking for the party and asks them to meet him at his house this evening--and be careful of being followed.
That night, Inkwell tells them what has passed in the year they have been absent. Drumpf was elected mayor and used both his wizardly family and alleged aid from the land of Noxia to the North to enforce his rule in Rivertown. Gladhand, the former mayor, is in hiding, but Inkwell says he will offer the party a share in a large treasure if they will help him use the money to hire mercenaries to help drive Drumpf from the city. The party agrees to meet Gladhand.
Suddenly, there was a flash of light in the hallway, and a mysterious stranger in a long coat with a flying-V guitar slung across his back stepped into the room. For some reason, the party immediately assumed this was "Future Kully," though the Kully of this time was supposed to be dead. The stranger seemed flustered by their questions about his identity, noting that he wouldn't have worn a bandana over his face if he wanted it to be known. He told them they needed to return to their own time, and quickly, because "the forces of darkness" were coming. He invoked concerns about effecting the future were he to answer any of their quite reasonable questions. He would say of his own origins: he was from "their future, but also from the distant past." He left the room playing his guitar and disappeared in another flash.
The stranger's words soon proved true, as the castle rocked as if struck. The party decided it was time to escape. A giant, insectoid creature of clicking metal and whirring gears broke through the wall, but after favoring them with a scream like an approaching train, turned and stumbled its way in the direction the party had come from.
They made it down two levels. The crazy gnomes were now fleeing with them. They exited the front door and saw two dragons blacker than the night sky, smoky and insubstantial around their extremities, circling like hawks overhead.
The party featherfall-ed (featherfell?) to the ground below. They saw black-armored riders on weird, loping steeds like hairless dogs with monstrous, human faces. They sprinted out of the clearing into a nearby stand of trees. Two riders peeled off from the many body and trotted over to the wood. Keeping a distance, one shot an arrow high. It transformed into a mass of arrows burning with green flame. The volley fell upon the party, seriously injuring Kairon and Shade. Again, the party ran for the deeper woods.
There, Phosphoro (finally) appeared, expressing regret for having forgotten to bring them back to their own time until now.
Back in Rivertown, the party discovered there have been some changes in their time away. A new palisade is around most of the city and there is a greater guard presence. They return to the Dove Inn and find their rooms are still intact, but they have back rent to pay.
When they see the innkeeper slip a note to a young boy, Waylon follows him through the streets. The boy goes to the house of Inkwell, the former bookkeeper to the former mayor. Inkwell returns to the inn looking for the party and asks them to meet him at his house this evening--and be careful of being followed.
That night, Inkwell tells them what has passed in the year they have been absent. Drumpf was elected mayor and used both his wizardly family and alleged aid from the land of Noxia to the North to enforce his rule in Rivertown. Gladhand, the former mayor, is in hiding, but Inkwell says he will offer the party a share in a large treasure if they will help him use the money to hire mercenaries to help drive Drumpf from the city. The party agrees to meet Gladhand.
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| Art by Jason Sholtis |
Monday, July 15, 2019
The Mysterious Levers of Castle Machina
The part climbed the stairway to level two in the scuttling Castle Machina as our 5e campaign continued last night. The strange droning sound unsettled their nerves, but they persevered. They discovered another room full of vast machinery, mate to the room below it, that kept the castle moving. Then, they found a room full of cast of spare gears, mounds of them, and a bank of levers in the floor. A search of the room awakened metallic, insectoid guardians.
The party backed away, intuiting that the constructs protected the levers.
Next, they discovered a sauna-like room where three salamanders were playing games of change. Once one of them produced a translation device, they were able to converse with the party. They told them they had been hired from the Realm of Fire to help in the construction of parts of the castle, and they had been on their union mandated break for some time. They had never heard of a "Princess" but they knew a mad clockwork being was interfaced with the castle like it was her nervous system. Kully wanted to gamble with them, but they never could arrive at items them salamanders considered valuable.
They tried climbing the stairs to the next level, but the droning sound was more overwhelming. Waylon and Dagmar were struck with paralyzing fear, and Shade flew into a violent rage and had to be subdued. Deciding that braving the maddening noise was too risky, they returned to the room with the levers, intent on possibly bringing the castle to a halt.
They experimented with mage hand, but moving the lever had no effect. They decided to destroy the guardians to experiment more fully. The energy weapons they had stolen from the priests of the Toad Temple were instrumental in accomplishing that, as regular weapons had little effect. In their deaths, the constructs exploded with damaging fireballs.
Battered but now with full access to lever, the party started to experiment in earnest and found...well, not much. Most of the levers seemed to have no visible effect. They long debated pulling the "Portal Reversal" lever, but some feared it would release the imprisoned fire creature that heated the boiler. In the end, they decided it was too risky.
A plan was hatched to use Silence to explore the next level.
TO BE CONTINUED
The party backed away, intuiting that the constructs protected the levers.
