Saturday, June 25, 2016

5E Sinister Secret of Saltmarsh Conversion File Finished.

I finally got this done.  Here is the link: https://drive.google.com/open?id=0B_fdDsNnLe_LRVRpb2ZTS2xGbzg

Enjoy!

Wednesday, April 13, 2016

Update

I haven't been doing much with the blog for a long time.  Most of my activity has been on G+, but mostly just reading and lurking other people's posts, and occasionally posting a comment.

My Pathfinder campaign was aborted last year in September.  Several players expressed it wasn't their kind of game and quit, which essentially killed the campaign since that only left us with a only 2 players.  This kind of hit me hard and destroyed my enthusiasm for game-mastering.  I had put in a lot of work for the campaign and things were going to get quite interesting with some NPCs they crossed paths with.  So I was very disappointed.  I have always had a love-hate thing for Pathfinder.  It's the closest thing to pre-4th Edition era D&D, but the rules crunch is something I don't desire too much.  It's a game I prefer as a player than as a DM.  That is why I have appreciated D&D 5th edition so much, it's not so rules-heavy.

I bowed out of a Pathfinder game I was playing in as it was around the same time my campaign folded and I didn't much feel like playing at that point.

I relegated myself to becoming a spectator of online streamed D&D games on Twitch.tv, specifically www.twitch.tv/itmejp channel.  The West Marches 5th Edition D&D game streamed there has been a joy to watch. 

In December 2015, I found a group to play a D&D 5th edition game online on Roll20.  The group had been playing a while and were playing in the Princes of the Apocalypse adventure.  It feels a little weird joining a group in mid-game with people I don't know and having little context of what has previously occurred in the game.  The game schedule has been irregular, so it's been hard to remember details of the previous sessions.  I have been looking for other games to play on Roll20, but haven't had much luck at finding one that matches the days I can play and time.

I have gone back to playing some computer games, such as Newerwinter and Star Wars: The Old Republic and binge-watching shows on Netflix.  I'm currently watching Person of Interest.

I have been mulling some ideas for a Numenera game and re-reading the core rulebook.  If I was ever to run a Numenera game, it probably would be on Roll20, as I don't know anyone locally who would be interested in the game. 

Sunday, October 18, 2015

5E Sinister Secret of Saltmarsh Conversion in Progress

I've been tinkering around with making a 5E conversion of the AD&D module U1: The Sinister Secret of Saltmarsh.  So far, I have finished Part 1 which involves the 'haunted' mansion.  I had to take some liberties and make changes to the amount of treasure and magic items found.  In the original module, it's possible to find TWO +1 Rings of Protection, so I switched out the second one for a Ring of Swimming instead.  This should come in handy in Part 2 of the module and later in the module series U2: Danger at Dunwater.  It is possible to find two spellbooks, and some spells in the original module don't have a 5E equivalent, such as 'Fools Gold' and 'Detect Illusion', so I just replaced them with different spells.

My conversion document is kind of bare-bones and still requires ownership of the original module to read the boxed text and other information.  But anything that requires 5E mechanics is placed in the Room Key.

Since Rot Grubs make an appearance in the module, this allowed me to use my 5E Rot Grub write-up I did not too long ago.  I failed to mention in that post how many rounds it takes for Rot Grubs to burrow to the heart,  I decided on 1d4 rounds.

By my calculations, if a standard party of four manages to survive and clear out the mansion and find every piece of treasure, they stand to gain around 824 gold pieces each and will reach 2nd level with around 475xp.  The gold still seems high for 2nd level characters, so I might tweak that some more.

Potential magic items are: +1 Ring of Protection, Ring of Swimming, +1 Plate Armor, Potion of Lesser Restoration, Clerical Scroll of Hold Person, 3 Healing Potions, 1 Potion of Speed, one cursed magic item (Cursed Luckstone), two spellbooks.

I wrote up the 5E version of the NPC statblocks for Ned Shakeshaft and Sanbalet.  I included the write-up for the Rot Grub Hazard and the Cursed Luckstone in my document.  When I am finished, I will post up a link to it.


Tuesday, October 13, 2015

4E Kobolds Converted to 5E

I converted some of the kobold monster stat blocks from the 4E Monster Manual to 5th Edition. 


KOBOLD SLINGER
Small humanoid (kobold), lawful evil

Armor Class: 13 (Leather armor + dex)
Hit Points: 5 (2d6-2)
Speed: 30ft

STR      DEX       CON       INT       WIS      CHA
7 (-2)    15 (+2)     9 (-1)      8 (-1)     7 (-2)     8 (-1)

Senses: darkvision 60ft, passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Special Ammo: A kobold slinger can fire special ammunition from it's sling. It typically carries 3 pieces of this special ammo. A successful ranged attack with the sling deals it's normal damage and has the additional effect as shown: 2 Firepots: Deals 1d3 fire damage. 1 Gluepot: Target is Restrained (DC 13 Strength save ends)

ACTIONS
Dagger: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4+2) piercing damage

Sling: Ranged Weapon Attack: +4 to hit, range 30/120ft, one target. Hit: 4 (1d4+2) bludgeoning damage.

