Sunday, 28 October 2018

How I do Cold Exposure damage in D&D 5E

I modified the exposure rules in Pathfinder on page 442 of the core rulebook and added it to a 5e spin.
My players are 8th level.

Party members are climbing hook mountain to get to a tribe of ogres. Climbing the mountain is simple enough but a few survival checks will get the party on a path that the ogres use very frequently. They could also try and avoid patrols by climbing.

Exposure to the elements is unused in D&D 5e, at least in my games, but I will change that and make the group fear mother nature. In this three hour journey along the trail they may have a random encounter but the way will be swift up the mountain, but if they decided to climb it will take 6 hours and they will get up without encounters but exposure and falling down the mountain may happen.

Rules, Failure does not mean instant death, but slow or very little progress up the mountain.

Climbing,
DC 14 Athletics check every hour for six hours to climb the mountain (advantage with climbers kit or creative methods (spells,equipment,player wording,etc..))

Search for Trail,
DC 15 Survival check, a success means they find the trail to walk up the mountain in three hours but they have a 30% chance of a random encounter every hour. Reduce percentage chance by 15% for creative RPGing (using stealth, slowing the pace down, using spells,etc,etc...)
Players will use HELP, in my games I allow the HELP action which gives advantage to skill check rolls.

Player's Handbook page 291 has the exhaustion chart, the group will make Constitution Saving throw DC 13, for cold weather under 40 degrees F (4 degrees C).
Partial Winter clothes gives advantage, fully clothed winter clothes (gloves,hats,boots,etc) as do spells that protect against the cold that last one hour requires no roll at all, you succeed.
Each hour of exposure adds +1 to the DC.
Hour one DC 13 Con save
Hour two DC 14
Hour three DC 15, etc...

Each failure does 1d8 Exposure damage, not actual Hit Points but exposure damage.
How many Exposure points do I have? your current H.P's divided by six, why six? Players Handbook page 291 has six levels of Exhaustion.

A 8th level Cleric should have, with a Con stat bonus of +2, 59 HP's at level 8.
59 divided by 6=9.83 round down, 9

First hour of exposure if failed results in 1D8 Exposure damage, lets say a six is rolled.
Second hour of exposure is failed as well, resulting in a further roll for exposure damage, resulting in another six of exposure damage, total 12.
That is below the 9 for level one, which results in level one Exhaustion, disadvantage on ability checks. Level three pretty much would kill the character unless they get out of the cold weather.


Quick google search and now I re-skin each level by using these words to describe the effects,



What are examples of 'nonfreezing' cold injuries?

Chilblains are a mild cold injury caused by prolonged and repeated exposure for several hours to air temperatures from above freezing (0°C or 32°F) to as high as 16°C (or about 60°F). In the affected skin area there will be redness, swelling, tingling, and pain.
Immersion foot occurs in individuals whose feet have been wet, but not freezing cold, for days or weeks. It can occur at temperatures up to 10°C (50°F). The primary injury is to nerve and muscle tissue. Symptoms include tingling and numbness; itching, pain, swelling of the legs, feet, or hands; or blisters may develop. The skin may be red initially and turn to blue or purple as the injury progresses. In severe cases, gangrene may develop.
Trenchfoot is "wet cold disease" resulting from prolonged exposure in a damp or wet environment from above the freezing point to about 10°C (50°F). Depending on the temperature, an onset of symptoms may range from several hours to many days but the average is three days. Trenchfoot is more likely to occur at lower temperatures whereas an immersion foot is more likely to occur at higher temperatures and longer exposure times. A similar condition of the hands can occur if a person wears wet gloves for a prolonged period under cold conditions described above. Symptoms are similar to an immersion foot.

Saturday, 27 October 2018

Feats at level 1, for all


I allow the variant rules for humans on page 31 of the player's handbook and I'm currently toying with the idea of allowing all races to do the same, but they would have too take penalties to character creation to get it.

For example. The Dwarf page 20 in the 5e player's handbook.

Constitution Stat bonuses would drop to only a plus one
Would lose the Darkvision ability
Also lose Combat Training in half of the lists proficiency.

Is it worth a feat? maybe?


Session 16 in Rise of the Runelords in 5e

The first foray into The Graul Homestead was and still is a humiliating defeat to the player characters, they did what most parties do not, they ran.

Running away from the enemy saved the lives of three members as two fell in combat to the Grauls, the confined space, mixed with deadly spells from Mama Graul really hampered the abilities of the adventures.
CloudKill took the group down faster then anything I have done to them in the past, running for their lives has made them a little bit nervous for the next engagement with Mama.

