Sunday, October 11, 2026

Happy Halloweeners

 The Happy Halloweeners

A selection of spooky familiars for 5.5, adaptable to other D&Dalikes


Assembled below are some variant familiars themed around the spirit of Halloween.  While not every realm has Halloween, many have something resembling it - a spooky period in the Autumn as the seasons rotate, when the air chills, the leaves tumble, and the realms of the dead are close at hand.  The familiars below all have the regular powers and limitations of the Find Familiar spell, but they also each have a minor extra ability as well.


How to use these Halloweeners

  • These critters are imagined as arcane caster familiars but could be used as variant companions for the right sort of cleric or paladin, as appropriate.

  • Although in 5.5 familiars can be Celestial, Fey, or Fiendish, given the theming here these Halloweeners should probably be limited to Fey or Fiendish.  They’re all written “cute” rather than “menacing”, so perhaps Fey is the way to go.

  • Use one with an NPC (hostile or otherwise); an unusual familiar makes an NPC instantly memorable.

  • Allow a PC caster to summon (or upgrade to) one of these familiars as a reward for a Halloween-themed quest - such as defeating a coven of appropriately-themed hags, or for casting the Find Familiar spell in a special place on Halloween, etc.

  • Add them to a custom table of summonable creatures for use with a particular Summon Animals spell or related item (Bag of Halloween Tricks?).

  • Temporarily replace a PC caster’s normal familiar with a Halloweener during a themed Halloween adventure.



Jack-o-Little.  This softball-sized animated jack-o-lantern offers a friendly, toothy grin, and can be quite useful to the adventuring wizard. First, he emits light as a Continual Flame spell at all times, unless commanded to shut his mouth.  Secondly, despite his lack of visible limbs, the jack-o-little cannot easily be dislodged from its owner’s shoulder when he is happily sitting there, making this familiar an excellent spotlight for the spelunking explorer.  Finally, a number of times per day equal to proficiency bonus, the owner of jack-o-little can speak with plant creatures as per that feature of the Speak With Plants spell.


Pocket Square Ghost.  When not floating lazily about in sheet-ghost form, the tiny pocket-square ghost prefers to rest in a jacket pocket so it can be carried about but still see what’s going on.  Although it can fly and even phase through walls a number of times per day equivalent to its owner’s proficiency bonus, the pocket-square ghost is incredibly slow (Speed 5) and insists on making not-actually-that-spooky noises as it floats around.  The ghost takes itself seriously and may refuse to work if mocked.


Spookan.  An eerie black-and-green bird with a gigantic beak, the Spookan can “follow its nose” and detect the presence of undead within 120 feet, which causes its tremendous proboscis to emit a sickly green glow.  The creature is not clever enough to tell the difference between a lich and a vampire by sight or description, for example, but certainly undead of greater power smell more strongly than a simple zombie or skeleton, and thus trigger a brighter glow. (Note: bringing your Spookan into the presence of an actual death god (Orcus), really legendary undead (Vecna, Dragotha), or similar is very likely to cause the poor familiar to explode comically, never to be summoned again.)


Scaredy-Crow.  This creature, assembled from straw and flannel rags, is essentially a scarecrow version of a crow, which likely causes it considerable existential angst.  The caster attuned to the Scaredy-Crow has advantage on all saving throws against fear effects.


Cauldronid.  A little animated witch’s cauldron the size of a soup bowl, which skitters about on its stubby metal legs (speed 20, can climb walls) when not perched on its owner’s shoulder or hanging from a belt or backpack.  The cauldronid cannot speak but is a happy little fellow, eager to serve.  Its cavity can hold the equivalent of one beverage or potion, which will not spoil while in the cauldron, and which the cauldron will not spill despite its frantic movements.  The cauldronid will dutifully carry a healing or other potion across an active battlezone and pour it in the mouth of an ally.  If the little cauldron is dismissed or destroyed while holding a liquid, that liquid will be destroyed (lost in whatever pocket dimension) by the time he is re-summoned.


