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Thursday, March 19, 2015

I'd Been Waiting // For a group like you // To come back tooooo my life

Hello, Taxidermists!

It’s been many moons since you all have seen anything new here, but I appreciate your willingness to meet again after so long away.  After some fun and not-so-fun diversions, I want to make this group the main focus of my D&D energy, and I’ve built lots of world with which you can interact and explore.  There’s lots of lore, mysteries and excitement, whether you all push forward with the main campaign and/or deviate. 

In today’s blog post, I want to cover three things: the usual narrative of our last session, a potential future alternative for the group, assuming Wes and Drew have to be out of town in the next few months, and finally, choosing a homeland! 
The recap will be briefer than normal, but should still help jog your memory should you need to look back!

Thursday, March 23, NY 931

                No matter how long we toss and turn after a long, arduous day, the pitter-patter of rain rouses us from sleep.  The Gallant Gate, our residence just days before, is abandoned, cold, and smashed to bits.  The splatter of rain striking the worn, oaken floorboards along the upstairs hall portends the gaps that have emerged in the roof from smoldering fire.  The din of the rain, the occasional horse racing down the cobblestone street outside and the sounds of life from outside finally bring us to our feet. 

                Downstairs, a human voice in a brusque language calls out to the seemingly vacant inn.  A soldier continues to call out in this curt, ugly tongue as he ascends the staircase, the wood creaking and giving with each careful step.  Raina, concerned about the interloper’s intentions, hobbles onto a nearby dresser and readies her bow, the string groaning audibly in the stillness.  Kalecgos, convinced these soldiers mean them no harm, calls out.  “Hail!”

                In his native Common, the guard calls back, “Who goes there?”

                Drew answers with his name, and the guard emerges from around the worn banister of the stair, his hand relaxing from the pommel of his sword.  “That’s good; my Goblin is a little rusty,” he confessed.

                The soldier invited us down to break down the course of events from the night before.  Kalecgos disclosed Tammil’s hidden path that carved beneath the rocky crust of Thoroma to the basement below, to which the guards, knowing the gnome’s reputation, let out a guffaw.  How fitting, they agreed.  After a soldier fetched us some watery ale that survived the night in the kitchen’s casks, their captain caught us up.  Apparently, the goblins and their siege teams moved north after a mysterious woman tricked them into following her, as she ostensibly had something they wanted.  They’d gotten word after dark in Kelten, the Gintan capital to the north, and they mustered and rode south, intercepting them near the town of Elmid, a few hours’ ride north of here.  They engaged the goblins and killed them down to the last one, but they lost several of their own.  The wounded and their retinues returned, but this captain and several dozen rode to Thoroma to find the destruction wrought by these goblin fiends.  They’d been working through the night to make sure everyone was safe.

                As his eyes read our reaction to the story, it was clear that we were the last thing on his mind, as healthy, able-bodied adventurers.  He was after the wounded, the sick, and the displaced.  He called his men to follow, wished us luck, and left us at the table.  The inn fell silent as the rain outside had begun to abate. 

                We decided to explore the town, or what was left of it, as we’d been given our next rendezvous by Mel from the Priory the evening before: meet her at the Summerwald Arms in Yidda the following Friday, the last day of the month and to rent the only unoccupied room, which she had reserved for us in secret.  Then, she could give them further instructions.  Tammil had also scrawled a missive for us to deliver to the Princess of the Bells, a trusted confidant of the mayor.  The scroll’s sealed, and we don’t have a clue what’s in it.

                Before responding to Mel’s and the Priory’s call, we marched to the center of town, the site of the spring festival.  What was once a vibrant, cheerful market of out-of-towners like ourselves was a battleground for the lives and health of Thoroma.  Triages had been set up where meeting spaces once were, and stalls normally filled with delicious foods and handmade wares have become receptacles offering simple bread, cheese, bandages, salves, and blankets.  Cries of pain and sadness washed over us, replacing the rain that had stilled to a drizzle.  We didn’t recognize anyone, and soldiers and townsfolk alike were darting from person to person, litter to litter as they cared for the wounded.  As our own stocks were nearly depleted, we took some of the offered cheese and bread.  Seyer regarded the operation gingerly, but he and the rest of us determined the work was steady, but sufficiently staffed to move forward and head west into the forest.  We gathered some information about the path ahead of us, the distance that awaited, and more about the Princess to whom we had a critical message to impart.

