D&D 5E [5e] Witcher: Mother of Monsters

Shayuri

First Post
I think part of the challenge in this element of game design is that the setting books & games establish that a Source's magic is barely controlled and strong stressors / negative emotion can unleash it. They are regarded as dangerous by many mages because of this. I just probably went too far in the dangerous direction with my design. So scaling the surges back but still making them meaningful/scary displays of The Power is a challenge.

Yar, it definitely is. It's a danger of working from an established body of fiction as well...a book doesn't need to worry about game balance or group dynamics. The author has utter freedom to determine exactly what happens and when, with only the consequences they decide. A game complicates that situation considerably by adding in player agency and a lot of random happenstance. :) I say this as someone who has fallen afoul of it several times before, both as player and creator.

Another issue you pointed out is that "emotion as a trigger" is inherently nebulous. I don't really see a way around this one, it's just something that takes DM-player cooperation/trust to find pacing that "feels right." The whole "provide 3 situations" thing I came up with just to provide SOME sort of guideline. I'm fine with that if you are. I agree that toning down the impact of the wild surges will make the lack of rules for how common surges occur less of an issue.

There are ways to do it, but probably not within the framework of 5e without introducing a lot of unwieldy house rules. In preference to that a narrative approach like you have can work decently well I think...but some guidance for both players and GM's would not come amiss. And, as you point out, scaling the effects back will help mitigate the core issue.

I'm open to ideas if you see a better way of handling the whole "barely controlled magic" trope?

First of all, I'd say lets dispense with the big emotional category blocks. Having all three triggers stem from a single emotion means that it's much more likely that a Surge would logically trigger whenever that emotion comes up. There's only so many things to be angry or afraid about, after all. Unless the triggers are very specific in scope, having three separate triggers within a narrow emotional bandwidth makes them harder to avoid...both for players and GMs.

But, if I have the flexibility to say, "Talashia gets MOST angry about this one thing, and that's one thing that can trigger her. She's also SUPER guilty about this other thing, and that can trigger her...and she has a raving phobia of canned beans, so NEVER EAT CANNED BEANS AROUND HER. That lets me focus ONLY on the things that are the most intense for her. Wheras if I have to choose three things she gets insanely angry over...that's a bit of a pickle.

Secondly, give the player some agency over the surge. For example, perhaps a Source who feels a surge coming on can spend all their actions for the turn trying to resist it...make a Wisdom save or Charisma save or something at their own spellcasting DC (the stronger the magic, the harder to control!). This lets them say, "Oh no! It's happening! RUN!" They can keep doing it, but eventually the roll will come up bad and BOOM. The surge doesn't stop, but they can give their pals a chance to get clear.

Thirdly, use more than a d6 roll. There is not a lot of randomness in a d6 roll, for something like this. I know it's more work to set up, and certainly doing multiple 1d100 lists is out of the question, but put some more variability in there. That also lets you do things like have more extreme options weighted less...so maybe a lot of options on the list have 2 or 3 chances in 20 to come up, but the Cosmic Devourer Pokes His Proboscis Through the Multiverse and Nibbles your Cape only has a 1 in 20 chance. That makes it more rare, more special, and you can feel a little freer to give it consequences.

Fourth, define things. Example - Right now the result where a gate to another world appears and sucks people into it? We don't know how to determine where that gate appears. It's pretty crucial information to have. I assume the GM decides, but if so then say it because otherwise there'll be some bad blood.

Fifth, you might want to scale some of the effects with caster level. 4d10 is an incredibly huge amount of damage at 1st level. By 10th it's kind of meh. At 20 you barely notice it. Again, more power = more risk. When a level 20 Source blows his stack, people should probably be looking around for Mount Arrarat, because it was there when they left the cabin this morning. Conversely, a level 1 Source going nuclear should move a commensurately smaller molehill.

Not to say that a Surge is ever 'ignorable,' but scaling effects will really reduce the potential for one bad roll to cause a wipe...and that's something virtually guaranteed to create an OOC problem at any table.
 

