Sunday, 10 September 2017

the meta plot of my new game

so the basic overview of my meta plot is that the yuan ti is attempting to gather power within the region and summon some sort of devil/demon that is their god (turns out that they have one Dendar, the Night Serpent, Merrshaulk, Master of the Pit, and Sseth, the Sibilant Death, are listed within the monster manual as their gods)

so i figure that i will start off with all the dumb random crap on the interwebs about the lizard people secretly ruling the world and then just d&d it up. so here is what i have:

due to the uprising of the weird devil/demon cults over the last few years this allowed the yuan ti to get into a position of power in a few different places with either backdoor pay offs or assassinations or even just getting shape changing people to take the original persons place. they have done this in strategic locations so that they can have a finger in every pie that they think they will need, so anyone from the random beggar on the street to the leader of the magicians guild to princesses of the realm, they could potentially be yuan ti.

they have decided that the devil/demon war that happened a few years was good for them and by placing false information about people trying to resummon them or new ones they can actually use this as a cover for what they actually want to do, which is summon their god/gods.

i have a few other random ideas that i am trying to bring together and i have also sort of injected random story elements from various adventure paths that i have at home, the hooks that are currently out there are:
forgive us
the jewler who delt in stardust
edgewaters folly
tales from the yawning portal
maze of the blue medusa

so as you can see i have a bunch of potential areas i can take the story, i just hope that it all works out well

Saturday, 26 August 2017

New Home Game

So I started a new home game a couple of weeks ago and I will probably actually use it as a thing to keep my terrible blog updated or something along those lines, lets face it though i probably wont.

the new game is a d&d 5e game and the players are starting at level 10 as some sort of heroes of the realm. here are some of my notes that i have written down about the new game after talking with my players:

they stopped a big evil, the big evil was:
the king was possessed by some sort of devil, they rescued the king keeping him alive and banishing the devil in the process.

the possessed king was found out by the people of the realm to be evil when he went a step to far on his attempt to deal with other villains, the murderers, thieves and other criminals began to disappear. so the underworld people of the realm looked into it and found that they were running some sort of concentration style camps under the palace. then the possessed king got a bit crazy and started imprisoning more then just criminals, he went after stuff like priests and dark elves.

at the beginning the other rulers of the realm didnt really mind this as they were happy to be rid of their criminals.

a new deity rose up throughout the land and all the other churches and places of worship began to be broken, defiled, and destroyed, the priests and worshipers killed or hunted down. the survivors went underground or traveled away from the kingdom in an attempt to both stay alive and protect their deities teachings.

the underhanded folk of the kingdom all got together in an attempt to stop this, its the first time they all came together and formed a collective. this was for the greater good, because how could they profit from the people of the city and ply their trade if there was a war between mankind and devils? everyone of the underhanded folks "guild" had their leader be part of a democracy where they all meet, they called themselves "the council"

this evil went on for about 3-5 years
it took about 6-12 months to fix it
it has now been about 2-3 years since it all occurred

Friday, 16 December 2016

last years santicore plus this years mongrel-core

blah blah blah, never post as often as i should, blah blah blah, probably should do some more posting, blah blah blah, ill try better, blah blah blah, yeah thats a lie


so for last years santicore i did this thing

link

this is what i asked for, and its totally awesome

link 2

this year santicore didnt really happen (no big deal) but some of the trash clowns over at g+ went and decided to do a quick dirt bag thing, here is what i wrote up



Full Mongrel Carousing Table
You can use this as either a different carousing table or as something that is used in conjunction with your other tables that you have set up.

Roll 1D12

1 – you went full mongrel, you broke into a church smashing through a stained glass window and have stolen a 12 foot idol of the worshippers god. Roll 1D6, 1 – nothing, 2-4 – you smashed a few plinths on the way out and broke open the doors, 5 – you ruined some plinths and broke a door off of its hinges, 6 – you also grabbed 1D100gp worth of stuff on the way out. This is stuff like sliver candle sticks, paintings, money from the collection tins, censers, communion wine, and scrolls or books.

2 – you got into a fight, lose level hit dice one step down the chain hit points (eg you are a level 5 thief with a D8 for hit dice, so you would roll 5D6 and lose that many hit points). It’s a cool story and that’s it.

3 – you awaken in gaol being spooned by a large and unattractive person of the same sex as you, you have pain all over your body and your muscles are extremally sore. You don’t know what you did to cause this. Roll 1D6, 1 – you robbed a house/warehouse and were beaten up by the owner/security, 2 – you got into a fight with the city watch, 3 – you got into a rigged amateur fight, 4 – you had a punch on with one of your fellow party members, 5 – you fell from a great height, 6 – you looked the wrong way before crossing the road and got hit by a cart.