                Outside of town, the homesteads that surround Thoroma were empty of sentient life.  One still had cows grazing on the early spring grass, but no sign of the farmhands who tended them.  The front door of another homestead is flung open, noiselessly swaying like an idle sail. 

                After only a few minutes, the woods emerge over a small rise, and the overcast sky disappears behind canopies of blooming trees, awaking from hibernation in a verdant display.  Every step on the well-tended dirt path of the Garrisunnie is sure, and the earth is soft from the rain that trickled through the treetops. 

                We walk through the forest wordlessly, each of us considering the events of the past week and wondering what role we have to play in it.  The wood is hilly and broken, with rocky outcroppings emerging from the green basement of shrubs and spring buds.  After several hours of walking, perhaps shortly after midday, we see particularly large cliff to the left of the road, with an earthen trough between us.  The rockface moved, and a small, stony being emerged from it.  Although it did not seem to speak, Kalecgos watched it and intently, listening to the scuffs and cracks made by the pebbles colliding together.  He spoke back, producing no vowel sounds, but guttural rumbles and forcing air through his teeth.  The creature responded, but it seems that Kalecgos’s attempt at Terran diplomacy failed, and it lunged into combat. 

                While charging towards us, we readied ourselves for battle.  Raina wheeled around and, finding a tree she felt confident climbing, wrapper herself around it to get a better vantage point.  Seyer readied his shield, hoping to use his speed and weight to leap onto the elemental being as it approached.  Kalecgos considered his options with quick, mental precision, firing arcane missiles of force with a quick, verbal incantation.  Naya and her owl lunged into battle, razor-sharp scimitar at the ready.

                Seyer heaved himself shield first at the elemental being, crashing against it with all his weight and strength, but the sturdiness of the elemental and the downward distance of the leap meant that he glanced off the rocky carapace of the creature.  Naya delivered a sharp blow, her wooden implement unphased in contact with the being’s gravelly protection.  Raina, while slipping, ascended the tree and, as she drew her bow back to deal the final bow, she found her balance and let an arrow fly, striking the creature high on its amorphous body.  In a shudder, the elemental disintegrated into a dusty pile of pebbles with a cacophonous rumble.  Naya followed the hill from whence the elemental emerged to find that the creature seemed to be part of the outcropping itself, a hollow alcove carved into the face of the rock.

                We climbed back onto the sloped road and proceeded downhill, breaking briefly for a midday meal.  The afternoon waned, the storm clouds long gone and the pallor of overcast evening seeped through the ever-thickening canopy.  Soon, it was dusk, and the idea of camp sounded great.

                Up ahead, Raina spotted a flickering light indicative of a campfire.  She decided to move ahead of the group to investigate, bow at the ready.  With her first step, a dry twig snapped beneath her feet, and there appeared to be a ruckus near the fire; no doubt the camp’s tenants had heard her.  She scanned the bushes beside the path when suddenly, among the brush beside her, she saw them; goblins!  She held her breath, snagged two arrows from her quiver and fired one at each of the creatures beside her.  One shrieked and collapsed at once, while the other, while struck, emerged from the bushes to attack.  The party came to aid her, but before long, her short sword had finished the job. 

                We approached the camp and observed a foul stench; the goblins had been there for a few days, it seemed, and they had amassed rotten meals, tainted water and excrement at the spot of the camp.  Seyer, eager to capture the scent for an unknown future event, offered the gleaming pinkish liquid of his potion to Raina, using the now empty bottles in his pack to encapsulate the acrid scent.

                The sun had totally vanished from the sky now, and it was time to break camp for the night.  Not here, though; it’s any wonder the goblins survived as long as they did.  That scent would have attracted any number of hungry fauna in this wild forest, happy to have a goblin feast.  We moved upwind of the terrific odor and settled in for the short night; in the morning, we’d be on our way.



You all picked up right where you left off!  Hopefully next meeting will be more productive, as we’re all leveled up and ready to go.

