Friday, May 30, 2025
Friday Encounter: The Sacrifice
Friday, February 28, 2025
Friday Encounter: Deals at the Crossroads
Background
In the Lunar Lands, there are numerous places where the fabric of reality thins, and it is easier for things from other worlds to slip through. Crossroads are particularly susceptible to this, as an already liminal space where multiple routes intersect. Alimuth, a demon, has taken advantage of this. Like all demons, he delights in using his magic to bring mortals to ruin and spread discord, and he has come into the possession of multiple mortal souls through offering fabulous powers in exchange for immortal servitude. Now, the PCs might well become his latest clients...
The Encounter
Alimuth will appear to the PCs at the crossroads when no one else is around. He takes the disguise of a wealthy merchant, wearing fine clothes embroidered with fur and brocades, but all in shades of red. Like all demons, Alimuth is physically incapable of invoking the names of any gods, and instead refers to them by epithets and titles whenever possible. Additionally, a DC 20 Perception check reveals that he has slit pupils like those of a cat.
The "merchant" is found sitting on a cart hitched to a donkey on the side of the road. The cart has lost a wheel and sunken into a ditch - Alimuth is particularly interested in corrupting good-hearted and generous souls, and wants to pose as someone in need of help as a way to lure the PCs closer. He calls to the PCs for aid as they pass.
It's a simple enough task to find the missing wheel and fix the cart - no rolling is necessary. Alimuth just wants to get the PCs close enough to make his pitch. He graciously thanks the PCs and commends them on their kindness - then offers to repay them in a way only he can.
At this point, Alimuth promises to impart each of the PCs with a special "blessing." He will teach any of the PCs one spell from the warlock spell list, regardless of whether or not they have any levels in warlock. This spell should be one suited to the character's class, playstyle, and strategies, and should be one spell level higher than the highest level of spell slot a warlock of the same level as the PC would have access to - this is a more powerful spell than what would otherwise be possible of the PC. If the PC is a spellcasting class, the spell is cast as they would normally cast any other spell and takes up one spell slot of their highest available level. If they are not a spellcasting class, they can cast it as a warlock would (ie. their spell save DC is 8 + proficiency bonus + CHA, and their spell attack modifier is proficiency bonus + CHA), once per long rest.
However, this comes at a cost. To teach the PC the spell, Alimuth will need ownership over their soul as payment. If the PC dies, their soul is immediately damned to Hell; they automatically fail all death saves, and they cannot be resurrected or communed with unless their soul is retrieved from Hell directly or Alimuth otherwise relinquishes control over their soul. Furthermore, they are to forfeit their life after a year and a day (you are keeping track of time, right?). If they are still alive at this time, Alimuth will send a pack of three hellhounds after the party to attack them. The hounds appear at nightfall every day until the affected PC dies, heralding their arrival with the sound of a loud howl, and will track them relentlessly. If the hounds are killed, they simply respawn the next night. If the affected PC dies, the hounds immediately vanish and do not attack the rest of the party. The hounds cannot enter holy ground, such as a temple or the burial ground of a saint.
Although a demon, Alimuth is a man of his word and does not attempt to mislead or trick the people he deals with. He presents the PCs with a contract in which all the relevant information is laid out (albeit in circuitous language that is difficult to understand), and will not teach them the spell until the PCs sign the contract in their blood (he provides a quill with a pointy tip, if necessary). However, he will try his best to persuade them, describing how it's in their best interests to branch out with magic, and they surely won't be in any danger any time soon with such fabulous magic on their side.
If the PCs turn him down, Alimuth will disappear, but emphasizes that the PCs are welcome to change their mind at any time. He will also disappear if attacked. If they return to the crossroads with the express intent of visiting Alimuth, he will be right where they left him. He will not appear if they are just passing through.
Optionally, you might rule that a cleric or paladin who sells their soul to Alimuth will no longer be able to use class features that rely on divine favor, since their soul is no longer pledged to their patron god. However, this runs the risk of mechanically crippling a character and may necessitate multiclassing for them to remain viable, so it's best to talk this over with your players to make sure they're prepared for such measures. If you don't see a year and a day passing over the course of the campaign, another optional measure to speed things up would be to have Alimuth's contract specify it expires in a year and a day in Hell, and he comes from a domain of Hell where time passes faster than it does in the mortal realm - so he may come to collect the bargain sooner than expected!
Furthermore, even if Alimuth does collect a PC's soul, that might not be the end. A resourceful party might find a way to track the demon down and convince him to give up their ally's soul - or even free their companion from Hell itself.
Wednesday, July 24, 2024
Three Demons
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| Art by getsugadante |
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.
Friday, October 7, 2022
I'm Not Familiar
It's October, which means that spooky season is here! Alas, Hexennacht is long behind us - but it's still a fine time to talk about all things witchy, including familiars.
