Wednesday, August 30, 2017

Magic in Minerals

Component pouch? More like Component luggage
I started to think about material components (which of course means I would eventually write a 3000 word article about them) and why certain spells needed certain materials.

Well, that turned into a huge hunt across the Player's Handbook for similarities between different spells. In the end, some materials had common effects, but others didn't. I did my best to combine them in creative ways.

I would use this article as an interpretation of how D&D (as a system) says certain materials should act or be used. Also, it can lead to more experimental wizards - for example, using sulfur to cast Invisibility might earn you a visit from an Efreeti. Meanwhile, knowing silver is linked to souls could get players thinking about how to create custom spells and rituals.

I focused on costly components for this article, since, let's be honest, everyone who can get their hands on an arcane focus is going to do it.

Metals

Cast spells with integrity and luster!
Copper
This common metal seems to have a direct link to the mind, in particular the areas of language and thought. Though the applications of such magic are surprisingly limited, their usefulness has been thoroughly exploited by the wizarding community. Though once part of the development of spells such as Tongues and Comprehend Languages, new methods for casting those spells without copper have been devised.
  • Spells: Detect Thoughts, Message, Sending

Gold
One of the standard means of harnessing and controlling magical power. Though its practical applications are few, it is invaluable to any wizard in terms of storing and cataloging magical effects. In fact, magical energy is drawn to gold, which is one of the reasons it remains so valuable as a currency.
  • Spells: Arcane Lock, Levitate
  • Required for spellbooks and spell scrolls

Iron
A versatile substance, most known for its resonance with the flesh of mortals. Though normally used for simple elemental earth spells and body-changing magic, some holy spellcasters have exploited this Iron-body connection to create spells that oust non-mortals, in many of their forms. A powerful wizard may take this even further, using the simple metal as a potent Antimagic catalyst.
  • Spells: Antimagic Field, Enlarge/Reduce, Dispel Good, Flaming Sphere, Heat Metal, Hold Monster, Hold Person, Protection from Evil and Good, Magic Circle, Move Earth, Reverse Gravity
  • Effective Against Fey

Lodestone
Rare magnetic ore, the lodestone is one of few materials that seems to be linked to the passage of time. For the lodestone, a talented caster can bend this property to momentarily reverse the flow of time in a small area, usually to useful or devastating effect.
  • Spells: Disintegrate, Mending, Reverse Gravity

Mercury
A somewhat-common component used as a reagent alongside other materials. It has the effect of extending the duration of a particular effect, though wizards who try to use this trait in their potion-making may end up sick or worse. The clever wizard Tenser made good use of this effect; his floating disk spell works by causing an object to fall so slowly it appears to be fully supported.
  • Spells: Symbol, Tenser's Floating Disk, True Polymorph

Platinum
Platinum is a rare material for a wizard to come across, and even then it is more than likely to be quickly traded away for more useful gems, silver, or gold. However, it is used in some spells that require a means of channeling magic from a soul into another item.
  • Spells: Mordenkainen's Sword, Warding Bond

Silver
It is said that silver is a wizard's best friend, and indeed, this metal has been exhausted of every possible use by the magical community. This is because silver is crucial in spells that seek, damage, or protect the mortal soul. This property also gives it a particular potency against creatures who deal in souls (such as Devils) or who bear incomplete or half-souls (Lycanthropes).
  • Spells: Alarm, Astral Projection, Chain Lightning, Dispel Good, Protection from Evil and Good, Guards and Wards, Magic Circle, Mordenkainen's Faithful Hound, Mordenkainen's Magnificent Mansion, Sanctuary, Scrying, See Invisibility, Telepathy
  • Effective Against Lycanthropes, Devils

Adamantine
Though unused in magic, Adamantine is considered the hardest of all metals, and carries some property that holds sway over creatures of the Elemental Plane of Earth. It's theorized that, being the most durable and impenetrable of metals, stones and lesser metals "worship" it, in a sense. Indeed, armor made of Adamantine turns away direct hits from Iron weapons, and blades made of Adamantine can pierce the thickest of armor.
  • Prevents critical hits, effective against Golems and Earth Elementals

Mithril
Though unused in magic, Mithril has a reputation of lightness and durability and a certain sacredness among the dwarves. Its use is associated with the dead, and objects made of Mithril are often included in funeral rites. Those who work in shadows find that the relative lightness and flexibility of the metal allows them to move easily, but those who find it sacred are loathe to use it for such base purposes.
  • Light and flexible, associated with the dead


Gems

They'll always save the day
Agate
Like many gems, the agate is used to affect light, altering its spectrum to allow sight in normally dark areas. However, advanced wizards understand that its real power lies in the ability to create sentience, and some wizards speculate that agate plays an important role in the formation of intelligent life in the universe.
  • Spells: Awaken, Darkvision

Black Onyx
One of the few gems banned from many wizard schools, due to its use in necromancy. Black Onyx is said to form in the ground beneath where a violent murder occurred. Though this is only a folk story, no reputable wizard would dare to test the hypothesis.
  • Spells: Create Undead

Black Pearl
One of the few gems banned from many wizard schools, due to its use in necromancy. Approximately one in every thousand pearls is black, though the cause of this is yet unknown. Because of the chaotic nature of their appearance, wizards who harvest pearls for their work are generally given lighter penalties if they happen to return to their conservatory with one.
  • Spells: Circle of Death

Chrysolite/Peridot
This gem, when powdered finely, can be used to create a sound-dampening effect. However, it is generally only used when such an effect is needed for an extended period of time, as even apprentice wizards can cast a Silence spell without the need for these gems.
  • Spells: Mordenkainen's Private Sanctum

Crystal
Crystals are the unrefined form of many gems, proving just how useful these stones are even before they are divided into their distinct types. Crystals can channel light, elemental energy, or even pure magical force. Rumors abound that powerful Wizards can even call forth the magic that created the River Styx with simple glass or crystal spheres.
  • Spells: Chain Lightning, Cone of Cold, Lightning Bolt, Feeblemind, Leomund's Tiny Hut, Otiluke's Freezing Sphere, Otiluke's Resilient Sphere, Scrying

Diamond
It's a common misconception that diamonds are a holy substance, due to their prevalence in spells that bring the dead back to life. However, few churches disclose the more mundane truth: diamonds are a primary conduit for reaching and traveling among the outer planes. The "holy" effect is simply a limited form of the Gate spell, targeting a single petitioner's soul. Of course, like any material, wizards have exploited this outer plane connection to great effect. Summoning elements from various planes, "borrowing" the sequestering effect of the Nine Hells or the Stoneskin of Creatures of Pandemonium. The more powerful the wizard, the more versatile the effect they can create from a diamond.
  • Spells: Chromatic Orb, Clone, Gate, Greater Restoration, Nondetection, Raise Dead, Resurrection, Revivify, Stoneskin, Symbol, True Resurrection

Jacinth
Of all the gemstones, Jacinth is the only one which resonates with the Astral Plane. Some wizards speculate that Jacinths themselves originate on the Astral Plane, then travel to the material plane via the Color Pools of the Astral. Others say that Jacinths are actually the material that makes up the portals. Either way, Jacinth veins can almost always be found near portals to the Astral Plane.
  • Spells: Astral Projection

Jade
Jade is very valuable to certain spells, as it allows the caster to pre-set sounds related to a particular spell. This is commonly used with honeycomb or fleece to craft magic messages or images that make sound without the wizard's active attention. As with many materials, extremely adept casters have found other uses for Jade, the most notable being the ability to mimic the powerful beast forms of druids.
  • Spells: Magic Mouth, Programmed Illusion, Shapechange

