Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Monday, March 27, 2017

Don't Yeerk Your Head-- A Don't Rest Your Head hack for Animorphs

I know, I know. This isn't the OSR and/or 5e content you came to expect from me. That'll come too, one day. But I actually did something else I'm actually a little proud of and so I'm going to post about it. I'm sure I'll have more old-school content at some point.





I've been looking for an Animorphs system for a long time.

This weekend it struck me, and I feel stupid for not thinking of it sooner. The answer was staring me in the face all along... Don't Rest Your Head. Powers, terror, insanity, the constant risk of everything turning pear-shaped, it's got everything an Animorphs RPG needs! So I brought what I had worked out myself to my brother for refinement and together this is what we settled upon.

Creating a character

You are an Animorph-- an adolescent given the power to acquire the DNA of living creatures by touch and transform into them. You have been given this power because you were in the mother of all wrong places at the mother of all wrong times and learned a terrible truth: The Earth is being subjected to a secret invasion and help may be months or years away from coming. A dying alien broke the law of his people to warn you and grant you this one weapon, and then he was gone. Whether or not you fully appreciated what this encounter meant, you and a scant handful of others found yourselves thrust into a guerrilla war with the fate of your entire world hanging in the balance.

Answer Questions

Why do you fight?
This is the equivalent to the base game's "What's been keeping you awake?" and to a lesser extent "What just happened to you?" Your character has just become privy to an awful secret and drafted into a war for humanity's survival. What will motivate them to keep going through the horror and insanity?
Think about it: Is there someone you love that has already been made into a Controller, or someone you'd risk life, limb, and sanity to protect from enslavement at the hands of the Yeerks? Is this war a choice for you, or an obligation? Does fighting the Yeerks have something to offer you apart from mere survival?

What's on the surface?
What lies beneath?
These two are both essentially the same as in the base game, and are important for the same reasons.

Who else in the group do you have history with?
Now that you have some idea of who your character is and who the other PCs are, it's time to draw some connections between you. This is another question that takes some elements from the base game's "What just happened to you?"
Think about it: Are you friends with any of the others? Are some of them more or less strangers to you? Is there one whom you resent or distrust? Conversely, is there one you're especially close to? What happened in your past to cause that relationship? Why were you all together in an abandoned construction site of all places?

What won't you sacrifice?
In a sense, this is the closest to the base game's "What's your path?" That question doesn't necessarily fit this game, though-- you've already explored your goals. This is a time to look at your fears and your boundaries instead.
Think about it: What are your character's most sacred principles? What would it take to bend or break them? What would your character do to survive? What would they do to win? What are you prepared to lose?


Dice and Coins

The pools in Don't Yeerk Your Head are a little different from those of the base game. Don't choose a Madness/Stress talent, your talent is Morphing. While you are morphed, the natural abilities of your form (anything from an elephant's size and strength to the host of a high-ranking Yeerk's ability to be recognized by their subordinates) is an Exhaustion/Time talent

Discipline remains mostly the same. If Discipline dominates, things stay in control.

Exhaustion becomes Time. If Time dominates, what you are doing takes more time and effort than you expected. Whenever a PC's time score increases beyond 6, they are Running Out Of Time. When a PC is running out of time, all their response boxes clear out and their time dice clear away. If they are in morph, most likely they are now a nothlit, trapped forever in their current form. Running out of time may also mean they are dying or in immediate danger of death, or are otherwise in an extremely critical fix.

Madness becomes Stress. If Stress dominates the situation places a great deal of psychological strain on the PC. If they are in morph, especially a morph they are unusued to, their response will likely take the form of being overtaken temporarily by the natural instincts of their new form, but it could also be social or otherwise non-literal-- a Fight response could mean you're standoffish and confrontational, a flight response could mean you're withdrawn and brooding. If no more response boxes are available, the PC Undergoes Trauma. When a PC undergoes trauma, all their response boxes clear out and they gain a permanent stress die but lose a discipline die. If a PC's discipline score reaches zero, things come to a head. They may give up the fight entirely, take reckless actions without regard for their own safety or that of the team, succumb to sheer bloodlust, or otherwise make themselves a liability, threat, or simply a low-functioning wreck. Either way, they're out of the picture, probably for good.

Pain is much the same as ever. If Pain dominates, either failure comes for free or success comes at a dear price.

