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Showing posts with label D&D 5e. Show all posts
Showing posts with label D&D 5e. Show all posts

Sunday, August 23, 2015

D&D 5th edition PayWhatYouWant reviews

My go-to game for the last six months have been 5th edition of Dungeons and Dragons. This has led me to look out for free or PayWhatYouWant supplements for the game from time to time. I just love the fact people make content available for the game and i want to support their efforts.

So i figured i would give my personal, yet reflected, opinions on some recent finds. These are three small products, either free or PWYW, all available from DriveThruRPG:

Never Ask Directions

Never Ask Directions is a sidetrek adventure by John "Ross" Rossomangno. It is intended for character levels 2-4. The PDF is 16 pages with the adventure taking about 11 pages.

When i saw the words sidetrek adventure i immediately remembered the sidetrek adventures i read in Dungeon Magazine. These short, "drop'em wherever", adventurers were always my favorites as a teenager since i spent a lot of time making my own adventures and never really desired to run multi-session adventures someone else had written. But i digress.

Not calling itself a sidetrek to camouflage a bare bones adventure setup Never Ask Directions is indeed a complete module. There are several suggested hooks and a simple but functional back story that provides a good rationale for the adventure.

Furthermore the adventure features three adventure locations, one new magical item and a few original NPC's. The author has even included a sidebar about how to use sidetrek adventures and provides ideas about how to build on the adventure after its completion.

The adventure itself is simple and straight forward as the plot moves the PC's through the adventure locations. Along the way the author has provided some guidance on how to handle adventuring parties that does not act as expected. These are guidelines and I am left the impression that the adventure won't feel like a railroad, but the linear plot will challenge a DM whose player's insist on acting contrary to the plot.

All in all Never Ask Directions feels like a satisfactory mini-adventure that would be very easy to drop into any campaign. It is well-crafted and complete, but linear and simple which can present a challenge to DM's not keen on railroading players. Still, I recomend picking it up and keeping it handy for that session when you really need a sidetrek adventure.

As a final note i want to add that Never Ask Directions reminds me, vaguely, of The Trouble with Mylvin Wimbly by Andrew McCray (originally printed in Dungeon magazine #5 and it was included in the norwegian translation of the Mentzer Red Box). However The Trouble with Mylvin Wimbly is basically a miniature hexcrawl yet still basically useable is an instant (8-page) adventure. I want more adventures like that.

NPC Codex

The NPC Codex by Dan Coleman is a collection of 13 NPC that can be dropped into your game. The PDF is 15 pages with 14 pages of game content.

As a DM i enjoy making and using colorful, rounded NPC's in my game. The NPC you get in the NPC Codex are just that. From a rowdy markswoman to an arrogant half-elven wizardess these NPC's are simple yet rounded and not one-dimensional. The power-level of the NPC's span the lower tier of play with a range of challenge ratings from ¼ to 5.

The author provides a concept, a physical description alongside personality, quirks and memorable features for all these NPC's alongside full game stats. The NPC's feel ready-to-use but there is also room to expand and adjust them to suit your own campaign. A "GM Tip" sidebar is also added to each NPC with suggestions on how to use them.

All the NPC are are illustrated. The art is by the author and the simple drawings are beautiful and evocative which really helps with the feel for each NPC.

I should point out though that the NPC presented in this product are all fairly likeable, so if you are specifically looking for a villain to use in your campaign you might have to look elsewhere.

All in all if you (like me) and your players like using fleshed-out NPC's in your game the NPC Codex is worth checking out for yourself and even buying at it's suggested price (and maybe even a little more).

Heirs of Desperation

Heirs of Desperation from Tabletop Terrors Publishing is a supplement designed to raise money to fight poverty in India. According to the creators all proceeds goes to a charity called the Hands of Freedom. I won't go further into the charity aspect of the product, except to say that I support the idea of using ones creative hobbies for charitable purposes.

The Heirs of Desperation purpose of alleviating poverty is also apparent in the product content. The PDF is 16 pages with about 11 pages of game content.

There are three sections focusing on three poverty-related real-world problems and how they might be employed as challenges in a fantasy game world. The problems are:

  • Water shortage
  • Hunger
  • Orphans

For each section there is a short introduction to the real-world problem, with links to external material to further educated the reader. Game related there is a monster thematically linked to each problem and a selection of six plot hooks (with a fantasy spin) related to each problem. At the end there is a vigilante NPC character that could be used to introduce these problems to the player characters.

