Showing posts with label 5E. Show all posts
Showing posts with label 5E. Show all posts

Friday, March 28, 2025

Mad God's Key - Dungeon Magazine 114

Mad God's Key is a starter adventure for a campaign beginning at 1st level. It is an urban adventure that is perfect for introducing characters to a larger city, taking PCs on a trip through various districts. Originally written for D&D 3.5, it is another one that easily lends itself to conversion into other editions including 5e.

Fits like a glove . . . This can be put almost anywhere from Greyhawk (the setting it is written for) to Waterdeep, or in my case, Ptolus. While most of it takes place inside the city, there is one part that occurs outside. In the case of Ptolus that doesn't have to happen and the small dungeon is a great match for the district where I'll be placing it.

I'll be using this to start things off in the city of Ptolus when the characters arrive. The characters in my campaign are already quite a bit above the levels the scenario is designed to handle. Some adjustments are being made, but there's no harm in leaving some segments as an easier challenge as long as the story progresses properly. 

No detailed spoilers are included in this post. It'll all come out when the game session write ups are posted in the future, but some things will be mentioned.

The adventure begins in the Guildsman District when characters become involved in recovering a stolen key (the title of the adventure gives that much away). The trail leads to the Docks, to the Warrens, to Oldtown, to the Temple District, and then the Necropolis. The opportunities opened up by this progression make showing off what Ptolus has in store easy. There are more districts in Ptolus that are not touched on in this adventure, but something needs to be left for later. 

NPCs fall into place almost seamlessly for organizations within Ptolus. Later plot possibilities can be set up as if they belonged there the whole time. 

There is not a clock ticking to get things done, but it feels that sooner might be better than later, and sooner makes more sense for the course of events as some take place the same day that things get rolling. Spots do remain available to squeeze other stuff in between events, but you will want to keep the players involved in the plot so keep outside influences to a minimum.

As I write this post I am trying to goad myself to get on with painting a number of miniatures and pieces of terrain that will make for a good 'welcome to Ptolus'. Anyone that has followed this blog for any amount of time likely knows that motivation is often a weak point for me. At least I have them ready to be primed.

If you can land yourself a copy of Dungeon Magazine  #114 get it for this adventure.



Friday, September 27, 2024

Lord of the Scarlet Tide - Dungeon Magazine 85

In Dungeon Magazine issue #85 is an adventure titled Lord of the Scarlet Tide. Written for 3rd edition it is simple enough to convert for 5e. While the adventure as written is somewhat bland, the core elements can slide into a Ptolus campaign with little adjustment.

The premise revolves around a trapped powerful aberration being partially freed. I'm changing things so that someone took a magical tablet (one of five) that holds the necessary information for keeping it imprisoned. The creature causes a fungal disease to spread from its prison far below the city. Getting the tablet back where it belongs and performing the ritual to recapture the creature or defeating the monster is the goal.

The ideas and some encounters lend themselves easily to Ptolus. The big bad could easily be Galchutt. There’s also a non-typical mind flayer using what can pass perfectly as chaositech. Infected townsfolk, a behir, kuo toa (who originally imprisoned the thing), and ghosts are encounters to be had.

I originally intended to use this in my first Ptolus campaign for one of my two groups. Never got around to it before the campaign came to a halt.

I planned to have Castle Shard send the characters to a high end auction being secretly held. They would be told as cover to bid on whatever they chose (limited budget of 2,000 gold) while remembering everything being auctioned and report back. That is where they would learn about the tablet and its connection to the disease, or similar info that helps put the clues together.



Friday, June 14, 2024

New Monster - Telluric Slink

We'll be reskinning and modifying the Carrion Crawler to create this monster. The base stats are in the 5e Monster Manual page 37.

Telluric Slinks were created in one of the many laboratories within Ghul's Labyrinth below Ptolus. They are one of a vast number of aberrations born into the Squirming Horde and unleashed against the forces of good during the Ghul War.

Nearly 9' long and weighing close to 600lbs., the Slink is covered in a thick mass of long black hair. Its bulbous head has two slavering mouths filled with jagged teeth. Jutting out of where its eyes would be are two nest-like bundles of fine metal wires.

An apt description of the creature would be "an enormous hairy slug made of muscle, electricity, and evil".

Below are the changes to the Carrion Crawler. All other stats remain as written.

Increase the Armor Class to 14

Replace the climb speed with a swim speed of 10'

Replace Darkvision with Blindsense, same range.

Remove Keen Smell, Spider Climb and all Carrion Crawler attacks.

Add Immunity to electricity.

Modify the remainder as follows:

Multiattack. The Telluric Slink makes two attacks. Two bites against the same target or one bite and one sweeping slam against separate targets.

Sweeping Slam. Melee weapon attack: +4 to hit, reach 5' one or more creatures directly to either the left or right of the Telluric Slink. Hit: 2d6+2 bludgeoning damage and the target must make a DC13 Dexterity saving throw or become prone.

Bite. Melee weapon attack: +4 to hit, reach 5' one creature. Hit: 1d6+2 piecing damage.

Telluric Burst. All creatures within 10' of the Telluric Slink must make a DC13 Dexterity saving throw or take 3d6 electric damage. Recharge 5-6.