Bankenstein.  This little piglet golem has obvious stitching and mismatched parts, having been assembled from multiple piglets.  He has a little slit in his back where you can deposit coins.  Each time the attuned caster places a gold piece in Bankenstein (up to as many times per day as the caster’s proficiency bonus), Bankenstein will manifest the following turn a random effect from the “pig of wonder” table below.  The piglet can of course be aimed if the caster is holding him.  When Bankenstein is out of charges for the day, his belly will appear full and distended, and he will moan a bit and want to take a long nap.


Pig of Wonder effects table


1  Eldritch squeal - Bankenstein emits a terrifying pig-squeal from beyond the dawn of time (possibly from that aberrant plane known as the Farm Realm).  All hearing creatures within 120 feet, including allies, must make a Wisdom saving throw or take 2d8 psychic damage.


2-3  Candy corn - Bankenstein produces a handful of candy corn.  If consumed immediately, the candy corn heals 2d8 hit points.  If saved for later, it’s just candy corn.


4-5 Fire bolt - The piglet burps out a fire bolt spell.


6-7  Web - Bankenstein belches forth a web spell.


8  Jackpot - The piglet loudly and painfully produces every gold piece he’s been “fed” since the last time he delivered a jackpot.  If this is Bankenstein’s first jackpot with you as his owner, then he provides 5d6 gp of filthy lucre.


Tuesday, October 11, 2022

Legends of Law: Von Hoff

 Wampus Country has had its share of heroes, both in antiquity and in the modern era, but perhaps none is held up as the flower of knighthood quite as much as the crusading paladin known as Von Hoff.

During the last days of the Peacock Throne, as that great empire and its rivals all crumbled into smaller, warring kingdoms, Von Hoff made his name as a swordsman and scion of Law.  It is said he began his career as a healer and hospitaller but soon took to errant deeds, plunging himself into those lawless border regions and taking on subhumans, trolls, criminal syndicates, and the like with equal glee.  His famous steed was an immense black tiger, gifted to him by the Lost Gods of the Sixty-Sixth Path (who were less Lost in those days, we imagine).  This red-eyed beast, more intelligent than most men, served as Von Hoff's battle-companion for many years; they say the tiger could leap incredible distances.

At some point, Von Hoff departed from the blasted Painlands and resettled in what is today Trident Bay.  There he built a watchtower and recruited a retinue of crimson-cloaked heroes to watch over the bay.  Again, an entire region was kept safe due to Von Hoff's vigilance.  Von Hoff and his Watch staved off more than one incursion of hostile fish-men and crab-men; the paladin himself was awarded an enchanted trident by some deity of the sea.  Legend tells us that this legendary trident - today known to sorcerers as Tempest-tide- holds within it a fragment of Von Hoff's mind, and perhaps his musical talent as well.  The weapon is held, alongside others of similar puissance, within Old Man Hut-Tep's lethal museum deep underneath the mountain peak called Smokestack Lightning.

Von Hoff's resting-place is unknown; some have suggested it is deep within an eerie tower - perhaps his original watchtower - which rises from the sea every seven years, off the coast in Trident Bay.  Local tales offer the possibility that, should the fish-men once again rise to attack the dry lands, Von Hoff himself will climb out of his tomb to repel them.


Monday, October 3, 2022

Cosmic Connections

 My fellow wizards, adventuring-frontiersmen, and priests of suitable repute - we have gathered here today in this dubious saloon to cogitate.  To place together our mighty brains, and come up with a solution, a path, a strategy to confront that which is ailing our beloved Wampus Country.

As you all well know, for several years now, fell things have been on the rise.

Nine years past, the deviltry of Hell and its cruel representatives here - that nefarious association known as the Web - attempted to secure the so-called Egg of the Phoenix.  Thankfully, they were foiled. [1]

Eight years ago, the archdevil Fyvee invaded our realm with his retinue of fashionably evil spawn.  Praise the petty gods, he was mostly repulsed. [2]

Since that time, we have not been so lucky.  The unearthing of the Eye of the Leviathan has brought woe to the land.  Evil stirs.  Dark shadows grow long - and bold.  Chaotic creatures not seen since cave paintings gallop across the land.  [3]

In Snollygoster Swamp, the pig-men beat war drums and sing the songs of their god, Porcus.  They have been so bold as to murder and kidnap some of the elders of the frog folk.  [4] There are rumors that even now, they capture and tame snollygosters as beasts of war, awaiting a signal from beyond.

