Friday, August 11, 2017

Creature Loot: G Part 2

As promised, planar pirates
Here I am, doing everything I can, holding on to what I am, pretending I'm a fantasy anthropologist! Yeah, another week, another creature loot list. If you feel punk'd, check here.




Gith


Githyanki Warrior (3) – humanoid (survival)
  • 1 Set of Astral Half Plate: Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
  • 1 Astral Greatsword: Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage.
  • 1 Vial of Githyanki Blood: When consumed as an action, acts as a Nondetection spell requiring no other material components.

Githyanki Knight (8) – humanoid (survival)
  • 1 Set of Astral Plate: Acts as Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
  • 1 Astral Silver Greatsword: Acts as a magical greatsword that requires attunement. On a hit, it deals an additional 3d6 psychic damage. On a critical hit against a target in an astral body, the wielder can choose to cut the silvery cord that tethers the target to its material body instead of dealing damage. While attuned to the sword, all Githyanki and Mind Flayers are immediately hostile towards the wielder, and if the Knight who created the sword is still alive, they know the exact location of the wielder.
  • 2 Vials of Githyanki Blood: When consumed as an action, acts as a Nondetection spell requiring no other material components.
  • 1 Heart of the Githyanki Knight: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to the Astral Plane instead of the intended destination.
  • 1 Red Talisman of Tiamat: While held, grants advantage on Charisma checks made to influence Red Dragons.
  • 2 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.

Githzerai Monk (2) – humanoid (survival)
  • 1 Set of Githzerai Robes: Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
  • 1 Vial of Githzerai Blood: When consumed as an action, acts as a See Invisibility spell requiring no other material components.

Githzerai Zerth (6) – humanoid (survival)
  • 1 Set of Githzerai Robes: Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
  • 2 Vials of Githzerai Blood: When consumed as an action, acts as a See Invisibility spell requiring no other material components.
  • 1 Heart of the Githzerai Zerth: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a monastery on the plane of Limbo instead of the intended destination.
  • 2 Mind Flayer Tentacles: Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.

Gnoll (1/2) – humanoid (survival)
  • 1 Tattered Spear
  • 1 Tattered Longbow
  • 1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
Hungry hungry hyenas

Gnoll Pack Lord (2) – humanoid (survival)
  • 1 Tattered Glaive
  • 1 Tattered Chain Shirt
  • 1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
  • 2 Days of Rations
  • 1d4 Demonic Jewelry: No immediate use. Can be crafted (transmutation) by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.

Gnoll Fang of Yeenoghu (4) – humanoid (survival)
  • 1d4 Gnawed Trinkets: Roll on the Trinket table. Any item found is chewed up and useless.
  • 2 Days of Rations
  • 1d4 Demonic Jewelry: No immediate use. Can be crafted (transmutation) by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Yeenoghu’s layer in the Abyss instead of the intended destination.

Gnome, Deep (Svirfneblin) (1/2) – humanoid (survival)
  • 1 Tattered War Pick
  • 1d4 Darts: No longer poisoned.
  • 1 Tattered Chain Shirt
  • 1 Deep Gnome Hide: No immediate use. 3 of these can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.

Goblin (1/4) – humanoid (survival)
  • 1d2 Goblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers

Goblin Boss (1) – humanoid (survival)
  • 1d2 Goblin Ears: No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Goblin Boss Head: While held, grants the holder advantage on Charisma (Intimidation) checks made to influence any goblin who previously served the goblin boss.

Golems
I made it all by myself!
Clay (9) – construct (arcana)
  • 1 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. 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 Earth Elementals.
  • 4d4 Clumps of Golem Clay: Can be used to lower the cost of creating a clay golem by 1,000 gp. 10 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Half-Plate Armor which grants the wearer immunity to acid damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Haste on itself. Once this property has been used, it can’t be used again until the next dawn.
  • 3d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, 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 Earth. The portal is stationary in the location it is crafted.

Flesh (5) – construct (arcana)
  • 1 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. 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 Earth Elementals.
  • 1d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, 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 Earth. The portal is stationary in the location it is crafted.
  • 2d2 Flesh Golem Limbs: Acts as a Club. Can be used to lower the cost of creating a flesh golem by 5,000 gp. 3 of these can be mastercrafted (transmutation) by a spellcaster into armor which requires attunement or a weapon. The armor acts as padded armor that grants the wearer immunity to lightning damage. The weapon acts as a +1 club or greatclub, but is destroyed if the wielder takes 10 or more fire damage in a single turn.

Iron (16) – construct (arcana)
  • 1 Greatsword
  • 1 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. 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 Earth Elementals.
  • 1 Poison Gas Dispenser: As an action, a creature holding the dispenser may create a 15-foot cone of poisonous gas. Each creature in that area must make a DC 19 Constitution saving throw, taking 10d8 poison damage on a failed save, or half as much damage on a successful one. Once this property has been used three times, the dispenser ceases to function.
  • 6d4 Hunks of Golem Iron: Can be used to lower the cost of creating an iron golem by 2,000 gp. 15 of these can be mastercrafted (transmutation) by a spellcaster into armor that requires attunement, or a weapon. The armor acts as magical Plate Armor which grants the wearer immunity to fire damage. The weapon is any type, and acts as a +2 weapon of its type.
  • 6d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, 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 Earth. The portal is stationary in the location it is crafted.

Stone (10) – construct (arcana)
  • 1 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. 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 Earth Elementals.
  • 5d4 Golem Stones: Can be used to lower the cost of creating a stone golem by 2,000 gp. 12 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Slow. Once this property has been used, it can’t be used again until the next dawn.
  • 5d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, 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 Earth. The portal is stationary in the location it is crafted.

Gorgon (5) – monstrosity (nature)
  • 1 Gorgon Hide: Extremely heavy. Can be mastercrafted (smith’s tools) into Plate Armor that requires attunement. A creature attuned to the armor is immune to the petrified condition.
  • 1 Gorgon Skull: Extremely heavy. Can be carefully crafted (smith’s tools) into a horned helmet. The helmet requires strength of 15 to wear, otherwise the wearer is affected as if they were wearing heavy armor (PHB pg. 144). While wearing the helmet, the wearer gains the following melee attack: As an action, they may Gore an enemy within 5 feet. The attack does 1d12 damage, and the wearer is considered proficient in this attack.
  • 1 Gorgon Stomach: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Stone Salve, which ends the petrified condition on a creature it is applied to.
  • 1 Gorgon Tail: Acts as a Flail.
  • 1 Gorgon Petrifying Gas Sac: A creature holding the sac can squeeze it as an action. Each creature within a 15 foot radius (including the creature that activated the sac) must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the Greater Restoration spell or other magic.
No, the other Gorgon

Grell (3) – aberration (arcana)
  • 2d4 Grell Tentacles: Acts as a whip. On a hit, a target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is also paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once the tentacle has poisoned a target, it loses this property.
  • 1 Grell Beak: Acts as a sickle. Can be carefully crafted (alchemist’s supplies) into a Potion of Lightning Resistance.

Grick (2) – monstrosity (nature)
  • 1d4 Grick Tentacles: Acts as a club. On a hit, the target must make a DC 10 Strength saving throw or be grappled for one round. This effect ends if the attacker moves more than 5 feet away from the target.
  • 1 Grick Hide: No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.

