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On Hoard of the Dragon Queen, Episode I Remix: Part II

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Investment.

The only rational action when seeing a dragon destroying a city is to NOPE yourself somewhere else as quickly as possible.

The best way to start the campaign is to ask the players this question.

"Are you a bad enough dude to kill Tiamat?"

If the answer to that question is no, play a different campaign. If the answer is yes, then you've invested the players.

Investing the characters is easier. There are good backgrounds in the back of the book. Any of the Dragon Features would let them know that the Cult of the Dragon is either about bringing back Tiamat or have the world toil under the wrath of Dracoliches. Either way, the world is the place where the characters keep all their stuff. Also, there's a Hoard. Or there will be one by the time we're done.

In any case, the players are free to make whatever choices they wish. If they want to steal all the treasure for themselves or join the cultists, very little needs to change. At some point, when they realize that the arrival of Tiamat will result in the destruction of the entire world, they can fight the cult, or you know, not.

My characters will be between 4th and 6th level, and I'll be adjusting the difficulty towards that end. I have to change very little, the players will just end up more capable. Spoilers, obviously. Both for Hoard of the Dragon Queen and for my home group.

Entering the town

Several changes need to be made directly to support a freer, more open exploration of the town. The original structure of "Do this, go here." is explicitly called out by the writers as providing guidance for new players and Dungeon Masters.
  • Instead of having an abstract mechanic for encounters, have a more specific one.
    • Currently the module calls for two failed stealth checks to equal an encounter.
    • Replace with make stealth checks as a group to move 50 feet on the map. On two failures, have an encounter, per the table in Part I.
  • Sneaking and bluffing are at advantage when the party is moving through town, unless they are escorting townsfolk to the keep. If the party is travelling with townsfolk, captured cultists, or other encumbrances, sneaking and bluffing are at disadvantage.
    • A party that is first level or less experienced should grant advantage on all checks. 
The first encounter is Seek the Keep with the family.

Having my kobold replacement, the winged Dragon-Dog (see Remix: Part I) land on and kill the man by ripping out his throat and the woman turn to defend her children is a good opener (as suggested by +Bryce Lynch).

The players are free to skip the encounter and take any actions they want. If they head to a different fortified area (such as the mill or the church) run that encounter and have a priest or a miller have taken command of the local forces, and have that person give quests to the characters. (again as suggested by +Bryce Lynch).

There is a mechanic designed to give the players experience if they run from encounters, involving townsfolk. This is a very fourth edition type mechanic, trying to ensure that the players are at the "correct" experience point level. I'm keeping it, but adding difficult in exchange for the extra experience.

After making it to the keep, (or church or mill), the Cobalt Cultists surround it, jamming lightning rods into the ground and surrounding it with troops.

Assigning Missions:
Upon reaching the keep/church/mill, the characters are brought to the general/priest/miller. The characters reach the town at 2100. They have until 0400 to run missions. That's seven hours for missions and resting. Reaching the keep takes the first hour, leaving six more hours to complete missions. There are six missions. Assuming the characters rest, some missions will have to be missed. What isn't listed in the book is what the consequences for failing each mission is.

Three of the missions (Sally Port, Dragon Attack, and Half-Dragon Champion) happen at/to the keep. The others involve leaving the keep.

Though presented as being able to complete missions in any order, realistically, you must complete the Old Tunnel first and the Half-Dragon Champion last. Of the remaining five, two of them happen at the keep.

The timeline happens below
2100: Characters reach town
2200: Characters are in the keep/church/mill and are given the Old Tunnel Quest
2300: Once the old tunnel is open, the characters may choose any hour to rest or leave the keep to rescue townsfolk or capture prisoners.
0000: Dragon Attack
0100: Invasion of the Sally Port
0200: Save the Mill
0300: Sanctuary
0400: Half-Dragon Champion

For the events between midnight and three in the morning, if the characters are resting, they will have the request for help occur just after they begin their rest. They then have the option of taking on the activity or finishing the rest. If they have sallied forth, they become aware of the activity while out in the town and can continue to the site of the activity.

Theory: Why am I doing this? Because if the players can accomplish all the encounters they are not being forced to make any meaningful choices. I'm also going to add consequences for failed missions, meaning that they will feel responsible for not being able to stop the actions of the Dragon Cult. This is conversion, which I'll talk about later. There is no way they can string all these encounters together without a short rest. I certainly believe this is the intent with the setup in the module—a first level party certainly needs a short rest between some of these. The penalty of "not getting experience", isn't really.

Consequences

Each of the missions will have consequences for failure or bonuses for success. They are listed below. Changes, theory, and issues with the actual missions are listed following that.

  • Old Tunnel: Failing to open the old tunnel will not allow the players to leave the keep. +200 survivors if opened.
  • Invasion of the Sally Port: The two level 3 clerics in the keep (which I just added) die, and can no longer heal the party. +60 survivors.
  • Dragon Attack: Succeeding in driving off the dragon before 10 defenders are killed, causes Langdedrosa Cyanwrath to have 10 fewer hit points. Driving him off after 10 guards are killed does nothing. Skipping the encounter grants Langdedrosa Cyanwrath +10 temporary hit points. +200 survivors minus guards killed.
  • Save the Mill: Successfully taking out the raiders removes 5 hit points from Langdedrosa Cyanwrath. Recognizing the trap grants the character who fights him +10 temporary hit points in the champion fight. +30 survivors
  • Prisoners: In addition to the bonus experience, every prisoner successfully returned alive and interrogated grants any character in the party one automatic success on a future social interaction roll with the cult during this adventure path.
  • Sanctuary: Successfully rescuing the temple with less than 10 people dying allows Eadyan Falconmoonto return to the keep as a level 5 cleric to cast Protection From Energy (Electricity) against a character in the final fight, in addition to his services as a level 5 cleric. Having more than 5 townspeople die provides no extra bonus or penalty. Ignoring the church grantsLangdedrosa Cyanwrath +10 temporary hit points. +50 survivors.
  • Half-Dragon Champion: In addition to the listed bonuses, winning this fight grants an extra share of experience to the person fighting it. (He's worth 1,100. If defeated, the party gets 275, and the person killing him gets 550.) -1 survivor per execution.
Thus, if the players are successful at the missions, the final fight and success at the rest of the adventure becomes more likely. Failing a lot of the missions just returns you to the default state of auto-losing the final battle. This way, players can affect their fates. 

Casualties

Greenrest, being a small town, has a population of between 901-2,000. The map provided shows about 100 houses. You can assume an equal amount to that in the surrounding area. Being a fairly wealthy area, we can estimate between 5-7 people on average, per household, for a total of about 1,200 people. With no intervention 1,000 die. Each cultist/kobold/mercenary killed saves 5 people, each ambush drake/urd/dragonclaw killed saves 10 people, each mission saves the amount listed above. Each townsfolk rescued saves another person. Grant an additional 1 experience at the end for every one of the 1,000 dead that is saved by the party to each player character. It is totally possible to save the entire town if the party is heroic & violent enough!


Old Tunnel

The major issue is opening the gate. If the DC to unlock it fails, unlocking it can become impossible. Here is a check with a consequence. This is a non-trivial chance. You need a DC 10 Dexterity check to open it with the key, and even with an 18 Dexterity, that still means a 5% chance of permanently ruining the lock by failing by more than 5. All that is fine. 

After that only a successful DC 15 Strength check can open the door. Either the check can be retried (ad infinitum) in which case why make the players roll the check. Or the intent is, once the check is failed, too bad, you can't leave the keep by this route, completely eliminating all the external quest options, then you are playing "roll X or higher to play the game". In a path, this is terrible. In a home game, it can be a nightmarish consequence.

Note that if a strength check is made at all, the raiders notice the players, eliminating that as a possible consequence to succeeding at the first try versus retrying. Is this nitpicking? I paid 30 bucks for a hardcover adventure that was designed for use. I do not believe that the intent was to eliminate the ability to exit the keep. I welcome an explanation or defense of this requested Strength check. If my group fails their Strength check to open the gate, then the gate will not open. Taking steps to aid and provide advantage on this check is probably a good idea.

They can leave through the front gate, in which case they are attacked by 2 hostile forces in the encounter table, and encounters are rolled from there as normal. Other stealthy options for leaving are noted in the Prisoner section, with their own caveats. 

The other parts of this encounter are nice: The characters or cultists automatically noticing the other based on player choice, the chances to be detected moving in and out of the tunnel.

The Sally Port

An attack in the keep, during the night. The characters are requested to repair the breach and face a combat with reinforcements.

The biggest issue with this is that it's a boring combat. Let's address that.
  • Round 1: The characters enter and see a Acolyte and two Dragon-Dogs.
  • Round 2: The Acolyte says, "RELEASE THE DRACO-GOD SPAWN!!". The other two Dragon-Dogs bring in the Ambush Drake
  • Round 3-6: Nothing. If the players win combat, ask them what they are doing. Barricading the door can prevent the second ambush. Allow them to take 1 substantial action per round they end the combat early (i.e. don't enforce-six second rounds).
  • Round 7: Reinforcements arrive. If the opening is blocked off, they can't get through.
  • Round 8: The parapets shake and debris falls in the room.
    • If the characters are in combat in the room with cultists, have everyone make a DC 10 Dexterity Check or take 2d6 damage. The sally port can then be sealed after the combat.
    • If the Cultists are outside the door, have the sally port collapse on them, killing them instantly and smashing the door, closing off the tunnel entrance.
Isn't that more exciting, random, and deadly?

Note that I make the consequences of choices explicit (but not specific) before the players make them. 

Continued in Part III

Hack & Slash 
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On Hoard of the Dragon Queen, Episode I Remix: Part III

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Continued from Parts I and II.

Dragon Attack

Picture of Lennithon
The Adult Blue Dragon Lennithon, as far as I can tell, has no pre-existing history in the realms. Here is everything we know about him:
  • He is not an enthusiastic participant in the raid.
  • He doesn't want to fight adventurers.
This encounter showcases bounded accuracy and enemies that are much more powerful than you. 

There's a wall, see? The players don't know what's in the module. When they reach this encounter, they will assume that if they engage the creature, they will all die. The only way to not think that is to have some sort of meta-knowledge about the game. So what's this choice like as a player, hm?

Either run and hide or die.

So that's frustrating. 

The solution, or at least the only one I can see, is to be forthright about the situation.
"The (insert dramatic description of) dragon is (insert graphic depiction of) murdering guards on the parapets. You feel waves of fear come over you (make DC 17 wisdom saves). Those of you not terrified can act. Watching, you can tell that the dragon is only reluctantly attacking the towers and can likely be driven off with a good hit or two, unwilling to risk his own skin. However, any successful attack that doesn't drive him off is likely to focus his quite lethal attention on you. Driving him off now would save hundreds of lives and the surviving guards would make life that much more difficult for the cultists. What do you want to do?
Then track 1 minute of real world time, having a round pass if no one takes an action, with the dragon killing more guards.

Prisoners

Providing a bonus for capturing cultists (and only cultists) means that there's a choice between more difficult movement for a reward. For new players, this also teaches them that they can choose to knock out opponents with melee attacks instead of killing them. 

The information on other ways to leave the keep is also buried here, inside the text. 

Save the Mill

Charisma (Performance)? Well, whatever. 

This encounter straddles the line of character skill and player skill on the wrong side. If the player's take the time to stop and look, they still are likely to fail to determine that it's a trap. 

In addition to the "go save the mill" speech given, I'd give clues in the description of the scene. "A cultist looks around into the night waving his torch back and forth, cackling evilly as Dragon-Dogs stack kindling up against the door. He moves towards it for a second, and then back, waving his torch around! What do you do?"

Then, I'd grant the mechanical check in either case. The DC should be higher if they don't stop to look or ask questions (DC 20). Being suspicious and stopping to look should either grant advantage (at DC 15) or lower the DC (to 10). The players can ask questions about the description until they make up their own mind to attack. Obviously they won't set it on fire with the force inside, so after enough time it should become obvious it's a trap with no roll needed.

Sanctuary

No complaints. No changes necessary. Well done. 

I'd like to call out the "let the players make their own plan" and "pressure the players based on your group makeup" as excellent techniques and it's awesome to see them in published materials. 

I once had a player complain when I held up a timer for some time limited event, crying out "It's not fair!" This is something players in a pressure situation who don't deal well with pressure (or who might think they can remove the pressure through argument or discussions) might do. I said to that player "You are absolutely right, it isn't fair." and then just waited. Acknowledging when players complain that things aren't going their way goes a long way to having them accept that sometimes bad things happen in games. 

Half-Dragon Champion

You know, I have no real major problem with this section, except for this statement:
"If by some mischance Cyanwrath is killed or captured, his place in the dragon hatchery is taken by another half-dragon."
No. No it isn't.

Other quibbles have to do with presentation. Do characters know how much more powerful than them this creature is? Is that presented in a way that the player can get that information? The answer is no. It needs to be.

The whole "fair fight" thing is also ridiculous. The replacement of "I'll execute one townsperson I've got every minute until someone comes to face me or I run out of townspeople" is a much better solution. Tell them he wants to fight a single opponent. If they all come out, let them all fight the 15 dragon dogs, Cyanwrath, and a half dozen cultists. Let them fight him one on one. Let them try to cheat and plan. Let them do whatever they want.

If they do kill him, then they should kill him. He won't be in episode 3 or any other episode, because he will be a corpse.

Conversion

Why have Cyanwrath kill (or almost kill) a party member at all? 

The idea is to take something from the players. Not just have something bad for them as characters, but for them to become invested as players in seeing this person go down.

In Phandelver, I achieved conversion when I had Yeemick jump down and say "You'll never catch me!". Suddenly my players were very interested in catching Yeemick. Not their characters—the players. 

They weren't bothered or as invested in his unsurprising and ultimately inevitable betrayal. But telling them they couldn't catch him, had the 9 hit point party wizard jump down 20' off a ledge (taking 2d6 damage) and run outside to hunt him down by himself, alone.

Conversion. 

The problem is that what's printed in the module doesn't cause that. Just fighting a dude you can't beat and one that knocks you down doesn't do that. It's the way in which he kills you that's important. 

If you fight this dude, he will kill you. If you don't he will kill these women and children. This is Sophie's choice—it just makes players feel bad and is unfun. 

However, if he toys with the players and they see the encounter is winnable (even if ridiculously difficult) and he taunts them and gets away with it, then he'll be hated by the players. 

This isn't a mechanical thing. It's a personal thing, which means that it requires the Dungeon Master to be skilled at pushing buttons. You can't just write this encounter without calling this out, because a bunch of the people running it are going to make it frustrating for the players, and not something that makes them, personally, as players, hate your opponent. 

On a Fast Generator Method of Characters, Applicable to 5th Edition

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What takes too long?

Character creation. Let's speed it up.

Method I (old school)

Roll 6 individual d6 and 1d10.

Subtract three from each of the D6. Assign these down the line of statistics as modifiers. Divide the d10 result by 2 and round up. This is your number of odd ability scores. There are no re-rolls in this method.

Example: 1,6,4,4,5,6 — 5/2 = 2
Scores are
Strength: 6 (-2)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 16 (+3)

Then you can select any two of those numbers to make odd, based on your roll of the d10. You choose Strength and Dexterity, making them 7 and 17.

Then you use the first three d6 results and the d10 roll to determine your background selections randomly. If you're using the Hack & Slash Compendium I with the d30 random background table in the back, use the last d6 roll and the d10 roll to act as a d30 in order to randomly select your background. In the example above, you get background 25; Sailor, from the Player's Handbook.

