Category: Playing D&D

Custom Backgrounds, classes, advice and more about Dungeons & Dragons

  • Session 9: Urban conflict

    Session 9: Urban conflict

    It was our first session in about two months. Planned as a short session that wrapped up the Quest for the Lorebook. The intent was for a primarily social session that introduced some new hooks for further adventures and established some downtime activities. As they say, “the best laid plans.”

    After leaving Mayor Kellamon’s house/office most of The Five headed towards the House of Quar, the temple/storefront of Telse’s largest faith. Sitting on the Font of Two Paths the House of Quar bottles and barrels the holy water. Its waters can heal wounds, cure diseases and prolong life. It has two prices, for the faithful (a small donation) and for others (50 gold).

    Being in Telse, which is the homeland of three members of the party, they are confident. Shonie heads off to her home. Ten less minutes talking to priests is fine. They got their payment, what more does she need to do?

    So the Five, but not the original Five, cross the market. It is bustling with dogs, birds, ponies and other companions. Shops are hawking goods, sometimes hawks.

    by Biblioteca General Antonio Machado from https://flic.kr/p/6LshKs
    by Biblioteca General Antonio Machado from https://flic.kr/p/6LshKs

    And then a huge net falls on top of Aamar, Bernie and Mansaray’s falcon. It came from the direction of the Fair Market, where gemstones, jewelry and blown glass are sold. Behn immediately spins in that direction and unloads a bolt into a halfling manning a cart with a large netthrower on it. In front of the cart are two mastiffs. There are five other warhounds with the group opposing The Five. Another halfing is alongside the cart. A slight human stands in front of the group.

    “Give me Mansaray’s falcon,” the human demands.

    Here the party could do many thing. Though in conflict no lethal action was taken. And, it stays that way for just a moment longer.

    Behn wins initiative. He’s just a sorcerer, and still learning his spell powers since the Five have had a Lorebook for a couple days. He casts Fog Cloud to obscure The Five. Mo is next. The quick thinking rogue cuts through the netting to release Aamar and the two bonded companions then uses Cunning Action to Dash towards the House’s door. He yells for Samul and Saffron to follow (those two characters are unplayered in this session).

    The two halfings at the cart start loading a new net.

    “These need not go further, just give me the bird,” as he whips the bird. Dropping it to the ground unconscious.

    Aamar, now free of the net, casts Hold Person. It doesn’t take, as the mental power of the subject was too strong. That man whips Behn. It’s a relatively minor wound, but magically saps his strength as well. Behn’s pissed. The man is rather frustrated.

    This next round is when things escalate.

    Behn casts Thunderwave. Luckily every single possible subject makes its save. Luckily because it includes several of his friends. But five of the opposition’s dogs are in range and they all fall. Both halfings are wounded both from the wave of thunder and their psychic bond. Aamar is wounded two ways. Bernie is wounded. The man with the whip is wounded two ways. The rest of The Five are inside the House. Maurice is dashing for the Bishop sensing that his friends are outmatched.

    One other issue takes place. Behn’s a wild sorcerer. All arcane casters in Kin are wild. There are not yet the schools teaching those that channel magic to understand what it is they do. He surges. To Behn’s good fortune he gets to teleport to a place within 60 feet and he’s now inside the bell tower looking down into the fog.

    Everyone in the market and most inside Telse hear the boom of thunder. What was once a quiet, non-lethal attempt to capture became a deafening battle with lives on the line. The Guard is alert.

    The man with the whip strikes Aamar twice. He isn’t seeking a killing blow, but one that disables the Cleric of Quar. It works. Aamar is down. Bernie is enraged and rakes his claws across the slaver. Samul rushes out to find Aamar in the fog. One of the halfings shoots at Behn in the tower. The other has the netthrower readied.

    Behn’s fog is still stable. Bernie and this slaver are inside the thick cloud and can’t make out the details from the rest of the conflict. The two dogs that didn’t get caught in the thunderwave flee. It’s rushed. There is chaos. Behn’s bicep is oozing blood with a dark mist around the whip wound.

    The man drops his whip. Pulls a bow and shoots at the man of Mehmd, again hitting. Behn is about to go down as well. Mo gets Samul’s help, rushing out to pull Aamar into the church as the fog clears. Bishop Ollium stands at the entry too.

    Bernie claws the slaver again.

    Piyu and a few members of the Guard are nearby. Behn blasts the netthrowing cart with a Firebolt. The halflings try to put that fire out.

    Captain Piyu shouts out, “Parun, drop your bow. Everyone, stop.” He has numbers, and health on his side. One of the Guard casts friends on Bernie, the bear cub.

    That event requires some quick rules invention. Bonded Companions are somewhat like people, but not their own agents. The check for control is opposed by Aamar’s Charisma. Luckily for Aamar and the Five the role fails and Bernie stops attacking, for a moment.

    Behn runs down the ladder-stair from the bell tower into the temple’s chamber of worship. He snags a flask of the Everflow and quaffs it. The necrosis on this arm stops. Saffron shoves different vial of water down Aamar’s throat.

    “Piyu, I’m here on Azsel business and just need that falcon. Mansaray escaped and we are able to recover.”

    “I do not see a Mansaray. I see six heroes of Telse. I don’t even see the falcon.” The poor falcon is at the top of the bell tower. “Azsel’s authority here is at Kellamon’s will. He most certainly will not will you to recapture an escapee within town.”

    Piyu is a goliath, like Mansaray. Half his guard is as well.

    “Come with me Parun. We will talk with the Mayor about this,” the old goliath commands. “You others, go with the Bishop. Figure out what to do with the Lorebook.”

    Pointing at one of Parun’s halfling companions with a crossbow bolt in his thigh Behn asks, “Can I have that back?” That halfling casts Acid Splash back to answer in the negative.

    Bishop Ollium steps between the two. “You, go! You, come!”

    They are saved, but heavily wounded. The road between the General Market and Fair Market is covered in the violence. Another priest of Quar comes out to look after the wounded dogs. Some may be saved.

