Showing posts with label 5th Edition. Show all posts
Showing posts with label 5th Edition. Show all posts

Monday, December 24, 2018

Al-Qadim: Enlightened Monsters (5th Edition)



Artist Unknown

I haven't talked about it as much, but I'm quite a fan of al-Qadim. Even 25 years later its mostly Middle Eastern-themed setting is still a rarity in Dungeons & Dragons books. Seeing other takes on the culture such as The Nightmares Underneath, and Kobold Press' Southlands* made me go back to reading the oldest and most famous Fantasy Arabian tabletop world. One of the settings' most distinguishing elements was the relative harmony brought about by Enlightenment, the land's dominant religious tradition that brought various races (monstrous and otherwise) to live on peaceful terms. Although there is still plenty of conflict in the setting from nefarious secret societies to vindictive genies, the 'dwarf/elf, human/orc' race wars of other worlds are practically absent here.

*whose own Wolfgang Baur was a prolific writer for al-Qadim products back in the day.

The major factors for a monster's acceptance into Enlightened society are if it is overall humanoid in shape  (or capable of assuming said shape), does not possess extraordinarily powerful abilities, and does not have an inherently inimical nature alignment-wise. This coincidentally mapped onto overall guidelines for the appropriateness of monstrous PCs, which spawned the idea for this very blog post. 

The core al-Qadim products along with City of Delights mention the more common monstrous races, so I figured to write up some entries on other monsters (namely humanoids and giants) in the major 5th Edition books. Right now this blog post handles the core Monster Manual and Volo's Guide, but I may work on Mordenkainen's Tome of Foes and perhaps some 3rd party sourcebooks if there's enough interest. The Monstrous Races sourcebook and its sequel on the DM's Guild even provides balanced racial options for just about every official 5th Edition monster, further sweetening the deal.

Note: I am not including monsters already expounded upon in the existing al-Qadim corebooks. This includes the standard three goblinoids, kobolds, lizardfolk, merfolk, ogres, and orcs.

Monster Manual



Aarakocra: These mighty bird-people are natives to the Elemental Plane of Air, occasionally venturing forth into the Material Plane in search of evil beings to vanquish or capture. They are on good terms with djinni, although they regard the spirits as a bit too flighty to be entirely reliable. The djinni, for their part, view the aarakocra as being too uptight.

The aarakocra are followers of the Law of the Loregiver, whose inspiring words settled upon one of their own number. Most feel a service to spread its teachings throughout the planes beyond, and it is said that they once created a magic staff blessed by Fate known as the Rod of Law as a gift to the Grand Caliph. Alas a treacherous assassin among their own destroyed the artifact, scattering it into seven parts across the planes.

Bullywug: These inhabitants of the Ruined Kingdoms make settlements among the many twisting rivers as bargemen and river guides. The city of Dihliz contains the largest numbers of bullywugs, who often make a living as tomb-robbers in underwater ruins where humans and other races are incapable of surviving without magical aid.

Centaur: See al-Qadim Monstrous Compendium for more information. Centaur are desert nomads who are known to steal domesticated animals for they view this practice as a crime. Their magical traditions include priestesses who act as waterfinders and oracles for their tribes.

Cyclops: These giants used to be inhabitants of an oceanic empire among the islands of the Crowded Sea, but now they live within the ruins of their forebears. They have limited trade with Zakharans, offering their strength and magical powers learned from the lore of runic inscriptions to merchant vessels and pirates. Some follow the Law of the Loregiver and are devout citizens, while others pay homage to genies and terrible spirits of the ruins.

Doppelganger: With the ability to take the forms of others, doppelgangers are more than willing to to use their powers to reap the bounties of civilized society. They are rarely welcomed where they are discovered, for the nature of their powers inevitably creates distrust.

Drow and Duergar: See Land of Fate for more information. Unenlightened underdark civilizations beholden to evil gods in the western mountains, their existence is so far the stuff of rumors among surface-dwelling Zakharans.

Ettin: Cousins of ogres (as well as goblins and orcs), ettin find a similar role in Zakharan society as enlightened ogres. Although limited in intelligence, their dual-headed nature produces a surprising array of qadi and scholars, bouncing ideas and theories off of each other and arriving at conclusions one would ordinarily not reach alone.

Fomorian: Between their huge size, anti-religious views, and seeking domination of other races, Fomorians have little desire for peaceful interaction with Zakharan society. They live in caves among the High Desert, striking out to raid nearby communities for supplies and slaves.

Giants, True: See al-Qadim Monstrous Compendium for more information. True giants are much more integrated in Zakhara, can range the gamut of alignments, and do not follow the Ordning like their brethren elsewhere. Except for the hill giants, they typically live apart from the settlements of smaller races, visiting occasionally to trade for objects they cannot get themselves and to provide work advantageous to their large size.

Githyanki: Rarely seen beyond a few extraplanar scouting parties, these strange beings are virtually unknown in the Land of Fate. Their militant hatred of the gods and loyalty to a tyrannical society put them at odds with Zakhara.

Githzerai: Some extraplanar portals exposed to the chaotic energies of Limbo bring forth githzerai monasteries. A few monks stand guard over these convergences to ensure that the elemental Chaos does not spread further into the Material Plane.



Gnoll: Completely integrated into Zakharan society, gnolls live alongside the other races in cities. Their ancestral lands of the High Desert are home to many gnoll tribes who maintain nomadic ways of life.

Gnome, Deep (Svirfneblin): The gnomes’ subterranean cousins are so rarely spotted in the Land of Fate that even dwarves regard their sightings as being “pink tunnel elephants.” Gnomish history and folklore tell of how a tribe once ventured into the deep veins of the earth in search of a fabled ‘Promised Land.’ They discovered it, but had to swear an oath to cut off all ties with the surface world. All manner of strange sightings in mines and caverns are attributed to deep gnome activity.

Grimlock: Grimlocks stalk the dark, subterranean lairs of the world. As a result, quite a few are mistaken for ghul or other monstrous diggers. A few scholars posit that they were an Unenlightened civilization under thrall to cruel false gods. Some more charitable souls and paladins sought to free the grimlocks from their unseen masters, although any word on their expeditions’ success is unknown and most fear the worst.

