Showing posts with label Community Shoutout. Show all posts
Showing posts with label Community Shoutout. Show all posts

Monday, July 28, 2025

En5ider Author Debut: Falkenburg Times-Pale Moon Consortium

I can't begin to convey how excited I am to announce the publication of my first effort as a freelance RPG author in EN Publishing's En5ider Magazine #4! As announced by EN Publishing earlier this year, En5ider, which has run for over ten years, has been relaunched in a monthly magazine format. I had the amazing privilege of having my article on the Pale Moon Consortium, and intriguing organization specializing in smuggling magical items and other illicit goods in and around the town of Falkenburg in EN Publishing's Elissar setting.

I had an outstanding time working through this new experience with veteran editor and creator Mike Myler and hope for future opportunities to collaborate with the amazing team at EN Publishing. If you'd like to check out the article, along with access to over 600 past En5ider articles, please consider subscribing to their Patreon!


Monday, May 26, 2025

Arcadia 5 Reactions

Image is copyright MCDM Productions

Another beautiful piece of cover art from Sean Andrew Murray depicting some sort of great siege engine. I love it.

Introcaso’s editor’s note focuses on asking logical questions about the fantastic details of our D&D worlds and carrying them to their conclusions. Certainly good advice for world building and reflected in this issue.

The first article is Long-Term Curses by Leon Barillaro. This provides six curses immune to the Remove Curse spell. These all seem to be less mechanical than narrative elements. The Curse of the Betrayed is interesting narratively, but seems like it would be difficult to do in practice. The Curse of Cassandra, paying homage to the Iliad, seems like it would be easier to roleplay. It’s harder to keep control of a group that is actively undermining one another and lying because it creates greater opportunities for problematic player behavior. While the prophecy curse provides an interesting narrative component that is easier to implement (the other characters simply need to act as though they don’t believe the prophecy, which is the curse, exactly as portrayed in the source material). 

The Curse of the Living Dead is distinct in not really being character focused. Instead it provides the idea of a town infected by necromatic energy that causes the dead to rise at midnight, meaning that their corpses are destroyed and removed from the immediate area before they arise as zombies. Instead this is an interesting narrative element that you can insert as a quest line in almost any campaign. I may use it to describe a town in Krakovar in my Midgard campaign, defiled by the magic of the ghouls and Blood Kingdom. The characters would need to break the curse as part of their work as rebels.

The last three curses are similarly interesting narrative devices, but my favorite is the Curse of the Watchers, which slowly adds to a folk of ravens who follow an adventurer who stole a seemingly mundane item of the GM’s choice from a dungeon until the swarm attacks. This would also be a great tie in to the Grove of Crows in the Path of the Planebreaker. The Grove is essentially a horror themed demiplane with similar vibes and esthetic. Just reskin the ravens as crows.

The next article is the Goldmonger Subclasses, by Carlos Cisco. I love these subclasses, like the unique and nuanced take on avarice as a divine domain. You don’t have to be evil to be greedy or a voracious collector of valuable magic items. The article is also very well written in my opinion. 

There’s a flavorful but brief description of Pta’u as a god of deals before launching into the cleric subclass. It has some powerful features, like the ability to duplicate a domain spell effect on yourself or an object you are touching after casting it on another creature or object. That means you can cast haste on your martial friend and yourself, or a number of other decent spells. Additionally there are other interesting abilities that add up to having a degree of battlefield control. Overall probably a middling subclass in terms of power, so it shouldn’t break your game.

The next is the Circle of the Gilded Druid, focusing on guarding natural resources of gold and gems from those who would take them. So I imagine they hate miners (not a subclass for Lost Mines of Phandelver perhaps). I’d need to test out the subclass to see how it performs, but largely it tries to boost the melee capabilities of the Druid with a ranged attack boost late at level ten. You’d still have the core controller and support spells of the Druid, but this certainly seems geared towards your character primarily relying on primal savagery for most of your attacks. A small boost to AC and resistance occurs at sixth level, meaning like most druids it would be advantageous to pick an ancestry that provides earlier buffs to AC if you plan to spells any significant amount of time in melee. So some cool abilities, but limited utility as far as their use. Probably another subclass that won’t break the game.

Next is the Paladin Oath of Acquisitions. The flavor on this one immediately makes me think about running an Acquisitions Incorporated game. It would definitely be a good addition thematically. It seems a little overtuned, with several abilities allowing you to impose disadvantage on enemy attacks. The aura allows this on any enemy within 10 feet, which seems like it could do a number on a boss encounter. 

The final article is Alabaster’s Almanac, by Sam Mannell. This article details nine new spells for arcane casters. They are all generally balanced, if sometimes a little too specific in their use cases. There is an odd ninth level spell that lets you turn illusions into real objects or creatures (but not magic items). Much like the other spell offerings, potentially useful to inject on a case-by-case basis, or give to an NPC or villain in your campaign.

That’s it for Arcadia 5!

Arcadia Reactions Page

Arcadia Reactions 6

Sunday, December 15, 2024

Tomb of Annihilation in Eberron

I’m not the first person to have this idea, but I think it would be super cool to someday run the 5e campaign Tomb of Annihilation in Eberron. Playing to the swashbuckling adventure themes of the setting along with inspiration from treasure hunting and exploration like Indiana Jones, I think Eberron is the perfect place to explore to find lost cities and dungeons in a primordial continent. 

So much like my Northland Campaign idea, I’ll be posting a few articles that should help remix the adventure for Eberron and guide a GM in running character creation for their players.

Friday, November 29, 2024

Ptolus Session Two/Three: Secret & Clues

On 22 August I ran the second session of my Ptolus: City by the Spire campaign. Below are some of the secrets I pulled out to use if anything came up during the session. I ended up using only those about the Delver’s Guild, as my players were mainly interest in going after a bounty of ratmen tails in the sewers. A Dysonlogos map of a section of sewers was my main prep for this session.

  • A vast dungeon with many different sections stretches under the city in all directions.
  • Strange phenomena that delvers call the pits of insanity can be found throughout the dungeons. (Pg 388 for effects on characters and the area around the pool). Roll a d100 to check for pool. Percentage likelihood increases as closer to the Spire.
  • The Banewarrens are built in a compartmentalized magical fashion. Only sealed doors connect the sections and these can only be opened by the Banewarrens Key. 
  • The Banewarrens key is held in the vaults of House Vladaam, but they do not recognize the artifact’s significance.
  • The Banewarrens were built by a champion of light to protect all the most evil objects in the world. This champion fell from the light.
  • Others helped the champion build the Banewarrens. The silver dragon Saggarintys was one. The dragon now is imprisoned in the Banewarrens.
  • The stairs beneath the statue in Delver’s Square lead down to the Undercity Market. The market has major tunnels leading off into the dungeons and sewers of the city for delvers.
  • The Delver’s Guild headquarters is in the Undercity Market. Would-be delvers can find jobs here, and pay membership dues to join the Guild 
    • Associate Guildsman: Open, 10 gp per year. Access to Guild information, 10% discount at Ebbert’s Outfitters.
    • Guildsman: Open, 20 gp per year, as associate, access to guild library, taproom, and way stations.
    • Master Delver: One year membership at Guildman level. 500 gp per year. As guildsman, voting privileges and retrieval insurance.
    • Grand Master: Open to Master delvers with three years membership. 5,000 gp per year. As master delver, plus claims staking.
  • Spell scrolls and potions can be bought fairly cheaply from a number of vendors on Delver’s Square and in the Undercity Market.
The secrets & clues step of the Lazy Dungeon Master checklist is one of the most flexible and easy tools to use for GM prep that I’ve seen. I highly recommend using it as a prep tool.

