Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Friday, December 1, 2023

[Review] The Shattered Circle by Bruce R. Cordell (1998, AD&D 2e)

I’m finally taking the time to finish this review, because Jenx told me it’s a good practice to review adventure’s you’ve run. And I agree.


The Shattered Circle is a Dungeon.

It is a pretty solid dungeon.

It is also often overlooked, despite having been written by a pretttty famous designer, Bruce R. Cordell. It came out towards the end-times of TSR D&D (for AD&D 2e), and, among that batch of adventures, it is overshadowed by his works for later editions, or the Sahuagin or the Illithid Trilogies.

When compared to those adventure cycles, The Shattered Circle is different in scope and aim. It’s supposed to be a true adventure MODULE, one that you can easily slot into your own world. So, while I was also drawn to the over-the-top beauty of, say, Cordell’s The Gates of Firestorm Peak, I picked this one when I needed a medium-sized dungeon complex to slot into the 5e campaign I ran back when (there is a Classic Modules Today supplement available). It’s almost setting-neutral. And the dungeon’s connections to the overworld are easy to tailor to your own liking. And you probably should, because the hooks offered in the book are, hmm, underwhelming/uninspiring. However, as this was an on-going campaign, with established conflicts and NPCs, I just modified a couple of things as needed.

 

--- From here on be spoilers ---

 

What did I change? Surprisingly little. I put the campaign-driving portal to the Feywild the party was seeking down in the deepest room of the dungeon. I got rid of two or three empty rooms, and the riddle-based tests in one of the areas – I don’t generally like riddles.

What did this leave me with? A lot of fun stuff.

This is a 75-room dungeon, spread out over three levels. The Upper and Lower levels are part of an ancient dungeon complex/arcane laboratory. To keep things varied, they are separated by a middle area, which is a large cave, with one of the best set pieces of this module. There is one main entrance into the complex, but after that there are many passages to follow, with alternative ways of access to deeper levels.

The main sentient creatures are the arachno-humanoid Chitines, split into two opposing factions. You get a lot of variety from the other monsters and wanderers: from the more common undead to freakin dinosaurs and gibbering mouthers. So there is definitely a cool weird tinge to this place. The presence of all of them is explained, and there is ample space in the dungeon between their main lairs, so there is no “monster hotel” effect.

Speaking of ample space: I love it when the cramped corridors of the upper zone give way to the caverns below. And in the central cave, there is the magnificent set piece of the Chitine city, a gigantic spherical mass of webbing suspended mid-air. Comes with a great illustration to boot!!

The dungeon also presents a variety of challenges: from combat through diplomacy to navigational challenges. There is even a flooded sub-zone. One of the challenges is a three-component “key search”, which might feel a bit computer-gamey, but my players actually enjoyed it (and it forced them to face their greatest fear, the aforementioned flooded area, for some cool underwater action).

I ran this from a PDF, and printed out the maps for ease of reference. The publication is overwritten by today’s OSR standards, but many important details are highlighted, and the room keys are structured in a uniform, predictable way, so there shouldn’t be much trouble running it after a read-through of the whole thing. Yes, there is boxed text, generally kept to a sensible length (3-4 sentences), and evocatively written, so I used some of the phrases and sentences as-is. They give a good description of the initial impression the party gets from the room.

Overall, I definitely recommend this adventure. It is a good fit for modern or old-school games, quite versatile, and evocative. The tone veers towards dark fantasy, with some Lovecraftian touches you can emphasize if needed.

Saturday, February 9, 2019

[5e] Warlock: The Diamond (D&D meets Steven Universe)




Steven Universe is great, for a multitude of reasons --- and for me it's also a good aid on portraying aloof and whimsical Archfey type creatures. In my current 5e game, the players will soon meet a Lady of the Fey. At first, I planned her to be more standard, but then I got into Steven Universe, and decided to play her as a Diamond. I reskinned her dungeon into a crystal palace and everything. 

So, if you have a Diamond, why not also have a Diamond-Pact Warlock?

Here's a quick write-up. The extended spell list is new - I concentrated on spells that control minds or manipulate inorganic matter. The features are ripped from the Great Old One and Archfey Warlocks, with one original addition.

Warlock: The Diamond

Your patron is a Diamond, one of the four leaders of The Great Diamond Authority, a cosmic entity of vast power. Her behavior is whimsical and unknowable, like that of the fey, but her goals are crystal clear. She grants you dominion over inorganic matter and the feeble minds of mortals. But in exchange, you must prepare your own planet for colonization by the Gems.