  


Arriving back in Turtleback Ferry with the bodies of Toucan and Shalelu, they rushed to the Temple of Erastil where Father Maelin took them in and made arrangements to try and find 300 gold worth of diamonds for the second casting of revivify.
Shortly after the components for the spell was located and purchased and the spell was completed and both members where returned to the group.

After resting the evening and planning a new raid on the farm house brings the party into a fight for their lives, cloud kill spell starts taking a toll on the group faster then they can heal it back.

Clearing the basement out first, the group takes on the largest Ogre they have ever fought with his two giant rats the group falls back and makes short work of the Ogre and his friends.


Mama is a necromancer and she and her three zombie half-ogres start to take the party down again.





With two summoned giant octopuses (Octopi?) Charles holds back the group so that they can start to flee once again.




The group runs out the boarded up windows into the open air as Mama Graul sends the zombies in pursuit as the cleric drops spirit guardian, denoted by the blue bead.


Toucan with an incredible amount of movement runs to the front of the house to battle Mama as the Ulfgar transforms into a giant constrictor snake (represented by the T-Rex) to make short work of the zombie half-ogres.
Mama needs to escape, as the monk is making short work of the sorceress in melee.



A shimmering doorway opens up before Mama Graul as she flees from the group in fear.
They look towards the Barn, knowing that she must have fled into it or the surrounding woods?

To be continued..........  

Tuesday, 23 October 2018

Surprises Re-skinning

Surprises, some like them, some do not.

I do.

In the near future the group with try to kill Dank Vapour and all his Sons.

Dank is part of one of the players background story they wrote up.

Currently and not in the session reports one of Dank's sons has been killed and more are out there in the wilds and the clan will try to kill the player character (Charles the half-orc barbarian) as he is scene as a mark, a mark upon Nulgreth, the Blood God a Orc Deity. 

The surprise will be the Wyvern that Dank's son rides, it will be a young black dragon rules but will look blue. The surprise is it is actually a young blue dragon (using the young black dragon rules) with lightning attack and the front legs are missing, they were amputated years ago.

I will be using this model



and wanted to freak the party out when a blue wyvern starts spitting out lightning breath weapon attacks. It will be the young black dragon stats and will have to have the thing flying every time it makes claw attacks, but what the hell lets freak them out :)

 

Saturday, 20 October 2018

Sons of Dank

The sons of Dank Vapour

DoomSmasha- (LE, male half-Orc, third son of Dank)
Stands 6'4" tall, wears a plate mail and his helmet visor has the skull of an ogre set in the face plate and can be raised up. He is the quiet, attractive, well thought out son that by's his time, waiting to strike the enemy when he has the advantage, not them. He has an un-orc characteristic, that he will fallback in the face of a greater enemy, the reason he does not lead the tribe today.
   He served as a mercenary in the Trunau militia till he betrayed the men he followed in an ambush, he set up and collaborated with Stone giants that he informed where the detachment would be.

Doomsmasha as he is now called among the skull crushes, he took an oath of vengeance against the rangers of fort rannick after he settled in the area of Turtleback ferry for what they did to his tribe.

DoomSmasha's helmet is similar to General Kael's helmet from the willow movie.



I will be using the Blackguard stats for Doomsmasha's (volo's page 211) but adding advantage attacks against all rangers of Fort Rannick.

Friday, 19 October 2018

Working On?

Working on?

Working on converting Rise of the Rune Lords book 3 The Hook Mountain Massacre to D&D 5e

What I did today?

  • Listening to: Game Classy episode 173, Androids & Aliens episode 7
  • Reading: starfinder
  • Watching:all the Marvel season two of Luke Cage, Jessica Jones,season one of cloak and dagger,Wrecked season 3, one episode left, it's always sunny in Philadelphia season 13 and more.... Iron fist season 2 is not watched yet but it was cancelled. I have yet to watch it.
  • Playing: D&D 5e in Golarion world
  • Eating: nothing, down 13 pounds, goal is to be 190 in the new year
  • Drinking: coffee & water, had a beer last night.

1.Ordered 30 D4's to make healing potions out of salt and pepper shakers from the dollar store.
2. Waiting on my Starfinder Dead Suns Pawns coming in from Wordery.
3. Sitting in my cart are 10 Pathfinder pocket 1e books, will not buy them unless I sell 2 lots of my RPG books I'm looking to unload.


Pr-Ordered

1.Starfinder:Alien Archive 2
2.D&D 5e, Waterdeep dungeon of the mad mage
3.D&D 5e Guildmaster guide to Ravnica


Debating buying

1.Vampire 5e