Hags: Whereas the hakima are wise women blessed to perceive truth, the hags are wicked women who made pacts with malevolent genies to bring misfortune upon others.

Half-Dragon: A favorite story among bards is the claim that the wisest and most powerful of dragons wreath themselves in humanoid guise to walk among mortals. Some arrogant serpent secure in his position over the “lesser races” softens their heart upon falling in love with an enchanting maiden or handsome lad. The half-dragons are the result of such unions, and the tales commonly end in tragedy when the mortal lover’s lifespan reaches their end. The dragon lover often retreats once again from the world, leaving their dual-heritage child behind. The storytellers often follow up this saga of sorrow and loss with a happier family reunion, but only on the next day when the crowd comes back to pay to hear the rest of the tale.

Harpy: These winged women are prized among mamluk legions and merchant caravans for their ability to take flight, undeterred by hostile terrestrial features. Their captivating voices mean that their number sports some of the best poets in the Land of Fate.

Jackalweres and Lycanthropes: The divine writ of the gods is not merely advice, say priests and paladins, but the binding of civilization itself. Those who toss aside neighborly ethics and live in squalor and selfishness declare themselves no better than the scavenging beasts of the earth. Some of these people become so far gone that they willingly embrace their bestial natures and turn into animals, apex predators brimming with demonic power.

Sometimes they wear the forms of people, but this is merely a façade of sanity for the monster lurking beneath. Jackalweres and lycanthropes eventually expose themselves in due time, if not from their true form than for their evil behavior which spreads misery and woe.



Kenku: Kenku are nomadic bird-folk who traveled to the Land of Fate from the eastern countries of Kara-Tur. They share a common folkloric history, telling of how they lived like kings in their homeland, only to betray their host’s good graces by coveting that which was not theirs. Their exile is a self-imposed code, lessons passed from elders to the next generation to explore the world and learn of all its people. When they learn the true treasures of family, community, and acceptance will they be find their home again.

These lessons are easier said than done; some kenku figure that being already cursed they have little incentive to prove the one who exiled them wrong, so ancestral lessons fall harder on some ears than others.

Kuo-Toa: Another of the Underdark races, Kuo-Toa are idol-worshipers whose collective mental energy is capable of bringing their revered statues to life. Their priests use strange rituals drawing upon the hopes and fears of the community to instill primitive intelligence in said idols, which act as defenders of the tribe. Needless to say they are Unenlightened, and Zakharans have many tales of gigantic demon-statues rising from the soil and the waves as a result of scant encounters with them. The Kuo-Toa for their part have little inclination to give up their heathen practices, for in many cases their idols are their community's first and last line of defense.

Medusa: It is said that the first medusa was a vain woman who sought out a jinn to grant her wish for beauty and power. The jinn was more than happy to make the deal, but cursed her such that those who gaze upon her would never spread tale of her beauty as they became stone. Forced into isolation, she built her own cult of blind beggars to carry out her will. Called the Way of the Unseen Eye, the medusa’s followers scour the land for artifacts of value as offerings to their mistress. Said offerings are slid under a silken curtain into a room of wealth and luxury, the medusa doing her best to recreate her pre-wish glory days.

Merrow: Merrow are integrated into Zakharan society much like merfolk and ogres, plying their trade in coastal towns.


Artist Unknown

Minotaur: The minotaurs’ cultural folklore infers their creation at the hands of a demonic cult, but this is not a shameful tale. Far from it, they use its history as evidence of the Loregiver’s uplifting message. It is said that the first minotaurs were humans and demihumans granted “the strength and ferocity of the bull” by a demon lord in exchange for servitude. They were mighty and terrible warriors, but one of their number recovered a holy book of the Law from one of their raids. Although looking at it for but a brief moment before hiding it in fear, its wisdom was so profound that it planted the seeds of doubt in the wicked minotaur’s soul.

The minotaur broke free of the cult, but knew his brethren were still enslaved. He returned to his fellows in due time and began speaking the Law. There were those who resisted, but many wept tears at realization for what they had become. They made restitution for their past sins by becoming holy warriors and wiping the demon lord’s taint from the land. Now the minotaurs are few in number but true citizens of the Land of Fate, congregating around the capital Huzuz where they are counted among the mamluk legions’ finest soldiers.

Ogrillon/Half-Ogre: Much like humans (and to a lesser extent elves and orcs), the reproductive compatibility of ogres with other humanoids means that their marriages are likelier than others due to the ability to bear viable progeny. The size difference in the resulting conception is the largest hurdle, so traditionally female ogres and male spouses are preferred for easier births on the part of the mother.

Oni: Also known as ogre mages, some ogre children are born blessed with innate magical tendencies. Such events are highly prized by the community who see it as an auspicious omen. Friends and family of the ogre magi's parents will raise money to send the child to a magical university or tutor so that they may perform great deeds for the Caliphate.

Quaggoth: Where quaggoth live in the deep reaches of the Underdark, so too do drow. A race of fierce warriors and shamans, the dark elves put them on the front lines of their many raids and battles.

Sahuagin: The sahuagin kingdoms are on a hostile footing with the Enlightened. The merfolk and locathah bear the brunt of their attacks, although a hidden city lairs somewhere in the Golden Gulf where they make raids on ships passing to Hiyal and Huzuz. The reason for their war footing with the Land of Fate is unknown, but theories abound ranging from wicked undersea cults to more mundane desires of greed-filled raids and pillaging.



Thri-Kreen: This race of nomadic insectoids almost exclusively lives within the Haunted Lands. They have an arm’s length relationship with the Caliphate, as the thri-kreen are not in any hurry to adopt the Law and hew to idol-worship in private when among other races. Most of their interactions with Zakharan society are as mercenary barbarians and desert guides.

Troglodyte: Native to the al-Suqut Mountains of western Zakhara, troglodyte rarely venture into the Land of Fate save in full-body wraps smelling strongly of perfume and incense. They’re well-aware of the offensive properties (figuratively and literally) of their natural odor, which has led them to be known as “the aromatic ones." Those who venture to the nearby Cities of the Pearl work in tanneries, slaughterhouses, and other jobs where foul odors would not be cause for alarm.