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Quickleaf

Legend
[MENTION=4936]Shayuri[/MENTION]

Great suggestions, all of them!

Yes, picking 3 stressors from any "negative" emotion makes more sense.

Yes, including a Delay Wild Surge action makes sense, and probably Wisdom makes the most sense (thus it requires investment in a secondary ability besides Charisma if a Source player wants to have more control).

I agree having more options on the tables is better, probably 10 is manageable for me and will provide sufficient variety. Though I don't think making EXTREME results (like the gating one) rarer really solves the issue you raised of them being too EXTREME. So more options on the tables, AND those options need to be mitigated/toned down.

Yes, the gate stuff is meant to be DM-determined. I will explicitly state so.

Yes, scaling any damage dealt by a wild surge makes sense. I'll do that.

About Talashia's Storm Wild Surges, are you wanting effects that are mostly flash-bang? What about a creepy mist? Or a rain of scalding blood? Let me know the parameters that you think fit her variety of magic and I can help put together a table with you.
 

Shayuri

First Post
Hooray! Thanks for taking my comments in the spirit that they're intended in. I have to say, I really like what you're trying to do here, which is why I've been thinking about it so much lately. :)

So! Talashia!

Here's a few ideas I have for her surges, in no particular order of preference or severity:

Chaos Storm - An obviously unnatural storm whips into being in the sky above Talashia. It extends to a radius of 100' per level, and consists of black clouds, high winds, and wildly variable weather events such as driving rain, pounding hail, intense thunder, and so on. The specific weather event can change at the GM's whim, up to once per round. The overall effect of the storm is that anyone caught within the radius suffers disadvantage on skill checks due to interference from water, wind, hail, noise, distraction, and so on. The storm can also do noticeable property damage to anything that could reasonably be damaged by weather of this kind (trees, wooden houses with thatch roofs, fragile goods left out, etc). There is a dark vortex at the center of the stormcloud overhead that follows the Source around until it dissipates (the Source must take a short or long rest).

Detonation - The caster radiates an effect similar to a Thunderwave spell at his or her spellcasting DC up to a radius of 10' per caster level. This effect is immediately preceded by a bolt of lightning coming down from the sky and appearing to strike the Source. The Source is stunned for one turn after the effect takes place.

Static Charge - All ferrous metal within 20' per level of the Source becomes outlined by ghostly St Elmo's Fire and begins arcing into anything grounded nearby. This can range from inconvenient and painful in the case of small implements and tools, to mildly damaging in the case of most weapons, to very dangerous for those wearing metal armor. Anything that fits entirely within one hand, or close to it, does 1 damage per round. A large item that can be be wielded in one or two hands will do 1d6 damage per round. Light or Medium armor does 2d6 damage per round, and heavy armor does 3d6 per round. The effect lasts 1 round per caster level of the originating Source. A handheld item can be dropped to avoid further damage. Worn items must be removed.

Auntie Em's Lament - Clouds appear in the sky overhead, and a dark funnel cloud descends onto the Source. The Source is lifted into the cloud and held aloft, and can take no actions during the Surge. He is surrounded by a ring of wind that acts like a Gust of Wind spell blowing in a circle around him, as well as a Wind Wall. The radius of this effect is 5' per caster level. Vision is heavily obscured within this area as well due to dust and flying debris. At level 10 the area does 2d6 damage per round to anyone entering or starting their turn in the area due to flying debris. At level 15 treat the affected area as a Whirlwind spell. The funnel cloud cannot be controlled by the Source, though it could move at the GM's whim, carrying the Source along with it. The Surge lasts one round per caster level, and the Source is stunned until a Constitution save at his spellcasting DC is succeeded at when it ends. If the Surge is somehow ended prematurely, the Source is not stunned, but will fall from an altitude of 5' per caster level as the winds dissipate.

Because of THIS, Ben Franklin! - Clouds appear overhead, and lightning begins to rain down from above! Each round for 1 minute per level, one lightning bolt (treat as a Call Lightning spell) affects a random target within 50' per Source's level that the Source can see. The target can be a creature, object or structure. It can set objects and structures ablaze if it is flammable.

