Tag: Playing D&D

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

  • Here There Be Dragons

    Here There Be Dragons

    In most fantasy worlds dragons are hoarders of treasure. In some they are (also?) destroyers of worlds. There are worlds where dragons founded existence. On Krynn the chromatic and metallic dragons battle each other sometimes interfering in the lives of Man.

    In establishing the World of the Everflow I wanted a slightly different take upon how dragons (as well as other dragonkin) exist within the World.

    Dragons are part of the People of Ken. They are knowers of things, especially of magic. They, and all of the Ken, control access to magic of all kinds. For millennia of millennia they prevented the People of Kin (companionship and love) from knowing magic. Through the Scholars and the Proctors of Grace the Dragons and their followers (Elves, Dwarves, Gnomes) kept their thumb on magic, eliminating all but love and the healing power of the Everflow.

    Rather than piles of gold, a dragon’s home back on Ken (the continent) is full of scrolls, books, and tomes. The long lives of all Ken mean that their minds are full of mighty spells well beyond the standards of Dungeons & Dragons.

    Dragon breath by Nicklas Lundqvist (CC BY-SA 2.0)
    Dragon breath by Nicklas Lundqvist (CC BY-SA 2.0)

    Their immense powers are legendary, the same way that our modern world views dragons — a story so fictional it is not even legend. Statues and tales about dragons are created for artistic reasons.

    Within the current campaign the dragons are returning to Kirtin-on-the-Lake seeking an ancestral homeland in the Ward of Mighty Trees. These trees are essential to the Dragons life in ways that the group has yet to discover.

    Those Dragons, from the Ale Dragon Brewst Griselle to a mighty Red waiting on the southern plains of Kalst’s Field, are now quite real. Some fit in well. Brewst is small enough to fit inside buildings. He drinks and cavorts. His study of brewing, distilling, and vintning is familiar to the Kin. Yes, he’s different, but there is also familiarity.

    Other drakes do not cause fear, initially. They remind most in Kirtin and Daoud about the lizards of Mehmd, a Kin-ish kingdom that bonds with lizards more frequently than mammals.

    KOMODO DRAGON by NAPARAZZI (CC BY-SA 2.0)
    KOMODO DRAGON by NAPARAZZI (CC BY-SA 2.0)

    But, when those drakes fought they taught fear. Their breath of fire, or poisoned stingers, killed in ways that nature should not. The drakes are not as intelligent as a person. Unlike Brewst they do not speak. They consume. Negotiation is not possible.

    Brewst, and his companion gnome Oolia, are talkers. They also use the power of illusion and charm to work their way towards their goals. The governor and the group do not know these goals. They only know that the influence of the two continues to grow.

    They worked as advanced scouts for the Proctors of Grace. Their goals could be called fey-like as all of the magical Ken work in ways that are not familiar to Kin (Goliaths, Halflings, Humans). The plans of Ken take centuries or even millenia.

    When life lasts at least a few hundred years the approach to the world is incomprehensible to races that live to 100 at most.

    Now, our heroes have to discover how these plans impact life in Kirtin-on-the-Lake, and the two kingdoms. This process of discovery could be deadly, it will be challenging. In the end, life in Kirtin and Daoud will change. Our heroes will determine how much it changes and how the Dragons will be included, punished, or rewarded.

    Fediverse Reactions
  • Society of Veil and Shadows

    Society of Veil and Shadows

    The Society of Veil and Shadows are a group of rogues dedicated to obscuring and protecting their guild from spies — both arcane and mundane. While able to contribute to the uprising’s success via sneak attacks and other clandestine abilities their true power is their ability to cast a few spells, most of which help keep the rebellion secret.

    This is a work in progress for a subclass of Rogue. Language still needs adjustments to meet 5e. My purpose in sharing is to garner feedback about the concept as it fits the description and entertainment within most 5e paradigms.

    Spellcasting (3rd Level)

    Similar to what is described for the Arcane Trickster, but the two schools allowed are Abjuration and Conjuration. Every member of the Society learns the spell “Block.” This spell is one of the cantrips learned at third level.

    Block (3rd Level)

    cantrip abjuration

    • Casting Time: 1 reaction
    • Range: touch
    • Components: V S M (steel ring)
    • Duration: until next turn
    • Classes: Wizard, Cleric
    • When an Enchantment, Divination, Illusion, Transmutation spell is cast targeting yourself or an ally you can touch, you grant the target advantage on saving throws versus that spell and on any saves versus spells until your next turn.

    Safehouse (9th Level)

    You have learned certain rites and patterns in order to cast any ritual from the following schools of magic – Abjuration, Conjuration, Divination, Illusion. The spells must be on the Wizard spell list. To cast such a ritual you must have a spellbook, or similar, in your possession. These rituals may only be cast once per long rest, each.

    Cloud of Doubt (13th Level)

    You may create a 30′ by 30′ cloud of patchy fog. Any target within the Cloud of Doubt is partially obscured. In addition, any creature entering the the cloud must make a Charisma saving throw or shift its demeanor towards the positive (hostile become indifferent, indifferent become friendly). The cloud is centered on a space up to 60′ from yourself. You must maintain concentration on the Cloud of Doubt, or it dissipates in 8 hours.

    You may create a Cloud of Doubt a number of times equal to your Intelligence bonus (minimum 1) per Long Rest.

    Unchained (17th Level)

    When in shackles, handcuffs, jail, and the like, while conscious and able to speak, you are able to cast Misty Step without using a spell slot. If you cast using a spell slot you may take a number of allies with you equal to the level of spell slot used.

    Misty Step no longer counts as a known spell for you.

