Tuesday, 29 May 2018

Session 11 of Rise of the RuneLords in 5e


Cast of Heroes
Session Nine
Session Ten

Riding down to the coast the party quickly made it to Foxglove manor, the wild life, mostly crows were eerily silent and rousted all over a old building just before the manor. They cleared the area from all the rubble and found a old water well, Mac cast light on a stone and dropped it in, guessing that it was a 40 or 50 foot drop, they continued on to the Manor. Once they finished investigating the outside perimeter they went onto the front porch and used the key they found on the ghoul that once was Rogors Craesby.

The door opened and the mildew,dust and despair and meet them at portal to this old house, a stuffed manticore just stared at them, a faint sound of a woman crying came from somewhere upstairs.
Going systematically through room to room activated the ghostly haunts waiting in each of the rooms, a choking scarf, a ghostly apparition, dancing with the same apparition, being choked by an invisible creature, frightened ghostly children all but terrified the group. In time they found and released the revenant of the person they believed to be the murderers wife.
She flew into a rage and smartly the party stood back as she ran down the hallway and stairs and begun destroying the floor on the main level of the manor. She was leading them into the unknown?

As she flung wood boards from the floor into the air, a large hole appeared in the foundation underneath the manor, a dozen feet below crude stairs were cut from the foundation of the very rocks that formed beneath them. 
Entering the darkness below, the surf could be heard in the distance and a gang of ghouls attacked the party, they were dispatched quickly.

The party entered into a large chamber, lit my phosphorous molds, they witnessed the Revenant down an incline begin battering on a stone store with goblins standing back from her. She was 25 feet down a spiral slope that followed the walls of this camber until it hit sea level. 

Charles led the charge, he fell flat on his face and slide into the wall as it curved ever so down till it reached 50 feet below in the rising and falling of the tidal waters of the Varisian Bay, the cavern floor was slick with dampness.As Toucan began to move a sound came from the cavern next to Mac.
Ulfgar changed into a dire wolf and moved past him more cautiously, just then a second pack of ghouls emerged from the camber to attack the priest and monk.






Mac was attacked and left paralyzed with fear.






Charles & Ulfgar attacked in confidence, but then realizing that the goblins did not attack her not as they were afraid but because they were undead themselves, four goblin ghasts to be correct, thinking it would be making short work of the little brutes was harder then expected.
As two fell, the Revenant was almost through the door, Toucan sprung across the water to his horror he made a large splash as he failed his acrobatics check.




Just then a screech disrupted the cavern causing ear drums to pop, only Ulfgar was damaged by this foul creatures roar but the group pulled together and took on this beast, Charles & Toucan engaged it as screams came from the room beyond,






Not only was this bat of enormous size it was also undead, a ghoul dire bat, skaveling they are called took a beating from the combined attacks of Toucan & Charles, Ulfgar turned to his dwarf self as his dire wolf part was heavily damaged in the fight with the ghasts & skaveling. The skaveling took to the air and blasted the party with another screech, this time no one was affected.




The Revenant went into the room and began arguing with someone, something? Most could not be heard as the echo from the last screech was bouncing around the cavern affecting everyone's hearing.
Once Toucan entered the room, he saw Aldern the man he saved from the goblin attack on sandpoint had been turned into a ghoul and his pet ghasts attacked the women that had led them down into this place of evil.







Once the women Revenant fell Mac dropped a fireball in the room but not before Toucan became the victim to a shadow that seemed to be trapped in a mold growing on the wall, he began licking and eating the mold.
Once the skaveling fell, Ulfgar entered the room and changed into a giant Octopus and held Aldern down till the group took his life.





Thursday, 24 May 2018

Paizo Pawns in D&D 5e part 2

Part one is here, part one


Using Pathfinder Products in D&D 5e
Here are a list of Pawns that are available for sale, don't be overwhelmed by the amount, I will explain a few of these here,

pathfinder/accessories/miniatures/pawns

Paizo releases a Pathfinder Adventure Path once a month, they colour code and number them on release, so that a six issue run will take characters from levels one to eighteen in the Pathfinder game.
I have run one Adventure Path and currently running a second in Dungeons & Dragons 5e using the story set out in the Adventure Paths but using the D&D 5e engine.

Paizo sells separate sets of Pawns that follow adventure paths, they do come with bases so the Bestiary Box or buying the bases separate is a must, I have a $1 cheap mans fix which I will show later. These smaller pawn sets add to the bestiary box, so if in the adventure path you need 14 goblins the bestiary box comes with  4 goblins the AP supplement (in this case Rise of the Rune Lords) adds another 10 goblin pawns.

Rise of the RuneLords Pawn set
Rise-of-the-Runelords-Pawn-Collection

I project images from a projector and use miniatures and pawns in my game. I have over 2000 miniatures but if I did not I would only have party members in my game as actual miniatures. The rest would be pawns.

Below the picture shows a few pawns with miniatures in one of are games.







