Cinders of the Servant Queen Play Report

Ran Servants of the Cinder Queen and it went really well. Spoilers ahead:

Gor Krestle the warlock Vassal of Mab and Valeria the vampire fled north from Albion after preventing the rogue magician Jessica Gristle from freeing the fairy Lord of Last-Breath from his millennial prison, because they had accepted payment from the noble House Cromlech to do the opposite and didn’t want to deal with the fallout. They reached the land of the Norge and stumbled upon the miserable little town of Meervold. They stayed the night at the dilapidated inn for free, because the innkeeper, Armar, had no will to live or, evidently, to charge them for anything. So many people had gone missing and so man incinerated human skeletons had shown up in their place that he figured the town was lost. The next day (conveniently mist-shrouded and overcast, allowing the party’s vampire to walk about freely) Armar was gone, leaving behind only smudged ashes on the threshold.

The party next encounters Finni, a simple young turnip-farmer, weeping and eating his last turnip in a mud puddle. Valeria finds out from him that a suspicious wizard-type and his band of hooded acolytes passed by, taking up residence in the ruins of Kaldhammer, a monastery lost to a fire demon invasion/volcanic eruption five centuries ago, which was only halted by a calamitous flood caused by Storm God Hvitr. Berta Solsisdottir, the town’s unofficial leader, offers them a reward to defeat this wizard (since she figures he is trying to release Gildarthe, the fire goddess that erupted the volcano), sells them equipment, and lets them look for hirelings. Gor Krestle offers the townspeople half the reward as payment (to Valeria’s horror), but only Aghnildg, armed with a broken sword, takes them up on the offer. They head out, Valeria swings back to vampirize Finni, but is stymied by the number of witnesses, so she join up with the main group.

They arrive at the ruins of Kaldhammer just after nightfall and proceed to was four hours looking for food so Valeria doesn’t need to eat their only henchwoman. They fail miserably until they ask Aghnildg for help, who succeeds in finding a raccoon on her first attempt. At this point, hooded cultists crawl out of a tunnel in the ruins of Kaldhammer to attack. Valeria and Gor flail ineptly as Aghnildg dispatches them. She suffers some trauma at so much death, but Gor says they are just “dirty rotten turnips”. Aghnildg takes this to heart.

The go down the tunnel and encounter two burning skeletons. Aghnildg kills one easily as Gor and Valeria struggle with the remaining monster. It kills Valeria in an incandescent bear-hug before Gor takes it down. He calls on Mab to identify these creatures (she possesses Aghnildg and sucks half his HP out of his arm in recompense), and it turns out they are Servants of the Cinder Queen, undead that remain animate so long as they burn. Gor readies his water skins and goes deeper into the tunnels, braving skeletons on the way. After a couple dead ends, he finds a guarded chamber and just runs past the Cinder Servant Guards.

He finds sleeping quarters, but with the Servants hot on his heels, he runs down another passageway, finding a dead end with a giant pit filled with villagers. Hoping to rally them to his cause, he rushes down the rope ladder with Aghnildg, only for the Cinder Servants to pull the ladder up once he reaches the bottom. He snags the bottom rung and yanks on it, pulling the Servants into the pit. They die in the fall. Inside the pit in Gunnva, a Magic-user and Aghnildg’s sister. By means of a rousing and slightly threatening speech, she galvanizes the villagers into a determined, if malnourished and unarmed, fighting force. Aghnildg makes a habit of crushing the skulls of her enemies while calling them dirty, rotten turnips.

They go deeper into the mountain and come across a chamber with a fissure in the far wall and three stone doors. They decipher the runes on the door and acquire Jafnir, a hammer than returns to the wielder when thrown (Gunnva keeps this), Spakri, a cloak that allows the wearer to fly brief distances (Aghnildg takes this), and a magical hourglass that they promptly forget about. They then go into the fissure and enter the volcano’s caldera, only to find the wizard reading aloud from a book and waving a staff, moments away from releasing Gildarthe.

They have a pretty harrowing fight. Gor and Valeria focus on preventing the wizard from reading from the book as Aghnildg and the rock-throwing villagers take on the cultists and Cinder Servants. Aghnildg dies heroically from a fire blast to the face (courtesy of the wizard) after she single-handedly kills nearly all the cultists, and the villagers flee after taking out most of the Cinder Servants. Gor and Gunnva finish of wizard, but the last cultists takes them down and restarts the ritual. They have three turns to stop the ritual–Gildarthe’s massive face is visible pressing up against the floor of the caldera.

They are both below 0 HP, and I say if they succeed a Poison saving throw they can get back up at 1 HP, but if they fail, they take 1 damage, and die at -4. It’s pretty lenient, but whatever. Turn 1, Gunnva and Gor fail their saving throw. Gor dies. Turn 2, Gunnva fails her saving throw. The cultist is still reading from the book and chanting. Turn 3, she succeeds, calls Jafnir, throws it, and makes a critical hit, killing the last cultists stone cold dead. She loots the bodies, collects the valuables of her companions, says goodbye to her sister, and returns to Meervold.

In retrospect

  • If the players don’t do anything, the wizard succeeds in releasing Gildarthe and the volcano erupts, annihilating Meervold and releasing a bunch of fire monsters. I dropped clues that this was happening, but I should have just straight-up told them. I’d also suggest making some of the Grim Portents (Dungeon World’s jargon for the bad things that happen in the absence of player intervention) more obvious to players, regardless of location.
  • The villagers and Aghnildg rolled freakishly well the entire time, and it made me glad I roll in front of players., Hidden rolls would have made Aghnildg feel like an GMNPC when really she was a wildly lucky incompetent. My players loved her, and were really upset when she died.
  • The ending was super perfect. Nearly averted TPK, a Hail Mary critical hit.
  • I am more and more starting to think that dying should be easy, but death should be hard. The drama of trying to resuscitate downed characters is great. I think I’ll transplant 5e’s death saving throws mechanic to whatever it is I’m running from now on. 
  • Hvitr’s Vault (the room with the hourglass, cloak, and hammer) was a little frustrating. As written, it is hard for players to figure out how to open the stone doors. Each requires a different action (one opens by striking it with your fist, the other opens by applying bodily fluid, the other opens when you blow on it), but there really isn’t any way to figure this out. I put markings on the door that gave clues, but they were pretty obvious. I’d suggest putting a book in the monastery library that explains how to open the doors. 
  • I gave the Servants 18 HP and had them take d6 damage a turn just from being on fire. My players were at level 1, so this was still plenty dangerous, but I think giving them more HP could be good–it makes fleeing and waiting a valuable offensive strategy, something that distinguishes Servants more from other monsters.

Odd Hack Character Creation

Rules as written in Delving Deeper, except as follows:
HIT POINTS: BLOOD AND GUTS
Use rationalized hit dice progression. Also, characters have two different pools of HP.

  • All characters start out with just Blood. If a character has a Constitution score of 14+, they gain an additional point of Blood every level. If their score is 18, they gain 2 points every level.
  • Once a character reaches 6 points of Blood, their HD rolls for maximum HP go towards Guts. 

Characters usually take damage to Guts first. If they are reduced to less than 0 Blood, they die. Blood heals at a rate of 1 point per day of rest. Guts heals at a rate of d6 points per 10 minutes of rest. Critical hits and sneak attacks deal damage to Blood, and monsters have Blood and Guts for HP as well. Largely based on this.

