World Builder Blog
Table Top Babble 026 – Season 7 of the D&D Adventurers League
A new episode of Table Top Babble is now available!
James Introcaso sits down with the D&D Adventurers League Admins, Robert Adducci, Alan Patrick, Bill Benham, Travis Woodall, Greg Marks, and Claire Hoffman, to discuss Season 7 of organized play, which centers around Tomb of Annihilation.
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An Enora Adventure Preview
I’m currently on my honeymoon in Italy, so this update is brought to you by Jon Sawatsky!
The incredible game designer read my post about my world Enora and was inspired to create an adventure for 1st level characters. I’d like to share an excerpt of the adventure with you below!
Background
Background…and always, my fellow scribes, we are left with the question; what do the dead burn as fuel in a land without trees? – Elemeth, Scholar of Darlencia, the City of Tomes
In once verdant Naliath, a fading order of druids believe they have the means to re-establish a stronghold on the surface of Enora. The druids of the Red Bough were once the keepers of the sprawling greenspaces and wild gardens of the elven city of Naliath. In the days before the Dordrune sent the six cities into the sky, Naliath was renowned for its unconventional parks – which featured stunning works of living woodcraft, attended by Enora’s fey-folk. Now, with land scarce, and the population teetering on the edge of starvation, the gardens of Naliath have been uprooted; they serve as farmland, or house the survivors of the ascension.
The druids have managed to keep one small area for their worship and work. From this humble garden, the Red Bough have grown a very special fungus: Gildfoot. The spores of this magical fungus are able to grow rapidly, and deep, provided they have the thinnest ray of real sunlight. Once established, it is only a matter of hours before the mushroom begins emanating radiant energy. The undead are repelled by the effect, and the druids believe that should a single spore be planted and grown, a small safe-zone on Enora might result.
The greatest obstacle to the druid’s plan is the thick layer of ash and smoke that lies between the Bound Sky Cities and the ground. Belched forth from countless enormous stoves on the surface, the blanket of ash cannot be easily dispersed; should a stove be dismantled, it is possible the sun might reach the surface nearby for a short time – a fleeting moment of light.
This one-shot adventure challenges four or five 1st level PCs to descend to the surface of Enora by Airship, travel along a wasted coast, assault an undead complex, shut down a great bone-stove, and plant a single spore of Gildfoot. The mission is clear, and the adventurers will have to dig deep, and work together if they wish to succeed.
The Contract
The adventure begins with the assembled player’s deciding what their reward should be if they complete the mission.
You have agreed to chance a mission for the druids of the Red Bough. You must travel by swiftship below the ash cloud under the cities, and disembark several miles south of the fallen City of Peralas. The old coastal trade road is sure to be ruined, but you are to follow its course north to the site of the bone-stoves built near the city. You must assault the stoves, extinguish their flames, and plant a single fungal spore in the earth east of the stoves. The sun’s light will fall only briefly, so you must hurry to proper place to plant it in time. Your task ends here, and you must make your way back to the ship to escape before the undead legions of the Empress arrive.
As a reward for a successful mission, the druids of the Red Bough offer you one of the following:
- 100 gp each
- A comfortable lifestyle in Naliath for six months
- A potion of healing (1 per PC) and 25 gp each
Choose your payment now, for the swiftship is ready to leave.
Answer the PCs questions about the mission as you see fit, but the focus here must be on choosing their payment. It is acceptable for the PCs to feel rushed and harried. PCs who wish to try and persuade the druids to offer two of the listed treasures may attempt a DC 17 Charisma (Persuasion) check. Securing all three is impossible. Once they have chosen a reward, slam them into The Descent abruptly and without preamble.
The Green Crown
The Green Crown is the fastest ship in Naliath. It is steered by a steely-eyed elf named Captain Phanae. The captain is a no-nonsense woman who leads her crew of six humans and elves with clear commands. This is not her first trip to the surface, and her ship is uniquely suited for the task. All comforts have been stripped from its decks. The ship has been modified for speed. Four massive magical turbines see the ship reach speeds of 70 miles an hour or more.
The captain’s greatest desire is to see what remains of the great Avanathan boreal forest – she hopes against all odds that some portion of that wild and beautiful place persists.
The Descent
Through the Carpet of Ash and Smoke
The Green Crown leans heavily as soon as it passes into the ash. You are seated on benches in the ship’s aft section, a large open chamber used as a common space for the crew. Out the four portholes you see the sunlight fade as the ship falls deeper into the smoke.
