Thursday, June 25, 2015

High Priest

Here's a write up after the fact that would have come in handy in our last D&D session.  Filling in the hole of a missing high level cleric in the NPC section of the Monster Manual.  I based it off the priest entry, combined with the mage to compare power level.

High Priestby GoldenDaniel

High Priest
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 49 (9d8 + 9)
Speed 25 ft.

10 (+0)
12 (+1)
12 (+1)
13 (+1)
17 (+3)
13 (+1)

Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 6 (2,300 XP)

Divine Eminence.

As a bonus action, the high priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the high priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

The high priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): light, resistance, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary
2nd level (3 slots): aid, lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, guardian of faith
5th level (1 slot): flame strike

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) bludgeoning damage.

Download a PDF version here.

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Tuesday, June 23, 2015

Encounter at Blackwell Keep / Tomb of the Lizard King mashup part 4

Great Father's Day session getting to play a with my kids.

This session the group finished off the first level of the Tomb, finding no lizard men but more Ebon Triad cultists.

Previous sessions can be found here.

With only three players, each is playing two characters.

My daughter has:
Lylas, drow elf rogue thief, level 5
Third, human fighter sentinel, level 4

One of my boys has:
Narcisso, half elf life cleric, level 5
Dravin, human moon druid, level 4

My other son is playing:
Jackson, human earth wizard, level 5
Kargash, half orc hunter ranger, level 4

After the ambush and big melee with the cultists, our heroes explored a lot of empty area.  Kitchen, storage rooms, empty barracks, ect.  Until finally they came across a squad of cultists and their captain, sitting around a table playing dice.  

When the alarm went off, the captain couldn't be bothered to stop his drinking and gambling, so sent his lieutenant to take care of things.  He's so involved in his game, he thinks nothing of it when a group of strangers comes in and offers to join in.  So we learned a new dice game, and the timing was right.  The dog needed walked, so I let the kids play while I went out.  When I returned, I found out that Third had been winning, so one of the cultists stood, slammed his fist on the table and accused her of cheating, then punched her in the nose!  Third responded with her battle axe, killing him with a mighty chop!

With that, a battle erupted,  with characters mixed in around the table with the gambling cultists.  Kargash, on the left of the picture, rolled a fumble on his last turn.  As you can see, he has a d20 next to him that will give him Disadvantage on his next roll.

Fun little fight, first one of the cultists jumped upon the table to attack Third.  Then Third jumped up as well.  I had her roll a d20 to see if the table broke.  She rolled high, so all good.  Kargash joined them next round, also rolling high.  Narcisso thought it would be a great idea to join them.  Why not?  He rolled for table breakage...1.  The four of them on the table got their choice of an Athletics or Acrobatics check.  Kargash gracefully landed with a 20.  The others all failed their checks and ended up prone.  Soon the rest of the cultists were slain, only the captain remained.  He dropped his sword and surrendered.  He made a deal with the party.  In exchange for letting him go, he wouldn't raise an alarm on the way out and he told them the hidden location of the loot that had been taken in the raids.  

The directions the captain gave them were good, but he did neglect to tell them about the shambling mound in the treasure room.  Lylas bore the brunt of the initial attacks, getting engulfed by the mound, and soon was crushed and at 0 hp.  Kargash was dropped soon after.  Narcisso rallied the party with a mass healing word before they were finally victorious.  They found what was probably their best haul yet in pure coins.

Further exploration brought them to the priest quarters, where they had a knock down fight with 4 priests and an archpriest.  The archpriest attempted to banish Lylas, then Kargash, but they both made their saves.  Guiding bolts hit the party hard, while the priests in melee burned spell slots to charge their mace attacks.  Our heroes prevailed, barely.  

They found the hidden entrance to the next level.  A huge natural cavern with a pyramid rising on the other side of a river.  
Approaching the pyramid there were a bunch of earthen mounds.  As they passed them, 6 wights rose out of the mounds and attacked.  Narcisso turned them and the party made a break for the pyramid...

We ended on that cliffhanger.

Conversion notes:  Pretty simple yet again.  Wights and shambling mound straight out of the Monster Manual.  For the cultists again I used soldiers, the captain was a knight with slightly higher hit points.  I used priests from the NPC section for the Ebon Triad priests.  Since the MM lacks a higher level priest NPC, I just based it on the priest with a couple more HD, and higher level spell slots.  Mostly just eyeballed it but I want to do a real stat block for it so I had it available.  I'll be sure to post it when I do.

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Saturday, June 20, 2015

The Final Enemy, part 1

Time to start the final chapter of the Saltmarsh series of adventures, U3 The Final Enemy.  With the knowledge that the sahuagin were gathering in force practically on their doorstep, the council in Saltmarsh has hired the party yet again, this time to do a reconnaissance in force to the sahuagin lair.  

Previous sessions can be found here.

Our party consists of 4 members.  Each of my sons is playing two characters, who are 4th level.  We've used some backgrounds and subclasses from around the blogosphere, and I'll be linking them...

Henk.  Half orc raider barbarian with the duelist background.

Garret Tealeaf.  Lightfoot halfling con artist rouge with the criminal background.

Faen Firegem.  Half elf pyromancer alchemist with the tinkerer background.

Ander Highhill.  Stout halfling water domain cleric with the pilgrim background.

The party was once again joined by Tom and Will Stoudtly, now corporals, and an extra 4 marines.  Oceanus, an aquatic elf fighter that they rescued from the raid on the Sea Ghost has also joined them.  Their bullywug allies send along two full squads, 12 bullywugs and two sergeants.  All told, 25 going on this recon mission.  

Also, a small merchant fleet has pulled into Saltmarsh, and the council has taken it upon themselves to hire a crew away from them to crew the Sea Ghost.  Captain Red Lambert would sail the ship to the sahuagin lair, but him and the crew would not be coming ashore.
To be honest this was played in two sessions, and the first was awhile ago, so I don't remember all the details.

Captain Red set them ashore and the group made their way to the lair.  The bullywugs with them were quite shocked that the island that the lair was in seemed to have sunk down quite a bit.  Things have definitely changed since they sahuagin had driven them out.

They entered the lair and were immediately set upon by a small guard force.  Hooked nets dropped from the ceiling trapping Henk and Ander for a time during the fight.  Crossbow fire from the adjoining room proved the most troubling, with a metal gate separating the rooms and the sahuagins firing from behind.  After freeing himself from the net, Hank ran over and tried to lift the gate, but a couple poor rolls left him vulnerable to fire while he struggled to open it.  It took them some time, but they were able to defeat the two guard posts.

Most of the rest of this level was empty.  They explored around
finding most of the rooms in the ending stages of remodeling.  The bullywugs were quite amazed at the changes that had been made.  They came upon the slave chambers, the only one in it an old, nearly dead man named Lemo.  After rousing him and feeding him, Lemo told them he was a wizard that was leading an adventuring party into the sahuagin lair that had been captured.  He told them of a secret room that he had been forced to make that had the party's magic items in it.  He died just after.

Following Lemo's directions, they found the secret room.  On the way, they heard the sounds of mining in the distance.  In the room the found Lemo's spellbooks, a clerical scroll of water breathing, 4 potions of water breathing, a cloak of the manta ray, and a magical mace.

The mace I rolled on the Magic Item Special Features charts on pages 142 and 143 of the DMG.  First time I used them and something I think I'll always be doing for any basic +1, +2 or +3 items.  This mace is dedicated to elemental air, weighing half of a normal mace, and is covered with holy symbols and iconography of Phaulkon, the Suel god of the air, winds, clouds, birds and archery.  These symbols swirl and move around as if stirred by a breeze.  There is more to it, but since my players read this, I'm leaving spoilers out of it.  Needless to say, I love these charts.  Some great hooks are built in for future use from this basic +1 item.

With the cloak, the helm of underwater action that they already had, and the scroll, they will be able to cover all of the non-aquatic members of their group for 24 hours.

Next our group followed the sounds of the mining, coming upon a half completed room with nearly a dozen slaves working under the direction of eight sahuagin, two brandishing whips and the rest kind of hanging out around a stairwell down, with a railing surrounding the stairs.  The noise of the slaves working covered the sounds of the party's approach.  They charged in en masse and quickly cut down the sahuagin, with only one hiccup.  Henk jumped up on the railing to attack the sahuagin sergeant on the stairs.  I had him roll an Athletics check, and he rolled a 1.  Fumble.  I had him roll a d8 and consulted the 1e grenade like missile scatter chart.  He fell straight forward, onto the sahuagin.  The stairs, and the whole lower level, are completely flooded, so no damage from the tumble, but the sahuagin grappled Henk and spun, attempting to pin him.  Luckily, Henk was wearing the helm of underwater action, and was able to muscle his way out of the grasp of the sahuagin as others jumped into the water and finished him off.

Our session ended then, but the boys had decided they want to finish scouting this level before starting the countdown on their water breathing.

Conversion notes are simple on this one.  Only encountered sahuagin, which are in the Monster Manual.  I did cut out a bunch of the magic items in the secret room, though, and changed up the spells in Lemo's spell book to better match with 5e spell lists.

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Sunday, June 14, 2015

Hand of Remote Action

This next item from Dragon Magazine #99's Treasure Trove II is Ed Greenwood's Hand of Remote Action.  I nerfed it a bit from the Dragon Magazine write up, since it allowed attacks, choosing instead to copy over the effects of the mage hand cantrip.

Hand of Remote Action

Uncommon wondrous item
This unusual creation is actually two devices: a gauntlet of steel which will change size to fit the hand of any wearer (halfling through human), and a “hand” of solid steel which is identical to the gauntlet in size and appearance. The two items are magically linked, so that the hand can be controlled like a mage hand, with a range of 30 feet.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

The hand is immune to cold, fire, lightning, necrotic, and poison damage, but if it is hit by a magical force of one of these sorts, the spell effect will be transmitted at half-strength to the gauntlet wearer. For instance, if the hand is hit by a fireball of 8d6 strength, the gauntlet wearer will take 4d6 of damage, or 2d6 if a saving throw is made.

It cannot be destroyed by physical attacks, but will become inert if it takes blows amounting to 20 points of damage. It can be “recharged”, negating all damage it may have suffered, by bringing it into contact with the gauntlet before the 20-point limit is reached for a short rest. If it falls inert, either from damage or by moving out of sight of or too far away from the gauntlet wearer, it must be “replenished” by being in contact with the gauntlet for a long rest.

PDF available for download.

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Tuesday, June 9, 2015

Dust of Forgetfulness

Next item from Dragon Magazine #99's Treasure Trove II is the Dust of Forgetfulness, originally by Richard Webb.

Dust of Forgetfulness
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust at a character or other living creature, the dust the victim must make a DC 13 Wisdom saving throw or forget everything that has happened to him in the last hour (including having the dust tossed upon him). Enemies encountered during that time will be forgotten, paths explored will look unfamiliar, and newly made friends will be seen with suspicion. If a character’s immediate surroundings are similar to those the character was in an hour before, the character won’t even be aware of the difference without close examination (if any differences in environment exist). After one week, the lost memories will be restored, and no experience will be lost.

Player characters, if sprinkled with dust, should be forbidden by the DM to use “forgotten” knowledge.

PDF now available for download!

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Sunday, June 7, 2015

Bracers of Deflection

Here's another item from Dragon Magazine issue #99's Treasure Trove II.  Originally by Michael Persinger, I changed it up a bit from his write up.  His version allowed a parry attempt that gave a -4 to your AC.  I based it off of the Battle Master parry maneuver, giving it the same d8 as the superiority die, but only giving it 3 uses per long rest, as opposed to the 4 per short or long rest that a Battle Master gets.

Bracers of Deflection
Bracers by Alyssa Ravenwood
Wondrous item, very rare, requires attunement
While you wear these bracers, you have a +3 bonus to your AC while you wear no armor and use no shield.

When another creature damages you with a melee attack, you can use your reaction and reduce the damage by the number you roll on a d8 + your Dexterity modifier.  You can use this power up to three times per long rest.

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Thursday, June 4, 2015

Amulet of Psionic Reflection

Back with another magic item from Dragon Magazine #99's Treasure Trove II.  The Amulet of Psionic Reflection was originally created by Roger E. Moore.

Amulet of Psionic Reflection
photo by Jewelry Wire Wrap
Rare wondrous item (requires attunement)
The ancient githyanki-mind flayer wars have spawned a number of interesting psionic-related magical items and weapons. Among them is the githyanki amulet of psionic reflection, a small, ornate device that is pinned to a headband and placed so that it centers on the user’s forehead.

You have resistance to psychic damage when you wear this amulet.

This device is generally used by githyanki scouts who operate alone on missions into mind flayer lairs. Wearing such an amulet is considered a great honor, and githyanki will go to great lengths to recover lost amulets from their new owners. Mind flayers will be equally enraged to see such an amulet if they recognize it as such.

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