Expanded spell list

The Diamond lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell level
Spell
1st
Chromatic Orb, Command
2nd
Calm Emotions, Phantasmal Force
3rd
Blink, Meld into Stone
4th
Conjure Minor Elementals, Otiluke’s Resilient Sphere
5th
Antilife Shell, Dominate Person

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.

Lustrous Retinue

Starting at 10th level, your Diamond delegates one of her servants to aid you. You can summon an Amethyst (as Earth Elemental, MM p. 124) or a Pearl (as Air Elemental, MM p. 124). The conjured creature serves you unquestionably.
Once you use this feature, you can't use it again until you finish a long rest.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.




Monday, January 7, 2019

[Actual Play] D&D Campaign Re-cap, 2017-2018 - PART 1 [5e]




My current long-running campaign is a game of fifth edition D&D with some friends. We started it in 2017. The first long adventure took us about 12 sessions (in about 10 months), most of them conducted online (due to everybody living in different places), but with the "finale" (an epic 6-hour long double feature!) played out in person - which was actually a very nice thing.

So I'm writing a re-cap! I cannot do it session-by-session, because this all took part over the course of a year, and I don't have exact notes, so I will just summarize what I remember.

The setting is on the low-fantasy side of things, all homebrew, I flesh it out gradually as we go, adding in elements when needed. Tone-wise, I try to keep things weird and unusual; but not overtly horrific or grimdark.

Characters:

  • Gawin, Dragonborn Ranger, who was brought up by humans, and became the protector/folk hero of his small village
  • Jandar, Tiefling Paladin, from the Order of Monos (an outdated archaic order of self-appointed judges and avengers; hated by most) (yes, he is Hellboy)
  • Tofu-san, Forest Gnomesse Monk, aficionado of fine herbs, calligraphy and meditation
  • Avi, Human Wizard, comes from a noble family, studies at a battle wizard academy, loves to party, dresses with style
All characters started at Level 1. Player-experience-wise, the group is quite mixed. Two people have been playing for almost 20 years (the players of Jandar and Avi). The two other player were essentially new to the game. Gawin's player started recently in another campaign. For Tofu-san's player, this was the very first experience of RPGs ever - so I ran a short intro/prologue for her.

Tofu-san's prologue:

It started with Tofu-san, a travelling hermit, camping in the forest. At night she was attacked by a small but vicious humanoid creature (a Fey darkling). They fought, and Tofu-san pinned her enemy to the ground and interrogated him. The creature turned out to be on a ritual mission: his task was to kill a person, in order to be initiated into the senior ranks of his tribe. Tofu-san let him go, but the creature attacked again. Tofu-san didn't want to kill him, so just tied him up and took away his weapons, and left him behind.

Some time later, Tofu-san fell asleep between the roots of the huge old tree. She had a vision or a lucid dream. In the dream, she was in an underground cave system. She explored it a bit, then followed a narrow passage, and arrived into an almost perfectly spherical small room. There was a hole in the ground. She knelt down and looked into the hole --- and she found herself staring into the abyss, the infinite cosmic void. She sensed a terrible malevolent presence between the stars, reaching towards her.

She woke abruptly, holding a polished pitch-black pebble in her hand.

Early sessions:

The early sessions were just Gawin, Jandar and Tofu-san. Avi joined later.

The set-up: It all started in a big city called Voln. Voln is menaced by a series of earthquakes, unnatural freak events. Part of the city was in ruins, people are in panic. Even worse, dangerous creatures swarmed forth from the underground crevices. The city council was in dire need of people to help secure the city and combat the monsters.

Jandar, Gawin and Tofu-san agreed to help. They had the motivations to do so. Partially because of the small fee attached. Partially for their own personal reasons. Jandar's Order has a collection of prophecies, and one of these prophecies tells about earthquakes and the "wisdom that hides in the rifts". Gawin's home village was also hit by an earthquake, and rotting undead spewed forth from the split ground. Gawin the folk hero fought them, and then decided to do the same at the city. Tofu-san had a feeling that the cavern she had seen in her vision/dream might be in the newly found passages under the city.

Thus, the first two or three sessions were spent exploring a dungeon, made up of parts of the city and its buildings that collapsed into the underground cavities. So it was a nice mix of architecture, transformed and mingled by the quakes, and natural caverns. One of the running themes was the correlation of what's overground and what's underground. Where it was possible, the characters tried to orient themselves based on what they see in the collapsed underground parts. They explored the remnants of a collapsed alchemist's workshop (fighting an ooze). They found some big underground caverns, with roots hanging from the ceiling - which they figured must have been somewhere under the city park - and got into some fights with some purple mushrooms.

