Tag: Dungeons and Dragons

  • Introducing Militia Actions to support base defense in urban rebellion play

    Introducing Militia Actions to support base defense in urban rebellion play

    In my Uprising & Rebellion Campaign Two the players decided to take on the Mayor’s forces in the open, rather than the dead of night or through obfuscation. In response the Mayor and his forces attacked their home base, the Rusty Clam. Dungeons & Dragons doesn’t do great for large battles.

    A few tweaks I made to more represent the fiction of a rebellious militia and their allies defending their most significant resource were;

    • Have the minions represent half of a squad. The idea here was that the lesser trained guards would break morale when they lost half their group.
    • Allow the PCs to set up themselves up where they wanted. This is their territory. They know it best.
    • Added actions to represent the other rebels and commoners who side with the goals of the uprising. These Militia Actions operate similar to Lair Actions. That initial use has been modified here.

    Militia Actions

    For the session these operated as a Lair Action for each PC. They were taken on the initiative count 10 after their own initiative, which worked out as PC1, enemy1, Militia Action1. That part was a success.

    Each Militia Action was tied to a saving throw by the NPCs. These were designed for Tier 2 play as that’s where the PCs in question are at this time, but since I used cantrips as a guideline they are easy to adjust.

    Funnel – the militia and/or commoners in support of your cause build a wall using objects or themselves to block a path. This wall is 5′ long per tier of play. A successful Strength save (DC 10/15/20/25 based on tier) enables the enemy to ignore the wall.

    Falling or Thrown Objects – the militia and/or commoners in support of your cause pick up objects nearby and throw them at the enemy. These objects do 1d8 damage per tier of play in a space that is 5×5/10x/10/15×15/20×20 by tier. A successful Dex save results in half damage (DC 10/15/20/25).

    Overturn Stand or Cart – the militia and/or commoners in support of your cause create an area of difficult terrain by using common objects to clutter the path. Any enemy passing through the area moves must use twice their movement through the 5×5/10x/10/15×15/20×20 space by tier. They may attempt to move at normal speed, and if using the Dash or Disengage actions, must succeed on a Con save (DC 10/15/20/25) or take 1d6 per tier damage and fall Prone.

    (this one needs the most work)

    Harass – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their defenses. This can be done by word or by minor physical altercation. The next attack by that enemy NPC or intelligent monster is at disadvantage. A successful Int save (DC 10/15/20/25) results in no disadvantage.

    Distract – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their attacks. This can be done by word or by minor physical altercation. The next attack against that enemy NPC or intelligent monster is at advantage. A successful Int save (DC 10/15/20/25) results in no advantage.

    Rally – the militia and/or commoners in support of your cause shouts in support of the PCs. The PCs are then granted 1d6 temporary hit points per tier of play. A successful Cha save (DC 10/15/20/25) by the leader of the enemy results in no temporary hit points being granted, this is to represent their ability to speak over or interrupt the rallying calls.

    Changes for the future?

    I may tie these to various skills or tools rather than saving throws. I had the players roll, and asking players to roll under for a success just didn’t make sense.

    Finally, I think I would allow a summoned swarm from the Propagandist use these when the Propagandist commands them via a bonus action. This would help raise the power level of a subclass that lacks in combat, though in many campaigns this wouldn’t be enough.

    Design Goals

    The primary inspirations for these actions were to mimic some of the play of Assassin’s Creed, where the small crowd of neutrals and allies can support your violence. There are also scenes in Black Sails where the common people of Nassau join the fight against the British. The invasion of Tear and other conflicts in the Wheel of Time feature actions by commoners supporting the heroes too. Various Robin Hood tales, the rescue of The Shire, the movie Aladdin, and so many other tales have common peoples helping the heroes by impeding the enemy.

    While highly urbanized campaigns aren’t common in D&D, they should be supported. The literature and other inspirations for the game do have these elements. Our game can include them in ways that are more than just background story.

    What improvements do you see needing attention?

  • Counting in the Land of Kon

    Counting in the Land of Kon

    The smogpunk land of goblins in the World of the Everflow was set apart from the Kingdom of Sheljar, Crinth, and other areas for a few millennia. Within this separation the goblins and hobgoblins changed from the standard tropes.

    In the Everflow they answer to the Queen Mother. Everyone is organized around their family’s history of developing teknology for one of the various guilds. Inventiveness and cleverness are more important than fighting and viciousness.

