Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Thursday, April 29, 2021

Four More Campaign Worlds And Retrospective Lessons


Three years ago I made this moderately popular post about past campaign worlds, and I think it's about time I updated it with what I've run since then and perhaps what was learned.

CASTLE NOWHERE

A drawing of the most active characters- Leah the thief and her goblin minions, Blix and her fairy and spider sidekicks, Aten Bast the mighty wizard (Later replaced by the also mighty Thirbaek Merrymace after Aten's many deaths cheapened his life in the players eyes), Olaf the wicked old usurper of the Sheriff position, Leo and Pilgrim/Lily the Witch, character and decoy replacement character after some party PKing, and finally Ambrose Noure, the sociopathic but easy to work with Gothic Villain and his pigman retainer Lump. There were other important characters such as Erhard De Vend as well, but such is the nature of open table games that there is no snapshot of the party that is perfectly comprehensive.



After the politicking of Crownless Lands, I wanted to return to ye dungeoncrawling, and an individual sense of struggle and survival rather than faction jockeying. At this time I had been playing quite a bit of Enter the Gungeon and Darkest Dungeon and had belatedly gotten into the lore of Undertale, so I had a notion of looping time where each adventure would go through similar areas, with increasing familiarity allowing easy bypassing, knowledge of where the plate armor was to upgrade the frontliner, and so on. Additionally, death would be irrelevant, a time loop ensuring a way to keep characters constant but threat level high, even easier than even widespread Raise Dead. To keep the focus on individual treasures rather than gold hoards, I used a copper standard without changing rulebook prices. 1 copper piece was worth 1 xp, making lanterns and other mundane items valuable treasures, and a suit of plate stolen from Castle Noure's armory racks

Not much of this design sentiment survived the early drafts, as I think it would have required a singular carefully crafted megadungeon to work, but I did not have that sort of prep time available. So the focus of the campaign was a single small village beneath the eponymous Castle Noure

A quick view of the village map. Upgrading the village wasn't the focus of the game, but was a satisfying part


With a very small hex map in case the players got cabin fever and wished to wander, though this campaign was set in the Moonlands, a place where the sun was a rare occurrence and the lights of alien moons warped reality and spawned monsters. It was no place for mortals to go wandering about narratively, and on the meta level, this was not a hex crawl campaign.


With the dire outside established, the focus then turned to the accursed, time-looped estate which was composed of 3 modules- Ynn, Castle Gargantua, and Maze of the Blue Medusa, with Ynn as the ever-changing grounds of the estate that must be crossed, Castle Gargantua as filling for the towers and 'minidungeons' that might be found from entering buildings that were not Noure proper, and MotBM as the 'Final Area' within which were contained the secrets of the decadent nobles and mad experimentation that caused this loop. All were warped to suit the campaign setting rather than used as is, but Ynn was praised, MotBM disappointed, and Castle Gargantua was mostly ignored, but I feel like, with some tweaking, could be worth trying again.

Another sleeper hit was a tweaked version of the Meal of Oreshegaal, (which I still can't spell) which in my warped version had the Tuskmen as once-human peasants subjected to famine that Oresh turned to pig-people so that they could survive via cannibalism rather than become ghouls. As some of the more ghastly elements of the manor were removed, Oresh became everyone's favorite creepy wizard uncle and the party allied with him against the entity responsible for the time loop (which in a twist, was not a time loop at all, but a manual reset using clockwork machinery, cloning facilities, which then gave everyone a bit of an identity crisis upon the revelation that many of them were clones made to play out assigned roles).

Player attendance became wobbly near the end, but a final epic conclusion or three were achieved, and a combination of retirement and new recruitment was set out for the next portion of the campaign.

Things I learned from Castle Noure
1. Having the players be desperately poor is fun, but can wear thin in the long run- I am more likely to switch to 'barter only, coin isn't real' than go full on copper standard but silver/gold book prices again.
2. Making death a non-issue has mixed results depending on playgroup. Some players had more fun not having to worry about permadeath, and/or learned the value of permadeath by seeing the effects of hanging on to a character who had outstayed their welcome. While others used it as a crutch to support existing over investment and loss-aversion and were led astray, perhaps. I think future games of mine will have to pick a path, so to speak, either making death more menacing, or leaning harder into the 'fantasy soulpunk' idea I have for the setting, where death is just deportation to the netherworld and human consciousness in artificial bodies is the new transhumanism mood.
3. An absolutely hostile wilderness less fantasy wilds and more 'cosmic horror' is very fun, but again can wear thin in the long run. I am greatly amused by my veteran players who survived the Moonlands chuckling to each other when newbies ask about the Moonlands or naively assume that they couldn't be that bad out loud.
4. Reliable 'crafting systems' for potions and the like have a sort of appeal, but I think are doomed for a variety of reasons. Most importantly, I think potion ingredients must be confined to things that cannot be farmed safely, or you run the risk of having to run Magical Industrial Revolution with potions/magic items. Which could be fun if that's the premise of the game, but if it's just one player wanting to set up basilisk and mandrake factory farming, you probably get a pacing/tone/balance issue.
5. Having a premise to do 'one thing' in a campaign is great and good and has always been more successful than keeping things strictly 'get in ye dungeon and get rich and figure out what you REALLY want along the way". "Break the Curse of House Noure or Get Rich Trying" was the initial goal of the campaign, it fragmented into other goals, and finally, when the campaign was over, some characters retired, but some had formed a proper adventuring party forged from the unity of their common goal.

If there was a theme to the 54 sessions or so of Castle Noure, it was something about leaving past trauma behind and focusing on found friendships and family. But of course, it was not to last, for call no PC happy till they are safely retired offscreen...

IRON-CROWNED OROBORO
Map lacks some player added portions

After the party finished with Castle Noure, their next goal was to take their 60-foot tall clockwork fighting robot and walk it out of the hellish moonlands to sanity and sunlit lands, for a variety of reasons. Thirbaek Merrymace, cleric of dead gods, had properly put one of his gods to rest, and now sought to find the sunshard fragments of Riikhus and reassemble him. Blix wanted to honor the wishes of some bugfolk and bury them on the isle of Ebetheron, and also go on a honeymoon with their protein polymorph gf. But mostly, people just wanted to keep playing and get out of the moonlands, and Oroboro was a part of the setting that was well-fleshed out due to the past Crownless Lands campaign, so it made for a good destination.

Oroboro was supposed to be a city crawl+megadungeon, and I had a vision for the megadungeon, with rooms that would fill and empty with seawater, making timing very important, and equipment more important yet, as armor protected from monsters, but not drowning. A hell of undead and fishy monstrosities, a corrupt sore at the heart of the city that had formed from the unfinished business of Oroboro.

After the very positive experience with Ynn, I did not prep the Sunken Sepulchre megadungeon,but instead filled it on the go with random tables. I think dungeons benefit from building in advance so parts coincide, but I think the enemy composition between sea creatures, outlaws, and undead was a memorable mix as they required different tactics to approach and the players rarely rushed in, rather scouting, then returning to 'lair' areas with preparation.




Looming threats were the cult of Janus, cthonic demon god of blood and gold, their temple a crater filling with seawater, and the dread Ningen King, a giant merman made into immortal monster by the artifact Topaz, and his rivalry with King Samuel Goffnagoff, an old PC who had become king, as well as the machinations of the ancient serpent rulers of the city, a necromancer cult which outlived the loss of its head, a giant wasp-queen Happy who was raised by humans but whose offspring lacked morality and hungered for brains, and the neighboring country of Fassulia in a magical cold war with Oroboro.

The players were no mere murderhobos delving with rusty spoonshivs now, however- levels started at about 3-5, and reached 6-7. Waterbreathing and light were spells that trivialized some of the mundane threats of the dungeon, which was slightly disappointing, but the players found the place disgusting and dangerous enough that they probably would not have been willing to delve it without these magical tools. A fine balance is required to make dungeon delving at higher levels still feel dangerous, and I think it was barely met here, but, especially once teleportation and flight became available, it surely felt like the players were outgrowing many of the problemsolving parts of dungeon delving.

However, their heightened power, especially mobility-wise opened them up to the wonders of hexcrawling and domain building, and I soon found myself in need of prep far beyond the Sepulchre.


