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D&D 5.5e (2024 5e)

After the Snakelords

GM Dan Dare · 3 players

A 2024 5e adventure set in a Sword and Sorcery world with vague resemblances to Howard’s Hyboria. It is set in an earlier epoch than the Hyborian Age, when humanity has only quite recently (a few centuries earlier) thrown off the yoke of Snakelord masters. The new cycle of human civilisation is emerging within the ruins of the old Serpent Age.  This means we can get away with more D&D-friendly fantasy elements (magic, monsters, races, etc.) than a ‘purer’ S&S setting. To lighten the load of setting lore, we’ll limit the action to a single region resembling ancient Anatolia.  Emerging human civilisations share similarities to the cultures of early Minoa and the Hittites. 

AFTER THE SNAKELORDS

CONCEPT.

A 2024 5e adventure set in a Sword and Sorcery world with vague resemblances to Howard’s Hyboria. It is set in an earlier epoch than the Hyborian Age, when humanity has only quite recently (a few centuries earlier) thrown off the yoke of Snakelord masters. The new cycle of human civilisation is emerging within the ruins of the old Serpent Age.  This means we can get away with more D&D-friendly fantasy elements (magic, monsters, races, etc.) than a ‘purer’ S&S setting. To lighten the load of setting lore, we’ll limit the action to a single region resembling ancient Anatolia.  Emerging human civilisations share similarities to the cultures of early Minoa and the Hittites. 

 

SETTING.

Only a few centuries have passed since humanity overthrew their reptilian masters, the snakelords. Out of spiteful vengeance, the sorcerous snakemen brought about an apocalypse (using meteorites, magical fire or even a primitive nuke?)  to mar humanity’s triumph. Filling the vacuum left by their former masters, human warlords, kings, priests and other chancers now rule the emerging human world. Some have repurposed the cyclopean ruins of their former masters to human rule. Others have left the old cities to form new settlements based on simple agriculture. Fragments of snakelord tech—more advanced medicine, metallurgy and construction—survive as hidden knowledge. But ordinary crafts-folk have turned increasingly to simpler technology and materials of stone, bone and wood. 

The terrain of the Anatolia-sized landmass is varied: rugged coasts, arid plains, lush forests and high snowy peaks.  The climate is humid and hot in summer, bone-chillingly cold in winter. Prehistoric animals such as cave lions, smilodon, giant elk and such still flourish. Giant vermin and mutant plants are also commonplace-- warped by the fallout of the snakelords’ final apocalypse.

 

EXPECTATIONS

Three or maybe four evenly spaced posts/ week; a step faster than the ‘twice a week’ rate of many games.

Good role-playing that supports the intended S&S feel of the game, not just optimised ‘roll’-playing.

We’d play adventure by adventure, running one, two or several adventures depending on whether the play is fun and we are keeping to a decent post rate.

Fairness/ self-policing: Please be fair/ self-policing around rules interpretation, rather than relying on the GM exclusively to impose boundaries.  A Thunderwave sent from the back of a melee is going to catch allies as well as foes. Walking through the same melee would trigger Opportunity attacks.

Avoid ‘high admin’ spells like web, entangle, etc. please

 

FIRST ADVENTURE PREMISE

Built of strong cedar, the stronghold of warlord Hron commands the settlement of Tark-of-Grain with a band of just thirty-three warriors. The settlement is not prospering of late. In the mountains, Mogron raids have weakened locals’ faith in the warlord’s power.  The crop of barley has failed. Worst of all, an illness has struck down many in the settlement, including numerous warriors.    Hron’s soothsayer, Tolgon the One-Eyed, urges that an expedition dare to enter the remains of The City of Wind, a ruin near the stronghold.  Abandoned after the rebellion, the ruin’s stadia, forums and galleries are now derelict, covered with briars and the shadows of the brooding cypresses that have sprouted in its stones. Nobody can remember why humans shun the city. Perhaps there were rumours that the snakelords, who once ruled over its grandeur, still claimed the place. Or mayhap tales of ghosts or demons clung to it. Nevertheless, the soothsayer’s visions foretell the discovery of treasures that may restore the fortunes of the settlement.

