What’s happening!?!

So, we are on a bit of a break from the D&D 5e Siyahchal Campaign, the characters have liberated the town of Diamond Lake from it’s corrupt mayor and the worst of the mine owners as part of the process of dealing with the Cult of the Ebon Triad. Devin has been installed as a Baronet with responsibility for the town and much of the surrounding area. We’ll pick things up again in a couple of months “real-time” and a year or two “game time” when the stars shift again, threatening an Age of Worms…

In the meantime we are playing Call of Cthulhu 7e, and Pulp Cthulhu at that. One player is taking a break (Cthulhu really not being her thing) but everyone else jumped at the idea of this system. I’m setting the game in Chicago, starting it in 1920, and continuing on somewhat from where I left the small campaign set in wartime Paris that I was playing with MR and KT. I’ve combined the classic Haunting scenario and the more recent Edge of Darkness scenario into one larger, interlinked narrative.

We’ve played one session and everyone seemed to have fun, I’ll do what I can to keep people abreast with what is happening. You can follow thin links above and see what characters people have, and while I have modified the traits for Pulp Cthulhu somewhat (and I’ll post my changes here in the next week or so), the “double hit points” and extra rules for luck makes a good start to a more survivable game.

TTFN!

D.

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5e – Warlock Patron – The Shadow King

The Shadow King

You have made your pact with one of the Lords of Shadow, powerful, liminal beings who dwell in the Shadowlands and beyond. Wise and ancient, selfish and patient, the Shadow Kings work behind the scenes, neither of the Light or the Darkness, to survive against threats from across creation. None can say what their true motives are, but their subtle hand is feared by those that know of it.

Expanded Spell List

The Shadow King allows you to choose from an expanded spell list when you learn Warlock spells. The following spells are added to the Warlock spell list for you.

  • 1st Level: Shroud the Shadow, Debilitate
  • 2nd Level: Shadow Sight, Shadow Embrace
  • 3rd Level: Shadow Bolt, Blackout
  • 4th Level: Shadowform, Shadowbind
  • 5th Level: Devouring Darkness, Mantle of Dread

Embraced by Shadow

At 1st level your patron grants you a cloak of shadows when it is desired – enveloping the character Dim Light. This makes Charisma skill checks more difficult but lessens the difficult if Stealth and similar checks. The character is also now treated as a native of the Shadowlands when considering it’s negative effects.

Shadowstep

Starting at 6th level the character may teleport, as a Reaction, up to 120′ away as long as they end up in an area of shadow. This feature may not be used again until after a Short or Long rest.

Shadowstuff

At 10th Level the character has become infused with Shadow to such a degree that they are Resistant to Non-Magical weapons.

Spiritual Malaise

Upon reaching 14th Level the character can touch a target and inflict a number of levels of Exhaustion equal to their Proficiency Bonus. The target is allowed a Con save against the effect at the Spell Save DC of the character for half effects – creatures of the Shadowlands are Resistant to this effect. This feature cannot be used again until the character finishes a long rest.

 

Note: The Spells of the Expanded Spell List are from Necromancer Games Book of Lost Spells

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As a bit of a place-marker…

When I’m floating a new campaign, especially a new system, I like to be able to reference movies or TV shows for the players so that can get at least some sense of what I’m thinking about. That being the case for my current gaming group, here’s what the primary visual media that I’d watch to get a flavor of the game…

For a Traveller game:

Jupiter Ascending, Battlestar Galactica (SyFy TV Show), Firefly (TV Show) and Serenity, The Expanse (TV Show), Sharpe’s Rifles (TV Show), Avatar, The Fifth Element, the Chronicles of Riddick, Babylon 5 and associated media (TV Show), Dune and Children of Dune (SyFy Series), and the original Star Wars trilogy some elements of Star Trek.

