Three things from Batman Begins

Yesterday after a long and frustrating week, I decided to watch Batman Begins. After it was finished, I wanted to hang out in that world a bit longer, so here’s some stuff for your D&D game inspired by things from that movie that you won’t find on a utility belt.

NightCafe, “Batman brooding.”

Plot point: Approaching, unstoppable danger

In the movie, Ras has a machine that vaporises the water supply, turning the haluconagen filled water into a gas. The machine is travelling along the train system, vaporising the water below it as it goes. Massive amounts of chaos is happening. Once it gets to Wayne Tower – the centre of Gotham, and coincidentally the central water reserve below Wayne Tower – it’ll knock the pressure so high the entire city will be engulfed in the gas.

A version of this plot point is actually already in Rime of the Frostmaiden. It was very good and very tense there! Other versions you can do:

  • A series of dams are set to explode on a timer. (Why not all at once? Maybe fear is the villains motive, rather than simply killing everyone. Maybe it’s a ransom thing.)
  • A curse is spreading through the city. The good news is that there are bridges and guards keeping the blighted in quarentine in certains parts of the city, but every once in a while someone scared townsfolk manage to break through and continue to spread the curse.
  • A slander – an outright lie – about the group (or the group’s patron) is slowly making its way around the country. If enough people hear it, it won’t matter what the truth is. Getting their reputation back will always be mared. Proving the slander as a falsehood is a key way to resolve the whole thing, but doing so takes time. Maybe shutting people up is the first step?

The key bits of this plot point are: 1) the threat must have already started. The damage its causing is obvious. It can’t be allowed to go on. 2) There is a way to stem to the flow, and doing so will mean fewer impacted lives. Focusing here migth mean the actual villain has a chance to escape. 3) There’s a way to stop the villain, and end the whole thing, but in the meanwhile lots of people will be affected before that happens.

Contacts: Making connections

After writing about contacts before, I’m pleased to see that they’re such a big deal in Demon City too, which I just received.

The Tech Guy. Lucius Fox. Has access to tonnes of gadgets and is more than happy to share them with their Character Contact. Knows what tools are needed for a particular job. Keeps his ear to the ground for other interesting tech that is cropping up. Unfortuntaely: their not exactly his gadgets to be giving out, so he has to have some measure of care and getting their returned is crucial. Others know about The Tech Guy’s ability and inventory and will try to make moves for it. Keeping Lucius as a Contact will require side missions to keep him safe.

The Bent Officer. Arnold Flass (Gordon’s partner.) He’s got a dark side, but he’s not bad. He takes bribes because everyone takes bribes. Why lose out on the money? Because of that, he often knows where he’s been told not to be which may be of use to his Character Contact. He’ll do his job and arrest the little guys, and turn the other way when it’s just common sense to do so. Unfortunately: he only ever knows enough to get the Character started on their investigation. The actual Bad Guys don’t share anything with him. He’s also prone being blackmailed by the mobsters, and he may need help getting out of those situations.

The Sherpa. Alfred. As close as family to their Character Contact and loves them enough to buy into whatever their current passions are. They’ll do their best to mind matters whilst the Player is away, collect them when they’re left for dead, and make a nice smoothy. Unfortunately: they’re not a fighter, nor are they particularly strong. Their loyalty to the Character often puts them in situations they can’t handle and need to be rescued from. Their dedication to the Character’s safety might also at some point be prioritised above the player’s objectives.

Feat: Why Do We Fall?

Why Do We Fall?

Gain the Restless Endurance (Half-Orc) trait.

In addition, when you use this trait make a DC 15 Constitution saving throw. On a success, you’re hard as fuck and gain (10 + Con modifier) temporary hit points which vanish in 1 minute.

In addition, when you use this trait make a DC 15 Intimidation (Con) check. On a success, you’re cool as fuck and the creature that triggered the trait is Frightened of you until the end of your next round.

“Variant: Skills with Different Abilities”

"An owlbear carrying a large treasure chest on her back through a burning forest." (NightCafe)

I’m writing an adventure at the moment, which features an organisation called the Reclamations Agency, the state sanctioned thieve’s guild. Most people know a bit about them, but do your characters know a little more? What’s the skill check for this? D&D lacks any kind of Culture (Starfinder) or Street Skills (Shadowrun).

