It's been a while since I updated this blog, but honestly it's been a while since I made any progress on my Spelljammer D&D Next conversion! The issue was one of time and patience. Patience in this case meant I wanted to wait for the core books to come out so that I could work with final game information for D&D 5E.
The Player's Handbook and Monster Manual are both out, which sets up the game very nicely. I've got a bit of conversion to work on - mainly in the form of adjusting/updating the backgrounds I came up with. I'll post more of that when I complete it.
Spelljammer Next
An ongoing adaptation of the Spelljammer setting to the D&D Next rules
Thursday, October 16, 2014
Friday, May 2, 2014
Race Write Up: The Minotaur
I wanted to add in a new race to the campaign roster and felt that it was a good time to dust off the Minotaur and see what it looked like. I liked the idea of their enslavement by the neogi for a racial background.
MINOTAURS
Minotaurs are large humanoids, standing
between 7 feet and 8 1/2 feet tall. Their bodies are covered with long, matted
fur that hangs from their bodies. They have hoofed feet and strong, clawed hands.
Their heads have both bovine and humanoid qualities, and wide horns extend
horizontally from their temples.
Minotaur fur colors ranges from rust-colored to dark brown, and
black-furred minotaurs are very rare. Their eyes are red and seem to glow in
moonlight, and they sniff and snort as they walk along the streets and roads of
settlements.
Slaves
to the Wolf Spiders
In wildspace, minotaurs were introduced
as slaves of the neogi. Serving aboard their vessels, these were chained
beasts, lower than the valued umber hulks and allowed little latitude. Over the
years, the minotaurs began to gather in numbers and threw many rebellions
against their neogi masters. Some of these were successful, but just as many
resulted in terrible atrocities being committed upon the survivors.
Duty
and Honor
Minotaurs keep a code of honor that
others find difficult to understand. Even enslaved, they kept many of their own
traditions as their neogi masters were not interested in their personal
activities. This code of honor applies strongest to the duty of the individual
minotaur to their family and race.
Tradition
of Combat
One of the traditions of the minotaus
relates to personal combat and ritualistic dueling. If two minotaurs wish to
fight, tradition holds that they must declare a duel. Outnumbering an opponent
is considered dishonorable, so each side must have an equal number of
combatants. Larger brawls are less common than one-on-one duels, only because
it is rare to find a large number of minotaurs together in one place. This
tradition allows the minotaurs to remain true to their nature without pushing
their race further toward extinction.
Cultural
Details
Alignment: Minotaurs have an
inclination towards law, a fact that the neogi used to exploit them as slaves
under a never-ending contract.
Religion: There are few known minotaur
gods, though some wicked minotaurs venerate Baphomet, demon lord of beasts.
Language: The minotaur language is
rough and has a very strange concept for past tense.
Names: Despite being enslaved,
minotaurs carry a proud tradition in their names. Traditional minotaurs have a
family name prefixed by de- or es- followed by the name of their most
noteworthy ancestor. The prefix represents “male ancestor” (de-) and “female
ancestor” (es-). It is possible for a minotaur to start his or her own family
with their family name as their first name with the appropriate prefix in front
of it (Darot de-Darot for example).
Male Adult Names: Darot, Gaerth, Hybos,
Ilionus, Nolhan, Polik, Quan, Rajan
Female Adult Names: Ayasha, Calina,
Jarisi, Kyri, Mogara, Resdia, Tariki, Veria
Family Names: de-Goltyn, de-Kalgor,
de-Neros, es-Broga, es-Cura, es-Hestos, es-Kalin, es-Teskosa
Traits
As a minotaur, you have the following
racial traits.
Ability Score Adjustment: Your Strength
score increases by 1 and your Wisdom score increases by 1.
Size: Medium.
Speed: 30 feet.
Minotaur Weapon Training: You are
proficient with axes.
Illusion Resistant: You have advantage on any saving throw against illusion effects.
Darkvision: You can see in darkness
within 60 feet of you as if it were dim light. When you do so, your vision is
in black and white.