In the city of Tajar, a group of troglodytes hire themselves out as literal “stinkers” to foul up establishments of rival merchants and those who can’t or won’t pay their debts. They are widely disliked, but a vital asset to many traders owing them favors for getting a leg up on the competition.

Troll: Along with aarakocra and kenku, trolls are rare to the point that they have no towns and cities of their own in the Land of Fate in any appreciable number. They are most commonly found within major urban centers such as Huzuz, and their massive appetites mean that they most commonly end up working for mamluk units and merchant caravans in need of strong muscle. They prefer the lush terrain of the Ruined Kingdoms and the fertile bays of the Pearl Cities over more desolate civilizations if they can afford to move there.

Yeti: Exclusively located within the Yehimal Mountains, the yetis as a people have made no real level of contact with the Caliphate. They either live in isolated tribes of small family units who hunt and herd mountain goats, or serve as slaves of the yak-men. The yak-men are fond of using their body-swapping powers on yetis, as their climbing claws and cold endurance allow them to patrol the far reaches of their isolated empire.

Yuan-ti: Most yuan-ti in Zakhara hail from the Kara-Turan continent, Mahasarpa specifically. They live in the Grey Jungle of east Zakhara and are little seen save in the city of Kadarasto. A pureblood ambassador by the name of Netocris bint Shalah represents her people’s interests, although she is carefully weighing ties between the Caliphate and the necromancer city of Ysawis. The former is larger and more powerful, but the latter is far closer to yuan-ti lands and boasts a sizable undead labor force. As such, many yuan-ti take a “hear all, assume nothing” approach to the other races of the Lands of Fate, with various tribes hewing to Netocris’ neutrality to varying degrees.


Volo's Guide to Monsters

Aasimar: Descended from celestial beings, aasimar have a complicated role in the Land of Fate. On the one hand, many Zakharans view them as akin to priests or holy men and women and seek their blessings for good fortune. On the other hand, their ancestry places high standards upon them, and many aasimar are encouraged into predestined social roles. They are usually adopted by the church or state to be molded into a model citizen and people’s champion at best, or government pawn at worst.


Dark Stalker courtesy of Pathfinder Artwork

Darklings: Lairing deep beneath the earth and unknowing of the Law, the darklings wage a never-ending war against the ghul and other dangers of the lightless depths. They come to the surface via hidden passages and caves, often stealing into cities to ply their shady services. A small community lives in Hiyal, City of Intrigue, disguised as beggars.

Firbolg: Firbolg are servants of the jinn of Eastern Zakhara, watching over the unspoiled jungles of the Ruined Kingdoms. They were mortal foes of Nog and Kader, opposing their sorcerers’ exploitation of the verdant woodlands. They still maintain their role as sacred guardians, for although those fell kingdoms are no more they are but recent memories to the perspective of the regions’ great trees.

Firenewt: Firenewts thrive in the islands of the Crowded Sea, especially those home to active volcanoes. Many worship the cold elemental gods, specifically the ones associated with fire. Quite a few unscrupulous individuals seek to take advantage of the firenewts' isolated societies and low intelligence for muscle work, from efreeti representatives of the City of Brass to the Brotherhood of the True Flame. As such they can appear in a variety of climates as bodyguards, laborers, and messengers for their masters. But such deals are not foolproof; the firenewts are a proud people, claiming descent from mighty dragons, and do not appreciate when others look down on them as savages. A particularly brave corsair managed to turn a firenewt tribe against a Brotherhood plot by exposing the flame mages’ illusions of their fire god to be trickery, causing the firenewts' former allies to be driven off the island for their blasphemy.

Flind: Flind is merely a term for a gnoll leader rather than being a race unto its own. As a result, the flind monster stat block reflects prized warriors and sheiks among their race but can be of any alignment.


Goliath: Native to the Yehimal Mountains, the Goliath race sits on the crossroads between Zakhara, Faerûn, and Kara-Tur. They have minimal contact with the people of the respective continents. The exception is the Lands of the Yak-Men, with whom they are on a continuous war footing as the horned sorcerers view the goliath tribes as a strong source of slave labor. Most Goliath are Unenlightened and hew to a “survival of the fittest” ethos, but a few converted to the Law when some Zakharan beat them in a competition of bravery and strength.

Grung: Cousins of the bullywugs, the small and weak grungs were forced from the choicest island and rainforest terrain of southern and eastern Zakhara by their larger peers centuries ago. They learned to utilize their races’ natural poison and mobility to defend themselves against invaders of all types. Even the geomancers of Kadar viewed them as more trouble than they’re worth, and although biased against them quite a bit of grung oral history is replete with knowledge of the Ruined Kingdoms’ sorcerous rites.

Grung have minimal contact with the rest of Zakhara, with merchants appearing in Kadarasto in small numbers selling the bounties of the rainforest. They have a caste system similar to Afyal, and for that reason they tend to translate appropriate protocol with Enlightened people based on their professed occupation.

Nilbog: Nilbogism is believed to be the result of a mischievous jinn possessing the host goblinoid. Due to the fact that violence against the possessed host is neither practical nor moral for many communities, affected goblins are either ignored or tricked into being captured to make the possessing jinn grow bored and move on.

Nilbog Alternative Writeup, based on traditional/Tome of Horrors portrayal: These goblins are cursed to live time at a different wavelength than others. The mental strain and temporal confusion generated by them causes nilbogs to become outcasts, so they gather in monasteries of their kind where they seek the favor of the gods for solace. The experience of maladies and wounds “in reverse” caused more than few nilbogs to take up the sword and fight otherwise invincible foes. Goblinoid rawun are quite fond of these “tragic heroes,” teaching that even those afflicted with horrible maladies can go on to perform great deeds.

Sea Spawn: The sea spawn of Zakhara are the fleshwarped slaves of undersea and aquatic creatures, from aboleth and krakens to sea hags and marid. In many cases the transformation is permanent, although like all curses there is a way to break them. It is known that true love’s touch can turn a sea spawn back to their original form, which is why many wicked monsters of the deep keep their most valuable slaves in wicked coral fortresses. If one has feet instead of fins, an entreaty with a merfolk or triton wise of the ocean's many trenches may spirit travelers and star-crossed lovers to the lightless realms, either for a price or for shared righteous justice.