Friday, May 31, 2024

Dungeon of the Fire Opal - Dungeon Magazine 84 (part 2: areas 7 through 13)

Continuing the restocking of the dungeon, we cover areas 7 through 13.

Unless otherwise stated, all areas are unlit.
Unless otherwise stated ceiling height is 10 feet.
All secret doors require a DC14 or better perception to spot.
All areas other than 0, 1, and 3 are grey stone.
If you choose to include random encounters here are some suggested creatures for areas 1 through 13: All of these are from the 5e Monster Manual beginning with page 323;  Giant Centipede, Giant Fire Beetle, Phase Spider, Swarm of Insects, Bandits. Roll a d8 for encounters and on results 7 & 8 use these two events: 7 - a soft hum can be heard with no discernable direction, 8 - a mild vibration can be sensed through the soles of the feet. 

Note: When characters reach the hallway outside rooms 7 or 10, the creature in Area 22 begins to move through other areas each time characters proceed beyond those locations. See Area 22 for details.

Area 7: Bunk beds line the walls. Two footlockers have been broken open and the contents dumped into a pile in the middle of the floor. The pile of old threadbare clothes hold nothing of value. Tucked under one of the lower bunks is a black metal key. Characters find the key if they spend one minute searching.

Area 8: An old desk sits near the southeast corner of the room. All drawers have been ransacked. The seat and back of a chair lay on the floor, the legs are missing and there are signs that they were broken off. Empty shelves line the remaining walls. 

Encounter: A pair of Dretch immediately attack anyone entering this room. 5e Monster Manual page 57. They fight until destroyed and will pursue retreating characters throughout the dungeon, only stopping at the exit.

Area 9: The walls are covered with defaced and rotted tapestries depicting Ghul and his armies slaying elves and dwarves. A small stone altar is centered on the floor and shows signs of abuse. Chips of stone surround the altar.

Area 10: This long corridor leading to area 11 has 6 doors. These rooms were once cells holding prisoners.

A - Piles of bones from prisoners litter the floor and reaching halfway up the walls.

B - Two of these cells are empty. Opening the third triggers this event: Shrieking Soul - The ghostly visage of a horribly tortured elf sits chained against the wall. It begins to scream requiring all creatures within a 60 foot range to make a DC15 Wisdom saving throw each round, taking 2d6 damage (half on a success) for one minute (10 rounds). Closing the door does not stop it. A successful turn undead pacifies the Shrieking Soul for 24 hours. Make a random encounter check if this event occurs with the encounter happening after the shrieking ends.

Area 11: Collapsing shelves line the walls in the northeast and southwest of the room. In the southeast 10 feet the floor is stained and cracked. There is a ring of corrosion amid the stains, where a large circular object once sat. When a character approaches the southeast corner an apparition appears of two gnarled looking orcs using wooden prods to force a struggling elf down into an iron tub of liquid. The elf has the twisted appearance of a Harrow Elf.

Areas 12 & 13. Both areas are empty with the exception of random bits of debris. A careful examination of area 13 lasting 1 minute leads to finding a small flawed pearl worth 25 gold pieces.



Friday, May 17, 2024

Dungeon of the Fire Opal - Dungeon Magazine 84 (Part 1: areas 0 through 6)

The Dungeon of the Fire Opal as it is called here, is a restocking/reimagining of the original sample dungeon from the 1st edition AD&D Dungeon Masters Guide. I used to stare at that section of the 1e DMG and mentally try to stock the rest of the dungeon. Only the first few rooms were described since it was being given as an example of play.

With the launch of 3rd edition D&D they revisited the dungeon map, fully stocking it and giving it a background story, that of the ruin of a monastery once run by evil monks who had a great treasure in the form of a fist shaped fire opal reputed to have magic power.

Since I'm going through issues of Dungeon Magazine looking for adventures to link to a Ptolus campaign, I thought it might be fun to once again take this classic map and restock it to represent a section of Ghul's Labyrinth beneath the city.

Occasionally it might be interesting to reskin and modify a monster, and to make new traps and events to experience. 

So let's get started: If you need a quest giver to send the party on their way consider Wynn Rabinall, leader of the Order of the Fist. He has received word that a magic item in the form of a fist shaped fire opal may be in this area of the dungeons. He has asked the group to check out the rumor.

Unless otherwise stated, all areas are unlit.
Unless otherwise stated ceiling height is 10 feet.
All secret doors require a DC14 or better perception to spot.
All areas other than 0, 1, and 3 are grey stone.
If you choose to include random encounters here are some suggested creatures for areas 1 through 13: All of these are from the 5e Monster Manual beginning with page 323;  Giant Centipede, Giant Fire Beetle, Phase Spider, Swarm of Insects, Bandits. Roll a d8 for encounters and on results 7 & 8 use these two events: 7 - a soft hum can be heard with no discernable direction, 8 - a mild vibration can be sensed through the soles of the feet. 

Area 0: Beyond the shattered remains of what was once a glass and bronze door is a polished pale green set of steps leading ahead and downward 30 feet.

Area 1: The pale green stone here matches that of the stairway, smooth and polished, appearing almost as if it is a single piece. The scent of ash from a recent fire meets your nose.