Opal
A catalyst of sorts, Opals grant a spellcaster the ability to syphon various magical energies into a more useful form: a preset rune that can be activated at the spellcaster's discretion. Though only used with Diamonds as of yet, this connection alone has allowed wizards to channel energy from the outer planes into their runes, creating the powerful symbol spell. Opals, being rare as gems go, are generally too precious to be used or experimented with in other ways.
  • Spells: Symbol

Pearl
Among the gems useful for Divination magic, pearls have the unique property of allowing only true information to be discerned, similar to the effect of a Truesight or Zone of Truth spell. However, their application is limited in spellcasting - partially due to the size of pearl required to be useful, partially because the services of many clerics can often supersede the need for Divination magic.
  • Spells: Identify

Quartz
Though quartz is the most common gem used when plain "crystal" is called for, it does have one unique property to boast: the ability to channel energy directly from Frostfell, the Elemental Plane of Ice. Due to the dangerous nature of the plane, however, most wizards prefer using glass as a safer alternative when casting more powerful ice-based spells. It's not unheard of for an incorrectly-cast Wall of Ice spell to appear accompanied by a swarm of angry Ice Mephits.
  • Spells: Wall of Ice

Ruby
Ruby is a rare and dangerous gem, and in some lands is highly restricted by local nobility. Why? Because Rubies have a powerful connection to a particular Outer Plane - Carceri. They can be used to bind creatures in place, seal part of a creature's soul away, and hide treasure so that it can never be found again. However, small amounts (only able to summon the fires of the lower planes) can usually be bought and sold with less scrutiny.
  • Spells: Continual Flame, Forbiddance, Forcecage, Simulacrum

Sapphire
Many gems help wizards forge a connection across planes to summon creatures, converse with deities, or obtain rare magical effects. A sapphire has the distinction of being the sole gem to work completely independent of planar barriers. Their rarity prevents them from being used too commonly, but when they are used, it is usually to summon important items from a wizard's study to whatever location they are in trouble.
  • Spells: Drawmij's Instant Summons

Sunstone
The sunstone, as the name implies, is a powerful channel for radiant energy. It is generally only used when a spell requires so much power that a spellcaster would otherwise be destroyed simply by casting the spell. Thus, small effects such as Sacred Flame do not require Sunstone, but the powerful Sunburst would. Some clerics claim Sunstone is touched by the holy light of the gods, but due to the rarity of the gem no wizard has publicly confirmed or denied such a claim.
  • Spells: Sunburst

Other

Cast spells with stuff you found on the ground!
Amber
A common substitute for Crystal, mainly employed by wizards who don't have access to their component pouches. No wizard plans on losing their components and getting lost in a forest, but in fact, many wizards do just that.
  • Spells: Chain Lightning, Lightning Bolt

Blood
Blood is an important component to many Abyssal rituals - and in fact, spells that use blood are widely known to be Abyssal in nature. Though this does not prevent the Church from banning use of the Bane spell, the Abyssal energy summoned for the Animate Dead spell is more than enough reason to outlaw Nercomancy in nearly every area the Church holds sway. Some necromancers attempt to point out that the Shadowfell is actually the source of most undead, but those that do so publicly usually end up dying publicly shortly afterwards.
  • Spells: Animate Dead, Bane

Bone
Like Blood, this material is far too common to be banned outright - and indeed, tribes not allowed to perform Augury spells would push back against civilization harder than they already do. However, its use in Nercomantic rituals means that high-quality bones must usually be sold discreetly - lest the agents of the Church start investigating.
  • Spells: Animate Dead, Augury, Mordenkainen's Faithful Hound

Clay/Dirt/Stone
Though common, these materials are key in contacting and accessing the Elemental Plane of Earth. But their uses pass far beyond the obvious, with specially formed stones being manipulated to perform several spells normally kept within the domain of the Dao, Lords of Earthly Magic. Clever wizards and bards even tap the energy of the plane to cast the powerful Feeblemind spell, making their victims, in essence, as dumb as a box of rocks.
  • Spells: Conjure Elemental, Earthquake, Feeblemind, Flesh to Stone, Longstrider, Hallucinatory Terrain, Move Earth, Stone Shape, Tongues, Wall of Stone

Coal/Pitch
These normally mundane materials show just how versatile, and dangerous, magic can be. Wizards use these materials to channel the pitch-darkness of the Negative Energy Plane, an impressive feat. However, they dare not push the spells any further, lest they unleash the soul-destroying plane on the world. This aspect of these materials has inspired more than a few cautionary tales about the horrors of magic gone wrong.
  • Spells: Darkness

Glass
A most versatile substance, commonly used to transmit vision or elemental energy. However, its fragile nature means that unless the spell is near-instantaneous, the material component will shatter and become useless. Of course, that can be exploited as well, with the shattered shards being conjured into the Cloud of Daggers spell.
  • Spells: Chain Lightning, Clairvoyance, Cloud of Daggers, Cone of Cold, Lightning Bolt, Feeblemind

Incense/Smoke
These common materials are vital for contacting and accessing the Elemental Plane of Air. Similarly to their Earthen counterparts, they can be manipulated into accessing the magics reserved for Djinni, powerful Lords of Wind Magic. However, the presence of incense is also key to obtaining access to certain types of divine magic as well, with the particular scent linked to a particular Deity. It is well-known that the church of Pelor smells of sunflowers, and the priests wouldn't dare allow any other kind of scent within its walls.
  • Spells: Commune, Conjure Elemental, Control Weather, Divination, Forbiddance, Gaseuous Form, Glyph of Warding, Guards and Wards, Hypnotic Pattern, Speak with Dead, True Polymorph

Ivory
What Jade is to sound, Ivory is to magic, which is to say that Ivory has the powerful ability to allow clever spellcasters to pre-set magical effects before they occur. This is quite a magical feat, however, and using ivory demands quite a lot from a wizard. Often, countries without powerful wizards will not realize the power of Ivory, and instead use it as a crafting and jewelry material.
  • Spells: Contingency, Mordenkainen's Magnificent Mansion

Lead
Lead, the anti-divination material. Most students of divination won't touch it with a 10-foot pole, while nearly all abjuration wizards keep a bit handy to protect themselves from divination effects. Though limited in its uses, you would be hard-pressed to find a wizard's tower without lead lining in every wall.
  • Spells: Mordenkainen's Private Sanctum
  • Blocks various detection spells

Mica
An unusual, but not rare, material. Its resonance with sound waves makes it an ideal conduit for channeling thunder energy, but its extreme fragility limits its use. For nearly all other spells aside from Shatter, it is easier and more effective to simply use the air around the caster as a conduit. Some Wizards theorize that the distance at which Shatter can be cast is a result of Mica's effects.
  • Spells: Shatter

Salt
Salt contains the power of preservation. Simply by touching food, it can confer this property, and a simple extension of this is to keep remains from being affected. However, specially prepared salt, combined with soot, can tap into the abilities of the Efreeti (normally a dangerous prospect) without their knowledge. In order to prevent such borrowed magic from being detected, simple spells, such as Comprehend Languages, are considered the safest bet.
  • Spells: Comprehend Languages, Gentle Repose

Sand
Sand has two primary uses, the first being a part of water-related spells. This requires beach sand. The other use demands desert sand - the ability to induce a sleepy warmth, which can put simple creatures into a short stupor. Feyfolk claim that some of their kind use sand to induce sleep, but wizards take such magic a step further - a powerful illusionist can actually access and manipulate the dreams of a sleeping person.
  • Spells: Conjure Elemental, Destroy Water, Dream, Sleep

Sulfur
Infused with the power of Elemental Fire, sulfur is an invaluable tool for Evocation Wizards. It also finds common use in mining, excavation, and military strikes due to its combustibility. In fact, on worlds where sulfur is in rich supply it is unlikely that its common replacement, gunpowder, is ever developed. Intelligent spellcasters do not dare to use Sulfur to obtain the power of the Efreeti, however. Most wizards don't enjoy being enslaved.
  • Spells: Conjure Elemental, Delayed Blast Fireball, Fireball, Flame Strike

Water
A necessity for utilizing the magics of the Elemental Plane of Water, and the magic of the Marid, lords of Magic Water. By combining it with lime and stone, it can also represent the water within the mortal body for a Flesh to Stone spell. However, this is a limited usage, since for nearly all spells affecting the mortal body it is more effective to obtain blood or iron.
  • Spells: Armor of Agathys, Conjure Elemental, Control Water, Create Water, Flesh to Stone, Ice Storm, Sleet Storm
What do you mean D&D is a demonic game?

