Monday, October 30, 2017

Monday Recap: Tunnels in Time

We got together for a session of Maze of the Blue Medusa this weekend. It was a somewhat brief session, but the players managed to make it fun anyway!

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 8 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: Tunnels in Time


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

When we last left our heroes, they had just defeated the pipe demon Carnifex and gathered some nice loot. The group knew that they couldn't go back the way they came without running into Lady Crucem Capilli, who had threatened to burn the maze down if they didn't return with a sentient creature who had given consent to be "collected" by her.

The party explored a side-room near the pipes and found a vine-choked room with a hole leading to a tunnel in the ceiling. Alan and Coria, being the smaller members of the party, decided to crawl around the tunnels and check them out.

Unfortunately, they didn't notice the Chameleon women stalking them until too late, and when they reached the next open area in the tunnels, their foes attacked! Aniria and Derrik heard the ruckus and began to crawl to the rescue!

The warriors of the Neonate Empire tore into Coria and Alan with tooth and machete. Coria, unable to transform into a dinosaur, fought back using her scimitar, while Alan summoned a Flaming Sphere to protect himself. However, both of them weren't faring well against the barrage of attacks.

Finally, Derrik and Aniria arrived on the scene, jumping down from the tunnels into the open room where the attack had taken place. Aniria crushed some heads with her warhammer, while Derrik's greataxe made quick work of the lizards attacking Coria.

The group gathered themselves, and found that the vines lead northward. They heard terrible moans coming from that way, and Aniria rushed forward to see if she could help.

However, a gruesome sight greeted their eyes. The room was full of horrible beings composed of two different creatures fused together in awful ways. They cried and screamed for death. Their bodies were twisted and broken.

Aniria sadly began to grant them their wish, to put them out of their misery. The others joined in, using magic and weaponry to end the sad lives. As she finished off the last being, it warned her of the thing that did this to them - just beyond a door to the east. The group decided not to go that direction, since it was likely that the Loving Lich was laired there.

In the next area, they found a giant rose that smelled sweet with sap. Derrik poked it with his sword that let him read the minds of plants, and learned that the rose desperately wanted him to get in its bulb. Coria though that sounded like a bad idea, and that they should instead go up to another tunnel hole in the ceiling, the only direction that didn't involve going through that eastward door.

The group crawled through the vine-tunnels for quite some time. After traveling a good distance, Coria heard voices and movement up ahead. They called out, and sentient creatures answered them. The party decided to approach, cautiously.

They came face to face with the adventuring party they had unfrozen from a rogue time elemental long ago, back before they had found the island or even met Chronia. The adventurers spoke in a dialect of common that sounded centuries old, but they seemed friendly. Their leader, a fighter named Citrina, told them that he sought a bounty reward from the Medusa for the captured Time Elemental. The characters decided not to mention that they had freed the elemental.

Citrina suggested they go to the bar, close to where they had just come from. Derrik seconded, and the parties carried forward.

They finally reached the end of the tunnels, and spilled out into a room that looked a lot like the Dead Wedding area. Coria marked it down on her map. Citrina introduced the rest of his party, a thief named Zoothera, a cleric named Plain-Leaf Neglectus, and a magic user named O'Cephalus.

Citrina said there were two ways to get to the bar: one, they'd have to deal with some ghostly creatures, the other, they'd have to navigate a trap. The party chose the trap, and they went into the next room.

The room was full of censers of incense hanging from the ceiling. Derrik used a mage hand to bump one, and the incense self-ignited, causing a poof of smoke to rise from it. The group figured out they would have to move cautiously.

However, as they were doing so, they were shot at by nearly a dozen Oku, peeking in from an archway! Alan took several shots and nearly went down from the pain. Aniria bumped into a censer, and began loudly questioning people's opinions. It seemed the smoke had some kind of magical effect.

Coria and Aniria took advantage on the fact that the Oku were clumped together at the door, and unleashed a Thunderwave and Ice Storm that obliterated the bird-masked men. Zoothera finished the last one off with a well-placed arrow.

Coria wanted to map the room the Oku had hid out in, and the group explored it for a bit. They also made sure to relieve the dead Oku of their valuables. Aniria got a small rock that looked like a goblin (which she named Gibbles), Derrik found a note scribbled with random words, Alan found a book titled "Liches: A Treatise", and Coria found another key, this one marked "#19".

Finally, the group found a familiar "face" - the severed hand with an eye sewn into the palm and a snake body on the wrist: the ally of Torgos Zooth, Mr. Grasp. This time, the little flesh construct didn't bother playing dead, but instead slithered up to Alan and perched on his shoulder. The group concluded that Torgos was keeping an eye on them and decided they should probably get searching for his missing sons.