Method II (Second edition)

Roll 6 individual d6 and 1d10.
Subtract three from each of the d6. Assign these modifiers as desired. Divide the d10 result by 2. This is your number of odd ability scores. Use the first three d6 results and the d10 roll to determine your background and background selections randomly.

Method III (Modern)

Roll 6 individual d6 and 1d10.
Subtract two from each of the d6. Assign these modifiers as desired. Divide the d10 result by 2. This is your number of odd ability scores. Use the first three d6 results and the d10 roll to determine your background and background selections randomly.

Reroll all dice if you have total positive modifiers over +15 or under +5.

Method IV (Heroic)

As Method 3 with no upper limit on the positive modifier.

Method V (Point buy)

Roll 3d6 and 1d10. These are your total bonuses. Assign them to stats to a maximum of +3.

Example: 2, 5, and 1. 3 on the d10.
Your total bonuses are +8. You are playing a fighter so you assign 3 to Strength, 3 to Constitution and 1 to Dexterity and Wisdom (for medium armor and perception). You pick 2 of those scores to be odd, Strength and Wisdom.
Strength: 17 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 13 (+1)
Charisma: 10 (+0)

For further variants, Check out my post On Ability Auctions.

Other tips to increase speed.
To get started playing as quickly as possible, write down only:
Race, Class, Stats, The three choices of starting equipment, background name and the four background trait numbers. Then, during the inevitable lull in play, you can start listing out the background traits on the sheet, what's in the equipment list, etc.

Hack & Slash 
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This post made possible by the support of readers like Mark Knights, a blogger himself over at RPG Knights, author of the recent article "How to Write an Adventure" that caused a bit of a stir! He's one of my supporters, improving the community in multiple ways: Writing, supporting people on Patreon and most importantly gaming! His support matters.

On Hoard of the Dragon Queen, Episode II Remix: Part I

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The Mystery

The central idea behind Horde of the Dragon Queen is that it's a mystery why these raid occur, and the factions have a vested interest in finding out why.

Steve Winters says:

"Episode 2 is structured entirely differently. Characters are given a long-range reconnaissance mission where they’ll be on their own for days in enemy territory. No friendly NPC is standing by in this episode to tell the characters what to do. The situation is fraught with danger, but it’s all up to the players to decide how much of that danger they tackle. If they simply watch from a distance for a few days and then report, they’ll fulfill the minimum requirements of their mission. But how many players can resist the urge to take a closer look inside the enemy camp? This episode is all about learning how D&D lets players assess risk, solve problems, and interact with complex situations, possibly without ever needing to unsheathe a sword or roll a damage die."

Some of the most enjoyable sessions for players are those that involve them making a plan to infiltrate a place. This is a good idea!

The problem is, that for the structure of the 'episodic' adventure it requires that the characters restrict themselves to the primary mission. The characters want to sneak in and kill Cyanwrath? Too bad. Want to steal back the treasure? Nope.

The pressures on the design side of this are huge. Everyone has to have the same experience. These bullet points have to occur for the adventure to continue. The players have to have a good time.

How do you solve this as a designer? Let's take a look.

Introduction

Questman (Governor Nighthill) wants to pay 250 gold apiece for the players to accomplish these goals.

  • Where is the camp
  • How many raiders are there
  • Who their leaders are
  • Why are they attacking
  • Where is their next target
    • Also, recover treasures
Then we get two paragraphs of boxed text to get you to go after Leosin Erianthar, a monk who is some sort of dragon expert. 

There are a ton of real world logistical issues in a home campaign from this. In an Encounters session, everyone shows up fully ready and takes the quest. 

In a home game, the raid ended about 5 am. An hour or two (short rest) later, Nighthill is asking you to track down the bandits. If you start this adventure at first level, there is no question that the characters are going to need a long rest. Does that mean they are tracking the bandits in the late afternoon? Why can't they heal the monk to come with them? As a Dungeon Master; don't many of those goals explicitly ask them to do things they can't actually accomplish in Chapter 2? 

It's not that these questions are particularly difficult. It's that they come up as issue while reading the adventure. Set loose a group of real world players on the situation and there's no telling what kind of ideas they will have. I haven't run this part yet, so I actually don't know. 

My personal answers to the questions is when the characters reach level 2, they feel tremendously refreshed and don't need a long rest, that the monk has several (3+) levels of fatigue, and needs more time to recover then the players can wait, and finally, that we'll burn those particular bridges when we come to them. 

Tracking the Raiders 

There are no issues with this! Good use of skill checks and informing the Dungeon Master of how to handle the upcoming information. The layout isn't designed for reference during play, but for a read through it's great. 

Stragglers
The straggler encounter is fine. Players have the option to avoid, engage, etc. They may also end up with more prisoners which creates a bit of a logistics/moral issue. This isn't a bad thing, making these kinds of choices is what Dungeons and Dragons is about. As noted later, if the characters arrive after Sundown, it becomes more difficult to enter the camp. 

Rearguard
The rearguard encounter is really good! The best solution is to not engage the group. They have an ambush plan. It uses terrain to good effect. It takes into account player knowledge. 

For my personal campaign, it's important to note that these cultists are from the Black Wing of Tiamat, concerned with darkness, night, travel, and temples of worship.

The Camp

The biggest issue with the camp is that the confusion the cultists have over who's a cultist and who isn't a cultist isn't communicated very clearly by the text. The cultists have hired mercenaries, who have no association with the cult and yet move around the camp free. 

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Most players will spend a lot of time debating over what to do, which is made much more difficult being that the players don't have your insight into the setup and reactions to the cultists. I'd directly say something like this:

"From what you can see, the camp appears disorganized and chaotic. Morale seems high and security lax. If you wanted, you could probably just walk into the camp and nobody would bother you. If you did that there's a risk someone might remember you from the fighting in Greenest. You could also wait till nightfall and try to enter the camp then, but if you're spotted that will be even harder to explain."

The other thing I'd be sure to mention is this.

"The camp has a lot of people in it. If you are discovered or captured, you are free to fight against those overwhelming odds. Your best chance if that happens is trying to escape after they capture you before they execute you."

See, when a player approaches this problem, It is safe to assume the player thinks several things. 
  1. There's no way for me walk into camp.
  2. You'll never take me alive!
The gameplay is in the camp. Bypass the part where the players have confusion over what the situation in the camp is, and get back to the interesting choices.
  1. Walk right in with a (very low) chance of being recognized.
  2. Sneak in at night with a chance of getting caught.
  3. Understanding that if you're caught, you'll have to escape, not fight. 
As always, letting these choices be explicit doesn't limit any other options they come up with, nor does it guarantee success. Player skill can still be used in full force ("We use disguise to alter our appearance!" or "We surveil the entire camp so we know where things are!")


Captured!

I'm very happy with this section. There's no shenanigans. Frulam Mondath will sentence some people to execution, which might actually happen. No Deux Ex, no fancy contortions to keep the players alive. The biggest gift here is a single hidden knife if all other plans fail. The players are stripped of all their gear and sentenced to die.

There should be plenty of opportunities for real failure and here is one. They have to be both smart and lucky to escape with their lives. 

Check back tomorrow when we talk about exploring the camp and wrap up chapter two.

Hack & Slash 
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On Hoard of the Dragon Queen, Episode II Remix: Part II

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Continuing our exploration of Episode II of Hoard of the Dragon Queen.

You know what the real problem with exploring the camp is?

Exploring the Camp

So, let's say you are at your day job. Assume that your day job is a lot more chaotic then it normally is and you see different people all the time. 

Who in your office is talking about the mission statement of the company? How likely are two random employees going to be having that conversation?

You know what you're talking about? That jerkface on floor three. How other people could do their job better. That person who keeps just forwarding e-mails without changing the request text. How HR isn't doing their job. That guy who broke up with his girlfriend and is sleeping his way through the employee roster. What the new boss is going to be like. Where you are getting a drink after work. That persons new haircut. Why that person got fired.

I'd go on, but someone from work might read this someday.

You are going to be talking about absolutely everything but what this list in the book gives you. 

So today, we are going to talk about factions in the camp, what they know, and what they are talking about. 

Kobolds

30 minute dragon-dog sketch by me.
The Dragon-Dogs travel in packs, and are disturbingly like snakes, crawling all over each other when they talk to someone as a group. 

They have poor boundaries of personal space.

Here is what the dragon-dogs talk about:
  • Fresh meat is delicious! 'Pink worm filth suitable only for food'—meat is delectable. Huge fatty sacks on the female 'pink worm filth suitable only for food' are the best!
  • Dragons are the best!
  • Everything is terrible but Tiamat is coming and we will be the favored people over all the people.
  • Tiamat is like the best god, because she's five awesome gods. HAIL TIAMAT!
  • No, no, every egg can be favored by a certain head based on birth order and surface color.
  • I like to take things apart. We all like to take things apart. We can put them back together to hurt people and that's the best!
  • If dragons breath on your eggs, your eggs will be blessed and grow to be strong like dragons.
  • Did you see how wonderful Lennithon was? I've never been near something so awesome.
  • How does it feel knowing that your kind will be flesh eating parts for us?
  • Dragons are far superior to 'pink worm filth suitable only for food'. How does that make you feel 'pink work filth only suitable for food'?

Red Dragon Cultists (The Red Hand of Tiamat)

  • Use the Cultist Generator
  • Are blue or white dragon cultists the worst cultists?
  • No, the blood of children tastes different, somehow more pure then the blood of adults.
  • Hey, recruit, come here! Have you be through your cutting? (Hazing, there is no cutting initiates have to go through, but the cultist will certainly cut the player character if they are allowed to).
  • How did you get stuck here working for Cyanwrath and these impure blues?
  • It's like some sort of energy builds up. Murdering all those people last night was a release, but it's not nearly enough you know? Like scalping someone and then watching them die. That's satisfying in a whole different way.
  • Blood is inside you and me and everyone. That's the crazy part about it! And it's such a great lubricant. It's like She thought of everything! HAIL TIAMAT!
  • It wouldn't be nearly as bad working with those blue freaks if there weren't all these damned mercenaries around. 
  • Why are we keeping that stupid monk alive? Rezmir should just flay him alive and let his screams lead Tiamat into this world.
  • Hey! You! Have you been marked yet? If you want to join the reds, I've got your opportunity right here! (Offers the characters an opportunity to torture and kill an innocent townsperson).
  • The hunters are just killing this food, you know? And if it doesn't die when they bring it down, they just cut the jugular, wasting the blood and killing it in seconds. I don't understand what's wrong with people, you know? It could suffer so much more before I turn it into shit—we could even be keeping it alive while we eat it. It's just, I don't understand! It doesn't make any sense to me.
  • I get that we're collecting treasure for the Dragon Queen, but why can't we have some to spend in the towns before we sack them?
  • I just think Awan is so brutal, you know. It kind of makes me wonder if he's showing off, or what?

Blue Dragon Cultists (The Cobalt Claw of Tiamat)

  • Use the Cultist Generator
  • Yeah, you know, what brought me here is that I've never felt that what I am is represented by what I am, you know? I'm just driven by some force to make things the way I think they should be.
  • What's really frustrating is that you can't screw your way into a new form. If you want to crossbreed with someone you're already here, you know? You either got to mutate or, you know, wait till Tiamat gets back.
  • Frulam Mondath wears the purple, and she's the right one to do it. Anyone who can inspire the loyalty of Langedrosa Cyanwrath is someone I'm willing to follow, black wing of Tiamat or no.
  • This constant raiding communities suits the red and black, but what are they doing for us? How many creatures are we capturing to bring glory to tiamat? It's all piles of treasure. 
  • I don't think the reds really have their heart in the ritual chanting. It's the best part!
  • Working with Lennithon was a great honor.
  • I wouldn't say anything to Frulam, but I got the impression that Lennithon was less than enthusiastic to be helping.
  • Come sing with me! 
  • I'll tell you what. The best sex I ever had was with a doppleganger. This cult, what they are trying to do, it's a beautiful thing man.
  • There aren't enough prisoners any more to experiment on, even after Greenest. All the ones that are left we're just going to feed to the hatchlings. 

Black Dragon Cultists (The Black Wing of Tiamat)

  • Use the Cultist Generator
  • All hail the great work! HAIL TIAMAT!
  • Come, we must form the spiritual temple. (Rounds characters up to perform ritual)
  • Come, let us meditate on the coming terror and the heinous fate that will befall us once her majesties returns.
  • Don't let those guys know, but I'm only here because these guys are more laid back than those other ones. Want to come do some Dreammist?
  • We have the twelve Frost Giants of hate on our side. The ancient enemies of dragons have joined our holy cause! Can their be any doubt to our worth?
  • Rezmith leads us, as the black should. Though it has been months since he has been here. 
  • We should spend less time gathering the energies of suffering for the black temple, and more time recruiting these mercenaries to our cause! Every falcon we give them is one that slips from the claw of the queen.
  • Aye, the half-elf monk lives. It's by the order of Rezmir. She wants something from him, though I don't know what and I wouldn't want to be him.
  • Greenest was our most profitable venture yet! 

prisoners

  • *Weeping*
  • *lying dead*
  • Don't talk to me, you'll get me killed!
  • Don't hurt me sir!
  • They will work us till we die, and feed us to whatever monsters are in those caves. All the sooner if you keep speaking to me.
  • Take me from here! I'm a rich noble from Waterdeep! I'll pay you. *lashed by the guards*
  • *Interrupted by their attempt to talk by mercenaries assaulting the prisoners.*
  • Tell them I praise Tiamat. I want to join! It's not too late! Let me join!
  • The only way into that cave for me is as a corpse.

Hunters

  • *Quiet stare*
  • I don't want any part of your sick cult.
  • Uh, I'd be interested maybe in talking some more about your majesties? 
  • Nods
  • Points
  • Shakes head
  • Scowl
  • Taciturn answers

Mercenary companies

There are several different mercenary groups, including ones active in the area, such as the Blacktalons, The order of the Blue boar, and other less well known mercenary companies.

Blacktalons
The Blacktalons are a large and well armed group. They wear armor painted black, but badly battleworn, with a spalsh of white across the chest. 
  • I don't much care, as long as we get paid.
  • You with the Blue Boars?
  • There's no better way to make money!
  • The only thing that bothers me about this job is that we're making a name for that cult, not the Blacktalons.
  • They don't let anyone in the caves back there. Probably raising dragons or some non-sense. Who cares? It'll be a score of ten-years before they even become a problem.
  • I wouldn't recommend joining the cult. Not likely they'll be successful in their plan. Though the profit from the raid should be enough to pay for our services. 
Blue Boar
A group of veteran mercenaries that charge a high price for their services. Their badge is a grizzled razorback boar, rampant on a red, russet, or silver field. Their uniform is a dark blue shirt with gold buttons, stiff collar, dark blue trousers and black calf-high boots.
  • Why are you talking to me?!
  • You can't afford what it would cost for me to answer that question.
  • I hope your skill with arms is good enough to back up being stupid enough to bother me!
  • With what they took from the last raid, they should be able to afford us.
  • I don't care what they have in that cave and you shouldn't either. 

Leosin Erlanthar and Other Strangeness

There are other points of contention in Episode II. First, Leosin doesn't want to leave. The players are told to rescue him, and when they reach him he doesn't want to leave because, and I quote "He doesn't want to take the risk".

Do we want to present our non-player characters as idiots?

Now, doing an extraction of an unwilling target is a great plot hook. It's super fun in play. But only when it's something reasonable, e.g. I don't want to leave because Sader-Krupp is keeping my daughter alive from her degenerative bone disorder.

What possible reason does he have for staying? "Yes, I've learned everything I can, and any day I'm going to be tortured and killed, and I know I'm currently heavily wounded, exhausted, and crucified on this x-bar thing, but you know, I think I'm going to stay!"