    “You, Mehmd man, fifty gold for that flask.”

    “What flask?” Behn tries to play it off.

    “The one that you tossed aside at the base of the stairs.”

    “OK, that flask.” Behn scrapes together the coinage, barely. The Five have yet to cash the cheques that Mayor Kellamon instructed them to take to the money changer.

    “Son,” the Bishop looks at Aamar, “does the Book have answers?”

    “It does not,” the independent priest answers. “It has some history and lessons of magic. Over these days I think I’m learning more and we of Quar can learn more.”

    “May I have the book?”

    Aamar respectfully declines. “I will study it here, but I’m attuned to what it does and can help us all learn.”

    After a first adventure The Five went out into the Western Wildes. They learned that a group called The Scholars are keeping Kin ignorant of magic. Cortez’ student Chorl is responsible for the Awakening, violating the trust of the Scholars. When Cortez set the volcano off he may have eliminated Chorl and the Cult of Nak’s power. While they were away the West Gate was taken over by Oun/Obsconites who are trying to hasten the fall of Kin. This group is preventing all goods from coming to Telse along the Western Road that connects Dakan Thaeeb and the Cliffs of Gallinor to Telse. Lastly, they met Parun, an agent of Azsel who is collecting escaped slaves to bring them back to the halfling slave kingdom.

    Their adventures are not over. They’ve collected a few goods, gained some power and know that Kin continues to feel the effects of the Awakening.

  • Telse and the region of The Everflow

    Telse and the region of The Everflow

    I’ve had the great pleasure of playing with the alpha test of Fantastic Maps . If you want to break the tool sign up here. The first thing I did to break it was make a larger than expected map of the Western Wildes, or those cities and towns that are primarily influenced by The Everflow.

    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.
    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.

    This image doesn’t include the Fog of War functions, nor the ability to see descriptions as part of the labels as the web version does. Thankfully for me, the region is temperate and mostly green trees. So the earliest of releases looks like what I want the area to look like.

    You can see the North River and South River coming out from the Font of Two Paths. There is also the devastation at the Ruins of Sheljar. That city didn’t handle the Awakening well. Though it’s only been 21 years the influx of cantrips into this city in the swamps lead to fighting and destruction. The area has been abandoned as many of the bridges, dikes and other bulwarks were destroyed. There are also now massive waves pounding the shores of Sheljar Bay.

    Those that followed the story of The Five will see the Glass Tower and the encampment where the Cult of Nak took residence. I used regional shading there to show areas that were effected by the volcano that Scholar Cortez set off. Along the road is the West Gate where Obsondites took over. There is regional shading there as well.

    Mira and Qin get some attention, but since their outlying communities are not common knowledge to the people of Telse they get no labels. Three of The Five are from Telse and its environs. Shonee grew up in the town itself. Aamar spent some time in the uplands discovering his faith. Mo hails from Fort Ooshar, a former Sheljar tax collecting town that Telse now controls so that their goods can get to Mira unmolested.

    Qin is defined by it’s massive harbor, the lighthouse and the Cannons of Qin. Those two towers at the mouth of the bay prevent attack from the sea. The road through the uplands is hard travel, and many will take the South River upstream on pole and paddle.

    Mira has more outlying towns and towers. With it being much closer to the River Crinth it has to use more of its might to prevent invasion and refugees from the Crinth/Azsel wars. There’s also an odd peninsula that I made just to test out how the automatic shorelines worked.

    These are fairly simple maps at this point. I used a scale of 24 miles across, because I wanted a moderate day of travel per hex. The scale change and actual gaming forced changes from my first hand drawn map. I’ve now started working on two other regions where other characters originate. Gate (Samul, Behn) is nearly done. The lakes along Crinth where Mansaray is from are still being developed, and may need to wait for more features.

  • Rogue: Liberator

    Rogue: Liberator

    You do everything in your power to free the kept. These rogues operate outside of the rules of society and follow their own path to freedom for themselves and others. They combine the artful skills of a thief with the directed violence of a blade. As the Liberator gains power they are able to sense who needs their help. You are able to aid in their defense, grant them freedom from captivating and punish the captors.

    Within the World of the Everflow the people of Azsel place a higher price on Liberators than they do on escaped slaves.

    by Jon Dawson at https://flic.kr/p/7VzjUd
    by Jon Dawson at https://flic.kr/p/7VzjUd

    3rd level – Hard to Contain – The Liberator’s desire and expertise at freeing others is grants the Liberator advantage on checks against Grappling and breaking out of a net. When whipped a Liberator can ignore the pull effect.

    3rd levelFast Hands – The Liberator gains Fast Hands per page 97 in the PHB.

    9th level – Defend the Defenseless – As a bonus action you can aid in the defense of one ally who is not attacking. They may take other actions, but not spell attacks. Until your next turn that ally is attacked with disadvantage as long as the Liberator and ally are within reach (5′, or 10′ with a reach weapon). This ability can be used to defend an attacking ally but then requires the use of an action rather than bonus action.

    9th level – Free the Oppressed – the Liberator gains an Extra Attack and the choice of Dueling or Defense Fighting Styles. Sneak Attack now also applies to any enemy that the Liberator learns has taken or kept a slave within the past 24 hours.

    13th level – Hand of Freedom – The Liberator learns Mage Hand or Prestidigitation if Mage Hand is already known. They can use this cantrip as an Arcane Trickster of same level would. If the Liberator has a bonded companion they can use the cantrip through the companion as long as the companion is within sight. A bonded companion is similar to a Ranger Companion. The rule structure is unique to the World of the Everflow. If the Liberator has a Familiar or Companion per standard rules this ability can still be used.

    13th Level – Remove Brand – The Liberator learns Minor Illusion and can cast a version of this cantrip so that a branding or other ownership mark is hidden until your next long rest. No concentration is required. It can be discovered through an Investigation check per the Minor Illusion rules. This brands and other ownership marks can be on people of kin, bonded companions, domestic animals or identifying ownership crests on vehicles. It can be cast per the standard cantrip rules per the setting. A Liberator generally uses this so that hired slavers and others can not identify the freed peoples, though some use it to steal cattle or hide the fact that their bond is bonded.

