If I understand correctly. You attach an Arcana/Religion DC to the scroll? And players only have to surpass that to cast successfully no matter which class they are themselves?
Effectively yes. If the scroll has a spell that is not on the users spell list (and non-casting classes do not have spell lists), then I just impose a basic Arcana or Religion roll (or Intelligence or Wisdom if the user is not proficient in either skill) with a DC of 8 + the spell's level. So low level spell scrolls are easy enough for anyone to use, but higher level scrolls require more understanding. There's a table on like page 140 or so of the DMG that offers a d6 roll to determine "Spell Scroll Mishaps" that is sometimes fun to use if someone unfamiliar with a spell on a scroll fails their usage DC roll.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Will take a look at that table for possible misshaps which could be fun. As long as they're not on the same scale as the critical fail fumble list.. That got insane real fast.
Will also take a closer look at Reaper for things. Thanks for the suggestion.
Initiatives. Currently I just write them down on a sheet of paper. Write down the stats, effects, ailments, statusses etc on it. Has there been a more efficient way to deal with combat related events these days? Or still just do it as we always have?
I run initiative on a piece of laminated paper with a wet erase maker. Been my thing since I picked up the blue box and seems to work fine for me. There are a number of apps out there that can track init, or even a simple spreadsheet could be built.
Conditions/effects, since I use minis, I just toss a colored hair binder over the mini to indicate the condition.
I'll use the clear square plastic top for dice sets to indicate fly or height discrepancies if needed. For invisibility I'll just drop the plastic top over the player. Simple tools like that can go a long way for those of us who are poor :)
I believe the restrictions on scroll use, especially as they pertain to spells not of your class, are due to the inherent differences in the way spellcasters access/learn their magic. It stands to reason that a cleric wouldn't have the foggiest idea of how to go about reading/understanding a wizard spell scroll. Clerical magic, as I understand it, is a function of prayer/gifts from your deity. The arcane symbols/formulas of a wizard spell should be close to inconceivable for a non-wizard.
I think at times people view scrolls as pieces of paper with instructions clearly written in common that a random person can open and use. In reality (if such a word can be used in this conversation lol) it's more like a sheet of paper that has complex scientific/mathematical formulas that would generally be indecipherable to a layperson.
So far so good. Read some of the re-caps from players and some are so funny.
They entered Oakhurst. Split up to investigate various leads across the village and farmsteads. They took 3 hours and I had to improv so much.They liked the touch of the Inn being rather quiet and empty during mid day. They returned several times during the remainder of that day and noticed different clientele each time. Streets getting more crowded as the working hours had gone by and details like that. Had planned them to speak with the "representative" farmer and then his daughter would interupt with important info that the adults keep ignoring due to her age. Instead the ranger cut that conversation short and wanted to investigate the farm where the animal attacks had occured. He spoke with a friggin' cow which caused some odd glances from the farmer there.
Some players participated in some evening gambling at the tavern with some dice and card games. Some players tried to pass notes under the table to one another, but two got didn't pass the sleight of hand check. They won some small gold amounts here and there, but 1 NPC won around 30gp before leaving for home. The ranger followed him stealthily. Waited an hour in the shadows till the man went to sleep. Broke in and stole all the gold and planted it on the sleeping Barbarian back at the tavern. Behind the screen I rolled some charisma checks when the man woke up and checked his pouch to find it empty. He wanted to go to the constable and report it, but his wife talked him out of it saying: "you probably were drunk again and lost it all while gambling". So the player got away with that....for now.
At night the barbarian went to sleep early and the cleric bought a jug with ice cold water. Tried to put the barbarians hand in it, but the passive perception woke the barbarian up just in time. He poured the jug over the cleric and went downstairs for 8-9 beers before going back to bed.
Then they FINALLY made it to the Sunless Citadel. You can imagine we didn't get very far yet.Encountered some Twig Blights on the road, but noticed them quickly enough so shot them down before getting into range. Got jumped by giant rats that almost killed them so they took a short rest. They barely made it across the threshold into the Citadel. In the corridor is a side room with the Mephit barrels. They triggered the Ice one first. Had trouble taking him down. The steam one almost killed them all. After taking health potions and spells it was time to go into the area with Meepo. I was worried they would kill him and trigger the 16 kobolds in the area that would flood in spread across 4-5 waves. Especially when 2 players were planning to stealthily kill Meepo. I played the kobold as so depressed and catatonic they took the risk of talking with him... pfew.
