Tuesday, October 31, 2023

Samhain

I love Halloween. Does anyone not? It's this time of year where the celebration of the spooky spirit comes out in force. Between the changing of the leaves, the decorations going up, the crisp coolness in the air, and the flurry of horror-themed posts going around the blogging world, it's hard not to feel the atmosphere in your bones. I would be remiss, of course, to neglect making a Halloween post of my own. And there's no better time than the present to detail my setting's own take on the holiday of Samhain.

Samhain is one of the Cross-Quarter Days of the Wheel of the Year, taking place approximately halfway between the autumn equinox of Mabon and the winter solstice of Midwinter. It is at this point that the harvest season has passed, and the people must prepare for the winter ahead as the days keep growing shorter and shorter. But for many, the more mundane concerns of Samhain come second to what it represents in the movement of the celestial spheres, for it is on this day that the boundaries of the Mortal Realm and the Realms Beyond are at their weakest - particularly, the boundaries with the Land of the Dead.

On Samhain, it is easier than ever for the dead to cross over into the land of the living, and the living to cross into the land of the dead. For necromancers, Samhain is a favored date to perform rituals and to consult the spirits, who can most easily be reached - and controlled, if one is so inclined. But one must not forget that this phenomenon goes both ways. For many, the night of Samhain is one of fear, for it is when the dead may wander into the earthly world - and not all such spirits are friendly.

It is an important part of many folk customs that the spirits be placated - or, failing that, rebuffed - on Samhain to avoid garnering their wrath. Just about every settlement, from the smallest village to the grandest city, practices some sort of ritual on Samhain to protect its people from the dead, and to guide lost spirits home. These traditions vary from place to place, but many involve the use of lights to, alternately, scare away wrathful ghosts or lead them to where they may return to their eternal resting place. Some villages will set bonfires on hills to guide the spirits, or to mark out the boundaries of what lands will belong to the living and which are permitted to the dead on this day. Others will have townspeople symbolically take on the role of Morthanos, carrying lanterns along the roads, so that lost souls will follow them to their destination. On a smaller scale, many homes will set a light burning continuously through the night, be it a candle in their window or a lamp made from a root vegetable on their doorstep, to ensure the protection of their inhabitants.

Of course, such hoary traditions have also given rise to ones of merriment. In many areas, the processions of lantern-bearers have evolved into the tradition of guising, in which observers dress in masks and costumes imitating the spirits and go from house to house performing songs and dances. Traditionally, such an act must be rewarded with food and/or drink - if this is not provided, this grants the guisers free reign to inflict whatever mischief they choose.

With the dead being closer than ever to the living, for many, Samhain marks a time to remember ones' ancestors, and it is not uncommon for families to leave offerings to the dead, so that if their long-deceased relatives happen by their souls may go home happy. This is particularly popular in Valossa, in which Samhain and the days preceding and following it are a time of festivities honoring the dead, and paying homage to Death for guiding them to their eternal rest.

Owing to Samhain's connection to the Land of the Dead and the weakening of the boundaries between worlds, the gods most commonly invoked are Morthanos, in order to pray for protection of the dead, and Torvald, to make pleas for protection against spirits from the beyond. The cults of these gods often perform important services on this date in the hopes of maintaining the balance of life and death, and this reality and the next. That being said, many Samhain customs - particularly the more obscure and arcane local ones - have roots in the Old Faith, though for many this is somewhat of an open secret so as not to attract suspicion of witchcraft. But old habits die hard, and few are willing to abandon their traditions - especially when they need them to placate the dead...

Special Rules

Samhain takes place at sundown on the night before the First of Bloodmoon (analogous to October 31st, or the night before the eleventh new moon of the world's lunar calendar), and continues until the next sundown. On this occasion, all necromancy spells are made as though they were cast with a spell slot one level higher than what was actually used until the next sunrise (for example, a spell cast using a second-level spell slot behaves instead as if it was cast using a third-level spell slot).

Samhain Adventure Seeds (d20)

1. A troupe of thieves plan to sneak into the site planned for a heist by passing themselves off as guisers, allowing them to hide their faces while having a convenient excuse to be let in at the same time. Will the PCs stop them - or join them?

2. A village has sent out a lantern-bearer to lead the souls of the dead to their resting place, but it's been hours and they haven't returned. Did something happen to them? And if so, what can be done to appease the spirits, who now have no guide?

3. With the spirits of the dead closer than ever, a friend of the party invites them to participate in a seance to contact their ancestors. But the ancestors have greater secrets to share than anyone bargained for...

4. An overzealous priest has set out to a secluded village in an attempt to put a stop to their "foul and perverse" Samhain rituals. Turns out, though, those rituals served a very good purpose. Can the PCs intervene before the balance of life and death is disturbed?

5. The ghost of a long-dead ally or family member of one of the PCs seeks them out on Samhain, in search of one final favor from beyond the grave.

6. It turns out this town was built over an ancient burial mound - so when the spirits of the dead rise on Samhain, they do so right in the middle of the town square, and panic ensues!

7. Everyone knows that vampires can't enter a house without an invitation. But when one goes guising, they'll have the perfect opportunity to be let inside. And who will suspect that deathly pallor isn't just makeup?

8. Samhain is a perfect occasion for a masquerade ball, and this year, the party has been invited. But one when of the noble guests is murdered in the night, how can the culprit be brought to justice - especially when everyone's wearing masks?

9. They say that an old stone circle or a cave near town is located at an intersection between the Mortal Realm and the Land of the Dead. On Samhain, when this boundary is especially porous, a mortal just might be able to cross through to the other side. If the PCs need to bring back an ally from the grasp of Death, they'll only have until the sun rises - or they'll be trapped!

10. With necromantic energy thick in the air, many such rituals that manipulate the forces of life and death are especially potent - and a coven of necromancers is planning just such a ritual tonight. Are the PCs going to stop it - or perhaps join in?