They fought (and lost against) blue dragons in the deserts relying on their metal clockwork battle bot (but came back with a plan and grapple ballista and a small army and won), delved a ghoul-missile silo in Fassulia and uncovered the machinations of the lich Magister Verdurus (villain of Crownless Lands), riddled with terrible ifrits who could only be tricked and outwitted, not beaten, visited the islands of the realm and other city-states like Phavea and the accursed City of the Emerald (within which a kiss-spread curse made all appear as the lost Queen of that city), met the Knights of the realm in their castles, accidentally assassinated Oroboron Queen Buckley at the machinations of a player from Crownless Lands picking up an old character, igniting mroe Fassulian-Oroboron intrigue (tho necromancers were behind it all) and made war Against the GiantsSaga of the Giants™ and defeated and claimed the hill giant section of that module to dip their toes into that hazy theoretical realm of 'domain play, ' which really came into full force after the players defeated the Heart of the Kingen (and betrothed the High Incarceratrix of Janus) removing the two main sources of evil at the heart of Oroboro, only to be confronted with a choice- both the King of Oroboro, Samuel Goffnagoff, and the Serpent Queen Tinnea, giant platinum medusa (one of three medusa) offered payment for the monstrous-immortality granting Topaz, but each was vying for rulership of the city. Tinnea got it in the end, simply because she could pay the ONE MILLION SILVER bounty upfront, while King Samuel offered a payment plan.

Apologies for that doozy of a runon, have an image of Blix, Erhard, and Thierbaek, as well as retainers Serenity the hatecubus/Erhard's Sword, and Kitadatapa, moral compass spider cleric.



Samuel was petrified and overthrown, which led to what would later be known as the Oroboron Civil War, in which some supported the legitimate claim of the Serpent Queens, while others supported the human Goffnagoff family who refused political marriage and opted for revolt (Princess Evalyn being the Rebel leader). I rolled reactions amongst Samuel's knights to see who would join the rising serpent queen and who would rebel, and was surprised to see that most rebelled (save for the most mercenary of them). More surprising still was the split of player loyalty to different sides of the civil war. Each side was largely identical in politics, so it really was down to character moments- Some valued their feudal oaths to the knights, or had sinister mirror-cult conspiracies at play, or simply sided with their best friends or just were double-agent lesbians
hey, a motive's a motive


Anyway, each side was given private channels to communicate in, and they plotted and schemed, drawing allies from local factions they met in more standard play to aid them, employed counter-measures and counter-countermeasures via spying and double agents and intelligence work, and I as GM was just the neutral arbiter of all this. Though some people felt betrayed, for the most part this was very enjoyable to everyone, as playing against other players with GM as arbiter lead to lots of problem solving. In the end people died, players retired, and the Serpent Queens were cast into prison or the pocket dimension from which they came (or beheaded by KAN for inscrutable purposes), the Lumarian conspiracy was revealed and [REDACTED] (he sold his name to a bugbear) the Mirror-Pope fled to the mirror realm, and the party's ties were now shooketh and everyone resolved to sail away from this political squabbling on a boat to become pirates instead.

What did I learn from this 65 session campaign? Well, one thing was what D&D in the 5-7 range really starts to look like. I would not go so far as to say this was 'true' domain play as we did not get deep into the nitty gritty of how many pikemen can guard a 5' wide breach in a player-build castle wall, there were mercenary troops hired, there were night raids on war camps, there was A player castle built on the ruins of the reclaimed Hill Giant Steading, there were religious conspiracies and marriage angles, it was all pretty great. With regards to 'domain play' I think there needs to be a goal- idly upgrading and sleeping at Fort Fortenfort (said player castle) was briefly fun, then ignored, but the goal of the Civil War galvanized players into 'domain level' actions. The trick might be setting- you need it to be wilderness enough that the players have room to grow, but also have nearby factions of all types so the players aren't just clearing hexes of direwolves or whatever.

According to one player, the theme of this campaign was 'Loyalty' not just to fellow party members and maximising loot, but to ideological goals. While fun, the Civil War took a lot out of people and they resolved to go on a piratical boat adventure with no complicated politics, just a desire to escape Oroboron politics and stop a prophesy that said the fled wasp-princess might bring about the end of the world via domination of brain-eating wasps.


VOYAGE OF THE THIEFBOAT


Things seemed to start off well- the party scrying the wasp-princess, robbing a tower of an archmage of its goodies (even learning the Wish spell, albeit a Glogified one), dealing with plague rats on the ship and pressganging pirates into joining. Then came Cycladea, a Lungfungus created island module meant to emulate bronze-age greek mythology.

In and out, talk to the wasp-princess out of causing the apocalypse, and definitely don't get caught up in Iliad/Gigantomachia shenanigans, 20 minute adventure

Bouncing around Cycladea started low-impact, looting some dungeons, helping villagers, meeting wizards. But these were not fresh characters. They had strings on them. Arsem's madness and Firstborn(the forsaken homunculous 'daughter' of Blix)'s pact with the Great Raven led them to piss off a terrible wizard who was cursed by the gods after their initial friendly meeting. Animated skeletons (and covert vampires who snuck on in Oroboro) caused a mutiny on the ship, and Finzu, the Pyromancer, lit a city aflame with everburning fire with some magical shenanigans. The party sided with the king who had imperialist dreams, and vowed to defeat the goddesses of Cycladea who were admittedly jerks in the greek pantheon way. The temples of the goddesses were burnt and pillaged, the kings forced to bow. Those of the party who enjoyed the chaos revelled, those with morals left the boat behind, Kithri the halfling slipping off to garden and raise sabre-toothed tigers elsewhere, Firstborn teleporting back to Fassulia to atone and work on the side of law, mourning the lost friendships the Civil War had ruined, Thirbaek and his wife the High Incarceratrix used a sunshard and miracles to have a vampire-dwarf-sunchild and started a new pantheon and went on to rule Stonefast 2 in other lands, Grift died and joined said pantheon as a new incarnation of Kispiritis, and so on. The islands fought back, but frankly, Lungfungus's world was not meant to deal with level 7-8 adventurers with a wide variety of spells and multiple spellcasting systems, especially when supported by arguably the most powerful faction there.

However, the victory-drunk party did not heed the hint that they may be succumbing to hubris when the previously pissed off wizard got a good lightning bolt off, and did not correlate characters leaving them to their capabilities weakening. After the final temple was burned and the Cyclops were freed, they sailed to the forbidden Isle of the gods, slapped around some fantasy creatures, then picked a fight with 13 lions lazing under a tree.

After round 3 arrived and half the party was dead,

This is how a high (for OSR) level campaign ends- hubris, and cats

The survivors retrieved a teleport scroll from a corpse, and tried to teleport out. The teleport landed on the 100 result, the dreaded 1% chance to teleport yourself into rock and die (though we left it open to interpretation that they ended up in the Veins or another plane of existence) and so ended the campaign, on a wild but somewhat anticlimactic note Those players who had quit while they were ahead got happy endings at least.

I was gladdened to hear feedback that the 22 sessions of Thiefboat were satisfying to players though. It was not a glorious story, it was a tragedy of the corruption of power, hubris, and how fractures in interpersonal relationships go deep. What did I learn from Thiefboat?

1. High level play is strange, with its teleportations and flight and so on. Verisimilitude-wise, GMs must think of how cities and rival wizards will defend themselves from obscure methods of attack like, say, 2000-foot long dragon turtle shells being dropped from the sky, or magical arson. But things are still dangerous, and reliance on the big obvious tools can leave the players blind to the fact that they have 23 HP and that can go away from 3 dudes with arrows in one round.
2. Boat travel can be hard to make interesting without succumbing to the temptation of  shipwrecks and krakens. One of the more interesting things was the homicidal Captain Arsem secretly engineering a mutiny as an excuse to kill the 3 crew his madness demanded die to save the future from the prophecy, only to have that mutiny coopted by the vampires who had snuck aboard a while ago. While that's a rather extreme example, social scenes with people on a boat have a lot of potential, as can problems like 'how to get rid of plague rats' or 'find out who is drinking all the rum' or 'secure limes' and so on.
3. Player attrition, especially on open tables, may be inevitable as the scope of campaigns shift away from what originally drew them. Part of why Castle Nowhere/Oroboro/Thiefboat lasted as long as it did was thanks to player recruitment persisting so even when some players had to leave, there were usually some waiting to take their place.