For a Cyberpunk 2020 game it would be:

Bladerunner, the Alien movies, the Predator movies, Escape From New York/LA, Soldier, Stargate, the Andromeda Strain, Outland, 2001: A Space Odyssey, The Handmaid’s Tale, Equilibrium, the Matrix series, Max Payne, Dredd, Children of Men, the Terminator series (Film and TV), the Resident Evil series, Ultraviolet, Lucy, La Femme Nikita (Film and TV Show), Sleeping Beauty, Tron and Tron:Legacy, Minority Report, A Clockwork Orange,

For a Call of Cthulhu game:

John Carpenter’s The Thing, The Dunwich Horror, From Beyond, The Unnamable, the Reanimator series, The Mummy and The Mummy Returns, The Wolfman (2010), Penny Dreadful (Showtime series), Brotherhood of the WolfSalem’s Lot, The Keep, The Island of Dr. Moreau, Martyrs, We Are What We Are, the Indiana Jones films, The Witch, Crimson Peak, Angelheart, Dagon, Starry Eyes, The Exorcist, The Howling, American Werewolf In London, Angelheart, The Fog, The Changeling, Rosemary’s Baby, The Shining,

A more modern Delta Green game would also include:

Crimson Rivers and Crimson Rivers: Angels of the Apocalypse, Threshhold (TV Show), the Blade series, Altered States, X-Files (TV Show), Hannibal (TV Show), Jekyll (TV Show), the Bourne series, True Detective (1st Season HBO), The Wicker Man, The Omen, the Hellraiser series, Blair Witch Project, The Ring, the Hostel series, 8mm, The Objective, Apocalypse Now, It Follows, [Rec],

And finally, the “Modern Occult” game (used to be Mage, now probably Witchcraft) would include the above but also be slanted towards:

Dresden Files (TV Show), Person of Interest (TV Show), The Magicians (TV Show), The Last Witch Hunter, the Hellboy movies, Pan’s Labyrinth, Byzantium, 30 Days of Night, Let The Right One In, Supernatural (TV Series), Ginger Snaps, Cat People,

I am certain that I have missed a whole series of films or TV shows, but this was a quick and dirty “off the top of my head” listing of things. I suppose I’ll update things as I remember or come across them.D.

 

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Call of Cthulhu 7e has arrived!

So, this past Monday I was happy to find on my doorstep the box containing my long awaited Call of Cthulhu 7e rules – and I have to say that I find browsing and reading the rules much easier in physical form than on the PDF’s I’ve had for awhile. It also means that I’ll have to update a couple of my previous posts to be more in-line with 7e rules. (EDIT: Done and Done)

I’ve also been looking at the fact that I’ve been running my current 5e campaign for about a year-and-a-half now – and as the Age of Worms continues to threaten it would easily continue to run for many more years. That isn’t exactly a problem, but historically I’ve tend to run games/campaigns for between 1-2 years and then flipped to another game/genre to help rejuvenate myself creatively – and I’m certainly hitting that point now.

So I think that I have one solid chapter in me for the 5e campaign. The party has successfully plundered the Whispering Cairn, discovering treasures and lore of the Wind Dukes that have been long-hidden and is now preparing to investigate one of the local mines – suspecting the owner of being part of the Cult of the Ebion Triad and working towards bringing about the Age of Worms. The party can complete that and I’ll have an excellent place to leave things and even give the party some significant downtime before we pick up the campaign again.

That begs the question of what I could run next. I have a strong vote from at least one player for Call of Cthulhu though to be truthful I’d rather wait until I had Pulp Cthulhu on hand to use. I’m interested enough in what they’ve done with 7e that I think that Pulp Cthulhu might be a good substitute for my own pulp rules – or at least mesh with them well enough that they added significantly to the game (or add a better framework to manipulate).

My other two “stand-bys” are also possible – Cyberpunk 2020 and Traveller. Now I’ve run many games with a mash-up of the two, but I have been somewhat fond of the Mongoose 1e version of Traveller and have the entire SRD saved to hand out to players if need be. It is a simple game that hearkens back to Classic Traveller in many ways, and I’ve been tinkering with a non-OTU setting for a couple of years now (much of it, thankfully, not lost when my hard drive crashed). I’ve been really pondering the concept of Proto-Traveller a great deal, and somewhat consciously rejecting the OTU – while at the same time amused and amazed at how different the OTU seems to be from what everyone assumed after reading Agent of the Imperium by Mark Miller.

