5th edition Conversion Project:

I’ve finished converting the monsters from the Air Node of the temple of elemental evil that weren’t in the 5th edition rule book and I’ve started my way down the Earth Node’s list.

5th edition monster conversions: Advanced Air Elemental

Air Elemental (Advanced)

Large elemental, Neutral

Armor Class 16

Hit Points 119 (14d10+28)

Speed 0 ft., 90ft fly (hover)

Str 16(+3) Dex 22(+6)  Con 14 (+2) Int 6 (-2) Wis 12 (+1) Cha 6(-2)

Resistances lightning, thunder, bludgeoning, piercing, and slashing damage from non-magical weapons.

Damage Immunities Poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious.

Senses dark vision 60 ft, passive Perception 11

Languages Auran

Challenge 7 (2900 XP)

Special Abilities

Air Form The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack The Elemental makes two slam attacks

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Whirlwind (Recharge 4-6) Each creature in the elemental’s space must make a dc 14 Strength saving throw. On a failure, the target takes 20 (4d8+2) bludgeoning damage and is flung up to 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object such as a wall or floor, it takes 4 (1d8) damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, target takes half the bludgeoning damage and isn’t flung away or knocked prone.

5th Edition Monsters, Tome of Horrors Edition: Dracolisk

Dracolisk

Large Dragon Unaligned

AC 17

Hitpoints 135 (18d10+36)

Speed 30 ft, 60 ft fly

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Str 20 (+5), Dex 14 (+2), Con 14(+2), Int 6 (-2), Wis 12 (+1), Cha 12 (+1)

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Skills Stealth +10

Senses Normal, Dark Vision 60′, 15 Passive Perception

Damage Immunities Immunity to Energy (by color)

Condition Immunities: Sleep, Paralysis

Languages Draconic, Common

Challenge 9 (5000)

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Special:

Petrifying Gaze If a creature starts its turn within 30 feet of a dracolisk and the two of them can see each other, the dracolisk can force the creature to make a dc 14 Constitution saving throw if the dracolisk is not incapacitated.  On a failed save, the creature magically begins turning to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success the save ends, on a failure the creature is petrified until freed by magic.
An unsurprised creature can avert its eyes, but it can not see the Dracolisk until the beginning of its turn without being subject to the gaze attack.

A dracolisk that can be tricked into looking into a reflective surface will attack itself in this manner.

Actions:

Multi-Attack Bite and 2 claws or Breath Weapon

Breath Weapon (Recharge 6) A dracolisk’s breath weapon depends on the color of its draconic ancestor.

Black 60′ line of acid

Blue 60′ line of lightning

Green 30 foot cone of gas (acid)

Red 30 foot cone of fire

White 30 foot cone of cold.

Regardless of the color, the breath weapon deals 48 (11d8) damage, DC 16 Dexterity Save for half.

Bite Melee Weapon Attack +9 to hit, Reach 10 ft, 1 Target, Hit: 19 (4d6+5) bludgeoning.

Claw Melee Weapon Attack +9 to hit, Reach 5 ft, 1 Target, Hit: 9 (1d8+5) bludgeoning.

Claw Melee Weapon Attack +4 to hit, Reach 5 ft, 1 Target, Hit: 9 (1d8+5) bludgeoning.

5th edition Monsters: Temple of Elemental Evil Creatures not in the MM: Juggernaut.

Juggernaut

Gargantuan Construct, Neutral

AC 17

Hitpoints 201 (13d20+65)

Speed 20

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Str  20 (+5), Dex 14 (+2), Con (+5), Int 1 (-5) , Wis 10 , Cha 10

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Senses Norma, Darkvision 60′, Passive Perception +15

Damage Immunities: Poison, Bludgeoning, Piercing, slashing damage from a non-magical weapon that is not adamantine, Necrotic

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Petrified.

Languages: Understands the language of its creator.

