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[Let's Read] Turning the Tables Vol. 1 (7 one-shot adventures starring monstrous PCs)
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<blockquote data-quote="Libertad" data-source="post: 8992740" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/BjMVb7r.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>This adventure is suited for 3 to 6 PCs who take the roles of a covey of hags competing in the Unseelie Hie, a competitive tournament hosted by the Queen of Air and Darkness. The prize is the deed to magic-rich land, and as the PC’s covey is currently landless gaining it would be a huge boon to their power.</p><p></p><p>For character creation a player picks from six stat blocks representing different types of hags. It’s far simpler than other adventures, as the stats are pre-determined, albeit with some additions such as additional skill proficiencies or spells. The only things the players have to choose are one of two traits and a single magic item per PC, both depending on their hag types. As the party’s part of a covey, they gain access to a collection of shared spells and spell slots up to 3rd level. The magic items are derived from official Wizards of the Coast material but are themed around witch and fey motifs, such as a bheur hag’s graystaff that functions as a flying broom, or an Iron Token that is formed from the attuned person’s teeth or nails and can be given to others to share a whispered conversation with them.</p><p></p><p>As the PCs and the various other contestants are a hive of feyish scum and villainy, cheating to gain an edge is to be expected in this competition. The adventure has no short or long rests, being a series of five events, and at the end of each event teams who did well enough advance while those who failed are disqualified from the contest. PCs who are caught cheating will notice one of the eladrin watching over the events write something in the air with their golden quill, but otherwise no other action is taken.</p><p></p><p>Before the PCs can participate in the games, they must convince the eladrin taking note of arrivals that they’re totally invited to the competition (they’re not on the official list) via a relevant DC 13 skill check or clever use of magic. Once that is done, they and many other teams will find themselves in the middle of a stadium-sized fairy ring. The unseen Queen of Air and Darkness will announce to all the prize…but no rules or guidelines for the upcoming events. The DM can run the events in any order or amount as they desire, with 3 recommended for faster sessions or 4-5 if time is no object.</p><p></p><p>The first event is a game of keep away as a horde of yeth hounds fly into the fairy ring. The PCs must roll initiative and avoid getting bit or clawed by the hounds, with formations of hounds and their numbers determined by initiative result (lower results usually means more hounds). The event concludes after 5 rounds, and PCs can cheat by concealing their wounds via Deception or magic.</p><p></p><p>The second event is one of precision, where teams throw dizzy pixies like darts at circular targets. Hitting the boards is an attack roll, and certain actions can help even the odds such as bribing a pixie to aim themselves more towards the center or “accidentally” knocking over the board to reset the game.</p><p></p><p>The third event is a riddle puzzle involving brewing ingredients in bubbling cauldrons full of poison supported by tripods. The teams must brew the antidote to counteract the poison by using flowers in bouquets as ingredients. Skill checks can help push PCs towards the right ingredients and order. After the time limit (10 to 15 minutes is suggested) is up, the teams stand under the cauldrons which are dumped on them. Those who failed to brew an antidote will lose the contest as the poison makes their skin sizzle and develop boils.</p><p></p><p>The fourth event has the teams take their places on lily pads in the middle of a pond, and blindfolded eladrin wielding padded spears will swing them wildly. In order to win the teams must not get knocked into the water. This is resolved as a kind of combat, but with Balance Points instead of hit points and special actions can be taken to minimize or avoid the blind swings. Like the yeth hound event it lasts for 5 rounds.</p><p></p><p>The fifth and final event is a treasure hunt, where a chest is placed in the middle of the fairy ring. The chest is actually a mimic that has been greased up to make it better escape grapples and restraints, and the contest is won if the mimic is killed, at which point it will spit out the land deed as the prize.</p><p></p><p>PCs who won the last event will have the Queen of Air and Darkness herself appear and congratulate the covey. If at any point they cheated she will whisper that she knows it wasn’t won honestly, but will not hold it against them as she admires such cunning given that she didn’t actually establish rules in the beginning.</p><p></p><p>If the PCs lost, the adventure ends with them still landless, although hooks are provided for future adventures. Such as the winning NPC(s) offering the land deed if the PCs can steal the crown of the Queen of Air and Darkness for them, or some other great task.