Cyberpunk 2020 is a very rich setting with a very easy engine. It’s theoretically hampered by the conceptual twitching provoked by the idea that it is actually set in the year 2020 – and that could be hard to sell a great many people. I think that it might work better as a “Cyberpunk 2200” set a couple of hundred years in the future, that changes the canon timeline but much of the flavor text of the game can remain the same. Perhaps a future where the solar system has been explored and settled but where there is no FTL travel so we remain stuck in orbit around Sol for all intents and purposes – though I suppose a bit of Bladerunner-inspired flavor means that the Tannhauser Gate could be a thing…

TTFN!

D.

 

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Lol, missing Game Logs…

So, well, yes, clearly I haven’t written up a Game Log in forever…

I keep meaning to, but I keep failing miserably and then keep falling behind. We just finished the 29th session of the current campaign I think I need to grant a very broad overview of what has happened.

The party managed to survive the Shadowlands mostly unscarred – though the gnomes were hit hard. Fonkin was brought to the brink of death by the strange magics and creatures of the Shadowlands and transformed into a Shade while his henchman and cousin  Wren died. From the cold lands of Shadow the party followed another gate to the sweltering heat of the Jungles of Ith, where they found gates home but were also able to return quickly enough to thwart the Vanguard and prevent the Reborn King from fully manifesting. In the process Ilda was almost lost (but managed to invoke her Ancestors successfully) and Rhys went missing though divinations suggest that he is not dead.

After all of this the party took a much needed break, resting up after their travails and travels – and capitalizing on the tales of their adventures, strange dress, and potent magic. This included Dorje Jarvic travelling off to train as a Warrior Monk and Lord Devon and his wife finally starting to rebuild the Tresendar hunting lodge in Phandalin. In turn, Ilda was given a series of visions as to the location of Wave Echo Cave by her Ancestors and the party decided to investigate – especially given their early failures with the Rockseeker brothers as well as their concern over the “Forge of Spells” falling into the wrong hands. There they found another group of adventurers, with legal documents asserting their right to explore the cave, and they were shocked when Dhagri was seemingly convinced to join the other group by a powerful Khazan after they had retreated to Diamond Lake

Doing their best to readjust after the loss the party added a couple of new members (despite some misgivings on some folks parts). And under the prompting of the strange tome of Misset al’Namat, they party sought out the Whispering Cairn that they had heard about during their earlier visit to Diamond Lake. Currently deep inside, they think they may have found the entrance to the true tomb of one of long lost Wind Dukes.

So, all in all, the group completed the modules Barrow of the Forgotten King (2nd level characters), The Sinister Spire (5th level characters), and Fortress of the Yuan-Ti (7th level characters). They have mostly completed the starter module Lost Mine of Phandelver (1st-5th characters), and have made excellent inroads into the first installment of the Age of Worms adventure path, The Whispering Cairn (1st-3rd level characters).

This has the brought the core of the group into solidly 7th to 8th level, though there are also a smattering of lower level characters. We’re still liking 5e (clearly) though we switched to non-XP advancement awhile back and transitioned to achievement/story based leveling. It actually seems like a better fit for the system. I’m still underwhelmed with the 5e sensibilities when it comes to magic item placement – so I’m happily ignoring it. The party is also clearly coming into their own, power-wise – preventing the Reborn King showed just how powerful they were. They also, in this latest scrape with the other group of adventurers in Wave Echo Cave, learned what it was like to be on the receiving end of a couple of powerful spell-casters backed by a powerful warrior.

TTFN!

D.

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Rogue Archtype – The Bravo – 5e

The Bravo

Some Rogues have a decidedly more martial bent – working as enforcers, debt collectors, or just generally being categorized as bully boys and street thugs. Not quite as physically fully trained warrior, the Bravo is nonetheless a dangerous opponent – especially against those whose who would generally be disinclined to fight in the first place.

Menacing Demeanor

When this archtype is chosen at 3rd level, the Bravo gains Advantage when trying to Intimidate targets.

Fighting Style

Beginning at 3rd level the Bravo is allowed to choose a Fighting Style from the same list as a Fighter.

