Tuesday, November 18, 2014

5E Monk Monastic Tradition: Way of the Soulknife


You follow a monastic tradition that teaches you to focus your ki to form a blade of psychic energy. Each soulknife's personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength and even mood.

Starting when you choose this tradition at 3rd level you learn to form a semi-solid blade composed of psychic energy. As an action, you can form the mind blade. The mind blade is identical in all ways (except visually) to a shortsword. The mind blade is considered magical for purposes of overcoming damage resistance. The mind blade is also treated as a monk weapon. The mind blade does slashing and psychic damage. By spending 1 Ki point, you may throw the mind blade as a ranged weapon up to 30 feet. Whether or not the thrown mind blade hits the target, it dissapates after the attack is made.

At 6th level, you can empower the mind blade with a build-up of psychic energy. For each Ki point spent, the mind blade does an additional 1d6 damage (maximum 4d6). This extra damage is only for one attack. However, after the mind blade is charged with the extra damage from spending ki, you can hold the charge until it is used in an attack.

At 11th level, you can momentarily fragment your mind blade into numerous identical blades, each of which strikes a nearby opponent. You make one attack against each opponent within reach. When using bladewind, you forfeit any bonus or extra attacks granted by other abilities.

At 17th level, when making an attack with the mind blade, you can spend 6 ki points and if the attack hits the target, it is subject to a Feeblemind spell. The save DC is 8+proficiency bonus+ Wisdom modifier.

Friday, November 14, 2014

Monster Conversion Tools for 5E

Just in case people aren't aware I have been using this tool that Brent Newhall made to convert AD&D and 3.5 edition D&D to 5E monsters.  The original basis of the tool was originally created by Stan Shinn.

It's nice to have tools made by people who have done the heavy-lifting.  Thanks guys.

I plan to do more conversions of monsters from the Fiend Folio and which are encountered in Barrowmaze for 5th Edition D&D.

Saturday, November 8, 2014

Pathfinder Xhuul: Game 3

Today, we continued my Pathfinder game set in my homebrew setting of Xhuul.  We did not get to play last month because of a scheduling conflict with two of the players.  The last game ended with the party inside the Emerald Spire dungeon where they had just finished a battle with Kobolds and had entered a room to the south.

Our cast of characters as follows:

Brogan, Dwarf Rogue level 1
Arkon, Human Cleric of Gorum, level 1
Runar "Malik" Liefson, Human Fighter, level 1
Kord Taan, Gnome Sorcerer (Fire Elemental Bloodline), level 1

The game started with the party deciding whether to investigate a door leading east or going back to a room to the north to check out a door also leading east.  Brogan decided to head to the door in the room they were in and listen for any noise.  He did hear several whispered conversations of Kobolds beyond the door and returned  to the party to tell them.  A plan was decided that the party would back up into the room behind a wall the divided the room into two sections and they would send Malik to the door and open it and have him yell and run back to wards the party.  They felt that maybe this would goad and entice the Kobolds beyond to chase him and lead them into an ambush.  As soon as the door was opened, only two of the four Kobolds in that room reacted enough to fire their bows at the fleeing Malik.  Both arrows missed, but they did not pursue, but instead sent one of their number out another exit to raise the alarm of the party's position.

The party waited for the Kobolds, who they were sure were going to be charging after Malik.  Malik took a position down the east west corridor that conatained the store-room they found last game and the double-doors that lead the the spiral stairs leading downwards.  The party continued to wait and that gave the Kobolds enough time to send another group of Kobolds to come up behind Malik from the room to the north.  They attacked with suprise firing arrows from their bows.  When that attack began, about two rounds later, the remaining Kobolds from the room that Malik opened the door to, exited and managed to get in a position that enabled them to fire upon Kord.  The party was being attacked to two flanks and things were getting tense.

Arkon cast an Enlarge Person spell on Malik that allowed him to block the way south to the rest of the party from the Kobolds attacking from the northern guard-room.  He had taken several hits from arrows and so could not capitalize on his new size and strength that round and had to spend it by consuming a Cure Moderate Wounds potion.  The rest of the party had thrown a flask of oil into the corridor leading south and lit it to created a hazard for the approaching Kobolds coming from the south.  One of the Kobolds risked running through the flames, slipped and died horribly to the flaming oil.  Another Kobold following behind him tried the same thing and managed to survive the flames, but was struck down by Arkon's longspear as it tried to move past him.  There was another Kobold in that group, but I don't remember which party member managed to kill it, but that was a round later.