  • Uprising and Rebellion Session Two & Three & Four: Burning of the Red Oak; Dock District Militia Forms

    Uprising and Rebellion Session Two & Three & Four: Burning of the Red Oak; Dock District Militia Forms

    Red Oak Burns!

    Elves set the Red Oak ablaze with a mystical fire; Their Dragon and Gnome kin escape the Ward of Mighty Trees as noble defenders of the weak help the ward’s weakest; Daoud guard ineffective; Dock District forms own armed militia, refusing Daoudian assistance

    Several stories cover the week since the Carnival War.


    Dock District, Kirstin-on-the-Lake | Neremyn Quizana

    Over the last three sessions the group kidnapped the governor, convinced him to fund the arming of the Dock District Militia, and had him deliver a speech to the people of the Dock District. They promised to help repel the mages and dragons that set the mystical fire to the Red Oak, murdered several members of the guard, and attempted to kill the governor.

    Governor le Riche is not willing to cede anything but the Dock District at this time, though the group will be welcomed within the Ward of Mighty Trees. Outside of those two districts the City Guard will be wary at best, and frequently threatening.

    The group managed to gain enough arms and armor to outfit 20 militia with chain shirts, 3 Javelins, and a longsword. Ten other militia have glaives, scale mail, and short swords.

    A large segment of Daoudian infantry has set camp to the south of the city. Originally sent to deal with the uprising this infantry, in the royal blue and gold of the Queen, is now established in a way to prevent a ground attack by the Ken.

    Cast of Characters

    PCs

    Req (male dwarf paladin-vengeance) — the dock worker left the Land of Ken to pursue the new world in the Land of the Everflow. He is finding his way among the working class of the lake city.

    Roland (male human rogue-thief) — the former sage was recently fired from his position in local university. His teachings challenged Daoud’s control of Kirtin-on-the-Lake. He has a small cat that avoids all conflict.

    Whym (female halfling ranger-gloom stalker) — the former circus member is of noble heart and fights to protect those who are threatened by darkness. She has a huge dog, Kelb.

    Quelimo  Galanodel, aka Q (male elf rogue-propagandist) — the former journalist in Ken has combined techniques learned while working in the lands of magic with the praktikum of the gobkons. Now he publishes broadsheets in Kirtin-on-the-Lake pushing warnings against his own kind as well as building support for an independent KotL.

    NPCs

    Two Goblin kids — The two kids were being harassed by Daoud guards. Our likely heroes helped the kids get out from under the guards eyes. Our heroes also bought two clockwork toys (14gp total for a cat and a dog). They are originally from Sheljar and their airxip arrived at the docks just a few days ago. This ship fled KotL after the dragon attack.

    Penzer — owner/operator of the Rusty Clam. Penzer now trust Roq and helped the group exit the district through the sewers. He is a squat halfling with a lazy, older wolfhound.

    Wilkie, a Member of the Guard — One of the guard is a former student of Roland’s. He is friendly, though disrespectful. So far he is willing to gossip about former classmates. He is unwilling to fight the people of his city. Roland arranged a meeting with his former student. He is a human with a seagull companion. Wilkie is now a Sergeant within the official Daoudian guard and the lone representative of the Gov

    Odger — a teacher who runs a small library. Odger put the group up for the night. He will provide safe-haven, but not fight. He is a goliath with 10 swallows as companions. Loyal to Governor.

    Governor Roreldus Androouet le Riche, Servant of the Queen and Commander of the Northern Fleet and the 3rd Marines —  a weak man more concerned with power than justice. Will do nearly anything to maintain the place of prominence in KotL. The Northern Fleet are two boats that roam the lake and are maintained on Androouet Isle in the middle of the lake. The 3rd Marines no longer exist.

    Emdock Athew — a human speculator/smuggler who is the captain of a small airxip. His First Mate, Koits, is loyal to Emdock, but the rest of the crew tolerates the human outsider. Crew is Koits, seven other goblins, and two mulgobs (one of the mulgobs took a liking to Req & Whym and is currently unnamed).

    Koits — the goblin First Mate who does know common. He works for Emdock out of loyalty earned from an unknown incident.

    Places of Interest

    Rusty Clam — a lower class dive bar that serves the dockworkers and related laborers. It is Req’s favorite bar. Penzer runs it, but Req gets his name wrong most of the time. The Rusty Clam has sewer access big enough for humans and smaller peoples.

    Cracked Mug — a higher class bar for ship captains and other officers. The alley besides the Cracked Mug seems to be the source of the rebels vandalizing the posters advertising the upcoming festival. Brilene is the owner of the Cracked Mug. She bought it after retiring from the Daoud Navy. Her companion is an older Bay Retriever.

    Barracks — the group knows the location of the barracks where the Daoud guard responsible for the Dock District rest and refresh. The Dock Militia (they need a cool name) now occupies the barracks.

    Ogder’s Library —  outside of Ogder’s Library is a fountain with access to the sewers for all sizes of people. It is a large main room with space for 8 human-sized students to sit in circle around a goliath-sized lounge chair. The walls up to the 25 foot ceiling are covered in books. There is a small (for a goliath) side room with a single desk, wardrobe, and daybed as well.

    Districts

    Lake Docks — a rough neighborhood of longshoreman and the businesses that serve them. There is a river to the north that brings goods from Kirtin-in-the-Sky as well as one to the west that flows into the lake that gets occasional goods from Gate (Mehmd). The river that flows out of the lake drifts to the south and east, eventually reaching the eastern ocean and Daoud’s largest port on that side of the continent.

