First 3D print was a fail.
Once more filament comes in I keep trying.
more to come
Monday, 29 July 2019
Thursday, 25 July 2019
Just Waiting
Just Waiting on Pathfinder 2nd edition to release and begin reading up on all the changes. Getting a little excited to play another system then 5e, have played in three campaigns, two long and one short to be exact.
Pathfinder 1e, I want to give another chance to it, I blindly blamed it for my issues at the time for work load and having 7 players really hurt it. I enjoy it but do see a break down at around levels 11 or 12 for time in game play, we will see? The new hotness is Pathfinder 2e.
I have on Pre-order, the core rule book, bestiary and just cancelled my my 2 other books via Indigo as the prices jumped so will wait till they lower.
Looking forward to starting a new or playing an old system.
Wednesday, 24 July 2019
3D printing
Why should I do this with a projector is so easy?
Cool factor?
Awe factor?
Sitting in my Paypal account is more then enough money to purchase the 3D printer I need , but as always I need to get rid of physical material that I have in my gaming room.
Broke up my Cryx army into five lots to try and sell, posted just the jack heavy one, if it sells that pays for my 3D printer and I will buy it. Then sell the other 4 lots as it will make more space for the printer and what I print. Next would just move onto the next army to split and sell.
I would start printing Dungeon terrain for my D&D game mainly for boss fights and cool factor as with a projector an entire dungeon is not needed.
Next step is to start printing terrain for tabletop miniatures games and sell them locally to make my money back on the printer, so a goal of $300 sale, not difficult to achieve. The fear factor is if I make it make in a few months of starting to sell it that I make diuble back and want to buy another oneπ
I do not need this printer I should not buy it, but I will π
Cool factor?
Awe factor?
Sitting in my Paypal account is more then enough money to purchase the 3D printer I need , but as always I need to get rid of physical material that I have in my gaming room.
Broke up my Cryx army into five lots to try and sell, posted just the jack heavy one, if it sells that pays for my 3D printer and I will buy it. Then sell the other 4 lots as it will make more space for the printer and what I print. Next would just move onto the next army to split and sell.
I would start printing Dungeon terrain for my D&D game mainly for boss fights and cool factor as with a projector an entire dungeon is not needed.
Next step is to start printing terrain for tabletop miniatures games and sell them locally to make my money back on the printer, so a goal of $300 sale, not difficult to achieve. The fear factor is if I make it make in a few months of starting to sell it that I make diuble back and want to buy another oneπ
I do not need this printer I should not buy it, but I will π
Monday, 22 July 2019
The Shimmering Veils of Pride
The Shimmering Veils of Pride
Is a RuneForge encounter in Rise of the RuneLords adventure path.
As my game is D&D 5E let's convert cause my none RPG player did not follow his character development adventure.
Just going to do the the brief rooms.
I1.Mirror of Opposition does not exist in 5E, so made up and after found a Homebrew one on DNDBeyond.
Just had it make a complete identical being (there was two mirrors so two beings), in this case it was the monk. The mirror used a Pathfinder/d&d 3e rule of damage resistance (DR) of 10, I minus-ed 10 points of damage from the each attack, doubling bludgeoning damage.
It took 2 party members (Barbarian & Monk 2 rounds to destroy it) The Druid was in earth elemental form and smashed the other mirror in one attack due to the siege rules. I had the two created images shatter like glass when the mirror was destroyed.
I2.seven clone illusionist will dealing with the group.
We stopped mid fight, but the Druid was hit with five Vitriolic Sphere made two Dex saves and needs to take damage for three next round, but the sphere's knocked him out of elemental form. He thinks he is smart as the damage is at the end of the turn and he will cast polymorph on himself but then he will have to make 3 concentration saves! lol!
I will post the rest after the encounter is done
Part 2
Is a RuneForge encounter in Rise of the RuneLords adventure path.
As my game is D&D 5E let's convert cause my none RPG player did not follow his character development adventure.
Just going to do the the brief rooms.
I1.Mirror of Opposition does not exist in 5E, so made up and after found a Homebrew one on DNDBeyond.
Just had it make a complete identical being (there was two mirrors so two beings), in this case it was the monk. The mirror used a Pathfinder/d&d 3e rule of damage resistance (DR) of 10, I minus-ed 10 points of damage from the each attack, doubling bludgeoning damage.
