Monday, August 5, 2019

Code of Conduct (2019)

In addition to this earlier post, I feel like it is important to revisit group conduct for my game. I would say this should universally apply to all the games we play in, but that would ultimately be up to each DM whether or not they feel the need to adopt this. I would encourage it!

This is not meant to accuse anyone, rather, it is meant to cover a blanket of scenarios and issues that groups commonly run into. Has these issues cropped up in our games? Some, I think so. Others, maybe not.

This is opened to discourse by all of us -- by all means, if you disagree with something here, feel free to let me know so we can start a conversation about it. However, what the purpose of all this is to help the game run as smoothly as possible and as friction less as possible.


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Player Conduct:
If you can't follow this player conduct, I may ask you to leave for the night. If it continues to be a problem, you may be asked to leave permanently.
  • We are here to have a good time.
    • Leave your baggage at the door (when possible, we're all human).
    • No hostility or anger towards one or another.
    • Ask yourself: are you having fun? If not, why? 
      • I assure you, I want us to all have fun. If you're not having fun, what is the point?

  • We are here to be a team.
    • Play nice and work together (at least OOC). 
    • Do not "lone wolf" it. 
    • It is YOUR job to figure out why your character is in the party. 
      • Make a character that wants to adventure and participate. 

  • We are here to respect each other.
    • This means being sensitive to topics like gender, sexuality, religion, ethnicity, etc. 
    • This also means being amicable with each other if there are disagreements. 
    • If the DM asks players to stop a conversation, please stop it and move on. It might be because it is disrupting the game, it might be because it is making some uncomfortable, or it might be any other reason. 

  • We are here to be honest.
    • Do not "cheat" or "fudge" the dice or rules knowingly. 
    • Be transparent with each other - do not hold "secrets".

  • We are here to play.
    • Show up on time. Pay attention. Ask for refreshers or clarification if you need it.
    • Do be able to respond quickly and promptly. 
    • Do not be tabbed out and do not be doing other things while playing (within reason).
      • An example of this... are you really getting a lot of your D&D experience if you are playing a videogame on the side? I get it if it is combat; that might be the one exception. But if we are doing exploration or roleplay, be involved!!!!!
        • If you're not feeling involved, ask yourself why? Talk to the DM about it. I'm here to play D&D! I'm not here to wait around while all my players are tabbed out in other windows doing whatever. 
      • This goes ESPECIALLY double for multiplayer games. If you want to go play an MMO or a shooter for the night, by all means, go do that. But you need to leave and go do that. Don't hold up our game. You're wasting our time. You need to be able to pause your game. Have the D&D chat up at least somewhere on your screen. 
Game Time and Attendance:
  • If you are not present...
    • Your character is on standby mode. Either they get left behind, or only act when prompted by another player. I might NPC them if I'm feeling cheeky. 
    • You may assign another player to be your backup and play your character while you are not there. Ask this person ahead of time and make sure they have a copy of your sheet.

  • If you cannot attend...
    • Text me or email me if possible ahead of time.
    • Do not leave us hanging or blow us off - be honest. I don't care if you want to go hang out somewhere else instead - just tell me.

  • If I cannot attend...
    • You will generally have advanced notice if I cannot make it to a session because of work. However, things do arise such as call-outs or emergencies, so a last minute cancellation may occur. If it does, I will e-mail the group, or designate someone to do so.
Combat and Initiative: 
  • When I call your turn, say HERE or some indicator that you saw that it is your turn. 
    • If you do not respond within a minute, I will call you out. 
    • If you then do not respond within several more minutes after that, I will skip you.
    • Leave instructions if you need to AFK.

  • I will call out who is on "deck" so please when I call your name, start thinking up your turn, start typing it up, etc. 

  • Before the session starts, review your character sheet and what you are capable of. Have a few different common strategies in mind in how to handle combat situations.
    • Ex. What is your melee option? What is your ranged option? What are your skills? What are your spells? Do you have any special tricks or gimmicks?

  • We will roll initiative ahead of time in order to keep the game from being bogged down. I will keep these initiatives in a separate tab.
Dice Rolling
  • All dice rolling must either be done in Roll20 or through a third party dice bot.