    University — Roland used to teach in the University District. There is a Temple to Glight, a couple large libraries, many places such as Ogder’s office, a large fountain supplies water. There are small manufactured amphitheaters for classes and debates. The University District has never been attacked by any invading force during the Six Kingdoms era, nor the Post-Awakening Age.

    Ward of Mighty Trees — this once squalid neighborhood is the ancestral home of a draconic empire. The red oak now burns and there is evidence that more trees will convert to DragonTrees at various points over the next few months.

    North Shore — is a middle class district of mostly craftspeople who are generally loyal to Daoud. It exists on both sides of the city wall. The shore is unusually flat and incapable of being used for shipping.

    Clues and Hints

    Roland learned draconic. Upon reading the stolen scroll he learned that there is another ritual planned for the Eclipse of Feylf on Spring 57, which at the end of the last gaming session is 13 days away.

    There is a thief(s?) working the ships and boats at the docks. They are stealing jewelry, metal toys, glass baubles. At this time this issue is not known to be related to the Uprising, nor the Draconic Invasion.

    Thunder from Shadows is leading the rebellion. Is it a group or a man who is above Q?

    old: Q is the pamphleteer, and wanted by authorities. The group now has a woodblock stamp image of the elf as well as a description with his location being at/near the Cracked Mug.

    old: Roland’s old student, Wilkie, is meeting the group tomorrow evening.

    old: Posters advertising the Festival of Feylf are being torn down and replaced by a rebel group. This has become common enough that even new arrivals to the city have seen it happen in broad daylight. The Festival is four days out.

    old: Daoud is increasing the Dock District guard prior to the Festival of Feylf. This seems to be a response to the arrival of airxip from Sheljar as well as visitors from the Western Wildes.

    Grand Themes

    There is a Draconic Invasion of Kirtin-on-the-Lake that is forcing the Uprising and Daoud to find ways to work together, around their issues with each other. The group has learned that the dragons once ruled the Land of Kin from the Ward of Mighty Trees.

    Uprising & Rebellion as the story of Free Sheljar spreads the people of Kirtin-on-the-Lake want to be free of the Empire of Daoud. Thunder from Shadows is a group or leader of the Rebellion.

    Proctors of Grace are People of Ken who shuttered the Land of the Everflow off from magic. They have taken over most of the Western Wildes.

    The Scholars are a group of People of Kin who had powerful magic as long as they worked with the Proctors to control the rest of the Land of the Everflow.

    Lorebook Hunters of Free Sheljar have gathered at least three Lorebooks and seem to have opened the Land of the Everflow to magic again.

  • Crew of an large airxip

    Crew of an large airxip

    Way back in the day working on this my thoughts went towards being quite specific. In my early play of 5e I would have created each officer and “boy” as a PC and the crew would be NPCs from one of the books (Monster Manual and Volo’s Guide). My familiarity with the system is stronger now.

    Officers

    • Captain
    • Owner
    • Pilot
    • Master-at-Arms
    • Royal Steward
    • Secretary
    • Comptroller
    • Interpreter
    • Boatswain
    • Cook
    • Bellowswain
    • Physician
    • Carpenter
    • Painter
    • Joiner

    Boys

    • Captain’s Boy
    • Cabin Boy
    • Officer’s Boy

    Crew

    • Bellows and Fuel (7 mul)
    • Balloons (4 hobs)
    • Ratchets (4 muls)
    • Props (8 muls)
    • Weapons (5 hobs)
    • Lookouts (5 gobs)
    • poultry (2 muls)

    That’s a rather long list of characters for the airxip equivalent of a four-master from the Age of Sail. It’s overly complex and almost certainly a level of detail that is unnecessary within the 5e system.

    Instead I would use the light NPC rules which I have adopted for play for the individuals. I would probably only do this for a few of the senior officers (and maybe a single generic “boy”).

    For the various crew elements I would lean towards the Colville rules of Warfare starting at page 233 in the current PDF of Strongholds and Followers. Those are all small units, and could even be fused based on ancestry in some cases.

    Ratchets, Bellows, Fuel, and Props could be a medium mulgob unit of greens with light equipment. Weapons and Balloons would exist as a small unit of seasoned vets with medium equipment and archery. The Lookouts are a small unit of goblin regulars with light equipment. The remaining crew and officers get represented as a small unit of green humans (default mixed ancestry) that exist as infantry.

    The point being that 5e doesn’t need details. It needs broad strokes that a DM and their table can use to describe actions, many of which won’t need dice. As the version of D&D that leans most on role rather than roll a returning creator should respect that. Remove as many details as possible, because most of the details aren’t necessary at your table.

  • Session Notes: Hags of Thurible

    Session Notes: Hags of Thurible

    On their way to Qin and its surroundings the Lorebook Hunters are flying over the western hills and mountains claimed by Kirtin. These lands are far from the old Empire of Sheljar, outside of the influence of post-Awakening Telse and haven’t sent their children to defend the Northern Slope in centuries. This is unclaimed lands, far from roads, lacking major rivers, and barely settled. On their fourth day they find a small village on a river and land.

    Session Notes:
    This took place over multiple sessions. It was all after they eliminated the threat of Parun, but discovered he is neither Scholar nor Proctor, merely evil.
    Saffron, Maurice, Behn, Doceo, Aamar were present in at least one session as active PCs.
    Mansaray, Samul, and Ixnyx stay at the airxip while docked at Thurible.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse.

    The town of Thurible is small. There are maybe 13-14 houses and even the rare commercial buildings are also houses. The Beaver and Bottle serves strong liquor and some ale. One home also rents a couple of extra rooms when trappers come through town. Mostly, this is the nothing town of the wilderness, settled on an island in the river.