A - In the center of the room is a pile of ash and charcoal from where someone recently lit a fire. Around the remains of the fire are sooty footprints leading back toward the stairs. On the ceiling directly above where the fire had been is a soot stain.
B - In the corner is a pile of torn cloth. Investigating the scraps of cloth reveal by their smell that they once held bits of hard cheese and jerky.
C - Down this short hallway is a stout wooden door slightly ajar. The sound of running water can be heard from beyond the portal.

Area 2: The door opens into a cave chamber with a ceiling height of 15feet. There is a stream running through it with a wider pool toward the far end. Laying face down near the center of the room is a plate armor clad body with its head submerged in the pool. It is wearing a sword in its sheath and has a backpack still strapped on. In the pool can be seen small white fish lacking eyes. The fast flowing stream is clean and fresh.

Encounter - The body is a mimic that took this form when it detected noise in area 1. It will attack if disturbed. 5e Monster Manual page 220.

 Area 3: The ceiling here is 30 feet high. The walls here are of a sickly yellow colored stone. Along the east and west walls are a total of 6 semi-transparent glass and steel cylinders, 12 feet tall and 5 feet in diameter. Four of them are filled with a greyish liquid and large shadowy forms can be seen floating inside. Two along the east wall are broken, the liquid spilled across the floor. There is a strange wet form laying on the floor half out of one of the broken cylinders. The creature is a log mass of hair with a bulbous head. Protruding from what passes for eye sockets are nests of fine metal wires.

A - Creatures crossing the threshold into this chamber must make a DC12 Charisma saving throw. Success results in a tingling sensation along their arms and back. Creatures failing the roll also suffer 1d6 Psychic damage and have the poisoned condition for 1 minute. Additional saves may be made at the end of the creature's turn to end the condition. Creatures succeeding on the saving throw or for whom the condition ends are immune to the effect for 24 hours.

B - Metal scaffolding is erected along the south wall reaching to a height of 20 feet. The center 30 feet of wall beginning 10 feet above the floor are covered with large steel panels. The center section of steel panels conceals a wide secret door. 


Areas 4 & 5: Stored here are basic supplies including lengths of rope, leather sacks, iron spikes, lamp oit, shovels, pick axes, hammers, and the like. The rooms have obviously been explored and several crates have been opened. Hidden in the secret crawl space (3 foot by 3 foot) between rooms 4 & 5 is a small chest containing 134 copper pieces, 76 silver pieces, 13 gold pieces, and 3 small pieces of jade worth 25 gold each. The chest is locked and protected by a poison needle trap, DC15 perception check to detect. DC 13 Dexterity saving throw to avoid. Failure results in 2d10 poison damage and the poisoned condition for 1 hour.

Area 6: Immediately inside the door is a pit trap, 10 feet deep requiring a DC13 Dexterity check to avoid. The mechanism for disarming the trap and leaving the floor in place is to open the door outward. A well preserved human body lies at the bottom of the pit. If investigated it has a short sword, dagger, leather armor, and a potion of healing.

The surfaces of this room are coated in a thin rime of frost. The temperature is slightly below freezing. The walls are lined with metal shelves holding small crates of food stuffs including raw meat. Spaced every 10 feet on the ceiling are 1 foot by 1 foot metal boxes. These boxes cause 1d4 cold damage if touched. Breaking one open (Strength check DC 20 or 10 points of damage from blunt weapons) releases Brown Mold. 5e Dungeon Masters Guide page 105.

For every 1 minute of time spent in the room using a lit torch, the temperature drops 10 degrees. After a 30 degree and greater reduction, creatures are required to make a DC12 Constitution check. Failure results in 1d4 cold damage. When the temperature is reduced by 60 degrees or greater, another saving throw is required to avoid further cold damage and a level of exhaustion. These checks continue for every minute spent at these lower temperatures.


Thursday, January 4, 2024

One Year Ago the OGL Scandal Broke.

 January 4th of 2023 delivered the news of what Wizbro was up to in the way of trying to revoke the irrevocable Open Game License. The backlash was immediate and huge. It eventually led to them walking things back and putting 5e into a Creative Commons license by way of apology.

You can easily find a wealth of information about the matter on YouTube and elsewhere so I won't belabor the point in this post.



Wednesday, December 14, 2022

New Monster - Animated Object: Scauldron (OSR and 5E)

Trinta tried her best to avoid contact with the large animated cauldron to no avail. It rammed into her tossing Trinta up and into its red-hot interior.

While Trinta screamed in agony the cast iron construct galloped off, clanging and banging down the long hall and disappeared around the next corner with its victim engulfed and burning.

Her companions hurried behind their kidnapped friend, cursing as they went. This was not how they expected their exploration of the ruins to begin.

Scauldron:

Animated by fiendish witchery, this oversized, four-legged iron cauldron's purpose is to engulf a target and run about while cooking them. By bouncing the victim around inside, it continues to trap them, doing searing heat damage. Once a victim has died the Scauldron dumps the body and goes hunting a new meal to cook.

Quick OSR version notes:

Hit Dice 5 dice plus 3 points

AC: 2 descending scale, or 18 ascending scale

Movement: 30'

Attack: as Fighter 5

Saves: as Fighter 5

Damage: 1d6 +2 and target must save vs paralyzation or be engulfed if man sized or smaller. Each round spent within the Scauldron causes an additional 2d6 damage from heat.

If the cauldron is unable to make away with the target it will continue to ram others causing 1d6+2 damage, but may only engulf one victim at a time.

