Monday, April 7, 2025

En5ider Reactions Issues 12-14

Issue 12 of En5ider is titled Fantastic Times & Librams, by Russ Morrissey. A d100 list of titles of books, with authors, physical description and an optional rarity, price, and page count. I really love this article because I love books and it provides an easy way to include mundane books in adventures as loot or flavor. Not much else to the article than this, but the books are creative.

Image is property of ENWorld Publishing

Fire of the Mind, in Issue 13, is by James Abendroth. 

I am including a content warning for discussions of trauma and mental disorders for this discussion of the article.

This article discusses real world mental disorders and their potential applications for a 5e game. The discussion is generally understanding and treats those who suffer from these disorders in the real world with respect. However, I personally don't see a great need to gamify elements of mental disorders. The proposed player options mostly focus on roleplaying (like most mental effects in 5e). There are some mechanical suggestions for penalties or impacted skills, which could be used if you are playing with the optional sanity mechanics for 5e. However, I largely don't see a need to have player characters use this type of material in the 5e system. The GM advise is slightly more helpful in providing options of how to incorporate some of the behaviors descripted into their adventures through NPCs. Some care is needed to make sure to be sensitive in the course of gameplay though. Overall, it doesn’t break much new ground and it’s not likely that I’ll personally use this particular article.

Issue 14 is Strands of Life, by Giltônio Santos is an interesting article. It reminds me of the style and tone of articles I've seen in old issues of Dragon Magazine. The article includes a brief discussion of different classes capable of healing in 5e. Then various strategies of healing or preserving allies hit points are outlined. These are quite interesting. This includes a brief discussion of damage mitigation spells, direct healing, and noting that gradual healing spells are lacking in 5e compared to previous editions. Then it proceeds to address this and the gaps in healing capabilities in 5e. These spells aren't all worth including in your game, but I might test a few out with the Life Cleric in my current Ptolus campaign.

Sunday, March 30, 2025

En5ider Reactions Issues 9-11

In issue 9, Circles of Power, by Mark Kernow, provides three druid subclasses. The first is the Circle of the Birds and Beasts. This class is similar in theme to the circle of the shepherd, but focuses on controlling animals in it's powers. They are very utility focused, but not necessarily combat effective. Not my favorite subclass, and reflective of some very early and quirky 5e design.

The next subclass, the Circle of the Elements, reminds me of a bender from Avatar the Last Airbender. Again, kind of odd design. The final class, the Circle of Life, has similar oddities, including a change to spellslot recovery that references the wizard's arcane recovery feature. Referencing another class or ability generally strikes me as bad design because it requires consulting another source rather than making the subclass ability standalone.  Overall, not my top article from En5ider.

Issue 10, by Carl Heyl, focuses on creating puzzles for your game that are actually fun. This brings up an issue I've often had with puzzles—challenging the players, instead of their characters, can be frustrating for them rather than a fun game experience. Additionally, there’s an inherent danger in putting anything important behind a puzzle because your players may not figure it out. While interesting, this article still didn’t quite crack the nut for me on this subject.

Issue 11, Winterheart, is a brief adventure by Esper. Spoilers from here out. And content warnings for self-harm, familial death, racism, and sexual assault. I'd recommend you just pass on this adventure if these concern you.

It contains some problematic tropes that diminished my interest at the beginning. It begins as a bit of a Romeo and Juliet story, but rapidly we find that Juliet (named Katina in this case) dies with her father while fleeing her lover's family. Her younger sister is captured and given to the Romeo character (named Aldric Sangellion) as a "war trophy" by his father. The objectification of this character (her name is Chryssa) bothers me. If I were to run this adventure, I'd treat her as a prisoner, rather than using the language of implied enslavement and elements of potential sexual assault currently conveyed. There is certainly enough material to turn Chryssa into a non-helpless captive too, as the core tension of the story (there are a few too many plot threads) seems to be that if she remains captured, the trauma of losing her family will drive her to commit suicide and unleash her nascent winter magic to create an eternal winter (a la super dark version of Frozen, and thus the title of the adventure). As is, Chryssa's depiction follows the trope of the young maid in the tower (and the room she is in is noted to be Aldric's bedchambers--which further reinforces the negative and potential sexual violence mentioned above). There's also some elements of motivation for the two families, driving their conflict, which involves a magic tree, and the racial tension from one faction being humans and the other elves.

You might be able to rectify some of the problematic elements by removing the more problematic language used to describe Chryssa's capture and imprisonment. The old tropes and other problematic themes could also be broken up by gender swapping characters, and not grounding the conflict in a racial difference. 

The dark, tragedy elements of the story are compelling to me, and I think provide reason not to toss out the whole thing. There's also a lovely little regional map that I think is a good tool to facilitate an adventure. But as I mentioned above, I certainly understand completely passing on this adventure. It's interesting to see how much EN Publishing has adjusted its content (similar to others like Kobold Press) to reflect a more inclusive view of the hobby. It's just unfortunate that it's really only been the past four or five years. I imagine there may be other adventures with these themes in the next several dozen issues.

Monday, March 24, 2025

Lore Book: Battle of the Field of Blood

This lore book was written for my ongoing Ptolus game, but also establishes some of the lore regarding the mortal understanding of fiends in my own setting.

This battered, black leather book relates both a series of lists of commanders and troops in a battle said to have been waged “upon the fields of blood in the circle of envy.” The unnamed author’s descriptions decline in clarity until the latter pages which descent into utter gibberish—perhaps the last ravings of a broken mind.

The initial entries praise the “lords of the entropic hosts,” lauding the “great vision and glory” of their commander, the “cambion son of the great ascended Gnasher of Endless Bones,” a balor said to have slain “a thousand devas of the ill-begotten chorus of wailers.” 

The account of the battle lists “a hundred war chiefs of a thousand legions of the blessed hosts of chaos” arrayed against “the ill favored armies of the infernal pit.” The fallen angel, Dalferion, is noted as the head of this force, with the hell knights “Flegthas, Naras, and the dread knight Karcius” as her lieutenants at the head of these “endless, ant like hordes.”

Monday, March 17, 2025

Lore Book: The Ebon Binding

The following lore book was written for the players in my ongoing Ptolus campaign to provide some in-game lore to the players on the cult of the Ebon Hand, one of the chaos cults operating in Ptolus. 

https://pixabay.com/photos/a-book-read-literature-old-1740515/
This large tome of battered leather, with metal reinforced corners and spine seems to contain the book of scripture of the “Ebon Prince.” It speaks of an ancient ritual undertaken to “bring the Ebon one into the world that the darkness might blot out the light” and that the “holy tenebrous city might be exalted once more with tithes of blood and skulls.”

The hand of the Ebon Prince is said to have been cut off when the portal to the “realm beyond understanding” was shut by “the Iron Spike.” The only further mention of this person or entity is a reference to them being placed upon a black spike on the walls of the “desolate city thrown down in lasting shame.”

