Posts tonen met het label 5E. Alle posts tonen
Posts tonen met het label 5E. Alle posts tonen

maandag 4 januari 2021

Homebrew: Mass Miniature Battle System

Sooner or later, every adventurer will be confronted by the rigors of mass battle, especially when they are in command of a fief. When armies clash, adventurers often take central stage. The outcome of a mass battle can be determined abstractly, as per this post. Alternatively, the engagement can be played out as an epic miniature battle.

These Miniature Battle Rules use a simplified system, in order to streamline play.

 

Glossary

AB: Attack Bonus
AC: Armor Class
HD: Hits
Hero: An individual miniature representing a single, heroic, individual
ML: Morale bonus
MV: Movement
Stand: one miniature, representing 10 individuals of that type
Unit: multiple stands of the same type, grouped together and performing actions collectively

 

Stat Blocks

Stand and Unit stat blocks are written in the following format:

AB (attack bonus); AC (armor); HD (hits); MV (move); ML (morale bonus); Special rules

Goblin
AB +4; AC 15; HD 2; MV 30; ML -1; Nimble Escape: Disengage as bonus action

Guard
AB +3; AC 16; HD 2; MV 30; ML +0

 

Turn Sequence

At the start of each turn, side initiative is determined. Each side rolls a d20, adding the Charisma modifier of the side’s general. The side that rolled the highest can decide the turn order.

On their turn, a side activates all units one by one. Once activated, a unit can move up to their movement and perform one maneuver. A maneuver is similar to an action in standard D&D combat: melee, ranged attack or spellcasting. Once all units of both sides have been activated, a new turn begins.

 

Movement and Distance

Movement is measured in points. Every inch of distance requires 5 movement points. Conversely, for every point of movement a unit can cross 0,2 inches or 0,5 centimeters. Movement can be broken up to take place before and after a unit’s maneuver.

Disengaging from an enemy within melee range requires an action, unless specified otherwise in the unit’s description. Neglecting to disengage while moving away immediately allows the enemy unit a melee maneuver.

Attacks and Hits

Most of the time, melee attacks are performed by the front stands of a unit. Exceptions are made for units with reach, whereby the second rank of stands is also allowed to make attacks. Ranged attacks can be made as long as the enemy unit that is the target of the attack is within range.

Attacks are made by rolling a d20 for every eligible stand in the unit and adding the unit’s AB per rolled die. For every roll that beats the enemy unit’s AC, a Hit is scored. The total number of Hits is divided by the enemy’s HD, the result is the number of enemy stands slain.

Melee maneuvers are made with Advantage whenever the enemy unit is wedged in between two attacking units.

 

Clashes

Whenever Heroes on opposite sides meet, there will be clashes. In this case, a regular D&D combat is initiated between the Heroes that are involved and 10 regular units of an adjacent stand as preferred by the side in question. After the clash is resolved, the Mass Battle will resume.

 

Morale

Once certain conditions are met, a Morale save must be made by the unit. Base DC 10. Failing the save means the unit becomes Frightened. The second time the unit fails the save, the unit becomes Routed and flees the scene. These conditions are:

After losing 25% of the number of stands
After losing 50% of the number of stands
After losing 75% of the number of stands (save made with Disadvantage)
When a unit’s Hero is defeated in a Clash
When confronted with enemies that have a characteristic causing the Frightened condition

Heroes are exempted from making Morale saves.

Rallying Units is possible by Heroes. As a bonus action, Heroes within 10 can make a Charisma (Intimidation) or Charisma (Persuasion) check against DC 10+the number of turns the unit has been frightened and routed. When the check succeeds, the unit may immediately make a new Morale save.

woensdag 9 september 2020

Tidings from the Sunset Realm

Antissa Siege lifted
In a miraculous turn of events, Divine Intervention on behalf of High Ecclesiarch Terenas Vayder, most devout servant of Bahamut, has resulted in the end of the Siege of Antissa. Gruemar, Voice of Bahamut, a magnificent dragon of the golden variety, appeared and the Elven besiegers were scattered. Elven skirmishers remain, however, and harass the surrounding countryside.

Iron once more flows on the Emperor's Road
Ferrek Hammerhold, leader of Irongard, has resumed mining iron in that ancient Dwarven citadel. Iron ore once more makes its way down from the Hellmouth Mountains to the towns and cities along the Emperor's Road. Antissa's Artificer Guild has already commissioned a large supply and the iron price has started to fall back to pre-scarcity levels.

Walking dead on the shores of the New Sea
The mysterious undead epidemic has reached the southern shores of the New Sea. Shambling ghouls and zombies have been sighted on the cliffs and beaches south of the Pirate Isles. King Kenneth of Antissa has called for adventurers to investigate the cause of the dead rising in these parts.

Tartaros Draekonys Bounties
The Dragon Hunters of the Tartaros Draekonys have put out bounties directed at known and individual dragons of golden, silver and other metallic colors. In Aurora, rewards have been promised to adventurers that bring the heads of a Gold Dragon by the name of Aurulus, and a Silver Dragon by the name of Heart, to the improvised headquarters of Sevil Artorius. In the eastern lands of Old Turath and the North, massive hunting parties track spoor of metallic dragons. Why specifically dragons of the metallic kind are targeted is unknown.