    17th level – Blade of Freedom –
    the Liberator gains a second Extra Attack and the other of Dueling or Defense Fighting Styles.

    17th level – Find the Oppressed – You gain advantage on Investigation and Intimidation. You gain proficiency in either skill if unknown. If already known you gain expertise in those skills. The Liberator can detect the direction and travel time towards the nearest place where more three intelligent creatures are held captive, under influence of fear or charm or a slave market. This only works for the closest of those scenarios and has a range of 2 times the combined total of Wisdom score and level miles. The ability recharges with either a short or long rest.

  • Estrella was as Common as they come

    Estrella was as Common as they come

    “Here, fix this,” Estrella’s brother hands her an axe. It takes a few moments and the large chip is gone. “Done.” Others have these big powers, they can do things. Baboli can predict the weather and make flowers bloom. That’s so useful. Femmo does fun little things with fire. He helped clear a new field. It’s so handy.

    She repaired a broken jar and the little ornament she blew for her Journeywork to reveal on Service Day. Chechu, her little pigeon, returns from Kirtin-in-the-Sky. The letter is simple. No exception is granted. She will serve, as all do. A common glassblower, with a messenger pigeon and the ability to mend will serve on the Keltann Slope where Azsel continues to raid. She isn’t a hero. She’s as common as can be. Simple, and ineffective at war, but she will serve.

    Commoners are the foundation of the land. They aren’t adventurers and heroes. They blow glass. They tend bar. They farm. It’s not often that a GM needs a stat block for a Commoner, unless they are routine. At this point Estrella is young, with attributes that don’t seem like they should develop into a fighter, but she’s an experienced glassworker. Below you will find a rules hack to quickly throw together a Commoner who has an uncommon role within your DnD campaign.

    Commoners start with the following attributes and skills.

    Class Features
    HD: 1d4 at 1st and 2nd levels
    HP at 1st: 4+CON
    HP at higher levels: CON + HD if appropriate
    Must have 12 in Apprentice Attribute and 11 in Journeyman
    Array: 12,11,11,10,9,8
    If dice roll: 3d4+3

    Proficiencies
    Padded Armor
    Two simple weapons, 1 must be melee
    Saving Throws: Apprentice attribute at 1st level, Journeyman at 2nd
    Skills/Tools by profession and level

    Estrella’s array is STR: 8, DEX 12 13, CON 9, INT 10 11, WIS 12, CHA 13 with a woeful 3 HP. Her humanness added 3 points. Estrella is a bit of a leaders and wise, for a Commoner. She knows how to use darts and a light hammer.

    As a glassblower she has some skills. As most in Kin she learns some History on the Day of Glight. She knows how to use Glassblower’s Tools, because well, that’s what she does. There’s also a bonus to her DEX or INT, because those are the attributes she uses the most. Since she’s already finished her journeywork we know that she’s actually already reached that second tier as a commoner, a Journeyman. She could set up her own shop now. Her work is decent.

    That has game benefits too. Glassblowers pickup Arcana as their vials and bubbles are often used by various scholars, alchemists and sages. She again gets a bonus to DEX or INT. This time it goes to INT to represent her fascination with book learning. That’s still a pretty poor array. If she continues on her path she’ll become a Master Glassworker with expertise in those tools.

    She could also learn a new profession.

    Obviously she could have been some other profession with other skills and familiarity with tools, but then she would not be Estrella. She’d be a different commoner. Here are a few of those.

    Professions Apprentice Attribute Apprentice Skill Apprentice Tools Journeyman Skill Journeyman Attribute Master Ability Prerequisites
    Artist CHA History Artist Tools Religion DEX Expertise: Artist Tools
    Barber CHA Medicine Insight WIS Dagger
    Blacksmith STR History Smith tools 1 other tool CON Any 1 weapon
    Brewer/Vintner INT Arcana Brewer’s Tools Herbalism Kit WIS Cook or Herbalist
    Butcher STR Animal Handling INT Any 1 slashing weapon
    Carpenter STR History Carpenter’s Tools CON Expertise: Carpenter’s Tools
    Clerk INT History Calligrapher’s Supplies Religion WIS 3 Languages

    A GM could throw together a list of professions or slap them together as needed. They should be skeletons of a class, not an actual class. They shouldn’t even match a background in potency, until their fourth tier as a Commoner when they possibly become heroes, or they are just extraordinary artisans, craftspeople, etc.

    Here are those tiers of play. The first three can be played by PCs if a player wants to have that feeling as the farmboy that becomes something (or the glassblower).

    At 1st level (Apprentice)
    Plus 1 to Apprentice attribute or Journeyman attribute
    Proficiency in Apprentice skill and tool (if only one can take any single skill, language, tool)
    If in Kin gain Bonded Companion
    If in Kin gain single Cantrip

    At 1.1 (Journeyman) – 50 xp
    Proficiency in Journeyman skill. If none listed or already known can take any single skill, language, or tool
    Plus 1 to Apprentice attribute or Journeyman attribute

    At 1.2 (Master) – 100 xp to advance
    Proficiency bonus grows to +2
    Plus 1 to Apprentice attribute

    At 2.1 level (Expert) – 300 xp
    Gain expert ability
    Plus 1 to Journeyman attribute
    Gain HD

    At 2.2 (Adept) – 600 xp
    Learns 1 new skill/tool/kit of choice
    Can take 1 Feat
    Gains +1 to any two attributes related to profession(s)
    Learns proficiency in shield or leather armor and 1 additional simple weapon

    MULTI PROFESSION RULES
    At 3rd level rather than Master can become Journeyman in either profession. Gain those abilities at new 1st level
    At 4th level can advance a tier in either profession gaining those benefits
    At 5th level must advance highest tier one more tier. They would not get a feat, nor the martial profs if multi-professions.