RACES
You can only start as a human, chosen from one of the following tribes. You can gain access to new tribes and species if you form a neutral or better relationship with one of their settlements or towns.

  • Goth: you have a +2 bonus to your Magic saving throw
  • Norge: you are untroubled by natural cold and take half damage from magical cold
  • Saracen: You know an extra language and can pick from the expanded language list, regardless of your Intelligence score.
  • Tatar: you have a 3 in 6 chance of being able to repair or sabotage machinery, robots, or golems. If you are a Thief, your chances of success increase with your other skills.

LANGUAGES
If your Intelligence is 10-, you speak two of the following. If it is 12-, you speak 3. If it is 14+, you speak 4.

  • Gothic
  • Norsk
  • Saraceni
  • Tatar

Anyone with 15+ Intelligence can pick from the following list as well:

  • Elegaic, the language of the undead
  • Twill, the language of elves and birds
  • Numen, the language of gods and spirits
  • Cipher, the language of golems and robots
ENCUMBRANCE
We are using this system, but you can carry an extra container if your Strength is 14+ and two extra containers if your Strength is 18.  

CLERICS

Clerics must choose a religion. Clerics can learn a number of Cleric miracles equal to their level. They can cast each miracle as much as they want, but when they do so, they must make a reaction roll (roll 2d6) to determine if the Heavenly/Nether forces upon which they are calling approve of their intervention. Low rolls might require favors or sacrifices. To learn a miracle, a Cleric must memorize a particular sutra, scripture, sermon, or liturgy, which they recite upon casting. Clerics start with one random miracle; if they roll a reversible miracle, they must pick one. Lawful Clerics still Turn Undead, while Chaotic Clerics Command Undead.

  1. Liturgy of Kingly Protection/The House of Four Demons: lets you cast Protection From Evil/Good
  2. Heaven’s Feast Sutra/The Famine Gift Sutra: lets you cast Purify/Putrefy Food and Drink
  3. The First Words/The Litany of Night: lets you cast Light/Darkness
  4. Rite of the Scales of Justice: lets you cast Detect Magic at will
  5. The Parable of the Shore/The Way of All Flesh: lets you cast Cure/Cause Light Wounds
  6. The Miracle of Tongues: lets you cast Speak with Beasts

FIGHTERS
Fighters work as written in Delving Deeper.

MAGIC USERS
Magicians can learn any number of Magic-user spells. They can cast each of them once, and can regain expended spells by getting a full night’s sleep. All spells require a particular object to cast; more powerful spells require rarer and more cumbersome components. Magicians start with 2 random spells and their components. When you learn a spell, such as from a scroll or a book, you find out what it requires as a component.

  1. A cloth doll: lets you cast Animate Golem, which functions the same as Invoke Elemental, except that the golem has HD equal to your level.
  2. A sack of crow feathers: Let you cast Fly. Insinuate themselves into your flesh while you are under the effects of the spell.
  3. A human rib, sharpened at one end: lets you cast Magic Missile.
  4. A silver bell, inscribed with a closed eye: lets you cast Sleep.
  5. A stained disc of bronze: lets you cast Darkness, the reversed version of Light.
  6. A book bound in red thread: lets you cast Charm Person.
  7. A giant spider carapace: lets you cast Web.
  8. A large ivory earhorn: lets you cast Sixth Sense.
  9. A cloak of human hair: lets you cast Invisibility.
  10. A giant horse skull, wired through with gold: lets you cast Fear 
  11. A mummified fish with pearls for eyes: kissing the fish lets you cast Water Breathing
  12. A tin breastplate inscribed with a pentacle: lets you cast Shield
  13. A long-stemmed ebony pipe: lets you cast Phantasm
  14. A great brass horn:  lets you cast Dispel Magic
  15. A flute carved from a human thighbone: lets you cast Hold Person
  16. A snake tattoo on the side of forefinger and thumb: lets you cast Read Magic at will
  17. A tattoo of an open eye on your palm: lets you cast Detect Magic at will
  18. An arm-sized iron nail: lets you cast Witch Lock
  19. A giant silver skeleton key: Lets you cast Knock
  20. An dead sapling studded with lead spikes:  lets you cast Plant Growth

THIEVES
Thieves can use any magic item or piece of equipment. They have a 3 in 6 chance of succeeding at the following. Their chances increase by to 4 in 6 at level 3 and 5 in 6 at level 6. At level 9, they roll twice and take the higher result whenever they make a skill check.

  • Climb
  • Disarm Traps
  • Hide
  • Listen
  • Pick Lock
  • Search
  • Sleight of Hand

NEW CLASSES AND MULTICLASSINGYou can gain access to new classes by coming across them in your adventures. By default gain levels in other classes, but in the course of the game, you can find ways to bypass this–werewolves, for example, split their experience between their current class and their Fighter-equivalent wolf shape.

    God of the Earth

    Need to rewrite my Albion favor tables and I’m dreading it. Messing around with Delving Deeper, a Original Dungeons and Dragons clone instead.

    OK, so:

    • Type V has all these interesting(ish?) material components and then immediately handwaves most of it away with arcane focuses and what have you (though I like the idea of, say, an imprisoned wizard with a confiscated wand grubbing around for bat shit so they can break out of jail with some righteous Fireballs). 
    • I go back and forth on spell slots and spell preparation. I don’t actually don’t mind them, but explaining them to players leaves me cold.
    • Are you reading Kill Six Billion Demons? You should be reading Kill Six Billion Demons. Take a look at (link leads to medium-grade spoilers) this. The six-armed blue demon lady who is so clearly a magic-user is just loaded with stuff. A doll, a book on a chain, a mask-face, glasses, a weird popcorn bottle necklace, a pair of yellow sunglasses, a humungous bag of just stuff, plus whatever she has secreted about her person. I like that.
    • I love this encumbrance system
    • I feel exactly, perfectly neutral about wizards wearing armor, but explaining equipment restrictions is work, so I ignore them.

    This all converges on wizards. So how about magic-users have no limit on the number or level of spells they can know. They can cast each spell they know once, and must rest before they can recover usage of a cast spell. Each spell requires a material component, which is not consumed in the casting. A spell’s power correlates with how burdensome and rare a component is; Magic Missile only requires a want capped with flint, while Time Stop requires a three-foot tall lead hourglass inlaid with gold. All components take up a minimum of 1 encumbrance slot. So a magic-user can wear armor, but it cuts into the number of components they can haul around. Plus they are ladened with occult accruements. 