Grick Alpha (7) – monstrosity (nature)
  • 2d4 Grick Tentacles: Acts as a whip. On a hit, the target must make a DC 12 Strength saving throw or be grappled for one round. This effect ends if the attacker moves more than 10 feet away from the target.
  • 1 Grick Hide: No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
  • 1 Grick Beak: No immediate use. Can be carefully crafted (smith’s tools) into a greataxe that grants +1 to intimidation checks made against creatures in the Underdark.
  • 3d10 Pieces of Adventuring Gear: recovered from the stomach of the Grick

Griffon (2) – monstrosity (nature)
  • 1 Heart of a Griffon: Can be consumed as an action to grant advantage on Wisdom (Perception) checks that rely on sight for 1 hour. During this time, if the creature sees a horse, they must succeed on a DC 11 Wisdom saving throw or use their full movement and action to approach and attack the horse. On a success, the creature no longer has to make saving throws to prevent themselves from attacking that particular horse.
  • 1d10 Griffon Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Grimlock (1/4) – humanoid (survival)
  • 1 Tattered Spiked Bone Club: when repaired, deals an additional 2 (1d4) piercing damage on a hit.
  • 1 Grimlock Hide: No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
Next week, we'll actually have an entire letter done in a single week! What a treat!

https://www.deviantart.com/art/Hellhounds-333770089
Release the hounds!
Thanks for reading!

Wednesday, August 9, 2017

Instant Settlement: Villages

http://jonasdero.deviantart.com/art/Oak-s-Crossing-244821108
Little town, full of little people...
I'm a fan of prepping for games. I don't really like playing on the fly. Now, I do enjoy setting up games where my players can operate within a structure, but for the most part I set up what is happening.

Most of the time, you can roll with quite a bit of shenanigans from the players. However, sometimes the players demand a bit more than expected. The classic example: the players decide to walk away from the dungeon and find a village to stay in for the night.

Could you develop an entire village on the fly? Honestly, I think I would just create a roadside inn or tavern, use a few throwaway NPCs, and call it a night. But that doesn't really help build the world. And it's definitely a problem if the PCs decide to return.

Another situation where creative abilities can be strained is if you assume you need to prep everything: Can you make detailed layouts and plots for dozens of villages?

Well, now you can. And do it on the fly if needed.

In my readings, I came across this blog post about a system for developing a city that constantly changed. But there's no reason that it couldn't be used to simply develop lots of little villages.

Let's get into it! I'm going to try to incorporate some information from DMG pages 16-17, and information from other places about medieval villages.

Instant Settlement: Villages

http://klauspillon.deviantart.com/
Some players see a welcome rest, others see burnable houses and stealable loot
Roll the following (you'll need to roll physical dice on the table):
2d4
1d6
1d8
1d10
1d20

Each die represents a feature of the village. 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 village square, and the nature of the area immediately around the village.

Start with the d4 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 d20 (and 1 is already on the d4) the d20 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 village structure: All NPCs are Commoners, unless noted. Anywhere from 70-95% of the village's population lives in the surrounding farmland and uses the village only for its features. And any villager that doesn't already have a role will be involved in farming, or something that assists farmers (such as a wagon builder, butcher, or seamstress) in order to make goods to trade.

To help, I've put together an example roll.

Here's an easier view. I've circled the innermost and outermost die as well.
Now, we've got two ones and three threes here, so let's reassign those numbers by the procedure above:
Now that we've established our layout, it's time to actually assign some features to these dice.

Die Results
  1. Major Road
  2. Minor Road
  3. Reeve's Home
  4. Inn
  5. Marketplace
  6. Temple
  7. Tavern
  8. Guard Post
  9. Warehouse
  10. Local Guild
  11. Traveling Merchant - Adventuring Gear
  12. Traveling Merchant - Trade Goods
  13. Traveling Merchant - Tools, Kits, and/or Instruments
  14. Traveling Merchant - Weapons
  15. Traveling Merchant - Armor
  16. Traveling Merchant - Scrolls and Spells
  17. Traveling Merchant - Wondrous Items
  18. Stronghold - Wooden Fort
  19. Stronghold - Stone Fort
  20. Water


1. Major Road

A major road acts as a lifeline for a village. Trade is common along the road, and any visitors to the village usually come in from this path. Having a Major Road in a village increases the population by 300.

If the Major Road is absent, the villagers are more reclusive, and are likely to be of a less-common race (a village of half-orcs, tieflings, etc).

The type of die determines where the major road leads.
  • 1d4 - The road is part of a trade route between major settlements surrounding the village.
  • 1d6 - The road is part of a trade route between a major settlement and a small settlement, such as a town.
  • 1d8 - The road connects the village and a major settlement, such as a city.
  • 1d10 - The road connects the village and a small settlement, such as a town.
  • 1d20 - The road seems to lead directly into the heart of the wilderness nearby. The townsfolk don't like to talk about it, but most of their trade comes with the barbarous tribes of the deep wild.
Additionally, note the position of the die.
  • If the die is the centermost die, the road leads directly through the village square, and the village is organized along the road.
  • If the die is the outermost die, the village is a short ways off the Major Road, with clearly marked signs leading travelers to it.
  • If the die is anywhere else, the largest path in the village leads to the major road.

2. Minor Road

A minor road is used primarily by the villagers, to get to other small settlements or to their work. Having a Minor Road in a village increases the population by 100.

If the Minor Road is absent, there is no effect on the village.

The type of die determines where the major road leads.
  • 1d4 - The road leads to the location of the village's livelihood, such as a quarry, mine, or farmlands.
  • 1d6 - The road is part of a trade route between small settlements, such as towns, surrounding the village.
  • 1d8 - The road is part of a trade route between a small settlement and another village further along the road.
  • 1d10 - The road connects the village to a sister village nearby.
  • 1d20 - The road stops just outside of town at a gnarled tree. The tree acts as a portal to the Feywild or the Shadowfell, depending on the nature of the village.
Additionally, note the position of the die.
  • If the die is the centermost die, the road intersects with the major road, forming the village square.
  • If the die is the outermost die, the road starts a little ways outside the town, and only villagers may be aware of its existence.
  • If the die is anywhere else, a path in the village leads to the minor road.

3. Reeve's Home

One part of fantasy that is actually historic
The Reeve is the de facto leader of the village. Usually appointed by the noble that owns the surrounding area, they resolve disputes and collect taxes from the commoners. The presence of a Reeve has no effect on the village's population.

If the Reeve's Home is absent, the village has a maximum population of 200, and is small enough to govern itself. Remove the d10 and d20 from the village.

The type of die determines the type of leader the Reeve is.
  • 1d4 - The Reeve is a friend of the commoners, and is trusted to be amicable towards local and visitor alike. (Use Noble Statistics, MM pg. 348)
  • 1d6 - The Reeve has strong religious connections and rules according to those doctrines. If the village has a temple, the Reeve belongs to that faith. (Use Priest Statistics, MM pg. 348)
  • 1d8 - The Reeve is the latest idiot sent by the local ruling noble, and nobody likes them or really listens to them, except at tax time. (Use Guard Statistics, MM pg. 347)
  • 1d10 - The Reeve takes more than is required at tax time, and is hated and feared. The Reeve has a small contingent of bodyguards. (Use Noble Statistics, MM pg. 348)
  • 1d20 - The Reeve's home is currently empty until the local ruling noble appoints a new Reeve. The villagers are abound with gossip, speculation, and tension.
Additionally, note the position of the die.
  • If the die is the centermost die, the Reeve's home and yard form the village square, and a statue of the local ruling noble adorns the center.
  • If the die is the outermost die, the Reeve's home sits outside the village, atop a small hill where it oversees the area.
  • If the die is anywhere else, the Reeve's home is located among the residencies of the village.