Next, they discovered a sauna-like room where three salamanders were playing games of change. Once one of them produced a translation device, they were able to converse with the party. They told them they had been hired from the Realm of Fire to help in the construction of parts of the castle, and they had been on their union mandated break for some time. They had never heard of a "Princess" but they knew a mad clockwork being was interfaced with the castle like it was her nervous system. Kully wanted to gamble with them, but they never could arrive at items them salamanders considered valuable.
They tried climbing the stairs to the next level, but the droning sound was more overwhelming. Waylon and Dagmar were struck with paralyzing fear, and Shade flew into a violent rage and had to be subdued. Deciding that braving the maddening noise was too risky, they returned to the room with the levers, intent on possibly bringing the castle to a halt.
They experimented with mage hand, but moving the lever had no effect. They decided to destroy the guardians to experiment more fully. The energy weapons they had stolen from the priests of the Toad Temple were instrumental in accomplishing that, as regular weapons had little effect. In their deaths, the constructs exploded with damaging fireballs.
Battered but now with full access to lever, the party started to experiment in earnest and found...well, not much. Most of the levers seemed to have no visible effect. They long debated pulling the "Portal Reversal" lever, but some feared it would release the imprisoned fire creature that heated the boiler. In the end, they decided it was too risky.
A plan was hatched to use Silence to explore the next level.
TO BE CONTINUED
Sunday, March 17, 2019
Days of Azurth Future Past
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| art by Jason Sholtis |
It was all very strange, but the party had a job to do. They went searching for the ruins of the Dove Inn to find their Armoire of Holding and the Book of Doors contained therein to get Phosphoro off their back. On their way there, they encountered a sleeping young man in strange clothes. He wasn't sure if Azurth was real, or even if he was real. There seemed to be some gaps in his memory. He knew he was a member of something called "the Golden Dawn" and that his name was "Roderick Drue." He remembered an old man had sent him here--or maybe it was the opium he had smoked. He recalled a place he had been, called the World Exposition.
The party didn't know what to make of any of this, but they allowed him to accompany them. They arrived at the ruin of the Dove Inn to find their armoire likely buried in rubble. (The presence of something was confirmed by detect magic.) Before they could begin searching, there were gibbering voices and something protoplasmic rose from the debris and coalesced into a spheroid in front of them.
Its eldritch gibbering paralyzed the group for some time. Its many mouths bit them, and its eyes blasted them with baleful magic. In the end, they drove it back with Dissonant Whispers and wore it down, until it collapsed into goo. Exhausted, but only mildly harmed (except Erekose who took the brunt of its assault), they began digging into the rubble.
More voices. These belonging to a group of little people who claimed to be from another world. They had taken up residence in the very spacious interior of the armoire. They agreed to turn over the book in exchange for getting to keep everything else. They also related that war had destroyed Rivertown. They suggested the party could find shelter with the benevolent religionists of the Frog Temple.
The party was nervous about doing so, but ultimately did. The rustic beast folk welcomed them warmly. Their frogling leader revealed that they venerate a frogling of the past--Waylon! They also revealed that the war had ultimately been a civil war between the Wizard of Azurth and the Clockwork Princess. They reported the forests were now the domain of a fierce elf called the Dread Queen of House Perilous. The party is sure that this is their own Shade.
Intrigued and troubled by all this, the part stays the night in the temple to consider what to do next!
Friday, February 22, 2019
Bgtzlian [5e Race]
In the DC Universe, Bgztlian are human-like beings inhabiting a world that occupies the same location as Earth, but at a another vibrational plane. All Bgtzlians possess the ability to become incorporeal. Here's a "Phantom Folk" race for 5e based on them:
Bgtzlian Racial Traits
Ability Score Increase. A Bgtzlian can improve one ability score of their choice by 2 points and another by one point.
Age. Same as humans.
Alignment. Any.
Size. Bgztlians are Medium.
Speed. Base walking speed is 30 feet.
Languages. Bgtzlians can speak, read, and write Bgtzlian and Common.
Phasing. As a bonus action, a Bgtzlian can become incorporeal, either entirely or only a part of their body. While incorporeal their movement becomes flight, and they move through other creatures and objects as if they were difficult terrain. They takes 5 (1d10) force damage if it ends its turn in side an object. They are immune to nonmagical damage while entirely incorporeal. Anything nonliving they are carrying or wearing becomes incorporeal as well, but they are unable to manipulate any new objects, or make attacks or cast any new spells.
Monday, February 4, 2019
The Fall of the Toad Temple
Our 5e Land of Azurth game continued last night, with the party still exploring the Toad Temple, looking to stop the depredations of the cultists--and searching wardrobes.
There were a number of smallish sacks of money in wardrobes.