The other problem with this is that he escapes regardless of player action. How heroic if the players can't get to him. He shows up anyway. What's weird really really weird, is that "He refuses to talk about it later." What? Why? I have thought about this, and can come up with no good reason he'd just be like "NOPE." when asked how he escaped.

It makes me think he had a really really interesting method of escape.

I think it's also important that if the character's don't rescue him that he dies. Why not? He doesn't seem important in the rest of the adventure and I doubt he'll be critical in the following book.

Unassailable Tent

The other point of contention is the unassailable tent.

The large ten (sic) at area 2 is set apart from the others by an open space. It is reserved for Rezmir, Frulam Mondath, and Langdedrosa Cyanwrath. An honor guard of four guards and four guard drakes. . . keeps watch around the tent day and night. They don't sleep at their posts, they don't fall for tricks, and they don't listen to stories and pleas. Their job is to keep everyone away from their leaders' tent, and they are fanatical about it. Only acolytes and adepts the guards know by sight and by voice are allowed to approach.

Right, I get it you know? But this leaves the impression that the characters can't get in the tent. Hogwash. Second (or third) level characters could come up with a plan, and science forbid your party be level 5 or 6.

Having this in the module is good backup when you call bullshit about the astounding competence the guards have, but it by no means the players shouldn't be able to get into the tent. The only question is what's in the tent?

For my campaign, at any given moment there's a 50% chance of each of the important people to be in the tent, as well as treasure, maps, notes, documents and more. Good luck surviving that fight. I'd assume basic precautions, such as an alarm spell, prepared defenses against invisibility (flour, dispel magic, etc.) and other normal preventative tricks. At night crossing the boundary will set off an audible alarm, as the spell.

Not that the players can't defeat those defenses also. . .

Nursery

The other other point of contention is the nursery.

Again. It's off limits. It's got guards. What player character in the world is going to be stopped by this? If they approach they get turned away. If they fight the guards, there's like 100 dudes around. If they kill them stealthly or sneak in, there's a timer before the camp is on high alert.

Let the players enter the nursery if they can. Flip right to chapter three and start exploring, keeping in mind that there's guards all over the place. If they can get in and get some treasure out, more power to them.

Summary

The part I don't understand is the need to make people do things or present things in such a way that makes a Dungeon Master interpret it as an excuse to say no. 

Doing the things the adventure tells you you can't do (i.e. get into the tent, nursery, etc.) are stupid. There are literally hundreds of guards around. There is no way an adventuring group can fight that many people. 

If you let the players know that there's risk, and the players know that they can die and there isn't any kind of plot armor protecting them, then there is no reason not to attempt or let them do stupid things. Who knows? Maybe they have a good plan and can pull it off. A few paragraphs added describing how to handle those situations when (not if) the players attempt them, would go a long way towards people feeling like this adventure was more free rather than such a series on rails. 

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On Hamlets: Sodby

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Brendan over at Necropraxis wrote a nice comment about how it's all dungeons and monsters and magic items, but what about towns and villages?

My primary concern with towns and villages aren't large centers, but the fact that there is some sort of small hamlet settlement every 4 miles or so in civilized lands, containing somewhere between 10-40 families.

Now I've done some work before on creating a settlement stat blog that is actually useful, so I'm going to continue to use that as a format.

Here is the village of Sodby (name courtesy of Jeff's GameblogHamlet Name Generator) in the Forgotten Realms. It lies on the southern Sword Coast, in the Western Heartlands. (Or, you know, wherever you want to put it).

Sodby

Description


Lawful Neutral (With evil tendencies)
Modest hamlet on a roadside, known for its swine. It is the birthplace of the mercenary tyrant Filthbeard, a halfling who rides his corrupted boar lover. The town has a large number of retired ex-military and ex-mercenary population.

"Focus Et Ventus": "Hearth and wind" is the motto printed on a weathered polished granite stone outside of town.

Demographics


Government: Ostensibly City Council, but really it's a "dictatorship" run by Tessa Hazlett, a human female level 2 fighter who is irreverent and rude.
Population: 12 human families (64 people), 2 halfling families (12 people), 1 Moon Elf, 1 Orc. Total population: 79 people, 7 cows, 18 dogs, 144 pigs, 1 donkey.
Languages Spoken: Common, Chondathan, Daraktan, Illuskan
Local Religions: There is a small shrine to Shaundakul, as well as a group of worshipers of Malar.
Worship of Shaundakul involves joyful meditation and feasting. 
Worship of Malar, involves practicing humility, and black robed prayer services in the nearby woods. Sometimes referred to locally as the bitter god.
Notable NPCs:
  • Tessa Hazlett, Captain of the guard. Irreverent, Rude defacto ruler (Hu/F/F2)
  • Halain Argenta, Deputy, second in command. Optimistic, doesn't make promises. Is missing teeth. (Hu/F/F4)
  • Kira Himelin, Eccentric wizard, cares for ailing mother. Repeats phrases, miserly, has startling grey hair. (Hu/F/W6)
  • Sapphira Ifft, Mayor, concerned primarily about her worm research, leaves Tessa to run the town. Distracted, distinctive jeweler.  (Hu/F/Arist 2)
  • Dafyn Defalvio, Smith. Stoic, kindly, well regarded in town. Balding on top with white hair and beard. 65 Years old. (Or/M/Expert 3)
  • Noch Jaffer, Cotton's Supply owner, slurs a bit, happy, helpful. Large store, quite well off. Looking for wife. Unattractive but Charisma 13. (Hu/M/Arist 1)
  • Lyn Fairwine, Lyn's Festhaus owner, interested in stories and tales from the road. Red hair. (Hf/F/Com 2)
  • Anneth Fairwine, Singer at Lyn's Festhaus, extremely attractive and nice (Ch 17) Asexual. Talented Singer. (Hf/F/Ex2)
  • Apper Gallo, Well-mannered owner of the tavern The Sign of the Grey Stump. Missing right arm above elbow.
  • Neanne Disk, Owner of The Wolf beggar. Taciturn, smirks, nice.
  • Grellyn Diantoni Priest of Malar, friendly, hirsute. (Hu/M/Clr1) 
  • Opal Tenwand, Priest of Shandakul, keeps up the shrine and provides services (Elf/M/Com2)

Districts


Shops:

  • Splendids: Splended smith's is a blacksmiths run by Dafyn Defalvio, an old Orcish Smith. He's over sixty winters and is training several of the young men to take over when he retires. 
  • Kira's: This shop (Kira's Fantasy Potion and Reagent Emporium) is run by Kira Himelin, and sells very minor potions, a handful of scrolls and local alchemical reagents. It is a small (12' x 8') shack, stuffed to the brim, and one of the door hinges is broken making it hard to open. She runs the shop officially two days a tenday, from mid-morning to early evening. 
  • Cotton's is a large, successful general store run by Noch Jaffer, who slurs a bit when he speaks. His father was Cotton, but is now dead. 

Inns:

  • Lyn's Festhaus: Fameous for herbed pork ribs. 4 rooms for rent. Run by Lyn Fairwine (Hf/F/Com2) Her husband and sons assist her in running the inn. Her daughter Anneth (Hf/F/Ex2) is a talented singer, and sings most nights. 
  • The Sign of the Grey Stump: This is where most of the older men and women who have spent time in combat come to drink. It is run by Alper Gallo, (Hu/M/War2) a well mannered man who is missing his right arm above the elbow.
  • The Wolf Beggar: This is a small tavern where many of the younger people drink. It's a bit louder, and more prone to fistfights and violence, though it's usually over minor things like women. It's run by Neanne Disk (Hu/F/Rog3) who's seen enough to keep it in line.

Features:

  • There are a lot of pigs, pig farms, areas for pigs, slop buckets, and pig signs and emblems around town. People are likely to snort, in good nature—but do so frequently without even realizing it. 
  • Matchless Garrison is a half-mile outside of town, and is covered in skulls and desiccated heads of enemies, criminals and other threats nearby.
  • The town, in spite of the large pig population has no horses and is in general very clean and well kept up, due to the prevalence of ex-military. 
  • Nearby lies Arunway Graves, a patch of bare grey earth. It is a mass grave of those who died in a fire in 1172 DR. 
  • Hartriding Statue is a statue of a pig riding a 28 point deer in the center of town, carved from granite

Resources: Animals (Pigs/boars); Climate: Temperate; Geography (rolling hills, light forest); Medicinal & Alchemical Plants and Herbs

Diversions


Obstacles: Insular, Corruption (Mercenary Populous), some Religious Zealotry
Adventure Seeds:

  • A pig follows the party and appears to be quite friendly and intelligent. It refuses to leave them alone. If they leave town it attempts to follow and they are accused of pig-napping.
  • Garrace Braganera (Hu/F/War2), a member of the town guard, died under mysterious circumstances recently.
  • Grellyn Diantoni (Hu/M/Clr1) Holds ceremonies for Malar outside of town and is (unsurprisingly perhaps) a wereboar, looking to find other fanatical people to convert. He has several prospects. He has cast the worship as being wild with the nature of pigs, and his services are peaceful and respectful. He is well thought of in town.

Names: Lander Stonar [Illuskan Human Male; FRCS]
Rhivaun Wyndael [Dambrathan Human Male; FRCS]
Kethra Brightwood [Illuskan Human Female; FRCS]
Rowan Greycastle [Chondathan Human Female; FRCS]
Helm Greycastle [Chondathan Human Male; FRCS]
Dorn Evenwood [Chondathan Human Male; FRCS]
Tessele Buckman [Chondathan Human Female; FRCS]

On the Visual History of the Illithid

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How does the Dungeons and Dragons Monster depiction change through time? There was some question about this recently and it seemed like a quite interesting subject. I'm no art critic, though I do have a Bachelor's Degree in Art, so I'm not completely out of my wheelhouse. Imma just gonna give my opinions. You got different ones? Share 'em! Let's take a look.

Mind Flayer (Illithid)

First image of a Mind Flayer

Monster Manual (1977)
Here we see a number of interesting features, a large head with very wide eyes containing pupils, a high collar rich looking robe, with a skull hanging from the harness.

It's important to note that artistically, everything we're going to be looking at is fundamentally illustrative. These images are designed as tools, rather then their point being a work of art.

Not that they can't be both.





This creature was inspired by the cover of the paperback edition of The Burrowers Beneath by Brian Lumley, a Cthulhu Mythos story. so from the book image below, we get the creature illustrated to the above. 

I find the use of an irregular octogon surrounding the Mind Flayer to be an interesting artifact.  Although several creatures in the monster manual have boarders, most are square. Only two other creatures, the Bugbear and Type V demons have Octogonal borders and both of their borders are more regular. Each pane of the Mind Flayer Border is of a different length, no two matching.

Also, that robe is hella-baggy. Apparently fashion shows in the underdark have the burlap sack-dress as the height of fashion. This explains why drow women usually eschew the dress and just wear the harness.

Rogues Gallery, Erol Otus
This picture from the Rogues Gallery, a book of pre-generated Non-Player Characters contains this image of a mind flayer being attacked by a druid's insect swarm. This image by Otus is uncharacteristically constrained and filled with detailed line-work. One also notes that the pupils have disappeared from the eyes of the mind flayer and the face has taken on a much stronger octopus like feel. It retains the long clawed fingers and the characteristic high collared robe with decorative hems. This book also contains an image of a furry baby umber hulk, as well as statistics (honest un-inflated ones from play) of many classic characters.

This image of a mind flayer from S2, Expedition to the Barrier Peaks Illustration book 1980, continues the pupil-less eyes. This is missing the characteristic high collared robe, trading it in for "futuristic space clothing". Here we see the first definition of the body of the mind flayer, which appears to be a very fit, very thin man who spends a lot of time at the gym doing squats to look good in his spandex future-clothes.

Dragon Magazine #72
D1 Descent into the Depths
This image on the left from 1983 in Dragon Magazine is really interesting because it clearly portrays the mind flayer as having backwards knees like a bird or hoofed creature. The Illithid retains the pupil-less eyes and wears no robe, though still is wearing the skull covered harness. This one also has arcane symbols and spikes on the shoulders as some sort of proto-dungeon punk. The creature is thin, almost skeletal.


Monster Compendium

Second Edition

Once Second Edition is released, there's a bizarre divide in the depiction of the Mind Flayer. With the release of the new monster compendium, there's a depiction of a mind flayer with a beggars robe and some dapper hat with a red tassel. A beak is visible in the middle of his spread tentacles and his eyes appear as round hook like objects. Also, his robe is over a striped dress and he is wearing a pair of zori.

On the other hand, the same year that image was released, Dragon Magazine ran an article on the home world of the mind flayers, called the sunset world. This presents a radically different image of mind flayers then had been previously seen. These creatures look like they are wearing gas mask helmets, and their head and collar resembles some sort of elephantine beast. They lack the requisite skull dangling from the neck, but in spite of all the plants on their homeworld being black, they somehow manage to make those stylish tweed robes.

Illithids at this point become both more common and more "cool" due to a certain scimitar wielding elf and his connection with the underdark, and images of these creatures exploded in popularity, from settings such as Spelljammer (1989) to the Illithiad (1998) late in the section edition run. As is common in the second edition run, the fantasy became more "grounded" in the fantastic realism phase of fantasy art, driven primarily from the influence of Elmore's consummate work near the start of the period, Dragonslayers and Proud of it.
Some color, indicating a pale pink skin color.
They continue to have an obsession with garish fashion.

From the Illithiad.
Sweet pants bro.
Fred Fields Illithiad Cover
This piece by Fred Fields, TSR illustrator and Fine artist, is the cover of The Illithiad and keeps the robed aspect, but reinvisons them as Cephelopods hanging off the front of a giant brain. 

The whole composition says brain, from the halo around the brain to the fact that everyone is either pointing to the brain or looking at it. It's at the apex of the triangular composition.

MIND FLAYERS ARE ABOUT BRAINS.

It also makes them look like guys who got beat up in school, which I think is why immediately after you flip the cover they turn back into octopuses on really thin and fit scrawny bodies. (skinny guys fight till they're burger.)
At the point of this publication, there were an explosion of interpretations of illithids. Here's an example by James Crabtree of an expressionistic hulking beast, coming out of some whole to eat you. 

It's nice because both the body and the face appear to be threatening, as in some large hideous brain eating creature, instead of looking like something that's going to talk like the architect from the second matrix movie. This looks like it's going to rip your head off and not move like a bad special effect. The dissonant alien colors (yellow/blue) increase the feeling of unease, and in general form it resembles someone in a deep-see diving uniform, calling back to what an experience in the underdark should be like. 

That said, it isn't very mindflayerish.

This illustration on the left, also from the illithiad  found in a section called "Performance Eating" is lurid like spanking comics of the 20th century. It's roughly done, dehumanizing to the woman and emphasizing the horror and helplessness of some creature that feeds not just on your flesh, but also on your brain!
The illustration also implies the true horror of what the creature is doing, as not only is it sharing the experience of eating the brain with the faceless innumerable illithid audience behind him, but also the thralls who must not only watch but experience the horror of brain eating for themselves. 

Check out my sweet flute

3rd Edition

Moving on to the Dungeon-Punk aesthetic of third edition, we get our new mind flayer design in the Dungeons and Dragons 3.0 Monster Manual.

Apparently this mind flayer has some tailor thralls, because the clothing is starting to fit the actual form of the creature. In true Dungeon-Punk style, we get lots of chains, pointy bits, and bandages on the creature. 

