Showing posts with label 5E. Show all posts
Showing posts with label 5E. Show all posts

December 8, 2015

Natura Ferina - 5E CR15 Legendary Monster



Natura Ferina

This gigantic creature looks as if the ground suddenly stood up and started walking. It is made up of dirt, grass, shrubs and small trees.

The Natura Ferina is the embodiment of wild, untamed nature. When civilization encroaches too much into the wilderness this creature is born and seeks to set back that which communities try to build. In all such cases, the natura ferina hunts the despoilers of nature.  
   A natura ferina comes about in a number of ways. Some spawn spontaneously when the depredations caused by the exploitation of civilization become too much for the land to bear. It is also said that some individuals that are close to nature, such as druids or elves, know of rituals that can summon the natura ferina. However, in either case, a natura ferina is born in hatred, hatred for those who exploit the land.
    Note that there is only one potential natura ferina for a given region. Once it is killed, it cannot be summoned again. Once the land has been cowed it succumbs to those who seek to use the land. Also, a natura ferina will not always spontaneously appear; sometimes the taming of a wild land is slow and measured and does not raise the ire of the land until its spirit is already too weak to do anything about it.

Lair Actions
The lair of a natura ferina is anywhere there is land, so they will most be in their lair. A natura ferina is one challenge rating higher while in its lair; Challenge Rating 16 (15,000 XP). On initiative count 20, the natura ferina can take one lair action to do one of the following:

·         A 20’ cube within 90’ of the natura ferina collapses leaving behind a 10’ pit. Anyone in the area must make a DC15 Dexterity saving throw or fall into the pit taking 1d6 falling damage. The sides of the pit slide back into the pit so a check to climb out requires a DC18 Athletics (Strength).
·         A 60 foot area centered on the natura ferina becomes difficult terrain.
·         A 20’ cube within 90 feet of the natura ferina comes alive as the grasses and roots try to grab enemies. Anyone in the area must make a DC18 Dexterity saving throw or become restrained. It requires an action from the target or an ally and a successful DC18 Strength check to break free. 

Regional Effects
The area near a natura ferina is wild and untamed. This changes the region as follows:

·         The area is considered to be difficult terrain.
·         Roads, trails and markers within 1 mile of the Natura ferina shift and change randomly.
·         Within 1 mile of the natura ferina, it is able to detect large groups of creatures (10 or more).
·         Animals not normally aggressive will become antagonistic toward humanoids. Smaller animals will not attack as they know they cannot prevail. However, larger animals may attack.

Natura Ferina
Gargantuan elemental, neutral
Armor Class 20 (natural armor)
Hit Points 290 ( D20 + )
Speed 40 ft.
STR           DEX         CON        INT          WIS          CHA
20 (+5)       15 (+2)      20 (+5)    10 (+0)      12 (+1)     10 (+0)
Saving Throws Dex +7, Con +10, Wis +6
Damage Resistance bludgeoning, piercing, and slashing from a nonmagical weapon
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses tremorsense 90’, passive perception 16
Languages Terran
Challenge 15 (13,000XP)

Creature of the Land. The natura ferina does not suffer difficult terrain penalties while on land.
Siege Monster. The natura ferina does double damage to objects and structures. 

Actions
Multiattack. The natura ferina makes two slam attacks.
Slam. Melee weapon attack: +8 to hit, reach 20 ft., one target. Hit: 14 (2d8+2) bludgeoning damage.
Landslide (Recharge 5-6). The natura ferina collapses forward into a wave of dirt, rocks and debris in a 90-foot cone. Everyone in the area must make a DC 18 Dexterity saving throw taking 56 (16d6) bludgeoning damage and falling prone on a failed save or half damage on a successful save.

Legendary Actions
The natura ferina can take 3 legendary actions as chosen from the list below. It may only use one legendary action at a time and only at the end of another creature’s action.  The natura ferina gains back the uses of its legendary actions at the beginning of its turn.

Attack. The natura ferina makes one slam attack.
Move. The natura ferina collapses into the ground and moves its speed without provoking attacks of opportunity.
Powerslam (Costs 2 Actions). The natura ferina attempts a powerful blow. Melee weapon attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d10+6) bludgeoning damage and the target is knocked 20 feet away and knocked prone.

July 7, 2015

5E Traps - Samples and A Better Design

I am not happy with the layouts of WotC's traps. Basically there is none. They jumble the information about a trap into a couple of paragraphs that a DM has to sift through to get the relevant info. I prefer something I can easily look at and immediately find what I need.

I've been writing an adventure for my group that is laden with traps (it is a kobold lair). I came up with another layout/design for traps that work better for me and maybe better for other people. Here are the traps so you can see the layout and if you are looking for some more traps to use... 