They also found a huge stone head situated in the room. Aniria started having a conversation with it, while Neglectus and Derrik read some ancient writing on the base. Apparently it was the purvey of someone called the Elephant King, which made Neglectus very excited as he was a cleric of an Elephant God.

(Just a side note here. Jackie, one of the players, is a language nerd and enjoys texts and fictional languages. The entire time they hung out with the Un-Frozen Adventurers, I was throwing around "thee"s and "thou"s at random, and adding "-ith"s to the ends of all sorts of words, which was really annoying her. So when they translated this poem, I made a point to say it rhymed in the original language but not in the common tongue. This made her very happy, as it never makes sense for something to rhyme in multiple languages. The moral here is know your players! If you're doing something that annoys a player, make sure to throw in something fun for them later on. Fun is the number one goal!)

The parties traveled towards the bar, meeting two helpful but hollow-headed constructs and clearing some blood-soaking vines along the way. They finally reached the liquor, and Derrik began to grab bottles from the shelves for drinking.

Citrina and Neglectus poured themselves a drink, and Aniria and Coria tried to get more information about the maze from them. Meanwhile, Alan and O'Cephalus compared magic notes, while Zoothera watched closely.

One of the constructs tapped its chalice-like head, and Derrik decided to pour liquor into it. Suddenly, the construct began to talk like the people from the country where the liquor was made - it explained that it could replicate the persona and abilities of the creator of any liquid it kept in its head. Derrik found this wonderful and poured some dwarven ale in the other one.

Meanwhile, Coria used her mapping skills to figure out where they were, and how they could get back to somewhere they knew. They were actually quite close to Lady Crucem Capilli, but also to Tyko Wort's room - a safe spot where they could take a much-needed rest.

Derrik found an empty bottle containing a note from the mysterious Levelliant G, and the others realized that he had nearly cleaned out the bar. Fortunately, this did nothing to combat his already drunk demeanor, and only Aniria was feeling unusually tipsy.

The two adventuring parties split ways, the Un-Frozen Adventurers still hoping to figure out where their Time Elemental quarry had gone off to. Our heroes decided to venture towards a resting spot.

They opened the next door and heard a slight tinkling sound. Inside, a small pixie was trapped in a birdcage. She gave them a very sassy look and told them they were about to get eaten.

As they asked what she meant, the southern door in the room burst open, and a horrible shark-man-beast with two gnashing mouths snaked into the room. Alan reflexively threw up a wall of fire, which pushed the beast back. It tried to dual-cast a spell using its two mouths, but the group resisted. They fired magic at the monster until it collapsed from its wounds.

The pixie seemed fairly impressed, but quickly turned the conversation to any juicy gossip the adventurers had heard about other denizens of the maze. They gladly exchanged information, and the pixie introduced herself as Ysanne. Aniria mentioned that they had found a squashed pixie that seemed to be her mother, but Ysanne was barely affected by the news.

Ysanne told them to beware the Medusa. Coria mentioned that Chronia seemed to like her, but Ysanne pointed out that the people who liked the Medusa were mainly the ones she couldn't petrify. She also told them that the person mostly likely to steal Torgos Zooth's kids was See-Me-No-More, a mad mathematician located in the reptile archives. He had the power to turn invisible upon saying his name, but everybody knew that he turned back if you said "See-More".

The party thanked Ysanne for the information and asked her if she wanted to be freed. The pixie actually asked to stay, as she enjoyed having an excuse to not go looking for her sister. The party shrugged and complied before going on their way.

They made it back to Tyko Wort's room, and found him playing with Marquis Aeolis and Lady Torc. The exhausted heroes snuggled up and took a rest, planning to find this "See-Me-No-More" when they awoke.

Whew! It was a short session, but they did accomplish a fair bit. Hopefully, next time we'll be able to travel to the Reptile Archives and explore a brand-new area! Whenever we meet again, that is.

Thanks for reading!

Friday, October 27, 2017

Creature Loot: NPCs

You've got something on... well, your whole face.
Well, it's finally here. Four months later, we've finally hit the ending of the Monster Manual. Woohoo! What's coming next? Well, it's going to be cool, in my opinion. Maybe not as useful, but still fun! As usual, to find out more about this (very long) series, click here!




