Friday, December 12, 2014

Fuck Yeah Brutalism

I'd like to draw your attention to this spiffy blog:

http://fuckyeahbrutalism.tumblr.com/

an architectural blog dedicated to brutalist architecture. Raw concrete, dissonant cubist shapes, the celebration of form over function. I would never want to live or work in one of these, but boy, are they inspiring in a retro-future alternate, black-and-white reality.

This one's going in my blog roll.

Wednesday, December 3, 2014

Campsites Table: Where Do Your PCs Rest Tonight?

Your PCs spend the whole day wandering ... where do they end up? Determine a party leader and roll a secret survival skill roll for them, then use the following table to determine where they are and what the conditions are like.

The first column assumes relatively forgiving terrain, where finding a safe campsite is a DC 11 skill check. I recommend just sliding up the unsafe / dangerous scales.

Survival (d20)Safetyd6Featured6 + Safety (once for each)WaterFoodShelter
1 or lessvery dangerous (-4)1ancient standing stones (2d4*) of (2d4: 2 jade, 3 marble, 4 sandstone, 5 granite, 6 basalt, 7 obsidian, 8 quartz)0 or lesspoisonous or disease-bearing waterpoisonous or diseased foods (1d6: 1 berries, 2 grubs, 3 rats, 4 locusts, 5 roots, 6 nuts)treacherous, in bad weather saves are at a disadvantage
2–5dangerous (-2)2a copse of trees (2d4*), they are (2d4: 2 dragon trees, 3 baobabs, 4 acacias, 5 palms, 6 saguaros, 7 flame trees, 8 ebony)1–2no waterno foodno shelter
6–10unsafe (-1)3an abandoned dwelling of (2d4: 2 fine marble, 3 granite blocks, 4 rough sandstone, 5 bleached planks, 6 adobe, 7 woven thorn and branches, 8 porcelain)3–4bad waterpoor food (1d6: 1 lost dried rations, 2 tubers, 3 bugs, 4 semi-edible nuts, 5 cacti, 6 lichen)poor shelter, but passable
11–17safe (-)4a water source (2d4: 2 an old pumping station, 3 a secluded gorge and pool, 4 a muddy creek, 5 a herdsman cistern, 6 an animal watering hole, 7 a fine well, 8 a deep cenote with a spiralling staircase)5–6good watergood food (1d6: 1 veldt rats or rabbits, 2 nuts, 3 berries, 4 succulent tubers, 5 sweetmeat grubs, 6 frogs)good shelter, in bad weather, saves are at an advantage
18–20very safe (+1)5a cave or hole (2d4: 2 a cracked egg-like structure half buried, 3 an abandoned mine shaft, 4 a natural wind canyon, 5 a cleft in a hill, 6 a dry spring, 7 a crater, 8 a rusted metal vault)7+mineral water, +1 hp regained per HDa feast (1d6: 1 veldt gazelle, 2 yellow cabbage, 3 fish, 4 eggs, 5 fruit, 6 lost tins of spam), enough to replenish rations right here!fantastic shelter, saves at advantage and soothing, +1 hp regained per HD
21–23serene (+2)6a lookout point, the (2d4: 2 top of an abandoned and cracked monolith, 3 crown of a tangled growth of dessicated plants, 4 windswept hilltop, 5 panoramic concealed outcrop, 6 the top of a small mesa, 7 a flat shelf on a cliff face, 8 brow of a giant bone)
24+blissful (+4)
The author of this table is not responsible if your PCs decide to start investigating their campsite instead of following the Magical Railroad!

Monday, December 1, 2014

Session V Recap - Of Exorcisms and Bandits

I'm only starting this now, because it's turning out to be quite amusing. Also, it should be a fun reference for my players.

Our heroes: Smart David the Astounding gnome Wizzard, Giovanni the half-elf warlock and his cousin Umberto the half-elf bard, Ukla the barbarian half-orc princess, Sir Boring Van Knee the half-elf paladin, Molly the halfling cleric of the Yellow God, Grog the dwarven lunar druid and worshipper of the Red God, Kvak the halfling rogue hermit and possessor of secret truth.

