College of the Tree Singers, for the D&D 5e Bard Class

College of the Tree SingersBards that join the College of the Tree Singers [PDF] have an affinity for both music and nature. They seek to learn the ancient and sacred stories and songs of the forests, as well as to preserve these tales and melodies for future generations. Most of the bards who are drawn to this college are elves and half-elves, but the college discriminates against no one and will allow any interested bard to join.

Tree Singers are completely unlike bards from the College of Lore, who spend most of their time in dusty old libraries and such. Bards from the College of the Tree Singers spend many hours outside in the forests and very little time in towns.

Playing in the forestAlso, unlike many other sorts of bards, Tree Singers do not commonly perform in taverns for drunken revelers. They are often circumspect about their songs and stories, choosing NOT to share them with any except other Tree Singers, druids, and elves. This is not to say that they cannot perform other songs, just that the special songs of the forest that they can hear and draw inspiration from are sacred to them, and they do NOT waste sacred music on the unenlightened. Continue reading “College of the Tree Singers, for the D&D 5e Bard Class”

It’s not the chest that’s trapped… Steal this Trap

This is an entry for a contest – tell us about one of your traps…!

Some players and GM’s may feel that this trap encounter is “dirty pool”. I prefer to think of it as teaching the party a lesson in teamwork and dependence…

Win This!This is an entry for a contest – tell us about one of your traps…!

Some players and GM’s may feel that this trap encounter is “dirty pool”.  I prefer to think of it as teaching the party a lesson in teamwork and dependence.  This works best when playing with miniatures so there can be no argument as to character’s locations.  The encounter itself goes something like this. . .

The party has just defeated a monstrous foe in the dungeon of doom.  They begin to scour the room for treasure and at the back of the room, sitting on the floor in the corner, there is a large chest.  The party’s thief/rogue/trap-and-lock expert moves to the forefront to look things over.  After a careful investigation of THE CHEST, they find that it’s an iron-bound wooden box 4 feet wide, 3 feet deep, and 2 feet tall.  The chest is locked, but not trapped.  It is well-constructed.  PLEASE NOTE: If the thief successfully detects traps on THE ROOM and not THE CHEST, then they will figure out the trap BEFORE it springs

Now, one assumes that the thief goes to work on the chest.  The lock is a very complex mechanism that requires three rolls to defeat.  After the first successful roll tell the thief, “That took a little longer than you expected.  The mechanisms of the lock are so heavy-duty that you’re fearing that you might break your picks, so you took your time.”  Make a FAKE wandering monster roll and tell the party that they hear nothing.  Allow the players to react – note their stated actions and locations.

The thief goes back to work for the second roll.  Upon success tell the thief, “That really took a while, maybe half an hour, but you feel like you are really close to opening it now.”  Make another wandering monster check (maybe a real one this time) and ask the party to adjust their minis, as it is unlikely that they are all standing around the thief anymore.

As soon as the thief rolls the 3rd success, the floor in front of the chest, where the thief has been crouching/kneeling to work on the lock snaps silently open for 1.5 seconds and then snaps closed again.  It opens just long enough for the thief to fall through and then it closes again.  The true reason the lock was so difficult to pick was that it was not unlocking the chest, but instead the floor.  Party members that were within 10 feet of the chest will know what happened.  Unless someone else can pick the lock (or perform a knock spell on the trap door), then the thief will sit in the dungeon’s cesspool some 30′ lower than the party’s current location.  There is a silence 10′ radius cast at the water level below the trapdoor entrance to the cesspool making normal communication between the thief and the party impossible.  If no PC’s were near the thief, then NO ONE KNOWS WHAT HAPPENED TO HIM.

Personally, I like to torture the thief with all manner of splashes in the dark and creepy-crawlies while he is trapped in the cesspool away from the party, but you may do as you wish.

Don’t just kill a zombie, blow their head off!!!

I love RPG’s and I especially love playing zombie games.  And… I have played quite a few of them.  One of the problems that I have come across with zombies is that there is often nothing cool to do with a PC’s critical hit.  I mean, if hitting the zombie in the head means it dies, then a critical hit just does it better, right?  Where’s the reward?  I wanted my reward for critting on that zombie and I figured others might too.  So I made this cute little table.  It’s not much, but hopefully someone out there can get some fun out of it.  My group really seems to like it.

Zombie Critical Hit Table for Guns

  1. A bullet hammers into the left side of the target’s head.  Blood, gore and ichor spray out the other side of the head as the rotter is thrown violently to the side and then drops like a sack of potatoes. Death is instantaneous.
  2. A ricochet finds the right temple of the target.  The deadhead freezes in place for a moment and then falls like a tree to the left.  Death is instantaneous.
  3. The bullet splits open the left trapezium muscle near the base of the neck.  The head lolls unnaturally to the right, but the zed is still functional.
  4. The bullet slams into the  right side of the target’s forehead.  The zombie continues forward for another moment and then suddenly drops to the ground, like a marionette with cut strings.  Death is nearly instantaneous.
  5. A bullet pierces the forehead in a perfect drill hole wound and ricochets off the back of the skull playing lethal pinball inside the cranial cavity.  Death is instantaneous.
  6. The shot tears through the zombie’s nose and straight into its brain.  There is a momentary look of surprise on its dead face as the zombie is carried over backwards from the force of the shot.  Death is instantaneous.
  7. The bullet smashes into the jaw leaving it a mess of splintered bone and mangled flesh that hangs useless and disturbing from the target’s face.
  8. The bullet embeds itself deeply into the head of the target, dropping it suddenly like a stone.
  9. A pinpoint shot to the head bursts it like a balloon. Blood, brains and ichor shower all within five feet.  The zombie drops to the ground like a wet towel.  Death is immediate.
  10. The bullet (having hit the head) expends all its energy piercing the skull and comes to a stop deformed but intact on the surface of the brain.  It’s really ugly, but zombies don’t care about beauty.

I also wrote a zombie apocalypse campaign setting book, Welcome to Mortiston, USA.  It was published by means of a successful Kickstarter campaign and was released at Origins 2012.  Everyone involved with the project has been very excited by its success thus far.  If you like zombies, or need a post-apocalypse American city for some other reason, you might like Mortiston.  Come check it out at www.mortiston.com.