Anyway, player numbers had dropped from 'open table' to more 'single party of regulars' by the end of thiefboat, so it was time to move on, and time to do something a little different (no no, we aren't at Lancer yet)

BETRAYAL AT QUEENS COAST

 
As a change of pace,  Betrayal was a game in a more idyllic, Shrek-like realm. Having read a great deal of Otome manga such as Bakarina I wanted to have a shorter more storygame style game where the players would be expelled from the Queen's Court and have to clear their name, gain the support of the provincial lords, and return to turn the tables on their nemesis Alicce Von Dumandred. The players had a pretty good time, though the single-group model as opposed to open table immediately showed its weaknesses as players couldn't make sessions, which led to cancelled sessions, which led to lower investment, and I knew its days were numbered... which was fine, as it was a palate cleanser more than anything. The players had to sleep in a haunted manor, saved a nun wedding from Alf Lords after diamond shoes, bullied Good Doctor Ogudugu, had intrigue with and married a Frog Prince, helped on eof Alicce's cronies throw off her influence and accept herself as a centaur, visited the castle of the Dark Lord in the Wurderlands (within an anarcho-communist city of mutants, in stark contrast to the feudal human-central lands of Queen's Coast), infiltrated the manor of Alicce Von Dumandred and had the dreamy Prince of Saresare seduce Alicce(or be seduced?) so they could escape with the party's Gothic Villain's imprisoned one true love, and had exciting dance parties with opaque rules. It was all very fun, though the final dance party conclusion never came together due to scheduling conflicts, but the conclusion was mostly foregone at that point- the party had restored their honor, and Alicce's misdeeds had been brought to enough light that she would flee to Saresare with the Prince (The mysterious foreign prince subplot with a wicked foreign bride and ulterior motives from both of them be good fuel for a potential future campaign)

Whimsical castle Daotengard, overtaken by demon-frogs and a contagious froggification curse


Anyway! I learned a few things here
1.Turning social scenes into more gamified spaces (I had a 'Dance Pentagon' where entering exposed you to various NPCs who could help or hinder you, attacking HP intentionally or unintentionally via mean words or simple dance exertion, but you had to do it to get private conversations) can help to make them feel like they have timing and stakes compared to just 'you talk at NPCs for 12 hours.' Just roleplaying via chat is fine too of course, but I think making weird social games based on positioning and resource management (spare dresses if wine is spilled on you!) is better than making them about rolling a skill check for Diplomacy or what have you.
2. Similar to wolf moons, this was a bloated disaster of houserules... having received the DCC RPG book as a gift from a player, I eagerly sought to add it to the game... on top of GLOG casting... on top of all my other houserules to BFRPG... on top of a mixed level up system using both BFRPG GP=XP and Die Trying X's and DCC's model... suffice it to say that this abominable frankenhack would have been better served by leaping into the nearest dumpsterfire and leaving us to play Fate or PbtA or a proper story game. We squeezed great roleplay and schemes despite the system, and used the system for a few janky heists and dungeon delving for coin, but it was really a ball-and-chain, especially the XP thing. We survived 22 sessions under its yoke, but I could feel my bloated house-rules coming apart at the scenes as it barely supported the story-game mode of play on it.

coins to XP is an elegant system IF you stick to the prescribed purpose of dungeons and dragons as a dungeon delver. This campaign departed far from those goals, but really made me think of the limitations I was working under. In short, I needed an OSR break to ponder what to do rules-wise upon my return. I dread subjecting players to a homebrew rulebook after the disasters of Wolf Moons's Nightmare Glog, but I think I have reached the point where 'BFRPG with houserules' is something I can only run if I return to very bare-bones 'delve the megadungeon!' campaigns, and even if I do that, I need to make a definititive houserules/setting primer document.

Anyway, I'm running and playing in Lancer games at the moment, and we'll see how long that phase lasts, and if I return to OSR immediately, or if my 'break' continues to run some storygames. However, even Lancer takes place in the same setting (after a fashion) so I hope to continue stacking layer upon layer of lore regardless of what the system is.

No proofreading, only post

Tuesday, September 22, 2020

Flightless Bird, Giant Frog, Frogfolk, Violet Fungi/Shriekers

 AD&D Flightless Bird- This entry refers to beasties like the ostirich, emu, dodo and similar, rather than the monstrous axebeak of more prehistoric or fantastical form. There is nothing particularly noteworthy about these creatures, and probably should have been a footnote in the axebeak entry. For all the thought given to selling other baby animals, I am surprised no 'market value' for ostriches is included.


AD&D Giant Frog
Giant frogs are mechanically interesting due to being probably the lowest HD monster that utilizes 'swallow whole' rules. They also are tactically distinct from many other monsters due to their unusual attack pattern, which is rather convoluted but I will attempt to summarize here.
1- Frog attacks with sticky tongue at +4 to hit but no damage
2- Those struck get an opportunity(though not a free attack I believe) to strike the tongue, which if struck, withdraws, and the frog will not expose its tongue to that target again.
3- If not struck, the tongued target is pulled to the frog and automatically takes maximum damage, assuming the weight is appropriate.

With regards to the load-bearing capacity of frog-tongues, the frogs come in 3 sizes- small 50 pounders dealing 1d3 damage, 150 pounders dealing 1d6, and big fat frogs dealing 2d4, with HD scaling up from 1-3 as weight increases
If you weigh more than the frog, the tongue-drawing in takes 3 rounds, giving an extra chance on round 2 to strike the tongue, and only taking the max-bite on round 3. If you weigh over twice the frog, you will not be dragged at all, and the frog will give up on the 3rd round.

The frogs also leap shorter horizontal distances (losing ~10% their normally twice-human movespeed leap) per 50 pounds of weight over 50lbs, and are terribly slow outside of their typical leaping. Seeing as how the frogs show up in numbers of 5d8, tracking all this seems like lunacy, but suffice it to say that if you flee from 5-40 giant frogs you will likely be unable to escape the smaller 1HD ones if they can hop, possibly able to escape the 2HD ones if you are unarmored/unburdened/unhindered by terrain, and probably able to flee the 3HD frogs if not too burdened once you realize they can't hop more than 45 degrees left or right without having to adjust their facing (this is true for all the frogs, but the smaller one's long jumps make them more difficult to evade).

Curiously, they can all hop an astounding 30 feet straight up regardless of weight, making them pretty good monsters to lurk in watery pits and moats to devour those who would cross.

As for the swallowing whole, they swallow small humans, elves, halflings, and similarly sized targets whole on a nat 20. I believe the frogs can bite without going through the tongue routine and so instantly gobble someone up, but it is unclear if this should be expanded to include nat20 tongue hits resulting in swallowing rather than biting. Those swallowed have 3 chances (Which I believe, given the wording of the tongue effect is 3 rounds) to cut themselves out with a sharp edged weapon and an attack roll of 18+, after which it is unclear if they are dead or simply unable to free themselves due to suffocation or crushing stomach muscles (as no mention of damage is made here but it is mentioned for creatures such as the purple worm, I would assume rescue from outside sources remains possible for a few minutes).
However, attempts to slay the frog that swallowed your friend menaces said friend, as attacks against such a frog have a 1/3 chance to harm the character within as well as the frog.

They are said to fear giant fish, turtles, snakes, and fire, and retreat when wounded.

Though admittedly the AD&D rules are rather convoluted and could be simplified, I think giant frogs having special rules makes them likely to be a memorable and interesting encounter compared to other 'beast' encounters with all the breaking tongue grapples, outmaneuvering hops, and occasionally maybe rescuing Frodo from a frog-stomach, and multiple ways to frighten them off are given as well.

There are also 'killer frogs' which are just small frogs with a weak claw-claw-bite routine and 1HD, and poison frogs which have poison skin secretions and bite with a +4 to the save. These variants are not as interesting and do not have much uniqueness going for them, alas.

AD&D Violet Fungi-
I find it interesting that D&D has a fair few monsters that resemble other monsters. Mimicry in nature is common enough, but it can sometimes feel a bit like a 'gotcha' moment in a fictitious play-space. However, for the most part I think it shakes things up and keeps the players from being too complacent upon encountering something they think they know, provided cautious players can ascertain the threat with investigation somehow.

More to the point, Violet Fungi are mimics of Shriekers found 75% of the time with these companions, which are slow, ambulatory giant fungus that shriek when disturbed by light or movement. As this makes them, essentially, living alarms for dungeon environments, players frequently may wish to disable Shriekers if they deem the risk of noise now is worth removing the risk of noise later, but rushing in to chop them up will expose one to the Violet Fungi. Violet Fungi flail with 1-4 tentacles that rot flesh upon hit (requiring Cure Disease or a save vs poison to resist) and so, while easily dispatched with range, are a menace in melee. (Though unclear what 'rot flesh' actually means, it mentions this occurs in a single round, and since the other mentions of Rot in AD&D refer to Mummy Rot or the Periapt of Foul Rotting, both of which are lethal eventually, I believe this is intended to be a 'save or die' effect)

A mildly interesting note is that 3.5 makes shriekers stationary, and only violet fungi ambulatory.


Sunset Realm Flightless Birds
- Birds that have wings but do not fly are exempt from the pecking order hierarchy of the other birds. Legends have it that they descended from a mighty ancestor bird who flew into the night sky to steal the stars, but upon discovering what they were, learned fear and humility and returned to earth and swore never to challenge the high howling darkness again. In Saresaren court politics, someone who is willfully blind to opportunities to further ambition is sometimes called an ostrich, a creature apart from the game of lion and gazelle.

Sunset Realm Giant Frogs
Basically anything can grow to giant size for various reasons, and frogs are no exception. Frogs lost the war against snakes in ancient times, but survived complete extermination by developing their legless tadpole stage to hide from the leg-detecting servants of Yg until they had grown into size and experience. This metamorphosis came with a cost, however, their mutable forms becoming steeped with the powers of Chaos and their god Zaba becoming known as a demon-god instead of simply an animal god due to developing strange and unnatural powers that some wizards who do not mind becoming froggy use for their own ends.