The dead: McTaggart the human monk (level 1, savaged by an undead wretch), Calanda the human hermaphrodite ranger (level 1, savaged a bit earlier by the same wretch).

Sessions without PC deaths: 4

Last week ...

Where we had left our heroes at the end of Session IV:

Hubertus the Merchant Bard joined the band in the Pueblo di Mesas and Sir Boring has returned with notice that Sanchez de la Sierra, Head of the Yellow Order in Puerto Safran and Marcher of the Eastern Velds, he of the twirly moustache and the mechanical hand, has taken the report of the six-fingered evil hand seriously and is on his way.

The heroes broke into the crypt of the Tower of the Hated Pretender, where they slew the reanimated phantoms and broke open the Crypt of the Sainted Dead. They decided to execute an exorcism to prevent the released phantoms devastating the countryside and the Pueblo di Mesas (and to make themselves out to be great heroes).

The heroes also magnificently combined a bear, a thunderwave and an illusory crotchly hump to destroy a large number of phantasms all at once. Sheriff Aristide and Bartender Plâtre, along with many townsfolk have rallied behind the heroes and pin their hopes on their help. In other news:

  • The crazy cat lady / wise-woman Ermila has scoffed at the heroes and left the Pueblo.
  • In the Pueblo sin Mesas an undertaker has died, it was not cholera.
  • The Pueblistas have spoken of Vulcana's jealous flora attacking isolated homesteads, killing cattle.
  • A caravan dwarf has been found dead, his throat cut, in a gully close to the village.
  • The undertaker is called Gillian, not Valentin, it was my error. But he still says he will leave ... just as soon as he buries the last 5 dead villagers and collects the Boat Tax on their souls.
  • A ragged rancher has been telling crazy stories that he saw a dead man walking with wires sticking out of his flesh out towards the Cactus Hills. Obviously, this is complete nonsense.

Total villagers dead: 5
Total XP farmed: some

This week ...

The heroes were joined by Gungar Strongarm, mountain dwarven fighter from the nearby mining settlement of Naftalin.

Having secured the Tower of the Hated Pretender by Pueblo di Mesas and left a contingent of heroes there, the Golden Goats discovered that a problem in the region of the East Veld (Österveldt?) are the bandits plaguing local ... well, not local ... but traders passing through the region. And traders passing through the region from the Orient to the Puerto Safran, and back, are important because they provide much of the wealth on which the rulers of Safranj and the Yellow Order rely.

In particular, Lorenz the Yellowlander has become an (in)famous thorn in the sides of the local establishment (though many people in Pueblo di Mesas seem curiously unwilling to tackle this issue). Through astute diplomacy, and perhaps bolstered by the knowledge that the Marcher Sanchez de la Sierra and his Sun Guards are on their way to take possession of the six-fingered-hand, the heroes decided to take out Lorenzo.

They discovered that the wealthiest visitors to the Broken Drum Saloon are the ranchera Camilia Bosco, sister of Black Jenny of the infamous sons; Don Aristide rancher, owner of the general store, brother of the sheriff and representative of the Magnificent Oligarchy of Safranj; Tanta Luisa—another ranchera and aunt of the undertaker Gillian; Metzger the local Yellow Padre; and the Crazy Cat Lady Ermila used to be a regular and munificent visitor, but not of late (who was she? was she a lady? and what's with the cats?); ... at the whorehouse further tip-offs were to be had, that the richest visitors are Don Aristide and the Yellow Gentleman, a nameless pointed-eared fellow that visits once every few months for a few nights of debauchery.

After proclaiming loudly that they would take out Lorenz the Yellowlander, the party retired to the empty house of the Crazy Cat Lady Ermila, where they were surprised by clansmen of the Don Bosco clan, who used burning oil to great effect. The house was quite severely damaged by the fire, but all our heroes survived, slaying six of the clansmen, capturing two more, capturing a further two horses ... but Don Bosco seems to have survived.

