Wednesday, 2 March 2016

Dragons of Nordheim game 1

so i started a new game last week that i am running online, i will be posting up both play reports and various things that i am going to be using in the game. this first post is going to be the play report of the game that i ran last week. so here it is

The small fishing village was attacked by four Ram Horns who were spotted by a could of kids off playing by the coast. There was only two of the PCs at this point who both helped mount a defence of their village by grabbing axe and shield, as one of the dragons charged one of the ballistas Elof threw one of his javelin at it hitting it square on, Sigurd figured that teaming up on the same creature would be the best way to take them down and charged in from on side and leapt at the dragon swinging with his large battle axe but he misjudged the flight pattern of the Ram Horn in his battle rage and the swing went completely past the dragon and into his leg. His wounded leg hit the ground first causing him to collapse to the ground, but shaking the wound off he jumped up as readying himself for their next pass. 

The two warriors next saw two Fire Drakes speeding towards the village, but decided that the young, infirm, and the warriors on protection duty would deal with any fires that they caused. Elof lowered his shield that gripped his axe with both hand stepping into a baseball stance ready for the Ram Horns next charge, and he hit the same dragon that he had speared with his javelin cutting into the creature with a deep and long cut, the previously wounded Ram Horn died instantly as it was split in twain. Sigurd dropped his battle axe and charged one of the remaining three dragons spear tackling it and holding on pinning it's wings and dropping it from the sky near the village Inn where some shield maidens rushed the downed beast and made short work of it with their swords. The remaining Ram Horns had almost completely destroyed one of the ballistas when they saw what Elof had done to one of their kind, they roared with rage and banked around ready to hit him. The two Fire Drake kept peppering the village with fireballs and two of them were aimed towards Elof who managed to duck behind his recently acquired corpse but trying to keep an eye on the various dragons caused him to have one of the fireballs strike him square on his bare muscular, scarred, tattooed chest.
As the Ram Horns rounded to strike at Elof, the broken ballista fired at one of them snapping it's bow arm and string in the process, but downing the beast causing it to crash to the ground into the same ballista that had fired at it destroying it. Sigurd got off of the Ram Horn that he had wrestled out of the air and charged at the remaining Ram Horn charging towards Elof, catching it and pulling it to the ground in front of him. Elof stepped up with his axe and with one mighty blow cut the beasts head off. Upon seeing this the two Fire Drakes span around speeding into the distance.
Cheers went up through the village over their victory and the dragons were then skinned and cut up to be eaten in a feast. Whist the gutting and skinning of the creatures was occurring small ocean blue stone with a rune marked upon it fell out from under the skin behind the head of the dragons. No one in the village recognized the rune and the cheif asked for volunteers to go take them to the seer, as Sigurd and Elof had both grabbed one of the rune stones to inspect they were both volunteered by the chief for the journey.