Cunning: You have advantage on any Wisdom
(Survival) check made to track an opponent.
Languages: You can speak, read, and
write Common and Minotaur.
Thursday, May 1, 2014
Race Write Up: The Lizardfolk
Lizardfolk are a major spelljamming race in the setting, so they deserve the D&D Next treatment as well. Enjoy!
LIZARDFOLK
Lizardfolk are tall humanoids whose
powerful bodies are covered with armored scales that range in color from gray
to green. They have extended jaws filled with razor-sharp teeth, and each has a
unique set of fins that runs from his skull to his upper back. All lizardfolk
have ridged tails that range from four to six feet long that help them swim and
with which they can deliver powerful blows.
Strong
Emotions
Lizardfolk are short-tempered and
emotional, but not overly bright. They are well known for their tempers, and
lizardfolk seem to find most human and demihuman species particularly
frustrating. Dealing with a lizardfolk is a constant process of moving fast
enough to keep the lizardfolk from getting bored without going so fast the
lizardfolk cannot keep up.
Quiet
Watchers
Most lizardfolk tend to be quiet, letting
their actions speak for them, though when one does speak it is usually wise to
listen. Most people take them to be dumb brutes, a fatal mistake.
Proud
Heritage
They do not take insults lightly.
Lizardfolk society has a great number of rules and rituals that help them
survive and thrive in the spacelanes while also keeping order. Because of this
many lizardfolk tend to observe strict adherence to rules, although it can also
cause those in lizardfolk society who do not like rules to abandon their
tribes. Many tribal leaders tend to feel they are better off.
Cultural
Details
Alignment: Lizardfolk have a natural
inclination towards chaos, owing to their general preference towards nature
versus civilization, but this is not a rule. Lizardfolk of all alignments can
be found in the spacelanes.
Religion: Most lizardfolk venerate some
version of Semuanya who appears in most pantheons as the creator of the race.
Language: Lizardfolk have their own
language, consisting of growling vowels and sharp consonants. Tonal qualities
as well as simple sound convey meaning.
Names: Lizardfolk names tend to be
sibilant, with many S sounds. Male names tend to have harder sounds and more
syllables, female names are generally shorter and roll off the tongue easily.
Male Adult Names: Meerltul, Germanides,
Veen, Peerei, Usheltul, Okaneen, Utasithik, Tun-Tah, Gin-Ra, Beem-Ja
Female Adult Names: Drujeva, Pashtvee,
Skalz, Deeseidutsei, Nusei, Ahash, Akisalg, Thari-Sa, El-Ei, Jid-Eji
Traits
As a lizardfolk, you have the following
racial traits.
Ability Score Adjustment: Your
Dexterity and Constitution scores increase by 1.
Size: Medium.
Speed: 30 feet.
Darkvision: You can see in darkness
within 60 feet of you as if it were dim light. When you do so, your vision is
in black and white.
Athletic: You have proficiency in Athletics
(Strength) and have advantage on any Athletics (Strength) check you make.
Lizardfolk Weapon Training: You have
proficiency in polearms and shields.
Natural Weapons: Your claws can be used
as weapons in melee combat. You deal 1d4 points of slashing damage with your
natural attack (which you are considered to be proficient in). Your natural
attack is considered a light weapon.
Languages: You can speak, read, and
write Common and Lizardfolk.
Wednesday, April 30, 2014
Race Write Up: The Giff
Let's start with my write-up for the Giff, the quintessential Spelljammer race - gun-loving hippo people. Enjoy!
GIFF
Giff are powerfully muscled, 9’-tall
mercenaries. They have stocky, flat, cylindrical legs, barrel-shaped torsos,
broad chests, humanoid arms and fingers, and heads like those of a
hippopotamus. Giff skin is black, gray or gold, and often covered in brightly
colored tattoos.
Structure
is Everything
The giff live structured, organized lives
centered on their obligations in a race-wide chain of command. They are proud
of their strength and skill as warriors, and view all of lie as pursuit of
glory and rank. Their pride in their won strength makes them nervous around
truly strong creatures (like giants), but they view most humans and demihumans
as too fragile.