Tarrasque sighting in Sjikah lands
Refugees fleeing the living dead bring news that the dread abomination, the Tarrasque, has been sighted in the southern sands of the Sjikah Republic, on a course for Niveneh. Whether this is linked with the emergence of the walking dead in that land remains the subject of arcane debate.


donderdag 16 april 2020

Peoples of the Westerrealm

Although humanity is widespread and the most multitudinous race in the Westerrealm (being primarily of an olive complexion with dark hair, but other skin-tones and haircolours are prevalent as well), it shares the land with a number of nonhuman peoples, recounted here:



Elves
Descendants of their space-faring precursors, the Elves of the Westerrealm are similar to their eastern brethren, the houses that migrated away from the cradle of civilization. In addition, the direct heirs of the Eldar (star-people, in the Elvish tongue), called Nimbus Elves call the Westerrealm home. They make their abode in starlit forests and on mountaintops, hidden by the luminous stars of heaven.



Smallfolk: Dwarves, Halflings and Gnomes
Unlike in the eastern realms, the peoples of dwarves, halflings and gnomes are considered to share a common ancestry here in the Westerrealm, having differentiated on their migratory trail to the land of the rising sun. In contrast to their eastern cousins, the smallfolk of the Westerrealm are not particularly known for their underground existences. They live among Men all across the land, although some stick to the "Old Ways" and live in isolated cabins that hold a single dwarf family. All around, they are less inclined to warfare and fighting than the eastern clans and more industrious and mercantile.
[Author's note: I am considering making the Dwarves of Azurth available as a PC race.]

Smallfolk that take up a life of wandering, either by land or by river, are known as "halflings", for they are always "half-there", always their eyes on the horizon. The smallfolk that live in forests - be they enchanted or not - are known as gnomes. All are known for wearing pointy red caps.




Animalfolk
Called "Therion" in the old tongue, Animalfolk are the second largest population group in the Westerrealm. Some sages even say that the Animalfolk were here before Men or even the Eldar. Not naturally inclined to build cities and civilizations, the Animalfolk live in the cities of Mankind and are differentiated into various animal types, the most common of which include:





Orcs
Common folktales claim that the brown, savage folk known as orcs were once Eldar seduced to evil by dark gods. And for sure, time out of human records, they have been a plague upon the lands of the Westerrealm. Whatever their origin, there is great emnity between the races of orcs on one side and the elves and smallfolk on the other.



Dragonborn
In the days of the Dragon Empire, the race of the dragonborn were the favored warriors, stewards and sages of the Great Dragons. With the fall of that empire, its society and organization collapsed as well and the dragonborn clans took to a life of wandering the Westerrealm. Nowadays, they are a rare sight indeed and only scattered warbands of them remain.



Tieflings
Common in the lands conquered by Phaeton, the Morninglord, tieflings carry a bit of otherworldly blood. They aren't shunned in the Westerrealm like they are in the eastern kingdoms, yet the palpable taste of ash and vinegar makes even the most hardy Burgundy adventurer squeamish at times.

vrijdag 10 april 2020

The Syndicality of Nymma

Ostensibly led by the Commissioner of the King (though which king is a matter of debate and frequently changes as the tides of the Whatsitabout War shift), the town of Nymma is essentially a syndicalist commune. This has provided the townspeople with great zest and energy, sorely needed on the marcher frontier, but has led to a number of ineffective policies. The local Guild of Thieves and Bankers (aren’t they the same thing?) has taken advantage of this political vacuum in order to create various racketeering and ponzi schemes, though a recent economic downturn means hardship also for the Guild.

Though originating as a feudal town under a noble line in the days of the Dragon Empire, Nymma has come a long way since then. Princess Ruby is the sole remaining heir of that noble line but owns no land and has no legal authority. The actual governing of the town lies in the hands of an ever-changing and eclectic number of cabals, coteries and factions, the most numerous, most powerful and richest of which is the aforementioned Guild of Thieves and Bankers. However, the communo-anarchic nature of politics in Nymma being what they are, this doesn't mean the Guild actually sets the course of things in town. Other power groups are the Collective of Magi (a socialist but deeply divided group of wizards, sorcerers and warlocks), the Union of Independent Contractors (a network of mercenaries, torchbearers and down-and-out adventurers) and the Scarlet Swords (the Nymma town guard). Curiously, the coteries that run the Raad (town council) and the Hof (the courts) wield no serious power at all, being mired in debates about public representation and the subject of dikastocracy.

Nymma’s largest building is its Great Stained Glass-Domed Temple with two towers flanking its entrance, originally dedicated to the ancestral gods of the area. In recent decades, increasingly arcane influences have entered the temple, with spirits, petty godlings (such as the fickle Dice Gods) and nascent demigods in pursuit, including a cult of the Beer God led by that high priest, titled the Magister Carceri et Sub Terra Exsulto. This cult of the Beer God has become increasingly popular for its annual Totem-rites wherein supplicants dress up as various and sundry animals and personages for three days of alcoholic festivities, after which the Beer God will sulk and disappear for forty days.