Ptolus Session 3 Secrets & Clues

  • Melishan’s Hand is a group of rival adventurers that operate under the city. Melishan is a female human mage and her companion Krotus is a male gladiator with red painted leather armor and shield. He wears a ring of the ram. See Doctrine of Ghul, pg 4 for more details.
  • The Bull and Bear Armory sells armor and sometimes has magic armor in stock (pg 191, Ptolus). Iltumar Shon is the sixteen year old clerk of the shop who believes all manner of tales told him by the delvers.
  • Notices about a missing girl are up all over Midtown. Text states: “Adventurers Wanted: To find our missing daughter. Reward: 200 gold imperials. See Toman Etherin at the sign of Black Swan.”
  • Toman Etherin’s daughter disappeared the day before yesterday from near Iron Street.
  • A sign of a tolling bell is marked over a sewer grate in an alley off Iron Street.
  • The Cult of the Tolling Bell intends to sacrifice the girl in a ritual under the city.
  • Members of the temple of the Ebon Hand passed by Iron Street recently.

Ghostly Minstrel NPC Roster

  • Tellith Herdsman: woman, red hair. Manages inn portion and front desk.
  • Zade Kenevan: Male, bald, skinny barkeeper.
  • Sheva Callister: “Retired” delver. 31 years old. Made it big and has now decided to retire. Constant companion is the ghost of a comrade.
  • Daersidian Ringsire: Elf battle mage with a wyvern mount. Companion to Brusselt. Wyvern is named Thorntail.
  • Brusselt Airmol: Halfling master thief and constant companion of Daersidian.
  • Jevicca Nor: Public face of the Inverted Pyramid. Redhaired woman. Holds a seat on city council. Magical left prosthetic arm made of glass.
  • Rastor: Male lion man. Trades in magical weapons and can identify the properties of most free of charge.
  • Steron Vsool: Powerful Paladin. His heart shines so bright it can be seen through his armor.
  • Urlenius: Ogre mage and member of the Brotherhood of Redemption.
  • Araki Chipestiro: 
  • Mand Scheben: 
  • Runewardens: 
The list above might be a helpful reference for other folks. My players decided to go live in the Warrens this session instead, so the patrons chart is probably unnecessary here.

Monday, November 25, 2024

Swashbuckler Reactions (Class by somanyrobots)

Perhaps my favorite homebrewer of additional character options is creator KibblesTasty. When Kibbles includes a creator on his list of compiled Homebrew options I take notice. This was the case for somanyrobots, whose recent kickstarter Kibbles promoted in his Discord community. After reviewing somanyrobots’ content I added the Troubadour to my approved class list for my games. I’ll write an article on that class at a later date, but I wanted to document my thoughts as I examine somanyrobots’ Swashbuckler class and consider it for potential inclusion on my default approved list, or perhaps add it to a separate list of classes that may be allowed for certain campaigns.

The Swashbuckler 

First impressions, the pdf is laid out well, in a similar style to Kibble’s work, probably done with GM binder. It has an astounding ten subclasses, each appearing to have a fairly distinct niche and flavor at first glance. Looking over the class progression table the swashbuckler seems to live up to the archetype and expectation of being a martial expert class that contains skirmished elements similar to the rogue, and combat abilities similar to the fighter.

Quick build

This section calls for Dexterity as the highest stat, followed by Charisma or Constitution, so the same profile as the rogue. We will be reliant on finesse weapons, needing Constitution to survive in combat, and Charisma probably impacts some class abilities depending on the build.

Class Features

We get d8 hit dice, like the rogue, which fits more of a skirmisher role. We only get light armor proficiency, but we get both simple and martial weapons (and firearms, but I’m not sure I’d allow firearms in my games as a personal preference—we’ll see how integral they are to making this class effective). We can also have ranged builds because of the inclusion of all the weapon types—we’ll see how that plays with the class features. We also get the unique buckler shield proficiency (a shield that can be removed or donned using only a free item interaction instead of an action or bonus action).

We also get a musical instrument proficiency (guess this archetype does include characters we might build as bards ordinarily too) and water vehicles (because we’re leaning into the pirate archetype). Our skill list to choose from is essentially the same as the rogue with the addition of history. 

Rakish Expertise

Expertise in one skill or an additional skill proficiency (again, a diminished rogue feature).

Panache 

Now we get to the unique core resource of the swashbuckler. Panache is gained by completing various actions. You get some each time you roll initiative, which seems fair. You also get it for making critical hits (which interacts with the next feature), and for dealing damage to creatures of CR 1/4 or higher (this seems specifically to prevent abuse through the bag of rats trick). Finally, swashbucklers get a special way to waste an action and gain one panache (this seems as though it would only be useful in edge cases where you know you won’t be able to hit, but gaining one more panache will enable you to do so on a later turn or with the additional action you get at later levels). 

Debonair Deeds

Now we get the base abilities to spend panache on. These are a martial characters version of the shield spell, where you can expend a panache point to add your Charisma modifier to your AC when a melee attack hits you. Additionally if the attack still hits you get to roll your melee weapon damage and subtract the result from the damage that would have been dealt to you. There’s also a taunt ability requiring a Wisdom save from the target. On a failure the target has disadvantage on their next attack roll. Finally, Nimble Step allows you to use a bonus action to move half your movement without provoking attacks of opportunity, so similar to Cunning Action on the rogue, but explicitly designed to facilitate darting in and out of melee combat.

Deft Strike

This ability concerns me a bit with balance. It increases the range of results that give you a critical hit, something usually reserved for higher level features in other classes. You do have to wait, as the range only increases by one for each round you end in combat. You can also spend panache points to lower the crit range by however many you spend. You must spend this before you make the attack action. The feature starts with crits on 19-20, but advances to a larger range as you level up, eventually reaching 16-20 at fourteenth level. 

My concern with this class is the degree to which it alters the math on hitting. It may not make much difference at lower levels, but as you increase the amount of panache you can have to spend at higher levels it drastically increases the chances of crits against high level monsters you might not normally be able to hit. It is controlled a bit by the slower progression require a round or a panache point expenditure to increase the crit range. Additionally, the damage remains constant for crits based on your base weapon damage and not scaling like the rogue’s sneak attack. This feature still seems like it may be problematic, although I wouldn’t doubt that it’s fun. I’d have to see it in action to evaluate the concerns further.

Tricks of the Trade 

This feature provides access to a menu of options similar to eldritch invocations on the warlock, but much less powerful and geared toward providing the swashbuckler character various support and utility options, including various tool proficiencies, the find familiar spell so you can summon a parrot to keep on your shoulder, and swimming or climbing speeds. Most of these are fun and interesting and don’t seem game breaking.

Fighting Style 

Several fighting styles that encourage both one and two handed skirmishes, and ranged or mixed (ranged & melee) builds are presented. These all make sense and seem to incentivize “swashbuckling” behavior.

Swashbuckler Code

You get your swashbuckler subclass at third level. We’ll discuss these options later on.

Ability Score Increase

This occurs at fourth level. Notably, the Swashbuckler actually gets fewer ASIs that both the fighter and the rogue, perhaps due to the powerful options provided by Deft Strike.