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KOBOLD DRAGONSHIELD
Small humanoid (kobold), lawful evil

Armor Class: 17 (Chain shirt + shield + dex + training)
Hit Points: 13 (3d6+3)
Speed: 30ft

STR       DEX       CON      INT     WIS       CHA
14 (+2)   13 (+1)   12 (+1)   8 (-1)   10(+0)    10(+0)

Senses: darkvision 60ft, passive Perception 10
Languages: Common, Draconic
Challenge: 1/2 (100XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Dragonshield Training: A kobold dragonshield is trained in the use of armor and shield. While wearing armor, they have a +1 bonus to Armor Class.

ACTIONS
Shortsword: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage

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KOBOLD WYRMPRIEST
Small humanoid (kobold), lawful evil

Armor Class: 11
Hit Points: 13 (3d6+3)
Speed: 30ft

STR      DEX      CON      INT      WIS     CHA
7 (-2)    14 (+2)    12 (+1)  10(+0)  17(+3)  12(+1)

Senses: darkvision 60ft, passive Perception 13
Languages: Common, Draconic
Challenge: 1 (200XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting: A kobold wyrmpriest is a 3rd level spellcaster, it's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks)

Cantrips (at-will): guidance, resistance, sacred flame
1st Level: (4 slots): bane, guiding bolt, command, shield of faith
2nd Level (2 slots): blindness, spiritual weapon

ACTIONS
Spear: Melee Weapon Attack: +0 to hit, reach 5ft, one target. Hit: 2 (1d6-2) piercing damage

Spear: Ranged Weapon Attack: +0 to hit, range 20/60, one target. Hit: 2 (1d6-2) piercing damage
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Monday, August 10, 2015

Pathfinder Xhuul: Game 12

Savan 22, Year 752
 
Kord Taan, Gnome Sorcerer, 3rd Level
Abazu Sorn, Human Cleric of Sahva, 3rd Level
Kaleb, Halfling Rogue, 3rd Level

Acheron, Human Wizard/Fighter 2nd/1st Level

 Yaotl Necahral, Thraan Barbarian, 3rd Level  Dead

Resting another day on the troglodyte level, the party heads back down to Level 5.  They make their way back towards the room where they fought the large water elemental.  Before they do so, there was a passage heading east they did not go down.  Kaleb takes the lead, and since the two feet of water flooding the passage is murky, he could not see another flight of steps heading downwards, and almost slips down into the water.  He recovers and does not fall, but since this is deeper water and would require swimming from him, the party decides to head back to the room where they fought the large water elemental the day before.

The party approach the chamber and this begins the major battle of the session.  There was a chance that every four hours or so that either one or both of the other two Undine Summoners on this level would be in the chamber resting or sleeping.  As it turned out both were here.  One sleeping and the other awake with her Eidolon.  The sleeping Undine was named Dayana and the one that was awake was Senethar.

Senether spent the first two rounds casting buffs on her Eidolon (Mage Armor) and Haste so that both Undines and the Eidolon were hasted.  Dayana used her spell-like ability of Monster Summon III to summon a Giant Frog which she positioned to block Yaotl from getting closer to her of Senethar.  Senether kept the Eidolon in front of her since she benefits from an increased AC when it is within reach of her.

The Giant Frog managed to bite and grab onto Yaotl and the Eidolon closed in to attack him.  Yaotl was raging but he was getting clobbered by the hasted Eidolon.  Nobody attacked the Eidolon since they learned that if you kill the Summoner it belongs to, it will be banished back to it's home plane, so everyone concentrated their attacks on Senethar.

Yaotl managed to break free of the Giant Frogs grab and killed it with his battle axe.  Dayana then followed up with summoning an Electric Eel the next round.  Senethar cast a Ray of Sickening at Abazu, who made his save and did not suffer any ill effects.  Acheron was using his Hand of the Apprentice to make ranged attacks with his falcata against Senethar.

Yaotl was killed by the Eidolon, despite healing from Abazu from his Channel Positive Energy ability.  This enabled the Electric Eel to move to attack him, but Abazu was able to get a free attack since he had a reach weapon.  Dayana had cast Glitterdust, but both Kord and Kaleb made their saves and were unaffected. 