The syndicality has largely been kept out of the Whatsitabout War, though not for lack of trying from outside sources. Even now, a Luminous Legion of Phaeton the Morninglord besieges the town from their camp on the neighboring hill. But the sheer strangeness of Nymma has so far thwarted any attempt at invasion. From Nymma out, young adventurous types defy the Legion and venture out into the Marches in search of artifacts from folklore and mythic danger.

donderdag 2 april 2020

Burgundy Bestiary: Snow Goons

Having invaded from the ice-swept, boreal reaches, the dreaded Snow Goons threaten all living species. Bringing unimaginable cold and never-ending snowball battles in their wake, their arrival threatens to bring civilization to a halt. Their origin as of yet is a mystery, yet they command mastery over the soulless, corporeal undead. A connection with the metaphysical incarnation of that skeletal wraith, Death, has not been ruled out by the theologians of the Great Stained-Glass Domed Temple.

Cold Life: The Snow Goons are a mystery. Auguries and slugreadings (where philosophers seek to glean truth by consuming gastropods in the hopes of connecting with the Great Cosmic Flail Snail) have thus far only yielded the fact that the Snow Goons comprise "a different kind of life".
The Walking Dead: For reasons similarly unknown, Snow Goons seem to have mastery over the most primitive forms of undead (skeletons and zombies), often using these as shock troops while raining snowy death from afar. Those slain in the vincinity of the Snow Goons soon rise as zombies themselves.
Snowy Warriors: A party (1d4+2) of Snow Goons, once stripped of their undead entourage, is no cakewalk. They are perfectly capable of defending themselves. They are resistant to attacks made with mundane weapons but, as creatures of the arcane, are susceptible to magic. Therein lies mankind's chance, but their possible demise as well, as using magic stirs the Arcane even more, increasing the strength of unnatural forces.


SNOW GOON
Medium elemental, chaotic neutral
AC: 17 (natural armor)
Hit Points: 53 (7d8+21)
Speed: 25 ft. (icewalk)

Str 14 (+2), Dex 12 (+1), Con 17 (+3), Int 16 (+3), Wis 14 (+2), Cha 11 (+0)

Skills: Stealth +4
Saves: Constitution +6, Charisma +3
Senses: Darkvision 120 ft.
Languages: Auran, understands Common

Damage Resistances: fire, lightning
Damage Vulnerabilities: magic and attacks with magical weapons
Damage Immunities: cold, poison, bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities: poisoned

Cold Service. A humanoid slain by the Snow Goon rises as a zombie under the Snow Goon's control as soon as the sun sets (immediately if it is night).

ACTIONS

Cold Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d8+6) cold damage.
Snowball. Ranged Weapon Attack: +8 to hit, range 40/80 ft., one target. Hit: 26 (4d8+8) cold damage.

dinsdag 31 maart 2020

Burgundy Bestiary: Purple Goblin


In the wet, hot expanse of the Out-of-Place Jungle, in the Undulating Burgundy Marches of the Westerrealm, a vicious menace stalks the land. Of nasty and mischievous demeanor, these Purple Goblins are a threat to all orderly and weal-loving types in the jungle. Furthermore, they seem to propagate in a remarkable manner: any small- or medium-sized humanoid bitten by a purple goblin turns into one.

Gnap! The first sign a gang (1d4+6) of purple goblins is near is the distinctive "Gnap!"-sound they make. Seeming frivolous at first, the gnapping increases as the purple goblins spy their prey, swelling to a cacaphony of shrill shrieks.
Destructive Menaces: Purple goblins are even more destructive than their greenskinned cousins. They have literally no regard for anything else than spreading havoc and mischief. A gang of purple goblins can overrun a town in no-time, infecting the inhabitants with their condition spreading like wildfire.
Bzzt!-disease: The source of the purple goblin-condition has been traced by arcane and astral sagelike types to be the "Bzzt!-fly", an as yet undiscovered species of tropical insect. The disease, once it gets hold of a humanoid of up to normal human size, rapidly transforms the subject into a purple goblin (or hobgoblin, for larger varieties). After failing the first saving throw, symptoms will start the following round, leaving the target prone and incapacitated on the ground. A gruelling transformation will begin, lasting 1d6 rounds after which the target stands up as a purple goblin, emitting a loud "Gnap!". A cure for the disease has not yet been determined, although it is expected the usual magical means of removing these kinds of conditions would work.


PURPLE GOBLIN
Small humanoid (goblinoid), neutral evil
AC: 13 (natural armor)
Hit Points: 13 (4d6)
Speed: 35 ft.

Str 8 (-1), Dex 16 (+3), Con 10 (+0), Int 8 (-1), Wis 11 (+0), Cha 8 (-1)

Skills: Acrobatics +7
Senses: Darkvision 60 ft., passive Perception 10
Languages: Gnap!
Challenge: 1/4 (50 XP)

Pounce Attack: The purple goblin can jump attack as a bonus action by making an opposed Dexterity (Acrobatics) check. Success grants the purple goblin advantage on its next bite attack.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage and the target must make a DC 13 Constitution saving throw or be infected by the Bzzt!-disease.

vrijdag 27 maart 2020

A map of the West.