11. The whole town is going guising tonight, and that means that the alchemists and magicians in town might have something useful to share. But will the PCs be able to get their hands on it before supplies run dry?

12. Rumors speak of a madman dwelling in a nearby squash field, awaiting the arrival of a strange deity prophesized to manifest on this date to reward its faithful with great riches. Can anyone talk some sense into him - or is he on to something?

13. The dead aren't the only ones who can cross the boundaries of reality on Samhain. When nearby farms are stricken with curdled milk and disobedient animals, it seems like the fair folk are restless. But now that babies are starting to go missing, it's growing clear that something must be done!

14. Samhain is supposed to be a time for celebrating one's ancestors, but as generations go by, some things can be lost and forgotten over the years. When one restless spirit decides it's tired of its descendants giving the wrong offerings and attributing its deeds to someone else, can the PCs figure out what's going on?

15. Someone was foolish enough to task the town drunk with setting the Samhain bonfires this year - and he lit them on the wrong hill, drawing the paths of the dead through town instead of around it!

16. An oracle warned a local lord that he would see great misfortune on Samhain this year, and he doesn't want to take any chances. He promises a handsome reward to anyone willing to ensure that such a fate doesn't come to pass. But fate has a habit of finding a way...

17. Many fear the wrath of the wandering dead on Samhain, but the dead have their own concerns to worry about. With the souls of the deceased lost and vulnerable in the Mortal Realm, opportunistic demons have decided this is their chance to snare the souls of the faithful and carry them to Hell by force. They must be stopped!

18. There's an emergency in the next town over that the PCs must attend to - they're the only ones around who might be able to help. But to get there, they'll have to pass through the route the dead are said to walk on Samhain - and it's growing closer and closer to sundown!

19. Only a fool would delve into a dungeon without a source of light. But what are the PCs to do when all the candles and lanterns around have been bought up by townspeople preparing to light the paths of the dead on Samhain?

20. On the road, the PCs encounter a cloaked figure bearing a lantern and carrying a scythe - but it's no mere impersonator, but Death himself. Is this an ill omen? Or does the reaper need their aid in retrieving lost souls? 

Friday, October 27, 2023

Friday Encounter: Fear the Dread Vampire Lord!


This encounter may take place in any civilized area.

Background

Lord Hugo von Dern is a nobleman of no great wealth or influence, and with the paucity of moral character to match. His greed has led him to exert high tithes on his vassals while giving little to them in return, and because his castle sits on an island in a river - the only spot for miles that can easily be crossed - he has leveraged his strategic location to set up a lucrative toll gate in order to extract still more wealth from travelers passing through. The servants who work in Hugo's keep and till the land outside have suffered under his predations, but despite the fact that their lord has only a small castle and a handful of knights at his disposal, no one would dare to attract his ire. Hugo has discovered that such defenses are not necessary as long as he can weaponize the peoples' fears and superstitions against them!

Although he is an ordinary mortal man, Lord Hugo claims to be a powerful vampire, taking advantage of the fear his vassals have for the creatures of the night. To this effect, he has constructed an elaborate ruse, so much so that only a select handful of people close to him know the truth. He keeps to himself and refuses to appear in the sunlight - and, having grown so protective of his secret that he would rather resort to murder before admitting his mortal weakness, he demands a "blood tithe" from his people. But when the PCs come by, will the truth come out?

The Encounter

The PCs should come across Lord Hugo's castle - a small but well-fortified edifice that sits on an island in the middle of a river. The river is too wide to cross easily at any other nearby point, forcing travelers to cross through the castle gates to reach the other side without having to take a lengthy detour. Originally, a pair of bridges linked the island to both shores, but Hugo has had them replaced by embankments damming the river instead (as everyone knows, a vampire cannot cross running water, so this gives him a convenient excuse if he was to be caught off the island).

In order to cross from one side of the river to the other, travelers must pay a toll at the castle gates of 5 GP per leg - that is, 10 GP for every humanoid and 20 GP for every horse or other four-legged animal. If anyone complains about the price, the guards admit that it's too high, but Lord Hugo insists upon it, and they are too fearful of his evil power to dare to oppose him!

In addition to the keep, the walls of the castle enclose an inn with an attached stable and blacksmith shop for any travelers, and a few houses where Hugo's vassals live (the castle was built with servants' quarters, but they are hesitant to use them, fearing the "vampire's" fell influence). If you want the party to stay at the inn, you may consider having them come upon the castle as night falls.

PCs who ask around town or stay at the inn will discover that the denizens of the castle are struggling under the heavy burden of their lord's taxes, but they all firmly believe Lord Hugo to be a vampire, and they are too afraid of him to do anything about their situation. Only Mort, a stable boy regarded as the village idiot, has suggested that he might not be a vampire at all, citing that no one has ever seen him turn into a bat or drink anyone's blood, but who would believe him?

The party should also discover that each month, Hugo demands one resident of the castle and the surrounding lands, chosen via a lottery, to be delivered to the keep, where his knights lead them to the dungeons. The condemned are never seen again, and it is common knowledge that Hugo feeds on their blood to sustain his perverse immortality.

This month, it was Matilda, the daughter of a miller from a nearby homestead, who was chosen. She was delivered to the castle just the day before. Her mother is staying at the inn, where she laments the cruel fate that has befallen her family.

Two additional rumors may be imparted at this time. One is that Lord Hugo is in the possession of a curious magical artifact - a brass head that speaks like a man, and possesses great wisdom. Of course, no one is brave enough to see this for themselves. The other holds that one villager caught sight of a shadowy figure wheeling a cart out of the castle gates late at night last month.

The Keep

There are a number of ways the PCs may wish to progress from this point. If they wish to pay the toll and continue on their way, they may. If they wish to investigate the matter further, they will likely need to find a way into Hugo's keep.

At any given time, the gates of the keep are blocked by two of his four knights. Roll 1d4 twice to determine who is present each time the PCs approach, rerolling duplicate results. The other knights may be found inside the castle. Although they bear swords and shields, the knights have the stats of thugs, as Lord Hugo does not spare the money to properly equip them with full harness.