Extra Attack 

This feature distinguishes the swashbuckler from the rogue, but it doesn’t get any more actions like the fighter at higher levels.

Instant Action

Allows you to use a bonus action to gain panache equal to your Charisma modifier. Recharges on a short rest. Now we’re still limited to only having up to four panache at this level, but this feature means that in three round fight I could have the possibility of critting in my improved crit range of 18-20 in one attack all three rounds, or 15% each time. Now the slow build of the increased crit range, along with the limited ways to gain panache help, but there are pretty significant spikes in damage whenever I do crit. 

You can see that somanyrobots was very deliberate in following the math to require either a slow build to increase the full crit range or a large expenditure of panache to increase the range temporarily. I think the thing that does mitigate some of the potential abuse is that the crit range resets each time you hit a critical, diminishing the chances. 

This means swashbucklers can be successful in going nova and expending their abilities, or be rewarded for patiently waiting for their crit chances to improve over a couple rounds. 

Suave Evasion 

Allows you to use your Charisma mod instead of Strength or Dexterity for saving throw effects.

Surprising Strike

Allows another attack immediately after you crit or if you expend two panache after a normal melee hit. This provides a pretty significant boost in power now that you can have up to five panache points at a time. 

I do appreciate that this feature prohibits automatic critical hits (like when a creature is unconscious) from working with this feature.

Last Stand

Coming online at level seventeen, this one is cool thematically, allowing you to use a reaction for falling to zero hit points but not killed outright to move up to your speed and spend as many panache points as you want. Then you can make one melee attack for each panache point spent. This one seems very powerful, but actually seems quite satisfying for a player who is either going to lose the character or be unconscious for a round or two until they are healed. The long rest requirement for this ability also limits most potential abuse. However, in the context of the lowered crit range and other abilities, this is still extremely strong.

Lightning Reflexes

Lets you take two reactions per round, but not for the same triggering event. Very powerful, but at the same time very simple for a capstone feature. I wouldn’t worry about it being an issue at this point because your spellcasters already have wish.

Summing Up

I pulled in two of my players best at optimization for their options. They both agreed that the Swashbuckler generally seemed like a fun class to play, with interesting abilities. We did not review all of the subclasses because there are so many. We did note that some of the flavor of the subclasses, like many for homebrew classes, overlaps with other classes’ niche. This isn’t necessarily a problem, but for some might be a narrative and mechanical concern.

Overall, we like the class, and think it would be great for a nautical themed campaign, or anyone with swashbuckling, thriller action.

Monday, October 14, 2024

Solodark

I just took a look at Solodark, the free rules for running the amazing Shadowdark RPG as a solo game. To be honest, there’s not a lot of material here, but what does exist is interesting.

Essentially the understanding is that you basically have everything in the Shadowdark core rules to run the game by yourself, so no systems other than initiative in combat have any mechanical changes. What you do lack is a GM to answer questions, which is why you are provided the details of the “Oracle Die.” This is a d20 roll with a variety of outcomes to determine yes/no questions and add twists to the responses with a random table of verb and noun prompts. The creator, Kelsey Dionne, has made several great videos showing how she’s employing these rules as an example.

When I have the opportunity I’d love to try out a Solodark campaign and I’ll put out write ups of my experiences. In the same vein I’ve been meaning to try out Ironsworn for the same reason—and a close friend recommended it.

On the larger subject of solo RPG play, I think it’s a great exercise in creativity, particularly as Kelsey demonstrates, because the player must creatively and imaginatively interpret ambiguous results. I could see it being a great creative writing exercise to get through writer’s block. It’s also just a great practice for a GM, interpreting new results and creating the story on the fly so you can nimbly respond and interpret your players’ actions in a multiplayer game. For this same reason I plan to spend some time soon looking at Ironsworn as well.

Tuesday, June 25, 2024

EN5ider Reactions Issues 1-4

Trinket art from EN5ider Issue 1, by EN Publishing

The first issue of EN5ider was published when 5e was still young, on 25 February 2015. This four page issue by Ryan Chaddock outlines how to describe and use mundane, non-magical trinkets more effectively in your campaigns. The article is brief and concise, but I think gets its points across well, emphasizing these items as a way to provide plot hooks and roleplay opportunities to your players without the mechanical baggage of a magic item. I particularly like Chaddock's suggestion to use trinkets as a way to convey the culture of a group of adversaries or allies, like the items carried by a group of raiders or the gifts of a group of elves (not all the gifts in Lothlorien were magic items, right?) Practical advice on creating and describing trinkets is also offered in a nice callout box.

I’m most struck by the lack of mechanical content in the article, but it remains relevant and helpful for a GM. I think this is because of the conversational voice and the specific advice on how to apply trinkets to enhance your game. It’s almost a “bite-size” product, giving the reading something brief to take away and think about. I appreciate the honesty of the conclusion too: "Ultimately the choice to supply your players with these kinds of items is a negotiation. If your players seem uninterested, maybe trinkets are not for your group. Finding ways to keep them interested is the real trick. The payout is a richer game world, which is well worth it."

The next article is titled 5 Campaign Lessons from the Hobbit Films by Eric Pierce. This is the part where I realize that the final Hobbit film was released in 2014 and am amazed at the passage of time. The article is refreshingly critical, with the first advice to avoid GMPCs to not steal your players' thunder. It also brings up the interesting point that at this time in 2015 many tables were probably using actual player characters for NPCs with the party, rather than perhaps an NPC stat block or the simpler sidekick stat blocks introduced in the Essentials Kit or Tasha's Cauldron of Everything. There's some good general GM advice here, but nothing truly groundbreaking or innovative for most folks running a game. I do appreciate the advice on attempting to have your players provide secret desires for their characters that you can use alongside their external desires as plot hooks.

Archery Contests is by Russ Morrissey, the owner and creator of EN World. The article features a chart with scaling values to simulate the advancing AC depending upon both the tier of the archery contest the player finds themself in, along with the venue and level of competition, from a small village to the extraplanar level. This level of detail and design really makes this article interesting and useable. I really like this article, and it provides a great drop in event for any setting or location that you can use if you have a player who has specialized in archery.

The final issue we are looking at in this post is Battlefield Events, also by Russ Morrissey. It provides random events to add complications during your encounters. A similar design is used to simulate the fray of larger battles around the characters in Dragonlance: Shadow of the Dragon Queen. The options are generalized to be used in almost any scenario. I think it's hard to use this type of tool for every encounter, but the article provides a great place to go for inspiration on effects that you could use in a smaller table for a specific boss or crucial fight.

It's clear that the magazine is still finding itself in this stage, as the art and layout are less polished than they become in later issues. A bit of a mixed bag in terms of easily usable content for 5e, but I think there's generally been something of utility. Even if reading one of these articles forces you to reflect on your own GMing style then its probably of some utility.

EN5ider Reactions



EN5ider logo is property of EN Publishing

EN World Publishing's 5e magazine, at time of writing, EN5ider has almost six hundred issues over the past nine years and is still going strong. There's plenty of great material and information that I want to integrate into my 5e games and that I think will remain relevant even as the new edition draws closer. So I'm going to start a similar collection to my Arcadia reaction posts where I can document for my own (and perhaps your) record my annotations and thoughts on the materials in this great resource. 

Each EN5ider issue varies in size. Some, particularly the adventures published in serialized format, are much larger, while many are four to six pages. Because of this I will be looking at them in order of issue, but organizing my own posts into larger articles treating perhaps three to six small issues at a time. The longer issues will receive their own posts.