Tabaxi: These feline humanoids perfectly integrated into Zakharan society. Many live in the jungles of the Ruined Kingdoms, and serve as guides for travelers in Dihliz and Kadarasto in ancestral lands they still know very well. Some still privately worship savage gods.

Tlincalli: The “centaurs of scorpions” are a race nearly exclusive to the Al-Badia tribes of the High Desert and Haunted Lands. Bearing the lower half and poisonous stinger of a giant scorpion, the natural strength and chitinous armor of the tlincalli give them a reputation as fierce warriors. Most bandits know better than to tangle with a tlincalli tribe, which puts them in high service for caravan duty. Scorpion folk are a mixture of Enlightened and pagan faiths, with the more isolated tribes more likely belonging to the latter category.


Triton Fortune Hunter, of Magic the Gathering

Triton: One of the major aquatic races besides the merfolk and locathah, triton represent the Law’s will beneath the ocean waves. Their cities are wondrous, colorful citadels of coral, and their cavalry is made up of dolphin and orca-riding mamluks. Poets above and beneath the waves sing of their many heroes, from Sabiha the Krakenslayer to Mehmood the Herald of Storms.

Xvart: History points to the xvarts as being the creation of an insane god, but the ones who accepted Enlightenment turned their prior zealotry into a lust for life. As one of the few races shorter-lived than humans, they are impatient and seek to make something of themselves in the world. It is said that their god still watches over them with jealous eyes through bat and rat spies, so the Enlightened xvart defy him by taming said creatures and learning their speech. Xvarts also bear a warrior culture in spite of their short builds, using tactical retreats and lower centers of gravity to topple taller foes. Several mamluk units have a squad of “giantkiller” xvart infantry when going up against larger enemies and monsters.

Tuesday, August 22, 2017

The Martial Disciple: a pseudo-Vancian fighting class for 5th Edition



Hey folks. I realize that it seems I dropped off the face of the Internet blogging-wise. Much of the blame is other projects sucking away my time to commit. But fortunately the fruits of my labors resulted in a new book for Dungeons & Dragons Fifth Edition! As one raised on the 3rd Edition of Dungeons & Dragons, I am a big fan of options in games no matter the character concept. And while there are good parts in 5th Edition, the noncasting martial classes felt rather 'blah' in terms of things to do beyond basic attacks.

The Martial Disciple is, in short, a new system inspired by Tome of Battle/Path of War with special moves known as techniques. Techniques are akin to spells in that they are limited-use abilities which play off of the short/long rest and are grouped into 8 fighting schools based on style and thematics. There is a new eponymous class which draws off of this system as well as 5 archetypes for existing core classes to get in on the fun.

Techniques: Much like Path of War or Tome of Battle, you have Strikes which are offensive in nature; Counters, which are reactions triggered by attacks and effects; Boosts, which are 'buffs' to your abilities; and Stances, which are long-term buffs which last indefinitely but you can only choose one to use every long rest. Fighting schools represent groups of related abilities: Reaper's Field is optimized for heavy weapons and overwhelming force, Prowling Panther relies on trickery and misdirection, and Alchemic Warrior revolves around personal serums, bombs, and debilitating chemicals.

Class: The new class is the same as the book's title, meant to represent a sort of generic warrior akin to the Fighter save that they interact heavily with techniques. Unlike the Fighter they designate one of three mental ability scores as their Martial Ability akin to a spellcaster. Intelligence represents tactical masterminds, Wisdom for ascetic and hunter types, and Charisma for inspiring leaders and the like.

Archetypes for the Martial Disciple include the Avatar of War, who has a supernatural connection to a planar realm of conflict and can call weapons and figures from said realm; the Challenger, a seeker of self-improvement who can sense the strongest opponent on the battlefield and turn enemy attacks and strength against them; and the Wandering Stranger, who has a bit of a Clint Eastwood vibe with an offensive staredown and a limited legend lore used for gathering rumors said about themselves.

Archetypes for existing core class include:

Commando for the Rogue who specializes in misdirection and special operations style tactics such as being able to gain a floating tool proficiency reflecting training for specialized missions.
Daredevil for the Rogue who is all about flair and panache. Can do things like move through vertical spaces and open air as difficult terrain as long as they have rope for swinging or gambits where you voluntarily impose disadvantage on a roll in exchange for a potential boon if successful.
Path of the Destroyer for the Barbarian (think Juggernaut from X-Men), who is all about building up momentum and mobility while raging for self-buffs like freedom of movement (unstoppable object) or passwall effect (breaking through walls).
Tactician for the Fighter who can trade out a saving throw proficiency during a long rest for adapting to one's environment, adding proficiency bonus to skills related to soldiery matters, and the like.
Way of the United Spirit for the Monk who specializes in Alchemic Warrior and Trance Dancer (spirit-possessed warrior) who uses alchemy and esoteric religious rituals to push their body and mind to its maximum potential.

Hopefully I ignited your interest in my book. It was a fun thing to make for me, and I hope it is even more fun for you to use at your gaming table! You can find it below on these online storefronts:

Drive-Thru Link.

RPGNow Link.

Open Gaming Store Link.

Thursday, February 2, 2017

KickTracking: Dungeon Grappling



It's been a while since my last blog post, and I apologize for that. Truth be told January went past me like the blink of an eye, and I neglected some of my regular duties. But over the past few months more than a few RPG KickStarters I backed began delivering finished products to me. I've been fortunate to have most of them arrive around their estimated release schedule, and be more or less what I expected. I decided to share some of my thoughts on them, starting with Dungeon Grappling.

The Pitch: Dungeon Grappling is more or less a variant rules fix for not one, but three popular rules systems: Swords & Wizardry, Pathfinder, and 5th Edition Dungeons & Dragons. From the days of AD&D to the D20 era, grappling has always been a bit of a bother with baroque resolution to the point that most gamers did not bother with it. I cannot speak as to 4th edition, and 5th Edition's grappling rules don't seem very obtuse from what I've seen and heard, but it was a common enough trend that the creator of Dungeon Grappling sought to create an improvement to make this combat maneuver a viable option as well as being easily understood.