1. Sir Otho is a tall, broad-shouldered man of imposing presence, with a thick, dark beard and a booming voice. Gruff and stern, he will seek to intimidate anyone who he feels isn't worthy of his time, and will only respect those of noble birth. He fears Hugo's alleged powers, but considers a vampire a better ally than an enemy and doesn't question his orders. If he learns that Hugo is not a vampire, he will be offended by his dishonor and dishonesty, souring his respect for his liege, and this may be used to convince him to rebel. His coat of arms shows three wavy red pales (ie. vertical lines) on a gold field.

2. Sir Lyndon is a thin, hollow-cheeked man with a few wispy red hairs clinging to his chin. Although he is a firm believer in honor and valor, feeling it is a knight's honor to defend the weak from those who prey upon them, he dares not challenge Hugo because he is a coward when it comes to forces he cannot understand - as such, he is distrustful of magic-users and would never dare to engage magical creatures or the undead. He is willing to entertain requests for an audience with Hugo that come from anyone he doesn't suspect to be a magician, however. If he learns that Hugo is not a vampire, however, he will have no reason to fear him any longer and will jump at the chance to punish his misdeeds. His coat of arms is divided by half vertically, with the left side blue with the image of a rearing unicorn in white and the right side gold with the image of an eagle in black.

3. Dame Helene is a stoic woman who rarely betrays any strong emotions - all she's concerned with is doing her job, and she doesn't question the orders she receives. She believes that her loyalty is more important than who it is she's loyal to, and she stands by Hugo whether she agrees with what he's doing or not. She will be willing to entertain requests for an audience with Hugo, but will turn away those who approach with open hostility in the name of protecting her master. If she learns that Hugo is not a vampire, her opinions on him won't change one way or the other - he's still her master, after all, and she is still honor-bound to serve him. Her coat of arms bears the image of a white ram's head on a black field, surrounded by three gold four-pointed stars.

4. Sir Cedric is a young knight, only recently appointed to his position when the knight he was a squire to died in a hunting accident. His youth shows on his face as well as in his demeanor - he has yet to understand the responsibilities of his position and doesn't take the code of etiquette and chivalry seriously, often acting rude and boorish, though he also hasn't gotten used to the ego trip that comes with his position and insists that non-nobles defer to him. He is more likely to act in his own interest than in Hugo's, and he refuses to listen to anyone who doesn't show him what he believes is the respect he is owed. If he learns that Hugo is not a vampire, he will only be swayed to one cause or another if he can be convinced he can benefit from it in some way (for instance, he may side against Hugo if he feels he may come to possess his wealth and authority through doing so). His coat of arms has a white bend (a diagonal line) on a green field, with a gryphon overlaid upon it.

If the PCs manage to convince the knights to let them in, or if they break into the castle by force, they will find that Lord Hugo has gone great lengths to posit himself as a powerful vampire. All the windows are blocked by heavy curtains, and all the mirrors are covered so that his true nature isn't given away by his reflection (he claims they're covered because they serve no purpose now that he's a vampire). He has even taken to letting a few bats live in the castle and roost from the ceilings "for effect".

PCs who encounter Lord Hugo in the flesh will find that he has a penchant for theatrics, boasting about his fearsome power and gloating of how no one can threaten him. He is, however, still a nobleman, and he will be willing to entertain requests for an audience from fellow nobles or knights, or any travelers who treat him politely (and who he feels will be gullible enough to fall for his act). He will see to them in the great hall, offering to do so over a meal if they wish. PCs of noble birth will also be allowed to stay in a guest room (he has several), but Hugo will not allow them to explore the castle unless accompanied by a knight, and under no circumstances are they allowed to visit the dungeons or his private quarters.

If he is questioned about his treatment of the townspeople, he will insist that they have no grounds to complain, for they couldn't possibly do anything to stop him, and will insist that anyone sticking their nose too far into his business go on and leave if they're so upset about it. He is quick to deny any allegations that his vampire act is a ruse, and will get nervous and defensive if presented with evidence. He also denies owning a brazen head, as he fears that it may betray him if anyone else asks it questions. 

Hugo's coat of arms is a white field with a wide red fess (a horizontal line) in the middle, bearing the image of two crossed swords in gold. If they become necessary, his stats are as a noble.

Also in the castle is Ulf Hartmann, a mute servant who is the only one besides Hugo himself who knows of his secret. Hugo trusts Ulf not to betray his true nature because he can't speak. Ulf serves Hugo out of fear, and is willing to share his secrets with the PCs, including where he is keeping the bodies of Hugo's victims, if he can be assured he won't face retribution.

Ulf carries several keys on his belt - one leading to the dungeon, one leading to Hugo's bedchamber, and one each for each of the five cells in the dungeon. These locks can also be picked with a DC 15 DEX check using thieves' tools.

Aside from Hugo and the knights, the castle is home to five servants, who cook and clean but otherwise keep strictly to their quarters and avoid dealing with the nobles. Hugo keeps them out of his private quarters, which he cleans himself, and the dungeon, which he has Ulf attend to. One maid, however, claims that she once caught sight of the brazen head in the lord's bedchamber.

Matilda, the miller's daughter, is locked in a cell in the dungeons with her hands tied with rope. She believes Lord Hugo to be a vampire and fears for her life.