From a professional interrogation the heroes learned that it was Don Bosco who struck the deal to assassinate the heroes and that one of their captives is none other than Bruno, the fourth of Black Jenny's sons, with a bounty of 100 pieces of gold on his head.

From the interrogation, our heroes also learned that Lorenzo is not based at the Edge of the Northest Crack, but in the Abandoned Salt Mines—of which the dwarven fighter Gungar Strongarm, the Second-Greatest Dwarven Lover, is well-appraised, coming from the mining settlement of Naftalin.

***

It is a hard three-day journey through the scrub of the East Veld, past the gorge of the Dry River, to the Abandoned Salt Mines known as Zhur Botu in the Vulcan dialect of the Mountain Dwarves and written (never spoken) with the runes of Party, Wealth and Future Tense Semi-conditional Non-apologetic in Deep Dwarven.

According to Gungar Strongarm an ancient dwarven secret escape tunnel leads from the Opal Gorge, which feeds into the Dry River, for five miles to the Salt Cathedral of the Deep Order.

***

The Abandoned Salt Mines Known as Zhur Botu

What is known: the last Minemaster was Magog Hogshead, a famously wily dwarf-trader who in his older years developed a penchant for shaving the beards of femme-dwarves and the chests of memme-dwarves. This lead to his overthrow in what has become known as the Mutiny of the Natural Locks. The mine was abandoned quite quickly shortly thereafter, about 50 years ago.

What is rumored: The mine was abandoned because of the raving ghost of Magog Hogshead would cause dwarves to go bald. The mine was abandoned because it turned out that Magog Hogshead had financed it with a ponzi scheme and when his creditors called it in, the mine folded. The mine was abandoned because the dwarves dug too deep and broke into the Salt of the Earth, who's avater slew the deepest of the dwarves. The mine was abandoned because increased Safranj patrols of the caravan routes, new opencast mines in the Yellow Waste and increased unionization of the dwarven miners made it unprofitable. The mine was cursed by a sugar witch, which caused the mine's salt to lose its saltiness. The mine was not abandoned, instead it was taken over by a weird numismatic cult of dragon worshippers.

Total villagers dead: 1, tripped and fell into a well—apparently the tequila was cursed by a witch
Bandits ... ahem ... noble clansmen defeated: 9
Horses captured: 2
Cows traded: 0

***

Other NPCs of note nearby:

  • Ricardo Dellateoria-Smith, the one-eyed, three-armed philosopher of the Invisible Hand in Fortapunta Decapolitica (famed for arguing that a free market should be instituted, raising all boats and breaking the Safranj monopoly in the Western Circle sea. He is not popular with the Magnificent Oligarchy.) 
  • Ala and Ola, the Twin Pirate Queens, each with her fleet and very competitive with the other (it is said that this is due to a fine young dwarf they were quite taken with. When they could not decide which of them should have his hand, their father decided to cut off both of his hands and give each sister one of them. Apparently this was to teach them that they should sort out their differences in private and work together in public. It didn't work.)
  • Ulrik of Monopolis Decapolitica, the fabled nobleman-researcher of the relics of the Circle Sea and what he calls the Carcass of the Great Sky Ship of the Lizardmen
  • Enrico Kristofan, the mad archaeologist of Safranj and heir to the vast Kristofan fortune is obsessed with the legend of the Rakken—Whale-Krakens ridden by the mythical elves of the Time Before the Coming of the Rainbow.
  • Laura Enzio de las Tapas, the portly single-browed proprietor of the Shaggy Cat Restaurant in Pueblo di Barcas. A restaurant renowned for its crappy food but amazingly ever-crowded eating halls. Some whisper she is a witch, others that she is secretly a mistress of the Pollendores, one of the hidden clans distributing the hallucinogenic saffron produced along the Yellow River and selling it to the Oriental Caravaneers who sell it back in the Mythical East.
***

What was learned:
  • fire burns.
  • staying in a room being bombarded with molotov cocktails is a bad idea.


