Thursday, February 21, 2019

5e Froglngs Take 2

I've made some minor changes based on playtesting.

Froglings are frogs that walk and speak in the manner of men.  They are short, only about 4' in height on average, and range between thin and stout.  Froglings make their home in a distant, marshy country known as Hoppland; however, they are found throughout the World of Nightwick as brewers, merchants, and adventurers.  Their skin ranges between slick and bumpy, and is usually a dull green or brown - though more exotic colors and patterns are not unheard of.  They favor flamboyant clothing and jewelry in garish colors.

Ability Score Increase. Your Dexterity increases by 2 and your Constitution score increases by 1.

Age. Froglings reach maturity by age 10 and live to be as old as 60.

Alignment.  Most Froglings are neutral, caring more about profit and hedonism than the fight between good and evil.  In worlds with the full nine point alignment they sometimes tend towards Law, because of their belief in personal honor, but often still seem capricious and madcap to the other races.

Wary. You have proficiency in the perception skill.

Size. Froglings grow between 3' and 4'.  Your size is considered small.

Speed. Your have a walk and swim speed of 25'.

Amphibious.  You may breath both air and water.

Resilience. You receive advantage on saving throws made against poison and disease.

Standing Leap. You may long jump 25 feet and high jump 15 feet from a standstill.

Sticky. You have advantage on athletics and acrobatics checks made to climb, slow your descent, or hold on to an object.

Water Dependency. If you are unable to immerse yourself in water for at least 1 hour a day, you suffer one level of exhaustion.  You may only recover from this exhaustion through magic or by being immersed in water.

Languages. You can speak, read, and write Common and Croakish. You may speak the language of Bullywugs.

Saturday, February 16, 2019

The Invincible Overlord

Who is the Invincible Overlord, whose vasthosts even now cross the Battleplain Gwalion to raid and burn the eastern portions of Viridistan?  Who is this man who commands Alryans, Altanians, Skandiks and Tharbrians alike?

Bjorn the Mighty was born in one of the Skandik settlements in Barbarian Altanis.  Captured as a slave by reavers of his own race, he was taken to the City State where he was sold as a pit fighter to one of the establishments in the Plaza of Profuse Pleasure.  After a team bout against a group of captured orcs, he and his companions were purchased by the magician Salassim.  Salassim offered him his freedom in exchange for the recovery of a number of artifacts from the Roglaras.  This Bjorn and his companions did, before going on to other adventures involving a dragon beneath the Majestic Fastness, the Dwarves of Thunderhold, and a strange group of invulnerable owlbears.

Once these tasks were done, his group of companions had grown in size and one of them suggested that the Skandik kingdoms of Croy and Ossary might be well played off against each other for a profit.  The group went to Croy, aligned themselves with its king, and eventually conquered Ossary with the aid of Odin himself. 

Returning to the City State, he became involved in whatever event caused the great calamity in the city which required its rebuilding.  This event also elevated him and his companions to a kind of demi-godhood.  With an army of Skandik allies at his back, he was able to fill the power vacuum left by the death of the previous Overlord during the calamity, and after rebuilding the city took on the title himself.

Bjorn's rule is arbitrary and erratic.  He is capable of great acts of generosity and cruelty, and he is subject to strange whims and flights of fancy.  However, for the most part he  rules with a light touch, leaving the day to day administration to his vizier, Balarnega.  An observer from another world would assert he was a "big picture guy" who makes sweeping demands and lets others figure out how to make them work.

While his presence in the City State can be chaotic, due to both his erratic leadership style and his insatiable lust for wine, women, and violence, he usually spends his time on campaign against his enemies and sometimes even his client states.  These campaigns are the source of the Overlord's power.  He cows his subjects, bloodies his enemies, and brings home looted treasures.  His martial prowess means both wealth for the City State and that any rivals will have difficulty overcoming him.  They say you can do everything with swords but sit on them, but if you have enough energy you never need to sit down.

Thursday, February 14, 2019

Tales from the Cutthroat Tavern: Road Ghosts and Forest Lions

KhurshidSweetleafAnnapurna, and Ion Skamos decided to seek after the bell they had seen in the Dearthwood. For this purpose, the bought a cart, a mule, a specialized wheel and shoe for the bell, and hired on the services of a strange gnome teamster named Wickerbobibble. The gnome acted as if he knew Khurshid, but Khurshid did not act in kind. Taking detours through the winding streets of the City State of the Invincible Overlord, they were attacked by what Wickerbobibble identified as a “road ghost.” This ghost slew their mule and resurrected it as a foul undead. Ion was able to turn the mule, which proceeded to stampede onto regal street, killing a merchant and several farmers. The ghost also slew Sweet Leaf, though was unable to raise her before the combined efforts of the party destroyed it. They then set about dealing with the mule while Wickerbobibble took the dead merchant’s purse and disappeared down an alley.