Thanks for reading!

Monday, August 28, 2017

Monday Recap: Lost Mine of Phandelver

Goblins galore!
Yeah, yeah, I know. I'm probably the last 5e DM to play this module. And it's really a good one. And both of my players pretty much knew what was going to happen because of The Adventure Zone. But it was still pretty fun.

Also, we didn't have a space to play this week, so we went to our local game store, The Guard Tower. They were super cool and let us just grab a table and play, even when the power went out for nearly an hour. We ended up buying some dice and minis afterwards, so all in all a great trip!

This article is part 1 of a series. The campaign was completed.
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 |

Lost Mine of Phandelver


Cast of Characters
Jon: Dungeon Master
Makayla: Fwip Arda, Gnome Bard, born into a long line of musicians, prefers the avant-garde
Shannon: Rune Coldiron, Dwarf Knowledge Cleric, born into a long line of War Clerics, prefers thinking

(Note: since I wanted to surprise my players and discourage some meta-gaming, I changed nearly all of the names and locations of the module to places and people from my homebrew world, Ahneria)

Our story starts in the dwarven city of Chortenhall, bastion of dwarven civilization, just outside the borders of Garlancia. There, the clan of Coldiron served as great warriors and priests for the dwarven crown, and the gnomish family Arda worked tirelessly to tutor the royal family in music.

However, two daughters of these families wished to set out, buck the traditions of their lineage, and begin anew in the world. Fwip, a gnome who loved the wilderness more than the conservatory, shocked her teachers with her birdsong compositions. Even after her magic had begun to manifest, she continued to use her strange melodies to perform it.


https://samhainstar.deviantart.com/art/Gnome-Bard-BG2EE-413935926
Tweet tweet
Meanwhile, Rune, a young dwarven girl trained in the art of smithing and sacrament, forsook the traditional worship of Clangeddin Silverbeard, the dwarven God of War. Instead, she was fascinated by the Dwarven God of Buried Secrets, Dumathoin. Her cousin Griffin had also left home in pursuit of knowledge, and the family worried that Rune might be yet another black sheep in the clan.

Sensing unrest among the pair, Rune's caretaker, Bartholemew "Uncle Bart" Coldiron, told them he'd get the two restless girls out of Chortenhall (and with some money to line their pockets) if they agreed to help him with a secret mission. Bart was usually quite forthcoming, which meant this mission would be interesting indeed.

Bart told them that their first test would be to escort some supplies to Phandalin, a small logging community in the woods of southern Garlancia. Bart and his human hireling, a middle-aged man named Sildar Hallwinter, would go ahead on horseback, while Fwip and Rune would take the oxen and wagon at a slower pace.

The pair passed out of the Fractured Mountains, through the city of Eastcliff, and along the Mane Road until they veered south along the Sarria Trail towards Phandalin. The journey was easy and relaxing, and they took turns wielding the reins and caring for the oxen.

When they were less than a day away from Phandalin, they came across a horrible sight: two horses, lying dead in the road! Rune spotted something moving in the trees with her sharp eyes. They crept closer and heard voices scheming and whispering in the brush.

Fwip created a yelp sound that caused one creature to shush another. The other creature denied it, and before long the "hidden" creatures were all arguing amongst themselves. Fwip rushed forward to attack, and the creatures jumped out of the bushes: Goblins!

Fwip unleashed a Thunderwave that sent a goblin flying into a tree, then killed another goblin with her rapier while dodging their blows. Meanwhile, two more goblins leapt from the trees, firing arrows at Rune. One stuck right in her shoulder, and she responded with a searing bolt of holy fire.

Juicy travelers make good goblin meals
Rune spoke a word of Command at one of the goblins, making the creature mindlessly walk towards her. Fwip took the opportunity to attack the creature, which tumbled down a small embankment and fell unconscious. The final goblin, seeing his allies defeated, screamed and ran off.

Fwip and Rune tied up the unconscious goblin and inspected the dead horses. It was clear that they were the same beasts that Uncle Bart and Sildar had used on their journey. The saddlebags were looted and a map case near the horses was emptied.

The girls woke up the goblin and interrogated him. Rune, having grown up in a family of warriors, was quite good at putting on a fearsome front. The goblin, whose name was Gral, told them his tribe had ambushed a dwarf and a human under the orders of Gralk, their boss, who was only following the orders of King Grol, his boss. Gral had no idea why they wanted these two, but they wanted them alive and with a map they were carrying.

The adventurers tried to get an estimate of how many goblins were in Gral's tribe, but he was pretty bad at math. He was able to point them in the direction of Cragmaw Hideout, where the tribe was holed up. Rune thanked him and knocked him out again.

They headed towards Cragmaw Hideout, stumbling across a couple ambush traps laid by the goblins along the way. They managed to spot the first one, and decided to use it to hold Gral, but Rune stepped in the second one. She tumbled down into a pit trap, which was fortunately not full of spikes or deadly animals.

They finally made it to the Hideout, a cave surrounded by overgrown thickets with a small stream running out of its mouth. Rune heard snickering and giggling in the trees, and realized there must be more goblins guarding the entrance.

Fwip created the sound of Gral's voice using her magic, but the goblins had apparently been told that Gral was dead. They came out of the bushes, saw the two adventurers, and ran forward to attack!

Fwip and Rune unleashed several spells at the oncoming goblins, but the tricky creatures ganged up on Rune and began slashing at her with their blades. One got a lucky hit that cut open her side, and she fell to her knees in pain. Fwip rushed forward, defending her as best she could from the assault.


https://seranalu.deviantart.com/art/dwarf-lady-OC-sketch-425715538
Rune kicks it hard!
Focusing through the pain, Rune healed herself and stood back up, stepping on a goblin's sword and crushing another one's face with her warhammer. Fwip took the opportunity to finish off the goblin whose blade was beneath Rune's foot, and the pair breathed a sigh of relief. They bandaged up their wounds as best they could, and carried forward into the Hideout to try and find any sign of Rune's uncle.

Just inside the cave, they found a room with a stalagmite wrapped in iron chains, which formed the leashes of three snarling wolves. Fwip decided to cast Speak with Animals, and ask the wolves if the girls could help them out. The wolves happily ate some of the group's rations, then asked to be freed.

Fwip undid their collars, and the wolves howled in delight. They said there was a secret passage up to the leader's room if they passed up a rocky fissure at the far end of the wolf's room. They then fled the cave.

Fwip and Rune climbed up the rocky fissure, Rune rather easily and Fwip needing a bit of help along the way. They found themselves looking into a room with a small firepit and another exit, which had a wolf and a bugbear lounging near the flames. Fortunately, the bugbear was facing the other direction and they were able to remain hidden.

Fwip cast a minor illusion on the other entrance, making it appear like there was suddenly a boulder there blocking it. The bugbear got up and declared his name was Gralk, and he would find whoever was casting magics in his hideout! He attacked the boulder, his morningstar passing through it and cracking the stone ground.

The adventurers heard the sound of goblins cowering in fear as Gralk asked them which of them did this. After the sound of some fighting, Gralk returned to the cave, looking a little beat up. The goblins in the other room seemed quiet, probably defeated or ran off.