Mostly avoiding conflict because a (pre-planned) uprising of the townsfolk was creating a diversion, the pary sneaked through the levels of the temple. Ultimately, they find the Power Plant and subdue a Apprentice Powerman. With the proper persuasion, he reveals that the "shifting" of the temple is controlled by the Main Computer. He also lets it slip that they are originally from the future, and they do not want to return there.
Luckily, the Computer Room is just across the hall. Unluckily, the Computermen have herd the ruckus and barricaded themselves in. As soon as the party breaks through, the Computer Supervisor and his apprentice open fire with ray guns. Finally remembering they have already picked up ray guns themselves, the party returns fire. The apprentice goes down instantly.
The Supervisor, believing they have go to destroy the computer, fights to the last, but eventually falls.
The party uses the high priest's ring and a keyboard to speak to the computer. Strangely, both the keyboard and the screen are in Azurthite Common.
They command the computer to take the temple back where it came, but program a delay, so they can escape. Random encounter rolls are in their favor, and they make it out of the Temple just in time to see it ripple and disappear.
The tyranny of the toads is at an end. The party is reuinited, but has little time to celebrate their victory. Phosphoro appears and reminds them of their promise. He activates his staff and whisks them away to the future--where Rivertown lies in ruins!
There were a number of smallish sacks of money in wardrobes.
Mostly avoiding conflict because a (pre-planned) uprising of the townsfolk was creating a diversion, the pary sneaked through the levels of the temple. Ultimately, they find the Power Plant and subdue a Apprentice Powerman. With the proper persuasion, he reveals that the "shifting" of the temple is controlled by the Main Computer. He also lets it slip that they are originally from the future, and they do not want to return there.
Luckily, the Computer Room is just across the hall. Unluckily, the Computermen have herd the ruckus and barricaded themselves in. As soon as the party breaks through, the Computer Supervisor and his apprentice open fire with ray guns. Finally remembering they have already picked up ray guns themselves, the party returns fire. The apprentice goes down instantly.
The Supervisor, believing they have go to destroy the computer, fights to the last, but eventually falls.
The party uses the high priest's ring and a keyboard to speak to the computer. Strangely, both the keyboard and the screen are in Azurthite Common.
They command the computer to take the temple back where it came, but program a delay, so they can escape. Random encounter rolls are in their favor, and they make it out of the Temple just in time to see it ripple and disappear.
The tyranny of the toads is at an end. The party is reuinited, but has little time to celebrate their victory. Phosphoro appears and reminds them of their promise. He activates his staff and whisks them away to the future--where Rivertown lies in ruins!
Friday, January 25, 2019
Imskian [5e Race]
In the DC Universe, Imskians are denizens of the 30th (or 31th Century) native to the planet Imsk who have the ability to shrink. Shrinking Violet of the Legion of Super-Heroes is an Imskian. No reason Imskians (or something similar) can't show up in a fantasy world, though.
Imskian Racial Traits
Ability Score Increase. An Imskian can improve one ability score of their choice by 2 points and another by one point.
Age. Same as humans.
Alignment. Any.
Size. Imskians are Medium.
Speed. Base walking speed is 30 feet.
Languages. Imskian can speak, read, and write Imskian and Common.
Shrinking. Using a bonus action, an Imskian can reduce their size to Tiny (in game terms, though actually height may vary). Returning to normal size also requires a bonus action. Their clothes and equipment carried on their person shrink as well. Their weapons do 1d4 less damage (minimum of 1) at the reduced size. Imskians have a disadvantage on Strength checks and saving throws when decreased in size, but an advantage on Stealth checks. They can can attempt to hide even when obscured only by a creature that is at least one size larger. Their Armor Class is increased by one at their shrunken size.
Monday, January 7, 2019
Highs and Lows of the Toad Temple
Our Land of Azurth 5e game continued last night, with the part just having escaped the bowels of the Toad Temple oppressing the land of Under Sea, to a loading dock on a canal surrounded by swamp. A swim across the canal provokes the attack of a giant leech, which is warned off by arrow fire. A trek across the swamp leads to a nocturnal encounter with a giant frog and a giant alligator that nearly bit Erekose the fighter in twain. (The random encounter rolls were not on their side.)
As they near civilization they borrow a boat and make it back to the frogling village. Avoiding the Toad cultist patrols who are eager to find the daring rogues who defiled their worship and killed their high priest, the party returns to their barn hideout for a rest.
The next morning, they decide to return to the temple and see if they can destroy it in some way. Kairon and Erekose favor fire. (Erekose had already shown a pyromaniac streak after his unilateral and pragmatic but cold-blooded decision to kill two captives with Burning Hands the night before.) Other party members just want to induce the cult to leave by any means necessary.
They ask the ambassador to get the townsfolk to stage a riot at the temple doors. The party hopes this will divert the cult forces so they can sneak back in. Kully the bard goes to help rally the townspeople.
