There’s fowl play on ENterplanetary DimENsions today as we pig out on a dimension that’s gone to the dogs (along with some other animals): Vitiating Veskrollo!
It is no exaggeration to say that Veskrollo brings out the beast within—every mortal traveler that stays too long soon finds themselves suddenly like the animalistic people that dwell here. Plain humanoids are a rare sight in this dimension and must quickly find egress lest the transformation take them too, yet those who remain in this strange realm soon find that the sight of an unchanged person draws many eyes. Whether hero or villain they are carefully watched, either cheered on or informed upon by denizens that know that if nothing else their presence promises a bit of excitement.
Every thoroughfare, settlement, and marketplace is filled with a wide variety of animal people going about their lives whether that’s crafting, farming, trading or otherwise. Some find bonds with their simpler kin (a few caring for a loyal pack, tending to a treasured herd, or even migrating with a favored flock) but most Veskrollans are like commoners in any other medieval realm—they struggle to survive against the hardships of a dangerous world where monsters still lurk in the darkness as power slips between the clutches of sovereigns.
Planar Traits. Veskrollo has the following planar traits and the Narrator should make use of any encounter elements appropriate for a given locale in this dimension. When it is possible to do so, noticing an encounter element before it is too close to avoid requires a DC 13 Perception check.
Table: Animalization
Spellcasters capable of transporting people out of Veskrollo (and librarians possessing knowledge of portals or the like) are carefully watched and usually refuse to offer such magical transportation without knowing that those being helped have the blessing of someone who’s got them under the proverbial thumb (or claw, or hoof, or talon). This is not always the case however, and adventurers might instead find themselves tasked with an unseemly or difficult quest by one of these powerful mages or priests as they are to be angled into working at the behest of another.
Although individuals differ (especially commoners), the following animalfolk correspond with the given NPCs of a faction type in Veskrollo and gain the benefits of both phases of Animalization (a gecko noble gains an expertise die on History checks, a specialization in History, an expertise die on saving throws against psychic spells, and climb speed of 30 feet whereas a duck commoner gains proficiency in Nature, an expertise die on saving throws against nature spells, and a fly speed of 15 feet, and so on).
Avian Empire NPCs: chicken (scout), crane (alchemist), dog (guard), duck (druid), hawk (strider), owl (mage), pelican (bandit), pigeon (cutthroat), vulture (crime boss).
Placid Participant NPCs: beaver (alchemist), cat (bandit captain), gecko (noble), mole (apprentice mage), rat (thug), sheep (priest).
Rugged Resistance NPCs: bear (knight), chameleon (spy variant cutthroat), goat (cult fanatic), horse (soldier), pig (minstrel), wolf (gladiator).
Careful Eating. The diet and cuisines of Veskrollo are similar to those found in any medieval tavern, but there is of course a distinction between a walking, talking chickenfolk and their simpler, smaller cousins—and of course some personal discretion as a goat chef is highly unlikely to cook up one of their own in a stew. It is extremely taboo for animalfolk to eat of their own kind (such as a pig person eating a slice of bacon) and word rapidly travels when someone is found conducting such cannibalism. Should a PC be revealed to be a cannibal (or successfully framed for the heinous act) they are shunned for a number of months equal to their Prestige rating. While shunned they have disadvantage on Prestige checks and Charisma checks that do not use Intimidation.
It is no exaggeration to say that Veskrollo brings out the beast within—every mortal traveler that stays too long soon finds themselves suddenly like the animalistic people that dwell here. Plain humanoids are a rare sight in this dimension and must quickly find egress lest the transformation take them too, yet those who remain in this strange realm soon find that the sight of an unchanged person draws many eyes. Whether hero or villain they are carefully watched, either cheered on or informed upon by denizens that know that if nothing else their presence promises a bit of excitement.
Every thoroughfare, settlement, and marketplace is filled with a wide variety of animal people going about their lives whether that’s crafting, farming, trading or otherwise. Some find bonds with their simpler kin (a few caring for a loyal pack, tending to a treasured herd, or even migrating with a favored flock) but most Veskrollans are like commoners in any other medieval realm—they struggle to survive against the hardships of a dangerous world where monsters still lurk in the darkness as power slips between the clutches of sovereigns.
Planar Traits. Veskrollo has the following planar traits and the Narrator should make use of any encounter elements appropriate for a given locale in this dimension. When it is possible to do so, noticing an encounter element before it is too close to avoid requires a DC 13 Perception check.