Communication: Douglas Cole was surprisingly active ever since the project first came to light, a rarity for many crowdfunded RPG projects. Updates occurred several times a week, and this did not change even after the project was fully funded. Cole was very active in the comments section as well,

Delivery: The estimated release date for the PDF was in February 2017, with several print copy tier rewards estimated around April. I backed at the PDF level, and the final version of the eBook came to me around mid-January. There are now Print-On-Demand options for the book on Drive-Thru RPG and RPGNow in a softcover color.

Delivered ahead of schedule, a rarity in the KickStarter world.

End Product: The book itself is 53 pages, full-color. The artwork is very good, and the meat of the mechanics can be summed up in the use of Control Points, a kind of pseudo-hit point system reflecting how "beaten into submission" a target is in regards to grappling. I can't help but feel that won't really cut down on "book-keeping clutter," for as it is another value to keep track of in regards to hit points, spell slots, etc. Even more so if multiple creatures are grappled or grappling in the same fight.

The book seems rules-heavier than I like, but in regards to individual systems it does seem to make fighters, monks, and martial types quite competent in grappling in Swords & Wizardry. However, in Pathfinder  the problem of huge monsters having extremely high CMD (Combat Maneuver Defense) values is still a problem as the CMD is substituted for a target's Grapple DC (or the overall defense value when people try to grapple you). As for 5th Edition, the Athletics skill is still important for various grappling moves and defenses, meaning that Bards and Rogues with Expertise and raging Barbarians are still the best class choices for this.

Although I was expecting a more quick and dirty rules-lite option in lieu of a gradient scale, the professionalism and early delivery of the KickStarter  helped earn trust from Gaming Ballistic and any future projects they might have in store.

Dungeon Grappling can be purchased on Drive-Thru RPG and RPGNow.

Wednesday, December 14, 2016

Sacrifices in Fantasy Games


For the past month and a half, I've been DMing a 5th Edition campaign set in Primeval Thule. One of the major differences from other settings out there is the emphasis on a pre-medieval, ancient feel in keeping with its pulp sword and sorcery inspirations. There were no churches, there were woodland groves and ziggurat temples. There were no plate-clad knights, instead there were barbarians and gladiators. Although there are still some standard fantasy trappings as part of the D&D ethos, Primeval Thule does a pretty good job of emulating a realm different than the Tolkienesque model.

We're at a point in the game where the PCs have enough loot and resources to begin establishing their own stronghold, complete with hired servants. I set about making a stronghold-building-in-progress set of house rules to provide some in-game boons for certain purchases. One of them was a sacrificial altar dedicated to the gods, upon which the PCs can give up some of their loot to be consumed in exchange for temporary benefits. The idea was a huge burning brazier whose fires could burn down even metal (because a Cleric Did It), but I left things to the imagination for when the players decided to obtain it.

Then I noticed something. A distinct lack of rules for sacrifices. Going even further, I could not find other examples in other Dungeons & Dragons books beyond a generic role-playing trope or the exclusive providence of evil deities.

A common cultural and religious practice in many real-world cultures is that of the sacrifice, or a material offering to the gods and spirits. Although the reasons and forms it took varied, the general intent was giving up a material possession in exchange for divine favor. While human sacrifice is generally the most iconic, animal sacrifice, the burning of a portion of harvest, and the casting of gold and jewelry into watery depths follow a similar intent of giving up something to entities beyond the mortal realm.

While it is reasonable that a devout PC can dedicate monster-slaying as honoring his god (a 'sacrifice' of a sort) or burn down a rival's house to placate vengeance spirits, the intent of these rules are sacrifice of a more formalized affair. Basically an elaborate ritual in a location, where a supplicant gives up something belonging to themselves in exchange for a boon.

5th Edition*

*I may type up rules for Pathfinder and Swords & Wizardry/Basic D&D in due time and if there's enough interest in the subject matter.

Sacrifices are conducted at a shrine, a place meant to honor a god (or gods). The shrine can come in many shapes and forms, but must be worth at least 1,500 gold pieces and cannot be portable or mobile. The shrine must be regularly maintained by a person proficient in Intelligence (Religion) or belong to a magical class whose spells come from the patron deity in question. Different deities might have different boons, but here are a few of the more common ones:

Burden-Bearer: Transfer an equivalent number of hit points worth of damage from someone else to yourself, or a single poison or disease, for 50 gp. This can result in the death of the person taking on the maladies if the effects are too great to bear.

Fortune: Gain inspiration (advantage on a single d20 roll of your choice) for 50 gp. This cannot be gained if you already have inspiration.

Insight: Gain a vision of something relevant to your immediate objectives for 50 gp.

Sanctuary: One or more parties drain a collective total of 25 hit points worth of damage as a blood offering (can come from an animal, captive, etc) at the shrine. For the next 3 days and 3 nights all participants must make a Charisma saving throw whenever they attempt to take violent action against another. If they fail, they find themselves physically unable to go through with the action, frozen in place.

Vengeance: Speak the name of a hated foe (or group of people who are sworn enemies of the deity), and gain +1d6 on your next attack roll against them for 50 gp.



Humanoid and Animal Sacrifices: Generally speaking, animals are treated as treasure for the purposes of sacrifice, using the mounts and trade goods entries under Equipment as guidelines. A single sheep is worth 2 gold pieces, whereas a mastiff is 25 gold, a riding horse 75, a cow 10, and so on and so forth.

Generally speaking, this makes the above amounts are rather costly for the lay worshiper: sacrifices are generally communal affairs, of weeks or month's worth of saving up enough money and raising choice cattle for when villagers and townsfolk really need the direct intervention of the divine.

As for sacrifices of humanoids and sapient beings, in most campaigns this is generally the province of evil deities and/or ones dedicated to battle and conflict (in the latter case, such sacrifices are restricted to prisoners of war). But regardless, deities only grant boons when a worthy subject is sacrificed. To count as worthy, the subject must have an equal or greater Challenge Rating to the person who seeks to beseech the gods. A 12th-level warlord can dedicate hapless peasants to death, but such displays are a trifling matter of no great consequence; far better to show respect and glory by capturing and felling a mighty adversary.

