Category Archives: Breakfast Crunch

What is Breakfast Crunch? Well it’s probably a no-name knock-off cereal sold in huge plastic bags with a picture of, I dunno, a dancing hippo on it but it’s also a feature where Lizard sits down at his computer eats some breakfast and makes up some allegedly useful bit of game crunch. Guaranteed to have all the quality completeness and playtesting implied. I am writing this in an hour after having been dragged out of bed by a hungry cat and before the caffeine has hit my system. Consider yourself warned.

Figurine Of Wondrous Power: Scorpion Throne

Figurine Of Wondrous Power: Scorpion Throne

ScorpionChairOwen Stephens posted this image on FB. With the Halloween theme for RPGBloggers being Things That Go Bump In The Night,[1] I decided this fit, reasonably well, and as you may have noted from my update schedule, getting any content on here lately is a triumph, so you’ll bloody well like it!

The image source, BTW, is this Russian site. I didn’t know there were Russian sites that weren’t serving porn and malware. Huh.

Anyway…

 

Scorpion Throne Figurine Of Wondrous Power

Aura: Strong Transformation CL 14 Price 78,400 gp

DESCRIPTION

This figurine is actually constructed as a clever mechanical puzzle, about four inches in size. Interlocking and pivoting parts allow it to be transformed between the scorpion shape and the form shown in the picture above. (Rumors of similar figurines, which include a freight carriage, a crossbow, and a glider, cannot be confirmed.) When the command word is spoken, it becomes one of two creatures, depending on the form it was in. If it was only partially changed, the command word fails. (Reconfiguring the figurine is a standard action that provokes an AOO. Excessive force is not required!)

 
Form 1: Battle Scorpion
The figurine becomes a Giant Emperor Scorpion, which will obey the orders of the owner. It can be summoned thus once a day, for a period of up to one hour.
 
Form 2: Walking Throne
The figurine takes the form shown above, a six-legged throne capped by a long, pointing, tail. The throne can support a single small or medium-size rider carrying up to 350 pounds. It will travel at 40’/round and is extremely agile, ignoring difficult terrain, light undergrowth, and similar minor impediments to movement. It has an Acrobatics bonus of +18, which it can use to jump, pass through threatened areas, etc. It is treated as a Large Animated Object with the following exceptions:
  • Its Dexterity is 18, giving it AC 19 (Touch 13), and its Reflex save becomes +5
  • It has a stinger attack instead of a slam attack: +9 (1d8+5) and poison (Injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.) It takes this attack on its rider’s turn.
  • As it has six legs, it has a +8 racial bonus to CMD vs. trip attacks.
The throne is treated as a mount for most purposes, including mounted combat feats if appropriate. It obeys the rider completely, and no Handle Animal or other such checks are needed. Ride checks, if required, gain a +4 bonus due to the Scorpion Throne’s construction.
 
The throne form can be summoned for up to 24 hours over the course of a week, divided as the owner sees fit. If killed in throne form, it cannot be resummoned until a week has passed.
 
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, animate objects, summon monster VII; Cost 39,200.

[1]Originally, I’d misread a word and had begun working on a PF version of the table on p. 192 of the 1e DMG. Well, that’s 200 pages of content that will never get published, not to mention a trip to Nevada I can no longer claim as a research-related tax writeoff. Ah well.

Some Exotic Armors

New And Exotic Armors

Because a fantasy universe should not be limited to “leather, chain, plate”.

This is a selection of (I think) interesting and unusual types of armor, as might be found among different cultures and species. While some use minor magic or alchemy in their construction, they’re not considered magical, but can be enchanted as can any other armor type. (Been working on this, on and off, for a month. Posting it as-is, to post *something*, already. Heavy armors coming soon.)

Shields

Shield Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Fungal Cap, Small 7 gp +1 –1 5% 3 lbs.
Fungal Cap, Large 10 gp +2 –2 5% 5 lbs.
Gelatinous Flesh 12 gp +2 –2 10% 6 lbs.

Fungal Cap, Small: These shields are made by many underground races, especially those with little access to metal ores. By taking the caps off underground mushrooms, and coating them with an alchemical lacquer to add rigidity, a reasonable shield can be formed. On a critical hit from a melee attack, however, the shield will shatter, gaining the broken condition. It will also release a puff of choking spores, so that the attacker, if they are adjacent to the defender, must make a DC 12 Fortitude save or be nauseated for 1 round.