4. Inn

An Inn supports travelers and traders, and can act as a place to eat and drink if there is no tavern. Additionally, an Inn provides common services for the villagers such as stables and a communal well. The presence of an Inn increases the population by 100.

If an Inn is absent, the Reeve's home and/or the Temple are built to accommodate the occasional traveling trader, merchant, or adventuring party. However, the guests will be beholden to the Reeve or Priest they stay with.

The type of die determines the quality of the Inn.
  • 1d4 - A small, single-story Inn. The rooms are cheap, drafty, and without hearths. The food is cheap and awful. There are 2 beds available.
  • 1d6 - A small, two-story Inn. The rooms are quite nice, and available at standard prices. The owner serves breakfast, but no other meals. There are 4 beds available.
  • 1d8 - A medium-sized, single-story Inn. The rooms are decent, and available at standard prices. The Inn serves food all day. There are 4 beds available.
  • 1d10 - A medium-sized, two-story Inn. The rooms are quite good, but expensive. The Inn serves food all day, including specials from a locally well-known chef. There are 8 beds available.
  • 1d20 - A small shack with a crooked, hand-painted sign hanging on it. Run by a Wizard (use Abjurer statistics, VGtM pg. 209) who can cast Mordenkainen's Magnificent Mansion. Charges exorbitant rates.
Additionally, note the position of the die.
  • If the die is the centermost die, the Inn was the first building built in the village, and the area in front of it forms the village square. The innkeeper tells stories of their distant ancestor, who founded the village.
  • If the die is the outermost die, the Inn is a short ways away from town, and the villagers avoid it. Locals say it's haunted, but that doesn't stop travelers and traders from staying there. The innkeeper loves to hear and tell scary stories.
  • If the die is anywhere else, the inn is located among the residencies of the village.

5. Marketplace

A Marketplace serves as trading grounds for the village. Used by villagers and travelers alike, it also allows the village to hold festivals in the open area. The presence of a Marketplace increases the population by 100.

If a Marketplace is absent, the villagers will set up a makeshift market once a week, usually in the village center or along the largest road in the village.

The type of die determines the size of the Marketplace and how often it is used.
  • 1d6 - A small area that is used once a week, with villagers pulling wagons into the area to sell their wares.
  • 1d8 - A medium-sized area that is used three times a week, with small stalls set up for selling. Children play on them when they aren't in use.
  • 1d10 - A medium-sized area that is used once a week, with villagers pulling wagons into the area to sell their wares. Additionally, the villagers hold monthly festivals here in the open space.
  • 1d20 - A small area organized around a set of stalls. The most successful villager (use Noble statistics, MM pg. 348) can be found here at all times, selling their wares. The other villagers join in three times a week, pulling their wagons into the area.
Additionally, note the position of the die.
  • If the die is the centermost die, the Marketplace is the hub of the village and forms its central square. The village is famous for certain products sold here.
  • If the die is the outermost die, the Marketplace is a short ways away from town, along a road leading to a larger settlement. The villagers don't like traders coming too much closer than the markets.
  • If the die is anywhere else, the Marketplace is formed in a small clearing between the residencies of the village.

6. Temple

A Temple serves as a gathering place for the village, as well as officiating marriages and funerals and offering church services and baptisms. The presence of a Temple increases the population by 100.

If a Temple is absent, the villagers are of many different faiths, and no one holds sway. Each residency will have a small shrine or offering table in a corner.

The type of die determines the type of Temple and who it serves.
  • 1d6 - A small stone building which contains several shrines. Though focused mostly on Gods of nature and harvest, the temple honors a variety of Gods. An Acolyte (MM pg. 342) oversees the temple, with minimal spellcasting ability.
  • 1d8 - A medium-sized wooden church house. The temple honors the God of the Harvest, and is usually empty unless services are being held. A Priest (use Druid statistics, MM pg. 346) oversees the temple, with spells focused on nature and weather.
  • 1d10 - A large stone structure dedicated to the God which the local ruling noble worships. The temple is large enough to serve as a meeting place for the villagers, and is often in use. A Priest (MM pg. 348) with average spellcasting ability oversees the temple.
  • 1d20 - A small, wooden structure that appears to be a normal residency. The temple secretly worships a fiendish God that offers bountiful crops in exchange for the soul of a virgin each midwinter's eve. The villagers know this, and size up travelers to determine if they could be kidnapped and sacrificed. All Commoners in the village gain the statistics of Cultists (MM pg. 345).
Additionally, note the position of the die.
  • If the die is the centermost die, the Temple was the first building built in the village, and the area in front of it forms the village square. The Temple keeper believes the building is situated on holy ground, and indeed, the temple is under the effect of a Hallow spell.
  • If the die is the outermost die, the Temple is a short ways away from town, and the path leading to it is well-worn by the villagers. The Temple keeper is a solitary person who keeps to themselves, and the villagers respect their privacy.
  • If the die is anywhere else, the Temple is located among the residencies of the village.

7. Tavern

Most villagers don't have time for excess drinking and debauchery, but such a structure attracts travelers and traders alike to the settlement. The presence of a Tavern increases the population by 200.

If a Tavern is absent, the villagers are generally dour, and value hard work above carousing.

The type of die determines the size and offerings of the Tavern.
  • 1d8 - A medium-sized wooden building offering travelers a place to get cheap ale and food. The quality isn't great, and it's not that crowded. The Tavernkeep can offer a couple spare beds in a pinch.
  • 1d10 - A large stone structure with a fair selection of ales and a fine array of meals at standard prices. The locals have made the place their own, and it shows. The Tavernkeep has 2 beds available at high prices for travelers.
  • 1d20 - A large stone structure that you've heard rumors about. They sell a high-quality liquor that has the effect of a Potion (of the DM's choice) from the DMG. The place is crowded with adventurers and merchants, and everything is expensive but delicious. The Tavernkeep has 8 beds available.
Additionally, note the position of the die.
  • If the die is the centermost die, the Tavern was the first building built in the village, and the area in front of it forms the village square. The Tavernkeep respects the village's peace and quiet, and is quick to toss out the rowdy.
  • If the die is the outermost die, the Tavern is a short ways away from town, with a path running between it and the rest of the residencies. The Tavern is often loud and wild through the night, since it is far enough from the village that the locals don't complain.
  • If the die is anywhere else, the Tavern is located among the residencies of the village.

8. Guard Post

Sometimes, a Reeve comes with a small contingent of guards to protect their village. Though not always respected, these guards always make a village safer. The presence of a Guard Post increases the population by 100.

If a Guard Post is absent, the villagers can be rallied into a torch-and-pitchfork mob by the Reeve or another prominent citizen within 1d4 hours.