The Clues

Although Hugo has taken great pains to conceal his secret, there are a few pieces of evidence in and around the castle that will point to his true nature:

  • Each month, Hugo murders the villagers sent to him for the blood tithe by cutting their throat with a knife, and Ulf disposes of their bodies by carrying them out in the night in a wheelbarrow and burying them just outside the castle walls. He isn't allowed to leave the castle otherwise. None of the other servants or knights are aware of this arrangement. However, if the PCs can gain Ulf's trust and have measures to sneak him out of the castle, he will show them the spot he's using to bury the bodies.
  • On the lower level of the castle, opposite the door to the dungeon, is another, unlocked door that leads to a crypt in which many of the previous lords of the castle (Hugo claims, falsely, they are his ancestors) are buried. Hugo has an uncovered coffin here that he claims is filled with earth from his birthplace, though he insists that he prefers sleeping in his bed. He is willing to show this to the PCs if asked. A DC 25 Investigation check will determine that the earth in the coffin isn't packed down, suggesting that it has never been slept in. However, this investigation will take time and Hugo will try to cut it short if he is present at the time.
  • Furthermore, Hugo has a library in the castle that he is willing to let the PCs visit if they are his trusted guests. Among the books are several on local legends and superstitions, many of which discuss vampires, their powers, and their weaknesses, and these pages are worn and dog-eared compared to the others. There is also a record of deeds that states that Hugo came to own the castle because it was awarded to him as a gift by the local baron, and that his family did not own the land before him. Despite this, A DC 25 Nature or Investigation check will be able to determine that the earth in his coffin matches that of the soil outside, meaning it can't be from where he was born.
  • Hugo's bedchamber contains an uncovered mirror on a vanity, on which is set a small knife he uses to shave with. A DC 15 Investigation check will determine there are hairs present on the blade and around the vanity, indicating Hugo can see his reflection and uses it to shave. The vanity also contains a silver necklace inlaid with rubies, worth 150 GP. Also in the bedchamber is a brazen head that will truthfully answer any question posed to it.

Further Developments

If the PCs manage to prove Hugo is not a vampire, the townspeople and any knights they are able to convince to side against him will revolt. The revolution can easily overpower him, and he will be hanged from the well in the middle of the castle courtyard. Alternatively, you may wish to have him escape so that he can become a recurring adversary for the campaign - surely, he would wish revenge on those who exposed his secret.

With Hugo out of the picture, a power vacuum will develop in the castle. The four knights are those most entitled to the fief, but with each of them having very different goals and priorities, they may squabble amongst each other for dominance - a struggle the PCs may become embroiled in; if they make alliances with any of the knights, the knights will expect their new allies to stand by them.

One possible development is for the knights to hold a tournament to determine who will inherit the castle. Depending on the actions of the PCs or the sides they took, they may be invited to participate, or they may choose to be involved themselves.

Friday, October 20, 2023

Friday Encounter: The Ankheg Nest


This encounter should take place while the party is traveling through a modestly settled area, albeit it is best if it is one on the margins of society. As always, feel free to adjust NPC names and other details to fit the setting you're using it in.

Background

If traveling along a road, the PCs cross paths with a horse-drawn carriage headed in the other direction, driven by a haggard-looking farmer; seated in the back is his wife and infant son. This man is Gunther Fleischmann, a free peasant who has fled his homestead not far from here and is seeking shelter with his relatives. If questioned by the PCs, or if he sees any look strong or are carrying weapons, he will explain his situation.

For the past few days, Gunter's farm has been plagued by a strange infestation. It started with deep furrows appearing haphazardly through his fields, like the tracks of something large tunneling beneath the surface. Then his crops began to go missing, and then a few sheep vanished from the flock. Yesterday, though, when turning one of his horses out to pasture, he saw a great set of jaws erupt from the earth and pull the beast beneath the surface as soon as its hooves beat the ground at a gallop. Fearing for his safety, he decided to desert the farm.

Should the PCs decide to deal with the source of his trouble, Gunther promises to reward them with a pouch of 60 SP, and they will be welcome in his home forevermore. The farm is a journey of two hours along the road from where the cart was encountered.

Alternatively, the PCs may come upon Gunther's deserted farm themselves.

The Encounter

The ground all around Gunther's farm is covered with trails of raised earth, as if something very large was digging beneath the surface. A DC 15 Nature check will determine these are likely the tracks of ankhegs.

The homestead contains a large wheat field, a smaller turnip field, a barn that opens into a small pasture, and a modest farmhouse. All the areas have since been deserted of both people and livestock.

There are a total of 10 ankhegs that have made a nest of Gunther's farm. For each of the four areas the PCs explore, there are 1d6-1 ankhegs that may be found beneath the surface at that time (if you roll a number that would make the total more than 10, subtract the difference from your final result). The ankhegs are not immediately hostile, but they can sense the vibrations of passers-by through the ground. For each minute the PCs are walking through or around one of the areas, there is a 20% chance the nested ankhegs will erupt from the ground and attack, attempting to grapple their targets and pull them underground to eat them. PCs wearing heavy armor or creatures of Large size or greater have a 50% chance per minute of awakening the ankhegs instead.

Gunther has cleared most valuables from his house, but there is a carved drinking horn worth 30 GP (a family heirloom) located above his hearth, as well as 10 SP in coinage scattered throughout. The horn is important to Gunther, and if it goes missing he will implore the PCs to let him know if they have any knowledge of its whereabouts.

Buried beneath a corner of the barn are six ankheg eggs. Each of them weighs five pounds, and they are cumbersome to carry, requiring at least one free hand. A DC 15 Arcana check will tell a PC that these eggs are sought after by alchemists for their properties. If the PCs can transport the eggs safely to an alchemist without them breaking (or hatching!), they will fetch a price of 50 GP each. Alternatively, some dwarven holds breed ankhegs for their hides and to dig tunnels, and there they will fetch a price of 100 GP each.

Within one furrow of the wheat field is buried a strange totem - a DC 25 Perception or Investigation check, or a careful search of the area, will reveal this. It is made of a burlap sack wrapped around a crude frame of wooden sticks and topped with a carved wooden head of some sort of insect, and stuffed with live worms, ants, flies, and beetles, which send a wriggling motion beneath the cloth as they move around. A DC 15 Arcana or a DC 10 Religion check will identify this as a representation of a local god of the Old Faith, associated with pestilence and vermin.