That reminds me, speaking of next session…

Drew had mentioned a site called roll20.net the last time we met as a solution to do online D&D for when people are unable to make it or in the event of significant relocation for half the party.  I took some time to investigate it last night, and it is a DM’s dream come true: lots of tools, widgets, artwork, easy-to-use and build grids and battle scenes, overworld options, and an easy, but robust interface.  For players, it looks like a great, customizable tool to play online.  It includes video chat features, text chat, macros to speed up your dice rolling (including actual die rolls instead of just computer generated numbers, as it’s pretty fun to roll die.) 

I have already made our campaign, Scourge of the Redwyrm, available on the site.  Beth already has her character sheet set up, too, and a lot of times, the program will do the math for you, so long as you build your sheet correctly. 

In my mind, this is an excellent option that might be more convenient for all parties involved.  If I could ask you all to sign up on there (it’s free), I can invite you to the campaign and you can make your character sheet online.  I’m still learning, too, but it should be pretty exciting once we’re up and running.  I’ve had a lot of fun fiddling around, and I already have your current overworld map on there.  It lets you do fog of war, character bios, upload a picture/drawing, add sound effects and music, and generally run a campaign better than you can in paper (at least from what I can tell so far.)  Let me know when you’ve made your account (takes literally ten seconds), and I’ll invite you to the campaign so you can go in and start building your sheet.  I’ve gotten each character in there, so I’ll just need to give you permission to access and change it.   I’d recommend watching the introduction/tutorial videos first, as that’ll help a lot.  I did and was glad I did.

Finally, let’s talk about your character’s homeland.  I did this in another campaign I ran and it worked really well to get people into the world a bit more.  Alora has dozens of potential homelands, but you can only be from some of them based on each nation’s backstory and current status (some, for example, are nearly uninhabited or feature no members of your race.)  So, based on the characters you’ve made, I’ll give each of you five potential homelands to choose from.  Basically, I will grant you all relevant bonuses when determining or gathering information about your home territory.

Seyer (Human)

Nostalon (The undisputed capital kingdom of humanity and the pinnacle of modern civilization; the home of organized magic, trade, government, and the heart of the world’s political and social future.)
Cambyr (A valorous kingdom of humans encircled by violent, war-torn lands.  Trade, diversity, learning, and unity are emphasized in this ancient monarchial society)
Meddlemass (A sweeping watershed and sloping, wild plains, this relaxed, decentralized kingdom is racially and biologically diverse, with a venerated local history.)
Wodengar (An isolated northern kingdom of adventure, icy winds, and spartan living.  It has stayed out of international politics for centuries, managing the dangers and intrigues within.)
Pallalbus (A highly regimented, lawful society that is at the foremost of scientific innovation and scholarly progress.  Constructs and sentients live alongside each other in this small, but advanced society.)

Drew (Human/Half-Elf?  Either works in these locations.)

Eud (Eud is a theocratic, highly religious society that, for some, is heaven on earth, thanks to its wide, pristine valleys and fertile farmlands.)
Twei (Often called the cultural capital of the east, this is the most progressive of the elven realms, and humans, elves, and members of other races and faiths are accepted and nurtured in the kingdom named for the elven word for “twilight.”)
Zoranda (A wild, unfettered, and chaotic land where the people and the government are disorganized, rebellious, and are tempered by years of internal struggle and restlessness.  One of Alora’s most diverse populations.)
Kadd (This land of death, magic, and survival is hard, hot, and dry.  Plagued by constant storms and endless political warfare, necromancers, churches, and the de facto leaders of the disorganized human realm are constantly at odds.)
Nostalon (The undisputed capital kingdom of humanity and the pinnacle of modern civilization; the home of organized magic, trade, government, and the heart of the world’s political and social future.)

Carol (Halfling)

Cambyr (A valorous kingdom of humans encircled by violent, war-torn lands.  Trade, diversity, learning, and unity are emphasized in this ancient monarchial society)
Eud (Eud is a theocratic, highly religious society that, for some, is heaven on earth, thanks to its wide, pristine valleys and fertile farmlands.)
Nostalon (The undisputed capital kingdom of humanity and the pinnacle of modern civilization; the home of organized magic, trade, government, and the heart of the world’s political and social future.)
Ground of Camigil (The ancestral home of both gnomes and halflings, this idyllic, loamy landscape is dotted with homes and burrows of animals and their sentient kin; it’s named after an ancient gnomish god who was thought to dwell here.)
Barak Dun (A craggy, marshy region divided by the ground level; Dwarves thrive below and above ground, and other local races labor to get what they can from the land)