Tar Trap
See Trap: DC14 Wisdom (Perception). “The floor feels weakened here.” 
Disable Trap: DC15 Wisdom (Perception) to move across the trapped area without setting off the trap. Roll with advantage if the person watches someone else cross safely. “There are parts of the floor that are still safe. The trick is to figure out where exactly that is.” 
Activates: When someone moves near the center of the trap area. “The floor gives way.” 
Set Off Trap: Anyone in the trap area is Restrained. A person may take an action to make a DC 12 Strength Save to end the Restrained condition and move out of the trap area. “You fall all of 3 inches. However, those three inches are covered in an odorless tar and your feet are stuck.” 

Leech Pit
See Trap: DC12 Wisdom (Perception). “There is something wrong with the floor up ahead. In fact, you swear you can make out where a corner of the floor is lifted up.” 
Disable Trap: DC15 Dexterity. “The floor is in fact nothing but a loose cover for a pit. You think you can make it so it will not collapse when walked on.” 
Activates: When a person moves to the halfway point. “The floor falls out from under your feet revealing a pit beneath you.” 
Set Off Trap: Everyone in the area of the trap must make a DC12 Dexterity Save. Failure means the person takes 1d6 falling damage and is now in a 10’ deep pit. In addition, the pit is filled with leeches. Each round the person takes 1d4 damage from the many leeches on them. Once out of the pit they can spend an action to remove the leeches. “You fall to the bottom of the pit which is covered in rotten meat, a couple of carcasses and hundreds of leeches. The leeches quickly latch onto you.” 

Stinkbomb Trap
See Trap: DC18 Wisdom (Perception). “There is a tripwire low to the floor. There is something odd about the ceiling.”
Disable Trap: DC15 Dexterity. “Any movement of the tripwire will set off the trap. A wedge needs to be placed where the wire enters the walls so when the wire is cut they will not release tension.”
Activates: When a person moves to the end of the trap and trips the wire. “You feel the pull of a tripwire.”
Set Off Trap: Everyone in the trap area must make a DC12 Dexterity Save. Those that fail are covered in a liquid that gives off a strong musky smell. At the same time the giant weasels from location 6 move to the smell and attack, focusing their attacks on those covered in the scent. “Parts of the ceiling collapse revealing bags that fall to the ground and burst. The bags were filled with a liquid that now covers you. The liquid seems to be water and does not harm you other than leaving a bad smell.” 

Collapsing Ladder Trap
See Trap: DC14 Wisdom (Perception). “The ladder looks shoddy and not safe.”
Disable Trap: None, ladder is fake and cannot be used as a ladder. “The ladder is designed to collapse. It is best left alone.”
Activates: When a person climbs up the ladder and is near the top. “The next rung suddenly gives way as the ladder itself falls apart.”
Set Off Trap: Entire ladder collapses and the climber takes 2d6 falling damage. “The entire ladder comes off the wall in pieces. You plummet to the floor.” 

Deadfall Trap
See Trap: DC12 Wisdom (Perception). “The ceiling looks loose. There is a string stretched across the tunnel.”
Disable Trap: DC15 Dexterity. “Cutting the string will release the tension and disable the trap, but be careful as tugging on the string will activate it.”
Activates: When a person moves into the end of the tunnel without seeing the trap. “Your foot pulls on a tripwire near the floor.”
Set Off Trap: 1d10 damage to everyone within 10’ of the end of the tunnel; DC15 Dexterity Save for half damage; makes a loud noise alerting location 4. “The roof comes cascading down with a loud series of crashes.” 

Pit Trap
See Trap: DC12 Wisdom (Perception). “The floor ahead looks unsafe.”
Disable Trap: DC15 Dexterity. “By wedging a small item into the seam where the pit and regular floor meet it should be safe to walk over one at a time.”
Activates: Move to the end of the northern end of the trap. “The floor tilts downward and then collapses.”
Set Off Trap: Everyone in the trap’s area must make a DC12 Dexterity Save. Those that fail take 1d6 falling damage and are now in a 10’ deep pit. “You fall into a 10’ deep pit.”

 

June 9, 2015

5E Background - Gambler

Gambler

The turn of the card or the roll of the dice have a clarion call to your soul. However, it goes beyond just games of chance, some like the thrill of not knowing how it will all end. Taking an action that leads into a situation that requires wit and will to get out of, that is what keeps life fresh and exciting.