Now that the Serpent Empire is no more, frogs need not hide from all the world, and they grow fat and greedy and think themselves mighty once more and, though snakes are notorious gluttons, frogs are known for biting off more than they can chew.

Zaba, lord of frogs, was lounging in the swamp when one of his children came to visit. "Lord Zaba, I have seen a creature even greater than you!"
"Impossible" replied Zaba. "I am the fattest in all the land. None can match my breadth, my depth, my girth. And if they try, I can do this." And Zaba sucked in air to make himself even larger than his already considerable bulk.
"No, Lord Zaba, the beast stood high on four legs, and higher still with two horns!"
Zaba was astonished, and blew himself up even huger. "Well, height isn't everything. You see I am surely broader than this beast now."
"No Lord Zaba, for the monster was wide and powerful enough to pull a cart!"
This alarmed Lord Zaba so he huffed and puffed and blew himself up till he more resembled a melon than frog. "How is this, then?"
"Alas, bigger, bigger still."
So Zaba gulped and inhaled air and swelled larger and larger, and finally said "I am sure I am the biggest now" at which point he exploded. Being a god, this was not the end of him, but as his children did not have the heart to tell him he was still smaller than an ox after all that, no lessons were learned.
-Rewriting of the Aesop's fable The Frog and the Ox


Thanks to Doctor Ogudugu's 10 step training program I went from 'frog on a log' to 'hog of the bog' in just 2 weeks! Click now to find out how

 




Sunset Realm Frog Folk
No doubt due to an excess of princes turned into frogs by bog witches, there are anthropomorphic frog-people in the Bog of the Canal, and have been for at least 3 solar ages. They are not well loved by Our Lady of Gardens, for she would turn them into humans, nor by Lord Zaba, who would turn them into frogs, but the Lord of Calamities, Murulu, has a liking for the hybrid froggy folk and as such they are always untouched by the marching mutant armies of the Calamitous Lord that must cross the Bog of the Canal to menace the Tripartite realm, and indeed the frogfolk sometimes join up to see the world beyond the bog.

While most of the frog folk are content to swim in the swamp, play catgut banjos, and live simple lives in their reed huts, they do have a higher organization of sorts born of the terror of intersolar periods- the Order of the Lantern. This order developed outfits to help keep their skin moist when traveling beyond the swamp and train their bodies and minds to battle against monsters that threaten the livelihood of the froggy bogfolk.

The Order of the Lantern enjoys the communal access to resources the frog-folk swear by and can expect to always have clothing, room and board, and travelling gear at least, but sometimes greater wealth is required, mainly to deal with the economies of humans. As such, the Order of the Lantern also has experience delving for treasure in the ancient Frog Kingdom ruins that have sunk into the swamp over centuries, dealing with ancient basilisks, demon-toads, frog-bog mummies, Zaba cultists and all manner of lingering and fresh horrors that enjoy the soggy ruins. As such, the occupation of 'adventurer' is not uncommon among the otherwise placid and prosaic bog folk.

Frog Folk must consume extra rations of water (up to 5 times normal) to keep themselves hydrated even with a wet suit (a hooded cloak and bandages wrapped around most their body) and feel a little fragile out of warm wetlands, whether it be too hot or too cold.

They cannot breathe water, but are powerful swimmers thanks to their webbed feet and hands, and assuming they grew up in the bog of the canal, a lifetime of swimming experience. Apart from that, they are largely identical to humans, just with a tendency to develop musculature more in the legs than the upper body and of course, green, spotted skin similar to a leopard frog. Some have very long tongues capable of catching flies, chicken drumsticks, etc, and all manner of similar froggish features (like the children being tadpole like, or poison skin) can be found in individual families thanks to the lingering chaos within all frog-kind.


Sunset Realm Violet Fungi
While I'm all for shriekers having hidden threats, I'm just not thrilled about 'tentacled flesh-rotting mushroom.' Something just doesn't click with me about that idea.. So here's a quick table of 'alternate threats to spice up shrieker encounters' in similar ways that Violet Fungi do.

1- Conquerer Worms- These brain parasite grubs hide in the whistling holes shriekers blow air through to shriek, and leap out to steal the bodies of those who come too close, and creatures drawn to the noise are likely being controlled by other worms.
2- Giant Centipedes- These poisonous vermin eat anything remotely edible, and scavenge those fallen in battles caused by the alarming shriekers, and protect the shriekers themselves in a territorial display that benefits both.
3- Cordyceps Shrieker- This subspecies of shrieker blows out spores along with its whistling that infest the living (or the undead, I suppose) and create fungal zombies who start out as living but diseased and deranged, but end up as corpses puppeted by shriekers bursting from the skull, until the corpse falls apart and the killer mushrooms wander off to start the cycle anew. Again, random encounters drawn by the noise are likely to be the infected.
4-Boomers- This subspecies of shrieker stops shrieking, closes off its whistle-pores, and bloats and swells with spores and gas until struck, at which point it detonates mightily. Exploding mushrooms are a D&D classic and it seems a more appropriate mushroomy threat.
5- Slimers- Some species of ooze could live inside a shrieker and flow out in a bubbling mess when the shrieker is disturbed.  Infested shriekers would look melty, wet, and be incapable of whistling, and grey oozes, green slime, or smaller ochre jellies could all be appropriate.
6- Mushroom Men- Appearing as just another giant mushroom wobblign around, upon getting nearer they reveal themselves to be the guardians of the shriekers, like a farmer to cattle, and they may strike with debilitating spores and poisoned weapons

Saturday, August 15, 2020

Cockstealing Witch

Content Warning- Exactly what you'd expect

 SOURCE

Cockstealing witches, as you'd expect, steal dicks. They gain their magical powers via the bad vibes directed at them, and must have stolen(or much more rarely, be gifted) penises to generate magical effects.
Hit Dice-d4
Move Silently, Backstab, and Hide in Shadows as Thief. This variant Backstabbing only affects creatures with testicles.
Everything else as magic-user in your game

Cockstealing witches gain XP for stealing or being gifted penises at the same value of defeating the dick's owner.

Cockstealing witches do not gain MD/spell slots the normal way, and do not cast spells (though they can be learned) until level 2/template B save for the 'Steal Penis' ritual.

Template A- Steal Penis
Template B- Meatstick Magic
Template C- Castration Anxiety
Template D- Wang Wand

It is probably fine to give all abilities at level 1 as well, with the requirement of stealing a penis before gaining their use

Steal Penis- With about 10 minutes of uninterrupted access to a willing or helpless target, a penis may be silently and stealthily taken off somebody (no save). The penis remains alive and functional (though pissing takes place back at the host's ken-doll groin, not from the stolen penises), but has no special protections, which provides a fair amount of leverage over someone who wants it back. Penises take up 1 inventory slot assuming they are kept safe in a gourd or pouch or something. If stacked in larger quantities they tend to get misplaced, mistaken for sausages, stolen by rats, and so on and the witch can't complain if they go missing or if it takes a full ten minutes to peer through a bag o dicks to find the right one in dim dungeon lighting. If the owner retrieves the penis, they may re-attach it by putting it back (unless a certain spell has been cast to keep the penis even more thoroughly hostage, see spells below)

The owner of the penis feels anything done to their penis, and spells the witch casts upon the penis instead target the source of the penis, regardless of usual range limits and so on. Cockstealer witches may steal or gift cocks to each other to trade 'casting privileges' for a particular cock, but this is a ritualized affair that takes a day to re-bind cock permissions, whether it was gifted or stolen.

Inflicting pain on stolen penises will bring the owner to their knees most the time- any wielded penis may be abused as a free action once per round to inflict 1d3 subdual damage and a save vs being stunned for a round for the unfortunate owner, as well as a morale check (once per encounter). In the rare instance of a witch winning grapples against targets with exposed penises, this could be applied as a regular combat maneuver as well.

Meatstick Magic- Each penis held by a Cockstealing Witch grants them some power, and to cast a spell a witch must brandish a penis. If the penis-owner dies, so too does the penis. Penises must come from individuals who are wizards, chiefs/leader types, notorious criminals, knights, terrible monsters, etc (When in doubt just make each dick require the source to have +1 HD compared to the last acquired penis) though there may be uses for carrying extra bundles of otherwise unremarkable penises from farm animals, random monsters, and so on.
DCC Style Casting- Each inventory slot of dicks provides a +1 to casting checks, up to 1 per level. Eating a penis allows a lost spell to be regained, and truly remarkable phalluses (stolen from demons, giants, dragons, and the like) may provide from +1 to +4 to spell checks when used for appropriate spells (such as Growth for a giant). More work than I'm willing to do would be required for the spells here of course.
GLOG Style Casting- Each inventory slot of dicks provides 1 magic die, up to template max. Magic dice recover after a night's sleep, or a penis can be eaten to recover a magic die. Remarkable cocks may provide dice of larger size than d6 (the HD of the source material being the number of faces on a die, as a rough rule)
Vancian Style Casting
(Ala O and AD&D) Each inventory slot penis is equivalent to a wizard level, allowing for preparation of spells according to the spells-per-day chart, up to the witch's level max. Eating a penis allows recovery of a spellslot of powerlevel equal to one-half of the owners HD.
Levelless Casting- Each dick can be used once per day for a spell or ability, essentially being 1 inventory slot of dicks being 1 spell per day.