Next we will look at how I mark my bases when you have to many of the same miniatures or pawns on the table.

Wednesday, 23 May 2018

The Nightmare Underneath

Met up with an old friend and possible 3 new friends and made characters for The Nightmare Underneath rules but will be set in the Witch video game world.






The good news is I know nothing of the game but what I have scene my oldest playing on the Xbox, I do enjoy going into a game know absolutely nothing of the world but what is told to me. We will be using the Nightmare Underneath for it and it is set 80+ years after the game ended, so Witcher are almost no more.

This is my second group that I got into and will be gaming more and will be a littler happier now that I can sit back and enjoy something new.

Made a Wizard and will devour the rules after this weekend.

The Days Log

 

What I did today?

  • Listening to: Glass Cannon Podcast eps.141 & Runes of Azlant Eps. 1
  • Reading: Pathfinder Chronicles into the darklands & all the blog adventures at creightonbroadhurst.com, touched on The Nightmares Underneath
  • Watching: Nothing, my wife is soaking up 13 reasons why season 2
  • Playing: D&D 5e in Golarion world & The nightmare Underneath set in the Witcher world.
  • Eating: sausages for dinner tonight
  • Drinking: water
  • Discussion: The new couches arrived today.

Bought a few books today.
Shipping Mummy's Mask book 6
Shipping Runes of Azlant book 5
Waiting for the IronFang Pawns to arrive

last 4 books of Jade Regent
last 2 books of Winters Reign
books 4&5 of Mummy's Mask
All 6 books of Wrath of the Righteous (this is a maybe)
last 3books of Iron Gods
last 3 books of Hells Rebels
Book 5 of IronFang Invasion (Flags you failed me)
Book 5 of Runes of Azlant (Flags you failed me)
book 1 of War for the crown (Flags you failed me)

Map Folios,
Mummy's Mask (Flags you failed me)
IronFang Invasion (Flags you failed me)
Ruins of Aslant (Flags you failed me)

Adventure Path Pawn sets,
Stranger Aeons (Flags you failed me)
IronFang Invasion (Flags you failed me)
Ruins of Azlant (not released)

17 12 Adventure Paths Books or 18 if I buy wrath of the Righteous?
3 2 map folios
3 1 Pawn sets

Saturday, 19 May 2018

Session ten of Rise of the RuneLords in 5e


Cast of Heroes Heroes

  With everything sorted out in town between helping out the survivors,putting down the ghoul incursion of Hambley farm, restocking supplies and finding a residence for a stone giant the group rested the evening and sent out again in the morning the the Foxglove manor.

  Urathos watched while leaning on the glassworks factory as the group that just saved him rode down market street and out across the bridge to take the lost coast road, he turned around to watch the waves roll in across the Varisian Bay, this was the first time he had been to the coast, he heard of it but seeing is different then listening to the stories.
Urathos turned towards the movement to his right and a women and dwarf were watching him and the dwarf had nothing but contempt in his face, the women said something to the dwarf, the dwarf nodded and went inside, the dwarf stowed the bundle she had given him in his satchel turned and walked away. Urathos,turned and tried to walk with the help of the building, with only one leg it was a struggle.
The dwarven guildmaster of the carpenters guild took his mornings breakfast from the Sandpoint Savories Bakery, they make a good loaf of bread Aesrick thought, just then the boom of a footstep caused them both to turn see a stone giant balancing on the ruins of the glassworks.
"Good Day, master Aesrick, I must get inside, more work is needed" said Aneka, she looked one last time at the new neighbor and walked past her mother sitting on the rocking chair, Aneka placed a hand on her mothers shoulder and went inside.
Aesrick nodded to her turned and thought that those damn adventures will be the death of this town yet.





  Mac, Toucan, Charles & Ulfgar rode out of town on the lost coast road early this fine morning day, the date was Sarenith 12th.
The paddy wagon moved out once again, This is the stuff that my group does, Sound of the Police

  As the group rolled up to Foxglove Manor, it was perched upon the cliff as if ready to jump in and the first thing they noticed was the burned remains of a old servants quarters, they dismounted and searched the area of the old quarters.
Charles uncovered an old well in the ruins, after clearing the opening they peered down the hole trying to gain insight of what was down this old unused source of water. Ulfgar began to notice that ravens had begun gathering in, at first a large number and were quiet, disturbingly silent.
  They walked up to the house and noticed how unkempt and entering were immediately welcomed by a manticore, yet this was a stuffed manticore.
  The ceiling sagged, stains covered the walls and floors, timbers rotting and dampness were every where the party went from room to room trying to find clues as to where Aldern could be?


 
  



  

Sunday, 13 May 2018

Re-Skinning Monster


I have used this method for as long as I can remember doing so back in my AD&D days.

You take a creature, change what it looks like and play it how you want it to be. Make sense?