En5ider Reactions Issue 15
En5ider Reactions Issue 16 
En5ider Reactions Issue 17
En5ider Reactions Issue 18

Sunday, February 4, 2024

Offering New Character Options

Often although I’ve basically accepted the role of forever GM, I find cool character concepts or subclass options or what have you that I like and wish I could play. I recently discovered I’m not the only person who feels this way. In the KibblesTasty Discord server in the drafting room channel, there was an interesting discussion between several GMs about the character options they allow in there games and their lists of allowed content. One commented something to the effect of “I’m glad I’m not the only one with a list of things I’d like to see you play.” 

Most of my games so far have been either introducing new players or my first time GMing in the case of my game with veteran players. In both cases it made sense to stick with 5e options (our system of choice) that were relatively simple. In a few weeks though I hope to start up a new campaign with experienced players set in Midgard from Kobold Press. We plan to play through Empire of the Ghouls also by Kobold Press. In this game I want to restrict the players to subclasses from the 2014 Player’s Handbook and Kobold Press books Midgard Heroes Handbook and Tome of Heroes. I plan to also allow the Warlord and Occultist classes from KibblesTasty and the Pugilist by Benjamin Huffman on the DMsGuild. 

Why these particular resources? The Midgard character-focused book are written geared to the setting and provide some unique options, so they make sense. The Occultist actually provides some unique connections to the themes of the adventure, so I think it would be interesting if someone chose it. The Warlord and Pugilist though? Frankly, they’re only included because I really like them and want to see someone play them. 

I definitely have character concepts that I would love to play using these options. The solid and seasoned mercenary commander for the warlord or the chieftain of a remote tribe. The grizzled boxer or bruiser from the rough streets of a big city, searching for the underground pit fight or ring in every town they stop in to meet the local champ. Or the gambler who is a brawler out of necessity and “know[s] when to walk away and when to run.” 

Guess I’ll have to make them into NPCs that the characters may meet in passing—but make sure the spotlight stays on the players and how they interact with these creations of mine.

Don’t know if there’s really a point to this ramble, but the characters we create and that our characters create make our fantasy worlds vibrant. We get to experience a new world through their eyes and inhabit it to escape some of the problems of ours—or maybe learn how to face our own problems with more strength and empathy.

Arcadia 2 Reactions

Arcadia 2 arrives. This cover is by Ejiwa “Edge” Ebenebe. There are certainly elements of psychedelic style here that make my mind go to the beauty and distortion of the Feywild.

Arcadia 2 cover.

While the inaugural issue featured four articles, this issue settles down into the more normal three article composition for Arcadia. Due to this, it comes in about six pages shorter. James Introcaso writes the introduction and notes the effort placed upon the art in this issue that serves to enhance an article providing season-themed subclasses, new elemental monsters, and an adventure.

Subclasses of the Seasons, by Joshua Mendenhall serves up four subclasses (one for each season). These are the Order of Hibernation mage, College of Springtide Bard, Child of the Sun Bloodline Sorcerer, and the Horned One Warlock. The art by Marlowe Lune is reminiscent of very nice playing or collectable cards to me. My personal favorite of the four pieces is the image of the Horned One Warlock. I'll admit I was a bit confused initially that with the theming these were all subclasses for different base classes. Perhaps that's some unconscious bias caused by the season changing abilities of the eladrin ancestry option. I haven't had the opportunity to playtest them myself, but they seem to lean quite heavily on supplying additional spells as part of subclass features. Part of the reason I particularly enjoy the Horned One Warlock is that it dovetails nicely with a deity of the same name in Kobold Press’ Midgard setting. 

The Periodic Table of the Elementals, is by MaKenzie De Armas, another well-known 5e designer currently working for Wizards of the Coast. While I've noticed De Armas author and design credits several times now, I hadn't looked into her bio until finding the link to her website. Her work is impressive, and the first time she played D&D was in 2018. It's encouraging to see such success from someone who's essentially a contemporary of mine in both age and adoption of TTRPGs. There is room for the new generation. But enough soapboxing, how are the new elemental monsters in this section?


The Conducere by Grace Cheung.

The Comburo is a volatile burning elemental, with some interesting traits that can allow it to do damage to enemies that hit it within a certain range, among other things. It has both a slam attack typical of elementals, but also a unique recharging ranged attack. If I were to do my best Keith Amman impression, I’d note that this thing has the profile of a brute, and as a force of nature isn’t very smart. If we follow the fantasy, it’s a ferociously reacting elemental, likely to use its first volatile burst attack once it recognizes a threat, then probably uses slam attacks. As its reaction continues to burn, it doesn’t retreat or withdraw, instead fighting until it is extinguished. Next are Conducere, which are basically composed of conductive metals. The art for this one is by the talented Grace Cheung, MCDM’s on-staff artist (and I feel bad saying this, but the Conducere is probably my least favorite piece from her. The other elementals are alright, but something about the contrasts in the Conducere art just doesn’t do it for me). The ability scores reflect a strong, resilient brute, but there’s less interesting here than the Comburo. The most interesting thing is the Conducere’s reaction that will allow it to redirect a spell or magical effect at another creature once a round as a reaction (they “conduct” it through themselves, get it?) 

The next elemental is the Elektron, essentially electricity themed. Once again, essentially a brute with high DEX to model a highly maneuverable creature composed of pure energy. The real unique thing for this CR 4 monster is its lightning charge trait, which allows it to increase its size by one category each time it is hit with a metal weapon. There is some clever design here, as it gains multi attacks and a passive effect to demonstrate the increasing energy as it grows in size. This is balanced essentially by its lower hit points. This isn’t a smart or very wise creature, so it’s likely to focus on those adversaries attacking it, perhaps with its average WIS, it is capable of recognizing that being attacked with metal weapons increases its size and power.

The Noxa by Grace Cheung.

Finally the Noxa, made of the “toxic, odorless gases,” according to the flavor text. Because of this, the elemental is invisible. Once again, this creature is not very intelligent, meaning that based on it nature it may not even intend to engage with the party and simply wanders into the same space, beginning to suffocate them. In any case, I’d probably have the Noxa get a surprise round to use it Asphyxiation feature against one party member in its space, then calling for initiative. This elemental is particularly difficult because of the invisibility, and I wouldn’t use it unless your party has access to fire or lightning damage that causes it to glow, otherwise I see this very easily being a TPK. The Noxa also has my favorite art of the four.

Finally the article provides some unique additional rules on reactivities, basically giving Legendary Action-type powers to elementals working in combination. This is a really unique design and I quite like it as a way to turn an encounter with creatures relying upon their slam attacks into something more special. These don’t just use the new elementals, instead also enhancing the SRD versions of the four normal elementals too. Great theming for an Elemental Evil campaign, or dipping into the Inner Planes, or even exploring the reactions when bound elementals in a setting like Eberron get loose.

The final article is an adventure for eighth level characters, Well of the Lost Gods, by Rich Lescouflair, the lead creator and designer behind Esper Genesis. Art is from three different creators, Nick De SpainFaizal Fakri, and Jason Hasenauer, with cartography by Diana Muñoz. Anomalies like green smoke and crystal is appearing and strange objects are falling out of the sky. Some other adventurers found a strange portal they’re calling a well in the mountains. The characters are contracted by leadership of the town to investigate. One thing I dislike about this adventure is the first puzzle included in it. My issue with the puzzle is that it amounts to "push all the buttons on this handout." Is there a specific order or pattern? Nope. The adventure just says "When the buttons are pushed along the linear pattern [it opens]." Did the author intend for something more robust? If so then it's unclear to me. Helpfully, the adventure also provides directions of your players decide to simply smash it open, triggering a battle with what is essentially a CR 10 robot. 