It took 2 party members (Barbarian & Monk 2 rounds to destroy it) The Druid was in earth elemental form and smashed the other mirror in one attack due to the siege rules. I had the two created images shatter like glass when the mirror was destroyed.
I2.seven clone illusionist will dealing with the group.
We stopped mid fight, but the Druid was hit with five Vitriolic Sphere made two Dex saves and needs to take damage for three next round, but the sphere's knocked him out of elemental form. He thinks he is smart as the damage is at the end of the turn and he will cast polymorph on himself but then he will have to make 3 concentration saves! lol!
I will post the rest after the encounter is done
Part 2
Friday, 19 July 2019
Had a fun time
Last session was one of the last times I can remember having a fun time gaming.
They fought a white dragon (re-skinned adult green dragon) the cleric got grappled in the dragons mouth and took off to feast later, the monk ran up a statue and jumped on the dragons back, the barbarian and druid (in air elemental form) were in hot pursuit.
Treebeard II died running up the stairs the the dragons lair and was killed by earth elementals guarding the stairs & the dragon breath did most of the damage.
They found the Runeforge and are currently in the Simmering Veil of illusions and we stopped mid fight between seven level 7 illusionists.
My group problem solved, laughed and had fun as did I.
Can't wait for the next session!
They fought a white dragon (re-skinned adult green dragon) the cleric got grappled in the dragons mouth and took off to feast later, the monk ran up a statue and jumped on the dragons back, the barbarian and druid (in air elemental form) were in hot pursuit.
Treebeard II died running up the stairs the the dragons lair and was killed by earth elementals guarding the stairs & the dragon breath did most of the damage.
They found the Runeforge and are currently in the Simmering Veil of illusions and we stopped mid fight between seven level 7 illusionists.
My group problem solved, laughed and had fun as did I.
Can't wait for the next session!
Sunday, 14 July 2019
Down the Blighted Path, Conversion to 5e Part 3
E16.
FORGING OF FIREBRAND
XP 1,200
Notice: Insight DC 18 (to feel the swelling of
evangelical devotion)
hp 40; Trigger proximity; Reset 1 day
Effect: When this haunt triggers, the forge behind the altar
flares to life, and the image of a dwarven girl—barely
beyond puberty—appears beside the flames, hammering
steadily as she melodically sings hymns to the Father
of Creation. After 5 rounds, each blow of her hammer
causes waves to ripple throughout the chapel, and all
living creatures within must succeed at a DC 15 Constitution
saving throw or become fatigued as they absorb the toil
and effort Delbera divinely shed. This has no effect on
creatures that are already fatigued.
Destruction: This haunt may be damaged by positive
energy as well as lightning damage thanks to its firm
focus on metal. Living creatures may also defeat the
haunt by singing hymns to Torag along with Delbera’s
spirit. This requires a successful DC 12 Knowledge
(religion) check or DC 17 Perform (sing) check; any
creature who succeeds in singing along with Delbera’s
hymns automatically succeeds at its saving throw
to resist the haunt’s fatigue effect. If the haunt is
defeated, a thrumming chant of dwarven voices sounds
through the hall, swearing, “By sweat and blood, we
have come here.”
E17.
Wolf Reaver Dwarf x3 (Tome of beasts page 426
Changes
-Dwarven resilience for Duergar resilience
-Reckless for Enlarge
-Danger sense for invisibility.
Duergar Stone Guards x3
medium encounter, 3,450 x.p
FORGING OF FIREBRAND
XP 1,200
Notice: Insight DC 18 (to feel the swelling of
evangelical devotion)
hp 40; Trigger proximity; Reset 1 day
Effect: When this haunt triggers, the forge behind the altar
flares to life, and the image of a dwarven girl—barely
beyond puberty—appears beside the flames, hammering
steadily as she melodically sings hymns to the Father
of Creation. After 5 rounds, each blow of her hammer
causes waves to ripple throughout the chapel, and all
living creatures within must succeed at a DC 15 Constitution
saving throw or become fatigued as they absorb the toil
and effort Delbera divinely shed. This has no effect on
creatures that are already fatigued.
Destruction: This haunt may be damaged by positive
energy as well as lightning damage thanks to its firm
focus on metal. Living creatures may also defeat the
haunt by singing hymns to Torag along with Delbera’s
spirit. This requires a successful DC 12 Knowledge
(religion) check or DC 17 Perform (sing) check; any
creature who succeeds in singing along with Delbera’s
hymns automatically succeeds at its saving throw
to resist the haunt’s fatigue effect. If the haunt is
defeated, a thrumming chant of dwarven voices sounds
through the hall, swearing, “By sweat and blood, we
have come here.”