    BECOMING A HERO
    At 300 or 900 xp a Commoner can become a hero and multiclass
    Pick a background and gain all skills, features yet unlearned

    This makes a Commoner, a bit less common. It’s a waste of time for an NPC that won’t regularly interact with characters and is most useful if that NPC is going to partake in some kind of action or encounter with the PCs. For a PC the slow start is difficult. But advancement should be rapid. During a session zero a one-on-one session could take that PC through a couple minor encounters. This type of PC doesn’t need a backstory because they play that backstory.

    Don’t let your regular Commoners remain common.

    We’ll dive back into Estrella’s heroic rise from glassworker to frustrated peace as she meets Teegan and Rohan in their Summer of Service.

  • Developing a calendar, because your players demand it

    Developing a calendar, because your players demand it

    Making a homebrew setting can be rough. You give thought to empires, races, class restrictions, some unique things (cantrips for all, bonded companions). You start to layer on some histories (Lorebooks), maybe a secret society or two, some competing faiths as well. Eventually you think “this can run.”

    Then your players ask you a question you can’t answer quickly. Sunday, that question was “What day is it?”

    I thought I had the answer. “It’s seven days since you started your quest.”

    “Actually, it’s nine. I wrote that down. I mean what day of the week is it? What month?”

    “Oh, you want a calendar. I don’t have one. I’ll fix that. For now, consider it late Spring.”

    Then the searching the internet started. Calendars need a few things answered. Are there moons and how many? Are the moons tidally locked? How fast do they orbit the planet? How many days does the planet to take to orbit its sun? Does the dominant culture mark its calendar by the moons or by sun?

    So I started answering some of these, but not in a particular order. There were some things I wanted. The calendar where the characters were active would be a solar calendar that has no months, just seasons. Then I decided to cheat and make one of the moons have a cycle that matched the seasons. This is cheating. It lacks realism, but it can have verisimilitude. As long as this is kept consistent and reasonable, it creates a believable, though unreal, world.

    Decisions to this point: solar calendar, four months that match the seasons

    Would there be other moons? Yes. After a quick internet search I found an awesome resource for calendar creation and played with some ideas. At one point there were seven moons, but eventually I brought it down to four moons. Moon three guides the calendar of the lands of Telse, Kirtin and Daoud with an origin from one Qin was dominant in the South and West. It is roughly the size of our moon.

    Moon four (The Dragon) is absurdly large, but also quite distant with a long orbit of just under 20 years. It is a generational moon. The calendar won’t be guided by this, but some holidays and story points can be. Maybe a culture considers its people as One Dragon (developing), Two Dragons (Young Adults), Three Dragons (Adults), Four Dragons (Aged), and Five Dragons (Ancients). Boom! More development right there. This makes a lot of sense for Crinth. They don’t celebrate years, but the passing of The Dragon and how many times someone remembers it being Full.

    That’s moon three (Kin) and moon four (The Dragon). But what if I want some cultures to use a lunar calendar?

    The answer is moon two (Glibbon). For ease of rules conversion this moon is at 31 days. Making a moon, or other satellite, that follows between 28-40 days should keep your DnD rule-set simple enough. Monthly spells/features/etc should maintain their power. Azsel and Mehmd would use this calendar system. Complicated conversions won’t be necessary as the game will run using the Qin Calendar as the Scholars and host city use it. But at times referencing the competing calendars can help make the World of the Everflow breathe life.

    For fun I added a moon with a weekly cycle. The tiniest of the moons (Feylf) whips around the planet every seven days. Crinth’s druids use this moon quite a bit.

    Decisions: Four Moons. Three competing calendar systems with one dominating the educated classes, two Kingdoms and a several fallen Kingdoms.

    Another thing needs to happen. What is year zero? That changes. The common calendar on Earth starts in a year that is recognized as the birth of Christ. Prior to that is BC or BCE and after is AD or CE.

    On Kin the most important event is simple – The Awakening. That’s the start of the Qin Calendar. It began 22 years ago. The current game, answering that player’s question, is now 71 Spring 22 P.A QC. That’s when The Five cashed their cheques from Mayor Kellamon upon returning to Telese.

    This convention is common in the Western Wildes (Telse, Qin, Mira, Sheljar, etc) and through the Scholars. Kirtin and Daoud start with the conquest of Kirtin-on-the-Lake. On the Qin calendar that was on the 4th day of Autumn 792 BA. The two Hundred Years wars started in 543 BA and 291 BA.

    But, the calendar also needs names for its days. I decided on seven day weeks for two reasons – we’re used to thinking like that and because any rules that reference weeks are pretty simple.

    Decisions: Four moons, three calendars, seven days.

    Naming the days would in some ways echo the real world.

    1. Elmsday starts the week and honors Selley (Goddess of Birth, Life and Death) and Belsem (Goddess of the Untamed).
    2. Bell’an’Aur is the second day of the week. It starts with a rejection of that which can’t be tamed and ends with a dinner celebrating Aur. Aur is the name of the planet. It hadn’t had a name until the calendar issue came up. In Kirtin and Crinth this is Feylfday and is the day when Feylf is full, shortly after sunset.
    3. Quarsday is the third day. It celebrates Quar (God of Rivers, Mountains)
    4. Day of Glight honors the Lord of Knowledge. In developed lands the afternoons are given to learning.
    5. Torday honors Torq (Goddess of Sea and Storm).
    6. Az and Sel is day six. This honors not a god within the Wildes/Kirtin/Daoud, but the man and dog that legend says discovered the bonding. Nik is also frequently honored on this day. Azsel recognizes Az and Sel as man and dog that raised to the gods.
    7. Day of Oun is the end of the week. Oun and Obscon are not honored. The Lords of the End are respected in that all things end. They are feared.

    There are a few other things that should be noted, and here I leaned on the players again. It’s a complex set of moons. When are they all full? That would be every 337,435 Auran years (they have 312 days), except that when the 20 year moon is full it stays full for several weeks. The Dragon is full to the human eye for over two years. So four full moons happens about every 17.5 years. Three full moons happen every 7.75 years. Every 217 days two of the moons are full at the same time.