Small objects around the party slide and take flight. A few sacks of supplies careen towards them. Two randomly chosen characters must succeed on DC 9 Dexterity saving throws or take 2 (1d4) bludgeoning damage from the airborne supplies. It is clear the descent is going to be rough; provide the party an opportunity to make their quarters safer using narrative action, or easy ability checks.
The ship drops suddenly, sending your stomachs into your mouths. The wooden walls creak ominously and you can hear strong wind outside.Each character must succeed on a DC 11 Constitution saving throw or be nauseated by the ship’s unpredictable movements and changes in altitude. Characters who are nauseated receive disadvantage on their next ability check or attack. The effects fade after the disadvantaged roll is made, or after one hour passes.
The characters can investigate the room. It contains miscellaneous supplies such as rope, hooks, leather strapping, deck-axes, and dry food stuffs. A few barrels of water sit lashed to the wall near the only door. A DC 10 Wisdom (Perception) check reveals three coils of strong rope, each with a grappling hook attached.
From the Soot
A cry of surprise and terror rises from the deck above. The ironbound lantern at the base of the stairs leading up swings violently; it casts wild shadows on the timber of your quarters. A piercing caw soon follows – like a seabird mixed with a saw. A terrible wind rises, muting the sounds above.
Foul undead have assaulted the captain and crew as they steer the ship down through the ash. Allow the party the chance to respond. Careful listening and a DC 13 Wisdom (Perception) check rewards the player with the sound of wings and battle. A stealthy peer through a barely opened door reveals a handful of skeletal bird-like creatures tearing two crewmen to pieces. Their innards slide from their wounds as they struggle to keep from falling off the deck. If the party simply waits, eventually a crew member throws open the door and falls down the stairs, dead before he reaches the bottom. Large piercing wounds line his back and arms.
Encounter: Dead Wings
A sampling of the dread Empress’ forces has found the airship and have attacked. The characters must make their way onto the deck, battle against the winds and sudden movement of the ship, and defeat the undead birds before the crew is eaten. There are four dead wings* (see the Appendix) on the deck above. Three attack the party and one pecks at the door of the wheel house where the three remaining crew (commoners) who have taken shelter. The wheel house is 60 feet from where the party steps onto the deck. The door has 18 hit points, AC 15, and is immune to poison and psychic damage. The birds are merciless killers who fight to the death.
The stormy conditions created by the ash clouds have the following effect on the fight:
- At the beginning of each PC’s turn, they must make either an DC 9 Strength or Dexterity save, or lose the ability to move or dash for that turn.
- Anytime a PC takes damage from a dead wing’s attack, they must make a DC 10 Dexterity save or be knocked prone.
With the attackers slain, the captain tells the PCs to get below deck. The ship is about to land…
More to come!
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Table Top Babble 025 – Stream of Annihilation
A new episode of Table Top Babble is now available!
James Introcaso sits down with Allison Rossi, Rudy Basso, and Alex Basso to discuss the Stream of Annihilation, a livestream event where Wizards of the Coast announced several major new products, including the Tomb of Annihilation, Xanathar’s Guide to Everything, and Betrayal at Baldur’s Gate.
If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!
Rotted Angel
Once again I’m continuing my quest to add killer undead to the options already available in the fifth edition Monster Manual for my world of Enora. So far we’ve seen husks, skeletal dragons, vampiric dragons, vampiric vines, elemental undead, and nightshades. Now I’d like to turn another, the rotted angel. It’s time for some celestial undead.
Artwork © 2008 Jeff Freels
Rotted Angel
Towering beings of decaying flesh and damaged wings, rotted angels are obscene corruptions of good. Nearly impossible to create, these servants are the pride and joy of the evil necromancers that craft them. Living angels believe it is their sworn duty to kill such abominations and fallen angels often hunt their rotted cousins to regain the grace of the gods.
Born in Blood. Creating a rotted angel first requires the capture of a living angel. Then over the course of twelve hours, a horrific ritual is performed that involves the sacrifice of one-hundred innocent humanoid souls, burned alive one at a time. At the end of this ritual, the angel dies, its soul is twisted by evil, and then returned to its body, which begins to decay as it struggles to contain the darkness within. The rotted angel retains all the memories of the original.
