Thursday, February 28, 2019
Dungeon Mastering 101: The Eureka Moment
This week we went back to DnD 5th Edition from Deadlands. As much as I enjoyed Savage Worlds, it wasn't as fast or fun as I had hoped.
I've been struggling with focus and inspiration for the last few months and I've been analyzing what I've been doing and what I'd like to improve.
One thing I did prior to this past session was spend more time on prep and focused less on detailing the rooms as the players entered them. When running a campaign the size of Dungeon of the Mad Mage I found myself spending more time reading the room to the players and acting as a narrator than a DM. That's on me and I think the added prep time helped me overcome that.
My eureka moment came while simply observing the players decide how best to sneak past two sleeping chimeras to get to their treasture: I'd been spending most of the last few months focusing on combats and less time on exploration and role-playing. I sat back and watched my players enjoy flexing their role-playing muscles and took notes on what they wanted to accomplish for future plots and less time thinking about the current scene as an "encounter".
I'm not sure how I became so fixated on combat, but it happened. Which is fine, every DM, session, and group is different. But for me, right now, I need to react to the players goals and less on the action of the fight.
We happened to have an entire session without combat. I'm not saying combat is bad and should be avoided, but in my current process, it was just what I needed. I found it to be a good session and energized me going forward, something that hadn't been happening lately.
Wednesday, February 27, 2019
Dungeons & Dragons 5th Edition: VOTOM
VOTOMS are ancient war machines that have been recovered and restored.
VOTOM
Large construct, unaligned
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Armor Class 17 (VOTOM armor)
Hit Points 142 (15d8 + 60)
Multiattack. The VOTOM makes two attacks.
Shoulder Rocket. Ranged Weapon Attack: +6 to hit, range 50/150 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Large construct, unaligned
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Hit Points 142 (15d8 + 60)
Speed 50 ft.
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Str Dex Con
18 (+4) 16 (+3) 19 (+4)
Int Wis Cha
10 (+0) 14 (+2) 11 (+0)
18 (+4) 16 (+3) 19 (+4)
Int Wis Cha
10 (+0) 14 (+2) 11 (+0)
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Saves Dexterity +6, Strength +7
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Saves Dexterity +6, Strength +7
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 12
Languages Common
Challenge 7 (2,900 XP)
Challenge 7 (2,900 XP)
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ACTIONS
Multiattack. The VOTOM makes two attacks.
Fist. Melee Weapon Attack: +7 to hit, 5 ft., one target.
Hit: 13 (3d6 + 3) radiant damage.
Rifle. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit: 18 (2d8 + 3) piercing damage, burst fire.
Shoulder Rocket. Ranged Weapon Attack: +6 to hit, range 50/150 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
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Tuesday, February 26, 2019
Savage Worlds: Hobgoblin
HOBGOBLIN
Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6,
Fighting d8, Intimidation d6, Notice d4,
Persuasion d4, Shooting d8, Stealth d6
Fighting d8, Intimidation d6, Notice d4,
Persuasion d4, Shooting d8, Stealth d6
Pace: 6; Parry: 8; Toughness: 9 (3)
Edges: First Strike
Gear: Chain Mail (+3 Armor), Long Sword (Str+d8),
Shield (+2 Party; -2 Cover)
Special Abilities:
• Bite: Str+1d4.
• Infravision.
Edges: First Strike
Gear: Chain Mail (+3 Armor), Long Sword (Str+d8),
Shield (+2 Party; -2 Cover)
• Bite: Str+1d4.
• Infravision.
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30 Minute Dungeon: Shadowborn's Tomb
I tried my hand at The Bogeyman's 30 Mintue Dungeon:
A recent tremor revealed an opening to what appears to be a laboratory and several connected rooms. Several people from the nearby town of Fayette have started to explore the rooms, but claim an evil spirit is haunting the area and driving them out.
Room 1 Laboratory filled with broken glass, strange ingredients, and numerous shelves lined with books on Alchemy and Necromancy. The room is 20' by 10' and has tiled flooring. The ceilling is 12' high. There are two cages with the skeletons of some unidentified creatures. There is a single exit from the room.