I let Yusdrail sell 2 healing potions to the players. Since the kobolds don't know much about what something is worth I could cut the players some slack. In the mephit chamber they found 5 gems worth 10gp each, but they didn't know it was 10gp... So I cut them a deal of 4 gems for 2 potions. But instead they used 2 gems for 1 potion and bought the other potion for 40gp hehe. After a long rest they went ahead upto the secretive room with the sarcophagi and the 5 skeletons. During the fight the ranger used bags he had bought and tried to put them on the heads of the skeletons trying to blind them...and that worked out nicely a few times. Afterwards they gained some nice items.
wonder how they'll resume. first sessions I wasn't too strict about rulings and was focussing more on them understanding their freedom and how dice roles work.
Going to look for some atmospheric video's and music to put on the beamer projecting onto the big wall opposite to which everyone is sitting. Because we had none of that during the first "test" session.
Players are giving a lot of positive feedback. And for me personally I need to work more on atmospheric explanations of environments.
Wow 260 euro to get all the mini's I want for the foreseeable few levels... Guess its worth it. Especially since it includes 1 for each player. Also bought the hardcover Xanathar's Guide and PHB since I find that more convenient when playing instead of using a PDF. Found a nice homebrew conversion for the 4e Warden class into 5e. I really liked that for the little bit played in the past.
Question(s): 1. We have move, standard and bonus actions. After reading something I would like some clarification. If you don't use Bonus and Move actions. Would it be possible to attack twice even if you don't have the feat or dual wield weapons equipped? So that the priest for example could hit twice in a row with his mace. 2. Critical hits only occur on a 20? With possible feats expanding that range? Just making sure since I miss the table we had in 3.5 where weapons showed their 18/19/20 range if applicable. 3. The weapon Shatterspike from the Sunless Citadel. 5e description makes it do automatic critical hits, but mentions nothing of the weapon breaking aspect it used to have. Since I'm turningn the Shatterspike into a mace, for a trickster cleric, the shattering/disarming effect would be a nice troll method for a trickster. Would I use a DC check to target such a specific small target? or increase AC to hit chance?
Wow 260 euro to get all the mini's I want for the foreseeable few levels... Guess its worth it. Especially since it includes 1 for each player. Also bought the hardcover Xanathar's Guide and PHB since I find that more convenient when playing instead of using a PDF. Found a nice homebrew conversion for the 4e Warden class into 5e. I really liked that for the little bit played in the past.
Question(s): 1. We have move, standard and bonus actions. After reading something I would like some clarification. If you don't use Bonus and Move actions. Would it be possible to attack twice even if you don't have the feat or dual wield weapons equipped? So that the priest for example could hit twice in a row with his mace. 2. Critical hits only occur on a 20? With possible feats expanding that range? Just making sure since I miss the table we had in 3.5 where weapons showed their 18/19/20 range if applicable. 3. The weapon Shatterspike from the Sunless Citadel. 5e description makes it do automatic critical hits, but mentions nothing of the weapon breaking aspect it used to have. Since I'm turningn the Shatterspike into a mace, for a trickster cleric, the shattering/disarming effect would be a nice troll method for a trickster. Would I use a DC check to target such a specific small target? or increase AC to hit chance?
1. In general, no. Some classes get a specific class feature at level 5 that lets them make 2 attacks when they take the Attack action (and for Fighters that goes up to 3 and 4 attacks at higher levels) but unless they've got that, it's one attack per turn.
2. Yep! As far as I'm aware, the only thing in standard 5e that change when crits happen are the Champion fighter subclass and Hexblade's Curse.
3. The DMG outlines an optional rule for disarming, which is you make an attack roll that the target contests with a Strength (Athletics) or Dexterity (Acrobatics) check. That seems like a good place to start, I'd say maybe limit it's use to once a day but that's really up to you.
The disarming rules sounds interesting. Since it is a trickster I think its a nice troll to opponents while also providing some "control". Could say a base of 2 uses per long rest. Gain an aditional 1 use every 5th character level.
