I just started running a new 5th edition campaign and the druid (first time player) decided she'd check out plants wherever she goes now, having just acquired a herbalism kit. The table below should keep her busy for some time. Obviously, not every item of vegetation she comes across will be new and exciting, so I'll probably give a 1 in 10 chance of there actually being a cool new mushroom, flower, etc. in a given area. The chance will vary depending on the region itself, naturally. You can always just throw some funky fungi samples in a laboratory the party's passing through.
The table should be mostly system neutral, but DCs and the exhaustion mechanic come from the 5th edition. GM discretion and all that. Roll a d20 if you're scared of the more powerful stuff at low levels, but I recommend that you don't be.
d100 Random Plant Effects
Unless specified otherwise, determine duration by rolling a d4: (1) 1 minute (2) 10 minutes (3) 1 hour (4) 1 day.
1. No effect
2. No effect
3. No effect
4. No effect
5. Poison. Target suffers poisoned condition on failed DC 12 CON save
6. Target can understand and only speak the regional language
7. Heals d6 + CON hit points
8. Severe dehydration - suffer 1 level of exhaustion every 30 minutes until you drink 5 litres of water
9. Lightfoot - advantage on stealth checks to move silently
10. Antidote
11. All animals (incl. pets and animal companions) hate target
12. Poisonous unless cooked (DC 13 CON save, poisoned condition) in which case it provides a day's worth of nourishment
13. If boiled in d4 litres of water for 4 hours, the reduced liquid works as a potion of healing (enough for 2 doses). Loses 1d4 potency each day after the first
14. Gastritis, curable by any restoration spell or d6 days of bed rest. Target suffers 1 level of exhaustion after each day of activity whilst affected
15. Hot hands, capable of burning self and igniting flammable objects. d6 fire damage, touch
16. Target can walk on walls
17. Target can walk on walls and ceilings
18. Target experiences zero gravity
19. Skin colour changes for d6 days. Roll a d8. 1-7: rainbow colours; 8: invisibility but any held/worn objects are still visible (lasts d20 + 4 hours)
20. The extracted oils numb the body against pain for 2 rounds. The target ignores damage for the duration (even if reduced to 0 hit points). After the duration elapses, targets suffers from the accumulated damage plus bonus 1d10 psychic damage (only if damage sustained)
21. Polymorph into a random animal (roll on random animal table)
22. Eyes water uncontrollably for 3 rounds. Treat vision as lightly obscured
23. Descend through open space at feather speed
24. When burned, tastes like bacon. However, something will feel off about it
25. Polymorph into an intelligent regional creature (GM discretion)
26. Polymorph into the most recently touched animal
27. Polymorph into a random humanoid (roll on random humanoid table)
28. Polymorph into the most recently touched humanoid
29. True darkvision. Lasts 8 hours
30. The extracted oils numb the body against pain for 4 rounds. The target ignores damage for the duration (even if reduced to 0 hit points). After the duration elapses, target suffers from the accumulated damage plus bonus 2d10 psychic damage (only if damage sustained)
31. When ground into a paste with water, it can melt through up to 1 inch of non-adamantine metal when applied. One vial of paste can affect a surface area of up to 1 sq. foot (Note it is very difficult to effectively apply during combat)
32. Chewing gives resistance versus random damage type. Swallowing deals 3d8 poison damage (1/2 on a successful DC 15 CON save)
33. Vegetables taste like meat and vice-versa. Grains taste like lard. Lard tastes like blood
34. Savoury and sweet tastes are reversed
35. Anything consumed by the target is bland, but edible (poisons will still act as normal however)
36. All ingested poison is neutralised. Lasts 3 hours
37. If spat on by a diseased creature and then roasted, it cures that disease when consumed
38. Poison. Blind on failed DC 14 CON save
39. Makes skin hypersensitive
40. The extracted oils numb the body against pain for 6 rounds. The target ignores damage for the duration (even if reduced to 0 hit points). After the duration elapses, target suffers from the accumulated damage plus bonus 3d10 psychic damage (only if damage sustained)
41. Target's skin thickens. Resistance to piercing and slashing damage
42. Target moves at double speed for d4 rounds
43. Target sneezes whenever a random creature (roll on random creature table) is within 100ft
44. Plant glows whenever a random creature (roll on random creature table) is within 75ft
45. Can be used to prepare a herbal poultice. 12 hours of successful preparation required. Heals 1d4 hit points every hour for 6 hours. If the poultice isn't removed after 8 hours, there is a 15% chance of infection
46. Can be used to prepare a herbal poultice. 1 day of successful preparation required. Heals 1d6 hit points every hour for 6 hours. If the poultice isn't removed after 8 hours, there is a 15% chance of infection
47. Can be used to prepare a herbal poultice. 2 days of successful preparation required. Heals 1d8 + CON mod hit points every hour for 6 hours. If the poultice isn't removed after 8 hours, there is a 15% chance of infection
48. Plant screams when burned, deafening all creatures within a 20' radius on a failed DC 13 WIS save
49. Two creatures that consume this (1 each) are able to communicate telepathically across up to 100 miles. Lasts 1 day
50. Target becomes irresistable to men
51. Target becomes irresistable to women
52. All animals are friendly towards the target. Lasts 1 minute
53. All animals are friendly towards the target. They will become inconveniently so after d4 rounds. Lasts 6 rounds. The plant looks almost identical to #52
54. Target sheds its skin (there is new skin beneath), which is wearable by a creature of similar build
55. Target's bones turn to jelly
56. Target's Strength score increases by 5 for 1 minute. After the duration elapses, there is a 40% chance of muscles tearing
57. Target's Dexterity score increases by 5 for 1 minute. After the duration elapses, target gains 2 levels of exhaustion
58. Closest NPC will be drawn to the location of the target
59. Shaped like a tuning fork, each prong resonates when close to the other. A consuming creature knows the location of the other prong for the duration
60. Masks target's scent
61. The distilled liquid of this plant makes metal extremely brittle. 1 vial can affect up to 1 sq. foot of metal
62. Induces vomiting when consumed
63. Target's sense of direction is reversed for d6 rounds
64. No effect
65. No effect
66. No effect
67. No effect
68. No effect
69. Tastes awful, yet is more-ish
70. No effect
71. No effect
72. No effect
73. No effect
74. No effect
75. No effect
76. Tastes like a good meal from the target's childhood. The wave of nostalgia overwhelms the target for d6 minutes
77. Antidote
78. Antidote
79. Functions as an antidote if steamed
80. The distilled liquid obtained from this induces amnesia when consumed. Condition lasts d6 days
81. Target can breathe underwater for 3 hours
82. Target can understand and verbally communicate with a random animal (roll on the random animal table). Lasts 30 minutes
83. Changes target's hair colour when consumed
84. Releases a cloud of spores upon impact. All creatures in a 15ft radius fall asleep on a failed DC 14 CON save
85. Target falls asleep on a failed DC 15 CON save. Regains 2d10 hit points if it sleeps for at least 1 hour
86. When simmered for 8 hours with the skin removed, the consuming target's body turns cold and their heartrate greatly decreases. Their condition is otherwise unchanged. Great for feigning death. Lasts d20 hours
87. Target drains and stores heat from external sources. This heat may then be released by touching another creature or object. Every time heat is stored, there is a 10% chance of internal combustion. Effect lasts d10 minutes, after which point internal combustion occurs
88. Target smells exquisite. People like them. Carnivorous creatures desire them. Lasts 4 hours
89. Target becomes incredibly imposing to others. Enemies will not attack target unless there is no other reasonable choice
90. Can be ground into a paste to make a strong glue. Sets and dries in 1 minute when in contact with air or water. Requires DC 20 STR check to break bond
91. Juice is highly acidic and difficult to safely obtain. Deals 3d10 acid damage
92. Target's skin glows in the dark for d8 hours
93. Every creature the target touches becomes covered in painful boils on a failed DC 13 CON save
94. Target is immune to and may (via touch) dispel any magic of d8th level or lower for d8 rounds
95. Target's body becomes wet and slippery, reducing friction to zero. Makes them harder to hit, among other things. Lasts d10 hours
96. Target gains d100 + 40 pounds
97. Target's body instantaneously converts all body fat into energy. All Strength, Dexterity and Intelligence rolls have a +5 bonus. Duration is d4 + 1 rounds or otherwise at GM's discretion (maybe the target has a lot of fat). Target then suffers 3 levels of exhaustion
98. Target's body sprouts a random, fully-functional, monstrous body part. Roll a d6 - 1: claw, 2: spiked tail, 3: spider legs, 4: tentacles, 5: wings, 6: third eye
99. Target immediately knows how to use whatever they are currently touching and what it is used for. 5% chance that this is a hallucination
100. For 1 year, intelligent creatures within a 20 mile radius at the time of consumption view the target as a god-like entity and will follow them without question
The Game & Masala Cookbook
Sunday 10 January 2016
d100 Random Plant Effects
Monday 7 September 2015
From Me to You
Here I'm sharing the first R&PL one shot I wrote and ran for D&D 5th edition. Scroll to the personal notes I've included at the bottom of the post for a link to a gameplay report of the first time I ran this as well as things I've noticed/done to improve the experience. With the exception of the goblins, all creature stats were taken/generated from A Red & Pleasant Land by Zak S.