Engulfed targets may attempt to escape by rolling at or below their strength on a d20 with no modifiers.

5E version:
Scauldron

Large construct, unaligned

Armor Class 18 (natural armor)

Hit Points 84 (8d10 +40)

Speed 30'

Ability Scores:  STR 16 (+3) DEX 10 (0) CON 14 (+2) INT 1 (-5) WIS 3 (-4) CHR 1 (-5)

Damage Resistance: slashing, piercing from non-magical weapons

Damage Immunities: fire, poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poison, prone

Senses: blindsight 60' (blind beyond 60'. Passive perception 6

Languages: none

Challenge Rating: 2 (450 xp)

Anti-magic Susceptibility. The Scauldron is incapacitated while in the area of an anti-magic field. If targeted by Dispel Magic, the Scauldron must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the Scauldron remains motionless it is indistinguishable from a large iron cauldron. 

Actions:
Ram. Melee weapon attack +5 to hit, reach 5', one creature. Hit: 2d6 +3 bludgeoning damage plus 1d6 fire damage.

Engulf. The Scauldron moves up to its speed and conducts a Ram melee attack. If successful, any medium or smaller creature must succeed on a DC12 Dexterity saving throw. On a success the creature may choose to be pushed 5' back or to the side of the Scauldron. On a failure the Scauldron enters the creature's space and the creature takes 3d6 fire damage and is engulfed. The engulfed creature is restrained and takes 6d6 fire damage at the start of each of the Scauldron's turns. When the Scauldron moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC13 Strength check. On a success, the creature escapes and enters a space of its choice within 5' of the Scauldron. The Scauldron may only engulf 1 creature at a time regardless of size. While engulfing a creature, the Scauldron will attempt to move away using the Dash action, along a path that seems to lead the farthest from other creatures. When a creature dies within the Scauldron the body is dumped out and the Scauldron chooses a new target.



Wednesday, November 30, 2022

Magic Item: Shoes of Swagger (OSR and 5E friendly)

Belknapp strode confidently, almost arrogantly into the courtroom. "Honorable Magistrate Hornbrow, Polliver Binbottom is innocent of the charges against him." Belknapp had polished his magic shoes to a mirror shine before entering the room and now he had the judge's undivided attention. He rolled off a litany of alibis and reasons that his client could not have been the one that stole the missing heirloom, each one more absurd and profoundly preposterous than the last. "It is prudent that you declare him not guilty and release him forthwith." Over the loud objections from the flummoxed prosecutor, Judge Hornbrow set Polliver free. "Nice shoes!" the magistrate remarked with a broad smile as he gaveled the trial to a close.

Later, in private the two split the take from fencing the valuable brooch. "Best investment we ever made," said Polliver, buffing a blemish from the toe of one shoe.


Magic Item: Shoes of Swagger

OSR version:

After polishing the shoes they can be used once a day to influence a reaction roll. The result will be two places further in the wearer's favor.

Once a week the shoes can cast Charm Person giving the target creature -5 to their saving throw.

 

5e version:

The shoes have 3 charges. The shoes regain 1 charge each day at midnight. If all charges are used, roll a d20. On a 1 the shoes crumble into tattered leather and lose all magical power.

Persuasion rolls gain advantage. 1 charge required.

Charm Person, target saves at disadvantage. 2 charges required. Useable once per week.

Rarity: Rare. Character Level: 5 and above. Cost: 501 - 5,000 gold pieces.



Wednesday, November 2, 2022

New (Plot Device) Monster: The Graven Tongue (Updated for 5e)

"Three miles deep, by seventeen northeast, by two miles west. That's where Tharsella said we would find her alleged oracle." Fiddry remarked.

"This cavern alone could be a mile or more across, and a hundred feet floor to ceiling. It could be anywhere in here Fiddry." Loren remarked, peering as far into the darkness as her vision would permit.

Murnon moved ahead, trying to portray confidence while shuddering slightly beneath his heavy armor. "Hope we find this thing and get what we want soon. I feel mighty uncomfortable, like something is watching."

That's when Rejjet screamed and their gnome guide Underfoot fell unconscious.

A great, moist thing, dark and warty brushed among the group physically, and something worse. Their minds reeled as if assaulted by the unknowable intruding on each person's sense of being.

Fiddry couldn't move as if frozen in his tracks. "RUN!" his mind yelled, nearly drowned out by the babbling cascading within his head in eons of lost languages. Ideas, flashed in warped, unreal imagery, through Loren's eyes. She cried tears of blood and covered them with her hands as if pleading for the agony of sight to end. And end it did as her vision left her. Murnon, writhing about upon the floor of the cavern was screaming about the worms he felt sure were devouring him from within.

It seemed like hours before their nausea passed, and they could make even the slightest sense of what had transpired. All felt as if some part of their essence had been taken from them or violated horribly. None of them dared speak of the things lingering in their minds. It would be a week before they began to guess at what the oracle meant, and longer before they gained an inkling about their role in the prophesy.

New Monster: The Graven Tongue
The Graven Tongue is thought to be an ancient flesh construct left behind by foul beings beyond understanding, though it may in truth really be a tasting organ protruding into this reality from a being beyond the world.