Khurshid, mad at the inability of the mule to take a hit, took the cart and corpse back to Wailing Street and demanded a new mule to compensate. On the way they met Einarr, a skandik who offered to help with the mule. Due to his indignation, the merchant provided one rather than argue. On the way back to Regal Street the party bumped into a senator who identified them as “fuck heads” and asked if they could “steal some shit.” After a very hostile exchange between Khurshid and this senator, they agreed to steal the item from the manse of some noble courtesan and meet him in an inn in the noble quarter.

However, first they left the city to get the bell. Their first night camping in the Dearthwood they met a pair of Amazons who informed them that the Orcs of the Purple Claw were increasing in number, and that some of the orcs had split off to worship some kind of snake deity. Ion professed ignorance of this, but did note that Set didn’t have a newsletter. The next day they avoided a more warlike set of Amazons - likely associated with the Purple Claw - and found the bell.
After spending some time pulling the bell from the mire, they found that they were surrounded by a group of lions; a male and four females. These attacked but were driven off after three of the females were saved. They were able to return to the City State with the bell and without further incident.

Wednesday, February 13, 2019

If Anyone was Wondering

I believe Mandy and the other women who have come forward. I was wrong to trust him. I deeply regret ever working with him. Zak can go fuck himself.

Burgell's Journal: The Dungeon of the Mad King

Instead of my normal play reports,  I think for my home group I'm going to just start uploading the journal one of my players is making.  Here is his entry for our most recent session, with my commentary.

The characters are...
James as Tancred (Half Giant Fighter 2-3)
KC as Namira (Altanian Warlock of Mycr 2-3)
JP as Velor Silent-Stream (Half Elf Druid 1-2)
Chris as Burgell Timothy Kanoodle Jonjon Karrawak Ningel (Gnome Wizard 1-2)

The Fumbling Four in Action

Journal of Burgell! That's me!!!
8th Day of the Howling Winds, Fireday

Upkeep and back to [Dungeon of the Mad King]!*

Rumors in the bar: Human merchants to supply local garrison, but pirates are hassling, though there are Purple Claw orcs on the other side so everyone is kind of boned.  Dang!

White Wyvern Inn is where we at! Time to get up! People jeering and saying rude things to dead half-elf body being chewed on.** Turns out hte fucker deserved it for provocatin'-like!  We moved on back to cave o'goblins.

War dog heads on spikes! Neat! On to the burrow now, no time for dead pet decorations! Adventure!

Everyone but me has to bend down to get in here! Ha! Losers.  We checked a door and fiddled around with it when suddenly ahhhh! A ghost! A gnome ghost!!!

!!Fight it Out!!

Magic missile to a nerd ghost's face! He didn't like that so he attacked me and Tancred cut it itn fucking half with the power moon-y sword thing!***

We won!

Tancred breaks a door! Never mind it was fake.

Listened the other door and there are other me-sized things listening right back! Neat! We open the door and it's goblins!!! I make them all nap and Tancred makes them nap more!

No?!  Fight it out!! Because Fuck Them!!****

They have 40 silver pieces, which we take, and useless equipment which we DON'T!

Now another door! Smells like old dead! Oh it's just a butcher room.  Gnawed Gnome Gnbones! Another door!

We heard weird noises on the other side and opened the door.  There is an insect that eats dead things and we all must behind!*****

!!Fight It Out!!

Aside from a tiny bit of damage on Tancred, we cleaned house!

It was guarding a bunch of bones and a chest which had 25 plat, 500 electrum, and a sea-green vial of liquid. Cool!

Found a room full of useless rusty weapons!  Tancred took them, which is cooool I guess?

More bones room! and barricaded!  Bones with armor 'n stuff.  Door that has soft wailing behind it! Tancred just opens it and there's another ghost gnome!  It's Zarun Longbeard! The king that locked everybody in  b/c sickness and was madness!

Fight it out!

We got hurt and I fell down! But we defeated the King!  The king's body held a magic sword, a magic crown, and a non-magic signet ring.  Namira healed me so we are okay!  We went back to town and chilled for two days.

Making our way back to the cave we encountered Purple Claw orcs.

!!Fight it Out!!

3 ran away! We killed 5 of them! There is a cave.  A troll's cave?  Tancred dug things up! 4000p worth of stuff, preternatural overlord coat, high quality spear, glowing gemstone times.

* He wrote the brackets because I told him it's what the dungeon is called in my notes but they just know it's a gnome burrow.

** By the human's war dogs.

*** Tancred has a magic khopesh he got from the Palace of the Toad Cult.

**** He wrote their plan down as if it had happened before they decided on a different plan.

***** Neither of us can tell what's up with this sentence.  He thinks he meant to write something else but got distracted while writing.

Monday, February 11, 2019

Nightwick Abbey 5e Houserules

With the Death of G+ I'm going to need to keep these somewhere new, so...

