Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Thursday, April 28, 2022

The Books Were Wrong: Anurians

A bit of a follow-up to the previous installment on kobolds. (Though as I do it again, I find it somewhat more difficult to write, as 5e's bestiary likes repeating the exact same issues ad nauseum and that does make it a bit difficult to come up with new or interesting stuff about it)

Regardless, let us dive back into the works of Opineus and see if we can't suss out the truth behind his terribly researched, maliciously-motivated, and alltogether unfit for publication texts.

Our subject today will be the anurians, called here "bullywugs" by Opineus - a common name at the time, but one that has fallen out of favor and is considered insulting. For my own commentary I will be using "anurian" or "anuric", as that is the preferred exonym of that people.

Life as a bullywug is nasty, brutish, and wet.


Opineus opens with a paraphrase of philosopher Tham Hoabs. In his typical fashion, it is a quote about the wrong thing (Hoabs was specifically talking about humans), of questionable accuracy to begin with (Hoabs was dismissive-at-best in his attitudes towards any cultures that did not participate in organized states similar to his own), and presents all the (inaccurate) conclusions Opineus makes as foregone.

These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves.


Obvious, but accurate.

Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey.


As is typical, Opineus gives no concrete reasoning as to why a people is labeled evil, though here he seems to correlate it with hunger and basic self-preservation.

Opineus' bias about combat looks to have returned from his writings on kobolds: Rudimentary tactics such as numerical advantage and retreating from fights going poorly are given special mention as some unique, innate quality of nonhuman peoples (and an evil trait at that) - an ideology typical to those immersed in the warrior cult. Whether or not Opineus actually served as a soldier in any part of his life, I cannot say (Though I suspect he did not).

Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close.


The insistence that their armor and weapons are "crude" is a strange one. Anurians rarely have access to metals (save through trade), and so typically use wood, reed, and bone as crafting materials, but materials used do not dictate the skill with which they are used, and one need only glance at a set of anurian reed armor to recognize the skill that goes into crafting it.

Foul Aristocracy. Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader—a self-styled lord of the muck.


A question arises here - if Opineus does not believe that the anurians' territorial claims are valid (as he clearly does not), who does he believe the swamps belong to? He does not say in this fragment of the text, which might indicate that he believed the answer to be self-evident. That particular context is lost to us.

Humorously, his description of anurian society here can be easily applied to a typical human kingdom.

Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor. A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it's more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces.


There's a great deal to unpack here, and it begins thusly.

Anurian society is based around a harem structure - a single, highly-territorial male accompanied by a group of females. Lone males may be integrated into a spawning group through allegiance-gifts to the patriarch, or will otherwise remain on the fringes of society. Patriarchs might be deposed by a challenger, and over the ages this process has become socially codified with rites and procedures to minimize collateral damage.

Opineus presents this as a sort of deficient imitation of civilization, drawing on the parallels between the anurian patriarchs and the lords' courts within the Empire. The conclusion is not worth entertaining, but there topic itself should not be avoided). The pod system of anurian life is close in principle to many human political hierarchies (that is, a singular head of state with secondary officials linked to the head by legal and cultural bonds), and it is not uncommon for anurian patriarchs to adopt noble titles and court organization from nearby human nations as a cultural defensive mechanism - an attempt at decreasing the animosity of neighboring human nations with the logic of "If we are more like them, they will be more likely to treat us as equals, and be more inclined to spare us". This has, despite Opineus' disdain, been somewhat successful, but has been a great source of friction within anurian communities - it is becoming increasingly clear even to outside observers that traditional cultural structures and practices are endangered as the patriarchs of major pod-confederations adopt further human influences to better enrich themselves and destabilize the cultural balance that had taken centuries to form.

Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute.


This line is worthy of specific attention, as it is a dogwhistle playing into stereotypes of nonhuman sapients as being without culture or understanding of the value of goods or objects. Even within Opineus' own writings he cannot maintain this line of logic.

Unruly Diplomacy. Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them. Captives are dragged before the king or queen—a bullywug of unusually large size—and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its "guests" with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders.


This is primarily a restatement of the themes of a previous segment, complete with marking a common social behavior as aberrant and evil according to its participant, rather than the action itself.

Amphibian Allies. Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system.


Opineus loves the word "crude", almost as much as he loves mis-using it. A language where messages can be transmitted accurately across miles in a matter of minutes is far more sophisticated than anything human communication is capable of. What can he possibly be comparing it to?

Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs' ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.


Opineus ends on something actually true, which is worth noting for its rarity. It's like being visited by a unicorn.

 

Final Thoughts

I have stumbled into a major limitation of this format, being that you need to vary up your source material or it's going to get really old, really fast. The 5e monster manual has proven to have overwhelming material to use, but all of it is of a monotonous quality that produces significantly worse results over time. Everything you meet is crude and primitive and evil's got very little to do with the act and more to do with who you are. It's fuckin' dull and shame on every writer of RPG material, 5e and otherwise, who regurgitates this dross without thinking about it. You're writing a book about elves, your literal job is to think about it.

Thursday, March 10, 2022

5e Build: Hitting Things With Excessive Force By Means of My Fist

I'm doing this now so that I will never have to do it again, and maybe so that I can play in a real-life game I don't also run. Modifications that I have made, and other notes, will be in italics.


AYO, MONK OF THE GUTTER


Custom Lineage (Cambion, but huge)

  • +2 CON
  • Feat: Magic Initiate
    • True Strike - [+] on first attack made against targeted enemy. (Cantrip)
    • Blade Ward - 1/2 damage taken (piercing, bludgeoning, slashing), 1 turn duration (Cantrip)
    • Burning Hands - 3d6 fire damage, DEX save for half. 15' cone (1st, once per long rest)
  • Skill Proficiency: Athletics
  • Language: Abyssal

 

Background: Party Animal (Rakdos Cultist)

  • Skill Proficiency: Acrobatics, Performance
  • Tool Proficiency: Instrument (Vocals)
  • Language: Giant
  • Fearsome Reputation (The description here is "you can get away with minor crimes because people are terrified of you")



  • Alignment: Red/black (chaotic neutral)
  • Theme song: Damn It
  • Motivation: To eat, drink, and fight to death, and then spend eternity fighting demons in hell. Maybe topple a couple archdukes. Plan is open to change.
  • Morality: Violence against those who cannot defend themselves is despicable. Violence against those who commit violence against those who cannot defend themselves is rad.
  • Bonds: Mentor (Another cambion from back in the Shades), the Sex Workers' Union (you are a valued customer), sibling (by the same demon), an exorcist for the church.
  • Flaw: There are some major lingering insecurities underneath all that bluster and muscle.