  • You may not use your own dice roller. This is to prevent any intentional or unintentional glitches.
Feedback/Rulings/Metagaming: 
  • Give me whatever feedback you want whenever. You can do so in public or private. I welcome feedback. It is how I can grow as a person, player, DM, etc. 
    • We can discuss whatever you want - from your character to the game to personal stuff.
    • If we are actively playing, respect whatever decision I make in the moment to keep the gaming from bogging down.

  • If you think I am running something wrong, please let me know in a PRIVATE MESSAGE. Whether you think that I'm using a spell wrong, an action wrong, a monster wrong, etc. Let me know in a PRIVATE MESSAGE. I am not infallible and I don't have any rule set memorized. Whatever call I make in the moment, I need you to respect and drop it. I'm trying to keep the momentum of the game going and not let it come to a screeching halt.
    • What I don't need happening is a 10 minute conversation out of character in our in game chat about how, say, Wall of Force or a Tarrasque works

  • This ties in with the previous bullet, but please limit your metagaming. Some of you play D&D a little, some of you play it a lot. Some of you might have every spell and monster memorized. This doesn't mean that your CHARACTER knows how to counter a spell, how to counter a monster, etc. That would require a KNOWLEDGE SKILL CHECK or previously having encountered that spell or monster in the past.
    • TLDR: Do not confuse your OOC knowledge with IC knowledge. 

Thursday, July 25, 2019

The Country (Prison Notes)

These are some haphazard notes I scribbled down real quick for the prisoners in the Country super prison. Some are random Easter Eggs while others were potential plot hooks from last campaign.

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[PRISONER: A-394125] Artemis (Female, Half-Elf, Age 22): A petite half-elf with auburn hair put up into a bun, she ‘works’ as the manager at the Treant Theater. This is a cover for the organization known as the OLYMPIANS (a group of mercenaries currently working for EARTHQUAKE). She acted as the liaison between the Runners and the leader of her organization: Zeus. She quietly worships the elven God known as the Lawmaker—seeking to bring order to the world through law and order. She is focused in her duty and considers herself above all else to be loyal and honorable to the cause she has committed herself to. She is the twin sister of Apollo.

[PRISONER: A-394126] Apollo (Male, Half-Elf, Age: 22): A sturdy, strong half-elf that looks like he could be a soldier, Apollo is a young man that is seen wearing a bomber jacket, a pair of slacks, and combat boots. He subscribes to the philosophy of the Divinity of Mankind; wearing a pin that reads ‘No Gods or Kings; Only Man’. He is competitively driven and seems to have a scholarly background. Though he claims to be moral, his desire to bring enlightenment to the masses in order to create stability through any means necessary suggests otherwise. He is the twin brother of Artemis.

[PRISONER R-904521]] aka "Fake Roan" aka Hermes (Male, Half-Hengeyokai, Age: 25)
An athletic and lean shifter, Hermes looks to have been canine in origin. Fierce. Dedicated. Thorough. Worships the Turtle; and believes in Entropy.

[PRISONER N-495105] aka "Fake Nacht" aka Dionysus (Male, Half-Hengeyokai, Age: 23)
-Thin, graceful, and canine shifter. Crazy. Sadistic. Hedonistic. Pointed fangs. Close to his brother.

[PRISONER A-394950] Aphrodite (Female, Earthsoul Genasi, Age: 27)
-Beautiful ebony hair, enchanting brown eyes with a hint of glow, an exotic earthsoul Genasi. An accomplished MAGE & ROGUE. Sister to Athena and Ares. Flirty. Flighty. Fun.

[PRISONER P-543280] Poseidon (Male, Watersoul Genasi, Age: 55): Poseidon is the brother of Zeus and Demeter. Once a high ranking black ops member for Genesis in KNIGHT, Poseidon was used in several conflicts during the ELVEN WARS and DWARVEN WARS. Due to an unknown event, he, like many of the Olympians, left the employment of Genesis. Poseidon believed that Genesis has culturally bankrupted Ezra. He thought that the work he was doing for EARTHQUAKE would return the country to its roots and free it from the corruption Genesis has brought upon it. Righteous. Driven. Powerful.