Double Trouble - Roll twice and apply both effects. Reroll duplicate results.
 

Quickleaf

Legend
Here's a map (not to scale) with the starting area of the Posada region circled in red, to help everyone orient themselves. You'll probably be entering Dol Blathanna via the NW border with Aedirn, a rugged wilderness with few clear demarcations of political boundaries.

 
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Quickleaf

Legend
[MENTION=4936]Shayuri[/MENTION]

Absolutely, role-playing is all about collaboration IMHO. :) Nice, that gives me a good feel of what you're going for with Talashia's wild surges. Let me add some more to bring us up to 10 options...

How's this look? The only things absent are winter storms, though I got the feeling that wasn't the vibe you were going for. Oh, and we'll have to adjudicate things creatively if a wild surge is ever triggered for her underground!

Talashia's Wild Surges (1d10)

1. Chaos Storm
2. Detonation
3. Static Charge
4. Auntie Em's Lament
5. Because of THIS, Ben Franklin!

6. Storm That Never Breaks
- Heavy clouds block the sky, thunder booms in the distance, and the static charge before a storm raises hairs on the back of the neck. If it is daylight the ambient light grows dim. Intermittent gusts of wind or rain seem to presage a storm. Animals (even trained or companion animals) and many NPCs respond as if a terrible storm was imminent. This lasts for 2d6 hours. The Source is filled with foreboding and if he expends any sorcery points while the weather is thus changed, the Source is stunned until the start of his next turn as he revels in the chaos.

7. Into the Heavens - Fierce erratic winds whip across the landscape within 50 feet per level of the Source, some with an almost white ethereal shape provoking religious superstitions and risking capsize of boats. Each round for 1 minute per level, a vortex funnel of wind descends from the heavens and affects a random target, whether a creature, object or structure. The target must make a Reflex saving throw against the Source’s spellcasting DC. If the target succeeds, they are merely knocked prone. If the target fails, they are sucked up into the sky and randomly deposited somewhere within the area of effect, suffering falling damage of a number of d6’s equal to the Source’s level.

8. Maddening Winds - Howling winds affect an area within 50 feet per level of the Source. They impose disadvantage on ranged weapon attacks and Perception checks relying on hearing, extinguish open flames, and make flying nearly impossible. Strangely these winds do not disperse fog, and hissing voices can vaguely be heard carried by the wind. The winds last for 1 minute per level of the Source. Each minute a creature is a exposed to the winds they must make a Wisdom or Charisma saving throw (their choice) against the Source’s spellcasting DC or suffer long-term madness according to the DMG.

9. Biblical Deluge - Heavy precipitation pounds an area within 100 feet per level of the Source. Everything is lightly obscured, open flames are extinguished, and creatures have disadvantage on Perception checks that rely on sight or hearing. While a region plagued by drought may bless the Source as a rain-maker, eventually folks realize the rain doesn’t stop. There may be several hours of clear skies intermittently, but eventually the downpour begins again, flooding fields, rotting crops, attracting drowners and water monsters, and giving birth to diseases. The rain just won’t stop until the Source dies or a quest is undertaken.

10. Double Trouble
 
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Shayuri

First Post
lol...the Biblical Deluge is a little odd, perhaps. :) Does it follow the Source around?

Maybe instead of making it permanent, we can say it lasts long enough to cause flooding and soil damage? Could erode foundations, cause damage...etc etc. That brings it more in line with other Surges. :)

Also yeah, didn't do winter storms, cuz that feels more like a hypothetical 'ice sorcery' gig. There's some crossover there, and you know if we're high in the mountains or in an arctic region, we could swap in some winter storm stuff.

As for underground, I can think of possibilities. One of course is that these things still happen. Weather underground! Or perhaps there's rains up above, and you start to see the cave ceiling soften. Hehe.
 

Quickleaf

Legend
Sounds good, just lasts a week or a couple weeks or however long it takes to cause flooding/soil damage. And it's meant to be localized, so it does not move with the Source.