    EXAMPLES
    • Animal Growth: a head-sized mass of crystallized pituitary fluid, harvested from a cursed beast, such as a werewolf or dire animal.
    • Animate Dead: a complete human skeleton. Does not have to be in one piece; some necromancers grind it to dust and keep it in a sack, while others strap the bones to their body.
    • Charm Person: a book with fine vellum pages, bound with red silk thread. Casting the spell requires writing the name of the target (or a description of them) in the book. 
    • Comprehend Languages: a pair of glasses tinted blue with cobalt; the caster must look through them for the spell to work
    • Darkness: a black velvet hood. The magic-user momentarily pulls it over their own eyes to cast the spell.
    • Knock: a silver skeleton key, roughly the size and weight of a longsword
    • Fireball: a fire giant’s ulna (roughly the size of a quarterstaff)
    • Fly: a sack of crow feathers (about 100 birds’ worth) that insinuate themselves into the flesh of the caster when they are under the effect of the spell
    • invisibility: a cloak woven from human hair; the caster must be wearing it for the spell to work
    • Magic Missile: an oak wand capped with flint; the caster must point the wand at their target
    • Light: a fist-sized silver sigil depicting an eye; the caster must turn its gaze towards the target
    • Shield: a small actual shield of hammered tin depicting a pentacle
    • Slaying Spell: an iron bell, at least three feet tall, inscribed with open eyes and forged in a graveyard. The caster must ring it for the spell to work.
    • Sleep: a long-handled silver bell, about the size of a dagger. It must be rung for the spell to work.
    • Water Breathing: a whole fish, often mummified or suspended in formaldehyde to prevent it from rotting into uselessness 
    • Web: a giant spider (at least the size of a terrier), usually dead for the sake of convenience. 

    Anywhere, here’s the skeleton of a open-air-dungeon-unless-it’s-a-point-crawl I’ll be maybe running this maybe filed down version of OD&D in.

    The town of Braquefort sits at the foot of a mountain (its name is taboo). A decade ago, the Ecclesium’s holy knights succeeded in exorcising (i.e. killing) Cybele, the goddess who lived on its peak, and extirpating her cult from the town itself. However, starting a year ago, a beast has begun coming down from the mountain, seizing livestock and ripping apart anyone who stands in its way. This has been accompanied by a sudden increase in fertility–the farms are yielding an unnaturally large harvest, the surviving livestock grow to prodigious size, and the mountain itself teems with dangerous life. The Ecclesium believes that some of the Braquefort villagers have begun making sacrifices to the creature, and are willing to pay the party generously if they bring back its head.

    THE MOUNTAIN
    SMELLS

    • overripe fruit
    • rotting plants
    • rotting meat
    • animal musk
    SIGHTS
    • haze of flies
    • swarms of bloated rabbits scrambling over the corpses of their fellows
    • tumorous fruit hanging heavy on the branch
    • handprints in solid stone, haloed with fractures

    ENCOUNTERS
    ENCOUNTER TABLE

    1-2. Wolf (1d6)
    3-4. Cougar (1d6)
    5-6. Serpent (1d6)
    7-8. Die-off
    9. Artesse, last shaman of the mountain
    10. Sacrifice-bearers (2d6)
    11. Vigilant Benbraches
    12. God of the Earth

    THE GOD OF THE EARTH

    Statistics as Hill Giant. Cannot surprise enemies.
    He stands as tall as two men, filthy, naked, covered in matted hair, and when you first see him, he will be doing something appalling like grinding the hind legs off of a screaming goat with his blocky white teeth or gouging obscene pictures into stone with his fingertips. He smells, and smells bad, and it is awful and awesome in the old religious sense, a profound glandular stench that puts animals in heat and stirs plants into frantic growth.
         The God of the Earth is the orphaned son of Cybele. He is a divine feral child and cannot speak, though he instinctively understands Numen, the language of gods and spirits. The presence of his dead mother’s corpse-tree on the mountain drives him to rage and despair, though he can be appeased for a time with a meal of livestock. He will attack and consume anyone without such propitiations. His heart is a god-seed, and will sprout into a new divinity if planted and tended.

    THE EARTH’S TEEMING CHILDREN
    Statistics as dire wolf, cave bear, or giant snake. Can eat their HD in corpses before they choke to death.
    The predators of the mountain have grown enormous and corpulent, maddened by the buzzing of insects and the reek of dead flesh and the God’s musk. They attack in numbers, and will devour defeated prey until it kills them.
    When passing by a die-off, make a DC 12 Constitution save or acquire the Poisoned condition. Those afflicted can make another save at the end of every long rest to recover.
    Under the God’s influence, the lesser beasts of the mountain live and die like mayflies, generations of rats and rock hares passing over the course of a week. They are born in massive litters and subsist on the endlessly growing plants and bloated fruit of the mountain. Their thousands of corpses have made fertile ground for disease and insects.

    ARTESSE, LAST SHAMAN OF THE MOUNTAIN
    statistics as a 5th level magic user
    Artesse is an elf of the old school: lambent red eyes and filed canines, deep black tattoos delineating strange geometries, emaciated body scored with scars. He is the oldest being on the mountain, older even than the God of the Earth. He was the high priest of Cybele when she lived, and he wants nothing more than to return the mountain to the way it was under her reign. To do that, he must acquire the divine seed in the God of the Earth’s heart and use to grow a new god, this one raised under his careful tutelage rather than the wind and wolves.
         Artesse hates the Ecclesium. They killed his goddess and drove him away from his holy ground, leaving the infant God of the Earth to grow mad in its solitude. However, he is perfectly willing to negotiate with the party–he will reward them with a scroll of Speak with Animals if they provide him with the God’s heart, and is even willing to let them take the God’s head back to the Ecclesium to prove they killed him, with the understanding they will keep Artesse’s presence a secret.
         The shaman can cast Invisibility, Animate Reptiles, Plant Growth, and Create Food and Water in addition to any other spells you see fit.

    SACRIFICE BEARERS
    Statistics as Bandit
    Villagers from Braquefort desperate enough to risk the censure of the Ecclesium and dangers of the mountain. They are armed and each carries a squirming bag. Each contains a contains goat, with which the villagers hope to appease the God of the Earth. They will be hostile to anyone they come across–as far as they know, the only other people on the mountain are servants of the Ecclesium. If they are cornered, the villagers will release their goat, attracting the attention of mountain predators or the God himself.

    VIGILANT BENBRACHES
    Statistics as a 5th level Fighter; wears chain and wields a longsword
    Vigilant Benbraches believes in sanitation and traffic laws as much as he believes in God, and he really believes in God. Even in the warped wilds of the mountaintop, he polishes his armor, shaves daily, and cooks nutritionally complete meals for breakfast, lunch, and dinner. This may indicate a man out of his depth, but Vigilant Benbraches has survived thus far on the mountain by his talent for spectacular acts of violence. He was in the area when the God of the Earth began attacking Braquefort, and climbed the mountain to deal kill the God without waiting for further instruction from the Ecclesium. If encountered, he will be polite and helpful if the party is working for the Ecclesium, and wordlessly hostile if they are not. Should their allegiance be uncertain, he will insist on escorting them off the mountain, forcibly if necessary.
      Benbraches carries the blessed sword Galconda. None of the wounds it inflicts bleed, and the Ecclesium teaches that anyone killed by its blade are delivered unto the Heavens, redeemed in their final moments. Benbraches finds both of these characteristics pleasingly tidy.

    AREAS

    THE ASCENT
    The most difficult to traverse part of the mountain: a 500 foot slope of scree and loose rock. Climbing checks without equipment are at disadvantage, and all climbers move half their normal rate. Failure sends the climber tumbling down the slope, taking d6 damage per 100 feet. Smart parties will lure the God of the Earth here.