    There’s one significant problem — about a third of the children have disappeared since the Awakening. It is a constant fear. The heroes, feeling like heroes, step away from their trip and pledge to help solve this problem. They search through town and discover the last known spot of the last children.

    They walk the path knowing that a few kids never came back from this same journey. This path winds through and around cliffs, streams and forests. It is at times dark, at times safe.

    Our Lorebook Hunters get jumped by a group of Proctors, all elves. These are eliminated, but clearly the Proctors are expanding their reach into the Western Wildes. The group tends their wounds and continues to hike through this rough land. The tracks take a turn into a little alcove, it is covered in a bush, but looks to be a cave, maybe a tunnel.

    There are many more tracks of people (humans, halflings and goliaths) heading away from this entry. They decide to check the first entry. It is dark and the cave slopes down. One wall is worked stone. The other is a mix of natural rock and roots dripping with water.

    Our heroes discover a chamber with a door across from them, immediately on their left and a larger double-door far to their right. They go left first.

    Beyond that door is another chamber, this one occupied. A huge swarm of wasps and a disgusting woman made of human flesh, iron, stone and branches is in the room. There is a fight.

    After they win the fight with the Sister of Wasps they hear a series of doors slamming, six of them. A scream of vengeance rings out as the group is trapped. An older voice says “No, they must go. They are the key to our power. You may leave.”

    A door in front of them and the door behind them opens. A rope ladder drops from the ceiling. It leads to a small opening with the darkest possible green seen through the opening.

    Aamar climbed a rope ladder and entered a dark world, thick with overhead vegetation and a huge tree trunk. As he surveyed the land he noticed a dark pool. Inside that pool of water a single hand is trying to grasp the edge, unable to pull itself out. The Cleric of Quar walks over to rescue the drowning man, noticing Bishop Ollium’s signet ring on the hand. When Aamar tries to grab the Bishop’s hand the vision of pool and victim disappears into a shower of coins of the realm — none are corporeal. Aamar also learns that every branch and leaf seems to be coming from the same trunk. When he gets close enough to the trunk it appears as if a wall. It is so large the curvature is not apparent in the near darkness above the coven.

    He retreats from this other-world of an obscenely large tree.

    No one else goes up. They explore the new door and try to prop others from closing again. The group works their way through the dungeon to another hag. In this case she is riding a swarm of children.

    Through brilliant use of spells and tactics the heroes free the youth without an injury to Thurible’s kids. They destroy that ugly hag as well. But then, descending through the ceiling is the ethereal form of the Night Hag, the Auntie.

    She speaks in hisses and pride. She announces that the group must be free, for if they succeed she will be even more powerful than she is now. They question her, but she speaks about a future that is more like a myth, a future where there are no limits on the magics of Kin.

    All of the doors fling open including the barn door where the Sister of Youth used to ride her swarm out to terrorize Thurible and other farming communities.

    It is dark. By reckoning the group knows it is only late afternoon, but the sky is covered by cedar branches and leaves. They are under the canopy of the same dark tree that Aamar found earlier, but now with dozens of children trying to find their way home. One is an easy ally. Saffron’s crown of forgetfulness helps break the spell put upon him, and he leads them down a path. It is in a shroud of darkness and the children start to scream out to their parents, or grandparents, their aunts, their brothers.

    Doceo leads the way upon leaving. Surrounded by his three dogs he scans the exterior of the lair and finds a path. In a small clearing he sees five dogs, some exact copies of Vondal, Victus and Delg, all staring at a point in sky while covered in ice. It dissipates as he approaches.

    Saffron sees two skeletons, one with a ghost-dog and the other with a skeletal bird. Both approach a wedding rope. They are headed away from her, leap the rope and laugh. It looks as if Rohan and Teegan, friends of Saffron’s mentor, are finally happy — and dead.

    As Maurice flanks the group he is alone in darkness, barely able to see the Light that Aamar has cast. A loud boom startles the young halfling. In the direction of that noise he sees his father holding a key and then a huge ball of metal rip through his father’s torso. The vision ends as the key falls from his father’s hand.

    Behn’s vision is of Shonie, their former companion. She is trapped in a cage, unwilling or unable to speak. Her slight form indicates starvation. There are wounds. As he touches the cage Shonie disappears.

    [DM Note: I had visions established for every regular PC and have contemplated telling Mansaray and Samul what they would have seen, but maybe the group heads back to the coven. This was also the first time the group encountered something that could be considered fey.]

    Upon leaving the cover of that cursed cedar and the coven they are in sunshine again. By evening they are in Thurible. Only two families are missing children, both with the same names that were used by the Sister of Wasps and the Sister of Children. For the most part Thurible is happy, for the first time since the Lorebook Hunters visited.

    But now the Hunters know something new. Their quest to stop the Proctors may empower other evils, and their possible futures include pain.

    Become a Patron to see fiction set in the World of the Everflow. These stories are set in the time of the Awakening.

  • Session Report: Eliminating Parun

    Session Report: Eliminating Parun

    The Lorebook Hunters decide that before they head south to Qin (where they suspect two Lorebooks to be) they shall eliminate Parun. Parun, as an ambassador from Azsel, has established an exclave of the slaving empire. A halfling ranger with a whip of wounding he either has a Lorebook (Enchantment/Charm?) or is a high level follower of someone who does. There is a complication, as the Proctors of Grace seem to be able to home in on those that hold Lorebooks or are imbued with magic.

    Session Notes:
    Samul, Saffron Behn, Doceo, Aamar were present in at least one session as active PCs.
    Mansaray, Mo, and Ixnyx stay at the airxip.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse.