Btw, I decided everyone should start with some sort of nice equipment. I'll update the original post, but here's what I'm thinking:

In addition to standard starting gear, begin with one of the following:
  1. Breastplate with helmet, gauntlets, a shield (if you desire), and an armoring kit (if you have the corresponding tool proficiency). Was this from prior military service to a lord?
  2. Warhorse with a military saddle, bit and bridle, and saddlebags. Typically warhorses are a sign of knighthood, so were you knighted and by whom?
  3. Riding horse with a riding saddle, bit and bridle, saddlebags, with free stabling and feed thanks to your connections. What is your horse's name?
  4. Modest river boat with oars and a small sail. Are you a fisherman, did you build the boat yourself, or win it in a bet?
  5. Masterwork weapon, which provides +1 attack and damage, and won't break on a critical miss, but does not count as magical. Is it a family heirloom, did you fashion it yourself, or did you unearth it while exploring? Which race crafted the weapon?
  6. Uncommon wondrous magic item. (This best suits spell casters, but is not exclusive to them. Also I'll need to approve the item to make sure it fits the setting, for example winged boots would be a no.) What is the pseudo-scientific name of this unusual item?
  7. Three spell scrolls with cantrips or level 1 spells. (Spellcasters only) What is the name of the body of writings these scrolls are derived from?
  8. Three level 1 Witcher potions, or any combination of blade oils, bombs, Witcher potions, or traps. (Witchers only, corresponding tool proficiency required) What did you have to kill to craft your desired potions?
  9. Three bombs, traps, or doses of poison. (corresponding tool proficiency required) How did you smuggle the necessary components past the authorities?
  10. A pouch of gemstones worth 300 gp from a recent job well done. What was the job and what is an extenuating complication that might arise from it?
  11. Favors from various folk across the land "worth" 400 gp of lifestyle expenses. Did you gain these favors honorably or dishonorably?
  12. A house somewhere, possibly with a small farm. Who is tending the house and land in your absence?
 
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Skarsgard

Explorer
For my Scout character I am thinking taking the Folk Hero background. The premise is that as a Human Freeslopes operative, he was sickened by the slaughter of the non-humans in the Posada region and after being recruited into a Scioa'tael force he quickly proved his worth. So now he is a Scioa'tael Scout escorting Oduara Kringen.

I am happy to have ties with any other PC who would have been with either Freeslopes or Scioa'tael.

Is it Ok to go down that path?
 


Quickleaf

Legend
For my Scout character I am thinking taking the Folk Hero background. The premise is that as a Human Freeslopes operative, he was sickened by the slaughter of the non-humans in the Posada region and after being recruited into a Scioa'tael force he quickly proved his worth. So now he is a Scioa'tael Scout escorting Oduara Kringen.

I am happy to have ties with any other PC who would have been with either Freeslopes or Scioa'tael.

Is it Ok to go down that path?
Sounds great! Being aligned with the Scioa'tael definitely gives him a reason to be working closely with the elves to bring Odvara Kringen to them.

One thing to bear in mind is that the Posada region is one of the few places where rampant slaughter and oppression of non-humans is not a main characteristic of the area. In Lower Posada, for example, humans live alongside dwarves and halflings. That said, it seems like your background would work just fine if you changed "Posada region" to "Aedirn" where Odvara hails from.

The character of the Posada region is a haunted land with very superstitious people. Since it technically lies within the western borderlands of Dol Blathanna (bordering Aedirn and Lyria), relations between humans and nonhumans are a *bit* more civil here. Still, racial conflicts do arise it's just rare for them to become violent.

Shayuri said:
Do humans join the Scioa'tael?
It would be very rare, but I imagine a sympathetic half-elf or human (particularly a 'quadroon') could join an open-minded unit of Scioa'tael. Definitely not the norm, but I wouldn't rule it out. Such a rare occurrence might fit one of the areas where humans and nonhumans get along a bit better, such as the Pontar Valley (Upper Aedirn) or the Posada region.
 
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