    To look at the Qin Calendar in the year when The Five are in action click here and enter the following on the data tab.

    {“year_len”:312,”events”:1,”n_months”:4,”months”:[“Spring”,”Summer”,”Autumn”,”Winter”],”month_len”:{“Spring”:78,”Summer”:78,”Autumn”:78,”Winter”:78},”week_len”:7,”weekdays”:[“Elmsday”,”Bell’an’Aur”,”Quarsday”,”Day of Glight”,”Torday”,”Az and Sel”,”Day of Oun”],”n_moons”:4,”moons”:[“Feylf”,”Glibbon”,”Kin”,”The Dragon”],”lunar_cyc”:{“Feylf”:7,”Glibbon”:31,”Kin”:78,”The Dragon”:6220},”lunar_shf”:{“Feylf”:1,”Glibbon”:9,”Kin”:0,”The Dragon”:0},”year”:22,”first_day”:1}

    All of this effort did not create just a calendar. For the most part when role-playing players will not refer to a custom calendar. It’s tedious and slow. But, you should know how many days are in a year and when you create your custom calendar you start to create festivals, celebrations and justifications as to how certain cultures think. Now, with a calendar there is life to the worldspace.

    “What day is it?” asked Samul, a Barbarian from Mehmd who currently lives in Telse.

    “It’s 71 Spring 22 P.A QC a Bell’an’Aur. Glibbon is full later this week when Ahid (the sun) hides Ounsday.”

  • Session 8: Return to Telse

    Session 8: Return to Telse

    Waking the morning after taking the Lorebook away from Cortez The Five rescue a half-dozen cattle. Starting on their way back to Telse they know that they will move slowly. Maurice heads off on his own to scout the road. There is some concern that the Western Tower of Telse may be held by non-friendly forces. The rest of The Five (now actually five) start the slow trudge through lands as a light fall of ash continues.

    Around noon the ash stops falling. A few homesteads are out in this land, but it is mostly wild. A light forest is off to the North while the right side of the road is a rougher land of hill and rock. Off to that wooded side Saffron notices a mix of men and canines rushing from stand of trees to woods. She can’t make much more out than that, but does warn the group.

    Map of KinOnward they travel, a bit more wary and unworried. An hour or so later, Samul in lead position sees two canines and two men. They are then joined by a third wolf. Shonie stops the cattle. Samul walks steadily forward. This is too simple to be a trap.

    Saffron recognizes one of the men from the Village of Nak. These are enemies. Behn and Saffron ready their crossbows. Samul readies his chain, slamming it into the ground as his left foot hits the ground. Aamar and his bear cub Bernie move through the cattle preparing to help.

    Action is swift. The wolves fly forward with two rushing the barbarian and another targeting Saffron. Behn lets a bolt fly. It’s a miss. Everyone is rather surprised.

    Samul enters a frenzy, whipping his chain at the two wolves. Both strike him as he misses. He shrugs off the wounds. Saffron utters dissonant whispers. The wolf charging her whelps turns 180 degrees and dashes off into the woods. The wolf rushes past the man that she recognized. The wolf and man can’t run away fast enough. The man’s fear is from recognition. The wolf’s fear from that spell.

    Samul’s chain whips into wolf, this time ripping through the fur, tearing out flesh. It’s human companion cringes, as his bond leaves the living world. Aamar speaks the healing words of Quar and the minor wounds from the wolf bites are gone. The rival acolyte of Nak hit Aamar with his second scared flame. Aamar dodged the first.

    The Bard speaks a quick rhythm, inspiring Samul to success as she charges the remaining battle. Samul takes out the acolyte. When Saffron reaches the conflict a single stab of her sword is all it takes. It’s over. A few seconds of fury and a clear signal that Nak’s followers weren’t entirely eliminated.

    They march onward and camp prior to sunset. Overnight, on the final watch, Samul notices a herd of elk leaving the ashen lands of the northwest for more fertile lands around the Ferments.

    By morning all are rested, healed. A ranch on the road’s right seems a good spot to offer the cattle. Aamar sells them at a below market rate, but the group takes in some gold for their efforts.

    Maurice returns from his scouting trip, winded.

    “Ahead, the Telse’s Western Tower, it’s no longer under the town’s control,” he spits out between heavy breathes.

    “Who took it?” Aamar asks.

    “Obscon’s followers. There are dozens. Some laborers still work for them.”

    “All armed?”

    “Not all, but most.”

    “We should go around,” Aamar suggests.

    “Why?” Samul’s thoughts are simple.

    “To the North or South,” asks Saffron.

    “Maybe we get closer and see what path would be easier?” Shonie questions. The group nods. That’s the plan now. Mo scribbles out a tiny map. If the approach makes it clear that they cannot risk trying to go through Obscon’s annihilationists they can head into the hills to the South.

    That’s the path. A few days of construction and the fence towards the Sheljar Gate has made more progress. The rougher lands to the south will provide more cover. The group turns towards the Ferments giving space to Obscon’s faithful. Popping over a crest they notice a man and a female goliath hunched over at a bush.

    The two don’t seem hostile. Their robes indicate that they are local circle of druids, plucking herbs.

    “Ho!” calls out Aamar.

    The great goliath gives greeting back. Her bird flutters about her shoulder. “You’re the group searching for the Book! Are you back?”

    Aamar answers, “we’re on our way, but the tower was taken.”

    “Yes, Obscon’s followers were forced away from the West Gate by Piyu and Allison. But, that group took the tower and the Guard isn’t enough to take it back.”

    “Is the gate safe”

    “Yes, we will return through the West Gate when we go back to our apothecary.”

    “Thank you.”

    The druids are left to their gathering of herbs. The Five (actually six) head towards Telse. They reach the gate with others who’ve had to go overland rather than along the road. Trade with the Western Wildes will be greatly diminished with Obscon’s people taking over the gate and a volcanic eruption. When they left the guard numbered four. Now there are eight from the Guard and eight militia as well.