The type of die determines the size and staff of the Guard Post.
  • 1d8 - A small wooden shack which houses 5 Guards (MM pg. 347). They do regular patrols and gamble or drink when off-duty.
  • 1d10 - A medium-sized stone structure which houses 10 Guards (MM pg. 347) and 5 Scouts (MM pg. 349). The Guards patrol the village, while the scouts keep an eye on the surrounding countryside. They are well-disciplined and train while not on-duty.
  • 1d20 - A group of 3 Veterans (MM pg. 350) sitting on chairs playing cards. The villagers know to raise an alarm if any trouble happens, and the Veterans arrive in 1d4 rounds to any combat in the village.
Additionally, note the position of the die.
  • If the die is the centermost die, the Guard Post is located in the Village Center, which consists of any Major or Minor roads crossing through the village.
  • If the die is the outermost die, the Guard Post is located next to the entrance of the village, whether that is a Major or Minor road or simply a path.
  • If the die is anywhere else, the Guard Post is located among the residencies of the village.

9. Warehouse

Though most villagers prefer to store their own goods, a local warehouse with a guard can lead to better trading. The presence of a Warehouse increases the population by 100.

If a Warehouse is absent, the villagers will have sheds that contain their crops and livestock.

The type of die determines the size and staff of the Warehouse.
  • 1d10 - A medium-sized wooden structure with 2 Guards (MM pg. 347). They are locals who volunteered to perform this work.
  • 1d20 - An underground structure formed from an old ruin, an abandoned mine, or other subterranean building. A single Guard (MM pg. 347), a volunteer, watches the nondescript entrance.
Additionally, note the position of the die.
  • If the die is the centermost die, the Warehouse is located in the Village Center, which consists of any Major or Minor roads crossing through the village.
  • If the die is the outermost die, the Warehouse is located near the border of the village, as far from the village's main path as is feasible.
  • If the die is anywhere else, the Warehouse is located among the residencies of the village.

10. Local Guild

These guild outposts are a very small splinter of a larger faction. These trade or social organizations often act as the largest social presence in the community. The presence of a Local Guild increases the population by 100.

If a Local Guild is absent, the villagers may or may not belong to a guild, but no more than two villagers will belong to the same guild.

The type of die determines the function of the Guild.
  • 1d10 - This trade guild serves as a place to train young adults in the main profession of the town. It is connected to a guild in a larger settlement, and its rules are derived from there. The building is a large structure outfitted with the necessary equipment to apprentice young craftsfolk, and membership is restricted to members of the guild's profession.
  • 1d20 - Though it looks like a standard residency, this building houses a social order that is common for villagers to join. Membership may be restricted by gender, age, or race, but villagers of all professions are able to join this community. They have rules and rituals that are not well-known to outsiders.
Additionally, note the position of the die.
  • If the die is the centermost die, the Local Guild is located in the Village Center, and dominates the social scene of the village. There are as few restrictions as possible on membership, and nearly every villager counts themselves among the guild.
  • If the die is the outermost die, the Local Guild is on the outskirts of the village. Membership is very limited, and even others in the village aren't sure what goes on there.
  • If the die is anywhere else, the Local Guild is located among the residencies of the village.

11-17. Traveling Merchant

A Traveling Merchant happens to be in the village at the same time as the party. If the party returns, roll 1d8. Treat a 1-7 as 11-17 to determine merchant type, and treat 8 as no merchant.

Additionally, note the position of the die.
  • If the die is the centermost die, the Merchant can be found in the village center.
  • If the die is the outermost die, the Merchant can be found at the village outskirts, not allowed further into the village for some reason.
  • If the die is anywhere else, the Merchant is wandering the streets, peddling their wares.

18-19. Stronghold

The village has a stronghold that allows the villagers to take cover in case of an attack. Check the position of the die.
  • If the die is the centermost die, the Stronghold lies in the center of the village. It is just large enough to allow the village's population to take shelter there, but it doesn't have much more room. If possible, it surrounds the Reeve's home, the Inn, or the Guard Post.
  • If the die is the outermost die or anywhere else, the entire village is contained within the stronghold walls. The villagers may need to open a gate before travelers can enter.

20. Water

The village contains a body of water. Check the position of the die.
  • If the die is the centermost die, the village center has a large fountain. It lies along a major or minor road if possible.
  • If the die is the outermost die, the village is surrounded by a moat. There is a bridge leading over any major or minor road.
  • If the die is anywhere else, there is a small pond among the residencies.

Whew! So, with all that, we can finally write up a detailed description of this little village:

For reference
The village lies along a major road, part of a trade route between major settlements surrounding the village. A smaller road connects the village to a sister village nearby. The Reeve of the village is a friend of the commoners, and is trusted to be amicable towards local and visitor alike. Near the major road lies a small, two-story Inn. The rooms are quite nice, and available at standard prices. The owner serves breakfast, but no other meals. There are 4 beds available.

The village's Marketplace is the hub of the village and forms its central square. The village is famous for certain products sold here. It is a medium-sized area that is used three times a week, with small stalls set up for selling. Children play on them when they aren't in use. Finally, outside the village, a travelling merchant selling tools, kits, and instruments has set up a small cart. For some reason, the villagers don't want the merchant using their marketplace, and thus he remains on the outskirts of town near the minor road. Houses in the village and surrounding farmland support a population of around 600 people.

All that, with a single roll and a bit of charting! I can already see some plots developing around that traveling merchant - perhaps the village is famous for selling the same wares as the merchant, and they don't want the merchant to encroach on their business. Maybe the merchant is a half-orc or tiefling, trying to work their way into the confidence of the villagers. The village has a friendly Reeve and comfortable Inn, so it's even more suspicious that this merchant would be denied entrance. Maybe there's some cultural or religious differences?
http://jerry8448.deviantart.com/
Works for any race - just change "Reeve" to "Elflord"

I hope this was interesting, or helpful at least to understand how to make realistic villages. Since this is going to turn into a series, we'll have a normal wednesday article next week, but after that I want to do a town generator. Ironically, doing things on a larger scale should be slightly easier!

Thanks for reading!

Monday, August 7, 2017

Monday Recap: Mission Dalyassa-ble

https://twitter.com/calebsnider?lang=en
Bum-bum-badaa bum-bum-badaa
Another month, another Dragonborn Quest. It's gotten to the point where the players are familiar enough with the island that they are able to self-direct their own adventures. I certainly don't mind that, it just means I ask them where they want to go and I write a game in that direction.

As far as DMing goes, that's half the work done for me! Coming up with an idea for an adventure is just as hard as actually writing one.