They also found a corridor, leading up towards the ground. The corridor was weird, twisted. Just looking at it caused headaches for some reason. It led to a cellar, that had a huge magic circle drawn on the ground... The characters failed to understand its function, but broke it - just in case. They also copied some of the glyphs for further research. They understood that this cellar must belong to one of the city's buildings, but couldn't go up, because of the rubble covering the cellar's trapdoor from above.

I gradually started piling on more weird stuff. The fungal theme was expanded with mushroom-controlled zombie-like humanoids, who were guarding certain areas.  The players also found places where mushrooms were clearly "planted" and cultivated, by the unknown inhabitants of these tunnels. The characters killed a few fungal zombies, but also learned that by destroying the mushroom-infestation, the zombies revert back to non-aggressive (although sick and unconscious) humanoids. The group decided to save one of these ex-zombies, and took him back to the surface, where a small hospital was set up for earthquake survivors.

While exploring the passages, the characters also started noticing strange distortions of space. They called them "soft spots". Essentially these were small invisible portals all over the caves, which had random connections between them. If you squeezed yourself into one of the holes, you'd pop out of a different, randomly determined one, possibly in a different area of the dungeon. Alas, travel between these "soft spots" was dangerous: Jandar, for example, was attacked by some unknown force while traversing the black void inbetween two portals, but survived.

The group started experimenting with the "soft spots", and ended up in a hitherto unexplored hall of the caves, where they encountered some humanoids. They looked like the fungal zombies from before, but were instead sentient and, well, non-zombies. The characters tried to communicate with them. The humanoids answered, but they spoke a rather archaic and almost incomprehensible version of the currently spoken common language. So the players had to resort to using just basic vocabulary, which was understandable by both (like "home", "food"...). Basically they learned that these people live in a cave system, don't even know that there is supposed to be a city above them... They explained that they have their own city, somewhere even deeper underground, and showed the players that the passage leading there has collapsed due to the earthquakes, essentially cutting them off from their homes (their place is a guardpost of sorts, next to the mushroom farms).




The player characters explored some more passages of the dungeon. In the collapsed shop of a diviner, Mme. Xanadu, they encountered a group, led by a dwarf. The dwarf (who introduced himself as Veid) claimed to be looking for his brother, who disappeared during the earthquakes. The player characters promised to alert him if they find a dwarf in the tunnels. Veid and his companions retreated.

After some more exploration, they happened upon a cave area that Tofu-san recognized from her dream/vision. All the stalactites and other details were in place --- expect for one, the small spherical room with the "window" overlooking the cosmic void...

They backtracked and followed some other paths, and soon found a cave passage that led to the cavern that they accessed before through the portal. But the cave-dwellers from before were dead, their throats cut! The corpses were fresh, still warm, so the players looked for the assassins, and in the dark caves, were attacked by a small coterie of creatures. Tofu-san recognized not just the type, but one of the individual creatures as her attacker from back from the prologue. The Darkling came back to retry its failed initiation/assassination attempt, but this time with a couple of friends. After a tough and sneaky fight, the players killed most Darklings, but captured one. Turned out, the creatures got into the tunnels through a portal they found in the forest - under the tree where (as she recognized by the description) Tofu-san rested. The forest is actually a good hundred miles from the city, so the portals/"soft spots" system is bigger than they suspected...

With this, the players have exhausted most of the accessible passages, and returned to the surface, to claim their small reward - but also to think about what to do next. The cave system clearly held more mysteries then it first seemed, and the earthquakes didn't seem natural either.


To be continued...







Saturday, October 20, 2018

[Magic Item] Whistles!




Whistles are cool. 

Most of these whistles can be used as simple musical instruments or for signaling. However, if they are played in a special way, under special circumstances, they produce interesting and even magical effects.

Non-magic whistles

These whistles don’t count (detect) as magic items, but have special uses.

Bird call whistles

This covers a whole category of small whistles that very closely imitate bird sounds. Most whistles can only reproduce one given call. However, there are more advanced instruments that imitate a range of sounds related to a single bird (e.g. a magpie’s distress call, mating song, etc.). This type is commonly used by hunters to lure their prey.
When sounded, birds of the given type (and also some other animals that might know the given call) in the vicinity react in an appropriate way: gather at the sound’s source, flee, “answer” and so on.

