Quantcast
Channel: Articles Archives - Kobold Press
Viewing all 1645 articles
Browse latest View live

Welcome to Midgard: Lay of the Dark Kingdoms

$
0
0

A hungry crow pecks at the eyes of the rotting corpse hanging on a rusty gibbet at the crossroads. The night air is filled with the howling of wolves, the soft hooting of owls, and the occasional human scream.

The Blood Kingdom of Morgau is made up of three former kingdoms: the Duchy of Morgau, the Barony of Doresh, and the newly conquered northern province of Krakovar.

Morgau and Doresh are located on a forested highland known as the Brom Plateau which lies between the Ironcrags to the west and the Cloudwall Mountains to the east. To the south stands the dense and ancient Margreve Forest; the vast Rothenian Plain extends as far as the eye can see to the east beyond the Cloudwalls. The fast-flowing and icy River Runnel divides Doresh on the western side of the plateau from Morgau to the east, before heading north and east into Krakovar and meeting the sea at Lodezig. Too narrow for boat traffic, the river teems with trout and perch. The lands of the Principalities are richly fertile—although the fields are small, they yield abundant crops, the vineyards produce excellent red wines, and the woods are full of deer and boar, providing plentiful hunting. Throughout both Morgau and Doresh, the misty landscape is dotted with small villages, crumbling ruins, and the keeps and manors of the vampiric nobility.

Bordered to the west by the Tomierran Forest, the province of Krakovar is less mountainous than Morgau and Doresh, but its central and southern parts are still hilly and rugged. The wide Yoshtula River flows through the middle of the kingdom, connecting two of its major cities—Gybick and Varshava—and meanders across the plains, before emptying into the Nieder Straits near the capital city of Krakova. The northern coast can be wild and the weather stormy, but Krakova is still the most important trading hub on the Straits, even after falling under vampire rule.

Bratislor

Situated in the shadow of the towering Heartspire on the main road to the east, close to the junction with the Great Northern Road, Bratislor is the capital of both the Duchy of Morgau and the whole Blood Kingdom. Surrounded by the most fertile fields and pastures in central Morgau, the city’s coat of arms depicts a black castle atop a gold crown on a purple field, with a silver crescent moon above its battlements.

Bratislor is a grim city of gray walls, dominated by the imposing edifice of Bratis Castle perched atop a crag in the center of the city. Home to King Lucan, the castle is entirely the domain of the undead; no living knights or servants are permitted within. Skeletons serve the keep and a company of darakhul and imperial ghouls guards its walls. The king holds court at the castle at the Summer and Winter Solstices and all the Elders and their spawn are expected to present themselves. On some occasions Koschei the Deathless attends, always with a different young woman on his arm. Their looks of shocked terror amuse King Lucan no end.

These festivals are a time of fear for the mortals of Bratislor; each solstice 100 living citizens are invited to attend the King’s Feast. Afterward, only one “lucky” individual returns to the city’s cobbled streets, his or her eyes and tongue gouged out and mind shattered by having heard the words of the Elders and their plans for the realm for the coming season.

The Duke of Morgau—Thurso Dragonson, Master of the Black Hills, Protector of the Fane of the Blood— governs one-third of the Blood Kingdom on behalf of King Lucan and lives in considerable luxury in the city’s Heartspire Palace. Nominally heir to the throne of the kingdom, Duke Thurso’s hold on power is precarious— he depends on both the support of his barons and the king’s favor. He lives in alternating fear and arrogance, depending on his degree of confidence at any given time. Five years ago, the scheming Countess Urzana Dolingen attempted to topple him in a coup, fleeing to the Ironcrags when it failed. Now back in favor with King Lucan after brokering the pact with the Ghoul Imperium, the Countess has her sights set on the Duchy again and has begun a whispering campaign against Dragonson.

Duke Thurso is not one to ignore these attempts to undermine his position, and he relies on the support of his sister, Princess Hristina, at court. She has taken on the mantle of Protector of Krakovar in addition to her role as Grand Marshall of the Ghost Knights, and her star is very much in the ascendant. Some believe she wishes to claim the mantle of heir for herself, but none whisper this anywhere near Duke Thurso.

Many famed poets live in the city, and bards often visit during the Poet’s Festival in the spring held at the duke’s behest. Thurso is an enthusiastic patron of the arts and has been known to shower talented artists and performers with gold and silver. A select few who particularly impressed him have even been rewarded with the gift of eternal life and subsequent entry into the vampiric ruling class. However, a grisly fate awaits those who displease the duke with crude doggerel or biting satire: impaled on stakes at Poet’s Corner, their screams often last until sunrise.

Hengksburg

Hengksburg is the most stable and secure city in the Greater Duchy. It thrives on the vile trade in flesh and blood, buying captives seized in raids and selling them at its Meat Market to the dukes, barons, and other nobles who desire them. A safe distance from the conquered territories to the north and the borders with Morgau’s enemies, the main trade center of the realm is always bustling and free of major disruptions. Trade must flow, tolls must be paid, and most of that profit winds up here.

Unsurprisingly, the cult of Mammon has a visible presence here, though without a temple to call its own. While the archdevil’s priests are free to walk the streets openly as long as they make their obeisance to the Lord Mayor, Hengksburg’s richest merchants, grown fat on the profits of the flesh trade, keep a low profile, disguising their wealth and eschewing ostentatious clothes for fear of the city’s remorseless tax collectors.

Hengksburg is ruled by Lord Mayor Rodyan, a corpulent shroud-eater who demands a toll in blood from every visiting merchant, from each serf on his land, and even from the lesser nobles who serve him. The Glutton’s appetite for gold and blood is exceeded only by his need for sexual release. To date, Rodyan has been married more than 300 times—some of his wives lacked the constitution to survive even a single night of Rodyan’s amorous advances—and the teenaged peasantry fear little more than to be selected.

For over a year, the common folk were spared Rodyan’s attention when the Mayor married Aliessa, a formidable woman who outlasted the previous hundred or so wives and was given the whispered nickname of Death’s Whore by the fearful serfs. Inevitably, Rodyan tired of her too, going through 20 wives in rapid succession after her downfall before deciding his next spouse should be one of Perun’s daughters. He eagerly awaits the delivery of his new “amazon bride.”

When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. Unconfirmed rumors state that Rodyan’s many past wives still live in the mansion’s dungeon as vampiric thralls or drooling experimental subjects; others may haunt its corridors as ghosts or specters.

Vallanoria

This military city is small but well organized. The Order of Grey Knights has a great commandery here, and the Temple of the Scourging Goddess is a center of the more warlike and flagellant priestesses of the Red Goddess. Vallanoria always retained close ties to Krakova to the north, and its citizens have never been as subdued and pliant as most of the living serfs of Morgau. However, the conquest of Krakova by the undead armies of the Principalities dealt a terrible blow to those who one day hoped to be liberated from their vampiric oppressors. Several past revolts were brutally quashed and as a result no one speaks of rebellion in Vallanoria these days, except among trusted friends. The baron has spies everywhere. Some think the crows all serve as his informants; others say the standing offer of 1,000 gp for the arrest of any rebel does his work for him.

The city’s ruler is Baron Urslav, the Crawling Lord of Vallanoria, the Keeper of the Red Sisters. Urslav once made the grave mistake of offending Grandmother Baba Yaga and she responded by removing all his bones with her magic. As a result he spent a few weeks crawling on the floor of his palace before the terrible curse wore off, and the nickname stuck. He hates the nickname and despises Baba Yaga, spending much of his time plotting his revenge. To that end, he has become a champion of the Red Goddess Marena, giving generous endowments to her abbeys and paying for the construction of new temples. Each year at her festivals he brings both animals and serfs to her altars as sacrifices.

The beautiful palace of Vallanow serves as the venue for the Elders to celebrate Ghost Night and the start of winter in the presence of King Lucan and other dignitaries. The invitations to this debauch are highly sought after, at least by the undead. The stench of slaughter and decay brought to the palace by its guests makes the living nauseous for days. The festivities are organized and led now by Xanthus the Flenser, a high priest of Chernobog whose fondness for blood sacrifices at dawn is well known.

The Ghost Night Ball is usually followed by a brutal round of executions, after the common folk attempt to rise against their masters. Each year, they would pray for a Krakovan army to arrive with the spring, but it never came. It certainly won’t now, though the most desperate still pin their hopes on a dwarven reaver army…

___

But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

You can continue on this adventure in the Midgard WorldbookMidgard Heroes HandbookCreature Codex, and Creature Codex Pawns!

<<PREVIOUSLY


Inside the Kobold Mines: Playing in the Woods

$
0
0

Let’s get one thing straight.

There is no way I can write a dispassionate overview of the overwhelming goodness that is the Margreve Player’s Guide. I just can’t. And there’s a very good reason for it.

I’m in it.

And not only that, but I’m in it three times.

Now, while I’m no stranger to writing—I’ve written a children’s fantasy trilogy for Penguin Random House and a Star Wars novel for Disney Lucasfilm, and I’ve got another children’s fantasy out next year—the Margreve Player’s Guide marks my first appearance ever in anything related to roleplaying games, and this long-time D&D fan couldn’t be more thrilled.

So there you have it. You’re not going to get dispassion from me today. Nope.

But let’s get another thing straight.

The reason I’m in the guide—the real reason—is because when I see something that knocks my socks off, I cannot help but reach out and involve myself.

And Midgard, and especially Tales of the Old Margreve, was already knocking my socks off long before I became involved.

I chased down Matt Corley before I realized he was lead designer and was sort of unofficially playtesting the adventure the “The Honey Queen” for him before I was invited either to test officially or to contribute a short story to the Player’s Guide. And it was during that playtest that something remarkable happened.

One of my players did something so unexpected that everyone’s collective jaws dropped, and the others even said to me, “Did Jonathan just leave the game?”

And yeah, he pretty much did.

See, Jonathan’s character volunteered to change places with an NPC who was in thrall to a powerful creature of the forest. And he rolled a 20 on his Persuasion roll. And she accepted. So the party left with the NPC, and Jonathan’s PC stayed.

Boom.

So I messaged Matt to tell him how surprisingly the adventure went and to discuss just where I could take it from there without writing that PC out, and together, we realized that the only way to keep him in the game was to change his character drastically. And for that, we’d need a new subclass.

And hence the warlock patron the Old Wood was born.

Sure, you get a brand-new subclass. But really it was just my selfish need for a way to keep Jonathan in the game without breaking everything in my campaign!

So that subclass, plus my short story, “How to Reign Your Griffon,” which opens the guide, and the Forest Dweller background (co-created with Matt like the warlock patron) are my three contributions to the book.

And that’s why I’m so excited.

But that’s not why you should be excited. Or at least it’s just a very little part of why you should be excited.

Because the Margreve Player’s Guide is a lot bigger and a lot more exciting than just my three little pieces.

In fact, there’s 54 pages of content.

A Look at the Margreve Player’s Guide and the Tales of the Old Margreve Pawns

It opens with my short story, yes—and to my delight, stats for my character Sir Opinicus Stonecloud and his griffon mount, Swiftbeak—but then we leap into three new player races.

There’s the alseid (with gorgeous new artwork of a male member of that race), the erina (hedgehog people as near as I can tell), and (possibly my favorite new race in a while) the plant-like piney.

And then we’re off to new class options. For the barbarian, we have the Primal Path of the Hive Tender and the Primal Path of the Shadow Chewer—both restricted to bearfolk, as if the names didn’t give it away. The Hive Tenders can actually summon and control swarms of magic bees!

