D&D CATCH-ALL because Baron is dumb

muttonchop wrote:

Goblin Daav was absolutely inspired by the Four Daves. They're the best.

The campaign already has an optional NPC goblin sidekick written into it, so I think I'll just swap him out for Daav. I already made sure Daav ran off in the appropriate direction when he made his escape.

(nod of approval)

Now I'm having visions of Vin Diesel playing the Geralt in a Witcher film. I'm not sure if I should thank you or not.

You totally should.

muttonchop wrote:

Goblin Daav was absolutely inspired by the Four Daves. They're the best.

The campaign already has an optional NPC goblin sidekick written into it, so I think I'll just swap him out for Daav. I already made sure Daav ran off in the appropriate direction when he made his escape.

FYI, Kurtis Wiebe has an actual play podcast of the Star Wars: Edge of the Empire system. The early episodes are kind of rough, but it really turns on at around episode 4 or so.

http://bothanbanter.com/

EotE is a great system. Played it briefly using Roll20, very fun.

I'm starting up a 5e D&D campaign tonight with some friends. I plan on hitting them all with botched chronomancy spell right off the bat. The spell will effectively curse them, causing them to "wink out" of the timeline from time to time, only to reappear near each other having experienced no time passing and having no memory of what happened.

This in game curse, aside from driving the plot, is how I will handle the inevitable scheduling conflicts of playing in person.

TheHarpoMarxist wrote:

I'm starting up a 5e D&D campaign tonight with some friends. I plan on hitting them all with botched chronomancy spell right off the bat. The spell will effectively curse them, causing them to "wink out" of the timeline from time to time, only to reappear near each other having experienced no time passing and having no memory of what happened.

This in game curse, aside from driving the plot, is how I will handle the inevitable scheduling conflicts of playing in person. :)

That sounds awesome.

I think my semi regular game has fizzled out. Anyone anywhere near the Philadelphia area and interested in getting into some semi casual 5E games?

TheHarpoMarxist wrote:

I'm starting up a 5e D&D campaign tonight with some friends. I plan on hitting them all with botched chronomancy spell right off the bat. The spell will effectively curse them, causing them to "wink out" of the timeline from time to time, only to reappear near each other having experienced no time passing and having no memory of what happened.

This in game curse, aside from driving the plot, is how I will handle the inevitable scheduling conflicts of playing in person. :)

We have "Gray Fever" which causes adventurers to sometimes become translucent and insubstantial. They tend to follow friends or authority figures, and often have hazy, incomplete memories of the duration.

Well my campaign is pretty much dead: one of our players took a job where he will be traveling during the week. His wife pretty much nixed his outside family life now that hes only around on the weekends. I still have three players who mostly show up but getting everyone together has been like herding cats.

Worse yet I spent a lot of money on the game, on the plus side though I learned to love painting minis.

My LGS was selling the new Sword Coast book early so I picked up a copy on Saturday. It's a little on the thin side for the price but there's some good stuff in there. A few new subraces, a bunch of new class archetypes. The Battlerager Barbarian looks like it could be a lot of fun.

Tons of info on the Sword Coast region which is useful since I'm DMing a game in that setting.

"My friend came into our weekly session with a new cleric. When I asked him to heal me, he handed me this"

IMAGE(https://i.imgur.com/bTT8giV.jpg)

That form feels like it's straight out of Paranoia.

Awesome.

You're welcome those were developed because of the store that my friend and i run AL out of, he's the regional coordinator for LA and made them... Clerical HMO's

I had an adventure the other night.

It's long, and it's chock full of spoilers for Rise of Tiamat along with incredibly chaotic awesomeness, so click below if you want to read it. (shamelessly copied from my DM's recap email.) I'm the sorcerer.

Spoiler:

Our party of intrepid adventurer's is tracking a member of the Dragon Cult who has mis-placed his magic Dragon Mask; a powerful artifact. In an effort to reclaim his lost prize, the nere-do-well in question set out with a large party to infiltrate the former residence, and now tomb, of a powerful wizard rumored to posses a powerful scrying pool.

When our party tracked their prey to this place, they found several shallow graves outside the entrance, but followed inside anyway, heeding magical warnings whispered by the statues carved from the very cliff. They found chalk markings left by the previous expedition, and soon found themselves battling a Chimera construct made from the very tiles in the floor depicting the fearsome beast. After a hard-fought battle, the creature crumbled to a collection of broken tiles and the party pressed forward.