I've written a sequel to this adventure as well, but time will tell if I share it or not. I've only run it once and it potentially needs some tweaking.
***
The
Tea Party
Run time
5-6 hours
Party Level
A level 1 party of 2-6 players
Note
in advance: Tizala, the Red Knight, the Spades and
the Heart children are all vampires and thus must be staked through the heart
or consume ichor to be permanently killed.
The Terrible Goblin Wood
The PCs are travelling from Vornheim in the east to
hold an audience with the Heart Queen’s royal messenger/Minister for Foreign
Affairs (the Rabbit), so that the city of Vornheim may establish healthy trade
relations. 1 of the PCs is carrying a letter to hand to the Minister. They’ve
heard the Minister has always been difficult to get a hold of, which is why a
group made of tougher, more expendable stuff was needed.
Just as the PCs notice the trees clearing, they come
across a white rabbit apparently frozen in place, gazing at something ahead
through the trees. 2 goblins emerge from the trees to attack the group.
The rabbit will hop off at speed, dropping a pocket
watch with a red heart on it and an invitation to the Hatter’s tea party. The
parchment reads as follows (put it in an attractive, difficult-to-read font and print out one copy to give the party):
Dearest lady or gentlemanimal,
You are cordially invited to treat with the Advisor to the Pale King in the Hatter’s Castle. Your attendance would be very WELL appreciated in the form of delicacies imported from the most exotic gourmet wells and the Far West in the East. The tea wheel naturably be of her Highness equality.
Please bring your invitation to show at the door. Guests of guests and un-so-forthwith shall be judged by the lawful methodology in the tea room.
p.s. There will indefinitely not possibly be any or no cordial.Yours sinceritabily,Lord M. Hatter
Rewards:
invitation, pocket watch [see details under ‘Pond’ – properties cannot be
identified except through use]
Note:
the Rabbit can cast Suggestion twice/day. It also has an ability allowing it to
move at x2 speed once per day (normal speed is above human.) The Rabbit is hard
to kill.
Pond
Coming out of the forest, there is a road made of blue
cobblestone leading to a pond in the middle of a garden. By the pond are beds
of flowers, suitable for resting on. Two 30’ tall violets stand next to the
flowerbeds. Will react poorly if beds are ruined, demanding compensation.
At the centre of the pond is an ornamental pedestal
carrying a Dwarven corpse with an almost gracefully bulging stomach – this is
the Pseudoturtle, wearing a monocle: vizier to the Queen of Hearts. It will cry
for rescue.
In the pond are 2 little crocodiles and a Nephilidian
spy disguised as a fish amongst the other various fish. Touching the water will
cause contacting humanoid extremities to disobey their owner (DC 12 WIS save.)
The Pseudoturtle gives a ring to each PC that cannot
be removed once worn. This allows them to revive with 1HP once stabilised or
else be reincarnated after 5 real-time minutes.
The Pseudoturtle will want the PCs to retrieve his
missing shoe and will give them 500gp to do so, as well as another 500gp if
they apprehend the shoe thief to face the Queen’s justice. The only clues are a
tiny lime-yellow bowler hat and a teapot smelling suspiciously of red wine. It
says, whatever the case, to make sure someone loses a head – Voivodjan
tradition. He suggests going to see the children of the leech well and warns
that the PCs should not greet them empty-handed, for growing children need
nourishment.
If the Rabbit’s pocket watch is shown to the
Pseudoturtle, he will recognise it and insist on taking it off the PCs’ hands,
offering an oaken misericorde in exchange which can be used to permanently kill
vampires. The watch can stop time for 6 seconds per day when the button is
pressed. Anyone touching the watch at the time is not frozen.
Directions: walk to the statue garden at the top of
the hill 3 miles to the south. Fool a scarecrow and then walk 30 seconds down
the hill in any direction to find the leech well.
Reward:
rings,
tiny lime-yellow bowler hat, croc skins and claws
Note:
the Pseudoturtle is actually a lizard that wears a turtle’s shell. It’s grown
too big to leave the shell and it cannot swim. It can teleport between humanoid
corpses.
The Statue Garden
4 x level 1 Spades. Several statues, many of which are
missing limbs or other body parts. A winged angel carved out of marble sits to
the right of the middle of the garden. The angel has fresh bandages wrapped
around its stomach. The Spades are posing as scarecrows protecting a vegetable
patch with pumpkins, cabbages, carrots and snow peas.
Note:
the Spades are weak vampires – weaker than goblins – but they should be creepy.
Their mouths have been hastily sewn shut and each one has a Roman numeral
branded across its forehead. They will respond to living flesh when it crosses
the threshold of the vegetable patch, uprooting themselves, moaning hungrily
and slowly lurching towards the food
source. Spades aren’t much of a threat except for their grapple – they can’t
bite anything with their sewn mouths.
The Children in the Well
The children are forever hungry for anything other than leeches. This is why, even knowing of the danger, they will accept invitations to the weekly tea parties held by the Hatter. Whilst the other invited children have already left to attend the party, the remaining 3 children in the well will give the PCs anything beginning with ‘I’, such as information. The children will recognise the hat as belonging to the dreaded doormouse of the Pale King. They greatly fear the mouse and would like to see it pay for its crimes. They will mention that there is to be a special guest at the party. There was meant to be such a guest a fortnight ago, but the Hatter lost his balance and accidentally tore up the guest’s name card, which messed up the welcoming ceremony (actually a summoning ritual). Will let the party take a long rest here.
Reward:
information, 1 x incendiary arrow, vial of ichor (like poison, +d6 damage,
double damage to undead, single dose)
Note:
in a less combat-oriented game, you might like to make the ichor an auto-kill
should a creature consume the entire dose. This emphasises a strategic focus.
The Hatter’s Castle
Bamboozled - David Legge |
In the reception, the Rabbit and a Red knight are
engaged in a duel. The Rabbit wins. The knight wears a bastard sword, a
throwing axe, a pike and a misericorde made of ebony. The knight wishes to save
Tizala, the Red Bride.
A door on the far end of the reception room leads to
the ceiling of the tea party room. The floor, in comparison, looks to be larger
in area. Shelves of wine and cheese line the walls. Both bottles and cheeses
are of varying sizes, with some larger than a person whilst others are as small
as a thimble. The only ordinary-sized bottle has a label reading ‘Drink me’.