Then for clerics, we have the Hunt Domain, who serve gods of same, possibly even the Wild Hunt itself. And for druids, the Circle of Oaks, Circle of Owls, and Circle of Roses. Now, the Circle of Oaks was created by none other than Dennis Sustare. Yes, Dennis Sustare, the guy who created the original druid class back in the day! The other two (Owls and Roses) were designed by none other than Dan Dillon (Midgard Worldbook, Courts of the Shadow Fey)—he who recently joined Wizards of the Coast to work on Dungeons & Dragons in an official capacity. So you know they’re going to be good.

Next, we’ve got three new ranger subclasses—Gryphon Scout (trained by the elven courts), Grove Warden (who taps into the magic of the Margreve), and Spear of the Weald (alseid only). And for rogues, the Underfoot (erina only). In addition to the warlock patron mentioned above, there’s the Hunter in Darkness, and for wizards, the arcane tradition of Courser Mage (who focuses on stalking prey).

Next up is the aforementioned Forest Dweller background and six new feats—(I like Stunning Sniper)—and no less than 45 new spells. (Heart-seeking arrow is nasty!) Finally, we have seven new magic items and thirteen new monsters.

And that, folks, is why the Margreve Player’s Guide is not to be missed.

Now, on to something I’ve got no part in but that I’m absolutely wild about, and that’s the Tales of the Old Margreve Pawns.

You know, the first time I put pawns on the table, I felt apologetic that I wasn’t using miniatures, but I shouldn’t have. It was a pair of bone crabs from the Tome of Beasts, and my players went crazy for them. “I love the art!” was the biggest reaction, and everyone had to pass the pawn around. I’ve since used tons of Kobold pawns, including the River King and from this set the awesome shadow fey guardian.

There are over 80 pawns: not just the monsters but also the NPCs from the adventure and examples of the new races and classes. I’m especially excited by the bearfolk female since one of my players is courting the mama bear from “The Honey Queen.” Before this, I was using a homemade pawn of Momma Berenstain!

Flipping through the pawns, I’m particularly enamored by the treant, the pair of green hussars, the wraith bear, the two vine troll skeletons, the zyzhashcha (try pronouncing that), and the aforementioned male alseids (previously we only had art and pawns for their females). But all the NPCs are amazing too, and the examples of typical people like the Kariv youth, commoner children, or three different pineys are most welcome. And while the Iron Teeth of Baba Yaga may not be included, Inushka’s Pot is, and that’s the next best thing. Oh and look, there’s my Old Wood warlock too! So I guess I am in the pawns after all!

___

Lou Anders is the author of Frostborn, Nightborn, and Skyborn, the three books of the Thrones & Bones series of middle grade fantasy adventures, as well as the novel Star Wars: Pirate’s Price. You can find out more about him and his works at www.louanders.com, and visit him on Facebook and on Twitter @LouAnders.

<<PREVIOUSLY

Pick up your copy of  Tales of the Old MargreveMargreve Player’s Guide, and the Margreve Pawns now!

Kobold FAQ: Ley Magic

$
0
0

Considering making a new geomancer or picking up one of the ley magic feats? You might have many questions about ley lines and how they work. I know I did, so I went to the source and asked Dan Dillon, author of the book Deep Magic 5: Ley Lines from Kobold Press. Here is a summary of that conversation, FAQ style. All the answers come from Dan (except for the first two questions, which I added to provide a more complete FAQ).

Q: What are ley lines, and where can I read about them? Where are they located?

A: The concept of ley lines is explained in the Midgard Worldbook (MWB; pp.38–41), including a map of major/named ley lines (p. 39).

Q: Where can I read the rules about ley magic and how ley lines work in game?

A: Ley lines and geomancy are documented in the Midgard Heroes Handbook (MHH; pp.127–129). The Geomancy Wizard Arcane Tradition (p. 88) and the ley magic feats (p.97) are also in the Midgard Heroes Handbook. Most of this information is reprinted from Deep Magic 5: Ley Lines, also by Kobold Press.

Q: Are binding to a ley line and locking it the same thing?

A: No, binding to a ley line allows you to tap its power at any distance, not just within its area of influence. Locking a ley line sets its effect to one you choose rather than rolling for it.

Q: Only geomancers can lock a ley line and not non-geomancers using the Ley Initiates feat, correct?

A: Correct, it’s a geomancer’s Ley Line Mastery thing (or a GM discretion thing).

Q: Since locking is only part of the Ley Line Mastery trait, does that mean geomancers always roll for effect until level 14?

A: Yes, unless the line is otherwise locked. You can only lock/unlock a line yourself at 14th level.

Q: How could a ley line be otherwise locked?

A: Rarely, some ley lines can be “naturally” locked, or magic items can do it. Things leftover from the fallen magocracies.

Q: Have you toyed with the idea of allowing locking an effect to a weak line before 14th level? As is, it doesn’t make for predictable game play and it borders on wild magic.

A: I haven’t tinkered with lower-level locking because it’s an incredibly potent ability. Imagine being able to make all your spells require no verbal components and then fighting a lich inside a silence spell.

Q: If a ley line was locked by another geomancer, does the Ley Line Savant 2nd-level trait used to sense ley lines also identify if the line is locked or what the effect would be as well? How would we find out otherwise?

A: As written, Ley Line Savant lets you find them. I could see allowing more information through study: Intelligence (Arcana) checks to examine a line to determine its properties.

Q: When tapping a bound ley line, does a geomancer need to make an ability check or is that only when tapping a nearby ley line?

A:  As written, you always need to make an ability check. But I’ve also found that the current DC 10 + spell level is a bit high and results in a more likely backlash than I care for. I’m experimenting with reducing the channel DC to 8 + spell level in my livestream game.

Q: If a geomancer fails the ability check, does this waste one of their limited daily “attempts” for tapping a bound ley line?

A: Yep. Another reason for the lowered DC.

Q: When a master geomancer locks a ley line, do they choose the predictable effect from the table, or do they roll for the effect? And is it always the same effect moving forward for this locked line?

A: When you lock a line, you choose the ongoing effect.

Q: When tapping an unlocked line, if the effect doesn’t apply to the spell, do we ignore and cast as normal, or do we reroll until something applies?

A: You’ve hit one of the hiccups in the system. I recommend allowing an option. If you don’t like the effect or it has no effect (e.g. fire damage boost when casting a non-damaging spell), then I let the caster gain temporary hit points equal to 1d6 per line strength (1d6 weak, 2d6 strong, 3d6 titanic) + their spellcasting ability modifier.

Q: When tapping an unlocked line, can we tweak our spell effect based on the result? For example, if the spell range is extended, there is no real benefit since we normally would have cast this spell while in normal range. Can we change our target to a farther one to take advantage of the new range?

A: Yes, it’s part of casting the spell, which is also when you choose targets and pick all the other spell parameters.

Q: If a ley line effect let you up-level a spell, can this apply to a cantrip to reach the next effect “tier” (1, 5, 11, etc.) of that cantrip?

A: Not explicitly, but that’s reasonable.

Q: Using the Ley Initiate feat, a character can regain spell slots from resting near a ley line, yet an actual geomancer cannot. Why is that?

A: Wizards already get the ability to regain spell slots anywhere with Arcane Recovery. The Ley Initiate feat is a nod to that concept with the restriction that it only works near a ley line. And nothing stops a geomancer from taking the feat to gain that benefit.

Tome of Beasts: Imperial Ghoul

$
0
0

An imperial ghoul stands tall and proud, its gray flesh robust and muscled, its sharp talons stained black, and its clothing strangely well kept. Its flickering red eyes have an intelligent, malicious gleam.

Shock Troops. Imperial ghouls are the shock troops of the ghoul empire, and eager to expand its power and influence. Treated like auxiliaries, they get the most difficult tasks: to engage and hold foes while the darakhul, iron legionnaires, and others outflank them.

Ambitious Strivers. Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls. This rumor gives them hope of advancement. Their power over the lesser ghouls and slaves gives them a taste of tyranny. Because they are ambitious and always hungry for more power, imperial ghouls are eager to prove themselves as hunters, as warriors, and as spies.

Immune to Sun. Unlike a standard darakhul, an imperial ghoul does not suffer from sunlight and feels little need to disguise its true appearance.

GHOUL, IMPERIAL

Medium undead, lawful evil
Armor Class 16 (breastplate)
Hit Points 93 (17d8 + 17)
Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 13 (+1) 14 (+2) 14 (+2)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Darakhul, Undercommon
Challenge 4 (1,100 XP)

Turning Defiance. The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS

Multiattack. The imperial ghoul makes one bite attack and one claws attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.

Claws. Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.

<<PREVIOUSLY

___

But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

This creature comes from the Tome of Beasts. You can continue on this adventure in the Midgard WorldbookMidgard Heroes HandbookCreature Codex, and Creature Codex Pawns!

The Sorcery Stop: Relics of the Lost Fey

$
0
0

Magic is the lifeblood of fantasy. Arguably the dividing line between fantasy and other types of fiction, magic can be strange, mysterious, frightening, comical, or anything in between. And if you’re looking to explore the applications of magic in a fantasy roleplaying campaign, you want to visit the Sorcery Stop!

The fey are no friends to mortals, but they are neither necessarily foes—often the faerie courts don’t consider mortals at all in their decisions and workings. The fey courts are powerful and inscrutable, and their ways are not the ways of common folk; apprehensive souls whisper even that the great faerie rulers have forgotten more magical lore than the wisest earthly sages will ever know. Such statements may be fearful hyperbole, but none can deny the strange magicks that lay in forgotten barrows and slink in crypts ancient when the world was young.

Here are six such magical oddities to amaze, amuse, and test your characters.

Armor of the Golden King

Armor (breastplate), very rare (requires attunement)

This magical breastplate includes shoulder plates as well as ankle and wrist greaves, all of which gleam with a polished gold sheen. You have a +1 bonus to your AC while wearing it.

As an action, you can emit psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Charisma saving throw or be stunned until the beginning of your next turn. Once you use this ability, you must finish a short or long rest before you can use it again.

The Golden Kings are a legend of the Seelie court; however, this armor earns you the enmity of Unseelie fey, who will target you immediately if they know you have it.

Blade of the Golden King

Weapon (longsword), rare

The hilt of this magical sword is wrapped in finest black silk inlaid with gold, and its blade gleams as though made of gold itself. You have advantage on Charisma checks while you brandish one of these swords.

The Golden Kings are a legend of the Seelie court; however, carrying the weapon on your person earns you the enmity of Unseelie fey, who will target you immediately if they know you have it.

Dust of the Faerie Heart

Wondrous item, uncommon

This small packet contains 1d6 + 4 pinches of magic dust. You can use an action to sprinkle a pinch of it over a creature, which must succeed on a DC 13 Constitution saving throw or suffer the effects of a philter of love. Dousing an affected creature in liquid allows it to make a second saving throw, ending the effect upon itself on a success.

Mask of the Bone General

Wondrous item, rare

The visor of this magical helmet is a grimacing skull. When closed, the visor obscures your facial features entirely and grants you advantage on Charisma checks. In addition, undead creatures will not attack you while you wear the helmet with the visor close unless you attack them first.

The Bone Kings are a legend of the Unseelie court but wearing one of these helmets earns you the enmity of Seelie fey, who will target you immediately if they see you in it.