A dry Int check might be the easiest thing to reach for but the problem is that they’re pretty boring. We can do better.

Both the PHB (page 175ish) and DMG (page 239ish) talk about using different ability scores skills, which potentially allows using proficiencies in surprising ways.

To intuit why the Agency works a certain way, I might suggest Insight (Charisma); understanding the social protocols you’ve spotted and trying to understand why they might work like that. Or even Insight (Intelligence) to piece together the clues you’ve collected so far. Deception (Intelligence) to make use of your knowledge of the underhand methods you’d use to sneak something out the city.

The problem is that all these require a bit more maths from the player. They don’t have these numbers written on their sheet already. If you find you’re using them often (or want to persaude your DM to start usign them), you could always note them down though. After all, the DMG says:

If a player can provide a good justification for why a character’s training and aptitude in a skill should apply to the check, go ahead and allow it, rewarding the player’s creative thinking.

Here are some more ideas:

Acrobatics (Int)* How difficult does that climb look?
Animal Handling (Int)* Should the animal be behaving like that?
* How much weight can this owlbear carry?
* Can a druid turn into something like that?
* Is that a beast or a monstrosity?
Arcana (Cha)* Is that person charmed?
Athletics (Int)* How long would it take to run that far?
Athletics (Wis)* How strong is that guy?
Deception (Con)* Can I hide how gross this food is?
History (Wis)* Does that sound like something the Queen would have done?
Insight (Cha)* How does this social structure work?
Intimidation (Str)* Can I punch the wall to scare the guy?
Investigation (Wis)* Does anything feel off here? (More active version of Perception (Wis).
Medicine (Con)* Will I get poisoned if I drink this much ale?
Nature (Cha)* Can I say the right things to persaude this Dryad?
Perception (Str)* Is that guy pulling his blows?
Performance (Int)* Can I remember the correct thing to say here?
Persausion (Con)* Can I out drink this Dwarf to win her respect?
Religion (Cha)* Can I fool this bumkin into thinking I speak the words of a god?
Sleight of Hand (Wis)* What are my odds of pick pocketing that person?
Stealth (Wis)* I do think I’ve been spotted?
Survival (Str)* Can I pull this bear trap off my leg?
This table wasn’t even what I had planned today. I timeboxed it to 15 minutes – but look how many cool things already!

Other than just filling in gaps where the D&D skills are lacking, this also lets the PCs have more utility. The paladin might not be intimidating in most situations, but when the time comes for a religious intimidation, their Religion (Str) check might be pretty imposing.

The divestment of a departed drow

Valna was first encouraged to become a priestess of Lolth because of her innovative use of magics. It was clear early on that her understanding of magic – especially in dank of the Underdark – was beyond anything that had been studied so far. Maybe she could bring more glory to the Lady of Shadows with her gifts.

Unfortunately, Valna’s scholarly enthusiasm always took priority to her worship, and it was only a matter of time until the inevitable happened. Decades into the relatively luscious life of a Priestess, Lolth called on her for her faith to be tested. Valna never returned.

A necromancer, reading a spell book. Image generated with magic.

Valna was no fool though. She knew that day would come. She left behind two things for her closest followers to continue her work with: her own severed finger (for unknown purposes) and her research.

Within those research notes, written carefully in ink rarely found in the Underdark, were two spells never before seen.

Valna’s Final Embrace.
Level 1 Necromancy spell. Ritual. Casting time: 1 action. Duration: 1 day.
Touch a willing target to grasp a few strands of their soul. For the duration, the target ignores their first Death Saving Throw failure. After this has been triggered, the spell ends and their maximum hit points are permanently reduced by 1d4.

Necromancers are always looking for a way to stay alive just a little bit longer, and there’s almost always a trade off for it. Certain Wizards who want to put the dice slightly more in their favour will want to pop this on along with their Mage Armor.

I also quite like that the Wizard can use this on other people. A good friend is bleeding out on the floor. Now the necromancer has to make a decision for them: give them a better chance of stabilising, at the cost of permanent damage.

A necromancer’s plaything attempts to read the spells that created it. For some reason, the ritual requires… a car? Image generated with magic.