This will shrink a creature down to the size required to pass through the
second door on the right to the tea party room.
Treasure:
Hummingbird’s Elixir [whiskey] (heals d6 + CON mod, -1 to atk rolls), bottle labelled
‘Drink me’
- 1st door on the right: a portal to a river, on the opposite side of which stands a squad of 6 Red knights intent on rescuing their princess, unable to cross (as they are vampires.) On the side is a small garden surrounded by a tall hedge. The PCs will only notice this after seeing the Red knights, as they hear the sounds of children playing. In the garden, 2 level 1 Hearts – appearing as little girls with blonde ringlets – and their dog are having a picnic under the shade of a tree. One girl is offering the other more tea. They have a blanket and a picnic basket.
- Reward: picnic basket (contains anything picnic-appropriate that the PCs will desperately need in the tea party room)
- 2nd door on the right: the door is barely a foot high and leads to the tea party room. A bottle with a ‘Drink me’ label on it is required to shrink down to size. Next to the door is a coffee table with a muffin on it with an ‘Eat me’ label. Eating the muffin before going through the door will cause the individual to grow massively, their body becoming cramped in the space (other creatures make DEX saving throw or take d6 crushing damage) and their head smashing through the ceiling onto the crypt (see ‘3rd door on the right’.)
- 3rd door on the right: stairs up to the crypt – 1 step is rotten (DC 12 DEX saving throw or trip, alerting other room occupants to character’s presence.) The Rabbit is here to wake up Tizala. Blood pooling on the floor is knee deep. In here are paintings, a treasure chest and 3 long wooden boxes (read: coffins.) Treasure chest requires DC 13 Thievery check to pick lock. Key is around Tizala’s neck.
- Treasure: healing potion (2d4 + CON mod), necklace of Polymorph Self (Bat), 150gp, gold crown with 9 inlaid rubies
The Tea Party – Unwelcome to the Party,
Richter
This large circular room has at its centre a round table, around which the Hatter, March Hare (currently hidden in the Hatter’s hat), 3 level 1 Hearts (appearing as small girls with golden ringlets) and a tired doormouse are seated at the table, eating cakes, devilled eyeballs, finger sandwiches, cheese, pudding and roasted children feet. The room and table alike are adorned with candles. The many teapots all appear to be filled with red wine. The Hatter is very drunk, the doormouse has fallen asleep up against its teacup next to the Pseudoturtle’s missing shoe. Should it enter/be placed in a teapot or jar, the doormouse will teleport to any other like vessel in Voivodja. A human boy sits in the seat with the name card ‘Honoured Guest’. There are just the right number of empty chairs left for the PCs and 2 more for the Rabbit and Tizala.
Upon entering, guests’ invitations will be checked.
Those without an invitation must beseech the seated guests for permission to
join the festivities. Foreigners are a rarity in Voivodja and as such their
native customs are novel to Voivodjan residents – party guests will highlight
this should players struggle.
1 seat will be left vacant next to the human boy for
the Red Bride, Tizala. The child is to be used as a sacrifice to summon a Guest
to marry the Red Bride. Once all PCs are seated, Tizala will enter the room,
ushered by the Rabbit. She appears utterly miserable. The Hatter commences the
summoning ritual after everyone is seated, drunkenly toasting the bride and
groom. The ritual concludes with the Hatter and the other guests saying, “Welcome
to the party, Richter.” If the ‘Honoured Guest’ name card is in any way damaged
before the ritual is complete, the summoning will fail and Tizala – relieved –
will attempt to eat the human boy. Unless antagonised, she will not harm the
PCs. If the Guest is summoned, the name card will loosely act like a lich’s
phylactery – the Guest will take any damage the card receives (no to-hit roll.)
However, the card becomes effectively laminated and flame retardant and must be
cut/stabbed/etc.
After the Guest is summoned and the situation decays,
NPCs pick sides. The Heart children will attempt to kill the Guest for breaking
tradition, the March Hare will emerge, trying to stop the PCs from leaving and
the Hatter will go mad, harming no one but inconveniencing everyone with his
time-space magic (except on the odd occasion he casts a Haste aura benefitting
his allies.) The Hatter’s actions every round are determined by rolling a d8. (You can - very luckily - find the stats for free here [semi-NSFW] though I used HD 5 to work out hit points.)
The
Unwelcome Guest (Agent of Disruption)
Human child with a giant
centipede snaking through the ears and eye sockets. Covered in faces – the
Unwelcome Guest is terrifying. Purpose
is to tempt nobles into sin, but must oblige the Hatter’s request - marrying
Tizala - prior. He will attempt to dispense with the wedding rite of engagement
(each partner must duel an enemy to the death – 2 PCs to be selected as enemies)
by killing the bride instead.
HP:
38 / AC 16 / 2 attacks per round: +d20 to hit, d20 damage.
Immune
to poison, flame and fear.
Powers:
- The Guest’s shadow burns all it touches for 1d10 damage (except the Guest itself).
- All within 20’ radius must succeed on a DC 12 WIS save or be overcome with the desire to kill other random nearby character (50% chance of wanting to eat them, too.)
- Polymorph Self: (dire wolf) 30HP / AC 14 / Bite: +5 vs AC, 2d6 damage. Target must succeed on DC 13 STR saving throw or be knocked prone
I'd be lying if I said no arms were torn off |
Conclusion
The PCs have one main mission that they’ve probably
forgotten by this point: meet the Minister for Foreign Affairs (i.e. the
Rabbit) and give him the letter requesting an audience with the Queen of
Hearts. Should this be achieved, the PCs will suddenly notice a door in their
peripheral vision and the Rabbit will lead them through it to the Queen’s
castle. End game.
Should the PCs retrieve the Pseudoturtle’s missing
shoe, they receive the reward of 500gp (and 500 more if they have the doormouse
in their custody.) It will also provide a letter of recommendation to the party
to be shown to the Queen of Hearts herself. The Pseudoturtle will then lead the
PCs to a door which will take them to the castle. End game.
The PCs lose if all of them die before anyone
reincarnates.
***
Personal Notes
No adventure runs as exactly written if you’re doing
it right. I’ve now run this one shot three times with different groups and
every playthrough was both satisfying and unique. It might also be worth noting
that every group had at least one person who’d never played 5e before and two
of the groups had people who’d never played a tabletop RPG before.
The first thing I should note is that Voivodja is weird. Taken from Zak S’ A Red & Pleasant Land, it’s
essentially Alice in Wonderland meets Transylvanian vampires. For this reason, almost
every living creature speaks the common tongue (though the Rabbit can only be
heard by humanoids when whispering in their ears.) As real world logic does not
apply here, I removed Bluff and Diplomacy checks altogether, which gave way to
fascinating roleplay every time. I found that the trick to encouraging roleplay
was to give every NPC excessive levels of either personality or reputation.
This largely minimised the number of combat encounters – I only ever had 2 max –
because everyone was either too engaged in roleplay, keen to get to the tea
party or simply terrified of the potential enemy.
Travelling around Voivodja should be irrational and
euphoric. After the Statue Garden, the scenery should change with every few
steps. It should be as dizzying and confounding as Alice in Wonderland was/is. The
more nonsensical the directions the PCs are given, the better. This is really
helpful if you’ve got a bunch of new players who’ve gotten stuck as I’ll point
out.