Seeds of the Basilisk

Wondrous item, rare

These magical tokens look like common acorns.  As an action, you can speak a command word and throw an acorn as a ranged melee attack against a target you choose within 20 feet of you. On a successful hit, the target must make a DC 16 Constitution saving throw.

If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Wand of Fickle Transformation

Wand, very rare (requires attunement by a spellcaster)

This slender birch wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can speak with animals per the spell at will. You can also use an action to expend some of its charges to cast one of the following spells (save DC 17): tongues (3 charges), dispel evil and good (5 charges), polymorph (7 charges).

When you use this wand to cast polymorph, you can only target a creature other than yourself, and you must make a DC 15 Charisma saving throw. On a success, the spell works as you intend; on a failure, the target changes into a random beast. If the target fails its saving throw by 5 or more, the change is permanent. The target retains its alignment and Intelligence, Wisdom, and Charisma scores. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the beast. If the beast has the same proficiency as the target and the bonus listed in the beast’s statistics is higher than the target’s, use the creature’s bonus in place of the target’s. The target can’t use any legendary actions or lair actions of the new form.

<<PREVIOUSLY

Warlock’s Apprentice: Magic Staves of Midgard

$
0
0

Magical staves are among the most sought-after magic items for many spellcasters. In Midgard, there are a number of unique magical staves, many with rich histories and lore.

Spell Sources: While many magical staff spells are found in the SRD, those marked with an asterisk (*) appear in the Midgard Heroes Handbook.

Crystal Staff

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

A staff carved from a single piece of solid crystal, it has numerous reflective facets that produce a strangely hypnotic effect.

These strange magical staves were relatively common in the Valeran Empire before its fall and in Ankeshel during its golden age. Today, those few crystal staves that remain can be found almost anywhere in Midgard.

The staff has 10 charges.

Spells: While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: color spray (1 charge), hypnotic pattern (3 charges), confound senses* (3 charges), confusion (4 charges), jeweled fissure* (3 charge), prismatic ray* (5 charges), or prismatic spray (7 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to anyone in a 10-foot radius.

Serpent Staff

Staff, rare (requires attunement by a sorcerer, warlock, or wizard)

Fashioned from twisted ash wood, this staff’s head is carved in the realistic likeness of a serpent preparing to strike.

Serpent staves are most often found in the hands of lamia sorcerers from Kush and Nuria Natal and among the serpent-scholars of Lignas.

You have resistance to poison damage while you hold this staff.

The staff has 10 charges.

Spells: While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: poisoned volley* (2 charges), or protection from poison (2 charges).

Serpent form: You can use an action and expend 2 charges to assume the shape of a beast (snake only) that has a challenge rating of 2 or lower.  You can remain in this form for up to 1 minute. You can revert to your normal form before then by using an action. Otherwise, treat as the druid’s Wildshape ability.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, immediately destroying it.

Spider Staff

Staff, rare (requires attunement by a druid, sorcerer, warlock, or wizard)

Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider.

Said to have been created in the Southlands by mages loyal to the Spider Prophet, these magical staves are occasionally encountered in regions far from that windswept desert land.

The staff has 10 charges.

Spells: While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: spider climb (2 charges) or web (2 charges).

Spider Swarm: While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff and then vanishes.

Staff of Binding

Staff, rare (requires attunement by a sorcerer, warlock, or wizard)

Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy.

These staves were first known in the magocracies before the collapse, and there are still a few in Bemmea and Bourgund today.

This staff has 10 charges.

Spells: While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC:  arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charge), or planar binding (5 charges).

Unbound: While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed.

Staff of Scrying

Staff, rare (requires attunement by a sorcerer, warlock, or wizard)

This is a graceful, highly polished wooden staff crafted from willow. A small crystal ball tops the staff, and smooth gold bands twist around its shaft.

The first known reports of these staves come from the courts of the Grand Duchy and the Seven Cities, especially Friula, Triolo and Capleon, but they can now be found in almost every part of Midgard.

This staff has 10 charges.

Spells: While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), true seeing (6 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball and the staff vanishes.

Staff of the Four Winds

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest.

First created in Kel Azjer, a secluded mountaintop city in the Southlands region known as the Dominion of the Wind Lords, these staves can be found throughout most of Midgard due to the network of magical Red Portals located within the city.

This staff has 10 charges.

Spells: While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: circle of wind* (1 charge), feather fall (1 charge), gust of wind (2 charges), Perun’s doom* (3 charges), wind wall (3 charges), wind walk (6 charges), wind tunnel* (1 charge), or wresting wind* (2 charges).

You can also use an action to cast the wind lash* cantrip from the staff without using any charges.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze…

___

Read more of this and other great articles in Warlock, only on Patreon!

 

Expanding Codex: Ziphius

$
0
0

The Expanding Codex series fleshes out monsters from the Creature Codex, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.

Alternate Traits and Actions

The following changes allow GMs to alter a ziphius without modifying its challenge rating:

Capsize. If the ziphius moves at least 20 feet straight toward a seagoing vessel and then hits and damages it with a dorsal fin attack on the same turn, the vessel capsizes. A creature that can steer or otherwise control the vessel can prevent it from capsizing with a successful DC 16 Strength (Athletics) check. If the craft is larger than the ziphius, the creature has advantage on this check while a creature on a vessel smaller than the ziphius has disadvantage on this check.

The ziphius does not possess the Charge ability.

Coastal Dweller. The ziphius’s walking speed increases to 30 ft.

The ziphius’s swim speed is reduced to 40 ft. A coastal-dwelling ziphius is smaller than its deep-dwelling relatives, measuring no more than 45 feet long, but it retains its gargantuan size.

Large Stomach. The ziphius can have up to two targets swallowed at a time. When it takes 20 damage or more on a single turn from a creature inside it, the ziphius must succeed on a DC 13 Constitution saving throw for each creature it has swallowed at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ziphius.

The reach for the ziphius’s Dorsal Fin attack is reduced to 5 ft.

New Magic Items and Spells

The following magic item and spells are inspired by abilities possessed by a ziphius:

Helm of the Slashing Fin

Wondrous item, rare (requires attunement)

While wearing this helm, you can speak its command word as an action to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the cap as an action to reverse this effect.

You can use the attack action to make an attack with the fin topping the helm, which deals damage as a great axe. You are proficient with the slashing fin. If you move at least 20 feet straight toward a target and hit it with the fin on the same turn, the hit is a critical hit.

Ziphian Eye Amulet

Wondrous item, rare (requires attunement)

This gold amulet holds a preserved eye from a ziphius. It has 3 charges. As a bonus action, you can speak its command word, which expends 1 charge, and choose one creature within 60 feet that you can see. The target must succeed a DC 15 Wisdom saving throw; on a failed save, you create a temporary mental bond with the target until the start of your next turn. You can choose to gain advantage on attacks against the target or cause the target to have disadvantage on attacks against you. The amulet regains all expended charges daily at dawn.

Crushing Depths

4th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a scale from a ziphius)
Duration: Concentration, up to 1 minute

You subject one creature you can see and within range to the pressure of the deep seas. The creature must make a Strength saving throw; on a failed save, it is restrained and takes 2d10 bludgeoning damage. On a successful save, the creature takes half damage, and the spell ends.

A creature restrained by this spell can make another Strength saving throw at the end of each of its turns. On a failure, the creature is restrained and takes bludgeoning damage as above, and the damage increases by 1d10. On a success, the creature takes half damage and can move at half speed. The spell ends when the creature successfully saves against this spell twice; the successes don’t need to be consecutive.

Siege Fists

2nd-level transmutation (paladin, sorcerer, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

A willing creature you touch becomes destructive. Until the spell ends, if the creature hits a target with an unarmed strike, the hit is a critical hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. You can imbue a single weapon with this spell in place of two creatures.

Ziphian Bribe

1st-level enchantment (bard)
Casting Time: 1 action
Range: 60 feet
Components: V, M (the contents of the bribe, which must equal 100 gp × the creature’s challenge rating)
Duration: 8 hours

This spell imbues a bribe you present to a creature with an aura of friendliness. If the creature willingly accepts the gift, it regards you as a friendly acquaintance for the spell’s duration. Alternatively, you can suggest a course of activity as per the suggestion spell, but you do not need to concentrate on the spell.

This spell doesn’t affect a creature that can’t be charmed. If you or your companions harm the creature, the spell ends.

Ziphius Adventure Hooks

  • Reports of a ziphius attacking a major shipping lane inspire a generous reward for the creature’s capture or demise. However, sahuagin have been staging these attacks to entice others to kill the ziphius, which has claimed territory desired by the sahuagin.
  • An injured ziphius washes up on shore and telepathically pleas for help dispatching a devil shark (see Creature Codex). If the PCs successfully defeat the shark, the ziphius gifts them with jewels from its sunken city.

If you have any requests for monsters from the Creature Codex for future installments, please let me know in the comments, and I’ll make sure to add them to the queue.

<<PREVIOUSLY

Out of the Frying Pan: Travails along the Tamasheq

$
0
0

Encounters have consequences. Every slain bandit has friends who will want revenge, and every devil banished back to the Eleven Hells reports its failure to its dark lord. What happens when the PCs’ daring deeds come back to bite them?

Travails along the Tamasheq

The following encounter chains are more than just random conflicts. Each event flows organically into the next, sometimes without giving PCs the chance to catch their collective breath. Each link in the chain subsequently ups the stakes and the complexities of an encounter, thereby giving characters a sense of… out of the frying pan, into the fire!

Encounter 1: Desperate Measures

Recommended Levels: 68

The air is still. Nothing moves but the shimmering heat. The pitiless, midday sun blazes down on PCs traveling along the Tamasheq Trail (near Saph-Saph) in the northern Crescent Desert. To either side, colossal sand dunes roll on for endless leagues, broken only by wind-carved outcroppings and distant, island-like formations of jagged, volcanic rock.

The caravan track descends into a rocky, natural dry trough (difficult terrain) flanked by the towering dunes. Allow PCs DC 14 Wisdom (Perception) checks to sense something amiss; characters succeeding gain advantage on initiative and surprise checks until the end of their next turn.

Suddenly, a motley and ragged mob surges from holes hastily dug among the nearby rocks (10 feet) and the sandy slopes above (30 feet).

The assailants (use cult fanatics, omitting Spellcasting) are armed with clubs and digging tools. They attack from either side, ignoring terrain difficulty and numbering 2–3 opponents per PC (GM’s discretion). These ambushers aren’t everyday brigands. Emaciated, grubby, and dehydrated, they swarm the party with hollow-eyed desperation. Some wear iron collars, others the scars or remnants of manacles, and all bear the marks of the lash, the branding iron, or both. A successful DC 15 Intelligence (History) check allows PCs to distinguish slave marks and recall the alleged proximity of the reviled Ghatazi Salt Pits (see Midgard Worldbook), the infernally run slaver mining settlement said to lie to the northwest.

Development. If PCs manage to stop hostilities, the refugees breathlessly relate their plight in panic-fueled haste. They explain they’re indeed escapees from the hellhole called Ghatazi and have been losing ground to the slavers’ hounds for days. Half-mad with fear of the Hound Mistress and with no time to assess the approaching PCs’ nature or temperament, they hurriedly dug in to lay in wait, desperate for weapons, water, mounts, anything to make one last bid for freedom. If all the runaways are killed, see Developments in Encounter 2.