[PRISONER A-394951] Ares (Male, Firesoul Genasi, Age: 29): Son of Zeus and Hera, nephew of Demeter and Poseidon, and brother of Athena and Aphrodite...  Ares was once an accomplished veteran in Genesis' army. He is credited with developing many urban warfare techniques. Angel and Roan had partially known of him for different reason. He is an accomplished paladin of The Champion. Like Aphrodite, he was not in EARTHQUAKE for any specific goals, rather out of familial ties and loyalty to the OLYMPIANS. Hot-headed. Cocky. Arrogant.

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(DEAD) Athena (Female, Stormsoul Genasi, Age:31):
-A beautiful genasi with long blonde hair. She is the sister to Ares and Aphrodite. Cold. Calculated. Cautious.

(DEAD) Hephaestus (Male, Dwarf, Age: 41):
-Often referred to as Aphrodite's husband, Hephaestus is the code name for a muscular, clean shaven dwarf with wild dark hair. Tough. Stoic. Devoted. Husband to Aphrodite.

(DEAD) Demeter (Female, Deva, Age: 49)
-Demeter is the sister of Zeus and Posedion. Once a high ranking black ops member for Genesis in ROGUE, Demeter was used for several off the books assassinations. Calm. Serene. Relentless.

[PRISONER T-000001]
-Toben the Many. RAVENLOFT THROWBACK!

[PRISONER K-000001]
-Kenku. Just a really annoying bird person.

[PRISONER R-405981]
-Ruby. Human apex user of healing and decay; a living vampire of sorts. Former companion of Jaunt.

[PRISONER M-595201]
-Macklemore. Tiefling general for the terrorist organization EARTHQUAKE.

[PRISONER N-319059]
-Nerva. Dragonborn Murderer Man.

Rashida NPC Statistics

Here is the stat block I made for Rashida awhile back.

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Rashida (Level 10 High Elf Augmented; Knight, CR 5) [Proficiency Bonus: +4]
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HP: 84/84 (10d10+20)
AC: 17
Str 10 (+0), Dex 20 (+5), Con 14 (+2), Int 18 (+4), Wis 10 (+0), Cha 8 (-1)
-Saves: Con +6, Int +8 (Advantage on saves vs charmed and can't be magically put to sleep.)

Speed (40 ft), Senses (Darkvision 60 ft)

Skills: +8 Arcana, +4 Athletics, +12 Investigation (Expertise), +8 History, +4 Perception, +3 Persuasion, +9 Stealth
Tools: Tinker Tools

Spells Known: (Spell Attack +8, Spell Save DC 16)
-Cantrip: Prestidigitation
-1st [4/4] Absorb Elements, Magic Missile, Shield
-2nd [3/3] Mirror Image, Misty Step, Warding Bond
-3rd [2/2] Counterspell, Dispel Magic, Lightning Bolt


ACTION
Multiattack: Rashida may make two Battlefist attacks.
-Battle Fist: +9 vs AC for 1d6+5 bludgeoning damage.
**Battle Strike: Once per turn, Rashida may use a Battlestrike with a successful battlefist attack. A Battlestrike deals 2d6+4 extra damage.
(Disruption) Psychic Damage. A creature hit by this ability can only move half their speed on their next turn.
(Hammerblow) Bludgeoning damage. Rashida moves a creature 10 feet away from her in a direction of her choosing.
(Voltaic Strike) Lightning damage. A creature hit by this ability cannot make opportunity attacks until the start of her next turn.

BONUS ACTIONS
Deploy Barriers (Short Rest, Bonus Action): Rashida creates 1 inch thick barries of force in three 5-foot squares within 60 feet. These barriers are affixed in place magically and may be oriented vertically, horizontally, or at an angle. These barriers may be translucent or opaque. A barrier has AC equal to your spell save DC and hit points equal to 24. Barriers last for one minute or until they are reduced to 0 hit points.