4 – you awaken in your bed, something seems out of place but you cant quite place it. You get dressed and when you pick up your weapon its covered in still wet blood, you have no idea how it got like this.

5 – you had a good night last night with a lady/gentlemen of the night, you have some sort of sore on your junk, it oozes yellowy green puss and smells horrible. Treat this a though you had cast stinking cloud with a 10 foot radius. This lasts for 1D10 hours.

6 – you smoked something weird last night, today you act as though under the haste spell. Tomorrow you are at disadvantage to everything. Make a DC 17 CON save, if you fail you must try and seek out more of this weird drug you smoked you must take more of this drug, if you pass you must seek out more of this weird drug you smoked but upon getting it you have the choice upon taking it again or not. If you take it again you have a cumulative +1 to the save DC for each time you have failed, welcome to addiction mate. If you have passed you have a cumulative +1 to your roll if you take the drug again.

7 – you smoked something weird last night, today you have a +5 modifier to any INT test that you make today, you are smarter then all those around you, they are nothing, no one else knows anything, you know all. Tomorrow you are at disadvantage to everything. Make a DC 17 CON save, if you fail you must try and seek out more of this weird drug you smoked you must take more of this drug, if you pass you must seek out more of this weird drug you smoked but upon getting it you have the choice upon taking it again or not. If you take it again you have a cumulative +1 to the save DC for each time you have failed, welcome to addiction mate. If you have passed you have a cumulative +1 to your roll if you take the drug again.

8 – you smoked something weird last night, today you halve any damage that you take from any source, you also have +10 modifier to any STR or CON based action that you take including saves. Tomorrow you are at disadvantage to everything, and any healing that you receive you are required to make a DC 15 CON save or you pass out for 1D10+1 minutes. Make a DC 17 CON save, if you fail you must try and seek out more of this weird drug you smoked you must take more of this drug, if you pass you must seek out more of this weird drug you smoked but upon getting it you have the choice upon taking it again or not. If you take it again you have a cumulative +1 to the save DC for each time you have failed, welcome to addiction mate. If you have passed you have a cumulative +1 to your roll if you take the drug again.

9 – you smoked something weird last night, there is now bugs under your skin but no one else can seem them. You really want them out, they shouldn’t be there but they are, no matter how much you scratch you cant get them out. You take 1 hit dice worth of damage every hour (eg if you are a fighter with a D10 hit dice, you take 1D10 damage), this can be magically healed but if this is the case you need to make a DC 15 CON save or the bugs get worse. Make a DC 17 CON save, if you fail you must try and seek out more of this weird drug you smoked you must take more of this drug, if you pass you must seek out more of this weird drug you smoked but upon getting it you have the choice upon taking it again or not. If you take it again you have a cumulative +1 to the save DC for each time you have failed, welcome to addiction mate. If you have passed you have a cumulative +1 to your roll if you take the drug again.

10 – you smoked something weird last night, you are at disadvantage to everything today. Make a DC 17 CON save, if you fail you must try and seek out more of this weird drug you smoked you must take more of this drug, if you pass you must seek out more of this weird drug you smoked but upon getting it you have the choice upon taking it again or not. If you take it again you have a cumulative +1 to the save DC for each time you have failed, welcome to addiction mate. If you have passed you have a cumulative +1 to your roll if you take the drug again.

11 – you smoked something weird last night, you are extremally hungry and thirsty today, you must consume three times the normal amount of food and water today. Tomorrow you are at disadvantage to everything. Make a DC 17 CON save, if you fail you must try and seek out more of this weird drug you smoked you must take more of this drug, if you pass you must seek out more of this weird drug you smoked but upon getting it you have the choice upon taking it again or not. If you take it again you have a cumulative +1 to the save DC for each time you have failed, welcome to addiction mate. If you have passed you have a cumulative +1 to your roll if you take the drug again.

12 – you smoked something weird last night, it was nice, that is all. Make a DC 17 CON save, if you fail you must try and seek out more of this weird drug you smoked you must take more of this drug, if you pass you must seek out more of this weird drug you smoked but upon getting it you have the choice upon taking it again or not. If you take it again you have a cumulative +1 to the save DC for each time you have failed, welcome to addiction mate. If you have passed you have a cumulative +1 to your roll if you take the drug again.

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

Equipment
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

Feature
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