Challenge CR 11 (7200 xp)

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Special:

Faith Bound:

A juggernaut cannot attack any creature that openly wears or displays the holy symbol of the deity which the juggernaut is dedicated to unless that creature attacks it first.

Shrine: A Juggernaut counts as a shrine to the deity which it is dedicated to.

Soulpowered A juggernaut moves at double its normal rate for 1 round whenever a living creature dies within 30 feet of it.

Actions:

Multiattack A Juggernaut Makes two Smash attacks or 1 Trample attack

 

Smash Melee Weapon Attack +9 to Hit, Reach 20ft, 1 target, Hit 14 (2d8+5) Bludgeoning damage.

Trample A juggernaut can attempt to run over any creatures within its area by moving over them: Melee Weapon Attack +9 to hit, reach 0 ft, all targets within the Juggernaut’s movement area. Hit 35 (5d6+5) Bludgeoning damage.

5e Monsters: The Harpy

Harpies are winged humanoids with vicious claws and an ill temper. They are descended from wind spirits, and the winds still come to their aid, protecting them from missile weapons and allowing them to fly with heavy loads. They are often allied with avatars of rage like the Furys and the Eyrines.

Harpy Medium Monsterous Humanoid CE
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AC 14
Hitpoints 55 (10d8+10)
Speed 20ft, Fly 90ft
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Str 10 (0), Dex 18 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 8 (-1)
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Skills Acrobatics +6, Sleight of Hand +6
Senses Normal
Condition Immunities: Poisoned
Languages Common
Challenge 4 (1100 XP)
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Special:
Child of the Winds: Any ranged attack against a harpy is made at disadvantages as the winds swirl and gust around her.

Befouling Presence: Any unattended food or drink within 30′ of a harpy is automatically befouled. This includes magical waters and potions. A character can make a Will save vs DC 13 to keep food and drinks on their person from being ruined. Harpies can consume befouled food and drinks normally.

Multi-attack: A harpy can make 2 Claw attacks
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Actions
Claw Melee Weapon Attack +6 to hit, reach 5 ft, one creature. Hit (1d8 + 4) piercing damage.
If a Harpy hits a medium or smaller creature twice in 1 round, she grabs it. The target must make a DC 12 Athletics (Strength) or Athletics (Dexterity) check to escape or the next round she can fly up to 60 feet in the air and drop the target as well as automatically hitting with her regular claw attack. (1d6 bludgeoning damage per 10′).

13 Tricks (A potentially nomic card Game)

13 Tricks

This is a Draft based trick taking game for 2 or more players.
1 deck of identically backed cards without jokers per 4 players.

Setup:

Shuffle each deck, then shuffle the decks together.

Deal 13 cards to each player.

Each player takes 1 card from their stack and passes it to the left.

This continues until there are no cards remaining and everyone has 13 cards.

Play

Each player shuffles their deck and draws 5 cards from it.

Determine the first lead player (RPS works nicely, as does oldest, youngest, etc).

The lead player plays a card, which determines the suit. Play progresses to the Leader’s left.
The player who wins the trick, gets a point. (See trick rules below)

After playing a card, you must, if possible, draw a new card

After each turn the player to the left of the lead player becomes the next turn’s lead player.

At the end of the game, the player with the most tricks wins.

 

Trick Rules:

 

The Natural Order of Things

The cards are, in increasing value, A,2,3,4,5,6,7,8,9,10,J,Q,K

 

Aristotelian Opposition

Hearts oppose Clubs

Diamonds oppose Spades

 

The Rich Get Richer

Within the current suit, high card wins.

 

The Low Road:

A 2,3, or 4 of the opposition suit is called “The Low Road” and the Low Road beats a J,Q or K of the current suit, but are beaten by any other card of the active suit except an ace.

A 2 on the low road is beaten by a 3 which is beaten by a 4

Spoiler
An Ace does not beat any card, but it changes the active suit to the ace’s face. The only way an ace wins is if no one plays any cards of the ace’s suit. On the other hand, it can be played to ensure another player doesn’t win the hand.