It's so simple even my son is doing it in his Ruins of Atlant 5e game.
In most of my games I run I start he players off at third level with zero experience, what that means is you play level 3 characters till you get enough experience for fourth level. It only adds two extra sessions to the whole ordeal and makes the characters a little beefier.

The first encounter takes place on a boat as they leave a ship going towards the coast and the type of creature that attacks the group are Grindylow

Imagine half-octopus goblins, how do you make a Grindylow in D&D 5e?

Take the goblin from Monster Manual page 166, you add amphibious (can breath air and water) to the goblin template, change the movement on land to 15ft, keep the sea movement the same as listed in the MM (30ft), lose the short bow (you gave it amphibious, I'm just trying to take a little more from it for balance, you can easily keep the bow), change the scimitar to a short spear, it does the same damage but it piercing now.

I have a sea goblin now!

The tentacles are nothing but thematic for the DM/GM to add to the story and have a cool way for the bad guy to get to know the player characters 😏

Lets do this to a Orc,
Orc is on page 246 of the Monster Mannual, you add amphibious (can breath air and water),we remove the javelin (you gave it amphibious, I'm just trying to take a little more from it for balance, you can easily keep the javelin), change the movement on land to 15ft, keep the sea movement the same as listed in the MM (30ft), change the greataxe to a greatspear spear, it does the same damage but it piercing now.

I have sea Orcs, well they would look differently but I have tougher Grindylow

Now you have the same Grindylow that is a challenge 1 monster instead of the challenge 1/4 for a goblin. It is still small (you can make it medium size if you want to).
 You can do the same with the Ogre template, to make a small Grindylow that can challenge characters of levels that are higher.

You can even use the Giant Octopus from the Monster Manual page 326, you just make the upper half of the body like the picture and bump the INTELLIGENCE SCORE by one point to 5 to match an Ogre INT score.

 The best thing about Re-skinning is that one player you have that always knows what to do against certain monster as they read the monster manual, will be totally blind as you re-skinned everything and they are unaware of what you are doing. 

Time off?


I have had two weeks off and really have enjoyed the downtime but do wish I gamed more these past 2 weeks.
With the amount of time off I really get antsy with gaming, my job makes gaming during the week impossible, as I work 2 weeks during the day and then 2 week during the afternoon (till 11:30 PM) so having a weekday game does not work. I need to game more.



What I did today?

  • Listening to: Glass Cannon Podcast eps.137
  • Reading: Pathfinder Chronicles into the darklands
  • Watching: Game night (great movie, watch it) Annilation
  • Playing: D&D 5e in Golarion world
  • Eating:pizza
  • Drinking: Ice Tea
  • Discussion: Bought new couches yesterday

Bought a few books today.

last 4 books of Jade Regent
last 2 books of Winters Reign
last 3 books of Mummy's Mask
All 6 books of Wrath of the Righteous (this is a maybe)
last 3books of Iron Gods
last 2 books of Hells Rebels
Book 5 of IronFang Invasion (Flags you failed me)
book 5 of Ruins of Aslant (Flags you failed me)
book 1 of War for the crown (Flags you failed me)

Map Folios,
Mummy's Mask (Flags you failed me)
IronFang Invasion (Flags you failed me)
Ruins of Aslant (Flags you failed me)

Adventure Path Pawn sets,
Stranger Aeons (Flags you failed me)
IronFang Invasion (Flags you failed me)
Ruins of Aslant (Flags you failed me)

17 13 Adventure Paths or 23 if I buy wrath of the Righteous?
3 2 map folios
3 2 Pawn sets

Friday, 11 May 2018

Haunts



Haunts are a Pathfinder tool I needed to use in Session 10 of my Rise of the RuneLords campaignin D&D 5e, where the band goes in to a haunted house to find the killer that has been marking the bodies with an old Thassilonian runes, the Sihedron rune to be accurate.


After reading the rules in Pathfinder, which is located in the GameMastery Guide pages 242-243.
Going with the easy of 5e, I in turn made it a trap of a Glyph of  Warding, the spell glyph from the players handbook pages 245-246. It would mimic spells that are cast within the area of said haunting.

I made the haunts a higher level casting to represent two things,
  •  the power of the haunted house (strength of the spell)
  •  that almost all haunting's are separate, meaning the characters can deal with each one at the groups own rate, one at a time.  
  • I added that holy water can damage a haunt. Therefore they cause more damage.            

 I used perception skill checks as a early warning system to allow players to get a bonus to a saves that was going to happen, for example in the adventure I'm currently stealing ideas from the haunt labelled "Worries Wife".
They are allowed a perception check to see dust moving back and forth in front of the fireplace, as if someone was pacing, something that a worried person would do. This allows the character to first not go into the area or secondly fortify mental/physically to enter the area.

Game terms,
If they went into the area anyway knowing a haunt is present in the area and made a perception check I would allow the DC to be lowered by one, in essence giving them a +1 to the dice roll, I'm backwards man as I prefer to tell them they beat the perception roll reducing the DC but not telling them by how much?