Equipment

  • Street clothing
  • Pipe and tobacco tin
  • Fists d8 / 10 bludgeoning, versatile (Instead of going two handed, d10 damage is a stance, which comes with a -2 AC)
  • Kanabo 
  • Straw hat (doubles as begging bowl)


 

Class: The Mountain


Dissatisfied with the way multiclassing prerequisites get in the way of actually playing what you want, I have instead made an executive decision that you may piece together whatever classes desired, but so long as features are gained at their appropriate level, and that you cannot gain more features in a level than one of your parent classes would allow. For things like Rages and Ki Points, I have ruled that you can only increase the features of one class per level up, if there is an increase available. In practice this means the gain is slightly slower, but not as hobbled as a normal multiclass character.



  • HD: d12
  • Armor Proficiencies: None
  • Weapon Proficiencies: Simple, improvised, unarmed (I am allowing unarmed combat to act as equivalent to any standard weapon)
  • Saves: STR, CON
  • Tools: None
  • Skill Proficiencies: Intimidation, Survival


Standard Stat Array at level 1 (including lineage bonus)

  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 10 (+0)
  • CHA 12 (+1)




Level 1 (2 Rages, +2 Rage damage)

  • Rage - [+] STR checks and saves. Bonus damage
  • Unarmored Defense - Unarmored AC = 10 + DEX mod + CON mod


Level 2 (2 Rages, 2 Ki Points +2 Rage damage, d4 Flurry damage)

  • Ki. Save bonus is 8 + Proficiency + STR bonus (Hit harder, not wiser)
    • Flurry of Blows - 1 KP - After attack, make two additional unarmed attacks (d4 damage)
    • Patient Defense - 1 KP - Dodge as a bonus action.
    • Step of the Wind - 1 KP - Dash or Disengage as bonus action. Jump distance doubled.


Level 3 (2 Rages 3 KP +2 Rage damage, d4 Flurry damage)

  • Open Hand Technique - When you hit an enemy with Flurry of Blows, choose one of the following:
    • DEX save or knocked prone
    • STR save or pushed 15 feet away
    • Can't take reactions until end of your next turn.


Level 4
(3 Rages 3 KP +2 Rage damage, d4 Flurry damage)

  • Ability score increase


Level 5 (3 Rages 4 KP +2 Rage damage, d4 Flurry damage)

  • Extra Attack
  • Fast movement - Speed increases to 40' when not wearing heavy armor (Which you can't wear anyway)


Level 6
(3 Rages 5 KP +2 Rage damage, d4 Flurry damage)

  • "Wholeness of Body" - As action, gain 3x lvl HP. Once per long rest. (Local woman too drunk to die)


Level 7 (3 Rages 6 KP +2 Rage damage, d6 Flurry damage)

  • "Evasion" - Passing a CON save vs an AOE attack nullifies all damage, instead of 1/2 (Air quotes because this is tanking a direct hit. Save switched to CON to keep in line with concept)


Level 8 (3 Rages 6 KP +3 Rage damage, d6 Flurry damage)

  • Ability score increase


Level 9 (3 Rages 7 KP +3 Rage damage, d6 Flurry damage)

  • Brutal Critical - Roll an additional weapon damage die on a critical hit.


Level 10
(4 Rages 8 KP +3 Rage damage, d6 Flurry damage)

  • "Purity of Body" - You are immune to disease and poison. (The alcohol hasn't killed you yet, a bit of venom won't start)

 

This out to be sufficient, I think. I suspect from a purist's standpoint there are balance issues but I'm already playing a character who has exactly 0 qualms about kidney punches and breaking kneecaps.


Tuesday, November 10, 2020

Class: The Wudu-Wasa (5th Public Conversion Project)

(Diregrizzlybear suggested OSRfying 5e subclasses over on their blog. Lacking drive for any other posts, this is precisely what the chirugeon ordered.)

BigMSaxon


Class: Wudu-Wasa

 
HD: d10 
Saves: as Cleric
Starting Equipment: Staff, sturdy clothing (as gambeson), medicine bag, oral tradition

You are one of the forest folk, specifically one of those tasked with maintaining your people's relationships with the outside world. You wander between deep country villages both as doctor and shaman - setting bones, stitching wounds and delivering babies, but also dealing with troublesome spirits, tending to the shrines, and making sure that the great and delicate order of things is upheld. 

Class Abilities

 
The Big Picture: You have a deep knowledge of the environmental cycles and systems of your homeland, and can identify any living things within it. 

Medicine Bag: You have at any given time (and know where to look for more), herbs for alertness, for sleep, for pain reduction, for disinfecting wounds, and for birth control. See Fungi of the Far Realms for other things you can add to your bag while tramping through the woods.

You may also use the contents of your bag to perform Cure Light Wounds, but will need to dedicate time to replenish your supplies after each usage.

Broad of Shoulder - You have item slots equal to twice your Constitution.
 
Wood-Arts - You have an innate sensitivity to dedicated ground, the presence of spirits, enchantments, and the aftereffects of worked magic cast since the last sunrise or nightfall.
 
To Go Unseen - You make make yourself  not invisible but easily overlooked in when in a forested area, tall grass, and with some effort a city or crowd. This ability does not make you invisible or prevent detection, but it will make typical passersby look past and ignore you. The effect will be broken with speech or sudden movements (attacking, running).
 
Green Speech - You can be understood by animals and plants, though they cannot make themselves understood to you. 

Spirit-Work - You can perform the summonings (calling forth) exorcisms (driving out), propitiations (appeasing), and channellings (inviting in) of spirits, according to the table below (stolen from Donn Stroud's The Lesser Key to the Celestial Legion)

When attempting to perform any of these works, roll 1d20 + your current level. (No rolls are needed for a propitiation if you have the correct offering - you only need to roll if you are trying something else.)
 
Any given spirit has (as per Arnold K) a sensory premonition, a manifestation, and a unique propitiation.
  • Ghost - The lingering spirit of a dead being.
    • Minor / Typical (DC 13), Major (DC 15)
  • Nature Spirit - Spirit of and bound to a place, ranging from geographic features to individual trees, stones, streams.
    •  Minor (DC 13) Typical (DC 15), Major (DC 17)
  • Demon - A chaotic unbound spirit.
    • Minor (DC 15), Typical (17) Major (18)
  • Herald - A spirit directed by the authority of a divinity
    • All (18)
Using 1 unit of holy water or incense will give +1/+2/+3 to the roll, depending on quality. Knowing the spirit's true name grants an additional +3

Saturday, April 4, 2020

Quick Quest is Good Stuff

Giffyglyph made this! It's great!

For ages we have search for the bridge between the worlds of 5e and the OSR and by all the gods above and below I think it has revealed itself to us.