Further Developments

If the PCs return to Gunther with proof they have cleared the area, he will pay them as promised and move back into the farm. He will also allow the PCs room and board at his house free of charge from then on. You may wish to mark the hex or point this encounter was obtained on, if using such mapping schemes, in case the players want to return to the homestead. However, as long as the totem remains buried on the property, another swarm of ankhegs will return in a month and the cycle will repeat.

As it turns out, Gunther's predicament is no accident. A few months ago, he sought the aid of Velika of the Woods, a green hag living in the forest north of his homestead, when his sheep were stricken with a coughing sickness. Velika cured the animals, but demanded the farmer's then-unborn son as payment. When the child was born, Gunther reneged on the deal, and Velika planted the totem in his field in the night as punishment. He does not know the nature of the curse, and is reluctant to talk about his dealings with the hag, but will confess if pressured or if presented with the totem.

If the totem is removed from the field, the ankhegs will not return to the homestead - but another 1d8+2 ankhegs will attack the PCs at the first new moon of every month the totem remains in their possession. If the totem is destroyed, it will reappear in the possession of a random PC in 1d4 days. If the totem is buried in the earth, a nest of ankhegs will materialize at the next new moon, centered on the spot it was buried. The only way to destroy the totem permanently is with a remove curse spell or by burning it in a consecrated fire and scattering its ashes at a crossroad (a DC 25 Arcana or a DC 20 Religion check can determine this).

Alternatively, if the PCs are willing to track Velika down themselves, she will agree to lift the curse on the totem in return for a powdered unicorn horn, which she needs for a potion she is brewing. She can point the PCs in the direction of a unicorn living deeper in the forest. But that unicorn is sacred to the tribe of wood elves living there, and they will seek vengeance if it is harmed...

Monday, October 16, 2023

Lunar Lands Cosmology

In a previous post, I mentioned that in keeping with my reluctance to slavishly abide by "canon" D&D lore, I don't presume that the cosmology of my setting follows the Great Wheel model of Planescape. I don't have a problem with Planescape or the Great Wheel - god only knows it's produced some of the most beloved and evocative settings in the history of the game - but it doesn't really fit with the more folkloric feel my setting has evolved to take on. To that end, I might as well elaborate on the details.

Although the precise shape of the universe - and even if such a thing can even be defined - is a subject that has been of much debate among scholars, philosophers, and theologists, the most popular model envisions the cosmos as an incomprehensibly massive sphere, inside which float four other spheres, each of which is a plane of existence unto itself. A common depiction shows this sphere as being balanced on the head of a vast cosmic goat, which stands upon an infinite pillar of rock. No one can speak of laying eyes upon such a creature except in the wildest of visions, and there have been arguments that it must only be a metaphorical statement, or that this being - if it exists - can scarcely be called a goat at all.

The four inner spheres consist of:

  • The Mortal Realm, where men, beasts, and other such creatures dwell and the laws of reality govern day-to-day life. This is the reality that the common people inhabit and concern themselves with, though they may know the vague outline of other planes from folklore and religion. It contains the planet on which the Lunar Lands sits as well as its three moons, as well as the stars, planets, and all other celestial bodies.
  • The Land of the Dead is the final destination for the vast majority of mortal souls. When a living thing dies, its spirit is guided by Morthanos, the god of death, across the Black Gates, where it joins the rest of those who have died for the rest of eternity. The Land of the Dead resembles an endless expanse, with its own geographic features - it too has forests, hills, mountains, and seas, though the vegetation is grey and withered and all is shrouded in mist. However, the shades of the dead largely live out the same existences they did in life (albeit usually more decayed and without the need for food or water) and form their own communities and cities, recognizing Morthanos as their king.
  • The Heavens are the domains of the gods, from where they rule and cast their designs upon the Mortal Realm, and their celestial servants. If perceived by mortals, the Heavens resemble an impossibly perfect mirror of the Mortal Realm - the sun is always shining, the fields are continually in bloom, and the robust landscape is dotted with the massive golden palaces where the gods make their abodes. However, the gods are not ones to share such pleasures freely, and of the three afterlives, this is the rarest and most difficult for mortals to obtain. Generally, it is only those who become saints who are granted the company of the gods, and they live beside and serve their masters, though not without luxuries that far surpass any conceivable by mortals.
  • Hell is the domain of demons - enemies of the gods in an age-old conflict, attested to stem from when the demons took the secrets of magic the gods held to themselves and shared them with mortals. There is no distinction between demons and devils in the Lunar Lands. One cannot be sent to Hell merely through a sinful life, and the only mortals who find themselves here after dying are those whose souls are the property of demons, usually through deceitful deals. However, the folly of man and the lust for power means that there are more mortals in Hell than in the Heavens, though not as many as in the Land of the Dead. All manner of nightmarish scenes can be found in Hell, as demons have no care for the plight of mortal souls and enjoy tormenting them eternally - one may burn forever in a lake of fire, or be eternally devoured and excreted by a bloated bird-faced creature, or be chased around labyrinthene trap-laden corridors by a headless axe-wielding ogre clad in the still-screaming skins of the damned, only to be resurrected every time they die. Demons, too, are vastly diverse in their shape and demeanor, and they have their own hierarchy - and scheme against each other as much as mortals do, if not more, given their predisposition toward malice.

Bound within the outer sphere, but outside of the inner spheres, are the lands of Faerie, the home of the fey folk. Though without the malice of the demons, the fey are capricious and free-wheeling beings who regard mortals with amusement if not indifference, and many are less willing to honor the service of mortals as the gods are - though they may still be bound by custom and taboo, such as respecting earnestly-given gifts. The lands of Faerie typically appear a vibrant, untamed wilderness, though there are cities and castles of the fey as well. These lands do not, however, have anything resembling a consistent geography, and locations and scenery are known to move around, disappear, and reappear to confound those unlucky enough to find themselves in this domain. Furthermore, time passes very differently than it does in the Mortal Realm, and one may enter the realm of Faerie for what seems like minutes only to find years have passed on the outside.