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| If my familiar can't be an elongated cow-headed dog, why bother? |
One way to address this is to make familiars distinct NPCs. After all, these aren't just pets for wizards, these are demons (or other spirits) that in many stories are responsible for teaching their master magic in the first place. A good DM can lean into this concept and treat the familiar as a character, interacting with their master and hopefully having some memorable traits that make summoning them enjoyable opportunities for roleplaying and storytelling - it's much easier to get invested in a familiar that has a personality and ties to a PC's backstory than just a random statblock. Treating the familiar as an NPC could even be a way to give out quests for its master - perhaps the familar decides it won't offer any further service until a ritual is completed, for example, and that ritual requires a particular resource or location to be performed.
Also, if you know anything about witch folklore, you'll know that D&D familiars are not nearly as wild as they should be.
In order to help you make interesting familiars, here's a set of tables to generate a magical spirit your table won't soon forget. Use it as a player when generating a character to create their familiar alongside them, or as a DM to create familiars for NPC casters! Though I'm working with 5e in mind, the content here should be system-neutral enough to work for any game.
Step 1. Base Form
Familiars most often take an animal shape, but this isn't the only option possible; after all, demons are creatures of infinite variety and strangeness. Roll 1d20 to determine what form the familiar takes. It uses the statblock of this creature (or the closest equivalent if no official stats exist).
Common Familiars
1. Bat
2. Bird (1d6: 1-2. owl; 3. hawk; 4. raven; 5. chicken; 6. goose)
3. Cat
4. Dog (1d6: 1. greyhound; 2. spaniel; 3. terrier; 4. poodle; 5. beagle; 6. mongrel)
5. Fox
6. Frog
7. Goat
8. Lizard
9. Monkey
10. Pig
11. Rabbit
12. Rat
13. Snail
14. Snake
15. Spider
16. Squirrel
17. Weasel
Exotic Familiars18-20. Roll 1d8 on Exotic Familiars table.
1. Imp
2. Quasit
3. Pseudodragon
4. Tiny Animate Object (1d6: 1. mannequin; 2. book; 3. skull; 4. helmet; 5. scarecrow; 6. chest)
5. Walking Fish (as Quipper but with a walk speed of 30 feet)
6. Tiny man (or woman) in the garb of a (1d6: 1. noble; 2. wild man; 3. knight; 4. monk/nun; 5. jester; 6. wizard). Use the stats of a Sprite, but without the fly speed and with a walk speed of 20 feet.
7. Ooze (use the stats of a Crab, but with the Amorphous trait from a Gray Ooze.)
8. Crawling Claw
Regardless of their statblock, all familiars can turn invisible at will until they attack or their concentration ends. They can also shapeshift at will between their true form and the guise of a mundane animal (use the base form without any unusual colors or features, or roll on the Common Familiar table for an Exotic Familiar), and they are capable of speaking and understanding the languages of their master.
Step 2. Color
Roll 1d6 to determine the color of the familiar:
1-3. As the base form's natural colors (roll 1d8 on the Familiar Colors table below if not applicable).
4-5. Roll 1d8 on the Familiar Colors table below.
6. The familiar is marked by patterns (stripes, spots, etc.). Roll 1d8 on the Familiar Colors table below twice.
Familiar Colors
1. Black
2. White
3. Red
4. Blue
5. Green
6. Yellow
7. Purple
8. Orange
Step 3. Unusual Features
In their true forms, familiars may have unusual, otherworldly features unlike those of a common animal. Roll 1d20 on this table 1d4-1 times.
1. The familiar has the wings of a (1d6: 1. bat; 2. bird; 3. butterfly/moth; 4. housefly; 5. dragonfly; 6. no wings but can levitate). If it already has wings, these may replace those of the base form or be in addition to them. It gains a fly speed of 30 feet if it does not already have one.
2. The familiar has the tail of a (1d8: 1. cat; 2. wolf; 3. fox; 4. lizard; 5. snake, including the head, a la the Chimera; 6. cow; 7. devil (thin with a spade at the end); 8. scorpion). If it already has a tail, this may replace that of the base form or be in addition to it.
3. 1d4 of the familiar's legs (1d8 if the familiar had a spider as its base form) are replaced by those of a (1d12: 1. dog; 2. goat; 3. horse; 4. lizard; 5. chicken; 6. goose; 7. spider; 8. frog; 9. human leg; 10. human arm; 11. the legs are missing; 12. roll again, but the leg is skeletal). If the result is higher than the number of legs for the familiar's base form, it has that many extra legs.
4. The familiar has 1d4 extra legs. Roll 1d6: on a 1-4, the extra legs are identical to those of the familiar's base form; on a 5-6 roll as for number 3 on this table.
5. The familiar's head is replaced by that of a (1d6: 1-4. roll on the Common Familiars table, rerolling on an 18-20; 5-6. roll 1d12: 1. ox; 2. horse; 3. donkey; 4. human; 5. dragon; 6. lion; 7. goblin; 8. wolf; 9. bear; 10. Man in the Moon; 11. missing; 12. skull, roll again to determine what kind). If you get this result twice, the head resembles a combination of the two creatures; for example, a snake's neck with an ox's head, or a cat's head with a spaniel's ears.