Beth (Elf)

Mutu (Mutu is a tiny druidic kingdom, formed in the crater of an extinct volcano by elves centuries ago as a place of political and military sanctuary.  They are totally isolated, and their languages, customs, and practices have evolved independently and remain obscure to most of the outside world.)
Leywellyn (The ancestral home of the elves, Leywellyn is filled with sweeping forests, massive fauna, and the highest concentration of elvenkind in the world.  Its central, sylvan capital, Feradine, is one of the most beautiful, and well-guarded, cities in history.)
Sierkum (A mountainous land of high peaks and alpine forests, Sierkum is home to the ancestors of dragons, elves, orcs, many of whom who have left their own societies, voluntarily or involuntarily, for the unspoiled wilds of the mountains.)
Urgolia (Urgolia, named for the eponymous mythic lake that encompasses most of the nation’s territory, is a magical, mysterious place, framed to the north by the tallest mountain in Alora.)
Veleoa (Before the New Age, Veleoa was a part of Leywellyn; over the last millennium, though, it has divorced itself from the regimens of proper elven society, preferring a tribal approach to living.  Veleoa’s expansive forests rival Leywellyn, and its wilds are arguably far fiercer, with even older mysteries hidden within the primeval, rocky forests.)

If you’d like more info about any of these locations, I’m happy to give it to you, I just wanted to give you a summary so you could get a picture in your head.  I can also give you an approximate “feel” I have for each, i.e. a real-world location that has the same “look” I have in my head when creating it, as many are based (loosely) on real locations.  That being said, you can picture them however you like, and I encourage you to do so.  This is as much your world as it is mine.

That about does it this time.  I’m thinking the next meeting will be Thursday, March 26th either online or in person!

May all your skinning rolls be 20s!


-         Matt

Tuesday, June 18, 2013

The Level 7 Campaign Primer

Hello Taxidermists!  I’m excited to begin a new side campaign after a long time away from Alora, and I hope you’re excited, too!  Don’t worry, our main campaign will still take lead billing, but on the times when we can’t get everyone for that one, we’ll try this one!  

As we prepare for a slightly different kind of campaign, let me share each option with you and how it will work from here on out.

Character
For this campaign, each character will start at level 7, a middle level that should provide a nice balance of advanced abilities in combat and spellcasting without giving you the whole experience; your character will still have a long way to grow even after this campaign is complete!  

For this adventure, I would probably suggest that our party consist of:

One heavily-armored/high HP melee character
One powerful spellcaster (divine or arcane)
One utility spellcaster (low-to-medium spell casting)
One utility physical character, preferably with defensive capabilities (heals/defense/evasion)

You do NOT have to adhere to this by any means, but it will provide a balanced group for the variety of encounters this adventure will present.

When you make your new character, you’ll make your character as normal (name, race, roll your stats, alignment, etc.), but before inputting any level-specific stuff, we will level up your character all at once and record each increase on a separate sheet of paper.  Then, once everything has been tallied to account for six level-ups, we’ll write down the new stats on your new character sheet.

Over the course of this leveling, several things will happen to your character.  Skill levels will rise, with every level, of course, as will your base attack bonus, but other things will change, too.  At levels 3 and 6, you will be able to select a new feat.  Some classes gain more than two feats in this span, but all classes are guaranteed two.  At level 4 (and at every fourth level beyond that), you are allowed to increase any one ability score (Strength, Dexterity, Intelligence, etc.) one point.  This can have retroactive effects; if you increase your Constitution score from 11 to 12, let’s say, you gain one hit point per level.  A level 3 Druid with a maximum of 16 HP and 11 Constitution, after leveling to 4 and increasing Constitution by 1 point to 12, will automatically have 19 HP before they roll for their new HP allotment for the level (which itself will have a +1 bonus now).  Many classes will gain new access to spells, increase their save bonuses, and will have the opportunity to pursue new classes.

Class
There are 11 standard D&D classes, and I’ll post them here again as a bit of a refresher.