I'll say right up front that i found the plot hooks the most useful. Their quality is variable, but several of them gave me enough instantly to begin planning or improvising an adventure. I like that the plot hooks are not one sentence, but actually short paragraphs which make them much more fleshed-out. I think even the poorer plot hooks could be very usable, but they will require a bit more work by the DM.

The monster are okay but not as clearly thematically linked to the real-world problem as the plot hooks. The monsters are illustrated by Gauntes and the illustrations are simple but i enjoyed them. It is a shame that there is some text missing at the bottom of page eight where, i assume, some information would be given on how to lift a curse that the hunger-themed monster imparts. Not a huge problem but a little annoying because it is also the monster i liked best (although the oprhan monster, the Dread Father, was scarier).

All in all i like Heirs of Desperation quite well. It is not awesome, but the plot hooks are useful and some of them are inspiring too. The monsters, while not very original, could also be good addition to a campaign.



Saturday, May 2, 2015

Two magic items for 5e

Cool magical items can make the best D&D campaign that much sweeter. Here is a few i dreamed up but have not been able to use yet.

The twin-circles of Sunlight and Moonlight
Illustration from the Nuremberg Chronicle,
by Hartmann Schedel (1440-1514)

A pair of metal circles about 21cm (8 inches) in diameter forged from star metal. One is golden and the other is silvery in color.

They work like this: If a magical item, like a wand or a magical dagger, is passed through the moonlight circle it removes the magical abilities from the item, leaving it a mundane shell. Passing the magical item through the sunlight circle restores the magical abilities.

For purposes of magic detection the sunlight circle appears magical until a magic item is stripped of its magic by the moonlight circle. At that point the moonlight can be detected as magical while the sunlight circle can not.

The twin-circles can only be used on items that physically be moved through the circles. The moonlight circle can not be used as long as the sunlight circle "holds" the magical abilities of an item. Magical abilities can only be restored to their original item. Pulling another object through the sunlight circle should have dangerous and spectacular effects (details are left to DM discretion).

Thanks to the guys at the Appendix N podcast for mentioning similar items in their eight episode covering The King of Elflands daughter by Lord Dunsany. And also thanks to Lord Dunsany for the original idea and for being one of the finest fantasists in history.

The Voice Gem


A gemstone of indeterminable kind, deep lilac in color with a slight pulsating light inside.

The gem contains the brain of a demon who has the ability to vocalize through vibrations in stone. The demon feels defenseless and lost. Once every day there is a 1-20 chance of it screaming and howling uncontrollably in utter fear.

If contacted through telepathy it will normally vocalize the words spoken into its mind. However, the demon can still feel good and evil qualities of thought and treachery is second nature to it.

Originally posted by me at google+

Sunday, March 1, 2015

Nymph for 5e

Anders Zorn (1885)
The nymph is a creature that appears every so often in D&D. The first time was in the Blackmoor supplement in 1975 and after that in the 1st edition AD&D Monster Manual. In later editions, the nymph seems to have lost popularity.

The nymph does not appear in the 5e Monster Manual and apparently didn't show up until Monster Manual III of the 4th edition (i have never played nor been a fan that edition).

So what is wrong with the Nymph?

Fighting beautiful forest women who really are somewhat nice, is not as motivating as taking out that beholder in those ruins over there. I get that. The Nymph is not really a «monster».

The fact that the fight might be a bit hard since you can go blind just looking at her and that you could even die if she happens to be naked is also a bit boring. A Nymph could end your character fast and probably without much fun.

Death by nudity is not just silly...

The death by nudity thing is troubling in terms of sexism as well. It reinforces the view that female sexuality is somehow dangerous, which again leads to the classic double standard about sex. The impossible demand that women should be both chaste and erotically available at the same time is a staple of how many cultures have controlled women.

It also robs the Nymph, as a character, of so much agency. If she is to avoid causing blindness (or death) to those around her, she has to stay hidden and out of the way. (I am aware that some editions have stated that a Nymph can suppress these abilities, which makes it better, but the point still stands)

But I like Nymphs

I like having strange, powerful and erotic forest women as monsters/NPC's in my campaigns. Nevertheless, i want them to be a less silly and more interesting as an ally or patron to the characters.

So what do i do? I make my own Nymph:

Nymph

Medium fey, chaotic good
Armor Class: 11
Hit Points: 154 (28d8+28)
Speed:
STR 10 (+0) DEX 12 (+1) CON 12 (+1) INT 16 (+3) WIS 20 (+5) CHA 28 (+9)
Skills: Deception +13, Insight +9, Nature +7, Perception +9, Stealth +5
Damage immuities: Acid, Poison
Damage resistances: Bludgeoning, Piercing, Slashing
Senses: darkvision 60ft., passive Perception 19
Languages: Elvish, Sylvan
Challenge: 11 (7,200)

Blinding beauty: The nymph's otherworldly beauty makes attacks against them hard. Creatures attacking a nymph must make a DC 21 Charisma saving throw or have disadvantage on their attacks.