Despair and Hope are more or less the same as in the base game.

Sunday, July 26, 2015

In which I take a crack at 5e Hengeyokai

Okay, I haven't done the 5e-style flavor text yet, but I probably will at some point, I just wanted to knock out a draft of this and get the mechanics ready before I did any of that stuff. But the plan is to make a nice pretty PDF and I'll have the fluff ready then.

Hengeyokai Traits

Ability Score Increase: The ability score that is highest in your species increases by 2 in your humanoid and hybrid forms. Treat the intelligence score of your species as if it were 10 higher than it actually is for the purposes of this trait. In the event that two or more scores are tied for highest, you may choose which one to increase.
Age: Hengeyokai mature at about the same rate as humans, reaching adulthood in their late teens. They live slightly longer than do humans, usually around 100 years.
Alignment: Free-spirited, even capricious, and playful, hengeyokai tend to be of chaotic alignment.
Size: In their humanoid or hybrid form Hengeyokai are about the size of humans. In their animal form, Hengeyokai are the normal size for an animal of their species.
Speed: In humanoid and hybrid form, your base walking speed is 30 feet. In animal form you have whatever speed is appropriate to your species.
Shapechanging: Hengeyokai can change their shape among three possible forms. Your natural form is that of a beast of CR 0, but as an action you may assume an anthropomorphic "hybrid" form or a humanoid form that resembles a human with features reminiscent of its animal form. Your human features are always the same unique individual, as are your features in both hybrid and animal forms. You may change shape a number of times per day equal to your level. While you are transformed, the following rules apply:
  • While in animal form, your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain ali of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • In hybrid form, you have darkvision if your animal form would. If your animal form has the Amphibious, Keen Hearing, Keen Smell, Keen Sight, or Water Breathing traits, your hybrid form does as well.
  • When you transform, you retain your own hit points and Hit Dice.
  • While in your animal form you can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. You may, however, communicate with animals of your species (or closely related ones as defined by the DM.) Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call Lightning, that you've already cast. While in your hybrid form, you may speak normally and cast spells, but you retain the ability to communicate with animals.
  • You retain the benefit of any features from your class or other sources and can use them if the new form is physically capable of doing so.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Languages: You can speak, read, and write Common and Sylvan. Additionally, when in hybrid or animal form, you may communicate with animals of your species (or closely related species as defined by the DM.)

Hengeyokai most frequently take the forms of the following animals, as well as the badger, cat, crab, rat, and weasel. Other hengeyokai may be found, but are more unusual.

Carp
Tiny beast, unaligned
Armor Class: 11
Hit Points: 1 (1d4 - 1)
Speed: 0 ft., swim 30ft.
STR: 1 (- 5)
DEX: 12 (+1)
CON: 8 (-1)
INT: 1 (- 5)
WIS: 10 (+0)
CHA: 2 (-4)

Senses: Passive Perception: 10
Languages: -
Challenge: 0 (0 XP)
Water Breathing: The carp can breathe only underwater

Crane
Medium beast, unaligned
Armor Class: 11
Hit Points: 4 (1d8 + 0)
Speed: 10ft., fly 50 ft.
STR: 7 (- 2)
DEX: 13 (+1)
CON: 10 (+0)
INT: 2 (- 4)
WIS: 12 (+1)
CHA: 4 (-3)

Skills: Perception +3
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)

ACTIONS
Beak: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.

Dog
Small beast, unaligned
Armor Class: 12
Hit Points: 5 (1d6 + 2)
Speed: 40ft.
STR: 8 (-1)
DEX: 11 (+0)
CON: 14 (+2)
INT: 3 (-4)
WIS: 12 (+1)
CHA: 6 (- 2)

Skills: Perception: +3
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing and Smell: The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Bite: Melee Weapon Attack:+ 1 to hit, reach 5 ft. , one target. Hit: 1 (1d4- 1) piercing damage.