Fungal Cap, Large: As fungal cap, small but a large shied, and the DC for the Fortitude save is 14.

Gelatinous Flesh: By carefully slicing and drying a chunk of a gelatinous cube, a rigid sheet can be formed, which can then be placed into a frame. When an enemy misses with a bludgeoning weapon (other than natural weapons) by 5 or more points, the attack rebounds, smacking the attacker in the face for 1-3 points of damage. However, the shield can be over-dried; if the wielder is subjected to fire damage, the shield will crumble to powder and be permanently destroyed.

Light Armor

Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Living Bark 5 gp +2 +4 –2 10% 5 lbs.
Crystal Silk 250 gp +1 0% 1 lbs.

Living Bark: A secret of cultures that dwell in woodlands, jungles, or swampy groves, living bark armor is made by carefully harvesting bark from trees and treating it constantly with herbs and unguents (the cost of this is not included in the price; this armor is usually kept as communal property by elves, lizardmen, and similar species, given to scouts and warriors as needed, and maintained by the people’s druids, shamans, wise ones, or the like). While somewhat bulky, it has the advantage of adding a +2 equipment bonus to Stealth checks made in the environment the bark was acquired from — this is not affected by the -2 Armor Check Penalty, so the full +2 is gained. This bonus increases to +4 if the wearer is not moving, making it ideal for setting up ambushes. Because the armor is still living, spells which damage or kill plants will affect it, as will warp wood and the like.

If living bark armor is enchanted, it no longer needs to be treated to be kept alive; this is part of the enchantment process and imposes no costs.

Crystal Silk: In areas where links to the elemental plane of earth are common (such as in deep caverns, far underground, isolated from sky and sea by a dozen miles or more), trade can occur. One such item is crystal silk, harvested from the creatures of the elemental plane of earth, and woven by skilled craftspeople into armor vests. It is phenomenally light, flexible, and strong, as well as being hard to cut or pierce, granting DR 1 against non-magical cutting or piercing weapons. Enchanted crystal silk increases this by half the enchantment bonus (minimum 1), but only against weapons with a lower bonus. (So +3 crystal silk has DR 2 against cutting or piercing weapons of +2 or less.)

 

Medium Armor

Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Turtle Shell Breastplate
300 gp +5 +3 –3* 20% 20 ft. 15 ft. 25 lbs.
Pain Mail
125 gp +6 +3 –6** 25% 20 ft. 15 ft.
40 lbs.

*Except for Stealth checks.

**See description

Turtle Shell Breastplate: Island dwellers are the most common manufacturers of this armor, formed from the shell of a giant turtle. While bulky and odd-looking, it has a distinct advantage due to its non-metallic, one-piece, nature: The armor check penalty for Stealth checks is only -1.

Pain Mail: A creation of orcs, bugbears, gnolls, and similar races, “pain mail” is basically chainmail made from barbed wire. The design has most of the barbs sticking outwards, but enough touch the flesh of the wearer to inflict constant small wound and scratches. This has several effects. First, anyone grappled by someone wearing pain mail takes 1 point of damage every round, automatically. Second, if a pain mail wearer suffers a critical hit, they begin Bleeding at 1/round (stacks with all other Bleed effects), DC 12 Fortitude save to stop. Third, a pain mail wearer can reduce the armor check penalty to -4 by taking 1d4 damage each time they make a skill check that would be affected by such a penalty. Lastly, a wearer of pain mail gets a +2 on Intimidate checks against beings with a Wisdom of 9 or less (“Wow, he’s so tough!”) but a -2 on Intimidate checks against beings with a Wisdom of 12 or more (“What a freakin’ moron!”).

Ten-Fold Pouch

The Ever Shifting Pouch

In what may be a record since I gave up on daily updates several years ago, three entries in one month — and it’s only the ninth! Continuing the Blog Carnival theme of Gunpowder, Treason, and Plot, I present yet another magic item of utility to those whose activities are more “daggers and duplicity” than “dungeons and dragons”. Hmm. I really like that. “Daggers & Duplicity”. Might even try to use it as a project title someday. Or something. Wait, where was I?

I had an idea… it was something about a bag… look, it’s 6:10 AM and I’ve only had four hours sleep, give me a frakkin’ break here… bag… bag… right!