Spellcasting: The nymph is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).

  • Cantrips (at will): Druidcraft, Guidance, Thorn Whip
  • 1st Level (4 slots): Entangle, Faerie Fire, Fog Cloud, Healing Word
  • 2nd Level (3 slots): Barkskin, Gust of Wind, Hold Person
  • 3rd Level (3 slots): Call Lightning, Conjure Animals, Wind Wall
  • 4th Level (1 slot): Confusion

Actions

Improvised Club. Melee Weapon Attack: +1 to Hit, reach 5ft., one creature. Hit: 2 (1d4) bludgeoning damage.

Change Shape. A Nymph can use her action to magically polymorph into a beast with a challenge rating no higher than its own, or back into its true form.

In the new form, the nymph retains its alignment, hit points, Hit Dice, proficiencies, lair actions, and Intelligence, Wisdom and Charisma scores as well as this action. Any other statistics and capabilities are replaced by those of the new form, except any class features or legendary actions of that form.

Fey charm. The nymph targets one humanoid or beast within 30 feet of her. If the target can see the nymph, it must succeed on a DC 21 Wisdom saving throw or be magically charmed. The charmed creature regards the nymph as a trusted friend to be heeded and protected. Although the target is not under control of the nymph, it takes nymph's actions or requests in the most favorable way it can.

Each time the nymph or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect itself on a success. Otherwise, the effects lasts 24 hours or until the nymph dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If the target's saving throw is successful, the target is immune to the nymphs Fey Charm for the next 24 hours.

The nymph can have no more than one humanoid, but any number of beasts, charmed at a time.
Soltice Night by Forest Girl at deviantart (CC BY-NC-ND 3.0)

Nymph lairs

Nymph lairs are beautiful natural places. Deep forest groves or spacious natural caves covered in rich moss. Water is always present in a nymph’s lair. A deep pool, a hole in a flowing river or a trickling silvery brook.

It is common to find animals inside or close to a nymph lair. Assume there is at least two beasts of challenge rating 1 or lower near a nymph lair at any time.

Other fey also usually flock to nymph lairs. Pixies, Blink dogs and Sprites are all common. Nymphs take Satyr lovers from time to time as well.

Lair actions:

On initiative count 20 (losing ties), the nymph takes a lair action to cause one of the following effects:
Black Puma by Lizars Mariomassone
  • Can cause any intruder into her lair to go blind. The creature is allowed a DC 17 Constitution saving throw to avoid this effect. This condition is removed normally.
  • Can cause any part of the ground, up to a 20-foot radius, in her lair to twist and sprout pikes and thorns. This area becomes difficult terrain and a creature moving into or within the area takes 2d4 piercing damage. The area is not camouflaged in any way.
  • Can conjure a vine that sprouts from the ground in an unoccupied space within the lair. This vine can lash out at a creature within 30 feet of it. The creature must make a DC 17 Dexterity saving throw or be pulled 20 feet towards the vine. The vine will restrain the creature until it succeeds on a DC 21 Strength (Athletics) check or is released by the nymph.
  • Can conjure one beast of challenge rating 1 or lower; or can conjure one fey of challenge rating ½ or lower.
Responses and constructive feedback are always welcome.
PS. after writing this i came across the suggestion in the Swords & Wizardry Monstrosities book that looking at a nymph could change someone into an animal. That is also very cool and i would probably add that power to my 5e nymph version.

Saturday, January 31, 2015

Encounters at the Slaugthered Rose

I previously posted an inn called the Slaugthered Rose.

Fashion plate from Costume Parisien, 1823
I will be using that inn to lauch my players into my 5e version of the Isle of Dread module (released for D&D Next as part of the playtest).

Here are a couple of encounters that I'm planing to run for my players that i figured i might share with you:

Encounter one: A cryptic warning from a cloaked stranger

This encounter should run within minutes of the PC's entering the Slaugthered Rose.

A cloaked elf with shortish hair in a Small pony-tail approaches the PC's. «I need to warn you» he whispers to a random PC and then signals for all of them lean closer. «A foul wizard is in town. He is searching for you», he points a finger at a PC, «and you would do well to stay clear of him». After speaking his piece the elf moves off.