Meanwhile, Malik and Kord were holding off the Kobolds attacking from the north, and killing them one at a time.  Malik was flanked by the Kobolds in one round and took several hits from their spears after they had dropped their bows in order to engage in melee.  They wouldn't have been able to use their ranged weapons without provoking oppurtunity attacks because of Malik's reach.

Eventually, the party killed all the Kobolds, but at the expense of all of their healing potions and oil flasks and acid flasks.  They had started the game low on spells, but they decided to press onwards.  Heading to the room the Kobolds sallied forth from to the north, it was discovered to be a mess hall with a door leading out to the east.  A quick search revealed nothing of value in the mess hall, so Brogan once again approached the door and listened for any noise beyond.  He did not hear anything so he opened the door and it revealed what appeared to be a kitchen, but there was a metal humanoid construct and a Kobold behind it wearing robes.  Brogan quickly closed the door and told everyone what he saw.  Then the door opened and the construct came in and attacked Malik.   Brogan struck the construct with a light mace and the thing began to spark and sputter with arcs of electricity, but it was still attacking.  The Kobold in robes stayed in the room beyond, and cast fire bolt from it's hand to strike Malik.

Things went south for the party very quickly.  Malik was at zero hit-points after taking a fire bolt attack from the Kobold, meaning he was staggered and could still move, but not able to attack without falling unconcious.  Brogan was slammed by the construct the next round after he struck it with his mace the previous round and he too went to zero hit points, but then took damage from the Kobold's fire bolt and that brought him to negative hit points.  The following round saw Arkon drop unconcious when the construct exploded sending electrical damage out in a 10 foot radius.  Kord panicked and ran away, seeing that the situation was at this point was dire.  He made it out of the dungeon and the rest of the party died as they were all unconcious and slain by the Kobold.

So not a Total Party Kill, but close enough.  Kord made his way back to Throxia in order to recruit new adventurers to help him take up the quest to find the two missing wizards that the wizard Ilaria Storen had hired tha party to find.

So at this point three of the players will be making new characters.  One of the contributing factors to the hardship the party faced was that the player who played Arkon the cleric, channeled negative energy, so was not built as a healer.  He was a follower of Gorum, so was more combat oriented.  Also, though their plan to try and lure out the Kobolds into an ambush was a good idea, the Kobolds were dug in to defend their positions until they knew where the party was at and then would call upon reinforcements to try and attack the party from two directions.  If the party had charged in, they would only have had to deal with 4 Kobolds instead of the 8.

At this point they did manage to clear most of the 1st level at this point, when the new party returns, they will only have to deal with the Kobold Cleric that was flinging fire bolts and the Kobold Leader whom they haven't encountered yet.

Sunday, November 2, 2014

Module Research: L1 The Secret of Bone Hill

I've been reading the AD&D module, L1: The Secret of Bone Hill, to see if it would be a good place to run a 5th Edition D&D game.  It would take some tweaking for sure, but it would have to wait until the Dungeon Masters Guide comes out so I can see how monsters are designed/built and see how the magic items have changed for the new edition.  Also I would need to see how treasure distribution is implemented.  In skimming through the module, there are a bunch of magic items and loads of treasure I think would imbalance the game.  It may be okay for the 1st Edition of AD&D, but might not fit the design philosophies of 5th Edition.
Scarlet Witch scores a crit!

I went to the internet to see if others had run a campaign using this module and any reviews of it that might be helpful in running the game in general.  I found this blog The Restenford Project that discusses the module and provides some interesting insights and suppositions to the rumors tables and the NPCs in the module.  This really helps to flesh out the sparse NPC backgrounds and provides some food for thought.

Though it is never really stated what exactly the "secret" of Bone Hill is, there are certainly mysteries within that an enterprising DM can expand upon.

Tuesday, October 28, 2014

5E Ice Toad

Illustration from G1-2-3 Against The Giants Supermodule

Large beast, neutral
Armor Class: 11 (natural armor)
Hit Points: 57 (5d10+32)
Speed: 20 ft.
    STR         DEX       CON       INT        WIS       CHA
  15 (+2)     13 (+1)    13 (+1)     8 (-1)     10 (+0)     3 (-4)
Damage Immunities: cold 
Senses: darkvision 30 ft., passive Perception 10
Languages: ---
Challenge 2 (450 XP)
Standing Leap.  The ice toad's long jump is up to 20 feet and it's high jump is up to 10 feet, with or withought a running start.

