W is for Weather

RPGBlogCarnivalLogoSmallIn the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions. This post is also my entry to this month’s Blog Carnival

Weather and travel are important in exploration in the world. Mechanically 5th edition is fairly lightweight on these rules. One of the difficulties I have found in running 5th edition is the granting of inspiration. Combining the two I have the following.

Based on Ryuutama I have the following travel rules in 5th Edition. Some related pages are in the Ryuutama holiday package. Link for DriveThru RPGminst-blog

  • Every day of travel the players make the following check: The Condition Check (this is a d20 roll with no modifiers), on a 20 the player gains inspiration, on a 1 the player gains a mishap of some sort (wing it for now).
  • Every Day of travel the DM rolls for weather (see DMG) and for Random Encounters.
  • If the path is in the wilderness the players will have to make a direction check to make sure they are going the correct way. This check is based on the DC’s (Difficulty Check) in the Ryuutama game as they translate fairly well (see below).
    • The outlander background granting good navigation or various ranger abilities can grant advantage as determined by the DM.
Terrain DC Weather Modifier
Grassland, Wasteland 6 Clear None
Woods, Highlands, Rocky Terrain 8 Hot, Cold, Rain, Wind Fog +1
Deep Forest, Highlands, Swamp, Mountains 10 Hard Rain, Snow, Night, Deep Fog +3
Desert, Jungle 12 Hurricane, Blizzard +5

Additional Difficulty Modifiers: Unusual magical Terrain +3, Unfamiliar celestial navigation +5, Intentional Misleading markers +3

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V is for Vehicles

Things have been a bit crazy and I am behind.

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

nausicaanumeneraOne of my favorite fantasy vehicles is the mehive from Nausicaa. Recently in Numenera they came out with a version in that game. While I like Numenera and have purchased it and The Strange, I still prefer 5th edition mechanics at this time. Here are the stats for my world, if my players ever find one.

Windwing


Speed 90ft, Carrying Capacity 540lbs, Cost:N/A The use of a Windwing is a dexterity check, it takes several minutes to get used to the controls and one can eventually gain proficiency in the check to use the Windwing. As it requires the use of both hands for easy control, using two handed weapons on this takes an acrobatics check in addition to any piloting checks made to prevent falling off.

In addition there is one known airship still functioning in the Land of the Violet Bellflower, the Dancing Diamond.

The Dancing Diamond


Length: 110ft   Crew: 7 people   Passengers: 12 people  Speed: 75ft

The Dancing Diamond specializes is luxury cruises and the transportation of jewley. As such it has two platforms where mages might cast defensive and offensive spells as necessary for protection. Typically the crew consists on the Captain Eyelon and his luitenant Naura, two wizards, a chef, the pilot and cabin boy. The Captain was formerly a warrior of renown and both he and Naura are known for their skill in battle, can fully capable of defending the ship. What most don’t know is that the halfling chef was once an assasin and just as dangerous.

Images copyright Monte Cook Games and Stuido Ghibli.

U is for Underwater

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

Undersea Map

So due to less vegetation in the deeper regions of the sea, most sea civilizations are near land in the 0-600ft depth range (or 0-200m range if you would prefer a very rough translation).

Several different regions of sea elves, merfolk and niads exisit. As well as the cruel Merrow, Saughain, Kuo-toa, and wild wereshark tribes. The deep sea Ooruk who never come above 300ft of depth, and the deep Abolithiar servitors round out the deep regions. Many rumoured sightings are had of  both a Kraken and Dragon Turtle in the north waters, and few boats venture far from land.

The southern Kuo-Toa empire stays well out of the way of land creatures. This is due to the water sorcerers of the Matron Mysterium, and the suspicions steming from the night of blazing waters.

I am not sure if my players will want to delve too deep in the oceans, but the hazards of water travel must not be understated. The glowing summer jellies are beutiful but deadly to the touch, and are known to clog waterways every few summers.

T is for the Towers of Stone

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

The Towers of Stone


The Towers of Stone are a human magocracy. They work tirelessly to restore the capabilities had prior to the chaos of a century ago.

Government and Society: The Mages council rules the islands that make up the towers of stone. Any master level mage is a voting member. This means that at a full vote they could have 350 different votes cast. At any given time, one mage is given diplomatic control as the Mage at Council and another military control as the Mage of Battle.

At the age of 12 all youth must take the test of the arcane, a weeklong trial of physical, mental and magical aptitude. Those who show promising skills are often offered apprenticeships with the various mages. Some learn both magic and physical disciplines and become Eldritch Knights or Arcane Archers.

TowersofStoneAnother hobby of the mages is the racing of flying creatures. The most prestigious race is part of the harvest festival, and takes place at the Castle of Gargoyles.

Architecture: As the name suggests, and as the rocky island terrain demands, towers are the most common style. In addition to the stone outbuildings for the non mages stone is used everywhere.

Food, Goods, Imports and Exports: Given the rocky terrain of the island, stone is a primary export and building material. Both Iron and saltpeter are found in the area as well and exported.

Education by the mages is highly sought and rich families from other nations may send their child progeny to study here. Often sending wood or discovered magical items as part of the payment for the education.

Wood and fruits are common imports due to the rocky terrain and lack of good forests.

Culture, Clothing and Holidays: During the harvest festival is the tradition of discarding used clothing on a reed raft that is lit on fire to carry away evil spirits. Afterwards by taking a wet bath and donning new clothing you can prepare for the winter. This is in contrast with the tradition of taking regular air baths instead of water baths. Most will only bathe in water a few times a year while the rest of the time they sponge bath or stand half-dressed in the wind for an air bath.