Scrawling in the last few blank pages of the book includes the words “Crimson Coil” and “Tolling Bell.” The rest is indecipherable.

Thursday, March 13, 2025

Kickstarter Spotlight: Beyond the Woods

I don’t often showcase products in development or crowdfunding, but Beyond the Woods strikes me as a product worth highlighting via my abet limited reach. I want to note that I don’t know the creators, and they aren’t providing me any compensation.

This project just started its crowdfunding campaign two days ago and has already reached and exceeded its goal. This article from Polygon provides a great overview of the project, along with some interview questions with the principal creator behind the project, Emmet Byrne. This also bodes well for the project, as Byrne was a lead designer on multiple highly successful products from Cubicle7–including Broken Weave, a 5e setting I absolutely adore (I am in process of writing perhaps the most in depth review of that product on the internet, so stay tuned for it to drop once I have time to finish it!)

Inspired by Irish myth and legend, Beyond the Woods certainly looks interesting, and beautiful based on the artwork already shared. You can take a look at all of this with their free QuickStart product, which provides an overview of new mechanics and an adventure for you to try out yourself.

But what really intrigues me about this product? Sorry to bury the lead—is the codified and robust hexcrawling system Beyond the Woods provides, along with unique inventory management and resource mechanics. There’s plenty of good hex crawl resources, like those from Justin Alexander. But this strikes me as an extremely polished, 5e-tailored system. This system is setting agnostic, allowing it to be ported to any setting or campaign. I think it would be a wonderful addition for Tomb of Annihilation, or other campaigns using hex crawls without a robust or detailed accompanying system. Along with pointcrawls facilitated by Cubicle7’s excellent Uncharted Journeys, this provides a great framework for my sandbox campaigns and adventures in the future. I think you could seamlessly use this alongside the aforementioned title to have long distance pointcrawls and also have hexcrawls in frontier and exploration areas. 

I’m also taking the time to highlight this project because it is a small publisher—I think this is an outstanding project, but I worry about the book being available for interested GMs in the future. So I hope their crowdfunding success continues so they are able to print a large run of copies and be successful in sharing their content and getting it onto our shelves, into our PDF libraries, and most importantly: playing at our game tables!

Monday, March 10, 2025

Ptolus Campaign Starting Session Concept

Browsing at the time I began this article, I found a great post from Gnomestew on starting your next campaign with a wedding. And I thought: that would be a great way to start a Ptolus campaign that includes political intrigue. So we come to this post. It has been several months since I started the campaign, but I offer it up to you as an example of applying a highly structured campaign technique—having a social event.

First I wanted to establish connections and stakes. So players were basked to either come up with their own reason for knowing about or being involved with the event.

d8 Reasons Your Character is at the Wedding

1       They are a distant relative of the bride or groom

2       They are a former love interest of the bride or groom

3       You fought in the wars on the continent with someone invited to the wedding

4       You have long been fascinated by the upper crust    and finally finagled your way into a noble wedding

5       You are impersonating a minor noble

6       You are a cleric officiating the ceremony 

7       You have helped transport and guard an extravagant gift on a long journey to the event

8       You have been hired to assist with the logistics and service of the ceremony

Party Planning

To plan the event for the session I’ll be using the following directions from Justin Alexander:

1) Creating a location with multiple areas to congregate. 2) Make a list of characters attending. 3) Come up with some events for the event, and finally 4) create topics of conversation.

Location Design 

I love this map from DysonLogos for a large estate with a ballroom, gardens, and nearby sitting rooms. (Note this map is not commercially licensed, but it’s available for personal use from DysonLogos’ blog—if you can please show Dyson some support on Patreon too!)

The opening social will happen as guests enter the house and check their coats, then move to the garden. The ceremony occurs in the rear gardens, then the party comes inside the ballroom, with hors d'oeuvres served, for the reception prior to the dinner. Some guests may linger in the garden, or even escape to the hedge maze for more private liaisons. The dinner is served on tables around the edges of the ballroom, and later on the first dance occurs. Throughout, a library just to the right of the ballroom provides a smoking room and socialization area with a piano that some guests may use too.

The property is located near the main Erthuo Estate on Three Princes Street.

Guest List

Valimar Thornborn: The count of Fardunfell, a county on the continent. He is the groom set to marry Avarilor Erthuo in the wedding ceremony. Valimar is a high elf, renowned more as a scholar than as a warrior. (Noble stat block).

Avarilor Erthuo: The bride of this event, Avarilor is a half elf, the daughter of Lord Galif Erthuo, and Lady Lithalin Erthuo. Galif is one of the titled members of House Erthuo, and the manor the event is occuring at belongs to him. (Noble stat block)

Lord Galif Erthuo: A half elf noble and scholar, Galif has little time or interest for politics, instead focusing on his own interest in the astronomical and astrological, along with their magical adjacent fields of study. Lady Lithalin is his wife. (Noble stat block)

Lady Lithalin Erthuo: An elf, Lady Lithalin is a poised beauty, and extremely intelligent. She is more interest in maintaining her family's social status than her studious husband. (Noble stat block)

Lady Peliope Erthuo: Head of House Erthuo. Galif is her nephew. Though she maintains the neutrality of her house, Peliope is engaged in a torrid long-term affair with Lord Renn Sadar. (Noble stat block)

Lady Enis Sadar: Wife of Lord Renn Sadar. Influencial in the Church for patronizing the Order of Dayra, supporting the poor and orphaned. (Aristocrat stat block)

Naephos Worldsea: Proxy of Lord Renn Sadar of house Sadar. Charismatic and well-mannered. Knows of the secret affair between Lord Renn and Peliope Erthuo. Male elf. (mage stat block)

Camren Khatru: Son and scion of the head of House Khatru. Camren is a soldier born and bred. He has lately returned from the continent, where he has fought in the civil war. It is rumored he was called back to be married and secure the future of the house. He is overconfident in his abilities and arrogant (knight stat block).

Raule Kath: A renowned singer and songwriter. He is directing the musicians playing for the wedding ceremony and the ball afterwards. He is a bit of a foppish young dandy, and gets quite familiar with people of all types when he's had a drink or two. Nephew of the head of House Kath. (Performer stat block)

Nicalon Regelis: Actually Navanna Vladaam, in this guise she appears to be a dark skinned human man. Nicalon Regelis is a member of the Knights of the Chord, an knighly order of bards associated with House Kath. Nicalon speaks out against the Vladaam to learn what enemies have to say. (Assassin stat block)

Kalbir Rau: Male human scion of House Rau. Maintains close ties to the Longfingers Guild and the Balacazar crime family. (Page 98 for stats).

Captain Nigel Blazehorn: A dwarf captain of the city guard, Nigel represents the comissar at the event, although he is a personal friend of House Erthuo. (City Watch Captain stat block, Tome of Beasts I).

