The Nowhere Special

A while back, when I had finished the first Othereon module “Lair of the Lightsbane”, and released it on DriveThruRPG, I was nearly finished with the second module “The Lost Temple”. But I was still in the middle of play-testing and making revisions, and I wanted to release a quick batch of short standalone adventures or side-quests. I based them in and around the small town of Nowhere (pronounced Now-here). I called it “The Nowhere Special”. The idea was to bang something out quickly, to keep things moving. That was almost three months ago.

I finally released it today on DriveThruRPG. It’s one of the more complicated things I’ve ever put together, but it’s still fairly simple to run.

It consists of six short adventures. Each one with plenty of opportunity for role-play and/or combat.

NowhereSpecialCoverThe first story is called “The Bone Rider”, in which the party may decide to fight a skeletal horseman who occasionally rides the countryside. I came up with a new creature (two really, but the characters only face one), who is a manifestation of a Restless Spirit. It’s really quick and short.

The second is called “Kobolds on the Move”. It has a lot of opportunity for role-play, and is not as short as the Bone Rider. The party is investigating a group of kobolds that have been moving through the area, thanks to a local farmer who has captured one, and there’s a few ways the story can go. For this, I used two new types of kobold that I had created a while ago for the campaign I’m currently running.

wereweasel

The third story is “Meet the Weasels”, in which the party is invited to a small lord’s manor for brunch, and wind up involved in a encounter with a group of weasels led by the wereweasel, Jorge Stoat. So, yeah, I created a wereweasel.

In the fourth story, “Spiders in the Basement”, the party finds itself defending the Inn of the Gilded Squirrel against an arachnid incursion. This included creating a four floor map of the Gilded Squirrel, and a description of each area. I also created a magic item and a new creature, the “Rabid Gnome”, which had been originally been a throw-away joke creature I used in my regular campaign.

Story five, “Monster Wagon” has the party dealing with the aftermath of a wagon full of (you guessed it) monsters, who escape when the wagon stops in Nowhere to resupply before moving on.

The last story is “Death Troupe” in which the party comes across a mysterious circus wagon as they return to Nowhere from one of their adventures. I created even more monsters for that one, and it’s one of my favorite ideas, even though I’m not entirely happy with the scenario. It has some plot holes, but I’m hoping that a good DM can overlook or rework them to make the adventure a challenge for the players.

I hadn’t been planning on including maps in any of these, but I did. I didn’t plan on rewriting stories and creating new monsters, but I did. I turned a project that should have taken a couple of days into a major module of side-quests. And I loved nearly every minute of it. Even the bad ones.

Anyway, it’s available for a couple of days as a Pay What You Want over at DriveThruRPG. So if you want it cheap or free, now’s the time!

It’s also going to be released as the first set of adventures in the GeekTrash Patreon, so check that out as well. If you like the material, the Patreon will have it all, plus plenty of bonus materials as they come up.

Roll for initiative!

DM Mondo

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The Poisoner’s Kit

Demon's Dance © Fantasy Flight Games

Demon’s Dance © Fantasy Flight Games

The rogue assassin in my regular game has mentioned on more than one occasion that they are proficient with the Poisoner’s Kit. I’m not sure it they’re telling me that they want to craft poison, or if they want to literally poison me. I’ll assume the former, since they’ve had ample opportunities to do the latter. The problem is, how does one actually use a poisoner’s kit in 5e Dungeons and Dragons?

In the Player’s Handbook, the description for the Poisoner’s Kit reads:

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. (Players Handbook 154)

No help there. But when you
check the Dungeon Master’s Guide section on poison, it tells you:

During downtime between adventures, a character can use the crafting rules in the Player’s Handbook to create basic poison if the character has proficiency wita poisoner’s kit. (Dungeon Master’s Guide 258)

With those guidelines, if you were to use the RAW, crafting a single dose of basic poison would take 20 days of downtime at a value of 5 gp per day.

For every day of downtime you spend crafting, you can craft one or m ore items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. (PH 187)

I’m no assassin, but I can probably make a basic poison using household items before I went to bed at night. I think an assassin could probably do better than that. And the DMG section on poison goes a little further, saying that at the DM’s discretion, proficiency with a poisoner’s kit can allow you to make other poisons as well. Using the crafting rules, it would take you quite a while to craft a poison that has minimal effect, let alone something that can do some real damage.

So, since I needed to placate my assassin before they poisoned me, I came up with my own homebrew rules for using the poisoner’s kit.

I spelled out things in simple terms. The Kit. The Poisoner. The Poisons. I settled on some prices for ingredients (about half of buying them outright, give or take), their rarity, the DC of crafting each and the maximum number of doses that could be made in one crafting. I made the crafting times really short. We’re not making a sword, or carving a totem pole. We’re mixing some bad shit in a pot and using what comes out to make people sorry they crossed us. In game, anyway.

I had a bit of fun working on it (though I did finish it up in a fever delerium. The same one I’m writing this in. You can find the supplement over at the DM’s Guild. It’s Pay What You Want, so you know… pay what you want. And please, rate and review!

I’m thinking of supplementing the supplement with additional poisons and ingredients, as well as putting together some supplements for other tool kits in 5e. What would you like to see? Let me know in the comments below, or over on twitter, where you can find me @dharmabob.

DM Mondo

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Welcome to Othereon: Lair of the Lightsbane

Click on the image to check out Lair of the Lightsbane at DriveThruRPG!

Click on the image to check out Lair of the Lightsbane at DriveThruRPG!