So they entered the area the Haunt is located in and receive a perception check to see where the haunt in located and if they still walked in they receive a modify to the WISDOM save they have to make against the SUGGESTION spell that makes the person think that they are filled with worry about her husband might be up to on those late nights. They immediately feel that one of the party members are their child develops a powerful urge to escape the house with the child in tow.
The player can now go hysterical with protecting a fellow party member but also gets a save every round till the haunt is broken.

Just keep doing that for 10 rooms out of a 15+residence and you have a haunted house, that simple.






Thursday, 10 May 2018

Pawns or Miniatures?

Pawns or Miniatures for my D&D or other game? the old question?

Some of you will even ask what are Pathfinder Pawns? simple they are art placed on card board cut outs to use in place or miniatures.
This posting is just to inform people about the benefits of saving money, storage space in choosing a resource that is not miniatures.
Pathfinder Pawns: Bestiary Box Bestiary Box was the first supplement released in this format has more than 250 distinct creature images, and comes with  twenty 1"-bases for Medium and smaller pawns, ten 2"-bases for Large pawns, and five 3"-bases for Huge pawns.



If you did not know Pathfinder is a clone of Dungeons & Dragons 3.5 edition, which is legal due to the open game license (OGL). A fifth edition OGL exists but I believe it is in a different form which may end when sixth edition is released?

The Bestiary is the Monster Manual (MM) as the MM is not OGL they could not use the name so changed it to Bestiary.

These standing pawns take the place of miniatures on the board, If you buy it from Paizo directly you will get the PDF for free of all products that you bought from them that they created. Why am I mentioning this? As the box only has 3 orc warriors and you may want more, you can purchase the Monster Codex Box Monster Codex Box to get more but what if you don't want to do that?

You can take the PDF to staples if you do not own a printer that can print off on card stock the single page with the 3 orc warriors on it for more orcs. You can make up to as many copies as you want for multiple pawns.

