Monday, January 26, 2015

Magic Item: Monkey Scream

Magic Item:
Monkey Scream
Weapon (mace, small), rare (requires attunement)

This mace is created from a whole skull of a charmed baboon attached by enchanted sinew to a thick branch stolen from a great tree in the jungle protected by dryads. When the weapon is swung, air rushes through the open mouth of the skull and creates a loud shriek. When a creature is hit, that creature takes an extra 2d6 necrotic damage. Any creatures within a 30’ radius of the mace and that can hear when it shrieks must make a WILL DC 13 or become frighten for one round.

Monkey Scream is created by a coven of Chu’Mwarg witches only for the most powerful Chu’Mwarg chieftains. Using dark jungle magic, they enchant and attune the weapon to the chief.

Curse:  If anyone larger than a small humanoid attempts to wield the weapon or the weapon is taken out of the jungle, Monkey Scream will randomly shriek twice an hour for 1d4 rounds affecting everyone in a 30’ radius (saves must be made each time the weapon shrieks; if the save is successful, the individual is not frightened but has disadvantage on skill or concentration checks while it is shrieking).  Being carried in a container where the weapon is buried in soil and vegetation from the jungle will prevent the shrieking. Once removed from the container, the shrieking returns.

Sunday, January 25, 2015

The Flame Princess Revealed!...sort of.



File this under, "Neat stuff to know from behind the curtain."

Sara Strömmerin, pictured below singing Piece of My Heart on Finland's version of the Voice, was the model in the reference shot for the slime attack of the Flame Princess artwork. 





The artist and model seemed to have nailed the facial expression. Pretty cool!

Saturday, January 24, 2015

Chris Stapleton's "Sometimes I Cry"

You may not like country music and I understand that, but this guy deserves respect. He is a songwriter that the pop country singers turn to when they want a song with soul. He's putting out a debut album of his own soon. Take a listen and I think you'll hear what I'm talking about.


Fifth Edition Foes

The Fifth Edition Foes by Necromancer Games seems to have hit the streets in limited quantity. Over at ENWorld, people are saying they are able to download the PDF. The hardcover book is to come out in April. The opinions have been overwhelmingly positive, but these are the people that backed the kickstarter. I would expect only positive response at this point.

The cover promises "5th Edition Rules, 1st Edition Feel", by the initial comments and leaked teasers, this seems to be the definite direction they've taken the book. From what I can gleam from comments, the book seems to be filled with 300 or so 1st Edition Monster Manual and Fiend Folio monsters with some new monsters to boot.

The art is very 1st Edition. Lots of black and white pencil sketches (at least from what I can see from the leaks). Some reports are saying there is good mix of scary and goofy creatures. But, its all entertaining. (again from KS backers)

It's too early for me to do a review. I didn't back the book and don't have the PDF. I will comment on the price. That seemed to a HUGE thing for people when the WotC's 5e Monster Manual was released. This is a third party publisher using a lot of rehashed/reskinned material. It's priced at $45 bucks for the hardcover or $19.99 for the PDF at Frog God Games, significantly higher than the Monster Manual. I wonder how much success (or outrage) that will garner with the public.

edit: Changed the price of the PDF to the correct listed price.

Thursday, January 22, 2015

Swarm of Flying Jungle Quippers

Swarm of Flying Jungle Quippers
Armor Class 13
Hit Points 28 (8d8)
Speed: 0 ft, swim 30, fly 10 ft
Initiative: +3

 STR          DEX           CON         INT         WIS          CHA
13(+1)     16(+3)       9(-1)       1(-5)        7(-2)         2(-4)

Damage Resistances:  bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses:  darkvision 60ft, passive Perception 8
Languages:  -
Challenge Rating: 1

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points of gain temporary hit points.
Surface Sight: The swarm can see when a creature is on the surface, including if the creature is on a vessel or flotsam.  The swarm is considered hidden while watching for prey.(Stealth DC 15)
Ambusher:  The swarm has the advantage on all creatures it surprises.
Flying: Jungle quippers have evolved rudimentary wings out of their pectoral fins which allow them a limited amount flying. When a creature is spotted on the surface, a part of the swarm can launch into the air and fly for a short time (1d6 rounds) to attack the creature.
Regroup: When the swarm re-enters the water, it regains 2d6 hit points as the remaining quippers regroup with the swarm. This will only happen twice after re-entering the water.