Room 2 is connected to the laboratory. It has the remains of a bed and a wardrobe. Within the wardrobe are several changes of clothes and robes in vibrant colors. Inscribed into the floor is a magic circle with dark stains that might be dried blood. There is one exit from the room. Under the mattress is a pornographic folio featuring drawings of tieflings.
A Hallway connects to the bedroom and has 2 doors on the left and 3 doors on the right.
Room 3 is on the left and has a large cage with the bones of animal about the size of a cow, but with two skulls.
Room 4 is on the right and is a small closet with collapsed shelves. The shelves contained more books, spell materials, a small jade tiger, and an orange sea shell. If the orange sea shell is rubbed, an imp appears, identifies itself as Siegfried and asks, "How may I serve you?". Siegfried served the Necromancer who lived here, Iala Shadowborn. He had failed a mission to the lower planes for her and was in "time out" and placed within the closet.
Room 5 is on the left and has several barrels and crates stored within it. The crates contain paintings and sculptures, worth 300 gp in total. The barrels have an elven cranberry whine that is still good.
Room 6 is on the right and has a large summoning circle within it. Written on the walls, in what appears to be fresh blood is "Get out! Leave this place! You are not welcome here and when night falls I will tear you limb from limb if you are still here!" If anyone begins to examine the portal, the ghost of Iala Shadowborn, a female half-elf appears. She appears in her early 60's and has long silver hair that falls passed her buttocks. Her eyes are sad and she demands that the trespassers leave this place immediately. If the intruders linger long enough, she will sigh and ask them if they can help her? If they agree, she will tell them that a large ruby has been stolen from her and it it could be returned she could be reborn. She also tells them that there is a magic compass in the next room that can lead them to the ruby, which she refers to her "heart".
Room 7 is lined with shelves and has numerous odd and unusual items. The compass rests next to bottle that has lightning in it on the left and and a lead frog that smoke escapes from constantly. If the group has agreed to help Iala she warns them that the door to this room is trapped and gives them the command word to deactivate it. If not, anyone touching the handle must make Save vs Magic (or Dex DC 13) or take 3d8 lightning damage. Additionally, if the group has agreed to help her, she leads them to the compass. It has "IS" engraved on the outer lid and is made of silver. When opened it glows with a slight red light and it points toward the location of the ruby "as the crow flies". The closer it gets to the ruby the brighter it glows and when it is within 10 feet it chimes lightly every 30 seconds.
Monday, February 25, 2019
Dungeons & Dragons 5th Edition: Horde Trooper
The basic foot solder of the Horde!
HORDE TROOPER
medium construct, lawful evil
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Armor Class 16 (trooper armor with shield)
Hit Points 11 (2d8+2)
Shock Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) lightning damage.
medium construct, lawful evil
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Hit Points 11 (2d8+2)
Speed 30 ft.
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Str Dex Con
13 (+1) 11 (+0) 12 (+1)
Int Wis Cha
10 (+0) 11 (+0) 10 (+0)
13 (+1) 11 (+0) 12 (+1)
Int Wis Cha
10 (+0) 11 (+0) 10 (+0)
__________________________________________
Senses Darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
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ACTIONS
Shock Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) lightning damage.
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Sunday, February 24, 2019
Dungeon Crawl Classics: Gorilla Fighter
When I was a wee lad, I remember hearing about "guerilla fighters" on the news. This is what I imagined:
Init +3; Atk gun +4 melee (1d10); AC 14; HD 3d8; MV 30’;
Act 1d20; SV Fort +3, Ref +1, Will +0; AL C.
GORILLA FIGHTER for Dungeon Crawl Classics
Act 1d20; SV Fort +3, Ref +1, Will +0; AL C.
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Saturday, February 23, 2019
Dungeons & Dragons 5th Edition: Enviro-Suit
ENVIRO-SUIT
Magic armor, rare (requires attunement)
• Your Armor Class is 16 while wearing this armor.
• You gain resistance to cold, fire, and necrotic damage.
• You gain immunity to poison damage.
• You do not need to breath while wearing this armor.
• You do not need to breath while wearing this armor.
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