Shield Matrix (Bonus Action): Rashida expends a spell slot to replenish her Shield Matrix an amount equal to 4 + 3x the spell slot used.

OverDrive (Long Rest, Bonus Action): For the next minute, Rashida has advantage on attack rolls and ability checks. During this time, at the end of each of her turns, she deals 5 lightning damage to any creature within 10 feet of her and she takes 1d6 lightning damage that cannot be reduced in any way.

Battle Scouter (Short Rest, Bonus Action): Rashida determines two of the following traits about a creature she can see within 300 feet of her.
[Type, subtype, highest or lowest physical stat, highest or lowest mental stat, the highest level spell it can cast, or whether the creature has greater, fewer, or exactly half of its maximum hit points remaining.]

REACTIONS
Protection Fighting Style (Reaction): When a creature Rashida can see attacks a target other than her that is within 5 feet of you, you impose disadvantage on the attack roll.


FEATURES:
Shield Matrix: When Rashida rolls initiative, she gains a shield with 14 hit points. When she would take damage, the shield takes damage first. If this damage reduces the shield to 0 hit points, she takes any remaining damage. Once activated, this shield lasts for 1 minute, even if it has no hit points remaining.

Proxy Shield: Rashida chooses one creature within 60 feet to receive an identical version of her Proxy Shield when initiative is rolled.

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-Form Upgrade:
***Head Upgrade: Rashida is proficient and has expertise in Investigation.
***Legs Upgrade: Rashida's base movement increases by +10 feet and the distance/height of her jump doubles.

Augments:
-Datalinks: Rashida has proficiency in Arcana. In addition, after taking a short or long rest, she can select one subject of interest. Until she selects a new interest, she gains advantage on Arcana or History checks related to her interest.

-Storage Core: Rashida has an extradimensional storage compartment similar to a bag of holding built into her torso. Only she can open this copartment and it is not obviously visible. She can fit up to 500 lbs of gear within this compartment.

-Vertical Acclimation: Rashida ignores 50 feet of falling damage and the distance/height of her jump triples instead of doubles.

-Strengthening Servos: Rashida's strength score is treated as 20 for the purposes of lifting heavy objects, determining her carry weight, or making Athletics check to lift objects. She has advantage on rolls to make or maintain a grapple with her battlefist.

Jaunt NPC Statistics

Here is the stat block I made from Jaunt. Breaks a lot of rules because I usually just do quick and dirty things.

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Jaunt (CR 10, Legendary Creature)
Medium Human (Humanoid), Neutral Evil
AC: 17
Hit Points: 200/200
Speed: 30 ft
Str: 16 (+3), Dex: 18 (+4), Con: 16 (+3), Int: 14 (+2), Wis: 14 (+2), Cha: 10 (+0)
Saving Throws: Dex +8, Int +6, Wis +5
Skills: Acrobatics +8, Perception +6, Stealth +8
Senses: Darkvision (120 ft - see equipment)
Languages: Common, Draconic
Challenge Rating: 10

Abilities:
Legendary Resistance (3/day): If Apex fails a saving throw, it can choose to succeed instead.
Walking EMP: Electronics within 120 feet of Apex stop working.

ACTIONS:
Double Attack: Apex can make two attacks (unarmed strike and/or rifle).
-Unarmed Strike: +7 vs AC for 1d8+4 bludgeoning damage. Instead of dealing damage, Apex can grapple the target (Escape DC: 18)
-Rifle: +7 vs AC for 1d10+4 piercing damage.

Disappearing Blow (Recharge 5/6): +7 vs AC for 3d8+4 bludgeoning damage. DC 16 Wis save, or be teleported 60 feet.

COMBAT SUPERIORITY: 5/5 'Combat Dice - 1d10'
-Disarming Strike (Melee/Ranged): STR save, or the target drops one object you choose. Add combat die to damage roll.
-Ripsote (Melee): Use your reaction and make an attack against a creature that misses you. Add combat die to damage roll.
-Parry (Melee): Use your reaction and expend one combat dice to reduce the damage by 1d10+4.
-Pushing Attack (Melee/Ranged): STR save, or push 15 feet away. Add combat die to damage roll.
-Trip Attack (Melee/Ranged): STR save, or knocked prone. Add combat die to damage roll.