We where then joined by two other PCs, one of which quickly grabbed a rune stone because it reminded her of the ocean and they both joined in on the trip to see the seer. Sigurd and Elof both filled their drinking horns and finished their mead in one go skolling the spiced honey liquid.
They arrived at the bottom of the mountain and decided that taking the path was for those without valour and began to climb the mountain. The weather began to change during the climb from a cool day with a slight breeze to rain with a bit of a stronger breeze, about three quarters of the way up the side of the mountain there was a noticeable drop in the temperature and the rain turned to sleet and a strong wind blew through them, Elof slipped a little and smashed his face into the mountainside.
Getting to the top of the mountain they saw the seers hut and Drifa and Sigurd called out, the seer greater them and asked them inside. They presented the rune stones to her and she dropped it as soon as it touched her skin, she explained that they are control stones and that it's a long lost rune that only some of the oldest seers know. She reached out and threw some chicken bones and small rune stones into a bowl and tipped them out, reading the signs the seer explained that Drakken must have escaped from his cage in which he was chained up by a gleipnir which is unbreakable, the escape of her "brother" is terrible and the cheif should know right away and the seer tells them that he will need to call a meeting of the cheifs. Upon hearing this the group thanks her and get up and leave, walking out the tanned hide door they see two ravens take flight from nearby the door.
Whilst in with the seer the weather had gotten even worse with snow falling so heavily it reduced their sight to no more then 10-15 meters in front of them. Deciding that it would be best to take the path they head down it towards the village and the warmth of the inn with the recently slain dragon waiting for them. It wasn't until they were pretty much upon it that they saw the Dreadbiter, the shock of seeing the four warriors caused it to jump up on its haunches ready to attack.
Elof is quick to react charging the dragon and attacking with his axe cutting it only a little. Drifa pulls out her harpoon and charges the Dreadbiter and sticks it deep inside the creature slicing part of the wing. The dragon didn't like that and span towards Drifa and bite her, upon biting her the dragon wraps it's tongue around Drifa holding her in place getting ready to swallow her. Knowing that this is going to occur Hujra come in with his rapier and stabbed it in the eye blinding it temporarily. Seeing that blinding the Dreadbiter didn't release his comrade Sigurd came over and picked up Drifa and pulled her out of the dragons grasp. With her free Elof moved around the dragon and then took a couple of steps back and shoved it off the side of the mountain path. Drifa decides to take advantage of this and grabs her harpoon and walks to the edge of the mountain and as she goes to throw it she stumbles and slips off the edge, falling of the mountain Drifa attempts to correct her mistake and swings with her harpoon at the Dreadbiter but the two of them falling causes her to miss. The dragon attempts to right itself but the cuts in its wings on serve to slow it's decent a little. Hujra grabs a rope out of his bag and quickly slings it around his body and throws the rest over the edge calling out to Drifa. Sigurd grabs his battle axe and yells a blood curdling roar and leaps over the side and sinks his battle axe deep into the dragon killing it and falling through the air with it.
Elof also leaps over the edge axe first unaware that the dragon had been slain and misses the creature as it had fallen too far for him to reach. Drifa having righted herself lines up the dragon and throws her harpoon at it skewing it, she flicks the rope and causes the dragon to flip over and gets onto it. Hujra sees a rock near by steps out of the rope and ties it too the rock, grabs a climbing ring and slides it onto the rope and through his belt and with a hand axe out steps over the edge of the cliff the rope attached to him holding tight. Sigurd manages to hold on as the Dreadbiter is flipped mid air and climbs aboard with Drifa, both of them riding the dragon towards the ground which they still can't see. Elof seeing the dragon disappear beneath him has a quick look around a sees the rope that Hujra had thrown and reaches out grabbing it, sliding down it, rope burn on his hand and arm he stops at the bottom of the rope with almost no rope left to hold.
Drifa and Sigurd right themselves and get ready for impact, they high five each other, and the ground meets them and they sink into the fresh snow. Sigurd jumps off of the dragon and lands in the snow on his feet. Drifa rides the dragon all the way down and is pushed though the dragon as it compacts beneath her.
Elof continues to climb down the rest of the mountain figuring that it will be easier then having to go back to the top of the rope and then walking down.
Not seeing the Dreadbiter anymore and assuming that his companions are most likely in Valhalla, Hujra makes of at a slight jog to get back to the village so that he can get some help to recover the bodies of his group, only to find them at the bottom of the mountain fine and cutting the Dreadbiter up to make it easier to carry back to the village.
Getting back to the village they speak with the chief and then begin to drink, boast about their fight against the Dreadbiter, eat, and fight the night away.
We wrap there with two of the party gaining a point of honour and everyone going from level 1 to level 2. 

Friday, 6 November 2015

different type of spiders

so there are heaps of different spiders out there in the real world, so why is it that in games there is only really 2 or 3 different types? you have a swarm, giant, phase (even sometimes this isnt used), so why is this the case, also why do spiders always seem to be used as a sort of “hanging on the walls or ceiling” type of monster, why are they never in their webs or even in their burrows?

well i thought about this and decided that it was fucking shit to have all these crazy different spiders with these “cool abilities” (some of you might not think that they are cool) out there and not being utilized. so i made a list of some different things that you could add to or change in the giant spiders (or even any other type of spider, just change things higher or lower for different sizes) profile to make them a little bit different. 