Fox
Tiny beast, unaligned
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 40ft., climb 30ft.
STR: 3 (-4)
DEX: 15 (+2)
CON: 10 (+0)
INT: 3 (-4)
WIS: 12 (+1)
CHA: 7 (-2)

Skills: Perception: +3, Stealth: +4
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing and Smell: The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Monkey
Tiny beast, unaligned
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 30ft., climb 30ft.
STR: 6 (-2)
DEX: 14 (+2)
CON: 11 (+0)
INT: 6 (-2)
WIS: 12 (+1)
CHA: 6 (-2)

Senses: Passive Perception: 11
Languages: -
Challenge: 0 (10 XP)

ACTIONS
Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Rabbit
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4- 1)
Speed: 40ft.
STR: 3 (-4)
DEX: 16 (+3)
CON: 8 (-1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 3 (-4)

Skills: Perception: +3 Stealth: +5
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing: The rabbit has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Tanuki
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4- 1)
Speed: 40ft.
STR: 3 (-4)
DEX: 16 (+3)
CON: 8 (-1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 3 (-4)

Skills: Perception: +3, Stealth: +5
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)
Keen Hearing and Smell: The tanuki has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Sparrow
Tiny beast, unaligned
Armor Class: 13
Hit Points: 1 (1d4 - 1)
Speed: 10ft., fly 50 ft.
STR: 2 (-4)
DEX: 16 (+3)
CON: 8 (- 1)
INT: 2 (- 4)
WIS: 12 (+1 )
CHA: 6 (-2)

Skills: Perception: +3
Senses: Passive Perception: 13
Languages: -
Challenge: 0 (10 XP)

Wednesday, May 20, 2015

More on Completionism

(Whoa, two posts in one month, when was the last time I pulled that off?)

I don't expect this will be a very lengthy post, just an addendum to what I had to say in February about feeling the need to have everything I  want present and accounted for. Much as this previously led me to spend a great deal of time and stress attempting to get the exact system I wanted, it also tends to haunt my creative process when it comes to creating settings or planning out adventures or campaigns. A place for everything and everything in its place is a fine ethos when it comes to tidying up the house, but when it comes to worldbuilding it is somewhat trickier-- it's fine to utilize it, but sometimes that place has to be well off from the path the adventure is likely to follow.

Let us take the Eberron campaign setting as an example, mainly because it consigns some very popular elements off to certain corners of the world, well away from the continent where most of the "main" action takes place. As obvious as it might seem, an Eberron campaign will probably not involve a lot of giants and dragons, unless one goes out of one's way to allow for trips to Xen'Drik and Argonessen. Something focused on the internal politics of the five nations doesn't generally need them-- and that's perfectly alright, more than that, it's something that one needs to learn and internalize to DM Eberron well. This does not only apply to published settings, of course-- it's okay for things to be out there in your campaign world that the players may never see, may never even hear directly about.

I guess what I'm getting at is that an important skill in GMing, and one I struggle to master, is restraint in the name of focus. This is important in general, but especially so when one is building from the bottom upwards-- a barony or province in the Tiny Bickering Fiefdoms does not need to contain the whole of your Monster Manual, just enough variety to keep things interesting. This is something that to the mind that has already internalized it seems obvious, but something I think it benefits us all to hear now and again.

Friday, May 8, 2015

In which a background is described: The Refugee

Refugee


You've seen the worst the world has to offer and survived. You lost your home, you lost almost all your possessions, and you probably lost somebody, or a lot of somebodies, along the way, too. What stayed behind? Who will you never see again? Something took your old life away from you, and that something has made you brave, crazy, or desperate enough to turn adventurer.


Skill proficiencies: Survival, Insight


Tool proficiencies: One vehicle or artisan's tool of your choice


Language proficiencies: One of your choice


Equipment: A moth-eaten blanket given in charity, a precious reminder of the home you've lost, a small knife, five GP you've suffered to scrimp together, and the clothes on your back


Ordeal: Something happened that caused a lot of people, including you, to be displaced. Choose a disaster or tragedy, or roll on the table below to define the trouble that plagued your homeland.



  1. Plague or epidemic 
  2. Famine/drought
  3. War, invasion, or civil war
  4. Natural disaster (hurricanes, earthquakes, tsunami, etc.)
  5. Supernatural disaster (Demons or undead overran the land, magical cataclysm destroyed/sank your homeland, the tarrasque awoke and devastated the kingdom, etc.)
  6. Political crisis or genocide


Feature: Object of pity

You've long since learned to give up pride if it means having food and a warm place to sleep. Provided you don't make yourself a threat or a nuisance, you can always find enough people moved by the story of your suffering to allow you to maintain lodgings and food of a meager or poor standard for you and your companions-- and maybe even a modest or comfortable standard for a night or two-- in exchange for minor tasks (for instance, help around the home for a generous peasant family, or attending religious services for a temple or mission.) In addition, as word gets out of your terrible ordeal, strangers in a place you've been living a while may show you a certain level of sympathy.