Actions:
Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 8 (4d4) piercing damage or 4 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Launching Attack: When the swarm senses a creature on the surface, some of the swarm launches into the air and can fly for a short amount of time to ambush the prey. The swarm can stay airborn for 1d6 rounds before needing to return to the water.  It can move slowly with the target, if needed.
Disorienting: Any creature that receives damage and is caught within the swarm must make a save (WIS DC 11) at the beginning of his turn or be frightened (if frightened the player will need to enter the water, if there is no where else to move on the boat).

Out of the water, the swarm will only follow injured creatures in an attempt to drive them in the water. If there is no creature to attack, the swarm will re-enter the water on its turn. In the water, the swarm will follow a creature that is bleeding. When the swarm re-enters the water, it will act as a normal swarm of quippers with 2d6 additional hit points minus the incurred hit point damage on the surface (not to exceed the swarm’s initial hit points). This will not happen more than twice when re-entering the water.



Tuesday, January 20, 2015

Musings on How to Increase Tension for the Player

After a read through of Diana Pharoh Francis' essay, The Importance of Tension and Raising the Stakes, in Kobold's Guide to Combat, I can't say the question of how to raise tension and player's stakes was answered...at least not in a meta sense.

I don't know if Prof. Francis has a lot of rpg background, but her essay seems to be coming from strictly a novelists perspective. She goes into detail about characters in famous stories dealing with increasingly difficult situations and how the building tension creates a better story. I can't argue with her about any of that, but she seems to discount the aspect of a death as it pertains to a table top role playing game.

"You don't want to put them in a position where they might die all the time. For one thing, death is boring. It's over with and the character is out of the story or game and what fun is that?"

I'm not sure what games she playing in, but death is rarely boring. It can be one of the most poignant parts of the entire gaming experience.

She does go on to say that death isn't always a finality with magic and magic creatures, but typically it's the end (her opinion). In her defense, a lot, if not most, rpgs are ran to be survivable. It's safe to say, most of us have not had to deal with a total party kill or at least not very often. The modern rpg seems to have conditioned the DM and player, as well as the designer to some extent, that the player's initial characters will survive and be the hero of the story.

Early editions, some rulesets and the OSR movement don't always follow this idea of "character first". Deaths ever present and a player (as well as the DM) should expect characters to die. These games do have potential "casts of thousands" and no one should ever expect their favorite character will live past the next room of the dungeon.

So, if you're in the mindset that death should be around every corner, how do you increase the tension for the player in the long view, if the expectation is that the player's character will most likely die?

I'm thinking of a few ideas:

- Appeal to the player's (not the player's character's) sense of decency.
      The player's heroic fighter may have died and the player rolls a new character, a crafty thief looking for the next bag of gold. The thief may not care about the approaching horde of orcs ready to burn down the orphanage, but the player may feel the need to save the children.

- Appeal to the player's greed.
    The dragon's lair is right around the corner and you know how dragons like their gold. I don't care if my most favorite character just died. I need to see what that wyrm has stashed away.

- Appeal to the player's sense of mystery
    The shadows hold deadly threats, just as your stalwart cleric has just found out. But, you know there is something just beyond the dungeon hallway.

As I write these ideas, I notice they are more just carrots for the players, just future rewards for more effort and not necessarily "cranking up the tension".  Maybe the question isn't so easy to answer.

Does anyone have any ideas to bring the player into the intensity of the adventure while not relying solely on the player's character as the vehicle? What do you do to maintain and develop tension for the player, even if their favorite character dies?

Sunday, January 18, 2015

Hoard of the Dragon Queen, Play Report #1

Hoard of the Dragon Queen is started...with character creation, at least. I'm not DMing this one. I really want to slay some dragons! The table is pretty loaded with experienced players, as well. Most of us have DMed once or twice various systems and games.

The party seems to shaping up like this:

- Hafling Cleric (domain undecided at this point)
- Half-elf Lore Bard
- Wood Elf Shadow Monk
- Gnome Wizard (not sure which school)
- Dragonborn Berserker Barbarian (that is me)

No human party! It should be interesting, but as long as the cleric and bard grab some healing spells I think we cover enough of the bases to be successful.