North, in the Snowdeeps, civil war continues among the giant tribes.  That ongoing conflict has occasionally spilled into our own green lands, with destruction in its wake. [5]

Our sources in the east report an army, gathered across the desert, has marched nearly to the edge of the Badlands, and may soon be upon us in Thistlemarch and River-Town, if it so wishes.  At the head of this army, they say, stands a mysterious dark magician. [6]

And now, the seers and augurists paint a bleak picture.  Many of them see the same sorts of images - a war in the heavens, a black blade, a feathered serpent.  We do not yet know what it means.  But we must presume we are on the brink of a very dark age here in Wampus Country.

A very dark age indeed.


This kind of thing is going on constantly.





ENDNOTES

1.  It's true, in 2013 the Rat-House Bastards and some allies played through an adaptation of the module Egg of the Phoenix.  The artifact itself was given to witches for disposal.  Where it now sits...no PCs know.

2. It's true!  In 2014 an archdevil and his warbands pierced the Midnight Sea and arrived in Wampus Country.  Thankfully only a handful of tieflings survived the incursion and subsequent battles.

3. Also true.  The Company of the Black Pearl marched around Wampus Country with an artifact that increased and attracted Evil Stuff for several years.  Lots of goat-men on the rise, and chaotic minotaurs to boot.  Rumblings about a dark Hoofed God.

4. Super true.  Happened during a Wampus Country session run at Hoffcon; luckily the PCs managed to rescue the frogfolk priestess Big Mama Mumu from the clutches of the porcs.

5. Certainly true.  The Critter Gitters in 2021 dealt with some of the fallout of a giant power struggle caused by something the Rat-House Bastards did in 2012.

6. Truly true.  The Critter Gitters watched the beginnings of this army form over a year ago but did not intercede at the time.


Sunday, September 18, 2022

ERB and Not ERB

 Typically when people first read Edgar Rice Burroughs, it's the big three - Tarzan, John Carter, and maybe Pellucidar.  These are the best-known Burroughs for good reason, but there are some second-tier books I've read recently that I really enjoyed.  There are also plenty of homages, continuations, and pastiche that might be worth looking at as well.  Below, a few I've recently digested.

A ton of well-described fight scenes in this one.

The Monster Men (1913).  Burroughs' take on Frankenstein/Moreau - maybe - set in the South Pacific. It has monstrous created men, steaming jungles, and pirates!  I listened to this on Librivox and enjoyed it greatly.  Once I'd finished, I found myself wondering why this one hadn't been adapted to the screen.

A nice counterpoint to see how ERB does Carter that isn't Carter (if you've never read Carson or Innes, I guess).  Look, it has cannibal centaurs, that should sell itself.

Now that I've read the tales within, I have quibbles about this cover, but you can't beat an action cover that makes you want to read the book.

The Moon Maid & The Moon Men (1922...but some parts earlier...).   Burroughs stitched together a sword-and-planet adventure, a political tale previously rejected by editors, and an adventuresome part three conclusion into a solid thrillogy.  The first part, The Moon Maid, is the most Burroughsian at first blush due to the exotic location and classic tropes, but the three parts together actually feature a lot of Burroughs staples.  Good action throughout, including some fairly big battles.  I strongly recommend these.


Time's Last Gift.  I enjoy Philip Jose Farmer for the most part, and he has his share of pastiche characters.  "Spoilers" about this novel are all over the internet for you to read on your own if you wish, but suffice it to say there are Burroughs ties within.  A story of time-traveling researchers in the Magdalenian period, Time's Last Gift was a pretty breezy read, with some good drama and action.

It's not as "yass queen slay" as you might think.

Dejah Thoris.  Dynamite Comics.  The John Carter comics from Dynamite are kind of all over the map.  Warlord of Mars is a workmanlike retelling of several of the novels; the most recent series, John Carter of Mars, is just plain ugly.  In-between these, Dynamite published a 37-issue run of Dejah Thoris, featuring the princess' pulpy adventures prior to John Carter's arrival - and I really enjoyed this comic.  Nice art, enjoyable adventures, recurring villains and themes that tie the whole run together.  The second DJ series, and the limited series, aren't as good.  A little more detail on this comic here in my Twitter thread.