Encounter 2: Cry Havoc

Regardless of how the conflict concludes, 1 minute after, the PCs notice a faint ground tremor as do the Ghatazi fugitives who become wild eyed and quietly frantic again, whispering and lamenting among themselves in various languages: “The Hound Mistress!”

A bloodcurdling howl startles PCs, and several hunched and powerful humanoids lope around a bend in the trail with their chain leashes dragging loosely behind them: 4 bouda (see Tome of Beasts) savagely attack, their howls ringing out clearly now, signaling that the quarry is sighted. Immediately the tremors recur, growing larger.

Anytime after beginning round three (GM’s discretion), the Hound Mistress makes her entrance.

The increasing tremors culminate in an explosion of sand and rock as the monstrous form of an enormous desert troll (see Creature Codex) astride a scarred and malnourished bulette erupt from the earth near the PCs. All creatures standing within 10 feet who fail a DC 16 Strength saving throw take 3d6 bludgeoning damage, are pushed back 5 feet, and are knocked prone. As the Hound Mistress and her pets press their attack, PCs may discern (DC 15 Wisdom [Insight] check) their opponents’ careful attempts to avoid engaging or damaging Ghatazi property (the escapees). Quick-thinking and high-Charisma PCs may find a tactical advantage here.

Developments. If the desert troll falls or the bulette and all bouda are slain or the PCs are overcome (assuming survivors), proceed to Encounter 3, adjusting the opening circumstances as necessary. (PCs could awake in slavers’ chains!) For weaker groups, GMs may substitute the bulette with an ankheg or change the bouda to gnoll havoc runners (see Tome of Beasts).

ENCOUNTER 3: Salt in the Wound

Above the now diminishing clamor of arms, a sibilant and purring feminine voice is somehow (via prestidigitation) heard clearly by each PC.

“What a charming little twist this is, eh, boys? New players, and so close to the endgame, but… no commoners these, eh? Yes, you sense it too. And they have damaged your masters’ property. How shall he be compensated, one for one? I wonder if they relish thoughts of the mines and salt fields as I relish it for them? Let’s see how many can be taken back alive!”

PCs now see a third group has somehow crested a nearby dune unnoticed (via teleport), and it is advancing to attack. A svelte, darkly robed form lounges sidesaddle on a tawny, spotted saber-toothed tiger. The rider is a ruthless nichny (see Tome of Beasts) bounty hunter from the far south; this is Phaelixia. Two hulking salt devils (see Tome of Beasts) with manacles and salt-encrusted nets accompany her and her “pet” iron sphere (see Creature Codex).

Developments. If half of the salt devils are destroyed, Phaelixia sues for parlay. She assures the PCs she won’t summon more reinforcements (she has none) if they desist, allowing her to depart unmolested. Before attempting her escape (via dimension door), Phaelixia adds that any PCs assisting her and her now decimated band would share in the bounties and accolades upon return to Ghatazi. Even including an audience with her current employer, Lord Unctuous of the silver-tongued devils said to be the “wardens” of the salt pits. More ambitious or dark PCs may recognize the value in wealthy and remotely located patrons or knowledge of the inner workings of the local smuggling networks. On the other hand, several survivors (or corpses) among the runaways claim (or show signs of) affluent origins, perhaps citing impressive status in noteworthy guilds or claiming powerful relations and connections.

___

Check out the Tome of Beasts and Creature Codex for these monsters and many more!

<<PREVIOUSLY


The Far Side of the Table: All about the Experience

$
0
0

It was a sunny, clear day in Greychapel. A light breeze carried the smell of last night’s rain. Markus, Holly, and Sebastian stood outside the Goldfinch Inn, soaking in the atmosphere around them. Markus laughed, struck by the difference of the fine day before him and the dark, cavernous sewers that they were trudging through the night before. With full purses from last night’s success, the adventurers set off to do some well-deserved shopping and relaxation.

Welcome to the table. The other day, I had the opportunity to run a game for some new players. A week before the session, I sat down and designed an adventure that I thought would be exciting and fun. During the session, I quickly discovered that the players were looking for a different experience than what I had planned to give them. Today, let’s talk about the last form of GM mistake—experiential mistakes.

What are Experiential Mistakes?

As mentioned in my earlier article, “Analyzing GM Mistakes,” experiential mistakes are issues that arise due to differing desires from players and GMs regarding the game’s themes, level of roleplaying, play styles, and play expectations. Experiential mistakes vary on severity and frequency, sometimes resolving in an instant and other times causing the game to grind to a halt or for a player to leave the game altogether.

Experiential mistakes can be made by both GMs and players, and participation from both groups is required to remedy them. Some common examples of experiential mistakes are combat-focused players joining a roleplaying heavy table or a GM who wanted to play a serious game but the players are looking for a casual session. Severe mistakes can emerge with either players or GMs introducing potentially harmful themes or someone at the table intentionally taking over the game for their own fun at the expense of everyone else.

Walking through the streets of Greychapel, the adventurers took in the sounds of the hawkers, the smells of food carts, and the general thrum of life found in a bazaar. As Markus purchased breakfast from the local baker, he overheard a group of guards talking in hushed tones. Drawing a little bit closer, Markus overheard details of a kidnapping that occurred the night before. Noticing Markus dressed in adventurer’s gear, the guards gestured for him to join them. “It’s my day off,” Markus called as he walked the other direction.

How do Experiential Mistakes Impact the Game?

 When experiential mistakes happen at the table, the pace of the game decreases. Often, either a player or the GM will start disconnecting from the game or start actively trying to steer the game to places interesting to them. In this session, I had designed a session that focused on a few dramatic encounters. While designing each encounter, I envisioned them being serious and gritty with some important roleplaying moments worked in as well. I didn’t prepare for the players wanting a different experience, hoping to have a more relaxed session with a lighter tone. As a result, I unintentionally started trying to force the players into situations they didn’t want, resulting in the session ending with everyone feeling disappointed.

Having a slow or bad session is unavoidable. When one occurs, I recommend acknowledging that it was a bad session and working together with the rest of the table to determine what could have been better about it. Often, GMs feel responsible for avoiding experiential mistakes and bad sessions, but players have an equally important role in making sure the session was fun for everyone.

How can Players and GMs Handle Experiential Mistakes?

Noticing experiential mistakes can be challenging and is often dependent on the relationships had at the table. Players who are joining a table for the first time may feel unable to talk about their likes and dislikes while players in a long campaign may feel more comfortable talking to the GM or to each other. If you are the GM and you notice an experiential mistake, consider reaching a good stopping point in the game and, during the break, check in with the players, asking what they hope to see during the next part of the session. As a player, consider asking for a break or wait until the end of the session before talking to the GM or other players about your experience.

Markus, Holly, and Sebastian reunited in the center of the square. “The guards tried to pull me into another problem,” Markus commented as he munched on his breakfast. “Me too,” Holly replied, “Sebastian?” Sebastian nodded, confirming that he too was approached. The three adventurers shared a look, and almost in unison, each nodded. “It’s our day off. Let’s go visit Benjamin. He should be finished with my boots,” Markus gestured for the Holly and Sebastian to follow him as they strode away from the market.

Sometimes, either the players or the GM may have an experience that is particularly painful or unsettling. Having established guidelines for how both players and GMs may communicate about their needs helps ensure that the play experience remains fun and inclusive. In games that I’ve played in, we had ground rules that allowed the players and GMs to call for content to be removed, skipped, or rewritten. This was particularly useful when the unexpected came up during improvisation, helping to avoid experiential mistakes and potentially harmful material, keeping the game fun for everyone.

In the comments below, share a moment when you’ve been unhappy with a play session. What went poorly and why? Were you a new player or a veteran of the table? What would you have done differently?

Let’s Sum Up

  • Having a positive, trusting relationship between the players and GM can help mitigate and resolve experiential mistakes that arise.
  • These kinds of mistakes will happen. Keep in mind the “rule of fun” when resolving the issue.
  • Everyone has slow or bad games. Acknowledge it, learn from it, and let it go. A new session brings new opportunities.

See you at the table!

<<PREVIOUSLY

Winter Magic Wallpapers

$
0
0

It’s summer! So here’s a cool set of wallpapers for your computer, your smartphone, or whatever electronic device you’ve got. This month, we’ve got a piece from Deep Magic: Winter Magic by William O’Brien.

Let’s stay frosty, adventurers!

~ ~ ~ ~ ~

Please, click on the image you want to download to expand it into a downloadable image.

So You Want to Play in Midgard? (But You Don’t Know Where to Start)

$
0
0

You’ve picked up the Tome of Beasts or maybe the Creature Codex. Maybe you have the Midgard Heroes Handbook. You were thinking about just dropping these monsters into your homebrew or adding those subclasses. But you keep hearing about this Midgard place, this amazing campaign setting that everyone’s talking about. So you take the next step. You get the Midgard Worldbook.

So You Want to Play in Midgard? 

And wow. You had no idea. What a richly detailed world! An amazingly rich setting with powder kegs baked into nearly every region. Wars and rumors of wars, political intrigue, an empire of ghouls, and another of dragons. A sentient forest. A shadow realm with entire cities in its depths where bearfolk guide you, but sinister, horned elves might trick you into bargaining away the memory of your first love. You’ve never been anywhere so weird, so strange. Your players are going to love this! Your players aren’t gonna know what hit them. You can’t wait to start them off. To delight and terrorize them.

So… where do you begin?

For starters, I’m going to point you to two resources you might not know about.

The first is the Midgard Map. Featuring the cartography of Anna B. Meyer and the digital wizardry of John Arcadian, this is a most amazing tool for RPG gaming. Not only are there 14 city maps embedded inside, but you can toggle on and off the political boundaries and a hex grid. You can filter markers by fourteen locations—capitals, castles, cities, imperial capitals, monoliths, mountains, oases, old battlefields, other, ruins, sites, titans, towns, and world trees. But probably the greatest feature of the Midgard Map, aside from its sheer exhaustive detail, is the pathfinder tool. This tool lets you draw a line between locations, and it will instantly calculate the distance in miles, so you can plot your party’s journeys anywhere in the world they want to go.*

The other resource I’m going to call your attention to is meant to be used in conjunction with the map. It’s Midgard Adventures by Level and Location. This is an Excel spreadsheet, created and maintained by Yours Truly, that currently lists 170 5th Edition adventures** set in the world of Midgard. This is found on the Kobold Press & Midgard Facebook group, an unofficial page but a fantastic resource in its own right, frequented by quite a few Kobold Press designers and well worth checking out. But what does the spreadsheet do? And how can you use it for playing in Midgard? There are, after all, other online resources for looking up adventures, so what makes this one relevant?

Well, it being an Excel spreadsheet, you can sort the columns any way you like: by level, specific location, country, region, related adventure(s), publication source, or author. And it’s this ability to search level and location that makes it particularly useful to GMs. Choosing the Crossroads region, for example, I see 38 separate adventures with another 9 whose locations are unspecified, but which could be placed there, levels ranging 1–12. Looking just at the Southlands city of Per-Bastet, I see 6 adventures, levels ranging 1–5, but plenty more in the general region of Nuria Natal, which players could easily travel to. You like the Dragon Empire? Well, there’re 10 adventures awaiting you there right now. The Northlands? There’re 15 adventures to be had there, my friend. Need a good place to start a campaign? Search by level and—voila—there are 15 adventures for 1st-level characters beckoning you in. You see how to use this now?