The plan seems to work in that the loading dock and the lower levels seem virtually abandoned. After a search of the upper dungeon, they find stairs to a tower, where they overhear a ground of guards discussing a squabble over succession with the ranks of the cult luminaries. They get the drop on them and kill them all. Still, they can't kill every cultist in the place (probably), and they still haven't figured out a way to make them leave.
Sunday, January 6, 2019
Cymrilians [5e race]
The country of Cymril lies at the center of Seven Kingdoms and its green crystal-spired capital is the greatest city and unofficial capital of the alliance. It's people are descendants of the Phandre, masters of sorceries and rulers of Old Phaedra, until a rebellion instigated by the Orthodoxist faithful. Many Phandre were put to torment, but most of the wizards fled like beetles exposed beneath an upturned stone. In the wilderness they founded Cymril.
The Cymrilians are counted among the Talislantan races of men, so the standard human 5e racial options could be used for them. However, I think something like these variant human subtypes probably fit the Talislantan millieu better. Unless otherwise noted, treated them as human in particulars.
Cymrilian Traits:
Ability Score Increase: Intelligence score and one other ability score increases by 1.
Size: Cymrilians are taller and leaner than human average, with most around 6 feet in height. Medium.
Skills: Gain proficiency in one skill.
Magical Aptitude: Though not all Cymrilians are wizards, all possess at least a small magical facility. Each knows one cantrip of the player's choice from the wizard list. Intelligence is the spellcasting ability for it.
Languages: Cymrilians can speak, read, and write Low Talislan and High Talislan.
Subrace: Choose one of following subraces.
Koresians
Typically just called Cymrilians, they are the dominant group in society. They have pale green skin and hair, and golden eyes.
Ability Score Increase: One ability score increases by 1 point.
Magical Society: Gain proficiency in Arcana.
Languages: Koresians can speak, read, and write ancient Archaen.
Tanasians
Tanasians are the exiled descendants of the former Phandre ruling caste and make up less than two percent of the Cymrilian population. Some have been raised in exile by families perhaps yearning to regain their former glory. Others may have gone to live in the wilderness, abandoning what they seen as the folly of their ancestors and political intrigues. Tanasians physically resemble Koresians.
Ability Score Increase: One ability score increases by 1 point.
Skills: Traditionally raised exiles gain proficiency in Arcana, while dissenters gain proficiency in Athletics and Survival
Languages: Traditionally-raised Tanasians speak an additional language, likely one related to their place of exile.
Pharesians
Make up about three percent of Cymrilians. They are voluntary exiles and nonconformists, owing to historical prejudice against the lime green of their skin. Many become itinerant peddlers of talismans and arcane parephenalia.
Ability Score Increase: Wisdom score increases by 1 point.
Skills: Gain proficiency in Perception and one other skill.
Wednesday, January 2, 2019
Jaka from Talislanta [5e Race]
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| Art by P.D. Breeding-Black |
Jaka Racial Traits
Ability Score Increase. A Jaka's Dexterity increases by 2, and Wisdom increases by 1.
Age. Jaka reach adulthood around age 12 and typically leave to around 80.
Alignment. Most Jaka are neutral.
Size. Jaka are Medium.
Speed. Base walking speed is 30 feet.
Languages. Jaka can speak, read, and write Low Talislan and are fluent in Wilderness Sign of the Talislantan tribes folk.
Darkvision. Jaka have a cat’s keen senses especially in the dark. They can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Jaka can’t discern color in darkness, only shades of gray.
Natural Tracker. Jaka have proficiency with the skills Survival and Perception.
Scent Marking. As a bonus action, a Jaka can mark one creature it can see within 10 feet. Until the end of the Jaka's next long rest, its proficiency bonus is doubled for any ability check to find the marked creature, and the Jaka always know the location of that creature if it is within 60 feet. A Jaka can’t use this trait again until it finishes a short or long rest.
Sixth Sense. Jaka have the uncanny ability to sense danger, or even potential danger within 30 feet. They cannot necessarily discern the type, location, or degree of danger, but they know it is there on a successful check of their Passive Perception (Wisdom). In cases where they are actively looking for threats they have an advantage on their Perception (Wisdom). They are particularly sensitive to magic and add 5 to their Passive Perception checks if magic is involved and +2 to their active checks.
Jaka Weapon Training. Proficiency with the shortsword, shortbow, and spear.
Thursday, December 27, 2018
In the Cellar of the Silver Dragon
As I previously mentioned, I ran a short D&D 5e game for my inlaws on Christmas Eve. I ultimately elected to run "A Most Potent Brew," which I picked up on the DMs Guild. I thought it would be short and relatively uncomplicated, and it wound up being a good choice, having samples of exploration and puzzles as well as combat.
The setup involved a brewery (which I remained the Silver Dragon) where workman had inadvertently opened a whole into the buried lower levels of a forgotten wizard's tower. The monsters were mostly vermin: giant rats and giant centipedes. There was one unique monster, though, a giant spider with a fiery bit and web.