So, I’ve started to officially publish the Othereon campaign setting. Which is the campaign setting I’ve been using since I started homebrewing Dungeons and Dragons stuff all the way back in the 80’s. I mean, it’s not the same. It’s been through a couple of ages and a good calamity since the early days, but the core stuff is still there.

I remember when I first started playing D&D, I didn’t know much about Greyhawk, and the Forgotten Realms and other published worlds were still in the future. But all the stuff you needed to create a world was in your head (with help from the Dungeon Master’s Guide). I still remember the names of the first heroes of the world (which had no name at the time), Yargak, O’Toole, Hawkeye, the other guy…

What the hell was that guy’s name?

Shit.

I wanna say Elrond. It might be wrong, but what group of early teen role players didn’t pilfer a name from Tolkein? I remember someone with the name Oblib Sniggab, but not in the game I ran. I did steal the idea and had a halfling named Odorf Sniggab. But what was that other guy’s name? I’ll remember later, or just ask him on Facebook. But, from there it just spiraled. Each new group and new campaign added to the world. New countries were added. New factions and enemies, but the core world stayed the same. Then, I just stopped playing.

For years, it was something occasionally talked about. “We should play D&D again!”

“We should!”

“Yeah, we should!”

And we didn’t. Maybe because I was the dungeon master, and couldn’t be bothered with all of the work involved in coming up with new shit every week. I admit, I had gotten rather burned out after years of this stuff. My brain was mush.

When I started listening to the Drunks and Dragons podcast, I remembered all of fun I had with my friends and family. I dusted off the 4e books I had bought and never played with.

I shudder thinking about them. 4e is potentially terrible. But really, it’s what you make of it. I mostly shudder about the idea of new players starting with a game that is essentially The World of Magic the Warcraft Gathering. For older players like me, it was easy to incorporate the new rules with the same concept of story driving the game rather than encounters. But the game was built around encounters, so yes, I shudder for those new players. But it was there that I decided to start a new campaign world. I started small, like you should, with one region around the town of Wheat’s Landing, and played with my family, having a great time.

I had so much fun, I decided to use the internet to find new people to play with, hoping to play rather than run the games. That worked out really badly, and I found myself running two 4e games. But then, 5e was released and we jumped on that. My new group formed and I wrote an adventure “Lair of the Lightsbane” and came up with a Big Bad that the characters still have never laid eyes on, though they’ve met some of her allies.

As I started to world build, with time borrowed from the life of an older, more harried man. I connected the two games (though one was still a 4e game) and found that I began to reuse names and ideas from the old world.

I soon realized what had happened, this was the old campaign world, but changed. Something really, really bad happened a few hundred years ago, and this new world was the result. I started world rebuilding.

One thing I realized, was that while I had named certain kingdoms and cities, I had never named the world, or the continent in which the adventures took place. So the new campaign world became the old campaign world there. It had a proper name, rather than just “D&D”. It was now Othereon, and many years after a great calamity had scoured all life and civilization from the main continent of Eureon (the event known as The Scouring), people had begun to recolonize, finding new dangers as they settled the wild lands and found new dangers lurking above and below the ground.

I started a half-assed attempt at gathering the information in a media-wiki, but as work and other “normal” life things happened, the wiki kind of fell by the wayside. But I was still creating content as I wrote the adventures (for three separate and yet connected campaigns). I started compiling the world information into a messy atlas, new ideas coming as I tried to explain why certain things happened the way they did. It was fun, and a lot easier than trying to update a wiki every time I thought of something new. I even started a third campaign, all online with my brothers scattered around the world using tools like Google Hangouts and Roll20.net.

By now, Kickstarter and Patreon had come along. People were making money doing Dungeons and Dragons in all sorts of new ways. I looked into the legality of publishing my campaign world, and it was a little messy, unless I wanted to move it to 3.5/Pathfinder. I didn’t. I’m a purist, damn it!

Now, with the release of the OGL for 5e, and the SRD, I didn’t have to worry. I could do it legally, and with a market through which to sell my world using DriveThruRPG and the DM’s Guild (a recent post here talks about the DM’s Guild stuff I’ve published, so I won’t share the story again). I started to re-write the first 5e adventure I wrote, the previously mentioned “Lair of the Lightsbane”. Refining it and trying like hell to figure out how to format it so that it appeared like the core material.

I finished it earlier today (now yesterday, really). Uploaded it to DriveThruRPG and now I’m watching the (mostly unpaid) sales come in. All that I’ve published so far is Pay What You Want. I’m hoping with refinement of my adventure design, and feedback from the people downloading it, it’ll get better and I eventually won’t balk at sticking a price on my work that’s not “suggested”. Maybe with enough of a fan base, I can even start a Patreon campaign of my own. I’m not looking to retire or even make a living from it, but it’s not bad to get paid for work you do, especially if it’s something you love to do.

And I do. It’s cool as hell.

Even without payment.

Mondo.

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Revised 5e Ranger: V0.5. Still Not Your Father’s Ranger!

img-18935282353Okay, having stopped the constant IV drip of coffee and taking a couple of days off to do other things, I looked back at the previous version of the Ranger. Way OP’d!

But I felt that I had all the building blocks, just in the wrong place.

I moved the Path of the Skirmisher Features, most of which had been borrowed from the fighter’s standard features, and made them standard for the ranger. This includes the Extra Attack, and the 2nd Fighting Style. These should not have been path features, damn it.

The path features from the Hunter Archetype that I tried to make standard, are now the Path Features for the Path of the Skirmisher. I kept Hold (now Hold Position) as the 17th level Path Feature.

I’m hoping it’s a better build. Certainly more balanced, but is it balanced enough?

Let me know what you think.

Ranger Variant V0.5.pdf

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