The PC's will probably try to question him further or even try to stop him. He will repeat the above information, but refuses to elaborate, tell them why he is warning them or give his name. A DC 10 Wisdom check reveals that he is clearly very determined to keep it this way.

The elf makes no aggressive moves, but reveals a shortsword beneath his cloak if he feel threatened. Should the PC's attack he will spend a round or two dodging their attacks, using a bonus action to disengage and appeal to the other patrons for help.

  • There is a 1-in-6 chance that 1d4+1 commoners will come to his aid. 
  • There is also a 1-in-6 chance that the barbarian Dhuin will become emotional and assist the elf with his best violence.
  • Finally there is 5-in-6 chance that mr. Blacksail will send for the guards.

D3+1 guards will arrive in 10 rounds after being summoned. When they do there is another 4-in-6 chance that 2d4+1 commoners will assist the guards in subduing the characters. Another 1d6+1 guards will arrive after five minutes.

As all of this goes on the elf will defend himself to the best of his ability: Elven rogue 3; Spd 35ft;  AC 15 (leather armor); hp 16, Melee attacks Shortsword +5 to hit; Hit: 4 (1d6+1) and Dagger +5 to hit; Hit: 3 (1d4+1). S 12 (+1), D 17 (+3), C 11, I 11, W 12 (+1), Ch 12 (+1). He is also quite Acrobatic (+7) and Athletic (+5) which he will use to keep is distance from the PC's.

Unless this encounter ends with the PC's in chains or somehow on the run the elf will leave and they will have to ponder his strange words to them.
Pirate Girl by flo-moshi at deviantart (CC BY-NC-ND 3.0)

Encounter two: The pirate lady

This is a role-playing encounter and, as such, it requires the DM to tweak it's details to the setting and the campaign. It's focus is to introduce an NPC that has an interest in the PC's, but given the mistaken identity plot she may also have mistaken the PC's for someone else.

An elegant lady dressed in breeches with white long socks, a silk blouse and sporting a red bandana approaches the PC's. She introduces herself as Sorine Pavel and asks what the characters are up to or simply if she could join them for a drink.

They may become suspicious of her, in which case she will back off, but she is also very charming and will quickly hint that she has something to offer the PC's.

If they accept her company Sorine will tell them about a sea journey she has just returned from.
The captain of the Lamprey wanted to stay well clear of the isles in the Dread Sea. Some of them may be haunted you know and their inhabitants are wild men... flesh eaters.
Still we came close to one after a hard night fighting to stay alive during a vicious storm. We could hear the sounds of drums... It gave me the creeps. Then later we heard a roar. A terrible roar.
There are stories of brave adventurers exploring some these isles. A few have even returned, some with gold and some with arcane secrets.
Sorine is clearly interested in any rumors about historical expedition to these islands, or even better to hear of current plans for an expedition.

Sorine is on a secret mission to find an expedition to join or possibly to initiate one herself. Her taskmaster is the court of the Empress of Bavmoria for whom Sorine is a spy.

The DM has to decide if Sorine is mistaken about the PC's indentity or if she's not. In my campaign she is not. (Stats wise (5e) she is a Rogue 3/Figther 1 human with a +6 bonus on Charisma (Deception & Persuasion) tests. If i might a nice way to do it i might publish her full stats later)

Friday, January 9, 2015

Sex and gender in 5e and how to use it...

So this year saw the 40th anniversary of D&D and the launch of the D&D 5th edition to much praise and a lot of excitement.

I've played a lot a different RPG's, but D&D always remained special to me. One of my co-players at a bi-weekly Cartoon Action Hour game asked me why the other night. «Was it because that's where you started?»

And yes, i think that is part of it. The first cut is the deepest i guess.

Dungeons and Dragon, my first RPG has stayed with me for about twenty years now. However this is not a post where i reminisce about D&D. It is a post about the most beautiful set of words I've come across in a RPG. It's about this:

Skjermbilde
From the D&D Basic rules freely available here

Seeing this language about gender, sex and sexuality included in an RPG felt really important to me. Because games are about playing right?

The importance of play

Play is how we first learn about world and i think playing is how we can keep learning about the world. Playing lets us escape the bonds of reality, twist and turn it. Examine it like it wasn't world we live in every day.

It follows that playing with sex, gender and sexuality in a role playing game also allows you to twist and turn those concepts. To me this is a lot of fun. (I also happen to believe it is a useful tool for creating awareness and bringing change in a less-than-perfect world. But I'm trying to write a gaming blog here, not a gender studies blog. I have one though: Here (in Norwegian))

So since this is an gaming blog i will take that beautiful language and put it to use. What follows are some character backgrounds that incorporates questions of gender and sexual identity in ways that make them relevant for normal play.