But where to begin your campaign? Let’s look at some of the popular starting points. By far and away, the best “introductory adventures” to Midgard are the brilliant Cat and Mouse, set in Per Bastet and written by Richard Pett, “Everyone Lies” by Ben McFarland (found in Streets of Zobeck and set in that city), “Hollow” by Richard Pett (set in the Margeve Forest and found in Tales of the Old Margreve), and the Three Little Pigs triptych from Warlock Lair 30, 31, and 32, written by Richard Pett and also set in Per-Bastet. “The Impregnable Fortress of Dib” by Jon Sawatsky from Prepared! is another great jumping-in point (probably set somewhere near Savoyne, judging by its sequel in Prepared 2). Also popular is the Northlands adventure The Raven’s Call by Head Kobold Wolfgang Baur himself (though in translating this older adventure from Pathfinder to 5E it jumped up from 1st to 3rd level).

(But You Don’t Know Where to Start)

So now let’s chart out a possible campaign arc, shall we? Here’s one that I’m playing through. It starts off in Zobeck, but it makes treks into the Margreve Forest and will eventually see the players heading northward and making excursions into the Shadow Realm where the denizens there will emerge as a major threat for the players.

Crossroads Campaign Arc
  • “Everyone Lies” (Levels 1–3)
  • “Hollow” (1)
  • “The Honey Queen” (2–3)
  • Wrath of the Bramble King (2)
  • “Vengeful Heart” (3)
  • “Murder on the Crossroads” (3)
  • “The Midnight Tree” (3)
  • “Doom Croaker’s Branches” (4)
  • “Rust” (4–5)
  • “The Griffon Hatchling Heist” (5)
  • “Hell Comes A’Glittering” (5–6)
  • Blood Vaults of Sister Alkava (5–6)
  • Wrath of the River King (5–7)
    • Pride of the Mushroom Queen (6)
    • “Raiders of the Chambers of Tomorrows” (6)
    • A Night at the Seven Steeds (6–7)
    • Ill-Met by Moonlight (6–7)
  • “Dark Night at the Odeum” (7–8)
  • “The First Lab” (7)
  • Courts of the Shadow Fey (7–10)
  • Red Lenny’s Famous Meat Pies (8)
  • “Ruins of the Umbral Tower” (8)
  • Shadows of the Dusk Queen (8)
  • “Grandmother’s Fire” (8–9)
  • Firefalls of Ghoss (9)
  • “Rebuilding a Good Man” (9)
  • “Ripper” (10)
  • The Shadow’s Envy (10)
  • “Flesh Fails” (11)
  • “A Shroud for Aganatha” (11)
  • “Bloodstone Tower” (13)
  • “The Obsidian Pass” (14)
  • “Court of the Lunar Knight” (15)
  • “A Triangle in Shadows” (15)

Look at that. A full 1st–15th-level campaign arc. Obviously, as my individual campaign bends and twists and grows, we may skip some of these adventures or reorder some. We didn’t play “Hollow” because it wasn’t available when we started. We’re up to “Murder on the Crossroads” now. I’m already thinking I may drop Wrath of the River King and save it for later. Likewise, Shadows of the Dusk Queen. And I’ll probably add more in from Tales of the Old Margreve. But that’s just my campaign. Yours might decide to head out into the Iron Crags and go from there into the Goblin Wastes, the Western Wilderness, and eventually up into the Magocracy of Allain. Heck, my players might decide to do the same thing! Or south and east into the Mharoti Empire. Either way, between the map and the spreadsheet, I can quickly figure out what to drop into their path.

Here’s a Southlands story arc that could take players from 1st–10th level.

Southlands Campaign Arc
  • The Scorpion’s Shadow (1)
  • Cat and Mouse (1)
  • Tomb of Tiberesh (2)
  • Three Little Pigs Part One: Nulah’s Tale (3)
  • Three Little Pigs Part Two: Armina’s Peril (3)
  • Three Little Pigs Part Three: Madgit’s Story (3)
  • Grimalkin (3–5)
  • “Castle of Sand” (4)
  • “The Claret Wellspring” (4–5)
  • “Assault of the Steel Horde” (4–5)
  • Mad Maze of the Moon Kingdom (4–5)
  • Enigma Lost in a Maze (5)
  • “Under the Devil’s Thumb” (5)
  • “The Mhalmet Heist” (5)
  • “Neither by Sail, Nor by Oar” (5–6)
  • “Raganni’s Redoubt” (6)
  • Last Gasp (6)
  • Black Sarcophagus (6)
  • The Infernal Salt Pits (6–7)
  • “Monument of the Thunderer” (7)
  • “Palace of the Wind Lords” (7)
  • Lammasu’s Secrets (7)
  • “Tomb of the Scorpion Prince” (8)
  • “The Tangled Temple” (8–9)
  • “Fane of Serpents” (10)

This campaign would kick off in Per-Bastet but then branch out. It would see a few reoccurring villains—the cults of Tiberesh and of Selket in particular—and alternate between urban adventurers and tomb raiding. And of course, GM and players are free to stray northward after a while if they get bored of desert sands. But you see how it works?

There are literally years of rich stories and deep campaign possibilities here. And thanks to the Midgard Map, working it all out has never been easier on a GM. Pick a level or pick a location, and you’re off. All you have to do is chart your course and go. So what are you waiting for?

___

* I should point out that the wonderful Southlands map, found in the Pathfinder-compatible Southlands setting book, hasn’t been added to the online map as yet. Hopefully, this will happen before too long.

** At present, this spreadsheet is only for 5th Edition. There’s not a resource for Pathfinder or other edition adventures. I began this undertaking for my own campaign, which is 5E, and realized quickly that I should share it. Someone else is certainly welcome to do the same for Pathfinder!

___

Lou Anders is the author of Frostborn, Nightborn, and Skyborn, the three books of the Thrones & Bones series of middle grade fantasy adventures, as well as the novel Star Wars: Pirate’s Price. You can find out more about him and his works at www.louanders.com and visit him on Facebook and on Twitter @LouAnders.

Designing with Style: Unlocking the Style Guide Using Thieves’ Tools

$
0
0

The Designing with Style series breaks down the official 5th Edition style guide to help designers create content that’s well-written, polished, and precise. Using consistent language for rules and mechanics makes it easier for new players to understand the game and helps to avoid confusion that slows play. For example, the range of hold person is 60 feet, but the spell text still specifies that the target must be “a humanoid you can see within range.” Those limitations are important to ensure that the spell is balanced (it would be far more powerful if you could target non-humanoids like giants and dragons), that it makes sense in the context of the world (you must be able to see the target), and that it it is mechanically clear (the target of the spell must be within the given range).

Understanding the style guide is the key to creating content that’s usable, elegant, and professional. If you want to write quality content for 5th Edition, then it needs to sound like 5th Edition. It’s important to let your own voice shine through, but you have to know the rules before you can break them; writing is an art, and like any art, it’s important to learn the style conventions of your genre as you develop your own style.

Using Thieves’ Tools

Now that we’ve covered the style for ability checks and saving throws, we’ll gain proficiency in the wording for a specialized check: using thieves’ tools. And speaking of proficiency, let’s take a minute to check the style guide for the correct language:

Here are the rules of thumb for using the right preposition with the words “proficient” and “proficiency”:

•  You are proficient, or have proficiency, in a skill, language, or other activity that is learnable and repeatable.
•  You are proficient, or have proficiency, with a tool, weapon, type of armor, or other object.

So you are proficient in Dexterity (Sleight of Hand) checks but proficient with thieves’ tools.

First of all, thieves’ tools (note the placement of the apostrophe) are never capitalized, except at the beginning of a sentence. Mechanically speaking, there is no such thing as a “lockpicking kit” or a “lockpicking check.” These synonyms are fine to use in play if you like but would be unnecessarily confusing in a published module.

The most common way to call for a check using thieves’ tools is:

Option 1. “The door can be unlocked with a successful DC 15 Dexterity check using thieves’ tools.”

Sometimes, this will be written as:

Option 2. “The door is locked, but it can be picked by a character who uses thieves’ tools and makes a successful DC 15 Dexterity check.”

Personally, I prefer the first option because it more clearly implies that you can add your proficiency bonus with thieves’ tools, if any. However, you can pick the option that sounds best in context.

Thieves’ Tools versus Sleight of Hand

It’s also important to note that a check with thieves’ tools is not the same thing as a Dexterity (Sleight of Hand) check. A rogue can choose to have expertise in Dexterity (Sleight of Hand) separately from expertise with thieves’ tools. As described above, Dexterity (Sleight of Hand) is a skill while thieves’ tools are—obviously—a tool.

Really, it makes sense for these to be separate abilities since all the sleight of hand in the world isn’t going to let you stick your fingers in a lock to massage the tumblers into place. And since they are separate abilities, do not write “a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools.”

Questions? Treasure chests that just won’t open? Style conventions that just don’t make sense? Leave a note in the comments and suggest topics for future posts!

<<PREVIOUSLY

Welcome to Midgard: Khanate of the Khazzaki

$
0
0

The Plain is filled with human nomads who call themselves Khazzaki. They are followers of Svarog and Khors and Perun and Sweet Golden Lada, though Svarog is their patron. Their cities are built of tents and flesh and rope and the people are often driven from their chosen site before the wind, but they are no less formidable for that. Their master, the Khan of the Khazzaki, rules from the City of Wheels. His nation stretches wherever hoof beats thunder, from the Cloudwall to Far Cathay.

The riders, tribes, and khans of the Khazzaki are a mixed lot: adventurers and raiders, nomads and centaurs. Anyone who swears fealty to the khan is welcome in their tents, and guests are honored for a night even in deepest winter. They ride to war over frozen fields, their ponies small but fast and incredibly tough, like their riders. Indeed, the horses of the Khazzaki are never shod except when they must leave the Plain, and they rarely do.

KHAN OF THE KHAZZAKI

The current Khan of the Khazzaki is Bodhan Zenody, an archer, a rider, a scholar, and a man of infinite cunning and artful compromise who has ruled for almost 20 years. He is now ready to consider a great toss of the dice, a run at looting one of the great nations such as Cathay or Khandiria in the east, the Mharoti in the south, or the rabble of Niemheim or the Magdar in the west. He commands an army, his generals are tested and loyal, and the shamans and outriders tell him that the Khazzaki are perhaps a bit lazy, in need of a test.

Bodhan Zenody does not rest easy. If he gambles and fails, one of his three sons will surely take the title of Khan of Khans. The adventurous life of the Khazzaki is a sword dance away from complete collapse, and yet his people trust him to lead them to glory.

DOMAINS OF THE KHAZZAKI

The chief inhabitants of the Plain are the Khazzak Brotherhoods, nomads descended from an unlikely mix of Northern raiders, ancient steppe dwellers, and Kariv nomads. They have no cities and live as roving horse and ox herders, and occasionally as farmers. They are free wanderers and adventurers, unlike the serfs and slaves of Reth-Saal or Vidim.

To the north are the Plains of Rhos Khurgan, land of the red mounds, burial sites of an ancient race. The Khazzaki roam these rolling hills and grasslands east of the Nieder Straits, though their range extends south to the Ruby Sea. Here wild horse clans pour libations of blood and wine over ancient barrows, honoring dead heroes and Svarog the Rider, their patron god.