Captain Pharis Noldstrom: Second in command to the Commissar over the Commissar's men. He and a small group are acting as bodyguards for the Commissar's daughters, Therese Urnst and Marie Urnst, who are attending the wedding. Noldstrom is taciturn and serious, but extremely focused on his duties. He has a dark secret in that during his him at the imperial academy under the influence of alcohol and drugs he murdered one of his instructors and covered it up. His career will be ruined if it comes to light. (Veteran Stat Block with Defenders)

Marie Urnst: the second of Commissar Urnst's daughters, Marie 

Therese Urnst: The eldest of the Commissar's daughters, 

Ms. Fraulia Hall: The head organizer for the event, managing the help and those doing logistics for the wedding. (Commoner Stats)

Events

The program will follow the events above, but of course this is an adventure. A complication must ensue! Upon commencement of the event the GM rolls 1d4 + 1 to determine when during the program a group of Vai assassins will strike at the event.

1. Opening socialization 

2. Ceremony 

3. Reception & Receiving Line

4. Celebratory Dinner

5. First Dance

The Vai assassins will include one Assassin NPC, and two Cultists disguised as stewards. Their target is Camren Khatru. 

Topics of Conversation 

  • Barbarians are said to be massing in the far East—perhaps they will devastate the fractured lands of the Empire or sack the capital again.
  • Lord Zavere and Lady Rill are so insulting. They were invited as a courtesy but never responded, and did not deign to leave their “Castle Shard.” (Others may disagree, finding the pair magnanimous and kind).
  • That madman, Helmut Itlestein, and his republican rabble are becoming more outspoken about Ptolus becoming a republic governed by the people. People say they plan to have a rally in front of the Administration Building in Oldtown.
  • There is rumor that many delvers who go into the depths and operate out of Delver’s Square in Midtown are getting rich from their exploits. These people frequent the inns and businesses near Midtown for their equipment and lodging. They even have a guild.
  • A number of nobles are wearing crimson Blood Hawk feathers on hats or pins. Anyone asked notes that it’s a new fashion that’s all the rage—you should get one! Send a servant to the market district and they'll surely find you one.
  • Ratmen who live in the sewers are growing bolder or more desperate in their raids on the surface. The Holy Emperor has issued a bounty of three gold pieces per ratling tail turned in.
  • The Tragedy of Narthius, the Wise Emperor, is opening next week in the Crown Theater. The Church has called for a boycott—so it must be good!
  • Someone known only as Shilukar has broken into several homes in the Nobles’ Quarter and has stolen valuables of all types. Some say he has strange hyena men working with him.
  • Sea-bound trade has suffered in recent months due to the predations of a group of pirates. It's said the leader is calling himself the Sea Lord and commands a fleet of three ships.
  • The most extravagant gift has been bought by Lord Erthuo for his new son-in-law; a magic scriptorium, allowing one to shift between books very rapidly and scribe your thoughts by speaking. It is very large, and massively expensive. It was escorted overland all the way from Uquance, the City of Mages.

Monday, March 3, 2025

Review: The Book of Fiends

Today we’ll be discussing one of my favorite bestiaries, and one of the earliest books I acquired for 5e. The Book of Fiends, from Green Ronin Publishing. Written by Robert Schwalb, in collaboration with Aaron Loeb, Erik Mona, and Chris Pramas. The original Book of Fiends was published for 3e, and contains much of the same lore, but this review will focus on the most recent version of the book.

Content Warning: Please note that this product is for mature readers and deals with themes including death, violence, and other topics that may not be comfortable or appropriate for all readers.

Coming from the same author who designed the roleplaying game Shadow of the Demon Lord, this tome features vivid description, interesting stories, and beautiful—but at times gruesome or genuinely disturbing artwork. For those who choose to read it, the book offers a variety of fiends, beings of true evil from the lower planes where true evil lives. Beyond just the monsters, the are dozens of fiends of legend, such as demon or devil lords, each of which has its own description that include information on their cultists and their evil portfolio. Each of these entities could almost be spun out into their own campaign, or if you are looking at an adventure with plenty of intrigue about evil cults and their struggles to bring about their own apocalyptic vision of the future (like in Night of Dissolution) each of these could be used as a distinct cult to be investigated and fought.

One of the amazing things about this book is that the monster stat blocks in its second chapter and the rules in the third chapter (the character options) are designated as open content under the OGL. 

Now for a few warts, like some of the creatures within. One major criticism I have is the organization of the Book of Fiends. It has three chapter, which makes sense. The first chapter outlines the three major lower planes. It outlines them in alphabetical order: first the Abyss, then Gehenna, and finally the Hells. Then chapter two orders its topics alphabetically by type of fiend, with daemons, demon, and devils last. Perhaps this is a personal thing,  but I found it extremely confusing on my first read through that the locales were not presented in the same order as their denizens. If I were to offer advice, I’d say to nest the monsters under the location descriptions for easier reference and better flow.

Overall though, I highly recommend checking out the Book of Fiends if it sounds interesting and you can fit it in the budget. It is an outstanding resource for 5e monsters, along with plot points you could tie into any TTRPG campaign.

Monday, February 24, 2025

Mercenary Campaign: She Who Sees Beyond

She Who Sees Beyond (The White Necromancer) 

Appearance: Pale woman, with elvish features. High cheekbones and eyes like glass with faint bluish green coloring. She is tall and slender. 

Roleplaying: 
  • Speaks often about her vision of a world made safe for all people through ending chaos.
  • Rarely smiles or shows emotion.
  • Stands too still. She lacks the swaying of a normal pulsing, living being. DC 12 Wisdom (Perception or Insight) to determine something is off, DC 18 to identify that she does not move except when she chooses to.

Background: She Who Sees Beyond is a powerful leader, of ancient days. She is an exceptional necromancer and is secretly an immortal lich. She rarely feeds souls to her philactery, instead subsisting off the feelings of fear and dread she invokes in those who see her, leading to one feeling that “a part of them is missing” after seeing her. This also impairs their memory of the event. This is from a portion of their soul literally being siphoned away. She consorts with bound demons, who loathe her as they serve her efforts toward law. She also works with devils, and is a master negotiator to have avoided being double crossed by the emissaries of the Hells. 

Key Info: 

  • Secret lich.
  • Rules a domain and desires to conquer the world. She has an eternity to do it.
  • Potential patron for the characters—especially if they decide another foe is more dangerous and decide to ally with her, or are tricked into a contract.

Stat Block: Lich (A5E SRD)

This campaign concept is for a sandbox campaign, so I can’t be disappointed if the players completely avoid this plot hook, but if I’m running a Black Company inspired game then I may as well lean in, right? The White Necromancer is an essentially immortal spellcaster, who has raised an army of both mortals and undead, including powerful champions who act as her generals. She seeks to control the lands of the faltering Imperium, acting as an outside contender. Her true nature is unknown. The company might be her enemy, or might find itself in her service.