    THE SHAMAN’S HOUSE
    A house built on the limbs of a great tree. Everything is covered with a poisonous powder, which causes anyone who comes in contact with it to hemorrhage from all orifices (DC 15 Constitution save or d6 damage/hour. Victim can make an additional save at the end of each short rest), because Artesse is not stupid and knows that the Ecclesium wants him dead.
         His actual home is underneath the tree, accessible from a small hole between the tree’s roots. It is underground, reasonably warm and dry. A locked stone casket contains a scroll of Speak with Animals. A random philtre and a lesser ester sit on a crude table. Artesse also keeps his Gallows Prophet here. It is a four-foot tall mummified corpse, proportioned like an adult, with a noose tried around its neck. If strung up on a gallows or tree, it can Detect Magic on everything in a 13 mile radius and report the results back to its owner. It can also make Arcana checks with a +5 bonus. The Ecclesium will want it burned.

    THE GOD’S CAVE
    70% chance the God is here when the party enters. Roll on the encounter table as normal.
     when the party enters. Filled with bones, rotting viscera, and piles of shit. Scattered beneath the mess are 10d100 copper pieces worth of jewelry, the former possessions of the God’s many victims. There are d6 Rare ingredients of the same type here, as well. Major structural damage to the back of the save will open up vents of toxic vapor, which inflict the Poisoned condition on anyone who breathes them. After d6 Rounds of direct exposure, the sufferer must make a DC 10 Constitution save or be paralyzed until removed from the gas cloud. 
         The God’s smell/influence is overpowering here; animals become hostile to their masters, and intelligence creatures must make a DC 10 Wisdom save or be frightened of the God for a round. They must make the save every round they are in the cave.

    CYBELE’S TREE
    50% chance the God is here when the party arrives. Roll on the encounter table as normal.
    A large, dead oak on the edge of a cliff face. Everything here is dead and withered, and the animals avoid this place. If the God is here, he will be some distance from the tree, screaming, weeping, and throwing stones at it. He will not come closer unless provoked by someone near the tree.
         The tree can be safely destroyed by harvesting the Grand Poison ester inside of it. This turns the tree to dust. Otherwise, harming the tree releases sprays of poisonous ichor (all within 10 feet of the tree must make a DC 12 Dexterity save or take d6 poison damage). This ichor deals double damage to the God of the Earth.

    AFTERWARDS

    • If the party kills the God of the Earth, all vegetation on and around the mountain will wither and all soil nearby will turn to dust without his influence within months. This will end Braquefort as a habitable town. The Ecclesium will reward the party and blame the blight on the God’s curse.
    • If the party destroys Cybele’s tree, the God of the Earth will become less violent. The mountain will become a verdant, wild place: still dangerous, but without the riot of telluric forces warping flora and fauna. The villagers will continue to propitiate the God, and the Ecclesium will send inquisitors to destroy the heresy, investigate the party’s failure, and kill the God of the Earth for good.
    • If the party kills the God of the Earth and gives the god-seed to Artesse (or plants it themselves), it will grow into another divinity. Artesse will raise it to be more circumspect that the God of the Earth, but it will be no friend to mankind. If the seed is planted and abandoned, it will grow into another beast like the God. If the party raises it, use your imagination. 

    let’s make a deal II

    Decided Pernicious Albion warlocks can’t summon patrons. It was confusing, and it would make more sense to represent it as a spell. Also changed how reaction rolls work:

    • 2: the warlock must perform a major favor or the spirit will cast the spell in a destructive manner
    • 2-5: the warlock must perform a minor favor or the spirit will cast the spell in a destructive manner
    • 6-9: the warlock must perform a minor favor or the spirit will do nothing
    • 10-11: the warlock must argue or grovel for a few rounds before the spirit will cast the spell
    • 12: the spirit casts the spell right away.

    “Destructive manner” being destructive for the warlock an their allies (Fireball centered on caster, Invisibility on the strongest enemy, and so on. It also makes major favors rarer, which is good because having a lot of them can be overwhelming (the old table had 1 in 4 spells requiring a major favor to cast, which is a bit much). The new table also makes it harder to say no to favors, since the consequence is usually chaos instead of nothing.

    Mad Angel PENEMVE, Warlock patron

    PENEMVE is a twice-exiled angel, first cast out from Heaven with the Grigori, then abandoned by its fellows when it went mad with grief. PENEMVE opposes both its former comrades and the forces of Hell, and aims to defeat them with a mysterious Project, which generally involves unorthodox methods. 

    PENEMVE is a spirit of knowledge and secrets. It knows when someone is burdened by a deep secret, and when they act to cover a secret up, but it cannot perceive the secrets themselves. PENEMVE requires writing to communicate; when it wishes to speak with someone (including its warlock), it alters nearby text and arranges it to cross paths with them. A warlock of PENEMVE starts with the ability to cast Comprehend Languages, and can learn spells of discernment and divination, such as Augury, Divination,  and True Seeing.

    Major favors for PENEMVE
    PENEMVE is maybe insane and cannot interact with the world only by altering existing bodies of text, so the idea it to be unclear if these favors are simply random acts of madness, part of an elaborate Rube Goldberg scheme to save/end the world, or the product of PENEMVE’s original message be garbled by its method of communication. 

    1. letter: My dearest Joanna, This summer has been most troublesome, for there is an agent of the Cause set to be executed in [nearest village] in 2d20 days. See to it that they escape. Give the children my love. Your sister, Charlotte.
    2. broadside: DR BRUNEL’S WONDROUS SERUM! DO YOU SUFFER FROM FATIGUE, MELANCHOLY, OR CONJUGAL TROUBLES? THEN find this doctor, drown him in a barrel of brandy, and burn down his workshop. He lives in [the mercantile quarter of the nearest large city]. Proceed with caution. He has sold his soul to Hell FOR THE REASONABLE PRICE OF £100!
    3. shopping list: 1 lb carrots, 1 lb beef, a white dove, 1 lb chalcedony, 10 ft of golden wire, a silvered sword, a virgin, 100 pairs of scissors, jam.
    4. book: …the mating ritual of the polychromatic bumblebee clearly indicates the need for you to infiltrate the home of [a wealthy family in the nearest large city] and find the black sculpture they have recently acquired. I want you to paint it bright red without being discovered, thus demonstrating the advantages of such bright pigmentation…
    5. letter: Jessica, You are all I can think of, you are my day and my night, you are to find for me the book called The Enochian Heresies. There is a copy in [the nearest, largest, most dangerous library]. Once you have it, feed it to a goat, and if don’t see you soon, I think I shall die. Your love, Eugene
    6. newspaper: NUDE BUTCHER STRIKES AGAIN! Local farmer John Hector experienced a rude awakening last week when the morning sun revealed several demons have been investigating my activities. They tread in your footsteps and will catch you in (d6) hours. Prepare yourself. The Constabulary has provided a thorough sketch of the fugitive.
    7. novel: …bosom heaving, Loretta tore at her bosom. “No!” she cried out, her shapely arms clutching at Heinrich’s chest, “I won’t leave you! I need you to capture the man known as Julia Lascelle in [farthest village in area]. She has knows the location of an angelic device, and I must acquire it before my siblings do.
    8. grafitti: FUK THE QUEEN FUK THE CITY SHIT ON the vandals responsible for this message are powerful, wise, and beautiful. Find them and convince them to offer their services to me. I am willing to remunerate them for their troubles DICKS DICKS DICKS
    9. a textbook: amo, amas, amat, a child in [the nearest village] has lost his family, and the villagers will do nothing to help him. Retrieve him and bring him to [the orphanage in the nearest large city] amabo amabis amabit…
    10. a cow with the following painted on its side: Go to [the nearest village] and cut off the head of the statue standing in its central square. It is an Infernal device and will lead the yeoman to nothing but perdition.

    alchemy in midgard

    Pretty much replacing magic items with player-created consumables. I like this because it gives players something to do during downtime, and introduced an element of time management–players are only going to be able to squeeze in one or two created items a day.