As drawn by the Cartographer's Guild of the Southwest. High-level overview of the Westerrealm.

woensdag 25 maart 2020

The Cosmic Flail Snail


It is known for a fact that the Westerrealm is borne through the sea of stars on the back of the great Cosmic Flail Snail. Eternally crawling across the celestial void, leaving a trail of slimy cosmic truths in its wake, Great Gary (for that is the name given to the Cosmic Flail Snail by theologians and philosophers) knows what lies in store for the world. Attempts to divine this great prophecy from the mind of Great Gary by the use of snail-derived psychotropic drugs have so far failed.


Great Gary, the World-Bearing Cosmic Flail Snail (image by Jeff Rients)

dinsdag 24 maart 2020

Welcome to the Weird

This clicked into my head yesterday, as a setting idea for my Western Oerik setting, and a radical departure of Sword 'n' Sorcery-style standard fantasy settings:


From the North, vicious Snow Goons and their ghoul hordes threaten existence. From the South, the Celestial, Phaeton the Morninglord stretches forth his luminous hands to increase his writ. The Westerrealm is caught in the middle of this historic clash of forces, while princes, kings and priests vie for ideological supremacy in an attempt to change the discourse. Power-mad wizards and zealous clerics frazzle the threads of the Astral lattice that drapes the Westerrealm in splendor, awakening petty godlings long thought gone and stirring the elder Space Elves from their cocooning slumber.

Welcome to the Westerrealm, welcome to the Weird.


(Liberally inspired by Chris Kutalik's Hill Cantons and Trey Causey's Land of Azurth.)

Snow Goons

Phaeton the Morninglord, Rogue Space Angel

Frazzled Astral Lattice

Cocooning Space Elf

dinsdag 21 januari 2020

5E Domain Game

The players in my Sunset Realm campaign recently reached 10th level and have acquired some fame. They restored the flow of iron ore to the civilized lands and have gained the favor of nobles and kings.

Being a fan of strategic-level play and domain management, I crafted a homebrew set of domain game rules.

Note: Wyld and Temple ratings correspond directly to my Magic in the Sunset Realm rules, so consider that an optional rule.


Fiefs and Followers
Adventurers can opt to found a fief. A fief (domain, province) is a single 48-mile hexagon on the map, controlled by a character. Fiefs are ruled from a holding, either a keep, castle, tower or similar building. Fiefs can be either granted (by a king or lord), conquered, or cleared (in the case of an unclaimed wilderness hex). Fiefs can be held by more than one character, and many adventuring parties share a fief, each member establishing a holding within it.

Fiefs are statted as follows:

Level: an overall measure of population, development and prosperity. A fief’s level is the most important factor. A fief’s population can roughly be determined by squaring its level and multiplying it by 1,000. Most fiefs fall into the level 1-5 range. Only heavily developed areas exceed this range. There is no upper limit to the development of a fief.

Example: Antissa is a level 7 fief. It’s population can roughly be calculated as 7x7, multiplying by 1,000 for 42,000 citizens.

A fief’s level is important when factoring income, as outlined below.

Wyld: A fief’s Wyld rating is a rough measure of its raw arcane background power. The Wyld rating is determined by dominant terrain within a fief as follows:

Badlands/Desert – 3
Hills/Plains – 5
Light Forest – 7
Mountains – 7
Coast – 7
Heavy Forest – 8
High Mountains – 8
Marsh/Swamp – 8

For every level of development of a fief, the Wyld rating is lowered by 1 as the spread of civilization blocks the flow of arcane power through the land. The Wyld rating is directly translated into the maximum spell level that can be cast by bards, eldritch knights, arcane tricksters, sorcerers, warlocks and wizards within the fief.

Note: Elven settlements do not hamper the flow of arcane energy throughout the land. Their architecture allows the Wyld to flow unhindered.

Example: the harbor of Oronis lies near the coast. It is however a fief developed to level 3, lowering the Wyld rating of the area by the same amount. The Wyld rating of Oronis and surrounding area is therefore 4, allowing a maximum of level 4 spells to be cast by arcane spellcasters.
The domain of Arbor, within Arbor Forest, is a level 3 fief. But because it is a Wood Elven settlement, its development does not hamper the flow of arcane magic. Its Wyld rating thus remains 7.

Temple: A fief’s Temple rating is an abstraction of its religious devotion, measured in devoted souls, faithful congregations and religious buildings. A fief’s Temple rating can never be higher than its level. A fief’s Temple rating corresponds directly to the maximum level of spells that clerics, druids, paladins and rangers can cast.

Example: Antissa is home to the Celestial Mountain, a center for religious worship throughout the Alliance. It has invested heavily in religious institutions and boasts a devout population. Antissa’s Temple rating is 7, maximally developed, and therefore allows the casting of level 7 divine spells.

Contentment: An abstract measure of the population’s general attitude towards its rulers, contentment has three stages:

Friendly: the population is generally supportive of its government.
Indifferent: there are complaints, but at least the government is trusted to provide protection and vital services.
Hostile: there is widespread unrest, the population is one step short of open rebellion.

If contentment drops below Hostile, the fief is considered in open rebellion and provides no income or troops for its holder.