Airships versus giant laser colossus.  Come on, people, this is dope.



Tuesday, September 6, 2022

D&D Comics, part one: the 5e era

Dragon vs Giant action from Frost Giant's Fury

 Various publishers have had the rights to Dungeons & Dragons in comic book form over the years.  As I read (or in some cases, re-read) through these volumes, I'll summarize my recommendations here on the blog.

Here's the bottom line: the D&D comics from IDW are a mixed bag at best.



While some runs are good adventure comics, others are a mess - featuring disappointing writing, sub-par art, or both.  The "Baldur's Gate" series of mini-series occasionally has some highlights but is burdened by its product-of-the-year tie-in nature, and the insufferable "comedy" of Minsc & Boo.  The lead characters in that run who are not Minsc do tend to grow over time and get more interesting.

None of these are "run out and get it!" recommendations, but sometimes you find TPBs marked down, or single-issues in bargain bins.


At The Spine of the World
RECOMMENDED:

At The Spine Of The World.  I liked this Icewind Dale mini-series - the art is nice, the story is well-presented.  Bonus points for being self-contained and having precisely zero Minsc in it.



Frost Giant's Fury

Infernal Tides

OKAY:

Frost Giant's Fury.  Best of the Minsc & Boo series as far as sword-and-sorcery action.

Infernal Tides.  One of the better Minsc & Boo outings.

Mindbreaker.  Minsc & Boo vs mind flayers.


Mindbreaker ties in with the Baldur's Gate 3 vidya game 


NOT RECOMMENDED:

Legends of Baldur's Gate.  The start of our current troubles - the beginning of the Minsc saga.

Shadows of the Vampire.  Minsc & Boo in Ravenloft.  I note that one of the main characters gets a consequence in this run, but they have failed to pull the trigger on that obvious consequence 25 issues later.

Evil At Baldur's Gate. More Minsc & Boo.  So much investment in this series!

A Darkened Wish.  An ambitious story jammed incautiously into five issues of dubious art.

Actual action shot of a dragonborn from A Darkened Wish. 

Ravenloft: Orphan of Agony Isle.   Set in the reimagined 5e Ravenloft, this one's about Viktra Mordenheim, the brilliant scientist and abusive weirdo, as well as the girl she's experimenting on, and Viktra's former lover Elise (the monster).  The art is very 2022, and the pacing tells me the writer wants this story to be a slow-burn mystery and maybe a dysfunctional love triangle.  Unfortunately it's burning so slowly I can't possibly care about the characters.  Things look up a tad in issue #3 as Elise arrives, but I can't promise I'm going to finish this one.

Orphan of Agony Isle






Tuesday, August 30, 2022

Gunsi versus the B-Series

 Gunsi the Squirrel, my son's fighter, pushed through a good bit of adventure during the lockdown and post-lockdown period.  Since we were running a single PC, I was using lower-level published TSR-era material as a skeleton to challenge a fifth-, then sixth-level 5e PC.  Gunsi has been searching for his missing sister for some time in the campaign, and he wanted to follow rumors about a squirrel city in the Lumberlands.  In order to get to the Lumberlands most directly, Gunsi elected to travel through the region known as Three Rivers.

Check out what I can do to water with but a wave of my hand!  Isn't it WEIRD?

Along the road, Gunsi teamed up with another PC, Juniper Muffington (thief, spy, girl-of-the-camp) in an attempt to recover the missing Jade Hare statuette.  They didn't get very far in their exploration of the dungeon -- they both blew their stealth and got jammed up by a mess of goblins.  Licking their (considerable) wounds, Juniper and Gunsi noped out of that dungeon and never went back.  The Mad Warlock Abu-Ghabar eventually took the enchanted statue back to his Master in the east.