Eye for Weakness

At 9th level the Bravo scores a critical hit on a 19 or 20 with weapon attacks. They may also use their Bonus Action from Cunning Hands to make both Intimidation and Insight checks.

Dirty Fighter

Upon reaching 13th level, the Bravo may use their Cunning Hands ability to either Push or Trip an opponent after a successful melee attack.

Limb-breaker

At 17th level while using a melee weapon that does not have the Light or Flexible qualities the Bravo can choose to break or otherwise render a single limb useless during a Sneak Attack. Magical healing or four weeks of rest will heal the limb.

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Combat Notes in Brief

So in the process of trying to figure out item saving throws and looking at mundane healing I also spent a fair amount time reviewing the combat rules. I have to say that they hold together pretty well, but having run the game for a while now, with a significant number of combats under my belt as a DM, the review also revealed some interesting bits and bobs that hadn’t really gelled for me yet.

Dexterity Modifiers for Armor

Ok, so while I think that these limitations make little or no sense based on real-world armor, nor do I think they significantly impact combat, I do think that these limitations are an excellent way to model the bonuses that magical or high-quality, bespoke armor can grant those who are lucky enough to own some.

The one tweak is that I see it as a -3 for Medium Armor and a -5 for Heavy Armor, but that it cannot create a negative penalty unless the creature wearing  already has a negative Dexterity modifier. l this means is that higher Dexterity creatures are rewarded rather than penalized for having that higher Dexterity.

Stacking Advantage and Disadvantage

I think everyone is aware of this, but in case they are not, I allow Advantage and Disadvantage to stack. Only if Advantage and Disadvantage are equal do they cancel out, otherwise if a creature has more of one or the other then they benefit or suffer as normal.

Surprise and Complete Surprise

In 5e being Surprised means that you can’t Move and can’t take an Action in the first round of combat, you may take a single Reaction at the end of the round. But you still get your Dexterity bonus to AC and you still have the essentially normal chances for Perception as you would when unsurprised. This seems somewhat unrealistic in that nobody is ever caught “flat-footed” or is otherwise completely gobsmacked when “things go down.”

So I’m adding in a “Complete Surprise” – which happens if you Fumble your Perception check or fail it by 5+ points. This simply means that you get no Dexterity bonus to your AC for that round and have Disadvantage on any further Perception that are made in that initial round.

Just to be clear, after being either Surprised or Completely Surprised for one round, everyone goes to Normal Mode for the rest of the combat – though they might be Surprised or Completely Surprised by specific opponents later in combat due to circumstances.

Combat Actions

First off, in Combat, you get one of ten actions – that’s it. These are:

  1. Attack a creature, object, or location.
  2. Cast a Spell
  3. Dash (Double Movement)
  4. Disengage (Leave combat and use movement without provoking an Opportunity Attack).
  5. Dodge (All attacks against you until your next turn have Disadvantage, plus you have Advantage on Dexterity Saves.
  6. Help (An Ally gains Advantage on their next Action as long as it occurs before your next turn)
  7. Hide
  8. Ready (Prepare a specific Action in the event of a specific triggering event)
  9. Search (Trying to discern something rather than simply noticing the relatively obvious)
  10. Use an Object

There are a selection of optional ones from the DMG (pp 271-2), I’m including five of them because they makes sense:

  1. Climb On (a larger creature)
    1. Str or Dex Chack (Attacker) vs. Dex check (Defender)
  2. Disarm (Attack roll vs Str(Athletic)/Dex(Acrobatics) check to knock weapon from hand)
    1. Disadvantage for attacker if Defender is using a Two-Handed Weapon
    2. Advantage or Disadvantage for Defender if they are Larger or Smaller than attacker
  3. Overrun (Str vs. Str check to move through opponent’s space Movement)
    1. Attacker has Advantage if larger than the defender, Disadvantage if smaller.
  4. Shove (Str vs. Str check to push opponent one side during Movement, attacker has Disadvantage)
  5. Tumble (Dex vs. Dex check to move through opponent’s space during Movement)

These have a selection of Advantage/Disadvantage conditions depending upon circumstances.