E17.
Wolf Reaver Dwarf x3 (Tome of beasts page 426
Changes
-Dwarven resilience for Duergar resilience
-Reckless for Enlarge
-Danger sense for invisibility.
Duergar Stone Guards x3
medium encounter, 3,450 x.p
Thursday, 11 July 2019
Encounter Arkrhyst
Building the Encounter with Arkrhyst in D&D 5e, I first changed the fall in the cave to only 160 feet, I use D10's for falling damage instead of D6's to a maximum of 40D10's.
Why? well if a character has over seventy hit points they should survive the fall according to the rules as written, with this rule change characters need to be still afraid with two hundred hit points, I play a lot of high level games and found people jumping of high places a little too much.
So 8x11 is only an average of 88 H.P's of damage from a 160 foot fall, even level eleven characters will be scared of that.
Arkrhyst will be a Adult Blue Dragon stats and change all the immunities to cold and, all lightning damage is changed to cold damage and the breath weapon is just swapped for an adult white dragon.
I will ignore the part about the dragon casting spells after my last encounter against Mokmurian broke the players against spell casters.
Why? well if a character has over seventy hit points they should survive the fall according to the rules as written, with this rule change characters need to be still afraid with two hundred hit points, I play a lot of high level games and found people jumping of high places a little too much.
So 8x11 is only an average of 88 H.P's of damage from a 160 foot fall, even level eleven characters will be scared of that.
Arkrhyst will be a Adult Blue Dragon stats and change all the immunities to cold and, all lightning damage is changed to cold damage and the breath weapon is just swapped for an adult white dragon.
I will ignore the part about the dragon casting spells after my last encounter against Mokmurian broke the players against spell casters.
Sunday, 7 July 2019
What I did Today
What I did Today
Working on converting Rise of the Rune Lords book 5 Sins of the Saviorsto D&D 5e, the group just stopped mid fight with Mokmurian and we continue this Sunday!
What I did today?
- Listening to: Find the path recap of Eps 16 & 17 ,Ruins of Azlant eps.21,Androids & Aliens eps.37,glass cannon eps.200.3, started a new podcast die by the sword episode 3 (Carrion Crown)
- Reading: Gurps Horrors,characters and campagins
- Watching: Fear the walking dead S02, Doctor Who S08, Cobra Kai S02
- Playing: D&D 5e in Golarion world
- Eating:Salad, going away and don't want gout
- Drinking: water and coffee
Pr-Ordered
1.Pathfinder 2e corebook
2.Pathfinder 2e bestiary
3.Pathfinder 2e Adventure Path #1
4.Pathfinder 2e lost Omens
Have 4 more items to pre-ordered for 2e waiting on them getting listed
Missing,
Adventure Paths
Tyrants Grasp book 4
Dawn of flame book 5
last 4 books of Jade Regent
All 6 books of Wrath of the Righteous
Map Folio's,
Tyrant's grasp
In the mail
Pathfinder pocket edition Ultimate Equipment
Dawn of Flame book 5
Enemy encounter Pawns
Selling,
Cryx painted army
Undead painted army
Gator painted army
Thursday, 4 July 2019
Bummed out
It is frustrating.
I want to sell my war gaming armies to fund my other hobby. I have a strange habit of only spending what I really don't need ONLY if I sell something I do not use.
Currently have to sell,
1.Painted Cryx army
2.Painted Gatorman army
3.Painted 6th and 7th edition Undead army.
Plus more.
I would buy,
32 inch or larger flat.screen TV
3D printer
Maybe buy wood and make a gaming table?
I want to sell my war gaming armies to fund my other hobby. I have a strange habit of only spending what I really don't need ONLY if I sell something I do not use.
Currently have to sell,
1.Painted Cryx army
2.Painted Gatorman army
3.Painted 6th and 7th edition Undead army.
Plus more.
I would buy,
32 inch or larger flat.screen TV
3D printer
Maybe buy wood and make a gaming table?
Wednesday, 3 July 2019
Down the Blighted Path Conversion to 5e, Part 2
E10.