The party consisted of a fighter, a cleric, and a warlock, all first level. My wife (as usual) was the cleric. She let her parents take lead, but helped them with the rules and encouraged them when they dithered too long. Ironically, her character was the only one that came close to dying, having been heavily damaged by the fire spider, though some difficulty with a puzzled-based trap was a close call for the fighter.
A good time was had by all. The adventure had little novelty, but it was just about perfect for introducing rpg-naive player's to the mechanics and conventions of D&D in short session. A couple of observations, perhaps of interest: the oft-repeated old school saw of longer and more detailed character creation leading to player's not being sufficiently willing to let their character's die is, at best, only part of the picture. My inlaws were not involved with character creation at all beyond choosing their class, and they were very cautious and death-averse. Both being avid gamers, I suspect they equated death with loss and didn't want to lose. Secondly, so much of D&D mechanics are sort of legacy (ability scores as opposed to just their modifiers, for instance) and could probably be streamlined to make it easier for new player's to understand.
Sunday, December 16, 2018
Moon Goons (for 5e and Old School Simulacra)
Moon Goons get their name from their heads or masks, large, round, and faintly luminous like the Moon, and their vile behavior. The Moon Goons avoid the real moon, only striking when it is new. Their spindly, bone-white limbs are animated with odd gestures and faintly aglow despite the lack of moonlight. They are forever mumbling and conversing, but their lips never move and their speech is unintelligible.
They arrive in balloons--or what look like balloons--but their gondolas are slung from metal spheres with the appearance of lead. The spheres are hollow, and no one knows from where they derive their buoyancy nor what propels them forward. Perhaps the Moon Goons know, but they don't say. Each gondola carries 2-3 moon goons. They arrive in groups of 2-4 balloons.
They prey on small, isolated villages or farms. The items that interest them are often not particularly valuable at all--at least not in the strict monetary sense. Sentimental value seems the be the primary quality evident in the things they steal.
Moon goons try to put the humans they rob to sleep with the silvery metallic rods they carry. The slumber the rods produce is plagued by weird nightmares. Humans that prove resistant to their rods or harm one of the moon goons raiders, may find themselves on sharp end of their scalpel-like knives.
Old School Stats:
#Enc: 1-3 x 4 AC: 3 HD: 4 Attacks: 1 (sleep on failed saving throw, or 1d6).
5e stats:
MOON GOON
medium aberration, neutral evil
AC 15 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
STR 11(+0) DEX 13(+1) CON 12(+1) INT 13(+1) WIS 12(+1) CHA10(+0)
Skills: Stealth +6
Senses Darkvision 60 ft., passive Perception 11.
Languages Understands any language but don't speak any of them
Magic Resistance. A Moon Goon has an advantage against spells and other magical effect.
Actions:
Rod. Ranged Weapon Attack: +4 to hit, one target in a 30 foot range. Hit: On a failed DC 12 Constitution save, the target falls to sleep.
Scalpel-like Knife. Melee Weapon Attack. +4 to hit, 5 ft. reach, one target, Hit: 1d8.
Monday, December 3, 2018
The Toad Temple Slaughter Continues
Our Land of Azurth 5e campaign continued last night, with the party and their compatriot, Calico Jack the Cat Man, locked in the Toad Temple and in command of the room, after killing a whole lot of cultists, but with an alarm sounded and voice announcing the presence of intruders. Their attempts to find an escape route or at least a place to hide, are stymied by the appearance of a a very angry radiant gun-armed warrior and her displacer beast pet.
The party tries to run at first and leaves their figurine of wondrous power, the ruby bear, fighting the displacer beast. The bear, unfortunately, is killed, and the warrior waits in ambush in a storeroom. She's tough, but she isn't tough enough to take the full onslaught of the party, particularly after her already-wounded pet is dispatched. At this point, though, the party is low on healing, and have exhausted most of their spells. In the assets column, however, they have gained two energy weapons and three temple access rings.
Waylon the Frogling discovers a secret door, just as they hear more voices in the nave outside. The part descends into the levels beneath the temple. Most rooms here are vacant--the owners appear to be out looking for the party, giving our heroes time to loot the cultists' rooms. They avoid a few soldiers on cleanup duty in the mess hall, but then run into a couple of monks and their acolytes in a study hall.
Threats with energy guns don't dissuade these fanatics, but they sure help put them down quickly. With their teacher's dead, the acolytes surrender--though they are just as fanatical and don't seem trustworthy. Still, when they let slip the existence of a route to a loading dock outside the temple, the party forces them to reveal its location.
TO BE CONTINUED...
