sabato 11 marzo 2017

3 new woodland spells

This post follows a previous post about woodland cantrips.

There you can find 3 new spells, expecially suited for creatures who live in wilderness such as woods or forests.

The spells are on Druid and Ranger lists and a DM can choice to allow them to PCs or NPCs wood elves.

BOWSTAFF
1st level trasmutation (ritual)
Casting time: 1 action
Range: touch
Components: V, S, M (a wooden staff)
Duration: 24 hours

You touch a non-magical wooden staff. It becomes a longbow. The bow isn't magical and bears no magical dweomers.

CALL FOR THE WOODS
2nd level abjuration
Casting time: 1 minute
Range: Self
Components: V
Duration: 8 hours

You warn every denizens of a forest of an intruder. All beasts within a range of 1 mile to you become frightened and seek out their lairs or another safe place in which to hide. All fey creatures or elves within a range of 1 mile to you immediately know the nature of the threat as it is briefly described in no more than ten words.

On Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the range is 1 mile wider for each level you use above 1st.

ENTRUST THE BEAST
5th level enchantment
Casting time: 1 action
Range: 30 yards
Components: V
Duration: 24 hours

Choose a beast that you can see within range. The beast must hear you and it must be of CR 1 or lower. The beast must succeed on an Intelligence saving throw or it's charmed and you can order it to become a guardian of a specific site or a creature other than you. While charmed the beast doesn't stray from the designated area except to acquire food or it follows the creature it's guarding to the best of its ability. While guarding, the beast attacks any intruder except you. The beast doesn't gain any special abilities nor does it abandon the need to eat or sleep.

On Higher Levels: When you cast this spell using a spell slot of 6th level or higher you can read a beast of 1 CR point higher for each level you use above 6th.

venerdì 10 marzo 2017

Creare un mondo fantasy - Un Antico Impero

Gli antichi imperi o le antiche civiltà, in decadenza o scomparse, sono una parte importante di ogni mondo fantasy.

Oerth (Greyhawk) ha il Suel Imperium e l'Impero Bakluni (scomparsi) e il Great Kingdom di Aerdi (in decadenza), Toril (Forgotten Realms) ha Netheril e Illefarn tra gli scomparsi, Aebrynis (Birthright) ha l'Impero di Aduria e quello di Anuire (in decadenza) e la cultura dei Masetian (scomparsa), Krynn (Dragonlance) ha il Regno di Istar (scomparso), Mystara ha gli imperi di Nithia e Milenian (scomparsi), quello di Alphatia (che scomparirà a breve) e così via.

Un antico impero (o civiltà) in decadenza o scomparsa è fonte di molteplici avventure e spunti

ROVINE

Antiche città in rovina, sotterranei abbandonati, castelli o torri in disuso sono ottimi posti dove ambientare le vostre avventure e i vostri dungeon.

Potete introdurre così elementi differenti nel vostro mondo: ad esempio potete inserire delle piramidi o delle ziqqurat in un contesto prettamente medievale.

TESORI

Libri, monete, oggetti d'arte dell'antica civiltà sono tutti validi tesori che il party può trovare nel corso delle proprie avventure.

MAGIA

Antichi incantesimi scomparsi, potenti oggetti magici, poteri da tempo sepolti e dimenticati. C'è da aggiungere altro?

Sì, è un ottimo modo per introdurre nuovi incantesimi o oggetti magici.

IL MONDO SCOMPARSO

L'Impero è scomparso, dopo una guerra, una catastrofe naturale o una pestilenza.

Le rovine dell'impero sono state ricoperte dalla giungla, dalla foresta o dalla sabbia del deserto o in alternativa è stato sommerso dalle acque (Atlantide o Alphatia insegnano).

Alcuni lontani discendenti dell'impero abitano vicino alle poche rovine rimaste, che considerano tabù o alle coste del mare e sono regrediti a uno stato semi-selvaggio.

LA RICONQUISTA

L'impero in questo caso non è scomparso e al comando c'è un imperatore particolarmente capace, intenzionato a riportare il suo impero all'antico splendore.

Inaugurerà una campagna di riconquista, scatenando tutti gli antichi poteri dell'Impero: magie, eserciti, armi antiche e potenti, mostri particolari (demoni, non-morti, dinosauri..).

IL CROLLO INTERNO

L'impero è ancora in vita ma è sconquassato da guerre civili, lotte intestine, gruppi diversi che combattono per il potere.

Un esempio è il Great Kingdom di Aerdi dopo le Greyhawk Wars.

Questo scenario si presta a lotte politiche, battaglie in larga scala, assassinii, nobili avvelenati e molto altro.

In definitiva, creare e introdurre un antico impero ha il doppio pregio di aumentare il dettaglio del vostro mondo e di garantirvi ore e ore di avventure e divertimento.

A presto.

Il DM.

venerdì 3 marzo 2017

How to create a fantasy village

D&D's official settings, and any other fantasy world, is filled by iconic villages where PCs can find shelter or new quests.

We have Solace from Dragonlance, Shadowdale or Daggerford from Forgotten Realms, Threshold from Mystara, Barovia and many others.

In fantasy literature one can find Hobbiton, Brea or Rivendell just in the Middle Earth.

A village is a wonderful starting point for your campaign or for creating your homebrew world.

Let's see some important things your village should have

It must have a special feature

A village must have something special, easy to be noticed and to be remembered by your players.

They should say "ah..we're at Ironfield? Then we're gonna find that.." or vice et versa.

It can be a natural feature (such as a river, a lake, a hill or a wood), a special building (a tower, an inn..), a ruin (catacombs, stone circles...), a powerful dweller (a wizard, a King's official, a retired adventurer..) or anything else you want.

Many houses in Solace are on top of Vallenwood trees and there's the famous Last Home Inn, while Shadowdale hosts the Twisted Tower and Elminster.

It must be near to places of adventures

The village should be near to places where PCs can find adventures such as dungeons, caves, ruins, forests or anything else.

Barovia is near Castle Ravenloft, Solace to Darken Woods, Shadowdale to Cormanthor and Myth Drannor ruins.

It must be a place for interaction

Create some NPCs the party can talk with. They should share news, ideas or get new quests.

For example in Solace Otik or Flint provide numberless ideas or quests, in Treshold Aleena of the Church of Karameikos can hire the party for many quests for the Church or her uncle Sherlane, Baron of the town.

Some secrets must be there

For your village follow a good DM rule:

For each thing you create, prepare also at least a secret related to it

It should be a hidden evil cult, a buried magical item, an ancient battlefield or whatever you like. Just use your fancy.

You must create a map

There are some very good mapmaking softwares and on the web you can find some pregenerated maps for free, but the truth is you just need pen and paper.

An handful of buildings in the central area, some ranches and farms around, a tavern/inn, a general store and a smith is enough for your first village.

Create only what you really need

It's another rule of the good DM.

Create just a few NPCs and give details only to few buildings.

You'll have plenty of time in the future to further develop your village.

Bye.

The DM.