Because it is the substance in which the four realms sit, it is easiest to travel to Faerie from any other realm than it is to move between one inner sphere and another. However, every realm has points in which the fabric of reality is weaker, and beings can travel more easily from one plane of existence to another - these are your hellmouths, your fairy rings, your holy mountains, and your passages to the underworld. These places may be sought out for ritual purposes, as the proximity to realms beyond lends strength to magic - and brave souls may, for whatever reasons, wish to traverse the cosmos.

In addition to space, the strength of reality waxes and wanes with time. The inner spheres are thought to travel around the outer sphere on their own paths, much like the wandering stars (some attest this to the movement of the celestial goat), and there are certain times of the year where their orbits overlap, allowing for them to be contacted or traveled to more easily. The two points at which the boundaries of reality are at their weakest are Beltane and Samhain - the nights before the fifth and eleventh new moons - but there are other times when some realms can be accessed more easily than others, or when certain points in space are "softer" than others. An aspiring magician would be wise to keep a calendar handy.

As for what's outside the outer sphere? That is anyone's guess...

Friday, October 13, 2023

Friday Encounter: Rankirk the Luckless


This encounter may come up in a variety of settings; see below.

Background

As long as anyone knows, Rankirk has been plagued by horrible luck. A tradesman in a small village not far from here, he has been afflicted by ill fortune since he was a child, and accidents and mishaps seem to follow him wherever he goes. Some say it was because he was born beneath three new moons, an ill omen; others say that his mother offended the fair folk (if using this encounter in a different setting, feel free to substitute any setting-appropriate rumors to explain his predicament). Whatever the case is, Rankirk is a magnet for misfortune - and if the PCs don't do anything about it, his luck will tag along with them.

The Encounter

When the PCs come across him, Rankirk will be caught up in yet another misadventure brought on by his curse. Roll according to the terrain type this encounter was used in:

Bodies of Water

Rankirk has fallen into the water and has drifted 90 feet out from shore (or from the PC's boat). Enter Action Time and roll initiative when the players discover this. On Rankirk's first turn, he will automatically fall unconscious and begin drowning (roll death saves on each of his turns. If he rolls three successes, start over).

Deserts (d4)

1. Rankirk is lost in the desert and dying of thirst. He will plead with the PCs for water and to be led to the nearest settlement or oasis.

2. Rankirk has fallen into a pit 30 feet deep and is unable to get out.

3. Rankirk is caught in a sandstorm (creatures caught in the sandstorm must make a DC 15 Constitution saving throw or gain the Blinded condition for one round. Creatures failing by 5 or more also take 1d4 slashing damage).

4. Rankirk is pinned beneath a fallen rock. A DC 15 Athletics check, or the appropriate equipment or magic, is required to lift it off of him.  

5. Rankirk is being menaced by 1d6 bandits.

6. Rankirk is being menaced by a giant scorpion.

 Forests (d10)

1. Rankirk is lost. He will plead with the PCs to be led to the nearest settlement.

2. Rankirk has fallen into a pit 30 feet deep and is unable to get out.

3. Rankirk's cart got stuck in a thicket of trees while he was passing through. A DC 15 Athletics check, or the appropriate equipment or magic, is required to get it free.

4. Rankirk is caught in the web of a giant spider. Roll 1d4: on a 4, the spider is also present.

5. Rankirk is pinned beneath a fallen tree. A DC 15 Athletics check, or the appropriate equipment or magic, is required to lift it off of him.

6. Rankirk is being menaced by 3d4 wolves.

7. Rankirk is being menaced by 1d6 orcs.

8. Rankirk is being menaced by a bear.

9. Rankirk is being menaced by a dire boar.

10. Rankirk is being menaced by a dire wolf

 Grasslands (d6)

1. Rankirk is lost. He will plead with the PCs to be led to the nearest settlement.

2. Rankirk has fallen into a pit 30 feet deep and is unable to get out.

3. Rankirk's cart got stuck in a patch of deep mud while he was passing through. A DC 15 Athletics check, or the appropriate equipment or magic, is required to get it free.

4. Rankirk is being menaced by 1d6 bandits.

5. Rankirk is being menaced by 1d6 orcs.

6. Rankirk is being menaced by a dire boar.

Mountains (d6)

1. Rankirk is lost. He will plead with the PCs to be led to the nearest settlement.

2. Rankirk has fallen into a pit 30 feet deep and is unable to get out.

3. Rankirk's cart got stuck in a crag while he was passing through. A DC 15 Athletics check, or the appropriate equipment or magic, is required to get it free.

4. Rankirk is pinned beneath a fallen rock. A DC 15 Athletics check, or the appropriate equipment or magic, is required to lift it off of him.

5. Rankirk is being menaced by 1d6 orcs.

6. Rankirk is being menaced by an ogre.

Swamps (d8)

1. Rankirk is lost. He will plead with the PCs to be led to the nearest settlement.

2. Rankirk has fallen into a pit 30 feet deep and is unable to get out.

3. Rankirk's cart got stuck in deep mud while he was passing through. A DC 15 Athletics check, or the appropriate equipment or magic, is required to get it free.

4. Rankirk is stuck in quicksand. Creatures crossing the quicksand must make a DC 12 Athletics or Acrobatics check. If they fail, they sink 1d4+1 feet into the quicksand. Escaping quicksand once one is stuck in it requires a DC 10 Strength check, with 1 added to the DC for each foot the creature has sunk. After escaping, creatures may exit the quicksand on any side.

5. Rankirk is stuck in a sucking bog. Creatures crossing the bog must make a DC 12 Athletics or Acrobatics check and are considered grappled if they fail. They must make a successful check to escape, after which they may exit the bog on any side.