The tongue is a flesh construct 135 feet long and varies in thickness from 1 foot at the tip to 90 feet at the base with tendrils like veins stretching further from the base and into the cavern ceiling.  It has a mottled coloration including tones of purple, black, ochre, blood red, and flesh, with indecipherable runes carved into the slimy surface. A spell that allows understanding some of the runes will cause those reading them to suffer 4d6 psychic damage (half with DC18 Charisma saving throw) and a level of exhaustion.

The Graven Tongue hangs down from ceiling, reaching out to "taste" creatures passing within its sensory range, detecting them by their life or mental essence. Anyone touched directly by the appendage suffers a level of exhaustion in addition to the other affects. In the process of tasting creatures, they are slammed with incredible volumes of information, most of which they cannot possibly comprehend initially, but gradually some information may become clear enough to be acted upon, rightly or wrongly.

Encountering the Graven Tongue causes a one time 8d6 psychic damage to all within 40 feet, DC18 Charisma save for half. Creatures are also afflicted with at least one condition determined randomly, no save. Conditions persist until magically cured by Lesser or Greater Restoration, or more powerful magic. Returning to the Graven Tongue on future occasions will result in experiencing the damage and conditions again.

Charisma saves instead of Wisdom saves because it is affecting the creatures sense of being or self.

Random Condition Table (roll a D20)

1 - Blinded
2 - Charmed (DM should determine the meaning of this for their plot)
3 - Deafened
4 - Frightened
5 - Grappled (the tongue spends a round enjoying some flavor, creature suffers an extra 2d4 psychic damage)
6 - Incapacitated
7 - Invisible - (creature is straddling the line between worlds for one round)
8 - Paralyzed
9 - Petrified (creature is merged with the nature of another plane, turned to an element or combination useful for the plot)
10 - Poisoned
11 - Prone
12 - Restrained (the Beyond holds fast to the creature, as if studying it, for one round)
13 - Stunned
14 - Unconscious
15 - Roll twice combining conditions if possible
16 - Roll twice combining conditions if possible
17 - Roll until determining a condition, creature takes extra 2d6 psychic damage
18 - Roll until determining a condition, creature takes extra 2d8 psychic damage
19 - Roll until determining two conditions, combining them if possible, and creature takes extra 2d4 psychic damage
20 - Roll three times for conditions, combine them if possible and creature takes an extra 4d4 psychic damage.

The Graven Tongue does not engage in actual combat. If damaged by attacks causing a total of 25 points, it withdraws from the world on the following round.



Wednesday, October 12, 2022

New Monster - Parchment Guardian (Updated to 5E)

The original OSR version was published on April 23rd, 2012.  Yes, I'm digging deep for some of these updates.

Parchment Guardians were created to ward document archives and libraries from unwanted intrusion. Formed of loosely gathered scrolls, the spindles acting as the skeleton, they tumble off shelves and lunge unsteadily after intruders.

Parchment Guardian

Medium construct, unaligned

Armor Class 12

Hit Points  11 2d8+2

Speed 30'

Ability Scores:  STR 10 (0)  DEX 14 (+2)  CON 12 (+1)  INT 3 (-4)  WIS 10 (0)  CHR 3 (-4)

Damage Vulnerabilities: fire

Damage Resistances: bludgeoning, slashing and piercing attacks from non-magical weapons that aren't adamantine.

Damage Immunities: poison, psychic

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: blindsight 30', passive perception 10

Challenge Rating 1/4

False Appearance while the Parchment Guardian remains unmoving it is indistinguishable from a pile of ordinary scrolls.

Immutable Form the Parchment Guardian is not affected by any spell or magic that would alter its form

Magic Weapons the Parchment Guardian's attacks are magical

Actions:
Multiattack. The Parchment Guardian makes 2 claw attacks.

Claw. Melee weapon attack +4 to hit, reach 5', one target. Hit: 1d6+2 slashing damage.

Envelope. Reaction. If set on fire the Parchment Guardian immediately attempts to wrap itself around the nearest creature, moving up to 30' to accomplish this task. The target must make a DC12 Dexterity saving throw. On a failed roll the target creature becomes enveloped sharing its space with the Parchment Guardian and having the restrained condition. All fire damage done to the Parchment Guardian is also done to the enveloped creature.

Lightning Glyph. Reaction. Parchment Guardians are inscribed with a glyph granting the ability to use the Shocking Grasp spell as a reaction when struck with a melee weapon (Recharge 4-6).

Wednesday, September 28, 2022

Magic Item: Cudgel of Cleverness (Updated for 5e)

 Embuk rapped Silnar on the head with the cudgel.

"Ow! That smarts!" Silnar complained.

Enbuk smiled, "That should knock some sense into you."

This stout wooden weapon is designed not to harm, but to help. Those hit with it suffer only 1 point of damage while gaining advantage on all wisdom based checks including perception, for one minute. The cudgel has 3 charges and regains 1 charge each day at dawn. Using all charges in one 24 hour period requires the roll of a d20 with a 1 resulting in the cudgel breaking and permanently losing all magical properties. Rarity: uncommon, character level 1st or higher, value 101 to 500 gold pieces.


Wednesday, August 31, 2022

New Magic Item - Nurfank's Eggs (OSR and 5e friendly)

Missy Nurfank loved birds of all kinds; From the time she could walk Missy would try to play with birds. She learned that they were wary of people, and over time by feeding them she could gain their trust. She gradually befriended entire families of birds.