Acolyte (1/4) – humanoid (survival)
  • 1 Tattered Club
  • 1 Holy Book of the Acolyte’s order

Archmage (12) – humanoid (survival)
  • 1 Tattered Dagger
  • 1 Spellcasting component pouch
  • 2d4 Healing Potions
  • 1 Arcane Focus
  • 3d4 books (useless)
  • 1 Spellbook: Contains 2 random spells of 5th level or less that can be copied by a wizard
  • 1d4-1 Skill Books: Contain knowledge concerning a certain skill and topic that the Archmage was interested in. For example: History (Lords of the Land). Using the book for 5 minutes is equivalent on rolling a 15 on the related skill
  • 2 Flasks of Alchemist’s Fire
  • 1 Map to a nearby Archmage tower

Assassin (8) – humanoid (survival)
  • 1 Set of Tattered Studded Leather
  • 2 Tattered Shortswords
  • 1 Tattered Light Crossbow
  • 1 Set of Thieves' Tools
  • 3 Vials of Standard Poison
  • 1 Briefing: a short description of the mission of the assassin. Purposefully vague.
  • 1 Hit List: a list of past or future targets of the assassin
  • 1 Contact list: a list of places to hide out or find work in the closest civilization
  • 1 Keepsake: a trinket or letter revealing the reason the assassin chooses to kill

Bandit (1/8) – humanoid (survival)
  • 1 Tattered Leather Armor
  • 1 Tattered Scimitar
  • 1 Tattered Light Crossbow
  • 1 Bandit Code: a password or symbol that allows entrance to certain circles

Bandit Captain (2) – humanoid (survival)
  • 1 Tattered Studded Leather
  • 1 Tattered Scimitar
  • 2 Tattered Daggers
  • 1 Bandit Code: a password or symbol that allows entrance to certain circles
  • 1 Captain’s Cloak: Acts as a cloak, grants +1 to Persuasion checks towards Bandits

Pirates are in! Pirates are hip! Right?
Berserker (2) – humanoid (survival)
  • 1 Set of Tattered Hide Armor
  • 1 Tattered Greataxe
  • 1 Tribal Token: a small totem that can act as a druidic spell focus
  • 1 Pouch of Incense: As an action, can be inhaled to grant all attacks to be made with advantage for 1 hour. During this time, all attack rolls made against you are made with advantage.

Commoner (0) – humanoid (survival)
  • 1 set of Tattered Clothing
  • 1 Tattered Club: usually takes the form of a cane, shoe, or other common object.

Cultist (1/8) – humanoid (survival)
  • 1 Set of Tattered Leather Armor
  • 1 Tattered Scimitar
  • 1 Cultist’s Book - contains lore and dogma of the cult

Cult Fanatic (2) – humanoid (survival)
  • 1 Set of Tattered Leather Armor
  • 1 Tattered Dagger
  • 1 Cultist’s Book - contains lore and dogma of the cult
  • 1 Spellcasting Component Pouch

Druid (2) – humanoid (survival)
  • 1 Tattered Quarterstaff
  • 1 Spellcasting Component Pouch
  • 1 Tribal Token: a small totem that can act as a druidic spell focus

Gladiator (5) – humanoid (survival)
  • 1 Set of Tattered Studded Leather Armor
  • 1 Tattered Spear
  • 1d2 Warrior’s Marks: a scrap of skin with a tattoo on it that can be used to prove the identity of the foe.
  • 1 Shield of Glory: acts as a shield. Displays the symbol of a wealthy patron or champion fighter who owns the gladiator, and grants advantage on Charisma (Deception) checks made to convince others the owner of the shield is associated with the symbol's owner.
  • 3 Admirer’s Tokens: trinkets from fans who wished to bestow a gift to the gladiator

Guard (1/8) – humanoid (survival)
  • 1 Tattered Spear
  • 1 Tattered Chain Shirt
  • 1 Tattered Shield
  • 1 Coil of Rope: Just long enough to bind the hands of a humanoid

Knight (3) – humanoid (survival)
  • 1 set of tattered plate mail
  • 1 Tattered Greatsword
  • 1 Tattered Heavy Crossbow
  • 1d2 Warrior’s Marks: a scrap of skin with a tattoo on it that can be used to prove the identity of the foe.
  • 1 Lord’s Crest: A small token of the ruling lord which can prove fealty to the land, and grants advantage on Charisma (Deception) checks made to convince others the owner of the crest is associated with the ruling lord.
  • 1 Admirer’s token: a trinket from a person who wished to thank the knight for their service

Mage (6) – humanoid (survival)
  • 1 Tattered Dagger
  • 1 Spellcasting Component Pouch
  • 1d4 Healing Potions
  • 1 Arcane Focus
  • 1d4 Books (useless)
  • 1 Spellbook: Contains 1 random spell of 3rd level or less that can be copied by a wizard
  • 1 Flask of Alchemist’s Fire

The frills offer no AC, but they sure do offer a nice self-esteem boost
Noble (1/8) – humanoid (survival)
  • 1 Tattered Breastplate
  • 1 Tattered Rapier
  • 1 Insignia of Nobility (usually a ring or amulet): very valuable but easily traceable

Priest (2) – humanoid (survival)
  • 1 Tattered Chain Shirt
  • 1 Tattered Mace
  • 1 Holy Book of the Priest’s order
  • 1 Spellcasting Component Pouch

Scout (1/2) – humanoid (survival)
  • 1 Set of Tattered Leather Armor
  • 1 Tattered Shortsword
  • 1 Tattered Longbow
  • 1 Briefing: a short description of the mission of the scout. Purposefully vague.