    All alchemical processes require ester, a stable form of raw element created by alchemists. Ester types are:

    Acid

    Cold
    Fire
    Force
    Lightning
    Necrotic
    Poison
    Psychic
    Radiant
    Thunder
    Alchemists must collect ester from the corpses of elementally aligned creatures. A creature is elementally aligned to the damage type it deals (excluding slashing, bludgeoning, and piercing damage). If a creature does not deal typed damage, it does not have any ester in its body. To harvest ester, a character must succeed a DC 15 Intelligence (Arcana) check and have one hour of uninterrupted access to the remains of an elemental creature. Tiny, Small, and Medium creatures contain 1 lesser ester; Large creatures contain greater ester, and Huge and larger creatures contain 1 grand ester. Failing a check to harvest ester destroys all the ester in the creature’s body and prevents further attempts. 

    Once collected, ester can be used to create alchemical devices. Creating an device requires 8 hours of work and an Intelligence (Alchemy kit) check. A failed check means all ester used has been destroyed. In order to attempt to create a device, a character must know about it. They generally discover new devices by finding ancient schematics. Schematics depict a particular kind of device, so aspiring alchemists must learn to make lesser seals and greater seals separately, for example.

    Devices
    Seals
    Alchemical seals are attuned with the same element as the ester used to create them. Weapons affixed with an alchemical seal deal damage of the same type as that seal. All last 1 minute before crumbling.

    • Lesser Seal: 1 lesser ester and DC 15 to make. Weapon deals typed damage and gains +1 to damage rolls.
    • Greater Seal: 1 greater ester and DC 20 to make. Weapon deals typed damage and gains +2 to damage rolls.
    • Grand Seal: 1 grand ester and DC 25 to make. Weapons deals typed damage and gains +3 to damage rolls.

    Munitions
    Spheres containing a volatile form of ester; detonate when thrown or otherwise broken, dealing damage of the same type as the ester used to make them. They also produce an effect pertaining to their element (Radiant munitions produce a flash of light, Acid munitions corrode metal and stone, Necrotic munitions wilt plants, and so on). Thrown munitions have a range of 20/60.

    • Lesser Munition: 1 lesser ester and DC 15 to make. The target must make a Dexterity save or take 2d6 typed damage. They take half damage on a success.
    • Greater Munition: 1 greater ester and DC 20 to make. All creatures in a 10 foot sphere around the point of impact must make a Dexterity save or take 5d6 typed damage. They take half damage on a success.
    • Grand Munition: 1 grand ester and DC 25 to make. All creatures in a 15 foot sphere around the point of impact must make a Dexterity save or take 7d6 typed damage. They take half damage on a success.

    Homunculi
    Elemental spirits sealed inside a glass vessel. Creating a homunculus requires 1 lesser ester of each type and DC 20 to make.

    • Homunculi cannot leave their bottles or perform any sort of physical activity; the only thing they can do is speak. They have 1 HP, 0 AC, automatically fail all Strength, Constitution, and Dexterity saving throws, and automatically succeed all Intelligence, Charisma, and Wisdom saving throws. They are loyal to the last creature to hold their bottle. 
    • When making checks to answer questions about alchemy, homunculi add twice the alchemist’s proficiency bonus at the time of their creation to the roll. 
    • When creating a homunculus, the player does not know whether or not they succeed the check; if it fails, they still create the homunculus, but it provides subtly erroneous information.

    Alchemical Cannon

    Martial ranged weapon with the Ammunition, heavy, loading, and two-handed properties. Range is 150/600. Requires 1 greater ester of each type and DC 25 to make. Uses esters as ammunition; the damage it deals depends on their quality:
    • Least ester: 2d4+Intelligence* typed damage
    • Greater ester: 2d6+Intelligence* typed damage
    • Grand ester: 2d8+Intelligence* typed damage

    *Intelligence of the alchemist who created the cannon at the moment they created it. The wielder does not add their Dexterity modifier to cannon damage like other ranged weapons. 


    Elixirs
    The ultimate alchemical achievement. Requires 1 grand ester of each type and DC 30 to make. Anyone who drinks an Elixir does not age naturally or magically. 

    toil and trouble

    The 5e Player’s Handbook doesn’t give you a lot to go on other than “you need an Herbalism kit to make Potions of Healing”, so here’s a system for finding potion ingredients. It is loosely based off of Procedural Metapharmacology at the Retired Adventurer.

    Most magic is outlawed in Midgard, so buying potions is risky, even if you know where to do it. It is far easier to make them yourself. Making a potion requires an Herbalism kit and two ingredients. There is not a set list of recipes for potions; instead, when a would-be potion maker mixes two ingredients, they roll on the appropriate table to determine what the resulting potion is. 

    • Two Common ingredients yield a Curative
    • Two Unusual ingredients yield a Prophylactic
    • Two Rare ingredients yield a Transformative
    • One Unusual and one Common ingredient yield a Poison
    • One Rare and one non-Rare ingredient yield a Philtre

    Do not tell players which combinations of ingredient categories yield which types of potions. Do not tell players there are types of potions. In any case, this process reveals what what the recipe was all along; now, whenever someone wants to make that potion, they combine the same ingredients. It is possible for two sets of ingredients to produce the same potion. It is the player’s responsibility to keep track of recipes.

    There are two ways to acquire potion ingredients; one is to find them in dungeons or the wilderness, and the other is to search for them. When a character searches for ingredients, they roll Wisdom (Survival).

    • If they make a DC 10 check, they acquire d6 ingredients of their choice from their list of known Common flora.
    • If they make a DC 15 check, they acquire d4 ingredients of their choice from their list of known Unusual flora or d8 Common ingredients.
    • If they make a DC 20 check, they acquire 1 ingredient of their choice from their list of known Rare flora, d6 Unusual ingredients, or d10 Common ingredients.

    Searching for ingredients takes 8 hours. In order to add a plant to their known list, a character must have encountered it before, discovered it in a book, had it described to them, or succeed on an Intelligence (Nature) check to identify it based off of appearance, name, or properties.

    When a drinker is tries to resist the effects of a potion, they must make a Constitution saving throw with a DC of 8+brewer’s Intelligence modifier+herbalist’s proficiency bonus in order to succeed.

    Unless they are making a potion based on a recipe, characters do not know what potions do when they mix ingredients. They must drink it (or get someone else to drink it) to find out. All potions must be consumed in order to work. A potion bottle counts as an encumbering item.