A fief’s contentment level can be influenced by the actions of its ruler(s). Charismatic rulers often have an easier time than uncharismatic ones to retain their population’s favor. Contentment can be increased by a month’s long campaign, requiring large amounts of money, public works or the staging of spectacles. Alternatively, the fief’s holder can quell the unrest by the deployment of troops. The ruler makes a Charisma check at the end of the month (modified for a particular skill, with a DC set by the DM based on the contribution made by the ruler). If the check is successful, contentment rises by one step.

Example: Aurora generally has an Indifferent attitude to its rulers, being a metropolis recently resettled with a frontier mentality. Recent events have spread unrest among the population, and its contentment has become Hostile. Aurora’s ruler, the Warforged known as the Primary, seeks to quell the unrest and institutes a strict regime of zero tolerance. After a month of cracking down on unrest, the Primary makes a Charisma (Intimidation) check to try and raise Aurora’s contentment back to Indifferent.


Fief income
All fiefs not in rebellion against their rulers provide income to their holders. At the end of a month, a fief’s holder can choose to levy tax on his fief. He can choose either light, moderate or heavy taxation. The severity of a levy determines the size of the dice to be rolled, the fief’s level determines the amount of dice rolled, 1 per level.

Light d4
Moderate d6
Heavy d12

The total rolled, multiplied by 100, is the amount of gold collected that month.

Levying moderate taxes reduces the fief’s Contentment one level. Levying heavy taxes reduces Contentment two stages. Choosing to forego taxation raises the fief’s Contentment level by one stage.

Example: Antissa, a level 7 fief, needs to pay for wartime expenses against marauding elves. King Kenneth levies a moderate tax, rolling 7d6 to determine income. He rolls a total of 27, thereby collecting 2,700 gp for the treasury but incurring the ire of the population. Antissa’s normally Friendly population becomes Indifferent.


Followers
Any adventurer with a holding in a fief that has reached 9th level in a single class attracts followers, as per the following table:

Barbarian 1d4+1 x10 tribal warriors
Bard 1 special (determined by DM), 1d6 scouts
Cleric 2d6 acolytes, 1d4+1 x10 guards
Druid 1 druid, 2d6 scouts
Fighter 2d6 veterans, 2d4+2 x10 guards
Monk 2d6 martial arts adeptsVGTM
Mystic 2d4 special (determined by DM)
Paladin 1 special (determined by DM), 2d4 knights
Ranger 1d4+1 x10 scouts
Rogue 2d6 spies
Sorcerer 2d6 apprentice wizardsVGTM
Warlock 1d3 special (determined by DM)
Wizard 2d6 apprentice wizardsVGTM

Followers require upkeep consisting of 2 gold pieces per day, in addition to lifestyle costs.

donderdag 16 januari 2020

5E Henchmen rules

I rather like the D&D Essentials Kit's take on Sidekicks. The Essentials Kit uses sidekick-rules to provide a way in which the game can be experiences one-on-one. But there is no limitation on a party of adventurers enlisting sidekicks.

In my Sunset Realm campaign, I use the Essentials sidekick rules as a modern interpretation of the old 1E/Basic Henchmen rules. For that to function, use the rules from the Essentials Kit on sidekicks (or the Unearthed Arcana version, for more variety) and consider the following:

All adventurers, being gifted with dangerous allure, are able to enlist Henchmen to their cause. Henchmen are confidantes, lieutenants, aides and apprentices. An adventurer can retain one henchman without penalty. Each additional henchmen brings a cumulative -2 penalty to Loyalty for all henchmen. The maximum number of henchmen an adventurer can retain is equal to 1+Charisma modifier (minimum 1). Henchmen are controlled by players, unless the DM intervenes or decides otherwise.

Henchmen come in three classes: Experts, Spellcasters and Warriors. Henchmen earn XP just as Player Characters do and level up just as PC’s do.

Retainer: Henchmen don’t join adventurers out of charity. They require attention from the PC they are loyal to, as well as a daily stipend of gold pieces equal to its level and lifestyle costs. To increase loyalty, PCs can choose to dole out shares of treasure gained from adventures.

Loyalty: A henchman’s loyalty is a score ranging from 1 to 20. A henchman’s maximum loyalty score is equal to the Charisma score of the retaining PC. Loyalty normally fluctuates by 1d4 up or down, according to the PC’s treatment of the henchman. If the PC helps the henchmen attain a goal related to its ideal or bond, loyalty increases by 1d4. If the PC works counter to the henchman’s bond or ideal, loyalty drops by 1d4. If the henchman is treated badly or dismissively by the retaining PC, loyalty drops by 2d4. If the Loyalty score reaches 0, the henchman abandons the PC. When loyalty is 10 or above, the henchman goes above and beyond the call of duty in service to the PC. Starting Loyalty is half the PC’s Charisma.

Example: Ferrek has a Charisma score of 15. The maximum loyalty of his henchman Pluck is therefore 15. When he hires Pluck, the henchman’s score is 7. Pluck’s ideal is freedom. Whenever Ferrek helps Pluck to feel free or free others, Pluck’s loyalty increases by 1d4, to a maximum of 15.

What do you think? Let me know in the comments!

maandag 6 januari 2020

Old-school style XP in D&D 5E

Beedo at Dreams in the Lich House has unleashed a debate on the XP-system of 5th Edition D&D. In his post, he riles against the Adventurer's League system of using milestone XP (and in my opinion, rightly so). But he considers 5th Edition's main system of earning XP via defeating foes in combat a fail also. And I agree.