Monday, November 17, 2014

Yellowland Encounters I — Going Camp [Rainbowland 5E]

I fear my D&D setting is verging into very camp very fast ... here's my encounter table of beasties so far. And I haven't even gotten to the Chupacabra, which is the main reason that goats are only kept in close stalls, far from the Northern Wall.

Sorry about the crappy vertical table ...


EncounterSizeDetailNumberACHPSpeedActionsTraitsSkillsXPTreasure
Yellowlander Commonersmedium or smallRarely encountered alone, the commoners of the Yellowlander pastoralists are hardy folk, ready to spring to action against the many dangers of the Veld.Day: 1d6, Night: in camp with herders.101d8 (4)30Sling: +2 bludgeoning 1d4. Hand axe: +2 slashing 1d6.Perception 100 (10)1d10 coppers each
Yellowlander HerdersmediumThe armed herders of the Veld always carry axes and flammable oil, in addition to their bows, to scare away Vulcana's evil vegetation. Each herder has 3d20 cows and 1d6 commoners.Day: 1d4, Night: 2d8 (camp)132d8 + 2 (11)30Bow: +3 piercing 1d6+1, range 60/120. Axe: +3 slashing 1d8+1. Burning oil: +3 fire 2d6, range 20/60, burst 5Pack Tactics: advantage if at least one ally is attacking same targetPerception 121/8 (25)1d10 silvers each, herding equipment
Yellowlander HerdmastermediumA larger group of herders will be accompanied by a herdmaster, generally the most experienced warrior and herder of their clan. Each herdmaster is accompanied by 3d10 herders, 5d20 additional cows and 2d6 additional commoners. Herdmaster names: Don Jusco de Velder, Dona Pinta la Guapa, Don Brasco el Viejo, Dona Nuna de la Nina11510d8 + 20 (65)30Multiattack: three melee attacks, two with axe (+5 slashing 1d8 + 3) and one with dagger (+5 piercing 1d4 + 3, range 20/60). Bow: +5 piercing 1d6 + 3, range 60/120.Saves Str +5, Dex +5, Wis +2.Perception 102 (450)2d100 gp, potion of healing, saffron pouch worth 1d100 gp
Yellowlander HuntersmediumThe Yellowlands teem with gazelles, antelope and stripe-horses, which the local hunters will, well, hunt. They are also skilled trackers.Day: 1d2, Night: 1d6 (camp)133d8 + 3 (16)30Multiattack: two melee or ranged attacks. Longbow: +4 piercing 1d8 + 2, range 150/600. Axe: +2 slashing 1d8. Dagger: +4 piercing 1d4 + 2, range 20/60Keen hearing and sightNature +4, Perception 15, Stealth +6, Survival +61/2 (100)2d20 silvers each, hunting equipment, 10% chance of a map
Shooting CactuslargeA pricklier pear cactus, imbued by Vulcana's suspicious possessiveness of the Yellow Goddess, it shoots soporiffic spiked pears at creatures that approach it. Once they are knocked out, it creeps up to them and slowly drains their vital bodily fluids.Day: 1d8, Night: 1d2103d10 + 6 (22)15Multiattack: the pricklier pear makes two ranged attacks (lobbed pear +2 piercing 1d4, burst 5, Con vs. DC 10 or knocked unconscious) or two prickly clubbing melee attacks (+3 bludgeoning 1d6 + 2).Keen tremorsense, has advantage on perception checks against walking targets. Prickly skin: deals 1d4 damage to anyone who attacks it in melee.Perception 131/2 (100)each shooting cactus has 2d20 ripe soporiffic pears, each of which is worth 1d10 gp to tequila makers in towns and inns
Tumbling WeedssmallYellowlanders say the tumbling weeds are awakened by Vulcana's scheming distrust of the Yellow Goddess. During the day they tumble harmlessly, but at night they congregate in large numbers to subdue weakened animals—or humans. They are said to drink water from their victims with bladed root appendages.Day: 1–2, Night: 5d1293d6 (10)20waterdrinking root: +1 piercing 1d4 - 1ulnerable fire, resistant piercingPercept 100 (10)nil
Creeping TreehugeTrees are rare in the Yellowland velds because the Yellowlanders cut them down religiously in the wild, trusting only those they plant themselves and consecrate to the Green god. The native red-leaves are said to be inspired by fiery Vulcana to seek water and life fluids from the walking creatures, gone mad in their desire to keep the Yellow Goddess alone for Vulcana in her land. They move only at night, creeping stealthily and striking with aerial tap roots to drain the vital bodily fluids of living creatures.Day: 1, Night: 2d4137d12+14 (59)20bodily fluid stealing roots: +6 piercing 3d6 + 4, reach 10'vulnerable fire, resistant piercing, bludgeoningPercept 102 (450)a few worn pieces of jewelry embedded in the tree's branches and roots
Vulcana's Sniffing SaffrontinyThe precious sniffing saffron is cultivated around Puerto Safran and used as a spice by many wizards, particularly diviners and necromancers, to increase the potency of their spells—or so they say. It is also used as an inebriant. The wild version is sometimes more potent, if exposed to Vulcana's wiles, and actually boosts caster level by +1d4. Wis vs. DC 12 to avoid hallucinations (act as confusion)Day: 1d8, Night: 0121d4 (2)20suicidal puff of hallucinogens (DC 15), dies after puffing to save it's flower-bed-matesvulnerable to everythingPercept 120 (0)an unpuffed dried saffron is worth 2d20 gp