    Walking into the city along the Western Street the group passes the stables where those with larger bonds leave them under highly paid care. The streets bustle with dogs, cats and birds. Bernie gets some odd looks. Bear cubs are not typical companions. They pass houses and shops with Telse’s unique mix of halfling houses, human houses, goliath homes and those with entries that accommodate all. As they approach the Market and the Font of Two Paths (the Everflow) The Five pass Allison’s house and Barracks. The Mayor’s office and rooms are across the street along the edge of the market.

    The Mayor’s is a multi-racial building with 14 foot stories and a sequence of doors and hatches for Kin and their bonds. Aamar knocks. Kellamon answers. The portly halfling asks them to enter. “I will write you a script that you can cash at the money changer. You will be paid. Take the Lorebook to Ollium. He knows the local scholars that can study it safely.”

    Aamar, Saffron and Samul’s players were present for this session. The group is considering an attempt to convince Bishop Ollium that they should remain in control of the Lorebook. They’ve found that book, but they didn’t get answers, only more questions.

    The remaining Nak cultists, wandering herd of elk and druid herbalists were all rolled random encounters. The group was about to charge through the Towers but the quickly sketched map started to sway them away from the simple action. Rather than take a wide path their narrower route did result in more random encounters, but the one that hit provided some story rather than violence. The elk were another such story device, that showed how the events in past sessions change current ones. Encountering more members of the Nak group gave the clue/reminder that not all of that faith were destroyed.

  • Lorebooks

    Lorebooks

    Lorebooks, and the search for them, are a large portion of the questing nature of early adventures in the Land of the Everflow. Rumors abound that there is a person, or persons, that have the Book and they know why the Awakening happened. Before the Awakening these were merely thought to be great tomes of knowledge, describing history that goes back thousands of years and even to a time before companionship. After the Awakening some sought them only for knowledge, others soon learned that they are also repositories of power.

    Actual photo of Encyclopedia Genetica by Ryan Somma at https://flic.kr/p/a6yTFZ
    Actual photo of Encyclopedia Genetica by Ryan Somma at https://flic.kr/p/a6yTFZ

    The Five have learned that there are more than just the Lorebook they hold. They also learned that Cortez refers to other scholars around Kin that communicate and hide these books from those attempting to use them.

    They do not know how these Scholars are using the books. Chorl was once a student under Cortez and clearly sought to use the book to advance the cause of Nak. Trapped between this contest for control of the Lorebook they witnessed Cortez cause a volcanic eruption and probably destroy Chorl and his cultists. As Cortez laughed at his power The Five fled the area with the tome.

    Now they head towards Telse with the Book in hand and somewhat aware of the powers contained within it.

    The Lorebook
    wondrous item, legendary

    Half of each Lorebook contains a history of Kin that starts at an event called The Uncoupling. This event is not described. The book that the Five hold talks about the Western Wildes and various empires that rose and fell throughout history – Qin, Mira, Bell’an, Telse and Sheljar. That history ends about 10 years prior to the Awakening with Sheljar ruling the West. The introduction includes a summation of the People of the Land, the Land of Az and Sel, Ahid’s Home, the Green Isle, Gallinor and Lake Country.

    Any intelligent peoples within 100 feet of the Lorebook are able to cast divine spells at standard casting times. Arcane spells do not climb the wild magic spectrum as is standard in Kin. If a Lorebook is attuned to a thinking person that person gains +1 INT while in control of the book. When attuned the Lorebook’s range becomes 100 feet times the attuned user’s Intelligence modifier. The attunee can also, as a bonus action, choose to limit the effects of the book to only their allies, limited to a number of intelligent peoples by their intelligence modifier. These effects do not override cantrip casting, only leveled spells.

    Finally the Lorebook can also act as a spellbook as the final half of the book contains hundreds of spells.

  • Post-Awakening Spellcasting in Kin

    Post-Awakening Spellcasting in Kin

    In the lands of the Everflow there was no magic, only legend. Those legends were of immense powers, wizards and priests, dragons and gods. They are a fiction. All magic was a fiction, until just a generation ago. When the Two Day Moon came things changed. Power flowed through people in ways that they don’t yet understand. Every single intelligent peoples of Kin have a cantrip, but they are still learning how to activate these tiny spells.

    A few release themselves to the powers that flow through the land. These Wild Sorcerers barely control the magical powers that surge in their system. Others have discovered that the through careful practice and faith in the gods, or the lands, they can accomplish little moments of divine influence.

    The newly magical lands and people mean that there are some changes to the baseline magic system in 5th edition.

    Cantrips

    Everyone can learn a single cantrip at the age of maturity. They often manifest during any bonding ceremony. When a player builds their character they pick from the appropriate list (Halfling-Bard, Goliath-Druid, Human-any except warlock; lists from PHB 207-210). An NPC could role randomly, or the DM would select what is best for the story. A character that takes the Magic Initiate Feat (PHB, 168) gains the two cantrips per the following modified rules. They also get the single 1st level spell once per short rest.

    Cantrips in the Land of the Everflow are not at-will spells. The peoples have not yet gained the education to channel magic in such a way. Instead any Kin can cast any cantrip they know once per short or long rest, plus their character level, plus the controlling attribute bonus of the cantrip (determined by the class list from which they learned the cantrip). The controlling attribute also grants a damage bonus based on that controlling attribute’s bonus.

    Example: Gregr is a 3rd level Goliath Ranger who knows Poison Spray. His is a wise Goliath with a 16 Wisdom. That +3 modifier means he can cast Poison Spray 7 times per rest. When cast it produces a cloud that does 1d12+3 poison damage.

    There is also one new cantrip available to any character. First Aid replaces Spare the Dying.