MUTANT POWERS:
After undergoing mutant experimentations to unlock his untapped potentinal, Apex can cast the following spells a number of times per day. Spell Save DC: 16
-Misty Step (5/5)
-Dimension Door (3/3)
-Teleportation Circle (3/3)
-Steel Wind Strike (1/1)
-Scatter (1/1)
-Teleport (1/1)

Legendary Actions:
Apex can take 3 legendary actions, using the options below. It can take only one legendary action a time and only at the end of another creature's turn. Apex regains spent legendary actions at the start of its turn.

Teleport. Apex uses Misty Step without expending a slot.
Attack. Apex can use Unarmed Strike or Rifle.
Apex Predator. (Costs 2 Actions). Apex uses one of his mutant powers without expending a slot.

Equipment:
-Night Vision Helmet (120 ft darkvision)
-Elemental Resistant Jacket (Resistance to Cold/Fire/Lightning/Thunder)
-Rifle (200/800 range, 1d10 damage, clip: 10)
-(5) Ammo Clips

Saturday, March 2, 2019

The Lich Wars (Buckeye Brigade)

Krieg the Elf Paladin
  • A fierce and unmatched swordsmen, Krieg stood as a bastion against the forces of Evil during the Old Days. He only ever felt comfortable on the battlefield with blade in hand and always looked forward to the next encounter.
  • Krieg was well known for his pride and anger; he could not stand to be embarrassed and once dragged a hill giant's head around behind his horse after he was tricked by the aforementioned creature.
  • Krieg only made one notable connection outside of his adventuring party: a nymph that he fell deeply in love with and kept true to in all his days.
  • Though he got his start in the Buckeye Brigade, Krieg is believed to have been reincarnated throughout history and taken part in many crusades with new adventuring parties. In many of these reincarnations, Kreig is often still an elf -- though their gender (male to female), and sometimes alignment (good to evil), swapped.
  • Nickname: To his friends, he was simply known as Craig.

Deivid the Dwarf Wizard
  • An intelligent and experienced magic-user, Deivid possessed a keen and wise mind; often solving numerous riddles, puzzles, and other dilemmas that the Buckeye Brigade ran into. His arcane prowess was said to be unmatched - a tried and true universalist.
  • For all their cleverness, Deivid's downside was always his ability to overthink, over complicate, and often forget simple options and paths. He always sought a challenge - even when there was none to be had.
  • Deivid was never afraid to make new friends and allies, but neither was he afraid to forgo past alliances in favor of new and better paths.
  • Though he found the path of lichdom to be an abomination, in part of having fought against so many, Deivid is rumored to have pursued immortality irregardless through other methods.
  • Nickname: To his friends, he was simply known as Dave.

Thorsten the Half-Orc Ranger
  • Possessing a caring soul and acting as the leader of the group, it was Thorsten who brought together the majority of the Buckeye Brigade together under his banner. With an innate intuition about him, he even mentored the majority of the group until they came into their own strengths. 
  • Equally skilled with blade and bow, Thorsten spent the majority of his young adulthood wandering the wilderness and honing his skills. He possessed a small affinity for primal magic, though towards his later years, he often find himself dabbling in all types of things in an effort to reinvent himself and find new abilities. 
  • Thorsten lead the Buckeye Brigade through numerous events including The Lich Wars, the Red Hand of Doom, The World's Largest Dungeon, an Expedition to Castle Ravenloft, and many other adventures. Against overwhelming odds, Thorsten ensured the Brigade was victorious. 
  • Towards his later years, it was said that Thorsten discovered a way to reincarnate himself. At the end of their adventures together and as the group prepared to part their final ways with each other, Thorsten bid his friends and family the fondest farewell before taking on a new life and a new adventure. It is said he is still adventuring to this day in new forms. 
  • Nickname: To his friends, he was simply known as Dusty. 