Giving your players an NPC guide is incredibly
helpful. On the first playthrough, the players went to the Statue
Garden atop the hill instead of going to the Pond with the Pseudoturtle. To
give the party directions, I introduced a purple kitten called Ildna (secretly
a Red Bride who’s trying to get rid of Tizala by marrying her off to someone
other than the Red King) who the players loved. She served as a helpful guide
for the party in exchange for them taking her to the tea party where her sister
was getting married – the castle is across a river, which vampires cannot
cross. As helpful and friendly as she was, Ildna was always a little suss,
mentioning how hungry she was and eventually letting slip her craving for
delicious children. Being able to divulge only small pieces of information at a
time with maximum effect will be your greatest asset. Especially when even the
vampire kitten needs the Pseudoturtle’s help, but is counted amongst its
enemies.
On the second playthrough, I ditched the children in
the well and had the Pseudoturtle accompany the PCs to the tea party – he’d
always wanted to attend, but was never invited. In both cases, the guides help
keep the players moving when they got stuck (which tends to happen in the
Statue Garden and the bridge leading over the river to the Hatter’s Castle.)
Voivodja is equal parts confusing and wonderful for those experiencing the
setting for the first time.
Combined with the bizarre geography of Voivodja, the
NPC guides were indispensable.. Whenever it looked like there was a dead end –
voila! – the Pseudoturtle/Ildna would
give some bogus directions, e.g. “Well, I don’t know any routes into the castle, but the Leech Children
sure will and I know how to get to them! Just twist your left earlobe
anti-clockwise, walking hesitantly in a north-easterly direction on a bearing
of 6 toes to the right, rotating your big toes thrice in opposite directions.” The 'fool the scarecrows' schtick was too confusing for players across all groups. It's far too counter-intuitive for being so early in the adventure - the task ought to be modified, I just haven't thought of an appropriate solution yet.
If the players don’t follow the directions, roll with it.
“You only rotated your big toes twice? Oh boy. You find yourself standing in a
knee-deep pool of blood, next to three 6ft-long wooden boxes.”
With the reincarnation thing, I just had a whole bunch
of pre-gens for the players to pick from, but the new character would still
have the knowledge of the previous one for easy integration. Even though the
PCs TPK’d themselves the first time, I had them all wake up at the table in the
tea party room because they were literally one room away and it was the better
option. (Also, Ildna was the one to give the reincarnation rings on the first
playthrough seeing as the Pseudoturtle was skipped.)
To add a little roleplay flavour for my players, I did
two things: character flaws and secret missions. I gave each pre-gen a flaw so
that even if the player had no idea about their character’s personality, they
could play out the flaw. It worked really well. This was rounded out by each
character having a secret mission. These are the ones I used:
- Assassinate the Minister for Foreign Affairs
- Join the court of the Heart Queen
- Get the riches and the girl
- Kidnap the Queen of Hearts’ vizier
- Enter the employment of the Pale King’s advisor
- Capture the doormouse to return to the Mayor of Vornheim
- Don’t let the Guest of Honour arrive
- Meet and pledge your allegiance to the Guest of Honour
- Don’t allow any children you meet to continue suffering in the wartorn country of Voivodja (the paladin got this one… and succeeded before he died)
One last thing about the Unwelcome Guest (who I’ve
named Richter for Arnold Schwarzenegger reasons): he’s fucking horrific. Even when he’s the one taking
the blows. Even to the point of inducing nightmares. Your players shouldn’t
want to fight him directly (though it’ll be a great time regardless.) They have
the option to join him or they can run away. They can exploit his weakness, but
one round with Richter is enough to know that direct confrontation won’t lead
to victory. The first party lost this way and reincarnation doesn’t happen in
the boss battle. The second group exploited his weakness and barely avoided a
TPK. The third said, “Nope,” and we called the session there.
Every group of players had a blast. The PCs may lose, but the players won’t.
Every group of players had a blast. The PCs may lose, but the players won’t.
Friday 3 July 2015
A Dream Puzzle
Here's a not-puzzle that you can use to mess with your players. Built off this (I apologise for the Reddit link.)
The original is intended as a fun puzzle without any real implications for your campaign. I saw a lot of potential and made some changes for proper game integration.
The Basic Rundown
The map setup is identical to the original: starting platform, demon chained to a throne and a 500ft bridge connecting the two. Lava surrounds everything. Vision beyond 100 feet counts as heavily obscured. The chains trapping the demon have 10 hit points (your choice how many - I think two are plenty).
All of this is in another plane or else is a powerful illusion - I like to think it happens in the PCs' collective dream dimension. Someone suggested using this after a TPK fighting the BBEG, which I dig. Whatever you choose, there are potential consequences for whatever plane your campaign takes place on.
There are only 2 ways to return to reality: death and releasing the demon.
There are 4 pieces of information, (print out some cards or whatever) only 2 of which are true. The other 2 are false. The order in which the cards are chosen will determine this. Card 2 is your 'DM is a jerk' card. It's truth or lack thereof won't change anything. If both Cards 3 and 4 are true, all but 1 character have the potential to free a demon king. If Card 1 is false - important - only releasing the demon will save everyone. This could potentially result in a TPK. If you want a safer alternative, just make it that Card 1 is always true. Where's the fun in that, though?
I'd recommend using this for a party of at least 4 as that's how many information cards there are. If you have a larger group, there's no need to make more cards. Those with the lowest WIS saving throws don't take an information card, rather they are your 'innocents' - the ones who'll have the least idea as to what is going on.
Info Cards
The pieces of information to hand to your players (they were only slightly changed from the originals):
Running It
The original is intended as a fun puzzle without any real implications for your campaign. I saw a lot of potential and made some changes for proper game integration.
The Basic Rundown
The map setup is identical to the original: starting platform, demon chained to a throne and a 500ft bridge connecting the two. Lava surrounds everything. Vision beyond 100 feet counts as heavily obscured. The chains trapping the demon have 10 hit points (your choice how many - I think two are plenty).
All of this is in another plane or else is a powerful illusion - I like to think it happens in the PCs' collective dream dimension. Someone suggested using this after a TPK fighting the BBEG, which I dig. Whatever you choose, there are potential consequences for whatever plane your campaign takes place on.
There are only 2 ways to return to reality: death and releasing the demon.
There are 4 pieces of information, (print out some cards or whatever) only 2 of which are true. The other 2 are false. The order in which the cards are chosen will determine this. Card 2 is your 'DM is a jerk' card. It's truth or lack thereof won't change anything. If both Cards 3 and 4 are true, all but 1 character have the potential to free a demon king. If Card 1 is false - important - only releasing the demon will save everyone. This could potentially result in a TPK. If you want a safer alternative, just make it that Card 1 is always true. Where's the fun in that, though?
I'd recommend using this for a party of at least 4 as that's how many information cards there are. If you have a larger group, there's no need to make more cards. Those with the lowest WIS saving throws don't take an information card, rather they are your 'innocents' - the ones who'll have the least idea as to what is going on.
Info Cards
The pieces of information to hand to your players (they were only slightly changed from the originals):
- You see a vision of yourself that you completely trust. It says “You are trapped in this dream world and the only way out is death. If there is anyone with you they too must die to escape. If you die first your comrades may be trapped here forever. You cannot tell anyone about the truth of this realm or you will be released. Even merely having the intent of informing another will cause you to exit this world before the words come out of your mouth.”
- You see a vision of yourself that you completely trust. It says “There is a shadow amongst your group. He is a traitor and will try to kill you and your friends. He is not your actual comrade but merely posing as one. He is the one that has imprisoned you and your allies here.”
- You see a vision of yourself that you completely trust. It says “A demon lies at the end of this pathway. Do not be fooled by this illusion he is actually an angel trapped by ancient liches to rot here for eternity. He can grant you much power for assisting him if you free him from his chains. Be wary if you even have intent to reveal this truth you will die.”
- You see a vision of yourself that you completely trust. It says “A demon sits on a thrown at the end of this pathway. He is a powerful demon king and attacking him will release him also, so will breaking his chains. Some of your allies may be under his control and you must stop them from freeing the demon. Do not reveal this to anyone. If you even have the intent to reveal this information you will die and the demon will be freed!