Missy also loved her crazy Uncle Ribblin. 

Ribblin had no formal training as an alchemist, but his spare time was spent experimenting with all sorts of mixtures and half-baked rituals. He also doted on his niece and showed her how to make fun combinations, some that spewed colorful smoke, made different smells, or shot sparks into the air, and some that tasted good to drink or eat.

Missy soon caught the alchemy bug just like Uncle Ribblin. She began trying her own mixes using gifts brought to her by her bird companions. She showed such an aptitude that Ribblin begged the local Chemist Guild to admit her as an apprentice. 

Here then are several of her inventions which she used to earn high honors upon graduation from training.

Nurfank's Eggs

These colorful eggs vary in size from Hummingbird to Ostrich and each has a beneficial effect beyond the delightful visual and olfactory presentations when used.

Hummingbird - This tiny egg packs a powerful punch. When cracked into a cup of warm tea the mixture begins to bubble, then bright scarlet steam rises before eventually giving off a scent of maple syrup. When consumed it cures diseases including the difficult to escape effects of Mummy Rot. (Rare)

Song Sparrow - Performers would pay handsomely for these eggs. Dashing the egg to the ground, breaking it produces a bright pink flash accompanied by white smoke, which clears quickly, and a subtle honeysuckle odor. For up to one hour the beneficiary may roll twice on an attempt to influence (not intimidate) persons within 30', taking the better roll. Once the attempt is complete the effect wears off. (Uncommon)

Crow - Cleverness is a trait that would be helpful to everyone. Upon cracking, user is greeted with a calming smell of Lavender and a wisp of dark green smoke. This egg enhances the focus of the user for 1 minute granting an intelligence bonus of +1 to all related checks and saving throws. (Common)

Chicken (rotten) - The purpose of this egg is to dissuade pursuit. Thrown near those intending harm, it shatters to release flashing sparks and a disgusting odor of rotten eggs and rotting fish. All creatures within a 20' radius must save or suffer blindness and debilitating bouts of vomiting for up to 1 minute. (5E blind and poisoned conditions, DC 15 constitution save). (Common)

Ostrich - For those needing to perform feats of strength this is the egg for you. Cracking this huge egg over your head results in being engulfed in a roiling cloud of blue smoke and the scent of cooking meat. Strength of the beneficiary is increased to maximum for 1 minute. (OSR 18(00) or equivalent, 5E 20) (uncommon)




Wednesday, August 17, 2022

The Joy of Lightning Bolt


A 1st edition AD&D Lightning Bolt spell can be a wizards worst nightmare in a short hallway. If it strikes a solid surface that doesn't give way like a wooden door would, then it will rebound toward the caster. If they have not placed themselves beyond the reach of a rebounding lightning bolt, well, let's just say the effect could be hair raising.

In 1e if you were a 5th level wizard that had just acquired the spell you could set the origin of the bolt up to 90' from you and the length of the bolt itself would be 80' meaning a target up to 170' away could be blasted. It also means if you are within 40' of a stone wall and unwise enough to cast in that direction you would cook yourself like a hotdog touching two live wires. (This self zapping could be from a longer distance if you set the origin of the bolt close to the wall).

Put yourself in a really short hallway with walls at both ends and multiple strikes can toast you to cinders. While the multiple instances of damage from a single bolt is debated by some, it certainly can happen in the Balder's Gate computer game. I know, I've been dumb enough to try it.


Fifth edition does nothing to clarify the issue of rebounding lightning bolts or the potential for repeat damage. It simply describes the bolt as being 100' long with the origin of the bolt being the caster's position. It is however an evocation spell so the Sculpt Spell ability would also work meaning no cooking party members in the line of fire.

Sounds like the call has to be made by the DM, hopefully with input from the players in the campaign, especially if their wizard does things like I did because they could all be at risk.

You're a hairy wizard, but stay out of this.





Thursday, August 4, 2022

Interactive Ptolus City Map

There is a great website resource available for both DMs and players in a Ptolus campaign. It is the Ptolus City by the Spire Fully Interactive Map. It is not an official product of Monte Cook Games, but does have their blessing as I understand things.

I highly recommend viewing the interactive map on a laptop or PC. I find it unwieldy on my phone.

Ptolus Interactive Map


If you own the setting book, and can prove it to the site owner, you can access the book details about the locations pinned on the map. However, you can still make great use of this as a player without spoiling the secrets about the locations. 

Finding your way around the city and becoming familiar with the districts is very helpful. This map can take the confusion out of knowing where you are in relation to everything else. Need to get from the Guildsman district to the Docks? You can use this to plan your  route if that much detail is desired.

The important street names are on the map and you can make up your own for other short streets, and alleys if you choose. 

I use this most often when placing scenario locations for the player characters to visit. I can't add pins to the map, but I can note street names in my notes along with landmarks they are close to so players can match them to the map.

Check the site out. 

Wednesday, August 3, 2022

Dungeon Vignette - The Dancing Tide

Dungeon Vignette articles will describe a room or small area within a dungeon that can be easily dropped into another dungeon or used to spark adventure ideas.

The Dancing Tide

This is a 30 x 30 room with a single standard wooden door. 

