Tag: Dungeons and Dragons

  • 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. The event itself 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 90 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.

  • Teegan’s last day at home

    Teegan’s last day at home

    Korlot is a small walled town along the hillside in the Lothian Highlands. Every morning Teegan and her little brother leave the Upper Gate with the handful of goats their family collected. They head out to the managed clover fields with their fences. The family cannot dedicate time to herd goats, not today. Dad will work the rye and barley with Ried today. Mom is working on the cheese this morning. In the afternoon she will be trading family mohair for a shield for Teegan and Rohan

    The family isn’t rich enough to buy two shields, and like many who raise two children so close together their weapons-of-age are hand-me-downs. Teegan’s already started practicing with Pa’s hammer. It is light and natural to her hand. She would also take Dad’s halberd.

    Rohan hasn’t practiced. His friend Spence helped him create a pike. It was cheap and simple. Spence found a bit of iron to shod the staff. Hopefully the pike keeps the boy ten feet further from trouble.

    Little Alleway is out front of the goats. The yippy terrier is horrible herder, but Rohan loves him. Everyone in the family has a terrier, except Teegan. Everyone loves them, except Teegan.

    Last year, when she reached bond-age, grandpa was dying. Teegan provided his care for most of the season. She’d bring him tea and listen to the stories about when Korlot mustered out in the most recent attempt to take back Kirtin-on-the-Lake. He’d speak of loyalty and might, of failure and friendship, and of disappointment that the north could not defend themselves from Azsel and Kirtin needed help from the thieves of Daoud.

    As she listened Ha-Lim, the immense bighorn ram, would be at Pa’s feet. As Pa weakened Ha-Lim crept closer. During this time her friends were bonding with various dogs, ponies and cats. She did not go on a bonding journey. Pa had a few months and so many stories.

    So she listened. She learned. She brought Pa tea, goat cheese and bread. She started to bring Ha-Lim clover and grass. When she cleaned the room, she cleaned for the ram too. When she walked to the well for water, Ha-Lim followed. The rare times that she left the house to bring the goats in, Ha-Lim followed.

    When they buried Pa the ram was there, as usually happens when the person passes before the animal in a bond. He laid next the burial plot for a while and then trotted over to Teegan. Teegan never went on a bonding journey, never had a bonding ceremony. It didn’t matter. Ha-Lim is now her bonded partner in life.

    It’s a lot better than those damn yippy dogs. He’s horrible at helping herd the goats, eats the vegetables and grains when working the crops and the horns get in the way of cuddling. None of those things matter. Ha-Lim is quiet and elegant. Every breath reminds Teegan of Pa. And all those memories of Pa are also memories of Ha-Lim.

    Plus, when Rohan and his friends get too foolish threatening to have the ram bowl through their group tends to get them to change their focus.

    “Rohan! That billie is pissed off. Call Alleway back here,” she screams out. “And dammit, stop throwing rocks at the goats!”

    Tomorrow the four of them will be off to Kirtin-in-the-Sky. They will serve their not-Winter with the Shield of Kirtin. After a week or so of training they’ll head to the northern hills to show force against Azsel. Rohan is going to be trouble with a ten-foot pole, keeping that kid under control is hard enough. Giving him distractions like weapons and new friends will be a disaster, and a requirement of the law.

    “Alle, get here!” and he throws one final stone. ‘Throws one final stone’ could be Rohan’s middle name.

    “Rohan, here’s your bread. Eat, then go tell Ried to watch the goats. We have to finish packing.”

    That evening the town would hold Teegan and Rohan’s Service Feast. That celebration of their final step into adulthood ends their time as youth. The moment they take to the trails and roads to Kirtin-in-the-Sky they are adults. They will serve the Kingdom and starting with next Winter they will be ready whenever Kirtin needs them.

    Many meet their partner during Summer Service. Teegan just wants Rohan to come home alive. That’s probably going to be harder than meeting someone, even if Azsel doesn’t raid. Rohan can’t stop talking about Azsel-ite cavalry on dogback.

    He’s excited at the chance of battle and his bond is a tiny, yippy terrier. This is a horrible combination.