Barbarian – A brutish, rage-filled warrior able to deal reckless amounts of reckless damage and take formidable amounts of punishment
Bard – A versatile, talented character that uses arcane spells, skills and moderate combat expertise to affect friends and enemies with the power of song
Cleric – A variable divine spellcaster who channels their deity into magic and combat, and many can adeptly control or destroy undead creatures
Druid – A powerful divine caster whose connection to nature allows him or her special, animalistic powers
Fighter – A powerful and adaptable martial class dedicated to training in arms, feats, and armor
Monk – A disciplined and focused ascetic who prefers hand-to-hand combat, planning and special weapons and attacks to defeat opponents
Paladin – A righteous, lawful good crusader who champions noble causes and the defense of good
Ranger – A ranger combines powerful martial ability of a fighter, the skill and utility of a rogue, and a little pinch of a druid’s divine spellcasting to approach adventures with precision and zeal
Rogue – A devious, clandestine jack-of-all-trades, rogues are a skill-focused class who are adept at stealing, infiltration, distraction and devastating sneak attacks
Sorcerer/Wizard – These two similar classes focus heavily on the development of their arcane talent, casting some of the most powerful spells imaginable.  Sorcerers cast their spells without preparation, but a wizard’s time taken in study allows him or her a deeper and broader spell list.

In this campaign (and in any Aloran campaign), these eight classes will also be available to you.

*Beguiler – A trickster and deceiver, this rogue-like class uses a bit of arcane spellcasting that combine deception with amplified spellcasting against flat-footed targets
Ghostwalker (Ninja) – This stealth-based class utilizes superb agility and silence to strike deadly blows and avoid detection.  Like a monk, they can use certain supernatural abilities once a day based on their level, such as passing through walls or even becoming invisible for a moment.
Hexblade – This martial class combines strong melee capabilities with the ability to apply hexes on his or her foes, reducing their effectiveness in combat and in skill checks.  They also gain a handful of unique arcane spells at a slow rate.
Scout – A balanced class that gains bonuses in survival and sensory skills, scouts are known for their ability to move well in a wide variety of terrains and even utilize movement in combat.
*Spirit Shaman – This spontaneous divine spellcaster gains his or her magic from the powers of nature itself; several spirit-oriented bonuses are granted, and the spirit shaman delights in purging the unnatural.  
Swashbuckler – A hand-to-hand fighter and adventurer, Swashbucklers prefer using light weapons and fancy footwork to best their foes.  Many are adept at moving around urban environments and unnatural terrains.
*Warlock – A sinister spellcaster who gains his or her spellcasting ability from an ancient or recent pact with a powerful or even extraplanar magical being.  Warlocks can channel their power into eldritch blasts, reusable magical rays that can be augmented by their unique “invocations.”
*Warmage – A battle-ready arcane caster, warmages develop some martial skills alongside their spellcasting studies, and they can charge into battle as armored as any soldier while still being able to cast a limited number of spells.

*I am attempting to get the books for these and we will be able to use these classes fully at that time.  Until then, you can use these based on print-outs.

Race
Along with the seven common races (Human, Elf, Dwarf, Half-Elf, Half-Orc, Halfling and Gnome), you may also choose from these races.  

Aasimar – a slightly-good aligned native outsider race of elegant, white-haired humanoids
Tiefling – an impish, sinister-looking race of native outsiders; their horns and tail give them an devilish demeanor, regardless of the tiefling’s broadly-defined dispositions
Kenku – This small, crow-like race has developed arms instead of wings; they often hide their long beaks beneath large hoods
Shifter – Shifters are natural lycanthropes who can contain their aberrant transformations in rage-like states, making them wild, but reliable.
Jaebrin – A race of handsome, slight, charismatic fey that have a sturdy resistance to enchantment; they often hide their monstrously sharp teeth behind a veil or scarf and can use their teeth in combat
Ibixian – an anthropomorphic goat-like race who enjoy competition and dominance

Jaebrins and Ibixians have a level adjustment and level using a different formula than normal characters.

Any of these races or classes are up for grabs during this campaign or any Aloran campaign.

Alongside these nineteen classes, there are dozens of prestige classes that you may advance in.  If you have an idea for a certain type of character, chances are there is a prestige class that fits (or gets close to) your concept.  So long as you meet the requirements, you are welcome to prestige in any direction for this campaign.  