Part two is posted here, part two

Bestiary Box Set List

Hundreds of monsters surge to life on your tabletop! Each has its own identification number for easy sorting. The Bestiary Box includes:
Small (and Smaller)
1  Archon, Lantern
2  Bat Swarm (4)
3  Choker
4  Cockatrice
5  Dark Creeper (3)
6  Darkmantle
7  Demon, Dretch (2)
8  Demon, Quasit
9  Derro (2)
10  Devil, Imp
11  Dog
12  Eagle
13  Electric Eel
14  Elemental, Air
15  Elemental, Earth
16  Elemental, Fire
17  Elemental, Water
18  Goblin Warrior (4)
19  Homunculus
20  Intellect Devourer
21  Iron Cobra
22  Kobold Warrior (3)
23  Mephit (2)
24  Mite (2)
25  Pixie
26  Pseudodragon
27  Rat, Dire (2)
28  Shocker Lizard
29  Spider Swarm (4)
30  Stirge (2)
31  Svirfneblin
32  Vargouille (2)
33  Vegepygmy (2)
34  Will-o'-Wisp
Medium
35  Aasimar Cleric
36  Angel, Astral Deva
37  Animated Object
38  Ant, Giant Soldier (3)
39  Archon, Hound (2)
40  Archon, Trumpet
41  Azata, Bralani (2)
42  Azata, Ghaele
43  Barghest
44  Basidirond
45  Basilisk (2)
46  Boar
47  Boggard (3)
48  Bugbear (3)
49  Cat, Leopard
50  Cave Fisher (2)
51  Centipede, Giant
52  Crab, Giant (2)
53  Dark Stalker
54  Demon, Babau (2)
55  Demon, Nabasu
56  Demon, Shadow
57  Demon, Succubus
58  Devil, Barbed (2)
59  Devil, Bearded (2)
60  Devil, Erinyes (2)
61  Devil, Lemure (3)
62  Dinosaur, Deinonychus (2)
63  Dog, Riding
64  Doppelganger
65  Dragon, Young Black
66  Dragon, Young Brass
67  Dragon, Young Copper
68  Dragon, Young White
69  Drow Noble Cleric
70  Drow Warrior (3)
71  Dryad
72  Duergar (2)
73  Elemental, Air
74  Elemental, Earth
75  Elemental, Fire
76  Elemental, Water
77  Ettercap
78  Frog, Giant
79  Gargoyle
80  Genie, Janni
81  Ghost
82  Ghoul (3)
83  Gibbering Mouther
84  Gnoll (3)
85  Goblin Dog
86  Golem, Ice
87  Golem, Wood
88  Gray Ooze
89  Green Hag
90  Half-Dragon, Dracolisk
91  Harpy (3)
92  Hell Hound (2)
93  Hobgoblin Fighter (3)
94  Hyena
95  Invisible Stalker
96  Kyton
97  Leech, Giant
98  Lich
99  Lizardfolk (3)
100  Lycanthrope, Wererat
101  Lycanthrope, Werewolf
102  Medusa
103  Merfolk Warrior
104  Mimic
105  Mohrg
106  Morlock (2)
107  Mummy (2)
108  Night Hag
109  Nymph
110  Orc Warrior (3)
111  Rakshasa
112  Rust Monster
113  Sahuagin (2)
114  Salamander
115  Satyr
116  Sea Hag
117  Shadow
118  Skeletal Champion
119  Skeleton (3)
120  Skum (2)
121  Snake, Venomous
122  Spectre
123  Spider, Giant (3)
124  Tengu Rogue
125  Tiefling Rogue
126  Troglodyte (2)
127  Vampire Sorcerer
128  Violet Fungus
129  Wight
130  Wolf (2)
131  Worg
132  Wraith
133  Xill
134  Xorn
135  Yellow Musk Creeper
136  Yeth Hound (2)
137  Zombie (3)
Large
138  Angel, Planetar
139  Angel, Solar
140  Ankheg
141  Ape, Dire
142  Ape, Gorilla
143  Assassin Vine
144  Azata, Lillend
145  Barghest, Greater
146  Bat, Dire
147  Bear, Dire
148  Centaur
149  Chimera
150  Chuul
151  Cloaker
152  Couatl
153  Crocodile
154  Cyclops
155  Demon, Balor
156  Demon, Hezrou
157  Demon, Marilith
158  Demon, Vrock
159  Devil, Bone
160  Devil, Horned
161  Devil, Ice
162  Devil, Pit Fiend
163  Devourer
164  Dragon, Adult Black
165  Dragon, Adult Brass
166  Dragon, Adult Copper
167  Dragon, Adult White
168  Dragon, Young Blue
169  Dragon, Young Bronze
170  Dragon, Young Gold
171  Dragon, Young Green
172  Dragon, Young Red
173  Dragon, Young Silver
174  Drider
175  Duergar (enlarged)
176  Elemental, Air
177  Elemental, Earth
178  Elemental, Fire
179  Elemental, Water
180  Ettin
181  Gelatinous Cube
182  Genie, Djinni
183  Genie, Efreeti
184  Genie, Marid
185  Genie, Shaitan
186  Giant, Fire
187  Giant, Frost
188  Giant, Hill
189  Giant, Stone
190  Girallon
191  Golem, Clay
192  Golem, Flesh
193  Golem, Iron
194  Golem, Stone
195  Gorgon
196  Griffon
197  Half-Celestial Unicorn
198  Half-Fiend Minotaur
199  Herd Animal, Aurochs
200  Herd Animal, Bison
201  Horse
202  Lamia
203  Lion
204  Lizard, Giant Frilled
205  Manticore
206  Mantis, Giant
207  Minotaur
208  Naga, Dark
209  Naga, Guardian
210  Naga, Spirit
211  Nightmare
212  Ochre Jelly
213  Ogre (2)
214  Oni, Ogre Mage
215  Otyugh
216  Owlbear
217  Pegasus
218  Phase Spider
219  Rhinoceros, Woolly
220  Roper
221  Scorpion, Giant
222  Shambling Mound
223  Shark
224  Sphinx, Gynosphinx
225  Tiger, Dire
226  Troll
227  Unicorn
228  Wasp, Giant
229  Wolf, Dire
230  Wyvern
231  Yeti
Huge
232  Aboleth
233  Bebilith
234  Behir
235  Black Pudding
236  Bulette
237  Demon, Glabrezu
238  Demon, Nalfeshnee
239  Dragon, Adult Blue
240  Dragon, Adult Green
241  Dragon, Adult Red
242  Dragon, Ancient Black
243  Dragon, Ancient White
244  Dragon Turtle
245  Elephant, Mastodon
246  Flytrap, Giant
247  Froghemoth
248  Giant, Cloud
249  Giant, Storm
250  Hydra
251  Remorhaz
252  Retriever
253  Shoggoth
254  Slug, Giant
255  Squid, Giant
256  Treant




Monday, 7 May 2018

Using Character Backgrounds into pre-written adventures



Here is the background story that one of my characters sent me,



Character Backstory 

 "I think that I am a half-orc of questionable / uncertain parentage. Abandoned shortly after my birth, I fended for myself and lived traveling from town to town looking for odd jobs as a day labourer, hence my illiteracy and dope physique (being ripped as shit). I’ve been taken advantage of several times throughout my childhood. What seemed like a generous and lonely benefactor, *CEO of a major company*, double crossed me and sold me into a forced labour camp, clearing trees and building roads (I have to decide on the area, but this plays into my Wanderer Feat and explains why I am so familiar with the surrounding geography / maps.) This experience also exacerbated my authority issues. That is why my character can be somewhat chaotic at times. I’m lashing out against authority, *CEO's name again*, and the parents that abandoned me. Eventually, I escaped from the labour camp and joined the Bloody Skulls, a vicious tribe of full blooded Orcs. Despite my half-orc blood, I blended into the group well. Only one member, Dank Vaper, took umbrage with my parentage. We fought constantly. The final straw with Dank occurred one night when he attacked me while I was sleeping. He restrained me and then cut sweet, sweet, luscious hair off. I flew into a rage, escaped my bondage, and tried to kill him. The rest of the tribe separated us and eventually sided with Dank because of his full Orcish blood. The Bloody Skulls attacked me and left me for dead. To this day I look for signs of Dank Vaper to exact my revenge."