There is some campaign specific backgrounds for dragonborn, so still trying to nail down a color. After a discussion with the DM, I'm leaning toward silver. I think there's going to be a lot of role playing opportunity with the race/class with this adventure.

Three players are new to the group which I'm happy to see. They seem to be story leaning with there approach, which I think is great.

I'm looking forward to posting updates (especially as a player!) in the future.

Saturday, January 17, 2015

Boots, Beer and Steers

The Fellsmere Frog Leg Festival was a bit of a bust. I didn't even get to get to eat a frog leg due to the lines. I think its grown a little past a eccentric local fest and moved solidly into a regional event. It's just a little too big to feel like a good time.

But the Bull Frog Rodeo was a lot of fun.




Grabbed some great pics, got to wear my boots in an appropriate enviroment and introduced the kids to a pretty healthy and fun activity. Next time I might need to get a decent hat...


Friday, January 16, 2015

CHU’MWARG - 5e Jungle Trow Witch

CHU’MWARG - 5e Jungle Trow Witch
 
Small Humanoid –
AC 11(Natural Armor)
HP 7 (2d6)
Speed : 30’ (Climb: 20’)
STR: 6 DEX: 12 CON: 10 INT:8 WIS: 14 CHA: 10
Skills: Stealth +5 Medicine +6
Senses: Low-Light Vision, Passive Perception 11
Saves: DEX +3 CON +2
Damage Resistance: Poison
Language: Mwargian
Challenge: ¼

Equipment:  Quarterstaff

Attack: Quarterstaff: +2 to hit, reach 5 ft Hit: 3 (1d6) bludgeoning

Spellcasting: Spell save DC 12, +3 to hit with spell

Cantrips(at will): Druidcraft, Poison Spray
1st Level(2 slots): Cure Wounds, Entangle

ACTIONS:
Jungle Senses: Chu’Mwarg’s senses are heightened while in the jungle. They receive an Advantage to Perception rolls.
Climbing Expertise: Chu’Mwarg can climb the slippery jungle trees with Advantage on STR rolls.
Natural Healers: Chu’Mwarg witches can use their knowledge of jungle remedies to heal injuries and sickness. They use their Medicine skill, instead of Nature to identify plants and substances to treat ailments and have advantage on all Medicine checks if they are not in threat of danger while performing the skill.

The Chu’Mwarg Witch is the healers and magic-users of the tribe. Their understanding of magic is limited, but their knowledge of the jungle and its secrets is great. Individuals may occasionally accompany a war party, otherwise they stay close to tribe.

The Chu’Mwarg are a small race of primitive humanoids living in the deepest parts of the jungles. They typically stay in small tribes (10-30 individuals) maintaining a hunter/gatherer, patriarchal society. Most only reach a height of three feet. They have tanned skin with sparse, thick hair covering their body. The darker body hair grows in a pattern that gives the appearance of stripes across the body. The eyes and ears seem to be too large for the Chu’Mwarg’s head. Eye color can range from pale yellow to bright gold. Their large mouths contain a set of teeth that are kept sharpened with occasional filing.

It is believed this race is a combination of goblin and some sort of gnome due to their height, body structure and hostile nature. They are believed to have fey background as their connection to the jungle is undeniable, but that has yet to be verified. The tribes are very territorial and will attack any intruders. Victorious warriors have been noted to wear the heads of their enemies tied to their waistbands. The lack of slain bodies leads some to think cannibalism is practiced, as well.

The tribal society is typically nomadic, following prey through their jungle territory. A Chu’Mwarg village is comprised of quickly built structures of branches and large leaves surrounding a cooking fire. Villages rarely last more than a few day prior to the tribe moving to a new location.  A Chu’Mwarg tribe consists of males who do most of the hunting and warring. Most of the females are the caregivers and seem to have a rudimentary understanding of nature magic. The tribe is led by the strongest Chu’Mwarg which is typically a male, but a female may take control if her magic is strong.