Monday, November 12, 2018
Throwdown at the Toad Temple
Our Land of Azurth 5e game continued, with our heroes still trying to figure out a way to free the Land of Under-Sea from the evil of the Temple of the Toad. After a night's rest to heal their wounds, they decide to infiltrate the temple during sunrise services. They are joined by the cat man Calico Jack. Smooth-talking there way past the guards ("as long as you sit in the back") the PCs saw the service, ending in the sacrifice of hapless froglings into the maw of the toad idol.
They noted the tapestries and friezes seem to denote some sort of apocalypse, that allow frog or toad people were spared, apparently under the protective hand of some sort of banjo-playing, messianic frog figure. They figure if push comes to shove, Waylon can inpersonate this "Frog Jesus."
While the cultist were distracted with their ritual, they pick the lock and enter one of the adjacent rooms. They find equipment they don't understand...
...including what appears to be a weapon, but when someone seems to be coming toward the door, they have to hurry into another room. Seeing signs of their entry evident, the cultist raise an alarm that is announced through the temple by a disembodied, feminine voice.
The party tries to make a break for it, but the doors are closed. They attack the guards and cult elite present in a pitch battle. The guards go down quickly, though there are a lot of them. The higher level cult members are armed with weapons that shoot searing beams of light. They nearly kill the Sorcerer, Kairon, with these weapons.
The high priest is particularly hard to kill, even with the party's concentrated attacks. He offers to parlay for their lives, but the party doesn't believe him. Erekose strides up and brings the fight to him. The High Priest emerges from cover to accept the challenge. He deals Erekose two devastating blows with his great sword, but now he's in the open and the party finishes him off.
Their victory is short lived, because more guards arrived. Shade releases the jade bear she acquired long ago, and Dagmar throws down her serpent staff, which becomes a giant python. The party and their animal allies kill the guards. For the moment, the temple nave is theirs...
Monday, October 8, 2018
Lurking Shadows in Under Sea
Our 5e Land of Azurth game continued last night. After hearing the party's story, the lovely Randa decides to take them to her father, the wizard Phosphoro, who she is sure will help them, though he tends to disintegrate most visitors. They travel the the innermost sphere of the sanctum to meet him.
To their surprise, the stern and imperious wizard does offer to remove the curse of wandering laid on them by the Sea King, point them in direction of Under Sea, and allow them to keep the magic items they have stolen, but they must do something for him in return. He wants a particular page from the Book of Doors (which they took from Mortzengersturm). After some debate, the party agrees to give him the page he wants, but Phosphoro explains he cannot take the page now, because he can't identify it. He needs them to bring him the page from the future. He also suggests that there Kully can get his wish to find out more about Princess Viola.
Not really understanding how this will work, the party nevertheless agrees since Phosphoro is allowing them to complete their quest to Under Sea first. With his magic staff, Phosphoro transports them back to the submarine and sets them on the path.
Within hours they descend into the depths, then come up in Under Sea, which is a land of a lazy river and Spanish moss in live oaks, that happens to have the shimmering sea forming a dome above it. The one frogling town in Under Sea is now under the thumb of the Toads and their Toad temple, which just appeared one day in a blinding flash. Frogling are taken to the temple for sacrifice.
Old Freedy, the ambassador, goes off to find out when the next sacrifice is likely to be, while the party hides out to formulate a plan. Shade and Waylon do some invisible scouting and see a toad priest and some acolytes going to a tavern. They seem less like toad people and more like people in toad masks. Before they can investigate further, Old Freedy comear tearing down street chased by an actual toad monster than seems to move in shadows.
They manage to pull Freedy into an alley and try to trick the creature with an illusion, but it doesn't work. Somehow, the thing moves through the shadows to end up behind them and uses its toxic tongue to yank Waylon into its mouth. Shade puts several arrows in the monster, but it only lets a near death Waylon go when Freedy escapes.
They return to the stable where the the party is hiding out. The monster attacks there too, somehow mystically tracking Freedy. Pummelled by spell and arrow, the thing eventually disolves into goo and a wispy shadow, but only after Kairon shrank it too small to swallow anyone.
To their surprise, the stern and imperious wizard does offer to remove the curse of wandering laid on them by the Sea King, point them in direction of Under Sea, and allow them to keep the magic items they have stolen, but they must do something for him in return. He wants a particular page from the Book of Doors (which they took from Mortzengersturm). After some debate, the party agrees to give him the page he wants, but Phosphoro explains he cannot take the page now, because he can't identify it. He needs them to bring him the page from the future. He also suggests that there Kully can get his wish to find out more about Princess Viola.
Not really understanding how this will work, the party nevertheless agrees since Phosphoro is allowing them to complete their quest to Under Sea first. With his magic staff, Phosphoro transports them back to the submarine and sets them on the path.
Within hours they descend into the depths, then come up in Under Sea, which is a land of a lazy river and Spanish moss in live oaks, that happens to have the shimmering sea forming a dome above it. The one frogling town in Under Sea is now under the thumb of the Toads and their Toad temple, which just appeared one day in a blinding flash. Frogling are taken to the temple for sacrifice.