The Dwarf, leading the way down a long descending shaft, triggered a trap which set a massive ball of spikey bones rolling down after them. All but the Drow Bard, who was swept up by the boulder and tossed within it's confines taking damage from the pointy bones and tumultuous decent, managed to avoid the trap. She barely threw herself free before it smashed into a wall in the chamber below, which would certainly have killed her.

Extracting their companion from the debris, they found themselves in a tapestry filled room with double door leading to an ancient throne room. A 12 foot tall man sat upon the throne, and addressed the adventurer's as they entered, demanding payment for use of the masters magical scrying pool. All left a small token on the dusty pile of treasure that had been accumulating for many years. Paul's character left his broad, feather-plumed purple hat as an offering, while the others in the party left coins of various denominations. The magical warden, a Clay Golem sheathed in illusions to make it appear as a large human, bade them pass, finding their offerings acceptable.

Exiting the throne room they came upon another room with several doors within, one of which was spiked shut. What's more, a group of five Bearded Devil's resided within the room. They all but ignored the party, telling them when questioned they were set to guard the spiked door and intended to fulfill that charge. While that interaction was taking place, the arrogant Bard decided to retrieve his hat, calling upon a simple cantrip to pluck it from it's place atop the pile of offerings and return it to his head.

But unbeknownst to the hapless Bard, the Clay Golem was also a guardian, set to protect the offerings from theft. Throwing aside the illusions, it charged from the throne room, chasing after the hat and the Bard that stole it. Paul was beaten about the head and shoulders by the large, angry construct and in an effort to escape further damage, used a dimension door spell to leave the area and appear in another previously explored room. The Golem, treating all members of the party as if they too were thieves, waded in and attacked. But Golems are difficult to destroy; as many of the parties attacks did little or no damage, and several of their spells simply had no effect.

Paul, thinking himself safe because of his hasty retreat, was anything but. For the ante-chamber containing the tapestries held a dark secret. Hidden in the walls behind the artistic hangings, were the tombs of the wizards long dead advisers. These wise men were now little more than bone, dried flesh and tattered burial robes. Five of these mummies burst forth and sought out the thief when the hat was taken, and little did Paul realize that he had just appeared in the room next door to them!

With the party trading mighty blows with the enraged Clay Golem, Paul was caught quite surprised when a clutch of evil undead burst through the door and attacked him! Their first attack, a baleful and evil gaze, encircled his heart and squeezed with a bony, iron fist. Terror seized the over-confident thief, though he was able to fend off the encroaching fear whispering to his soul that he should simply surrender to it. But that was far from the only assault he was to suffer. The mummies crashed into him in a wave of raking skeletal hands, doing even more damage to the already wounded Bard. What's more, his body became infected with the rot of the grave, immediately eating away at his flesh and causing him to die slowly with each passing hour unless powerful magics could be brought to bear. Magics that none of their party possessed!

Meanwhile, the rest of the party had found their footing and were coordinating their attacks on the construct for maximum effect. The sorcerer called upon the tides of chaos magic during the attack and the fates intervened, sending a magnificent, white maned Unicorn to them in their time of desperate need! While all were surprised at the Unicorn's appearance, not were more surprised than the Unicorn itself, which took in the chaotic scene before it and understood what had caused it to appear. The party defeated the golem, rendering the magic infused clay inert and defeating the construct.

Paul, very near death, once again used a dimension door spell to return the safety of his companions. The mummies charged after him and engaged the party in combat. Using fire, steel and resolve, they defeated the undead, rendering them little more than scattered and charred bones. The battle was concluded!

But several of the party were grievously wounded. And none more so that Paul, who was at death's door. (With 2 HP remaining, and due to the Mummy Rot was unable to benefit from any healing!)

They begged the Unicorn's boon, and it gladly healed the party. But upon looking into Paul's selfish and evil heart, the magical creature knew that any profession of repentance would be but a hollow gesture. But rather than let him die, the Unicorn looked into Paul's soul, declaring that he yet had a larger part to play in the troubling times ahead and offered him healing if he accepted the Unicorn's demands, which Paul did.