Monday, February 17, 2025

Lady Illmalad of Castle Bloodvale

Spoilers for my Midgard Empire of the Ghouls campaign players…

This post details Lady Illmalad, the vampire lady ruling a fief East of the city of Gybick in Kobold Press’ Midgard setting. My players plan to support the rebels of Krakovar fighting the Blood Kingdom, and Lady Illmalad is their first adversary in freeing the region after having gained some favor with the peasants of the village of Morrowdown in her domain.

Lady Illmalad 

The dread Lady Illmalad, voivodina of the Western Marches, vassal of the Countess of Gybick, Lady Selina Bonecrusher. Lady Illmalad is a vampire Shroudeater, bound by her blood chains to Lady Selina, and back through her line to Prince Lucan. 

Minions

Consort 

Lord Tytus Boczar 

Formerly a minor Krakovan noble, Lord Boczar is a Ghost Knight, a member of the Knights Incorporeal. He is wholly dedicated to his order and his lady. Boczar was a violent man, even in life, and his name is still reviled by people of the Grand Duchy of Dornig, who suffered under his raids while he was a knight of the Elector Kingdom of Krakovar. His brutality ensured he would not be advanced by the late king, and betraying his fellows to the vampires and ghouls came naturally.

Vampire Spawn

Lady Illmalad possesses two vampire spawn of her own.

Felix Rudnyk

A prior consort of Lady Illmalad, in a fit of anger she transformed Felix into vampire spawn. Now he prowls the corridors of her dungeons, guarding the voivodina’s resting place in her coffin. Felix is a more recent creation, and he originally comes from the village of Jatow, where he used to be the mayor. The Lady took a liking to his handsome features as she surveyed her domain on a tour and brought him back to Castle Bloodvale to be her plaything. The people of Jatow are unaware of Felix's grisly fate.

Bogna Dominyska 

A girlhood friend of the Lady Illmalad, Bogna was transformed into a vampire spawn to relieve the vampire’s loneliness as a shroudeater. Bogna is extremely devoted to the Lady. 

Dhampir

Fane

Lady Illmalad possesses a dhampir son from a dalliance with a human. The young man is named Sir Fane. Fane is a vile follower of the Night Cauldron of Chernobog, and spends much of his time at a secret shrine South of Bloodvale with Melakian, a derro disciple of the Night Cauldron of Chernobog (Demon Cults & Secret Societies, pg. 106).

(Dhampir, Creature Codex, pg. 106).

Priestesses of Marena

Mother Ewelina Nadolska 

Priestess of Marrowdown. She has become lax in her exaction of the blood tithes from the people of Morrowdown and allowed their own rites to continue in secret. Lady Illmalad is displeased with this conduct and will dispatch Lord Boczar to remonstrate Mother Nadolska. He leaves a small unit of veterans with her to aid in keeping the people of Morrowdown in line.

Unhatched

Severjaw

Severjaw is a tortured pet of Lady Illmalad. An unhatched dragon—one taken while in their egg and stewed in an unholy concoction that turns the unborn dragon into an undead creature.

Unhatched
Small Undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 71(11d6+33)
Speed fly 40ft.30ft.

  • STR15(+2)
  • DEX14(+2)
  • CON16(+3)
  • INT18(+4)
  • WIS10(+0)
  • CHA9(-1)

Hatred

Deprived of parental bonds, the unhatched despise those who nurture and heal others. The unhatched has advantage on attacks against a creature whose most recent action was to heal, restore, strengthen, or otherwise aid another creature.

Minor Magic Resistance (3/Day)

As a bonus action, the unhatched gives itself advantage on its next saving throw against spells or other magical effects.

Innate Spellcasting

The unhatched‘s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: At will: chill touch, minor illusion 1/day: bane

Actions

Multiattack. The unhatched makes one bite attack and one claw attack.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 4 (1d8) necrotic damage.

Desiccating Breath (Recharge 5-6). The dragon exhales a cloud of choking dust infused with necrotic magic in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this save can't speak until the end of its next turn as it chokes on the dust

Guards

Captain Gloz

A darakhul ghoul, Captain Gloz enjoys terrorizing his living subordinates, regaling them with stories of how they would be the main course in the ghoul kingdom. A petty and cruel task master, he gives the worse guard duties to his troops. Gloz is terrified of Lord Boczar and the Lady Illmalad, avoiding them whenever possible.

Guards

Lady Illmalad possesses a retinue of ten armed human guards who defend her castle.

Monday, February 10, 2025

Review: Cairn

I've been feeling an OSR, light weight RPG kind of mood lately. Cairn, first edition, is exactly that, providing a spare and concise system. Clocking in at about twenty pages of rules and content, it is an easy system to jump into, with faster character creation.

Let’s build one real fast:

Name: Groua
Character Traits: Brawny, elongated skin, long hair, rat-like face, droning speech, filthy clothing, virtue: disciplined, vice: rude, dangerous reputation, disowned.
Age: 24
STR 11
DEX 9
WIL 7
HP: 3
Gear: three days rations (1 slot), a torch (1 slot), metal file, quill & ink (1 slot), tinderbox (1 slot), 9 gp
Weapon: Battleaxe

The mechanics for Cairn are as simple as the character generation. You get one action. Attacks hit automatically, and you roll the damage die for your weapon, subtracting it from HP. Anything exceeding HP is taken from the Strength score. When Strength equals zero, the character dies (this is like other games that use stat damage, such as Classic Traveller). Additionally, fatigue takes up gear slots, diminishing how much you can carry.

There are a few other nuances, but the rules are fairly simple, focused on narrative, and make combat lethal. The classless system and lack of level advancement means that you become more powerful by finding better treasure, but never become as powerful as our heroic, power fantasy characters. 

I don’t know that I would use Cairn for an extended campaign—I much prefer Shadowdark for that type of game. But I think it’s interesting and worth checking out. I can certainly see myself using it for a one-shot, or to introduce OSR-style play or even as a simple intro to roleplay. Just make sure you have lots of extra character sheets ready. You’ll use them.

Monday, February 3, 2025

Empire of the Ghouls - Out of Zobeck

Spoilers for the adventure follow…

After returning to kobold King Koto Crag-Claw’s palace with their prisoners and the rescued Rozalyn Turnyr, the adventurers were treated as heroes. Their efforts cleared Brik’s name and exposed the machinations of the Blood Kingdom against the city council of Zobeck. 

In addition to their treasure reward King Crag-Claw provided them a place to stay indefinitely and they always were guaranteed free meals at the Rampant Roach. Straic was made to pay for the damages to the restaurant and he provided his daughter’s rescuers any smithing services they required free of charge.

They spent the rest of the spring and most of summer in Zobeck then, but kept busy. Korwyn spent much of his time finding and then refurbishing a river boat to use for travel on the river Argent. He found it through a halfling river folk named Ply Waterfroth, who put him in contact with a kobold named Skitter who gave him a great price for the boat. Rolan studied the apothecary tools he’d found, but couldn’t figure them out yet. He also assisted Korwyn with his boat. Frost had Straic make him a fancy set of silver knuckles, and was gifted a sturdier but more battered set of magical brass knuckles by the kobolds. 