It's at this point in the historical deception that the color blue and purple begins to be strongly associated with Mind Flayers. Compare above to the pinkish skin tones with the blueish-purple used in this picture and the ones following from books like Lords of Madness. 
Lords of Madness Cover and
Interior art by Wayne England
and Ed Cox 

Elder Brain


Note that although these illustrations have become all in full color and a lot more detailed then previous illustrations, there moving in the general form towards being more boring. 

Above, in first and second edition you have examples of strange alien like creatures, bug swarms, lazers and Illithids in space suits, some guy playing a bizzare musical instrument, an illithid in space being disarmed by a treasure carrying pirate.

Once we reach third edition, it's illithid standing and putting a brain in a jar. Illithid standing. Illitihid casting a spell. Here's another example of an "Exciting" fight.

So, there's an "off-kilter" and "exciting" composition in some "dramatic" duel. And by no means is this a critique of Wayne Renyolds—more power to any artist that influences the design of Role-Playing Games for years and becomes the face of the gaming juggernaut that is Pathfinder. 

But you can hear the camera shutter. It's just two dudes that don't like each other. It's not interesting in the sense that it makes me wonder what's happening in the picture and it's not interesting in the sense that I'm interested in the form and depiction of line and color. In the book it fills space and comes across as some sort of static noise. Even the exciting parts of the picture—the tail parts of the Illithid robe and the ponytails of the Gith seem static and uninteresting. 

If you'll indulge me, I'll link two pieces by my favorite illustrator Russ Nicholson to make my point. 
Interesting Combat Pose
Interesting Static Pose


In both of these pieces, there's tension and interest in every line. You can lose yourself in them a bit.

Back to the Mind Flayers.








4th Edition

These guys are starting a band—ARE YOU READY TO ROCK!
In 4th edition, the mind flayers go full purple with their skin color and become anime battlemasters. This pose, in my humble opinion, makes them less threatening than any of the above options, because they are looking to fight me—and I know I can win a fight.

I leave you with "The Virgin of Cthulupe"



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On a Limited Chance

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Just a heads up, the chance to get the Hack & Slash Compendium I for Pay What You Want ends next Monday. The print price will also increase then from 4.99 to 6.99. In addition I've put On the Non-Player Characteron sale till then, at over 50% off!
50% off in Print at Lulu.
50% off in .pdf at Lulu.
50% off in .pdf at RPGnow

That's not all, I've updated a reference card with instructions on using On the Non-Player Character with 5th edition!

So if you're curious about a method of resolving social situations via player skill, rather than by personal social skill or character skill, or you're looking for a mechanical solution to provide objectivity for social interactions and relies on your ability to gather information and make intelligent choices, then check it out now before the sale ends!


Click Me to Download!
At RPGnow!
So if you want to pick up either of these great books, now is the time!

Look at this sweet reference .pdf for 5th edition! It's purdy! It's all on one page!

You can check out the other handouts and forms for the book here!

Curious about what's in the book? You can see a lot of examples under the On the Non-Player Character tag!

Reviews at Paper & Pencils, Gorgonmilk, Deep Delving, and Necropraxis.




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On Towns: Bellchapel

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This is the town of Bellchapel, population 3910. It's in the east of the Highforest, nearby some mountains (or in any forested area with (wood) elves and clay deposits nearby). It's a town of red brick, and defended well by its elven archers. Bellchapel is famous for two massive carved gates, one on the east side of the city, and the other on the north. It has a thriving trade in rare elven metalwork, and is known for it's conservative hardworking population.


Bellchapel

Description


Lawful Good, mid-sized growing town, known for its gates and elven metalwork.

"Prudence is Industry" The north gate is named Prudence, and the east gate is called Industry. The motto is enameled in gold and enchanted to glow over the archstone of both gates.


Demographics


Government: Representative government by a council of seven, of three elves and three men, with a democratic citywide open vote on the 7th seat. The seventh seat is traditionally held by an elf. Humans seats are limited to two terms of 3 years each, elves have no term limits, but may cycle their seat yearly. Elections for the 7th seat take place every 6 years.

Population: 420 human families (5 people) and assorted humans (2,229 humans total), 497 Elven households (2.2 elves) and assorted elves (1,095 elves total), 469 half-elves total, and around 5 halfling families (~25 halflings each) (117 halflings)

Languages Spoken: Common, most people know Silvanesti, Lyranesti, and Qualinesti, as well as Chondathan. You'll find a fair number who speak Illuskan, and Cormanthan. A few might speak D'tarig, and even Uloushinn.

Local Religions
  • Worship of Corellon Larethian is quite popular, with a large tree temple near the center of town, surrounded by delicate clay brickwork. 
  • There are several small shrines in the nearby woods to Rillifane Rallathil, carved into hallows of trees. 
  • There is a devoted cult to Grumbar, populated by brickworkers and brickmakers. They worship in low, squat, plain, brick buildings. These buildings are built three or four feet down into the earth, leaving only a elf height above ground. 
  • There is also a relatively loose group of people who worship at a church of Lathandar
  • Though there is no official worship service, many locals worship Mielikki.

Noteable NPC's:
  • Zander Filkoski is a Thayan Mage who runs a store called Magical Items. He is cruel and bald.  (Hu/M/W4)
  • Asham Ulmeeri is an expert crafter of jewelry. He owns Ulmeeri's Shield, a bustling craftsguild, and produces amulets, broaches, bracelets and more for sale, He is bookish and uses florid speech and long words. (1/2e/M/Expert10)
  • Belinase Adamchik is the most powerful cleric in town. She is a priest of Lathander and has strong opinions on local politics, as well as being very clean. (Hu/F/C5)
  • Benrodyr Aratári is the leader of the church of Corellon, as well as one of his paladins. He fidgets quite nervously for an elf and is always truthful. (Elf/M/Pa6)


Districts


Shops: 
  • Ulmeeri's Shield: Jewelry store/crafthouse, run by Asham and his wife Thame. Often hires adventurers to escort his goods to nearby trade routes.
  • Magical Items: The plainly named store, is as it appears, Small magical items (potions, scrolls, a few wands and a magical ring or amulet or two) for sale at exorbitant price or for. . .trade. Run by the Red Wizard Zander. Closed for 3 hours in the middle of the day (11-2).
  • Illustrius Remidies: An apothecaries, carrying some potions, run by the energetic half-elves, Fenwark Tiinotan and his wife Map
  • There are many jewelry shops and crafts guilds in town, but the most popular storefronts are the already listed Ulmeeri's and The Glittering Alexandrite, run by the married half-elves Pomme and Kora Urvina.
Inns: There is only Inn, in town, with less than a dozen rooms for rent, but there are several taverns. 
  • The Lock and Raven is the local inn, run by Bryman Fallacro, a human barbarian who is 6' 5" and walks with a limp (Hu/M/Bar7). He's retired, and his axe sits over the bar. They have a policy that no room may be rented more than three nights. There are only 10 rooms in the inn. He is married to a small wood elf named Amra Calaudra, no more than 4' high. (Elf/F/Com2)
  • The Great Jug, Open from 9 am to 8pm, run by the married half-elves, Braeand Wyatt Väivi. They serve several meats, a lot of wines, and a selection of non-human, beastman brews, the most popular of which is Thudrud at 1 gold a glass.
  • Equitrans's Faralin a noon to midnight pub that serves a popular pepperbread. Run by Ettard Equitrans, who has a nervious eye twitch. 
  • The Red Mead, run by Bret and Londa Delmar, who are flamboyant and a bit hefty both. They specalize in steaks and wines, along with a selection of reddish meads.

Features:
  • There's a fair bit of prostitution that legally occurs after nightlamps are lit, within the area known as the Fire Cresent, a small apostrophe shaped brick walk in a public park. A license for prostitution must be purchased from the council. Many of the independent workers receive magical beauty aids from Darla Ager (Hu/F/W2).
  • Fairwall Charnel is a bricked-off haunted part of town that no one visits or lives in. At night disgusting chewing sounds and spectral howls can be heard coming from within.
  • There's a local belief that abstaining from sex for 40 days and nights once reaching the age of majority puts you at risk for misfortune. 
Men for Hire:
  • Borb Barblug Half orc ex-lumberjack, looking to get out of town. Levels as a Barbarian/Fighter
  • Prince d'Maggot Skeleton who wears a bird mask and fine robes. Is a fighter. Wants a meat body.
  • Bryant Geary, The hawk. His face reminds you of an eagle, and his grey eyes are like liquid metal. He's got a full beard and mustache, but feminine traits. 0-level, but planning on being a wizard.
  • Corbett (longshadow if pressed) is a short man with long fingers. He is balding and wears fingerless leather gloves. Grins and laconic.
  • Norvell Longarm is strong, wears a nose ring. Shaved down the center of his head. Likes to grapple things. Brave. Smarter than he looks. Has tattoos he regrets. 
Resources: Animals (Furs), Climate Type (Sub-Artic), Geography (high, moderate, low mountains, Rolling hills), Hunting/Game (deer), Mines (Iron, gold, silver, gems), Quarry (Stone, Clay), Timber


Diversions


Obstacles: Harsh Conditions (High local monster populations), Population (Xenophobic population, Judgemental population), Unquiet dead.

Adventure Seeds and Local News:
  • A new tax has been enacted on craftwork, upsetting many of the local merchants. Xaemarra Calaumystar, a prominent crafter is upset and she wants to do something about it.
  • The Council of Morticians has commissioned the building of a new Guildhouse. This might have something to do with the increased issues with undead, but Stedd Amblecrown, the head Mortician isn't talking.  
    • They are also suffering a number of setbacks, accidental deaths, and fires. Is it sabotage?
  • The Munsex Shops, a series of clothing shops, will be boarded up due to unexplained supernatural occurrences. Miri Everwood, the owners daughter has been sneaking into the shops at night to practice her summoning magic. Unknown to her, she has cursed the store, letting in evil nature spirits. Alonsid Everwood can't do business while the hauntings continue.
  • An auction of smuggled goods that the guard have recently seized will be held tomorrow outside the Lock and Raven. They belong to Ariadne Sphaerideion, a Zentarhim agent, who is going to take steps to get them back. 

Names: Jhaumrithe Moondown [Female Elf; FRCS]
Orlpar Amalith [Male Elf; FRCS]
Imizael Braegen [Female Elf; FRCS]
Saevel Eveningfall [Male Elf; FRCS]
Aravilar Amalith [Male Elf; FRCS]
Faelar Laelithar [Male Elf; FRCS]
Dorn Evenwood [Chondathan Human Male; FRCS]
Bran Stormwind [Illuskan Human Male; FRCS]
Sikhil Saqarastar [Durpari Human Male; FRCS]
Lynneth Gelebraes [Aglarondan Human Female; FRCS]
Natali Dotsk [Damaran Human Female; FRCS]
Hilur [Uluik Human Male; FRCS]
Idim Taw Harr [Shaaran Human Female; FRCS]
Aelthas Uthelienn [Aglarondan Human Male; FRCS]

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On Magical Hearts

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A selection of unusual magical hearts. These hearts replace your actual heart, and are used by placing over the bare chest of the subject. After an extremely painful minute, they replace the owners actual heart. Only one heart may be used at any time. Often the hearts cause a death effect that prevents raise dead from functioning.

It is a serious thing to consider replacing your heart with magic.

Heart of Glass: This heart is a mixed blessing. The user will automatically fail any saves versus any mind-effecting spells or enchantment effects, but all targets of the users spells must save at -4 (or disadvantage)

Heart of Iron: This heart is a great boon to warriors, but robs them of their essential natures. Anyone possessing this heart gains and additional 2 hit points per hit die and a +4 (or advantage) to saves versus poison or anything affecting the body (including death checks). In addition, the time the wearer can hold their breath is tripled. However, their weight increases by +50%, and over time their alignment shifts towards neutral evil as they slowly lose the ability to empathize with those around them. Their problems and concerns seem more and more meaningless in relation to the users as each day passes, and his own needs seem more and more important. When the bearer dies, their body turns to iron, from which the heart can be extracted.

Heart of Blood: This heart is contained in a crystal glass case. When placed on the chest, the red
liquid inside slowly drains until empty, at which point the crystal case also dissolves into dust, being absorbed into the skin. The user is no longer subject to disease, illness, or any bleeding effects. They receive a +4 bonus (or advantage) on any death spells or effects, and their aging slows to 1/10th it's normal rate. They also regenerate 1 hit point a minute. The heart prevents any sort of protection from scrying for operating. In addition, their blood works as a healing elixir, curing disease and reducing aging by several months when drunk, as well as producing an overwhelmingly positive feeling of well-being. It is also highly, highly addictive, causing addiction after the first use and dependence soon after. The people who are denied this substance will go to any lengths to acquire it. This can be used to control people who become dependent on it, but there are no cases in which it has not been known to backfire. Upon the users demise, the body turns to red liquid, which then fills a crystal heart in the location of their corpse.

Crystal Heart: This is a heart of reflections and illusions. Any single illusion the caster performs that require concentration to function can be assigned to the heart. For example, an illusionist could cast two spells requiring concentration. Once a day the user can cast Mirror Image. Once a week the user can cast Vanish (Use the heart to create an illusionary double of the caster in reaction to an attack or at will, and turning the caster invisible). Any illusions cast by the caster have their saving throw difficulty class improved by 2 OR provide a -2 penalty to the targets save. The user also gets a +4 (or advantage) bonus on all deception rolls.
The experience of bearing the heart is difficult. Reality seems to fluctuate, and often the user gets glimpses into the shadow and ethereal plane. Often they become paranoid and isolative. They begin to become uncertain about what is real and what is not. When killed the user turns to crystal which crumbles, leaving behind only a crystal heart.

Fire Heart: This heart provides resistance to fire. Any spells you cast ignore the fire resistance of the target, and cause immune targets to be considered resistant. You become vulnerable to cold. Also, you become impassioned. You find it more difficult to stay calm, you mind often fixating on anything upsetting causing you to become angry. You find it difficult not to lash out at people and eventually become more and more chaotic. You must succeed at a DC 10 Constitution check in order to get enough sleep to prepare/regain spells during a long rest. If you cannot cast spells, you gain the ability to cast Fire Bolt at will as a ranged magical attack using Intelligence if you don't have another casting stat, burning hands 3 times and Scorcher once. (Concentration up to 1 minute, 20' line of fire, does 5d8 damage to first target and 3d8 damage to all other targets, Dex save for half). These uses refresh after a long rest (or 8 hours of sleep).

Ice Heart: You become immune to compulsions and mind-affecting effects. You become immune to charm. You have resistance to ice. You are vulnerable to fire. The ambient temperature around you drops by 20 degrees (f). Your alignment shifts towards neutral evil over time as you become less concerned with the welfare of other living beings. You can create and shape ice at will, requiring your focus and giving you a level of fatigue per every significant creation of ice (i.e. 10' x 10' x 10' cube in 1 minute). Going slower or reducing the amount of ice created or used will reduce the fatigue cost.

Black Heart:This heart is condensed evil. Once absorbed, the user becomes immune to fear, and their eyes turn red, their hair black, and their veins turn black. Their blood is black and anyone attacking them with a non-reach piercing or slashing weapon must make a DC 10 Dexterity (DC 14 Reflex) save or take 1d6 acid damage. The user gains +2 Strength and Constitution, above normal human limits. Their alignment changes to Chaotic Evil instantly. The user gains Darkvision and rolls intimidation checks with advantage. The user can also spit acidic bile on one target within 10' once per day as a ranged attack. It does 2d8 damage per point of proficiency bonus (2d8 per 4 levels).