</p><p></p><p><em>Thoughts:</em> I like this adventure. The other contestants and living beings (save the mimic) don’t have full stats, instead having just enough for what is relevant to the specific event. The events themselves may not all be appropriately hag-like, but include some funny ideas like pixie darts and I can see groups having fun coming up with ideas on how to cheat or otherwise get a leg or broom up on the competition.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/pCbtmVQ.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>This is a combat-heavy adventure suitable for 4 purple worms of level 6. A group of duergar stole a group of eggs belonging to the Sentinels, a clan of sentient purple worms who speak Terran and ruled much of the Underdark in times long past. With the eggs in the Citadel of Pan Mo’al, the PCs are a group of Sentinels who seek to retrieve them…no matter how many cities and fortresses they smash through!</p><p></p><p>For this adventure, character creation provides a default purple worm race along with level 1 to 20th progression. It goes without saying that purple worms are extremely melee focused, with an amazing d20 for Hit Dice, scaling natural armor, a punishing stinger or bite plus grapple/swallow attack, a multi-target body slam attack, and the ability to burrow along with blindsight and tremorsense which gives them some useful mobility in this Underdark adventure. As for subclasses, they choose one of five existing classes (Barbarian, Cleric, Fighter, Rogue, Wizard) which determines their saving throw and skill proficiencies. Additionally they gain 1-3 special abilities from said class. For Barbarians they can Multiattack and Rage, Clerics can heal by touch, Fighters have increased AC and Multiattack along with adding one damage die a limited number of times per long rest to a weapon attack, Rogues have increased speed and a slower Sneak Attack progression, while Wizards can cast spells with slower progression and spell slots than a typical core wizard.</p><p></p><p>For lower level games purple worms are an overpowered option. At 1st through 5th level they are Huge, Gargantuan at 6 and beyond. They also get great bonuses to Strength and Constitution (+8/+2 or +6/+4 allowing some variety) which each have a cap of 30 rather than 20. Their bite and swallow/body slam damage die are 3d8 and 6d6 respectively. Their stinger also deals the same damage as bite but the poison deals 12d6 more poison damage on a failed Constitution save. Add onto the ability to burrow through solid rock and blindsight, and you’d be a fool <em>not</em> to play as one for a melee fighter build.</p><p></p><p>As for later levels, I’d say that purple worms become less OP yet still strong by 11th and greater. At this point in the game there’s a lot more challenges and opposition that can’t be easily dealt with by sheer muscle, and while a Wizard worm gets spellcasting they don’t have the versatility of full caster classes. Their Gargantuan size makes them quite ideal for personal aura and touch spells given they can cover more surrounding squares.</p><p></p><p>Now onto the adventure! It is a rather linear progression of 4 areas the purple worms go through before ending up at the duergar citadel. While in two cases it is possible for the PCs to dig out or around to run away from combat, they are places such that they are in the party’s path of destruction and the adventure’s theme is akin to a kaiju monster movie where the beasts are heedlessly barreling through as smaller folk try in vain to stop them.</p><p></p><p>The first area is a compound of drow cultists, being a mixture of normal drow with some elite warriors led by a mage who can attempt to summon a shadow demon. The normal drow and giant spiders are unlikely to be much of a threat. Although they can still be a speedbump, as they all have poisoned weapons that can inflict the Poisoned condition or even unconsciousness for every 3 attacks made on a single worm provided the worm fails a Constitution save.</p><p></p><p>The second area is a region known as the Roots of the Eldritchmark, a magical forest on the surface whose roots reach deep into the earth and are immune to non-magical damage. The worms will need to burrow to the surface to bypass them, and there are some huge bridges going over the forest to allow for travelers to cross. The bridge is patrolled by normal human guards who are dumb enough to try attacking the worms without any kind of magic or siege weapons. They’ll be a cakewalk. Aternatively the PCs can bypass the roots via an underground tunnel which is flooded, and needs skill checks to safely traverse.</p><p></p><p>The third area deposits the purple worms in the middle of a cavern network that is the lair of a mind flayer community. The section the PCs fight in has 3 ogre slaves who will initially fight, and 4 mind flayers at rest who may be alerted if combat with the ogres goes on for more than one round. The adventure mentions that the Sentinels and mind flayers are ancient enemies to encourage the PCs to take vengeance upon them. The mind flayers will be similarly fearless, eager to kill and harvest their brains.</p><p></p><p>The penultimate area is the Chasm of Chaos, a huge void in the Underdark. The PCs’ blindsight and tremorsense can sense the lack of stone ahead of time, and the party can safely camp on a ledge. The chasm stretches hundreds of miles north to south, and this particular section is 75 feet wide with jets of scalding steam at the bottom. However, there is a wooden bridge spanning the chasm for travelers, which is maintained by two duergar. The duergar, unlike the human guards, will not be eager to stick around and fight the purple worms, and may set fire to the bridge to help their retreat although they will initially be reluctant to do so as its destruction will result in a lot of paperwork.