The southernmost section of the Rothenian Plain is a larger region where the Khazzaki travel to get away from the “settled” region of Rhos Khurgan. The open lands of the Khanate include a few small taiga forests, many rolling hills and gently sweeping rivers, and an endless supply of grass. They end to the south at the foothills of the Dragoncoil Mountains, where the Mharoti city of Kaa’nesh is a home of ogres and dragonkin who despise the free-riding Khazzaki bands.

The khan has repeatedly tried to capture the city, and repeatedly failed. The Mharoti have sent one army out into the grasslands against the Khazzaki. The tribesfolk consider it a point of pride that Kharalang the Wind Dragon slew the army’s drakes, and the Khazzaki riders harried the Mharoti infantry all the way back to Kaa’nesh, shooting the last few retreating edjet within sight of the city walls.

No second army has yet been assembled to tread upon the Khanate’s tall grass.

Red Mounds of Rhos Khurgan

For each stone cup of wine they drank, they poured two atop the nearest mound. The dissonant horns and strings of their victory song echoed over the silent burial sites—whose stones were as red as blood, even in the moonlight.

Tucked away in the northern territory of the Khanate, near the banks of the Tanais River, are the red mounds of Rhos Khurgan. The mounds total 31, though a single similar mound stands a dozen miles east of the larger site—this outlier mound is built on the shores of a small lake and fouls the air for a half-mile around it. The Khazzaki stay away from the 32nd mound entirely, believing it to be cursed.

Each mound consists of compacted earth and red shale stones arranged to form a dome roughly 15 feet in diameter. The mounds appear to have had an entrance on their southern edge, but these passageways collapsed years ago. Though their components are entirely natural (rock, earth, grasses), they have stood up well against the elements. They also resist magic that would disturb them. The mounds are burial sites to a lost and forgotten race. Protected by the Khazzaki, the mounds have never been excavated, though some recovered bones suggest the buried were tall humanoids.

The Khanate considers the red mounds to be a sacred site, visited only after a successful raid or campaign. The Khazzaki celebrate their victories among the mounds, drinking, singing, and thanking their ancestors. It is considered customary to offer the mounds drink during these celebrations, and casks of wine are often emptied into the parched soil of the mounds. Refusing to offer the mounds a drink is one of the greatest offenses one can make against the Khazzaki, and those who deny the mounds their portion are buried alive nearby.

Divine magic is warped and changed in the region where the mounds are built. Clerics, paladins, and other spellcasters who derive their magic from the gods find it difficult to choose spells while resting within a mile of a mound. Despite their most ardent prayers, these casters find their spells chosen for them—a selection intended to offer only defense.

Khazzaki Camps

A typical encampment of the Khazzaki includes 100 to 300 men, women, and children, with a family of friendly centaurs as allies and auxiliaries. These centaurs are called the kin ludi, or the horse friends, of the clan. The Khazzaki believe that Svarog creates centaurs out of his most deserving human followers. These camps are entirely mobile and rarely stay in one place long (even in winter, the steppes ponies can survive on forage from beneath the snows). They wander widely in the summer grazing and raiding season, and journeys of 100 or 300 miles are considered no great hardship, a matter of a few days’ ride.

At the end of summer, all Khazzaki camps send emissaries to pledge their fealty to the khan at Misto Kolis, and to prepare for winter and spring raids. Their ability to fight in the snows makes them extremely dangerous, and all the Khazzaki’s neighbors know better than to relax their watch at the first snowfall of winter.

Misto Kolis, the City of Wheels

Moving across the Plain on the back of creaking carts, the City of Wheels is the Khanate’s nominal capital and main trading center, as nomadic as the people it serves. Most of the city is made up of palatial orgoo (massive pavilions) and collapsible buildings of light wood that can be packed onto wagons or pack horses when the city roves.

Famed for its wrestlers, jugglers, jesters, and other entertainers, the city frequently appears to be one giant drunken party—although much trade and diplomacy goes on quietly amid the drink and games. Families come and go, but the city is heavily influenced by the Khanate’s Woolen Palace and by the Kariv Leanti family, ruled by Clan Mother Lumenita Leanti in the Kariv style, especially when the khan is raiding. There are more Kariv gathered here than anywhere else, although the city’s population fluctuates wildly.

Black Strangles

The disease that is affecting the horses of Trombei and the centaur hordes of the Plain has also spread to the horse and pony herds of the Khanate. For now the khan has managed to keep the disease from wiping out his stock of horses, but the speed at which the disease spreads poses a challenge. Animals afflicted by the disease are slain and burned, their ashes buried deep under the wild flowers and sage brush.

The Grassweavers of Perun

Very recently, the khan has allied with a strange order of Perunian druids. These overly tall and spindly limbed humans shuffle across the Plain in suits of armor made from woven grasses. They gather in groups of seven, never less and never more—living in one communal grass hut built so low they must stoop to enter. They speak the Common tongue, but communicate among each other in a rustling, clicking language all their own. The identities of these druids are kept secret; their faces are hidden inside sinister masks made from sticks and grass. Everywhere they walk, the natural order slides sideways. Though their magic adds to the khan’s power, they hate the kin ludi centaurs, and the khan seeks a way to end this enmity. The khan hopes that the druids will offer a cure for the black strangles, the strange withering disease that threatens his prized pony herds.

None know their purpose or their origin. For now, they are content to heal the khan’s wounded and worship the ferocious electric storms that tear across the Plain…

___

But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

You can continue on this adventure in the Midgard WorldbookMidgard Heroes HandbookCreature Codex, and Creature Codex Pawns!

<<PREVIOUSLY

The Sorcery Stop: Minor Magicks

$
0
0

Magic is the lifeblood of fantasy. Arguably the dividing line between fantasy and other types of fiction, magic can be strange, mysterious, frightening, comical, or anything in between. And if you’re looking to explore the applications of magic in a fantasy roleplaying campaign, you want to visit the Sorcery Stop!

Playing fantasy RPGs, we tend to simply accept as given many minor magical effects that to a commoner would seem truly incredible. Considering that even a cantrip is well beyond the capability of most people, many items heroes take for granted or simply discard, such as a ring of sustenance, a periapt of health, or even a bag of beans would seem downright miraculous to commoners.

Of course, such items are likely beyond the skill of most hedge wizards and shamans to create, but that isn’t to say such folk can’t create simpler, more practical items. Below is a collection of flavorful, useful minor magic items that, while perhaps not the greatest use to an adventurer, could absolutely make or break a peasant’s livelihood. Such items might be crafted by a village healer, a local witch doctor, a hedge wizard, or even a local priest. All of these items are categorized as Common or Uncommon per the normal treasure distribution system, but keep in mind that to most ordinary people these pieces represent near-priceless artifacts.

Buying, Selling, and the Importance of Minor Magicks

Some players might be interested in purchasing items from the local medium or thaumaturge or in supplying townsfolk with similar baubles. Keep in mind that most commoners, and especially most people in rural areas, carry very little cash or items of value and are likely to barter for any goods they need and can’t make themselves. It is highly unlikely that such people can afford even the most basic of standard items. Additionally, any magic item a commoner owns is probably a treasured family heirloom and the only magic that character has ever directly encountered.

Given their relative lack of power, the items below are more broadly useful as window dressing and to give a measure of distinction to an important commoner NPC without running the risk of introducing more substantial or powerful magic items to your campaign. A character who wields any of the items below is probably well known in the surrounding community and just as probably not well liked or trusted. Especially when it comes to the wand and staff that cast actual cantrips, the magic in these items is enough to make non-adventurers cross the road, make a sign to ward off evil, and give the owners a wide berth.

Dust of Spring’s Bounty

Wondrous item, uncommon

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over a tilled plot of land; a single pinch can affect up to one full acre. Any seeds planted within the affected area are resistant to disease and famine and grow more robustly than usual; increase the crop’s yield by 20%.

If you apply it to a plant creature, that creature gains 109 temporary hit points and advantage on saving throws to resist disease for 1 minute.

Metaphysician’s Idol

Wondrous item, common

This figure is carved from wood or stone. When you place it in a location of prominence within your house, it creates a 20-foot-radius sphere centered on the figure. All creatures that finish a long rest within the radius awaken refreshed and in good spirits.

Pebble of Well-Being

Wondrous item, uncommon

This magical stone is normally worn as a pendant on a leather thong and is crafted by physicians to help ward off illness. A character wearing a pebble of well-being gains advantage on their next saving throw to resist disease or poison. A pebble of well-being can be used in this manner only once and then loses its power.

Provinder of Delayed Passing

Wondrous item, uncommon

This hard piece of unleavened bread can be placed under the tongue of a living creature that has 0 hit points. Once placed, the bread dissolves, and the creature becomes stable. This item has no effect on undead or constructs.

Soothing Salve

Wondrous item, uncommon

This sticky paste comes in a hollowed-out gourd or clay jar, which holds 1d6 + 2 doses. The paste is made from herbs, sugar, and honey, and healers pack fresh wounds with it to ward off infection. A character treated by a dose of the salve can reroll one Hit Die the next time they take a short rest. An applied dose of the salve loses its potency after 24 hours if not used.

Staff of the Sibyl

Staff, uncommon (requires attunement)  

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

Druidcraft. While holding the staff, you can use an action to expend 1 charge and create a minor magical effect as with the druidcraft spell.

Tailor’s Blessing

Wondrous item, common

This magical sewing needle seems to guide the hand of anyone using it to mend or stitch fabrics and skins. A character with tailor’s blessing has advantage on any tool proficiency skill checks made when using leatherworker’s tools or a sewing kit.

Wand of Legerdemain

Wand, common (requires attunement)  

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Prestidigitation. While holding the wand, you can use an action to expend 1 charge and create a minor magical effect as with the prestidigitation spell.

<<PREVIOUSLY

Warlock’s Apprentice: The Darkest Vaults of the Great Maze

$
0
0

A maze within a maze within a maze…

Every minotaur whispers its name, senses its presence, wonders at its complexity, its enigma, its beauty—the First Labyrinth.

To them, the Plane of the Great Labyrinth is just one facet of all mazes, and all mazes are one. Their darkest secrets, their greatest treasures, their deadliest dangers, all may be found beyond the next turn or through the next portal.

The Darkest Vaults of the Great Maze

The First Labyrinth—maze of the world, cradle of convolution, and insanity of endless complexity—is one of the great mazes of the world. Or maybe it’s one aspect of all mazes given form in Midgard. For now, the First Labyrinth may be the most unstill of all mazes. Through the Plane of the Great Labyrinth, the Great Maze touches every maze in existence, senses kinship and reaches out: touches, sometimes binds, absorbs, embraces, often fleeting, occasionally forever.

The First Labyrinth is in the Southlands city of Roshgazi but exists everywhere. The city decays on the shores of the Middle Sea, her towers torn by dragons 300 years ago, her soul fractured like that of her guardian and ward, the enigmatic and shattered Heart of the First Labyrinth. The Heart reaches into the dreams of minotaurs, haunts them, teases them, guides them, yet it is insane. One face of the Heart is called the Poet: wise and benevolent, it seeks to bring aid to repair its fractured home. The dark face is called Broken, which still believes the war with dragons goes on in the city streets above and reaches out, claws outward to draw aid into the First Labyrinth for the battle that rages only inside its mind. And to its fractured mind, that aid can take so many different forms.

The madness is spreading. Yearning for aid, it stumbles blindly around every corner of every maze searching.

