Wednesday, September 23, 2020

Some 5e "NOPE" spells

 Idle thought given too much time, but counterspells could be nicely handled by lower-level spells that cancel out their effects, and are only circumstantially useful the rest of the time. Here are some low-level ones.

Lead-Line

1st-level conjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: SM (a pinch of lead dust)
Duration: 24 hours

An item that fits in a 5' cube, or suit of human-sized armor, becomes lined in a thin layer of lead, enough to block many divination spells.

Armor gets +1 AC, and is considered heavy armor. It gets +2 to its Strength requirement, or acquires a Strength requirement of 13 if it didn't have one.

Tracer Missile

Evocation Cantrip
Casting Time: 1 action
Range: 180 feet
Components: VS
Duration: Instantaneous

A glowing, pulsing dart of magical force streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4+1 force damage, and the next magic missile spell that targets the target uses the tracer missile's range and ignores any effects of the shield spell.

This spell's range increases by 30' when you reach 5th level (210'), 11th level (240'), and 17th level (270').

Swallow Lie

Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: VSM
Duration: 1 hour

You touch the mouth of a willing creature and speak a phrase of up to 10 words, which it then swallows. Until the spell ends, the target can reply to any question with the swallowed phrase - doing so doesn't count as a lie to magic which detects such, if it was spoken outside its effect.

A human-sized target can only swallow one lie at a time, and can't eat while it has one swallowed.

Perilous Path

1st-level divination
Casting Time: 1 action
Range: Self
Components: VS
Duration: 8 hours

You and any party you travel with suffer a significant penalty to random encounter rolls for the spell's duration.

If you are trying to follow the path of someone trying to evade you, they rise to the top of your random encounter roll.

Vigilance

1st-level abjuration
Casting Time: 1 action (ritual)
Range: 30 feet
Components: VSM (a burning feather)
Duration: 8 hours

Any number of creatures you choose within range (including yourself) gain advantage on Wisdom (Perception) checks if standing watch for an hour or more. In addition, they have advantage on saving throws against spells or effects that would put them to sleep, and their HP counts as double when determining the effects of sleep spells.

Ghoul-Brained

1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: VS
Duration: Concentration

You and up to two other creatures you can see within range become immune to paralysis. Affected creatures' natural attacks deal an extra d4 damage against living creatures.

Casting this spell at higher levels: Another target for each spell level.

Undead and constructs are not affected by this spell.



Thursday, August 20, 2020

5th Edition Pit Fights

Some quick rules for a one-on-one pit fight tournament.

During a Bout

  • One-on-one. No weapons. No armor. No magic.
  • You lose if you leave the ring, submit, or fall to 0 HP.
  • Unarmed strikes deal half your largest hit die as a damage die. (Barbarians deal d6; wizards, d3).
  • Grappling is fine.
  • Roll initiative each round.
  • On the first turn, and the turn after neither fighter takes damage in a turn, each can do one of these actions. (Roll initiative normally during these turns.)
    • Call to the crowd - Any Charisma check. DC 15 - the bout number. Succeed, get d6 temporary HP.  (Both you and your opponent can succeed. You "know" how many temp HP the other got.)
    • Circle - Dexterity (Acrobatics), DC 10 + your opponent's HD. If you succeed, advantage on your next attack, or disadvantage on their next attack. If both succeed, cancel out.
    • Rally - Spend a Hit Die (plus Con modifier).
    • Rush - Attack anyway, and your opponent makes checks for these other actions with disadvantage. (Generally considered unsporting.)
    • Size up - Wisdom (Insight), DC 10 + your opponent's HD. Succeed, get a d4 you can use add to or subtract from a roll (yours or theirs) after it is made (d20 or damage).

Between Bouts

  • Entry stake is 50 GP. Basic brackets. (There are lots of bracket-making tools online.)
  • Your pot doubles for every bout you win, and you lose it all if you lose. You can quit before you know your opponent to keep your current pot.
  • There's opportunity for a short rest.
  • If anyone forgoes a short rest to get drunk, in the next bout they have disadvantage on initiative checks, but start with d6 temporary HP.
  • The DM rolls any NPC's HD at the start of each bout. Each that comes up lower than the bout number is expended.

Pit Fighters

Some opponents for the PCs (current players, spoilers if you click that):

https://docs.google.com/spreadsheets/d/11n5a8wVdU28uvWuV_R7nf1PkOBsmtGHXKAjF4FPoTUM/edit?usp=sharing

Saturday, May 9, 2020

Generating some ghost towns

This post on Elfmaids & Octopi was perfect for an upcoming Gothic game. I was able to quickly generate a couple of abandoned villages to add to the hex map. There was one bit of method that I added which might be useful, though.

