The internet is a buzz with potion bottles with dice in them, used as Healing potion for players to drink (alcoholic drinks) and also ones with dice in them.
I did a cheap version of it for my players, plus did it for cure wounds used green for the druid and blue for the cleric.. They enjoyed it all of one session. Used only the healing potion.
I like the concept but you can't make someone use other dice 😏
Tuesday, 14 May 2019
Monday, 13 May 2019
Character Development
Character Development
With the next player about to get part of his character development played out I tend to give the players options on following the current path or going off the rails.
This is taken from the back of the Pathfinder module Down the blighted path. Some of it has changed to follow my derailment of the current path of the adventures.
"Descendants of the Ironblood clan are vanishing, dragged screaming into the darkness by the animated bodies of their fallen kin. The Darkwoods and their hometown of Davarn need heroes to break this family curse. What mysteries lie sealed within Delbera Darkwoods
ancient abandoned fortress? And what challenges lurk along the Blighted
Path winding through the Darklands beneath Golarion’s surface?"
I will use this to make the Ironbloods cursed from what Ulfgar Darkwood did years ago to betray the Ironblood clan,By using elements from an exsisting module and converting it to what you need is a simple way to use the tools avaialabe to make the work load smaller for a D.M/G.M.
With the next player about to get part of his character development played out I tend to give the players options on following the current path or going off the rails.
This is taken from the back of the Pathfinder module Down the blighted path. Some of it has changed to follow my derailment of the current path of the adventures.
"Descendants of the Ironblood clan are vanishing, dragged screaming into the darkness by the animated bodies of their fallen kin. The Darkwoods and their hometown of Davarn need heroes to break this family curse. What mysteries lie sealed within Delbera Darkwoods
ancient abandoned fortress? And what challenges lurk along the Blighted
Path winding through the Darklands beneath Golarion’s surface?"
I will use this to make the Ironbloods cursed from what Ulfgar Darkwood did years ago to betray the Ironblood clan,By using elements from an exsisting module and converting it to what you need is a simple way to use the tools avaialabe to make the work load smaller for a D.M/G.M.
Sunday, 12 May 2019
Ghosts of Saltmarsh
with Ghosts of Saltmarsh pre-ordered I wish I had this 3+ years ago when I ran the same adventures.
But that is the power of D&D 5e the simplicity of the system allows quick adaptation on the fly or with little work to convert old module to the current rules system.
Tales from the Yawning portal is a current favourite of mine for 5e as it took old things I did and made them new, I will admit I have not read to many adventures that has been published for 5e.
But that is the power of D&D 5e the simplicity of the system allows quick adaptation on the fly or with little work to convert old module to the current rules system.
Tales from the Yawning portal is a current favourite of mine for 5e as it took old things I did and made them new, I will admit I have not read to many adventures that has been published for 5e.
Friday, 10 May 2019
Mokmurian
Mokmurian my big bad guy the party will fight soon
Mokmurian Stone Giant Wizard (11th level)
Large giant, neutral
Armor Class 17 (natural armor)
Hit Points 170 (lld12 +55+44)
Speed 40ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
18 (+4)
CHA
15 (+2)
Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
WIS
12 (+1)
Senses darkvision 60ft., passive Perception 14
Languages Giant
Challenge 14 (2,900 XP)
Stone Camouflage. The giant has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Innate Spellcasting. Mokmurian innate spellcasting ability is
Constitution (spell save DC 16). He can innately cast the
following spell, requiring no material components:
1/day:
pass without trace
earth tremor (cast at level 2)
erupting earth
Spellcasting. Mokmurian is an 11th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 15, +8 to hit with spell
attacks). He knows the following wizard spells:
Cantrips (at will): acid splash, blade ward, friends, light,
message, mold earth
1st level (4 slots): chromatic orb, mage armor, magic missile
2nd level (3 slots): Maximilian's earthen grasp,
shatter, suggestion
3rd level (3 slots): counterspell, erupting earth
4th level (3 slots): polymorph, stoneskin
5th level (2 slots): wall of stone
6th level (1 slot): move earth
Earthen Defeat. When Mokmurian drops to 0 hit points, his body
transforms into mud and collapses into a pool. Anything he is
wearing or carrying is left behind.