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

Dragonborn Quest: Mission Dalyassa-ble


Cast of Characters
Jon: Dungeon Master
Will: Daardendrian Kreev, Red Dragonborn Bard, former prince, back to set things right
Megan: Daardendrian Zovira, Red Dragonborn Fighter, Kreev's aunt, champion of the clan
Bria: Druuga Faelynn, Silver Dragonborn Bard, avenged her sister, now to fix the isle...
Michelle: Nerithya Finzerwin, Half-Drow Rogue, ex-cultist looking for a new purpose to her life
Matt: Myastan Faerbor, White Dragonborn Fighter, Kreev's friend and owner of the legendary Axe of the Elders
NPC: Svihios Torrin, a clanless young Gold Dragonborn who is eager to go on adventures and become a hero
NPC: Oddmund, Nerithya's Shield Guardian, has a smiling face painted on his head
Other traveling companions: Tofras the Smiter (War Priest of Bahamut), Ariann the Wizardess (Faelynn's friend), Nazavur the Assassin (clanless and edgy)

When we last left our heroes, they had freed a lot of Kobolds and killed Moudan the Scale-Eater, the legendary Behir living beneath the The Isle of Z'ildroth. However, they had lost their comrade Dalyassa, who was also Kreev's half-sister. She had been captured and was being held in Gravengong Fortress, the eponymous center of Gravengong city.

Faerbor, who had been gathering information from Yarjerit Jinprax, his "employer", dismissed himself in the night and returned to the group to share what he had seen of Dalyassa. The party decided to infiltrate the fortress and save her, opting for disguises and stealth over force.

The party left Tofras, Torrin, Oddmund, and Ariann at camp. They decided to take Nazavur the Assassin, not only because he would be good at stealth, but it seemed like he was getting dangerously annoyed with Torrin while the heroes weren't around.

Kreev made them all disguises, except for himself and Nerithya, who donned their Disguise Self spells. They left camp for the city and arrived as evening was setting. Nervous but unnoticed, their disguises got them through the city streets past the guards at the fortress gates. When pressed for a reason for their visit, they made up an appointment with Yarjerit Perfyire, clan elder of Yarjerit.

A fortress this big is a Sen
Once inside the fortress, they found themselves standing before a training yard, where White Dragonborn of clan Myastan were practicing their fighting techniques on slaves. Faerbor, being from that clan, immediately recognized his cousin, Faergrax, running the exercises. Faergrax was the current clan champion of Myastan, and the previous owner of their clan's artifact, the Axe of the Elders, which Faerbor now held.

While a Yarjerit guard was sent to inform the clan elder Perfyire of their "appointment", Faerbor and Faergrax got to talking. Faerbor learned that the front door of the castle was warded against non-Black Dragonborn, and that there was an alternate entrance through the dungeons, which was locked.

While they spoke, Kreev noticed a group of Myastan trainees beating up on a slave that wasn't a lizardfolk - it was the Red Dragonborn they had seen being sold in the slave market when they arrived in Gravengong! Kreev used magic to whisper to the slave that he had friends nearby. However, the poor Dragonborn seemed like he might've thought he was going insane, rather than having actually heard the voice of a friend.

Meanwhile, Nerithya showed off her pet rock to Faergrax. He was a little confused, but after a few moments she left him alone, having pocketed a set of fortress keys from under his nose. Faelynn then used her illusion magic to create a glint of light in a nearby sewer/body disposal pit, causing Faergrax to order several trainees to spend hours searching for his lost keys.

The Yarjerit guard returned, saying that Perfyire wasn't aware of their appointment and that it was too late in the day for them to take any further guests. Faergrax offered them a set of beds in the barracks within the fortress, and they took him up on it.

While he was outside looking for his keys, Nerithya secretively opened Faergrax's personal foot locker and looted it. They found a few magic items and a note that said Dalyassa had been taken to Perfyire's personal torture chamber. The group decided to wait until cover of darkness and make their move.

After everyone in the barracks had gone to sleep, Nerithya woke everyone up and they snuck out into the training yard. Using Faergrax's keys, they entered the fortress via the dungeon, through a basement door.

The area was filled with cobwebs, implying that nobody used this entrance, or hadn't in a while. They burned away the webs with their torches, and Faelynn made sure to lock the door behind them.

As they walked down the tunnel, suddenly Faelynn felt a cold wind pass through her. A ghost appeared in their midst, and took the form of a Copper Dragonborn! The spirit howled in anger and bore down upon them, shouting that she would destroy all Black Dragonborn.

The group was still in their disguises, and they quickly dispelled them to prove they were not the subjects of her torment.The ghost calmed down, and told them that she had been one of the first Copper Dragonborn captured. The Blackwings, clan Z'ildroth's personal army, had tortured her for information. She had tried to escape, but had been killed in this hallway.

The group promised they would try to avenge her, and carried on to the prison. After Nerithya dispatched a sleeping guard, the group started asking the caged kobolds and lizardfolk what they knew about the place. The prisoners were mostly unaware of the fortress layout, but they said one Kobold had made it out of the cells and was being punished in the Maze of Darkness.


http://www.deviantart.com/art/Prison-Cell-519861734
In the dungeon, the mighty dungeon, the kobolds sleep tonight
The Maze of Darkness, it turned out, was a pitch-black room behind an iron door in the prison. The group tied a rope around Zovira and sent her in to find the lost Kobold. She felt multiple waves of magic wash over her, but in the end was able to pull the creature out of the darkness. The heroes didn't know how the maze worked, but they were glad to have navigated it successfully.

The rescued kobold was named Lok, and he promised to lead his friends to safety, using his knowledge of the fortress. The group unlocked the cages and pressed onward.

They bumped into a guard, but Zovira made quick work of him. After passing over a false pit trap, and unlocking the door leading up into the rest of the building, they came across a forge and armory situated within the fortress.

The forge itself was a large structure covered in runes. Inside, the fire howled and banged the walls, and it was apparent to the group that this was a captured fire elemental. Kreev and Nerithya used their knowledge of arcana to unseal the forge just long enough for the elemental to escape.

The creature introduced itself as Scoria, and swore a debt to the group for saving it. It told them there was a portal to the Elemental Plane of Fire in the fortress, and it was hoping to use the exit to get home.

As luck would have it, nearly immediately afterwards, the group beat up a Blackwing guard and stumbled on the portal. It appeared as a large painting, with swirling red colors in it. Scoria took their leave, but not before promising to uphold the debt he promised. Kreev said he'd hold him to it.

The party moved to the second floor of the fortress, Perfyire's personal quarters. They faced a long hallway, with the shadow of a guard just around the corner at the end of it.

Faelynn, invisible, and Nerithya moved from room to room, checking on doors and getting information. They saw signs that the door at the end of the hallway must be Perfyire's, and found her servant's quarters. Nerithya discovered the torture chamber, which sure enough, contained Dalyassa. Meanwhile, Faelynn discovered the identity of the shadow: Yarjerit Baldaar, the clan champion, who apparently fought with a bullwhip of demonic power.

After coming up with a plan, the group sprung into action. Kreev placed a Forcecage around Baldaar, while Faelynn cast Otto's Irresistible Dance on the Blackwing Elite guarding Dalyassa. Nerithya freed Dalyassa from her restraints while Nazavur and Zovira let the slaves loose from the servant's quarters. Finally, Faerbor cast Arcane Lock on Perfyire's door, to keep her locked up tight.

Baldaar roared in fury and brandished his whip against Kreev's cage, to no avail. Meanwhile, Faelynn grabbed Dalyassa and used Dimension Door to get outside the fortress, to the training yard. Everyone else made for the upper balcony and leapt off, letting Faerbor cast Feather Fall to slow their descent.

Uh oh
As they landed, they saw a standoff had occurred on the training yard. Perfyire, who was apparently on a midnight walk, had a poisoned crossbow leveled at Faelynn and Dalyassa. With her finger on the trigger, Perfyire warned the group that so much as a slight movement would end Dalyassa's life.