The group decided to try to sneak by Gralk and avoid fighting him, but as they moved through the room Rune kicked a rock and gave them away. Gralk turned on them and demanded to know what they were doing here.

Fwip immediately called out to Gralk's wolf pet and offered it food for helping them. The wolf was hesitant, but when Fwip mentioned they had freed its companions, the wolf turned on Gralk and snapped at him! Gralk responded by crushing the wolf's skull with his morningstar.

No wolf will live to say they betrayed Gralk!
Fwip and Rune drew their weapons and began to fight the bugbear, but his morningstar connected with Rune's already-injured shoulder and she nearly blacked out from pain. Fwip held her own for a bit, but before long Gralk's blow found its way to her gut, and the gnome went down as well. Gralk chuckled as their vision faded, saying they would make good food for his pets.

The pair woke up later, their armor and weapons stripped from them. They were still in a cave, and they saw a few goblins at the far end of the cave rummaging through their packs. They were barely alive, and still nursing injuries from their encounter with Gralk.

However, they were surprised and relieved to find Sildar Hallwinter tied up next to them! He told them that they had only been out about an hour, and that Uncle Bart had been taken somewhere else. He thought he was only being kept alive because King Grol had given the order to not kill any captives.

Sildar suggested that they wouldn't be able to beat Gralk, and they should focus on getting their gear and escaping. Fwip said she could use her magic to sow discord among the goblins looting their gear, if she had a bit of fleece. Sildar ripped a piece of his tunic off for Fwip to use.

The goblins were laughing at one of their number who had found Fwip's costume supply and was prancing around in it. Fwip made it sound like one of them insulted the costume-wearing goblin, who took it as a personal offense. A goblin wrestling match ensued, leaving the goblins exhausted and tired. The adventurers took advantage of this, using their magic to finish off the worn out goblins.

They broke their rope bonds, grabbed their gear, and began to get out of the cave. Fwip gave Sildar a dagger to defend himself.

They snuck up on the goblin guarding the entrance to the cave, and Fwip stabbed him with her rapier. The goblin yelped and ran back into the cave, heading to warn the others. All three of the heroes stabbed at the goblin as it ran past, but it evaded all of them and fled into the darkness. Sildar told the group to forget him and run, unless they wanted to deal with Gralk as well.

The group ran all the way back to their cart, which had been tied up in the woods. They leapt on and urged the oxen forward, finally safe. The group breathed a sigh of relief.

The rest of their journey was uneventful, and they finally arrived in Phandalin. The commoners lifted their eyes, some staring at the heroes' wounds, but most just returning to their work. Children played in the street, and the buildings here seemed warm and friendly.

Sildar suggested they find an inn and get some rest.


https://sirinne.deviantart.com/
Boy does he need it
So that's it! The first session of the first module for 5th edition. My group was a bit smaller than most, but they managed to barely make it out alive. That kind of tension and danger is usually a sign that the game is challenging, though I probably could have cut down the challenge a little bit more! I certainly don't want my players to feel like they are going to die every game.

Also, on an unrelated note, today is my birthday, so I guess this would be my birthday session. I'm not sure I want to know what goblin cake tastes like, though.

Thanks for reading!

Friday, August 25, 2017

Creature Loot: I & J & K Oh My!

bobbyrebholz.blogspot.com/
Eats Brains. Is Brains. Brains.
Back to multiple letters! That wasn't long. Besides, the lonely Jackalwere needed some company. If you've recently had your intellect devoured, check here for more information.

Intellect Devourer (2) – aberration (arcana)
  • 1 Chunk of Intellect Devourer Brain Matter: Can be understood and spoken to via telepathy. The chunk is able to use Devour Intellect and Body Thief as if the creature was alive, but only against creatures who communicate with it telepathically and meet the other requirements to be targeted by the ability. Only by destroying this chunk (dealing 1 damage of any kind to it) can the Intellect Devourer be truly destroyed.
  • 1d4 Intellect Devourer Claws: Acts as a dagger. As an action, a creature holding the dagger can sense the presence and location of any creature within 300 feet of the dagger that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a Mind Blank spell. Once a dagger is used in this manner, it loses this property.

Invisible Stalker (6) – elemental (arcana)
  • 3d2 Motes of Elemental Air: Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind: Identical to a Mote of Elemental Air, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Air. The portal is stationary in the location it is crafted.
  • 2 Gust of Warm Breeze: Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.

Jackalwere (1/2) – humanoid (survival)
  • 1 Vial of Foul Ichor: No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.

Kenku (1/4) – humanoid (survival)
  • 1d4 Kenku Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Kobold (1/8) – humanoid (survival)
  • 1 Kobold tail:  No immediate use. Acts as a trophy mark for hunters and adventurers

Winged Kobold (1/4) – humanoid (survival)
  • 1 Kobold wing:  No immediate use. Acts as a trophy mark for hunters and adventurers

http://mabuart.deviantart.com/art/Kraken-244381387
Goodnight, sweet ship

Kraken (23) – monstrosity (nature)
  • 2d10 Kraken Scales: Acts as a shield that grants advantage on Dexterity saving throws made to avoid taking lightning damage. 10 of these can be mastercrafted (smith’s tools) into Armor of Invulnerability.
  • 4d10 Kraken Teeth: Acts as a greatclub. Can be carefully crafted (Woodcarver’s tools) into a Battering Ram that has immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons.
  • 2 Kraken Eyes: Requires attunement. An attuned creature gains Truesight out to 60 feet. Can be mastercrafted (alchemist’s supplies) into a Potion of Ultimate Resilience, which grants advantage on all saving throws for 8 hours.
  • 1d10 Kraken Tentacles: Acts as a whip with a range of 15 feet and the heavy property. A creature hit by the whip is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the wielder of the whip is considered to be touching them for the purpose of casting spells that deal lightning damage. Additionally, the wielder of the whip can use a bonus action to cast Shocking Grasp through the whip. Once the whip has used this property three times, it can’t be used again until the next dawn.
  • 3 Kraken Hearts: If enshrined within a tower, creates the permanent version of Forbiddance as long as it remains within the tower’s walls. As a ritual, a heart can be consumed to cast Gate. This version of the spell ignores the ability of deities and planar rulers to prevent portals from opening in their domains, however, any creature summoned via the gate will be hostile, even if the creature would normally be friendly or indifferent. Can be mastercrafted (conjuration) by a spellcaster into a Cubic Gate.
  • 1 Kraken Skull: No immediate use. Can be mastercrafted (carpenter’s tools) into a Throne or Chariot. The crafted item gains a damage threshold of 50. A creature seated in the throne or chariot can cast Control Weather without requiring concentration. Instead, the spell lasts as long as the creature remains seated, up to the spell’s maximum duration. The throne can cast this spell even if it is indoors. Once this ability has been used, it cannot be used again until the next dawn. If the item is a Chariot, magical effects can’t reduce its speed or cause it to be restrained.
  • 1 Kraken Ribcage: No immediate use. Can be mastercrafted (mason’s tools) into a Tower or (carpenter’s tools) into a Warship. The crafted item gains a damage threshold of 50. A creature at the top of the tower or the helm of the ship can use an action to magically create three bolts of lightning, each of which can strike a target within 120 feet of the object’s perimeter. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Once this property has been used, it cannot be used again until the next dawn. If the item is a Warship, magical effects can’t reduce its speed or cause it to be restrained.
  • 1 Kraken Ink Sac: Can be squeezed to produce the effect of a Grease spell within a 40 foot square centered on the sac. If the sac is underwater, it releases ink in a 60 foot radius sphere. The ink spreads around corners, and the area is heavily obscured for 1 round or until a strong current disperses the cloud. Creates in direct contact with the Grease effect or the ink cloud must make a DC 23 Constitution saving throw or take 16 poison damage, or half as much damage on a successful save. Once the ink sac is squeezed three times, it loses this property.
  • 1 Kraken Lightning Organ: Difficult to handle, deals 11 (2d10) lightning damage per round to any organic material in contact with it or any metal object holding it. A creature in contact with the Lightning Organ can cast Call Lightning (save DC 23) as a 4th level spell without requiring concentration. Instead, the spell lasts as long as the creature is in contact with the Lightning Organ, up to the spell’s maximum duration. Once this ability has been used, it cannot be used again until the next dawn.
  • 3 Kraken Hide: Acts as a huge tent. Can be carefully crafted (leatherworker’s tools) into 20 sets of studded leather armor or one sail. A creature wearing the armor acts as if it were under the Freedom of Movement spell. While a ship is using the sail, aquatic creatures with an Intelligence score of 2 or lower that are within 120 feet of the ship are charmed by the ship and defend it against hostile attackers.
  • 2d8 Vials of Kraken Blood: A creature that consumes the blood as an action is under the effects of a Dispel Evil and Good spell (save DC 23), which lasts the full duration and does not require concentration. If the blood is ingested by a celestial, elemental, fey, fiend, or undead, the creature is immediately affected by a Banishment spell (save DC 23), which lasts the full duration and sends the creature to its native plane if applicable.
  • 2d6 Vials of Kraken Bile: Acts as a contact poison. A creature subjected to the bile must make a DC 23 Constitution saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.