Seven magical hearts for your perusal. Note that several of these contain vague effects, such as shifting your alignment over time and powerful effects that are loosely defined. This requires some discussion and agreement between the Dungeon Master and the player about what works best for the game. Allowing a specific use to avoid fatigue of the ice heart (such as using it to ride on a path of ice through the air) should be worked out as specifics between the Dungeon Master and the player. Perhaps one such effect can be gained per level or a few (or one in Pathfinder) could be granted by a feat. Mechanical effects of some of the drawback are left up to individual Dungeon Masters also. A player who's unwilling to portray the change over time as the heart affects them is probably not a good candidate for these magical items.

For other cool magical items, check out the magical item tag!

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On a Useful Review of the 5th Edition Monster Manual

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Review of core books are mind-numbingly imbecilic. If you're playing the game, you're going to buy the core books.

Here's what I think about it and a whole bunch of scans of pages of the manual.


  • Unlike the players handbook, this cover is stunning. It's not fantastic art. But it is attention getting. Also, if you look at the competition, it's pretty easy to say it's the best monster manual cover to date. (1st Edition, 2nd Edition, 3rd Edition, Pathfinder)
  • It has the worst griffon I have ever seen in any product ever. Apologies to the artist.
Derp.
  • Most of the art is really good!
  • I like the watercolor marks behind the monsters.
  • I am sad about the "Page Tear" formatting effect. It looks nice, but it will certainly cause the book to appear dated as time passes. That's actually a major issue with a lot of the art, which is done digitally. Like it's clearly not real paint, and there is a lot to be said for the qualities of real paint!
  • Also, note the birth of the weirdly smooth monster form.
  • This is really what a bestiary should be. Like the monster descriptions are not filled with annoying bullshit. They are filled with legends, adventure ideas, history, and lore. 
  • It reminds me of the other monster manual worth owning.
  • The best art is the side art!
  • No monster creation rules?!
  • It's a weird collection of monsters that skews to low CR encounters. Is that because it's the first
    Look like anyone we know?
    monster collection? Because encounters should be made from multiple low CR creatures instead of large single monsters? Why include the angels? 
  • As noted by other people, there are huge stylistic shifts in the art. Mordrens are magical, weird, steampunk-like Despicable Me minions, whereas undead are Walking Dead Terrors. 
  • There's about 1 million shout-outs to older editions of Dungeons and Dragons. Check this Death Knight guy out →
  • Nice to read a monster manual with Mind Flayers, Beholders and OTHER PRODUCT IDENTITY RETAINED BY WOTC
  • Monsters are pretty simple and easy to run. There are a lot of suggestions on changing things up. There are no monsters with 8 gabillion powers that require a preparatory class in how to use them effectively.
  • Did I mention the monster text is actually really interesting, giving you ideas on how to use the monster, adventures, and ideas? It's a ton of text devoted to things in the book. Like, this is interesting even if you're not playing Dungeons & Dragons.
  • On the other hand, all the advice is, like in the players handbook, how to run a Dungeons & Dragons monster as a Dungeons & Dragons monster. Monsters are their archetypical Dungeons & Dragons selves. It's not fantastic, strange, or new, it's as maxed out Dungeons & Dragons as you can get.
  • There are a number of visual monster redesigns that are pretty interesting, including the cloaker and the piercer. 
  • The preliminary sketches cleaned up and used for backgrounds is a great touch.
  • There is no nudity. :-(
It is a monster manual that any gamer of any edition could sit down and read and be interested in. Like, non-gamers would read it, because it's basically talking about a bunch of cool monster stuff.

So far, everything Wizards of the Coast has actually written and produced for 5th edition (and not farmed out) has been great. Only time will tell if the quality holds up. 

Ed Greenwood is under the impression that there's never going to be another world shaking realms event, so I'm interested in staying alive long enough to see how that's going to turn out. 

Carrion Crawler Redesign.
Definitely something I don't want in my house

Always a good sign when the get the Cockatrice Correct

And gnolls are pretty sweet looking!

The trend towards using real world animal design is nice!
(Also, note the notes scattered throughout the book)

A flaccid piercer impresses me. That takes some guts.

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On Hoard of the Dragon Queen, Episode III Remix, Part I

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A moment before we get into the work of remixing Episode III.

I've seen a lot of people giving Wolfgang Baur and Steven Winter a hard time for this adventure path.

I don't think it's fair to say that the module is bad or a failure simply because it compares negatively to some of the best adventure modules ever written (e.g. Masks of Nyarlathotep). This was written on a deadline as work for hire. Wolfgang has written one of the best modules ever written (Kingdom of the Ghouls from Dungeon Magazine #70). HotDQ is a huge project on a tight deadline with a rule set that is still in flux. It's not supposed to be wildly creative, it's supposed to show off the system. So my attempt at remixing it and any comments made are not designed to reflect negatively on either of the designers. Lots of people are running HotDQ as written and it's going fine.

Those people aren't me and likely aren't in the OSR. Onward with the remix.

A Dungeon

Obviously this was marked as "Party's first dungeon" and someone came in and did it by the numbers. There's an awful lot wrong with this dungeon. How many people got poisoned to death getting a sandwich?

Still, let's start from the beginning:

Assuming the characters returned from either rescuing Leosin or failing to do so, someone, Tarbaw Nighthill, Escobert the Red, Leosin, whoever, tells the character's that they need eyeballs on the camp and they are worried about whatever is being held in that cave.

If for some reason, they visited the cave when they were at the camp the first time, everything is as I've remixed it below, along with additional notes about increased troop strength. It's likely if they investigate the cave in chapter II, they will end up captured and back to the situation where they are sent back to start this chapter as chapter III.

That would confuse me, except this is meant to be run at Encounters and in game stores, hence the sharp division between chapter II and chapter III. Hell, a lot of these changes alone can double or triple the running time of these missions, which might not fit in well to 2 hour encounter sessions.

Abandoned Camp

Most of the facts here as noted in the module are fine. The issue comes that there is absolutely nothing interesting going on in the abandoned camp. Oh, except some scouts, who don't talk to anyone, unless they do, and then they say as little as possible. 

Here's a table of interesting things going on in the abandoned camp:

  • Two of the scouts are fighting over a tied up villagewoman
  • A lone Dragon-Dog is furiously digging somewhere in the rear of the camp.
  • A single cultist is painting a large wooden signboard with the phrase "Free Couch" and an arrow.
  • A group of three cultists stands on the north side of camp arguing about which way to go.
  • 1d4 of the scouts are standing around cutting meat.
None of these people are actively hostile to the players, none of them care much about what's going on in the cave. 

The Dragon Cave

"Episode 3 is familiar territory: an old-fashioned dungeon. This one is a dragon hatchery manned by a handful of cultists, some monsters, and everyone’s favorite low-level foe, kobolds. In a larger sense, it takes what players learned in episodes 1 and 2 and puts it all to the test: problem solving, risk assessment, exploration, and combat." - Steven Winter
 Obviously "make a dungeon" is a different thing than "make the best damn dungeon ever".

Aside: Let me tell you, there are some super boring and terrible one page dungeons. Making a dungeon interesting is hard, so I'm going to take what Steve Winter says above and try to merge that with the most interesting thing I can manage.

The dungeon is not strictly linear, nor is it flat, so that's excellent. Since kobolds are often skinned as trapmakers, and the dungeon is full of traps, we're going to go full on trap agency with this.

Structurally, I would add a connection between room 5 and room 9, as well as a secret path from 2 to 11.

Room 1: Cave Entrance

There are several nude corpses in this room. These are cultists who have taken the worm, unsuccessfully. Sometimes (quite frequently in fact) the kobolds burst from the gut and chest of the bearer, after eating their way out. All the players can tell is that the corpses in this room look like they have exploded from the inside out. The dragonclaw guards hide as normal.
Chapter II: In Chapter II, there are triple as many guards (6 instead of 2), and several of the cultists have yet to die, but are weakly moaning as they are eaten from the inside out. Instead of attacking, they call for reinforcements. Note that if the players a subtle, they could possibly sneak in this room and charm/sleep/alpha strike this group before an alarm is sounded.

Room 2: Concealed Passage

Other than the detritus of the dragonclaws "readiness", this area is unchanged. The DC 20 perception check should be made into a DC 20 passive perception check and should be automatic (as noted) for anyone who actually walks into the darkness.

Room 3: Fungus Garden 

Oh, you keep the violet fungi, but on a successful attack or if the characters fall into the fungus patch, require DC 10 Constitution saves. On a failure, the character begins to hallucinate

  1. Everyone the character sees turns melty and then is replaced by a reptillian doppelganger.
  2. Bugs start swarming out of the walls and floor and are covering the character's hands and arms. 
  3. The walls and room catch fire and you are unbearably hot, willing to do anything to cool off.
  4. A monkey ran up and stole you Macguffin, and then hid in random team-mates backpack. Once you find him he only steals something else and runs away. If anyone tries to reassure you, they must be in on it.
  5. You feel sick and the walls are closing in and you know you are going to die any minute.
  6. Everything is just, really, really, funny. Laugh out loud funny. Ringing echoing laughs.
Also, there is now a halfling named Tom Haverford who is naked and hanging upside down from the ceiling. He's lazy and obsessed with looking dapper. Rescuing Tom puts you in range of the fungus. He is awake or unconscious as you desire.   
Traps: Stair Trap: Passive Wisdom (perception) 20, Active Wisdom (Perception) 15. Automatic if inspecting the stairs before going down. 
Violet Fungus: Intelligence (Investigation) DC 15 to spot the correct path through the fungus or Intelligence (Nature) 15 to spot the fungus.  

Avoidance: Cultists know where not to walk.

Room 4: Stirge Lair

So, you have to avoid cat-sized deadly mosquitoes to get something to eat? No. Just no.

The bat storm is a nice idea, but the thought of every cultist needing to make a DC 10 Dexterity (Stealth) check just to eat or go get a lizard is a bit far-fetched. What is this room now?

Empty. A big, creepy, empty room that echos and casts shadows everywhere. It's hollow and it echos and it's a bit creepy, and every time the players enter it, you roll a random encounter check because it's the center of the complex.

Be sure to mention the spears leaning against the east exit by the stairs.

Room 5: Troglodyte Incursion

A real opportunity is missed here. The room setup and the player skill focus is good. Troglodytes attack is dull. Here are some other options for Troglodyte interactions.

  1. Busy inscribing religious pictograms on the wall, plenty eager and polite to acquire new worshipers, centered around sexual acts and giving birth. 
  2. Torturing an unlucky cultist, who is eager to be rescued. Troglodytes not hostile to party, believe that they are making him very happy due to his mouth noises.
  3. Room seems like a convenient place for sexual activity.
  4. Busy holding off an underdark invasion of driders
  5. Trying to scrape together enough dope for a second bowl
  6. Just looking to hang out and have a beer like excellent dudebros. All around good guys, just waiting for their dark god to destroy the world. 
No matter what happens, they think the party is a bunch of real jerks and aggressive pricks if they attack them. During the fight they constantly complain about how mean they are and want to know why they are so hostile.

Room 6: Meat Locker 

So the trap is foreshadowed well by the placement of the spears above.  Them leaning against the staircase provides the clue and explanation needed for the larder trap. The room is empty otherwise, which is fine, though I'm a fan of rot grubs being around in old meats.
Traps: Poisoned Hooks: Passive Wisdom (Perception) 20, Intelligence (Investigation) DC 15; The book makes it sound as if the hooks aren't visible, leading to the conclusion that it can't be perceived, but it can be investigated. Of course, specifically inspecting the curtain for traps will automatically discover the hooks.
Avoidance: Planting one of the spears in the ground to push the curtain aside. 

Tune in for Part II of the Episode III remix later this week, for the other 7 rooms. 

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On Hoard of the Dragon Queen, Episode III Remix, Part II

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Dragons are not creatures like you and I.

The beginning of this was pretty standard room and trap fare, but when the players leave after encountering the dragon creche, they should say—that's not like any dungeon I've ever seen!

So in each of the dragon and dragon spawn chambers, there's going to be environmental effect, some that do the battlefield game of a little extra damage. Others that whisper dragon to the part of your brain that recognizes them as master.

You may also note that I'm listing out the DC's and skills for each trap, because apparently the rules weren't finished yet. Many of the rooms are using verbiage from older drafts of 5e ("Readiness scores and Incidental spotting")

Room 7: Drake Nursery

So the gate blocks off this pit which is where the ritual to create a guard drake is performed.

What is this ritual? I'm so glad you asked! Instead of consuming a worm from a dragon egg, the victim—a cultist or captive who has committed some offense or crime—is forced to drink the blood of a dragon of the color of the guard drake they are to become. Blue in this case. This cup-full of dragon blood is enchanted so that the victim falls catatonic, but completely aware of their surroundings. Paralyzed with eyes open, a dragon egg worm is released on the face of the victim where it promptly seeks out a burrows into an available eye. It makes its way to the brain, at which point, it begins transforming the person in to a guard drake. As noted in the description, the drakes can understand draconic and any language they knew in life—because the mind of the person transformed is whole within the beast. Trapped inside an alien body they no longer control, they suffer as prisoners for the entire life of the creature, which, since barring accident or murder, guard drakes appear to be immortal, can be a long time.

So, they got that going for them.

Oh, there's also some dragon dogs here, who take it as their highest priority to release the drakes from their pen.

Environment: Besides the overwhelming scent of Ozone that the drakes (and all blue draconic creatures produce) anytime anyone speaks while fighting with blue drakes, everyone hears what they say come from the mouth of the blue drake and people regularly hear the people they are fighting with make loud draconic roars. Anyone making a melee attack against a blue drake must succeed at a DC 10 Wisdom save or find themselves having switched places with the drake. No long term affects result from this besides disorientation.

Traps: Spike trap: Passive Wisdom (Perception) 15, Intelligence (Investigation) DC 10, or discovered automatically if testing the floor ahead of the party. 20% chance per character to take 1d4 piercing + DC 10 Constitution save vs. poison. Causes confusion for 1 minute if failed, for 1 round if you succeed.


Avoidance: Avoid stepping on the camouflaged floor.

Chapter II: There are triple the number of Dragon-dogs and drakes in this chamber.

Room 8: Dragon-dog Barracks

Oh, look, a boring room with some treasure and monsters. 

The first thing to note is that this room looks like a frat house, but instead of having beers, they have people. Half-eaten rotten corpses lie everywhere, flies are swarming around, vomit and crap lie in piles. Anyone performing melee in the room has to make a DC 10 Dexterity check each round to avoid slipping and giving them disadvantage on their attack. Also, everything in this room is surprisingly flammable!

Traps: Collapsing Ceiling: Passive Wisdom (Perception) 15, Wisdom (Perception) DC 10, automatic if checking the stairway; 50% chance to collapse the ceiling on the person following.


Avoidance: It's only half the step, so it can be avoided by going down the correct side of the stairway, instead of needing to skip a step. 

Chapter II: Very active with double the number of kobolds here.

Room 9: Dragon Shrine

The black shrine to Tiamat.

Zero Content: First, any writing not devoted to Tiamat flares up and burns to ash as soon as there is a line of effect from the shrine to the person carrying it.
Void of the Black Wing: Secondly in front of the shrine there is a black vortex. It's a ball of inky purple blackness about the size of a soccerball floating in front of the shrine, and black-purple tendrils stretch throughout the room. Anyone taking damage in this room must succeed at a DC 15 Constitution save or take another 1d4 necrotic damage. This is stored in a pool that dragons and draconic creatures can access as an action to grant themselves hit points.

TrapsTrap Name: Passive Wisdom (Perception) 15, Intelligence (Investigation) DC 15, automatic if the chest is inspected for traps.  Description: The chest requires a DC 10 Dexterity check to unlock, and a DC 15 Dexterity check to disarm. On a failure to disarm the trap is set off. Taking real world measures to bypass the trap work (i.e. figuring out a new way to depress the plate. Removing the rear of the chest with flame paste, et. al.)