Running It
- After describing what they see, all players make a WIS saving throw as soon as they enter the location. Lay out the 4 information cards face down on the table. From highest to lowest saving throw, each player chooses a card. Apart from the DM, only they may read their own card.
- Give the players a little time to mull it over. Don't allow metagaming, but let it fester in their heads.
- The first 2 cards drawn are true. The last 2 are false. If both Cards 3 and 4 are true, (i.e. the demon is actually an angel/the demon is a demon king) what is released into the real world is whatever the PC unleashing it believes it to be. Regardless of when Card 2 is drawn, roll a d4 or use some other noticeable random method to determine the traitor in the party. Do this straight after the player who picked the card shows it to you and then make eye contact with any other player at the table. Look at them as if it's a secret that only you two are in on. By no means should they know they're the traitor.
- Fix yourself a drink, sit back and enjoy.
Not pictured: the rest of a South Korean antique shop
A Few Observations
Note that Card 2 doesn't include the threat of death to prevent the player telling everyone that there's a traitor. Let it be their choice. You just sit back and watch it unfold.
Using the WIS saves like initiative here doesn't really make any meaningful mechanical difference. However, it does create the illusion of player agency. The more they think they're in control at the beginning, the more they'll panic later. It'll be beautiful, trust me.
Making both Cards 3 and 4 true may seem flawed, but think about it: if a character believing the demon to be exactly that sees anyone else release it, he/she will be 100% certain that a demon was unleashed. Wait for that paranoia to set in. You might even help it along using rumours of particular 'happenings' as a gentle prodding tool, e.g. people disappearing; an increase in rapture preachers.
Speaking of which (kind of), check out this 5e Heretic homebrew. It's neat and would make well for an NPC, especially one your players ignore early on.
Note that Card 2 doesn't include the threat of death to prevent the player telling everyone that there's a traitor. Let it be their choice. You just sit back and watch it unfold.
Using the WIS saves like initiative here doesn't really make any meaningful mechanical difference. However, it does create the illusion of player agency. The more they think they're in control at the beginning, the more they'll panic later. It'll be beautiful, trust me.
Making both Cards 3 and 4 true may seem flawed, but think about it: if a character believing the demon to be exactly that sees anyone else release it, he/she will be 100% certain that a demon was unleashed. Wait for that paranoia to set in. You might even help it along using rumours of particular 'happenings' as a gentle prodding tool, e.g. people disappearing; an increase in rapture preachers.
Speaking of which (kind of), check out this 5e Heretic homebrew. It's neat and would make well for an NPC, especially one your players ignore early on.
Friday 27 March 2015
5e Background: Alcoholic
Every now and then (or more often) you'll look at the backgrounds in the 5e PHB and think 'Yeah... I could somehow tailor the Entertainer/Guild Artisan to fit my celebrity chef', but that half-hearted enthusiasm isn't going to make a PC/NPC you're going to remember. I'm not ready to get cracking on the Chef yet though, so here's a warm-up for what I hope will become a series of posts in months to come.
Alcoholic
Your life presided in the bottle before you resorted to adventuring. It's possible that in a drunken moment of grandeur, you saw in yourself the potential of a hero. It's probable that you're funding your habit or proving to someone else that you're not just some worthless drunkard. Perhaps you're a reformed alcoholic who's looking for a fresh start?
Skill proficiencies: Dexterity (Sleight of Hand)
Tool proficiency: 1 gaming set of your choice OR 1 set of artisan's tools of your choice
Equipment: hip flask of your favourite liquor, notebook of the best and worst taverns you've been to, gaming set x1 OR artisan's tool set x1, a trinket that reminds of a life you used to lead, pouch containing 10 silver pieces
You know better than anyone else that wetting your throat helps with the nerves. A sip of any alcoholic beverage stronger than ale grants you advantage on saving throws against being frightened and checks against intimidation in the next 10 minutes. If you have a racial advantage against being frightened, you instead automatically succeed on such saving throws within the next 10 minutes (no auto-success for checks against intimidation).
Thrice cursed be the stopper that gets between you and your drink. Unless magically sealed, you can find a way to open any bottle without spilling the contents.
Although alcoholics get a bad reputation, not all are dysfunctional misfits and every one had their reasons for turning to the bottle. Whilst they may not have standards when it comes to booze, one should never underestimate an alcoholic's knowledge in this field.
d6 Personality
1. You're unpredictable. To you, any course of action is justifiable at the time.
2. You will say anything if it means getting what you want.
3. You're a touch sentimental. There's that one thing you will never touch out of respect for someone long since gone.
4. You're rehabilitated and do your best to maintain a positive perspective. When times are tough, you remember why you started drinking.
5. You've been struggling to get sober for a while now. You're often frustrated, but your spark of determination hasn't died yet.
6. You're a kind soul who puts others' needs before your own. Whilst you shoulder their burdens, alcohol shoulders yours.
d6 Ideal
1. Nihilism. Nothing matters apart from getting your drink. (Chaotic)
2. Avoidance. Drinking helps you ignore the real issues. (Neutral)
3. Commitment. The only way you can make others happy is by being someone you're not. (Good)
4. Hubris. You are never in the wrong, no matter what the rest say. (Chaotic)
5. Salvation. You will stop others from becoming what you used to be/what you are. (Lawful)
6. Tyranny. You are compelled to make others follow your example. (Lawful Evil)
d6 Bond
1. You still owe money to the barkeep. He swore he'd get it back.
2. You woke up late one morning with an unknown address written on the back of your hand.
3. The town braggart always said that you'd amount to nothing. You will prove them wrong.
4. On a bender, you did something unforgivable to your best friend that you can't remember. You've been trying to redeem yourself since.
5. He/she is crippled because of you. You seek to fulfil their dream for them.
6. If you could just see his/her face one more time, you're sure you could turn your life around.
d6 Flaw
1. The weight of reality can be overwhelming when you're sober.
2. Your breath always reeks of alcohol.
3. People feel uncomfortable in your presence.
4. Withdrawal symptom - roll 1d4: 1) shakes 2) cold sweats 3) high body temperature 4) loss of appetite.
5. Convincing yourself to get up in the morning is difficult.
6. You're craven.
Picture credits: Girhasha and artbygabrielle
Alcoholic
Your life presided in the bottle before you resorted to adventuring. It's possible that in a drunken moment of grandeur, you saw in yourself the potential of a hero. It's probable that you're funding your habit or proving to someone else that you're not just some worthless drunkard. Perhaps you're a reformed alcoholic who's looking for a fresh start?
Tool proficiency: 1 gaming set of your choice OR 1 set of artisan's tools of your choice
Equipment: hip flask of your favourite liquor, notebook of the best and worst taverns you've been to, gaming set x1 OR artisan's tool set x1, a trinket that reminds of a life you used to lead, pouch containing 10 silver pieces
Feature: Liquid Courage
You know better than anyone else that wetting your throat helps with the nerves. A sip of any alcoholic beverage stronger than ale grants you advantage on saving throws against being frightened and checks against intimidation in the next 10 minutes. If you have a racial advantage against being frightened, you instead automatically succeed on such saving throws within the next 10 minutes (no auto-success for checks against intimidation).
Variant Feature: Bottle Opener
Thrice cursed be the stopper that gets between you and your drink. Unless magically sealed, you can find a way to open any bottle without spilling the contents.
