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 Saviors
to 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?

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.”



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.”





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.

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"