Bags of holding, handy haversacks, and the like are really great. But as anyone who has had to enter any government building or airport since 9/11 knows, we have a great deal of useless security theater. Also, they’re going to check your bags. Absolute monarchies overseen by paranoid tyrants with unlimited authority and no respect for human rights might not be quite as bad as the DHS, but they’re still pretty nasty, and if your “bag” is large enough to hold a few dozen mercenaries, they’re going to be just a tad suspicious.

Thus, the ten-fold pouch.

EDIT: Weight notes added.

Aura moderate conjuration; CL 9th

Slot —; Price 3000 gp (possibly more; see below); Weight see below

Unlike many similar items, such as a bag of holding, the ever-shifting pouch holds exactly as much as one would expect — typically, either a belt pouch or a small sack. Taking items out and putting them back in evinces no unusual properties or behavior.

Speaking the correct command phrase, however, reveals the true nature of the ever-shifting pouch. It is actually ten pouches, dimensionally folded together. Thus, the command word has two parts: The first activates the magic, the second determines which of the ten becomes “active”. Each one is normal in every way. If one is damaged, ripped, or torn, the others are unaffected, though at least 90% of the “active” pouch must remain in a single clump in order to access the others. If it’s torn in half or otherwise dismembered, the magic is shattered, and the other nine are dumped into the Astral Plane, which can lead to serendipitous discoveries by travelers in that strange realm.

If placed into another extradimensional space, the pouch cannot be shifted or cycled; whichever one was active at the time remains active.

Speaking the command phrase is a free action. The pouch can only shift once per round, however, and removing items from it follows normal rules for such things.

Each of the ten pouches can be of a unique design or style. Generally, the capacity of each is about 1/2 a cubic foot and up to 15lbs of material can be stored. Variations of up to 20% larger or smaller per pouch are not unknown. This adds a secondary utility to the item: Aiding in disguise. Dress as a wealthy merchant, speak the appropriate command phrase, and the pouch shifts to one made of finely tooled leather, decorated with well-made fake gems. (For real gems, add their cost to the cost of the ten-fold pouch.) Dress as a mercenary, and the pouch may be worn and stained with interesting bodily fluids. The descriptions of each of the ten should be specified by the GM or by the maker of the pouch; they are fixed at the time of creation, as ten actual pouches must be used to form the item. For those with no concern for such niceties, simply assume they’re all equally nondescript.

The weight of the pouch is equal to that of the heaviest of the set, regardless of which is active. This is perceived by the wearer and calculated into their encumbrance, but a third party inspecting the bag will notice only the weight of the visual contents.

Construction Requirements

Craft Wondrous Item, secret chest; Cost 1,250 gp (plus the cost of 10 pouches, usually 1 gp each, unless special materials or fine workmanship is involved.)

Shield of Fearsome Mien

Shield Of Fearsome Mien

Ah, thank you, Mr. Gygax, for the massive expansion to my vocabulary.

It is not entirely known who first crafted the shield of fearsome mien. There are references to items of this nature dating back a few hundred years, at least, but all of them tend to reference it in such a way as to imply the intended audience would be at least familiar with them, indicating the origin was much earlier. In any event, many of them have been made, as they find favor with those warriors who enjoy discomfiting their foes, which is most of them.

Aura faint necromancy; CL 5th; Weight —; Price 8,000 gp

shield of fearsome mien is always a +2 shield, though it may be a buckler, a kite shield, or any other form. Generally, the surface is smooth and featureless, with a tracing of runes and symbols along the outer edge. It is always cool to the touch, regardless of the local weather, though this provides no particular bonus against fire or heat.

The power of a shield of fearsome mien is activated when the wielder either confirms a critical or strikes a lethal blow with a melee weapon. The image of this grisly scene is then captured by the shield and continuously plays across it, from a variety of angles and distances, over and over. This continues for the next 24 hours (the ‘clock’ resets each time a critical or killing blow is struck). When the shield is ‘active’, any enemy who enters a square that the shieldbearer threatens must make a DC 15 Will save or become shaken for 1d4 rounds. (This is a mind-effecting, emotion, fear, effect.) Anyone making the save is immune to the shield’s effects for one day, unless another critical or deadly blow is struck; then such immunity is lost.Likewise, once the shaken effect expires on an individual, they cannot be affected a second time that day.

Only the person who struck the blow which empowered the shield can benefit from the shield’s magic; if it is wielded in battle by another, the ‘charge’ is lost until that wielder also makes an appropriate attack.