Kuo-Toa (1/4) – humanoid (survival)
  • 1 Tattered Shield
  • 1 Tattered Spear
  • 1 Tattered Net
  • 1 Kuo-Toa Hide: No immediate use. 3 can be carefully crafted (leatherworker’s  tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Kuo-Toa Archpriest (6) – humanoid (survival)
  • 1 Spellcasting component pouch
  • 1d4 healing potions
  • 1 Holy Symbol of Blibdoolpoolp
  • 2d4 Inane Objects: Roll on the Trinket table (PHB pg. 160), but every roll should be modified so any mystery is removed from the item. (A tiny silver icon of a raven would become a grubby bird feather)
  • 1 Kuo-Toa Hide: No immediate use. 3 can be carefully crafted (leatherworker’s  tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Kuo-Toa Whip (1) – humanoid (survival)
  • 1 Tattered Pincer Staff: If repaired, a creature hit by this staff takes 1d6 piercing damage and is grappled (escape DC 14) if it is medium or smaller. Until the grapple ends, the pincer staff cannot be used on another target.
  • 1 Kuo-Toa Hide: No immediate use. 3 can be carefully crafted (leatherworker’s  tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Not too much this week, but we'll keep up the two letter streak next week!

It'll be great!
Thanks for reading!

Wednesday, August 23, 2017

Instant Settlement: Town

http://brandongobey.deviantart.com/art/Fantasy-town-entrance-exit-426759975
These places just spring up out of nowhere
Continuing this bi-weekly series on making settlements from scratch, let's move on to towns. Again, I want to point you to this fantastic article that was my inspiration for this series.

Towns, of course, are larger than villages. However, that comes with some baggage - a town is never placed randomly. There can be a lot of them, but they all serve a purpose. And that purpose is trade.

Trade is the lifeblood of any society, and people gather where the money goes. That means towns are built in strategic or advantageous locations, such as on a waterfront or at a trade intersection. Much like a village, a portion of the town's population is located in the surrounding area. However, this usually amounts to 30-50% of the population, and the population expands to a maximum of about 6,000 people.

Towns are self-sustaining, more diverse than villages, and have various trade functions. However, unlike cities and villages, there is less variety among towns. A city is such a large structure that it is completely unique. A village is tailor-made to a small group of people. Towns, on the other hand, all look a lot alike.

You need shops. You need government, representing the interests of the citizens and the rulers of the country. You need defenses, places of worship, and places to learn trades. And occasionally, you can get a unique locale or shop that can't be found anywhere else. All this means that a large majority of towns are going to feel similar, even if they look and function a bit differently everywhere you go.

With all that in mind, let's do this!

Instant Settlement: Town


Roll the following dice:
2d4
2d6
2d8
1d10

To recap from last time, each die represents a feature of the town. Don't worry about keeping the dice in a tight formation. Space between dice can be taken up by residencies. However, you will want to note the centermost feature and the outermost feature. These will determine the nature of the town square, and the nature of the area immediately around the town.

Start with the d4s and work your way upwards. If any number is repeated, replace the number on the higher die with the lowest available number. So if you roll a 3 on the d6 AND the d10 (and 1 is already on the d4) the d10 would become a 2. The highest die becomes the highest number, so if you roll a 1 on the d4, d6, and d10, they would become 1, 2, and 3 respectively.

A few notes on town structure: NPCs are about 75% Commoners, the remainder have occupations (such as guard or acolyte) that give them better stats. Anywhere from 50-75% of the town's population lives in the surrounding farmland and uses the town only for its features. And any citizen that doesn't already have a role will be involved in commerce, trade, or production of goods.

Here's our example roll.
The image isn't as clear this time, but here's the numbers listed:
And here's the adjusted numbers, with the inner- and outermost die circled.

Die Results
1. Location
2. Mayor
3. Town Council
4. Barracks
5. Temple
6. Guild
7. Defenses
8. Transportation
9. Unique Shops
10. Oddities

1. Location

Nearly every town is built on the foundation of trade. A town is usually at the intersection of major trade routes, or near a source of natural resources such as a mine. A vital location creates the basis for wealth in a town, and increases the population by 3,000.

If a town doesn't have a specific location, it is still located along a major trade route. Pick another feature of the town, which becomes the basis for the town's formation. For example, a town might form because a temple was built on a great holy site.

The type of die determines the location of the town.
  • 1d4 - The town is located on a major body of water, like a lake, river, or ocean. Ship trade is common.
  • 1d6 - The town is located at the intersection of two major trade routes. Traveling merchants are everywhere.
  • 1d8 - The town is built around a natural resource, such as a mine, forest, or particularly fertile soil. Nearly everyone in town works in the local industry (i.e. miners, woodcutters, farmers)
  • 1d10 - The town is built on a strategic border location due to inter-country conflicts. Nearly everyone in town is ready to go to war at a moment's notice.
Additionally, note the position of the die:
  • If the die is the centermost die, the feature cuts directly through the center of the town, forming the town square.
  • If the die is the outermost die, the feature is not visible from the town, but is a short distance away. Road signs point to the town.
  • If the die is anywhere else, the feature is easily visible just outside town.

2. Mayor

Every town has a mayor, appointed by the noble that rules the country. This is by necessity - the town represents a significant commercial interest for the country, and the ruling noble needs a voice within the city walls. Because the mayor is granted to a town externally, the presence of a Mayor has no effect on the town's population.

If a mayor is absent, then the town's mayor was recently deposed for being a despicable tyrant. The ruling noble is attempting to find a replacement as quickly as possible.

The type of die determines the mayor's governing style:
  • 1d4 - The mayor is friendly and wise, and respects the decisions of the Town Council. The government closely resembles a Democracy. Use Noble stats (MM pg. 348).
  • 1d6 - The mayor is cunning and opinionated, and often at odds with the Town Council. The government is teetering between Democracy and Autocracy. Use Noble stats (MM pg. 348).
  • 1d8 - The mayor is a prominent member of the town's guild or temple. The government borders on Kleptocracy or Theocracy, which may cause some tension among the populous. Use Priest stats (MM pg. 348) or Spy stats (MM pg. 349).
  • 1d10 - The mayor has hamstringed the Town Council and acts as a Dictator. They are likely to be deposed soon. Use Bandit Captain stats (MM pg. 344).
Additionally, note the position of the die:
  • If the die is the centermost die, the mayor has a prominent home that overlooks the town square. The ground floor of his home acts as a meeting space and common area for citizens that the mayor is favorable towards.
  • If the die is the outermost die, the mayor lives in an estate outside of town. The estate has its own guards and defenses, and the city council building has an office for the mayor to conduct business from.
  • If the die is anywhere else, the mayor has a finely built but not-too-prominent home that sits among the other residencies. The mayor does business here.