Avoidance: Keys man, keys. Rezmir has the key. 

Aside: If Cyanwrath is dead, he's not here. The bezerkers could be half-dragons also. Personally, I'd have him use his breath, cut down anyone that's weak, pump back up on hit points, and then flee using the bezerkers for cover. Why he fights to the death is beyond me. Plus, players love to chase down a bad guy. Also, Cyanwrath owns a potion of fly.

Chapter II: Cyanwrath has his full guard compliment of 8 half-dragon bezerkers.

Room 10: Dragon Hatchery

You know where you don't want to be?

A dragon hatchery

Environment: The walls in this room ooze acid. Every minute spent in the room by a non-draconic creature requires a DC 15 Constitution save or you take 1d8 acid damage from the burning to your lungs.

The guard drakes in here are black guard drakes.
Festering wounds: Black drake attacks do 1d6 points of damage the round after the successfully strike a foe as the wound festers and burns.
Disco Confusion: When in bright light, mirrored reflections of the people around it dance in a confusing holographic array, making ranged attacks take place at disadvantage.
Persistence of Memory: Sometimes, after fighting these drakes, the world forgets your name.

Sweet, anyone want to try and raise a black dragon? At this stage they are still worms, allowing the characters to create 10-100 dragon dogs or guard drakes, if they have a penchant for such things, but they only have a tenday (this is Forgotten Realms, remember?) meaning each day 1-10 worms are eaten by the other worms.

Also, sticking an out of depth roper in here is a nice nod to the Sunless Citadel Debacle.  I see you Steve Winter.

Chapter II: There are eight eggs here, and twice as many guard drakes

Room 11: Frulam Mondath's Chamber

No changes. Mondath needs a personality, since she's not given much of any text until this point.

Random generation says she's: Fanatical and Cautious, she's a physical fitness buff and has a narrow bering. She views herself as having the spirit of a dragon and is tired of the constant shit she has to take from everyone.

Nice that her actions and motives are dynamic. Sanctuary and her potion of Invisibility I just gave her should give her a fighting chance to flee from the party.

TrapsCarpet Pit: Passive Wisdom (Perception) 10, automatic if looking or checking for traps; I prefer cumulative sum for falling damage, as Gygax intended it. 1d6+2d6+3d6=6d6 falling damage for the 30 foot fall. If you are running this and you cringe at that, then I promise you after puberty, you'll enjoy it a lot more. 


Avoidance: Don't step on the sagging rug.

Room 12: Guard Barracks

The guards that are left here should be engaged in a touching ritual, where they are gleefully worshiping Tiamat. The details of this should be strange and mildly to severely disturbing. Adjust to taste. The important part is that they are totally stoked about what they are doing, super friendly to party members, and actively encourage them to join in.

Room 13: Treasure Storage

If woken up and not killed outright, this cultist doesn't want to be in the cult anymore, and instead wants to be a henchman. He's socially awkward and laid back and is interested in minutia. His name is Rank Magus, and he has a long neck.

On a Practical Guide to Playing D&D with Children

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A lot of people have been talking about introducing their children (6-12) to Dungeons & Dragons to 5th edition.

This is like discussing quilt crafting by examining the threading of the needle. Who cares how the needle is threaded if the quilt is completed?

Threading the Needle

When you are playing with children, you are playing with people. React to them as people first not as children.

Yet they are children. Do not let this contradiction confuse you. It is empowering.

There are physical constraints for children, they have a drive to move. Sessions should be short (2-3 hours) and have frequent breaks to get needs met. Some will want to play act. Others will want to run around. Still others will want to sit still and pay stoic attention. As people first, respect this and acknowledge that that is the fun for them.

Learning to manage these types of conflicts is how one grows into an adult.

Do not over-explain. As the adult, they already expect you to have all of the answers. It will not surprise or impress them that you know the answer to their question. What they need is time to think about what they have been told. Answer the questions they have, even if you know it to be the wrong question. If they are asking it, it is the right question for them.

Sometimes children will complain. "This isn't fair" or "I wanted the magic sword" or "Why didn't the baby dragon like me?". And the thing they complain about, being children, is almost always a true thing. The best response to hearing such a complaint is to agree. If it is true, shouldn't it be recognized as such?

Children in this age range are still learning how to express their thoughts and feelings. Your statements should be designed in such a way to guide them to a place where they feel comfortable doing so. This often involves saying things and waiting longer than you feel is comfortable before moving on. 

Example:
"The Ogre roars and threatens you with the club. Julie, it is your turn. You can do anything you like, is there anything you would like to do?"
Long Pause
[continues] "You can pull out your bow and fire an arrow at him. Or you could draw your sword and shield and guard Thomas, or you could run away. If you can think of any other ideas those might be good too! Would you like to do one of those?"
Often they will have crazy ideas or want to do things that aren't covered by the rules. Those rules weren't written to make children sad. This doesn't mean they should get everything they want either. Letting them try and succeed on a success, and partially succeed on a failure with some creative drawbacks will be an interesting pattern to add.

Qualities of the Fabric

Children want to accomplish things as well as testing their values and beliefs! They are focused on learning and applying skills, dealing with peers, competition, and self-control.

Obviously individuals will vary.

Children 8 to 9 years old:

  • Will make faces and noises and be silly: Accept it and don't take it seriously 
  • Will want to know why things happen: Answer all their questions.
  • Will tend to overestimate their characters ability and internalize all failures: Point out what they can actually do without removing the challenge and focus on the fact that learning and trying are what's important.
  • May also be really hard on themselves and overly dramatic: Encourage them and point out that everyone makes mistakes.
  • Also like immediate gratification: So frequently find some small way to reward them immediately in the game. 
  • Have shorter attentions spans and need more physical activity: Limit game time to 90 minutes with frequent breaks.
Children 9 to 10 years old:
  • Suddenly discover their development is unequal between genders: Don't compare the boys and girls during the game. 
  • Are at the point where they can focus and sustain interest and gain more abstract reasoning skills: Longer games, but it's important that you give them time to think and respond to problems.
  • Sometimes they may act out if the feel ostracised: If this happens reiterate their importance, their role in the group, and that you accept them, even if the acting out isn't appropriate.
  • They may have an obsessive focus on fairness: Acknowledge that things are unfair. Talk to them about how it's ok not to succeed and win because that's part of playing. 
  • Children at this age are into group adventures and social activities!
Children 10 to 11 years old:
  • You are going to need food at the table.
  • They will begin to argue with you using logic: Engage them in discussion and encourage them to use logic. Think about what they say and if it makes sense go with it. 
  • Becomes even more focused on justice and morality. Really focuses on things that aren't right and aren't fair: Acknowledge this inequity. This is a great way to motivate these children ("Something is wrong in townsville!"). Sometimes their sense of justice or rightness will be personal, subjective, and quite rigid. Accept this and support the feelings about the rightness and wrongness.
Children 11 to 12 years old: 
  • Much more likely to challenge what you say: This is not an attack. Don't become defensive, you're the adult. They aren't attacking you, they are trying to figure out why.
  • May seek to become more independent of the party: Encourage them to support their teammates and point out that helping them will allow them to help the player. Allow and encourage opportunities for them to take their own actions in the game. 
  • May engage in exaggeration or be subject to unreasonable or frequent worry: Understand and be supportive, don't overreact to sudden mood changes or exaggeration.

Stitching the Quilt

Allow setbacks to happen. These can often focus a group and allow them the enjoyment of working as a team to overcome a problem.

If you're playing with children, you should consider kid friendly tropes. A small child crying. A noble quest given by a trusted authority figure. A small animal in trouble ("Wonder pets, wonder pets, we're on the way. . .")

Monsters generally attack the person with the highest hit points, because that's the toughest looking player! 

The worst thing that can happen is that a player is knocked out, unless you judge that it shouldn't be.

Remember that the description in this case is both more important and more powerful then it would be in an adult. Keep this in mind as you use your words, for you are literally constructing the framework that allows the children to feel empowered via their confidence in their imagination. 

Everyone should have a chance to feel important. It isn't cheating to make sure everyone gets spotlight time. Doesn't the spotlight feel nice? Who doesn't like to feel nice? If you listen very closely, you can augur where they want the spotlight to be. 

Props, battlemats, pictures, and physical objects are so cool. BE COOL.

Quilt Patterns

For ideas and frameworks that communicate working imagination paradigms, watch episodes of Adventure Time, Spongebob Squarepants, Power Rangers, and Yo Gaba Gaba. See at least 1 episode of Wonder Pets.

Finishing the Quilt

This is not advice for Playing 5th Edition Dungeons & Dragons with children. This is advice for playing games that allow freeform exploration of fantastic spaces with children: 4th edition, Pathfinder, 13th age, FATE, whatever you like.

The rules, what would really happen, and playing the game "correctly" are secondary in first experiences to Dungeons & Dragons. 

Did the players enjoy themselves? This does not mean that the quilt keeps you warm, only that they will use the quilt again.

After all, we are all children. Now we are just children who know better. 

Hey! If this is like the 10th or 20th time you've been directed to my blog, why don't you just follow the blog already? or maybe circle me on Google +. And if you've been finding what I do useful, and want to see more of it, Support me on Patreon and get to see a lot more of it, along with office hours and even more blog posts. 
Hack & Slash 
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On a Children's Quest, A Starter 5e Adventure.

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The below is a fantasy adventure for 1-4 second level characters with players ages 8 to 12. Running games for children that young requires special skills discussed On a Practical Guide to Playing Dungeons & Dragons with Children.

Roofus Goodsman, the mayor's assistant, calls an audience with the players and says that Oracle, the town wise-woman has foretold that the players have a destiny to save the town. 

There is a great evil ready to be loosed in a nearby ruin. The players must visit the ruin to stop the evil otherwise many bad things will happen. 

He offers each of the players three items to each of the players and allows them to pick one. The items offered are dependent on the class of the character.

Reasoning: This makes the children feel special and gives their characters a higher degree of survivability. It also provides a fun choice for the player to immediately make that increases their power and is a simple enough decision. Named items are in the Basic D&D .pdf

Items to give to the players

  • Barbarian
    • A Talisman made from a large bear eye surrounded by yellowed teeth, that when worn, allows the wearer to make a Constitution check when reduced to 0 hit points or less to remain at 1 hit point. The DC is equal to the damage dealt.
    • +1 Great-axe made of runic steel that hums when wielded. It grants you +1 hit point per hit die.
    • An amulet made from the tail feathers of birds that have willingly donated them to your tribe that acts as an Amulet of Health
  • Bard
    • A masterwork musical instrument of the type the bard plays that grants you an extra bardic inspiration die
    • A jaunty cap that grants you an extra first level spell slot and advantage on charisma check 3 times a day
    • A worn pair of frogskin boots that act as Boots of Striding or Springing
  • Cleric
    • A luxurious silken stitched tabard in the colors of your god that grants you an extra first level spell slot and a bonus use of channel divinity
    • A holy symbol that increases your spell save DC by 2.
    • A set of thick golden gauntlets that act as Gauntlets of Ogre Power
  • Druid
    • A thorn amulet that increases your level by 3 for the purposes of wild shape.
    • A leather jerkin that gives you expertise in stealth while outdoors and grants you a second level spell slot.
    • A Vine ring that acts as a Ring of Evasion
  • Fighter
    • A well-used longsword that has a blade of iron with a hilt wrapped in oiled grey wyvern hide. The blade is decorated with a lightning motif. There is an ornate scabbard of Mithral inlaid with Lapis Lazuli. It acts as +2 magic sword
    • A footman’s shield made of ancient steel with the image of an oak leaf, within a eight-pointed star in white on a blue-green field. It acts +1 shield that allows you to recover an additional hit die during a short rest for free
    • An uncomfortable looking pair of books made from spider chitin, that act as a pair of Boots of Striding and Springing
  • Monk
    • A pair of wrist wraps that increase the monks armor class by 1 and allow the monk to do an extra point of damage with unarmed attacks.
    • A headband that provides an additional 2 ki points.
    • A simple stone band that acts as a Ring of Protection
  • Paladin
    • A golden shield that is a +1 shield that glows and grants an extra 1st level spell slot.
    • A heavy silver maul, inlaid with the symbols of your god that acts as a +1 Maul that causes divine smites to do 1d10 points instead of 1d8.
    • Fishscale gloves of swimming and climbing
  • Ranger
    • A longbow made of cherry wood. The grip is wrapped in black leather. The bowstring is actually a fine chain made of sinister brass.  It acts as a +2 longbow
    • An elven lightblade composed of iron, with a hilt wrapped in pebbled black leather. A blood groove runs the length of the blade on each side. The large, round pommel is stamped in copper with the image of a centipede. It grants the two-weapon fighting style and an extra 1st level spell slot.
    • A darkleaf amulet around an acorn that acts as an Amulet of Health
  • Rogue
    • A dagger that has a blade of steel with a hilt wrapped in pebbled brown deer leather. The pommel is in the shape of a spike and screws off to reveal a hollow hilt. It is a magical dagger that grants an extra 1d6 sneak attack damage and returns to your hand using your reaction.
    • A dark cloak made of shadow silk, that grants a +2 bonus on perception and stealth checks.
    • A small cap that acts as a Bag of holding
  • Sorcerer
    • A a kinked yew wand with a head of large Aquamarine, that glints with a yellowish light while underground that contains an additional 1st and 2nd level spell that can be cast using the sorcerer's spell slots.
    • A silver bracelet that grants an additional first level spell slot and an additional sorcery point.
    • A green marble wand, ending in the shape of a ball of antlers of Magic Detection
  • Warlock
    • A dark iorn bracer that grants an additional spell known
    • A steel ring covered in hooks that causes 1d4 points of damage if removed that grants a +2 bonus to damage cast by spells.
    • A glass ring filled with blood that acts as a Ring of Protection
  • Wizard
    • A golden ring that grants the wizard the ability to prepare an additional spell and increases the DC of every spell by 2.
    • A hat covered in moons and stars that allows you go retrieve small objects three times a day
    • A crystalline wand with a sapphire tip that is a Wand of Magic Missiles

The Adventure

Hand the Players the Map

The first choice: The ruin lies to the north east. There are two routes, a shorter but more dangerous route through the Mirkmire woods, or a longer path through the Baleful hills.

Show them the map and let them make their choice.

Let them feel free to ask questions about the map and walk them along. Those things on the map are actually there. Use this opportunity to describe the road, the nearby farmhouse, the turtle in the road, the nearby well, and other sites on the map. Descriptions of each location are listed below.

Advice: Treat the world as living and dynamic, allowing them to interact with anything. They may have ideas about what things are, and being loose and going with their ideas while injecting creativity and things they don't expect can lead to a fun session. Anytime they appear frustrated, giving them some options and likely consequences of making each choice is a good idea. Feel free to remind the players that they can ask questions.