Book three of the Rise of the Runelords campaign calls for a clan of Ogres that have taken over a fort. We will replace 65% of the Ogre encounters within with Orcs of the Bloody Skulls, I will touch on this in the future as I have to still finish book two.
 Of coarse I will add in the viscous Dank Vaper but I want to have him riding a dragon or wvyern (winged beast) to get him a way to escape death and be a recurring villain for Charles the Barbarian.

It is a simple task to swap out one name for another and make a villain character or take a pre-written one out of another book. I may even let him get killed and bring him back as undead if books four,five have some undead in it 😀

Will add more in the coming weeks, once I get through book two and start working on conversions for book three the hook mountain massacre.   

 

Sunday, 6 May 2018

Making Magic Items in 5e



I was having a problem with potential overkill in the game I'm running, the fear was that the party could take a break and with 14 days of down time make magic items potential over-killing the game.

Sitting in my truck before work I fired off a Facebook post on a Dungeons & Dragons 5e page and most replies where "no way that the group would have two weeks of downtime in my game" well that goes against everything that is posted on that board. If someone posts on the board that the DM said no to two weeks of downtime everyone would have told the group to find another group, rant over.

What the only useful bit of information I did get was that cost of what it would cost to make these items was beyond the current level, the level I used in the example is level four.

Now if a group pooled money the potential to make magic items can hinder the game if used as a resource to drive the characters over the power level intended to have.
In Xanathar's Guide to everything page 130 for potions and page 133 for spells shows the time and money required to manufacture said items. I will use a level five Druid in this example, why? As they can get proficiency with tools:Herbalism Kit (needed for healing potions) as well as Arcana skill (needed for scroll making) and can cast healing and other spells.
The Dungeon Masters Guide page 38 for a standard level five character should have 500 gold pieces, plus 1D10x25 g.p's, we will take the average roll of 5x25=125+500=625 g.p's.



With fourteen day's of downtime and pooling a group of 5 adventures, well lets say 4 as the fifth will support the group with living costs. 625 gold times 4 characters is 2500 g.p's to spend on making items.Now why would the party do this? To save money or get the most bang for their buck. If everyone bought a potion of healing at 50 gold each (250 gold) the Druid can make it half the price (125 gold) and 5 days. With fourteen days and 2500 gold to spend we will break this mule, the Druid will make
  • 5 potions of healing, 125 gold and 5 days of work
  • 2 scrolls at level two of lesser restoration, 250 each=500 gold and 6 days of work.
  • 1 scroll at level one of cure wounds, 25 gold and 1day of work.
  • 1 scroll at level one of faerie fire, 25 gold and 1day of work.
  • 1 scroll at level one of Jump, 25 gold and 1day of work.
Now that is a total cost of 700 gold, the Druid started with 625 gold, he sold each potion to each party member for 40 gold (it cost 25 to make) and they sell for 50 gold each so they are getting a deal.
Now with 90 gold in her pocket they can life a modest life for 90 days according to the players handbook page 157-158.
 The character is sitting on 5 scrolls & a potion plus the other four members of the party have a healing potion as well. That is in essence 6 spell slots per-determined by that character that can be used when needed or sold at double the value and another fourteen days later made all over again and is sitting at the same value of they had plus has all the same potion and scrolls.
That is where I think it can harm the game?

How this can go over the top is if the cleric and wizard said what the hell I will do the same, not for selling and wealth but to have back ups for adventuring.
Let's do the math, if they did with out the potions, the party would be sitting at,
  • six level 2 scrolls 
  • nine level 1 scrolls    
That is a lot of magic between three characters, 15 spell slots, that does not include the 5 days the cleric and wizard had when the druid made potions so you could have more?

Making Magic items in 5e part 2


  

Saturday, 5 May 2018

How I do Skills in 5e


Skills are a tool that drives the story forward, most DM's let you fail if you do not hit the target number required and I do the same but tend to give extra effort to well told stories, great plans, creative thinking and most importantly character classbackground as written.

Here is the way I use character class and backgrounds they wrote for there own characters,
For example, I assume you have Religion , History and Medicine as core skills for a cleric in D&D 5e. I take it that you spent much time reading your own and other Religions, local and far off history lessons and spent much time adhering to the sick and how to treat them.
So with that I assign 2 or 3 base skills to each class that was trained as an apprentice before graduating into said character class. This reaffirms a better qualification in said skills and drives the story forward when needed.