Kreev, acting quickly, cast Animate Objects on the crossbow, while Faelynn began shouting the incantation to Dimension Door. However, as soon as they began speaking, the bolt had left the crossbow, and it thudded into Dalyassa's shoulder a split second before she disappeared.

Faerbor and Zovira attacked Perfyire, who had drawn a blazing sword made of pure sunlight to fight them. Also, her now-living crossbow attacked her as well. Nerithya quickly went to work on the main gate, hoping to raise the portcullis and let them free.

Meanwhile, Faelynn cast a powerful healing spell on Dalyassa. The Red Dragonborn was still unconscious, but the poison rushing through her veins had been quelled. Faelynn made them both invisible and quietly walked out of town.

Inside the fortress, Faerbor struck the final blow to Perfyire, and with the fortress coming to life around them, the group made for the gate. Zovira grabbed the sunblade, as well as a strange amulet around Perfyire's neck.

Later, in the forest, the group met back up at camp. Search parties were beginning to travel through the woods, which prompted them to move their campsite even deeper into the woods. As they did so, Kreev and Faelynn began to examine the mysterious amulet.

The amulet turned out to be a key of sorts - wearing it would change the portal to the Elemental Plane of Fire into a portal to Palaga, the capital city. More amulets would allow the wearer to travel deeper and deeper into Castle Z'ildroth, and each of the four chromatic clan leaders under Z'ildroth were given an amulet.

The remaining chromatic clan leaders were all within or nearby Palaga as well, but the group didn't feel like they would be able to sneak back into Gravengong and get back to the portal. Instead, they opted to travel overland to the swamps of the western coast, hoping to gain some allies among the Lizardfolk of the island.

As they were eating dinner, Nazavur the assassin stood up and announced his intention to leave, with Kreev's approval that he had fulfilled his contract. Kreev reluctantly granted it, and the assassin disappeared into the night. The group shamed him while he left, much to Torrin's delight.

Oddly, not five minutes later, a new Dragonborn approached the campsite and introduced himself as Cheskapen. He appeared to be from clan Kepeshmolik, a Black Dragonborn tribe. Though he claimed to come in peace, weapons were brandished and aimed at him. He slowly raised his claws in surrender.


http://psuede.deviantart.com/art/dragonborn-npc-portrait-417873492
Big bad Dragonborgs
We stopped there for the night. I'm really happy with the way the game went, since normally when I run these kind of dungeons it takes a lot more time, and we were able to do a pretty short and sweet game.

Also, now I get to write a swamp game. Fun stuff!

Thanks for reading!

Friday, August 4, 2017

Creature Loot: G Part 1

What's up, Geodude?
Well, G ended up being a pretty hefty letter as well. Here's the first (-ish) half. If you feel as dumb as a Hill Giant, here's what's going on.

Galeb Duhr (6) – elemental (arcana)
  • 3d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, 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 Earth. The portal is stationary in the location it is crafted.
  • 1 Vial of Crystalline Powder: Appears to be normal soil, can be detected by magic or if a search is performed to look for a patch of soil that shifts like a liquid. 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 Earth Elementals.
  • 1 Resonating Rock: Can be crushed as an action and sprinkled on a medium-sized boulder. The boulder magically transforms into a Galeb Duhr, except it has intelligence and charisma of 1, can’t be charmed or frightened, and it cannot Animate Boulders. The boulder remains animated for up to one minute, or until it reaches 0 hit points, at which time it reverts back to mundane stone. An animated boulder obeys simple commands given by its creator to the best of its ability, unless a Galeb Duhr is nearby, in which case it defers to the Galeb Duhr’s commands.

Gargoyle (2) – elemental (arcana)
  • 1d2 Motes of Evil Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact Ogremoch, Prince of Evil Elemental Earth. Using either of these abilities destroys the mote.
  • 1d2 Gargoyle Wings: No immediate use. 10 of these can be mastercrafted (mason’s tools) into a cloak that requires attunement. An attuned creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine. Curse: while attuned to the cloak, the creature is weighed down heavily. They suffer no penalty if they remove all their armor, however, while they are wearing armor their speed is halved, and they have disadvantage on attack rolls and Dexterity saving throws. Additionally, attacks made against them have advantage while they wear armor.

Genies
Note: due to the Elemental Demise trait, a majority of a genie’s loot disappears into elemental remains
Legs are for poor elementals

Dao (11) – elemental (arcana)
  • 1 Maul of Elemental Earth: Acts as a magical Maul. On a hit, if the target is a Huge or smaller creature, they must succeed on a DC 18 Strength saving throw or be knocked prone.
  • 1 Crown of the Dao: Requires attunement. A creature attuned to the crown can cast Wall of Stone as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Tunic: Of fine craftsmanship, worth 10,000 GP.
  • 1 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like a liquid. 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 Earth Elementals.

Djinni (11) – elemental (arcana)
  • 1 Scimitar of Elemental Air: Acts as a magical Scimitar. On a hit, it deals an additional 1d6 thunder or lightning damage (wielder’s choice).
  • 1 Crown of the Djinn: Requires attunement. A creature attuned to the crown can cast Creation as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Scabbard: Of fine craftsmanship, worth 10,000 GP.
  • 1 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.

Efreeti (11) – elemental (arcana)
  • 1 Scimitar of Elemental Fire: Acts as a magical Scimitar. On a hit, it deals an additional 2d6 fire damage.
  • 1 Crown of the Efreet: Requires attunement. A creature attuned to the crown can cast Wall of Fire as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Toga: Of fine craftsmanship, worth 10,000 GP.
  • 1 Puff of Smoke: Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. 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 Fire Elementals.

Marid (11) – elemental (arcana)
  • 1 Trident of Elemental Water: Acts as a magical Trident that requires attunement. While attuned, a creature can breathe air or water.
  • 1 Crown of the Marid: Requires attunement. A creature attuned to the crown can cast Control Water as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Vest: Of fine craftsmanship, worth 10,000 GP.
  • 1 Vial of Sea Foam: Appears to be normal sea foam, can be detected by magic or if a search is performed to look for sea foam. 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 Water Elementals.

Ghost (4) – undead (religion)
  • 2 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1 Pinch of Spirit Dust: Acts as Dust of Disappearance.
  • 1 Ghost’s Trinket: The DM rolls on the Trinket table (PHB pg 150) or selects a small item. This item exists halfway between the Ethereal and Material plane, and is considered a part of both. It has no magical function, other than appearing somewhat translucent. The item is directly related to the reason the ghost hasn’t been able to pass on to the afterlife.

Ghoul (1) – undead (religion)
  • 1d4 Ghoul Claws: Acts as a dagger. When it successfully hits a creature other than an elf or undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.

Ghast (2) – undead (religion)
  • 1d4 Ghast Claws: Acts as a dagger. When it successfully hits a creature other than an undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.
  • 1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Thanatos, Domain of Orcus, in the Abyss instead of the intended destination.
No, not that

Giants

Cloud Giant (9) – giant (survival)
  • 1 Tattered Morningstar: 2 times the size of a normal morningstar and 8 times the weight.
  • 1 Pouch of Gold: Contains 2d6 x 100 GP.
  • 1 Set of Fine Robes: Worth 1,000 GP.
  • 2d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Cloud Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Cloud Giant Strength.