(feel free to roll on the table more than once)

D12 spider ability table

1 Web Spinners - can cast web as a bonus action (recharge on a 3+)
2 Hunters - DC 15 CON save or become paralyzed for 1D8 turns, save for 1D4. this can stack
3 Necrotic Poison - DC 13 CON save or suffer 3D10 necrotic damage and poisoned condition, save for half. next turn repeat the save but for 2D10 necrotic damage, then again the next turn for 1D10 necrotic damage. any successful save during this period negates the need for a save the next turn
4 Poison Spitters - 15 foot cone, DC 13 DEX save or suffer 4D6 acid damage, save for half
5 Jumpers - leap - the spider can expend all its movement to leap up to 90 feet, this can be used as a charge attack if so the creature gain advantage on its attacks for this round
6 Sprinters - add 20 feet to the speed score of this spider
7 Trapdoor - attacks can also deal 3D6 sneak attack damage, creatures have disadvantage against these spiders when finding out if they are surprised
8 Wolf - these spiders have advantage on perception checks, with there darksight range being 120 feet.
9 Female Wolf - carry eggs sacks with them, after death or large amounts of damage add 1 spider swarm to the combat in the same location as the female wolf spider
10 Water Walking - can walk across water, can also create a small “diving bell” like structure to allow it to be underwater for 30 minutes at a time
11 Crab Spiders - has advantage on stealth checks, due to its ability to change it colours to that of its surrounds. the skin of these spiders changes colour to suit its surrounds to make it harder to spot  
12 Urticating Hairs (shooting quills) - 30 foot cone, DC 17 DEX save or suffer disadvantage to every roll using either STR, DEX, or CON. save for no effect. creatures hit by these hairs begin to swell up and suffer from rashes in the area where affected, if you really wanted to you could probably also reduce the AC of the creature his by these.

another thing you don't really tend to hear about is how they attack, like i get the “they are above a door and then they are on you” type of thing that tends to happen, well this is also mostly bull shit. don’t get me wrong, I'm not saying that it doesn’t go down like that, I’m just saying that there are other ways for this to happen as well.

so here are some of the different spider tactics that you might find out there.

spring out off a burrow, either underground or in the bark or a tree, bite its target (using some sort of paralytic poison) and drag it back into its burrow. it then either cocoons its prey in a web or spits/injects a digestive acid upon it.

wait until its prey is stuck upon its web, either bite it (using paralytic or just poison) and cocoon it or just straight up cocoon it (this causes the target to suffercate). then it will inject or spit its digestive acid upon it

wait until its prey travels underneath it and drop down silently on a strand of web, bite the prey and then either web them and lift, cocoon them and lift, carry them and lift back up onto its web/hiding spot

either run quickly or leap at its target, bite it and drag it back to its web

spray its urticating hairs at a target in either an defencive or offencive move, then take advantage of this now disoriented prey and run in and bite it, then drag it back to its lair

spit its digestive acid at its prey and then follow it as it begins to slowly wither and die, biting or spitting more acid as needed.

i will be using this stuff for my spider queen game that i will be running for my home game soon.

Monday, 2 November 2015

Spider Queen

so i found this silly spider toy at a cheap shop during the period leading up to halloween, so i decided to buy it (it was like $2) and then i told my players that it would be attacking them when i get back from my current work rotation.

upon seeing this spider i had a few different ideas come to mind, stuff like the “random encounter” in out of the abyss (its not really a random encounter) or “part of the main plot” of scenic dunsmouth (if you have read SD then you understand why i used the quotation marks). but i didnt want to just steal this wholesale, just to grab an idea or two from it and then make it work for me for my next adventure.

so whilist i am getting the details for the spiders and other stuff that might be around the area (im thinking of a island in the middle of nowhere or something like that), i will tease you with some stuff that will help you out when you have been messed up by the spiders or their venom.

Antivenom - 50 GP, a clear liquid that smells of mixed spices and tastes like mixed spices, this vial of liquid provides advantage to saves against poison for 1 hour.

Spider Balm - 200 GP, a pale green balm that smells of aloe and tastes horrible, this small jar of ointment contains 1D4 (2) uses, when rubbed onto the wound or eaten it removes any poisoned condition and provides advantage to saves against poison for 1 hour

Spider milk - 100 GP, a milky white liquid that smells like nothing and tastes like burning, this vial of liquid is venom milked from a spider, can be used to make 1D3+1 (2) uses of antivenom or used to coat 1 short sword or 2 knives to do the following extra damage, CON save DC 12 or 2D6 damage, save for half.