Danyel the Human Rogue
  • Called a pirate by some, a ninja by others, and an assassin by all, Danvel was an opportunist looking for any opening to make his move with a keen blade or a clever trick.
  • Despite being merciless and having evil tendencies (such as collecting the heads of his slain foes), Danvel was kind and got along with his friends among the Buckeye Brigade--brought into the adventuring company by Rebecca. 
  • Though he personally did not possess any abilities of this sort, Incarnum and Essentia magic ran deep in the veins of Danvel's family--his sister was in fact one of the leading practitioners of the art.
  • Whether he eventually died or not was unknown, what is known is that after their victory in the Lich Wars, Danvel acquired all of the assets of the Lich Lord they defeated and spent the majority of his time in the floating castle the lich once called home. 
  • Nickname: To his friends, he was simply known as Dan.

Troightheach the Halfling Cleric
  • A tough, smart, and determined halfling, Troightheach channeled his unwavering faith to stand against the undead and keep the more reckless members of the Buckeye Brigade through their adventures. 
  • Although Troightheach was filled with anger and rage in his early years due to his childhood upbringing, Troightheach eventually overcame those emotions later in their adulthood and grew into a kind and charitable person.  Still, Troightheach had little patience for cruelty and trickery.
  • Troightheach was always true in his convictions; refusing to compromise his ideals and beliefs at any point -- staying true to his path. He often found joy in witnessing the happiness of others.
  • Troightheach eventually tired of adventuring and retired to a simple domestic lifestyle; eventually living out the rest of his days in peace. 
  • Nickname: To his friends, he was simply known as Troy.


Rebecca the Half-Elf Bard
  • One third fighter, one third thief, and one third magic user, Rebecca was a jack-of-all-trades and master-of-none that was both blessed and cursed by a family history of wild magic. She used her almost meta-like knowledge of storytelling to help propel her and her friends to success.
  • For all her fearlessness and fierceness, Rebecca lacked a great deal of common sense and critical thinking - often relaying on her companions to help her through. However, she possessed a strange ingenuity and out-of-the-box thinking that often pulled the group out of the thick of things at the last moment.
  • Although most bards take center stage, Rebecca preferred to stay in the background and help her allies lead. That did not stop her from making many friends along the way in their journey, often connecting with oddballs, oddities, and outcasts.
  • While gold, treasure, fame, and accolades were always welcomed, Rebecca above all else valued and appreciated the time she spent with her adventuring party. She recalled every adventure, every battle, and every epic moment with her friends fondly in a published biography and saga: The Lich Wars.
  • Nickname: To her friends, she was simply known as Rikki. 

Halaster Blackcloak and the Seven



Halaster Blackcloak
  • Halaster Blackcloak is a very old and insane wizard who resides within his lair of Undermountain. He seems constantly distracted, always laughing or muttering to himself over things only he can discern. He has difficultly holding any thread of conversation.
  • Halaster's ture form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. He typically dressed in a Robe of Eyes with countless eyes and mouths sewn into the tattered fabrics. In one arm, he usually clutches his spellbook and in the other, his blast scepter is kept at the ready.
  • Halaster remembers every slight and every aid given to him - making him honorable in some way, but in the end he tries to get his own way in everything. 
  • His interests include collecting new monsters and magic, but after thousands of year, what is really new to him anymore? While waiting for such delights, he amuses himself by manipulating events and politics to suit his whims. 


Arcturia


  • Straw-like hair, bony features, blue-tinged skin, and an exasperated expression compromise Arcturia at a first glance. She wears a wide-brimmed conical hat and a robe of butterflies. She holds up a finger, above which a tiny, glowing sigil floats that represents the school of transmutation. Gossamer wings sprout from her shoulders and bone spurs jut from her forearms and elbows.
  • Unable to abide normalcy and consistency, Arcturia fixates on transforming herself, her surroundings, and other creatures. Her moods are ever-changing.