Relentless Evil. Rotted angels answer only to the necromancers that created them. They delight in cruelty and relish tasks of murder, destruction, and torture. More than anything else, the angels take pleasure in tricking or forcing good-aligned creatures to commit unspeakable acts. The angels often craft situations that ask these creatures to make impossible decisions to drive them to malice and madness.
Unbound Rotted Angels. Only the necromancer that created the rotted angel can keep the monster in check. Should the necromancer die, the angel becomes unbound. It is free to do whatever it chooses. Unbound rotted angels travel the multiverse, looking for angels and heroes to turn to evil and drive mad.
Return to Grace. A rotted angel can be returned to its living state. If the monster is captured, a new ritual can be performed to restore it. Over the course of twelve hours, one-hundred undead creatures are destroyed one at a time. At the end of this ritual, the angel’s body and soul are restored to its previous living state.
Undead Nature. A rotted angel doesn’t require air, food, drink, or sleep.
Want the Stats?
Grab the PDF below or on the Free Game Resources section of this site any time.
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Table Top Babble 023 – The Artificer and Mystic
A new episode of Table Top Babble is now available!
James Introcaso sits down with game designers Dan Dillon and Teos Abadia of Alphastream to discuss the Artificer and Mystic classes now available on the DMs Guild for playtesting.
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World Builder Blog Down for Maintenance Wednesday
Hey all! This blog is getting a facelift thanks to Ryan Hennesy. Check out his work!
On Wednesday the site down for a few hours but we’ll be back up and running with a totally new look by Thursday. Can’t wait to show off what he’s made!
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New Druid Circle – Circle of the Sky
Hey I just wanted to let you know I’m contributing to Mike Myler’s Book of Exalted Darkness which you can back on Kickstarter right now!
At the beginning of the year I unveiled my plan to make Enora my first fully published world.
With that world comes new monsters, races, subclasses, and more. I’m now adding a druid circle to the flying world – the Circle of the Sky.
Note that what is below is considered playtest material. Please let me know what you think!
Circle of the Sky
The Circle of the Sky is made up of guardians and warriors who wield the power of lightning and thunder to destroy their enemies from above. These protectors watch from the trees, mountains, and sky, preferring to ambush their prey as a falcon does a mouse. The circles meet at high places, like the peaks of mountains or tops of trees, to exchange reports about the movements of marauding monsters, such as gnolls or orcs, and plan coordinated attacks. Circle of the Sky druids are vigilant and suffer none who would destroy nature for personal gain.
Bonus Cantrip
When you choose this circle at 2nd level, you learn the hurl lightning cantrip.
Cushion of Air
Starting at 2nd level, you can cast the feather fall spell on only yourself without needing to expend any spell slots or material components. You must finish a short rest before you can use this feature again.
Circle Spells
Your mystical connection to the sky infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to druid circle spells connected to the sky as indicated on the Circle of the Sky Spells table.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Sky Spells
Druid Level | Spells |
3rd | gust of wind, shatter |
5th | lightning bolt, fly |
7th | freedom of movement, greater invisibility |
9th | cloudkill, telekinesis |
Embrace of the Gray Sky
Starting at 6th level, you can add your Wisdom modifier to any spell you cast that deals lightning or thunder damage. In addition, when you make an attack in a beast shape while using Wild Shape, that attack deals an extra 1d6 thunder damage.
Limitless Heights
When you reach 10th level, you can cast the levitate spell on yourself at will without expending any spell slots or material components, and you are resistant to thunder and lightning damage.
Skyborn Champion
At 14th level, you can expend two uses of wild shape to transform into an air elemental.
In addition, you can use your action to give yourself and a number of creatures within 30 feet of you that you can see a fly speed equal to their walking speed for 1 hour. Once you use this feature, you cannot use it again until you finish a long rest.
New Spell: Hurl Lightning
Of course for this new class, we need a new cantrip. Hurl lightning is described below and can be added to any druid’s spell list at the DM’s discretion.
Hurl Lightning
Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You throw a small bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing metal armor or made of metal. On a hit, the target takes 1d6 lightning damage.
The spell’s damage increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Have Spellbook, Will Travel – Behind the Scenes 25
A new episode of the podcast Rudy Basso and I make, Have Spellbook, Will Travel, is up on the show’s site!
Vin St. John – the voice of Rolf, Durant, and many others – joins Rudy and James to discuss his background in acting, Dungeons and Dragons, and the plight of the Level 1 character.
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If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!