Castration Anxiety- Those aware of the witch's prominent penis pilfering prowess and fearful for their own dongs take -1 to reaction rolls and to morale. This penalty is increased by and replaces both positive and negative charisma modifiers, making both charismatic and antisocial witches equally but differently terrifying. Eating a penis forces a morale check from those of the same type of being as the devoured dongus who observe the fate that awaits them.

This ability is lost if a Cockstealing Witch turns to consensual cock use only to avoid their doom, or never steals dicks to begin with.

Wang Wand- A cockstealing witch may cast the spells or use the abilities of a cock's owner by using a penis as a wand, though the witch still uses their own magic dice to fuel these spells. Passive, mundane abilities like a warriors to-hit, squirrels balance, horses speed, etc are stolen for 1 hour per power level invested, while passive supernatural abilities (levitation, invisibility, etc) last 1 turn per power level, and active abilities (dragon breath, basilisk gazes, wizard spells) activate only once and require 1 power level investment of effect per HD (or in the case of stolen spells, 1power level=1 power level), with 5 power levels sufficing for most most abilities even if HD exceeds 10. The owner loses their powers when the witch loses them, recovering them a day later.


CORE SPELLS OF COCKSTEALING WITCHES

1 power level=1 Vancian Spell Level=1 Glog magic die=+2 DCC spellcheck difficulty=2HD of monster.

  1. Phallus In Chains- A penis may be mounted to another being or to the wall, floor, end of a 10 foot pole, etc. This prevents easy retrieval by the owner, and the witch may use mounted phalluses as wands via Wang Wand even without holding them, though no special sensory perception through them is given (though another spell allows scrying on them for better aiming/timing). Though the penises may be destroyed as usual, they cannot be removed without the witch's permission or a remove curse/dispel magic spell
  2. Pubic Yank- By gripping the pubic hair or penis, the witch may summon the owner nude to their location for [sum] rounds or until the witch dismisses them, at which point they return from whence they came. No especial control is given save for the obvious leverage the witch has.
  3. Adamant Penis- An erect penis may be transformed into a hard substance (iron, stone, crystal, etc), fired via a crossbow or, depending on size, hurled as dart or javelin or launched as ballista bolt. It deals damage based on size, it will unerringly strike holes/crevasses, and lodge in them firmly, making it useful to jam locks, spike doors, blind visored knights, silence casting wizards, and so on. The penis is transformed to metal/stone/etc for [[sum]] turns, after which it returns to its normal state, and can be used as a sap/club/quarterstaff (based on size) if wielded in melee. As it is a magical effect, it can strike enemies immune to non-magical weapons.
  4. Ritual of Dusty Boners- This forbidden magic ritual, requiring the boner of a powerful undead (such as a mummy or vampire) allows the witch to use the penises of the dead (or the penis-bones, depending on species) as sources of power. It need only be cast once to acquire this power, but it must be cast with 4 magic dice, a spell check result of 30+, or a 4th level spell slot.
  5. Curse of Targeted Impotence/Deviant Attraction/Blessing of Filial Loyalty- One target may be cursed to be impotent, save for towards a single person, group of people, or designated 'type' of person, designated by the witch. This functions as a Charm effect towards the designated target of attraction, and an immunity to love potions and similar charm effects from other sources, whether normal or supernatural in nature. If the designated object of attraction possesses the target's penis (as a talisman, typically), the charm effect does not wear off over time so long as the talisman is kept on ones person.
  6. Harden/Soften- One inanimate object is either hardened akin to an erecting penis, or softened akin to a flaccid one (ropes extending straight out and swords drooping as common uses). Duration is [sum] turns. In the event an object is too large or inappropriate for this to occur, it may grow hard or flexible dildo-like protrusions instead of being affected in entirety.
  7. Eldritch Gloryhole- A smallish portal is opened, through which a mysterious dong of unknown provenance emerges. It belongs to a random monster of [sum] HD and lasts [[sum]] rounds. This is a loaner penis that the witch may use as stolen penises may be used until the duration ends (including summoning the creature via Pubic Yank), and if harm befalls the penis the owner will likely seek vengeance.
  8. Penis Panic- [[sum]] HD of penis-havers may be afflicted by the delusional terror that their penis has been stolen or is shrinking away (save to resist). Those afflicted act irrationally according to this table until they complete the rolled action, or [[sum]] rounds, turns, hours, or days pass, depending on [dice] used. Some targets (such as eunuchs or those free of attachment to their dick) are unaffected. Rival penis witches afflicted additionally believe their collection is lost.
    1. Flee in horror, searching for their missing dick in cupboards, under beds, and so on
    2. Attempt to replace their penis with nearby phallic objects
    3. Blame likely target as responsible, affected form angry mob to attack the scapegoat and turn on new ones until duration ends
    4. Drop held items and pants to hold onto dick with both hands to prevent it from vanishing for the duration.
    5. Attempt to retain manhood by getting a boner (generally results in rushing off to find mates, prostitutes, pornography, at any cost)
    6. Seeking a priest, doctor, or otherwise to cure their apparent disorder
  9. Celeritous Castration-  Allows the stealing of a targeted penis in a single round with all the usual effects of the normally slow and silent Steal Penis ritual, provided they fail a save. If the penis is actually inside the caster at the time of casting, no save is allowed.
  10. Trouser Snake- Transforms a penis into a snake. Stolen penises, being free from their owners, get no save and are free to wriggle around and attack the witch's enemies, whereas attached penises remain attached and will strike those nearby the afflicted randomly. The trouser snake lasts [sum] rounds and has the stats of a spitting cobra, though without any dangerous venom (unless the host creature is venomous)
  11. Clairovoyeurism- Caster may scry upon either a penis they have stolen but is not in their possession (and the immediate area around of course) or upon the owner of a penis that is in their possession. There is a 1 round delay on incoming information for every 100 meters distance the spell must cross. The witch may cast spells through stolen penises at a distance like a remote-operated wand.
  12. Steal  Form- By attaching the penis to themselves (or eating it), the witch may take on the physical appearance of the penis owner (as polymorph self). This transformation does not include supernatural abilities like a basilisk stare, but is a true physical transformation in terms of size, potential flight or waterbreathing, carrying capacity, and so on. The transformation ends when the penis is removed or digested completely, and the Wang Wand ability can be used as though the penis was being wielded in this time.

Mishaps (doubles or natural 1s)

  1. Weakening magics cause all nearby dicks to become flaccid, numb and impotent for the rest of the day. Further spellslots/magic dice may not be gained.
  2. Floppy penis rolls off-aim and throws spell at random target instead.
  3. Mutation (see corruptions) for 1d6 turns, save or permanent at end. If possible, mutation is dick-related.
  4. Random nearby dick of ally or of collection grows to cumbersome size for 1d6 rounds.
  5. All dicks within 100' point  towards caster like accusing fingers, even if invisible or concealed
  6. Dicks grow unruly and seek to rebel against the witch- all held dicks seek to escape like inchworms, escaping pouches scattering in all directions with a move rate of merely 5' per round but the ability to sneak into rat-holes and the like. Though it does take an action to catch one, catching requires no roll, just an action and a free hand.

Dooms/Corruptions

1- Witch smells musty regardless of how much they wash. Those aware of Cockstealing witches recognize this tell-tale scent as a mark of one, and bloodhounds may always track the witch.
2-Those who have had their penis stolen ambush the witch, either immediately or once it makes more sense. From now on, those who have had their penis stolen will scheme against the witch, appearing on random encounter tables as well and forever seeking to recover their lost penises. The dead may rise to reclaim lost penises if the witch turns to necromancy to avoid the wrath of the living
3- Due to a widespread campaign of fearmongering, calls for vengeance, and wrathful ancestor spirits trying to protect the continuation of their lineage, penis-havers will test morale to attack the witch on sight wherever they go, or take appropriate action like calling for guards, poisoning food, and so on if direct hostility would be foolish. Only by returning all stolen dicks and never stealing a dick again can the doom be averted, though penises freely gifted may still be utilized.