Quick Quest is amazing.  The more I look at it the more I like it. The cleanliness and single-page nature go without saying, but there are a pair of mechanical bits that are chef's kiss.
  1. The archetypes are a brilliant. Without specific skills, players are guided into describing how they do what they want to do, and those approaches aren't locked to specific stats. Interpreting a mural could be WIS + Art to get into the artist's head, or maybe INT + Fight to analyze the battle that's been portrayed, or CHA + Rogue to fool people into believing what you're talking about it.
  2. In the thread, Giffyglyph talks about how Ancestry and Calling (race and class) are considered "permissions" - ie. this is where you can just go "yeah I can do that, because I am an X". You can go and toss class features out like it's the Defenestration of the Prague because you don't need them. All you need is enough description, just a paragraph, so that people are on the same page.
The combination of these factors forms the shape of your abilities and limitations in your head, thereby freeing you to play the game.

It has 5e game-mouth-feel: modifiers adding up vs difficulty rating, split class and heritage. It's got OSR mechanical simplicity. It's got a little bit of storygame freeformness.

It's good, is what I am saying. It's a good bridge. All parties involved can grok this. You can use anything from anywhere, because mechanics don't matter anymore. Only flavor now.

It is now time for random tables.

Ancestries (d30)

  1. Amazon
  2. Blemmyes, Anthropophagic
  3. Bluecap, Knocker
  4. Brownie
  5. Cambion
  6. Cat of Ulthar
  7. Cynocephalus
  8. Dullahan
  9. Dwarf, Lithic
  10. Dwarf, Maggot
  11. Eloi 
  12. Gnome 
  13. Goblin
  14. Gremlin
  15. Kishi
  16. Martian, Cephalopodic
  17. Martian, Red
  18. Martian, Thark
  19. Monopod 
  20. Morlock
  21. Mothman
  22. Oni
  23. Orc, Liberated
  24. Redcap
  25. Salamander
  26. Sphinx
  27. Sylph
  28. Troll, Metastisized
  29. Undine
  30. Zoanthrope

Callings (d30)

  1. Airshipman
  2. Alewife 
  3. Anchorite, Former
  4. Antiquarian
  5. Barber-Surgeon 
  6. Cannoneer
  7. Carcosan Nobility, Exiled
  8. Corpse Collector
  9. Cryptozoologist
  10. Cultist, Moth 
  11. Death-watch Collector
  12. Demonologist 
  13. Dreamer, Advanced
  14. Demolitions Expert
  15. Fungal Host Body
  16. Hedonist Fop
  17. Investigator, Public 
  18. Lamplighter
  19. Lord of Swords, Minor
  20. Mapmaker
  21. Miner, Godmeat
  22. Monk, Gutter
  23. Queen, Niche
  24. Roustabout 
  25. Sin Eater
  26. Veteran, Martian War
  27. Veteran, Wonderland Campaign
  28. Warmage 
  29. Whale Oil Factory Worker
  30. Woodwose

Saturday, July 14, 2018

Kicking it Old-School with 5e: Character Creation


5th edition is super-popular, and that is fucking great. New blood is good blood.

The question is "How do we get all the new blood that's over there, and bring it over here?"

To that end, I'm writing up a couple posts as a way to bridge the gap between 5th edition and old-school play, as a way to encourage them into the mindset while not straying too far from the rules that they are familiar with. Ideally, it would be something that you could introduce to all those bushy-tailed, bright-eyed newbies while running sessions at the local library without scaring them all away.


Basic mechanics

  • Attributes are 3d6 in order. Attribute bonuses are as in 5e. 
    • If the level-0 session is not meant as a funnel, you may adjust scores as you wish.
  • Reaction and morale rolls are in effect.
  • For level 0 characters, start with 1d4 + CON bonus HP.
    • Alternatively, HP = CON,  skip HP gain at level 1.
  • Checks operate under Shadow of the Demon Lord rules. You need to beat 10. Add your ability modifier to d20, then apply the greatest boon or bane that was rolled. 
  • Initiative is also according to SotDL rules.
  • Advantage and Disadvantage are replaced with boons and banes.
  • Skills are out. Proficiency may be treated as a single Boon. 
  • Feats are for walking, not for characters.
  • Backgrounds can be whatever fulfills "prior employment". Use whatever list you like. You start with a (usually makeshift) weapon and an appropriate item, DCC style.

 

Character Race

Character race is determined by die drop.


Category (d%)TypeRaceRerollBonusWeakness
1-5Human (d20)1-7: HumanAnyKinship with dogs1 bane to resist mutation
8-10: DwarfCONCan identify origin of worked itemsNo booze = exhaustion
11-13: HalflingDEXLucky: rerolls a 1, 1/daySave vs lost in cities
14-16: GoliathCONShrug off d12 damage 1/dayToo big for normal doors
17-18: Half-OrcSTRExtra attack after drawing first bloodCursed by the orc gods
19-20: FirbolgWISSpeak to animals and plantsUnmaskable smell of dirt and sweat
6-7Monstrous (d10)
1-2: KoboldDEXCan squeeze into tiny spacesTerribly nearsighted
3-5: GoblinDEXImmune to diseaseLeave filth and grease everywhere
6: HobgoblinINTKnows military hand signsAll about machismo and saving face
7: BugbearSTRHides without detection under beds and behind doorsTerribly confused by blankets and sheets
8: LizardmanCONd6 bite, 13 AC scalesSave vs cold or 1 bane to all checks
9: OrcWISCan survive a hit that would drop to 0 HP, 1/sessionSave vs blood-frenzy
10: SerpentmanINTMilk a dose of venom 1/dayOpium addiction
8-9Elf (D12)
1-2: GnomeINT1 boon to understand, repair, and build mechanical devicesEnemies may choose to punt
3-4: Half-ElfCHA1 boon on saves vs magicHated by domestic animals
5-6: Wood ElfDEXStealth boon in natural coverAllergic to iron
7-8: DrowCHADarkvisionSunlight sensitivity
9: Sea ElfCONSpeak with sea creaturesSinks like a stone
10: High ElfINTThermal vision and magnetic senseTerrified of ugly things
11: Shadar-KaiDEXSpeak with dead, lvl/dayLooks like a warmed-over corpse
12: EladrinCHACan make dead plants bloomMust have permission to set foot in a building
10Exotic (d8)
1: DragonbornSTR2d6 dragonbreath 1/day, 15'Breath causes 1d6 damage to self
2: KenkuDEXMimicry of sounds and voicesCompulsion to devour carrion
3: TabaxiDEXDarkvisionSave vs laziness
4: GithINTCritical range 19-20 with bladesSave vs chaos or anxiety attack
5: DuergarCON1 boon vs mental effectsAlcohol triggers PTSD
6: TritonCHACan breathe underwater1 damage / hour if left to dry out
7: AasimarWISCan heal ally lvl HP Explode when critically hit
8: TieflingCHAResistance to fire damageHeavy leaden footsteps

 

A Minor Extrapolation of Setting


5e comes with some implied setting bits that aren't all that common in OSR-style games: cosmopolitanism, panoplies of playable beings, and high magic all over the place. Certainly not in the tradition of Appendix N, but let's try something different.