</p><p></p><p>The final area, the Grand Citadel of Pan Mo’al, is in a huge cavern home to six buildings, with the eggs kept in a cryogenics lab in the east. There’s nearly 20 duergar here, with 3 specialists using priest, mage, and bard stat blocks. There’s also two mercenary trolls and 3 ballistae the dwarves will use against the purple worms. The main villain of the adventure is Nimimy Terraphoerm, a duergar conjurer who will arrive when combat happens in the cryogenics facility, dramatically announcing her name and how she’s the sister of the archmage who gifted the first Sentinels with intelligence. Viewing her brother’s experiments as a mistake, she hopes to reverse the process and make the Sentinels mindless to rid the Underdark of their threat. She uses the stats for a Duergar Conjurer and casts Summon Shadowspawn instead of Summon Elemental. The eggs themselves are guarded by a steel door, and busting in through the surrounding walls has a chance to damage the eggs at the DM’s discretion.</p><p></p><p><em>Thoughts:</em> While I’m not the biggest fan of adventures that are linear and night combat-exclusive, I can make an exception when it comes to playing as big honkin’ purple worms. The PCs have great opportunities to pulverize their foes with heaps of damage, but there is still some risk as some of the more powerful opposition such as the mages and mind flayers have some spells up their sleeves that can target the purple worms’ likely weak points. Even so, the ability to burrow through rock along with tremorsense allows the PCs to easily make tactical retreats if need be and come at their foes again from other angles.</p><p></p><p>My main point of criticism would be that the PCs don’t exactly have much incentive to stick around in the pre-Citadel combat areas. While the book does encourage the players in a few ways (“you hate mind flayers,” “why don’t you test out your destructive capabilities on some hapless drow?”) it doesn’t have any real carrots such as treasure or in-game benefits like you’d see in more traditional adventures.</p><p></p><p><strong>Thoughts So Far:</strong> I don’t have much to add that I haven’t already covered above, but I like these adventures. They both play to the strengths of the specific monsters in question, and while the Unseelie Hie has more variety the Purple Worm one strikes the right kinds of notes to mitigate its simplicity.</p><p></p><p><strong>Join us next time as we finish up this review with awakened animals investigating weirdness in a halfling village and a village of kuo-toa building their own god!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8992740, member: 6750502"] [center][img]https://i.imgur.com/BjMVb7r.png[/img][/center] This adventure is suited for 3 to 6 PCs who take the roles of a covey of hags competing in the Unseelie Hie, a competitive tournament hosted by the Queen of Air and Darkness. The prize is the deed to magic-rich land, and as the PC’s covey is currently landless gaining it would be a huge boon to their power. For character creation a player picks from six stat blocks representing different types of hags. It’s far simpler than other adventures, as the stats are pre-determined, albeit with some additions such as additional skill proficiencies or spells. The only things the players have to choose are one of two traits and a single magic item per PC, both depending on their hag types. As the party’s part of a covey, they gain access to a collection of shared spells and spell slots up to 3rd level. The magic items are derived from official Wizards of the Coast material but are themed around witch and fey motifs, such as a bheur hag’s graystaff that functions as a flying broom, or an Iron Token that is formed from the attuned person’s teeth or nails and can be given to others to share a whispered conversation with them. As the PCs and the various other contestants are a hive of feyish scum and villainy, cheating to gain an edge is to be expected in this competition. The adventure has no short or long rests, being a series of five events, and at the end of each event teams who did well enough advance while those who failed are disqualified from the contest. PCs who are caught cheating will notice one of the eladrin watching over the events write something in the air with their golden quill, but otherwise no other action is taken. Before the PCs can participate in the games, they must convince the eladrin taking note of arrivals that they’re totally invited to the competition (they’re not on the official list) via a relevant DC 13 skill check or clever use of magic. Once that is done, they and many other teams will find themselves in the middle of a stadium-sized fairy ring. The unseen Queen of Air and Darkness will announce to all the prize…but no rules or guidelines for the upcoming events. The DM can run the events in any order or amount as they desire, with 3 recommended for faster sessions or 4-5 if time is no object. The first event is a game of keep away as a horde of yeth hounds fly into the fairy ring. The PCs must roll initiative and