    This is not a complete list of ingredients. Characters can use any esoteric substance as a potion ingredient (with GM’s permission, naturally). The category of such ingredients is determined by how hard they are to acquire (fox bones would be Common ingredients, while imp bile would be Uncommon and gargoyle hearts Rare. Substances like dragon blood or balrog heart have unique properties).
    Common Ingredients

    1. Amanita
    2. Amaranth
    3. Dandelion
    4. Duckweed
    5. Honeysuckle
    6. Mogwart
    Unusual Ingredients

    1. Anemone
    2. Black Lily
    3. Hyacinth
    4. Lobelia
    5. Nightshade
    6. Wolfsbane
    Rare Ingredients

    1. Aglaophotis
    2. Mandragora
    3. Moly
    4. Olieribos
    5. Petrichor
    6. Silphium

    Curatives

    DC 10 to brew
    last 10 minutes
    require two Common ingredients

    1. Antitoxin: advantage on saving throws against poison
    2. Autonomy: advantage on saving throws against paralysis
    3. Healing: drinker can spend a hit die
    4. Lubrication: advantage on rolls to escape grapples
    5. Ocularity: advantage on saving throws against blindness
    6. Phobophagy: advantage on saving throws against fear
    7. Sarcofaction: advantage on saving throws against petrification
    8. Sophogenesis: advantage on saving throws against charm
    9. Stimulation: advantage on saving throws against sleep
    10. Vivification: restores a character at 0 HP to 1 HP

    Prophylactics
    DC 15 to brew
    last 1 minute
    require two Unusual ingredients

    1. Cryotropaic: gain resistance to Cold damage
    2. Electrotropaic: gain resistance to Lightning damage
    3. Hierotropaic: gain resistance to Radiant damage
    4. Nootropaic: gain resistance to Psychic damage
    5. Phonotropaic: gain resistance to Thunder damage
    6. Praxotropaic: gain resistance to Force damage
    7. Pyrotropaic: gain resistance to Fire damage
    8. Terratropaic: gain resistance to Acid damage
    9. Thanatotropaic: gain resistance to Necrotic damage
    10. Venitropaic: gain resistance to Poison damage

    Transformatives

    DC 20 to brew
    last 1 hour
    require two Rare ingredients
    drinker acquires the attributes of the animal, but retain their memories and personality

    1. Canis: transform into a dog
    2. Daimon: transform into a sprite
    3. Felis: transform into a cat
    4. Herpeton: transform into a frog
    5. Ichthyon: transform into a fish
    6. Ophidia: transform into a venomous snake
    7. Ornithon: transform into a raven
    8. Reptilia: transform into a crocodile
    9. Ursa: transform into a black bear
    10. Vermis: transform into a rat
    Poisons
    DC 15 to brew
    last 1 hour
    require one Unusual and one Common ingredient

    1. Adhesion*: disadvantage on checks to escape grapples 
    2. Cryohemia: gain weakness to Cold damage 
    3. Disoculation*: disadvantage on saving throws agains blindness 
    4. Edema: gain weakness to Piercing damage 
    5. Electrohemia: gain weakness to Lightning damage 
    6. Envenoming*: disadvantage on saving throws against poisons 
    7. Fatuity: disadvantage on saving throws against charm 
    8. Hemophilia: gain weakness to slashing damage 
    9. Hierohemia: gain weakness to Radiant damage 
    10. Neurasthenia*: disadvantage on saving throws against paralysis 
    11. Noohemia: gain weakness to Psychic damage 
    12. Phobia*: disadvantage on saving throws against being frightened 
    13. Phonohemia*: gain weakness to Thunder damage 
    14. Praxohemia: gain weakness to Force damage 
    15. Pyrohemia: gain weakness to Fire damage 
    16. Solidification*: disadvantage on saving throws against petrification 
    17. Soporification*: disadvantage on saving throws against sleep 
    18. Terrahemia: gain weakness to Acid damage 
    19. Thanatohemia: gain weakness to Necrotic damage 
    20. Venihemia: gain weakness to Poison damage

    *these do not allow a saving throw to resist
    Philtres
    DC 20 to brew
    last 1 hour
    require 1 Rare and one non-Rare ingredient

    1. Cacoherpeton: transform into a frog and lose personality and all memories 
    2. Cataraction: blinded 
    3. Dysichthyon: transform into a fish and lose personality and all memories 
    4. Dysphidia: transform into a poisonous snake and lose personality and all memories 
    5. Dysvermis: transform into a rat and lose personality and all memories 
    6. Fixture: paralyzed 
    7. Hemotoxin: suffer 2d10 Poison damage (instantaneous) 
    8. Love: charmed by herbalist 
    9. Malacanis: transform into a mastiff and lose personality and all memories 
    10. Maladaimon: transform into a sprite and lose personality and all memories 
    11. Malafelis: transform into a cat and lose personality and all memories 
    12. Malcorax: transform into a raven and lose personality and all memories 
    13. Malareptilia: transform into a crocodile and lose personality and all memories 
    14. Malursa: transform into a black bear and lose personality and all memories 
    15. Oneiros: put to sleep 
    16. Petrification: petrified 
    17. Stupefaction: stunned 
    18. Terror: Frightened of herbalist 
    19. Venefaction: poisoned 
    20. Weakness: disadvantage on all Strength, Dexterity, and Constitution rolls

    Type 5 Ritual Lists

    Some feats and class features let characters cast ritual spells, and as far as I can tell there is no list of them in the Player’s Handbook. Here’s a collection of them so you don’t have to go through the spell list entry by entry.

    Rituals-By Level
    1st Level
    Alarm
    Comprehend Languages
    Detect Magic
    Detect Poison and Disease
    Find Familiar
    Identify

    Purify Food and Drink
    Speak With Animals
    Tenser’s Floating Disk
    Unseen Servant 

    2nd Level
    Animal Messenger
    Augury
    Beast Sense
    Gentle Repose
    Locate Animals or Plants
    Magic Mouth
    Silence

    3rd Level
    Feign Death
    Leomund’s Tiny Hut
    Meld Into Stone
    Phantom Steed
    Water Breathing
    Water Walk

    4th Level
    Divination

    5th Level
    Commune
    Commune With Nature
    Contact Other Plane
    Rary’s Telepathic Bond

    6th Level
    Drawmij’s Instant Summons
    Forbiddance


    Rituals-Alphabetical
    Alarm (1st)
    Animal Messenger (2nd)
    Augury (2nd)
    Beast Sense (2nd)
    Commune (5th)
    Commune With Nature (5th)
    Comprehend Languages (1st)
    Contact Other Plane (5th)
    Detect Magic (1st)
    Detect Poison and Disease (1st)
    Divination (4th)
    Drawmij’s Instant Summons (6th)
    Feign Death (3rd)
    Find Familiar (1st)
    Forbiddance (6th)
    Gentle Repose (2nd)
    Identify (1st)
    Leomund’s Tiny Hut (3rd)
    Locate Animals or Plants (2nd)
    Magic Mouth (2nd)
    Meld Into Stone (3rd)
    Phantom Steed (3rd)
    Purify Food and Drink (1st)
    Rary’s Telepathic Bond (5th)
    Silence (2nd)
    Speak With Animals (1st)
    Tenser’s Floating Disk (1st)
    Unseen Servant (1st)
    Water Breathing (3rd)
    Water Walk (3rd)

    midgard

    EDIT: Hvitr and Gildarthe are from Servants of the Cinder Queen, a pretty awesome adventure that will hopefully be released outside of kickstarter soon.

    The Midgard Archipelago consists of four main islands, each occupied by a demigoddess. They maintained the natural order of the Archipelago, and in return the people of Midgard didn’t do anything stupid like clear-cutting the forests or hunting animals to extinction. Then the Telluric Technarchy of the dwarves came, placing each island under governorship and sealing the goddesses in engine-temples to siphon their power. This is slowly killing Midgard; every year the days grow hotter, the nights grow colder, and both grow longer, while the crops become less and less plentiful and the islands sink inch by inch into the sea. It will take at least another century before this starts to pose major problems, but the dwarves will have extracted everything of value and left by then.