All those angels / demons / dragons / liches / squibbly squid things / other immensely powerful beings out there? They run the world. They are the boot stomping down on everyone's neck, forever. They are the scions of a world based on inequality and systematic oppression.

Imagine a world where Jeff Bezos can resurrect himself.

You know that sort of crippling melancholy oppression found in the boat and parade sequences of Ghost in the Shell? Replace the computers with magic.

The superficial trappings are different, but the core is the same: old-school 5e characters are nobodies on the fringe, scrounging through the wilderness and the ruins of previous civilizations and societies, trying to make ends meet in a world stacked against them. It's basically scum and villainy tier Star Wars.

If the players want to be big heroes, let them. But make them earn it. No one gets to start out as Mr. Big Hero Man. Gotta work for it.


Classes 


Character classes will be featured in a subsequent post. For the time being, one could easily use classes as they are in 5e, or Mateo Diaz Torres excellent Lamentations of the Fifth Princess. The final result will probably tend towards the latter over the former, but with more random tables.The aim is to get all nine core classes adapted, so that prospective players will keep the options they get in the default book.

Saturday, June 16, 2018

Danscape Planejammer

Space is so cool.

When life gives you a book filled with superpowered monsters and high-magic weirdos, you put them in space. You can only have so many high-level wizards running around before someone builds a moon base. It's self-evident.

Mordenkainen's Tome got me thinking about 5e, and this is the result. If we're going to go high-magic multi-species cosmopolitan, then by Jove we are going all the way!

The planets below are listed in order according to distance from their sun.  Names have been changed to protect the delicate sensibilities of those poor IP lawyers, but you can figure them out.

Last note: you can help! 

Yes, you! Simply head over to this spreadsheet and add whatever pre-existing D&D species or original aliens you want. There are plenty of examples already there, and I'm planning on making some big old tables out of it, so fill it up till your heart's content.







The Cosmos


The universe consists of five primary parts: the Firmament, the Astral Sea, the Gods Themselves, the Twin Suns, and the Elemental Worlds. One might also find the City in the Center, the Great Machine, and the Clouds of Chaos within.


The Firmament

The wall between the universe and the unformed Outside. It is, to mortal knowledge, unbreachable by science or magic, but cannot provide complete protection against the eldritch influence of the Old Ones. Those who approach the Firmament without adequate protection will begin to suffer deleterious effects upon their mental state days before reaching the wall, increasing with great intensity as they approach.

The stars seen on the wall of the Firmament were once believed to be holes that led to the Outside; recent expeditions have indicated that they are bioluminescent organisms tens of thousands of miles across.


The Astral Sea

The medium which fills the cosmos, a mix of aether and phlogiston in which float the corpses of the gods, the Suns, and the planets.

Unprotected exposure to the Astral Sea is not recommended for those who are not constructs, undead, or obscenely powerful, as it will generally involve one’s lungs acting very much like a combustion engine.


The Gods Themselves

They are all dead. Clerical magic is derived from their remnant sparks. Their calcified, ossified, mummified, fossilized corpses float in languid orbits around the cosmos. Their hearts, burning still with phlogiston, can serve as miniature suns. Most of the cosmic population lives on, around, or inside these divine bodies.


The Twin Suns

The White Sun and Black Sun chase each other around a central point. Each harbors orbiting worlds

The White Sun



Empyrean

A golden fractal puzzle box, resplendent and radiant, within which are the tablets bearing the words of the deceased gods. The angels and their associates are quite proud of this accomplishment, though no known beings have ever laid eyes upon the tablets, and their writings are unknown. The Cosmos beyond the White Sun


Elysium

Breadbasket of the White Sun system, every spare square foot of the planet is devoted to food production. The grids of meticulously-kept fields and fish farms can be seen from orbit.


Homestead

Pleasant and pastoral, forever on the edge of the Industrial Revolution. Filled with a great variety of lands and cultures. Filled with legions of bright-eyed youths looking to make their fortunes in the distant reaches of the Cosmos. Considered a boring backwater by nearly everyone else.


Huxley

What happens when the unimpeachable State takes advantage of the population’s self-suppressing behaviors of pleasure-seeking, submission to authority, self-delusion and lack of long-term planning? Huxley happens. Do not stay too long, visitors are surveilled with vigilance.


Muirheim

A dyson tree grown out of an ancient comet. Home and crucible of the great ecological movements, a close ally of the Kingdom Animalia on Zoan. The laws of peace and care of nature are enforced without delay or indecision.


High Hrothgar

Chilly militarist fortress-world. Most of the planet’s industry is devoted to building war material to be used against the inhabitants of the Black Star. Technically aligned with Empyrean, the Hrothgari might be contracted by outsiders easily enough if the pay and glory is right.


Zoan

Untamed wilderness world, home to the Kingdom Animalia. Off-world access is limited to a single spaceport atop a high plateau: any of the beasts may leave as they will, but outsiders are not permitted farther than the port without permission of the Kings.

The Black Sun



Sheol

Wet, polluted scablands overrun with a singular species of underworld maggot. The planet is a soul-trap, stealing wayward souls mid-upload and embodying them in the gigantic larvae, to serve as a food source.


Tophet

A dumping ground for the Cosmos’ refuge. Continents of garbage, perpetually smoldering. Volcanoes oozing like zits. Unlikely home for high-end resorts and casinos, catering to the tastes of the decadently rich.


9 Rings

A police-state ecumenopolis split into nine rival princedoms. Billions live in the lightless hives below the infernal nobility, slaving and warring away in ignorance of any other world or any other life. Order is maintained by an impenetrable bureaucracy, and the Princes’ inability to overpower each other.


Xibalba

The moon of 9 Rings, used as a prison for those the Princes wish to torment beyond the cruelties of life on the city-world. Is ruled over by six houses of demons shipped in from Grinding-of-Teeth ages ago.


Charnel House

A scab-brown gas giant with a necklace of pocked iron moons. Constantly fought over by the forces of Grinding-of-Teeth and 9 Rings.


Grinding-of-Teeth

Homeworld of all demonkind. Scarred and broken continental shelves rise up above ocean bottoms now filled with everchanging jungles. The temperature fluctuates between boiling hot and freezing cold, the humidity shifts between oppressively liquid and dry as a bone. What water is left is mostly poison. Everything is attempting to kill everything else.


Wailing

A slightly large asteroid with a trace atmosphere, honeycombed with caves to the point that it is more like sponge than stone. The winds that flow through its inner halls form a constant keening moan, granting the place its name. The only people to live here are those who have managed to escape the other worlds of the Black Sun, but cannot find their way out. It is the last stop on a dead-end road.