The players are really involved to the point some are looking into papercrafting 2.5D environments from cardboard+paint. Will be curious how that'll work out.
looking into a side element for 1 character. He has a weapon with background history. When turning lvl 3+ he gets totem barbarian. Want to use that around lvl 4-5 to grant a dream sequence that lets him explore the magic weapon and his atunement. Guided by the spirit animal. Unlocking one of the elements he mentioned in the backstory. Not sure about the details of the dream sequence. Some creative aid is welcome. Its about a greataxe that unlocks fire during day time only...twice per long rest. Later unlocks cold during night time only.
Ok so I made my first 5e weaponry... For the Archer at lvl 2 I've gotten something instead of a boring +1 magic weapon. What do you guys think of these for lvl 2-4 characters? They'll have to work with these magic weapons for quite some time. Want them to be ready for Red Hand of Doom.
Shadow Ray Bow, Requires Attunement Gain +1 to attack and damage rolls. Twice, per long rest, you can cite a small incantation while knocking the arrow. The first arrow will be a regular attack. After that two more shadow arrows appear mid air besides it. Roll attack for each of the shadow arrows. On hit deal 1d6 force damage.
Eclipse Great Axe Gain +1 too attack and damage rolls. Can ignite the weapon, without heat effect, and use it as a 10ft radius light source of dim light. Twice, per long rest, during day time you can use a Flame Weapon Attack. It activates as a bonus action and stays active only for the first main attack. On hit deal additional 2d6 fire damage.
The Eclipse weapon is part of a backstory of a player. Later stages the weapon will develop to grant cold damage during night time. Grant fire/cold resistance. Increase the effects. Its for a totem Barbarian and will tie in the unlocking of effects through "dream" sequences. Might eventually even make it sentient somehow. Basically a weapon the character will use all the way through the game basically. Trying to tie in foreshadowing through the Dream Sequences for future events as well.
Still working on t he Shatter Spike. Which I'll turn into a mace instead of a sword, for starters. Twice per long rest a chance to shatter opponent weapons as a disarm action.
If you weren't planning this already, both of these items should probably require attunement.
For Shadow Ray, depending on what you want the flavor to be like it could deal necrotic rather than force damage (other shadow-y magical effects seem to deal mostly necrotic damage). Also maybe instead of having two uses and each use creates two arrows, the item has four charges and each charge spent creates an arrow, would allow some more control and let them spread out or concentrate damage over more/fewer turns. It probably would also make sense for the shadow arrows to have a set attack bonus, rather than using the user's attack bonus.
Eclipse looks good, just for clarification: is the intent that if the next attack made after activating Flame Weapon Attack misses, the effect is lost?
Could work in some charges for future weapons. Will be handing out the Shadow Ray in an hour or two when we play. Flavour wise its more a stealthy snipe weapon, not a shadowrealm-esque, weapon. With shadow in this regard I meant more as in an arrow made more difficult to spot, covered in a shadow. A bow dropped by a ranger accompanying a paladin would be odd if using necrotic.
How about this quick alteration? Shadow Ray Requires Attunement, Ranged bow Gain +1 to attack and damage rolls with this magical weapon. As a bonus action incite a small incantation to shoot shadow covered arrows. One arrow per charge expended. Roll attack for each arrow, which does 1d6 force damage on hit. The bow has 6 charges in total. Regain 1d6 charge per short/long rest.
They both require attunement
IF you activate the Flame Weapon it only works on the first attack. If you get to add 2d6 on all attacks during 1 round it would become OP. Especially since Barbarians can do 3 hits easily per turn. That would be 6d6 extra damage. However the weapon will unlock more power/usage of skills along the way. The weapon will grow alongside the player. Eventually he'll be able to use Flame Weapon for an entire fight with balanced damage output.
Last sunday we had another game session. They made ok progress and found the Shadow Ray. During one fight the ranger unloaded all charges and every single one missed. Made the opponents dodge abilities feel more epic. Not to mention it almost killed two of them with a single attack which added to the tension. Next up they're going for the imprisoned Dragonpriest.
After that it'll be time for their first big battle. Some kobolds have been sent ahead to hold the "liberated" areas to prevent goblins taking those rooms back any time soon. It helps that the players forced the goblins back to the last room of the first floor. They're holed up and preparing a defensive. Since the players are going for the Dragonpriest first the goblins have time to really dig in. That's the fight I'm really preparing and even running simulations for to make it interesting. The players + 1 NPC they rescued + 6 kobold helpers vs many goblins, the goblin shaman with some nice spells. Working on the 3-4 hobgoblins attempting a flanking move entering the fight around round 4-5.