Acquiring Animalization
After remaining in Veskrollo for a number of long rests equal to its hit dice, a creature undergoes its first phase of Animalization and gains proficiency in the listed skill (or if it is already proficient, it instead gains an expertise die and a specialty in that skill) and an expertise die on saving throws made against spells of the listed school. After a number of weeks equal to its hit dice a creature undergoes its second phase of transformation. The benefits of the stages of transformation and the skills gained are listed on Table: Animalization. The nature of a creature’s transformation is determined by its background or type, and how Animalization changes a creature’s appearance begins first with its head followed by its limbs. At the Narrator’s discretion a different type of animal can be chosen for a given background.Table: Animalization
Background | Animal | Skill | Spell School | Second Phase |
Acolyte | Sheep | Religion | Radiant | You gain advantage on Stealth checks made to hide in a crowd and on saving throws against confusion. |
Artisan | Crane | Culture | Compulsion | While your hands are empty you gain a fly speed equal to half your Speed. |
Charlatan | Chameleon | Deception | Shadow | You gain advantage on Insight checks and Intimidation checks. |
Criminal | Rat | Stealth | Scrying | You gain an expertise die and advantage on ability checks made to contort or squeeze. |
Cultist | Goat | Religion | Necrotic | You gain advantage on Deception and Persuasion checks. |
Entertainer | Pig | Performance | Thunder | You are able to over consume and store Supply equal to your proficiency bonus. When you do not consume any Supply you instead use a stored Supply. You cannot consume Supply while you have stored Supply. |
Exile | Wolf | Survival | Cold | You gain advantage on Survival checks made to follow tracks and on saving throws made to Sprint. |
Farmer | Duck | Nature | Nature | While your hands are empty you gain a fly speed equal to half your Speed. |
Folk Hero | Bear | Persuasion | Fear | You gain an expertise die and advantage on saving throws made against fear. |
Gambler | Pigeon | Sleight of Hand | Storm | While your hands are empty you gain a fly speed equal to half your Speed. |
Guard | Dog | Perception | Earth | You gain advantage on saving throws made against fatigue and strife. |
Guildmember | Beaver | Engineering | Technological | You gain a swim speed equal to your Speed and reduce the crafting time for mundane objects by half. |
Hermit | Mole | Medicine | Affliction | You gain a burrow speed equal to half your Speed and gain advantage on saving throws made against strife. |
Marauder | Cat | Acrobatics | Lightning | You gain advantage on ability checks made to jump and saving throws to resist being charmed. |
Noble | Gecko | History | Psychic | You gain a climb speed equal to your Speed, and are able to climb on ceilings and other vertical surfaces. |
Outlander | Hawk | Perception | Air | While your hands are empty you gain a fly speed equal to half your Speed. |
Sage | Owl | Investigation | Knowledge | While your hands are empty you gain a fly speed equal to half your Speed. |
Sailor | Pelican | Athletics | Water | While your hands are empty you gain a fly speed equal to half your Speed. |
Soldier | Horse | Athletics | Force | You gain advantage on saving throws made to resist fatigue and your Speed increases by 10 feet. |
Trader | Vulture | Animal Handling | Poison | You gain immunity to ingested poisons, and while your hands are empty you gain a fly speed equal to half your Speed.. |
Urchin | Chicken | Intimidation | Movement | You gain advantage on saving throws made to resist being knocked down, moved, or slowed. |
Regressing the Change
Once transformed by Veskrollo powerful magic is required to reverse a creature’s fate. A creature that has undergone Animalization can regress from the first phase with a casting of greater restoration, but only the wish spell is able to remove the effects of both the second and first phase of Animalization from a creature. Any proficiencies or specialties gained from Animalization remain after regressing the change.Eager Escapes
The nature of how this dimension transforms people is no secret—from a young age local children hear stories about it, and when asked any commoner is eager to share what they know of Veskrollo’s penchant of bringing out the animal within travelers that remain long enough. Those holding the reins to power are all too aware of the anxiety newcomers feel when they realize how the realm will change them (some having experienced it themselves) and don’t hesitate to leverage that fear, seeking out interloping adventurers for tasks that range from simple political intimidation to sabotage, subterfuge, and even murder.Spellcasters capable of transporting people out of Veskrollo (and librarians possessing knowledge of portals or the like) are carefully watched and usually refuse to offer such magical transportation without knowing that those being helped have the blessing of someone who’s got them under the proverbial thumb (or claw, or hoof, or talon). This is not always the case however, and adventurers might instead find themselves tasked with an unseemly or difficult quest by one of these powerful mages or priests as they are to be angled into working at the behest of another.