I don't know that the adventure overview outlines the adventure structure very well either. The beginning feels a bit disjointed to me. Although I do appreciate that two nodes were included in the initial investigation of the strange anomalies occuring in the town, allowing for a bit of player choice, even if it's ultimately circular in structure, looping the players between only two situations to ultimately direct them to a dungeoncrawl. However, the two dungeon maps are linked by a portal, taking the party to the second dungeon portion that in the tradition of Expedition to the Barrier Peaks seems to be a genre-bending lab from an ancient civilization or from an ancient spacefaring people of high technology or magic. 

Once again, we also have a puzzle--this one is better, involving exploring the dungeon and activating various panels (more like a Legend of Zelda dungeon design). However, it still has some clunky prose description on the feedback mechanism to tell that you're unlocking a door: "A 10-foot-diameter metal plate is set into the north wall.Three crystal orbs are embedded into its surface in a diamond-shaped pattern." Don't three points make a triangle, Dave? There are four rooms to explore, activating panels to light up these orbs, but the adventure notes that "only three need to be activated in order to open the door..." But perhaps this confusion is just personal. Once again too, if your characters fail their intelligence checks to activate the panels then the room seals and they get to fight more robots and what are essentially small lightning (electrical) Elementals, which then causes the light to come on instead of completely halting progress. Opening the door brings on a final boss fight with another robot and then a skill challenge or slugfest to break the labs generator and make all the weird anomalies that were the adventure hook to stop.

The enemies included with the adventure are interesting, but nothing crazy to write home about. They're use abilities similar to many monsters and are primarily brute-types. The maps are again a bit monochromatic and don’t have any dead space or looping in anyway, but understandable with space constraints.

That sums up Arcadia 2. Some interesting topics and monsters here, but overall not quite as heavy hitting for me as the first issue. Onwards to Arcadia 3!


Sunday, January 21, 2024

Cubicle 7's Uncharted Journeys Reactions


Uncharted Journeys might be the best book other than the core rules you could buy for 5e. That’s my opinion, but there, I said it. It provides an actual system to make journeys narratively interesting and providing your players meaningful choices. Its encounters and advice go beyond anything available in the Dungeon Master's Guide or the Monster Manual, or any other 5e book that I've found. The journey system could even be grafted onto other skill-based systems with some modification and provides a robust framework for making travel and exploration the truly meaningful pillar of RPG play that many have long sought.

With that as my thesis, I'd like to showcase perhaps my favorite find so far of 2024 (although it was released in January 2023), Uncharted Journeys from Cubicle 7. 

Most of the 5e books I have (and I imagine you too) provide adventures or monsters, or perhaps setting material. This is awesome stuff that we all love. Then there are the core rules, detailing how to build a character and conduct combat, or providing additional rules and options. There still fewer that provide a wholly new structure, something that adds a new dimension and option of play to the game. Uncharted Journeys does exactly that for travel, refining the system Cubicle 7 created for Adventures in Middle-Earth for all of 5e.

The first step in the system is to set the journey, determining start and endpoints with the players. It cuts down on the bookkeeping and need to attempt to calculate exact distances by dividing journeys into short, medium, long, and very long. Example distances are provided, but it’s also noted that the system thus allows for abstraction of distance. You can apply the same categories to a continent spanning trek or to a long hike across Sharn, Ptolus, or Orden’s massive city of Capital (there’s even a great cities biome that has relevant encounters for that environment). I think it tends to work better for the former than the latter, but with some adaptation, I think it would definitely enrich a city-based campaign. You also determine the terrain and weather for the region to figure out a Journey Difficulty that will serve as your DC for a group check and the skill checks in the encounters later generated. This system is also great for facilitating a point crawl. 



Imagine throwing the 5e large map of Faerun in front of your players. They’ll see a number of cities connected by roads, as well as far flung locations not connected in this way. They may also want to go to a location that you place in one of the empty spaces on the map. With this system, you can determine journey lengths between each node of the pointcrawl, and offer meaningful differences in choice for your players. To get to Waterdeep from Phandalin you can go several ways, either up the trail to Triboar and down through the Dessarin Valley, out West to the Coast and down the High Road through the Mere of Dead Men, or you could try trekking through the Sword Mountains and brave the Kryptgarden Forest into the Southern portion of the Dessarin Valley, shortening the distance taken up towards Triboar. In the journeys system, each of these routes has a different Journey Difficulty. You might not outright tell your characters, but you can signal to them which route might be faster, or slower, or most dangerous based on rumors and discussion by travelers at an inn or tavern. Whatever the characters choose, their choice has real consequences in terms of the number of encounters and how likely they are to fail their checks along the way.

The journeys system, like other attempts at travel systems before it, provides party member roles. Where these succeed are their relative simplicity. They provide simple opportunities for players to make meaningful contributions to the party on the journey. It is easy enough to put these descriptions on an index card or pass the text to each player in a VTT so they can fulfill their party role. Each class or character build can fill roles in unique ways, incentivizing the use of certain skills and tool proficiencies that otherwise are rarely used. I think about the artificer in my previous Ghosts of Saltmarsh campaign who had tons of cool tool proficiencies that also served as character flavor, but that I didn’t really engage with from the GM side. That character would have made an outstanding Quartermaster in the journeys system. There are ways that each class can contribute on a journey, but depending on party makeup there can be gaps in capability, which in my opinion simply serves to reinforce the power of player choice by providing real consequences for those decisions.

The preparations that players can take prior to the journey also provide similar opportunities to reward creative play ideas while resolving them within the familiar skill check structure. These are varied to allow many different types of characters to contribute and include doing research, hiring help, prepping a hearty meal for the party, and more. I really enjoy the flavor of these choices, and some of them like carousing offer both benefits and negatives for a failed check that really add to the storytelling.

Perhaps the largest departure from regular play is the restriction of resting while on a journey. I very much like this choice, as it imposes clear and real risks and forces the players to be strategic in when and if they choose to take their one short rest on the journey, incurring another encounter. Luckily except on an extremely difficult journey with very poor rolls the vast majority of encounters that will be generated are non-combat, and the hazards should largely be setbacks that increase the dramatic tension. This also breaks up and varies your encounters, meaning that you can have more than just combat encounters, but still have dynamic and interesting combat encounters. The book also suggests to insert scripted or set piece encounters that enhance your story as you will. So just roll for an encounter like normal in the journey system and insert an encounter that you think is necessary or relevant to your narrative.

Of less precedence, but still very interesting are the chapter about generating NPC encounters along the way, along with ancient ruins. Both are much less groundbreaker, but still provide utility for a GM looking to generate additional content. Between the two my personal favorite is the chapter on ancient ruins, which I think can both help create adventure locations or just for points of interest on a journey. Some other discussion of this section has suggested that it’s too bad that it doesn’t allow for dynamic dungeon generation, but I think this misses the intent. The ruins generated by a few rolls in the chapter don’t necessarily need to be dungeons. They can simply be described locations that provide narrative information or lore. If you are inspired by what is generated and draw up a map, all the better. I will agree though, that this chapter is best used to prompt inspiration during prep time, not dynamically create content during the game.