Fire Giant (9) – giant (survival)
  • 1 Tattered Greatsword: 2 times the size of a normal greatsword and 8 times the weight.
  • 1 Set of Smith’s Tools: 2 times the size and 8 times the weight of a normal set.
  • 1 Set of Fire Giant Plate Armor: Acts as 8 sets of Tattered Plate Armor.
  • 2d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Fire Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Fire Giant Strength.

Frost Giant (8) – giant (survival)
  • 1 Tattered Greataxe: 2 times the size of a normal greataxe and 8 times the weight.
  • 2d4 Tattered Armor Pieces: The DM selects various pieces of armor, weapons, or (for higher rank Frost Giants) dragon bones that make up the Giant’s armor.
  • 2d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Frost Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Frost Giant Strength.

Hill Giant (5) – giant (survival)
  • 1 Tattered Greatclub: 2 times the size of a normal greatclub and 8 times the weight.
  • 1d4 Hill Giant Rations: Each counts as 10 days of rations.
  • 1d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Hill Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill Giant Strength.
These guys can be a big problem

Stone Giant (7) – giant (survival)
  • 1 Tattered Greatclub: 2 times the size of a normal greatclub and 8 times the weight.
  • 1d4 Artistic Stones: Worth 100 GP each due to the intricate sculpture.
  • 2d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Stone Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Stone Giant Strength.

Storm Giant (13) – giant (survival)
  • 1 Tattered Greatsword: 3 times the size of a normal greatsword and 27 times the weight.
  • 1 Pouch of Gold: Contains 4d6 x 100 GP.
  • 1 Set of Fine Robes: Worth 1,000 GP.
  • 1 Set of Storm Giant Scale Mail: Acts as 27 sets of Tattered Scale Mail.
  • 1d10 Beard Hairs of the Storm Giant: Can be used as the material component to any spell causing lightning or thunder damage. 5 of these can be mastercrafted (evocation) by a spellcaster into a Wand of Lightning Bolts.
  • 1 Prophetic Totem: Appears to be a Crystal Ball, Mirror, or some other item used to seek omens and prophecies. Can be used as an arcane focus for Divination spells, and negates the need for material components costing up to 1,000 GP.
  • 2d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Storm Giant Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Storm Giant Strength.

That gets us about halfway through the G's. Next week, we'll wrap them up. After that, we'll actually be about halfway through this series of articles! Which means this will probably go well into October. Woof!
Half-insane afterlife warriors from the distant past/future

Thanks for reading!

Wednesday, August 2, 2017

Alternate Skill Checks

Skills for days
Is it variant rule month here on Medieval Melodies? Maybe. These articles aren't really confined to a single month. Anyway, here's another one. Next week I'll do something different.

In this rule, the traditional connection between ability scores and skills is broken. The PHB (on page 171) describes skills as an application of a particular ability. For example, Deception is an application of Charisma, and Athletics is an application of Strength.

Of course, that has always lead to some problems. Intimidation could be Charisma-based, but it could just as easily be Strength-based. Clerics with low Intelligence have trouble remembering facts about their own Religion. And a Ranger could easily fail Nature checks for the same reason.

So in this regard, we divorce the ability from the skill, and instead look at what each part of those represents.

Your ability scores represent your physical or mental capabilities. That's pretty straightforward.
  • Strength: your ability to exert force upon things
  • Dexterity: the precision with you can exert force on things (including the surface your are standing on)
  • Constitution: your capacity for health and endurance
  • Intelligence: your ability to collect and store information
  • Wisdom: your ability to analyze and understand information
  • Charisma: your ability to effectively convey information to others

Then, your skills represent your character having been, either formally or by life experiences, trained in a particular aspect of life. Thus, if you can justify using your Strength to aid your training in Perception (perhaps by gauging the weight of an object before interacting with it), you can apply your Strength modifier and your proficiency bonus to the roll.

There's a good chance I can translate this... better if I use my spellcasting ability
So, with that in mind, I put together a list of the potential applications of every ability/skill combination. Some of them are a bit silly, but hey, this is D&D. Anything could happen.

  • (Strength) Acrobatics: gymnastics, lifting your partner during a dance
  • (Strength) Animal Handling: wrestling with big animals, display of dominance through strength
  • (Strength) Arcana: applying the exact amount of pressure required to a spell component
  • (Strength) Athletics: running, jumping, or swimming
  • (Strength) Deception: convincing someone you can perform feats of strength that you can't actually do
  • (Strength) History: opening a sarcophagus without hurting the contents
  • (Strength) Insight: judging the strength of an opponent before you wrestle/fight them
  • (Strength) Intimidation: using muscles to cause fear
  • (Strength) Investigation: identifying materials based on how easily they bend/break
  • (Strength) Medicine: resetting a broken bone or dislocated joint
  • (Strength) Nature: punching a tree/animal without hurting it/yourself
  • (Strength) Perception: judging the weight of an object before you lift it
  • (Strength) Performance: weight lifting with panache
  • (Strength) Persuasion: convincing someone you can perform feats of strength without actually doing them
  • (Strength) Religion: Correctly performing a test of faith requiring a feat of strength
  • (Strength) Sleight of Hand: thumb wars
  • (Strength) Stealth: suspending yourself between two pillars above an enemy without making a sound
  • (Strength) Survival: chopping wood, digging a functional fire pit

  • (Dexterity) Acrobatics: balancing on narrow or shifting terrain
  • (Dexterity) Animal Handling: holding on to a slippery animal such as a toad, snake, or fish
  • (Dexterity) Arcana: performing complex somatic components
  • (Dexterity) Athletics: fencing, tennis, skiing
  • (Dexterity) Deception: convincing someone you can perform acrobatic feats that you can't actually do
  • (Dexterity) History: performing historically accurate combat or gymnastic maneuvers
  • (Dexterity) Insight: evaluating the dexterity of an opponent before you fight them
  • (Dexterity) Intimidation: threatening knife tricks
  • (Dexterity) Investigation: solving a puzzle that requires some finesse
  • (Dexterity) Medicine: performing surgery
  • (Dexterity) Nature: finding and utilizing an animal's pressure points
  • (Dexterity) Perception: gauging how much weight a platform could hold by gingerly stepping on it
  • (Dexterity) Performance: gymnastics with panache
  • (Dexterity) Persuasion: convincing someone you can perform acrobatic feats without actually doing them
  • (Dexterity) Religion: performing complex prayer gestures
  • (Dexterity) Sleight of Hand: card tricks, pickpocketing
  • (Dexterity) Stealth: moving silently
  • (Dexterity) Survival: creating a trap for game/food