Old Freedy, the ambassador, goes off to find out when the next sacrifice is likely to be, while the party hides out to formulate a plan. Shade and Waylon do some invisible scouting and see a toad priest and some acolytes going to a tavern. They seem less like toad people and more like people in toad masks. Before they can investigate further, Old Freedy comear tearing down street chased by an actual toad monster than seems to move in shadows.
They manage to pull Freedy into an alley and try to trick the creature with an illusion, but it doesn't work. Somehow, the thing moves through the shadows to end up behind them and uses its toxic tongue to yank Waylon into its mouth. Shade puts several arrows in the monster, but it only lets a near death Waylon go when Freedy escapes.
They return to the stable where the the party is hiding out. The monster attacks there too, somehow mystically tracking Freedy. Pummelled by spell and arrow, the thing eventually disolves into goo and a wispy shadow, but only after Kairon shrank it too small to swallow anyone.
Friday, September 28, 2018
Cactoid [5e Race]
I figure a desert world under a blood-red sun should have a cactoid race. This is based on the Cactacae from the Mieville's Bas-Lag novels as presented in Dragon #352.
Cactoid Traits
Ability Score Increase. A Cactoid's Strength score increases by 2, and your Constitution score increases by 1.
Alignment. Cactoid tend to be lawful and neutral.
Size. Cactoid are medium.
Speed. Base walking speed is 30 feet.
Powerful Build. Cactoids count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
Plant Hardiness. Cactoids have advantage on saving throws against poison and resistance against poison damage
Tough Hide. Cactoids have a natural +1 bonus to their Armor Class.
Spines. The spines covering a cactoid's body allow them to do an 1d4 points piercing damage while grappling.
Languages. Cactoids speak Common and their own language.
Cactoid Traits
Ability Score Increase. A Cactoid's Strength score increases by 2, and your Constitution score increases by 1.
Alignment. Cactoid tend to be lawful and neutral.
Size. Cactoid are medium.
Speed. Base walking speed is 30 feet.
Powerful Build. Cactoids count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
Plant Hardiness. Cactoids have advantage on saving throws against poison and resistance against poison damage
Tough Hide. Cactoids have a natural +1 bonus to their Armor Class.
Spines. The spines covering a cactoid's body allow them to do an 1d4 points piercing damage while grappling.
Languages. Cactoids speak Common and their own language.
Thursday, August 23, 2018
Scavengers of the Latter Ages
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| art by Shahab Alizadeh |
- The Distance Future: Millions of years certainly, though exactly how long is obscured by the mists of time and the humankin's fickle devotion to data storage formats. It is possible that biologic humanity even disappeared at one point but was resurrected by its nostalgic offspring. Scholars are aware that more than one civilization has come and gone and the Height was long ago.
- A Neglected Garden: Earth was once an intensively managed paradise, maintained by nanotechnology and AI that were integrated into the natural world. Most of the animals were heavily modified by genetic engineering and technology, and some were of exozootic stock. Even humans were integrated into this network, and everyone born still carries the nanotechnological system within them. Though technological spirits and godlings still live in nature, they no longer heed humans on any large scale, at least in part due to the fact that few humans can activate the necessary command codes.
- Diverse Humankin: Through genetic engineering, different clades of human-descended biologics have developed. The reasons for the modifications from baseline seen in these "races" may not always be apparent. Perhaps some were just art projects for some creative god?
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| Art by Laura Zuccheri |
- The grist: Commoners speak of "magic users" in dim memory of the fact that everyone of Earth is a "user" in the computer science sense, but wizards know there is no such thing as magic, only grist, the layers of nanotechnology that envelope the world. Everyone uses it to a degree, but few have the aptitude to develop the skill to employ the grist to work wonders.
- The ether: The underlying grid of spimes and metadata, which supports the nano and once integrated it with the internet, is known as the Etheric Plane or Ether. Wizards and other magic users are aware it plays an important part in their spells and also in the powers of gods and incorporeal intelligences, but they are like mice within a palace, ignorant of its total function and potential.
- The Outer Planes: Civilization at the Height was not confined to the Primal Earth, but extended through the stars. Some of the posthumans that went to other stars disassembled planets to convert to computronium, then huddled close to stars for power. Their civilizations sometimes became very strange, perhaps even went mad. Many of their networks still connect to Primal Earth through ancient but robust relays. Humankin of Earth are often in grave danger when they venture into such places.
- Treasures Underground: Earth's current society is built on the detritus of millennia. Current humankin seek to exploit it in rudimentary ways, and more advanced civilizations of earlier times sought to do so in more advanced ways. The tunnels they dug still exist, but so do the guardians they put in place and the dangers they encountered.