The Elemental Worlds



Aeros

An immense, pale blue-white gas giant, around which the other Elemental Worlds orbit. In the calm upper layers there are many floating palaces and sky-islands, where those without wings, sails, or flight bladders may live.


The Big Empty

A delicate spherical framework of diamond and graphene. Transparent habitat-bubbles house the wealthiest inhabitants of the Elemental Worlds, who praise a life lived nextdoor to complete oblivion.


Thundercrown

A squat golden disc some thousand miles across. Its rim is thorny with thin protrusions. Lightning dances among its branches, arcing out across the aether to any ship that comes close. Exploration has been sporadic, and answers to its nature and origin few.


Pelagia

A water world, spotted with young volcanic islands and tossed about by great storms. Beneath the surface one might find coral reefs a mile deep, thousand-mile kelp forests, and the single greatest display of biodiversity in all the cosmos. Boat cities, tropical hideaways, seabottom stations, and ice-cap settlements


Nacl

A small moon of Pelagia. Its shallow seas dried up long ago, leaving behind a dry expanse of salt crust and the fossils of what once lived there.


Kettle

The second moon of Pelagia. A small rocky world with little atmosphere to speak of, its internal ocean strains to break free, and shoots up in great boiling geysers a hundred miles tall at times.


Fimbul

A world trapped in winter. There is just enough heat and light to support life, but the summer melts are still frigid to offworlders. Those who live here receive guests rarely, and with distrust.


The Pit

An oozy, muddy slimeball; a dense atmosphere of mostly water and soil that has been reduced to mostly muck. Avoided by all who enjoy living in places that are not constantly and aggressively moderately unpleasant.


Vault

The greatest source of mineral wealth in the Cosmos. Mining conglomerates and banking families keep their home offices in the badlands, overseeing the stream of gold and gemstones pulled up from the depths.


Terragio

A high-gravity terrestrial world, sculpted by the masterful hands of wind and water over millions of years.


Choke

The moon of Terragio, named so for its near-perpetual storms of red-brown dust. It is a place for desperate types who wish to remain unnoticed and unseen. A planet of dry wells and ghost towns.


Halo

Angelic travelers from Empyrean once settled here, but vanished generations ago. The world was shaped according to their whims and needs


Pyre

A desert world whose biosphere can exist without any water at all. The sands are brilliant bands of red and orange, and the skies are alight with hurricanes of fire.


Cinder

Ash and coals, nothing more. Smote to ruin for sins not even remembered.


Blacksmoke

A greenhouse atmosphere of boiling black smoke drives off most visitors. Some spacers tell of a world hidden beneath the clouds, but rarely when sober.

The City in the Center


The City sits in the very center of the Cosmos, at the point both Suns and Aeros orbit around. It is neutral ground, a hive of scum and villainy, the cage in which god-killers are kept, the gate and key to all the Cosmos, and so on. You know the deal.

The Great Machine


There was a third Sun, golden-yellow. The progenitors of Machine-Life saw that it was good, and took it for their own. It sits now nested within a sphere of metal and law, all of its energy feeding the lockstep legions of mechanical beings who inhabit its boundless depths and vast chrome continents.

Clouds of Chaos


A roiling nebula of cosmic amniota filled with teratomatous, unborn worlds. Immensely dangerous to those that pass through without defensive preparations. Tracking their movements through the Cosmos falls to the Free Navigator Network - make sure to have it on your spaceradio presets!

Sunday, June 3, 2018

Some thoughts about Mordenkainen's Tome of WORDS

 

Words Words Words


Words words words words words words words words words words words words words words words words words oh God make it stop.

It is legitimately difficult to read the first five chapters. Eyes go glazed like a donut almost immediately. It is so bloated, so vacuous, so pointless. It's the text equivalent of using sawdust to extend mashed potatoes. Sifting through for the interesting stuff is a chore, made worse because there is actually good stuff in there, but there is a tenth as much usable material in a book of this length as there should be.

The Blood War is nonsense


I actually really like the law / chaos division between devils and demons, I even like them fighting each other, but this is nonsense. An entire chapter is spent detailing in painful specificity their endless conflict, and not once did I see the prhase

"relatavistic kill vehicle wreathed in holy fire accompanied by hosts of kung-fu orbital drop shock angels."

in the entire blasted thing. It's a prime scenario for the players to get their E1M1 on, and there is no support for that whatsoever. There's some babblety-bibble about keeping balance between the two forces so that neither wins, but that is boring.

Devil military units being named like Culture spaceships is cool though.

The new elf lore is pretty okay when you strip away the WORDS


Corellon is an abusive dad-mom who has entrapped his/her children in a neverending cycle of death and rebirth, unable to permanently return to elf heaven, in which they are perpetually reminded of all their past lives and the boundless disappointment of their mother-father, because he-she disapproves of their life choices. The book tries to frame this as a good thing, but Corellon's really just an asshole.

The whole "elves can transition their sex" thing is limp-wristed faffery, so I am going to stat up Gethenians instead


Gethenian player characters receive the following traits:
  • +1 to two chosen attributes, +1 CON
  • Immunity to all cold weather effects above freezing, and resistance to all cold damage.
  • Kemmer - Gethenians have a 26-28 day sexual cycle, as follows:
    • Day 1 - Day 21 / 22 - Sexually inactive, no outward sex traits.
    • Day 18 - Preparatory hormonal changes are triggered, individual remains androgynous.
    • Day 22 / 23 - Individual enters first stage kemmer. Will only gain sex traits in the presence of another individual also in kemmer. Establishment of sex takes 2-20 hours. The sex assumed by an individual in kemmer is random.
    • Day 24 - 28 - Culmination of kemmer, height of sexual drive. If conception has not taken place, individual returns to latent state within a few hours. A pregnant individual will remain female for 8.4 months gestation and further 6-8 months of lactation.

Lolth is Darth Vader now

 
The book inadvertently her look sort-of in the right, at least in the beginning. She started out heading the faction of primal elves that wanted static bodies so they could do something with their lives instead of farting about being fey and twee and mystical all the time.

She immediately takes a heel-turn into weird femdom fascism, so that doesn't last long.

I should note that, in circumstances where elves are not nature spirits intrinsically linked to the earth, I prefer drow (for many strange and silly reasons, stone me as appropriate), so I am absolutely reading this as pro-Corellon propaganda and presuming that there is a far longer period of being a hero for a people who just want to live their own lives outside of the whims of their mom-dad before she falls and goes femdom fascist.

Also Ellistrae is Luke, I guess.

The Duergar did nothing wrong


Moradin is just a dick who blames the victim. They're got the best lore so far, too - duergar are teetotalers because booze triggers their horrific ancestral-memory PTSD.