Wednesday, November 5, 2014

5E - Carousing in the [Rainbowland]

Inspired by Jeff Rients' (http://jrients.blogspot.com/2008/12/party-like-its-999.html) classic carousing table, a companion carousing guide to the Rainbowland XP rules. The major change is the addition of the Serendipity result for lucky characters.

Step 1: Go carousing and spend your gold.

Step 2: Roll them bones and your Charisma.

Roll 1d20 + Charisma modifierCarousing Result
≤ 4Mishap
5–19Rousing good time, no special effects
20+Serendipity

Step 3a: Mishap? Mishap! (this is pretty much Jeff's table)

Roll d20Mishap Result
1Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout.
2Involved in random brawl. Roll Strength check or start adventure d3 hit points per level short.
3Minor misunderstanding with local authorities. Roll Charisma check. Success indicates a fine of 2d6 x 25gp. Failure or (inability to pay fine) indicates d6 days in the pokey.
4Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise 1–3 scorned lover, 4–6 angered parents.
5Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
6Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this burg costs double due to barflies and other parasites.
7Insult local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.
8You couldn’t really see the rash in the candlelight. Roll Constitution check to avoid venereal disease.
9New tattoo. 1–3 it’s actually pretty cool, 4 it’s lame, 5 it could have been badass, but something is goofed up or misspelled, 6 it says something insulting, crude or stupid in an unknown language.
10Beaten and robbed. Lose all your personal effects and reduced to half hit points.
11Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
12Hangover from hell. First day of adventuring is at -2 to all rolls. Casters must roll Int check with each spell to avoid mishap.
13Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.
14One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? Roll Int check to remember the signs and passes.
15Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1–4 it’s bogus, 5 it’s bogus and Johnny Law thinks you’re in on it, 6 actual money making opportunity returns d% profits in 3d4 months.
16Wake up stark naked in a random local temple. 1–3 the clerics are majorly pissed off 4–6 they smile and thank you for stopping by.
17Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
18Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.
19When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
20The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice, a) 1–2 burn down your favorite inn, 3–4 some other den of ill repute is reduced to ash 5–6 a big chunk of town goes up in smoke; b) 1–2 no one knows it was you, 3–4 your fellow carousers know you did it, 5 someone else knows, perhaps a blackmailer, 6 everybody knows.
Step 3b: Lucky blighter!