Valna’s Enchained Totem.
Cantrip. Necromancy spell. Casting time: 1 action. Duration: 1 minute. Range: 30 feet.
Your quarterstaff becomes enchanted with souls of trapped foes and becomes rooted to the ground for the duration of the spell. On this turn, and following turns, you may use the Attack action to berate the quarterstaff. To appease you, it will make a Melee Spell Attack on a hostile creature within range. Using your spell casting modifier, bones launch out of the ground and pummel the closest target (chosen by the DM) causing 1d10 bludgeoning damage.
Damage scales with your spell casting level, like similar cantrips.

One of the coolest things about necromancy in every other game in the universe is that it lets you summon undead and fight with them. It’s odd that D&D takes so long to let you do that. This isn’t quite that, but finally you have the ability to be mean to some dead guys, like a real necromancer.

A servant of Lolth, hunting. Image generated with magic.

The quarterstaff stays rooted, but can still break. However, you’ll have to wait for the minute to end if you want to remove the quarterstaff without breaking it. Wizards never use their quarterstaff. What’s the deal with that?

After the first turn, you use an Attack action on the quarterstaff, which allows you to use an off-hand bonus attack! Wizards never do this. (Because their main attack is already strong enough, I suppose.) I think it’d look cool! I feel they’ll need this as the rooted staff will make them stay in place a little more.

Berating might be throwing a stone at it, slapping it, or giving it a good kick. There’s no to hit on this. It’s more of a percussive, psychological abuse of the poor, tormented souls trapped within the magic.

“Council” and Social Encounters

Dwight enters The Central Station and has to put considerable effort into closing the door behind him; a combination of the weather desperate to get in and the ancient, rusted hinges seem hellbent on staying open for as long as they can.

The disturbance grabs the attention of almost everyone in the bar. Everyone except for a fellow gnome sitting at a back table, almost hidden behind a stack of books. Dwight walks purposefully over to Shaddleborne and coughs to get his attention, but the gnome continues writing, clutching a quill in a clawed hand.

If anyone knows about the wrecksite of the Wodenbirth, it’s Shaddleborne, the last of its crew. That also makes him the least likely person to want to talk about what happened on board.

The social pillar of a D&D adventure isn’t given much of a ruleset compared to other parts of the system. This makes contests during conversation often boil down to making a Persausion check.

Social encounters in 5e

The Players Handbook doesn’t give much guidance above the obvious. The DMG does a bit better though, and lays out some ways the DM can offer some structure:

  • Determine a starting attitude of the PC; friendly, indifferent, or hostile.
  • Have a conversation; at the end (or multiple times if particularly difficult) a social check is made. Successful social checks may move them from hostile to indiffernt, etc.
  • The DC is based on the starting attitude. The check is made easier or harder based on how much the NPC cares about what the PC is saying.

Very light touch for rules, when you compare the dozens of pages focused on combat, equipment to improve combat, skills which only affect combat, and spells which deal damage.

That last point is the key one though: if the PC’s manage to catch the interest of the NPC, convincing them to help should be much easier. The way they catch that interest is by making the conversation about the NPC. Knowing about the NPC requires investigation work beforehand. If Dwight promises Shaddleborne half the riches from the Wodenbirth, the DC to convince him remains at 25. But, if Dwight had done a bit of research on the maritine scholar, he’d know that Shaddleborne lost a family heirloom down on that ship. Mentioning that might drop the DC to 15, or even 5 in the right circumstance.

Makeaskillcheck talks in more depth about 5e social encounters.

One kind of social encouragement. The Bab Ballads.

Social encounters in The One Ring

A brief summary of the rules shows how much more of a system negotiation has in The One Ring. First of all, it has a name: Council. (TOR, p104.)