They prefer to ambush their prey with hunting packs of 4 or greater hiding in the tree canopy or underbrush of the jungle. Using their poison tipped darts, they incapacitate a target before attacking with their spears. A Chu’Mwarg hunting party will track and fight intruders to the death. They may scatter into the jungle, if the enemy is too strong, but they will do everything possible to not be taken alive. If they are captured, they quickly slip into a submissive, catatonic state. If they are removed from the jungle, they will die in 1d4 days.






In Search of Lost Dragons US Edition

I had no idea it was Appreciate a Dragon Day or such a day even existed. None the less, this looks pretty cool and would be a welcomed addition on my shelf. I hope I win a copy!

http://www.tor.com/blogs/2015/01/in-search-of-lost-dragons-sweepstakes#comments




Thursday, January 15, 2015

CHU’MWARG - 5e Jungle Trow Warrior

CHU’MWARG - 5e Jungle Trow Warrior

Small Humanoid –
AC 13
HP 8 (2d6)
Speed : 30’ (Climb: 20’)
STR: 8 DEX: 14 CON: 12 INT:8 WIS: 10 CHA: 8
Skills: Stealth +6
Senses: Low-Light Vision, Passive Perception 12
Saves: DEX +4 CON +3
Damage Resistance: Poison
Language: Mwargian
Challenge: ¼

Equipment:  Leather Armor (small), Blowgun (10 Ammo) (1 piercing), Spear (1d6+1 (4) piercing, thrown (20/60), Sleeping Death Frog Poison (Injury, Paralyzed (1d4 rounds), CON DC 10)

Attack: Spear: Melee or Ranged weapon attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage

Blowgun; Ranged weapon attack: +3 to hit, range 25/100 ft, loading Hit: 1 piercing (w/o poison), Sleeping Death Frog Poison (Injury, Paralyzed (1d4 rounds immediately), CON DC 10)

ACTIONS:
Jungle Senses: Chu’Mwarg’s senses are heightened while in the jungle. They receive an Advantage to Perception rolls.
Climbing Expertise: Chu’Mwarg can climb the slippery jungle trees with Advantage on STR rolls.
Poison Tipped Darts: Each Chu’Muarg warrior carries a live, small, colorful frog in a pouch. The surface of the frog’s skin is covered with a paralyzing poison. The warrior can take a Use an Object action to carefully apply poison to the tip of a blowgun dart, but the dart must be used immediately after the application or the poison dries and becomes useless. 

The Chu’Mwarg are a small race of primitive humanoids living in the deepest parts of the jungles. They typically stay in small tribes (10-30 individuals) maintaining a hunter/gatherer, patriarchal society. Most only reach a height of three feet. They have tanned skin with sparse, thick hair covering their body. The darker body hair grows in a pattern that gives the appearance of stripes across the body. The eyes and ears seem to be too large for the Chu’Mwarg’s head. Eye color can range from pale yellow to bright gold. Their large mouths contain a set of teeth that are kept sharpened with occasional filing.

It is believed this race is a combination of goblin and some sort of gnome due to their height, body structure and hostile nature. They are believed to have fey background as their connection to the jungle is undeniable, but that has yet to be verified. The tribes are very territorial and will attack any intruders. Victorious warriors have been noted to wear the heads of their enemies tied to their waistbands. The lack of slain bodies leads some to think cannibalism is practiced, as well.

The tribal society is typically nomadic, following prey through their jungle territory. A Chu’Mwarg village is comprised of quickly built structures of branches and large leaves surrounding a cooking fire. Villages rarely last more than a few day prior to the tribe moving to a new location.  A Chu’Mwarg tribe consists of males who do most of the hunting and warring. Most of the females are the caregivers and seem to have a rudimentary understanding of nature magic. The tribe is led by the strongest Chu’Mwarg which is typically a male, but a female may take control if her magic is strong.

They prefer to ambush their prey with hunting packs of 4 or greater hiding in the tree canopy or underbrush of the jungle. Using their poison tipped darts, they incapacitate a target before attacking with their spears. A Chu’Mwarg hunting party will track and fight intruders to the death. They may scatter into the jungle, if the enemy is too strong, but they will do everything possible to not be taken alive. If they are captured, they quickly slip into a submissive, catatonic state. If they are removed from the jungle, they will die in 1d4 days.