Also curious how they'll deal with all the "commoner" goblins. Will they blatantly kill them or not. Which might be interesting comparison material for later during RHOD/Rise of Tiamat where a real war will lead to more similar situations.
After the session we started talking about all sorts of things. How they like the organic feel of the dungeon, that things feel realistic and make sense helping with the immersion. So when someone mentioned backstabbing an npc, while standing in front of that character some players said that was weird. Thankfully everyone agreed to stop doing that and try to get better at the roleplaying bit. Also found some great ambient sounds to use. Working towards using the beamer as well. Thinking about making digital maps and tokens and project it on the wall. Using the ambient LED lights as well. Tried looking at miniatures, but that got expensive real fast. And didn't even give me all the necessary ones either. Beamer sounds like a nice cheap solution then.
Also curious how they'll deal with all the "commoner" goblins. Will they blatantly kill them or not. Which might be interesting comparison material for later during RHOD/Rise of Tiamat where a real war will lead to more similar situations.
Lay it on thick, if you want them to consider the moral implications of killing "commoners". They may be part of the hostile tribe, but if they are cowering in fear the entire time, children caterwauling the entire time, it may give them pause. Express their fear in as much detail as needed, however, don't pressure them, simply explain the situation as best you can so they can make a decision with all the information at hand.
Also found some great ambient sounds to use. Working towards using the beamer as well. Thinking about making digital maps and tokens and project it on the wall. Using the ambient LED lights as well. Tried looking at miniatures, but that got expensive real fast. And didn't even give me all the necessary ones either. Beamer sounds like a nice cheap solution then.
I found Syrinscape to be a fantastic service, it's a bit expensive ($25/mo) if you go for the subscription, but the default sounds are plentiful enough to give you some good audio to manipulate to your feel.
As to minis, if you really want something visual, the cheapest most effective tool I've ever used: Paper cut-outs! just find images of the creatures online, print them off, cut them out and give them a stand. Otherwise, I've used a bunch of different colored d6 as place holders, this is the theater of the mind after all.
Been playing out some simulations of that particular "big" battle. At first it seemed fine, but I kept adding little details to the point I'm not sure they can handle the follow up with the three Hobgoblins. Unless I delay their turn of arrival by two. Which could be explained as them having to move through the horde of goblins trying to get away from the invaders. The goblin shaman hates the hobgoblins and might be inclined to throw down her weapon and strike a conversation. Whatever she can do to safe her tribe. Also opening up options to strike a deal and fight the hobgoblins together. Which then means I also have to think about the possible scenario of Yusdrayl, the kobold priestess, being unhappy about the goblins still being alive.
In the case of the players killing the goblin fighters, shaman and hobgoblins... what about the commoner goblins. Some tried to flee and where would they go to? If they try to run out of the Citadel the kobolds will cut them down. If they try to climb down the pit onto the Grove level then where should they be placed for the players to run into them again.
So much to think about and need to have it ready this saturday. Its the only aspect that is having me occupied right now. Everything else just flows for the time being.
It also looks like they want to take Meepo with them. So far they've seen him being treated like dirt and spit on. In combat he showed to be, due to the rolls, an exquisite slingshot sniper. Some called him a badass since he just focussed fire on the opponents that were target by most of the players. Resulting in him getting a few last hits in. When he tried to use a spear, which the party gave him, funny stuff happened. With a goblin rolling around dodging every thrust and other silly stuff. To the point some players took away the spear and told Meepo to stick to his sling. Meepo was able to use the spear to fend of the White Wyrmling's bite attacks, but the frost breath knocked him down. The party carried him back and stabilized him. They proceed while he's being taken care of. However his status within the tribe hasn't grown a lot. Depending on some persuasion checks he might just join the party. Already made a char sheet with him as a Ranged Rogue. With of course low stats and such since he isn't a full PC to begin with...and more there to tag along with the group. Will most likely give the sheet to a player so he can have Meepo as a henchman.
Once again regarding loot. Is it a good idea to ask the players to make a list of items as a wishlist. Not that I will blatantly give those items, but to get an idea of what they'd want. So that I can sprinkle a few here and there or create my own items inspired by what they want.