Monday, July 18, 2016

D&D 5th Adventures now on OneBookShelf as Fantasy Grounds supplements

While browsing through the newest releases of Drive-Thru RPG's online catalog, I noticed that several prominent adventures and the three core rulebooks for 5th Edition are now available for sale as Fantasy Grounds expansions produced by SmiteWorks.











I can imagine that many Fantasy Grounds players are excited by this. Hopefully this means that the rulebooks and adventures themselves will be for sale in PDF format soon for us non-Fantasy Grounds gamers.

Tuesday, May 3, 2016

My first book for 5th Edition is out



For the longest time I could remember, even before I got into Dungeons & Dragons, I always loved the idea of being the monsters for a change. Taking on the role of a mighty golem or brooding vampire seemed appealing to me, and the limited choices of races in most official sourcebooks seemed at odds with fantasy settings populated by all manner of intelligent beings.

Official sourcebooks' attempts to do this resulted in mixed success. The truth is that a lot of monsters had abilities which would be game-breaking in the hands of players, or in some cases the options were made weak so as to discourage too much deviation from the Tolkinesque Player's Handbook races. While working with Oslecamo on Min-Max Boards on designing monster-based classes for 3rd Edition, I came upon a realization: the majority of monsters both original and drawn from folklore were known for a limited set of abilities as defining features. Harpies are known for being winged sirens whose melodies could entrance people, not their +3 natural armor bonus and racial hit dice.

Taking this idea, I boiled down the abilities of several popular monsters into a smaller framework, getting rid of extraneous mechanics. Eventually I designed Playable Monsters, Vol. 1: Fantasy Iconics & Mythology for the Pathfinder Role-Playing Game. Then I made a version for Old School Monster Classes. Both proved to be popular sellers, and now that 5th Edition is out, I figured that making a version for that game would be a good idea, especially given the fact that monstrous races don't really exist as an option in most official or third-party material from what I've seen.

Here's the OneBookShelf link to the title. It was tiring yet worthwhile to make. If PC-friendly harpies and vampires sound right up your alley, then I hope my book brings more fun and excitement to your gaming circle!

Thursday, April 7, 2016

Fifth Edition Feats and the Danger of Straight Conversions



When browsing the 5E storefront on Drive-Thru RPG, I notice that a lot of the material is geared towards crunchier aspects; ones useful to players especially so. This is in contrast to Wizards of the Coast adventure-focused release schedule, so I get the feeling that the PC-friendly material's being left to third party publishers.

5th Edition has feats, but only one of them is OGL. Even including the full array, there wasn't much. Total Party Kill Games came up with a product to address this, with an array of new "core feats." It's extremely popular, regularly in the top 10 5E-Compatible category and already a best silver seller. Two out of the 2 reviews as of this posting are 5 stars.

However, I noticed that over on Amazon a softcover version's available for sale. In contrast the reviews are not so kind. A running theme among them is that many feats are pulled straight from 3rd Edition without the proper rewording of mechanics so as to fit inside the new game's framework. Additionally several are copied directly out of the Player's Handbook for 5th with some slight variations, which is problematic as only Tavern Brawler is OGL. The four and five star reviews on both sites are extremely vague as to why they enjoyed the book in question.

I'd also like to note that this isn't the first instance with Total Party Kill Games. They did a similar book of feats for Pathfinder which I reviewed in-depth, and sold itself on the idea that all of their feats are viable at every level and can effectively replace magic items. Keep in mind that Pathfinder has a wealth-by-level format which makes such a suggestion a tall order. Turns out that most of their feats fell short of the mark, so I'm not surprised to see history repeating itself here.

I do not own the book myself, but I do think it serves as a valuable object lesson for folks doing conversion work. Such a process is like translating a language: you want to make sure you get all the nuances as well. I once asked some questions on things to look out for when jumping into 5th as a 3rd Edition fan on Reddit, and there were quite a few small things which seem similar on the surface but in reality add up to big changes.

What does interest me is that in spite of this, TPK's feat-based sourcebooks are popular sellers all the same. I do worry about quality control, in that this plagued the D20 Boom in the early Aughties and led to a Bust down the road. There's only a few 5E compatible books which grab my eye, and I haven't even bothered with the DM's Guild.

Or maybe it's a case where books are popular in spite of reviews, in that many consumers grab it up all the same without such problems?

I'd be interested in hearing your thoughts!

Monday, March 14, 2016

An Official Lord of the Rings setting for D&D, and why I'm not exactly confident about it


Original panel from DM of the Rings webcomic


Geek Native Link

In recent news, Sophisticated Games and Cubicle 7 are teaming up to create a D&D-compatible game set in Middle-Earth. The latter company is known for creating the One Ring RPG, one of the more well-regarded interpretations of Tolkien's work into table-top format. One of its praises was that it intentionally departed from its earlier predecessors by shedding the "D&D in Middle Earth" mechanics MERP and Decipher were said to have, instead focusing on a band of heroes journeying together and making resisting corruption and despair by Sauron's influence an important mechanic.

I hate to be a Debbie Downer, but this latest news doesn't exactly strike me as a good move. The fact that I own and love The One Ring makes it all the more puzzling.

I get that deriving inspiration from Lord of the Rings was a big thing D&D did, even if Gary Gygax was not fond of the series itself. I get how aspects of its lore are borrowed. But truthfully I feel that the subculture's too wedded to Tolkien's work, trying too hard to ape their adventures, settings, and sessions on it.

The thing is, the Lord of the Rings has a specific design which doesn't translate very well into most campaigns. There's only 6 actual magic-users in all of Middle-Earth, and even the marveled elven artifacts aren't viewed as magic by their people. The Hobbit and the trilogy have been rather down to earth in their scale of power, and I notice from 5E's spell list that a lot of the world-shaking magic is still present. You still have goblins, intelligent spiders, and a few top-tier creatures like Smaug and the balrog, but the latter ones tend to be unique creatures.

Also, the One Ring's massive power is easily replicated by a level 2 spell with no hint of corruption in standard D&D.

There's not much information on the mechanics, and I may be proven wrong, but after seeing many people in the hobby trying to adopt the D&D engine to emulate a series of genre unsuitable for its mechanics, I can't help but be skeptical.

I guess what I'm saying is...why make a 5E Middle-Earth game when there's already a serviceable RPG for it?