Spy (1) – humanoid (survival)
  • 1 Tattered Shortsword
  • 1 Tattered Hand Crossbow
  • 1 Set of Thieves’ Tools
  • 1 Briefing: a short description of the mission of the spy. Purposefully vague.

Thug (1/2) – humanoid (survival)
  • 1 Set of Tattered Leather Armor
  • 1 Tattered Mace
  • 1 Tattered Heavy Crossbow
  • 1 Keepsake: a trinket or letter revealing the reason the thug needed money

Tribal Warrior (1/8) – humanoid (survival)
  • 1 Set of Tattered Hide Armor
  • 1 Tattered Spear
  • 1 Tribal Token: a small totem that can act as a druidic spell focus

Veteran (3) – humanoid (survival)
  • 1 set of tattered splint armor
  • 1 Tattered Longsword
  • 1 Tattered Shortsword
  • 1 Tattered Heavy Crossbow
  • 1d2 Warrior’s Marks: a scrap of skin with a tattoo on it that can be used to prove the identity of the foe.
  • 1 Healer's Kit
  • 1 Keepsake: a trinket or letter revealing the reason the veteran chooses to fight

The face of a guy who doesn't mind being the last monster in the book
That's it. I'm done. Over 60,000 words, 21 articles, and nearly three years in the making. Whew!



Thanks so much for reading!

Wednesday, October 25, 2017

You Wound Me!

Tis but a scratch
Death sucks in D&D 5th Edition.

Not just because death sucks in general, because it does that too. But death in 5th edition is usually a result of a death spiral. The players don't realize they are in a situation over their heads, and when someone drops, they aren't really in a good position to run, since now the group has to drag a body out of there.

Which means party death usually isn't a result of heroism but of poorly-executed retreat.

That's not how a good death system should work. There are ways to avoid this, which include giving players a better late-combat buffer or setting up story to warn players away from bad encounters.

However, I have found a good mechanical solution that doesn't involve changing much in the existing system.

The best rules work as minimally as possible within the existing system. Why add psi points when you can modify an existing class? Why add a class when you can add a subclass? Why add a subclass when you could add a feat? Why add a feat when you can add a magic item? A lot of "homebrew" stuff (including the stuff I write on this blog) could be massively simplified.

But let's first dig into why the 5th edition system is broken.

Curb Stomping


There's a hidden aspect of death saves and failures that doesn't come up at first glance, since the rules for this scenario are nearly 100 pages apart.

First, look at the rules about to dropping to 0 hit points:
  1. "If damage reduces you to 0 hit points... you fall unconscious." - PHB pg. 197
  2. "If you take any damage while you have 0 hit points, you suffer a death saving throw failure." -PHB pg. 197
  3. "If the damage is a critical hit, you suffer two failures instead [of one]" - PHB pg. 197

Then, look at the rules for being unconscious:
  1. "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature" - PHB pg. 292

Which means that orc warlord stepping on an unconscious creature's head? 2 failures. Wolves that attack the body? 2 failures. Literally any competent enemy performing a Coup-de-grace? Yup, goodbye character.

Though that might be "realistic", it means that saving a character is extremely difficult. 0 HP becomes a death sentence instead of a mechanic to enhance the narrative.

Plus we get the hilariously unrealistic trope that a character with 1 HP remaining can still fight and move at full capacity, but one more shot and suddenly they're on death's door.

https://chriskuhlmann.deviantart.com/art/The-Frost-Giant-s-Hold-196614217
From fighting to dead in 0.1 seconds

Changing the Game


So how can we modify this with the very least amount of change?

Well, I don't want to alter how death saves work. I don't want to add "wound HP" to the character's HP pool, or remove the threat of taking damage while you're down.

But what we CAN do is simply add a new condition.

WOUNDED
  • A wounded creature is prone and cannot stand on their own. Their only movement option is to crawl.
  • The creature has disadvantage on Strength and Dexterity saving throws.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
  • The creature may only take the following actions: hide, help, and use object

This condition would replace unconscious in the first rule for death listed above. It is similar to prone and stunned, but with some leeway.

Otherwise, use the same rules for Instant Death, Death Saving Throws, and stabilization. Exactly like the normal, stabilizing a creature doesn't remove the condition (wounded, in this case), but does prevent the need for further death saving throws.

There are several advantages to using this condition.

First off, you can still move at half speed. This is a very common trope in film and video games - a wounded character crawls away from the fight. Or crawls back into the fight, and assists with their last breath. The actions a Wounded character can take reflect this: hide (for fleeing) or help and use object (for grabbing ankles, pulling levers, or activating devices after they can no longer fight).