Societies of cockstealing witches
1- Semi-popular regional cult consists of devoted hedgewitches who keep their spouses penis safe while they are separated, and provide remote assistance in crisis (the penis haver may communicate via flexing the penis in morse code)
2- Warlike society where witches steal their children's penises at birth, and only return them once their child has 'proven' themselves in a rite of adulthood. Defeated foes invariably have their penises stolen as well, and penis-raiding may be one rite of adulthood.
3- Local witch who passes this magic down to worthy successors, acting as the vigilante avatar of sexual karma for the town.
4- Prostitutes' guild using this magic to ensure clients are polite and prompt payments. Also frequently hired out as wizards to the thieves guild for zany heists.
5- Traditional, respectable, court-approved wizard circle which just so happens to have a cock-based curriculum and spell lineage. Apprentices split between dignified local seventh sons of seventh sons and giggling foreign exchange students who have entirely the wrong idea about the place.
6- Foocubus operated sperm bank intended to maintain ancient and defunct noble bloodlines of long-crumbled empires across multiple continents, expanded into a long-distance dating/hookup service, and expanded again into a chimera-breeding beast-battler enabler, all to pay operating costs required for dealing with nobles. Delegation of the increasing number of tasks to hastily trained apprentice witches.

Thursday, December 5, 2019

Sunset Realm Void Monks

The origins of Void Monkery are unknown (to characters, anyway. Players know the discipline originated at goblinpunch). The ineffable darkness at the edges of the world seems a likely source, gaps of nonexistence where the light has never given form to the inchoate darkness... but then again, true darkness cannot ever be known by we fire-souled beings who cast light and perception with our very presence. In any case, there is an established monastery in the city of Oroboro.
a rough stack of irregular, open stone cells, a courtyard with a single tree, a cross-legged statue with a silver sword suspected to be the founder. Brain wasps to aid in lobotomies, and blindfolded people. There are no rules or masters there.
Void Monkery is a form of metaphysical nihilism positing that the world is not true, and does not exist. Smartasses like to slap void monks on the head and say 'nurr hurr why are you mad that slap wasn't real' and so Void Monkery inevitably becomes a martial discipline. Void Monks don't particularly care about engaging in deep logical debates with philistines when the world doesn't exist anyway, and prefer to teach via object lessons, if at all. They are descriptive in their nihilistic worldview, but not particularly prescriptive. Occasionally people take an interest in their inexplicable abilities and develop a school not for the sake of the ideology, but simply for power. Others latch onto the ideology for personal reasons, a common one being a way to manage trauma and reject a world of meaningless suffering. Your reasons don't matter.

Level as cleric. Get a weird power every level and/or find more through play. Proficient in all arms and armor. Going unarmored gives +1AC per level thanks to weird tricks like forgetting your wounds exist, time-locking your clothing on hit, or simply impressive kung-fu dodging and parrying.

Elves do not trust void monks, as the corruption of Alves was caused by an artifact of true darkness and meddling.

Void monks have some physical features in common with the undead, but are not undead, and indeed have great difficulty becoming undead both spiritually and physically. The dead who cling to their physical forms have stubborn, determination-crazed souls and lust after organ-rich bodies, quite at odds with the detached, dying egos of a mutilated void monk.

Random Advancement Rolling 1d4-1+Level will keep the 'bigger' abilities for later. Abilities with an asterisk are relatively easy to obtain via play. Reveal the Void is very fun and if a player wants to start with that instead of rolling, let them.

  1.  Maim The Fire-Soul*
  2.  Void Navigation*
  3.  Void Cut*
  4. Reveal the Void
  5. Hrönir
  6. Breach the Elemental Covenant of Air*
  7. Breach the Elemental Covenant of Water*
  8. Breach the Elemental Covenant of  Earth*
  9. Forsake Light/Denucleation* 
  10. Expulsion of the Fire-Soul 
  11. Lock Time
  12. Snuffing of the Fire-Soul
  13. Disbelieve
     
 Bonus actions that should probably net you a nifty new power
  • End the belief system of a group of people. Killing a false god like a worshipped cult monster is the easiest most murderhoboey way to pull this off, probably.
  • Wastefully destroy something of immense value to demonstrate the worthlessness of all things. Nothingness can trigger this.
  • Disbelieve an Illusion. Then, while you're on a roll, disbelieve something real.
  • Enter outer space or some other appropriately barren false void.
  • Annihilate someone (and possibly all their friends) so thoroughly that none remember they ever existed. You count too.
  • Successfully convince someone to let you remove their brain. This turns them to a level 1 Void Monk and probably your first disciple.
  • Found a monastery and spread the truth of the lie of the false world. 
  • Hunt and slay an Elemental, Chaos Serpent, or other progenitor primordial being as appropriate to the setting
  • Inflict an existential crisis on a high priest/prophet, demon, angel, god, all knowing oracle, or similar.
  • Exploit the false laws of reality to create a paradox, confirming the world does not truly exist and has no set form.
  • Obtain the Sphere of Annihilation. All-annihilating rampage and conversion to antagonist optional, but encouraged

Maim The Fire-Soul
In this initiation ritual, you scoop out a chunk of your own brain, and a chunk of your soul with it.

Lose half of your Charisma.  Nothing can lower your Charisma further.  Your mind cannot be read, nor can you perceive mental projections like dream-sendings and spirit-beings lurking on other planes.  You get +4 to save vs mind-influencing effects and all emotions (good and bad), including pain, fear, anger, and sadness.  When you are scryed upon, you appear fuzzy and indistinct. You can do this to other willing people, draining them of a level/ability but giving them Level 1 Void Monk/a void monk ability.

Hrönir- It often occurs that players and GMs forget what happened to an item. Did you sell that ring, or keep it? Why do both Lars and Lizzy have the Fire Sword written on their sheet?
What happened to the pony that everyone forgot existed as the party navigated a distinctly equine-inaccessible dungeon?

Now you can always answer- you have it. At the GM's discretion, your item might be a Hrönir- a darkspawned duplicate.

Void Navigation- a void monk who closes their eyes/is otherwise blind learns to navigate and fight without sight, though reading, colors, etc will be lost to them. Some go further still and can fight with no penalties regardless of how nonexistant or disoriented their senses might be, guided by nothing.

Autoannihilation- If no one can see you, you can cease to exist, sorta, for 1-3 rounds. Any light source counts as seeing because deepest lore(may not apply in your campaign setting), so this only works in areas of deep shadow and darkness spells, typically. Whenever you show up to a session late or leave early, it's fair to assume this occurs. This technique can be learned by suffering a teleport mishap.

The only things that affect you are things that affect an area.  Spells that see invisibility don't see you (since you are incoherent, not invisible) but AoE effects that reveal you (such as faerie fire) work on you (since they instantly collapse your wave-partical duality) and additionally dispel this effect. You can re-appear anywhere you could have probably reached nearby at the end of the duration, provided none see you "arrive." Locked doors, walls, cliffs, none will bar your way.

This ability is usable 1/day safely. Without the sun(or other celestial body) taking stock of your existence while rising, it may forget you exist, and you'll be lost until GM fiat brings you back.

On the other hand, once you come ex nihilo once, it's easy to do so again. If you are (unwillingly) annihilated or otherwise de-existed, you can just show up later anyway, having recreated yourself.

Void Cut- A purely martial technique, where a strike leaves a vacuum behind that will cause damage via implosions, wind pressure, and suggestion. You can strike for the damage of whatever weapon you wield, with a range equivalent to about a thrown dagger. Most Fighters can learn this skill by practicing in downtime and then getting a critical hit in-session.

Reveal the Void
A creature you touch must save or lose one of its senses (your choice) for 1d6 rounds.  This includes extraordinary senses, and can also target specific emotions, memories, etc.  You can channel this ability through a melee weapon but doing so incurs a -2 penalty to the attack roll.

Void monks can also use this ability on themselves, and use it to meditate in perfect sensory deprivation.

Breach the Elemental Covenant of Air
You no longer need to breathe.  In zero gravity, you can accelerate yourself telekinetically.  You are immune to radiation.  In theory, you would have no trouble existing in outer space.
These places, though good to meditate in, are somewhat contemptuously referred to as 'false voids.' They are absences of somethings, not actual nothings. Your lungs are now unnecessary and their destruction can bring you this ability sooner, if you survive.

Breach the Elemental Covenant of Water
You no longer need to drink, and can propel yourself through water telekinetically. You are immune to high pressure, and would have no trouble existing in the depths of the ocean. Your bladder and/or kidneys are no longer required and their destruction can bring you this ability sooner, if you live.

Breach the Elemental Covenant of Earth
You no longer need to eat, and can 'swim' through loose earth laboriously and can deform solid rock with your bare hands at about the same rate as someone with a pickaxe. Your bowels and stomach are no longer required, and their destruction can bring you this ability sooner, if you can endure the traumatic removal.