Ragend the Hooded


Ragend is a peasant hero. In his youth he led a revolt against a evil local lord and won the day. He also won the heart of the prettiest girl in the village, Aldea.

Following the revolt some of the evil lord's allies was able to capture Ragend and he was condemned to labour as a slave. Life as a slave was nasty and brutish. Ragend is certain he would have perished were not for the love and friendship of March, another slave.

March and Ragend's relationship grew from friendship to fiery passion in ways Ragend had never belived possible with another man.

After years of living as a slave fate intervened and Ragend regained his freedom. Now, being a free man, memories of the happiness he felt with Aldea have returned. Ragend now face many choices that will affect the lives of the people he loves, but also his own sexual identity.

Gluri of the Axebite clan


Dwarf female by RobAnsenaultJr at deviantart (CC BY-NC-ND)
Gluri of the Axebite clan was raised to become the queen of a dwarf citadel. All her life was about that future marriage to a dwarf lord from one of the great clans.

But Gluri was always bored in the citadel. She longed to see the world. To get away from her overprotective mother and the fate of that dreaded marriage. It wasn't that Gluri never got along with male dwarfs, but they just didn't make her feel anything sexual.

There had only been one person who could do that. She had been an envoy from one of the elven noble houses. A lithe woman with sharp features and delicate skin. How Gluri longed to see an elf again.

So one night she left the citadel on her own. She took some iron rations, one of her father's battle axes, a crossbow and a 10-foot pole. Gluri headed into the world to find adventure and excitement with new friends, exploring both dungeons and her own sexuality in equal measure.

Sunday, January 4, 2015

The Slaugthered Rose

The Slaugthered Rose is a waterfront dive in the docklands of Occularum. The tavern is run by a named Mormo Blacksail, an old pirate with nerves of steel.

As the PC's enter the Slaugthered Rose there are 28 patrons in the place. There are four available table and one available room.

Map of the tavern The Slaugthered Rose
The Slaughtered Rose (made with Archivist Elements app)

At the tavern

The sailors come here to drink and play some Floating Sting and drink the innkeepers own brew known as the Angry Squall. (Which isn't very good, but cheap.) Mr.Blacksail also imports a rather good ale called the The Stag's Own Seed, which is good but also very expensive.

In addition to rowdy sailors a fair number of Occularum's thieves and rogues like to frequent the Slaugthered Rose. This is a place where it is advised to remain on guard and don't flash your gold, if you've got any...

The local storyteller and adventuress Jhes Silkbuckle (H brd 8) frequently entertains at the tavern with stories and ballads about the various deeds of Occularum rogues. To frequent patrons of the inn it is a known fact that Jhes also knows a number of ribald stories and tales. She usually waits until late at night before performing any of these.

Mr. Blacksail has some hired staff as well:

Esveele is a middle-aged widow with graying blond hair, that works the bar and is responsible for preparing the food. She is extremely interested in buckles and stitching and examines clothing closely.

Gorme is a vapid old dock-hand that helps out with maintenance, deliveries and keeps the cellars
stocked. He covers his face with a fitted metal plate to disguise horrible burn injures to his face.

Evemegan is a careless barmaid and a sex worker. She is a brunette, dresses in men's clothing and sports a fake moustache.

Tesse is a black haired barmaid and a sex worker. She is courageous and an eternal optimist.

Alwan is a server and a sex worker. He is a bit paranoid and has several gold teeth.

Patrons and rumors

Dhuin, an emotional barbarian of the northern steppes
Use Berserker stats (5e DMG: p344) but swap armor to scale mail and weapons to a pair of scimitars.

Oludael the Jinxed, a taciturn criminal known to be unsuccessful

Dayoet the Painted, an argumentative falconer covered in tattoos from head to toe.

Kendsa Silverhill, a banker with delusions of being a spy

Cleg, a criminal with a respectful demeanor

d10 rumor table

  1. A secretive woman trying to hire a group of mercenaries
  2. A merchant organizing a manhunt to find an extremely dangerous killer outside of town. They say he kills for sport and is quite powerful.
  3. A book found by a nobleman leads to a grove in the east where a rare herb grows.
  4. A harlot has been arresting for assaulting a noble 
  5. A possible spy is working within the town guard
  6. A war has broken out between the giants, trolls, ogres and cyclops in the region
  7. There is a plot to murder the local undertaker in four days
  8. There is a brawl over at the Blind Crow Inn
  9. An undead creature lurks in the crypts beneath the city
  10. A group of assassin are out to murder a foreign noblewoman in the city