Along one side is a sluice for what was once a natural spring to flow through, providing clean drinking water for inhabitants. Due to a breach from the city sewers, the sluice now carries muck and filth. When it rains, this sluice overflows covering the rest of the room with an inch or two of murky water and depositing smelly sediment across various patches of the floor. 

In the center of the room, covering a 10' area, is inscribed a mystical circle. When clean and not submerged it enables the imbued magic to function.

Those entering the circle experience a compulsion to perform a specific dance. The saving throw is a DC17 Charisma roll. Subjects willing to perform the dance do not need to save against the compulsion. Failure of the roll or acceptance of the urging, causes the affected creature to dance around in the circle for up to one minute making additional saves each turn to break free of the dance.

While one or more subjects are dancing within the circle a secret door opens in the far left corner of the room, across from the entry door. Anyone not compelled to dance may proceed through the opening into the next room. The secret door cannot be opened by any means short of destruction or submitting to the dance.

Once there is no dancer performing in the circle the secret door begins to close, taking a full round to do so. 

For the return trip back through the door there is a musical piece written on a wall of the next room. The piece contains lyrics in a language of the DMs choice, that characters must perform to open the secret door. The door remains open for 1 minute after the tune is completed and taking a single round to close

.A clue about how all of this works should be either given to the party by someone, or discovered by them prior to encountering this room.

Solving this problem should require some thought.

There's the matter of how to stop the flow, and how to get the existing water out. As long as it keeps raining the sluice will overflow enough to keep the room under one to two inches of water and muck. 

A Wall of Stone spell would be overkill for blocking the flow in a small room. Hauling in a bunch of sandbags might be a good option if a bit labor intensive.

For clearing the water you have options like Control Water or Create/Destroy Water spells, or mops and buckets.

For clearing the muck there's always a good old shovel and the Prestidigitation cantrip. It's not deep and you really only need to clean the 10' magic circle.


The Bones plastic version of this Reaper Mini is available on their website. SKU 77668.  I did not paint this. You can tell because it looks great. 

Wednesday, July 20, 2022

Magic Item: Blindfold of Seeking (Updated for 5e)

 "I know the door is here somewhere", Rillek grumbled.

"Maybe this will help", offered Embuk, passing a blindfold to his companion. 

Rillek stared at the offering, "Very funny, Embuk, quite the joke."

Looking wounded Embuk coughed "Just try, the blindfold helps locate concealed things".

Taking the blindfold Rillek put it on and almost immediately gasped when he spotted the door behind the tall portrait of the Count. "Maybe he's hiding back here".


The Blindfold of Seeking provides advantage on perception rolls to spot concealed and secret doors for up to one minute. When worn nothing else can be seen.  The blindfold has 3 charges and regains 1 charge every day at dawn.  Using all charges in a 24 hour period requires the roll of a d20 and on a 1 the blindfold loses all magical properties. Rarity: uncommon, character level 1st or higher, value 101 to 500 gold pieces.


Wednesday, June 22, 2022

Modifying and Re-skinning a Monster in 5th Edition D&D (Bone Devil to Xenomorph)

Let's play around a bit with making a monster using the framework of one that already exists in the Monster Manual. For this one we'll go from a devil to a sci-fi horror.

We'll use the CR9 Bone Devil as our base for the creature. You can find it on page 71 of the 5e Monster Manual if you want to reference the critter while reading the conversion.

Our goal is to transform the base creature into a Xenomorph from the Alien/Aliens movie franchise. It's a surprisingly easy conversion.

Working our way down the stat block:

Alien Xenomorph

Large monstrosity (xenomorph), neutral (scary, but they seem to just be doing their natural thing)

Armor Class and Hit Points can remain the same.

Speed is good at 40' on the ground. Remove the flight speed. Our alien doesn't fly. Add a Climbing speed of 20' since these beasties can climb well, but not too fast.

Ability Scores can be left alone unless you want to fiddle with them. We know the xenomorph isn't just a dumb brute, just an overconfident one, with some cunning and a very intimidating presence and not prone to fear.

Saving Throws need to swap from a mental set to physical set. Since the Bone Devil has a +4 Proficiency Bonus that makes the saves STR +8, DEX +7, and CON +8.

Skills change to Stealth +7 and Acrobatics +7.

Damage Resistances remain the same with one exception, silvered weapons should be taken away.

Damage Immunities is a quick swap. Remove fire and replace it with acid.

Condition Immunities add fear.

Senses remain the same.

Languages can be whatever you want, perhaps sticking with Infernal. Drop telepathy.

Challenge Rating should be reduced to 8 (3,900 xp) since our scary xenomorph is actually less dangerous than the Bone Devil. You might decide to keep it CR9 if you believe adding Acid Blood and Degrade Weapon makes up the difference.

Remove Devil's Sight and Magic Resistance.

Acid Blood: When struck by slashing or piercing weapons in melee combat, the Xenomorph's blood does 2d4 acid splash damage to the attacking creature. The creature makes a DC 14 Dexterity saving throw taking half damage on a success.

Degrade Weapon: Any non-magical weapon that causes slashing or piercing damage to the Xenomorph corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non-magical ammunition is destroyed after dealing damage.

Actions:

Multiattack. The alien makes three attacks, one with claw, one with bite, and one with tail spike.