  1. Determine difficulty.
    • The players decide ahead of time what proposition they have for their target NPC. There are some key questions they need to answer before they approach them: What do they need from the target? What do they have to offer in exchange? What does an ideal outcome look like?
    • Armed with that rough guide for the conversation, the DM considers how that aligns with the motivations of the target. It might be a ‘reasonable’ request (Resistance 3), a ‘bold’ request (Resistance 6), or an ‘outrageous’ request (Resistance 9).
    • Judging by how closely motivations align intrinsically takes into account the relationship between the PCs and NPCs.
  2. Opening conversation.
    • A single spokesperson makes a skill check with the intent of making a good first impression.
    • On a successful check, the time limit (or number of arguments they are allowed to make) matches the Resistance, plus 1 for every Gandalf symbol that shows up.
    • On a failure, the number of arguments is still the same as the Resistance value, however if they fail to make their argument in time it ends in Disaster.
  3. Arguments.
    • Any player can now chime in, giving a reason why the NPC should comply. They make a related skill check. A success reduces the Resistance by 1, and Gandalf symbols reduce it by an additional 1.
    • If the arguments relate to a personal motivation of the target, the skill check can be made with an additional die.
    • By default, the target is ‘open’ to conversation. Otherwise, they can be ‘reluctant’ (minus 1d to checks) or ‘friendly’ (plus 1d). This state can change whilst the conversation goes on.
    • Once Resistance falls to 0, the expected outcome (or as close to the expected out come as the DM is willing) occurs.
    • If Resistance does not fall to 0 within the time limit (or argument count limit, really), they fail. The NPC may still help, but not to the extent they could have. They might still offer the desired help, but at a price.
    • If they fail, and the encounter ends in disaster, the target has likely taken offence. There should be some cost to this, in addition to missing out on help. Shaddleborne warns his friends of Dwight, and they begin encounters as reluctant.

This feels a lot more like an encounter. The characters, instead of baring arms and spellslots, have to prepare themselves with arguments that will earn them as many extra dice as possible. That might mean multiple sessions of private detective work to understand their target a bit better.

They can even take turns. Whilst it’s not required in the rulebook, the argument-based nature of how these encounters work mean you can go around the table to include players who are ordinarily quiet during social parts.

There’s no need to engage in active roleplay (as the DMG calls it); conversation can be turned into something more like a riddle where prior investigation makes the rolls easier. I feel like this fixes the problem of a high-charisma-PC played by a low-charisma-player. It’s frustrating sometimes that my 18 Charisma character is capped by my own 14 Charisma. But we can all be good note takers, and use those notes to gain an advantage in social checks when using this system.

As a final note, I hope it’s fairly obvious but this system doesn’t always have to be used. An Awe skill can be still be used quickly to win over a shop keeper and get a discount or convice a guard to let you into a party.

From the head of a derro

I’m working on a project and had to create a few things. They’re yours now.

A gross item

Flesh Pocket

Craftable. A patch of skin taken from another and attached, somehow, to your body. This is a secret hiding spot that only the most thorough search will find, if applied correctly. This small pouch can only hold very small items before it becomes obvious: a key to a jewelry box, a poisoned needle, or your most beloved lockpick.

A DC 18 Perception check or DC 15 Investigation check is required to spot the device.

I think this comes from Shadowrun actually. I needed this for two reasons: 1) I needed a way for the derro to have something smuggled into the prison when the rest of their belongings have been taken, and 2) someway to show the player characters (if they spot it) that this dude was willing to cut some flesh off another dude and SEW IT TO HIS THIGH.

An aggressive background

Acolyte With A Sword
Sometimes a god needs a physical force to ensure the divine plan goes the correct way; you have been that force. Eliminating threats to the faith, by sword or magic, discrete or bloody.

Choose a god you serve, working with your DM to see who is most appropriate to the world you’re in. Describe your religious contact who typically works with you, assigning your tasks.

Feature: Feared By Those Who Know. When applying pressure to someone who fears or respects your god, you can make Intimidation checks with advantage.

Skill Proficiencies: Religion, Intimidation.
Languages: One of your choice, plus Thieves Cant.
Equipment: A holy symbol, 1 vial of Assassin’s Blood or Serpent Venom, a set of common clothes, 15 gold pieces.

This derro has had his last dredges of sanity knocked out of him in the three Uniting Wars he’s been a part of, and the only reason anyone can think of for his survival is that he’s touched by Diinkarazan. Lets hope it doesn’t go to his head.

A dark spell

Diffuse Light.
Level 1, Evocation Spell. Concentration. Touch.
Light tends to avoid the target as best it can, dissolving as it approaches. Within a 10ft radius of the target, light becomes dim light, and dim light becomes non-magical darkness for 10 minutes.

I’m not totally sure why it took a derro to find this spell. Maybe discovering magicks requires a less, uh, structured mind. Either way, this is a god send (oh, maybe this is how he figured it out) for a sunlight sensitivity suffering derro.