Fowl Friction
There is always an undercurrent of violence between the animalfolk of Veskrollo for as generations pass the avians proliferate, their many eggs sprouting many children that grow into soldiers for an empire that is nearly toppling over from the weight of its civilization. Not all are bound by their shared bestial kinship—there are saboteurs and spies aplenty among all factions, individuals driven by purpose, greed, or revenge to turn the tides of conflict—but the traditions of parentage have resulted in societies bound by feathered-gaolers, most children following in the footsteps of their ancestors.Although individuals differ (especially commoners), the following animalfolk correspond with the given NPCs of a faction type in Veskrollo and gain the benefits of both phases of Animalization (a gecko noble gains an expertise die on History checks, a specialization in History, an expertise die on saving throws against psychic spells, and climb speed of 30 feet whereas a duck commoner gains proficiency in Nature, an expertise die on saving throws against nature spells, and a fly speed of 15 feet, and so on).
Avian Empires
Tilling the fields and harvesting the crops before migrating with the warm weather as the seasons change, ducks are far and away the most commonly seen workers in the rural parts of Veskrollo year-round (depending of course on which fields one is looking at). Cities everywhere are filled with the works of artistic cranes, excitement from vagabond gambling pigeons, commerce driven by enterprising vulture merchants, and posturing chickens galore. Dogfolk are common in every settlement looking to protect others, loyal to their duty even when circumstances might seem to merit doing otherwise. Out in the seas are pelican-sailed ships, and the wilderness is the realm of many a scouting hawk or studious owl. When push comes to shove however all the feathered folk are ready to throw down the tools of their trade to pick up swords in the name of their shared flock, and with their immense numbers they are unlikely to suffer true defeat until they’ve inflicted it upon themselves.Avian Empire NPCs: chicken (scout), crane (alchemist), dog (guard), duck (druid), hawk (strider), owl (mage), pelican (bandit), pigeon (cutthroat), vulture (crime boss).
Placid Participants
The next largest group of peoples in Veskrollo are the animalfolk who simply do not care for conflict or are fine with whatever results if it means having relative solitude. Inventive beavers seek to focus on their crafting, devoted sheep to watch over their charges or practice their faith, and lonesome mole people with a mind to keep to their own business allow the tyranny of avian overseers to continue so long as they are mostly left alone. Meanwhile feline bandits and murine lawbreakers are uncaring of who has power and who vies for it, finding a wealth of opportunities in places where conflict reigns. Typically the richest among anyone in Veskrollo—the geckos—are much the same, happy to pay lip service to whoever they have to while hoarding their wealth and wallowing in their opulence.Placid Participant NPCs: beaver (alchemist), cat (bandit captain), gecko (noble), mole (apprentice mage), rat (thug), sheep (priest).
Rugged Resistance
Typically the least happy and most revolutionary animalfolk in the vitiating dimension are those with little incentive to settle down, vagabonds that find their wanderlust hampered by unnecessary restrictions, rules, or imposed taxes. Lauded for their strength (even when they are meek) are bear heroes that roam the realm on paths inspired by a litany of legends about ursine warriors undoing great evils—tales among the many sung by porcine bards in taverns amidst settlements or the wilds. Equine mercenaries use their swift hooves to travel from company to company seeking glory and gold, but the counterparts of the nobles are much more careful; criminal chameleons have been known to steal fortunes from the established reptilians hoarding it. Also juxtaposed are lupine sellswords, commonly hated for it usually takes an entire squad of canine guards to take one of the lone champions down, and the heretical goats spreading fell beliefs among the populace (occasionally well enough to take root and bring to bear terrible forces in bids to upset the balance of power).Rugged Resistance NPCs: bear (knight), chameleon (spy variant cutthroat), goat (cult fanatic), horse (soldier), pig (minstrel), wolf (gladiator).
Loquacious Locals
Not only are commoner animalfolk quick to explain the unique situation newcomers are in when arriving in Veskrollo, they are eager to help as successful adventurers often share some of the coin acquired for whatever task they are convinced to undertake. Checks made to find lore, investigate suspicious happenings amongst the populace, or drum up local rumors in Veskrollo have advantage. In addition, for each phase of Animalization a PC gains an expertise die on ability checks made to interact with NPC animalfolk of the same kind as they are.Careful Eating. The diet and cuisines of Veskrollo are similar to those found in any medieval tavern, but there is of course a distinction between a walking, talking chickenfolk and their simpler, smaller cousins—and of course some personal discretion as a goat chef is highly unlikely to cook up one of their own in a stew. It is extremely taboo for animalfolk to eat of their own kind (such as a pig person eating a slice of bacon) and word rapidly travels when someone is found conducting such cannibalism. Should a PC be revealed to be a cannibal (or successfully framed for the heinous act) they are shunned for a number of months equal to their Prestige rating. While shunned they have disadvantage on Prestige checks and Charisma checks that do not use Intimidation.