Spider repellant - 300 GP, a white blam with little bits of black through it that smells like dead spiders and tastes like dead spiders. the balm when placed upon the body will repel spiders for 1D3 (1) hours. giant/massive spiders may fly into a rage (51%) or be repelled, if in a rage they gain advantage to all attacks against the creature wearing the balm and double any modifiers to damage they may have (eg 1D8+3 becomes 1D8+6)

Spidersilk armour - 750 GP, this thin armour has a white hue to it and weighs almost nothing, armour made from spidersilk is treated a leather armour yet provides protection as if wearing chainmail (AC 16). any attack or damage from fire or acid reduces the AC by 1 until it reaches, then the spidersilk armour disintegrates

Web walking boots - magic item, these thin leather boots have been woven with spidersilk, when worn the user can walk along spiderwebs (as long they are large enough to support the creature's weight) as though they were normal terrain, the creature can also attempt a perception check at disadvantage DC 17 to know if someone or something else is on the same length of web.

well, thats it for now. lets hope i can actually keep blogging

Monday, 13 July 2015

insert word Hunter (or witch hunter) background for 5e

so after my party got a TPK (well mostly, its a story for another time) we have decided to continue in the same world, and they are all going to be witch hunters (or some sort of Hunter) so i have made the following background for them to use

Witch Hunter - Background

Witch Hunters tend to be a solitary bunch, not having many people that they care about outside of their own comrades, hirelings, and apprentices. This might be due to them only really seeing the worst in the world, or that everyone they have ever trusted have turned out to be that which they hate. They are given the power of the church or the government to do their job and no one tends to go against them when they use their authority. Using knowledge gained from religious studies or from lost/forbidden arcane books, they combine their knowledge of evil and academical studies to fight the agents of evil which they hunt

type of hunter
1 - Witches
2 - Necromancers
3 - Demons
4 - Devils
5 - Elder Beings
6 - Monsters
7 - Dragons
8 - Shapeshifters
9 - Vampires
10 - Elementals
11 - Spirits
12 - Fey

Skill Proficiencies - Perception, Religion
Tool Proficiencies - Alchemist Kit
Language Proficiencies - Whatever you hunts speaks

Traveler clothes, 1x flask of holy water, scroll case, wolfsbane, stinking nightshade, garlic, witch glass, hemlock, salt, mistletoe, symbol of authority, alchemist kit, belt pouch containing 10 GP

Fear and Respect
No matter where you go, people are either in awe of witch hunters or they are scared of them. Due to this the witch hunters are able to get preferential treatment when they are in a civilized settlement which includes stuff like free lodging, meals, or cheaper prices. Whilst this tends to be the case, those in the upper echelons of society tend to not be so scared of the witch hunters thinking that their contacts within the city can sway a vote their way and not the witch hunters way.

i havent come up with any of the ideals/bonds/flaws and stuff because you can just figure that shit out yourself  

Tuesday, 27 January 2015

Dr Pilkington's Miracle Cure - 5e d&d

so what is a wild west game without some snake oil miracle cures? not really one. so i thought about it and came to the conclusion that i needed some sort of miracle cures snake oil in my game, and what better then some sort of magic potion, well i don’t have a cure wounds potion or potion of healing or tonic of health betterness, and as a sort of low magic game that i am running (even though in my current group i have 3 dragonborn characters, a warlock, and a sorcerer) i think that something like this would be good. of course it will have to have some sort of chance of not being anything or actually doing something completely different to what it is advertised to do, so maybe if it has a chance of not working and having a roll on a random table if thats the case.

the name came from here for all you non australians (or non cider drinkers)

well, without any further preamble i present to you Dr Pilkington’s Miracle Cure
not only does it fix the ailments that you might feel from a hard days work, but it can heal your wounds, fix your broken bones, remove the toxins of a deadly creature from your system, it prevents further injury and helps promote recovery. this one of a kind item is so amazing that you will be coming back for more, and for today only a special price of 50 gold pieces.