  • (Constitution) Acrobatics: Remaining balanced while someone punches you in the gut
  • (Constitution) Animal Handling: not throwing up from the stench of animals
  • (Constitution) Arcana: identifying harmful enchantments on something you already ate
  • (Constitution) Athletics: rodeo, long-distance running or swimming
  • (Constitution) Deception: not flinching when someone hits you
  • (Constitution) History: Identifying how recently food that you've already eaten went bad
  • (Constitution) Insight: judging the drinking ability of an opponent before you challenge them to a contest
  • (Constitution) Intimidation: eating something gross while not breaking eye contact
  • (Constitution) Investigation: identifying gas by smell or poison by taste
  • (Constitution) Medicine: not fainting while performing self-amputation
  • (Constitution) Nature: identifying a poison you already ate
  • (Constitution) Perception: pinpointing the location of a parasite within your own body
  • (Constitution) Performance: winning a drinking contest with panache
  • (Constitution) Persuasion: convincing someone that food isn't poisoned by eating it and not getting sick
  • (Constitution) Religion: identifying what alignment a cleric is by how their healing magic works
  • (Constitution) Sleight of Hand: playing an instrument for several hours
  • (Constitution) Stealth: holding in a fart at a crucial moment
  • (Constitution) Survival: eating a poisonous berry without consequence

  • (Intelligence) Acrobatics: judging the technical proficiency of a gymnast
  • (Intelligence) Animal Handling: classifying species, recalling information about a specific monster
  • (Intelligence) Arcana: recalling information about magic
  • (Intelligence) Athletics: golf, billiards, curling (sweepers)
  • (Intelligence) Deception: fast talking around an issue
  • (Intelligence) History: recalling information about the past or a culture
  • (Intelligence) Insight: discovering the relative education level of a creature
  • (Intelligence) Intimidation: making a legal threat
  • (Intelligence) Investigation: making logical conclusions about an object
  • (Intelligence) Medicine: recalling information about medicine
  • (Intelligence) Nature: recalling information about nature
  • (Intelligence) Perception: following a crime procedure or scientific investigation
  • (Intelligence) Performance: reciting a long poem or song from memory
  • (Intelligence) Persuasion: making an argument by appealing to logic
  • (Intelligence) Religion: recalling information about religion
  • (Intelligence) Sleight of Hand: memorizing a card trick, card counting
  • (Intelligence) Stealth: recalling which floorboards and doors creak in a particular location
  • (Intelligence) Survival: recalling information about gathering resources or avoiding poisonous food

  • (Wisdom) Acrobatics: determining whether a gymnastic maneuver is possible before doing it
  • (Wisdom) Animal Handling: understanding an animal's instincts and emotions
  • (Wisdom) Arcana: determining the most effective spell for a situation
  • (Wisdom) Athletics: equine sports, shooting sports
  • (Wisdom) Deception: dismissing the truth by appealing to nihilism
  • (Wisdom) History: applying the lessons of history to your life
  • (Wisdom) Insight: discovering the true intentions of a creature
  • (Wisdom) Intimidation: making an existential threat
  • (Wisdom) Investigation: making intuitive conclusions about an object
  • (Wisdom) Medicine: performing medical procedures on another creature
  • (Wisdom) Nature: determining the best action to help a wilderness area
  • (Wisdom) Perception: awareness of surroundings
  • (Wisdom) Performance: telling jokes, making art that reflects an ideal or big idea
  • (Wisdom) Persuasion: making an argument by appealing to higher truths and ideals
  • (Wisdom) Religion: knowing what doctrine a religion would ascribe to a problem
  • (Wisdom) Sleight of Hand: seeing through a magician's trick
  • (Wisdom) Stealth: finding the safest route through hostile territory
  • (Wisdom) Survival: gathering resources and avoiding poisonous food in the wilderness

  • (Charisma) Acrobatics: seductive dancing
  • (Charisma) Animal Handling: staring down a threatening animal
  • (Charisma) Arcana: convincing someone you understand magic lore that you don't know
  • (Charisma) Athletics: Calvinball
  • (Charisma) Deception: not revealing you are lying
  • (Charisma) History: convincing someone you understand historical lore that you don't know
  • (Charisma) Insight: discovering the emotional state of a creature
  • (Charisma) Intimidation: making a verbal threat
  • (Charisma) Investigation: determining whether or not an object is sentient
  • (Charisma) Medicine: blushing, crying, or fainting on command
  • (Charisma) Nature: convincing someone you understand natural lore that you don't know
  • (Charisma) Perception: sensing the presence of spirits in an area
  • (Charisma) Performance: playing a crowd, making art that reflects your personality
  • (Charisma) Persuasion: making an argument by appealing to personal trust
  • (Charisma) Religion: converting another person to a religion
  • (Charisma) Sleight of Hand: presenting a rose, ring, or other keepsake in a flashy manner
  • (Charisma) Stealth: Remaining unnoticed in a crowd of people
  • (Charisma) Survival: convincing your allies that they should eat someone else first


Whew!

Smells like lore
I also want to make a note about tool proficiencies. The way tools are used is actually fairly close to this variant already. Per the player's handbook, a DM could ask a player to use their woodcarver's tools with Dexterity (to carve a fine detail) or Strength (to work with particularly hard wood).

I think that's excellent. There are enough possibilities for crafting out there that I don't think providing examples would be too helpful, but I do think we can lay some groundwork for tools and make them more useful.

Each tool has a "default" ability score - that is, if you use it more or less as intended, with no difficulties, you'll roll on that ability score and add your tool proficiency. Generally, these fall under three ability scores: Strength (for tools that require great effort), Dexterity (for tools that require manual precision) and Wisdom (for tools that require understanding and analysis).
  • Alchemist's Supplies: Wisdom
  • Brewer's Supplies: Wisdom
  • Calligrapher's Supplies: Dexterity
  • Carpenter's Tools: Strength
  • Cartographer's Tools: Dexterity
  • Cobbler's Tools: Strength
  • Cook's Utensils: Wisdom
  • Glassblower's Tools: Dexterity
  • Jeweler's Tools: Dexterity
  • Leatherworker's Tools: Strength
  • Mason's Tools: Strength
  • Painter's Supplies: Dexterity
  • Potter's Tools: Dexterity
  • Smith's Tools: Strength
  • Tinker's Tools: Dexterity
  • Weaver's Tools: Dexterity
  • Woodcarver's Tools: Strength
  • Disguise Kit: Wisdom
  • Forgery Kit: Dexterity
  • Gaming Set (any): Wisdom
  • Herbalism Kit: Wisdom
  • Musical Instrument: Dexterity
  • Navigator's Tools: Wisdom
  • Poisoner's Kit: Wisdom
  • Thieves' Tools: Dexterity
  • Vehicles (animal-drawn): Strength
  • Vehicles (wind/water borne): Wisdom

For each type of tool, you can apply your skill in a few different ways.

Strength-based tools
  • Applying fine details to a work requires Dexterity
  • Creating a tricky item (such as a trap or puzzle) requires Wisdom
  • Using your tools to teach or entertain others requires Charisma
Dexterity-based tools
  • Working with difficult materials (such as Diamond or Platinum) requires Strength
  • Creating a tricky item (such as a trap or puzzle) requires Wisdom
  • Using your tools to teach or entertain others requires Charisma
Wisdom-based tools
  • Working with toxic materials requires Constitution
  • Recalling a particular pattern, recipe, or detail requires Intelligence
  • Using your tools to teach or entertain others requires Charisma


http://artpox.deviantart.com/art/Vessel-of-Purity-182719397
Poison: It's like an Intimidation check, but based on Constitution
And that's how I would do skill checks! I think it adds a lot of depth to the system, and some of my players can definitely find novel ways to apply their training in-game.

Thanks for reading!