The planting festival in spring is a time of writing letters and sending copies of manuscripts or poetry. It is also the time of the great challenges where various competitions and demonstrations are made. These have included  themed magic challenges for example; who can create the most agriculturally significant spell (That year the award was given to Magus Clorinveil who created a spell to generate artificial rain for 6 hours over a three-mile area). Not all challenges are magical, as competitions of strength, cookery, and trivia area also common.

Common Races: Human, Half-Elves

Common Backgrounds: Sage, Noble, Soldier

S is for Shovamhon

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

Shovamhon


ShovamhonThe halfling nation is a strong nation of warriors. While small in stature they have the best battle engineer and siege engines on the contient. After a lenghtly siege of Golim, a treaty was reached which made Golim’s Monarchy a dependency on the Shovamhon nation. With that acquisition, the Grand Counselor of Shovamhon controls the largest amount of land in the Land of the Violet Bellflower. Many fear the imperial aspirations of the Shavamhon Council.

Government and Society: Shavamhon is goverend by the Council of Green. The most senior of the council is granted the title of Grand Counselor and acts as the leader of the nation and manages the appointed generals. The Council is assisted and advised by the Celestial Beurocracy, a religeos organization devoted to the worship of natural animism.

Architecture: Their architecture is simmilar to Japanese architecture from earth. Wooden beam construction with the floor elevated to allow for air currents under the house (In winter the flow of air is slowed and coals feed warm air under the floorboards.) Popular in the region are also public saunas and baths.

Food, Goods, Imports and Exports: The mines of Shovamhon provide a steady stream of metals used for industry and export. The orchards and berry fields of the eastern region are well known for their abundance of delicious fruit.

While the mines are profitable, there is a lack of silver in the region so that is heavily imported for mirrors, silvered weapons and other goods. Grain, sugar and granite are also imported to support the design of fortifications and monuments.

Culture, Clothing and Holidays: The women and men of Shovamhon wear loose draped and clasped robes in daily wear. While the women prefer the use of multiple differing patterns, the mens clothing tends to be in single all over patterns. Formal wear is in blacks, off whites, a pale reds depending on the function and social position of the wearer.

The country of Shovamhon has a tradition of dancing, dances, and gambling. This is best seen in the spring festival of renewal. With ritual bathing, midnight vigils and all night dancing and gambling being indulged in.

The harvest festival of apples is a time of sacrifice of ones time to the recitation of thanks the the various spirits and gifts given to the spirits of the land. The women of the land officiate all the rites, processions  and recitations during this festival, and no man is allowed to touch a shrine without a woman present without misfortune for the next year.

Common Races: Halflings, and in metropolitan areas any other race.

Common Backgrounds:  Soldier, hermit, outlander, sage

R is for the Ramshackle Rapscallion

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

RamshakleRapscalian

In the city of Portomare in the land of Isocania is the Ramshackle Rapscalian. It was once a monastery to some unknown deity that was out of the city. Since then it has passed through several different owners, leaving the roof very patched and mottled in color. The previous owner was known for his indiscretions. Hence while the Alehouse, Brewery, Inn and Cheese manufacturers all technically have their own names, no one actually calls the buildings anything but the Ramshackle Rapscalian in honor of the location’s history and appearance.

The current owner, one Tripp Honeycutt, at first resented the name. He has since given up trying to change it, and embraced the namesake for trying to attract new customers. The Alehouse and Inn are easily accessed from roads leading into the new part of town. The menu in the Alehouse consists of the house brews as well as meat pies with dried fruit and the house cheeses.

Under the Ramshackle Rapscalian are a number of caves and passageways. These serve as the cheese caves for curing the ramshackle hard cheese  as well as a large larder and storage location. Rumour has it that Tripp also specializes in hidden vaults that are immune to magical detection, though most just assume this is a rumour Tripp spreads himself to gain notoriety.

Q is for Quick Change

DMsGuildProductLogoLargeIn the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

In the anime fairy tail there is a very evocative form of magic. It is known as exquip or requip magic. Given the prevalence of dimensional magic in my world, it makes sense to include in my game a character class that can do this.

I was considering making my own, but when I found one on the GMs Guild website It is easier to use what is there.

So this is a review of the Requipper for the 5th edition fighter class by B.A. Morrier

Overall impression:

The sub-class is excellent. Just about everything I agree with thematically and it seems balanced. There are a few pieces I am not sure about how well they balance in actual play as I have not used it to build a character I have actually run through adventures.

Details

The basic ability is to have one stored item per fighter level and that means a maximum of 20 weapons or armors stored. That number seems a decent amount without bein overly difficult. I am glad the author didn’t try to tweak the 3 item attunement requirement, as that would cause a lot of difficulty in the rules as written.

The 7th level ability seems a little odd, at least for the part where you can swap weapons. At 3rd level you can store as a free action and retrieve as a bonus action, so in theory you can already do that. Otherwise it is a good place to introduce the storing of armors and outfits.

The remainder of the abilities are small tweaks to the Eldritch Knight abilities or sufficiently comparable.

In addition, there are eight new spells. Most seem reasonable and comparable. The Ethereal bonds spell and Frost Whip spell seem a bit strong for their level, but it would be good to see them in actual play. It is also good to mention that even though they are third level spells they are received much later than the wizard would receive his, so perhaps not a big deal.

It is definitely a homebrew sub-class I would allow, or depending on the campaign, encourage players to use. At only half a dollar it is good value.

Note: This was purchased by me and not provided for review.