Rolan also received a note from a cleric of Valeresh who kept the shrine in Zobeck. He went to visit the shrine and conducted a ritual which resulted in a vision of two world trees burning in the Tomierran forest and in the Northlands. The old cleric assured Rolan that it was a vision of Ragnarok and must be averted. Rolan was more sceptical.

Korwyn received a note from an old shipmate telling him of how the Duke-Admiral of the Republic of Triolo was issuing letters of marque to attack the Mharoti Dragon Empire’s ships. The friend also sent him a magical ring of jumping to wear on his horn. 

Finally, Frost met Dalinda Plainsfoot, an old friend from his time as a caravan guard on the Rothenian Plains. She told old stories and bought a few rounds until eventually sharing that Baba Yaga and the mysterious and fiendish Master of Demon Mountain were both more active on the plains. The master was sending his Tiefling children as emissaries to the Blood Kingdom and Mharoti Empire. Frost listened intently and also purchased supplies for her to take back to the Plainsfoot and Frostbane tribes to aid their wintering on the steppe. 

Finally they all received a letter from Grigori, who has originally hired them to find his girlfriend, recounting how he had returned to his homeland, Krakovar, to join the rebels against the Blood Kingdom and their ghoul allies as revenge for the disappearance of his girlfriend, Illyana.

After conferring together, the adventurers resolved to go North to find the rebels in a city in the Grand Duchy of Dornig where Gregori had directed them. They prepared the boat and brought along Chitter, Skitter’s nephew on their journey up the river Argent. The heroes departed early in the month of High Summer. Autumn and Winter will soon follow. They cleared a trapper’s net blocking the river in the one major happening of the journey North towards the Freehold of Obertal, a two day journey up river from Zobeck to the point where they could no longer navigate the river on their boat, which they had named the Keister.

Tying up the boat on the seventh of High Summer, they saw two griffin knights circling over the ruined fort, possibly portending trouble…

GM Reflections

This was a really fun game. It was the first time this group has played in person. Additionally, everyone enjoyed the downtime activities from A Life Well Lived and the journey rules from Uncharted Journeys. I really opened up the aperture of the adventure, pointing them to corners of the world that relate to their character. They also have me some interesting backstory info that made it easy to create diverse quest hooks. It’s interesting that they are actually still kind of following the main adventure’s quest line. I think blowing this adventure out into a full sandbox is really cool though, because it allows us to explore so much of Midgard’s rich content. It was interesting getting to use the downtime rules not just mechanically, but to facilitate storytelling.

Everyone enjoyed the new systems, but we all agreed that Cubicle7 could have made them easier to present to players through better handouts, like creating a “menu” of downtime options, and the same thing with journey preparations, since it’s difficult to choose these without a list of options. These systems prompted lots of interesting and fun roleplay though, which leads me to my conclusion that Cubicle7 really has delivered on the social and exploration pillars of 5e that have been lacking for so long.

This also marked a major break with the established story in Empire of the Ghouls. I found myself so enjoying the lore of Midgard that I really wanted to simply turn the adventure into a sandbox facilitated by point crawling using the Uncharted Journey rules. Interestingly they still decided to go North, which means I can continue to use the source material. Since they’re going to Grigori and the rebels I’m going to have them do a few missions into Krakovar and the Blood Kingdom, and potentially obtain the Robes of St. Adelind (although they don’t have the quest hook, so that will be more organic). Then they may earn the chance to meet the court in exile and escort Duke Avgost to the Wolfmark. They’ll also have opportunity to investigate the world tree in the Tomierran Forest.

Monday, January 27, 2025

The Labyrinth


The Labyrinth - by Faxfire

A mysterious twisting path, filled with monsters and strange magic and guarded by fearsome minotaurs, the labyrinth is an enigma. What is it? Who built it? And what treasure or terrible secret lies at its center?

While working on the Hedge Maze, I discovered that there is a distinction between a unicursal labyrinth, and a more complex maze, although in the modern sense we treat the terms as synonymous. So I drew a unicursal dungeon. I recommend making each hallway ten feet wide so your players can move freely through the complex. The monsters and secrets you hide within are your own decision. I was also partly inspired by looking at the OSR game Mazes & Minotaurs, available for free, and mentioned by the venerable Dyson Logos in a blog post from over a dozen years ago (take a look at the character sheets if you get the chance--they're gorgeous). Perhaps when I find myself with a bit more time (maybe someday) I'll take a look at that RPG and write up a review. If I'm really ambitious, I'll create a one-shot at least to try it out.

This map is free for your personal use, but it remains copyright to Faxfire.

Monday, January 20, 2025

Tyranny of Dragons Player Introduction

Picture via Pixabay

The Uneasy Peace is ten years old in the Fractured Empire. But while major armies of the Church and the Imperial claimants have set aside their swords for the time being, the lands are far from free of conflict.

Petty rulers and warlords each continue their battles over their small portions of the former imperium. So called “free cities” expand their mercantile control over regions and contend constantly with the scourge of bandits. All while cults of old gods and darker entities craft their plans in their secret lairs and strongholds.

The ancient treasures of bygone days are but a distant memory, not only found on occasion amidst dark ruins. There are many who worship demons and devils, but your region is alight with rumors of dragon worshippers. Magic is strange and foreign, the domain of evil cultists and priest crafts, for you are far from the magical courts of Uquance and the still more distant wonderous city of Ptolus.

You find yourselves at this time, escorting a small caravan from the dwarven trade hold of Steelsmelt to the small town of Thorntide. 


Things to Keep in Mind

  • Your character will start at level 3
  • Your character needs motivation to investigate and oppose the efforts of evil dragon worshipping cultists
  • You’ll have more fun if you try to tailor your character choices and background to the setting and themes mentioned above 
  • Connections to other player characters in your backstory will make roleplaying more fun 
  • You should have character reasons to be heroic, and not just be out for yourself in this campaign 


Character Ancestry Options

These are the available ancestry options for this campaign. These reflect the most common ancestries in the region in which the characters find themselves.

  • Dwarves (Player's Handbook)
  • Elves (Player's Handbook)
  • Gnomes (Player's Handbook)
  • Goblins (Mordenkainen Presents Monsters of the Multiverse)
  • Half-Elves (Player's Handbook)
  • Halflings (Player's Handbook)
  • Half-Orcs (Player’s Handbook)
  • Hobgoblins (Mordenkainen Presents Monsters of the Multiverse)
  • Humans (Player's Handbook)
  • Kobolds (Mordenkainen Presents Monsters of the Multiverse)
  • Orcs (Mordenkainen Presents Monsters of the Multiverse)
  • Tieflings (Player's Handbook)

Additionally, you may reallocate your ancestry ability score increases as you see fit, putting either +2 and +1 in two abilities or a +1 to three abilities.