Gunsi continued on into Three Rivers, arriving at the fortress-town of Ironwrack.  As a sympathetic hero type, the squirrel got mixed up with some revolutionaries trying to overthrow the master of the fortress, who de facto ruled the countryside and controlled the road.  Gunsi agreed to sneak into Ironwrack and steal a possibly-enchanted jewel, but he wanted some help (those goblin-scars were still fresh).  I generated some rebels for him to choose from as a henchman, and soon Gunsi was on his way, accompanied by milquetoast cleric Martholomew Rambleshart.  Sneaking into the fortress by underground means, Gunsi did manage to secure the Eye, but unfortunately poor Marty was killed.  The mystic eye was delivered to the rebels, and Gunsi continued his journey deeper into Three Rivers.

As he traveled, Gunsi came to see that Three Rivers had a goblin problem.  He experienced a raid on a ranch, chased down some warbands, tangled with the local evil slaver faction, and so forth.  Multiple sessions of this.  Gunsi was doing fine and earning some xp but I think he was getting tired of making ends meet doing goblin stuff.  Finally he had enough money saved to hire some mercenaries to support him as he goes upriver to tackle the Goblin King.  A successful assault (and on New Year's Eve, no less), although Gunsi did not investigate the lower levels of the place - it was enough to slay the Goblin King.  Gunsi took his winnings and kitted up for the long wilderness travel to the Lumberlands...

Night's Dark Terror is awesome and I wish I'd used more of it in play.

During this period I fielded material from The Jade Hare, B10 Night's Dark Terror, and DDA3 Eye of Traldar.  I had DDA4 The Dymrak Dread ready for a session as well, but never used it.  It was a twofold experiment, both the one-on-one adventuring, and seeding a single map with content from several thematically-related modules.  


Results to note for the campaign:

* The Mad Warlock takes the possibly-powerful Jade Hare to his Master in the desert, possibly increasing the Master's power.  (The Critter Gitters group would later tangle with the Master's forces in the east).

* A certain hidden city in Night's Dark Terror remains undiscovered.

* The goblin activity in Three Rivers was put down; should take several years for the goblins there to rebuild their numbers.

* Those in Three Rivers who would like to see the Lord of Ironwrack deposed have been encouraged and empowered.


Principles to pay attention to:

* PCs can and do fail.  They fail, they give up, they run away.  This is proper.

* PCs can get bored of what's in front of them.  When they want to walk away from it, LET THEM.

* Things that happen in your campaign must have consequences, even if the PCs who triggered the consequence never see it.

Friday, August 26, 2022

Beacon of the Lizard King

This post contains spoilers for TSR-era modules. 

Today's post is a little bit about dismembering published adventures and stitching them together.  There's plenty of discussion out there about whether modules are worth using, and if so, how best to use them.  Do you run them straight?  Re-skin most of it?  Or cannibalize it for parts?  In today's example, we're somewhere between ghoulishly stealing parts and a Frankenstein re-skinning.  

I was running 5e for some folks and wanted to steal liberally from a TSR-era adventure, so I was looking at the I-series modules.  There's this bit of overlap that intrigued me...  I2 Tomb of the Lizard King gives us the vampire lizardman Sakatha.  I7 Baltron's Beacon happens to have a (quite alive) lizard chieftain, Yiss, raising an army in the swamp.  Both NPCs have pet dragons.  What if they were the same dude?  Couldn't I just replace Yiss with Sakatha, and put all this stuff on the same map?  Answer: yes.

AH YISS it ya boi comin' at ya with the latest swamp nonsense, pound that like button

First thing I did was dub the vampire lizard emperor Ah Yiss.  There's the stupid joke there (I envisioned players saying AWWWW YISS!) but the sound pattern of the joke name also suggested a pseudo-Mayan thing, so that's what I went with for the lizardfolk here.  I kept the lizard king's pan lung dragon mount from Beacon, because why wouldn't you?  So we have Ah Yiss and his rising forces out in the swamp surrounding his tomb, plop that on the map.  The only thing we're using from Tomb is the swamp and the tomb - we're ignoring all the intro stuff in that module.

Now we take a look at Baltron's Beacon and see it's about a ruined keep where various parts of the complex are held by (competing) nasties, and the PCs are expected to investigate the newly-lit eponymous beacon.  Easy-peasy.  Plop the keep on the map over here.  Be ready with appropriate NPCs who can offer information about the place or steer the PCs into the great swamp.