3. Town Council

Nearly every town has a town council. They are generally elected, and represent the interests of the middle class. Because the middle class drives the trade and commerce in a town, the presence of a town council increases the town's population by 500. The city council is staffed by commoners, though more prominent members can use the Noble stat block (MM. pg. 348).

If a town council is absent, then the town has a system for gathering and tallying the votes of the entire populous, which happens about once a month. If the mayor would have a relationship with the town council (from feature #2) they instead have that relationship with the entire town. Also, the townsfolk are quite politically informed.

The type of die determines how the council was formed:
  • 1d4 - The council consists of elected officials, selected from the most prominent and well-informed citizens. Many of them are merchants.
  • 1d6 - The council consists of individuals representing major families or trade guilds. They are older folks who have lived in the town a long time.
  • 1d8 - The council consists of prominent members of the local temple or guild. They prioritize funds to support their organization.
  • 1d10 - The council consists of citizens who were elected, but have since sold out to the mayor, the temple, or the guild. The citizenry isn't pleased about it.
Additionally, note the position of the die:
  • If the die is the centermost die, the council has a large common house where they hold meetings, which overlooks the town square. A part of the building acts as a common space for all citizenry.
  • If the die is the outermost die, the council has a small amphitheater space near the edge of town, where their meetings are held in a weekly public forum. Topics of discussion are posted on the outside of the building and attendance varies based on what is being discussed.
  • If the die is anywhere else, the council meets in the home of their wealthiest member, which has a large room built to accommodate the council and a small audience.

4. Barracks

A town has a lot of wealth flowing in and out of it. And that wealth needs protection! The promise of a standing military force to safeguard product also attracts merchants to towns. The presence of a barracks increases the town's population by 500.

If the town lacks a barracks, then the largest families/guilds/temples in the town provide a small body of private guards. This could give them considerable leverage over the town.

The type of die determines the strength of the soldiers:
  • 1d4 - A standard issue militia. About 150 Guards (MM pg. 347) lead by a group of 10-15 Knights (MM pg.347) trained and appointed by the mayor. The group is disciplined around the mayor and his knights, but prone to falling asleep on the job if their task is boring.
  • 1d6 - Mercenary Militia. About 100 Thugs (MM pg. 350) lead by a group of 5 Bandit Captains (MM pg. 344). The locals disapprove, but as long as the town council pays the Bandit Captains, the mercenaries behave themselves.
  • 1d8 - Tenuous peace. 50% of the town's population use the Bandit stat block (MM pg. 343), and gangs control the streets of the town, with or without the mayor and town council's approval. If the leaders of the town disapprove, a small contingent of personal bodyguards protect important members from harm.
  • 1d10 - A Mage guard. 30-50 Mages (MM pg. 347) protect the town with spells and wards. They use a Magical Guild or Archmage's Tower within the town as their base of operations.
Additionally, note the position of the die.
  • If the die is the centermost die, the barracks is a prominent feature in the center of town, and the soldiers occasionally use the town square for training exercises.
  • If the die is the outermost die, the soldiers are situated on the edge of town, and use the nearby open land to train.
  • If the die is anywhere else, the barracks is positioned among the town's residencies, however, the soldiers still travel outside the town to do their training exercises.
http://skaya3000.deviantart.com/art/Quiet-Elven-Town-515266749
Making my way down town...

5. Temple

Nearly every town has a temple, to allow worship of whichever Gods are accepted or fashionable at the time. This varies based on the disposition of the nobility, but generally, gods of justice, peace, agriculture, and honor are socially accepted enough to merit worship. A temple also serves as a place of healing and ceremony, bringing the town's population up by 500.

If the town lacks a temple, then several small shrines perform the duties of the faithful, however, no one god's worship is prominent enough among the townsfolk to merit a major structure.

The type of die determines the scope of the temple:
  • 1d6 - The temple serves only the patron God of the noble who appointed the mayor. Many townsfolk attend services here, even if they are not direct followers of that God. The several pastors use priest stats (MM pg. 348) and do their best to make the services accessible to all.
  • 1d8 - The temple serves 3-4 deities whose worship is accepted by the noble who appointed the mayor. Each God is served by a Pastor (Priest, MM pg. 348) and their followers (Acolytes, MM pg. 342). Between them, nearly all citizens can find a place at the temple.
  • 1d10 - The temple serves a minor God whose worship isn't outlawed, but who is locally prominent. The temple may or may not have the support of the Mayor, but it certainly has the blessing of the town council. There is only one Pastor (Priest, MM pg. 348), but 25% of the town's population use the Acolyte stat block (MM pg. 342).
Additionally, note the position of the die.
  • If the die is the centermost die, the temple has a large yard that forms the town square. During the summer, wedding ceremonies are held in this space.
  • If the die is the outermost die, the temple stands on a hill overlooking the town. It could be inside or outside the town's defenses.
  • If the die is anywhere else, the temple is positioned among the town's residencies, and despite being the tallest building in town, doesn't take up too much land.

6. Guild

All towns have guilds, supporting and training craftsmen, merchants, soldiers, and more. However, not every town has a major guild, which is what this feature represents. The presence of a major guild means that nearly every professional in town who is eligible for membership will join the guild. Since these people would be in a guild whether or not a major guild is present, the guild does not affect the town's population.

If a major guild is not present, then, of course, many smaller guilds fill the void. Also, guild membership becomes more of an option among the citizenry, acting less like a society and more like a school for a particular skill.

The type of die determines the scope of the guild:
  • 1d6 - The guild supports the most prominent profession in the town. It is highly specialized, and masters of the profession might visit the town to teach or trade.
  • 1d8 - The guild is broad in scope, covering not only professional skills but multiple trades and basic educational instruction.
  • 1d10 - The guild is built on the reputation of a single great master of the profession, who may or may not be still alive. If they are alive, people travel long distances to study with them.
Additionally, note the position of the die.
  • If the die is the innermost die, the guild has a prominent position overlooking the town square, and the square is used for ceremonies, open markets, and guild meetings.
  • If the die is the outermost die, the guild stands on the edge of town, and uses the open spaces around it to perform guild events and as building space.
  • If the die is anywhere else, the guild is positioned among the town's residencies, and retains its use as a public meeting space, but without a major outdoor area.

7. Defenses

Sometimes, a militia isn't enough. The presence of some kind of physical defense system is a boon to a town, and provides a sense of security to its inhabitants. Town defenses boost the town's population by 1000.

If defenses aren't present, then the town's militia makes regular patrols around the outskirts of town.

The type of die determines the type of defenses:
  • 1d8 - Constructed: the town is surrounded by walls, a moat, or some sort of magical ward. These may or may not take advantage of natural defenses as well.
  • 1d10 - Natural: the town may be located alongside cliffs, a river, or at the top of a hill. Though imperfect, these defenses provide a strategic defense if the town was to be attacked.
Additionally, note the position of the die.
  • If the die is the innermost die, a guard tower stands in the town square, tall enough to see the edges of the town and sound an alarm if needed.
  • If the die is the outermost die, several small guard towers are lined up along the perimeter of the town, each staffed by a small number of guards and each able to provide an alarm.
  • If the die is anywhere else, no towers exist, but the defenses are regularly patrolled by the city militia.

8. Transportation Services

These constitute services beyond the usual shipping routes: they either offer travellers a unique experience, or offer to ship goods in a unique way. Because transportation adds to the usability of a town by wanderers and merchants, the presence of a transportation system increases the town's population by 500.