Jhesiyra Kestellharp


  • A young, plain-looking woman dressed in white robes. Her face betrays the subtlest hint of a smile. Her portrait has been slashed in half. 
  • Jhes was one of Halaster's most gifted apprentices until it became clear to her that Halaster was irrevocably insane. She fled, but Halaster dragged her back to Undermountain and trapped her in the Citadel of the Bloody Hand, a dungeon complex connected to Undermountain.
  • It is believed that she managed to escape from them when the wards failed during the Upheaval. 
  • She now hides from Halaster, who is unaware of her presence, but often wonders about her disappearance. 

Marambra Nyghtsteel


  • A striking woman with long auburn hair and an empty, distant gaze. She wears a black robe and holds a staff topped with a rune. That rune represents the school of evocation.

Muiral the Misshapen


  • An ugly, powerfully built man with messy brown hair and a cruel sneer. He wears battered plate armor and has a steel helm with a scorpion motif tucked under his right arm. Clutched in his left hand is a longsword that drips blood.
  • Muiral was an accomplished human warrior who long served as Halaster's bodyguard. 
  • His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. It said that Muiral learned enough magic to transform himself into a half-scorpion monstrosity which is when he became known as Muiral the Misshapen.

Nester


  • A handsome, slender man with thinning hair and a penetrating stare. He wears a plain black robe and many rings on his steepled fingers. Tattooed on his forehead is a tiny black rune meant to represent the school of Necromancy.

Rantantar


  • A fat, frowning man scarred by fire. He wears ornate purple robes and grasps what looks like a wand of wonder in his burned right hand. Rantantar is one of Halaster's oldest apprentices. 

Trobriand the Metal Mage


  • A stoic, bearded man with black hair, black robes, and tinker's goggles. A tiny iron scorpion is perched on his shoulder.
  • Trobriand specialized in the creation of magical constructs. He shunned humanity and other living begins in favor of his creations, which he saw as superior. 
  • Paranoid and anti-social, he had limited trust of Halaster even whiled apprenticed under him.

DMM Features

Architecture
Undermountain is made up of a mixture of smooth, worked stone and rough-hewn stone, with the occasional intruding natural tunnel or cavern. A few levels have exceptional architectural features.

Ceilings
It’s helpful to know the height of a ceiling, particularly if creatures in the area can climb or fly.

  • Rooms. A room’s ceiling is at least as high as the room is wide, often higher. If a room’s ceiling height isn’t specified in the text, assume it’s the minimum height.
  • Tunnels. A tunnel’s ceiling is as high as the tunnel is wide, unless otherwise noted. Most tunnels in Undermountain are arched and have no visible structural supports. Exceptions are called out in the text.
Doors and Secret Doors
Normal doors (including double doors) are made of thick, sturdy wood fitted with iron hinges and handles, and protected against moisture by magic.

Secret doors are fashioned of the same material as the surface in which they’re set (usually stone) and require a successful DC 20 Wisdom (Perception) check to locate, unless noted otherwise. When they are closed, most doors and secret doors create airtight seals, keeping gases and gaseous creatures from passing through them; exceptions are noted in the text.

A one-way door can be manually opened only from one side (the other side has no handle or hinges). A knock spell or similar magic is needed to open a one-way door from the “wrong” side.

Not many doors in Undermountain have locks, but those that do sport locks of masterful craftsmanship. When confronted by a locked door, a character with thieves’ tools can pick the lock with a successful DC 20 Dexterity check.

A locked or stuck door can be forced open with a successful DC 20 Strength (Athletics) check. A creature that fails a check to force open a door can’t make another attempt on the same door unless it has another creature or a tool (such as a crowbar) to assist.

If the direction in which a door opens becomes important, it always opens in.

Illumination
Since the creatures that originally carved out Undermountain had darkvision and Halaster lights his way by using magic, areas of the dungeon are unlit unless otherwise noted.

Alterations to Magic
To be determined upon discovery...

Elder Runes
To be determined upon discovery...

Gates
To be determined upon discovery...

Random Encounters
The DM checks for a random encounter once every hour, once every 4 to 8 hours, or once during the day and once during a long rest - whatever makes the most sense based on how active the area is.

The DM rolls a d20. On a result of 18 or higher, a wandering encounter occurs. Each floor has specific wandering encounters that can be introduced.