Kaleb moved to try and attack the eel with his shortsword, hoping to get a flank on it, but that did not pan out.  He did get shocked by the eel and was stunned for 4 rounds.  Someone else managed to finally kill the eel.

Senethar had cast Glitterdust in an area where Abazu and Acheron were positioned, but they made their saves as well.  Senethar was finally killed by a critical strike by Acheron throwing his falcata using his Hand of the Apprentice ability.  This made the Eidolon disappear.  Dayana screamed in fury and consumed a potion of Invisibility.  The next round, she summoned a Giant Crocodile which began to attack Acheron and managed to grab him in it's jaws.  She then moved behind him on the next round to cast Corrosive Touch, but he had broken out of the grab and she missed with the spell.  She was killed shortly thereafter.

The party scored some nice loot whinch included a potion of cure moderate wounds, a potion of invisibility, two +1 chain shirts, a +1 adamantine battle axe, gems, jewelry and gold and some other gear and another Spire Transport Token and a scroll with a rune on it that was similar to the other sigils they found on each level of the Emerald Spire.  This one was "Six".

The party wanted to head back to Throxia to rest and sell their loot and find a replacement for Yaotl.  Kord and Acheron made use of their Spire Transport tokens to teleport themselves and Abazu and Kaleb up to Level 1, thereby avoiding having to make their way past Level 3 on foot which had proven difficult for them because of the defenses and hostile humans there.

The party made it back to Throxia and the player of Yaotl made a new character, but we didn't have time to get her introduced to the party and we ended the session there.  They sold that +1 adamantine battle axe, which I think was a big mistake, because there is a definite use for it on the next level.  (i.e. overcoming damage reduction and ignoring hardness of objects).

This battle gained the party enough XP to level up to Level 4.


Saturday, August 1, 2015

Pathfinder Xhuul: Game 11

Savan 21, Year 752

Kord Taan, Gnome Sorcerer, 3rd Level
Abazu Sorn, Human Cleric of Sahva, 3rd Level
Kaleb, Halfling Rogue, 3rd Level
Yaotl Necahral, Thraan Barbarian, 3rd Level
Acheron, Human Wizard/Fighter 2nd/1st Level


After spending a day resting, healing and recovering spells back on the troglodyte level, the party heads back down to level 5.  Kord investigates the emerald spire column and find the sigil which translates as "Five" inscribed on it and makes a copy of it.

The passage on the east wall descends a few steps into a flooded passage filled with 2 feet of water.  They proceed down the passage heading east.  This puts the water level for Kaleb and Kord at about chest-height since they are small and it makes it slow travel for the party (difficult terrain).  The water is murky, but growing on the walls at the waterline are small bio-luminescent corals.  The light they give off is very dim, about that of a candle.

They see a flooded room to the south that reeks of shellfish and rotting garbage.  Yoatl is leading the party and can see a large pile of bones and other refuse in the southwest corner of the room which has hundreds of toad-sized crabs clambering all over it.  They approach the chamber and are attacked by a crab swarm.  Yaotl is attacked as he was closest and leading the group into the room.  The party quickly discovers that trying to attack the swarm of crabs with weapons is fruitless given their numbers and the fact they are underwater provides them cover from spells.   Kord tried to cast a Burning Hands spell on the crab swarm, but learned that since the area is flooded with water, his spell will be difficult to cast and requires concentration.  He fails his casting of the spell and loses it.  The party makes a tactical withdrawal back to the first room where they fought the undine summoner the day before.  Their intention is to lure the crab swarm out of the water into the room since it is not flooded.  This tactic works better for them, but it uses most of their spells and some flasks of alchemist fire to finally defeat the swarm.

The party decides to press on.  They go back into the room with the pile of bones and examine it.  A thorough search would require an hour and they decide against it and move on down the flooded passage.

The passage narrows heading east and a small passage on the south wall leads to another flooded chamber where the water is clearer.  A small passage heads east out of the chamber.  To the south is a wide passage and the sounds of waterfall.  The party enters the room where they are surprised by a water elemental that erupts and forms out of the water in the room and attacks.  They defeat the elemental and Yaotl investigates the sound of the waterfall.  He finds a low wall constructed by stones and debris about 2 feet high.  Water trickles over the wall like a waterfall into a large flooded chamber below that is lower than the area the party is in.  Yaotl almost slips due to the current near the wall, but he manages to recover his balance and rejoins the party.

Meanwhile the rest of the party is investigating the passage leading east out of the room.  It is a large flooded chamber with tables within and some items piled atop them. Acheron cast a spell to detect magic and detected an aura inside a chest on one of the tables on the far side of the room. Heading into the chamber to check out the items, a large water elemental appears out of the water and attacks the party.  This elemental almost kills Acheron with it's watery fists pummeling him and the rest of the party with cleaving attacks.  Abazu managed to grab Acheron and pull him out of the chamber in order to save his life.  The party finally manages to defeat the elemental, but it was a very pitched battle that nearly could have killed them all.