Game-time came around, and for the initial session I had only three PCs present:

Blitz Donner, thunder priest

Gunsi the Squirrel, sellsword

Lini the Tortle, swamp warrior (new PC)

Just as you would've done, I made sure new PC Lini had knowledge of the area - a way to get info download to the group but also tie the new PC right into things.  Lini's band of tortles had been recently displaced from the swamp as the lizardfolk got frisky (following Ah Yiss waking up).  Now Blitz and Gunsi had arrived in this small swamp-adjacent village that was overrun by expatriate tortles.  Tensions weren't too bad yet, but clearly the situation was untenable.  When the PCs also heard about the lighting of the strange beacon in the swamp, they knew the whole thing was chock full of xp, and resolved to head into the swamp with Lini as their local guide.  I was thrilled that we had avoided the hamfisted "please go do this" sections of both modules.  It seems like multiple pages are wasted on these vanilla expository bits in every otherwise-raidable module.

The guys tromp through the swamp - I think there was a wilderness encounter, can't remember - and make it to the keep relatively unmolested.  They scout around and decide to attempt to go in from the TOP of the thing, I think in part because this is 5e and 2/3 of the group can levitate or whatever.  That caper brings them face-to-face with this guy, his bugbear pals, and his pet hieracosphinx:

There is nearly a skirmish, then there is a parley, and next thing you know the PCs are begrudging allies (frenemies?) of Antarcus Giantbane.  He spares them and dispatches them back into the swamp to scout for other warbands and report back to him - since he's lightly allied with the lizards and, as a 9th-level fighter, knows this keep is inevitably going to be the only defensible position if and when stuff goes down.  The PCs agree to do the scouting and depart.  Never to return.

I mean "never to return" twofold there - first because the PCs agreed they were going to burn this guy and were not going to even pretend to work for him, and second because these PCs never got together again.  At the end of the session, they were trudging back toward the village, with minimal xp and essentially no treasure.  COVID hysteria hit and people stopped seeing one another, so that was the last in-person game for that group, which did not successfully slide online.

Sometimes a fallen ranger pays a little too much attention to his sphinx

But time marches on, and the campaign exists outside of one playgroup, so we have to look at what happened next.  That's my job as the DM, to keep the world moving even when players aren't putting their grubby paws all over it.

Gunsi the Squirrel got on the road and headed toward the region called Three Rivers, on his way toward the Lumberlands.  We know this because Gunsi's player is my son, so COVID didn't stop him interacting with the campaign.  He had a teamup with another PC and then a series of solo adventures in Three Rivers which we may talk about another time.  Today, Gunsi is sitting in the town of Squeamish, in the Lumberlands.

Blitz and Lini haven't played again, so I have to presume, absent player actions, they stayed somewhere near that whole swamp nonsense.  The more important question is, what's going on two years later with Ah Yiss the vampire, his dragon steed, and his lizardman army?  Fantastic question.  I should've run it at the time, and didn't.  I know now I could've - should've - run a sweet big battle at the keep between some defenders (or the villagers) and the lizards.  I'm sure I have wargamer pals who would've happily adjudicated that for me.  But now, two years later, I think I need to just weave from whole cloth based on what was likely to happen.

There's this:

Absent the intervention of PCs or some other regional power, it seems inevitable to me that the risen Ah Yiss, with his lizard horde and assorted evil non-lizard allies, would control the great swamp pretty completely.  Perhaps Antacus advises him, and also Leptor (the 9th-level wizard from Beacon), and Ah Yiss still has those brigands from Tomb in his employ.  This alliance may even control the demonic blackflame in the keep.  And potentially they have a good number of magical items as well - not just arms and armor, but assorted potions and things.  With two years to consolidate, it's a safe bet that Ah Yiss rules the area, and is now ready to consider expansion, or reach out for further allies.  Worth noting that this swamp is up north on the map, and is not Snollygoster Swamp, so (for now) Ah Yiss doesn't have any dinosaurs to command.

Looks like trouble for certain parts of Wampus Country.  And Ah Yiss isn't the only nefarious army-builder on the map...