Rough
and Tumble
Giff enjoy fighting. They will brawl for
the sheer fun of it, battling all corners in a friendly test of strength,
granting quarter to any who ask for it. Giff view weapons as a sign that the
battle is serious, however, and will
fight to the death against anyone who draws a weapon on them.
Natural
Wanderers
Giff have wandered the spaceways for so
long that they no longer know where their own homeworld is. They tell stories
of a jungle world where weapon caches lie beneath every tree, and smoke powder
flows like the milk and honey of some humans’ vision of paradise.
Platoons
Giff platoons (the major form of societal
organization) serve other spacefaring races. They wander from sphere to sphere,
fighting in battles and conquering their employer’s enemies, but they are at
the mercy of their employers, as the
giff cannot operate spelljammer helms.
Cultural
Details
Alignment:
Giff value order and structure in their lives, and thus strongly lean towards
the lawful end of the alignment spectrum. Chaotic giff are nearly unheard of in
the spacelanes, and rare do they even view neutrality as a viable option.
Religion: Giff
have no racial religion and as a whole view the whole concept of gods and
goddesses slightly absurd. Faith is an alien concept to most giff, or at least
faith in a deity.
Language: The
Giff language is harsh and resembles a series of burps and gas exhalations. Few
people outside of their race bother to learn it as the complex set of
grammatical regulations keep all but the most dedicated of linguists at bay.
Names: Giff
are brought up in platoons that work as families, with both male and female
members raising children in a military fashion. The young giff are usually
named after their parents, and it’s not uncommon for them to carry a lineage identifier
with their name (the Third, the Seventh, etc.). The name of their home platoon
becomes their surname which they carry throughout their lives; if they join
another platoon they take that as an additional surname.
Male Adult Names: Adolf, Alistair, Basil, Edmund, Gordon, Graham, Horatio, Humphrey,
Jude, Lesley, Malcolm, Mycroft, Nigel, Rowland, Rupert, Stratford, Trevor,
Victor, Willoughby
Female Adult Names: Adelaide, Agnes, Beatrice, Charlotte, Daphne, Dolores, Elspeth,
Gabrielle, Henrietta, Isabel, Lucinda, Marilla, Olivia, Polly, Serena,
Susannah, Valerie, Zoe
Platoon Names:
Black Sabers, Demon Stars, Dragon Hoard, Gold Swords, Howling Gates, Red
Horror, Storm Serpents, Wandering Skulls, White Tridents, Wolf Cannons
Traits
As a giff, you have the following racial
traits:
Ability Score Adjustment: Your Strength score increases by 2.
Size: Medium.
Speed: 30 feet.
Low-Light Vision: You can see in dim
light as well as you do in bright light.
Giff Weapon Training: You have
proficiency with firearms and swords.
Thick Hide: You receive a +2 bonus to
your Armor Class from your naturally thick skin.
Languages: You can speak, read, and
write Common and Giff.
Adapting Spelljammer to D&D Next
Welcome to the Spelljammer D&D Next Adaptation project! I've decided to start up a D&D Next campaign using the last publicly available set of playtest rules and adapt them to the Spelljammer setting. This is a labor of love - Spelljammer was the first setting for AD&D that really caught my eye as "wow anything is truly possible with this game."
I'm going to be working up rough rules for spelljammer helms, tactical combat between ships, crystal sphere generation, travel speeds, and write ups for the various races specific to the Spelljammer setting, including giff. Also included are going to be new backgrounds, new organizations, and some notes on my campaign as they develop. Exciting stuff!
See you in the stars!
I'm going to be working up rough rules for spelljammer helms, tactical combat between ships, crystal sphere generation, travel speeds, and write ups for the various races specific to the Spelljammer setting, including giff. Also included are going to be new backgrounds, new organizations, and some notes on my campaign as they develop. Exciting stuff!
See you in the stars!
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