    Town of Frostfall

    Aamar, Behn, Saffron and Samul are active.

    Floating in the Airxip Toxić above the North River the group is searching for indications that Parun or a large camp is nearby. They stop outside of Frostfall.

    Frostfall is a town of about 45 buildings inside a wall with a tow-rope ferry across towards the Western Slope. The ferry ends at the Doghorn family homestead and two other buildings. Frostfall also has an interior wall with a half-dozen homes on Maple Leaf Hill.

    Thornton (Doghorn) is the Ferry hand, Juliana is his sister. Their mother operates on the town-side of the ferry. She is Isolda. Through a heavy stutter Thornton suggests that they visit his friend Aitne’s (Dustbeard) family shoppe. At the shoppe it is the goliath Grups Harpyja Stormchaser that provides the necessary intelligence about the nearby slavers.

    Samul hides along the path waiting for Parun’s followers to come. Saffron is disguised as a wondering Azsel-ite. Behn and Aamar are to join the fight if necessary. They free two goliaths who are too fearful to return to the abandoned village that Parun is using as his latest base. Two Azsel monks are eliminated.

    Parun’s camp is three-way fight

    Aamar, Behn, Doceo, and Saffron are active.

    Doceo, back at the airxip in the hills above Frostfall, notices a flight of dragons approaching. Upon conversing with Fierbas the ale drake he learns that the flight contains two scouts, two evokers and a captain. Doceo decides to rush into Frostfall in an attempt to warn the advance party.

    Doceo rushes to the group, showing up just after the fight. Samul escorts the two goliaths back to Frostfall so that they can prepare a defense of the village. It is possible that the scouting group of the Proctors threaten the poor community. The former Mehmd pit fighter convinces the commoners of Frostfall to ally with New Sheljar. A wyvern skull pouch with an undead ripper lizard is rather convincing of the power of New Sheljar.

    The first fight is an encounter with two dwarven spies and their wyvern mounts. This drains significant resources, and results in Doceo being poisoned. It takes Aamar an hour to form a healing salve. He also manages to convince a herd of elk, lead by a single giant elk, to join them.

    Which means that when they get to Parun’s camp there is a massive battle. On one side is an adult black dragon and two elven evokers. They occupy a tower on the NW corner of the ruins. The battlefield in front of them is littered with Azsel halflings and their companion dogs. Some are alive, many are dead. Across a small stream is Parun and two wyverns, likely the evoker mounts.

    Behn sneaks into the ruins to free the enslaved animal companions. Doceo rescues a couple dozen enslaved goliaths with a few humans and halflings. Aamar and Saffron try to take out Parun.

    They use the cover of a stampeding herd of elk to advance on the skirmish. Eventually Saffron places her Crown of Forgetfullness on Parun. Aamar and Saffron take fire from the Evokers. Eventually the party of four assemble near Parun. The Proctors and the Lorebook Hunters take out the slaver, but the Proctors also take out Saffron.

    The party decides to retreat, as do the Proctors. Neither side is confident of victory. The heroes take Parun’s body and flee to Frostfall. They are accompanied by the former slaves. It is unlikely any of the other Azsel forces survived the numerous spells and breath weapons that further destroy the city.

    Adversaries 2

    Based on the fight, they adjust their maps of known adversaries. The Western Wildes do not hold safety for the group, except possibly in Sheljar and Frostfall.

    Become a Patron to see fiction set in the World of the Everflow. These stories are set in the time of the Awakening.

     

     

     

     

  • NPCs for social and exploration encounters

    NPCs for social and exploration encounters

    Between the Monster Manual, Volo’s Guide to Monsters and various third party products NPCs that participate in combat are easy to find or tweak to your needs. But DnD is about more than combat. Social scenes and exploration scenes are not just important. They are a foundation of the game.

    Whether it’s a simple quest giver in bar, a noble man’s guard you need to get information from or any other non-violent denizen of the world many NPC templates give you more game data than you need.

    What I need when DMing a social encounter is a visual description, a modest amount of psychological info and a couple skills that might come up for dice rolling. I also want a few of these ready because my PCs are notorious for drifting off track. If I prep two characters they’ll want to talk to the third guy, the fourth gal, maybe that drunk under the table and that one dude they passed on the street a few minutes ago.

    Whipping that up in 10 seconds is hard. Instead I prep a dozen or so NPCs that they may encounter. Each only needs tiny updates if they aren’t used that session. I jot these down on an index card because table space is at a premium (I also can create them on a spread sheet for latter reference or digital fun).

    I present these to myself in two columns (visual and behavioral)

    Index Card

    Name

    Two good attributesRace, Class if applicable
    Zero to Two bad attributesRole in society (job), 2 skills
    Armor/ClothingCountry of origin
    Single WeaponGoal in life
    LifestyleWeaknesses

    This basic snapshot of the individual can inspire role-play and allows room to for ad hoc play. If one of the PCs tries to take advantage of a weakness I grant advantage. If they help towards a goal I usually grant success.

    If an NPC lives a lifestyle (from PHB) that is beyond the expectation for a societal role it probably means that there are deeper levels for the character. If they are a noble and living in poverty that too is an indication of something beyond the norm.

    Goals and weaknesses can be grabbed from the PHB and SCAG’s backgrounds, or you can invent your own. The point isn’t to be as data reliant, but instead let your imagination and table inspiration take over. Be just prepared enough to take advantage of the multitude of voices informing you during your game.

    Now, when my players wander off script in a town, I have a dozen of these ready. When one gets used I can add it to the folder in case they want to go back and chat again. I then make a new character.