The encounters section provides many interesting and varied encounters to employ on journeys. Additionally, though it hasn’t been much focused on in examinations of Uncharted Journeys, taking encounters from adventure modules and using them when the appropriate category comes up isn’t hard and is a great way to reinforce your narratives and integrate existing content into the journey system. There are also encounters and journey rules for sea journeys. I prefer the simplicity of these rules to those of Ghosts of Saltmarsh for instance, but they can be combined with the combat rules from Ghosts or even Spelljammer. There are plenty of varied biomes or environments for encounters too (you’ll probably need to build your own for Wildspace or the Astral Sea—which I may do on the site if I feel inspired one day).

I plan on using the journey rules in my upcoming Storm King’s Thunder campaign, and to a lesser degree in my Dragonlance: Shadow of the Dragon Queen campaign too. If anything new stands out to me I’ll definitely write a follow-up. This system is well suited to any adventure that features significant travel, particularly optimized for overland travel, and I look forward to seeing how my players engage with it.

Thursday, December 28, 2023

Pregen Characters for Descent to Avernus


Spoilers for Descent to Avernus and the Alexandrian Remix.

I've spent a fair bit of time reading through Justin Alexander's Descent to Avernus Remix, and I really enjoy it and would recommend a read. As far as Baldurs Gate: Descent to Avernus goes in general, I don't think the campaign is great for a beginner GM, but it has some great ideas, improved upon with the additional connective tissue Justin adds. But perhaps my favorite addition is the additional history and metaphysical justifications Justin creates to explain the story. Now you might go the entire campaign and depending on the players not require much of this extra info. But if like me you use the framework provided by Mike Shea in Return of the Lazy Dungeon Master, then you'll find some of this extra history useful as secrets and clues you can lay on your characters. And how can you make them even more invested? Tying it all to their background! So I created eight pregen characters tied into this campaign.

Now, depending on your group your mileage may vary. My group is currently using modified versions of the pregens for the original Lost Mine of Phandelver starter set campaign, and character creation is still a difficult process for them (and for me at times). So in a fit of inspiration (since I have no idea when or if I'll end up running Descent to Avernus) I made a selection of highly themed pregen characters that can be used for an adventure preceding the disappeance of Elturel that have pretty heavy ties to the lore of the Alexandrian Remix. Note the trinkets and background items that I have modified to provide potential story hooks into the lore. I personally envision this party as a group of idealists. Most are younger )with a few exceptions) and none of them are aware of the secret plots of the Cult of Zariel within Elturgard, but they are advancing within their respective orders and likely would have been initiated into the Cult (or eliminated if they proved disloyal) had Elturel not been transported to Avernus. 

I would probably run an intro scenario of the party partoling in the Trollclaws on the Northern Frontiers of Elturgard and stumbling upon some sort of dungeon, perhaps with some Zarielite or Gargauthian imagery to hint at discoveries yet to come in the campaign. As the characters complete their patrol and they begin their return to Elturel to report their findings. The sun has just set as they come into sight of the city, still aways off, but the night remains lit by the comforting, everpresent light of the Companion. Suddenly the earth tremors, and the light of the Companion seems to fade then begins to "emit a strange, purplish-black light..." and the surface seems to crackle with lighting that arcs downward, lighting fires like tiny candles in the city below. Thunder booms as this energy flashes. The players have a chance to react before the cutsceen continues. At an appropriate moment, the tremors and thunder crescendo, as the city blinks out of existence, leaving a massive crater behind, and taking all of the characters friends and loved ones with it. The characters are left to figure out what to do. You can launch into the journey of refugees that fled Elturel towards Baldurs Gate, and have folk plead with them to help as Hellriders and Knights of the Companion, thus launching the journey.

My goal with these character descriptions is to tie the characters deeply to the plot of the adventure. Make them deeply invested in their city and give them personal payoff when the GM relates the lore about the history of the Hellriders, the Knights of the Companion, and their own families. For instance, the Warlord character (see below) has hooks in their items and backstory that should demonstrate during the adventure that their own family were senior members of the Cult of Zariel (perhaps this character meets their father as a transformed Hellknight in Elturel). This confronts the character with a dramatic issue of identity, complimenting the adventure theme of a descent into darkness with the hope of a redemption to the light. You'll also see that all members are sworn to the Creed Resolute, meaning the have direct personal stakes in freeing their own souls from this pact. It also means that you have built in hooks if you want to continue your journey through the Nine Hells after Descent by playing the recently released Chains of Asmodeus. There are also characters with ties to Baldurs Gate that could create interesting story beats as the players go through the mystery of the refugee murders in part three of the Remix and interact with the Flaming Fist. (Remember to strip out the GM notes in italic below before providing this info to your players).

As far as leveling, you can start with these first level characters, or alternatively start them at third level. For level progression, I'd just be upfront with your players if this will then slow down their initial progression, or alternatively just level them up when you choose to and adjust the encounters throughout the adventure accordingly.

I use character options from KibblesTasty (Warlord Class, Crusader Fighter, and Divine Hand Rogue), Spectre Creations (Oath of Purification Paladin), and Benjamin Huffman (Pugilist Class and Street Saint Subclass). The other character classes and subclasses are available in the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.

I'm sharing the OGL covered portions of the characters and the subclass name (but not the copyrighted features) so you should be able to recreate them fairly easily. Note that I provide a proposed name for male or female versions of the characters. For players looking to play non-binary characters just encourage them to maintain the surname since it ties to the lore. They can chose their own given name. Additionally, note that I give my first level players five extra hit points, which you can subtract from their total HP if you desire.

There are a total of eight characters to choose from:

Joshod Restat (male) or Shidra Restat (female)

Human Warlord

Level 1

Subclass: Commander’s Presence

HP: 14 (hit dice: 1d8 per level)

AC: 18 (Chain Mail, Shield)

STR: 16 (+3) 

DEX: 10 (+0)

CON: 13 (+1)

INT: 8 (-1)

WIS: 15 (+2) (saving +4)

CHA: 12 (+1) (saving +3)

Proficiency Bonus: +2

Skill Proficiencies: +5 Athletics, +1 History, +4 Insight, +3 Intimidation, +3 Persuasion 
Tool Proficiencies: Three Dragon Ante, Cartographers Tools
Languages: Common, Goblin, Elvish

Background: Noble (Knight)

Inventory:

Flail

Shield

Chain Mail

A set of fine clothes

a signet ring

a scroll of pedigree

a purse

A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking (gifted to you by your father, a High Knight of the Companion)

Explorers Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

25 gp 

Character Description:

A young and perhaps future leader in the Order of the Companion, sworn to uphold the tenets of the Creed Resolute and give thanks for the Companion which “walks beside us every day, a constant companion to us in times of trouble.” You are a descendant of a long line of noble knights that have long mapped and defended the frontiers of Elturgard. Your grandfather was Cathasach Restat, the second High Observer of Elturgard (ruler of the nation) and one of the founders of the Order of the Companion. He also established the worship of Torm through Elturgard, and reconsecrated the High Hall to the God of Order. Like all in your family, you are a dedicated devotee of the Companion and Torm. You are the leader of a patrol of Knights of the Companion and Hellriders (the party), ordered to investigate evil doing on the borders of the holy land of Elturgard. Your family back in Elturel are relying on you to defend the family legacy as you work to protect the Companion's holy light over the city. (GM Note: As mentioned above, this character has plenty of potential ties as they might see friends, relatives, or mentors reborn as fiends in Avernus. Their family began well, but now likely has deep ties to the Cult of Zariel, and perhaps worked closely with Thavius Kreeg to bring about the descent of the city to Avernus).