Mac Gruber in are campaign is a Human Cleric of  Sarenrae, He try's to do his obedience every day to show worship and to get that extra bonus to perception skill.😏
But enough of that back to skills, so far every time Mac has made a skill check based off of those 3 skills mentioned above I tend to give him advantage on the skill, especially in certain aspects.


The three skills I give advantage to this Cleric with the type of Cleric back ground, which is a generic cleric, this would change with say different clerics, ex. trickery,war,etc,domains.

Religion- If it deals with undead or good aligned gods or knowledge advantage is given.

History- as a local of Sandpoint all local checks are done with advantage of the town and surrounding area. All thassilonian checks as well due to the high volume of ancient artifacts in the area, and last to recall anything to do with Religion history is a choice between skills but at advantage.

Medicine- is not used all that often in my games but when it does come up, I treat clerics like battlefield medics that can diagnose how damage was done how best to treat a patient and most importantly anything to do with murder it can replace Investigation skill checks.

Another Example would be the Barbarian in are group,
For the Barbarian I looked at the skills they could choose from on page 47 of the players handbook and with the exception of perception that left 5 remaining choices. Animal handling,athletics,intimidation,nature and survival.
The Background story,

"Character Backstory I think that I am a half-orc of questionable / uncertain parentage. Abandoned shortly after my birth, I fended for myself and lived travelling from town to town looking for odd jobs as a day labourer, hence my illiteracy and dope physique (being ripped as shit). I’ve been taken advantage of several times throughout my childhood. What seemed like a generous and lonely benefactor, *named a major CEO in a company so deleted*, double crossed me and sold me into a forced labour camp, clearing trees and building roads (I have to decide on the area, but this plays into my Wanderer Feat and explains why I am so familiar with the surrounding geography / maps.) This experience also exacerbated my authority issues. That is why my character can be somewhat chaotic at times. I’m lashing out against authority, Marchionne, and the parents that abandoned me. Eventually, I escaped from the labour camp and joined the Bloody Skulls, a vicious tribe of full blooded Orcs. Despite my half-orc blood, I blended into the group well. Only one member, Dank Vaper, took umbrage with my parentage. We fought constantly. The final straw with Dank occurred one night when he attacked me while I was sleeping. He restrained me and then cut sweet, sweet, luscious hair off. I flew into a rage, escaped my bondage, and tried to kill him. The rest of the tribe separated us and eventually sided with Dank because of his full Orcish blood. The Bloody Skulls attacked me and left me for dead. To this day I look for signs of Dank Vaper to exact my revenge."

So with this I could easily not use animal handling, it was never mentioned, and never really intimidated anyone so in the end went with athletics,nature and survival for the character using the background provided to me by the character.
"





Failure just makes other people attempt the same skill and it will go around the table if the next person fails, but have each character have a set of certain skills that they excel at gain advantage and push the story forward and drive home the fact that they are heroes and not dice monkey's rolling check after check.





I tend to not do this for perception unless it's important to the story to find something or I just fudge the rule and make it out in the open for anyone to find as it is so critical to the development of what needs to happen.

Friday, 4 May 2018

RotRL sesion nine

Session Nine of Rise of the RuneLords a D&D 5e adventure.

Cast Heroes

Farmers began flooding into Sandpoint with talk of Scarecrows attacking the lower farms south of the soggy river and east of the lost coast road. The last people to escape talked about Hambley Farm, the massacre the scarecrows inflicted on the protectors giving their lives so that the fleeing people could escape was heard miles away.

The party left Sandpoint in the morning and made it's way towards the hambley farm, they crested the hill on the prison (paddy) wagon the deputized members of the Sandpoint police department (SPPD).
The farm was in a small valley and as the group entered the high corn stocks loomed over the party ominously, Charles went on top of the paddy wagon looking over the corn and verbally steered it through the maze towards a row of scarecrows. As they approached the scarecrows the first set began to shake and struggle against the ropes that had them tied tight to the large wooden stakes that held them in place.
Two scarecrow ghasts attacked, they wore farmers clothes but also a potato sack covered their hands and ragged claws protruded from the sacks that covered the hands, while large tongues snaked out from behind the same sacks that covered the heads.



Mac joined Charles on top of the paddy wagon as a ghouls climbed the rear of the wagon ready to surprise Charles, Toucan and Ilfgar made quick of the ghast but had to stop once to calm the horses and heal a horse that almost died.
Mac was thrown from the top of the wagon taking little damage, once Charles got his legs under him made short work of the ghoul and ghast that threatened him.



This story was played out 2 more times and on the second attempt the group attacked first but one of the farms had not turned yet and was killed by a well placed javelin through the heart by Charles, the group stood in silence at this.
The final approach to the house came across a survivor (Horran), who told the group that they lead the monsters away from the house hoping that they would not find a child he hide among the upper floor of the farm house.