Found a page at http://prints.mikeschley.com/p856083253 to get some maps that print to 1 square cm paper. However its odd. I choose Paypal, because I don't have a creditcard, and then it still demands a creditcard as payment method even though i choose Paypal. In short I can't buy that stuff :(
A question regarding Druids. A new player wants to be an Elven Druid. I never, even in past editions, played a druid. Nor ran into players who had. Most of the descriptions are pretty straightforward. The aspect of preparing spells every long rest... What is that about? Is it the same to other spellcasters that can switch out spells every time they level up? Meaning Druids have access to ALL their spells in the manuals and each long rest choose which ones they wish to write down on their sheet for actual use? Of course taking into account how many spells/spellslots they would have at that given level.
Yeah, you've more or less got it right. After each long rest, a Druid prepares a number of spells equal to Druid level + WIS modifier. They can prepare any spells that are on the Druid spell list and are of a level that they have spell slots for. (Also if they choose Circle of the Land, each land has certain spells that are always prepared, and don't count against the number of spells they can prepare).
Also. Would it be a good idea to ask the players for an item "wishlist" so that I can get an idea of what they're looking for. Then sprinkle those items around or make my own based on them?
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If I understand correctly. You attach an Arcana/Religion DC to the scroll? And players only have to surpass that to cast successfully no matter which class they are themselves?
Effectively yes. If the scroll has a spell that is not on the users spell list (and non-casting classes do not have spell lists), then I just impose a basic Arcana or Religion roll (or Intelligence or Wisdom if the user is not proficient in either skill) with a DC of 8 + the spell's level. So low level spell scrolls are easy enough for anyone to use, but higher level scrolls require more understanding. There's a table on like page 140 or so of the DMG that offers a d6 roll to determine "Spell Scroll Mishaps" that is sometimes fun to use if someone unfamiliar with a spell on a scroll fails their usage DC roll.
For minis, I'd suggest looking into Reaper, pretty decent prices and selection. If you want something a bit more custom, I'd offer up Hero Forge.
Will take a look at that table for possible misshaps which could be fun. As long as they're not on the same scale as the critical fail fumble list.. That got insane real fast.
Will also take a closer look at Reaper for things. Thanks for the suggestion.
Initiatives. Currently I just write them down on a sheet of paper. Write down the stats, effects, ailments, statusses etc on it. Has there been a more efficient way to deal with combat related events these days? Or still just do it as we always have?
Depends on what you are looking for. There are things like initiative trees to track order like what is pictured below:
And lots of places online can be used to make stuff like Condition/Status cards that you can pass out to your players while they are effected.
I run initiative on a piece of laminated paper with a wet erase maker. Been my thing since I picked up the blue box and seems to work fine for me. There are a number of apps out there that can track init, or even a simple spreadsheet could be built.
Conditions/effects, since I use minis, I just toss a colored hair binder over the mini to indicate the condition.
I'll use the clear square plastic top for dice sets to indicate fly or height discrepancies if needed. For invisibility I'll just drop the plastic top over the player. Simple tools like that can go a long way for those of us who are poor :)
I believe the restrictions on scroll use, especially as they pertain to spells not of your class, are due to the inherent differences in the way spellcasters access/learn their magic. It stands to reason that a cleric wouldn't have the foggiest idea of how to go about reading/understanding a wizard spell scroll. Clerical magic, as I understand it, is a function of prayer/gifts from your deity. The arcane symbols/formulas of a wizard spell should be close to inconceivable for a non-wizard.
I think at times people view scrolls as pieces of paper with instructions clearly written in common that a random person can open and use. In reality (if such a word can be used in this conversation lol) it's more like a sheet of paper that has complex scientific/mathematical formulas that would generally be indecipherable to a layperson.
So far so good. Read some of the re-caps from players and some are so funny.
They entered Oakhurst. Split up to investigate various leads across the village and farmsteads. They took 3 hours and I had to improv so much.They liked the touch of the Inn being rather quiet and empty during mid day. They returned several times during the remainder of that day and noticed different clientele each time. Streets getting more crowded as the working hours had gone by and details like that. Had planned them to speak with the "representative" farmer and then his daughter would interupt with important info that the adults keep ignoring due to her age. Instead the ranger cut that conversation short and wanted to investigate the farm where the animal attacks had occured. He spoke with a friggin' cow which caused some odd glances from the farmer there.