Personality

1) I never, ever let anything go to waste.
2) I've seen and done terrible things to stay alive. I don't want to talk about them.
3) My trust comes justifiably slowly but it is built to last.
4) Experiencing lean times has made me relish the good life all the more when I can get it.
5) I have no interest in thinking too much about my former life, it's all dead and in the past now.
6) Losing everything has strengthened my religious convictions.
7) I don't want to lose anyone else, I lost too many people already.
8) I still haven't cried, but I'm not ready to smile yet either.

Ideal

1) Nihilism: Chance will have its way with all of us, better to accept it and try to adapt than try to impose order where none exists. (Chaotic)
2) Faith: Even if I can't see it, there is some greater cosmic plan and what I've been through was a necessary step (Lawful)
3) Resentment: The world has been unfair to me, why should I be fair to anyone else? (Evil)
4) Drive: I've always had to struggle and fight, and it's made me strong. (Neutral)
5) Strength: I know what it's like to have no one else to depend on, therefore I will make sure I am someone on whom others can depend. (Good)
6) Hope: I saw the worst the world could show me and I survived. It can only get better for me from here. (Any)

Bond

1) I know that the one I love is still alive out there.
2) My mother was taken from me on that day, but I hope we will see each other again.
3) When I crossed the border and I was hungry, the farmer I met slaughtered his only pig to ensure that I would get the best meal he could provide me.
4) We never met before it all happened, but escaping together made me and another survivor as close as family.
5) Exhausted and on the edge of death, I met an itinerant priest who rescued me and helped me make it across the border. One day I'll repay him for saving my life.
6) So far as I know, only one other member of my family made it out. We're all each other has now.

Flaw

1) I hold the world responsible for not doing more to save us.
2) What happened was a terrible tragedy... and I'm pretty sure we all know who were really responsible for it.
3) If you'd seen what I've seen, you'd never trust anybody either.
4) I used to be rich and powerful, maybe even a noble. I'm disgusted by myself and what I've been reduced to.
5) I may accept your charity, but I'll resent both you and myself for needing to.
6) I've turned to terrible vices to cover up my grief.

Tuesday, February 24, 2015

Completionism: Or how 5e's release schedule saved my life

I'm something of an obsessive-compulsive when it comes to D&D-- I want the game to feel complete, like nothing is missing or unaccounted for, like it's all thought through.

Sometimes this works for me. Sometimes it compels me to pull at threads and I get a fun, insightful article that gives me (and hopefully you) a greater appreciation for the game, or an interesting new way of handling things. Other times it just causes a lot of trouble and stress for me as suddenly it occurs to me that I overlooked something, and now its absence gnaws at me and leaves me dissatisfied.

This, as a matter of fact, is why I haven't really followed the OSR too closely since my big hiatus. I spent long nights cribbing from every blog post, retroclone, zine, and supplement out there-- and occasionally from the WOTC editions that formed the bulk of my background-- until I lost sight of the simplicity and fun of the game and developed a veritable Frankenstein's monster of house rules, custom classes, and edge cases, every bit as bulky and inaccessible as late-period 3.5 or tax law.

Enter 5th edition. A new D&D, compatible enough to be familiar, or even to reuse old material when necessary, but different enough from TSR!D&D to not allow for direct porting, containing very nearly everything I expect D&D to include in its toolkit, it gave me an opportunity to cast off all the cruft I let myself accumulate-- the cruft I would have had to make a significant effort to stop myself accumulating. It was a breath of fresh air.

There was, during the fall, an expectation that this Elemental Evil/Princes of the Apocalypse campaign they're now preparing to launch would include a supplement, an "Adventurer's Handbook." Whether this was the actual plan and they changed their minds or the whole thing was just misguided speculation isn't for me to know, but either way there's no Adventuer's Handbook planned, either for Elemental Evil or for any future offerings, and there never will be. For the foreseeable future, 5e is just those three books.