DAWN OF THE LEGION
Notice Perception DC 18 (to notice ghostly figures moving on
the darkened stage)
hp 45; Trigger proximity; Reset 1 day
Effect: When this haunt triggers, the figures of the
Firebrand Legion appear amid a din of combat, locked
in battle. The ghostly image of a middle-aged Delbera
appears, her flaming axe in hand, ordering, “Rally to me
and shields up! Don’t give them an inch!” As she yells,
any living creatures on the stage or within 20 feet of it
are filled with fighting spirit, and must succeed a DC 15
Wisdom saving throw or begin attacking the nearest living
creature, as if affected by a song of discord. Affected
creatures have a 50% chance of attacking the nearest
creature again each round for 5 rounds unless they are
physically restrained or make a Wisdom save at the end of their turn.
Destruction: This haunt may be damaged by haunt rules as well
as thunder damage it is vulnerable too, which disrupts the din
of battle. Living creatures may also defeat the haunt by
playing the part of loyal dwarven soldiers rather than
human bandits, which requires a successful DC 12 Deception
or Performance (act) check from everyone in the theater;
dwarves receive a +5 circumstance bonus on this check.
If the haunt is defeated, a thrumming chant of dwarven
voices sounds through the hall, swearing, “And wed
ourselves to duty.”
E14.
Deadly Encounter 7,500 x.p
Haab Nuervagan (use Drannin Splithelm, princes of the apocalypse pg.210)
Changes
-Dwarven resilience for Duergar resilience
-Second wind for Enlarge
-lose the control amulet and ring of cold for invisibility.
Plus Duergar Warkord x2
E15.
FIRST BLOOD
XP 1,200
Notice Perception DC 18 (to feel the ground begin to rumble)
hp 45; Trigger proximity; Reset 1 day
Effect: This haunt triggers whenever a living creature enters
the southern half of the trophy room, causing the ground
to rumble and floor tiles to crack. The ghostly image of a
young dwarven woman in a breastplate appears in the
room, shuffling nervously and looking from side to side
while holding an axe in her hand. At initiative rank 0, a
ghostly bulette leaps from the ground and pulls her below.
Any creatures within 30 of this scene must succeed a DC 15
Wisdom save or become Stunned for 4 rounds, creatures that
succeed at their saving throws are only frightened for one round
Destruction: This haunt may be damaged by positive energy
as well as negative energy, due to its strong associations
with death. It may also be dismissed if a living creature
readies an action to attack before the bulette emerges.
The phantom bulette has an AC of 22; successfully
attacking it immediately neutralizes the haunt, “saving”
the ghostly Delbera from her fate. If the haunt is defeated,
a thrumming chant of dwarven voices sounds through the
hall, swearing, “We who are born with blade in hand.”
DAWN OF THE LEGION
Notice Perception DC 18 (to notice ghostly figures moving on
the darkened stage)
hp 45; Trigger proximity; Reset 1 day
Effect: When this haunt triggers, the figures of the
Firebrand Legion appear amid a din of combat, locked
in battle. The ghostly image of a middle-aged Delbera
appears, her flaming axe in hand, ordering, “Rally to me
and shields up! Don’t give them an inch!” As she yells,
any living creatures on the stage or within 20 feet of it
are filled with fighting spirit, and must succeed a DC 15
Wisdom saving throw or begin attacking the nearest living
creature, as if affected by a song of discord. Affected
creatures have a 50% chance of attacking the nearest
creature again each round for 5 rounds unless they are
physically restrained or make a Wisdom save at the end of their turn.
Destruction: This haunt may be damaged by haunt rules as well
as thunder damage it is vulnerable too, which disrupts the din
of battle. Living creatures may also defeat the haunt by
playing the part of loyal dwarven soldiers rather than
human bandits, which requires a successful DC 12 Deception
or Performance (act) check from everyone in the theater;
dwarves receive a +5 circumstance bonus on this check.
If the haunt is defeated, a thrumming chant of dwarven
voices sounds through the hall, swearing, “And wed
ourselves to duty.”
E14.
Deadly Encounter 7,500 x.p
Haab Nuervagan (use Drannin Splithelm, princes of the apocalypse pg.210)
Changes
-Dwarven resilience for Duergar resilience
-Second wind for Enlarge
-lose the control amulet and ring of cold for invisibility.
Plus Duergar Warkord x2
E15.
FIRST BLOOD
XP 1,200
Notice Perception DC 18 (to feel the ground begin to rumble)
hp 45; Trigger proximity; Reset 1 day
Effect: This haunt triggers whenever a living creature enters
the southern half of the trophy room, causing the ground
to rumble and floor tiles to crack. The ghostly image of a
young dwarven woman in a breastplate appears in the
room, shuffling nervously and looking from side to side
while holding an axe in her hand. At initiative rank 0, a
ghostly bulette leaps from the ground and pulls her below.