  • The turtle in the road has a patterned shell, with one spot that is opalescent.
  • The house north of the road is deserted. Rations can be found within. It is unclear what happened to the people who lived there.
  • The tree nearby the house has a beehive.
  • The cow is white and is quite friendly.
  • If they climb down into the well, they can find a small sack in the bottom that contains 100 gold coins.
  • The small pond has an aggressive frog that gives players the stink eye if they mess with it.
  • The field of flowers is filled with sprites who dance and play in the air. If the player approach they turn invisible and disappear. If there is a ranger or druid and they watch for a while and leave an offering, the sprites might approach and grant the characters advantage on the next ability check they make.
  • This sign is weathered and points in three directions. The arrow pointing towards the town is labeled Brighton. The arrow pointing north says Mirkmire Woods. The sign that points south says Baelful woods.
  • The Crystal lakeis calm, with a rocky southern shore. If the characters investigate the waterfall behind it they find a small pool with a hatching dragon egg. Out crawls a pseudo-dragon who imprints on one of the party members, focusing on pure spellcasters first.
  • Attempting to pass around the eastern edge of the woods causes Rock Trolls on the upper ledge to drop rocks on the player characters. The ledge is 40 feet up and must be climbed. (Rock Troll Stats as Kobolds.) There are 2 rock trolls +1 for every member of the party over 4. The rolling rocks do 1d8 damage if they hit, and the character must make a Dexterity saving throw or fall to the bottom of the hill.

The Southern Path

While traveling through the southern hills, the party is attacked by a single rock gnome named Phil. He doesn't attack the party with weapons, but instead with words. If the party ignores him, he becomes bored and wanders off. If they attack him, he begins to attack them with cutting words. (verbal attacks that do 1d6 points of damage, with a +4 attack bonus). If the party hits him, he splits into two half-sized gnomes, that continue attacking the party. If the party hits those gnomes, they turn into two half-half-sized gnomes which continue attacking the party with insults. If the half-half-sized gnomes are hit, they die. If at any time the party flees, the gnomes stop attacking.
Reasoning: Attacking people who insult you only grants them more ammunition.

The house on the hill is the home of a wretched looking woman, with a long nose that has a big wart with thick hairs growing out of it. She is hunched over, has bulging eyes, and wears a dark coat of beasts that looks like rats crawling over her skin. Her name is Esmeralda and she, although scary sounding is quite nice. If the players attack her, she attacks back and is quite powerful (stats as an Oni). If she wins the combat, she heals any characters back to full health, and deposits them at the crossroads by the pond. If the players are kind to her, she invites them in, and blesses them with charms of protection. The next creature that wishes to attack fails on their first successful attack automatically. Reasoning: Appearances can be deceiving.

The cave is the home of an ogre named Blorp. He is frightening and scary, making loud roaring and groaning sounds, but is really peaceful and sad. He attacks as an Ogre if the players fight him. But if they are nice to him and find a way to make him happy, he can be friendly. Reasoning: Sometimes new things or people can be scary but are really nice

The Northern Path

The Mirkmire woods. These woods are dark and spooky. It should just be a three hour journey through the woods, but they are enchanted. At the end of every hour, make DC 10 Wisdom checks for the party. For every two cumulative failures, they wander around in circles (the hour doesn't count) and they are attacked by 1 Giant Spider per 2 members of the party. If the party wipes, they wake up at full health outside the forest.

If the players make it through the woods, they find a vicious Dire wolf near the exit. It growls scarily at them, but is really just very afraid. If the characters befriend it and remove it of the painful infection it has (cure light wounds), then it can be a loyal companion.

The Ruin

Outside the ruin, there is a very wizened old man who is about two feet tall and quite frail. He floats above the ground about 3 feet, but appears very sick. He calls the players to him and says that he is the guardian of a great evil and his life is almost over. He needs someone to take over his job or the evil will get free and run rampant. But if they take this job, the won't ever be able to leave, stuck here until it is almost time to die. Let the players talk it over for a minute, but if they can't decide, tell them they don't think the old man is going to live very much longer.

No matter which decision they make, they here an evil laughter coming from beneath the stairs. They are attacked by a death knight (Skeleton) with red glowing eyes and wearing ancient armor. His armor class is 17, and he has 3d8 hit point per member of the party. He also has the Undead Fortitude special ability as a Zombie.

Death Knight (Skeleton)

Medium Undead, Lawful Evil
Hit Points: 3d8 + 6 per party member
Speed: 30'

Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 6 (-2)
Wisdom: 8 (-1)
Charisma: 5 (-3)

Damage Vulnerabilities: bludgeoning
Damage Immunities: Poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft. Passive Perception 9
Languages: Common
Challenge: 3 (700 XP)

Undead Fortitude. If damage reduces the Death Knight to 0 hit points, it must make a Constitution saving throw with a DC of the damage taken, unless the damage is radiant or from a critical hit. On a success, the Death knight has 1 hit point left.
Terrifying Gaze. As a reaction, the Death Knight my gaze at any opponent that successfully hits it with a melee attack. The target must make a DC 9 Wisdom save, taking 10 (3d6) psychic damage and moving away from the Death Knight using their reaction, or half damage only on a successful save.

Actions


Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. One target. Hit: 6 (1d6 + 3) Piercing damage.

Flame Gaze. Ranged Weapon Attack: +5 to hit, range 80/320 ft., One target. Hit:  6 (1d6 + 3) fire damage.

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On 5e Backgrounds: Brewer/Drunk

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A background, per a Patreon request!

Brewer
You brew beer, alcohol, or other spirits, because doing so is important. But there was an accident. Perhaps the beer ran out, or something contaminated a large batch. For whatever reason, you don't brew beer any more.

Skill Proficiency: Gain proficiency in Intelligence (History) and Wisdom (Insight)
Tool Proficiency: Gain proficiency in brewers tools
Languages: Gain one additional language.
Equipment: Two mugs, a mini-keg, a bottle opener, a flask, a bowie knife, one weapon of your choice, a suit of leather armor, and a sleeping bag.

Reasons you no longer are a Brewer.

  1. The inside of a cask is not a place normal people sleep.
  2. I still maintain I don't have an unhealthy obsession with cats.
  3. I've been brewing beer for over a decade now, but you go get one monkey. . .
  4. Apparently no matter how much you dislike the people in your home town, using the kegs as your personal urinal/vomitorium was bad form.
  5. Disreputable brewing techniques using pixies. 
  6. People didn't like your Opium brew. Rather they did, and that was the problem.

Feature:

You can tell the type and quality of a drink just by a small taste. You are also very familiar with bar culture, allowing you to gain investigation on any rolls made to find out information in taverns and bars.

Suggested Characteristics

Beer is important to the development of humanity and that's why you learned to brew it. People who drink beer are healthier and live longer, and they have more to live for. 
What are you like?

d6 Personality
  1. I'm tough enough to crush a can on my head. I'm tough enough for this.
  2. I don't know how I got involved in this. I just black-out and always show up in the strangest places.
  3. If I had to do something responsible with my life, it might as well be something enjoyable. 
  4. I'm not a fan of drunks, but I like beer and I like crafting it.
  5. My best customers are humanoids, not humans!
  6. I'd still be doing it today if I didn't dislike politics so much. 

d6 Ideal
  1. Hedonism: Everyone should be a little bit more concerned about their own happiness. (Chaotic)
  2. Isolation: I just want to be left alone to drink. (Neutral)
  3. Companionship: Nothing is better than the camaraderie of friends. (Good)
  4. Callousness: It's not my fault, I was drunk. (Evil).
  5. Chemist: The science and chemistry of brewing is magic! (Lawful)
  6. Inebriation: I don't drunk I'm think! (Chaoticsh Sloppy)
d6 Bond
  1. I lost my job, so now I need to find something else to do to support my family.
  2. My best customer is my best friend.
  3. I have a group of nearby non-human customers that need me to bring them beer, even if I don't brew it anymore
  4. I have a bunch of secret recipes that no one can ever have. They will make me rich someday.
  5. I have valuable brewing equipment that takes up a lot of space.
  6. I love going on adventures, but I have to come back pretty frequently to check on my brews. 

d6 Flaw
  1. "No! an ale is not a lager!" The world is filled with idiots and I'll never teach them.
  2. I have to be a little drunk to cope with even small things.
  3. Alcoholism isn't just a river in egypt.
  4. I might like the fighting more than the drinking. 
  5. Conservative teetotaling know-it-alls drive me crazy!
  6. The doctor says I have a bad liver, but I don't see what that has to do with drinking.

OSR Package
Running a B/X game? Give these advantages instead of proficiency and features. You can alos give these bonuses if running a 5e game using 3d6 for character generation.



  • Often Drunk. When Drunk +2 Str, +2 Con, -1 Int, -4 Wisdom.


  • Hack & Slash 

    On the Popularity of Games

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    Which Role Playing Game is the best role playing Game?

    Wait, no.

    Which is the most popular?

    The truth is, we live in relative darkness about what games are being sold and what games are being played. To date, our best resource has been ICv2 which just tells us the top few best selling games through the retail channels.

    This has allowed an awful lot of us to live in ignorance.  Didn't release a supplement this month? Nobody is playing your game!

    What's more, is that the people in charge of the companies have no motivation to dispel any illusions the players have.

    And it's not really a mud-slinging type industry—After all, products that focus on "fixing" things and are built around not having "problems" other gaming systems have don't do well. Or so I believe, and who's to tell me otherwise?

    The Orr Group, that's who.

    Who are the Orr Group? They are the Roll20 programmers who consumed Tabletop Forge when several people quit the project. (A slight exaggeration, Joshua Owen approached Roll20.) They provide a Virtual Table Top interface for people playing on-line games.

    Now people don't like to have their illusions shattered. Anyone who doesn't like these numbers or facts will just come up with excuses about how it doesn't count home games, or people playing games on G+ online might not be using these pieces of software.

    Well that's true. it's also true that those people don't understand statistics and sampling data either. After all, I play B/X so I don't need Roll20, so I'm not counted.

    Let's look at the numbers we get for the third quarter of 2014.

    THE ORR GROUP INDUSTRY REPORT is an overview of tabletop gaming ruleset popularity based on usage data from Roll20 Virtual Tabletop. Third Quarter results are as follows: Based on a sample size of approximately 25,000 games and 15,000 players.
    Notes on how information is gathered:
    • “Games” = % of games where the Game Master said “this is what we’re playing.”
    • “Players” = % of players who were active in the quarter and filled in the “this is what I enjoy playing” field on their profile.
    • Percentages will total more than 100% because each player/game can have more than one game type designated. This is extremely common for players and rare for the games.
    • This only takes into account games/players which were active (e.g. game was played, player played at least one game) during the 3rd Quarter of 2014.
    • This is meant to be a representative sample, as it only takes into account games and players who filled out relevant fields on their game page/profile. There was significantly more than 25k games and 15k players who played in this quarter, but many do not fill out these fields.
    • The list of available games to select were curated by Roll20’s staff based on previous freeform survey results, and will be changing in the future.
    Notes on Roll20 / THE ORR GROUP:
    Roll20 began as an effort to keep developers and The Orr Group founders Riley Dutton, Nolan T. Jones, and Richard Zayas in touch via long distance gaming. Since launching via Kickstarter in April of 2012, Roll20 has attracted more than 600,000 users as a free service. The program continues to be funded by subscribers who receive features that assist advanced gameplay.

    Did it match your expectations? Was the Popularity of the games played related to your internal narrative of which games are popular and which games are not?

    Does it matter if more people are playing 1st edition than whatever game you are playing that isn't Dungeons and Dragons?

    Hack & Slash 
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    On Even More 5th Edition Monster Manual Comments

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    I've had some time to read over this book and there are even more thoughts that I have. (WARNING, This post contains some adult content!)


    • Why don't the angels have halos?
    • The book has both piercers and dark mantles, their 3.x replacement that supposedly made more sense. That has to be awkward at the christmas party.
    • Here is a list of monsters with ken doll parts that should have visible dongs. I'm leaving demons and angels off this list because they might have ken doll parts.
      •  what Ettin will wear pants? 
      • Fomorian says they wear scraps of cloth or less. The one in the picture has a swank belt!
      • Aarakocra
      • Azer (sculpted from bronze but wears a skirt)
      • Cyclopes
      • Werebear (all these lycanthropies have so many pants and clothes!)
      • Ogre
      • Nothic
        • It's totes important to note here that this is a game targeted at 12 year olds. I mean, I understand the lack of visible dongs. I'm not particularly into visible dongs. I'm just saying that visible dongs are a pretty monsterous thing. I mean, I hate pants and I'm all civilized. If I lived in the monster filled wilderness and I was a giant monster, I wouldn't start my day by looking for my pants.
    • They seriously went overboard with the anthropomorphization. Why does a cloaker or a chasme have a human head? Monsters very rarely seem like alien creatures. You can always locate their eyes and head. Is that intentional? Is it because of this research about locating eyes on creatures? Most of these monsters could be cosplayed by people in suits. Deliberate?
    • Digital motion blur. Uggghhhhhhhh. *stomps foot*
    • The lemur picture is the best
    • A tyrannosaurs is the same CR (8) as a young green dragon, and although it does slightly more damage in melee, it's considerably weaker than the dragon. Conclusion? Dragons are (again) under-rated for their CR.
    • Props to whoever painted the dinosaur pictures, I'm sad they are blocked out.
    • Monte Cook designs a female succubus, and the world loses its mind, Dopplegangers are rapists to reproduce, no one makes a peep. (And they shouldn't)
    • The dryad is stiff and underworked and bland for an impressionistic piece.
    • Two spells a level is still a lot of options for a spellcasting monster.
    • The empyrean and the Ettercap are examples of digital illustration gone wrong (you see that skirt on the Empyrean). Apologies to the artist(s) but you know you'll never see anything like that in a LotFP book.
    • The lycanthropy page runner is excellent.
    • Hags can inspire a whole witch hunting campaign themselves.
    • My, how well dressed are you, you hedonistic reveling Satyr. You look like you're going to a mid-level marketing seminar.
    • Lowering stats from an attack is still a terrible mechanic due to recalculation. (Yes, shadows still drain strength). I thought this was a solved problem with things like negative levels, or even doing things like having weakness points or something.
    • Maybe it's just the fact that my 6 person, level 2.8 party killed Venomfang in two rounds, but all of these monsters seem weak, unless there are a lot of them. The power level seems pretty similar, problems only come in when facing a lot of opponents.
    • A lot of these creatures are weirdly monochromatic. E.g. Wyvern, wraith, stirge, et. al.

    I think the art here is more erratic than the art in the Player's Handbook. But it is a large full color book. It's clear (from the art reuse and stuff) that Wizards/Hasbro is looking to control cost. I'd imagine that although large to us, the art budget on this book was more limited than in the past. 

    There are a lot of spectacular drawings, and some special recognition is due Christopher Burdett who just is constantly knocking these illustrations out of the park. He can, uh, illustrate my monster manual anytime.

    I like more rawness and nudity in my art. Obviously this game for children isn't the place for it, but I don't like pictures of monsters that just look like people in rubber suits. I dislike that most all "monstrous" creatures in the manual are mostly handsome men and women, and the monstrous ones are still basically human shaped. I'm going to post some of my own illustrations to, ahem, illustrate what I mean. 

    See? Dongs?
    Interesting Female Nudity
    Cultists are anti-pants
    Don't you know dudes that look like this in real life?

    On What to Do With a Dragon Corpse

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    I am a terrible dungeon master. 

    Spoilers for Phandelver follow.

    So, my players were about to leave Thundertree, when they decided to look around to find a certain missing amulet. While they found the amulet, they also found a strangely attired group of humanoids.

    Failing their stealth roll, they were invited in for tea and a strongly worded offer.

    Thull explained how the dragon cult helped his sick grandmother out and provided for his every need. He explained that they quite successfully recruited dragons, he himself having never heard of a dragon refusing an offer of the dragon cult. And he strongly suggested that the players that had been spotted and invited in join, because he'd much rather be their friends than have to offer them to the dragon also.

    This plan lasted about as long as you would expect. The players agreed and the cultists got to walk outside of the door before the rest of the party attacked.

    The bard put dissonant whispers in the mind of the leader, who fled screaming.