Monday, February 22, 2016

Krynn is Ready




In recent news Christopher Perkins responded to the possibility of reviving Dragonlance for 5th Edition, or more specifically what he saw as its most challenging aspect of a "one-story world."

It's not an uncommon thing I see floating around, and I understand the sentiment.  The Dragonlance Chronicles at the time had an overarching theme, that of a rag-tag group of adventuring friends taking on an evil empire and bringing the miracles of times long past.  Knowledge of the gods, healing magic, the mythic dragonlances, the overthrowing of Emperor Ariakas, the Dragonlance Chronicles brought the mood and feel of an epic fantasy to the Dungeons & Dragons ruleset when at the time most games centered around opportunistic dungeon-delvers.

The world of Dragonlance is quite iconic for the original adventure, but I disagree with the idea that it should begin and end with the original Chronicles.  Over on Twitter Cam Banks, an influential writer for many Dragonlance sourcebooks in the 3rd Edition days, created a #krynnready hashtag for fans to discuss their favorite aspects of the setting.  I contributed a bit, but as my strength is blogging and not 140 character limits, I sought to go more in-depth on why the world appeals to me so.

During the 3rd Edition era, Sovereign Press wrote the Key of Destiny, a three-part adventure path set in the Age of Mortals.  The Key of Destiny centered around the PCs coming upon an elven music box which was capable of unlocking a long-forgotten place.  Said place was the mythical Dragon's Graveyard, where the bodies and souls of the departed beasts of legend were carried.  Naturally, this made the Key of great value to many powerful people of Ansalon, who had less than pure intentions in its use.

Back in high school the Key of Destiny was my most played adventure path.  I used it as a testing ground for new players as I went from social circle to social circle in search of recruits to get together my first real gaming group.  There was lots of trial and error, but in the end I found several great players who I'm friends with to this very day.  It may not be the Chronicles, but it had all the hallmarks which made Dragonlance great: a world-saving adventure, tragedy and romance, background characters with motivations which echoed through the plot, a journey thousands of miles across a fantasy world, and dungeons with history behind them and legacies of prior eras such as cursed ruins and an undersea palace.

Beyond that, there was much more things to tinker with in Krynn's landscape.  The gaming sourcebook Legends of the Twins detailed the post-War of the Lance world and Raistlin's travel through time, but it also had one of my favorite and most-read chapters in any D&D sourcebook: Alternate Krynns.  Much like the Elseworlds concept of the DC Universe, Alternate Krynns took a look at six variant realities where things could have gone different in Dragonlance's history along with adventure seeds and material.

One detailed a world where Raistlin is effortlessly killing the gods and stealing their power, plunging the world into an apocalyptic chaos.  Another posits a reality where an unnatural winter befalls the continent of Ansalon and the ascendant Knights of Takhisis steal and corrupt dragonlances to turn to their own use.  Another suggested an international magocracy where the Wizards of High Sorcery rule the lands and politick against each other's Orders as an all-too-familiar sounding evil empire in the mountains builds up its forces to conquer the world.

Beyond that, Dragonlance spawned countless books, many of varying quality, as a dedicated fanbase built up around it.  Many bookworms entranced by the tales of Raistlin, Laurana, and the Heroes of the Lance never rolled a D20 in their lives, and in some cases were introduced to Dungeons & Dragons via these stories.

As of now Wizards of the Coast's publishing schedules focuses heavily on adventure series, the Forgotten Realms, and outsourcing work to the DM's Guild and trusted third party publishers.  But there's hints that it's trying to expand beyond just the table-top arena and into other forms of media.  As far as settings go, Dragonlance has a lot of qualities and yes, workable material beyond just the "one story" which will be appealing to both new blood and enhance its strengths in the non-tabletop realm.

Sunday, February 7, 2016

The (N)PC Dump: Voldis Sambel


 Naal'suul by Blackmyst of Studio Drowtales

You ever get that onslaught of inspiration for a new character idea you really want to play in an RPG, but don't want to give up the PC you already have?  Maybe you have a cool wookie martial artist concept, but nobody in your regular gaming group wants to play Star Wars.  Sometimes your concept sits around for weeks or months, waiting for that day you spring it into the world.

Well, I decided that if I can't play them immediately, I can always blog about them.  Even better, they may provide some inspiration for your own games!  This child necromancer is but the first of many I have cooking in the ol' skull meat.

The Character: Voldis Sambel

Backstory: Voldis Sambel grew up in a drow enclave as the daughter of a priestess.  Unlike her mother she expressed a strong interest in the arcane arts, although even then her maternal influence edged her towards a more spiritualistic approach.  She gained a deep interest in necromancy, but unlike many of her peers she grew to view the undead much like the living.  Not as automatons to control, but as potential friends and allies.  Perhaps due to this, sentient undead are more likely to enter bargains with her, much to the consternation of her more traditionalist peers in the field.

One day a vindictive rival sought Voldis' demise, where she surely would've joined her undead compatriots beyond the veil were it not for them guiding her to safety.  Now she is far from home yet not alone, with a ghostly guardian watching over her.

Role-Playing Tips: You are still a child (11 to 13 years old in elf years), so you don't have as nuanced a view on the world as adult adventurers do.  Your magical tradition has oddities which seem normal to you, but creepy to most people: carry around a skull to talk to as though it were an old friend; visit graves at night to leave treats and similar things you think the dearly departed liked in life at their gravestones.  Death is still a sad affair, but it doesn't faze you as much as it does others due to the fact that reuniting with those you love is but one spell away.

Adventure Hooks:

A door in a necropolis remains warded, containing great treasure.  It only opens by the command of a long-dead warlord, whose spirit was last said to be accompanying a dark elf child.

Professor Rodurn of Highstone Academy has a 1,000 gold piece wager for an enterprising mage to prove to him that the necromantic arts can be utilized in a non-coercive fashion.  Many common folk and mages believe this to be impossible, but there's rumors of an obscure tradition known as white necromancy.  Perhaps bringing back one of these spellcasters in the flesh might be all the proof needed to get that prize.

A particularly dangerous specter haunts the forbidden wing of the king's castle.  Voldis is accused of summoning it and being held in the royal dungeons.  The PCs are called in to handle the specter, but as time goes on it becomes apparent that the drow girl is not the culprit.