Dr Pilkington’s Miracle Cure - 50GP
roll any dice, if an odd number is rolled roll of the snake oil table below, if even then heal 2D4+2

Snake Oil table - 1D8
1 the tonic tastes sweet like honey as if goes down your throat, the taste lingers for a second or two. that is all, it has no effect
2 the tonic tastes sweet like candy and ends with a slightly bitter taste, the bitterness lingers and begins to get stronger. make a DC 10 CON save or suffer 2D10 poison damage
3 the tonic tastes bitter and acidic like you have sucked upon an unripe lemon. make a DC 10 CON save or suffer 2D10 poison damage, success means you take half of the damage
4 the tonic tastes peppery and spicy like a capsicum. make a DC 15 CON save, success means you regain 1D4+2 health, failure means you take 1D4+2 damage
5 the tonic tastes strong and painful like you have drunk pure kerosene. you enter into a berserker like rage for the next 1D6 rounds. you gain +2 to damage, and advantage on strength based actions and saves, whilst in this rage you are unable to cast spells or do anything that requires concentration
6 the tonic tastes strong and slightly painful, like a nice scotch. you gain 1D10 temporary HP, and suffer from disadvantage on any DEX or INT based rolls as you enter into a drunken stupor
7 the tonic is thick and hard to swallow, it tastes like mouldy bread and soft drink. make a DC 15 CON save, failure mean you begin to vomit and are at disadvantage to any action for the next 1D2 hours, success means that you gain 1D4+2 health and advantage on saving throws against poison for the next 1 hour
8 the tonic is sour like a strong sour candy, the taste linger for almost 5 minutes. that is all, it has no effect    

Tuesday, 13 January 2015

House Rules for my 5E game

so here is a list of the house rules that i will be implementing as a part of my new game. its for both my home group and for any FLAILSNAILS games that i get going. some of it is old news that most people know about (shield shall be splintered) and some of its crap that i havent stolen and made up myself. any way here it is

Rules for Cover
when getting into or behind cover during a firefight you will gain a bonus to your AC depending upon how much of your body is concealed.
partial cover - +2 AC
full cover - +4 AC
prone behind the cover - +2 and you are disadvantaged to any DEX saves

Cover takes Damage
when something that would normally hit the original AC of a player, but misses due to cover it get damaged. if cover is damaged a number of times equal to 2x its bonus then the cover is no longer viable, when it reaches the number it normally provides as a bonus to AC it halves the amount of bonus it provides (eg if someone is ducking down behind an overturned table (partial cover) and its hit twice, then the bonus that the table provides is now half (+1). if they move to a new table then it become +2 again, as its new and not full of holes/cuts/slashes/smashed in bits.)

Overnight Healing:
in 5th ed healing seems to be very generous, or at least that is how i see it. you go have a long rest with 1 HP and you wake up with full HP, its crazy and i feel like it doesn’t really fit within the world i am making, so i am using this rule instead. during a long rest when you heal you can roll half your HD rounded up, this is for free and doesn’t count towards or impact in any way the amount of HD that you can spend to heal or the amount that you get back when conducting a long rest

Thank God i Had a Fucking Helmet On: if you are wearing a helmet and take melee or missile weapon hit in combat (it does not apply to critical damage, backstab damage, or magical damage) that would reduce you to zero HP or less, you can instead declare that the helmet too all the damage and you are at 1 HP, with the helmet irrevocably desroyed, whether it was magical or not. In addition you are knocked unconscious for 10 minutes plus 1D100 minutes, and cannot be awakened before that time unless healed magically in some way

Shields Shall be Splintered: any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered from the force of the blown and you are knocked down, but you are alive and have taken no damage from the hit.

i will also be doing a Renown type of thing for this game, where the higher your renown with one group means that they are more likely to help you out with things or look the other way. but if you get in good with one group you will automatically lose it with some others, eg you do heaps of bounty hunting the law/bounty hunters will like you the criminals/highwaymen will not

so yeah, feel free to tell me what else you think i should include or should change

Friday, 2 January 2015

new year new game

so its a new year and my group and i have decided to start a new game.
as we couldnt really come together to decide upon a type of game to play (they wanted to play 5th ed) i decided to go with something that i was in the middle of writting up for my new flailsnails game.

so i wrote this thing a while ago and then cleaned it up and added a map and now i just need to fill the hexes.

but anyway, i will be starting a new flailsnails game, probably just a pick up game at the moment while i sort out my working life and all that jazz.

if you would like any information on it, click on the following link and feel free to ask me any questions about it. 

i will be using this as a sort of living document, so it will be changing and getting added to as things happen and as the groups do things.