    To emphasize these differences, but still capture traditional goblinoid feelings there should be a some differences in language. This discovery of numerals from the 13th century feels proper for the gobkon of the world.

    It works in a printing press, scribbled on paper or carved into wood.

    Will it ever see the table? Probably not. Or maybe just one or two numbers in a handout for the players to demonstrate the differences between their lands with the languages of Telse (Common) and the rest of the Six Kingdoms.

    If there was a campaign book for the World of the Everflow this could be a tiny sidebar for flavor, not a rule for use.

  • “I’m not even supposed to be here today” — add a Clerk background to D&D

    “I’m not even supposed to be here today” — add a Clerk background to D&D

    Since Dungeons & Dragons is anachronistic, most people, and basically every player character, know how to write. But what about those that know how to write and count better? The late middle ages were a time when there was a rapid need for more writers, more accountants. Guilds needed to track the money they were bringing in.

    If your D&D world has many guilds it would have many clerks. Some of those clerks may get bored of quill and ink, or precisely measuring liquids, or whatever mundane task their employer has for them — so they head out on adventures, which is what happened in real life too. Lots of clerks got involved with murdering.

    Backlit by a candle, a hand holds a quill just prior to dipping it into a small jar of ink.
    Photo by cottonbro on Pexels.com

    Clerk

    You are someone who counts fast, keeps precise notes, reads for others, writes for others. You are meticulous and detailed. When

    Skill Proficiencies: Investigation, Insight
    Tool Proficiencies: Calligrapher’s Tools
    Languages: One language
    Equipment: Common clothes, tabard, abacus, merchant’s scale, jar (precisely 1 quart), pouch, signet ring, 10 gp

    Feature: Measure Twice

    You can rapidly and accurately account for large quantities of coins or other staples, assessing their value using just a single action. Clerks are also able to stretch large quantities of staples further than expected. If you need more than 50 of an item a Clerk needs 10% less of that item. For example, 900 ball bearings works just as well for a Clerk as 1000. Or if others would need 50′ of rope the Clerk can make do with 45′.

    Alternate Background: Tax Collector

    You are a representative of the government, collecting fees and taxes for the services they provide. Maybe you work at a toll bridge, a city gate, or you wander to various farms. Some pay in gold, most in silver or even copper. You’ll take barter too. The Barony needs the funds however it can get them.

    A just collector may go easy on a family in years of struggle. An unjust may continually take. Your character’s behavior and history is up to you.

    The Tax collector has the same skills, tools, and languages as the Clerk. The difference is in their Feature and in their role in society.

    Feature: Forgotten Refund

    Knowing the ways of governments you are able to assume the debts of a group that owe. You can also find a way to get a tax refund for yourself or others, or avoid paying the full amount. If normally the government takes 10% you would only pay 5%. If you are short gold, you may visit another tax collector, if one can be found, to get 5 times your proficiency bonus as a refund.

    Design Goals

    Clerks were so common in the late middle ages they killed a lot of people. Which sounds a lot like D&D adventurers, so why not have a Background based on them. Sure, they could be represented by Sages and Acolytes or other thinkers.

    But, I’ve watched too many Clerks movies, and so needed to honor the OG clerks in a special way. Don’t be murdered by clerks, be the clerks that murder.

    Custom Backgrounds for 5th edition Dungeons & Dragons

  • Assigning Social and Exploration Experience in Uprising & Rebellion

    Assigning Social and Exploration Experience in Uprising & Rebellion

    In my campaigns we use experience points rather than milestone levelling. But, we also spend time in the social and exploration pillars, where the game as designed provides little guidance towards the experience that should be rewarded for success overcoming obstacles beyond traps.

    Rewarding the play I want to see, I have given out xp for solved plot points and discoveries. In the past these have been given out at the end of a session without the players knowing ahead of time what their character rewards would be.

    I’m going to attempt to pull back that veil, listing out major plots and side quests with xp values. My goal is so that the player characters will be rewarded for developing their stories and the overall campaign.

    Major plots

    Daoud’s 7th Fleet vs Twilight and Shadow the Black Dragons vs the Mayor with the Blue Dragons vs assembling Kirtinish forces on the east shore – 10,000 xp

    Kirtin-on-the-Lake is now torn between two of the Six Kingdoms and the separate appeals of two groups of Ken. Twilight and Shadow seem to thrive on misery, sucking up negative emotions from the war. The Mayor has gifted the Blue dragons significant territory and their co-operation requires unbonding from animal companions.