Nightwick 5e House Rules
Races Allowed: Human, Dwarf, Fair Changeling (Half-Elf), Foul Changeling (Half-Orc), Frogling

Classes: All but Monk and Sorcerer. Barbarian and Druid are pagan only. Cleric get domains from either Saints (Good) or Demons (Evil). Warlocks can't choose Great Old Ones. Paladin Oath of Ancients is allowed for Order of the Elk characters.

Domains and Saints: Knowledge - Saint Simon the Wise, Life - The Lady, Light - Richard the Prior, Nature - Saint Simian, Tempest - Saint Santa Claus, Trickery - Ralph the Liar, War - Saint Gax

Half XP from monsters. XP for gp value of treasure.

Variants from the DMG
Healer's Kit Dependency (Can't spend a hit die without someone spending a use of a healer's kit to bandage you)

Renaissance Firearms [with added random mishap table since TDC handgonnes are shittier]

Hitting Cover (if you would've hit a creature, but the bonus from cover meant that you didn't, the missile hits the cover instead. This can include your buddy)

Lingering Injuries (roll on table when reduced to 0 hp)


Tuesday, January 29, 2019

More Tales from the Cutthroat Inn

The same adventurers who took the magician Salassim to the Pylon - that is to say KhurshidSweetleafAnnapurna, and The Pact is Sealed - met with Ion Skamos on the 20th day of the month of the Snow Leopard and decided to investigate a rumor they heard about the Heirophant_of the Spider God hiring bravos for some unwholesome task. On the way to the temple they were accosted by a strange Constable who asserted Sweetleaf and Khurshid were spies, due to their greenish hue. They were soon separated from the constable by the thronging crowds of Regal Street.

Meeting with the Heirophant, they discovered he was offering 500 pieces of gold to whoever could slay the misbegotten Son of the Spider God. They agreed to this and he instructed them to follow the Conqueror's River north until they came to a tripartite fork. Then they were to take the eastmost one into the Dearthwood until they found a ridgeline. It is there, he asserted, that they would find the abode of the Son of the Spider God. He assured them this offspring was from an ill-made trist and it was better for all concerned if he was slain. They agreed to this and set out immediately, exiting from the Gate of the Gods and rounding around the Redoubt of the Dead before heading due north along the river.

Khurshid the Contrarian

Khurshid, acting as their scout, was able to help the group avoid a group of orcs led by an Amazon a few miles north of Woe. Just after taking the eastmost fork, they found a great bell that had sunken into a bog and shone a golden hue. About it was a large group of orcs and a few ogres. They argued over the best way to remove it. Despite desiring the bell, the party decided it was best to avoid fighting and instead moved a few miles away - far enough, they hoped, that the orcs would not see their campfire. They rested without incident and then made their way further into the Dearthwood. Khrushid, again ahead of the party, noticed first the location of a black structure on top of a hill which he knew instinctively to be the abode of the Son of the Spider God, and second that at the base of the hill was a skeleton of a dragon turtle that seemed to be the den of a group of lions. He returned to the party and ably led them downwind of the lines so as not to be found, and up to the structure.

After descending a long set of stairs, the group found an antechamber closed with a large, bronze door in the shape of a spider. Inside this chamber a strange illusion caused them to feel like the door was floating in space, held up by an immense, moving web. Pressing on, they found a room with six large pillars, one of which had hidden treasures inside. Finally, they found action as a group of moonraker servants of Yezud attempted to block their way. This initiated a running battle, with Ion blasting them with the sandstorm-fury of Set and the others loosing arrows. Their foes fled into a great chapel, where more of their kind waited along with an acolyte of Yezud. After a few rounds, the moonrakers abandoned this room too, and the party decided it was better to rest than to press on just yet.

After regaining some of their lost stamina, they followed the moonrakers north, only to find an empty chamber. Beyond were seemingly more empty chambers, but these were trapped with poison darts and pressure plates. While testing for a way to get rid of the darts or cross the floor, the Pact is Sealed was attacked by a flameskull, which set about him with magic and gouts of flame. The party was able to destroy it through use of Pact’s famous air punches, the “Finger Guns of Set,” and good old fashioned arrows. While the arrows were the least effective in general, it was one of Annapurna’s that finally ended the creature’s magical unlife.

At last they came to a great hall which contained even more moonrakers, though this was to be their last stand. After a tough battle, in which the Pact is Sealed was nearly slain and Khurshid, himself injured, retreated to cower and hope the battle would go the right way, Sweetleaf, Annapurna, and Ion were able to slay the last of this strange cult. However, they were spent, and elected that after a short rest they should head back to the City State of the Invincible Overlord. During their rest, they saw a grim visage of a specter covered in the webs of a spider, but they were able to dissipate it before it could harm anyone.

On the way back, Annapurna found a shortcut that returned them quickly to the great bell, which was now free of orcs. To big to move by itself, the party took measurements in hopes of fashioning a wheel to attach to it to make it easier. Khurshid believed it to be worth about 1000gp intact.