Gear
Along with your fresh new character, you will be allotted a sum of 6,500 gold.  With that, you can purchase all the items you’ll need to get started.  Although it sounds like a lot, you’ll go through it a little more quickly than you think.  I would recommend getting a +1 weapon, +1 armor and a +1 shield (if applicable to your class), a ranged weapon, a horse (perhaps with armor/barding) and potions.  Beyond that, the rest can be cash or some other item, say magic scrolls, staves or wands; perhaps even a wondrous item could wind up in your inventory.  +1 weapons can cost between 2,000 and 3,000 gold, and the armor and shield can cost about the same together, so the rest can be used for your other items.

Adventure
I've written up the adventure almost to completion and predict it will take about 6-8 sessions.  It's a fairly intense campaign, but I'm hoping that you'll enjoy it.  

As an alternative, I bought a book on the fly the other day that gives detailed information about doing a ice-world campaign.  I have a place in my own world that this could take place, so if you all would rather play in a cold world with a few new races, weapons and some really nifty prestige classes, let me know if that's what you'd rather do.  I am fine with either.  It's always on the table, and anyway, I'll probably right something for it just in case.

I’m sure there is something I’m forgetting, but this is what you’ll need to know for character creation on Friday.  I’ve got lots of stuff planned within the adventure, so I hope we all have a good time!  See you then!

- Matt

Sunday, June 10, 2012

Summer D&D


Hello Taxidermists!

I wanted to make a proposal to our combined squads of D&D players.  Currently, I’m running two campaigns, as most of you know: the Aloran campaign and the Oriental Adventures campaign.  I’m enjoying both campaigns a lot, and I hope you are too!

Right now, both campaigns are at a good pause point, so I thought I would suggest another couple of options for D&D this summer.  The first is one that I had mentioned to several of you already, and that’s singleton adventures. 

Singleton Adventures

In such an adventure, you would creature a new character just like normal except that you would start a little higher and level your character a little to start with.  You might start at 5th level instead of 1st level, and with a significantly larger quantity of cash and items.  You would have the full suite of 3rd Edition materials to choose from when creating and equipping your new character; classes, feats, races, prestige classes, weapons, spells…you could make a very customized and personalized character this way and explore options that may be unavailable or difficult for your campaign character to obtain.  Try a casting class if you normally play melee, craft a specialized character with a unique combination of feats and skills, or sample a prestige class.  This type of adventure is meant to feel more arcade-like while still maintaining the depth and fun of open-world gameplay. 

For continuity’s sake, these adventures would take place within the world of Alora or Ashigon (for OA-style adventures); both have plenty of room for exotic locales, political intrigue and dark, ancient dungeons.  I am nearly finished with creating one adventure in Alora already.  Unlike our regular campaigns, these would be much briefer, perhaps 4-6 sessions from start to finish, depending on the group’s pace.  Upon the completion of the adventure, if you liked your character, you can use them again in another singleton adventure, or you can make another new one for the next time. 

This first adventure I’ve been working on is a well-balanced, yet fairly challenging adventure for three to five players starting around 7th level.  This is a high enough level that you can start dabbling in prestige classes or multi-classing as well as some magical items, but not too high that things will feel overpowered or sluggish.  I know for me, I love low-power games, so I enjoy low level RPG encounters or Limited in card games.  So, I don’t want to drive us too high.  This adventure will probably take about six to eight sessions. 

The other option is also an interesting one…

D&D 5th Edition

I have signed up to participate in the “beta” playtest of D&D 5th Edition (they’re calling it “D&D Next,” but…it’s 5th Edition.)  They have sent me playtesting materials, including a pre-made campaign and some fairly standard pre-made characters (I’ll let you customize them as much as possible, though).  The campaign is their classic campaign for playtesting, used since the 1970s, called “Caves of Chaos.”  I’ve looked at it, and it’s plenty interesting.  It is more dungeon/combat-focused than my campaigns tend to be. 

From what I’ve seen of the new edition, it is much more like 3rd Edition than 4th Edition was.  5th Edition feels like what 4th Edition should have been.  Anyway, it uses a simplified, but still fun, skill and combat system that provides for faster and clearer gameplay.  This campaign, being a time-tested default campaign, should move fairly quickly and it is designed to be easily broken up into bite-size, single-session pieces.  It will feel a little more generic to play, mind you, but it still looks fun.