    Having a many of these prepped helps because it ensures I use naming conventions that are consistent to the region of origin and the land where they meet the heroes. On-the-fly NPC creation is unlikely to have that consistency.

  • Session Report: Restoring the Everflow

    Session Report: Restoring the Everflow

    With Telse rapidly devolving economically the group decides to discover if they can restore the Everflow. The issues further west can wait. Aamar is Telsean. Maurice is from Fort Ooshar, another community that depends on the waters of the Everflow. Doceo needs trade, as trade is his life.

    Session Notes:
    Mo, Doceo, Aamar were present as active PCs.
    Mansaray, Samul, Behn, Saffron and Ixnyx stay at the airxip.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse.

    Planning Stages

    Mayor Kellamon, Captain Piyu and Corporal Allison are meeting at the Mayor’s office. There they tell the Lorebook Hunters that they had gathered an earlier group in order to head into the opening where the Falls of the Everflow erupt from the cliff between Telse and Upper Telse. Aamar, Doceo and Mo take a couple hours to shop and then return to the offices.

    They meet a group of clearly overwhelmed halflings. All are in leather or hide armor. Three have clubs, including Thad Trailhide, who Aamar has met in years past. Nerv Oxstorm has a dagger, but he’s easily frightened. Honora and Niras round out the Telse natives. Ursula Dustrain has a baton and studded leather. She admits that she’s an outsider, but has volunteered to help. Maurice recognizes her from Ooshar. She hangs out in the Drop, with Willan’s family. For now, he trusts her.

    They climb up the stairs to the swing arm where Quar’s faithful take the pure Everflow from the falls to eventually convert it to Telse’s greatest export – bottled Everflow, a healing potion. After our heroes, Nerv and Ursula use the swing arm to get across the 20 foot gap between the stairs and the opening the arm breaks. Thad wishes them well, grateful that it did not break while he was suspended.

    Pudding and gelatin

    Trudging through the shallow trickle that winds through an unfinished cave the group is slowly rising in elevation.The path winds, at times there are small pools. Eventually one of those pools has carved stairs in the back. This is unnatural.

    They slowly emerge into a 40 by 60 foot chamber with a central trough that is 10 feet wide. It looks that normally the waters of the Everflow surges through that trough. There are four columns in the chamber, two to each side, evenly spaced from the walls.

    Nerv screams. He is covered in a black goopy acid that eats away at his flesh. Mo hides and Ursula disappears. Several of our heroes take damage from the Black Pudding and Nerv is no more.

    Unable to find Ursula, who likely left through an exit during the fight, Mo sees an 18-inch blue orb with a slight glow. It is suspended a few feet in the air. The three heroes learn that it is inside a Gelatinous Cube. They fight this other ooze, eventually tricking the sorry thing into the trough. Aamar carries the orb in his pack, since the other two are tiny halflings.

    Willan’s influence

    At the far end of the of the dungeon room is a single exit. It leads to a 10 by 10 by 10 tunnel that slowly rises. The floor is kind of slick, and there are fine tiles on every exposed surface. The only light they have is from a spell. The journey through this darkness is long, slow and continues to rise. They are almost certainly nearing the mountain behind Upper Telse.

    Suddenly Ursula rushes into them. She is screaming of of a goliath surrounded in wind and lightning attacking her. As they discuss this with her Mo challenges her about her past. She admits she’s part of Willan’s gang. Her trip to Telse was to get more intelligence about the Lorebook Hunters. She tried to escape, then she tried to smack them with a baton to free herself. There was a fight. She died.

    The shadow of Willan continues to appear in Telse and Ooshar.

    Nils and the Lightning Goats

    This battle was much tougher than it should have been. I’d already weakened the group, especially Aamar, in the first three encounters. Nils was a custom designed Beserker/Barb-Storm of Sea (though fluffed as Mountains). His two animal companions are Giant Goats that have electricity climbing through their horns. They can use those as a breath weapon lightning bolt type effect that recharges on a five or six. It was nearly a TPK.

    As the group emerges into a large glade they feel howling winds around them. This glade has a huge muddy pit in the middle with steep cliffs and dense forest backing into more steep cliffs. There is a forty-foot tall pedestal within the muddy pit.Across the muddy area are two giant goats with lightning crossing between their horns.

    Aamar, with the orb, climbs the pedestal. There appears to be a spot for the orb to rest there. It takes him a bit of time to get to the top. Mo slips into the forest to provide long range cover while Doceo watches at the base of the pedestal.

    Just as the Quarite cleric places the orb at the top Nils, surrounded in lightning and wind, leaps from the far cliff and the two goats charge. The encounter is at distance to begin. The pedestal starts sinking and water surges out from the orb. Two of the heroes are now standing in water as they face off three electric opponents.

    After taking a bit of lightning Doceo casts fireball and nearly destroys both goats. Maurice’s bow and Doceo’s fire bolts finish them off. Nils is raging on Aamar. The large goliath is attempting to chop through Aamar. The little halflings try to aid Aamar, but to no avail. Their cleric falls.

    Things get very hairy. The animal companions are trying their best to save the people, but Nils is too powerful. Doceo finally thinks to cast First Aid on the fallen cleric. Aamar is back at one hit point. He casts Hold Person on Nils, who had been knocked prone when Doceo’s warhound bit him (it took a roll of 3 or less on a d20 to fail, Nils failed). The Hold Person works as well. A prone and paralyzed Nils is rapidly destroyed.

    The group of combatants is standing in several inch deep waters of the Everflow. Their only known route away is starting to fill with water.