Shriller-triller

Small, simple tin whistle.
The loud, piercing tone of this whistle is unpleasant to most, but downright painful to creatures and people with exceptional hearing (canines, most fey, characters with high Wisdom, creatures with bonus/advantage on Perception checks related to sounds, etc.). Such creatures instantly take 1 [1d3] damage. Additionally, they must save against Paralyzation [DC 12 Wisdom save] or be deafened for 1 minute.
                                                                       

Pipe of a Thousand Shrills

Small metallic whistle, with a single blowhole. But then the pipe is divided into many tubes, twisted, interlocking, with many holes for the air to exit. This strange configuration produces a chaotic mess of simultaneous sounds when blown.
Everybody who hears the whistle for the first time must save against Paralyzation [DC 12 Wisdom save] or be confused for 1d6 rounds, suffering a -2 penalty [disadvantage] on all checks, saves, attack rolls. If somebody has already heard this whistle, it has no effect.

Dream whistle

Medium-length bone whistle with three holes. Adorned with engraved floral patterns.
If the eight possible notes of this whistle are played quietly, in a rising-falling succession, for at least 30 minutes, over a sleeping person, their dreams become exceptionally sweet and soothing. This sleep facilitates natural healing, effectively doubling healing rates. Furthermore, if the sleeper is tortured by recurring nightmares, night terrors, sleep paralyzes or other similar natural or supernatural effects, going to sleep with the Dream whistle playing negates them.
In the right (or rather – wrong) hands, the Dream whistle can have detrimental effects as well. Different rhythmic patterns can be developed through lengthy experimentation. They cause severe nightmares, make the sleeper sensitive to hypnotic suggestion, bar the sleeper from waking up…


Magic whistles

These whistles count (and detect) as magic items.

Hound-master’s whistle

Made from a piece of a deer antler, with a silver mouthpiece. Its single mid-range tone is strong, audible at a long distance.
If sounded during dawn or twilight (20 minutes before/after sunrise/sunset), a blink dog (HD 4, AC 16, 120’, Morale 8, bite +4, 1d6 damage, blink = teleport, range 40’, can attack once before or after teleporting) [MM, p. 319] appears. It serves the sounder of the whistle loyally in combat and hunt. It disappears after 1 hour.
The whistle holds 1d8 charges.

The Three Lovers

A set of three bulbous clay whistles, shaped to resemble nude humanoid figures, with emphasized sex organs marking the place where one has to blow into the whistle.
If three people play the three whistles simultaneously for 10 minutes, they enter into a state of shared consciousness. Roll 1d6 for the effect. Some forms of this connection are hierarchic. In such cases, the person with the highest Charisma score becomes the “Center” of the connection. Resolve draws by comparing Wisdom scores next, then by rolling.

1
A telepathic link is forged between the three participants. The Center can freely send and receive messages. The other two participants can only receive from and send messages to the Center.
2
Two participants are merged with the Center’s body, essentially forming a new character. It retains the Center’s class/race, on the Center’s level + 2. Take the highest Strength, Dexterity and Constitution scores among all participants. Combine all their Hit dice and roll up hit points. Retain the Center’s Wisdom, Intelligence and Charisma, spell-casting ability, known spells, special features. One spell and one special ability/feature can be added from each of the other participants.
3
For the duration of the spell, the physical appearance and biological traits of the participants change to resemble each other. They all take on a combined, merged look, which contains elements of all their original features. Body type, sex, voices, pigmentation, etc. all move towards a middle ground between the three of them. They cannot be distinguished without magical means.
4
All participants can use the highest Wisdom, Intelligence and Charisma bonuses among them instead of their own while they are connected by the Three Lovers.
5
All participants perceive the world through the Center’s five senses, but lose their own.
6
If the participants fall asleep during the effect of the whistles, they enter a shared dream world. Here they are the Three Lovers, a mythical love triangle.

After 1 hour, the connection is severed, and all effects are reverted. All participants must save against Paralyzation [DC 18 Wisdom save] or take 1d8 [1d12 psychic] damage. Furthermore, if the save fails, there is a 3-in-6 chance that the participants fall in love with each other, forming a complex and deadly love triangle.


* Stats/mechanics for LotFP [and 5e D&D in square brackets]

Thursday, August 2, 2018

Plant-growth serum side effects


Recently, I wrote up some ideas foralternative healing potions. One of them is actually a plant fertilizer / growth serum, but used by adventurers as a healing drug. In my original post, its side effect is a rapidly growing plant scab monster sprouting from the treated wound. In this post, I offer more side effects when using a plant-growth serum as a healing potion.

Main stats reference OSR/LotFP rules, [5e mechanics in square brackets].