There is some limited free interaction with objects that occurs, but that’s really prefatory to either Attack, Cast a Spell, or Use and Object. So you can draw a weapon for free, in order to attack (and that’s specifically only one weapon), or you can pull a potion out in order to drink it (for the Use an Object action), or even hand an object to another character (who would use same free action to take it).

So, noticing that there is Black Goblin with a bunch of Goblins? Probably not even a Perception check, but trying to figure out which Goblin is the leader? That’s a Search Action. Trying to discern which of the fully armored opponents is a khazan rather than a human? Search Action.

Don’t want the bad guy top drink the potion he’s holding? You could Attack the potion bottle instead of him and hope to destroy it. This is an interesting point because Objects have pretty crummy Hit Points and usually a relatively low Armor Class – if you are trying to destroy stuff in 5e it is relatively easy. Magical items are harder to destroy because they are Resistant to all damage at the very least.

Also, Objects are automatically Immune to Psychic and Poison damage and may have any combination of Resistance, Immunity, or Vulnerability depending upon the Damage Type and the Object in question.

And, before anyone asks, weapon or armor counts as an Object and can be targeted. The nominal rule is that Armor has HP equal to its AC (plus any Dexterity bonus the character might have), while weapons have HP equal to their maximum damage. Armor and weapons are also Resistant to weapon damage (natural or otherwise). This means that they effectively have double HP against weapons and are very hard to damage or destroy in the middle of combat. It might make more sense to try and Disarm them (q.v.).

That also begs the question of “Damaged or Destroyed” – so I’m simply ruling that reducing something to 0HP means it’s Damaged and operates with Disadvantage (or other similar penalty) while reducing it to its Negative HP means that it is destroyed (this intentionally parallels that situation with characters and HP). Damaged items can be fixed, though where and how (and how much) depends on the item in question.

Initiative

I’ve tried to use the 5e standard to roll one Initiative at the beginning of combat and I have to conclude that I’m not a fan. So henceforth we’ll be doing Initiative every round. Also, while I said all along that I was going to use Speed Factors for Initiative I certainly have not been enforcing them (because it doesn’t work with the single Initiative system). The system is very simple – Initiative is modified depending on what weapon you are using in combat and essentially how encumbered you are with armor or gear:

  • Cast a Spell = Minus the Level of the Spell
  • Primary Weapon is Heavy = -2 Initiative
  • Primary Weapon is Two-Handed = -2 Initiative
  • Primary Weapon is Light or Finesse = +2 Initiative
  • Ranged Weapon is Loading = -5 Initiative
  • Wearing No Armor or Normal Clothing = +2 Initiative
  • Wearing Medium Armor = -3 Initiative
  • Wearing Heavy Armor = -5 Initiative
  • Encumbered Characters = -5 Initiative

(When I get around to recreating my chart of weapons, I’ll include a column for Speed Factor)

The lowest you can go is in “1”

It is worth mentioning that, rather like in 1e, there does seem to be a timing issue that we can call “Pre-Rounds” and “Post-Rounds” for lack of anything better. These are basically the result of magic when “the user/recipient acts first in the round” or “goes last” – this hasn’t been an issue so far and I don’t expect it to be much of one in the future. Weapons with the “Slow” quality attack in Post-Rounds

In effect this is what a Surprise attack that kicks off a Combat Round is – a PreRound Attack. To be clear, Pre-Round and Post-Round Actions are part of the same Action economy (Movement plus 1 Action, 1 potential Bonus Action, and 1 potential Reaction), they simply occupy a special place in the Combat Round turn sequence.

Facing and Flanking

It has also been pointed out to me that while the “Theatre of the Mind” may be speeding up combat in some ways, it is also making it difficult for some players to have the same sense of locations that I have, as well as gauge area-of-effect, range, etc.

So, first off, I’m going to go back to using a Battlemat for the larger combats. It lets everyone track where they are and while it will slow things down in some ways the message I’m getting is that it speed things up in others – as well as prevent some frustration.

This will also make it easier to implement the Flanking and Facing rules.

Flanking is simply that when two allied creatures engage an opponent on both side arcs, they both gain Advantage on Attacks.