Of course there will in all likelihood be new options for Elemental Evil, in all likelihood released through the web (and the monthly Unearthed Arcana column as well, of course.) But the ethos of 5e has so far been very-core focused, so I expect they will not be too many or too sweeping and I also expect they will be treated in a more optional fashion than supplemental rules have been in the past. As such I do not feel the same pressure to keep up with them as I did when I played 3.x and 4e. And furthermore since I feel like I don't have anything vital to my conception of D&D missing, only things I might like, I don't feel the same pressure to incorporate additional options that fell outside of the traditional OSR purview that I felt from about 2011 onwards.

For the first time in a long time, I don't feel like I'm having to extensively kitbash or run the Red Queen's race to get the game I need. Instead, I have everything I need and am being presented with an occasional spate of extras if the mood should strike me.

Now if only I can start feeling ready to accept a little vagueness when I'm worldbuilding...

Tuesday, February 10, 2015

The Great Karameikos Campaign

Over at RPGnet, the inestimably clever Blacky the Blackball and NPCDave have been doing a retrospective of each Mystara/Known World setting product in turn. Reading it has helped me to gain a new appreciation for a setting I've traditionally been somewhat ambivalent about. Today Dave posted the writeup for the AD&D2e Karameikos: Kingdom of Adventure box set, largely focusing (logically, since obviously much of the rest of the information is similar) on the changes that did-- and occasionally inexplicably didn't-- happen during the 12 in-setting years that passed between Karameikos's previous iteration in the GAZ series. There's actually quite a bit, from Karameikos seceding from Thyatis to the disappearance of Alphatia. Either way, it was eventful enough, as were some of his remarks on the smaller details of the setting that seemingly stagnated during that time, that it got my mind moving a little.



One of the most beloved RPG supplements of all time is Pendragon's The Great Pendragon Campaign, a massive volume largely concerned with detailing the events of the 8 decades between Uther's rise to power and the end of Camelot. The sense of grand, sweeping, momentous history happening with the players right in the thick of events is a big reason why the Campaign is so beloved. Although not quite as grand, either in scope or in scale, as the entirety of the Matter of Britain, those dozen years offer no shortage of interesting times. Why, indeed, could one not create a similar detailed project about Karameikos, perhaps taking more or less inspiration from some of the BECMI modules set in the region?

I dunno, just something I've been thinking about the last few hours. Maybe it'll go somewhere. Maybe not. I should probably take this to the Piazza or Vaults of Pandius or something, surely it'll either fire the imaginations of the community or drag out the obsessive lore-experts to shout me down and point out exactly how and why it's utterly misbegotten.

Thursday, January 15, 2015

Maybe the rivers of the Thunder Rift make more sense than I gave them credit for?

Over at the Piazza (and right here on this blog as well), some feedback on my rant about the fluvial system of everyone's favorite micro-setting reached me that I thought was particularly interesting. Maybe these things were more thought-out than I initially assumed they were, or maybe it's just a happy accident that they seem to hold up to surface analysis. Either way, it put me in a good mood. Here's the comment itself reposted for the convenience of those of you who don't follow links.


Possible ret-cons or reinterpretations:

• Change the flow of the southern rivers. They now empty into Lake Melinir. We can’t really tell the slope of that SE canyon/channel from eyeballing the map. 
• Where does Lake Melinir drain? It drains into a subterranean river system that leads into cavernous realm connected to the Rift. Thunder Rift’s Underark, if you will. 
• The Gloomfens, as you note, may be whacky due to magic origins. But why not Wizardspire, too? Does the stream in fact flow uphill in contravention of the laws of nature? That would be pretty trippy. These two sites, Gloomfens and Wizardspire, have linked histories, of course. The Wizard-Warrior feud, magical curses thrown down.
• Option two Wizardspire- Somebody left the tap water one when the assassins wiped out the magic-users. That’s not ONE stream flowing uphill and then down, but TWO streams flowing downhill from two windows/spouts/gutters on the hidden side of the spire. 

Wednesday, December 17, 2014

Seven Cosmic Rumors

Might as well try to write something.