Not only does this make a creature at 0 HP able to contribute to the narrative, it continues to heighten the tension while allowing the players more freedom to engage the enemy. The ability to crawl away and hide allows the rest of the group the opportunity to end the combat or draw the enemy away from the downed character.

On the other hand, if the group is nearly victorious, the help or use object action can tip the scales of victory and make the entire group feel awesome. A Wounded character assisting in the victory condition while the rest of the players distract the villain makes for great dramatic tension.

Finally, since the "hit=crit" rule is gone, an enemy can now behave realistically towards a downed character without killing them outright. A merc can sic his wolf on a Wounded character and still give the players 1-2 rounds to respond. A death knight can pin a wounded character to the ground and let them die on the sword instead of killing them immediately.

Overall, much cooler.

Brushing with Death



https://johnhlynch.deviantart.com/art/Bowman-Battle-Scarred-177650507
Who would wouldn't want to be this guy?
And while I'm on the topic, I think there should be some lasting effect of being wounded. You know... a wound!

Hit points are fairly abstract. It's more a representation of stamina than actually taking injuries. But when you're wounded, there's no tiptoeing around it - you're getting a wound.

Fortunately, the Dungeon Master's Guide already has a table for lingering injuries. Unfortunately, rolling on this table means that a level 1 character can lose a hand, eye, or worse. Maybe that's cool in your games, maybe not. I like to give the players a bit more leeway.

Every time a character becomes wounded, they reference the next line on the following table. So the first time they are wounded, use line 1. The 15th time, use line 15. If the injury from the Lingering Injury table doesn't make sense, increase the number rolled until a feasible injury is obtained. If a player goes down more than 20 times, keep using line 20.
  1. Bruise (heals in 1d4 days)
  2. Bruise (heals in 1d4 days)
  3. Bruise (heals in 1d4 days)
  4. Bruise (heals in 1d4 days)
  5. Roll on Lingering Injury table: 1d4+15
  6. Roll on Lingering Injury table: 1d4+14
  7. Roll on Lingering Injury table: 1d6+13
  8. Roll on Lingering Injury table: 1d6+12
  9. Roll on Lingering Injury table: 1d8+11
  10. Roll on Lingering Injury table: 1d8+10
  11. Roll on Lingering Injury table: 1d10+8
  12. Roll on Lingering Injury table: 1d12+6
  13. Roll on Lingering Injury table: 1d12+4
  14. Roll on Lingering Injury table: 1d10+4
  15. Roll on Lingering Injury table: 1d10+2
  16. Roll on Lingering Injury table: 1d8+3
  17. Roll on Lingering Injury table: 1d8+2
  18. Roll on Lingering Injury table: 1d6+1
  19. Roll on Lingering Injury table: 1d4+1
  20. Roll on Lingering Injury table: 1d4

And what if a player actually dies? What if that third death save failure gets bubbled in?

Well, as per any epic fantasy story, they get a single, final action and can utter their final words. So make it count!
"Bury me.... with my gold..."
Thanks for reading!

Edit: as redditor /u/dammit_rab pointed out, the wounded condition makes it easy for a character to swig a healing potion and stand back up. I think this could be detered by sticking to the lingering injury table: is standing back up worth taking another scar? In a high-magic setting, wouldn't everyone just carry around healing potions for this exact reason?

I actually like this, flavor-wise. If you have the means to get back in the fight, you should. You'll probably take more scars for doing it (what are the chances you'll survive a full round of combat with 2d4+2 HP?), but if the fight is worth it, a character will have a chance to push themselves. In the current system, it's more like "sorry, you passed out in the middle of combat, despite everything we know about adrenaline and fight-or-flight responses. Now you get to do nothing, and I can coup-de-grace you immediately." I prefer a system that allows the player to make a value decision.

Props to /u/dammit_rab. Go upvote his stuff!

Monday, October 23, 2017

Old News: The Plastic Shatners

They still exist, which is nice
As predicted, there came a weekend where a game could not be played... Which was actually fine, since we saw The Adventure Zone Live in Nashville last night. Woot!

So, here's an Old News article that isn't about gaming at all, but all about how I got into acting and theater in the first place: Improv Comedy! I've mentioned this before, but never told the whole story.

Old News: The Plastic Shatners


First things first: the name is from a Captain Kirk action figure. At the very first Plastic Shatners show, someone had it in their backpack and it inspired the team.

When I came to Bowling Green State University, I was signed up for the music program (first education, then composition). It's common that, when you go to college, you find yourself among people who are far better than you, or anyone you knew in high school. The best saxophone player from Nowhere High is just another fish in the sea at Music Univeristy.