Brirar Starsk (male) or Mire Vov (female)

Human Cleric

Level 1

Subclass: War Domain

HP: 9 (hit dice: 1d8 per level)

AC: 16 (Chain Mail), 18 when using Shield

Spell Save DC: 13

STR: 15 (+2) 

DEX: 10 (+0)

CON: 13 (+1)

INT: 8 (-1)

WIS: 16 (+3) (saving +5)

CHA: 12 (+1) (saving +3)

Proficiency Bonus: +2

Skill Proficiencies: History (+1), Insight (+5), Medicine (+5), Religion (+1)

Tool Proficiencies: None

Languages: Common, Celestial, Dwarven

Background: Acolyte

Equipment:

Warhammer 

Shield 

a light crossbow and 20 bolts

Chain Mail

A holy symbol (a gift to you when you entered the priesthood)

a prayer book or prayer wheel

5 sticks of incense

vestments

a set of common clothes

pouch

A mechanical canary inside a gnomish lamp

15gp

Explorers Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

Character Description 

You are a young War Priest of Torm, god of duty, loyalty, righteousness, obedience, and law (holy symbol is a right handed gauntlet). You are sworn to the high ideals of the Creed Resolute, and dedicated to defending the Companion's holy light from all evil doers, both mortal and from the beyond. You seek to advance within the Order of the Companion and have deep admiration for the High Observer of Torm, Thavius Kreeg (who also rules Elturgard in that office). Your superiors have promised to initiate you in the deeper mysteries of the Order if you perform well on your first patrol of the frontier. (GM Note: In case the subtext is unclear, this young priest was going to be initiated in the Cult of Zariel if they did well on this mission. They also have deep ties to the establishment and may have disturbing personal or familial connections revealed in Avernus).


Dornorin Veirnaves (male) or Faerona Elderfate (female)

High Elf Rogue

Level 1

Subclass: Divine Hand (Will take at 3rd Level)

HP: 15 (hit dice: 1d8 per level)

AC: 14 (Leather Armor)

STR: 8 (-1) 

DEX: 17 (+3) (saving +5)

CON: 14 (+2)

INT: 10 (+0) (saving +2)

WIS: 14 (+2)

CHA: 12 (+1)

Proficiency Bonus: +2

Skill Proficiencies: Acrobatics (+5), Athletics (+1), Deception (+3), Investigation (+4), Perception (+4), Sleight of hand (+5), Stealth (+7 expertise)

Tool Proficiencies: Thieves’ Tools (+4 expertise + DEX mod), Dice Set, Disguise Kit

Languages: Common, Elven, Goblin, Thieves’ Cant 

Background: Spy 

Equipment:

Rapier

Shortbow and quiver of 20 arrows

Leather armor

Two daggers

Thieves’ tools

Burglars pack (backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

Crowbar

Dark set of common clothes with hood

A white, sequined glove sized for a human

Pouch

15 gp

Character Description 

At times, the light finds us in the midst of darkness and raises us up. So it was for this rogue, formerly a common thief grubbing for survival in the Outer City of Baldur’s Gate. One fateful day a priest of the common folk, a street saint (see pugilist character) found you, and taught you the ways of the light. Now you are a dedicated follower of Lathander (also called Amaunator), the god of life, light. Keeper of the Golden Sun. You are sworn to the Creed Resolute as a Hellrider, training to serve the Companion and the Keeper of the Sun as a Divine Hand when the time comes. Sometimes to serve the light, one must descend into the deepest darkness and work in the shadows. (GM Note: This member is intended to be an bit of an outsider, but has connections to Baldurs Gate that might be used to ground the setting during the murder investigations. There is the possibility of tying in mentors because this person was likely going to be coopted, perhaps unknowingly, as an assassin for the Cult of Zariel. They would have eliminated those idealists who impeded the Cults goals in Elturgard, all under the guise of doing that which is right according to "the light of the Companion and the orders of the High Observer").


Lampert (male) or Teresa (female)

Human Pugilist

Level 1

Subclass: Street Saint (Will take at 3rd Level)

HP: 15

AC: 14 (Leather Armor, Iron Chin Feature)

STR: 17 (+3) (saving +5)

DEX: 14 (+2)

CON: 14 (+2) (saving +4)

INT: 8 (-1)

WIS: 12 (+1)

CHA: 10 (+0)

Proficiency Bonus: +2

Skill Proficiencies: Athletics (+5), Acrobatics (+4), History (+1), Sleight of Hand (+4), Stealth (+4)

Tool Proficiencies: Thieves' Tools

Weapons Proficiencies: Simple weapons, Improvised Weapons, whip, hand crossbow

Languages: Common, Thieves' Cant, Goblin, Infernal

Background: Sage

Equipment:

Leather Armor

Dungeoneer's Pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

Thieves' tools

A bottle of Ink

A Quill

A small knife

Letter from a dead colleague posing a question you have not yet been able to answer about the doctrine of the Companion

a set of common clothes

A nightcap that, when worn, gives you pleasant dreams

pouch

10gp

Character Description

You were once a Seeker, a sage who learned to write and copy books from the Avowed of the great library of Candlekeep (GM Note: See Elminster's Candlekeep Companion or Candlekeep Mysteries for more info on the Avowed), but a visit from a paladin in your youth changed your path forever. You joined the Hellriders and the Order of the Gauntlet, taking the Creed Resolute and dedicating yourself to helping those less fortunate as a priest of Lathander (also called Amaunator). But you are the priest of the people not like any other. You help as much with your fists as your kind words and service. You know when force and less scrupulous means can be used to the God of Light's ends (You will gain your subclass abilities at level 3). You used all these skills to help many children off the streets (see Divine Hand character description) and out of the gangs of the Outer City of Baldurs Gate, working sometimes alongside and against the members of the Flaming Fists, a mercenary company charged with defending Baldurs Gate. Now you are older, but not done with your duties. You have been recalled to Elturgard to help defend the holy land of the Companion. (GM Note: Again, another relative outsider and priest of the people. This character brings ties with organizations in Baldurs Gate and could be an older mentor and guide to others in the group. They likely would have been killed due to their loyalty to their ideals instead of coopted into the Cult).