The Astral Plane is apparently just space, but filled with god corpses


Right then, I know where we're headed in the future.

The art is excellent 


This really isn't much of a point, as the official 5e stuff is overall fantastic. This keeps up the good trend.There are a few re-used assets here and there, but hey, I don't own those books.

None of the archdevils are wearing business suits, though


This is a silly way of saying that I don't feel that there's enough stylistic differentiation in how devils and demons are presented. The archdevils do not say "this is a being of terrible law" to me. The demon designs are okay, though. They get the point across.

The bestiary is A++  


Now we get into the actual good stuff. The major complaints are done and over with, this is the worthwhile part of the book. They brought their A-game, and it's nice to see that there's life still the dusty corporate bones

Giff! 


While part of me says it'd make more sense for hippo-headed guys to be demons, on account of the oceans of bloodshed that inventively follow in their wake, I love seeing them. You can do silly British voices for them, it's great.

Seasonal Eladrin get a thumbs up 


Anything that makes elves more nature-spirit-like and less like humans with pointy ears is great in my book. The art for them is fantastic, too. It's mostly just ornamental, but hey, it's something. 

Sorrowsworn are better demons than the demons are


They're the embodiments of mundane aspects of suffering: anger, hunger, loneliness, being lost, overall wretchedness. They make sense as lost souls given in to despair. I want to use these guys to that very end. They get the point across.

Star Spawn get the short end of the stick


Five monsters with one piece of art. There's so much space wasted on elf gods and halflings being twee, but we get no support for the big lads from beyond the stars. There's a name list and some cultist blessings, and that's it. Why bother having them, then? Devote to your bit, guys! They have always felt like a fifth wheel, and that's because they never get the support that's needed. I'd almost want to devote a lore chapter to them, but that would involve making a large new lore thing that shakes up the status quo. Having nothing is probably better.

Final thoughts


This is a book that epitomizes "if you want something done right, you'll have to do it yourself." If you want it to work, you have to work for it. In a lot of cases I would say that the work required isn't worth it, but here that's not really the case. Long expanses of WORDS are annoying only as long as I have to read them, and I shan't be doing much of that. I've got sticky notes, I can find what I like and ignore the rest. The bestiary is what I am here for, and it has delivered. I'm interested in 5e for the first time in a very long time, so that is an accomplishment in itself. I want to run something with this book. It seeks to be used...

Guess what time it is, kids


You know exactly what time it is.

Sunday, December 3, 2017

Some thoughts on the Tome of Beasts

 
Had some leftover Amazon giftcardbucks, picked up the Tome of Beasts. Here are some thoughts on it.

This is a Fifth-Edition product

If you're the kind of person that rolls their eyes at challenge ratings and HP in the hundreds, it's still certainly usable, but you'll have to put more work into making it work for you. If you're a 5e fan, that's not going to be much of an issue.

The art is great

Exceptions exist, but even then the entries that are just mediocre in comparison to the rest of the art outnumber the properly bad ones, and the good stuff outnumbers both. It's solid, nicely evocative stuff, and "monsters that I want to use just because I think they look cool" is my baseline for judging a bestiary.

The words are poor

The quality of text in Tome of Beasts is, frankly, unacceptable. I have not read a single entry that is not stricken with redundancy, fluff, chaff, dead weight, bloat, stating the obvious, or filler - they're all generally as evocative as a brick. They're tiny little entries and they paradoxically manage to still waste space.

Ignore it. Stick a post-it note in there and write your own, the names and pictures will provide all you need.

"The hulking bearfolk are intimidating creatures", says the text near the picture of a bipedal grizzly bear with an axe.

It reminds me of the 3.5 Monster Manuals

In both good and bad ways. It's filled with obscure "why did you think of this?" variants of common monsters,  strange "how am I ever supposed to use this" monsters, "this is cool, why is it designed as a combat encounter" entires and "what is even going on with this page?" entries.

For my own part, I find a sort of charm in it - the odd sort of weird that doesn't want to let go of "palatable to a wide audience" and dive headfirst into the "OSR-land of cannibal mutant snake cultists" just yet.


Many of the monsters have a shared theme or origin

This is something I found quite nice and helpful - an easy way of populating dungeons with encounters that mesh well together, and you can build up factions and their interactions with each other or within themselves easily enough.

There's a setting behind the book

From time to time there are side notes and boxes detailing Kobold Press' published setting, which is often reflected in the creatures themselves: there's the Norse-themed monsters, the Egyptian-themed monsters, and an underground empire of ghouls.

It's not particularly intrusive, and overlaps with the point above, and so can be handy for the same reasons.

Please be more creative with your usage of breasts

I'm not going to harp on you for featuring lady-monsters in diaphanous states of undress, Kobold Press. But I will absolutely harp on you re-printing the same monster four times. Five times? They blur together

"Watery tart who lures men to their doom with sex appeal" applies to the eleinomae (swamp-nymphs), the lorelei, and the rusalka. Then you've got the abominable beauty (who isn't aquatic, but picks up the slack on diaphanous undress from the rusalka, who remembered to get dressed this morning), two very visually boring dryads, and the drowned maiden, who is just the rusalka again, except just angry and sad about being dead instead of seductive. She's cool.

Vary it up, guys.

Please start using templates instead of repeating statblocks

Like the 5E Monster Manual, Tome of Beasts provides a separate stat block for every stage of life for all six variants of dragon, all seven varieties of giant, and every other creature that could easily be summarized with "as [creature], with [special features]".

Please, for the love of all gods above and below, please stop referring to everything in the plural. It's okay to have unique monsters

The difference between a monster and the monster is a valuable one to make, and can have a  dramatic effect on how a monster is viewed and the impact it has on the players.

_Tome of Beasts_ does not make this distinction, which I find to devalue of cool or goofy monsters. Granted, if one ignores the text that the book provides, as I already recommended, this is far less of an issue. I'm still annoyed by it.

There are some fantastic monsters in here that I absolutely want to use 

Including but not limited to:
  • Horrible little guard-homunculi with huge underbites that PCs can grow inside their own bodies.
  • Dark cloaks filled with dozens of arms that can unbalance a player's humours.
  • Fat little dragons who live in pubs and love gossip.
  • Demons that set up brothels, restaurants, casinos and so on to lure people and then devour their hopes and dreams.
  • Kobold techpriests.
  • Evil pixie barbers.
  • An oasis that is actually a giant ooze.
  • Men of Leng, who will definitely find a home collectively being the _Resident Evil 4_ merchant.
I like the elemental dragons

They're pretty neat.

There are at least two instances of the text describing the creature with a beard and then the art showing no beard at all.

There are standards a man must hold himself to.

They gave the sphinx a table of riddles 

That's a gold star on the Good Noodle board for you, Kobold Press. 