    Obviously the murder of several dozen cultists is not the quietest activity, especially not when one of them has taken psychic damage and is screaming as loudly as he can in draconic, (which iirc, no one in the party can speak).

    Shortly, the ground shakes as Venomfang roars, quite upset about having being woken from his slumber.

    The raging reckless frenzied barbarian, tired of the shrieking madness of the cult leader, runs up to him and splits him in twain.

    The Dragon climbs to the top of the tower and flies towards the party, landing right in front of the dead cult leader and the barbarian standing over his corpse.

    It is the secret quest of the raging reckless frenzied barbarian to slay Venomfang.

    Venomfang (Hostile) says "WHO DARES DISTURB THE SLUMBER OF THE MIGHTY AND POWERFUL VENOMFANG?!"

    The bard, being the bard, attempts to talk Venomfang down. She says "Oh, great and mighty dragon, we come only to bask in awe of your mighty form." Using the updated 5th edition modifications to the "On the Non-Player Character" social system, she rolls for the Honor action and gets a 26, changing his mood from hostile to neutral.

    Then it is the raging reckless frenzied barbarian's turn to act. She, of course, attacks twice. Combat is joined.

    So the thing is, it doesn't matter how powerful your dragon is. When you lose initiative against six players, you're going to have a bad time.

    By the time I actually got to act, I had already lost nearly 100 hit points. The dragon took flight, and breathed on as many targets as he could. At this point, only being the barbarian and the 1/2 orc monk. I did 56 points of damage. You'd think this would be deadly to a 1st level monk and a 3rd level barbarian. They both save. 28 hit points leaves the barbarian with 10, and the monk, being a half-orc, is not killed outright, so remains standing with 1 hit point.

    How upset is Venomfang at this point?

    Not nearly as upset as he is as he fails his saving throw against Tasha's Hideous Laughter when he's 30 feet in the air.

    So, the point of todays post is, 



    What can you do with a dragon corpse.


    Essences

    There is very little value in fighting monsters, except for the value of the monster itself. ACKS using something similar to value monsters called "Monster parts" that's defined as having a value in gold equal to the experience point value of the monster, arbitrarily assigning each unit a weight of 5 stone for 300 gold.

    Essences are simpler in that you can acquire 1 per hit die of the creature you kill. They are worth 100 gold towards crafting a relevant item or spell research, or may be sold for half price to recoup some value. In a system that is essentially on a silver standard such as Lamentations of the Flame Princes or 5th edition, then this value is reduced to 100 silver.

    This is what I use, and it is awesome.

    Dragons, being magical creatures, can provide up to 3 times the normal essence as a more mundane creature. That means a 16 hit die creature like Venomfang can produce up to 48 essences. You may extract essence from the blood, the flesh, and the brain. Note that this is an all or nothing affair. You can either have the corpse, or you can reduce it to essence. Turn the flesh into essence, no dragon armor for you.

    This means totally breaking down the dragons corpse grants 480 gold, which is just in line for the amount of treasure handed out in Phandlever and Hoard of the Dragon Queen.

    Armor

    Dragon Hide makes excellent scale mail armor. It can also be used to craft a shield. It cannot be used to make other kinds of armor, select the rationale for such a decisions from the following list: verisimilitude, balance, simplicity.

    A medium dragon produces 1 hide-unit of armor. A large dragon produces 3 hide-units of armor. A huge dragon produces 5 hide-units of armor. A unit of armor produces a medium sized shield, helm, or mantle (cloak). Two hide-units produce a medium sized suit of scale mail armor.

    This is assuming the dragon was slain in normal melee combat. If the party takes care to do as little damage to the hide as possible (blunt weapons, sleep spells), then add 1 hide unit to a medium dragon, 2 to a large, and 3 to a huge dragon. If the party is particularly vicious in their attack on the dragon (arrows, many sword blows, violent spells), feel free to reduce the hide-unit values appropriately.

    Dragon hide armor is resistant to the element the dragon breathes, and is easily enchantable. This can work however your rules system manages, but generally I reduce the costs to enchant dragon hide armor, helms, shields and cloaks, by half.

    Dragon hide is consumed if the flesh of the dragon is converted into essence.

    Note that good or evil, no dragon looks favorably upon someone wearing their skin.

    Blood

    The blood is a deadly poison if ingested, causing death if eaten or swallowed on a failed saving throw versus poison at -4, (or a DC 15 Constitution save, or DC 18 Fortitude save, depending on your system.) It has no poison effect via contact, inhaled or injury, although it is strongly corrosive against most metals and rocks, causing them to become brittle and prone to breakage over time (weeks).
    If you bathe in the blood (requiring 40 gallons for a medium creature, half that for a small creature) you are cured of any diseases, any poisons are neutralized, and you gain 1d12 years of life, as a potion of longevity. After a single bath, the blood is useless for any other purpose.
    There are 2 gallons of blood in a medium dragon, 10 gallons in a large dragon, and 500 gallons in a huge dragon.
    Blood sells for the same price it breaks down into if transmuted into essence, 50 gold pieces per hit die. The Dragon blood is consumed if the dragon blood is broken down into essence.

    Bones

    Dragon bones, horns, teeth, and claws, can be used to create staves, wands, rods, weapons and trinkets. A medium dragon produces 4 bone-units, a large dragon produces 16 bone-units, and a huge dragon produces 256 bone-units.

    Why don't I include stats for a gargantuan dragon? Because get out of here. If you're killing a CR 24 gargantuan dragon, you don't need to be scavenging it for parts, leave that for the mortals.

    As with other dragon parts, these reduce the cost of enchantment of items by half.
    A wand or trinket (amulet, etc.) or small weapon costs 1 bone unit.
    A rod or medium weapon costs 2 bone units.
    A staff or large weapon costs 4 bone units.
    A single bone unit can produce 10 arrows or bolts.

    The dragon bones are consumed if the dragon bones are broken down into essences.

    Brain

    It is possible to consume a dragon brain to gain great power. It is also possible to die horribly. Make a saving throw versus poison when eating the brain or regurgitate the brain, ruining it and losing all benefit. (Constitution DC 10 save for medium, DC 15 save for large, DC 20 save for huge, or DC 10 + Dragon's hit die Fortitude save).
    On a success, violent changes occur inside your body. Make a system shock roll or die. (Constitution DC 3 for medium, DC 5 for large, or DC 10 for huge, or DC 2 + 1/2 dragons hit die Fortitude save). If you live roll 2d8 on the following table:
    2 You believe you are the dead dragon. Act accordingly.
    3 You gain 1 hit point per hit die permanently.
    4 You gain 1 point of Strength and Constitution. This can exceed your normal maximum.
    5 You gain the ability to smell gold (As Treasure Finding, once a day)
    6 You gain magic/spell resistance of 10% (SR of 5 + Character level, or advantage on all saves versus spells)
    7 You gain 1,000 experience points times your level.
    8 Gain 1 point of intelligence and 1 point of wisdom. This can exceed your normal maximum.
    9 Gain 1-4 points of intelligence. This can exceed your normal maximum.
    10 Gain 2 points of wisdom. This can exceed your normal maximum.
    11 You gain 1d10 x 500 experience points.
    12 You gain the ability to cast charm person 3 times a day.
    13 You gain 1 point of Dexterity and Constitution. This can exceed your normal maximum.
    14 Your eyes glow red, and you gain a 10 foot aura of dragon fear activatable at will.
    15 Your skin becomes tough and resilient to damage. Gain a +2 bonus to armor class (+2 natural armor).
    16 Gain immunity to the dragons breath weapon type.

    The dragon's brain is consumed if the dragon's flesh is broken down into essence.

    Eyes

    The dragons eyes may be swallowed. This follows the same procedure for swallowing the brain above.  If successful, the eyes replace (painfully) the eaters natural eyes, granting them dragon sight. This has several effects.

    The eyes bulge unnaturally, extruding from the face. The orbs are the color of the dragon with vertical pupils. You gain Blindsight out to 15 feet, and darkvision out to 30 feet per size of the dragon, i.e. Medium is 15/30, Large is 30/60, and Huge is 45/90. Also, roll percentiles:
    01-10 see into ethereal plane
    11-30 see invisibility
    31-70 no additional effect
    71-90 detect magic
    91-00 true seeing

    The dragon's eyes are consumed if the dragon's flesh is broken down into essence.

    Gallstones

    There is a chance that a dragon has magical stones in it's kidneys, gall bladder, or gut. 1d4+1 stones may be found. There is a 40% chance of a medium dragon, an 80% chance for a large dragon, and a 20% for a huge dragon to have 2d4+2 (huge dragons always have 1d4+1 stones). These are Ioun stones and their effects are generated randomly.

    The dragon's stones are consumed if the dragon's blood is broken down into essence.

    Heart

    Eating the heart of a dragon has different effects depending on the size of the dragon.

    Eating the heart of a medium dragon affects the eater as if they were  under the effects of a haste spell. There are two servings of the heart.

    Eating the heart of a large dragon affects the eater as if they were under the effects of a haste spell and a heroism potion (of the appropriate class). There are 4 servings of the heart.

    Eating the heart of a huge dragon affects the eater as if they were under the effects of a haste spell, a super-heroism potion, and and the spell aid cast by a 15th level cleric. There are 8 servings of this heart.

    In any case a system shock roll (Constitution DC 3 for medium, DC 5 for large, or DC 10 for huge, or DC 2 + 1/2 dragons hit die Fortitude save) must be made after the effect ends to avoid dying.

    The dragon's heart is consumed if the dragon's blood is broken down into essence.

    Tongue

    A character may sever their own tongue, and attach a dead dragon's tongue in it's place. This process is dangerous due to the bleeding risk, but rarely fatal. The person attaching the tongue must succeed at a DC 7 Healing check (DC 20 Medicine check, DC 25 Heal check) on a success, roll on the following table:
    1 Saving throw difficulty of your spells increased by 1.
    2 Blindsight 10 foot radius.
    3 ability to detect poison in a 5 foot radius.
    4 verbal charisma based skills (persuasion, charisma, bluff) increased by 2 points.

    On a failed healing/medicine check, the attachment was botched, and you speak with a lisp or slur. This causes you to fail casting spells with a verbal component 1 in 5 times (20% spell failure chance).

    The dragon's tongue is consumed if the dragon's flesh is broken down into essence.


    This conversion and these rules are heavily inspired by Hackmaster 4th edition, which just goes to show you what you've been missing.

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    On Towns, Dunsay

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    Densay is a small town of 1,182 people and is a city on the fringes of civilized lands near a swamp. There are a large number of wizards in the town and it is ruled harshly by a Rakshasa named Ori.

    The town is extremely orderly and clean with a golden and bejeweled public square, who's beauty in the marshland is only marred by the torture of those who are about to be eaten.

    Most of the population has near fanatical support for Ori, because those that show doubt, despair or apathy are the first to die. Many people view this as a wonderful place to live. Taxes are non-existent, they are extremely safe, the town is beautiful, and as long as you capture someone to take your place when your lot is called or you have an essential job, you don't have anything to worry about. You aren't oppressed! Someday you'll be in charge.


    Densay 

    Description


    Lawful Evil, A frontier swamp town with wizards ruled by a despotic monster.

    "Splendorem, et immortalitatis"; in splendor lies immortality. The town is exquisitely designed, which does nothing to camouflage the plight of the people.

    Demographics 


    Government: Dictatorship of a Rakshasa named Ori, enforced by his elite lizard man and bullywug guards.

    Population: There are 320 human households (average less than 3 people) and assorted humans. (934 humans total), 40 elven households (1.47 average) and assorted elves (59 elves total), Half-elves count 35 in number and half-orcs count 24 in number. There are 118 lizard men of the Snapper Reed clan in the town, and 12 odd Bullywugs who work exclusively for Ori.

    Languages Spoken: Common, Human regional dialect, Ophidian, A few townmembers and the bullywugs speak Chordata

    Local Religions:

    • Worship is of a goddess of destruction. All other worship is officially outlawed. She is an aspect of Shiva (Bhaal in the Forgotten Realms, Nerull in Greyhawk). The followers are called "The Faithful of the Transcendent Worm". Solemn daily prayers are required, and having a family and children are discouraged. Apathy and despair in the face of this plight are viewed as the highest sin. Children come of age at 9 and are separated from their parents and perform distasteful religious service before reentering society. Cannablism is frequently performed, and outsiders are eventually converted or killed.
    • There is a small rebel sect worshiping Pamora, a goddess of hope. (Sune in the Forgotten Realms, Ehlonna in Greyhawk)
    Notable NPC's:
    • Ori is the mayor of the town. He is a Rakshasas and is creepy and adventurous. He regularly terrorizes the townsfolk, who are his primary food source. 
    • Otnief Zaro a suave wizard who speaks out against the rule of Densay by Ori. Has had bad experiences, so she refuses to associate with new people. 
    • Amubas is a wealthy trader who recently survived a poisoning attempt. Although this lizard-man is grossly fat, he aspires to be a mighty warrior. 

    Districts



    Shops 
    • Domma Portia's Secret Shop sells small charms and trinkets. Run by Domma Portia's daughter Wynna. Domia is old, but lives.
    • Nottingmoor Ranges is a bower with some selection of leather items. The proprietor is a grizzled half-elf Gwindili who's drunk more than half the time, yet holds his liquor well and keeps it close to the chest. He is a middling shot, though believes his skill is much greater. 
    • Bodhouse Mason contains a small forge where metal weapons are produced. It's run by a human smith named Exas Goodwe and his Lizard Men apprentices Sumadea and Apingin

    Inns 
    • Guantlet's Bar, Famous for breaded Goose. This bar is probably the most exciting place in town at night, more people gather here because of long ago enchantments that prevent overhearing other peoples conversations 
    • The Sign of the White Ogre an inn named after a nearby swamp legend. It is clean inside and has a quiet calm nightly demeanor.

    Features 
    • The Green Spire is the home of Valor Enlor a powerful wizard. 
    • The Stalker Bell Campus is a small area of study of sorcerous pursuits. 
    • The Scarster Bastion is the central keep of Densay and the well fortified domain of Ori 
    • The Quartal Square is a place of astounding beauty, offset only by the public displays of punishments of the guilty. 

    Men for Hire
    • Mr. Higgens, a quiet, stout, bald man who picks at his fingers with a knife. 
    • Furi Malhammer a bombastic dwarven female who is in a wheelchair. 
    • Blopti Virison is an ex-viking, who's looking to become a wizard. 
    • Kurabu is a lizard man who has better places to be. This only partially has to do with the people who want his hide. 
    • Vanka Zleska is a bigoted gypsy. She tells jokes and presents a helpful front, but is a perennial procrastinator and obstructs others. She carries a bloodstained net. 

    Resources: Climate (sub-tropical), Fishing (fish), Geography (swamp), Medicinal/Alchemical Plants/Herbs, Natural Industry (Magical Workshops), Magical Resources (Ley Lines)

    Diversions


    Obstacles: Harsh Conditions (Isolated, Near large monster lair) Corruption (Leaders), Black Wizardry, Population (Unhappy and Xenophobic Population), Religious zelotry

    Adventure Seeds and Local News
    • There is some local conflict over humans not being allowed promotion to the elite guards. Several groups have gone on perilous missions in an attempt to prove their worth.
    • Cultists try to convert the adventures, or alternately the rebel worshipers attempt to recruit the characters
    • At the end of every week lots are drawn from the human and half-human population to see which members become food. Anyone capturing any outsiders may use them to defer their next selection.
    • Agralis Arymas is said to be working on a powerful enchantment that will alter the nearby landscape: He needs certain resources to complete the enchantment, alternately the enchantment has to be stopped and the resource must be destroyed.


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