At that tender young age (19), I didn't really handle competition well. I either wanted to be the best at something, be a part of the best group doing something, or not do it at all. So being lost among a sea of amazingly talented musicians and composers was doing a number on my pride. I was told time and time again that if I kept practicing, I'd get to their level, and I took that to heart. I got working.

However, it's hard to stay motivated when you're in the grind, and I needed something to be proud of. After a fateful football game, I got to know some people in the school's theater fraternity, Theta Alpha Phi. Suddenly I was "The Music Guy." I latched on to this group because I had gained an identity there.

In my second year, I was told I should try out for the Plastic Shatners, one of two improv groups performing on campus at the time. I hadn't really done anything in theater, despite being involved with Theta. The Plastic Shatners were a cult hit among the students at BGSU - garnering crowds of students who had grown up with "Whose Line is it Anyway" and gaining dedicated fan followings.

I'm honestly not sure how I got in the group, but the director, Joe, took a chance on me. Now I had a strong presence in the group: I had music, and I had comedy. I could be the best at those things, within that group.

Of course, this isn't a story about why a fragile young ego found its footholds, but I think with the proper understanding of my motivations, you'll get a deeper picture of the story.

The Shatners, being a foothold for my identity, became a large part of my life. I wasn't just a improviser, I was a SHATNER. The lessons of improvisation became like a religious doctrine in my life: support your friends and contribute to their lives. Listen to other people. Don't worry about the future or the past, just make it up as you go. Treat people well and they will treat you well in return.

Which is why I was devastated when the team's numbers were cut down the following year, and I didn't make the grade.

Suddenly, I wasn't a Shatner.

It took a lot of deep conversations, a lot of long walks, a lot of terrible emo music, before I was ready to accept that a part of my identity was gone. Fortunately, I had continued to work on music, and had entrenched myself in the social circles of Theta, so I wasn't lost or alone. I had a lot of good friends and a lot of support. But man alive, did that hurt.

I made it a goal to improve myself to the point where I could get back on the team for my senior year. I would do stand-up, read all the improv and acting books I could, and perform in plays through Theta. I wanted my team back.

It was actually through that type of acting that I met my first D&D group. As I worked to improve my acting skills, I also built my first character and explored a homebrew fantasy world.

Near the end of that year, the Shatner's Director approached me privately. It seemed that cutting down the team's numbers had backfired - too many of the Shatners were graduating or had decided to leave the team. Those who remained had no interest in leading the group. The Plastic Shatners were in danger of dying out.

I was asked to come back to the team, not as a performer, but as the Director. I couldn't believe it. My persistence had not only paid off, but it had pushed me to a whole new level.

I spent the summer preparing everything I could possibly need. Training exercises. Teamwork exercises. An audition strategy. I even found a guy who was interested in helping me do the logistics of setting up our shows, raising awareness, and scheduling everything.

I won't go into too much detail about the wild ride that was the Plastic Shatners' 2011-12 season, but in summary, it became one of the best seasons in the history of the Shatners, filling up lecture halls and performing shows more often than ever before.

And in the process, I figured out how to lead a group, how to make a team. We did exercises together and learned how to make each other laugh. To this day, one of my strengths as a DM is that I can make a scene hilarious.

My other skills as a DM came later, when I actually started running games for my group. It was a total disaster, but we'll save that for another Old News.

If you are a DM or hoping to be a DM, I can't recommend a better place to learn performance and storytelling than improv. Doing it in front of your friends is a piece of cake after you've done it in front of a 200+ person audience.

Also, blah blah blah, follow your dreams and you can achieve them, i.e. the pathos of the story, etc.

Thanks for reading!

Friday, October 20, 2017

Creature Loot: Miscellaneous Creatures

Never forget
We're nearly finished with this massive loot table. If you've got a jam in yer craw, click here. Also, don't ask me what that phrase means.


Ape (1/2) – beast (nature)
  • 1 Ape Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Awakened Shrub (0) – plant (nature)
  • 1d4 Twigs: Can be used as kindling.

Awakened Tree (2) – plant (nature)
  • 1d4 Branches: Acts as a club. Can be crafted (woodcarver’s tools) into a staff.
  • 1 Squirming Root: acts as a druidic focus. A druid using the focus may cast entangle without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.

Axe Beak (1/4) – beast (nature)
  • 1 beak: Acts as a sickle.