Final Thoughts

The book doesn't set out to break any boundaries or break up any statuses quo, it falls short in places but succeeds quite well in others. Definitely geared towards people very much wanting more 5e for their 5e. I wouldn't put it on my recommendations list, and would recommend that anyone interested in it buys it on sale.

Monday, October 23, 2017

Womb of Annihilation

I doubt anyone reading this will care about spoilers for Tomb of Annihilation, but I'll declare them anyway.

------------------------------------------------------------------------------------------------------------------------

Tomb of Annihilation  is a pretty good adventure. There are a good deal of weird WotC-isms in it (have you ever wondered about your NPC guide's exact height and weight? Tomb of Annihilation has you covered.) but on the whole it's a solid adventure with solid wilderness support and solid dungeons. You could run it without a whole lot of elbow grease.

But that's no fun.

Basic Premise


Acererak is trapping the souls of the dead in a giant machine and feeding them to an Atropal, which is currently located  at the bottom of an ancient dungeon in an abandoned city in the middle of an uncharted rainforest in a distant land. The lead-in is that resurrection spells have stopped working, those who have been resurrected previously are beginning to decay, and you've been sent to investigate it.

Elbow Grease Note 1:  Twice as many immortal oligarchs as you thought you wanted.

 

Tomb of Annihilation comes with the setting presumption that resurrection is common enough in-setting that people are noticing something going wrong. At first, I wasn't fond of this conceit and was considering dropping it entirely (an easy enough task), as I'm not super fond of the idea of resurrection as a commodity, but then I reconsidered.

Resurrection is expensive. It requires a 13th level wizard to cast, and if we're using +Skerples medieval price list, which is nice and abstracted, the component cost is the equivalent of 100,000 US dollars.

(For extra math fun, calculating the value of 1gp with the current per-ounce market value of gold, times 16 ounces per pound and divided by 50 coins per pound, we end up at $205,760 for a resurrection spell if a GP is only 50% gold.)

This is on top of the fees for hiring a 13th level necromancer, which could easily be ten times or more the cost of the components.

In short, it's bloody expensive. The only people who would even have a chance to access to it would be the rich and powerful, who would be able to become more rich and powerful by installing a revolving door to the afterlife.

The people who are sending you on this mission will reap all the benefit, despite doing none of the work (the book itself says that they've already sent people to Chult and failed. The only actual payment you receive from your patrons are 50gp up front, and a single magical item upon completion. Starting at level 1 just emphasizes that you're disposable lackeys. )

The book already uses the Red Wizards of Thay as an enemy faction that is out to twist everything to their own advantage. This works as-is. One set of immortal oligarchs are already taken care of.

Your patron is a woman named Syndra, who is supposed to be a member of the Harpers. I haven't got a clue what in Sam Hill the Harpers are supposed to be, so they have now been turned into the Harper East Seres Company (Or +Jacob Hurst 's Martel Company) Your friendly neighborhood expansionist venture-capitalists that have formed their own little government,who are now also immortal.

Both the Red Wizards and the Harper Company want the resurrection problem solved. Wizards want the Soulmonger for themselves, the Company doesn't yet know that it exists. The two groups loathe each other.

Elbow Grease Point 2: All about the politics

 

The module mentions factions, but few of them are actually important to the goings on in Chult. With rival groups of immortal oligarchs meddling in local affairs on top of local factions, that is a huge oversight.

The Harper Company
"It's just jungle now, but with some forward-thinking it transforms into something beautiful. Think about it. Rubber, cocoa, cotton, tea; plantations from horizon to horizon. Mines producing more oil and gold than we can imagine. And diamonds!"

  • Wants: The end of the death curse, a return to the status quo, economic control of Chult
  • Does not want: The Red Wizards gaining anything, the Merchant Princes getting too uppity and thinking they run the place.
  • Is currently: Throwing poor people at the problem until it gets solved.

The Red Wizards of Thay
"The Chultans' aspirations mean nothing; They do not play with the long view in mind. No one ever does. They just think they'll live forever all on their own." 

  • Wants: The Soulmonger, monopoly over resurrections and all other necromancy
  • Does not want: The Harper Company gaining a foothold in Chult, Chult becoming anything more than a backwater, control of Chult for themselves, the Soulmonger destroyed.
  • Is currently: Sending veteran problem-solvers to solve the problem.

The Merchant Princes
"In my grandfather's time Port Nyanzaru was a few huts and a palisade, and now we'll be selling tej in Lankhmar and Corpathium by year's end. No more "dark continent", no more superstition, just the Princes' stamps on crates of fine Chultan goods."

  • Wants: To become a major player in the global market, to drag Chult kicking and screaming into the Century of the Fruitbat, to play with and then become one of the Big Boys, to get access to resurrection for the Princes.
  • Does not want: Monarchist movement to gain power, news of the undead plague or death curse to spread and make them look bad.
  • Is currently: Distracting the populace with dinosaur races and tej, trying to get a leg up on the Harper Company via corporate espionage.

Liara Portyr and the Flaming Fist (A mercenary subsidiary of the Harper Company)
"Fucking spear-chuckers need to learn who really runs the world."
  • Wants: To "pacify" and "civilize" Chult. To get filthy rich by looting the jungle and oppressing the locals.
  • Does not want: Interruptions of their making money, Chultans thinking that they should be in charge of their own country and lives.
  • Is currently: Putting pressure on the Princes via pirate-permissive patrol practices

Mwaxinare
"When I'm queen, no one's going to tell me what to do. I don't need to be babied, I don't need protected - I will be queen and I will show everyone how things are supposed to be!"
  • Wants: To claim her rightful position as queen of Chult, to toss out the merchant Princes and the foreigners, to return Chult to an overly-idealized former glory.
  • Does not want: To remain hidden for much longer, to actually have to deal with the reality of governance.
  • Is currently: Biding her time in Kir Sabal with her brother, chomping at the bit.

The common folk
"Welcome to Chult: Home of the world's friendliest mosquitoes."
  • Wants: Food on the table, money in the bank, hot water, soft toilet paper, a new mosquito net, a good night's sleep, a brighter future.
  • Does not want: The curse to continue, to end up with someone's boot on their neck, to completely abandon who they are in exchange for the benefits of modernity.
  • Is currently: Feeding an undercurrent of worry beneath the new prosperity.

The Yuan-ti
"The apes learning to talk was entertaining at first, and quickly became less so."
  • Wants: To awaken the Night Serpent, to keep humans out of their jungle.
  • Does not want: Acererak to stay any longer, to be betrayed by Acerak, to admit that they know that Acererak is definitely going to betray them.
  • Is currently: Protecting the lost city of Omu, preparing for the return of the Night Serpent, preparing for a sudden but inevitable betrayal.