  • Illithids once had an empire that spanned worlds. Why have they degenerated and devolved into a handful of enclaves deep within the earth? Because the dead god on which the Githyanki built their astral capital is Ilsensine, their patron. What the Githyanki don't know is that sooner or later Ilsensine is going to stop playing possum.
  • It's easier to get to the Astral Plane from the elemental planes of water and air than the planes of fire and earth. Water and Air elementals are known to brag about this in mixed company.
  • It's said that there's one location in the world that is a natural gate to each outer plane. Mount Celestia is a particularly tall mountain range on which an order of Lawful Good monks live forever in pursuit of spiritual alignment, the Abyss is a massive gorge shrouded in scalding-hot steam and noxious vapors, Mechanus is an elaborate space station that has sat in orbit since time beyond memory, and so on and so forth. Regardless, all are hopelessly remote and it would be a fool's errand to try to journey to them... unless one were a great hero.
  • The best way to get to the Moon is by ethereal travel. Somehow it manages to be the one part of the Ethereal that's really scenic. The moon itself is ethereal stone and exists equally in both planes.
  • Ilepho, a gnome philosopher, once wrote that the Feywild and the Shadowfell are not separate planes unto themselves, but that the material plane, like many outer planes, has overlapping layers (if you must know, he compared it to a Spanakopita). His half-sister Argia the Elder disagreed, she wrote that the Feywild is the ancient, mythic past and the Shadowfell is the aftermath of some future catastrophe yet to be seen. Their disagreement culminated into a duel to the death.
  • The stars are roughly divided (in increasing order of frequency) between being the distant suns of other worlds, holes in the dome of the sky through which the radiance of distant planes leaks, the eyes of unfathomable entities that coolly and enviously regard the earth, and ordinary rocks with Continual Light spells cast upon them that slipped the surly bonds of earth to float in the sky. Depending on who you ask, this list might be in a different order.
  • There used to be other elemental planes. No one has seen them in centuries.

Saturday, August 23, 2014

In which a 5e Background is introduced: The Fey-Touched

FEY-TOUCHED



When you were very young, you were kidnapped and taken to the Feywild to be raised in the court of a fairy noble, and a changeling left in your place. Were you raised as a princeling? A pet? A slave? You were set free, escaped, or simply allowed to leave the nest when you grew up and have come to the material plane to seek your fortune.

Skill Proficiencies: Arcana, Persuasion

Tool Proficiencies: One gaming set or musical instrument

Languages: Sylvan.

Equipment: A set of fine clothes, a token to remember your birth family by or a small favor from your patron, and a purse containing 15GP

Feature: Fairy Courtier
You grew up among the fey, and are used to their bizarre customs, strange manners, and frequent shifts in logic. When interacting with fey, you can keep up with them as easily as you can with material plane societies.

Personality: 
1. I am only really familiar with the customs and habits of the Feywild, so I seem strange and unusual.
2. People mistake me for being highly superstitious because I take every opportunity to appease any of the Fair Folk that might live nearby.
3. I grew up around such strange beauty that I find myself somewhat blase about the world.
4. I was treated harshly as a slave of the Lords and Ladies, and am somewhat fearful and submissive.
5. I was a favored child of the fey and have a spoiled and entitled attitude.
6. I am bizarrely joyful and prone to jokes, songs, or dance.

IDEAL:
1. Stringency: I hold myself and everyone I make deals with to the exact letter of their word, as the fairies do. (Lawful)
2. Cruelty: My masters treated me as a plaything, and I will do the same if I can to others. (Evil)
3. Freedom: I escaped the Feywild, and I encourage others to escape what is holding them. (Chaotic)
4. Unpredictability: Things in my home were often strange, and I always expect the unexpected. (Chaotic)
5. Wonder: Things in the Feywild are so amazing, I wish to share that beauty with the world! (Good)
6. Curiosity: The Material Plane is so different from the Feywild, it's exciting to see what it has to offer. (Neutral)

BOND:
1. I am on the run from my wicked faerie captors.
2. My patron owes me a favor that one day I'd like to collect if I see them again.
3. I was betrothed to one of the fey before I left.
4. I won my freedom in a game-- and the loser isn't happy.
5. I bargained away something irreplaceable, like my memories of my birth family or the color of my hair.
6. My birth family weren't fooled by the changeling left in my place, and have never given up searching for me.

FLAW:
1. I am the adopted scion of a lord or lady of the Feywild. Mere mortals are beneath me.
2. I never quite seem to fit in, no matter where I go.
3. I was... altered, somehow, and not in a nondescript way. People stare.
4. Once, I had to bargain away one or more of my emotions. I no longer feel that way at all.
5. Years of toil in the hostile social environment of the Feywild has embittered me.
6. I've learned all too well to fear what magic, used in anger, can do.