Unlike the undead who become more vulnerable to the elements as their bodies decay, a void monk ceases to be mastered by the elements as they become more cognizant or what the elements truly are- ie, shadows cast upon the unknowable face of darkness.

Denucleation/Forsake LightYou remove your eyes with leaden ritual-spoons crafted specifically for this purpose.  They boil off into the void.  You are blind, but have such excellent hearing that it doesn't matter for most things within 30', since you can hear creature's heartbeats and the echoes of your footsteps off the floor. You can detect ledges and walls by little clicks of your tongue, and listening to the echoes, dwarf-style. The only things that give you trouble are things that are truly silent, like a zombie standing still.  Obviously, you cannot read books.  This ability is constant.

You can become locally omniscient for 10 minutes.  This is not true omniscience--you only understand physical things.  Anything that you could learn from taking things apart and looking at them, you know know.  You know all of the contents of books (despite not being able to read while blind) and the contents of people's pockets.  You cannot read minds or learn people's histories.  Invisibility is no barrier to this ability.  You can use this ability 1/day, or rather, it requires meditation to purge oneself of the gathered information to make room for more.

Expulsion of the Fire-Soul
You no longer have a Charisma score.  You must burn a hole in your character sheet so that no mention of Charisma remains (the self-concept is a lie).  You have a Charisma modifier of +0.  You automatically fail social-based Charisma checks and succeed on willpower-based Charisma checks. Your soul still exists, but it may wander in, out, and around the body, with no apparent change.

Your mind cannot be read (because you have no mind-concept comprehensible to anything that exists) and anyone that attempts to read your mind must make a save or either fall catatonic for 1d6 days or have their mind read by you (as ESP), your choice.  Neither your image nor your sounds appear when scryed upon.

Lock Time
You designate a length of time (of any duration, including infinite).  For that length of time, your body becomes frozen in time, rigid and utterly unmoving.  While in this state, you cannot be altered--you are effectively harder than adamantine.  The only things that can affect you are spells that affect all matter (like disintegrate) or time spells.  If a time spell is cast on you, your stasis lock is dispelled and you are stunned for 1d6 rounds.  This ability is usable 1/day, or the flow of time will drag you under and you will only un-lock at the start of the next session you're present for.

It takes an action to go into stasis lock; you cannot activate it fast enough when falling, unless the fall is more than 200'.

In your hands, an immovable rod turns into an immovable quarterstaff.  If you have an immovable quarterstaff in your hands when you use this ability, you can have the option to also lock Space as well as Time.  If you choose this, the effects of the immovable rod apply to your entire body while you are in stasis.  If other people are holding the immovable rod, you have the option to bring them (willingly) into stasis with you.

Once you gain this ability, you must resist the temptation to immediately use it on yourself with a duration of 'infinite'.  Make a Wis check with a +1 bonus for every reason you can name for staying on this mortal plane a while longer.  (Why postpone annihilation?  It is what you truly seek.  On the other hand, what's a few years in the face of infinity?)

Unless you've achieved Snuffing, however, you will immediately learn of the futility of your action- your body is frozen, but your soul wanders. You may unlock for metagame reasons (such as 'I wanna play my cool void monk character) that the party agrees with, but not for in-character reasons.

Snuffing of the Fire-Soul
Your most valuable possession immediately boils off into the void.


If you don't possess anything especially valuable (DM's discretion) this ability will be postponed until you own something nice (DM's discretion).  DM's should strive to avoid egregious metagaming with regards to this ability--the character wants to see their most precious item vanish, since it symbolizes non-attachment. People can absolutely succumb to nothingness, so void monk romances tend to lean towards 'doomed.'

Once this has happened, it signifies that you have finally shed your soul.   From now on, you are soulless, and are immune to level drain and do not sleep or dream.  Dark-taint will not affect you.  When you die, you vanish utterly from all existence.  Your corpse and equipment vanish, and you fade from the memories of everyone. Your character sheet is immediately destroyed or deleted. It is 100% unclear to anyone, especially big mojo spiritual beings, how your will remains intact with no soul. It will likely disturb them greatly.


Disbelieve
With both hands grasping at it, force a single discrete 'thing' to make a save, or become an illusion for 1d6 rounds. Then it makes another save, and if that fails, it pops like a soap bubble and vanishes from existence. If you try this more than once a day, and the target makes their save, you become illusory instead and may vanish. As you chose to use the ability, this does not count as 'involuntary' nonexistence for Autoannihilation.

Monday, August 26, 2019

Blink Dogs

OG Blink Dogs
Somehow these always struck me as gamma world monsters for whatever reason. The sort of critter Samurai Jack would befriend for an episode. Anyway, mechanically speaking they teleport behind you and bite your ankles and flee early making them really hard to pin down if you're antagonistic, but at the same time, there's no particular reason to be on their bad sides right off the bat. They have a decent treasure type and, just like giant beavers, children you can sell for scads of gold on the market. Once again I find myself puzzled at who exactly is obsessively buying up all these talking animal babies in the world implied by the D&D setting, and what they hope to accomplish
i have my suspicions tho
Sunset Realm Blink Dogs
Blink Dogs hail from the isle of Sometimes, a small island off the coast near the city Oroboro that only sometimes exists. Everyone born there and all items created there are similarly intermittent, making, for instance, a sword an amusing curio but not something to rely upon (whenever used or looked for in a backpack, such items have a 50% chance of vanishing for a round instead). Uniquely, dogs of the island grow more humanish in intellect (recall all animals are sapient, just very different psychologically from people) and have an instinctual control over their 'blinking.' In anycase, these Lassie-tier superdogs are trained and sold to people all over the world (and especially to Yuban Jackal-Priests) for exorbitant prices (2500gp, possibly not adjusted for a silver standard) and demand is always kept high because breeding beyond the shores of Sometimes does not guarantee a full inheritance of the desired abilities, and over-exuberant dogs can vanish into the wild and go feral whenever they please due to their abilities, and due to their intelligence, they are likely to do so if not treated with utmost affection.
 

Blink Dogs are illegal in the Whitegreen City of Prince's Spit, as the high temple of Our Lady of Gardens forbids all mutant deviations from the animal forms (and plant forms) carefully domesticated and shaped by Our Lady in ages past. They are also illegal in the cities of Vint-Savoth, as the populace is extremely anxious when it comes to any hint of corruption of beasts from the fallen Blood Moon. When it comes to beast battlers of the Beast Islands, they have a reputation of being 'soft rich boy' fighting animals, bought by rich parents for novice beast battlers who are likely to lose the respect of the dog and have it teleport away from them and choose someone they find worthier (or simply end up joining a pack of island-dwelling dogs.)

Unbeknownst to all but a few sages of Heleologos, the reason behind the isle's disappearance is due to it being drawn into the Mirror Realm. The blink dogs prosper well enough in the dark reflections (though complete darkness or blindess means they cannot see the mirror realm and therefore cannot teleport), and descendants oft return to Sometimes, regressed to feral Blink Wolves, and so the stock of dogs is replenished. Unbeknownst to even those sages is that Blink Dogs enjoy a certain holy awe from regular dogs, who view Blink Dogs as their superheroes and paladins, basically. Blink Dogs will oft be tasked by local dog communities to defeat great evils that not even a whole pack of wild dogs can defeat- Catlords being the main threat, as since they have upset the natural order of the foodchain, the teeth of regular dogs(and heck, most mortal weaponry and spellery) cannot touch them. Besides more 'standard' monsters, the other thing heroic Blink Dogs are tasked with is keeping an eye on the mirror realm, should the Puma-That-Walk(the sunset version of displacer beasts) grow bold and begin peeking out from mirror frames, jaws a-slaver.

even the ontologically vague Void Monk swordmaster Sa of Sometimes cannot reliably strike down a blink dog preferring to blink behind a tree

Wednesday, August 14, 2019

Beetles of Unusual Size

OG Giant Beetles
 I haven't heard much about the use of giant beetles. Of course there is the beloved fire beetle, that bioluminescent torch substitute found in many a low-level dungeon. I'm sure other people have used giant rhinocerous beetles as substitute mounts as well.