System Information: Voldis is a drow and almost definitely a spellcaster.  I originally had a Pathfinder game for her in mind, and the White Necromancer by Kobold Press was a major inspiration.  As spells in 5th Edition aren't restricted by alignment, a Wizard with the Necromancer specialty can work for her as well with some reflavoring.  A Necromancer with the Redeemer talent from 13th Age also matches well thematically.  For an OSR game, the Necromancer subclass from Astonishing Swordsmen & Sorcerers of Hyperborea is appropriate both mechanically and thematically.

Swords & Wizardry Stat Block

Voldis Sambel; HD 4; AC 6 [13]; Attacks dagger/hand crossbow (1d3); Saves 14; Special: Summon the Departed; MV 12; AL N; CL/XP 4/120

Summon the Departed: Twice per day, Voldis can call forth a spectral entity from beyond the veil.  Treat this as a 1 hit die skeleton or zombie.

Pathfinder Stat Block

Voldis Sambel CR 2 
XP  600
Female Young Drow White Necromancer 4
N Small Humanoid (Elf)
Init +7; Senses darkvision 120 feet; Perception +2

Defense

AC  14 (+1 size, +3 dex); Touch 14; Flat-Footed 11;
HP 7 (4d6-8)
Fort -1; Ref +4; Will +4
Defensive Abilities ; Immune sleep; Resist +2 vs. enchantment; SR 10

Offense

Speed 30 feet
Space 5 ft; Reach 5 ft
Melee dagger +3 (1d3-2, 19-20/x2)
Ranged hand crossbow +7 (1d3, 19-20/x2)
Ranged ray spell +6 (varies)
Spell-Like Abilities (CL 4th): dancing lights, darkness, faerie fire 1/day each
Spells Known (CL 4th):

2nd (4/day)—Lesser Animate Dead
1st (7/day)—Cure Light Wounds, Mage Armor, Sanctify Corpse
0    (at will)—Detect Magic, Detect Poison, Guidance, Mending, Ray of Frost, Touch of Fatigue

Statistics

Str 6 , Dex 16, Con 7, Int 12, Wis 11, Cha 16
Base Atk +2; CMB -1; CMD 9
Feats Eschew Materials (B), Improved Initiative, Spell Focus (Necromancy), Turn Undead (B)
Skills Diplomacy 3 (+6), Heal 3 (+8), Knowledge (Arcana, Religion) 2 (+6), Perception 0 (+2), Spellcraft 2 (+6); Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ Light Blindness, Lore of Life and Death (+2 Heal), Poison Use, Power Over Undead (Channel Energy 4/day), Rebuke Death (1d4+2 hp 6/day), Weapon Familiarity (hand crossbow, rapier, short sword), White Necromancy
Combat Gear 2 Potions of Cure Light Wounds, masterwork hand crossbow, dagger
Other Gear 60 gold pieces, 50 feet of silk rope

Talking about Dungeonesque and other OGL 5E Stuff



Disclaimer: as of right now I don't own any third party 5th Edition books.  Rather, I'm using this post to highlight ones which have interesting concepts and stand out from the crowd in some way.

So one of the major pieces to come out of 5th Edition's SRD release is the announcement of an old-school "red box" RPG called Dungeonesque.  The principal idea is to use 5th Edition's mechanical framework, but reworked in places to promote a mood and play-style of earlier times.

And it's got quite some positive attention already.  According to the game's author in this ENWorld article, Frank Mentzer already lent his support to the project.

I attest that although I read a fair bit of 5E's Player's Handbook, I don't know how seamlessly it actually fits into an OSR framework mechanics-wise; I heard that it does well in regards to an implied DMing style, though.  Regarding Dungeonesque specifically, it seems to have elements which weren't present in Red Box D&D, such as hit location rules and a 1st Edition to 5th Edition conversion.  All the same, the project interests me primarily because I want to see how the author pulls it off in the end result.

However, things like Dungeonesque seem to be rather rare right now among 3rd party 5th Edition products.  It's only been a month or so since the SRD came out, but already there's a lot of material on Drive-Thru RPG and DM's Guild.  Many of them are PWYW conversions of older books or homebrew mini-sourcebooks detailing new individual classes, races, equipment, and such.  Quite a bit are of mixed or dubious quality if the reviews are anything to go by.

Hopefully as time goes on things will balance out, but as of now things are a lot like 3rd Edition/Pathfinder's Open Gaming publishers.  Too much material to sift through for any one person, and not enough eye-grabbing titles to stand out from the crowd.  For this reason, I plan to highlight some interesting books out already.  As of now most of the ones I saw are already made by established publishers with a good track record.  If you have any to share, be sure to comment!

Midgard Heroes & Southlands Heroes for 5th Edition: Two Kobold Press sourcebooks detailing how to convert their keystone settings to 5th Edition, with sample races and backgrounds.  The publisher also converted several of its Pathfinder material into 5th Edition as well.

Book of Heroic Races: Player Races 1: A Jon Brazer Enterprises book of exotic races, many originating as PC options from Pathfinder, converted to 5th Edition.

Depths of Felk Mor: A Sacrosanct Games megadungeon emphasizing an old-school style of play.

Gauntlet of Spiragos: A free adventure by Onyx Path.  Represents a taste of things to come for their revived Scarred Lands campaign setting, a notable 3rd Edition world torn asunder by battles between gods and titans.

The Wizard's Amulet: A free introductory adventure by Frog God Games.  Takes place in the Lost Lands campaign setting.

Shadowed Eye of Halagar: a high-level dungeon and wilderness crawl centering around a greedy dragon with great ambitions.

Primeval Thule 5e Campaign Setting: A Conanesque sword and sorcery setting with some neat innovations such as living glaciers with malign intellects, a collapsing elven society ravaged by lotus drugs concocted by Nyarlathotep's devotees, and clerics who gain their powers from initiation into mystery cults rather than direct connection to the divine.

SRD 5E Italy: An Italian translation of the SRD.

Edit: Forgot to mention that Frog God Games has some 5E-compatible works on their own storefront, such as Book of Lost Spells and Fifth Edition Foes.