Cold Aura. The ice toad radiates cold in a 10 foot radius from it's body.  Any target within this radius at the start of their turn will take 3d6 cold damage.  A successful Constitution saving throw means the target takes half damage.

 Bite. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 12 (3d4+6) piercing damage, and the target is grappled (escape DC 14).  Until this grapple ends, the target is restrained, and the ice toad can't bite another target.

Swallow.  The ice toad makes one bite attack against a Medium or smaller target it is grappling.  If the attack hits, the target is swallowed, and the grapple ends.  The swallowed target is blinded and restrained, it has total cover against attacks amd other effects outside the ice toad, and it takes 10 (3d6) acid damage at the start of each of the ice toad's turns.  The ice toad can have only one target swallowed at a time.
  If the ice toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Sunday, October 26, 2014

5E Crypt Thing

Crypt things was a monster in the original AD&D Fiend Folio.  It was one of those "Gotcha!" monsters that functioned more like a trap, teleporting unwary and foolish party members each in a different direction and distance.  That can spell certain death for a party that is separated from each other by a large distance.  Fortunately, the crypt thing can only do this once per party it encounters.  It is intelligent and can communicate to party members, but will be misleading, trying to convince those that make their saving throws that it has disintegrated those it teleported away.

For a DM, using this monster might be more of a headache, since after any PCs that are teleported are now split from the party and must find some way to get back to the rest of the group.  The DM must split his attention among the PCs who are separated and possibly lost in a dungeon, creating separate mapping and exploration issues.  It can mean certain death for the lone PC(s) trying to make their way out of a dangerous area or dungeon.
Medium undead, neutral
Armor Class: 12 (natural armor)
Hit Points: 62 (6d8+38)
Speed: 30 ft.
    STR         DEX       CON       INT        WIS       CHA
  10 (+0)     14 (+2)    15 (+2)   12 (+1)    10 (+0)     5 (-3)

Damage Immunities: poison, necrotic, non-magical weapons
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: any languages it knew in life.
Challenge 6 (2300 XP)
Teleport Others. The crypt thing can teleport all targets it can see unless a DC 12 Intelligence saving throw is made.  Each target that fails the saving throw is instantly teleported in a random direction and distance. This is determined individually per each target.  Targets never arrive in solid material and will arrive in the closest open space to the target spot.  The crypt thing may only use this power once per group of target it sees.
   Direction (1d8): 1= north, 2= northeast, 3= east, 4=southeast, 5=south, 6=southwest, 7=west, 8=northwest.   Distance = 1d100 x 100 feet.

 Claw. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 10 (1d8+6) piercing damage
This undead creature appears as a skeleton that wears a brown hooded robe.  Crypt things are created by powerful wizards to serve as guardians to their tombs to protect special treasures.  Crypt things never leave their designated tomb and never initiate combat.  If the tomb it guards is disturbed in any way, the crypt thing will teleport the intruders away from the tomb.  If the crypt thing is attacked by those who successfully save against being teleported, it will defend itself and attack with it's bony claw.

Saturday, October 25, 2014

5E Crypt Shade

Here is another monster conversion to 5th Edition D&D from the monster section of Barrowmaze.  This looks to be an original monster created by Michael Curtis and reprinted in the Barrowmaze monster section.

Medium undead, chaotic evil
Armor Class: 9 (natural armor)
Hit Points: 20 (2d8+12)
Speed: 30 ft.
  STR        DEX       CON       INT        WIS       CHA
  7 (-2)     13 (+1)    10 (+0)   10 (+0)    10 (+0)     5 (-3)
Damage Resistance: bludgeoning, slashing and piercing non-magical weapons that aren't silvered.

Damage Immunities: poison, necrotic
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained. 
Senses: darkvision 60 ft., passive Perception 10
Languages: any languages it knew in life, but can't speak
Challenge 1 (200 XP)
Detritus Form. . The crypt shade can enter a hostile creature's space and stop there.  It can move through a space as narrow as 1 inch wide without squeezing.

 Slam. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 7 (1d8+3) bludgeoning damage
This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other debris.  Crypt shades feed on the fear and pain of their victims.  They attack by engulfing victims within the shifting cloud of grave detritus that gives them shape, battering victims.