    Never take a 200-foot dive

    With Nils defeated the three heroes notice the rising waters about to flow to their escape. Aamar knows Nils and respects his family. While Doceo and Maurice run the hours through the tunnel Aamar is attempting to return the body of Nils to his home. Dragging a goliath through the tunnel and cavern slows the cleric down.

    Using rope and Mo’s great leaping ability the animal companions and halflings get across the 20-foot gap easily. The water is starting to flow again. Aamar stuck with the huge body feels the water rushing past him. It may be impossible to return the body to its ancestral home. Instead he retreats to the chamber, puts Nils up in the room to the side of the trough and squeezes through the remainder of the tunnel nearly surrounded by water.

    When he pops out of the Falls of the Everflow he tries to leap to the platform but falls short. A large human he tries to grab his companions. Mo gets one hand on him, but Doceo fails. Hanging on for his life, 200 feet above the lake Aamar is in serious danger. He is slipping. Mo quickly ties off a rope as Aamar falls.

    Thinking quickly the Cleric of Quar casts Thorn Whip catching it on the platform and pulling himself up just enough, slowing the fall. Mo ties the other end of the rope off. The two halflings pull their deeply injured friend up as Usrula’s dead body pops out of the Everyflow plummeting into the lake below.

    Become a Patron to see fiction set in the World of the Everflow. These stories are set in the time of the Awakening.

  • Session Report: An airxip journey

    Session Report: An airxip journey

    With various desires to return to Telse, as well as a discovery that the people of Qin may have a couple Scholars hiding in their midst, the group flies the working airxip from the Temple of Wisdom over the Western Wildes. The crew is a mix of goblins, rescued pirates and player characters. Together, they will head towards the mountains just to the east of Telse.

    Session Notes:
    Mansaray, Samul, Doceo, Aamar were present as active PCs.
    Mo, Behn, Saffron and Ixnyx travel via the airxip, but are crew, not PCs.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse. She features in this story as an NPC, barely.

    The session began with a sharing of information.There is great concern for Telse. Firbas, the ale drake, let’s them all know that the Proctors declared war on the Scholars that remain, as well as any caster that has escaped the normal bonds placed on Kin. Aamar and Saffron are targets due to their Lorebooks. Behn is a target as well. Combating the Proctors with their fleet of dragons is not yet practical.

    But the present PCs learn that the Scholars are a mixed group of potential allies, definite enemies and aloof erudite knowledge seekers. Those that cannot be convinced to side against the Proctors have Lorebooks or similar devices. Those can help in a battle of mighty magic backed by dragons against the scrappy Kin, who are defined by their beloved companions.

    Qin seems to have one or two of those Scholars. Parun, or his boss, is probably one as well. There is also Chorl, who they will need to finish off at some point. But for now, south to Telse and eventually Qin is their direction.

    The group gets a few volunteers from their rescued allies and borrows the working airxip, a small two-master with one heat room, and two huge props to help it travel. They head out.

    Just a day into their journey they notice a camp with a central holding facility, four tents and a few dozen dogs. This is in the territory where they know that Parun’s Azsel forces roam.

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    They will attempt to rescue the captives, and if Parun is present end his service to Azsel.

    It is a harsh battle. There is a warlord, mage, two archers and two scouts in opposition. Plus, as Azsel-ites most have dogs that come in a latter wave. That wave is almost entirely wiped out by a single fireball from Doceo.

    Mansaray versus the warlord is almost like a kaiju battle. The two trade blow and blow and blow as the fight rages around them. Samul focuses on the archers. Doceo tries to end the threat from the scouts. Aamar and the mage trade spells and blows.

    The victory leaves them bloodied, wounded, drawn down and exhausted. Unfortunately, Parun is not at this camp. His raiders are working the West unhindered. The group attempts to convince those rescued to head to Sheljar for safety.

    After another couple days of travel they arrive above Upper Telse. The xip settles into a mountain valley. Doceo visits Shonie to collect the rest of his cash from the merchant-seeker. There they find out that the Everflow isn’t flowing.

    Aamar attempts to visit Sealm, the wizened leaders of the Faithful. Sealm has passed away. His grand-nephew Nils is not around Upper Telse. Sealm’s passing happened on the same day that the Everflow stopped.

    Bishop Ollium and the rest of Quar’s church have some Everflow bottled and saved, but they will run out. The two rivers will stop flowing shortly after the locks on the pool let out their remaining water. The economy of Telse, Ooshar, Mira, Qin and others count on that river traffic and/or the magical, healing waters of the Everflow.

    And there are dragons seeking to destroy the city.

    Become a Patron to see fiction set in the World of the Everflow. These stories are set in the time of the Awakening.

  • Session Report: Trade routes return to Sheljar Bay

    Session Report: Trade routes return to Sheljar Bay

    Over these two sessions the goal was to gain a few clues to the larger arcs around the Scholars and Proctors, while also exploring the place that the group now calls home. Those in the second session also got to used “downtime” of a couple weeks with some player agency.

    Session Notes:
    This took place over two sessions.
    Doceo, Saffron, Samul, and Behn were in the first session.
    Aamar joins them for the second one.
    The remaining characters are in Sheljar with Ajhenas on the Tower Island, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Maurice, Mansaray, Els and Kuda are working on restoring the two homes on the south end of the Island Inn. Ixnyx cannot shed Brazz as she established a taut-line message system between the three occupied islands.
    Shonie is retired and remains in Telse.

    Halfing Slums of Sheljar

    Behn, Doceo, and Saffron took one of the mulgoblins that committed to their aspirations and the rowboat down to the isle south of the broken bridge. Here they encounter two occupied buildings. One is a small alehouse with a covered dock area, but there are huge reptilian creatures on those docks. The group ignores them and circles the full isle. There’s a field, and a platform, and abandoned hovels.