Campaigns

Alternatively, we may also just proceed with our campaigns; I have written ahead plenty on both, so I’m happy to go down that path as well.  There’s plenty more for each of you to do!

If you’d like to continue D&D over the summer, just let me know which of these options sounds best.

1)      Singleton adventures
2)      D&D 5th Edition playtesting
3)      Continue campaigning with current characters (alliteratively)

I’ll be happy to take other suggestions as well, or if there’s a campaign or something that you’d like to try; if you want to DM, for example, I’d happily play in one!

Let me know what you all think!

- Matt the DM

Wednesday, May 16, 2012

Familiar Choices

Hello Taxidermists!

Drew, here is a list of all of the familiars available to you from my books, as well as some monsters that I've elevated to allow you to take them as an improved familiar.  If there is a particular monster you'd want that isn't on this list, let me know and we'll see how we can work it in.

Here you go!

Familiar - the familiar

Caster Level - minimum arcane caster level to take this familiar

Alignment Axes - if there is something listed, you must be within one step (a lawful neutral familiar requires a LG, LN, LE or TN master)

Min Size - minimum master size; for you, you can choose anything besides "L" (I put them on here for any over-sized sorcerers, wizards and adepts we might encounter)

Improved - a "Y" indicates that the Improved Familiar feat is required to get this familiar

Bonus - This is the bonus you receive whenever your familiar is active and within range of you, in addition to any other benefits

Some of these will require additional work, such as a pseudodragon, to obtain.

Hope this is helpful to you!  Sorry that the formatting is strange, this was copied from an Excel file.


[Familiar] [Caster Level] [Alignment Axes] [Min Size] [Improved] Bonus
Will of the Wisp 17th CE M Y levitate (caster level 11th), 3/day
Bat 1st x S N +2 familiar bonus to Listen
Cat 1st x S N +2 familiar bonus to Move Silently
Hawk 1st x M N +2 familiar bonus to Spot (light)
Lizard 1st x S N +2 familiar bonus to Balance
Owl 1st x S N +2 familiar bonus to Spot (dark)
Rat 1st x S N +2 familiar bonus to Fortitude saves
Raven 1st x S N +2 familiar bonus to Bluff
Snake 1st x S N +2 familiar bonus to Hide
Toad 1st x T N +2 familiar bonus to Constitution
Weasel 1st x S N +2 familiar bonus to Reflex Saves
Clockwork Mender 5th LN S Y mending, 1/day
Skiurid 3rd NE S Y +1 familiar bonus to Necromancy spellcaster level
Monstrous Centipede 1st x S N +2 familiar bonus to Escape Artist
Monstrous Spider 1st x S N +2 familiar bonus to Climb
Monstrous Scorpion 1st x S N +2 familiar bonus to Concentration
Eagle 3rd x L N +4 familiar bonus to Gather Information
Stirge 3rd x S N +2 familiar bonus to Heal
Wolf 3rd x L N +2 familiar bonus to Survival
Homunculus 7th x S N +4 familiar bonus to Search
Pseudodragon 3rd NG S Y +2 familiar bonus to Diplomacy
Corallax 3rd x S Y +4 Hide check when in multi-colored environments
Tirbana (Eyewing) 5th LN S Y +1 familiar bonus to Enchantment spellcaster level
Ash Rat 3rd CN M Y obscuring mist, 1/day
Ether Scarab 5th x M Y +1 familiar bonus to Conjuration spellcaster level
Giant Beetle (Fire) 3rd x L Y flare, 3/day
Construct Guardian (Spark) 7th x M Y Guardian (no ability)
Sailsnake 5th x M N +4 to Fortitude save on poison
Lurking Strangler 7th LE S Y +1 familiar bonus to spellcaster level fear-inducing abilities and spells
Gem Scarab 5th x M Y +4 familiar bonus on Appraisal when appraising gems
Phase Wasp 7th x M Y +1 familiar bonus to Evocation spellcaster level
Shocker Lizard 7th x M Y +2 to Will Save regarding electric attacks
Construct Guardian (Gauntlet) 9th x M Y Guardian (no ability)
Fire Bat 9th NE M Y daylight, 1/week
Construct Guardian (Blade) 11th x S Y Guardian (no ability)
Gargoyle 9th NE L Y Freeze, as a gargoyle, 1/day