Plant-growth serum

Effect: Heal 1d12 hit points [heal 2d4 + Constitution modifier hit points]

Side effects: Save against Poison [make a DC 15 Constitution save], or roll 1d8:

1
Cough up seeds for 1d8 - Constitution modifier days (min. 1). The seeds belong to a grain or plant common to regional agriculture, can be eaten or planted.
2-4
Become mildly/strongly/hopelessly addicted to the serum. Each 3/2/1 days without it, add 1/2/3 points to the total Encumbrance rating [add 1/2/3 levels of Exhaustion]. Every time this result is rolled, increase addiction level. If addicted, Save against Poision [make a DC 15 Constitution save] every day/week/month. On success, lower addiction rating (mild addiction goes away for good). Negate daily effect with minor healing spell etc., cure addiction as strong disease.
5
Fertile sweat! All items in prolonged contact with the body during the day of consumption (clothes and armor worn, weapons held, the bed slept in, etc.) become covered in nasty mold.
6
Skin takes on a greenish hue for 1d6 days.
7
Experience strong changes in taste and eating habits (crave a food that was previously hated or something generally not considered edible, covet a food that’s a religious taboo, eat soil).
8
Beautiful, but vile-smelling flowers sprout from the healed wound (or, if there was no open wound, from the orifices of the consumer). If torn or cut, a very bad mood sets in for 1d3 hours.



Tuesday, June 12, 2018

[Magic Item] Whistle and I'll Come to You



During their side-track into the Gardens of Ynn, my players found a couple of intricately made, serrated obsidian arrowheads. The Ranger in the party wants to craft some arrows with them, so I came up with the following:

A Call to Death

Instead of the usual whistling sound, A Call to Death "plays" a musical note as it cuts the air. Birds of a certain kind heed this call and gather to the area. Originally these arrowheads were crafted for the Sidhe nobility. A single Call to Death was to be fired at the beginning of the hunt. Afterwards, the Sidhe would slaughter the naive, cheated flock.

Tuesday, May 29, 2018

[Actual Play] An excursion into the Gardens of Ynn [5e]

I run an 5e game for some friends. This weekend, some of the players were busy, and I decided to introduce a short side-excursion for my remaining two players. So I whipped out The Gardens of Ynn, written by Emmy Allen.

The Gardens of Ynn is a point-crawl setting, a very evocatively written weird pleasure garden of sorts. Everything is randomly generated on-the-go.

It was actually quite easy to weave this into the main story of our game. Without going into much detail: the characters were about to investigate some stuff in the city park anyways; they ended up chasing a creature into an old glasshouse; and further through a portal in a huge tree into the Gardens of Ynn.

Their zero-level entrance point was an Ivy-covered Lawn. I think it's good that the first point was something more 'mundane', with just some hints of weirdness. Enough to make them want to explore further, but without slowing them down.

They went deeper to level 1, to find a Fountain with Treasure. They didn't throw in any coins, but they did salvage some interesting items and old Fay money.

They ventured deeper, arriving on level 2.
I rolled Hothouses with Nests, and it was also time for an event, and I rolled "something's empty home is found". Already a nice combination. And then I rolled an encounter to see what lives here, and came up with Glass Birds! So some of the nests had broken glass eggs in them, to foreshadow this all.

They backtracked to the Fountain (1), and found a new pathway, which led them to another place on depth level 2, the Shadow Theater with a Dead Explorer (a decaying ranger) lying next to it. I made it so that the characters' shadows were always pointing towards the center of the theater, trying to crawl away... But the characters didn't linger here for too long, and they made their saves on the way out, so their shadows stayed with them.

For the next point in this crawl, I rolled Woods, Singing, and an encounter with a Glass Butler. In my interpretation, this became a clearing with a huge Aeolian harp (a wind harp) set up in it. The Glass Butler was stuck here eternally cleaning the instruments. Lucky for the players, the Butler was in an obedient mood, and tried to serve them food and drinks from an empty tray. The players tuned the harps and listened to them, asking some questions and gaining some Ynnian insight. The Butler didn't attack and try to harvest them for food this time.

They ventured deeper, to level 4, to a place with Gear-works, and here they encountered the strange creature they were following (spoiler - an ex-wizard turned nothic, who caused some of the arcane mayhem back in their homeworld). They interacted for some time, then the creature fled deeper into the Garden.

It was time to finish up the session, and I didn't want the player characters to be stuck in the Garden, so deus ex machina style the ground split (good thing they were in the Gear-works section!), they fell through a dark void, and landed back in the park they originally left from.

Both players enjoyed this excursion, and the Ranger said that he wants to find a way back to explore it some more.