Roll d10Good Fortune
1Drank of the Red God's sacred spring. Gain 2 temporary hitpoints per level and incredible fertility for a week. Bonus xp = Con * 20
2Enthralled the spying spirits of the Orange God. Gain advantage on your next 5 dex-based checks. Bonus xp = Dex * 20
3Imbued with the righteous might of the Yellow God. Gain +1 to hit and damage in your next 1d6 combats. Bonus xp = Str * 20
4Gazed into the eye of the Green God of Nature and Greed. Gain advantage on your next 7 charisma-based checks. Bonus xp = Int * 20
5One of us! One of us! A drunken cultist shared secrets of the forgotten Blue God with you. Gain advantage on your next 6 wis-based checks and/or saves. Bonus xp = Wis * 20
6The secret is out there. Hallucinated a bizarre mathematical nightmare that reveals arcane truths to you. Gain advantage on your next 5 int-based checks. And memorize one casting of Identify. Bonus xp = Int * 20
7Sacrifices for the blood gods! You were victorious in an illegal cage fight. You are now notorious in this town. Roll 1d24 to hit with melee attacks in your next 3 combat encounters. Bonus xp = HP * 10
8The world's second greatest lover. Gain a loyal, if secret, contact in the city. Precious memento. Bonus xp = speed+Con * 10
9Protector of the wretched. While blindingly drunk you saved some local scallywags, gain a contact in the local underworld and a reputation as a reliable fellow who stands up for the weak and homeless. Bonus xp = AC * 20
10Impress local person of rank. Gaining a title in this region will be easier. Bonus xp = No. of languages spoken * 100

Step 4: Go adventure for more loot.

Edit: Note to the kindly and patient reader. Editing tables directly in Blogger's HTML is an exercise that will exercise your patience most severely.

Tuesday, November 4, 2014

5E - Rough and Ready XP Chart [Rainbowland]

I know the DMG isn't out yet, but an enterprising and murderous DM needs some way of giving his (or her) PCs the impression that the world is somehow fair and that their exploration of places dark and foul are somehow encouraged. Hence, the XP table.

Note that I'm not at all certain about giving out XP for the killing of monsters—it's something I'll have to see in practice. For now it seems to work ok, but it might simply make more sense to reduce that and make the game more focused on exploration, looting and wonder.

I'll revisit this topic as time flies by.

XP Gain TypeQty.DescriptionNotes
1Complete Quest - But Your Princess Is In Another CastlevariableGenerally the XP value of a quest will be announced in advance depending on the GMs estimate of how epic and hard it will be.
2Baseline Exploration100 xp / game hourPCs will gain a small xp bonus for each real-time hour spent actively exploring a dungeon, wilderness or other dangerous environment. The baseline rate is adjusted by the GM (me) depending on how tough and horrible that hour is for the PCs.
3Burning Gold - Carousing2 xp / gpPCs gain 2 xp for each 1 gp of treasure spent in sword-and-sorcery style debauched spending sprees (food, drink, romantic partners, fancy personal accoutrements, etc.). Only 100gp / level can be spent this way. There is a 1 in 6 chance of a "complication" (mammoth hangovers, duels, hostile constabulary, angry spouses, etc.). Roll on the Carousing Table for details.Available if starting game session in town.
4Burning Gold - Research and Training1 xp / gpPCs gain 1 xp for each 1 gp of treasure spent on training or research. This will probably require a mentor of the same class at least 3 levels higher than they are. Use the PHB training rules do determine training time.
5Discovery - New Creature100 xp / CRThe first time a PC encounters a new creature, the PC gains some xp based on the CR of the monster (e.g. 1300 xp for meeting their first Beholder, 100 xp for their first Ork)Yes, you too can be a wily explorer of wildernesses!
6Discovery - New Dungeon100 xp / CRThe first time a PC enters a dungeon or dangerous adventure site and spends an hour (6 turns) there, the PC gains some knowledge of the dungeon and thus some xp.CR is approximately equal to the average challenge of the enemies in the dungeon. Yes, your GM (me) is going to be eyeballing this.
7Discovery - New Wonder50 xp / PC levelThe first time a PC sees a natural or artificial wonder, he gains some xp, because exploration, you know. This also applies to gazing upon epic artifacts for the first time.The higher level a PC is, the more he takes away from seeing that the world is not all horror and pain.
8Experience - First Death13 xpThe first time a PC dies, he gains 13 xp. This doesn't help unless he is raised from the dead.
9Experience - First Resurrection500 xpThe first time a PC is raised from the dead, he gains some xp. Obviously, no xp are gained while dead.
10Killing - Putting Down Horrorscreature xpPCs gain xp every time they kill actively hostile or malevolent monsters out to kill or maim them. Setting upon ordinary animals, peasants or neutral monsters that mean them no harm does not net xp. Fortunately most monsters in dungeons are hostile - though perhaps it's because the PCs are trespassing in their houses and trying to steal their gold.This interpretation is a bit loose and may be redefined depending on character background and goals, but yeah - generally no xp for going around and slaughtering everybody (you still get the loot, though).
11Killing - Murder Bloody Murdercreature xpEvil or Chaotic PCs gain xp when they assassinate a target for payment. Lawful or Good PCs doing that will probably not stay Lawful or Good. Just saying.See? Killing is still encouraged.
12Protection - Saving the Innocentcreature xpLawful or Good PCs gain xp equal to the xp of innocent creatures they save from lethal dangers. Yes, even saving a kitty will give xp. Of course, saving them by killing their captors means more xp ...
13Wits - Outwitting Monstershalf creature xpOutwitting a dangerous monster and getting its loot, sneaking past town guards to pilfer the Golden Cabbage, and the like, nets XP if goal is achieved (i.e. no xp just for running away! Though if it's your first encountered Beholder, that might also be worth something ...).The benefit being they don't manage to run you through.
14
XYZ - Bribe the GM / Whine at the GM / Bring Food+10% xp for sessionMore a joke than reality, but if your PC does something cool and epic, he will probably be rewarded. If I miss that, you can "Whine at the GM"This is a very important item :)
Edit: Whoops, nearly forgot the kudos:

Thanks to Chris Kutalik of the Hill Cantons http://hillcantons.blogspot.com/ whose player compendium to the Cantons inspired this table. Carousing inspired by Jeff Rients of Jeff's Gameblog http://jrients.blogspot.com/2008/12/party-like-its-999.html

Friday, October 31, 2014

Giant, Pumpkin (5E monster)

Giant, Pumpkin (Go, go, mighty commas!)
Afriy, the saummerly wastrel priest, had lied a follicked tale unto the wandrelknight Mishkala ad Gare who sought the unwrongdoing of the hooperwaste. A walk on the wild side and a perfect day and thar in the Hellpum'kin Crate he met not one giant pumpkin to soothe the pellen ache of swayne prinzessen, but a pumpkin giant clad in sooten barkwool and bewielded of an axe most gruesome and great. The Garish folk spoke long and sought far, but nary a bone or bane of fair Mishkala ad Gare was found between Garish and Cheerish, neither that once-a-year-for-a-night impression in the hooperwaste that the saummerly Afriy had called, 'fore he vainsh'd, the Hellpum'kin Crate.

huge giant, chaotic neutral
Encounter: 1, 1d8 in Hellpumpkin Crater
AC: 13, HP: 100 (10d12 + 35), Speed 40,
STR 22, DEX 8, CON 19, INT 10, WIS 10, CHA 12
Skills: Perception +3, Intuition +5, Lang: Giant Pumpkin, Sneering Common,
2,300 XP

Actions:
Multiattack - the pumpkin giant makes two pumpkin axe attacks and one bite attack.

Pumpkin Axe, melee +9, reach 10, 3d10+6 (22) damage.
Pumpkin Bite, melee +7, 2d8+6 (15), swallow on 15 damage or more

Swallowed: 1d6 damage per round, Con save DC13 each round versus paralytic gastric fumes

Pumpkin Grenade, ranged +9, range 60/240, 20' foot radius burst, hit 22 (3d10+6) pumpkin acid damage

Terrifying Cackle, sonic, recharge 5-6, 50' radius, the pumpkin cackles causing fear and watery knees in all who hear, Wis save DC15,

On Death: Gastric Explosion, on death the pumpkin explodes in a sudden eruption of noxious paralytic fumes, 30' radius, 1d8 damage (no save) from flying pips, Con save DC13 or paralyzed.