Suggested Characteristics:
Although alcoholics get a bad reputation, not all are dysfunctional misfits and every one had their reasons for turning to the bottle. Whilst they may not have standards when it comes to booze, one should never underestimate an alcoholic's knowledge in this field.
d6 Personality
1. You're unpredictable. To you, any course of action is justifiable at the time.
2. You will say anything if it means getting what you want.
3. You're a touch sentimental. There's that one thing you will never touch out of respect for someone long since gone.
4. You're rehabilitated and do your best to maintain a positive perspective. When times are tough, you remember why you started drinking.
5. You've been struggling to get sober for a while now. You're often frustrated, but your spark of determination hasn't died yet.
6. You're a kind soul who puts others' needs before your own. Whilst you shoulder their burdens, alcohol shoulders yours.
d6 Ideal
1. Nihilism. Nothing matters apart from getting your drink. (Chaotic)
2. Avoidance. Drinking helps you ignore the real issues. (Neutral)
3. Commitment. The only way you can make others happy is by being someone you're not. (Good)
4. Hubris. You are never in the wrong, no matter what the rest say. (Chaotic)
5. Salvation. You will stop others from becoming what you used to be/what you are. (Lawful)
6. Tyranny. You are compelled to make others follow your example. (Lawful Evil)
d6 Bond
1. You still owe money to the barkeep. He swore he'd get it back.
2. You woke up late one morning with an unknown address written on the back of your hand.
3. The town braggart always said that you'd amount to nothing. You will prove them wrong.
4. On a bender, you did something unforgivable to your best friend that you can't remember. You've been trying to redeem yourself since.
5. He/she is crippled because of you. You seek to fulfil their dream for them.
6. If you could just see his/her face one more time, you're sure you could turn your life around.
d6 Flaw
1. The weight of reality can be overwhelming when you're sober.
2. Your breath always reeks of alcohol.
3. People feel uncomfortable in your presence.
4. Withdrawal symptom - roll 1d4: 1) shakes 2) cold sweats 3) high body temperature 4) loss of appetite.
5. Convincing yourself to get up in the morning is difficult.
6. You're craven.
Picture credits: Girhasha and artbygabrielle
Tuesday 24 March 2015
Mad World
All the drawings in this post were done by my friend Denise (level 2 human ranger). Her take on the Queen of Hearts is - I think - especially chilling. She's been re-working some of the drawings (some of which I have yet to see) so I'll share those in future posts.
For whatever reason when I run a game, there are at least trace elements of horror. So naturally whilst I was preparing for a Red & Pleasant Land one shot, one of my players asked me if we could use the optional insanity rules in the 5e DMG. We played a couple of weeks back and here are my views on the tweaked 5e sanity system I implemented.
If you want to know the short of it, it's this: implementing a sanity mechanic drastically changes the tone of a game and both you and your players must be aware of what's going to be in store before you get started.
Firstly the mechanic: use WIS for all sanity checks/saving throws (though there were no sanity checks throughout the session). At the beginning of the session, I gave the group two options for the system:
Normal: you get 4 sanity points. Every time you fail a sanity saving throw, strike off 1 or more points (GM discretion depending on severity of failure/phenomenon). On each strike, the GM does the following (or the player can roll d100 and the GM will consult the table):
1st strike: roll on the DMG short-term madness table
2nd strike: roll on the DMG long-term madness table
3rd strike: roll on the DMG indefinite madness table
On the fourth strike, the character goes crazy beyond possible function. This is equivalent to death.
Hardcore: number of sanity points = WIS modifier. If a character has a modifier of 0 or less, they start off with an affectation of the mind determined by rolling on the indefinite madness table. In this case, the character has 1 sanity point. If they have 5 sanity points, losing the first one doesn't impose any adverse effects.
When someone loses sanity, roll on the madness table corresponding to the character's starting sanity point total, e.g. if the PC's starting total is 2 sanity points, start with the second strike, followed by the third strike as per the normal system.
By a 3:2 vote, hardcore mode was the go. Three out of five characters started with 1 sanity point and two of them had affectations (alcoholism and laughing at everything, respectively.)
So this is how it went:
All 4 and half hours were tense, even when the party was just walking and talking. The Place of Unreason is not a predictable land and (as our druid told me after the session) there was the ever-present fear of everything/everyone they encountered turning weird and twisted, forcing sanity saving throws right and left. The highest number of sanity points anyone had was 2. The first PC went crazy within the first 2 hours after seeing salmon- and toad-headed footmen erupting out of the earth.
What I did next is a mistake I will not make again. Seeing how down the player looked at being out so early (I forgot I had some backup pre-gens in my bag) I gave him the option of continuing to play his character, on the condition that he could convince me of a suitable character concept fitting the 'crazy beyond function' criterion. The example I gave him was that if he was a guy who laughed at everything, he'd basically have to be the Joker but more insane.
Never give someone an excuse to play an insane character when it could be a remotely feasible character concept they could otherwise come up with on their own. They will abuse it and the rest of the group's experience will suffer due to this individual (the character, that is) that serves to be far more detrimental than dead weight. Dead weight doesn't cast Entangle on the entire party because it's whacky in the brain. Save it for when you will in no way be at fault for the creation of that evil.
In the end, three out of five player characters went insane (two of them in the final room) and another was babbling uncontrollably for 10 minutes.
My conclusion:
I was running a R&PL one shot with Call of Cthulu levels of tension throughout. Implementing a sanity system humanises player characters to the point that the badass, heroic fantasy aspect is diminished. It's hard to feel like a powerful adventurer when insanity could hit you around the next corner.
Madness is especially dangerous in Voivodja where literally everything could be considered alien to a non-native. You can avert this to some extent by making the PCs relatively familiar with the run of the mill unreasonable creatures and happenings if they've already been in the land for some time.
Sanity mechanics shouldn't necessarily be avoided, but ought to be handled with care. Know that you're playing a fundamentally different game to one in which madness has no such part. Or, alternatively, you could just use the 5e optional rule as it was meant to be used, leaving out sanity points and total insanity, but where's the fun in that?
I for one will be going back to simply scaring my players from time to time, rather than their characters as well, at least in these one shots I'm doing anyway.
As an aside, if you're running a game incorporating horror themes, be sure that your players can take it. Our Alice player (R from earlier) kinda lost it a little in the larder stocked with human carcasses. I suppose it was fitting that the Alice lost her sanity there, at least.
*****
Hector/Heinrich the half ghoul |
If you want to know the short of it, it's this: implementing a sanity mechanic drastically changes the tone of a game and both you and your players must be aware of what's going to be in store before you get started.
Firstly the mechanic: use WIS for all sanity checks/saving throws (though there were no sanity checks throughout the session). At the beginning of the session, I gave the group two options for the system:
Elophas the Barbarian |
Normal: you get 4 sanity points. Every time you fail a sanity saving throw, strike off 1 or more points (GM discretion depending on severity of failure/phenomenon). On each strike, the GM does the following (or the player can roll d100 and the GM will consult the table):
1st strike: roll on the DMG short-term madness table
2nd strike: roll on the DMG long-term madness table
3rd strike: roll on the DMG indefinite madness table
On the fourth strike, the character goes crazy beyond possible function. This is equivalent to death.
Hardcore: number of sanity points = WIS modifier. If a character has a modifier of 0 or less, they start off with an affectation of the mind determined by rolling on the indefinite madness table. In this case, the character has 1 sanity point. If they have 5 sanity points, losing the first one doesn't impose any adverse effects.
When someone loses sanity, roll on the madness table corresponding to the character's starting sanity point total, e.g. if the PC's starting total is 2 sanity points, start with the second strike, followed by the third strike as per the normal system.
*****
Berrin Thornfoot (Halfling Druid) |
So this is how it went:
All 4 and half hours were tense, even when the party was just walking and talking. The Place of Unreason is not a predictable land and (as our druid told me after the session) there was the ever-present fear of everything/everyone they encountered turning weird and twisted, forcing sanity saving throws right and left. The highest number of sanity points anyone had was 2. The first PC went crazy within the first 2 hours after seeing salmon- and toad-headed footmen erupting out of the earth.