    The Four Great Islands are:

    • bright Alfheim, former domain of Eir, Luminous Fairy of the Heavens, and homeland of the light elves. Lady Grasp, its dwarven governess, refracts the radiance of Eir to create foul radiation that twists the flesh of living things.
    • freezing Kaldhammer, former home of Gildarthe, Demon Fairy of Fire, and homeland of the cambion. Its dwarven governor is Lord Lazuli, who uses the geothermal rage of Gildarthe to fuel his factories and workshops 
    • twilit Nidheim, erstwhile demesne of Vor, Dreaming Fairy of Darkness, and homeland of the dark elves. Its dwarven governess is the Lady of Chalcedony, who taxes the dreams of the living and the souls of the dead by channeling the goddess’ strange emanations.
    • verdant Vangr, sometime domain of Syr, Giant Fairy of Earth, and homeland of the humans. Its dwarven governess is the Corundum Prince, who distills the blood of Syr into powerful elixirs. 

    You can pick any class, but unlicensed magic is outlawed in the Archipelago on pain of death. Magic-users have to be subtle if they want to live. Paladins and Clerics can worship a member of the Norse Pantheon or a non-stupid god of their own devising. Warlocks make pacts with one of the four Goddesses (Archfey = Syr, Fiend = Gildarthe, Great Old One = Vor. Eir = Any. You can also choose the Summon Pact, which I will be modifying)

    Tribes of the Archipelago
    No one will look twice at any of the following races:
    Humans
    Light Elves
    Dark Elves
    Cambions
    Moss Giants

    Strangers to the Archipelago
    People may react with fear or surprise when encountering the following races:
    Dragonborn
    Halflings
    Dwarves
    The Bufondi

    Do not exist
    Please don’t pick these. I’ve either made an alternative or they do something annoying. If you really want to play one, we can work something out.
    Gnomes
    Tiefling
    Half-orc
    Half-elves
    High Elves

    Elves

    Ability Score Increase: +2 Dexterity
    Age: live to ~800 years
    Alignment: ???
    Size: Medium (4 to 5 feet tall)
    Speed: 30
    Languages: Common and Elvish
    Fairy Ancestors: You have advantage against charm spells and magic can’t put you to sleep

    Subrace: Light Elves

    Ability Score Increase: +1 Wisdom
    Otherworldly: You can attempt to hide when lightly obscured
    Fleet: Your movement speed is 40 feet
    Hunter-gatherer: You have proficiency in the Survival and Nature skills

    Subrace: Dark Elves

    Ability Score Increase: +1 Intelligence
    Darkvision: Natural darkness does not effect your vision in any way; you can see as easily in a sunny field as a pitch black room.
    Childhood Training: You are proficient with your choice of smith’s tools, alchemist’s supplies, or mason’s tools.
    Old Artifice: You can cast the Mending cantrip.

    Midgardian Rumors

    1. The dwarves guard the goddesses so closely because if one escaped, their devices wouldn’t work on her island anymore.
    2. Syr, the fiercest of the fairies, only fell because the dwarves weakened her with cursed poison. If somebody found a remedy and gave it to her, she could could break free.
    3. The dwarves built the Storm Golem Hvitr to keep the Fire Fairy trapped, but they aren’t bothering with repairs like they used to.
    4. It took twelve of the dwarves’ greatest wizards to bind the Dark Fairy, but six have died since the invasion and the rest are past their prime.
    5. The dwarven Technarch commanded the dragon Fafnir to return to the capital after it defeated the Heaven Fairy, but everyone knows he’ll come back to Midgard if the situation turns against the dwarves.
    6. Legend has it that the old goddess of death hid the legendary ribbon Gleipnir in the bottom of her temple before it sank into the sea.
    7. Lady Grasp of Alfheim has a vault containing the magical cloak Spakri–it refuses to work for one such as she.
    8. the Lady of Chalcedony tried to make a false goddess with the souls she stole, but it escaped and now calls itself the Fairy of All Death
    9. The dwarves have devised a new substance called “gunpowder”and claim it will revolutionize their ability to crush you pathetic rebels.
    10. The dark elf resistance has formed an alliance with their old enemy, the vampires.
    11. The dwarves executed several members of the former Kaldhammer royal family for violating their house arrest.
    12. The dwarves are offering a bounty for any artifacts recovered from the Peripheral Islands.
    13. The dwarves are offering a bounty for any artifacts recovered from people who illegally possess them.
    14. The sea devils stir in their deep trenches, unchecked by the fairies.
    15. Sailors say that the haunted Manse Macabre is once again visible on the cursed Islet of Drear.
    16. The light elves have revived the ancient practice of lycanthropy in hopes of defeating the dwarves.
    17. Missionaries have arrived from the Technarchy, eager to convert the peoples of Midgard to worship of the Creator.
    18. A High Invigilator of the Technarchy has come to Midgard to root out illicit sorcery. He claims to have devised the ultimate magic-destroying technique.
    19. Something wicked hunts on the Isle of No Gods.
    20. The emissaries of The Bufondi are appalled by the dwarves’ policies in Midgard, but cannot act directly without violating their strict neutrality.

    One thing in 5e I’m not so hot about is the number of freefloating per-rest abilities. Warlock Invocations have a similar problem–they often interlock oddly with spell slots, and even the cool at-will ones seem easy to forget. Having them be twice as good and twice as rare makes things easier all-round. I’d probably halve the number of invocations gain, rounded up, and let players pick from this list, along with a few others in the book I won’t copy out.
    • Barbarous Name: When someone says your full name, you know roughly how far away they are (give or take 10% of the distance) and in which direction
    • Clever Speech: You can speak and understand Droll, the language of cunning creatures, which include foxes, crocodiles, spiders, crows, ravens, jackals, and cats of any size. 
    • Cryptomancy: When you know a creature’s deepest secret or the true name it calls itself, its saves against your spells have disadvantage
    • Dark Speech: You can speak and understand Lament, the language of lesser undead. You can speak with zombies, skeletons, ghouls, and the like.
    • Fairy Flight: When calculating maximum jump distances and heights, add double your proficiency bonus in feet and treat standing jumps as running jumps
    • Fairy Glide: When you fall, you can slow your speed to 60′ per second as a reaction. While falling in this manner, you can move half your speed horizontally on your turn. You always land on your feet and take no damage from falling. 
    • Psychometry: When you make eye contact with a creature, they must make a Wisdom save vs your spell save DC or you learn their current emotional state and any supernatural allegiances
    • Suspiratio: You can breathe in water as well as air, and you are unaffected by foul odors and poisonous gasses.
    • Witchsmith: You gain proficiency with smith’s tools if you do not have it already. You can create magical weapons, which imposes disadvantage on your proficiency roll. Such weapons deal your choice of fire, cold, radiant, necrotic, lightning, or poison damage and count as magical for purposes of breaching supernatural defenses and harming spiritual beings. Creating this weapons requires acquiring expensive and dangerous metals. 

      Warlock Pact for Type V DnD

      Got stuck with some Pernicious Albion tables, so I shamefully put them off and wrote this for my increasingly anime Dungeons and Dragons not-game instead. It’s a new warlock pact, and rather experimental.