Any creatures within 30 of this scene must succeed a DC 15
Wisdom save or become Stunned for 4 rounds, creatures that
succeed at their saving throws are only frightened for one round
Destruction: This haunt may be damaged by positive energy
as well as negative energy, due to its strong associations
with death. It may also be dismissed if a living creature
readies an action to attack before the bulette emerges.
The phantom bulette has an AC of 22; successfully
attacking it immediately neutralizes the haunt, “saving”
the ghostly Delbera from her fate. If the haunt is defeated,
a thrumming chant of dwarven voices sounds through the
hall, swearing, “We who are born with blade in hand.”
Tuesday, 2 July 2019
Next Session
Next session will be off the grid, going old school and using no map as it will be a fog filled encounter that will confuse the players so a map will make them herd together.
Resistance will be high from the math nerds!
Monday, 1 July 2019
Down the Blighted Path Conversion to 5e
Current party is level 11
E1. Ghost with 4 active spiritual weapons. Challenge 5 1800 x.p (just using the ghost possession, horrific image and damage to attack. adding 4 spiritual weapons (not allowing more then 2 to attack a player plus ghost attack. Using the hit points of the ghost to damage the haunt.
E2. Tomb guardian skeletonsx4. 4,400 x.p medium encounter
E4. Duergar stone guard x5
Duergar warlord 4,550 x.p
E6. OVERBEARING AUNT CR 4
XP # affected times 9,00 x.p
Notice Perception DC 16 (to notice the sounds of humming
and rhythmic chopping)
hp 45 ; Trigger proximity; Reset 1 day
Damage: 3d6+3 necrotic damage.
Effect: If a living creature approaches or passes by the
preparation table, a ghostly image of a matronly
dwarven woman manifests. She looks up from her
task of serenely chopping mushrooms and happily
announces, “I am so glad you’re finally here. We have
so much to do!” Each living creature in the kitchen must
succeed at a DC 16 Wisdom saving throw or be immediately
compelled to pick up knives or pans and begin dinner
preparations with any ingredients at hand, whether they
be real or imaginary. Treat this as a confusion effect that
lasts for 6 rounds, with any results that cause a target to
injure itself or attack the nearest creature representing
various painful kitchen accidents.
Destruction: This haunt may be extinguished regular ways, or by cold damage, which snuffs out the
kitchen’s fires, Delbera had fond memories of sharing
meals with her family, friends, and soldiers, and if the
PCs offer to share a meal or mug of ale (such as from
the barrel in the corner) with one another, this haunt
is immediately put to rest. If the haunt is defeated, a
thrumming chant of dwarven voices sounds through the
hall, swearing, “Pledge ourselves to the Firebrand and
her mistress.”
Basically a Hybrid between a ghost from the monster manual pg.147 and a confusion spell that is set off in the area (like a glyph of warding) but the confusion part is 4d6+3 damage till you save.
E7. Ghost Dwarf, riding a Elder ghost boar (large sized creature) creature codex page, 171 & 169.
E8. YOUTHFUL COMMITMENTS CR 5
XP 1,600
Notice Perception DC 18 (to feel a claustrophobic sense of
commitment and obligation)
hp 45; Trigger proximity; Reset 1 day
Effect: Mumblings emerge from the floor and walls, stern
voices reminding intruders of their commitments to
family and community and demanding they stay “just
another season.” Long, sinewy arms emerge, grasping for
living creatures and holding them tight—the arms have
a total Strength/Athletics of +12 and deal 2d6+4 points of damage for
each successful grapple maneuver they perform after
they’ve pinned a character, as they drain away ambition
and vitality. This effect persists for 1 minute once the
haunt is activated.
Destruction: This haunt may be dispatched with regular ways
or fire damage fire damage, as it arises from Delbera’s
scribbled notes as much as her memories. The haunt may
also be sated by a stirring speech about commitments to
a wider world or the gods, requiring a successful DC 21
Bluff or Diplomacy skill check. If the haunt is defeated, a
thrumming chant of dwarven voices sounds through the
hall, swearing, “We who are sired by the will to defend.”
E1. Ghost with 4 active spiritual weapons. Challenge 5 1800 x.p (just using the ghost possession, horrific image and damage to attack. adding 4 spiritual weapons (not allowing more then 2 to attack a player plus ghost attack. Using the hit points of the ghost to damage the haunt.