 

I Want to Make You an Offer:

Table deals are encouraged.

 

I Was Here First:
In the case of a tie, the player closest to the Lead’s left wins the trick.

 

Let’s See What Happens

It is considered bad form to remind any player of the trick rules before the winner of a hand is determined.

 

Nom Nom Nomic? (Optional Rule)

The Winner of the hand may create a new trick rule or change an existing one (except this one.)

Morgrym

Born long ago in the dwarven enclave of city of Kalsgard in the land of the Linnorm Kings, Morgrym wished to grow to be one of his people’s warrior-skalds. He progressed rapidly under the tutelage of his teacher, and had learned the history poems and eddas of his people before his fiftieth birthday. He fought beside the great warriors of his time, until the day he and his master came across an ice giant. He was instructed to stay out of the fight, and to his shame he did. His master fought the giant while reciting the Edda of Deeds, never missing a beat while fighting a foe many times his size. The fight was glorious, but the giant bested the lone dwarf. Morgrym was wracked with shame at leaving his master to fight the giant even though that was what he had been told to do. Once his master’s foe left, he constructed a great cairn of rock over his body and swore that his cowardice would no longer stain the honor of the Skalds.

Morgrym left his axe and his armor and most of his gear in the cairn with his master and left to wander the world. He avoided settlements in his travels and finally stopped when he found a stone grotto at the base of a waterfall in the mountains of Varisia. He felt home and at peace for the first time since the death of his master. Morgrym spent years creating a small stone hut with rocks he found in his wandering around the mountains. He spent the next century alone, watching the world around his grotto, learning the ways of the mountain ash and the snow tiger. He stayed true to his vow and never spoke the great epics of his people.

Then, 5 years ago, on his  200th birthday, Morgrym saw three purple lights streak through the sky, two of them exploding concurrently in the shape of a great butterfly. The third appeared to come to ground far to his south. Morgrym tidied up his hut, scattered the provisions he had that he couldn’t carry with him, and began walking south. On his way, he found a Snow Tiger cub whose mother had been killed in an avalanche. He soothed the small beast and brought it with him. He traveled for weeks until he found where the shooting star had struck the ground. In the center of the crater, there was a nodule of pure Iron, melted and reformed in the heat of its fall through the sky, but now cooled. He collected it and continued walking. He stumbled upon a forge shrine to Torag and had a vision of himself with an axe forged from the nodule of metal he was holding. He spent a year and a day at the shrine, relearning the skills he had once held dear and eventually forging a cold iron battle axe for himself. In that time he forged a bond with his tiger-companion and his visions began coming more frequently, instructing him in the ways of the druids. Once he was ready Morgrym’s visions urged him to travel southward, eventually leaving him here. Though now an old dwarf, Morgrym is ready to put his previous life behind him and begin anew.

The Bell Feminist Bi-Monthly online pathfinding

Welcome to The Bell. Starting with Volume 3, we will be mirroring our dead tree edition here on wordpress. Here is what we have for you so far:

Volume Three Issue One
Volume Three Issue Two”

Welcome to the Bell. Play nice in the comment threads so I can be your friendly neighborhood webmonkey instead of your unpleasant authoritarian neighborhood webmoneky.

As always,
Michael Phillips

Volume Three, Issue Two

Welcome again dear readers. It seems that four is our magic number, because once again we bring you four entries for The Bell Feminist Bi-Monthly.

First (Taylor Dean) brings us the text of her speech from the Critical Mass community bike ride to support the V-Day campaign to end violence against women.