avoid getting bit or clawed by the hounds, with formations of hounds and their numbers determined by initiative result (lower results usually means more hounds). The event concludes after 5 rounds, and PCs can cheat by concealing their wounds via Deception or magic. The second event is one of precision, where teams throw dizzy pixies like darts at circular targets. Hitting the boards is an attack roll, and certain actions can help even the odds such as bribing a pixie to aim themselves more towards the center or “accidentally” knocking over the board to reset the game. The third event is a riddle puzzle involving brewing ingredients in bubbling cauldrons full of poison supported by tripods. The teams must brew the antidote to counteract the poison by using flowers in bouquets as ingredients. Skill checks can help push PCs towards the right ingredients and order. After the time limit (10 to 15 minutes is suggested) is up, the teams stand under the cauldrons which are dumped on them. Those who failed to brew an antidote will lose the contest as the poison makes their skin sizzle and develop boils. The fourth event has the teams take their places on lily pads in the middle of a pond, and blindfolded eladrin wielding padded spears will swing them wildly. In order to win the teams must not get knocked into the water. This is resolved as a kind of combat, but with Balance Points instead of hit points and special actions can be taken to minimize or avoid the blind swings. Like the yeth hound event it lasts for 5 rounds. The fifth and final event is a treasure hunt, where a chest is placed in the middle of the fairy ring. The chest is actually a mimic that has been greased up to make it better escape grapples and restraints, and the contest is won if the mimic is killed, at which point it will spit out the land deed as the prize. PCs who won the last event will have the Queen of Air and Darkness herself appear and congratulate the covey. If at any point they cheated she will whisper that she knows it wasn’t won honestly, but will not hold it against them as she admires such cunning given that she didn’t actually establish rules in the beginning. If the PCs lost, the adventure ends with them still landless, although hooks are provided for future adventures. Such as the winning NPC(s) offering the land deed if the PCs can steal the crown of the Queen of Air and Darkness for them, or some other great task. [i]Thoughts:[/i] I like this adventure. The other contestants and living beings (save the mimic) don’t have full stats, instead having just enough for what is relevant to the specific event. The events themselves may not all be appropriately hag-like, but include some funny ideas like pixie darts and I can see groups having fun coming up with ideas on how to cheat or otherwise get a leg or broom up on the competition. [center][img]https://i.imgur.com/pCbtmVQ.png[/img][/center] This is a combat-heavy adventure suitable for 4 purple worms of level 6. A group of duergar stole a group of eggs belonging to the Sentinels, a clan of sentient purple worms who speak Terran and ruled much of the Underdark in times long past. With the eggs in the Citadel of Pan Mo’al, the PCs are a group of Sentinels who seek to retrieve them…no matter how many cities and fortresses they smash through! For this adventure, character creation provides a default purple worm race along with level 1 to 20th progression. It goes without saying that purple worms are extremely melee focused, with an amazing d20 for Hit Dice, scaling natural armor, a punishing stinger or bite plus grapple/swallow attack, a multi-target body slam attack, and the ability to burrow along with blindsight and tremorsense which gives them some useful mobility in this Underdark adventure. As for subclasses, they choose one of five existing classes (Barbarian, Cleric, Fighter, Rogue, Wizard) which determines their saving throw and skill proficiencies. Additionally they gain 1-3 special abilities from said class. For Barbarians they can Multiattack and Rage, Clerics can heal by touch, Fighters have increased AC and Multiattack along with adding one damage die a limited number of times per long rest to a weapon attack, Rogues have increased speed and a slower Sneak Attack progression, while Wizards can cast spells with slower progression and spell slots than a typical core wizard. For lower level games purple worms are an overpowered option. At 1st through 5th level they are Huge, Gargantuan at 6 and beyond. They also get great bonuses to Strength and Constitution (+8/+2 or +6/+4 allowing some variety) which each have a cap of 30 rather than 20. Their bite and swallow/body slam damage die are 3d8 and 6d6 respectively. Their stinger also deals the same damage as bite but the poison deals 12d6 more poison damage on a failed Constitution save. Add onto the ability to burrow through solid rock and blindsight, and you’d be a fool [i]not[/i] to play as one for a melee fighter build. As for later levels, I’d say that purple worms become less OP yet still strong by 11th and greater. At this point in the game there’s a lot more challenges and opposition that can’t be easily dealt with by sheer muscle, and while a Wizard worm gets spellcasting they don’t have the versatility of full caster classes. Their Gargantuan size makes them quite ideal for personal aura and touch spells given they can cover more surrounding squares. Now