Kaleb checks out the chest and finds foodstuffs and a potion.  Kord examines the potion and discovers that it is a Water Breathing potion.

There is a shimmering effect centered on the north wall of the room.  Investigation discovers that it is a portal to the Elemental Plane of Water and that water is flowing into the room every few rounds.  It is only large enough for a small creature to enter it, but a medium creature could squeeze through it.  The party try to block the portal with one of the tables, but it is not a water-tight obstruction, so water still flows into the room.  They also discover two iron-grated hatches, one each in two different alcoves on the south wall.  Each hatch covers a shaft leading downwards about 10 feet before turning south.  These are flooded with water, but there are iron rungs set into the side of the shafts.

The party decides to head back up to the troglodyte level to rest.

Sunday, July 5, 2015

Kruthik [5E Monster Conversion]



Below is a conversion of the Kruthik monster for 5th Edition D&D. 

Kruthiks are insectoid creatures(but they only have 4 legs instead of 6) with a hard chitinous shell.  Their chitin is a silvery metallic color.  They  burrow through the earth and hunt in packs.  They make nests in subterranean caves and tunnels.  The tunnels that they make remain intact behind them.  Kruthiks communicate in a series of hisses and clicks. 




KRUTHIK HATCHLING
Small, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 15 (natural armor)
Hit Points: 4 (1d6+1)
Speed: 40ft, , burrow 10ft, climbing 40ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
13 (+1)   16(+3)   13(+1)   4(-3)   10(+0)   6(-2)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 10
Languages: --
Challenge: 1/8 (25xp)
-----------------------------------------------------------
Gnashing horde:  A kruthik hatchling that attacks a target while another kruthik is within 5ft of the target, gains advantage on the attack roll.
 
ACTIONS
-----------------------------------------------------------
Bite: Melee Weapon Attack: +3 to hit , reach 5ft., one target.
Hit: 2 (1d3+1) slashing damage.
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KRUTHIK YOUNG
Small, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 15 (natural armor)
Hit Points: 18 (4d6+4)
Speed: 40ft, , burrow 10ft, climbing 40ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
15 (+2)   16(+3)   13(+1)   4(-3)   12(+1)   6(-2)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 1
Languages: --
Challenge: 1/4 (50xp)
-----------------------------------------------------------
 Gnashing horde:  A kruthik young that attacks a target while another kruthik is within 5ft of the target, gains advantage on the attack roll.

ACTIONS
-----------------------------------------------------------
Claw: Melee Weapon Attack: +4 to hit , reach 5ft., one target.
Hit: 5 (1d6+2) slashing damage.
------------------------------------------------------------



KRUTHIK ADULT
Medium, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 17 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 30ft, , burrow 15ft, climbing 30ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
17 (+3)   18(+4)   17(+3)   4(-3)   12(+1)   8(-1)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 1
Languages: --
Challenge: 2 (450xp)
-----------------------------------------------------------
 Gnashing horde:  A kruthik adult that attacks a target while another kruthik is within 5ft of the target, gains advantage on the attack roll.

ACTIONS
-----------------------------------------------------------
Claw: Melee Weapon Attack: +5 to hit , reach 5ft., one target.
Hit: 8 (1d10+3) slashing damage.

Toxic Spikes (Recharge 5-6): Ranged Weapon Attack: +6 to hit, range 60/120ft, two targets.
Hit: 8 (1d8+4 ) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage.  If the poison damage reduces the target to 0 hit points, the target is stable, but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
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KRUTHIK HIVE LORD
Large, beast (insectoid), unaligned
-----------------------------------------------------------
Armor Class: 19 (natural armor)
Hit Points: 76 (8d10+32)
Speed: 30ft, , burrow 15ft, climbing 30ft
-----------------------------------------------------------
  STR      DEX      CON     INT     WIS     CHA
20 (+4)   18(+4)   18(+4)   4(-3)   12(+1)  10(+0)
-----------------------------------------------------------
Senses: tremorense 50ft, low-light vision, passive Perception 1
Languages: --
Challenge: 3 (700xp)
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 Hive frenzy:  All allied kruthik within 20ft of the hive lord gain advantage on attack rolls.

ACTIONS
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Claw: Melee Weapon Attack: +6 to hit , reach 10ft., one target.
Hit: 9 (1d10+4) slashing damage.

Acid Spray (Recharge 6): The kruthik hive lord spits acid in a cone that is 30ft wide.  Each creature in that cone must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half damage from a successful save.
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