    Except for one home, with its low roof, unwelcoming for the humans, and the poor mulgob NPC, the hearth has a fire and creepy laughter. It turns out to be from a goblin, who has made this place her home. She never stops laughing, and in fact, cripples their NPC with Hideous Laughter. Her continuing attempt to charm others results in a small conflict.

    When the group manages to defeat the little one, which takes a bit as she heals herself rather than taking some damage, a small pastel mote flies into the mulgob. That mul then behaves exactly as the little gobkon, but with big fists too. They dispel the magic infecting the mul and then cast Gust of Wind to blow the mote into the sky. There is a nilbog somewhere else in Sheljar now. A problem that could turn up later.

    Downtime

    With drop in sessions that rarely require the same PCs two times in a row players can collect downtime between sessions. I opened up our final session of 2016 by asking those present how they used the days or weeks that passed. This will now be an off-table discussion, but will be carried forward.

    Aamar – The Cleric of Quar has a month of time. This is split between two activities. The first is the granting the blessings of Quar to the lands that will now be farms. These actions mean that when winter comes to the bog-city the few dozen living there will not have to trade for food. He also took an overland trip to the Glass Tower (we will play this as a 1on1 session or through chat).

    Behn – He chose to explore a few of the unexplored islands and “kill another one of those creepy ground beasts.” Asked who joins him in slaying the tunneling nightmare he answers. A few players get 1,000 xp for off-camera action.

    Doceo – Unloads his cart, and starts making plans for future trade routes. He also works the various crowds and factions to learn what exactly he’s now involved with and how this can help him in the future.

    Saffron – The Bard sends a message to her childhood mentor Teegan. There she discovers that Teegan’s brother Rohan is almost certainly The Necromancer, a scholar that Saffron helped kill. Saffron is also worried about how she’s become a killer.

    Samul – He needs a boat in order to some day rescue or purchase the freedom of his beloved – Fairuza. So, despite not educated in shipbuilding or piloting he collects a few hulls, about a dozen sails and other supplies. From all of that he gets one barely-able-to-sail seafaring sloop (crew 3, holds 7 others, 1 small covered area, no cabin, moves 20′ under normal conditions).

    Pirates and Traders

    IMG_20151202_183816186
    Inn by Stephen Joy https://twitter.com/mstephenjoy

    Gathered and recapping their various activities the group is at the Sheljar Inn (Samul’s palace, just ask him). There, as they chat the clang of Ixnyx taut-line system interrupts. It is the line from the Tower Island where Ajhenas is working with a few muls, a hob, sometimes Kuda, towards building a working defense. The highest tower has noticed ships in Sheljar Bay between the Statue and the shore. In the past the trade ships stay well on the outside of the Statue, with Sheljar still being presumed haunted by the rest of the Western Wildes.

    There are two galleons and three ketches. Two of the ketches are firing Firebolts on another ketch. Samul mobilizes his navy. It’s a single sloop. He asks a couple mulgobs to man the sails and Aamar, Behn, Doceo and Saffron join the excursion.

    The sloop rushes out past the two galleons, getting close enough that Doceo welcomes them to the protected waters of New Sheljar using Message. The galleons ask for help, their escort is under fire. Their flags declare that they are from the trading family of Qin. The Qin to Mira route was once prosperous, but is now risky. The galleons call the opposition pirates.

    Taking one of the pirate ships by surprise, appearing from behind the galleons the sloop has the wind at its back. Saffron casts Walk On Water for the crew of the sloop. Aamar is at the rudder with Saffron besides him. Samul rides the bow while Doceo and Behn are in the center ready to fire on the enemy.

    It is a complex fight. Samul, nominally the captain, he thinks, leaps from the ship and sprints across the low waves. Behn and Doceo throw Fireballs at it. Aamar prevents the other two vessels from sinking, though they still burn, by casting Plant Growth on the kelp and seaweed. Later, Doceo leaps from the stern, walking on water as his own vessel provides cover from the attacker.

    But the vessel which our Lorebook Hunters are fighting is well armed, and protected by casters. One of those spellmen keeps throws a Fireball at them. Later it casts an Ice Storm. She is not dedicated to an element, just the death of those on the sloop. (Spoiler: it doesn’t work).

    That ketch also bombards the sloop with its catapult. And there is a dazzling display of lights that charms half the crew (Hypnotic Pattern). It’s two Archers (Volo’s Guide) also provide additional, deadly, long range support.

    Behn goes unconscious shortly after throwing a Fireball back at the damaging caster. A sorcerer should not take two arrows, a fireball and an ice storm. Saffron eventually heals him.

    Remember when Samul ran across the waves? Enraged and Frenzied he enters the opposing boats with his chain whipping through the pathetic crew quickly and easily. Even the Archers and mages have little defense, especially when they are bothered from afar by Saffron and Aamar.

    Eventually our heroes, though they be a bit grey, take the ship with two of the pirates promising loyalty rather than dying. Doceo searched the captain’s quarters and discovers that they are part of Willan’s group of bandits, thieves and pirates.

    Six of the two entrapped and burning vessels are saved as well. The group captures a larger ship, armaments and maybe can take the two ketches trapped in kelp and get something savable from their burning hulks.

    The two galleons have sailed off to safety over the horizon. Maybe they’ve made it clear that the inner passage is no longer haunted, certainly protected and now safer than the open seas.

    Maybe they’ve also let Willan know that two of his pirate ships are gone.