Some players participated in some evening gambling at the tavern with some dice and card games. Some players tried to pass notes under the table to one another, but two got didn't pass the sleight of hand check. They won some small gold amounts here and there, but 1 NPC won around 30gp before leaving for home. The ranger followed him stealthily. Waited an hour in the shadows till the man went to sleep. Broke in and stole all the gold and planted it on the sleeping Barbarian back at the tavern. Behind the screen I rolled some charisma checks when the man woke up and checked his pouch to find it empty. He wanted to go to the constable and report it, but his wife talked him out of it saying: "you probably were drunk again and lost it all while gambling". So the player got away with that....for now.
At night the barbarian went to sleep early and the cleric bought a jug with ice cold water. Tried to put the barbarians hand in it, but the passive perception woke the barbarian up just in time. He poured the jug over the cleric and went downstairs for 8-9 beers before going back to bed.
Then they FINALLY made it to the Sunless Citadel. You can imagine we didn't get very far yet.Encountered some Twig Blights on the road, but noticed them quickly enough so shot them down before getting into range. Got jumped by giant rats that almost killed them so they took a short rest. They barely made it across the threshold into the Citadel. In the corridor is a side room with the Mephit barrels. They triggered the Ice one first. Had trouble taking him down. The steam one almost killed them all. After taking health potions and spells it was time to go into the area with Meepo. I was worried they would kill him and trigger the 16 kobolds in the area that would flood in spread across 4-5 waves. Especially when 2 players were planning to stealthily kill Meepo. I played the kobold as so depressed and catatonic they took the risk of talking with him... pfew.
I let Yusdrail sell 2 healing potions to the players. Since the kobolds don't know much about what something is worth I could cut the players some slack. In the mephit chamber they found 5 gems worth 10gp each, but they didn't know it was 10gp... So I cut them a deal of 4 gems for 2 potions. But instead they used 2 gems for 1 potion and bought the other potion for 40gp hehe. After a long rest they went ahead upto the secretive room with the sarcophagi and the 5 skeletons. During the fight the ranger used bags he had bought and tried to put them on the heads of the skeletons trying to blind them...and that worked out nicely a few times. Afterwards they gained some nice items.
wonder how they'll resume. first sessions I wasn't too strict about rulings and was focussing more on them understanding their freedom and how dice roles work.
Going to look for some atmospheric video's and music to put on the beamer projecting onto the big wall opposite to which everyone is sitting. Because we had none of that during the first "test" session.
Players are giving a lot of positive feedback. And for me personally I need to work more on atmospheric explanations of environments.
Wow 260 euro to get all the mini's I want for the foreseeable few levels... Guess its worth it. Especially since it includes 1 for each player.
Also bought the hardcover Xanathar's Guide and PHB since I find that more convenient when playing instead of using a PDF.
Found a nice homebrew conversion for the 4e Warden class into 5e. I really liked that for the little bit played in the past.
Question(s):
1. We have move, standard and bonus actions. After reading something I would like some clarification. If you don't use Bonus and Move actions. Would it be possible to attack twice even if you don't have the feat or dual wield weapons equipped? So that the priest for example could hit twice in a row with his mace.
2. Critical hits only occur on a 20? With possible feats expanding that range? Just making sure since I miss the table we had in 3.5 where weapons showed their 18/19/20 range if applicable.
3. The weapon Shatterspike from the Sunless Citadel. 5e description makes it do automatic critical hits, but mentions nothing of the weapon breaking aspect it used to have. Since I'm turningn the Shatterspike into a mace, for a trickster cleric, the shattering/disarming effect would be a nice troll method for a trickster. Would I use a DC check to target such a specific small target? or increase AC to hit chance?
The disarming rules sounds interesting. Since it is a trickster I think its a nice troll to opponents while also providing some "control". Could say a base of 2 uses per long rest. Gain an aditional 1 use every 5th character level.
The players are really involved to the point some are looking into papercrafting 2.5D environments from cardboard+paint. Will be curious how that'll work out.
looking into a side element for 1 character. He has a weapon with background history. When turning lvl 3+ he gets totem barbarian. Want to use that around lvl 4-5 to grant a dream sequence that lets him explore the magic weapon and his atunement. Guided by the spirit animal. Unlocking one of the elements he mentioned in the backstory. Not sure about the details of the dream sequence. Some creative aid is welcome. Its about a greataxe that unlocks fire during day time only...twice per long rest. Later unlocks cold during night time only.