If a town does not have specialized transportation services,

The type of die determines the type of transportation services:
  • 1d8 - For goods. Instead of ships or caravans, the town offers a unique method of moving products, such as mine carts, huge pack animals, or teleportation circles. These services are used by the most prominent merchants in the town, and afford high levels of protection.
  • 1d10 - For travellers. Same as above, but on a smaller scale. These services are used by the most prominent citizens in the town, and afford high levels of protection.
Additionally, note the position of the die.
  • If the die is the innermost die, the services are run by a prominent merchant located near the town square. The town is famous for those services.
  • If the die is the outermost die, the services link only to one other town. The road, not the town, is famous for utilizing that service (for example, the Road of Elephants, or a road where the rich simply teleport instead of walking along it).
  • If the die is anywhere else, then the services are provided to only a limited number of people, either due to availability or cost.

9. Unique Shops

The town contains a shop that is totally unique - you won't find this type of store again, outside of the big city. It could be a well-kept secret, or it could be famous, depending on the world and the town.

To determine the type of shop, take the original numbers from the 2d6's and add them together. I use this table to determine the price of magic items, as I've said in the past.
  • 2 - Magic Weapon shop: sells items that are Rare and Uncommon
  • 3 - Magic Armor shop: sells items that are Rare and Uncommon
  • 4 - Magic Wand, Rod, and Staff shop: sells items that are Rare and Uncommon
  • 5 - Magic Rings shop: sells items that are Rare and Uncommon
  • 6 - Magic Potion shop: sells items that are Rare and Uncommon
  • 7 - Magic Scroll shop: sells scrolls up to 3rd level, most spells available
  • 8 - Miniature Warfare: experimental weapon-maker is interested in building anything you can design. Personal ballistas? Oversized swords? Just give him a few days and it's yours... at full price of course.
  • 9 - Curse Purge Plus: fixes cursed items, adds curses to regular items, all for only 1000 gp a pop. Great for pranking your friends!
  • 10 - The Magical Menagerie: Sells monsters, mostly tame. Price is 1,000 gp times the monster's CR.
  • 11 - Pacts-R-Us: make your next level a Warlock level. Pact availability based on who runs the shop. No cost - just your eternal loyalty is fine.
  • 12 - Bulk Superstore: cheap prices due to eldritch deals magic. sells one Legendary magic item, chosen by the DM, and a wide variety of Rare and Uncommon magic items.
Additionally, note the position of the d10.
  • If the die is the innermost die, the shop is known by the townsfolk as a friendly and respectable, if a bit odd, place. It sits, alongside many other shops, around the town square.
  • If the die is the outermost die, the shop sits on the edge of town. The owner doesn't get out often and everyone seems a bit suspicious of them.
  • If the die is anywhere else, the shop is a small, unassuming shack. It appears much bigger on the inside than on the outside.

10. Oddities

Sometimes, a town is a bit on the strange side. This is fairly common in my homebrewed world of Ahneria, but if you are running a more mundane town, feel free to substitute this table for another. I adapted this one from the "Weird Locales"  table on DMG pg 109.

To determine the source of the weirdness, add the original numbers of the 2d8's together.
  • 2 - Town built on a floating mass of land
  • 3 - Wishing Well in the center of town
  • 4 - Crystal Cave that magically answers questions
  • 5 - Wrecked Ship (if near water, it's an air/space ship. Otherwise, it's a boat)
  • 6 - Wild Magic Zone
  • 7 - Ancient Tree containing a trapped spirit
  • 8 - Dead Magic zone (similar to Antimagic Field)
  • 9 - Built on a haunted hill or barrow mound
  • 10 - Permanent Portal to another plane of existence (either a one-way portal or a non-hostile plane)
  • 11 - Fog occasionally forms humanoid forms, like ghosts
  • 12 - Boulder craved with talking faces
  • 13 - Giant Crystal shard protruding from the ground
  • 14 - Nearby body of water has a river ferry guided by a skeletal captain
  • 15 - Nearby forest entirely made of awakened trees
  • 16 - Town built within the ruins of an ancient and massive graveyard
Additionally, note the position of the d10.
  • If the die is the innermost die, the feature only exists at very specific times, such as the night of the blue moon, or after a sacrifice to the Dark Gods has been made. If this feature involves the entire town's location (such as if the town is built on a floating mass of land) then the entire town only exists at that specific time.
  • If the die is the outermost die, the feature only exists on the ethereal plane. Creatures who can see or travel into the ethereal plane are surprised to find this relatively normal town is quite different from the other side.
  • If the die is anywhere else, the feature is present in the material plane at all times. Depending on the feature, a town might try to hide the fact that it exists.

Now, let's go back to our example roll. I've added some more stuff to the image, which should help me describe this town better.

The town overlooks a body of water, though to get to the water, townsfolk travel down a cliffside path. Ships dock at the bottom of the cliffs, and goods are carried up and down the path by animals and carts. The mayor is cunning and opinionated, often at odds with the town council. The council consists of elected officials, selected from the most prominent and well-informed citizens. Many of them are merchants, and together they push back against the mayor's kleptocratic tendencies. The town uses a mercenary militia, which the townsfolk aren't fond of, but the council knows as long as trade is good, the thugs won't misbehave. Additionally, the council supports the temple at the center of town, which is a place of gathering, worship, and ceremony, and forms the town square. The God of the temple is a locally popular God that doesn't have the mayor's approval, even though their worship is not illegal. A prominent citizen acts as the local pastor, and many of the townsfolk are trained healers in the way of the God. A major guild oversees the basic professional and educational training of the town, and nearly everyone either studied there and considers themselves a member. The town is surrounded by a protective wall, which incorporates the cliff face into its defenses. The town's population is around 5,500 people, many of which live in the area surrounding the walls..

In the picture above, the white lines represent major streets which divide the blocks of the town. The brown lines are roads leading out of the town. Each block contains 50-75 buildings, including shops, residencies, and of course the feature which the dice within that block represents. The innermost die (the 5 on the d10) represents the town square.

Once again, it's easy to see some plot hooks forming. The town seems quite loyal to this local God, and the mayor is opposed to the council. It makes sense that the mayor would be trying to sabotage the temple, but how? And for what ultimate purpose? Also, we have a town of healers (probably the pastor's doing) protected by mercenaries (possibly the mayor's doing). Are there conflicts? Does the church try to reform the mercenaries? Will the mercs turn on the council at the mayor's word?

There's a lot we could do here. My recommendation is that you make the town before the players find out about it, so you can set up rumors and build your map based on the town's location.

In two weeks, we'll be back to figure out how the heck we're doing entire cities!

http://brandongobey.deviantart.com/art/Medieval-village-369684992
Home is where you hang your sword, so they say

Thanks for reading!

Monday, August 21, 2017

Monday Recap: Framed

Another month, another session of Maze of the Blue Medusa. I had to come up with a bunch of cool loot to give my players, and they actually found some of it.Which can only mean I must make more loot. The cycle continues!

Also, at this point we're actually starting to get into some spoilers for Maze of the Blue Medusa. If you plan to play this campaign, you may wish to turn back now!

Edit: This series was written before allegations about the authors of this module were released. To respect the players of the game, as well as the brilliant writing of Patrick Stuart, I've decided to keep these posts up. However, all links and art have been removed. Thank you for understanding.