Horran would not accompany them, nor be left alone, into the paddy wagon he went,the barn reeked of rotting meat, slowly they opened the one of the barn doors and within witnessed a ettin and human ghoul feasting on a stone giants leg, while the giant corpse took up most of the room in the barn, Charles charged into combat followed by Toucan.
Once Mac saw the ettin claw Charles twice, he took the wand of web out and pinned the Ettin ghoul to the wall and giant corpse as a ghast landed, poorly on to it's face beside him. Ulfgar beast shaped into a giant Octopus and repeatedly held the Ettin down while the rest of the crew disemboweled the other two creatures of the night, Once the upper hand was had the ettin did not last long.

The Stone giant was alive and with a few spells cast, was determined to be not a creature of evil or good, They stabilized him  and would deal with it later.
Towards the farm house the group could see that the door was wide open and on the porch could see a cloud of fly's in the kitchen of the residence. They continued in and a human decomposing body was splayed out with the Sihedron rune carved into the body and note pinned to the body, a creak from upstairs drew everyone's attention.Later they would learn that this was indeed farmer Crade Hambley.
Slowly going upstairs Charles and Ulfgar went into the master bedroom and found a little girl being held captive of a ghoul, once it was taken care of they found a key around the neck of the ghoul (heraldic symbol of a flower surrounded by thorns) they new this was the Foxglove family crest as Aldern wore it during a boar hunt he took the adventures on. The ghoul was also missing an ear, it turned out that the it in Session Nine they found out that the caretaker of the Foxglove manor was Rogors Craesby. 40 bags of finely ground silver, valued at 25 g.p each were recovered by the adventures.



Now with Lettie Hambley, Horran and Urathos, the stone giant they made way back to Sandpoint to protect the survivors and get them as far away from the farm as possible.

Showing up in Sandpoint brought a commotion that they did not consider, that the townsfolk of Sandpoint would not take the giant in? Surviving Hambley members took Lettie into their care and Horran had no to care for him so Fozzie took him in and the debate lasted over an hour of what to do with Urathos?






In the end Kendra Deverin made a desion to allow him to stay at the old glass works building and help to rebuild it once he could find a suitable tree to make a peg leg out of.
The garrison doors were opened and the group re-stocked used gear and found each a common magic item to add some flavour to the characters, each was gifted a potion of healing and that night they rested to regain strength to confront Aldern Foxglove!

Wednesday, 2 May 2018

Our Groups Heroes

  • The group currently Consists of four players.
We are Playing Dungeons & Dragons fifth edition,  set in the world of Golarion, which is the Pathfinder setting.

Characters,





Support Cast


Sandpoint
  • Ricard Blane, Male Human Wizard level 7, former party member
  • Mac Gruber, Male Human Cleric of  Sarenrae God Conversion 7th level former party member
  • Grigor "Fozzie" Bearenstein, Male Hal-Elf Bard level 7, former party member
  • Kendra Deverin, Female Human, Mayor of Sandpoint, aristocrat4/expert3
  • Sheriff Belor Hemlock, Male Human, 7th level fighter
  • Abstalar Zantus, Male Human, town priest of Desna 7th level
  • Shalelu Andosana, Female Elf, Rogue level 2/Ranger 5th level
  • Ameiko Kaijitu Female Human, owner of the Rusty Dragon Inn & the Glass works Bard level 3/Rogue level 4
  • Urathos, the stone giant, missing a leg, chewed off from hungry ghouls, living in the glass works
  • Horran, farm hand at Hambley Farm, living with Fozzie, expert 2
  • Lettie Hambley, last of the Hambley's of Hambley farm. Living with relatives 
  • Brodert Quink, male human expert 7 
  • Nisk Tander, male human wizard 6 (owner of bottled solutions pg.379)
  • Aesrick Battlehorn, dwarf expert 5 (union leader of the carpenter's guild)
  • Ven Vinder, male human expert 5 (owner of the general store)
  • Katrine Vinder, female human, daughter of  Ven, dead by ghouls in the mill
  • Shayliss Vinder, female human, daughter of Ven, 
  • Titus Scarnetti, male human aristocrat 7/rogue 4
  • Gaven Deverin, male human paladin 5 (owner of Two Knights Brewery pg.383)




Turtleback Ferry

  • Maelin Shreed, mayor and Cleric of Erastil, level 5 
  • Innkeeper of The Turtle's Parlor, Cesten Orlandi (male Human,expert 3)
  • Bottoms up owners, Yads & Berthandy Kesker (halflings, experts 2)
  • Tillia Henkenson (female human, teacher expert 2, husband Joe dead by black magga

Rangers of Fort Rannick

  • Acting Commander, Jakaros Sovark, male human ranger 5
  • Kibb, Jakaros's animal companion (killed at Turtleback Ferry)
  • Vale Tenros, male human ranger 5, KIA eaten by the black magga
  • Kaven Windstrike, male ranger 3/rogue 2, betrayed the group  
  • Shalelu Andosana, Female Elf, Rogue level 2/Ranger 5th level (currently in the fort)