Alternate Feature: Fey Patron (Credit to /u/JRutterbush at reddit)
You have the ability to contact one of the fey who raised you, from whom you may ask favors. They may be unable or unwilling to help, or require repayment in kind.

Wednesday, August 13, 2014

Another 5e Basic vs B/X comparison: Monster lists

So yesterday the 5e basic rules updated to include several monsters, some DM guidelines for encounter building, and a small selection of basic magic items. Overall I thought it was a bit of a curious list, so, submitted for your consideration: A comparison of the monster selection provided in 5e Basic and in B/X follows. Overall... it's not a terrible list, though I think it's a touch short on fey, aberrations, and undead, and a bit heavy on animals. And only two dragons is a bit of a bummer as well. Special prize for the most WTF inclusion goes to the Spectator, which is there despite the fact that the Beholder is not, and to the Quipper, which I had to look up-- it's a sort of coldwater piranha made up for the 1e Fiend Folio, apparently (I'm surprised they didn't just call it a piranha, mostly.) Also, they swapped out Stegosaurus for Ankylosaurus, which strikes me as pretty weird-- but I think 3.5 and 4e had Ankylosaurs early in the running too. Maybe someone at WOTC just really likes Ankylosaurus?

Another interesting decision is that none of the demihuman races are featured as monsters in their own right, rather you apply their racial traits to a set of default NPC stats. Which is kinda neat, actually.

A-C

B/X
5e Basic
Acolyte
Acolyte
Antelope
Allosaurus
Ape, White
Animated Armor
Bandit
Ankylosaurus
Basilisk
Ape
Bat
Ape, Giant
Bat, Giant
Awakened Shrub
Bear, Black
Awakened Tree
Bear, Grizzly
Axe Beak
Bear, Polar
Baboon
Bear, Cave
Badger
Beetle, Fire, Giant
Badger, Giant
Beetle, Oil, Giant
Bandit
Beetle, Tiger, Giant
Banshee
Berserker
Basilisk
Black Pudding
Bat
Blink Dog
Bat, Giant
Boar
Bear, Black
Bugbear
Bear, Brown
Caecilia
Bear, Polar
Camel
Berserker
Carrion Crawler
Blink Dog
Cat, Great, Mountain Lion
Boar
Cat, Great, Panther
Boar, Giant
Cat, Great, Lion
Bugbear
Cat, Great, Tiger
Camel
Cat, Great, Saber-toothed Tiger
Cat
Cave Locust, Giant
Centaur
Centaur
Centipede, Giant
Centipede, Giant
Chimera
Chimera
Cockatrice
Cockatrice
Commoner
Crab, Giant
Crab
Crocodile
Crab, Giant
Crocodile, Large
Crocodile
Crocodile, Giant
Crocodile, Giant
Cyclops
Cultist

Cyclops

D-G
B/X
5e Basic
Devil Swine
Death Dog
Displacer Beast
Deer
Djinni
Doppelganger
Doppelganger
Dragon, Green, Young
Dragon, White
Dragon, Red, Adult
Dragon, Black
Eagle
Dragon, Green
Eagle, Giant
Dragon, Blue
Elemental, Air
Dragon, Red
Elemental, Earth
Dragon, Gold
Elemental, Fire
Dragon Turtle
Elemental, Water
Driver Ant
Elephant
Dryad
Elk
Dwarf*
Elk, Giant
Efreet
Flameskull
Elemental, Air
Flying Sword
Elemental, Earth
Frog
Elemental, Fire
Frog, Giant
Elemental, Water
Gargoyle
Elephant
Ghost
Elf*
Ghoul
Ferret, Giant
Giant, Hill
Fish, Giant, Piranha
Giant, Fire
Fish, Giant, Rockfish
Giant, Frost
Fish, Giant, Catfish
Gnoll
Fish, Giant, Sturgeon
Goat
Gargoyle
Goat, Giant
Gelatinous Cube
Goblin
Ghoul
Golem, Flesh
Giant, Hill
Golem, Stone
Giant, Stone
Grick
Giant, Fire
Griffon
Giant, Frost
Guard
Giant, Cloud