The Great Grub and his animal-headed guards |
What I did next is a mistake I will not make again. Seeing how down the player looked at being out so early (I forgot I had some backup pre-gens in my bag) I gave him the option of continuing to play his character, on the condition that he could convince me of a suitable character concept fitting the 'crazy beyond function' criterion. The example I gave him was that if he was a guy who laughed at everything, he'd basically have to be the Joker but more insane.
Never give someone an excuse to play an insane character when it could be a remotely feasible character concept they could otherwise come up with on their own. They will abuse it and the rest of the group's experience will suffer due to this individual (the character, that is) that serves to be far more detrimental than dead weight. Dead weight doesn't cast Entangle on the entire party because it's whacky in the brain. Save it for when you will in no way be at fault for the creation of that evil.
In the end, three out of five player characters went insane (two of them in the final room) and another was babbling uncontrollably for 10 minutes.
Sev (Elf Wizard) - pre- and post-insanity |
My conclusion:
I was running a R&PL one shot with Call of Cthulu levels of tension throughout. Implementing a sanity system humanises player characters to the point that the badass, heroic fantasy aspect is diminished. It's hard to feel like a powerful adventurer when insanity could hit you around the next corner.
Madness is especially dangerous in Voivodja where literally everything could be considered alien to a non-native. You can avert this to some extent by making the PCs relatively familiar with the run of the mill unreasonable creatures and happenings if they've already been in the land for some time.
Sanity mechanics shouldn't necessarily be avoided, but ought to be handled with care. Know that you're playing a fundamentally different game to one in which madness has no such part. Or, alternatively, you could just use the 5e optional rule as it was meant to be used, leaving out sanity points and total insanity, but where's the fun in that?
I for one will be going back to simply scaring my players from time to time, rather than their characters as well, at least in these one shots I'm doing anyway.
Elizabeth Bathyscape (pre-Queen of Hearts era) |
*****
As an aside, if you're running a game incorporating horror themes, be sure that your players can take it. Our Alice player (R from earlier) kinda lost it a little in the larder stocked with human carcasses. I suppose it was fitting that the Alice lost her sanity there, at least.
Sunday 22 February 2015
d10 Ruins Locations
Give your PCs a map (or even don't) and they're bound to stray off the several paths you've set. When you tell them about the gnoll encampment to the north, the treasure-laden mountains to the south and the humble, yet inviting town the east, they'll go west. Maybe they'll find the abandoned ruins of a keep, a town, a temple and I could go on but won't.
1. Corrupted goblin outpost. Long ago, the daelkyr brought an end to the goblin inhabitants (the Goblin Empire was a great, terrible one) of this tower and an end, of course, is just another way of saying a 'new beginning'. All that remains now is corruption - every stone brick, every corroded fixture and every memory warped.
2. Cultists waiting for their messiah to arrive. It is prophesied that the messiah will be brought to them by her captors, deprived of her memories. These villains must be sacrificed to return her memories and usher in the beginning of a new era.
Credit |
1. Corrupted goblin outpost. Long ago, the daelkyr brought an end to the goblin inhabitants (the Goblin Empire was a great, terrible one) of this tower and an end, of course, is just another way of saying a 'new beginning'. All that remains now is corruption - every stone brick, every corroded fixture and every memory warped.
3. Desecrated altar. An angry, broken goddess demands compensation from whoever crosses her path. If she can't be whole, no one else can be either.
4. A banshee haunts the ruins. Hunters and travellers have heard her cries. She's looking for her beauty long lost.
5. Savages have taken up residence. They've grown accustomed to a certain standard of living and demand homage from house guests.
6. A washed up magician has locked himself up in solitude here, taking his last shot at making the big time. He's not a bad guy really, just under a lot of pressure. Semi-competent homunculi assist him and keep him from being disturbed. A well-spoken group of adventurers might make for better assistants. Or test subjects.
credit |
7. Juliet's locked Romeo in the dungeon. He's sweet and all, but his entrails fetish is a bit much for her. She'd leave, but he gave her a draught that's dissolving her bones. The antidote is on Romeo's lips.
9. Exhausted soldiers from the next kingdom over have taken refuge against assassins. The assassins have the place surrounded and some have snuck into the ruins with their pet spiders. Every morning, another soldier is found dead. 3 remain. Actually the soldiers are half-ghouls in armour that have been charmed into thinking that they're regular soldiers on their queen's orders. The assassins are mere delusions.
8. Juliet's locked all her Romeos and Rosies in the dungeon because she's a hag who's proud of her ever-growing stash of lovers and admirers. Gender doesn't matter as long as you tell her she's beautiful and never leave her. Ever.
10. Not actual ruins, but the back of a giant butcher demon collecting stock for his customers. Each room contains different cuts of various meats. The butcher is very discerning - not every part of a creature is up to standard. Clientèle with slaves look forward to wholesale meats from the off-cuts bin, especially when they can walk unassisted.
Monday 2 February 2015
Re-skinning Werewolves
So this is something totally trivial seeing as werewolves already have a whole heap of pre-existing lore, a lot of which is pretty cool. You can ignore what's to follow if you're a fan of werewolves as they stand.
I'm not a big user of Reddit, but every now and then I'll see a topic that gets me thinking, especially since the release of 5th edition. A user was asking how to justify the weakness of lycanthropes against silver. I posted some awfully non-canon answer which - the more I thought about it - turned out to be somewhat plausible in the werewolf arc of my group's Eberron campaign. Maybe it could have a place in some other fantasy world out there?
If you've gotten this far, more or less forget about most of what you know about werewolves, because this could otherwise cause brain damage. Also bear in mind that I'm talking about werewolves even when I say "lycanthrope" and not other werebeasts. Diluting the mythos detracts from the original badass that is the werewolf.
Anyway, I came up with 2 distinct possibilities: lycanthropy as a curse and werewolves as a race. These both stem from the actual notion (in some traditions) that silver and the human soul were associated with the moon. In both cases, I assume that only humans can become werewolves, due to their shorter lifespans compared to the other humanoid races. Either the magic was created to lengthen the human lifespan or the first werewolf was an isolated result of evolution. Or something to do with magic or gods. You get the idea.
Lycanthropy as a Curse
First of all, lycanthropy is a powerful, magical curse. It's possible that it was made by a scientific-type wizard seeking to improve the general regenerative capabilities of humanoid races using moon gems. It also could've been your standard evil crackpot, carrying out their vengeance against their greatest foe/the world. Or you could come up with something 90 times better in a few minutes. It's not of great importance unless you're running a lycanthrope campaign in which the PCs are trying to eliminate the curse like its polio.
Now here's the important part: human souls leak.
The connection between human bodies and their resident souls is weak. Why do you think evil wizards and regular warlocks go for human souls rather than the soul of an owlbear or a tiger? Extracting a human soul from a body is like taking candy from a baby, as the saying goes.
You can't plug up the leak, but you can keep refilling the soul in a body. The full moon or silver (which is concentrated moonlight) are required to replenish souls. More on what happens to the soul run-off at some point in the future.
The lycanthropy curse activates in response to the full moon. The hair covering the body prevents the absorption of moonlight, meaning that their humanity continues to leak out without replenishment, which is why all werewolves eventually turn to the path of evil. The residual power of the waning moon allows the human form to replenish a small portion of its soul, but it is ultimately the lycanthrophy magic that sustains the individual's life.
Receiving a wound from a silvered weapon is almost always fatal, though not often immediate. Once silver enters the bloodstream, the lycanthropy magic begins to disintegrate, causing the body to perish. This is a fairly rapid process due to the higher metabolic rate of werewolves, but blood thickeners and herbs used to slow blood flow can draw out the disintegration.