6. Rankirk is being menaced by 2d6 goblins.

7. Rankirk is being menaced by a giant poisonous snake.

8. Rankirk is being menaced by a giant constrictor snake.

Tundra (d8)

1. Rankirk is lost and freezing to death. He will plead with the PCs to be led to the nearest settlement, or to be provided with warmth (such as from a fire or warm clothes).

2. Rankirk has fallen into a pit 30 feet deep and is unable to get out.

3. Rankirk's cart got stuck in deep snow while he was passing through. A DC 15 Athletics check, or the appropriate equipment or magic, is required to get it free.

4. Rankirk is pinned beneath a fallen rock or tree. A DC 15 Athletics check, or the appropriate equipment or magic, is required to lift it off of him.

5. Rankirk is being menaced by 3d4 wolves.

6. Rankirk is being menaced by 1d4 bugbears.

7. Rankirk is being menaced by a winter wolf.

8. Rankirk is being menaced by a rhemoraz.

Urban Areas (d4)

1. Rankirk is lost. He will plead with the PCs to be led out of the settlement, or to an inn on the other side of town (he knows where to go from there).

2. Rankirk has just had his pocket picked by a thief, and he pleads with the PCs to track it down. His coinpurse contains 3d10 GP - somehow, he has come into the possession of wealth, but it doesn't seem to have helped him for long.

3. Rankirk is being menaced by 1d4 thugs. They have not opened violence, but are threatening him into a protection racket he can't possibly afford.

4. Rankirk is being menaced by 1d4 thugs, who are in the midst of beating him up.

 Underground (d10)

1. Rankirk is lost. He will plead with the PCs to be led to the nearest settlement. He doesn't want to explain how in the world he ended up here.

2. Rankirk has fallen into a pit 30 feet deep and is unable to get out.

3. Rankirk is caught in the web of a giant spider. Roll 1d4: on a 4, the spider is also present.

4. Rankirk has been stuffed in a barrel by a troll who wishes to eat him. Roll 1d4: on a 4, the troll is also present.

5. Rankirk is pinned beneath a fallen rock or stalactite. A DC 15 Athletics check, or the appropriate equipment or magic, is required to lift it off of him.

6. Rankirk is dangerously close to a pit of green slime.

7. Rankirk is dangerously close to a shrieker and will alert it if left to his own devices.

8. Rankirk is being menaced by 2d6 goblins.

9. Rankirk is being menaced by 1d6 orcs.

10. Rankirk is being menaced by a hook horror.

Rankirk has the stats of a scout. However, he has Disadvantage on all attack rolls and skill checks. Additionally, he must reroll any natural 20s he rolls on any roll.

If the PCs free Rankirk from his plight, he will introduce himself and mention that he keeps getting into situations like these. He will proclaim that he is eternally in debt to such a selfless act of heroism, and will attempt to accompany the PCs as long as he is allowed to. However, there are (naturally) complications with having to escort someone so unlucky - whatever happens to him will drag those around him into it too.

  • While traveling with the PCs, the party will be more likely to attract random encounters (implement this according to however you determine encounters - for instance, if your table rolls a d20 for random encounters at specific intervals and an encounter happens on a 18 or higher, one will happen on a 17 or higher as long as Rankirk accompanies them).
  • If a random encounter that does not present an immediate or likely danger to the party (eg. hostile monsters or adverse weather conditions) is rolled, reroll that encounter once and take the second result.
  • If the PCs would discover magic items while Rankirk is traveling with them, there is a 50% chance that the item is replaced by a randomly determined cursed item of equivalent rarity.
Although Rankirk means well and wishes to honor his saviors, he is rather clueless and will attempt to run headlong into danger no matter what risk it may pose him, and will face any potential enemies with bluster and aggression. If the PCs attempt to separate from him in the wilderness or in an unfamiliar area, he will protest that it is too dangerous. If the PCs lead him to his hometown, he will be willing to stay there, though he will be disappointed about it.

For extra fun, feel free to use this encounter more than once in a given campaign.

Tuesday, October 10, 2023

The Magic of Rituals


I've found that it's hard to hit a sweet spot when it comes to designing magic systems for games. In many cases, setting rules and mechanics to what sorts of spells and magical effects can be used and how they work makes sense for the purposes of gameplay, but on the flip side, making magic follow too many rules can make it feel less...well, magical.

To me, the defining feature of magic is that it can't be explained by science. It's wondrous and exotic and strange, and the more rules are attached to it, the less magical it becomes. I find that, per rules as written, magic in D&D runs the risk of falling into mundanity if players are too accustomed to thinking of their spells as reliable tools they can fall back on. This is especially bad if you treat things like spell slots and discrete and identifiable spells as diagetic representations of how magic actually works from an in-universe perspective. It worked for Jack Vance, sure, but to me, a wizard who talks about how many spell slots he has left per day is only one step away from a Jedi throwing around his midichlorian count, and nobody wants that.

I prefer to think of magic systems in games as a way of streamlining the abstract. Magic doesn't really work exactly the way it does in the game rules; that's just a way to represent the complicated business of manipulating the fabric of reality itself. Spells taken from a list are just the sort of tricks and enchantments a particular magician has mastered and knows how to reliably perform, and spell slots are just a representation of how much mental stamina one can call upon before needing time to rest. However, all that is is reflavoring things, and that doesn't really fix the problem of magic being too defined and mechanical. I do like the 5e Sorcerer's metamagic abilities, which make magic more fluid, multifaceted, and customizable, implying there isn't a finite list of magical effects that can be achieved. And there is a part of me that's contemplated rewriting the magic system entirely to something more like Ars Magica, as some bloggers have done - but I'm not quite that insane.

But what if magic was divorced from game mechanics entirely?


The Book of Ebon Bindings is a fascinating book. Published in 1978 as part of the Empire of the Petal Throne line, it's one of the first third-party supplements for D&D. It's also one of the first system-neutral RPG materials. The book is a collection of spells revolving around summoning and controlling demons. But none of it is in the form of game rules.