Giant, Storm

Gnoll

Gnome

Goblin

Golem, Wood

Golem, Bone

Golem, Amber

Golem, Bronze

Gorgon

Grey Ooze

Green Slime

Griffon


H-M

B/X
5e Basic
Halfling*
Harpy
Harpy
Hawk
Hawk, Normal
Hawk, Blood
Hawk, Giant
Hellhound
Hellhound
Hippogriff
Hippogriff
Hobgoblin
Hobgoblin
Horse, Riding
Horse, Riding
Horse, Draft
Horse, Draft
Horse, War
Horse, War
Hydra
Hydra
Hyena
Invisible Stalker
Hyena, Giant
Killer Bee
Jackal
Kobold
Knight
Leech, Giant
Kobold
Living Statue, Crystal
Lizard
Living Statue, Stone
Lizard, Giant
Living Statue, Iron
Lizardfolk
Lizard, Giant, Gecko
Lycanthrope, Werewolf
Lizard, Giant, Draco
Mage
Lizard, Giant, Horned Chameleon
Mammoth
Lizard, Giant, Tuatara
Manticore
Lizard Man
Mastiff
Lycanthrope, Wererat
Medusa
Lycanthrope, Werewolf
Merfolk
Lycanthrope, Wereboar
Minotaur
Lycanthrope, Weretiger
Mule
Lycanthrope, Werebear
Mummy
Manticore

Mastodon

Medium

Medusa

Men, Brigand

Men, Buccaneer

Men, Dervish

Men, Merchant

Men, Nomad

Mermen

Minotaur

Mule

Mummy












N-R
B/X
5e Basic
Neanderthal
Nothic
Nixie
Ochre Jelly
Noble
Octopus
Normal Human
Octopus, Giant
NPC Party*
Ogre
Ochre Jelly
Orc
Octopus, Giant
Owl
Ogre
Owl, Giant
Orc
Owlbear
Owlbear
Pegasus
Pegasus
Phase Spider
Pixie
Plesiosaurus
Pterodactyl
Pony
Pteranodon
Priest
Purple Worm
Pteranodon
Rat
Quipper
Rat, Giant
Rat
Rhinoceros, Normal
Rat, Giant
Rhinoceros, Wooly
Raven
Rhagodessa
Rhinoceros
Robber Fly

Roc, Small

Roc, Large

Roc, Giant

Rock Baboon

Rust Monster

S-V
B/X
5e Basic
Salamander, Flame
Satyr
Salamander, Frost
Scorpion
Scorpion, Giant
Scorpion, Giant
Sea Dragon
Seahorse
Sea Serpent
Seahorse, Giant
Shadow
Skeleton
Shark, Bull
Snake, Poisonous
Shark, Mako
Snake, Constrictor
Shark, Great White
Snake, Flying
Shrew, Giant
Snake, Giant, Poisonous
Shrieker
Snake, Giant, Constrictor
Skeleton
Spectator
Snake, Spitting Cobra
Spider
Snake, Pit Viper
Spider, Giant
Snake, Sea Snake
Spider, Giant, Wolf
Snake, Giant Rattler
Stirge
Snake, Rock Python
Swarm, Bats
Spectre
Swarm, Insects
Spider, Giant, Crab
Swarm, Poisonous Snakes
Spider, Giant, Black Widow
Swarm, Quippers
Spider, Giant, Tarantella
Swarm, Rats
Sprite
Swarm, Ravens
Squid, Giant
Toad, Giant
Stegosaurus
Thug
Stirge
Triceratops
Swarm, Insect
Troll
Termite, Water, Swamp
Twig Blight
Termite, Water, Fresh
Tyrannosaurus Rex
Termite, Water, Salt
Vulture
Thoul
Vulture, Giant
Titanothere

Trader

Toad, Giant

Treant

Triceratops

Troglodyte

Troll

Tyrannosaurus Rex W-Z

Unicorn

Vampire

Veteran

W-Z

B/X
5e Basic
Weasel, Giant
Wasp, Giant
Whale, Killer
Weasel
Whale, Narwhal
Weasel, Giant
Whale, Sperm
Whale, Killer
Wight
Wight
Wraith
Wolf
Wolf
Wolf, Dire
Wolf, Dire
Wolf, Winter
Wyvern
Worg
Yellow Mold
Wyvern
Zombie
Yeti

Zombie