onto the adventure! It is a rather linear progression of 4 areas the purple worms go through before ending up at the duergar citadel. While in two cases it is possible for the PCs to dig out or around to run away from combat, they are places such that they are in the party’s path of destruction and the adventure’s theme is akin to a kaiju monster movie where the beasts are heedlessly barreling through as smaller folk try in vain to stop them. The first area is a compound of drow cultists, being a mixture of normal drow with some elite warriors led by a mage who can attempt to summon a shadow demon. The normal drow and giant spiders are unlikely to be much of a threat. Although they can still be a speedbump, as they all have poisoned weapons that can inflict the Poisoned condition or even unconsciousness for every 3 attacks made on a single worm provided the worm fails a Constitution save. The second area is a region known as the Roots of the Eldritchmark, a magical forest on the surface whose roots reach deep into the earth and are immune to non-magical damage. The worms will need to burrow to the surface to bypass them, and there are some huge bridges going over the forest to allow for travelers to cross. The bridge is patrolled by normal human guards who are dumb enough to try attacking the worms without any kind of magic or siege weapons. They’ll be a cakewalk. Aternatively the PCs can bypass the roots via an underground tunnel which is flooded, and needs skill checks to safely traverse. The third area deposits the purple worms in the middle of a cavern network that is the lair of a mind flayer community. The section the PCs fight in has 3 ogre slaves who will initially fight, and 4 mind flayers at rest who may be alerted if combat with the ogres goes on for more than one round. The adventure mentions that the Sentinels and mind flayers are ancient enemies to encourage the PCs to take vengeance upon them. The mind flayers will be similarly fearless, eager to kill and harvest their brains. The penultimate area is the Chasm of Chaos, a huge void in the Underdark. The PCs’ blindsight and tremorsense can sense the lack of stone ahead of time, and the party can safely camp on a ledge. The chasm stretches hundreds of miles north to south, and this particular section is 75 feet wide with jets of scalding steam at the bottom. However, there is a wooden bridge spanning the chasm for travelers, which is maintained by two duergar. The duergar, unlike the human guards, will not be eager to stick around and fight the purple worms, and may set fire to the bridge to help their retreat although they will initially be reluctant to do so as its destruction will result in a lot of paperwork. The final area, the Grand Citadel of Pan Mo’al, is in a huge cavern home to six buildings, with the eggs kept in a cryogenics lab in the east. There’s nearly 20 duergar here, with 3 specialists using priest, mage, and bard stat blocks. There’s also two mercenary trolls and 3 ballistae the dwarves will use against the purple worms. The main villain of the adventure is Nimimy Terraphoerm, a duergar conjurer who will arrive when combat happens in the cryogenics facility, dramatically announcing her name and how she’s the sister of the archmage who gifted the first Sentinels with intelligence. Viewing her brother’s experiments as a mistake, she hopes to reverse the process and make the Sentinels mindless to rid the Underdark of their threat. She uses the stats for a Duergar Conjurer and casts Summon Shadowspawn instead of Summon Elemental. The eggs themselves are guarded by a steel door, and busting in through the surrounding walls has a chance to damage the eggs at the DM’s discretion. [i]Thoughts:[/i] While I’m not the biggest fan of adventures that are linear and night combat-exclusive, I can make an exception when it comes to playing as big honkin’ purple worms. The PCs have great opportunities to pulverize their foes with heaps of damage, but there is still some risk as some of the more powerful opposition such as the mages and mind flayers have some spells up their sleeves that can target the purple worms’ likely weak points. Even so, the ability to burrow through rock along with tremorsense allows the PCs to easily make tactical retreats if need be and come at their foes again from other angles. My main point of criticism would be that the PCs don’t exactly have much incentive to stick around in the pre-Citadel combat areas. While the book does encourage the players in a few ways (“you hate mind flayers,” “why don’t you test out your destructive capabilities on some hapless drow?”) it doesn’t have any real carrots such as treasure or in-game benefits like you’d see in more traditional adventures. [b]Thoughts So Far:[/b] I don’t have much to add that I haven’t already covered above, but I like these adventures. They both play to the strengths of the specific monsters in question, and while the Unseelie Hie has more variety the Purple Worm one strikes the right kinds of notes to mitigate its simplicity. [b]Join us next time as we finish up this review with awakened animals investigating weirdness in a halfling village and a village of kuo-toa building their own god![/b] [/QUOTE]
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[Let's Read] Turning the Tables Vol. 1 (7 one-shot adventures starring monstrous PCs)
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