After rolling up the number of buildings and any extra features, I grabbed that many d6s plus some other shapes for the features. Dropping them all onto a piece of paper, I then traced them, but didn't hold them down. As the pencil moved them a bit some nice organic/ruined shapes appeared, plus a door naturally suggested itself wherever the lines didn't match back up properly.

Recording the number on the die also notes the building's condition based on the second table.

I took some photos of the process the second time around. It made a perfectly serviceable creepy little hamlet with a single, well-telegraphed encounter (a screaming wight).

Five buildings and a graveyard (d12).

Traced and numbered.

Noting the other effects of the tables, and generated a name

The two houses flanking the graveyard were "Hidden crumbling ruins are overgrown with trees and creepers", so added some trees.

The cursed item is going to be a weirdly heavy and still-warm dead owl that drags down encounter table results.

Here's one more larger village that was generated the same way, but I didn't take photos. The generated name, Kilocthwaite, lined up really well with the existing features. Added the water, docks, and well afterwards just based on the position of the buildings.


This has a cannibal, Lucy Gaur, living in the distant southern house, probably aware of the dangers in the village proper. Some wild dogs have moved into the open smithy but are only there to sleep during the day, and hunt the woods around at night.

At night the toad-creature in the well emerges and creeps about town - this is the vengeance sent by the gods of the murdered woodwoses displaced by the village. What appears as draped spider webs everywhere is really its dried slime. (I'll probably just use a red slaad for stats.)

Anyway each of these took less than 10 minutes!

Wednesday, May 6, 2020

Settlement name and landmarks generator

This is a trimmed down and gamified version of the Wikipedia List of generic forms in place names in Ireland and the United Kingdom. It can generate names of towns and settlements while also suggesting their major landmarks. I'm using this to generate the names of the hamlets for a hexcrawl.

Roll d66 for prefix, root, and suffix. Many real names just use two of these, some even dropping the root and becoming just the prefix and suffix together. Munge as needed.

A couple examples!
41 + 13 + 31 = (king) + (axe, exe, usk, esk) + (field). Eskfield. A river flows through a forest clearing.
35 + 46 + 52 = (kil, Cil) + (knock, cnwc) + (stead). Kilnockstead. An old church perched on a rocky hill with an enclosed pasture nearby.

d66 Prefix Meaning Root Meaning Suffix Meaning
11 aber a meeting of waters afon, avon river -hay, -hays, -hayes enclosed by a hedge
12 auch(en)/(in)-, ach field ar, ard high, height ay, y, ey island
13 auchter- height, top of something axe, exe, usk, esk river bost farm
14 bal, balla, bally, ball mouth, approach beck, bach stream bury, borough, brough, burgh fortified enclosure
15 brad broad berg, berry hill (cf. 'iceberg') by, bie village
16 bre hill cheap, chipping market carden thicket
21 caer, car camp, fortification coed wood, forest caster, chester, cester, ceter camp, fortification
22 cul narrow combe, coombe valley cot, cott cottage
23 cwm, cum valley Craig, crag, creag a jutting rock dale, dean, den, dene, don valley
24 dal low-lying area by river ey, ea, eg, eig island thorp, thorpe secondary settlement
25 din, dinas fort firth fjord, inlet don, den hill, down
26 dol meadow ford, forth ford, crossing, road dubh, dow, dhu, duff black
31 drum ridge foss, force waterfall field open land, a forest clearing
32 dun, dum, don, doune fort gar(t) enclosed field firth, frith, fridd refuge
33 fin holy gill, ghyll ravine, narrow gully ham farm, homestead
34 inver, inner a meeting of waters glen, glyn narrow valley, dale gowt Water outfall, sluice, drain
35 kil, Cil old church hithe, hythe wharf ing small stream
36 kin head holm holly, island keth, cheth wood
41 king leader hope valley, enclosed area lea, ley, leigh woodland clearing
42 kyle, kyles narrows howe mound, hill, knoll mouth bay
43 lan, lhan, llan church hurst, hirst wooded hill ness promontory, headland
44 lang long inch Island, dry area in marsh. pool harbour
45 lin, llyn, Lynn lake kirk church port port, harbour
46 ling, lyng heather knock, cnwc hill, rocky hillock rigg, rig ridge
51 mynydd mountain loch, lough lake, a sea inlet shaw a thicket
52 nan, nans valley lyn, lynn, lin lake, pond stead enclosed pasture
53 nant ravine magna great ster farm
54 pen far end of, end of mere lake, pool thwaite, twatt a forest clearing
55 pit portion, share, farm minster large church, monastery toft homestead
56 pol, pwll pool or lake moss swamp, bog wick bay
61 pont bridge stow (holy) place (of assembly) wick, wich, wych, wyke settlement
62 porth harbour swin pigs, swine worth, worthy, wardine enclosure
63 shep, ship sheep tarn lake law, low rounded hill
64 stan stone, stony treath, traeth beach keld spring
65 strath wide valley, vale weald, wold high woodland tun, ton estate
66 tilly, tullie, tulloch hillock ynys Island gate road