This story is part 6 of a series. The campaign was completed.
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12 |

Maze of the Blue Medusa: Framed


Cast of Characters
Jon: Dungeon Master
Megan: Aniria Lightningblood, Firbolg Tempest Cleric, accidentally destroyed her home, now an adventurer, rushes in to things
Makayla: Coria Kelvardil, Moon Druid Elf, traveling the world and cataloguing all the animals she can find, cartographer
Jackie: Derrik Evanwood, Human Bardbarian, punch things, woo women, deal with alcoholism, collect magic swords
Tom: Alan Xanthudides, Human Phoenyx Sorcerer, not-so-secretly a noble with a bad family, trying his best not to burn the place down, actually quite good at social graces
Liz: Guest NPC Gibba Gognata, caterpillar/snake child of the medusa, loves eating stone and people who let him eat stone

When we last left the party, they had been wandering through the art gallery housed in the maze. They explored several rooms before stumbling into the room that once held the Lion in Lapis Lazuli, a rude beast which they had dispatched earlier.

As they explored the surrounding rooms, Aniria heard the sound of chewing behind them. Sure enough, it was their friend Gibba Gognata, sneaking around and eating the walls. Gibba technically wasn't supposed to be doing so, by his mother's rules, but the adventurers didn't mind.

They explored several rooms, including one that made them irrationally angry and one that made them irrationally afraid, both based on artworks by the same person, one Milo de Fretwell. Coria and Aniria didn't approve of his overtly-emotional artwork.

The group held hands and crossed the fear-colored room, lead by Coria, who was able to suppress the effects of the artwork on herself. They emerged in a room with a large metal tree holding up glass globes. One of them had fallen and shattered, apparently killing the cannibal who had been standing below it. Alan wanted to grab a sphere for later, but the group persuaded him not to.

From here, they explored several smaller galleries. They found a portrait of a beautiful woman, who they quickly realized was Charity Torn, one of the three God-sisters of the Church of the Triad.

The characters were surprised to find that the painting could talk, but only had knowledge from the point in Charity's life when the portrait was created. They asked her some questions about the empire she once ruled, but unfortunately, she couldn't help them much in the maze.

As the group was preparing to leave, they were suddenly attacked by more of the bird-masked men, who demanded they give over their valuables. The group attacked, but it quickly became clear that Charity's painting held some of her powers: they struggled to do any harm to the bird-men, and vice versa!

After a few rounds of flailing about uselessly, Aniria decided to put a Fog Cloud up over the painting. Charity, who had rarely ever seen anyone being harmed before, was saddened to miss the chance to see violence, but the group made quick work of several bird-men before they scampered off.

Exploring the other rooms in the gallery, they saw some mosaics and curtains. Apparently, everything here was a strange and unusual work of art, and many of them dangerous, as passing through the curtains caused flames to lick at Aniria's heels. The group found another work by Milo de Fretwell, this one a gemstone mask attached to a skeleton. They decided to leave it alone.

Finally, they came to a dead end. A large aquarium full of lazy fish was the last room in the gallery. However, the sight of the fish caused strange things to happen to Derrik, Aniria, and Gibba. Derrik began to believe he was a polar bear, and leapt in the aquarium to eat a fish. Aniria jumped in too, but only to immediately grab a fish and try to strangle it. Meanwhile, Gibba suddenly felt the need to give his opinion on everything.

At that moment, a few cannibals burst into the room, demanding that the artwork wasn't to be interfered with. With two of their party members underwater, Alan decided to simply immolate their guests with a well-placed Fireball. Afterwards, he combined his Burning Hands spell with Coria's tail swipe to break the glass of the aquarium and free their friends.

The party retraced their footsteps back to the room that once contained the Lion in Lapis Lazuli, taking a short rest in a small red-colored room that seemed to repel the dangers of the gallery. They then pressed through the anger-colored room to explore the next section of the gallery.

They saw an empty room, a fish-like geode floating through an area, and a wispy sculpture that spoke strange whispers which only Derrik could understand. They passed by a corpse with some wax on it, followed by a line of statues with lanterns instead of faces. This made Coria a bit worried.

The group found a foot-long jade locust, which Derrik realized was incredibly valuable. He quietly stuffed it in his bag.

The group explored a large room full of pillars and a huge sculpture of a pair of hands, connected at the wrist. The hands took Derrik's bag, removed the jade locust, and put it back on its pedestal, waving an admonishing finger. However, as soon as the group left the room, Derrik grabbed the statue again.

They wandered into a large, long room that held a wire cage. The cage was as large as a house and oddly shaped like one. Inside, an emaciated and naked man watched them with hopeful eyes.

He told them his name was Ralph, and that he had been an amateur artist trapped here by the Lich Xanthoceras for being a romantic rival of the God-sister Zamia Torn. The cage was cursed, it would have to be destroyed before he could escape.

Aniria, finally in a room large enough for her Call Lightning spell, cast it and began blasting the cage with bolts of electricity. At the sound, the large hand sculpture burst into the room. Ralph told the characters it was the curator of the artwork, and would certainly kill them for breaking the artwork. Behind the hands stood the eight statues with lamps instead of faces, apparently waiting for the group to be in a vulnerable spot.

The hands leapt forward, bludgeoning Coria until her allosaurus form fell. Alan and Derrik rushed forward to help, while Aniria stayed back to blast the hands with lightning. Coria re-formed into her dino shape, and together the group made quick work of the statue. Gibba, excited to eat stone, began to munch away.

Meanwhile, the lamp-faced statues attacked, trying to grapple the characters into an embrace that would bring their lamp-faces right up to the adventurer's. One by one, the stone men fell, and one by one Gibba gobbled up their pieces. By the time they were done, the group was tired, but victorious. Aniria finished blasting the cage and Ralph was freed.

Gibba slithered around Ralph, delighting in creeping him out. Anrira lent him a fur coat so he wouldn't be naked, and he told them he knew his way around the gallery a bit.

Ralph lead them through a room with an odd sculpture and a room with large spheres in it, warning them of the danger in both rooms. They found a room with a perch in it, which turned out to be the home of the bejeweled hummingbird they had met several times on their journey. Gibba thought it looked delicious.

The group found (and killed) a weird Rat-leopard hybrid while Gibba used a bone to lure the hummingbird down. With a decisive snap, Gibba ate the bird! Thus ended the life of a small creature that had plagued the adventurers since the beginning. Nobody was too sad about it though.

In the next room, the group found a bunch of paintings and the stairs to the Reptile Archives, where they could supposedly find clothing for Chronia and possibly an exit to the Maze. Having found the location, they decided to return to the island in the maze and let Ralph out.

On their way back, they fought some more Chameleon Women, and Ralph told them more about some of the artwork in the gallery. As they passed by Chronia's room, she waved and remarked on how she had thought they possessed better taste in company.

Aniria and Derrik decided to stop by and see what Chronia meant by that, while the others followed Ralph to a nearby mural to ask him about it.

Chronia revealed that the mans' name wasn't Ralph at all, but he was, in fact, Milo de Fretwell, of horrifying artwork fame. He had been imprisoned not for loving Zamia, but for killing her. Aniria was aghast, and stormed over to him.

With little warning, she picked him up and demanded answers, after casting Zone of Truth. He mumbled half-answers and avoided questions, until Aniria finally killed him with an Inflict Wounds spell. In his dying words, he told them how Zamia had been his most perfect work of art.

The group, sufficiently creeped out, headed up the mysterious staircase and out of the maze. Gibba had to stay behind, since he knew the people outside would see him as a monster.

Outside, the group was happy to be free of the maze. Coria checked her star chart and determined, happily, that they were indeed still on Ahneria. Derrik rolled around on the grass, and Aniria hugged a tree. Alan seemed a bit sad to be out of the adventure.

They headed down into the small, simple port town, on a small island surrounded by horrifying fortress-boats controlled by the chameleon women.

We stopped there for the session. The players got to level up this time, since figuring out and killing Milo de Fretwell was one way they could do so. They are also itching for some town gaming, and I'm happy to oblige - if they like the simple, god-fearing folk of Eliator.

I'm not sure when the next game will happen, but rest assured, it will be up here when it does!

Thanks for reading!