Classes

Choose from the following class options:

  • Barbarian 
  • Bard
  • Beastheart (MCDM)
  • Bloodhunter (DnD Beyond 2022 version)
  • Cleric
  • Druid
  • Fighter
  • Monk
  • Occultist (KibblesTasty)
  • Paladin
  • Pugilist (Benjamin Huffman)
  • Ranger (Use revised ranger from Tasha's Cauldron of Everything)
  • Rogue
  • Sorcerer
  • Warlock
  • Warlord (KibblesTasty)
  • Wizard

Due to potential balance issues with some classes, this campaign will not feature multiclassing.


Subclasses

Your play through will be greatly enhanced by picking a thematic subclass. Work with the GM to see how a given subclass can be worked into the world. You might have unique or specialized skills from the context of the setting. Particularly thematic choices that will be cool to work into the campaign are in bold. Choose from the following subclasses:


Barbarian Subclasses

Barbarians have heart and spirit. They refuse to give up, fighting through pain to defeat their foes with great strength. Barbarian characters often originate in less populous areas, but are not unknown in cities. Depending on their background they may display various powers or traits.

  • Ancestral Guardian (Xanathar’s Guide to Everything)
  • Battlerager (Sword Coast Adventurer’s Guide)
  • Beast (Tasha’s Cauldron of Everything)
  • Berserker (Player's Handbook)
  • Booming Magnificence (Tome of Heroes)
  • Dragon (Tome of Heroes)
  • Giant (Bigby’s Glory of the Giants)
  • Harrier (Book of the Righteous)
  • Hellfire (Tome of Heroes)
  • Herald (Tome of Heroes)
  • Inner Eye (Tome of Heroes)
  • Instinct (KibblesTasty)
  • Mistwood (Tome of Heroes)
  • Storm Herald (Xanathar’s Guide to Everything)
  • Thorns (Tome of Heroes)
  • Totem Warrior (Player's Handbook)
  • Wild Magic (Tasha’s Cauldron of Everything)
  • Zealot (Xanathar’s Guide to Everything)


Bard Subclasses 

Bards inspire and persuade. While they might be a quintessential bard, performing and singing you can also create bards that are wily politicians with silver tongues, or different flavored magical archetypes (do not think you have to flavor yourself as a bard when you play a bard).

  • Creation (Tasha’s Cauldron of Everything)
  • Echoes (Tome of Heroes)
  • Eloquence (Tasha’s Cauldron of Everything)
  • Entropy (Midgard Heroes Handbook)
  • Fool (KibblesTasty)
  • Four Suits (Griffon's Saddlebag)
  • Glamour (Xanathar’s Guide to Everything)
  • Grandmother’s Tales (MCDM - Arcadia 8)
  • Greenleaf (Midgard Heroes Handbook)
  • Investigation (Tome of Heroes)
  • Lore (Player's Handbook)
  • Merchantile (Griffon's Saddlebag)
  • Shadows (Tome of Heroes)
  • Sincerity (Tome of Heroes)
  • Springtide (MCDM - Arcadia 2)
  • Swords (Xanathar’s Guide to Everything)
  • Tactics (Tome of Heroes)
  • Thunder (Kibble’s Compendium of Crafting and Creation)
  • Valor (Player's Handbook)
  • Virtue (Book of the Righteous)
  • Whispers (Xanathar’s Guide to Everything)


Beastheart Subclasses 

Beasthearts are warriors closely tied to their animal companions. While rare amongst city dwellers, they are not unheard of. Most beasthearts hail from the wilds or frontier lands where people still have a closer bond with the earth.

  • Ferocious Bond
  • Hunter Bond
  • Infernal Bond
  • Primordial Bond
  • Protector Bond


Bloodhunter Subclasses 

Bloodhunters deal with the dark and gritty side of magic, drawing on a variety of sources for their powers, including fueling their magical effects with their own blood. They are often strong monster hunters and fighters.

  • Dragoon (Ultimate Adventurer’s Handbook)
  • Eye (Ultimate Adventurer’s Handbook)
  • Giantfeller (Ultimate Adventurer’s Handbook)
  • Ghostslayer 
  • Infected Mind (Ultimate Adventurer’s Handbook)
  • Lycan
  • Mutant
  • Profane Soul


Cleric Subclasses

Clerics act in many roles but in all of them they serve a divine force or deity. Some are village priests. Others are powerful holy warriors. Others are counselors to kings and queens. Still others preside over the churches of their gods. 

  • Air (Book of the Righteous)
  • Anathema (MCDM - Arcadia 9)
  • Arcana (Player's Handbook)
  • Atonement (MCDM - Arcadia 9)
  • Balance (Book of the Righteous)
  • Beauty (Book of the Righteous)
  • Beer (Midgard Heroes Handbook)
  • Creation (Book of the Righteous)
  • Death (Dungeon Master’s Guide)
  • Dragon (Midgard Heroes Handbook)
  • Earth (Book of the Righteous)
  • Fire (Book of the Righteous)
  • Forge (Xanathar’s Guide to Everything)
  • Grave (Xanathar’s Guide to Everything)
  • Hunt (Tome of Heroes)
  • Judgement (KibblesTasty)
  • Justice (Midgard Heroes Handbook)
  • Knowledge (Player's Handbook)
  • Life (Player's Handbook)
  • Light (Player's Handbook)
  • Martyr (KibblesTasty)
  • Mercy (Tome of Heroes)
  • Moon (Midgard Heroes Handbook)
  • Mountain (Midgard Heroes Handbook)
  • Nature (Player's Handbook)
  • Ocean (Midgard Heroes Handbook)
  • Order (Tasha’s Cauldron of Everything)
  • Pantheist (Midgard Heroes Handbook)
  • Portal (Tome of Heroes)
  • Prophecy (Midgard Heroes Handbook)
  • Repose (Book of the Righteous)
  • Serpent (Tome of Heroes)
  • Shadow (Tome of Heroes)
  • Speed (Midgard Heroes Handbook)
  • Tempest (Player's Handbook)
  • Travel (Midgard Heroes Handbook)
  • Trickery (Player's Handbook)
  • War (Player's Handbook)
  • Water (Book of the Righteous)
  • Wind (Tome of Heroes)

See the specific campaign for potential restrictions on cleric subclasses and the deities you can select. If a cleric offends their deity they can switch their subclass to the Anathema domain if they choose to remain in opposition to the god or pantheon. Alternatively a cleric can switch to the Atonement domain to signal a journey back from such transgression. Consult with your GM if you’re interested in trying out these subclasses mid-campaign. Alternatively you can start at first level with one of these subclasses if you prefer to be at odds with your deity or want to be striving to regain their good graces. Atonement also is part of the portfolios of some gods.

Pantheons:


Druid Subclasses

Druids are uniquely tied to nature, drawing upon natural forces of magic. Their druidic circles offer them unique powers, and are often organizations to which they belong.