The party would be a small band of wandering adventurers from the settlement of Trak-of Grain. They are youngsters, just starting out on the road of adventure. Their motivation for the first adventure is to win back the fortunes of their settlement, or to earn a measure of treasure and fame for themselves. One of the characters may have rare magical powers.

 

SPECIES

 

Humans. Many still dwell in the cyclopean ruins of Snakelord ruins, though their rulers may conceal (and take credit for) their cities’ origins. Others have established more primitive communities outside the precincts of the old Snakelord borders. 

Use HUMAN species stats. Most human adventurers ply trades as warriors, thieves and such.  Arcane ability is rare and considered evidence of Snakeblood contamination. Rare human magic users are ‘dabblers’ in lost snakelord lore [using Bard; see dabbler below] or Pact Sorcerers who have done deals with a powerful evil supernatural patron [ using Warlock; see ‘Pact Sorcerer’ below].

 

Witchfolk. Dark-haired, green- or black-eyed folk hailing from tribes that fled/evaded the Snakemen during their dread Epoch.  Some learn magic based on a deep, psychic connection to the wilderness.  Have the following species abilities:

·         INSTINCT: can ‘read’ others’ motives and feelings. Proficiency in intuition, upgrade to Expertise if they already posses this proficiency.  

·         NATURE EMPATHY: proficiency in Survival, Animal handling or Nature.

·         WILD MAGIC: L1: druidcraft L3: longstride L5: pass without trace 

Because of their uncanny powers, some Witchfolk characters may be Far-Rangers [Rangers]  or Tree Witches [Druids].

 

Mogrons. Uplifted gorilla-like humanoids who served the Snakelords as mercs. Communities have survived the human rebellion, having either made an uneasy peace with humans or fled to form their own militaristic colonies.

Use ORC species stats. Have no propensity or interest in magic. Mogron use ‘Mankiller’ (1d10) battleaxes that do exploding damage. 

 

Snakebloods. Humans tainted by ancestral Snakelord blood. They may be brutish or elegant in appearance or indistinguishable from ‘untainted’ humans. 

  Use TIEFLING species stats. Choose any legacy but re-label as ‘snakeblood’

Because of their sorcerous ancestry, snakeblood characters can be magic-users [Wizards (poring over ancient snakelord tablets), Sorcerers (drawing on innate inherited powers) or Warlocks (with a sinister snake god patron).

 

 

SUGGESTED CHARACTER CONCEPTS (CLASSES)

No concepts using Cleric or Paladin classes.  

Adventurer (Fighter, Rogue). Typical adventurer archetypes --scouts, thieves, mercenaries and tomb-raiders--who are the usual protagonists of such Sword and Sorcery worlds.

Nomad (Barbarian, Fighter, Ranger if Wildfolk). Rugged hunters and outlanders hailing from remote communities that rejected the call to civilisation.

Dabbler [adapts/renames Bard]. Dabblers in fragment of lost snakelord lore. Many are conmen, entertainers or pretend court wizards and priests. Some ‘magic’ might be mere trickery (e.g. healing using dabs of powerful secret ointment). But many also draw on genuine lost snakelord lore; perhaps they are human but still faintly tainted with traces of detested snakeblood ancestry.  Many resort to elaborate chants or performances using gongs, tambourines, drums, etc.

‘Arena School’ fighter (Fighter, see following). The Arena School of Middle City handpicks youngsters and turns them out as elite fighters.  Some serve as palace protectors, well-paid bodyguards or soldiers. But too many squander their skills, ending up as mercenaries or pit-fighters in sordid local Games. As a setting rule, a AS can swap out heavy armor proficiency for a martial feat.

Wanderer (adapt Monk). Experts in unarmed and simple weapon combat who roam the earth. They belong to ancient societies that shared martial arts secrets before the rebellion. They still carry out rituals to maintain their secrecy. Parties including a well-motivated wanderer will receive hospitality and aid from non-evil communities.