Skill Proficiencies: Deception, Insight
Tool Proficiencies: Two types of gaming sets
Equipment: A set of common clothes, a set of bone dice, a deck of cards, a belt pouch containing 1-100gp

Feature: Ready Money
Always ready to make a wager, you can turn this into a way to maintain your basic needs. Anytime you are in a place where you could place a bet with a stranger (innkeeper, tavern patron, blacksmith, merchant, etc.) it is considered that you have food and lodging for the day. It is assumed that while you may lose some, you are a good enough gambler to come out slightly ahead.

Suggested Characteristics
Contrary to what others may think, gambling is as much about knowing the people you are with rather than random luck. Knowing how a person will react is the key to being successful in any type of situation, whether they are your companions or an enemy.

Personality Trait
1. I like to study the eyes of everyone I meet.
2. Many decisions I make by flipping a coin.
3. In every conversation I try to let the other person speak first.
4. When I am focused on something I tend to blur out everything else.
5. I like to use gambling metaphors a lot.
6. I dislike people who lie to me outside of a game.
7. I’ve learned that being polite will go a long way.
8. I like to pretend I am dumber than I really am.

Ideal
1. Nonchalant. We all have to deal with the hand we are given. (Neutral)
2. Charity. I don’t keep all my winnings for myself. (Good)
3. Risk-taker. I love living not knowing what is coming next. (Chaotic)
4. Ethical. Even games of chance have rules. It’s not a challenge unless I can win and still play within those rules. (Lawful)
5. Cheater. It is easier to fleece the marks if I cheat. (Evil)
6. Lazy. Working for a living is for chumps. (Any)


Bond
1. I like to keep back-up stashes scattered around in case I ever run into a string of bad luck.
2. I still keep the first coin I won in a game. It is my good luck charm.
3. I won a deed to some land a while ago. I haven’t had time to go check it out yet.
4. Most of my winnings go to the orphanage I was raised in.
5. I once lost a big game to another gambler. I want a rematch if I ever see him again.
6. I have groupies. I have a reputation of being a respected gambler and people like to watch me play.

Flaw
1. I do not like to make eye contact or be expressive with my body language. Most people find this very disconcerting.
2. I assume everyone is hiding something from me.
3. Right now I’m in the middle of a string of bad luck. Not sure how to get out of it.
4. If someone tells me something can’t be done, I’ll give it a try.
5. If I have money in my pocket, I either have to spend it or gamble it.
6. I once won a big game against some unsavory types. They want their money back.






May 12, 2015

Fifth Edition Foes - Monsters by Environment

I am really liking the Fifth Edition Foes from Necromancer Games. While writing my own adventures I find myself continually going to it to fill out the monsters for my encounters. However, one of the complaints has been that there is no table listing the monsters by environment. This past weekend I sat down and wrote up an excel spreadsheet listing all the monsters by terrain/environment. Here is a link to the spreadsheet. There are tabs at the bottom that list them by terrain.

April 3, 2015

5E Friday - That New Game Smell

5E still has that new game shine. People are still excited about it. Every new release is an event and something to be talked about. People seem to be eager for new material (races, spells, monsters, adventures, etc).

Part of the reason for this is that there really isn't a lot of material out there right now. Official WotC products are few considering the game has been out for 7 months. 3rd party products are also scare as everyone waits to see what type of OGL is released. Scarcity is heightening the desire for more product. This has helped sustain the initial infatuation/love with 5E. (After all, they can't mess up what they already have if they don't release anything new.)

However, at some point this scarcity will come back to bite them. People will begin to lose interest as there is nothing to get excited about. Take a look at Pathfinder and their Adventure Paths, which is their primary business model. Their Adventure Paths come out once a month and a new one starts every 6 months. People can get excited about a specific Adventure Path and just as that it starts to wane, a new one comes along to get excited about. Along the way, people keep buying at least one product a month (more if they like all the accessories for that Path).

WotC needs to keep people excited about 5E. Right now it is still strong, but for how much longer?

March 17, 2015

How I Still Use Bloodied in 5E

Bloodied was a Condition in 4E that indicated a person was at or below half hit points. It allowed for some interesting abilities that fed off of the mechanic; such abilities as a Bloodied creature being easier to hit or if you were Bloodied you did more damage. 5E did away with the Bloodied Condition. I still use it but in a very watered down version.

4E Bloodied required an extra step of math, especially as it pertained to the monsters. Players would  be constantly asking if a monster was Bloodied. I can see why the more streamlined 5E got rid of Bloodied. However, one way I used Bloodied in 5E was as a signifier of how damaged a PC was. A PC down only a few hp could have some minor cuts and bruises. What was to show that a PC had taken some serious wounds. For this I used Bloodied.

I try to be as narrative as possible. If a PC ask the health of a PC instead of giving hit point numbers I simply said if the PC was Bloodied or not. Narratively, I am telling the player that the PC has taken some serious damage. I kept this simple term for 5E.