  • Ash (Tome of Heroes)
  • Bees (Tome of Heroes)
  • Crystals (Tome of Heroes)
  • Dragons (Griffon's Saddlebag)
  • Dreams (Xanathar’s Guide to Everything)
  • Elements (KibblesTasty)
  • Green (Tome of Heroes)
  • Grove (KibblesTasty)
  • Land (Player's Handbook)
  • Moon (Player's Handbook)
  • Sand (Tome of Heroes)
  • Shapeless (Tome of Heroes)
  • Shepherd (Xanathar’s Guide to Everything)
  • Spores (Tasha’s Cauldron of Everything)
  • Stars (Tasha’s Cauldron of Everything)
  • Stones (Midgard Heroes Handbook)
  • Sun (KibblesTasty)
  • Wild (KibblesTasty)
  • Wildfire (Tasha’s Cauldron of Everything)
  • Wind (Tome of Heroes)


Fighter Subclasses 

Fighters are specialists in the art of war, training themselves and their comrades to improve their mastery of arms. Most fighters may not have magic, but they'll go toe-to-toe with any monster or challenger, fighting to the death for their friends.

  • Adventurer (KibblesTasty)
  • Arcane Archer (Xanathar’s Guide to Everything)
  • Battlemaster (Player's Handbook)
  • Brawler (KibblesTasty)
  • Cavalier (Xanathar’s Guide to Everything)
  • Champion (May use the improved version from KibblesTasty) (Player's Handbook) 
  • Chaplain (Tome of Heroes)
  • Crusader (KibblesTasty)
  • Eldritch Knight (Player's Handbook)
  • Griffon Knight (Midgard Heroes Handbook)
  • Hospitaler (Book of the Righteous)
  • Legionary (Tome of Heroes)
  • Mammoth Hunter (Raider's Guide to Valika)
  • Psi Warrior (Tasha’s Cauldron of Everything)
  • Pugilist (Tome of Heroes)
  • Radiant Pikeman (Tome of Heroes)
  • Rune Knight (Tasha's Cauldron of Everything)
  • Samurai (Xanathar’s Guide to Everything)
  • Shieldbearer (Midgard Heroes Handbook)
  • Timeblade (Tome of Heroes)
  • Tunnel Watcher (Tome of Heroes)


Monk Subclasses 

Monks are train their bodies, minds, and spirits, seeking to bridge the gap and give them unity in purpose. They are deeply focused, trying themselves and testing their resolve. They are deeply spiritual beings, respecting the land and gods, but not necessarily religious, rather guided by their own personal beliefs on the world. They are also fierce fighters.

  • Ascendant Dragon (Fizban's Treasury of Dragons)
  • Astral Self (Tasha’s Cauldron of Everything)
  • Concordant Motion (Tome of Heroes)
  • Dragon (Tome of Heroes)
  • Drunken Master (Xanathar’s Guide to Everything)
  • Four Elements (Player's Handbook)
  • Humble Elephant (Tome of Heroes)
  • Iron (Book of the Righteous)
  • Kensai (Xanathar’s Guide to Everything)
  • Mercy (Tasha’s Cauldron of Everything)
  • Open Hand (Player's Handbook)
  • Shadow (Player's Handbook)
  • Still Waters (Tome of Heroes)
  • Sun Soul (Xanathar’s Guide to Everything)
  • Tipsy Monkey (Tome of Heroes)
  • Unerring Arrow (Tome of Heroes)
  • Wildcat (Tome of Heroes)


Occultist Subclasses 

Spellcasters linked to occult powers of nature, occultists often derive their power from the natural or arcane magic of the world around them, but may also call upon otherworldly sources.

  • Witch
  • Hedge Mage
  • Oracle
  • Shaman


Paladin Subclasses

Paladins are oathbound warriors, usually a part of a holy order or an order of knights. They must chose a deity to serve who provides them their magic. Should they break their oaths they might transition their subclass to the Oathbreaker, or the Oath of Treachery.

  • Ancients (Player's Handbook)
  • Ascetic (Book of the Righteous)
  • Battle (Book of the Righteous)
  • Conquest (Xanathar’s Guide to Everything)
  • Devotion (Player's Handbook)
  • Eagle (Book of the Righteous)
  • Elements (Tome of Heroes)
  • Glory (Tasha’s Cauldron of Everything)
  • Guardian (Tome of Heroes)
  • Hearth (Tome of Heroes)
  • Justice (Tome of Heroes)
  • Mercy (Book of the Righteous)
  • Oathbreaker (Dungeon Masters Guide)
  • Perfection (Book of the Righteous)
  • Purification (Spectre Creations)
  • Radiance (Midgard Heroes Handbook)
  • Redemption (Xanathar’s Guide to Everything)
  • Safeguarding (Tome of Heroes)
  • Sanity (KibblesTasty)
  • Silence (KibblesTasty)
  • Spelldrinker (Griffons Saddlebag)
  • Thunder (Midgard Heroes Handbook)
  • Treachery (Unearthed Arcana)
  • Vengeance (Player's Handbook)
  • Watchers (Tasha’s Cauldron of Everything)


Pugilist Subclasses 

Pugilists face enemies with their fists and self determination. They break through barriers, battering down all foes. Some come from the mean streets, others trained in boxing and combat sports. Your pugilist could be the scion of a noble house that enjoys street fighting, or a former gang member, or any other background you can think of.

  • Arena Royale (Ultimate Adventurer’s Handbook)
  • Bloodhound Bruisers
  • Dog & Hound (Ultimate Adventurer’s Handbook)
  • Hand of Dread (Ultimate Adventurer’s Handbook)
  • Paradox Consortium (Ultimate Adventurer’s Handbook)
  • Piss & Vinegar (Ultimate Adventurer’s Handbook)
  • Relentless Revenant (Ultimate Adventurer’s Handbook)
  • Rift Hitter (Ultimate Adventurer’s Handbook)
  • Street Saint
  • Squared Circle
  • Sweet Science


Ranger Subclasses 

Rangers walk the frontiers and the deep forests. They find the way when the night is darkest. They track cold trails, slaying monsters out in the woods that lesser beings could never find much less kill. For the Ranger class, please make sure to add the additional class features available in Tasha’s Cauldron of Everything.

  • Beastmaster (May use revised version from KibblesTasty) (Player's Handbook)
  • Beast Trainer (Tome of Heroes)
  • Bounty Hunter (KibblesTasty)
  • Drakewarden (Fizban's Treasury of Dragons)
  • Fey Wanderer (Tasha’s Cauldron of Everything)
  • Gloom Stalker (Xanathar’s Guide to Everything)
  • Grove Warden (Tome of Heroes)
  • Haunted Warden (Tome of Heroes)
  • Horizon Walker (Xanathar’s Guide to Everything)
  • Hunter (Player's Handbook)
  • Monster Slayer (Xanathar’s Guide to Everything)
  • Snake Speaker (Tome of Heroes)
  • Swarmkeeper (Tasha’s Cauldron of Everything)
  • Vampire Slayer (Midgard Heroes Handbook)
  • Wasteland Strider (Tome of Heroes)


Rogue Subclasses

Rogues are masters at sneaking. Some specialize in assassination or spying. Their talents enable them to get into tight spaces, and get out through their cunning or wits.