Earth Passage. Mokmurian can move in difficult terrain composed
of anything made from earth or stone as if it were normal
terrain. He can move through solid earth and rock as if it were
difficult terrain. If he ends his turn there, he is shunted into the
nearest space he last occupied.
Legendary Resistance (2/Day). If Mokmurian fails a saving throw, he
can choose to succeed instead.
ACTIONS
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 17 Strength saving throw or
be knocked prone.
REACTIONS
Rock Catching. If a rock or similar object is hurled at the giant,
the giant can , with a successful DC 10 Dexterity saving throw,
catch the missile and take no bludgeoning damage from it.
Lair Actions
Mokmurian can take lair actions. On initiative count
20 (losing initiative ties), Mokmurian uses a lair action to
cast earthquake without using components. As long as
he maintains concentration on earthquake, initiative
count 20 is the start of Marlos’s turn for the purpose
of the spell. He can take no other lair actions while
concentrating on earthquake.
Mokmurian second option for a lair action is to draw
power from the earth node to heal. When he does so, he
regains 30 (6d8 + 3) hit points.
Legendary Actions
Mokmurian can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. Mokmurian regains spent legendary actions at the start of its turn.
Detect. Mokmurian makes a Wisdom (Perception) check. Melee attack. Mokmurian can make a melee attack.
Swift Spell (Costs 2 Actions). Mokmurian centers a erupting earth spell
on himself or up to 120 feet away, cast for free and if centered on himself
cast for free.
Mokmurian Stone Giant Wizard (11th level)
Large giant, neutral
Armor Class 17 (natural armor)
Hit Points 170 (lld12 +55+44)
Speed 40ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
18 (+4)
CHA
15 (+2)
Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
WIS
12 (+1)
Senses darkvision 60ft., passive Perception 14
Languages Giant
Challenge 14 (2,900 XP)
Stone Camouflage. The giant has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Innate Spellcasting. Mokmurian innate spellcasting ability is
Constitution (spell save DC 16). He can innately cast the
following spell, requiring no material components:
1/day:
pass without trace
earth tremor (cast at level 2)
erupting earth
Spellcasting. Mokmurian is an 11th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 15, +8 to hit with spell
attacks). He knows the following wizard spells:
Cantrips (at will): acid splash, blade ward, friends, light,
message, mold earth
1st level (4 slots): chromatic orb, mage armor, magic missile
2nd level (3 slots): Maximilian's earthen grasp,
shatter, suggestion
3rd level (3 slots): counterspell, erupting earth
4th level (3 slots): polymorph, stoneskin
5th level (2 slots): wall of stone
6th level (1 slot): move earth
Earthen Defeat. When Mokmurian drops to 0 hit points, his body
transforms into mud and collapses into a pool. Anything he is
wearing or carrying is left behind.
Earth Passage. Mokmurian can move in difficult terrain composed
of anything made from earth or stone as if it were normal
terrain. He can move through solid earth and rock as if it were
difficult terrain. If he ends his turn there, he is shunted into the
nearest space he last occupied.
Legendary Resistance (2/Day). If Mokmurian fails a saving throw, he
can choose to succeed instead.
ACTIONS
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 17 Strength saving throw or
be knocked prone.
REACTIONS
Rock Catching. If a rock or similar object is hurled at the giant,
the giant can , with a successful DC 10 Dexterity saving throw,
catch the missile and take no bludgeoning damage from it.
Lair Actions
Mokmurian can take lair actions. On initiative count
20 (losing initiative ties), Mokmurian uses a lair action to
cast earthquake without using components. As long as
he maintains concentration on earthquake, initiative
count 20 is the start of Marlos’s turn for the purpose
of the spell. He can take no other lair actions while
concentrating on earthquake.
Mokmurian second option for a lair action is to draw
power from the earth node to heal. When he does so, he
regains 30 (6d8 + 3) hit points.
Legendary Actions
Mokmurian can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. Mokmurian regains spent legendary actions at the start of its turn.
Detect. Mokmurian makes a Wisdom (Perception) check. Melee attack. Mokmurian can make a melee attack.
Swift Spell (Costs 2 Actions). Mokmurian centers a erupting earth spell
on himself or up to 120 feet away, cast for free and if centered on himself
cast for free.