    First Aid
    Evocation cantrip.
    Casting Time: 1 action
    Range: Touch
    Component: V, S
    Duration: Instantaneous
    A creature with zero hit points that you touch regains 1 hp and gains 1d4+casting modifier temporary hit points for the next minute or until they take damage that removes temporary HP. It is most often used so an injured companion can retreat from battle. This spell does not work on undead or constructs. At 5th, 11th and 17th level another d4 is added to this effect.

    Divine Casters

    Through the communities of priesthood or the druidic circles clerics and druids have learned more about how to channel their faith and call on the influence of their gods. Both clerics and druids prepare spells per the PHB, but they cast all non-cantrips as rituals. The only exception are the spells that they gain through their domain or circle and their cantrips. All cantrips are cast per the Kin modified rules.

    Paladins and Rangers are mundane in Kin.

    Arcane Casters

    Warlocks and Wizards are not present in Kin. This is also true of Eldritch Knights and Arcane Tricksters.

    Bards are mundane and only learn the College of Lore.

    Wild Magic Sorcerers are those people of Kin that opened themselves to the weave of magic and barely control what occurs. Their spells are not rituals. The primary change is that their Wild Magic Surge (PHB 103-4) chance increases by 1 every time they cast a non-cantrip. This surge meter resets on a long rest. At 2nd level these Sorcerers can also choose to spend sorcery points to remove two steps from their surge meter. A Wild Magic can also choose to risk a surge by taking four steps towards surging and gain a sorcery point.

    Players or DMs can use a d20 to track their surge chance.

    Magic Items

    Magic in the Lands of the Everflow is common at its lowest levels, but extraordinarily rare beyond that. This is also true for magic items. Beyond bottled Waters of the Everflow (acts as healing potion) and other blessed locations magic items are under the purview of ruling families, guilds, and faith groups. There is/are the Lorebook(s). Every Kingdom has a Sending Stone. Their partner stones may or may not be on Kin. The fallen Kingdoms Stones were collected by the conquering peoples. Each faith has a Blessed Robe that is passed from leader to leader. Characters know of these by making an INT (Arcana) DC 25 check or a INT (History) DC 30.

    Other magic items do exist. Their value is nearly immeasurable. Each has a story. Even a simple +1 longsword is named. Its owner can talk about how she earned it, and how that person earned it or how they died.

  • Session 7: Misplaced trust

    Session 7: Misplaced trust

    When we left The Five they’d reunited in the Glass Tower and held the Lorebook in their hands. That’s a huge advance in their goals. There were signs of trouble. Some kind of odd tornado laden, green/black cloud storm sat over the Cliffs of Gallinor. Out East there is a trickle of smoke. Almost due North is the volcano in which the village they just escaped sits in the shadow.

    Dark, dreary times with an invading party of 12-20 cultists and their bonds coming for them. The Five decided to stay and fight.

    Maurice left the Tower to hide in the same patch of trees where Mansaray helped The Five a few days ago. The idea is to flank Chorl and the Naks when they attempt to charge the entry. Shonie hides up on the ridge where she and Hilltop will perform a delaying action so that the archers and casters can support from the observatory. That’s the role of Cortez, Saffron and Behn. Their bonds go to the ground floor with Aamar and the still recovering Samul. The priest checks the door to from outside to the pantry, blocking it with the stove and then blocking the pantry to foyer as well. That will delay alternate entry paths, unless Chorl and his followers just try to burn the whole place down. That would suck.

    It’s a plan. Outnumbered the hope is to defend in depth and wear out the waves of wolves, eagles, humans and goliaths. It could even work.

    Saffron is at the window looking towards Nak and one of the two giant eagles dives down to ground level. They other speeds towards the Tower. Behn is reinforcing the shelves that Shonie put in front of the broken glass windows. He should be able to take some cover using his trusty crossbow. As he pulls some wood past Cortez he recognizes a little of the language of Ken coming from the ancient goliath. Behn has no idea what is being said, just that it has similar sounds to the title of the book that Mo took and most of the Lorebook.

    There is a boom – it is louder than anything anyone has heard. All are knocked to the ground. Saffron springs up quickly and checks the window. The top of the volcano is gone. No eagles fly as there is a rain of ash and rock and fear. There is also a wave of ash rushing towards them and down the valleys along the mountain.

    Saffron didn’t really see the fear, she more felt it.

    Behn rushes to the broken windows and shouts “Shonie, Mo! RUN!” Saffron can hardly hear him. Their companions are hundreds of feet away.

    Aamar calls out “What happened?” And Behn barely hearing him, “Get up here!”

    Rushing up the stairs as quickly as possible the human passes the window to the southwest and sees no more storm. The sky there is currently clear, and as he rounds a bookshelf he sees that wall of ash and the rain of stone to the North. They are seconds away from the Glass Tower getting hit by a few dozen feet of hot ash. Shonie and Maurice are outside with their companions.

    Cortez is no longer muttering.

    The wave of ash shakes the mostly wood tower. It remains standing. Most of the group is safe. The land outside looks like it was hit with a heavy snow, if snow was warm. There is no sign of Mo and Shonie. A falcon taps on the window to the West. It is a bond, not wild.

    Aarmar Speaks with the Falcon as Behn sprints down the stairs. Maybe, just maybe he can find the two halflings. Saffron looks towards where the village of Nak was. Most trees are gone. The ridgelines she’d just scouted are forever changed.

    From the falcon Aamar learns that Mansaray was in the little hamlet past the dark woods. It is where they left Saffron while she was ill. It is the town where one bandit was sent to serve and earn back honor. It is where Mansaray was when the ash flow hit. The goliath sent his falcon to Cortez’ tower to tell them that the hamlet is gone.

    Behn throws the main door open and ash flows into the building. It’s just a few inches and bounding towards him is Mo’s little fox. Behn sprints back along the easy to follow tracks. Where they end he starts digging and digging. Maurice is nowhere to be found. The fox and Mitzie try to help, but still nothing.

    Worried and excited Behn huffs and blows a Gust Of Wind. Clearing a space and then another space as the light ash blows out of the way. Maurice is under a large tree that seems to have protected him a bit.