Facing addresses the fact that attackers in the rear arc gain Advantage on Attacks against that opponent because they are nominally unseen. This would also make the Hide action easier, if that were a desired Action rather than an Attack.

Also, Shields (or similar Objects or Effects) are only effective against opponents in the Defenders front arc, and the side arc that matches the shields location.

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A Brief Summary of Mundane Healing

I’ve commented on my simultaneous pleasure and displeasure with healing in 5E – on the one hand it is too easy, and other the other hand the RAW on Healing Kits & Herbalism Kits are confusing at best. Now, when the DMG came out the optional rules for healing (notably the “Healer Kit Dependency” and the “Slow Natural Healing” on pp266-7) this was somewhat correct, but not entirely. My complaints were compounded by my use of a very robust set of rules for non-clerical healing in my old 1E game that are now (sadly) probably lost with the hard drive. So these rules are an effort to codify what we’ve come up with, as well as adapt some of my “old rules” into the 5E system.

First, a Short Rest is an hour, a Long Rest is 8 hours – you can only take one Long Rest in a any 24 hour period.

Next, a Healer Kit, Herbalism Kit, Chirurgeon’s Tools, and a Meridian Set are all defined as Tools. Herbs (for use with the Herbalism Kit) come in four different varieties (Common, Rare, Exotic, and Mystical) and Surgical Supplies (for use with the Chirurgeon’s Tools) are purchased separately.

The Medicine skill can be used to diagnose illness (variable DC) and Stabilize an Unconscious (and Dying) character (DC10 Wisdom).

During a Short Rest, a character may use a Healing Kit on themselves or another character to allow the use of any number of Hit Dice for healing. These dice are rolled at the end of the Short Rest. A character may similarly use an Herbalism Kit with Herbs to alleviate the treatable symptoms of any malady (Disease, Madness, various Conditions, etc) the DC for this varies.

During a Long Rest, a Healer’s Kit may be used in the same manner as a Short Rest. If no Hit Dice are expended for healing and no other mundane healing (for other maladies) is attempted, then the character recovers half their spent Hit Dice. A character may similarly use an Herbalism Kit with Herbs to attempt to cure a treatable malady (Disease, Madness, various Conditions, etc), the DC for this varies.

A character may use their Chirurgeon’s Tools with Surgical Supplies on themselves or another character to heal 1HD (DC10 Dexterity) outside of a Rest. The Chirurgeon’s Tools may also be used to treat some maladies – dependent on the ruling of the DM.

A character may use their Meridian Set to alleviate a variety of maladies (Conditions, Madness, Exhaustion, and some Diseases most notably) during a Short Rest.

When a character with the Healer Feat (PH p167) uses a Healer’s Kit, the recipient regains 1HP (meaning that they immediately regain consciousness). They are also so skilled that they can use a Healer’s Kit or a Surgical Kit & Surgical Supplies to tend to a creature and heal 1d6+4HP, plus the number equal to the recipients total Hit Dice. No character can receive this benefit more than once between both Long Rests and injuries.

Descriptions

Healer’s Kit – A  large leather pouch containing a selection of bandages, minor salves, and splints. As an standard action, any character may use a Healer’s Kit to Stabilize a creature at 0HP without making a Medicine check, and allows those with the skill to use their Proficiency bonus when doing so. 10 uses. Cost: 5 Silver — Weight: 3lbs — Availability: Village

Herbalism Kit – A leather satchel containing a variety of tools such a clippers, mortar & pestle, as well small pouches an vials to store solutions and poultices. This Kit allows the character to use their proficiency bonus when attempting to identity, apply, and preserve herbs, and various maladies may require different or multiple herbs to treat successfully. Properly preserved herbs work perfectly well, but require a double dose for full effectiveness as they have lost some of their potency.  Cost: 25 Silver — Weight: 3lbs — Availability: Village

Chirurgeon’s Tools – A large satchel containing scalpels, drills, needles, & clamps for use during surgical procedures. These tools allow for “quick and dirty” wound care on the battlefield as well as more complex care for internal ailments.  Cost: 75 Silver — Weight: 2lbs — Availability: City