Wednesday, 8 May 2019
What I did Today
What I did Today
Working on converting Rise of the Rune Lords book 4 Fortress of the Stone Giants to D&D 5e, the group just defeated the Storval Stairs encounter. Soon will have that written up, about 6 sessions reports behind.What I did today?
- Listening to: Find the path eps.45,Ruins of Azlant eps.13,Androids & Aliens eps.3,glass cannon eps.197
- Reading: Midgard campaign setting
- Watching: Re-watching the office, in session 5
- Playing: D&D 5e in Golarion world
- Eating: poorly :(
- Drinking: water and coffee
Sitting in my cart with chapters indigo are 1 starfinder AP's (Dawn of flame #3) pathfinder AP'S Tyrants grasp #3
Sitting in my cart in Wordery signal of screams pawns & return of the runelords pawn
In the Mail,
Nothing Saving Money due to Pathfinder 2e release date.
Pr-Ordered
1.D&D 5e, Ghost of Saltmarsh
2.Pathfinder 2e corebook
3.Pathfinder 2e bestiary
Missing,
Adventure Paths
last 4 books of Jade Regent (Fear I will never get book 4 of this AP, as it is over priced)
All 6 books of Wrath of the Righteous (this is a maybe)
Pawns,
Return of the Runelords pawns
War for the Crown Pawns
Map Folio's,
Return of the Runelords
In the mail
Return of the Runelords folio
War for the Crown Pawns
Starfinder beginner box
Warhammer 40K wraith & glory starter set
Selling,
Cryx painted army
Undead painted army
Gator painted army
Sunday, 21 April 2019
Using the Knowledge Check in game
Here is how I do Knowledge checks,
5E Knowledge Checks
Lets apply this to a Quasit, page 63 of the 5e Monster Manual.
Challenge of 1
DC 11Arcana or Religion check (I don't mind let players roll a higher skill for the check as both apply)
If the total is between 11 and 14, they know the basics, it is a demon, shapechanger, like most demons resistant to a bunch of effects.
If the total 15 to 19, I would allow more specific questions, one at total of 15, two questions at 19.
"What kind of resistances?" I would give 2 if the roll was a 15, 3 at 17, all at 18+
as the roll goes high the more questions get answered.
I count each section that is separated by red lines in the Quasits stat block in the monster manual as a four point knowledge check. With 5 sections, that is 4x5 plus the original DC of 11=31.
If the player rolled a 31+ on the knowledge check I would just hand over the MM tot he player to read.
5E Knowledge Checks
Lets apply this to a Quasit, page 63 of the 5e Monster Manual.
Challenge of 1
DC 11Arcana or Religion check (I don't mind let players roll a higher skill for the check as both apply)
If the total is between 11 and 14, they know the basics, it is a demon, shapechanger, like most demons resistant to a bunch of effects.
If the total 15 to 19, I would allow more specific questions, one at total of 15, two questions at 19.
"What kind of resistances?" I would give 2 if the roll was a 15, 3 at 17, all at 18+
as the roll goes high the more questions get answered.
I count each section that is separated by red lines in the Quasits stat block in the monster manual as a four point knowledge check. With 5 sections, that is 4x5 plus the original DC of 11=31.
If the player rolled a 31+ on the knowledge check I would just hand over the MM tot he player to read.
Saturday, 20 April 2019
Adding Knowledge checks in 5e
I added this into the game as a throw back to Pathfinder as 3 of my 5 players are Pathfinder and 3.5 era gamers.
Here is how it is done in Pathfinder,
Knowledge
Quick Dirty Rules,
The DC is 10 + the Challenge rating of the monster.
If you match or beat it you get basic information, For every 4 points you beat the DC by you can choose to learn other interesting things about it.
5e chart below,
Here is how it is done in Pathfinder,
Knowledge
Quick Dirty Rules,
The DC is 10 + the Challenge rating of the monster.
If you match or beat it you get basic information, For every 4 points you beat the DC by you can choose to learn other interesting things about it.
5e chart below,
- Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
- Dungeoneering (aberrations, caverns, oozes, spelunking)
- Investigation (buildings, aqueducts, bridges, fortifications)
- Survival (lands, terrain, climate, people)
- History (wars, colonies, migrations, founding of cities)
- Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
- Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
- Investigation(lineages, heraldry, personalities, royalty)
- Arcana or Religion (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
- Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
Subscribe to:
Posts (Atom)