E2. Tomb guardian skeletonsx4. 4,400 x.p medium encounter
E4. Duergar stone guard x5
Duergar warlord 4,550 x.p
E6. OVERBEARING AUNT CR 4
XP # affected times 9,00 x.p
Notice Perception DC 16 (to notice the sounds of humming
and rhythmic chopping)
hp 45 ; Trigger proximity; Reset 1 day
Damage: 3d6+3 necrotic damage.
Effect: If a living creature approaches or passes by the
preparation table, a ghostly image of a matronly
dwarven woman manifests. She looks up from her
task of serenely chopping mushrooms and happily
announces, “I am so glad you’re finally here. We have
so much to do!” Each living creature in the kitchen must
succeed at a DC 16 Wisdom saving throw or be immediately
compelled to pick up knives or pans and begin dinner
preparations with any ingredients at hand, whether they
be real or imaginary. Treat this as a confusion effect that
lasts for 6 rounds, with any results that cause a target to
injure itself or attack the nearest creature representing
various painful kitchen accidents.
Destruction: This haunt may be extinguished regular ways, or by cold damage, which snuffs out the
kitchen’s fires, Delbera had fond memories of sharing
meals with her family, friends, and soldiers, and if the
PCs offer to share a meal or mug of ale (such as from
the barrel in the corner) with one another, this haunt
is immediately put to rest. If the haunt is defeated, a
thrumming chant of dwarven voices sounds through the
hall, swearing, “Pledge ourselves to the Firebrand and
her mistress.”
Basically a Hybrid between a ghost from the monster manual pg.147 and a confusion spell that is set off in the area (like a glyph of warding) but the confusion part is 4d6+3 damage till you save.
E7. Ghost Dwarf, riding a Elder ghost boar (large sized creature) creature codex page, 171 & 169.
E8. YOUTHFUL COMMITMENTS CR 5
XP 1,600
Notice Perception DC 18 (to feel a claustrophobic sense of
commitment and obligation)
hp 45; Trigger proximity; Reset 1 day
Effect: Mumblings emerge from the floor and walls, stern
voices reminding intruders of their commitments to
family and community and demanding they stay “just
another season.” Long, sinewy arms emerge, grasping for
living creatures and holding them tight—the arms have
a total Strength/Athletics of +12 and deal 2d6+4 points of damage for
each successful grapple maneuver they perform after
they’ve pinned a character, as they drain away ambition
and vitality. This effect persists for 1 minute once the
haunt is activated.
Destruction: This haunt may be dispatched with regular ways
or fire damage fire damage, as it arises from Delbera’s
scribbled notes as much as her memories. The haunt may
also be sated by a stirring speech about commitments to
a wider world or the gods, requiring a successful DC 21
Bluff or Diplomacy skill check. If the haunt is defeated, a
thrumming chant of dwarven voices sounds through the
hall, swearing, “We who are sired by the will to defend.”
Building a few, Haunts
Part one of Haunts can be found here, Haunts Part One
Haunts are just Re-skinned traps or glyph of warding spells that automatically reset after a set time frame.
To me Haunts are areas where a vile or evil act happened and the world remembers what was done there, no normal physical damage can a harm a Haunt, so I added a few turn offs for Haunts.
-Holy water causes damage
-Cleric/Paladin channeling
-items left from the haunt (murdered by a dagger, the same dagger is in the area find it to turn it off)
-talking to the haunt (RolePlay it out!)
All Haunts have resistance to all NON-magic damage.
Converting Down the Blighted Path adventure module to play into one of the party members back story.
Haunts are just Re-skinned traps or glyph of warding spells that automatically reset after a set time frame.
To me Haunts are areas where a vile or evil act happened and the world remembers what was done there, no normal physical damage can a harm a Haunt, so I added a few turn offs for Haunts.
-Holy water causes damage
-Cleric/Paladin channeling
-items left from the haunt (murdered by a dagger, the same dagger is in the area find it to turn it off)
-talking to the haunt (RolePlay it out!)
All Haunts have resistance to all NON-magic damage.
Converting Down the Blighted Path adventure module to play into one of the party members back story.
Canada Day!
Happy Canada Day!
"It celebrates the anniversary of July 1, 1867, the effective date of the Constitution Act, the holiday was renamed in 1982, the year the Canada Act was passed"
Subscribe to:
Posts (Atom)