There are six varieties in the monster manual, and two more in the MMII
  • Bombadier Beetle-a 2hd menace with a dangerous cloud of stunning and deafening acid and respectable numbers appearing. They would certainly make short work of any party that clustered tightly together.
  • Boring Beetle- They are notable for actually having treasure, cultivating mold and fungi, and rumored to have a communal hive mind intelligence on par with a human brain.
  • Fire Beetle- They have glowing glands behind the eyes and on the butt, they're basically armored orcs threat wise, they may be the first monster encountered for low level parties that signifies hey monster parts might be handy.
  • Rhinocerous Beetle- Boasting 12hd and 2 attacks of 3d6 and 2d8, these giant beetles are straightforward jungle monsters.
  • Stag Beetle-  At a mere 7hd, packs of these creatures are pretty similar statwise to harder-hitting, more sociable tigers.
  • Water Beetle- hitting for 3d6, these 4hd critters serve all your needs, if your needs are 'I desperately want the players to fight a giant water beetle'
  • Death Watch Beetle-Basically just a banshee scream stapled onto a not-very-dangerous (for 9hd, that is) beetle that does the death ticking from stealth. This smacks of the sort of save-or-die stuff that gives save-or-die such a bad rep, honestly. I'd like it more if it had something mythic going on, like 'these beetles are the hounds of Time that sally forth to count down the hours, and to fall on Time's sword at the end of the day, returning the hours of the day to their source and their master' Lord Dunsany style
  • Slicer Beetle- Not as ridiculously tough and hard hitting as some of the other beetles, it nevertheless can chop off limbs on a 19-20. I like maiming over killing, and they come with a bonus mini-table on what wearing only one Boot of Levitation or one Gauntlet of Ogre Power will do, as their lair is decently likely to have magic gloves and boots bitten off and carried away by the beetle.
Beetles in general have several other features I find interesting- first off, while they are 'basically unintelligent and always hungry' they also taste things with their antennae of feeler before attacking things, on account of having poor vision and hearing, so despite being very dangerous, they're also pretty easy to just throw food at and leave, and won't be attacking people in surprise rounds, but rather will likely 'taste' them first to ascertain if you are edible. Hiding in a stone sarcophagus or whatever is probably enough to make beetles leave you alone. Heck, being clad in full plate might render you unpalatable if you don't aggravate the beetle.

What's really interesting is that, even for the lowly fire beetle, 'nothing actually eaten by giant beetles can be revived in any manner short of a wish.' To be fair, the real reason nobody got revived after they were eaten by fire beetles is because they were level one nobodies, but normally 'can only be revived by a wish' is reserved for stuff like soul destroying undead and so on. It is utterly hilarious to me to imagine some advertisement for a high temple filled with mighty priests who can turn back death itself!*
*Does not apply if you were eaten by beetles
Or for some undying monster to be all 'aww hell naw is that a beetle, nope, I'm out'

Anyway...

Sunset Realm Beetles
Yuba worships/fears the Beetle's Moon, which is a moon too lazy to fly that is instead rolled around by Great Scvabhat, a scarab the size of  a mountain that is revered as a goddess. Several historic cities have been crushed by the Beetle's Moon, but the moon has not been seen since the age of the 4th sun Riikhus. However, the 5th sun is not as bright, and Yuba is now back in the moonlands, and Great Scvabhat is prophesied to return someday and do battle with the Jackal God.

Giant beetles (usually of the smaller varieties) are popular in the Beast Islands as trainable beasts. They are strong, single-minded, and a good middle ground when it comes to being both intimidating and aesthetically pleasing, familiar to most but strange enough that it's easy to stay a little detached if they perish in battle.

Most giant beetles of the Daylands are of the Fire Beetle variety, and the dwarf-tunnels of the Mountains of Mercia are positively infested with the things, and are more popular than dogs as pets in the deep fortresses.

The exotically cosmopolitan city state of Oroboro boasts a great many exotic beetles due to its proximity to the Isle of Ebeth, and actually has the greatest academy for insect studies in the world. Their local subspecies of firebeetle can glow with the white light of their own souls, or hide in their own shadows as emitted darkness, are very popular both in the arena and as exports to the Beast Islands. Subspecies that eat wood and cultivate mold, and swimmers can be found beyond the Royal Gate of Oroboro, but adventurers who delve deep beyond the demon-infested gate typically are on specific missions from the Iron and Jewel-Crowned king rather than animal trapping missions.  A little north, the Insect Tribes ride huge rhinoceros beetles that occasionally serve as war beasts when tensions between them and Oroboro rise too high, and smaller beetles act as war dogs.


As for the Isle of Ebeth itself, the beetles there have grown more bipedal and intelligent due to feasting on the flesh of the self-sacrificing dragon god Ebetheron, whose bones are the island. Though the cult of Ebeth among humans is one of charity and giving, the insect cult views the gift of Ebetheron's corpse as one that was meant only for those who need it for sustenance, meaning that the humans who view dragon-god bones as a commodity rather than a food source are nothing but greedy thieves. To humans, the beetlefolk seem a united and jealously possessive force on the island, but this is incorrect. Beetles  are not eusocial insects like ants, and each decides their own rules to follow. Some attract smaller beetles as disciples, others walk their chosen paths alone. There are other insect-people on Ebeth (a hive of hyperintelligent brainwasp sorceresses are the chief foes of the beetlefolk) but the beetlefolk stand out to humans due to their adoption of blades, at first scavenged from adventurers, later forged by the beetles themselves to support various styles of 4-armed combat.



BEETLEFOLK RACE/CLASS
Saves, xp required, etc As fighter assuming the techniques are used, otherwise as whatever class they are. They make for better thieves than you might expect given their bulk on account of them being able to pose as barrels in low-light scenarios.
  • May not wear armor besides shields, but they get +1 AC per level as they molt into thicker and harder shells.
  • Four arms that have limited mobility and grasping finesse compared to a human. Each additional arm used on a separate weapon or shield incurs a -1 penalty to hit on all attacks, in addition to usual dual-wielding penalties.
  • May fly short distances (10 ft per level), though this is quite noisy and tiring- each flight costs 1hp and alerts nearby beings/incurs a wandering monster check.
  • Equally fast scuttling on all fours as they are on two legs, but are too heavy to climb walls or ropes (unless a thief) and commonly carry modular pole ladders in rough terrain. They are very inflexible and large and must take an entire round of nothing else to pass through a human sized door.
  • Poor sight and hearing make them 3-in-6 likely to be surprised, and they cannot effectively use any form of ranged combat.
  • Beetlefolk start with a simple code like 'I Feed the Hungry' or 'Duel Erry Day' that they follow, and can revise a code every even level, and must add a new code every odd level. These codes do not have moral reasoning or even emotion behind them, at least initially, and a session where the beetlefolk can both follow their code and engage in a discussion about their code and actions should give a small experience boost- like 100xp, or a 10% bonus, both to themselves and all who discussed it with them. Choosing not to follow a code results in no xp for the session. These codes are necessary to keep their divinely granted intellect- without this self-imposed mental discipline and self reflection, arbitrary as they seem, they revert to beasts that care only for food, and molt into an entirely beetle like form and become an NPC if their code is irrelevant and/or ignored for too long.

Beetlefolk codes apply only to their own conduct, not as prescriptive dictums addressed to 'society.' Their codes should always be framed as 'I Feed The Hungry,' not 'The hungry should be fed.' The codes are not an attempt to create behavioral standards for a greater good, or even necessarily a reflection of the beetles outlook on life. This can be very strange for humans, but perhaps enlightening for those who take the time to engage with the topic when, as a random example, a beetle decides to feed a hungry monster before slaying it. Was that act pointless? Kindness? Betrayal? What does your answer reveal about yourself?
Beetle Style Secret Techniques
Gained on even levels, either moving down from Four Sword or up from Zero Sword. Typical Secret Fighter Techniques can be learned as well, though in that case, whoever teaches them the technique will pick their next Code. Beetle techniques are not particularly subtle or complex and have more to do with physiology than training.

Stance of Four Swords- Equip four short, straight, slashing swords or daggers, used mainly for backhanded slashes and parrying. Though less flexible than modern human swordplay, the simple minded assault and multiple parries make it an effective style against soft targets, provided the beetle can wait for their foes to come to them (this stance is a stationary one). When using 4 sword style, 4 attacks, using an unmodified d20 roll and dealing an unmodified d6 damage on hit, can be made against frontal targets.

Pincer Two Swords- Wield two greatswords, ideally sharpened on an interior curve, used either in 'horn' style, with each pair of arms on each side gripping the sword to attack and defend each flank in a stationary stance, preventing flanking and allowing 2 attacks per round without dual-wielding or arm penalties (assuming the beetle has an enemy at each flank anyway), or hold the swords crossed and frontal in 'pincer' style, with them held crossways to assault someone in front of the beetle with a nigh-unblockable simultaneous assault high and low, left and right. Shields and similar parry attempts are useless in defending against Pincer Sword.

Lone Sword- A long, straight sword with a single cutting edge, the size of a pike. Only a four armed and large being such as a beetlefolk could wield such a weapon. The Lone Sword deals d20 damage, but takes an entire round to hoist back into attack position after each ponderous swing. Alternately, it may attack for d12 and not require a recovery round.

Half Shell- Shields provide no penalty to attack, and can defend the beetlefolk from the flanks as well as the front.

Zero Sword- Beetlefolk techniques may be made unarmed, each claw serving either as a shield or a d6 weapon, the beetle's wing-casings being used for d10 Pincer Swords, and their horn being used in brief fly-and-dive attacks for One Horn.