Since stumbling on the OSR years ago, I have become enamored of old school play style, if not the systems. Whereas AD&D 2nd Edition brings fond memories to my brain, I have never blayed OD&D or any B/X variants. I thoroughly enjoy 5th Edition and, more importantly, my players do as well. But gaining XP only through combat is simplistic and promotes the wrong kind of problem-solving.

At my table, I expect my players to be clever, to avoid combat. I believe the XP-system of a game should reflect the in-game goals. Therefore, in my campaign, I award XP as follows:

Experience
Adventurers gain Experience Points (XP) by gathering forgotten treasures from dark dungeons. For every gold piece (gp) of value that an adventurers brings back to civilization he gains 1 XP. Experience is awarded when PC's return to their home base.

Adventurers also gain XP by committing the following acts:

- saving captured innocents from harm: XP value of defeated foe(s)
- defeating evil priests or sorcerers: XP value of defeated foe(s)
- disrupt vile rituals: XP value of defeated foe(s)
- killing aberrations or undead: XP value of defeated foe(s)
- eliminate conspiracies: XP value of defeated mastermind
- mapping the world: gp value of map in XP (125 gp/30 mile hex)
- mapping dungeons: gp value of map in XP (25 - 6600 gp)

Individual adventurers can gain XP by committing the following acts:

- win a duel: XP value of defeated foe
- end a personal vendetta: XP value of defeated foe
- providing a service for one's mentor: variable
- achieve a short term goal: 50 XP/level
- achieve a long term goal: 150 XP/level
- eliminate an obstacle to a personal goal: XP value of defeated obstacle/foewijderde obstakel

Inspiration
In addition to Experience, adventurers are awarded Inspiration for the following acts:

- accepting a duel
- taunt an enemy with words
- carousing
- a stylish move in combat
- a surprising moment in the game

This system is not perfect, but it reflects my personal preferences and promotes an old school, adventurous approach in the players.

What system for XP do you use?

zondag 5 januari 2020

And now for the News from the Sunset Realm

The Sands Are Alive With The Living Dead!
All over the Zaar, the dead have been returning to life. Corpses both fresh and old have started to traipse about since a few weeks. The source of this mysterious reanimation as yet remains unknown.

A change of course at the Cartographer's Guild
It has come to light that the chief cartographer at the Cartographer's Guild has not been doing a good job. His charts are a mess and increasing mismanagement of guild members has irked the ire of traders, generals and adventurers alike. A new head cartographer has been instated and he has immediately set out to correct his forebear's mistakes.

Infestation at Ironguard eradicated
In the turn of a moon, a hardy party of adventurers has cleared the infested depths of Ironguard from all manner of monstrous vermin. Aberrations, fiends and iron-eating monstrosities were reported to have inhabited the depths, blocking the flow of iron from the realm's major source. A mountain dwarf by name of Ferrek Hammerhold has claimed the mountain and has promised to resume the production of iron on short notice.

woensdag 4 december 2019

The Bright Sands beckon

Rary the Archmage, Rary the Traitor. 

When my brother introduced me to AD&D, he lended me the campaign materials he had collected. These consisted of the old 2nd Edition Greyhawk Boxed sets, accompanied by Sargent-era sourcebooks. One of those was Rary the Traitor


At the time, I didn't "get" Rary. A powerful wizard who for no reason at all betrayed his friends and allies, even murdering two of them and setting up his own empire for the evulz? No. Sure, the World of Greyhawk is filled with megalomaniacal villains, but at least Iuz the Old and the Scarlet Brotherhood were interesting. Rary was just... lame, I guess.

Until I discovered the amount of lore produced for the Living Greyhawk storyline Blight On Bright Sands. Suddenly, Rary became a well-intentioned extremist. His nemeses misguided. The goal of the story arc, salvation for an ancient kingdom and thwarting the machinations of a dark god. 

Yesterday, I mentioned that my next campaign must be set in the Flanaess. Now, I have my master villain and my sandbox.

maandag 2 december 2019

I made a thing!

The Trader Rogue Subclass has been altered and is now for sale on DM's Guild. It is my first officially published title on DM's Guild and I expect more to follow.

Get it here!

zondag 24 november 2019

Greyhawk, Birthright, The Balance and the Old Faith

When searching the blogosphere on what makes the World of Greyhawk unique as a setting, sometimes the answer "militant neutrality" is given. See this thread and here as examples. In the EN World thread, this passage in particular summarizes it best:

Greyhawk is not concerned with the triumph of good over evil. The very nature of the evils loose on Oerth makes such triumphs fleeting at best. Greyhawk endures evil and circumvents it. It does not defeat it.
And:

Perhaps accounting for all of this, Oerth has strong and active neutrally aligned forces, working to preserve a balance between good and evil. While hardly organized, these forces nonetheless manage to be quite effective. The Circle of Eight, mighty wizards all, seeks a middle path. Istus, the divine Lady of Fate, tests all but favors none. Druids are a quiet but ever present presence. Indeed, many of Greyhawk's deities reflect a distinct neutral bent.