Acererak 
"IT WAS ME! IT WAS ME THE ENTIRE TIME! YOU ALL BOUGHT IT! FOOLS!"
  • Wants: To feed souls to the Atropal, to cause widespread misery and suffering for his own amusement.
  • Does not want: The game to end, to have his wants challenged by anyone or anything.
  • Is currently: Overseeing the Soulmonger, planning future schemes, figuring out how to betray the Yuan-ti.

 

Elbow Grease Point 3: Expanding the curse 

 

In the module proper the Soulmonger captures all the souls of the dead, blocking resurrection or phylacterization. I can only presume that captured souls are stuck in a whirling torment of pain and misery as the Atropal devours them, but we can make it more horrible. This part was originally intended as a replacement for the death curse, but it works better as an addition to it.

What if the Soulmonger wasn't just a trap for the souls of the dead, but one for the not-yet-living?

[Aside] There was a fantasy full conversion mod for Civilization 4 called Fall From Heaven II. It was and still is fantastic. In it, the primary evil religion had a shrine they could build called "Stigmata on the Unborn". While the effect in that game was powering up your units depending according to how high the Apocalypse Counter is, I always imagined it as a method of attacking rival civ's population growth. So there's the inspiration for this.[/Aside]

This effect of the death curse is still in nascent stages - we have not reached Children of Men stages yet, but the important thing is that the potential is there. The effects will spread, and gradually grow worse.

Right now, people are worried. The last few months have been filled with deformities, defects, and miscarriages most common of all. The people know this; midwives talk, after all. The Merchant Princes and their representatives deny that anything is going on; this is not a conspiracy on their part, but the simple belief that curses are just local superstition, waiting to be driven out by their modern mercantile rationality. (Of course, being filthy rich means you can blunt many of the worst side effects of the curse, for the time being.)

The reveal of this aspect of the curse should be a good OH SHIT moment for players. Not only because of the potential consequences, but for providing a moral quandary: destroying the Soulmonger ends the curse on the unborn (definitely a good thing), but further entrenches folk like the Red Wizards and the Harper Company in their power (not a good thing), thus permitting them to further meddle in the affairs of Chult to their own ends (definitely not a good thing). Beating the bad guy will not solve all your problems.

Elbow Grease Point 4: The cosmic abortion in the room



This guy reminds me of something. I just can't put my finger on it...


Hmmm...


Hmmmmmmmmm...


It's on the tip of my tongue, I swear...


Nope, can't think of it. It's probably nothing.

...

You can't just put a cosmic abortion in the room and not deal with the fact that there's a cosmic abortion in the room, Wizards of the Coast!


Elbow Grease Point 4: Dealing with the cosmic abortion in the room 

 

Res minimus: Levels 5 and 6 of the Tomb should be a horrible nightmare fleshscape, as is befitting the title of this post. The giant undead fetus is right there, stone corridors aren't going to cut it any more.

Res maximus: Acererak is the Atropal's father.

Maybe he's the actual father, maybe he's only acting in loco parentis. Perhaps it was a divine miscarriage instead of a cosmic abortion. It doesn't matter: whatever you might come up with is better than "he found it on the Negative Energy Plane" and I don't want to ruin the image with explanations no one wants or needs.

[Aside] The crazy thing is that this is practically in the book as-is: they just don't give it any focus. The height and weight of your guide are super important, I guess. [/Aside]

The horrible beating heart in the middle of this campaign is that relationship. Acererak cares for the Atropal (by feeding it souls), but demonstrates a simultaneous and paradoxical apathy to it (he only appears after it has been killed, and certainly doesn't care about its state of torment). I doubt I need to spend much more time explaining how the psychopathic undead troll-DM is a really, really bad parent.

Elbow Grease Point 5: Back to the beginning


But the cool thing about that horrible beating heart (Finally! The end!) is that it calls back to Point 1:

The only applicable difference between Acererak and the Red Wizards or Harper Company is time.

Acererak has reached the point where wealth and power have fundamentally lost meaning to him because he will never run out of either - he can just build a new overly-elaborate death trap when the current project is winding down. The Red Wizards and the Harper Company aren't at that point yet, but are already stretching their abuse and exploitation muscles. The Merchant Princes aren't on the playing field just yet, but they will be if they have their way.

There will be more Acereraks in time, and Chult is set to become an Atropal of its own. The older established generation exploiting the younger so that it decays before it has grown.

Settings with commoditized resurrections aren't fun, kids. This is where you end up.

Elbow Grease Point 6: A few ifs


If the Soulmonger falls into the hands of the Red Wizards
The curse will be lifted, but they will swiftly enforce a monopoly on resurrections and undeath. The Harper Company will be cannibalized and disbanded. The Merchant Princes will be prevented from ever getting their hands on resurrection services. Chult's dawning golden age stalls out.

If the Harpers remain a major power in Chult
The Merchant Princes will be bought out - never officially, but lopsided trade agreements and crooked distribution rights (in exchange for resurrecting the leadership) will see the Princes become yet another (fantastically wealthy) subsidiary of the Harpers. The Burning Fist will become the boot stomping down on the Chultan neck. Chult will be exploited to the last acre, and by the time the people realize that they've been had, an independence movement will become much more difficult.


If Mwaxinare reclaims her throne
She will find herself surrounded by enemies on all sides and with next to no allies, vastly outmatched in resources, guile, and governing ability. An agreement might be made with the Merchant Princes or another faction, but she has no power of her own beyond lingering cultural significance. She courts disaster.

If the Soulmonger is used by the party
Difficult, but possible with a powerful enough necromancer. The scope of the curse can be modified with the device - for example, the curse on the unborn might be lifted, while the ban against resurrection might remain. Souls passing to the afterlife might be trapped en masse, individually, or set free.


You can, of course, utterly destroy both the Harper Company and the Red Wizards. Not fast enough that they won't retaliate, mind. You'll also need the cooperation of the Yuan-Ti, or their removal from the premises.

The the Soulmonger is allowed to continue its business unchanged
The curse on the unborn will spread outwards from Chult. Within a few months there will be more deaths than live births. In a year's time, there will be no live births at all.Within five years, the entire hemisphere will be effected.


If the above, and the Atropal is dead
After nine years, when the curse has spread across the entire world, the Soulmonger will finally contain enough souls to summon the Night Serpent. It will rush out like a black river from the gulfs between the stars, devour the offering, and usher in a second age of the serpent.

If the above, and the Atropal lives
If the Soulmonger is still active, the Atropal will be born into divinity in 280 days. A maelstrom of pain and hate and fear will burst forth from the deepest jungles of Chult, obliterating the Soulmonger, the Tomb, and the lost city of Omu. Most of the country's population goes mad instanteously from the initial wave of psychic torment. Everything that dies, down to bacteria, will be raised as undead. The jungle will become a landscape of perpetual rot.

If something else happens
You're clever folk, I'm sure you'll think of something