Trader (Rogue). Tough merchants and travellers who carry news as well as goods between communities. They have learned to brave rugged terrain and deal with hostility.  As a setting rule, they may start play with a decent stock of goods, cart (or boat or mini-caravan) with an NPC assistant for each CHA mod bonus.

Mogron renegade (Fighter, Rogue). A wanderer from a surviving Mogron community who has decided to take their chances in human civilisation. Though often reviled, they take comfort in the fact that they are stronger and hardier than their human counterparts. Only Mogrons can attune themselves to artefact weapons known as Man-killers [essentially battle-axes that inflict 1d10 damage with an exploding damage dice].

(Snakeblood) Sorcerer, Wizard.  Magic-users who have developed an unhealthy fascination with the sorcerous knowledge of the lost lizardlord civilisation. Wizards/sorcerers with genuine spell powers always have the Snakeblood taint. Cannot be Good.  

Pact Sorceror (Re-use Warlock). Snakebloods or Humans who have turned to a patron to learn wicked sorcery. Their occult patron may be an undead snakelord lich (or Lovecraftian horror).

Tomb-raider. The ruins of the abandoned snakelord cities affords endless opportunities for those of this profession, who often pass the secrets of their trade down through their family line.  

 

WEAPONS AND ARMOR

Weapons reflect the flavour of a lower tech, emerging (also a bit post apocalyptic) civilisation. Spears, axes, daggers and clubs more than higher-tech swords.  Javelins and slings as well as bows. Skip crossbows, rapiers, or other such high-tech objects.  

SLINGS get a bit of a power up in the setting. Bullets do d6 rather than d4 damage though range remains the same. Special heavy lead bullets do d8 dam at short range.

ARMOR. Plate type armor (breastplate, half plate, full plate) not available. But scale mail is AC15 and splint mail AC18 to fill the gaps this produces.

 

LANGUAGES

Common (City Speak): humans still speak a language that supports communication between different cities and regions, though dialects vary.

Script—written form of City Speak. Must be taken separately to indicate your character is literate.

Mogron

Wild Speak. Spoken by Wildfolk, also functions like Druidic in the setting. 

Ancient (extinct snakelord language; often used for sorcery)

Old Script (written form of Ancient)

Sign language (hunting and hobo type sign and rune code)

The Code (secret language used by Wanderers, also has a sign component)

Binary (Lovecraftian universal)

Dreadspeech (archaic language used by demons and undead)

Holy Words. Language used by the Cult of Peace, a common local religion (its origin is unknown. )  

 

WEAPON MASTERY

Cleave, Graze, Nick, Vex—as standard rules

Push, Sap, Slow, Topple are hard to rule in PbP —player can switch to ‘Punch’ ( weapon does half dam die as minimum damage)

 

NOTES

It’s a fairly low magic setting but I’ll suggest character concepts below that justify 5e style spell use.

If we continue past the intro adventure, we may enter a more sandbox-style of play using the patron system from old Traveller. I think this supports a gritty, grey world where motives are not always pure.

Example

 

A local merchant asks the party to hunt an old cave lion that has turned man-eater.  I’ll roll the mission on a 1d6:

1          A trick—the merchant knows the lion is a dreadful monster and he can claim the party’s gear after death

2         Fool’s errand. The lion has moved on or will be found already slain.

3         Mission is as described but there is something else afoot—the lion is a lycanthrope or under a sorcerer’s control.

4, 5  The mission is as described  

6    mission is more perilous than described  (as 2) but with  a decent treasure to be had

 

Typical enemies:

·         Large fierce wild animals (lions, leopards, bulls, etc)

·         prehistoric Megafauna (smilodon, cave bears, etc)

·         Mutant (usually giant, aggressive) insects and plants, twisted by the fallout from the snakelords’ apocalypse

·         Isolated, detested bands of Mogrons, the ape-like mercenaries abandoned by the snakelords in the rebellion

·         Ghouls and worse undead that linger from the snakelords’ sorcery

·         Lovecraftian mythos entities

·         Golems and animations summoned by sorcery

·         Demons and ghosts summoned by sorcerous magic

 

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