Monday, January 20, 2020

d66 Magic Item Features

11 - Command Jewel. The item has a corresponding piece of jewelry of similar make which must be worn for it to function.

12 - Crawling. At a command word, the item will sprout dozens of tiny legs and begin moving at speed 5 towards the speaker. It can climb walls easily

13 - Dormant. This item isn't sentient, but roll on the sentient magic items "special purpose" table. Its powers won't awaken until some action towards that purpose is taken.

14 - Dousing. Use an action to know the direction to the nearest source of drinkable water within 1,000 feet.

15 - Eye. A single milky eye glares prominently out of the item. It flicks about, focusing on subjects seemingly at random.

16 - Fading. The magic of this item was not sealed properly, and it will only last for another 2d12 months.

21 - Fire Starter. Use an action to produce a tiny flame suitable for lighting a torch or candle.

22 - Folding. Use an action to fold this item to a tenth of its normal size and weight, or to unfold it.

23 - Holy Symbol. The item is, or heavily incorporates imagery of, a holy symbol, and can be used as such an implement.

24 - Hovering. When released in midair, the item will hover in place, gently wobbling, for a minute before sinking slowly to the floor.

25 - Illustration. Appears to have been drawn rather than crafted.

26 - Insect-Repelling. Nonmagical, normal-sized insects will not approach the bearer.

31 - Instrument. Despite its appearance, this item can be played like a specific instrument. Strumming, blowing, or beating in the general shape is sufficient.

32 - Journal. The item can hold a page's worth a day of writing, and can flip back and forth between previous entries. Use your finger or a twig to write.

33 - Lascivious. The item enhances feelings of desire or lust in its bearer.

34 - Lens. Some portion of or gap in the item magnifies small details when peered through, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

35 - Liquid. Use an action to turn the item into a liquid of the same volume or back. The liquid is mercury-like and will not separate easily.

36 - Melancholy. Enhances the bearer's urges to brood, stare out the window, pose dramatically in the rain, and write bad poetry.

41 - Mirror. All or some part of this item is reflective enough to be used as a mirror.

42 - Mouldering. Always cold and slightly damp. Smells of niter and dirt. Any cloth or leather components are tattered; metal is varnished.

43 - Nip. One type of beast finds the object irresistible, and will seek to nuzzle, gnaw, or roll on it while not threatened.

44 - Photonic. The item requires light to work and will not function in darkness.

45 - Projector. Use an action to have the item create a specific, pre-established illusion effect in a 5-foot cube.

46 - Psychic Anchor. Cannot be moved via mage hand, telekinesis, or similar magic, and appears solid and fully colored in the ethereal plane.

51 - Purring. Empathically communicates its want to be cradled and stroked. Emits a comforting sound when it is.

52 - Shedding. Constantly dropping bits of fur, rust, scales, dust, or bark. Leaves a messy campsite.

53 - Smuggler's. A hidden interdimensional space the size of a belt pouch is accessible via a command word.

54 - Starry. Glints and glimmers. Its shadows and contours seem too deep, with hints of twinkling light within.

55 - Suspendable. Use an action to speak a command word which turns off all the item's abilities. This lasts for a minute, during which time the item does not radiate magic.

56 - Tattoo. Use an action to transform the item into a life-sized tattoo representing it, or back into a real item.

61 - Thieves' Tools. Various odd protrusions are quickly realized to be functional thieves' tools.

62 - Toothed. Rimmed with teeth of various species. Grates and grinds. If left alone with rations they always seem somewhat gnawed later.

63 - Trophy. Was crafted as a reward for a great competition. Bears the winner's name and the event's dates.

64 - Tuning. Use an action to strike the item and produce a single, specific note that can be heard clearly for 100 feet. The note continues for a minute or until another action is used to silence it.

65 - Twinned. Has a duplicate. Its bearer can use an action to learn the direction (but not the distance) to the twin.

66 - Verdant. Small living leaves sprout from the item, patches are woven of moss, or any wood is damp and sap-filled.