The first part of the payment taken by the Unicorn was the very fine hat which had started the whole mess; for the Unicorn knew it would strike at the vanity of the young fool, and hoped the lesson would sink in. The second was that he must accept a quest from the Unicorn. Failure to carry out the quest would see a return of the grave rot and certain death. Paul readily agreed and the Unicorn vanished in a swirl of arcane energy, a purple, feather-plumed hat stuck on it's horn.

At this point the party turned to face the very bemused group of Bearded Devil's who had been watching this entire exchange.

And that's where we broke for the night. :-)

Wow. Great session! I need to get my D&D juices flowing again.

How many of you have taken a look at the new Dungeon Master's Guild page WotC set up?

Anyone can put up content to sell in the Forgotten Realms world. Prices are suggested but can be anything including free. Also, all the Adventurer's League stuff is up for sale which to my knowledge is a bunch of well produced (? I haven't played them) single session episodes that one could run connected if they want.

This is pretty exciting to me as I can always use a quick and easy source of adventures, and allowing the fans to publish some as well as rate them will definitely help bring more content out faster.

Humble Bundle has a RPG Pathfinder Bundle going
Pathfinder Bundle

Baron Of Hell wrote:

Humble Bundle has a RPG Pathfinder Bundle going
Pathfinder Bundle

It's a great bundle. But Paizo's site is dying a horrible death under the weight of the downloads. I managed to get three books this week, and Reddit indicates I'm one of the lucky ones.

They'll still be there when the servers recover, so it seems worthwhile to me. Just maybe don't be in a hurry.

Still, I really makes me appreciate having access to PDFs and an online SRD vs. the being stuck with dead tree versions of the 5e rules.

xposting from RPG thread:

Playing a 5e campaign set in Europe with both steam punk and magic... Players about to arrive at the at the site of an abandoned War Machine (Think AT-AT) to guard and assist their employer in disabling/dismantling the thing.

However there is an entity that is in/around the war machine. Depending on who makes checks to detect it that will determine what the entity is and what the reward is if the player convinces the group to accomplish it's task.

My Players are:

Human Druid
Human Artificer
Half-Orc Barbarian (Actually Jaeger in game if you know Girl Genius world)
Tiefling Sorcerer
Dwarf Cleric (Jewish actually)
Tiefling Fighter

What checks should they make and who should they talk to and what reward should the entity offer them?
My current thoughts are:

Human Druid: Elemental Spirit (either of lake or forest) offers magical staff to simply leave and let nature run it's course.
Human Artificer: AI Spirit of the machine, offers something like a boon or piece of technology (perhaps a well made gun in it's cargo hold?)

Cayne wrote:

What checks should they make and who should they talk to and what reward should the entity offer them?

Well you want perception to notice the spirit and you would probably want an Arcana (or maybe Religion) check to identify what kind of entity it is.

So now my players are getting to the point where they are going to start getting some actual loot. Since i like physical things for players i've been making MTG cards with potion text and pictures on them from this site and then importing them into word and pairing them with a card back to print double sided cards. Anyone have a different/better way to do that? Lining the cards up is difficult in word but works well enough.

Fun selection at http://shirt.woot.com/ today. I may pick one or two up.

edit: Ok, it was 3.

I'm peeved at Han being on the Chaotic Neutral shirt. He may put on a Chaotic Neutral face, but he's clearly Chaotic Good.

So my players have just run into a pair of werewolves, and their 3 worg pets... at level 3... i doubt they can win this fight but since in my world Russia is dominated by myths and legends, i was thinking of having the werewolves working for a druid in red (Little red), who in turn works for grandmother (Baba Yaga)... too cliche or just the right amount of stupid to be hilarious?

Basically the were's wont be interesting in just straight killing the players but perhaps cursing them and bringing them before Little Red. So if the party falls i have backup plans.

IMAGE(https://scontent.fsnc1-1.fna.fbcdn.net/hphotos-xtf1/v/t1.0-9/13124445_1101240453272787_7094416758945349913_n.jpg?oh=2362690559ffc56b5c61deb95cd8295a&oe=57BB127B)

Tanglebones wrote:

I'm peeved at Han being on the Chaotic Neutral shirt. He may put on a Chaotic Neutral face, but he's clearly Chaotic Good.

Well, it depends on where you're measuring. He's CN as all get out until the last 5-10 minutes of New Hope.