Baboon (0) – beast (nature)
  • 1 Baboon Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Badger (0) – beast (nature)
  • 1 Badger Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Bat (0) – beast (nature)
  • 1 Bat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Black Bear (1/2) – beast (nature)
  • 1 Black Bear Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Blink Dog (1/4) – beast (nature)
  • 1 Blink Dog Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak. For the cloak and blanket, roll 1d20 each day at dawn. On a 1, the item teleports into the Feywild.
I hear tell of three legendary bards who had 182 pet blink dogs

Blood Hawk (1/8) – beast (nature)
  • 1d4 Blood Hawk Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Boar (1/4) – beast (nature)
  • 1 Boar Hide: Acts as a small blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Brown Bear (1) – beast (nature)
  • 1 Brown Bear Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Camel (1/8) – beast (nature)
  • 1 Camel Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Cat (0) – beast (nature)
  • 1 cat pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Constrictor Snake (1/4) – beast (nature)
  • 1 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Crab (0) – beast (nature)
  • 1 Crab Claw: No Immediate use. Slightly pointy.
Come at me bro

Crocodile (1/2) – beast (nature)
  • 1d10 Crocodile Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Death Dog (1) – monstrosity (nature)
  • 1 Death Dog Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement, and grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the coat rolls Constitution saving throws to avoid exhaustion with disadvantage. Curse. While attuned to the cloak, a creature takes 1d4 poison damage upon the completion of a long rest.

Deer (0) – beast (nature)
  • 1 Deer Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Dire Wolf (1) – beast (nature)
  • 1 Dire Wolf Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
Yeah, yeah, Game of Thrones, blah blah blah

Draft Horse (1/4) – beast (nature)
  • 1d4 Hooves: Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice.

Eagle (0) – beast (nature)
  • 1d4 Eagle Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Elephant (4) – beast (nature)
  • 1 Elephant Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Elephant Toes: No immediate use. Can be carefully crafted (jeweler’s tools) into dice.
  • 1d2 Tusks: Sell for a high price. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.

Elk (1/4) – beast (nature)
  • 1 Antler:  No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.

Flying Snake (1/8) – beast (nature)
  • 1d4 Snake Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Frog (0) – beast (nature)
  • 1 Frog Leg: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Ape (7) – beast (nature)
  • 1 Giant Ape Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Giant Ape Fingers: No immediate use. Acts as a trophy among hunters and adventurers.
  • 1 Giant Ape Skull: no immediate use. Can be carefully crafted (smith’s tools) into a helmet that grants +1 to Intimidation checks while worn.
  • 2 Giant Ape Fangs: acts as a druidic focus. Can be crafted (leatherworker’s tools) into a dagger.

Giant Badger (1/4) – beast (nature)
  • 1 Giant Badger Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Bat (1/4) – beast (nature)
  • 1 Giant Bat Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Boar (2) – beast (nature)
  • 1 Giant Boar Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Giant Centipede (1/4) – beast (nature)
  • 1d100 Centipede Legs: Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Blech

Giant Constrictor Snake (2) – beast (nature)
  • 2 Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Giant Crab (1/8) – beast (nature)
  • 1 Giant Crab Claw: Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.

Giant Crocodile (5) – beast (nature)
  • 4d10 Crocodile Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Crocodile Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Giant Eagle (1) – beast (nature)
  • 1d10 Giant Eagle Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Elk (2) – beast (nature)
  • 1 Giant Elk Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.
  • 1 Giant Antler:  No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.

Giant Fire Beetle (0) – beast (nature)
  • 1 Vial of Fire Beetle blood: Glows faintly for 1d6 days. Flammable.

Giant Frog (1/4) – beast (nature)
  • 1 Giant Frog Leg: Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Goat (1/2) – beast (nature)
  • 1 Giant Goat Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.
http://johnyaudesign.deviantart.com/
Character idea forming...

Giant Hyena (1) – beast (nature)
  • 1 Giant Hyena Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Giant Lizard (1/4) – beast (nature)
  • 1 Giant Lizard Tail: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Octopus (1) – beast (nature)
  • 1d8 Giant Tentacle: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Owl (1/4) – beast (nature)
  • 1d8 Giant Owl Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Poisonous Snake (1/4) – beast (nature)
  • 1d6 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).
  • 1 Vial of Serpent Venom: Acts as basic poison (PHB pg. 153) but deals 3d6 poison damage upon taking effect.

Giant Rat (1/8) – beast (nature)
  • 1 Giant Rat Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Scorpion (3) – beast (nature)
  • 2 Giant Scorpion Claw: Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.
  • 1 Giant Scorpion Stinger: Acts as a dagger that deals an additional 1d6 poison damage on a hit.

Giant Sea Horse (1/2) – beast (nature)
  • 1 Giant Sea Horse Tail: Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Shark (5) – beast (nature)
  • 3d10 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 2 Shark Fin: No immediate use. Can be crafted (cook’s utensils) into a delicious soup.

Giant Spider (1) – beast (nature)
  • 1 Web Sac: When held, can cast Web one time before running dry.

She lob, she lob... oh baby when she move, she move

Giant Toad (1) – beast (nature)
  • 1 Giant Toad Leg: Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Vulture (1) – beast (nature)
  • 1d8 Giant Vulture Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Wasp (1/2) – beast (nature)
  • 1 Giant Wasp Stinger: Acts as a dagger. Can be crafted (alchemist’s supplies) into basic poison.