  • Agitator (somanyrobots)
  • Arcane Trickster (Player's Handbook)
  • Assassin (Player's Handbook)
  • Cat Burglar (Tome of Heroes)
  • Dawn Blade (Tome of Heroes)
  • Divine Hand (KibblesTasty)
  • Duelist (Midgard Heroes Handbook)
  • Fixer (Midgard Heroes Handbook)
  • Inquisitive (Xanathar’s Guide to Everything)
  • Mastermind (Xanathar’s Guide to Everything)
  • Phantom (Tasha’s Cauldron of Everything)
  • Sapper (Tome of Heroes)
  • Scout (Xanathar’s Guide to Everything)
  • Smuggler (Tome of Heroes)
  • Soulknife (Tasha’s Cauldron of Everything)
  • Soulspy (Tome of Heroes)
  • Surgeon (KibblesTasty)
  • Thief (Player's Handbook)
  • Whisper (Midgard Heroes Handbook)


Sorcerer Subclasses 

Magic flows through the world and the beings in it. In some people this awakens latent magic talents that they must learn to control. More an art than the science of the wizards, at times this magic is released unpredictably.

  • Aberrant Mind (Tasha’s Cauldron of Everything)
  • Aether Heart (KibblesTasty)
  • Child of the Sun (MCDM - Arcadia 2)
  • Divine Soul (Xanathar’s Guide to Everything)
  • Divine Inspiration (Book of the Righteous)
  • Draconic Bloodline (Player's Handbook)
  • Fey (KibblesTasty)
  • Fiendish (KibblesTasty)
  • Ghost-Touched (somanyrobots)
  • Hungering (Tome of Heroes)
  • Ironheart (somanyrobots)
  • Mazeborn (Midgard Heroes Handbook)
  • Phoenix Spark (KibblesTasty)
  • Resonant Body (Tome of Heroes)
  • Rifthopper (Tome of Heroes)
  • Sea (KibblesTasty)
  • Shadow (Xanathar’s Guide to Everything)
  • Spider-Blooded (somanyrobots)
  • Spore (Tome of Heroes)
  • Stoneheart (KibblesTasty)
  • Storm (Xanathar’s Guide to Everything)
  • Titan Heart (MCDM - Arcadia 1)
  • Wastelander (Tome of Heroes)
  • Wicked Witch (MCDM - Arcadia 8)
  • Wild Magic (Player's Handbook)


Warlock Subclasses 

Warlocks come by their powers through a pact with a powerful being. You should work with your GM to determine details about your patron, and discuss the details of how you made this pact for your soul. Specific details will be revealed to you by the GM at a time they determine appropriate, probably dictated by the story.

  • Accursed Archive (Compendium of Forgotten Secrets)
  • Ancient Dragons (Tome of Heroes)
  • Animal Lords (Tome of Heroes)
  • Arcanist (Rain Junkie)
  • Archfey (Player's Handbook)
  • Celestial (Xanathar’s Guide to Everything)
  • Compound (MCDM - Arcadia 9)
  • Conquering Host (Rain Junkie)
  • Dark Forest (Planegea)
  • Fathomless (Tasha’s Cauldron of Everything)
  • Fey (KibblesTasty)
  • Fiend (Player's Handbook)
  • Flesh (Sebastian Crowe’s Guide to Drakkenheim)
  • Genie (Tasha’s Cauldron of Everything)
  • Great Old One (Player's Handbook)
  • Great Tree (somanyrobots)
  • Hag (MCDM - Arcadia 8)
  • Hexblade (Xanathar’s Guide to Everything)
  • Horned One (MCDM - Arcadia 2)
  • Hunter in Darkness (Tome of Heroes)
  • Knowledge Keeper (KibblesTasty)
  • Old Wood (Tome of Heroes)
  • Oracle (Book of the Righteous)
  • Overseer (KibblesTasty)
  • Primordial (Tome of Heroes)
  • Swindled (MCDM - Arcadia 9)
  • Tempest (KibblesTasty)
  • Unyielding Sun (somanyrobots)
  • Wyrdweaver (Tome of Heroes)


Warlord Subclasses 

Warlords are might leaders in combat, empowering their allies to push themselves farther and directing the battlefield. Warlords might be powerful knights soldiers, or self-taught masters of tactics. They make great leaders and politicians.

  • Commander
  • Chieftain
  • Dancer
  • Dreadlord
  • Noble
  • Packleader
  • Paragon
  • Tactician


Wizard Subclasses 

Wizards turn the arcane into a subject to be studied. They believe that with time one can learn and unravel most magical mysteries and thus are always searching for new spells and ways to improve their magic. Wizards are quite powerful as they grow in experience. They can come from almost any background but are unified by having received some form of magical training in the past. Some join arcane groups of wizards, while others take a path of religious devotion and become powerful heirophants.

  • Abjuration (Player's Handbook)
  • Angelic Scribe (Midgard Heroes Handbook)
  • Astromancy (somanyrobots)
  • Bladesinging (Tasha’s Cauldron of Everything)
  • Cantrip Adept (Tome of Heroes)
  • Conjuration (Player's Handbook)
  • Courser Mage (Tome of Heroes)
  • Divination (Player's Handbook)
  • Dragon Masks (Midgard Heroes Handbook)
  • Elementalist (Midgard Heroes Handbook)
  • Enchantment (Player's Handbook)
  • Entropist (Midgard Heroes Handbook)
  • Evocation (Player's Handbook)
  • Familiar Master (Tome of Heroes)
  • Ferromancy (somanyrobots)
  • Geomancy (Midgard Heroes Handbook)
  • Gravebinding (Tome of Heroes)
  • Illumination (Midgard Heroes Handbook)
  • Illusion (Player's Handbook)
  • Innovation (KibblesTasty)
  • Liminality (Tome of Heroes)
  • Pathology (KibblesTasty)
  • Ring Warden (Midgard Heroes Handbook)
  • Scribes (Tasha’s Cauldron of Everything)
  • Spellsmith (Tome of Heroes)
  • Theurge (KibblesTasty)
  • Transmutation (Player's Handbook)
  • Wand Lore (Griffon's Saddlebag)
  • War (Xanathar’s Guide to Everything)


Connections

All players will roll a d100 to determine their connection to each other player. 

Short & Long Term Personal Goals

Roll 1d6 twice per character to determine their short and long term goals. The players can modify the goals based on their own preferences.


En5ider Reactions Issues 12-14

Issue 12 of En5ider is titled Fantastic Times & Librams , by Russ Morrissey. A d100 list of titles of books, with authors, physical desc...