Ok so I made my first 5e weaponry... For the Archer at lvl 2 I've gotten something instead of a boring +1 magic weapon. What do you guys think of these for lvl 2-4 characters? They'll have to work with these magic weapons for quite some time. Want them to be ready for Red Hand of Doom.
Shadow Ray
Bow, Requires Attunement
Gain +1 to attack and damage rolls. Twice, per long rest, you can cite a small incantation while knocking the arrow. The first arrow will be a regular attack. After that two more shadow arrows appear mid air besides it. Roll attack for each of the shadow arrows. On hit deal 1d6 force damage.
Eclipse
Great Axe
Gain +1 too attack and damage rolls. Can ignite the weapon, without heat effect, and use it as a 10ft radius light source of dim light. Twice, per long rest, during day time you can use a Flame Weapon Attack. It activates as a bonus action and stays active only for the first main attack. On hit deal additional 2d6 fire damage.
The Eclipse weapon is part of a backstory of a player. Later stages the weapon will develop to grant cold damage during night time. Grant fire/cold resistance. Increase the effects. Its for a totem Barbarian and will tie in the unlocking of effects through "dream" sequences. Might eventually even make it sentient somehow. Basically a weapon the character will use all the way through the game basically. Trying to tie in foreshadowing through the Dream Sequences for future events as well.
Still working on t he Shatter Spike. Which I'll turn into a mace instead of a sword, for starters. Twice per long rest a chance to shatter opponent weapons as a disarm action.
If you weren't planning this already, both of these items should probably require attunement.
For Shadow Ray, depending on what you want the flavor to be like it could deal necrotic rather than force damage (other shadow-y magical effects seem to deal mostly necrotic damage). Also maybe instead of having two uses and each use creates two arrows, the item has four charges and each charge spent creates an arrow, would allow some more control and let them spread out or concentrate damage over more/fewer turns. It probably would also make sense for the shadow arrows to have a set attack bonus, rather than using the user's attack bonus.
Eclipse looks good, just for clarification: is the intent that if the next attack made after activating Flame Weapon Attack misses, the effect is lost?
Could work in some charges for future weapons. Will be handing out the Shadow Ray in an hour or two when we play. Flavour wise its more a stealthy snipe weapon, not a shadowrealm-esque, weapon. With shadow in this regard I meant more as in an arrow made more difficult to spot, covered in a shadow. A bow dropped by a ranger accompanying a paladin would be odd if using necrotic.
How about this quick alteration?
Shadow Ray
Requires Attunement, Ranged bow
Gain +1 to attack and damage rolls with this magical weapon. As a bonus action incite a small incantation to shoot shadow covered arrows. One arrow per charge expended. Roll attack for each arrow, which does 1d6 force damage on hit. The bow has 6 charges in total. Regain 1d6 charge per short/long rest.
They both require attunement
IF you activate the Flame Weapon it only works on the first attack. If you get to add 2d6 on all attacks during 1 round it would become OP. Especially since Barbarians can do 3 hits easily per turn. That would be 6d6 extra damage. However the weapon will unlock more power/usage of skills along the way. The weapon will grow alongside the player. Eventually he'll be able to use Flame Weapon for an entire fight with balanced damage output.
Last sunday we had another game session. They made ok progress and found the Shadow Ray. During one fight the ranger unloaded all charges and every single one missed. Made the opponents dodge abilities feel more epic. Not to mention it almost killed two of them with a single attack which added to the tension. Next up they're going for the imprisoned Dragonpriest.
After that it'll be time for their first big battle. Some kobolds have been sent ahead to hold the "liberated" areas to prevent goblins taking those rooms back any time soon. It helps that the players forced the goblins back to the last room of the first floor. They're holed up and preparing a defensive. Since the players are going for the Dragonpriest first the goblins have time to really dig in. That's the fight I'm really preparing and even running simulations for to make it interesting. The players + 1 NPC they rescued + 6 kobold helpers vs many goblins, the goblin shaman with some nice spells. Working on the 3-4 hobgoblins attempting a flanking move entering the fight around round 4-5.