In Gygax's Gord novels, the hero is heralded as Champion of Neutrality. And other protagonists are all of a distinctively neutral bent. What is more, Mordenkainen, Gygax' original Player Character, is an active proponent of the Balance and leader of the Circle of Eight. The demigod Zagyg, Gygax' author avatar in the infamous Castle Greyhawk, is Chaotic Neutral and serves Boccob, the god of magic and non-interventionism.

Erik Mona, in Living Greyhawk #0, describes Mordenkainen's militant neutrality as follows:

Mordenkainen's view of "enforced neutrality" is not a tit-for-tat equality but rather a detailed theoretical philosophy derived from decades of arcane research. He has fought ardently for the forces of Good, most recently during the Greyhawk Wars, but just as often has worked on darker plots to achieve his ends.
Ever since reading that quote, I wondered what this theoretical philosophy composed of arcane research would be. As I am preparing to shift my campaign over to Oerth after completing my current campaign in the Sunset Realm, my attention was drawn to this conundrum.

I have concluded that, in *my* Greyhawk, the Balance propagated by both Beory and Boccob is one and the same: a balance of nature and natural forces, neither good nor evil, necessary for the flow of lifeforce and arcane magic. Mordenkainen's arcane research delved into ley lines, arcane energy and the necessity for not one civilizing power to gain dominance, for the development of civilization on a grand scale would limit the flow of arcane energy. The druids of the Old Lore agree with this basic insight, but disapprove of the sole focus on arcane magic, rather taking the perspective that all natural life must flow unopposed by civilization.

What do you think is at the foundation of Mordenkainen's philosophy? And why do the Druidic Hierophants disagree with him? I would love to read your views in the comments!

maandag 10 juni 2019

Missives from the Sunset Realm

News on the streets of Aurora:

Pillars of Skulls rise in the deserts
In the southern desert known as the Zaar, caravans have reported construction on massive pillars composed of skulls. Attempts at interaction with the construction crews have all met with sullen silence. The purpose of the horrific edifices has yet to be unveiled. Rumours in the cities of the Sjikah Republic all point to a directive from Niveneh. Arkhon Akhemen remains silent on the matter however.

Iron Circle joins Minos army
The Iron Circle mercenary group, operating out of the Forbidden Valley, has joined forces with the minotaur Elite Guard of Minos. The army is currently marching south toward Antissa in order to lift the siege of that beleaguered city. At its current pace, the army is expected to arrive at Antissa's walls in about a moon's time.

vrijdag 7 juni 2019

Races of ARCANA - part 2

Continuing from this earlier post, lore of the Player Character Races of ARCANA.

D&D, over its various editions, has always had a large cast of anthropomorphic animals: Gnolls, Sahuagin, Bugbears, Lizardfolk, Bullywug. In the past, with my interest firmly fixed on grimdark or sword & sorcery worldbuilding, I rarely found much use for these types of races, even as monstrous foes.

However, since Arcana is meant to be inspired by saturday morning cartoons and animalfolk inhabit the Western Kingdoms alongside Humans, Elves and Dwarves, the various anthropomorphic races in the Monster Manual and other sources can be reskinned as follows:

Aarakocra: These birdfolk can take the shape of various avian species, such as eagles or owls.
Bugbears: The bearfolk of Arcana are strong but can also be stealthy. They are as likely to take up axes and hammers in war, as they are innocent or adventurous.
Bullywugs: The frogfolk inhabit rivers, marshes and wetlands.
Giff: The hippofolk are a culture of distinguished and martial people, inhabiting southern regions.
Gnolls: These hyenafolk are often predatorial and carrion-eaters.
Kenku: The ravenfolk are a disctinct species of birdfolk, drawn to urban locations.
Kuo-Toa: The fishfolk of the seas are drawn to dark arts.
Lizardfolk: These savage reptilefolk live peaceful lives in swampy areas.
Loxodon: The elephantfolk of the distant South and East are rarely seen in the Western Kingdoms.
Minotaur: The bullfolk are strong and have a martial culture.
Neogi: These spiderfolk are feared throughout the Western Kingdoms as merchants of death and slavers.
Sahuagin: The sharkfolk of the seas and oceans, often at war with the fishfolk but possessed of an advanced culture.
Tabaxi: In most urban areas of the Western Kingdoms, these catfolk can be found.
Thri-Kreen: Relatively rare, these insectfolk mostly inhabit the deserts to the East.
Tortle: The turtlefolk lead mostly nomadic and lone lives.
Yuan-Ti: Heirs of an old empire, the snakefolk are oftentimes portrayed as evil.


Missing from this list are a few standard anthropomorphic animals:

Wolfmen
Foxfolk
Lionfolk
Rabbitfolk
Tigerfolk
Boarfolk
Dogfolk

Expect these races to appear in a future post.

woensdag 5 juni 2019

Races of ARCANA - part 1

Lore of the Player Character Races in the World of ARCANA

Elves
The Elves of Arcana are not native to the world. They are Eldar – Starborn in their language – and they came from another world in the Dark Beyond. That world was consumed by the Voidstar, which the Eldar call Tharizdun, an abomination of their own making. Through the misuse of the magic of their Sun, it was warped into the Voidstar. Now, the Elves on Arcana are the only remnant of their once proud starfaring race – and determined to not repeat the mistakes of the past. Mostly.
Half-Elves are prominent in one of the Western Kingdoms, where the Human knights and nobles usurped a High Elven citadel in order to secure its magic. It has given rise to a large number of Half-Elves. The Humans are still searching for the secret magic.