For my 5E games, I break down all visible signs of player character damage as Healthy (undamaged), Damaged (above half hp), Bloodied (at or below half hp) and Dead.

Thus I never give out numbers. The players can guess at exactly where each PC is, without knowing the precise number. This most comes into play when the healers are deciding who to prioritize for healing and how big of a spell to cast. For my group it adds a slight element of risk and "haze of combat". And it helps a bit for immersion as we talk less in numbers and more as to what the PCs are seeing.

I wouldn't mind seeing the Bloodied Condition come back for 5E. I think it allowed for some nifty combats maneuvers. However, for now, I'm using this lesser version of the condition.

March 6, 2015

5E Friday - Responsive

This week we saw a new survey from WotC on 5E. Also listed there is some feedback from the first survey, mostly Ranger and other issues. I find it interesting that they responded fairly fast and did not really hedge on their response. They readily acknowledged that a good percentage of people are unhappy with certain aspects of the Ranger class. They haven't revealed how they plan to "fix" it but it was revealing how they plan to approach the idea.

In the past WotC has released errata to "fix" things. When the errata became to massive they even released a half edition (3.5). I believe they are trying to avoid going that route. From their comments they want to leave what is already written alone, almost carved in stone - "as opposed to a rewrite of the Player’s Handbook.". Seems like they will adding new rules and new options that allow a player to make additional choices that will allow them to circumvent/ignore the "poor" choices currently available - "People who don’t like the ranger should feel as though the new options allow them to play the ranger they want to create."

I like this approach. People who like the Ranger can keep playing it as it currently is. Those who do not can try the new options. And most importantly, we will not need a second errata printing of books. One thing that annoyed me about previous editions was that every time they made a change the books changed and my book became outdated at each printing. Of course, we'll still need to get the new material in whatever form they release it as...which for now has been free downloads.


Personally I like this level of responsiveness on the part of WotC. While they are writing rules and making choices they are not arrogant enough to ignore feedback. Some companies say "we know better, trust us that these rules are for the best", while ignoring what the mass of community is saying. One of the fears of DnD Next while it was in playtesting was that the rules would be a mess as the writers tried to incorporate the feedback/desires of 10,000+ different people and viewpoints. However, WotC has shown with the 5E rules that, while they are willing to listen, they also know where to stop listening and just write some rules. I like this balance of listening but not being afraid to make decisions.

February 27, 2015

5E Friday - OGL

When discussions about an OGL for 5E started to be bandied about, WotC said we would have something around January 2015. We now approach the end of February and still no news. Honestly, I didn't expect any real announcements in January on the topic; I understood it as a goal not a promise. I think WotC really didn't know what they wanted to do with a OGL.

So, what are they going to do? Looking at their upcoming release schedule...there is not much product on it. I have to wonder where WotC plans on gaining revenue. Interestingly enough most of the products are being written by third parties. It seems like WotC is planning on using 3rd parties to do a lot of their "in-house" product work. In addition, they recently hired a new employee (after getting rid of 2) with the function of going over 3rd party material. Which leads me to a thought...

Is WotC planning on releasing a very tight and restrictive OGL? One where all 3rd party products have to be reviewed and approved by WotC? One where WotC gets a percentage of all sales from 3rd party products? Is WotC planning to generate revenue through 3rd party material?

One of the rumors going around about a OGL was that only established companies would be able to participate, either from direct approval or by virtue of the fact they would be the only ones who could afford the cost of doing business. Will small 3rd party publishers be cut out simply because they won't be able to generate enough sales to warrant giving them the rights to publish 5E material? The profit margin on a small book would likely be so small that giving WotC a percentage would make it not worth the time to write it.

Of course, the 3E OGL might circumvent certain WotC plans. Necromancer Games has already released some 5E material without being taken to court by WotC because they are following the earlier OGL (or because they have already reached some sort of agreement with WotC). Multiple other publishers are doing the same, even small publishers. The Pandora's Box of 3rd party publishing for 5E may already be open.

Hopefully, we get a real announcement soon.

December 19, 2014

5E Friday - Codename: Morningstar

This is tangential to 5E in that WotC already cut their ties with Trapdoor and their Codename: Morningstar aka Dungeonscape digital product. However, 5E put their name in the public eye and I feel their Kickstarter is a continuation of their 5E work. And that is what I want to talk about today, their Kickstarter.

As most people know, they have a Kickstarter to update the software they were working on for 5E to be used for Pathfinder (and any other system they can get). They are asking for nearly half a million dollars ($425,000). For any Kickstarter that is a lot to ask for in the initial offering. