5e Grognard

5e Grognard

Old school ideas, new edition rules.

Monday, June 20, 2016

Running a game on Eska!

For a variety of reasons, we haven't had a chance to sit down and play D&D at all until recently. Looking back, I see my last play report was in February. I'm sure we played once or twice shortly after that, but I didn't get a report posted. Scheduling provided the biggest setback. Our weekends have been busy.

The next biggest competitor for our time has been Magic: The Gathering. My one son was looking around online and "discovered" Magic. Wanted to spend some of his allowance on getting some cards. His brother and sister had been into Pokemon, but it never really interested him. Much to his surprise, I pulled a box of Magic cards out of the closet that I had nearly forgotten about. It has been over 12 years since I last played. I have over 20 decks built and ready to go, as well as a bunch of extra cards and several "idea" decks that are nothing more than a general theme put into a pile. Magic swept through our household, with 1 on 1, 3 player and two headed giant games taking up our gaming time.

The boys and I did sit down to play our Saltmarsh game, being about halfway thru The Final Enemy. Looking back, I hadn't been having fun running this one, partially because the boys were bickering the last time we played, and partially because this module didn't really fit our party. We loved The Sinister Secret of Saltmarsh and Danger at Dunwater. The Final Enemy being a scouting mission wasn't a good match for a couple of boys that just wanted to fight things. So we decided to "fast forward" thru it. I declared "Mission Accomplished"! They collected the reward from Saltmarsh and collected some XP, but got no further treasure from the sahuagin. So next time we sit down they want to make use of the map and logbook they had found that will lead them to the Isle of Dread.

I have also been in a bit of a creative rut recently, and wanted to do something to shake things up. With my daughter over a couple weekends past, I wanted to go back to my "roots" a bit and play in sandbox mode. We have all been enjoying the Age of Worms a great deal. I'm looking forward to continuing it, since there is a bunch of fun stuff coming up that I've never run or played against.

So we made up a new group of characters. We decided to start off at 5th level. We didn't want to do the careful slog of the early levels. While 3rd level is a fun starting point as well, with everyone having subclasses in place, we went to the next major jump in power. 5th level brings 3rd level spells, extra attacks, as well as having the 4th level ability score adjustments or feats in place.

I dropped the bomb on them in the morning. Make a 5th level character, whatever you really want to play. Don't talk to each other, because I don't want anyone playing their 2nd choice to "fill a role". We'd run with whatever they came up with. The rest of the morning was a flurry of consulting books and my Google Drive files. (I have my Drive set up as my own personal "SRD" of sorts. Whatever rules I find from blogs and message boards I copy and paste into my folders that I've organized into the same chapters as the core three rulebooks.) I have tons of wonderful options there, and I said "anything goes".

This report was played in several sessions over a couple weekends and a week off I had after school let out for the summer. After the first, I really liked the vibe we were getting, and felt that this fit well into my imagining of Eska. So we did a few minor changes to make things fit.

We ended up with the following characters:

Ash. She's a fire genasi valor bard with the entertainer background.

Tulgasora. Originally a half orc bull totem barbarian with the bounty hunter background. Since there are no orcs on Eska, but my son liked the half orc mechanics, we reskinned him as a "savage hobgoblin", and not from one of the organized troops.

Pyric. Aasimar celestial sorcerer with the tinkerer background.

To round things out, I gave out additional starting money as "Wealth per Level" from the DMG, and I also rolled up a 5th level treasure hoard and split it amongst the group, giving out a ring of protection to Pyric, a ring of warmth to Tulgasora, and a wand of web to Ash.

As far as my DM prep, mostly with Age of Worms I had been reading each installment a week or two before we'd play, then review it again the day before or the morning of each game. At first I didn't really convert much, doing it on the fly and then making up full stat blocks after the fact and then posting them here. More recently I had been doing more prep before hand. Doing all the conversions, reviewing spell lists, ect. Overall putting more time in prep than I ever had before. I was experiencing some DM burnout as a result.

One thing that I've been bad at doing since starting with 5e is making use of Bonds, Flaws, Ideals, Personality Traits, Trinkets and background. I've vowed to change that with this party.

After checking out some of the Village Backdrops from Raging Swan Press, I simply asked the players "Where do you want to start? Cahill Abbey or Longbridge?" Based on name alone, Longbridge was the unanimous choice. I handed them the At a Glance printout, gave them a few minutes to read over it, and asked, "Why are you in Longbridge?". None of them knew each other before this.

Ash has been performing at The Merry Traveler, on the north side of the river. She has been critical of Baron Lorsh, the ruler of the southern bank of the river, and has has publicly insulted him. She was lingering outside of the inn when we started.

Tulgasora was waiting to pass through the northern gate of Longbridge. He was here to capture Iong, a goblin tailor who has been on the run because of some family debts.

Pyric was also waiting at the north gate. He had come to visit a friend, Bilner, a rock gnome tinkerer that has settled on Longbridge. Pyric has an idea for a crossbow that can transform into an axe when needed for melee, and hopes that he can use Bilner's shop to develop and then manufacture them.

The line to get into town had stopped. A farmer's cart had gotten stuck in the gate when the auroch pulling it got spooked. Ash watched on in amusement, while Tulgasora and Pyric came up with a plan. Tulgasora would lift and hold up the cart while Pyric removed a wheel and reassembled it once the cart was pushed free.

The three of them began talking after this and decided to have a drink together. After getting to know each other, they went about taking care of some business. Pyric went to meet his friend Bilner, and hammered out a deal to use his shop to develop his crossbow axe.

Some asking around found that Iong was running a shop on Longbridge, so the group went to pay him a visit. After a brief scuffle, Tulgasora had Iong grappled. Interrogating this goblin they group learned that it was actually Iong's brother, Striliax that had accumulated the gambling debts, and that he was hiding out in the small town of Cahill Abbey. Iong paid them 500 gold and a promise of the finest set of clothes for the bounty hunter Tulgasora. It seems that Tulgasora's trinket is an invitation to a formal ball in two years...

To group traveled to Cahill Abbey to bring in the bounty. On the way they were attacked by a smilodon. It pounced upon Ash and nearly killed her before Tulgasora wrestled it to the ground, eventually snapping it's neck. He kept the hide and now wears it as a cloak, Hercules style.

Once they made it to Cahill Abbey, they found Striliax in the Cahill Inn, gambling. Once they walked in, Striliax knew something was up and ran. He got away, but the trio tracked him to the ruins of the old church on the outskirts of town.

Since starting playing with my kids I've mostly ran linear adventures with them. This was the first time since my 2e days that I've run a game with the plot firmly in my player's hands. I've run this and some upcoming sessions using short, single locations or one page dungeons supplemented by random encounter tables. I'm a bit rusty with this technique, and play would slow at times, but overall we all have been having a great time.

Please check out my DMs Guild titles!
Airs of Ages Past, Nine magical harps from the Forgotten Realms
By Magic Masked, Nine magical masks from the Forgotten Realms
Grognard’s Grimoire: Sorcerers, Player’s options for the sorcerer class.
Patreon

Sunday, June 12, 2016

Review: Raging Swan Press: Village Backdrops

Reviews is something I haven't done at all that much here at 5eGrognard. Today I decided to change that. Part of the reason is because of the success I've had with the DM's Guild products I've released. Considering it's stuff that I would've put out for free here on the blog anyway, I'm so thankful for all of you that have decided to actually pay on these Pay What You Want products. From the beginning I've said I would never cash out this money. I will use it all as store credit over at the DM's Guild and at DriveThruRPG and support others doing the same as myself.

Unfortunately I have a bad habit of downloading more stuff than I will ever read or use. I've been trying to stem the tide a bit and focus a bit more. Also, a recent slump in actual gaming has cooled any actual use of products. All of this has changed recently with the start of a new campaign, this time set in my world of Eska.

Since taking such a long break in gaming that I did, when I started back with 5e, I took a bit of an easy path, and ran some old classics like Keep on the Borderlands, which I have run with so many different groups that I could probably DM it in my sleep. From that I explored some "new territory" (at least for this lapsed gamer) the Age of Worms adventure path.

Wanting to switch things up for this new group, and to minimize my prep, I went back to sandbox mode. The biggest help in our first couple sessions was Raging Swan Press' Village Backdrops. Anyone that follows me over at Google+ knows that I share stuff from other blogs and such that I like. Raging Swan makes frequent appearances on my feed with all of the stuff that gets added to their free resources section. Tons of great stuff there to use.

I was wanting a small town to start my party off in, and I looked through their Village Backdrops and narrowed it down to two I liked best. So I downloaded Longbridge and Cahill Abbey from DriveThruRPG.
Village Backdrop: Longbridge     Village Backdrop: Cahill Abbey
One of the things I really like about these Village Backdrops is that you can print out the free "At a Glance" pdf. At two pages, printed double sided it's the perfect handout to give to your players so they get an idea of what each town is like, and includes a map, Notable Folks and Notable Locations. Just the kind of info that adventurers would quickly find out. I do let them know that any info that they read in these sheets is not always true, or use a Sharpie on anything I'd like to keep unknown for now. For someone with more time, or is comfortable ad-libbing from a quick blurb, these At a Glance Village Backdrops gives a nice usable skeleton to build upon.

Cahill Abbey at a Glance
Longbridge at a Glance

On to the main documents. At thirteen pages for Longbridge, and ten for Cahill Abbey, these are decently sized PDFs for the $2.45 price. Once you get into the meat of it, though, you find that there is a front cover, back cover, table of contents, open game license, and the two pages you can get for free in the "At a Glance". So overall, it leaves you with less than half of the page count with actual new and usable information.

They do manage to pack a lot into those pages, though! Each of the Notable Locations and Notable Folks gets a more in depth write up, with plenty of hooks. You also get a d6 table of encounters, and Longbridge also has a d4 table of travelers. Each encounter and traveler provides hooks as well.

Longbridge an ancient dwarven constructions, crossing the river that borders two different nobles lands. The bridge is sizeable enough that a small community has built a town on the bridge itself. Each of the nobles has eyes on controlling Longbridge, but the Free Merchants living on the bridge have other ideas.

In the Cahill Abbey backdrop, a prophet spoke to the king about a savior coming from Cahill Abbey, and so the king has sent troops to this sleepy backwater, and they are currently fortifying the town. With the company of troops outnumbering the townsfolk, it has become a bit of a boomtown, with some villagers enjoying the wealth that the troops bring, and others resenting their lives being changes. Meanwhile, and ancient evil stirs in the ruins of the old abbey that overlooks the town.

Raging Swan publishes using Pathfinder rules, but I feel that those are easily converted to 5e.

Overall I really like them. Unfortunately my players didn't bite on any of the hooks in the sessions I used these, choosing instead to follow leads based on their backgrounds. I was able to use them as suitable locations that I'm sure my party will revisit, and they did provide characters for them to interact with. I give them each 5 Stars, and would download others from this series.


Friday, June 3, 2016

Bazaar of the Bizarre: Archer's Best Friend v2.0 Major Update!

I'm excited to announce a major update to Bazaar of the Bizarre: Archer's Best Friend! Expanded from 8 to 23 pages with over 20 new items and lots of new artwork. I scoured Deviant Art and found some great artists that I was able to work with that I feel really helps bring this to life. If you've already downloaded this, go back and get the update!
Please check out my DMs Guild titles!
Airs of Ages Past, Nine magical harps from the Forgotten Realms
By Magic Masked, Nine magical masks from the Forgotten Realms
Grognard’s Grimoire: Sorcerers, Player’s options for the sorcerer class.

Monday, May 30, 2016

Aasimar

In a new party that we started playing my one son is playing an aasimar sorcerer. The version of the aasimar that we are using is a mixture of write ups from two sources, which I took bits and pieces of each and put them together in a way I liked.

None of the content below is my original work, but taken from


and used by me in my game. I'm just posting this version since I will be referencing it in future play reports.

Aasimar
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.

Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.

Aasimars cannot truly be said to have an independent society of their own. As an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. This sometimes puts them on the wrong side of the law in more tyrannical societies, but aasimars can be careful and cunning when necessary, able to put on a dissembling guise to divert the attention of oppressors elsewhere. While corrupt aasimars may be loners or may establish secret societies to conceal their involvement in crime, righteous aasimars are often found congregating in numbers as part of good-aligned organizations, especially (though not always) churches and religious orders.

Aasimars are most common and most comfortable in human communities. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. It is unclear why the touch of the celestial is felt so much more strongly in humanity than other races, though it may be that humanity's inherent adaptability and affinity for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances other races may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true. However, even if they generally tend toward human societies, aasimars can become comfortable in virtually any environment. They have an easy social grace and are disarmingly personable. They get on well with half-elves, who share a similar not-quite-human marginal status, though their relations are often less cordial with half-orcs, who have no patience for aasimars' overly pretty words and faces. Elven courtiers sometimes dismiss aasimars as unsophisticated, and criticize them for relying on natural charm to overcome faux pas. Perhaps of all the known races, gnomes find aasimars most fascinating, and have an intense appreciation for their varied appearances as well as the mystique surrounding their celestial heritage.

Aasimars are most often of good alignment, though this isn't necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable abyss of depravity. For the most part, however, aasimars favor deities of honor, valor, protection, healing, and refuge, or simple and prosaic faiths of home, community, and family. Some also follow the paths of art, music, and lore, finding truth and wisdom in beauty and learning.

Aasimar names

Female Names: Adonia, Amethyst, Arabella, Arken, Arsinoe, Ayako, Bretheda, Calanthe, Castrovei, Davina, Delphinia, Drinma, Dulcida, Feyla, Imesah, Iomedae, Isabis, Liavara, Li Mei, Masozi, Maysamma, Mirei, Moonstone, Nijena, Niramour, Ondrea, Rhialla, Sabiha, Sunetra, Valtyra, Zinnia.

Male Names: Aballon, Akemi, Aritian, Aurelio, Bellarmine, Beltin, Carnelian, Cayden, Cernan, Clarion, Cronwier, Desiderio, Eanril, Eran, Eremurus, Gwyn, Ilamin, Kinjiro, Kyan, Malachite, Maudril, Okrin, Parant, Shenir, Sterling, Talyessin, Triaxus,Tural, Wyran, Zaigan.

Aasimar Traits

Ability Score increase : Wis+2, Cha+1 or Wis+1, Cha+2, Player choice.

Age. Aasimar age similarly to humans, though many stay looking young for much longer than other humans.

Alignment: Tending to Lawful Good but not restricted to.

Size. Medium. Their size and build is roughly the same as a human's.

Speed. Base walking speed is 30 ft.

Darkvision. Your planar heritage manifests itself as the ability to see in dim like for 60 feet as if it were bright light, and to see in darkness like it was dim light. In darkness, you do lose the ability to distinguish color, seeing the world only in shades of gray.

Celestial Resistance: Aasimar are resistant to cold and electricity damage.

Skilled: Aasimar PCs gain proficiency in persuasion or perception.

Celestial Legacy: Aasimar know the light cantrip. At level 5 you can cast the aid spell once per day. Wisdom is your spellcasting ability for these spells.

Languages: You can speak, read and write common and Celestial.

Random Aasimar Traits

Roll 1d10, twice, to determine your random traits.
d10 Roll
Trait
1
When light shines on you at a certain angle, you produce a small, rainbow corona.
2
Your skin is pearlescent
3
You have small, vestigial wings with white feathers.
4
You smell of incense.
5
Your eyes flash gold when you concentrate intensely.
6
Your voice contains a slight reverberation.
7
People listen when you talk, though they don't know why.
8
Your feet are covered in downy, soft feathers.
9
A candle-like radiance is shed by your skin in darkness.
10
Your hair is like soft, short fur.

Saturday, May 21, 2016

Quick Rest

Just a quick post about a mechanic that I've been playing with for awhile. I really like the effect it gives upon the game, and have been using in game with for over a year. It all started with the Hourglass of Respite, a fan created magic item I found on EnWorld back in November of 2014.
Hourglass of Respite
Wondrous Item, Rare
Once per day this hourglass can be activated by saying a command word and starting the sand flowing and anyone who rests for two minutes while within thirty feet of it, recovers as if they had spent an hour resting thus getting all the benefits of a short rest.
I gave it my Age of Worms group fairly early, but have since changed it from being the effect of a magic item, to being a resource that the party to use, once per long rest, that I call a "Quick Rest".

Quick Rest

A quick rest is a period of downtime, at least 2 minutes long, during which a character catches their breath. The character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend up to half their level (rounded down) in Hit Dice at the end of a quick rest. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character can’t benefit from more than one quick rest until they have taken a long rest.

A character regains some spent Hit Dice upon finishing a long rest, as explained below.


So far it has been a carefully used resource. Usually saved until right before they suspect a "big fight", or after a particularly tough fight but they want to move on quickly from, like when they are racing against the clock. There have been several times when it hasn't been used at all.

Getting to use it only once between long rests makes it valuable, and has made them carefully decide when to use it. Only getting to spend up to half of their Hit Dice during a quick rest I feel balances it against it only taking up two minutes.

Most of the text is copy and pasted straight from the rules for a short rest, with only a few changes. I keep it listed in with all the rules for rests, hence the reference to the "long rest, as explained below".

Sunday, April 17, 2016

Quagmire (Living Quicksand)

Dragon Magazine #127 had once creature in it that immediate jumped out at me as belonging on Eska. The quagmire was originally created by Scott Bennie, and I built my conversion upon James Introcaso's young gaping maw, with a few changes.

SPEEDPAINT - Swampby tgw-Raptor

Scattered among the coastal swamps and marshlands of Eska, a curious ooze has developed, the quagmire, or living quicksand. They are quite a natural hazard to those who are unaware of their presence.

Saurians on Eska have developed a bit of a relationship with quagmires, and use them as defensive hazards around their sviks. Once a quagmire has been identified, they mark the area around it, often with discreet marks on surrounding trees and rocks. A DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify these markings. Saurians gain advantage on these checks, though members of the closest svik will know where the quagmires are located without having to make a check. After the area is marked, they proceed to make sure it is well fed so that it does not move.

When a quagmire reproduces, or found in an undesirable area, a saurian svik will try to move it, a long and arduous process given the quagmire's slow speed and luring scent. Such an undertaking often requires the entire svik working in tandem, and there is usually a loss of saurian life. Any outsiders that offer or are recruited to help are often adopted by the svik and made members of the clan upon successful completion of the task.

Quagmire
Large ooze, unaligned


Armor Class 14 (natural armor)
Hit Points 85 (10d10+30)
Speed 10 feet
STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1 )
16 (+3)
8 (-1)
15 (+2)
8 (-1)
Skills Perception +8, Stealth +10
Senses blindsight 60 feet, tremorsense 120 feet, passive Perception 20
Languages none
Challenge 5 (1,800 XP)
Scent Lure. The quagmire can emit a variety of scents that lure in animal prey. When within 30 feet of a quagmire, the target must make a DC 14 Wisdom saving throw or suffer from the charmed condition and use its movement to move towards the quagmire. The victim gets another saving throw each round to counter the effects.


Grappler. The quagmire has advantage on attack rolls against a creature grappled by it.


Psedopod Pull. The quagmire can use its move to pull any number of creatures it is grappling adjacent to it.
Actions


Multiattack. A quagmire may make two psedopod attacks or one psedopod attack and one bite attack.


Psedopod. Melee Weapon Attack: +8 to hit, reach 10 feet, one creature.
Hit: 14 (2d8+5) bludgeoning damage and the target is grappled (escape DC 16). Until the grapple ends the target is restrained. The quagmire has four psedopods and so it can only grapple four creatures in this way.


Bite. Melee Weapon Attack: +8 to hit, reach 5 feet, one creature. Hit: 20 (3d10+5) piercing damage.


Swallow. The quagmire makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the quagmire.


Swallowed creatures must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 round. At the end of this period if the creature is still swallowed by the quagmire they save again or remained paralyzed for another round. If the creature does save but remains swallowed it is subject to another saving throw every round after the successful one. A swallowed creature’s maximum hit points are reduced by 1 for round it is swallowed. When it’s hit point maximum is reduced to 0 the creature is completely digested by the quagmire and dies.
Quagmires, or living quicksand, are strange creatures related to assorted oozes that live in marshes. Quagmires are virtually undetectable, blending in perfectly with the terrain.

Quagmires devour organic matter, even leather, bone, and paper, but will leave deposits of metal and gems (the undigested remains of their victims). Quagmires can be huge, with pools 30 feet in diameter not unknown. They are believed to reproduce by fission. Because quagmires blend in with their surroundings, they have no true coloration.


Please check out my Pay What You Want titles on DM's Guild!

Sunday, April 10, 2016

Bazaar of the Bizarre: Archer's Best Friend

My newest Pay What You Want entry to the DM's Guild is a collection of ten bows and ammunition converted mostly from an article in Dragon Magazine #127, but I also updated the Bow of Doubling from Dragon Magazine #99's Treasure Trove II that I had previously converted here. I present to you, Bazaar of the Bizarre: Archer's Best Friend.

Updated 4/25/16 with two new items!
Please check out my DMs Guild titles!
Airs of Ages Past, Nine magical harps from the Forgotten Realms
By Magic Masked, Nine magical masks from the Forgotten Realms
Grognard’s Grimoire: Sorcerers, Player’s options for the sorcerer class.