Giant Weasel (1/8) – beast (nature)
  • 1 Giant Weasel Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Giant Wolf Spider (1/4) – beast (nature)
  • 1d4 Giant Spider Legs: Acts as a club.

Goat (0) – beast (nature)
  • 1 Goat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Hawk (0) – beast (nature)
  • 1d4 Hawk Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Hunter Shark (2) – beast (nature)
  • 1d10 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Shark Fin: No immediate use. Can be crafted (cook’s utensils) into a delicious soup.

Hyena (0) – beast (nature)
  • 1 Hyena Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Jackal (0) – beast (nature)
  • 1 Jackal Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Killer whale (3) – beast (nature)
  • 2d10 Killer Whale Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Killer Whale Hide: Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Lion (1) – beast (nature)
  • 1 Lion Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Lizard (0) – beast (nature)
  • 1 Lizard Tail: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Mammoth (6) – beast (nature)
  • 3 Mammoth Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2 Mammoth Tusks: Acts as a club. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.
  • 1 Mammoth Heart: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
http://deanspencerart.deviantart.com/art/Wooley-Mammoth-145277909
100% realistic fantasy settings

Mastiff (1/8) – beast (nature)
  • 1 Mastiff Hide: Acts as a blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Mule (1/8) – beast (nature)
  • 1 Mule Hide: Acts as a blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Octopus (0) – beast (nature)
  • 1 Tentacle: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Owl (0) – beast (nature)
  • 1d4 owl feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Panther (1/4) – beast (nature)
  • 1 Panther Hide: Acts as a blanket.  2 hides can be crafted (leatherworker’s tools) into a cloak.

Phase Spider (3) – monstrosity (nature)
  • 1d8 Phase Spider Eyes: A creature holding the eye can use it to cast Blink. The eye disappears after the spell is cast.
  • 1d8 Phase Spider Legs: Acts as a flail. If an attack roll results in a critical failure, the leg disappears and the attack fails.
  • 1 Web Sac: Can cast Web once, then runs dry.
She can kill you in the blink of an eye

Poisonous Snake (1/8) – beast (nature)
  • 1 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).

Polar Bear (2) – beast (nature)
  • 1 Polar Bear Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d8 Polar Bear Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Pony (1/8) – beast (nature)
  • 1 Pony Hide: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Quipper (0) – beast (nature)
  • 1 Quipper Jaw: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Rat (0) – beast (nature)
  • 1 Rat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Raven (0) – beast (nature)
  • 1d4 Raven Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Reef Shark (1/2) – beast (nature)
  • 1d8 Shark Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Rhinoceros (2) – beast (nature)
  • 1 Rhino Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1 Rhino Horn: Acts as a club. Can be carefully crafted (alchemist’s supplies) into a potion of healing.

Riding Horse (1/4) – beast (nature)
  • 1 Horse Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Saber-Toothed Tiger (2) – beast (nature)
  • 1 Saber-Toothed Tiger Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d2 Saber-Toothed Tiger Fang: Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Scorpion (0) – beast (nature)
  • 1 Scorpion Carapace: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Sea Horse (0) – beast (nature)
  • 1 Sea Horse Tail: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Spider (0) – beast (nature)

1 spider carapace: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Swarm of Bats (1/4) – beast (nature)
  • 1d20 Bat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Why isn't bat-nado a movie?

Swarm of Insects (1/2) – beast (nature)
  • 1d20 items based on type of insect (see other entries).

Swarm of Poisonous Snakes (2) – beast (nature)
  • 2d20 Poisonous Snake Skin: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).

Swarm of Quippers (1) – beast (nature)
  • 1d20 Quipper Jaw: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Swarm of Rats (1/4) – beast (nature)
  • 1d20 Rat Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Swarm of Ravens (1/4) – beast (nature)
  • 1d20 Raven Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Tiger (1) – beast (nature)
  • 1 Tiger Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Vulture (0) – beast (nature)
  • 1d4 Vulture Feathers: No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Warhorse (1/2) – beast (nature)
  • 1 Horse Hide: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Weasel (0) – beast (nature)
  • 1 Weasel Pelt: No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Winter Wolf (3) – monstrosity (nature)
  • 1 Winter Wolf Hide: Acts as a blanket.  Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d4 Winter Wolf Teeth: 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice that grant advantage on checks made to determine the outcome to a dice game in cold weather.
  • 1 Winter Wolf Heart: No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Cold as ice

Wolf (1/4) – beast (nature)
  • 1 Wolf Hide: Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Worg (1/2) – monstrosity (nature)
  • 1 Worg Hide: Acts as a blanket.  Can be crafted (leatherworker’s tools) into a cloak.

Ye gods... next week is the last entry in this series! What am I going to do next?? (I really don't know)

Thanks for reading!