Next we have a discussion of the central event of the V-Day campaign, the Vagina Monologues. (Amanda Morales and Jessica Glomb)

(Allison Baker) presents us with her Acrylic and paint marker piece “… Is Beautiful: Lorainne”

... Is Beautiful: Lorainne (Allison Baker 2009)

... Is Beautiful: Lorainne (Allison Baker 2009)

And finally this time around our Feminist in the Spotlight is Olympe de Gouges, brought to us by (Signe White)

As always Your Faithful Webmonkey,
Michael Phillips

This Issue of The Bell Feminist is brought to you by:

Amanda Morales: Editor
Olivia Morales: Hard Copy Page Designer (I cribbed her designs, so any errors hereabouts are mine.)
Taylor Dean: Contributor
Allison Baker: Contributor
Jessica Glomb: Contributor
Amanda Morales: Contributor
Signe White: Contributor

This publication is made possible by the Bloomington Feminist Majority.

Feminist in the Spotlight: A revolutionary voice (Signe White)

Olympe de Gouges was a revolutionary who incited women on the streets of France, calling on them to demand the same rights as their male counterparts.

Olympe de Gouges was a revolutionary who incited women on the streets of France, calling on them to demand the same rights as their male counterparts.


Revolutionary feminists are not just a thing of the twentieth century, but have been present in many periods of turmoil throughout history. It is imperative to focus on these historic women in order to understand more fully the idea of feminism and how it came to be what it is in the modern era. During the onslaught of the French Revolution in the late eighteenth century, women began to band together and demand rights equal to those of men. One particular women, Olympe de Gouges, was among the most influential feminists in French history. In the 1790s, she led a women’s revolution in which thousands of women protested the male-dominated government of the French Revolution by dressing in men’s clothing and walking down the Parisian streets. She wrote the “Declaration of the Rights of Women and the Female Citizen (1791),” in response to the “Declaration of the Rights of Man and Citizen,” which left women with essentially no power. This work contained twenty-seven articles defining the specific rights to which women were entitled as citizens and human beings. The articles included the right to own property, to have equal jobs, to exercise thoughts and opinions, to be punished equally for offenses, and various other liberties. During the Revolution, many women joined together to advocate the right to vote and enjoy equal rights as citizens. They formed women’s groups and organizations and began to have greater power in society. In response to de Gouges’ article and the women’s uprisings, in 1793 the French government projected that women would have no part in the new government that the Revolution was creating and that it was strictly a role for men. The women’s group The Society of Revolutionary Republican Women was shut down by the government in 1793, and eventually all women’s clubs and societies were prohibited. Even though de Gouges did not receive the governmental response she’d hoped for, she still became a catalyst for later women’s movements during and after the Revolution. She fought to her death, literally, when in 1793 she was executed by the French government. However, her example has lived on to inspire future generations to again demonstrate against the male-dominated French government, and eventually to succeed in women’s empowerment.
*If there is room to print*

This is her declaration:
Woman:
       Wake up!  The tocsin of reason is being heard throughout the whole universe; discover your rights.
        The powerful empire of nature is no longer surrounded by prejudice, fanaticism, superstition, and lies.  The flame of truth has dispersed all the clouds of folly and usurpation.  Enslaved man has multiplied his strength and needs recourse to yours to break his chains.  Having become free, he has become unjust to his companion.
Oh, women, women!
When will you cease to be blind?  What advantages have you received from the Revolution?  A more pronounced scorn, a more marked disdain.  In the centuries of corruption you ruled only over the weakness of men.  The reclamation of your patrimony, based on the wise decrees of nature – what have you to dread from such a fine undertaking?  …Do you fear that our French legislators, correctors of that morality, long ensnared by political practices now out of date, will only say again to you:  women, what is there in common between you and us?  Everything, you will have to answer.
If they persist in their weakness in putting this non sequitur in contradiction to their principles, courageously oppose the force of reason to the empty pretentions of superiority; unite yourselves beneath the standards of philosophy; deploy all the energy of your character, and you will soon see these haughty men, not groveling at your feet as servile adorers, but proud to share with you the treasures of the Supreme Being.
Regardless of what barriers confront you, it is in your power to free yourselves;
You have only to want to…