Friday, August 17, 2018
Notes on a Hypothetical Far Future 5e
As frequently happens when I have things I need to work on, new ideas try to woo me with their siren's song. I'm putting so notes here to try to exorcism the demon of distraction for the time being.
The idea is far future science fantasy, akin to some "Dying Earth" works, only the Earth may not be dying, necessarily. There would be no return of magic, but rather Clarkian sufficiently advanced technology was be perceived by the present, post-technological society as magical.
Here are some thoughts on the setting:
- Influences would include: Viriconium by M. John Harrison (general vibe), Catch A Falling Star by John Brunner (future tech and decadence), Ventus by Karl Schroeder and "The Far End of History" by John C. Wright (AI entwined with nature to become "gods"), Rob Chilson's Prime Mondeign series (general vibe and hyper-technologically managed ecosystem where humans have forgotten how to use most things), The Fractal Prince by Hannu Rajaniemi (technologically realized spirits).
- Like in Numenera, technology would be pervasive and usable fully on by some. We'll bother a term from Tony Daniel's Metaplanetary and call this nano, and pico- (perhaps even femto-) tech "grist."
- Wizards are hackers, clerics are inheritors of ancient command codes liturgies, sorcerers are "cyborg" mutants, and warlocks make deals with wild and dangerous AI.
- Magic items would most likely move in a Roadside Picnic direction.
- Everyone is effectively living in an ancient landfill. Dungeons are the remnants of archaeological digs or salvage jobs into the strata of the refuse of previous civilizations.
Monday, August 13, 2018
The Giant and the Rock
Our Land of Azurth 5e game continued last night, with the crew of the yellow submarine (which included the PCs) still trying to find their way to the Land of Under-Sea. Captain Cog has been stymied from getting their bearing by a tempest that drove them deep. When it lifted, they rose to the surface and found discovered a floating rock outcropping, like a asteroid in the atmosphere overhead. Even stranger, they were hailed from it by an imprisoned giant:
Calibrax (the giant) alleges that his flying island, Yufo, was stolen, and he was unjustly imprisoned here by a wizard named Phosphoro. Calibrax wishes to enlist the party's help in freeing him from the wizard's chains. When the party seems reluctant, he suggests they take the secret passage on the underside of the island to the wizard's sanctum and discover his villainy for themselves. That, the party agrees to do.
Using Kairon's broom of flying, they fly up and open the hatch. They discover a passageway where they are weightless and a brass whistle floating inside. The bard Kully manages to find the right note to have them whisked into a strange, spherical structure, divided up into rooms. They explore the rooms and discovered several magic items before trying to open a door with a jewel encrusted design.
Waylon the frogling touches the design and finds himself in a maze, being hunted by a bronze minotaur. He must touch the gem stones found across the maze in the right order to escape. With the help of his friends, he manages to do that. The puzzle solved and the door opens to a banquet hall.
Strange music beguiles half the party and a blue-skinned woman shows up to taunt and threaten them. She is the wizards servant, Ariella. Before she can decided what to do with them, she is summoned away. Next they are greeted by the wizard's daughter, Randa. She reveals her father was ruler of a distant world, but his throne was usurped. They have been traveling "by circuitous, subconscious routes," never approaches their home by the direct path, so as not to be detected. They have been returning for "eons." Randa says Calibrax's crime was aggressively seeking her hand.
She offers to take the party to her quarters where they can rest away from Ariella's tricks, and they agree.
Calibrax (the giant) alleges that his flying island, Yufo, was stolen, and he was unjustly imprisoned here by a wizard named Phosphoro. Calibrax wishes to enlist the party's help in freeing him from the wizard's chains. When the party seems reluctant, he suggests they take the secret passage on the underside of the island to the wizard's sanctum and discover his villainy for themselves. That, the party agrees to do.
Using Kairon's broom of flying, they fly up and open the hatch. They discover a passageway where they are weightless and a brass whistle floating inside. The bard Kully manages to find the right note to have them whisked into a strange, spherical structure, divided up into rooms. They explore the rooms and discovered several magic items before trying to open a door with a jewel encrusted design.
Waylon the frogling touches the design and finds himself in a maze, being hunted by a bronze minotaur. He must touch the gem stones found across the maze in the right order to escape. With the help of his friends, he manages to do that. The puzzle solved and the door opens to a banquet hall.
Strange music beguiles half the party and a blue-skinned woman shows up to taunt and threaten them. She is the wizards servant, Ariella. Before she can decided what to do with them, she is summoned away. Next they are greeted by the wizard's daughter, Randa. She reveals her father was ruler of a distant world, but his throne was usurped. They have been traveling "by circuitous, subconscious routes," never approaches their home by the direct path, so as not to be detected. They have been returning for "eons." Randa says Calibrax's crime was aggressively seeking her hand.
She offers to take the party to her quarters where they can rest away from Ariella's tricks, and they agree.
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