6. The familiar has 1d4-1 (minimum 1) extra heads. Roll 1d6: on a 1-4, the extra heads are identical to the familiar's main head; on a 5-6 roll as for number 5 on this table.
7. The familiar's eyes resemble those of a (1d4: 1. human; 2. goat; 3. cat; 4. pupilless). Roll 1d4: on a 1-3, roll 1d8 on the Familiar Colors table to determine their color. On a 4, the eyes are heterochromic; roll 1d8 twice on the Familiar Colors table.
8. The familiar has 1d4-1 (minimum 1) extra eyes.
9. The familiar is covered in coarse wool, like that of a sheep.
10. The familiar is covered in scales.
11. The familiar is covered in feathers.
12. The familiar is covered in thick slime; grapple checks made against it are made at disadvantage.
13. The familiar resembles an animated skeleton.
14. The familiar is wreathed in (harmless) fire. Roll 1d6: on a 1-4, the flames appear as typical flames; on a 5-6, roll 1d8 on the Familiar Colors table to determine the color of the flames.
15. The familiar appears to be made of stone.
16. The familiar has the horns of a (1d6: 1. ox; 2. sheep; 3. goat; 4. stag; 5. unicorn; 6. two sets; roll again).
17. The familiar has a mouth in its stomach or chest (or equivalent).
18. The familiar's (1d4: 1. neck; 2. body; 3. tail; 4. legs), if applicable, is unnaturally long.
19. The familiar wears a tiny crown on its head(s).
20. The familiar has a strange marking in the shape of a (1d6: 1. circle; 2. triangle; 3. star; 4. pentacle; 5. spiral; 6. runic inscription) on its (1d4: 1. forehead; 2. flank; 3. belly; 4. back). Roll 1d8 on the Familiar Colors table to determine its color.
Step 4. Personality
Roll 1d8 to determine the personality of the familiar.
1. Sarcastic, snide, likes to talk back. Prone to making passive-aggressive jabs at its master, but ultimately loyal always does as asked - it just won't always (or often) enjoy it.
2. Overly affectionate and enthusiastic, akin to a magical Golden Retriever.
3. Short-tempered, frustrates often, prone to outbursts of violence or profanity.
4. Emotionless and distant, with no sense of empathy for others. Often mistaken for malice, but it's more accurate to say that the familiar regards mortals the same way humans would regard an ant, with no attempt at understanding the thoughts
of something so far beneath it.
Wouldst thou live deliciously?
5. Smug, egotistical, easily taken by flattery. Knows that it's an immortal all-powerful demon and likes to rub this in peoples' faces. Very particular about how it's treated, and demands respect.
6. Trickster, speaks entirely in riddles and never gives a straight answer. May lead its master on odd errands to teach them lessons, the nature of which are never explained until afterward.
7. Bad influence, irresponsible, attempts to tempt its master into sin. It's already got the contract locked down and it might as well make the most of it.
8. Kind, soft-spoken, grandfatherly. Wise and sagacious, imparting its lessons to its master.
Step 5. Name
Choose a name for the familiar, or roll 1d20 each on the Familiar Name Prefixes and Familiar Name Suffixes tables.
Familiar Name Prefixes
1. [the color of the familiar]
2. Ache
3. Cod
4. Curdle
5. Greedy
6. Grizzle
7. Guzzle
8. Hack
9. Hog
10. Jar
11. Kip
12. Knock
13. Lick
14. Louse
15. Old
16. Peck
17. Pye
18. Sugar
19. Vinegar
20. [none]
Familiar Name Suffixes
1. Bay
2. Belly
3. Bones
4. Eye
5. Face
6. Gut
7. Head
8. Holt
9. Jenkin
10. Newes
11. Phillip
12. Sack
13. Scratch
14. Snout
15. Spittle
16. Tom
17. Wacket
18. Wallop
19. Wart
20. [none]
Example Familiars
- Blackwacket is a familiar who takes the form of an imp. As his name implies, he appears to be carved of pitch black onyx, and often disguises himself as a harmless statue when not needed; other times, he disguises himself as a snake. He shows no emotion, believing the affairs of mortals beneath his concern.
- Kipbelly is a familiar who looks like a book bound in red leather; the cover and pages appear to ripple with faint tongues of flame, flaring up when she speaks through the mouth in her front cover. She is sarcastic and enjoys making backhanded insults to her master, or anyone else who irritates her thin patience. When not in her guise as a book, she takes the form of a monkey.
- Curdle-Newes is a familiar resembling a bright red poison dart frog. He has a sharp temper and a sharper tongue, and is quick to anger, with a booming voice that dwarfs his tiny size.
- Old Eyes is a familar who takes the shape of a fox, only distinguishable from the common animal by her seven legs. She is a manipulator, attempting to lead her foolish master into damning their soul through seducing them with sinful desires.
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