Craft Magic Arms And Armor, cause fear; Cost 4,000 gp

Igilvar’s Fang

Igilvar’s Fang

Aura moderate necromancy CL 8th; Weight 1 lb.; Price 12,000 gp

Igilvar’s Fang (many imitations of the original have been made, but they are called “Igilvar’s Fang” in honor of the originator), is usually a thin, long-bladed, dagger, with a hilt of ebony banded with golden wire, and a wide guard. At the pommel is a white pearl. Igilvar was an infamous cleric of dark powers, who first made this blade for an unknown comrade who accompanied him on many quests in service to his bleak master.

It is a +2 dagger, which makes it useful in and of itself, but it has another power. When used to do precision damage, if it does at least 10 points, against any creature which has a poison attack (including poison breath or gaze weapons), it will magically replicate the poison and store this enchanted venom within itself. This changes the white pearl at the pommel to blood-red, indicating that the dagger is “charged”. It will hold this charge until the user drains the dagger (a free action). This is most often done just after a successful attack with the blade, but it can be done at any time to “empty” the weapon and prepare it to absorb a different kind of poison.

The poison stored in the dagger is exactly identical to the poison extracted, including Save DCs, effects, etc. The target is affected exactly as if it had been successfully poisoned by the original poison source.

The discharged poison vaporizes instantly on contact with air; to be effective, the blade must be plunged into something. Obviously, this is usually an enemy creature, but it could be a tankard of ale or a haunch of meat. At least half the blade’s length must be submerged for the poison to work. Poisoned food or drink will remain so for 1d4+1 rounds; after that, the poison will dissolve. As creature venoms rarely evolve to be used in assassinations, detecting such a poison in food is easy, a DC 10 Perception check. Making such a check means only a trivial amount of the poison was imbibed, granting a +4 on any saves.

Igilvar’s Fang can only charge itself when used in actual combat against a non-helpless enemy. The blade will not absorb poison from a container, a dead foe, or a willing target. How does it know? A wizard did it! (OK, a cleric, technically. Bite me, pedant.)

Some 10% of Igilvar’s Fangs will not match the description above, but they will always be daggers, and always contain some gem or decoration that changes color dramatically when the weapon is “charged”.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, Poison. Cost 6,000 gp

Designer’s Notes

The price is an approximation; I didn’t think the ability was quite worth kicking it up to the cost of a +3 weapon, but it’s better than a +2 weapon, so I split the difference.

There’s some great plot potential here. Igilvar’s Fang will hold a “charge” indefinitely. If there is some creature with unique venom around, usually paired, thematically, with a creature that can only be killed by said unique venom, then, the owner of the Fang might go on a hunt for the first creature. Alternatively, if the first creature is extinct, a rumor might exist of a rogue or assassin or the like who owned a Fang, or even the fang, and was entombed with it… and wouldn’t you know, in that rogue’s last battle, he fought the now-extinct creature and maybe, just maybe, got the venom from it before he croaked. Road trip! (With grave robbing. Actually, come to think of it, aren’t most D&D adventures basically road trips with grave robbing?)

Mallifor’s Mug Of Magnification

So… going to make an attempt to post small things regularly, instead of long articles I never quite finish. Just bits of what I call game lego — items, spells, monsters, feats, traps, etc, all the building blocks. (Plot, character, and memorable events, you have to provide yourself — I give you the toys, you play with them. That’s how it works.)

This is a Breakfast Crunch article — something I wrote while eating breakfast and getting ready for work, with all the editing, playtesting, and keen attention to detail that implies!

Mallifor’s Mug Of Magnification

Mallifor was a wizard who was slightly bonkers, a statement akin to “Rongnar Blackbraids was a dwarf who had a beard.” The son of a potter, he never quite forgot his upbringing, and is known for creating a series of magical mugs, brilliantly carved, that impart all manner of effects.

Pouring anything into a mug is a swift action, provided both the mug and what you’re pouring (usually a potion) is in your hand.

Mallifor’s Mug Of Magnification

Aura faint transmutation; CL 7th
Slot none; Price 9,000 gp; Weight 1 lbs.