Also curious how they'll deal with all the "commoner" goblins. Will they blatantly kill them or not. Which might be interesting comparison material for later during RHOD/Rise of Tiamat where a real war will lead to more similar situations.
After the session we started talking about all sorts of things. How they like the organic feel of the dungeon, that things feel realistic and make sense helping with the immersion. So when someone mentioned backstabbing an npc, while standing in front of that character some players said that was weird. Thankfully everyone agreed to stop doing that and try to get better at the roleplaying bit. Also found some great ambient sounds to use. Working towards using the beamer as well. Thinking about making digital maps and tokens and project it on the wall. Using the ambient LED lights as well. Tried looking at miniatures, but that got expensive real fast. And didn't even give me all the necessary ones either. Beamer sounds like a nice cheap solution then.
Been playing out some simulations of that particular "big" battle. At first it seemed fine, but I kept adding little details to the point I'm not sure they can handle the follow up with the three Hobgoblins. Unless I delay their turn of arrival by two. Which could be explained as them having to move through the horde of goblins trying to get away from the invaders. The goblin shaman hates the hobgoblins and might be inclined to throw down her weapon and strike a conversation. Whatever she can do to safe her tribe. Also opening up options to strike a deal and fight the hobgoblins together. Which then means I also have to think about the possible scenario of Yusdrayl, the kobold priestess, being unhappy about the goblins still being alive.
In the case of the players killing the goblin fighters, shaman and hobgoblins... what about the commoner goblins. Some tried to flee and where would they go to? If they try to run out of the Citadel the kobolds will cut them down. If they try to climb down the pit onto the Grove level then where should they be placed for the players to run into them again.
So much to think about and need to have it ready this saturday. Its the only aspect that is having me occupied right now. Everything else just flows for the time being.
It also looks like they want to take Meepo with them. So far they've seen him being treated like dirt and spit on. In combat he showed to be, due to the rolls, an exquisite slingshot sniper. Some called him a badass since he just focussed fire on the opponents that were target by most of the players. Resulting in him getting a few last hits in. When he tried to use a spear, which the party gave him, funny stuff happened. With a goblin rolling around dodging every thrust and other silly stuff. To the point some players took away the spear and told Meepo to stick to his sling. Meepo was able to use the spear to fend of the White Wyrmling's bite attacks, but the frost breath knocked him down. The party carried him back and stabilized him. They proceed while he's being taken care of. However his status within the tribe hasn't grown a lot. Depending on some persuasion checks he might just join the party. Already made a char sheet with him as a Ranged Rogue. With of course low stats and such since he isn't a full PC to begin with...and more there to tag along with the group. Will most likely give the sheet to a player so he can have Meepo as a henchman.
Once again regarding loot. Is it a good idea to ask the players to make a list of items as a wishlist. Not that I will blatantly give those items, but to get an idea of what they'd want. So that I can sprinkle a few here and there or create my own items inspired by what they want.
Found a page at http://prints.mikeschley.com/p856083253 to get some maps that print to 1 square cm paper. However its odd. I choose Paypal, because I don't have a creditcard, and then it still demands a creditcard as payment method even though i choose Paypal. In short I can't buy that stuff :(
For sounds I've mostly gotten from https://www.youtube.com/channel/UCUGy8GD5oY4EX9awX4FSqBw
A question regarding Druids. A new player wants to be an Elven Druid. I never, even in past editions, played a druid. Nor ran into players who had. Most of the descriptions are pretty straightforward. The aspect of preparing spells every long rest... What is that about? Is it the same to other spellcasters that can switch out spells every time they level up? Meaning Druids have access to ALL their spells in the manuals and each long rest choose which ones they wish to write down on their sheet for actual use? Of course taking into account how many spells/spellslots they would have at that given level.
Yeah, you've more or less got it right. After each long rest, a Druid prepares a number of spells equal to Druid level + WIS modifier. They can prepare any spells that are on the Druid spell list and are of a level that they have spell slots for. (Also if they choose Circle of the Land, each land has certain spells that are always prepared, and don't count against the number of spells they can prepare).
Good to know. Thanks.
Also. Would it be a good idea to ask the players for an item "wishlist" so that I can get an idea of what they're looking for. Then sprinkle those items around or make my own based on them?