Mazuli Sul (the Heart’s name in the native tongue of minotaurs) thus gropes outward, ever searching for help, opening portals into mazes that should be left undisturbed and unknown.  Mazes grow into mazes, ways become confused, complex, unpredictable. The greatest maze-conjuring minotaur priests have an inkling of the dangers this holds—accidents in their own summonings have taught them that no maze is ever truly tamed—and they whisper tales of dread but also tales of vaults groaning with secrets, magic, and treasure. These vaults may be encountered around any turn in the most mundane dungeon or simplest maze. There is therefore an endless vigil, watching alert for what the Heart has drawn to its bosom to aid the minotaurs and thus potentially reap their destruction through desperation. They call these vaults the Dark Vaults of the Great Maze.

The Plane of the Great Labyrinth is endless and so is the potential for these dark corners. A few are listed below, but in truth, when maze links maze, there is no knowing what may lurk beyond the next turn…

Belphegor’s Penance

Do archdevils dream?

In their endless plotting and hate, do thoughts come unbidden to them? Paranoid, powerful, hungry, what crooked wants lurks behind those demented minds? Is there any doubt? Is there any fear?

Belphegor once had a dream—or more correctly a nightmare. In his nightmare, Belphegor (see Creature Codex) was stripped of his beloved Prime, his steed and citadel and love, and cast back to the terrible pit from which he crawled an eternity ago. In that pit, his fears were laid bare: his terror, his desires, his misery. And that suffering was given flesh, a wretched, pitiful wan thing that sobbed as it dragged its flaccid wings behind its emaciated form.

But when Belphegor awoke, the nightmare did not go. The given flesh and form and pain lay humble and broken before him. So quite naturally, the archdevil tore it to pieces and wondered in its dark heart who had caused it. They would suffer as only an enemy of an archdevil can.

Alas, it returned to his dreams and grew flesh anew, and each time the archdevil tore the thing apart, it came back stronger, slowly taking pieces of the archdevil with it—memories, desires, hungers. Strength. His twin, his alter ego, grew, and Belphegor knew he would never be free of it.

Belphegor spoke to his beloved Prime, anger of toil—the thing of bones and metal and hate—and Prime whispered a plan. Build again, it impeached. Build a prison about your shadow that it can never escape from and where nothing can ever find it to use against you.

It called the prison Belphegor’s Penance.

The Penance is alive, alive with wickedness in its cat’s cradle of gears and gates and traps and structures, a maze with a dark secret. Shambling constructs roam its endless levels: crooked gorgons with too many heads, pale golems made of the flesh of things that have never cast a shadow. In mockery of his own crooked shadow, his unwanted twin, Belphegor flensed his skin and gave it life, gave it hunger and lidless eyes that never tire of their watch. And there within, in a tower within a maze within a citadel, lurks the true Penance of Belphegor, his alter ego, his intimate, his shame, a thing that calls itself the Shadow of Belphegor—a wretched sickly thing that embroils all the terrors and paranoia of an archdevil. And in its terror, it wears the skin to keep it safe, crooked limbs to fend off foes and bloated eyes that forever seek escape from its vile guardians.

And one night, the dream of Belphegor entered the dream of Broken.

Broken sensed the awful power at the other end of that vision, a twisted kinship in the constructed maze with a dark brooding purpose and anger. And one day, Broken reached out, and the First Labyrinth touched the Penance…

Now fronds of its demented limbs caress the First Labyrinth, grope in the darkness, the great mazes somehow sensing kin, wanting to embrace. For now, such couplings have been rare—a scent upon the air of maze walkers of oil and flesh and torment, confinement beyond counting in mortal time. Screams made with mouths that have never seen the sun. Tales from demented things that lurk in the deepest parts of the Plane of the Great Labyrinth tell of something out there in the dark that is a prison, but for what?

And alas, for Belphegor also senses this and fears a joining, fears that his Penance will be breached, violated. And that cannot happen. He sends his own crooked creations into the aspects of the Great Labyrinth to seek, to cut these ties, to break these limbs, and to destroy the thing that seeks to embrace his misery—Broken itself…

___

Read more of this and other great articles in Warlock, only on Patreon!


Tome of Beasts: Eonic Drifter

$
0
0

The air crackles and lights flicker in the ruins. In a whirl of colorful robes, the drifter materializes from the unfathomable maelstroms of time. His eyes scan the hall in panic, anticipating the terrible revelations of yet another era.

Adrift in Time. Not much is known about the time traveling eonic drifters other than that they left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, so the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with the flesh of their bodies. They have been become mummified by the passing ages.

Crystal Belts. A drifter carries an odd assembly of gear gathered in countless centuries, proof of its tragic journey. The more eclectic the collection, the more jumps it has performed on its odyssey.

Belts of crystals around its body store the energy that fuels a drifter’s travels. After each large jump through time, the reservoirs are exhausted and can be used only for very short jumps.

Jittery and Paranoid. Visiting countless eras in which mankind has all but forgotten this once-great civilization has robbed most eonic drifters of their sanity. Their greatest fear is being robbed of their crystal belts. They plead or fight for them as if their lives depended on them—which, in a sense, they do.

Adventurers who convince a drifter of their good intentions may be asked for aid. In exchange, a drifter can offer long-lost artifacts gathered from many forays through time.

Drifters can appear at any time or place, but they often frequent the sites of their people’s past (or future) cities. There they are comforted by knowing that they’re at least in the right place, if not the right time.

EONIC DRIFTER

Medium humanoid (human), chaotic neutral
Armor Class 13 (leather armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 14 (+2) 18 (+4) 11 (+0) 13 (+1)

Skills Arcana +6, History +6
Senses passive Perception 10
Languages Common, Eonic, Giant, Sylvan
Challenge 1 (200 XP)

ACTIONS

Multiattack. The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter’s future self (if present) can only use Drift Forward.

Time Warping Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Drift Backward (1/Day). A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter’s stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds.

Drift Forward (2/Day). The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self’s turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn’t reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self.

<<PREVIOUSLY

___

But this is where we must stop for now, my friend. My mind, it wanders so at times. Do come see me again, though, for more of the wonders and surprises of Midgard. (OGL)

This creature comes from the Tome of Beasts. You can continue on this adventure in the Midgard WorldbookMidgard Heroes HandbookCreature Codex, and Creature Codex Pawns!

Out of the Frying Pan: The Wandering Roads of Dornig

$
0
0

Encounters have consequences. Every slain bandit has friends who will want revenge, and every devil banished back to the Eleven Hells reports its failure to its dark lord. What happens when the PCs’ daring deeds come back to bite them?

The Wandering Roads of Dornig

The following encounter chains are more than just random conflicts. Each event flows organically into the next, sometimes without giving PCs the chance to catch their collective breath. Each link in the chain subsequently ups the stakes and the complexities of an encounter, thereby giving characters a sense of… out of the frying pan, into the fire!

Encounter 1: Villains and Vintages

Recommended Levels: 1–3

The rolling hinterlands of Dornig tumble northward, shouldering their way between the vast expanses of the Arbonesse and Tomierran Forests before rising into the Tonder Alps. Here, many older, more westerly roads and byways weave through or skirt the fringes of the Arbonesse, stretching for leagues through the dappled shade of its enormous, overreaching eaves.

Despite proximity to that enchanted, arboreal realm, the highways and cartways of this region are known for lack of robbery or “incident” (fey mischief) and for the frequency of patrols. This is particularly true of the holdings of Sir Roth Cerreck of House Aunun, the elf-marked Knight-Bachelor of the Silver Branch whose boundaries and precincts the PCs now approach.

No sooner than you close conversation on Lord Roth Cerreck’s steadfast reputation, you’re startled by commotion ahead. Rounding a wooded bend, you’re confronted by a bizarre sight. A teamster’s wagon sits mid-road, its horse team broken free. Scores of flowering vines and tendrils sprout from the road, entangling its wheels and axle. Stranger still is the peculiar, circus-like spectacle of highway robbery unfolding before you.

Ahead 120 feet (GM’s discretion), a man-at-arms dies, struggling weakly, his own warhorse savagely trouncing him into the dirt. Nearby a second man-at-arms lay dead between two sword-slain horses, having killed his killers. Aboard the wagon, a woodwose (see Creature Codex) grapples the wagon master while its pet wolpertinger (see Creature Codex) circles above. Close by, a pack of four blink dogs finish off a third hireling while behind them an ornately carved coffer drifts past, floating away as if by magic into the forest.

PCs can’t be surprised; the “highwaymen” can. For stronger groups, GMs might replace the woodwose and wolpertinger with a kitsune and wind weasel (see Creature Codex) or replace the blink dogs with dire wolves.

Developments. The wolpertinger, blink dogs, and warhorse attack immediately. The woodwose will incapacitate the wagon master, 1d4 rounds later, and attempt escape, leading PCs eastward. The chest is moving west, carried by the far darrig Scaga and a pombero (see Tome of Beasts), both using invisibility. Scaga and the chest continue to Encounter 2 while the pombero readies an ambush for PCs attempting to pursue.

PCs questioning a revived wagon master hear the following: “The wagon just lurched to a stop… those vines. Then the horses turned on us. Those damnable fey folk, they just… appeared.”

The ransacked wagon’s loaded with upset wine casks and crates of bottled wine. The wagon master reveals he and his men were also (secretly) delivering a special collection of vintages from Keep Aunun to Caias Gruffkin, a satyr noble and a royal vintner to the River Court. Now it seems that the chest of commemorative wines has been stolen by the River King’s own subjects.

PCs should recognize this excellent opportunity to garner acclaim and connections with both the Court of the River King and their neighbors the noble House Aunun. The wagon master offers significant monetary reward and hints at more “exotic” reimbursement for the immediate retrieval of the vintage wine.

Encounter 2: Vanities and Vigilantes

Adventurers giving chase will encounter the pombero lying in wait once three PCs cross at least 30 feet beyond the treeline. If the pombero (which flees once below 30 hp) is defeated, PCs will have little trouble tracking Scaga’s drag marks through the underbrush. After 200 yards (GM’s discretion), the PCs approach a clearing where a small, fey herdsman with an antlered cowl and a glaive of elkhorn (Scaga) argues pleadingly with a beautiful, gnome-like fairy, a korrigan (see Creature Codex) named Bellinia, begging her to forget the coffer laying nearby and flee with him into the forest.

Developments. If PCs don’t immediately attack, diplomacy may win out. The two fey lovers, knowing their plan is quickly unraveling, willingly negotiate. They explain the wagon master has deceived the PCs, and woe to any comrades they’ve left behind.

We’ve not stolen but re-stolen. It was shadow fey that hijacked Lord Aunun’s yearly gift to the River King, murdering Aunun’s escorts and placing their own agents before moving ahead to make ‘preparations.’ The four you encountered are mortal lackeys, “mules,” nothing more. And we had them! Then you came.”

Recently un-welcomed at the River Court, Bellinia seeks to “rescue” King Ulorian’s stolen wines and regain favor at court. If PCs agree to “look away,” she offers them Scaga’s ring of invisibility and a +1 dagger in return. If PCs play hardball, a DC 13 Charisma (Persuasion) check convinces the lovers to accompany the PCs back for comrades if necessary before traveling together to return the River King’s wine.

Scaga reminds everyone that as night comes the shadow fey will soon investigate their overdue contraband.

If PCs insist on bloodshed, Scaga will fight until dead as Bellinia (and coffer) flee northwest. Meanwhile, the shadow fey draw nearer.