Description:This mug is of red clay, covered with blue and green glazing in swirling, wave-like patterns. When a potion is poured into the mug, if it is imbibed within one round, it is treated as an empowered spell. The mug may be used up to 1d4 times per day, rolled secretly by the GM when the mug is first used on a given day. Using it an additional time produces a loud and unpleasant noise, and the potion becomes foul and undrinkable (anyone who tries is sickened for 1d4 rounds, Fort save DC 15 to negate)

Once filled, the mug may be handed off to an ally to drink from, or drunk by the owner. All the normal rules for drinking a potion, including any applicable feats, work as written when drinking from the mug.

Any potion poured in the mug cannot be spilled, so long as the owner of the mug does not wish it to be. This is true even if the mug is tossed or thrown to someone else.

If the potion in the mug is not imbibed within one round of being poured, it vanishes.

Construction Requirementscraft wondrous item, empower spell, brew potion, craft (Potter) 5 ranks. Cost: 4,500 gold.

Some variants of this use pewter mugs, silver goblets, etc. They are mechanically identical, but require a different crafting skill.

Hoard Contraction

Hoard Contraction

Transmutation

Assassin 3, Bard 3, Sorcerer/Wizard 3; Domain: Metal 3, Trade 2

Casting Time: 1 Standard Action

Components: V, S, M/DF

Range: Touch

Target: Up to 1000 coins per caster level up to 10,000 maximum, coins must all be in a single bag or container.

Duration: Permanent

Saving Throw: None; Spell Resistance: No

This spell, beloved of adventurers who often find themselves with a lot of small change, transmutes coins of one sort into coins of another, ‘rolling up’ their value. It will turn 10 copper pieces into a silver piece, or 50 silver pieces into five gold pieces.

The spell requires a coin of recent mintage, of the highest value desired (for example, a silver coin will allow copper to become silver, but not gold or platinum). Having multiple coins (1 each of silver, gold, and platinum) is ideal. The “target” coin must have been minted in the past year and must be a common coin in an area within 10 miles of the caster; this spell cannot be used to turn copper pieces into antique coins worth far more than their metallic value. Indeed, the coins created by this spell, while of the proper weight and purity, are generally worn, nicked, and otherwise seemingly well-used (this is by design, as a sudden flood of glistening, newly-pressed coins in the hands of disreputable wandering mercenaries is likely to raise eyebrows).

A “tax” of 1% of the total value of coins transmuted is enacted by the spell; this raw material is part of what powers the transmutation.

All coins to be transformed must be in a single container, be it a sack, chest, box, and so on, including extradimensional storage. The spell affects 1,000 base coins per caster level and begins with the cheapest coins, seeking to combine them into the highest value possible. Hence, a fifth level caster with 5500 copper pieces and 100 silver pieces would end up with 4 platinum pieces, 9 gold pieces, 500 copper pieces, and 105 silver pieces. (At fifth level, the spell will “look” only at the first 5000 coins — 5000 of the copper pieces. One percent of this, the spell’s “tax”, is 50 copper pieces, or, five silver pieces. The 4,950 copper coins become 4 platinum pieces (consuming 4000 of the copper), 9 gold pieces (consuming 900 copper), and 5 silver pieces (consuming 50 copper))

False coins (as determined by their metal content, not necessarily their mintage) are not affected by this spell, making this an interesting way to sort out shaved coins, or coins containing admixtures of base metals. The spell can work on small pieces of pure metals not necessarily minted into coins, but cannot affect any piece weighing more than an ounce.

There is a legend that a powerful trickster-mage authored a reversed version of this spell, and tricked a dragon into casting it, thus entombing the dragon under a mountain of copper pieces. This reversed spell, if it ever really existed, has been lost to common knowledge.


Design Notes

This arose from last night’s PF game, where I realized it was a shame to leave low-value coins just lying around because they were heavy and bulky and even a portable hole only holds so much, especially when you dump a petrified mammoth into it. (Don’t ask.) It occurred to me that this would be a useful spell, and so, I wrote it up. Now, any spell that deals with precious metals is an open invite for a clever player to find ways to completely crash your game world’s economy, and so, I tried to find appropriate limits that would keep it at the “handy utility” level, and not the “hyperinflation level”. Many obvious combat uses are nullified by the simple expedient of the spell rolling up, not down — otherwise, you could bring a sack of 10 platinum pieces, cast this, and shower 10,000 copper pieces down on some unsuspecting enemy. The fact it costs 1% of the total wealth imposes, well, a cost on the spell, making it at least a tiny decision to use it or just get bigger bags or more hirelings. (I might kick it up to 5% or 10%, as I think about it.) The need to have local, current, coins is there because the first exploit I thought of is creating coins whose value to historians or collectors greatly exceeds their metal value. The idea that it could be used to “filter” fake or tampered coins was a happy inspiration as I thought about exactly what the magic could and couldn’t do, and how it would react to lead slugs in the coin bag.