That's because The Book of Ebon Bindings is written entirely in the form of an in-universe grimoire, putting it somewhere between a rulebook and a literary hoax. In order to transport yourself to another location, you don't expend a 4th-level spell slot with material, somatic, and verbal components. You have to make a circle of white ashes, draw the Symbol of the Rising Planet and write the Name of Tsu'untla in red chalk, erect a pedestal on which is placed a box of black wood, a round censer, a dagger of iron that has never tasted blood, and a wax candle, and release a drop of blood from your finger at each step taken around the circle to summon Lord Ge'en, the Eater of All. In order to cast the spell, the PCs have to go out into the world and do that stuff.

The dedication on display in Ebon Bindings is truly impressive - there's absolutely nothing that indicates it's a work of fiction or intended for gameplay; even the introduction is written as though by a translator explaining the choices they made rather than by a game designer describing its utility at the table. You could put it next to the Key of Solomon and someone unfamiliar with Empire of the Petal Throne would think that the two works belong to the same genre.

It's a fascinating concept for a book, and one I'm surprised we don't see more of. I'm amazed that something like this somehow went completely unnoticed during the Satanic Panic, and I respect the sheer audacity it must've took to publish something of the sort. But it also highlights how rituals are ripe for possibilities with gameplay.

If the PCs have to perform a ritual, it comes with its own quest hooks, necessitating that they gather the components before they can even cast the spell at all, and some of those might require expeditions of their own. Alternatively, there can be a level of resource management in keeping the components for a ritual at hand, and what might be available to the PCs might limit what options are available for spellcasting. Even determining what needs to be done for the ritual itself could be a quest, entailing poring over tomes of lost arcane knowledge and having to decode their text. The consequences of failing a ritual, or making a mistake in one step or another, could create more problems for the players. If enemy casters must perform rituals as well, it gives the PCs the chance to interfere in their efforts and stop a powerful spell from being cast before it's too late. And, above all, it restores the mystic, unknowable qualities of magic and makes those front and center in gameplay.

There's plenty of spells in 5e that can be cast as rituals. Perhaps, if a DM wants to encourage players to use rituals, they could remove the option to cast these spells on the fly, forcing players to think in terms of having the time and materials to set up the spell they want to cast. It would likely impact the pace of a campaign; rituals take time, and setting them up would take even more time, so magic-users wouldn't be able to act as quickly. I personally feel like using a mix of immediately castable spells and rituals that require a longer period of preparation (particularly for more powerful spells) is the right middle ground to circumvent this, but I suppose a DM and a group that's prepared for the challenge could run a campaign where all magic is done through rituals.

But an added benefit of using the narrative to determine if, how, and when a spell can be cast means you're not bound by game mechanics. If there's no numbers, stats, or tags associated with casting a spell, you can get them from all kinds of sources, whether they were designed for the edition you're playing or not. You can use narrative rituals from any game in any system, or even from sources outside of roleplaying games. See a neat ritual in a movie? Your PCs can cast it - all they need are the right components and the right actions.

You can even go straight to the source and have players go through the steps of setting up rituals from actual historical grimoires. Because these sorts of things tend to have fallen into the public domain, you can find plenty of texts online that can be pilfered from, and in each you'll find plenty of spells that you can have your PCs do just by performing in-universe actions. If your players want to learn who has stolen a certain object, have them suspend a sieve from a rope that was used to hang a man, spin it around a brass basin filled with water while stirring it with a laurel twig in the opposite direction, and recite the right incantations until the culprit's face appears in the water. If it worked for 14th century Italians, it'll work for your party.

It seems like such a simple solution to the problem of magic you would expect it to be proposed more often. In fact, this sort of thing was being done for almost as long as RPGs as we know them were a thing. When it comes to devising a magic system that feels more magical without throwing too many new rules at the players for them to understand, you can't go wrong with rituals - especially when you can get plenty of adventure out of them in the process.

Friday, October 6, 2023

Friday Encounter: the Shrine of Meili


This encounter should take place while the PCs are traveling a road.

At the side of the road, the PCs discover a large stone that has been carved with a niche, in which stands the figure of a man wearing a cloak and a wide-brimmed hat and carrying a walking stick. If the road is a well-traveled one, the stone is surrounded with candles at varying heights, piled on the surrounding rocks; there also a few coins piled up at the base of the stone totaling 2d10 GP. If the road is less well-traveled, there are no candles or coins, and the stone is overgrown with moss, but the image is still clearly visible.

A DC 10 Religion check (DC 12 if the stone is overgrown) will determine this is a shrine of Meili, the god of roads and travelers. Clerics, paladins, and any character with the Acolyte background will recognize this automatically. Meili is known as a protector of all those who wander the roads, and his favor will protect and guide those who appease him - but he has been known to send travelers astray and lead them to their doom if he is offended.

Any PC that leaves an offering valued at 1 GP or more before the shrine will receive the blessings of Meili:

  • The next time the party would roll for a random encounter, if they would receive any random encounters that would present an immediate or likely danger to the PCs (such as aggressive monsters or adverse weather conditions), reroll the results until an encounter that would likely be favorable for the PCs (such as treasure or clues, or simply an uneventful trip) is obtained instead.
  • In addition, if the PCs make camp by the shrine, they will receive no random encounters during the night.
  • If you are using Gritty Realism rules (that is, eight-hour short rests and one-week long rests), PCs (not parties) that made offerings will receive the benefits of a long rest from a short rest the next time they make camp by the shrine.
However, PCs who damage or abuse the shrine, or take any offerings that may be present, will instead attract Meili's wrath:
  • The next time the party would roll for a random encounter, an encounter will always be obtained. If it is one that does not present an immediate or likely danger to the PCs, reroll the results.
  • If the PCs make camp by the shrine, they will automatically obtain an encounter that will present an immediate or likely danger during the night. Determine which watch it occurs on randomly.
Each shrine can be used any number of times. You may wish to mark the hex or point this encounter was obtained on, if using such mapping schemes, in case the players want to return to the shrine.