Encounter 3: Astringent Endnotes

Stealthy PCs returning to the wagon might surprise the group of shadowy figures in the twilight. Preparing to enter the forest, they move away from the wagon, revealing the wagon master’s headless body in the road, his blood pooling in the muddy wine. The shadow fey brigands consist of two each of the following:  vile barbers, shadow fey guardians (see Tome of Beasts), and shadow goblins (see Creature Codex). PCs are immediately attacked once detected.

Developments. PCs who win the night find evidence among the shadow fey, proving much of Bellinia’s tale, including instructions in Umbral from one Malaedius Ebonbrook, along with the location of the murdered House Aunun couriers but no sensible motive. Perhaps someone at Keep Aunun or the River Court will know more.

___

Check out the Tome of Beasts and Creature Codex for these monsters and many more!

<<PREVIOUSLY

Creature Codex Nominated for ENnie

$
0
0

Remember when the Kobolds brought you nearly 400 brand new monsters last year with the release of the Creature Codex? Those were great times. (I wonder how many battles that book launched? How much shiny loot it gave out to victorious parties? How many characters it put into the grave?)

Well, it’s just been nominated for an ENnie in the Best Monster/Adversary category!

Congrats to the authors—Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Jeremy Hochhalter, James Introcaso, Jon Sawatsky, Chris Harris— and the artists and everyone who had a hand in its creation. You did a great job!

So do think of us when you vote for the ENnies this year!

A Rampage of New 5th Edition Monsters!

DM: “A mysterious figure in a cloak approaches you in the tavern…”
PALADIN: “Aha! This must be a wizard with a map to a dungeon!”
DM: “…and he’s ticking.”
ROGUE: “RUN!”

Whether you need scuttling dungeon denizens, alien horrors, or sentient avatars of the World Tree, the Creature Codex has you covered! Nearly 400 new foes for your 5th Edition game—everything from acid ants and grave behemoths to void giants and zombie lords.

The 424 PAGES OF THE CREATURE CODEX INCLUDE:

  • A dozen new demons and five new angels
  • Wasteland dragons and dinosaurs
  • All-new golems, including the altar flame golem, doom golem, and keg golem
  • Elemental lords and animal lords to challenge powerful parties
  • Chieftains and other leaders for ratfolk, centaurs, goblins, trollkin, and more
  • New undead, including a heirophant lich to menace lower-level characters

…and much more! Use them in your favorite published setting, or populate the dungeons in a world of your own creation. Pick up Creature Codex and surprise your players with monsters they won’t be expecting!

COMPATIBLE WITH THE 5TH EDITION OF THE WORLD’S FIRST ROLEPLAYING GAME!

Expanding Codex: Arcanaphage

$
0
0

The Expanding Codex series fleshes out monsters from the Creature Codex, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.

Alternate Traits and Actions

The following changes allow GMs to alter an arcanaphage without modifying its challenge rating.

Diviniphage. A diviniphage feeds solely on divine magic but still interacts with all types of magic. It is immune to damage from divine spells. It has advantage on saving throws against other spells and magical effects. Its Hunger trait regains hp equal to three times the level of the spell and increases its Feed score by 2 each time it feeds in combat. Additionally, when it applies its Ingest Magic trait or uses its Voracious reaction, it can only feed on divine spells it ends or counters. Finally, when it dies and applies its Arcane Discharge trait, the force damage dealt by this trait is replaced with either radiant or necrotic damage.

The diviniphage loses the arcanaphage’s Magic Immunity trait, and other traits and reactions are modified as indicated above.

Magic Sight. The arcanaphage senses magic within 90 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.

The arcanaphage’s blindsight is reduced to 30 ft.

Selective Eater. The arcanaphage is predominantly exposed to one school of magic (abjuration, conjuration, and so on), so it has adapted its feeding to better consume such magic. It is immune to spells and magical effects from its chosen school and has advantage on saving throws against other spells and magical effects. Its Hunger trait regains hp equal to four times the level of the spell and increases its Feed score by 2 for the selected school, but it regains hp equal to the level of the spell and increases its Feed score by 1/2 for all other schools. For purposes of its Arcane Discharge trait, ignore fractional values. Additionally, when its Ingest Magic trait applies, a creature maintaining concentration on a spell from the arcanaphage’s selected school has disadvantage on its Constitution saving throw. Finally, when the arcanaphage uses its Voracious reaction, it has advantage on its spellcasting ability check when countering a spell from its chosen school.

The arcanaphage loses its Magic Immunity trait, and other traits and reactions are modified as indicated above.

True Arcanaphage. A true arcanaphage feeds solely on arcane magic but still interacts with all types of magic. It is immune to damage from arcane spells. It has advantage on saving throws against other spells and magical effects. Its Hunger trait regains hp equal to three times the level of the spell and increases its Feed score by 2 each time it feeds in combat. Additionally, when it applies its Ingest Magic trait or uses its Voracious reaction, it can only feed on arcane spells it ends or counters. Finally, its Arcane Discharge trait deals 4 (1d8) force damage per Feed score to a creature that fails its Dexterity saving throw and deals 9 (2d8) force damage to a creature that starts its turn in the affected area.

The true arcanaphage loses the arcanaphage’s Magic Immunity trait, and other traits and reactions are modified as indicated above.

New Magic Items and Spells

The following magic item and spell are inspired by abilities possessed by an arcanaphage.

Arcanaphage Stone

Wondrous item, rare (requires attunement)

This smooth rock serves a similar function as rocks found in a bird’s gizzard and helps the arcanaphage digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.

Additionally, you can use a reaction to counter a spell cast within 30 feet of you as if you cast counterspell. Unlike the spell, you must always make a spellcasting ability check (using Charisma as your spellcasting ability if you do not have one), no matter the spell level. If you successfully counter the spell, the stone increases its Absorption score by 1. Its Absorption score cannot exceed 8. Once you have used the stone to counter a spell, it can’t be used in this way until the next dawn.

Finally, you can use an action to throw the stone up to 60 feet away to unleash its stored magic. When it reaches its target, it explodes, and each creature within 5 feet per Absorption score must make a DC 14 Dexterity saving throw, taking 1d6 force damage per Absorption score on a failed save, or half as much damage on a successful one. This destroys the stone.

Devour Magic

5th-level abjuration (sorcerer, wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (a tentacle from an arcanaphage)
Duration: Concentration, up to 1 minute

After casting this spell, you can take a reaction when you are the target of or in the area of a spell or magical effect that allows a saving throw. When you take the reaction, you have advantage on your saving throw. If you succeed on your saving throw, the spell or magical effect has no effect on you, and you regain a number of hit points equal to the spell’s level.

Arcanaphage Adventure Hooks

  • A wizard asks the PCs to capture a live arcanaphage specimen in a lead-lined jar she provides. She pays well for their trouble and ensures they are aware of the threat posed by the creature. She refuses to tell the PCs she plans to release the arcanaphage in a rival’s laboratory.
  • A collective of arcanaphages has devoured all magic in the dimension they inhabit. The creatures wriggle their way, one per day, through a rift leading from their home dimension to a large city. The city’s leaders ask the PCs to close the rift before the arcanaphages can wreak havoc on the city.

If you have any requests for monsters from the Creature Codex for future installments, please let me know in the comments, and I’ll make sure to add them to the queue.

<<PREVIOUSLY

The Sorcery Stop: Black Magic Vexes

$
0
0

Supernatural boons might take the form of blessings or charms, providing worthy characters with some small benefit—the equivalents of wondrous items and potions. Such gifts are great fodder for quests and provide a venue both to make a character feel special and to circumvent attunement limits in a minor way. Supernatural gifts make the magic of a world feel more real with a quantifiable and concrete approach.

Stories and legends, however, are filled with magic not quite so benign. Whether the hexes of a hag, the wrath of a titan, or the decree of a vengeful devil, minor maladies that plague or hinder characters can provide a source of tension and even a comedic foil.

Presented below are some such malign alternatives to those gifts. Some operate like cursed magic items, and some operate like spell effects. Use them to harangue, harass, and humble your heroes!

Blights

Blights are sinister magicks that have long-term negative effects on a character. A character might be subjected to a blight after defiling a profane temple, crossing a powerful fey or fiend, or turning against a baleful patron. Simply defeating an evil creature or minion is unlikely to garner a blight, but single-handedly thwarting the long-term plans of a demon, causing a massive setback to a lich’s plan to unleash hordes of undead upon the kingdom, or bringing restoration to a long-cursed land may well result in one.

Example blights are listed below. The text of a blight addresses its user. A remove curse spell cannot remove a blight, and detect magic will not reveal the presence of a blight. Unless otherwise indicated, the DC is 16 to cancel a blight using dispel magic or a similar effect.

Blight of Ailment. One of your ability scores decreases by 2 to a minimum of 6.

Blight of Infestation. Your body is covered with tiny biting creatures that cause you to itch constantly. While taking a long or short rest, you must succeed on a DC 10 Constitution or Wisdom saving throw or gain no benefit from that rest.

Blight of Mind Broaching. You have disadvantage against magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. You cannot prevent creatures from communicating with you telepathically if they have that ability.

Blight of Respiration. You have disadvantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Blight of Vengeance. You must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hp or it does or until you can’t reach the creature to make a melee attack against it.

Blight of Vulnerability. You suffer a +1 penalty to AC and saving throws.

Blight of Winter’s Chill. You have vulnerability to cold damage.

Blight of Wound Aggravation. You have disadvantage on death saving throws. In addition, whenever you roll Hit Dice to regain hit points, subtract 1 from the number of hit points it restores (each die still restores a minimum of 1 hit point).

Banes

Banes are minor, inconvenient effects less drastic than blights. A jealous noble might inflict a bane upon a character in retaliation for the character assisting the noble’s relative, or a hostile hedge magician might visit a blight upon characters to dissuade them from solving a local murder in which the magician was involved. Banes also work as minor curses; something a warlock might contract after foolishly poring through a tome of forbidden knowledge or a rogue might attract after daring to prize a precious gemstone from the eye socket of an evil god’s effigy. Though not powerful, a bane triggered at the right (or wrong!) time can have a major impact.

A bane can’t be removed from a creature by anything short of divine intervention or a wish spell.

Bane of Bewilderment. This bane triggers when you attempt to identify a magical item during a short rest. You are unable to identify items in this manner for 24 hours.

Bane of Gibberish. This bane triggers when you attempt to speak in an important situation. For 1 hour, your spoken and written words are unintelligible.

Bane of Hobbles. This bane triggers when you attempt to jump. For the next hour, divide your Strength score in half when calculating how far or how high you can jump.

Bane of Leaden Tongue. This bane triggers when you attempt to convince a creature of something. For 1 hour, you have disadvantage on Charisma checks and Wisdom (Insight) checks.

Bane of Putrescence. This bane triggers when you attempt to have a meal or consume food. All nonmagical food and drink within a 15-foot-radius sphere centered on you spoils. Any creature eating or drinking this food must succeed on a DC 15 Constitution saving throw or be infected with sewer plague.

Bane of Tortuous Pace. This bane triggers when you attempt to use the Dash action. For 1 hour, you cannot use the Dash action.

___

<<PREVIOUSLY

Magic is the lifeblood of fantasy. Arguably the dividing line between fantasy and other types of fiction, magic can be strange, mysterious, frightening, comical, or anything in between. And if you’re looking to explore the applications of magic in a fantasy roleplaying campaign, you want to visit the Sorcery Stop!

Viewing all 1645 articles
Browse latest View live