Thoughts on other possible loopholes which could/should be capped, or non-exploitative but clever uses, are welcome.

Traps & Trapmaking

It’s A Trap!

(A Work In Progress) 

This is still being developed; there’s some editing I need to do on things like costs, damage values, and scavenging; honestly, it’s still in a semi-rough note stage. However, due to various time constraints, this site has gone too long without a meaningful update, so I felt an in-progress article was preferable to publishing nothing at all.

Dungeons & Dragons 4th edition is notably weak when it comes to doing things outside the formal structure of encounters or skill challenges. Virtually all game mechanics are designed to work in 5 minute blocks, except for some travel powers and a few other things. It also suffers from an attitude that anything which isn’t combat should be handwaved or made mechanic free. Also, Michael Longcor’s “Snare And Deadfall” randomly shuffled to the top on my iPod while I was taking my morning executive order. No, that’s not right. Morning constitutional. Sorry, these days, it’s hard to tell the difference. But I digress.

Anyway, the point of all that is… this article is about players making traps in 4e, as opposed to, say, the Endurance feat, which was a trap for players in 3e. Ba-dum-BUM.

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Disease

Ah, disease. One of the hallmarks of the medieval world, and, in a fantasy world, you can have all sorts of nasty plagues and poxes. This article contains an assortment of (I hope) imaginative and interesting infections with which to make your PCs regret ever saying “Ritual Caster? Feh! Why would we waste a feat on that? We want more dakka!”

Some of these diseases are listed with fixed levels, though it ought to be extremely trivial to raise or lower the level as needed. Some suggestions for making them nastier at higher levels are included.

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The Demonblooded

The Demonblooded

Tieflings. Somehow, they’ve gone from being the result of hot demon-on-human sex to being a race of emo posers. Hell, they even dropped the whole idea of Yeenoghu or Orcus or the occasional Marilith getting their freak on with some cultists, and instead there’s some vague "bargain" struck in the equally vague (but still intrusive and annoying) "assumed world", which exists — and this is official, mind you — so that artists at WOTC will know what holy symbols to paint. Seriously. This was one of the excuses given for the presence of the "default" world. Well, that, and certain people on the design team are rumored to hate worldbuilding with the burning passion of a thousand suns, and seem to think that getting back to the days of "You’re in the Town of Vyllaj, and just outside the town is the Dungeon of Danger. Click ‘1’ to visit the Shopkeeper. Click ‘2’ to visit the Tavern. Click ‘3’ to enter the Dungeon." is a really good idea.

I say thee NAY!

In my world — yes, WOTC, I said "my" world. Mine. Not yours. Can not have. — Tieflings are very much the result of doing the nasty with things that are nasty. Though this happened ages past (like all good sexual revolutions, it was either before your time or after you were too old to take part), the consequences (namely, Tieflings) are still with us. They are not a race, they are the occasional reminders of that ancient time. It was called variously the Age of Demons, the Demonwar, the Elfwar, or the "time when the Aeld screwed over the whole world". Huge amount of backstory short (You think players telling you about their PCs are bad? Never get a DM started on his world!), a bunch of hoity-toity folks with pointy ears thought summoning and binding mere Type II Demons wasn’t enough — they were going to get Demogorgon, Jubilex, et al to play Steppin Fetchit for them. It didn’t work. They rebelled. They evolved. They had a plan. (Said plan was "Tear the world to pieces and dance in the bloody ruins while frothing in a mad rage", but, hey, it was still a plan!) Eventually, the bad doobies were sent back to the Abyss, but the consequences of their rampage across the mortal world remain, from the introduction of demon-bred races like gnolls and minotaurs, to a dark, festering, seed of chaos and evil lurking in the bloodline of man. (That woud be the Tieflings, in case you forgot where I was going with this while I digressed madly.)

Anyway, since there’s lots of Demon Princes, it only makes sense that Tieflings would sometimes show traits relating to their special ancestry.

Read on for more!

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