Werewolves as a Race
The moon doesn't activate the lycanthropy in humans, but rather it is the object of fear for all werewolves. The transformation is merely a subconscious defense mechanism.
As werewolves are a race in this scenario, it is necessary to consider the history (albeit completely fabricated) behind their relationship with the moon. Apart from being a vivid reminder of their entrance into werewolf-hood, it is known amongst the early generations of werewolves that the moon steals and absorbs their souls, eventually turning each one down the path of evil. The first werewolf battled with a deity of the moon. Compared to other deities, this one was weak as the moon - her source of strength - waned in power having no energy to draw upon. The deity then thought to use the moon to gradually absorb the soul of the werewolf and subsequently all werewolves. This empowered the moon, making the deity stronger as well. Many modern werewolves are unaware of this and assume the moon simply activates their lycanthropy, but the subconscious fear is genetic.
Wolves and werewolves alike howl at the moon in lamentation of their lost opportunity to start a new civilisation. Again, many werewolves nowadays don't know of their history, but the howl also serves as a challenge to the moon deity, whose priests and paladins alike seek to cull werewolf numbers. As a matter of fact, very few followers know of their patron's true relationship with lycanthropes.
Silver is (or is like) concentrated moonlight. It was a gift from the empowered deity who knew that it would be disastrous to let werewolves populate the world unchecked. A wound received from a silver weapon ruptures the soul membrane, causing it to leak out, eventually killing the werewolf. Whilst even one wound can be fatal, a werewolf can likely live on with a tear in the soul membrane, however this effectively destabilises the soul. An unstable soul is constantly leaking, even without the presence of the moon. The escaped essence will constantly seek a new vessel and may assert some influence over another creature (save vs domination).
Reversing Lycanthropy
When a human is bitten by a werewolf, they may contract lycanthropy (CON/WIS save vs disease/magic respectively). If they are unable to reverse the process before the next full moon (about a fortnight), the condition becomes permanent. Ingesting the weight of the individual's full soul in blessed silver will allow one to remain human, should they survive the ordeal.
I'll note that I prefer the idea of lycanthropes as a race because I personally think the history is more appealing. Also, the curse idea lacks a meaningful connection with the moon. The result of the battle between the deity of the moon and the first werewolf means that not only did the werewolf have to expand the race for the purpose of survival, but also - and of equal importance - that the deity is dependent on the survival of the werewolf race, having no other means of drawing power for the moon.
Now imagine if a party of adventurers somehow exterminated all werewolves. Things would get interesting.
Maybe I'll come up with a story behind Lunia's bracelet someday.
I'm not a big user of Reddit, but every now and then I'll see a topic that gets me thinking, especially since the release of 5th edition. A user was asking how to justify the weakness of lycanthropes against silver. I posted some awfully non-canon answer which - the more I thought about it - turned out to be somewhat plausible in the werewolf arc of my group's Eberron campaign. Maybe it could have a place in some other fantasy world out there?
If you've gotten this far, more or less forget about most of what you know about werewolves, because this could otherwise cause brain damage. Also bear in mind that I'm talking about werewolves even when I say "lycanthrope" and not other werebeasts. Diluting the mythos detracts from the original badass that is the werewolf.
Anyway, I came up with 2 distinct possibilities: lycanthropy as a curse and werewolves as a race. These both stem from the actual notion (in some traditions) that silver and the human soul were associated with the moon. In both cases, I assume that only humans can become werewolves, due to their shorter lifespans compared to the other humanoid races. Either the magic was created to lengthen the human lifespan or the first werewolf was an isolated result of evolution. Or something to do with magic or gods. You get the idea.
Lycanthropy as a Curse
First of all, lycanthropy is a powerful, magical curse. It's possible that it was made by a scientific-type wizard seeking to improve the general regenerative capabilities of humanoid races using moon gems. It also could've been your standard evil crackpot, carrying out their vengeance against their greatest foe/the world. Or you could come up with something 90 times better in a few minutes. It's not of great importance unless you're running a lycanthrope campaign in which the PCs are trying to eliminate the curse like its polio.
Now here's the important part: human souls leak.
The connection between human bodies and their resident souls is weak. Why do you think evil wizards and regular warlocks go for human souls rather than the soul of an owlbear or a tiger? Extracting a human soul from a body is like taking candy from a baby, as the saying goes.
You can't plug up the leak, but you can keep refilling the soul in a body. The full moon or silver (which is concentrated moonlight) are required to replenish souls. More on what happens to the soul run-off at some point in the future.
The lycanthropy curse activates in response to the full moon. The hair covering the body prevents the absorption of moonlight, meaning that their humanity continues to leak out without replenishment, which is why all werewolves eventually turn to the path of evil. The residual power of the waning moon allows the human form to replenish a small portion of its soul, but it is ultimately the lycanthrophy magic that sustains the individual's life.
Receiving a wound from a silvered weapon is almost always fatal, though not often immediate. Once silver enters the bloodstream, the lycanthropy magic begins to disintegrate, causing the body to perish. This is a fairly rapid process due to the higher metabolic rate of werewolves, but blood thickeners and herbs used to slow blood flow can draw out the disintegration.
Werewolves as a Race
The moon doesn't activate the lycanthropy in humans, but rather it is the object of fear for all werewolves. The transformation is merely a subconscious defense mechanism.
As werewolves are a race in this scenario, it is necessary to consider the history (albeit completely fabricated) behind their relationship with the moon. Apart from being a vivid reminder of their entrance into werewolf-hood, it is known amongst the early generations of werewolves that the moon steals and absorbs their souls, eventually turning each one down the path of evil. The first werewolf battled with a deity of the moon. Compared to other deities, this one was weak as the moon - her source of strength - waned in power having no energy to draw upon. The deity then thought to use the moon to gradually absorb the soul of the werewolf and subsequently all werewolves. This empowered the moon, making the deity stronger as well. Many modern werewolves are unaware of this and assume the moon simply activates their lycanthropy, but the subconscious fear is genetic.
Wolves and werewolves alike howl at the moon in lamentation of their lost opportunity to start a new civilisation. Again, many werewolves nowadays don't know of their history, but the howl also serves as a challenge to the moon deity, whose priests and paladins alike seek to cull werewolf numbers. As a matter of fact, very few followers know of their patron's true relationship with lycanthropes.
Silver is (or is like) concentrated moonlight. It was a gift from the empowered deity who knew that it would be disastrous to let werewolves populate the world unchecked. A wound received from a silver weapon ruptures the soul membrane, causing it to leak out, eventually killing the werewolf. Whilst even one wound can be fatal, a werewolf can likely live on with a tear in the soul membrane, however this effectively destabilises the soul. An unstable soul is constantly leaking, even without the presence of the moon. The escaped essence will constantly seek a new vessel and may assert some influence over another creature (save vs domination).
Soul Eater moon: how the moon may look post-1000 souls |
Reversing Lycanthropy
When a human is bitten by a werewolf, they may contract lycanthropy (CON/WIS save vs disease/magic respectively). If they are unable to reverse the process before the next full moon (about a fortnight), the condition becomes permanent. Ingesting the weight of the individual's full soul in blessed silver will allow one to remain human, should they survive the ordeal.
I'll note that I prefer the idea of lycanthropes as a race because I personally think the history is more appealing. Also, the curse idea lacks a meaningful connection with the moon. The result of the battle between the deity of the moon and the first werewolf means that not only did the werewolf have to expand the race for the purpose of survival, but also - and of equal importance - that the deity is dependent on the survival of the werewolf race, having no other means of drawing power for the moon.
Now imagine if a party of adventurers somehow exterminated all werewolves. Things would get interesting.
Maybe I'll come up with a story behind Lunia's bracelet someday.
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