Meridian Set – A small pouch containing a combination of needles and other tools used to manipulate to energy flows of the body. The training involved means that attempts can be made without the kit or with improvised tools, but at Disadvantage. Cost: 5 Silver — Weight: 1lb — Availability: Exotic

Common Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Bronze — Weight: Negligible — Availability: Village

Rare Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Silver — Weight: Negligible — Availability: City

Exotic Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Gold — Weight: Negligible — Availability: Great City

Mystical Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop.  1 Use. Cost: 1 Platinum — Weight: Negligible — Availability: Great City

Herb Pouch or Case – Carefully constructed with an eye to keeping Herbs protected and in the best of shape, it holds 20 Herbs. A poorly kept herbs imposes Disadvantage on Herbalism checks. Cost: 1 Silver — Weight: 1lb — Availability: Village

Surgical Supplies – Comprised of additional needles, sutures, compresses and sponges. These supplies are needed for any surgical operation a lack or these materials forces the use of ad hoc materials and imposes Disadvantage at best. 10 Uses. Cost: 1 Silver — Weight: 1lb — Availability: Town

 

 

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5E- Barbarian Path – Path of the Demon Hunter

Path of the Demon Hunter

While most barbarians are from uncivilized tribes, some subjects can inspire even the most civilized of people to the same levels of rage. Demons and the Dearth are one of these. So beyond those Barbarians who hail from waste and wilderness and fight against the Dearth there are also such groups as the ancient, disciplined and almost extinct Order of Dion from Atlan to the fiercely passionate Sla’tersha E’lin of the High Elves.

 

Corruption’s Scent

Starting at 3rd level, Demon Hunter’s are able to Detect Demons as a Reaction.

Hunter’s Heart

Upon choosing this Path at 3rd Level, the Demon Hunter has Advantage on all saves vs Fear and Mind-Control vs. effects from Demons while Raging.

Indomitable Spirit

At 6th Level the Demon Hunter has Resistance to Necrotic and Psychic Damage.

Radiant Hatred

When Demon Hunter reaches 10th level they burn with such hatred of Demons and their ilk that when those creatures strike them with a melee attack they take 2d8 Radiant Damage from the blazing aura that has suffused them.

Eye for Vengeance

At 14th level, a Demon Hunter does a Critical on 19 or 20 against Demons.

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5E – Ranger Archtype – The Ranger Knight

Ranger Knight

The epitome of the wandering “knight errant” of the wilderness, the Ranger Knight is actually quite comfortable with civilization and will move from rural, to urban, and then to wilderness with nary a concern save for the most effective way they can protect their charges and combat their enemies. Their presence, both open and hidden, has proven the deciding factor in the survival of many a settlement in the face of invading goblin hordes and rampaging troll warbands.

Stalwart Foe

At 3rd level, the Ranger Knight is able to add their Proficiency Modifier to the damage from successful weapon attacks against Favored Enemies.

Staunch Defender

When reaching 7th level, the Ranger Knight gains Advantage all Attacks and Saving Throws when defending the weak and the helpless from immediate danger or threat. This includes the defense of fortifications where innocents are not in the direct line of fire but does not include situations where the Ranger Knight has sought out their opponent. This would also include a rearguard defense while wounded of a group flee the site of battle.

Inspiring Presence

For Ranger Knights of 11th level and greater, their mere presence grants companions and allies Advantage on Saving Throws against Fear and similar effects. They also have Advantage on attempts to rally troops or other related activities.

Implacable Enemy

Finally, at 15th level, when fighting a Favored Enemy, a Ranger Knight will make a Critical Attack on a 19 or 20.

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This is an attempt to create a “Ranger that feels like a Ranger” because I’m not a huge fan of either Beastmaster Rangers as the default or that thing they call a “Hunter” in the Player’s Handbook. So with this I think we get a bit closer to my idea of a Ranger, a bit more Aragorn, a hint more of 1e rather than 2e or later. I expect that I should come up with an “”official list” of potential Favored Enemies for my game world as well, given the changes in commonality of some creatures.

Categories: Campaign Development, Game Design, House Rules | Tags: , , , , | Leave a comment

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