    The 7th Fleet wants to take the city back to Daoud. It is actually a massive cavalry army with horses, riding dogs and warbirds. Kirtin’s forces sit, waiting for the three sides to destroy each other and sweep back into the city as welcomed heroes.

    Our heroes haven’t picked a side, because they are all bad. In the past they’ve hoped for trade or normality looking to Sheljar for inspiration.

    via the Fantasy City Generator

    Lorebooks – 5,000 xp

    Our heroes have the Lorebook of Illusions and the Crate of Conjuration. They suspect there is another Lorebook locally and a fourth may be in The Ferments. They know not what power the Lorebooks provide, just that a group called the Scholars control them and the Proctors are a violent segment of Ken who are trying to acquire the various books. The world knows that the Folio of Necromancy and the Lorebook of Divination are in Sheljar.

    Defending their books from other Proctors or Scholars is as important as finding more, probably.

    Unseat the Mayor – 7,500 xp — COMPLETED

    The Mayor has turned his back on Daoud and joined with the Blue Dragons and their Ken allies. Even if the heroes cannot yet sway the four-sided war, the group wants the Mayor eliminated via election, appointment or violence — he just needs to be gone.

    Side quests

    Where is Wilkie? – 2,500 xp — COMPELETED

    One of their allies, Wilkie, former leader of the Dock District Guard fled. With their leader in hiding the Dock District has dissolved back to an ad hoc militia. The group of heroes had trusted Wilkie to defend their district.

    Missing Printers – 2,500 xp — COMPLETED

    The printing press and gobkon printers’ office burnt down in a dragon strike. No bodies were found. Once in hiding, then public, the Society of Veil and Shadow has again disappeared. Their pro-Sheljar message remains known, but there have been no broadsheets in three passings of Feylf.

    Is the new flag of quill and sword related to their absence?

    Bounties – 2,500 xp — COMPLETED

    Each of the known heroes has a bounty of 2,500 gold on them. This is mostly because the Mayor hates them for the murder of the gnome during his festival. But also because they keep trying to inspire the people toward concepts like freedom and respect.

    Character quests

    Keldrass wants to repair the bonds broken by the black dragons and help protect the city from the Ken.

    Gardar wants to increase the trade with Mehmd, earn respect outside of the caste system there and maybe have his own Goltoppa team.

    Seymore wants to teach commoners magic, because even though he doesn’t trust it the people need the power. He’s done a bit of this by spreading Minor Illusion.

    Req wants to maintain the independence of the Dock District.

  • Batons and short staves – two new finesse weapons

    Batons and short staves – two new finesse weapons

    In 5th edition D&D I create a lot of rogues. This is a change for me, for in my earlier forays into Dungeons & Dragons, I mostly played clerics, bards and paladins. Part of the appeal of the rogue in 5e, is that it has became the main skill-monkey class. Mostly mundane there are interesting stories to be told via the mastermind, the inquisitive, the scout and the propagandist.

    One thing I find lacking for three of those options is the narrative around using a weapon that knocks opponents unconscious. While the rule set allows any weapon that does enough damage to kill to be declared a non-fatal blow, there’s something about an mastermind smacking a thief upside the head with a baton and knocking them out.

    Three batons
    By Bill Smith from the Metropolitan Police Heritage Centre

    Common within the literatures that inspire our game are also tales about short staves that flip about stabbing with the point and smacking with the side — see various interpretations of Sherlock Holmes. My campaign needed one of these because a player in Uprising and Rebellion Campaign Two is a streetsweeper. Their broom handle makes sense as a weapon for them.

    And so, the baton and the short stave were born.

    Baton

    Type: Simple | Cost: 5 gp | Weight: .5 lbs | Damage: 1d4 | Type: Bludgeoning | Properties: Light, Finesse | Mastery: Nick

    Short stave (broom handle)

    Type: Martial | Cost: 5 cp | Weight: 2 lbs | Damage: 1d8 | Type: Bludgeoning | Properties: Finesse | Mastery: Sap

    The baton is just a refined club so that you can play as Sticks from the Vlad Taltos Saga. The short stave (broom handle) is based on the rapier, the current best weapon for a rogue, but merely bludgeoning and cheap.

    There’s nothing game breaking from these additions. There’s no power creep.

    There is a whole lot more story. And that’s the whole point to Full Moon Storytelling — story creep.

    Masteries were added on Oct. 15, 2025

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