      THE SUMMON SCHOOL

      At 1st level, your  patron gives you an eidolon, a semisentient spirit from which you gain your magical power. It manifests as any humanoid, elemental, beast, or monstrosity with a CR of 1/4 or lower (with DM approval). Any cantrips or spells you would learn through your Pact Magic, Mystic Arcanum, or Eldritch Invocation class features are in fact acquired by your eidolon. For purposes of line of sight, range, and targeting, the eidolon casts your spells. However, your eidolon can cast any spell with a range of Self on you as if it were a Touch spell. Your eidolon’s Charisma score is always equal to yours.
           You can summon your eidolon with an 8 hour ritual and dismiss it with an action. Your eidolon shares your place in the initiative order and follows your commands as best it can, and will instinctively move where you want them to go, but you must take an action to command it to something more complex (Cast Spell, Dash, Disengage, Dodge, Help, etc). You must be able to speak to give your eidolon an order, and if it moves farther than 50 feet away from you, it vanishes into the aether and must be summoned again. The maximum HP of your eidolon is either its default or four times your Warlock level, whichever is higher. If your eidolon dies, you may summon it again by performing the ritual. If you die or fall unconscious, your eidolon vanishes into the aether and must be summoned again.

      Starting at 3rd level, you add your proficiency bonus to your eidolon’s AC, saving throws, spell saves, spell attack rolls, and proficient skills.

      Starting at 6th level, you may command your eidolon as a Bonus Action.

      Starting at 10th level, you can summon your eidolon with a 1 hour ritual.

      Starting at 14th level, you eidolon can move any distance away from you without vanishing, and you can telepathically communicate with each other regardless of distance.

      You still choose from the Fey, Archfiend, or Great Old One pacts, but only gain access to their associated expanded spell list.

      Races for Type V DnD

      Races for my nascent silly Type V setting. I’m really not sure if they are too powerful or not, but play will tell. My rules were to have no darkvision, no spell progression, and few added proficiencies. Darkvision would be fine if one or two races had it, but almost everything non-human has some form of it, making torches almost useless. The Bufondi were inspired by Gorgonara’s Wizard Frogs


      The Bufondi

      Sagacious toads descended from the Slaad. Possess no polity of their own, but run the Fungal Archives, an aggressively neutral library-fortress containing texts and mnemospores that can be found nowhere else. Though the Bufondi are giant toads, they have opposable thumbs. They can also walk on their hind legs, but universally hate to do so.

      Ability Score Increase: Your Wisdom score increases by 2; your Charisma score increases by 1
      Age:  Bufondi live forever
      Alignment: Whatever you please
      Size: Small (3 to 4 feet tall on all fours, weighs 100-150 pounds)
      Speed: Your base walking speed is 15 feet
      Languages: You speak Common and Primordial
      Levitation: You can hover and fly at a rate of 30 feet; however, your altitude in feet cannot exceed your Charisma modifier. If your altitude exceeds your natural maximum through other means (leaping off a cliff, being dropped, etc), you fall to the ground, but only take half damage. Whenever you take your turn while falling, you can move your sly speed.
      Strange Knowledge: You have proficiency in the Arcana skill

      Cambions

      Descended from mad demons rather than cunning devils, cambions are cousins to the unfortunate tiefling. Cambions do not have the same unsavory reputation as tiefling; the scheme that led to their creation immediately collapsed beneath the weight of the demons’ utter insanity and intractable hatred for one another, so the cambions peacefully dispersed instead of becoming Abyssal catspaws. The ruling family of the northern Magocracy are cambions.
      Ability Score Increase: Your Charisma score increases by 2; your Intelligence score increases by 1
      Age:  You live to about 150 years
      Alignment: Who cares? 
      Size: Medium (same size and build as humans)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and one other language of your choice
      Flight: Your bat-like devil wings give you limited powers of flight. You can fly half your walking speed, but if you do not land by the end of your movement, you fall to the ground. You can slow yourself whenever your fall, and take half damage from falling. Whenever you take your turn while falling, you can move your fly speed. 
      Infernal Legacy: You know the Produce Flame cantrip. Charisma is your spellcasting ability for it.
      Prehensile Tail: You can use your tail as an extra limb with limited capabilities; you can use it to perform actions such as carrying a torch, using tools, and drawing or stowing objects. Your tail is not strong enough to wield weapons or perform any action that requires a Strength check.
      Inured: You have resistance to fire damage
      Moss Giant


      Behemoths of vine, lichen, and flesh. Moss giants generally live solitary, peaceful lives in forest-nations that go unmolested by loggers and hunters. The last time a kingdom threatened a moss giant forest, they formed a retributory Chlorarchy and waged bloody crusade against the interlopers, marshaling great swarms of crows and plague rats to help them.
      Ability Score Increase: Your Strength score increases by 2; your Wisdom score increases by 1
      Age:  You live to about 1000 years
      Alignment: Who cares? NPCs tend to Neutral and/or Good
      Size: Medium (You are between 6 and 8 feet tall)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and Sylvan
      Beast-speech: You can communicate simple ideas to small animals.
      Chlorocunning: You are proficient in the Nature, Survival, or Animal Handling skills
      Natural Fortitude: When you take a short or long rest and do not use a hit dice, you recover d4 HP
      Wild Savant: You know the Druidcraft cantrip.

      Dhampir

      Ability Score Increase: Your Strength score increases by 2; your Charisma score increases by 1
      Age:  You live to about 200 years
      Alignment: Meh
      Size: Medium (You are between 5 and 6 feet tall)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and Deep Speech
      Darkvision: You can see in dim light as if it were bright light and darkness as if it were dim light.
      Shapeshift: You can turn into a bat or crow (pick one at character creation) as an action. You can use this ability once, and it lasts until you stop concentrating. You regain use of this ability with a short rest.
      Heliophobia: You have disadvantage on all checks while in direct sunlight.
      Necrology: When you make an Intelligence (Arcana*) check pertaining to the behaviors, origins, and natures of the undead, you are considered proficient and add twice your proficiency bonus
      Fascination: You know the Friends cantrip.

      Wyrm Pygmy

      The diminutive cousins of the dragonborn. Wyrm pygmies are freakishly strong for their size and live in hives constructed from mudbrick and their own shed skin. They worship Bahamut and Tiamat simultaneously, to the irritation of both. Some dragons try to roost in wyrm pygmy hives and rule their distant relatives. Wyrm pygmies like to eat them.

      Ability Score Increase: Your Strength score increases by 2; your Constitution score increases by 1
      Age:  You live about as long as humans
      Alignment: Whatever
      Size: Small (You are between 3 and 4 feet tall)
      Speed: Your base walking speed is 30 feet
      Languages: You speak Common and Draconic
      Dragon Ancestor: Pick a dragon color. You gain resistance to its corresponding element, and can spit a bolus made of the same substance as its breath, dealing 1d6+Constitution damage.
      Scuttle: If you aren’t carrying anything in either of your hands, you can run on all fours, increasing your movement speed to 45 feet
      Clamber: Whenever you make a Strength (Athletics) check to climb something, you are considered proficient in the Athletics skill and addd double your proficiency bonus to the check

      first picture from legend of zelda: wind waker; second image from Disgaea, 3rd from Final Fantasy 12: Revenant Wings