    “Heeellllp! I’ve found Mo.”

    Aamar and Saffron join him. Aamar uses First Aid on the halfling and Maurice can walk again.

    “What about Shonie?” and Saffron runs off to the ridge and those boulders. There are no tracks, no signs of life. “Behn, can you do that thing that cleared the ash?”

    “Maybe?” and he does it again. Hundreds of cubic feet of ash are blown away from Behn. Shonie is huddled over Hilltop. The two tucked against those boulders.

    Aamar cures their wounds.

    Scanning the skies for any of Nak’s eagles they only see a trickle of rocks and ash. The Five (there are actually five since Samul is still exhausted from his day long rage) trudge back to the Glass Tower. Shonie and Maurice are in tattered clothes. Hilltop is a bit singed, but healthy and happy.

    Climbing the stairs to the observatory in the Glass Tower and Cortez they have questions. He’s old and wise. He could know what just happened.

    Behn asks “Did you do this?”

    “I guess I did. We decided that Chorl was gaining too much power and needed to be stopped.”

    “We?” Aamar interrupts.

    “I and the other Scholars at the libraries around Kin. We decided to end his time. It may have worked.”

    “Wait – you blew up a mountain to stop Chorl?” Saffron is stunned.

    “Yes, he’ll be slowed down at worst. He may be ended. Even if he comes back, others will now have the powers he has.”

    Aamar asks “Powers?”

    “Pray to Quar, you will find he has more to offer you now. Saffron, your words are more potent. Behn, you will be able to do things that surprise and amaze. As Chorl’s Awakening leaked some magic into Kin, this broke the cage. It will also let the Others into Kin.”

    The group exchange glances. Cortez just wiped out at least one hamlet and probably more, changing the landscape of the Western Wildes to maybe stop a former student. That and this talk of even more magic. When the Awakening (now the Minor Awakening?) came tens of thousands died. Kingdoms like Sheljar fell.

    “Do you need the Book?” Aamar asks the old man.

    “No, it is just a history of Kin with some spells. I have that here among my other books too.”

    They back away from Cortez. Trust between them is dead. Sure, they have the book they wanted, but he’d wiped minds clean of others that hunted the Lorebook and blown up a volcano to trouble one man.

    Without a mule, they load up Mitzie and Saffron’s dog to pull Samul on a sled behind them. The going is slow. Devastation surrounds them. Passing through the forest that was once dark and spider ridden is relatively easy. Then they round the bend where they’d seen that waterfall and see what the town was. It was in a valley from the once-high mountain. Now, it is desolate with only a single barn’s rough above the flow of ash.

    Those with axes hack their way into the barn. It is warm, there is hay in the loft and five cattle on the ground floor. No people live. None of the cattle were bonded. The Five (back at six) settle in for the evening. Saffron sings a Song of Rest. They are all refreshed, even Samul.

    In the morning they tear down some of the flooring to take the cattle on their journey to Telse. They have the Lorebook, five cattle, a story none will believe and a trail left behind them that anyone could follow.

  • Simple Shield Options

    Simple Shield Options

    One of the things I want to do is provides some spell-less class options for the people of Kin. Since the continent and its associated islands have been without magic for millenia the standard Bard, Paladin, and Ranger builds make little sense. Current characters were built knowing that they will eventually get spells, but they do not know when. Some players made the choice to make their characters knowing that. But with the mundane ranger out there in the wild, this option makes a ton of sense for gaming in the Everflow.

    The Paladin build is a bit more difficult. In order to fit the Kingdom of Kirtin’s Shield the 5th edition shield rules need to be tweaked. There needs to be a wider variety of shields for a shield expert to use. But one of the blessings about 5th edition is that it starts on a simple foundation compared to other rule-sets in Dungeons & Dragons history.

    by Arctic Wolf at https://flic.kr/p/bREyzg
    by Arctic Wolf at https://flic.kr/p/bREyzg

    As the Basic Rules outline there is one type of shield, not the nearly dozen that existed in previous systems. To add options and keep it simple, I chose to mimic the armor system – light, medium and heavy. The base shield would be medium and the rules unchanged. That keeps the general rules simple enough. Most shields work like this.

    The heavy shield, or tower shield, is that massive portable wall that an archer’s companion or shield wall would carry with them in order to protect the archers, siege operators or polearm users (often peasants). It is heavy (45 pounds, requires a 15 STR to use), expensive (30 gold) but provides a strong AC bonus of +4. A shield that large also reduces movement by 10 feet, in addition to any encumbrance issues. One ally of the wielder, or the wielder, can use an action to take full cover behind the tower shield. Only Fighters, Paladins and Clerics (War domain priests of Ahid, Az, Sel and Nuk) are proficient in this shield.

    The light shield, or buckler, is tiny. It is strapped to the forearm and can allow for dual weapon fighting. It isn’t great at protection and it can hamper the ability to fight with two weapons. Weighing only 4 pounds it costs 20 gold and provides just a +1 AC bonus. But there are limits. If the character is using both weapons they do not get the defensive bonus. If the player commits their character to the defensive mode they can use their shield hand in a reaction. Bards, Rangers, Rogues, Clerics and Fighters start with proficiency in the buckler.

    Here’s a not fancy table (also the first table on Full Moon Storytelling).

    Type Cost AC STR Classes in Kin Effect Weight
    Buckler 20 +1 Bard, Cleric, Fighter, Ranger, Rogue +1 to AC and use that hand for a reaction or can use that hand for an action with no AC bonus. 4 lb
    Medium 10 +2 Cleric, Druid (non-metal), Fighter, Paladin, Ranger  – 6 lb
    Tower 30 +3 15 Fighter, Paladin, Cleric (War) Reduces movement rate by 10 feet. Can be used as total cover by giving up an action. 45 lb

    Again, the goal is to add some shield options with significant differences from the baseline rules, but to keep things simple for those that want to play simply. Many people clearly enjoy that 5th edition does not have rules bloat.