Claw. Melee weapon attack +8 to hit, one target. Hit: 1d8+4 slashing damage. Remove the 10' reach.

Bite. (Add this one in to represent the iconic bite of the alien). Melee weapon attack +7 to hit (using dex), one target. Hit: 1d4+3 piercing damage and the target must succeed on a DC14 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail Spike. Melee weapon attack +8 to hit, one target. Hit: 2d8+4 piercing damage and the target must succeed on a DC 14 Dexterity  saving throw or be knocked prone. (Take away the poison and replace with knocking the target prone to better fit the creature).

And there you have it, one very nasty sci-fi monster ready to terrorize your PCs and their players.

I bought a box of Xenomorph miniatures just to use this modified/re-skinned creature in my campaign. That encounter is still a long way off, but will undoubtedly have the players on edge since they're much more familiar with the alien than the bone devil. (Ptolus, Banewarrens, Osyluth Pods, for those that know).



Wednesday, June 15, 2022

The Monsters Are Smarter Than You

There is a blog written by Keith Ammann, author of The Monsters Know What They're Doing, MOAR! Monsters Know What They're Doing, and Live to Tell the Tale that can be found at this address: www.themonstersknow.com  <----- Link

I have the first two books by Keith and recommend them to any DM. The information within is written based on 5th edition D&D, but the ideas can easily be applied to any edition when thinking about how to use adversaries in combat. 

The Monsters Know What They're Doing is focused on creatures and NPCs from the 5e Monster Manual. MOAR! Monsters Know What They're Doing deals more with creatures and NPCs from supplements like Volo's Guide to Monsters and Mordenkainen's Tome of Foes.

I do not yet own a copy of Live to Tell the Tail. That book is geared toward helping the players handle their characters more efficiently in combat and I expect it could prove useful when playing with a DM informed by the previous two tomes.

The books are not printed on fancy paper or heavily illustrated. They are thick works with large type (thank you Keith from all of us grognards with declining vision) and sturdy hard covers. The information within both Monsters books sticks mostly to conveying the thought provoking tactics and techniques a creature likely will apply in a fight against adventurers.

Monsters and NPCs should not cleave to the ideas offered slavishly, but should instead modify their tactics based on terrain and the situation. It can't hurt your story if foes are not at their optimal state for every circumstance, sometimes the environment and/or the timing is terrible for them. However, having the player characters face foes in their element will turn what players might expect to be a cake-walk into a memorable battle and might even force an occasional retreat!

Without a doubt these guides will give a DM the tools to make combat more interesting and exciting, and most of us would agree, that is a good thing.



Wednesday, June 8, 2022

Prop Dusting - Wizards of the Coast Monster Cards

Another recent purchase for the game was all of the Monster Cards produced by Wizards of the Coast for D&D 5e.

These have already come in very handy. If you plan out the majority of your encounters in advance you can have the cards ready at the table and avoid having to flip through the large Monster Manual in front of you when trying to manage the game. For my own use, I have a Vault X 4 pocket binder to take the selected cards for the session to the table. I can have everything I need behind the DM screen and still have extra space which did not happen with the Monster Manual in the way.

For storage I went with the Forged Dice Co Curiosities Cache Monster Card & Spell Card Organizer Binder with Pages (Mimic Edition). At the time I bought them the Mimic Edition was on sale for $10 less than the plain unadorned cover version. I bought four of them. I'm still sorting and alphabetizing the cards into the binders, but this makes locating what you want easier without spilling a pile of cards. The binders come with two types of pockets, normal for the regular sized cards and a two pocket version for the larger cards.

The one drawback is the Epic Monster cards. These things are huge, which is necessary to hold all the relevant information, but it does make it a requirement to use a single page of the two pocket type to hold a single card. Did I mention the Epic cards are huge?

The cards and the Forged Dice Binders are costly, but not prohibitively so. For the ease and convenience they provide I feel the investment is worth it.








Wednesday, June 1, 2022

Prop Dusting - Wizards of the Coast Spell Cards

I recently acquired a bunch of the arcane and cleric spell cards produced by Wizards of the Coast for D&D 5e. Along with those I picked up a number of smaller 4 pocket page, side loading binders from Vault X, to use as spell books/prayer books for the players in my campaign.

It is very early into use, but it appears to be a handy resource to have at the table. Instead of leafing through the Players Handbook to find their spell information, their individual known spells are conveniently at their fingertips. 

Also bought was the deck containing spells from Xanathar's Guide to Everything. Those spells will be trickled into play when discovered as scrolls or when sought from other spellcasters.

Some reviews on Amazon have noted that there may be some spells missing from the deck. I have not taken the time to sit down and go through to verify this for myself, but from a quick flip through the cards I believe that is a misunderstanding. I suspect that the "missing spells" are in other decks like the Ranger, and Warlock specific decks for example.

Though the cards are expensive when you need to buy multiples to have a deck for each spellcaster in your group (when you have a large group like I do), they could very well prove worthwhile. The binders are surprisingly affordable for as nice as they are and have plenty of space.

If the players were to buy their own decks it would relieve the DM of the cost, but this was my idea and we do have casualties resulting in changes to the classes of characters in play meaning it is more efficient for me to buy the decks and keep them available for the group. Fortunately I have a filing cabinet to store a bunch of gaming stuff like these cards.