Dwarves
The Dwarves of Arcana were, according to their myths, created by the Lord of Fire and Forge. The Dwarven Kings are celebrated as freedom fighters and just rulers that successfully freed their people from captivity by the Elves after the War in Heaven.


Halflings
No one actually knows where Halflings came from. They have no recognized homeland, no creation myth, no kingdom and no culture. They are universally recognized as roamers and wanderers – appropriating anything yet denying responsibility for everything. Their secretive past is the object of many Halfling adventures.


Gnomes
As the Eldar spread out across Arcana and established their magical empire, they found many fey nature spirits. Determined to never repeat the mistakes of the past and to work in harmony with nature, the Eldar befriended these spirits. Through friendship, through association and magic, these fey took on more stable form and became the Gnomes.


Orcs and Half-Orcs
Arcana’s Orcs were created by Phaeton from Elves. Their hatred of Elvenkind is in the blood and they represent everything the Elves fight against: brutality, aggression, barbarism. Even so, two generations ago, the Western Kingdoms recruited Orcs massively as labor for their great public works and tilling the fields. As a consequence, there are Orc ghettoes in large cities. Half-Orcs are looked upon as second- or third-generation immigrants. The salvation of Orc-kind and their Half-Orc descendants from the bonds of Phaeton, however, does lie in the cities of the humans. Only through redemption can they wrest themselves free from the bonds of savagery.


Tieflings
Phaeton's corruption did not stop with the Orcs and Goblins. A Human tribe was seduced to the side of Fire by the Lightbringer's schemes. Before the days of the Dragon Empire, this tribe, infused with Infernal blood, dominated an ancient kingdom. Nowadays, the Tieflings are scattered across Arcana.


Dragonborn
Created from Dragon eggs in the time of the Dragon Empire, the Dragonborn are the favored sons and daughters of Dragonkind. Together with humanity, they dominated the world in the time of the last great empire. Now their kind can be found anywhere in the Western Kingdoms.

maandag 3 juni 2019

The Siege of Antissa part 4 - The Forces Entrench Themselves

As weeks pass in my Sunset Realm game, the siege of Antissa, its freest city, continues.

To remind you, dear reader, of the situation: the High Elves of Silvanor Forest were driven out of their home cities of Benerel Nodel and Benerel Adon. For some reason, they hold humanity to blame and have therefore marched on the most nearby human capital: Antissa.

As they arrived and settled in, the King of Antissa, King Kenneth, sallied forth and claimed first blood.

Now, the siege has dragged on for another two weeks.

I have been using the War Machine rules to adjudicate the siege.

The Second Week
In the siege's second week, the Elves see their food supply diminished. They can only last this and next week and will have to force a decision in the fourth week of the siege. Antissa, meanwhile, still has enough food supplies for 65 weeks and can afford to sit out the Elves' attacks.

Still being outgunned by Antissa's siege defenses, the Elves choose to have another round of siege engine construction. Evander orders the construction of three trebuchets, further boosting the BR of his force by +36.

Kenneth, flush with his first victory, orders another round of harrassments. Rolling 1d100, Kenneth gets a result of 97, for a total of 267. Evander rolls 71 for a total of 231 - another win for Antissa. Looking up the difference in the Battle Results Table, a 36 gives the following:

Casualties: 2% for the Winner, 4% for the Loser
Fatigue: Moderate Fatigue for the Winner, Serious Fatigue for the Loser

As such, the Elves' active battle roster is reduced to 3,800 battle-ready elves and seriously fatigued. After 1 day (I rolled a 1 on 1d4), the Elves become moderately fatigued, which they remain for three days. After a week, the Elves are again restored to their normal strength.

Antissa's forces have been reduced from 6,100 to 5,980, all of whom are moderately fatigued. Two days later, their fatigue vanishes.

The Third Week
The Elves, seeing their food supplies dwindle, decide to bombard Antissa. Evander has four heavy catapults (+32) and three trebuchets (+36) for a total BR of 228. Antissa has a siege engine BR of 195.

When bombarding, the result of the week are determined by rolling 1d10 and multiplying the result by 10. That yields the number of hit dice as casualties as a percentage of the BR.

Evander rolls an 8, causing 80% of 228 = 182 civilian casualties.
King Kenneth rolls a 7, causing 70% of 195 = 136 elven casualties.

At the end of the third week of the siege, the Elves have suffered 236 casualties with another 100 wounded. The forces of Antissa have suffered 60 casualties with another 60 wounded, and another 136 civilian casualties.

Divine Intervention
High Ecclesiarch Terenas continues to pray for Divine Intervention during the second and third week of the siege. . His prayers are finally heard just three days before the end of the third week, after the first wave of bombardment has taken place. Bahamut, Terenas' patron deity, sends one of seven great gold dragons that serve him to negotiate a truce. Gruemar the Voice, a massive and ancient gold dragon, descends from the heavens amidst the Elven forces and negotiates for a peaceful end to the siege. The end-result of this negotiation has yet to be determined.