Cikrim Bellandi (male) or Ionvo Bellandi (female)

Aasimar Paladin

Level 1

Subclass: Oath of the Watchers (will take at third level)

HP: 17

AC: 16 (Chain Mail) (18 when using shield and one handed weapon)

STR: 17 (+3)

DEX: 12 (+1)

CON: 14 (+2)

INT: 8 (-1)

WIS: 10 (+0) (save +2)

CHA: 14 (+2) (save +4)

Proficiency Bonus: +2

Skill Proficiencies: Athletics (+5), Intimidation (+4), Persuasion (+4), Religion (+1)

Tool Proficiencies: Dragonchess

Languages: Common, Celestial, Abyssal

Background: Knight of the Order

Equipment:

Chain Mail

Holy Symbol

Shield

Great Sword

Spear

Set of travelers clothes

A signet representing your rank and parentage in the order of the Companion

An iron holy symbol devoted to an unknown god (gifted to you by a favorite uncle) (GM Note: You can make this a mysterious Zarielite symbol)

Explorers Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

Pouch

10 gp

Character Description:

You are a paladin of the Knights of the Companion, sworn to both the Creed Resolute and the Oath of the Watchers (you will gain the benefits of this subclass at level 3) Your celestial birthright is celebrated by your family as a mark of the blessings of the Companion and Helm. The rest of your family is human, but you have been touched by the heavens and born as an aasimar. You have a great heritage in the land of Elturgard; your grandmother was High Watcher Naja Bellandi who over fifty years ago fought off the incursions of vampires into the heart of Elturel. It was a dark time, and your family does not often speak of it. Your grandmother died shortly after becoming High Observer (ruler of Elturgard) and is remembered with great fondness by the whole nation. You now look to the High Observer Thavius Kreeg as ruler of Elturgard and leader of the Knights of the Companion. (GM Note: This character is descended from the ruler of Elturgard who made the original pact with Zariel that would forfeit the city of Elturel and the souls of those sworn to the Creed Resolute. This revelation should be potentially devastating as this character seeks to understand their own identity. Adding a tomb of Naja Bellandi in Elturel where the players might have to opportunity to use Speak With Dead could be an interesting roleplaying scenario).


Uricius Bladevale (male) or Levkaria Bladevale (female)

Tielfing Paladin

Level 1

Subclass: Oath of Purification (will take at 3rd level)

HP: 17

AC: 18 (Chain Mail, Shield) 

STR: 17 (+3)

DEX: 12 (+1)

CON: 14 (+2)

INT: 8 (-1)

WIS: 10 (+0) (save +2)

CHA: 14 (+2) (save +4)

Proficiency Bonus: +2

Skill Proficiencies: Animal Handling (+2), Insight (+2), Medicine (+2), Persuasion (+4), Survival (+2)

Tool Proficiencies: Brewer's supplies, Vehicles (land)

Languages: Common, Infernal

Background: Folk Hero

Equipment:

War Pick

5x Javelins

Chain Mail

Shield

Holy Symbol

Brewer's Supplies

Shovel

Iron pot

Set of common clothes

Pouch

A crystal knob from a door (GM Note: You can perhaps give this some sort of celestial or arcane power...or it can just be a lame knickknack)

Explorers Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

10 gp

Character Description:

It is difficult being a tielfing in the land of Elturgard. Your loyalty to the Companion is often questioned due to your ancestors' history of devotion to Asmodeus, the ruler of the Nine Hells. You have spent your life seeking to prove yourself and dispel all doubts. You are a devotee of Tyr, the Blind Overlord, the Evenhanded god of Justice. When all else have shown you injustice, he provides a guiding light with his blind scales. As a Hellrider you uphold the Oath of the Creed Resolute and your Oath of Purification (You will get Oath benefits at 3rd level). The proudest moment in your life and for your family is when you took those oaths. You will not tolerate evil or injustice, regardless of the victim. You and your family have paid too dearly to live in Elturel to allow any form of darkness in the land of the Companion.

Tenets of Purification

Paladins who take this oath often emblazon the tenets of Purification upon their shield or weapon as a forthright display to others of what they fight for.

Bring the Truth to Light. Be not clouded by the laws and expectations of others. You seek truth, no matter what challenges impede your path.

Purify the Wicked. Rehabilitation is preferred. A fiery death for the unrepentant is an acceptable alternative.

Defend the Undefiled. Those who remain clean from the toxic path of evil are worthy of your protection. Safeguard their purity. (GM Note: This character is another type of outsider that could provide interesting roleplaying opportunities. They discover through the course of the adventure that those who discrimated against their family and people where truly the evil ones in Elturgard. This character also has plenty of reason to explore their own infernal legacy and plenty of justification to renounce their oath and become an Oathbreaker Paladin depending on their reactions to these situations).


Rorcum Thent (male) or Cilil Thent

Human Fighter

Level 1

Subclass: Crusader (will take at 3rd level)

HP: 17

AC: 18 (Chain Mail, shield)

STR: 16 (+3) (save +5)

DEX: 12 (+1)

CON: 15 (+2) (save +4)

INT: 8 (-1)

WIS: 14 (+2)

CHA: 10 (+0)

Proficiency Bonus: +2

Skill Proficiencies: insight (+4), Perception (+4), Religion (+1), Survival (+4)

Tool Proficiencies: None

Languages: Common, Giant, Orc, Elven

Background: Faction Agent

Equipment:

Chain Mail

Longsword

Light crossbow and 20 bolts

Dungeoneer's Pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

A badge of the Order of the Gauntlet

An illuminated copy of The Labors of Torm, an important religious text, gifted you by your aunt Tamal

A vial of dragon blood

Set of common clothes

Pouch

15 gp

Character Description:

You come from a proud line of holy warriors as a member of House Thent. Your parents and grandparents were great knights of the Companion, but your aunt Tamal Thent made the greatest impact upon you. She was a mighty paladin, next in line in the order to be named High Observer and rule over Elturgard until she disappeared while patrolling the frontier near Boareskyr Bridge. Now you carry on her legacy defending the holy land of Elturgard, loyally upholding your oath to the Creed Resolute and as a member of the Order of the Gauntlet. Your family have long worshiped the god Torm and have lived in Elturel for generations. (GM Notes: Another layer of potential intrigue as this characters' aunt was murdered by Zarielites. The Cult members could have been led by a relative of another party member, adding some interparty dramatic tension).


Rildar Zhael (male) or Maja Zhael (female)

Aasimar Sorcerer 

Level 1

Subclass: Divine Sorcerer

HP: 13

AC: 11 (unarmored (10 + DEX)

Spell Save DC: (13) 8 + CHA + Proficiency bonus

STR: 8 (-1)

DEX: 13 (+1)

CON: 15 (+2) (save +4)

INT: 12 (+1)

WIS: 10 (+0)

CHA: 17 (+3) (save +5)

Proficiency Bonus: +2

Skill Proficiencies: Arcana (+3), Deception (+5), Medicine (+2), Religion (+3)

Tool Proficiencies: Herbalism Kit 

Languages: Common, Celestial, Infernal

Background: Hermit

Equipment:

light crossbow and 20 bolts

an arcane focus

Dungeoneer's Pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)

Two daggers

A 1-inch cube, each side painted a different color

Scroll case stuffed with prayers you wrote during your sojourn as a hermit

Winter blanket

Set of common clothes

Herbalism kit

5 gp

Character Description:

Legend tells of an angel that blessed the Hellriders of Elturel as they rode into the Hells. Your ancestors are said to have been blessed by that angel, charged forever to defend Elturgard as aasimar in the Hellriders. You too are a Hellrider who has taken the Creed Resolute. Seeking spiritual answers about the nature of this divine power, you spent many years as a hermit in the Cloud Peaks. This time taught you much about yourself. You returned to Elturgard to seek your divine destiny. You are a devotee of the god Tyr, the Maimed god of Justice. (GM Note: This character derives their power from the blessings of Zariel, setting up some interesting possibilities if the characters seek to redeem the fallen angel. Their family name should also hint at this history and connection. Alternatively, this character could also explore themes of being the fruit of the poison tree as it were. Are their powers truly divine, or destined to be used for infernal ends?)

Lore Book: The Edict of Deviltry

The lore book below was created to facilitate a church trial in my Ptolus campaign on the fate of the Ghostly Minstrel of the famous inn nam...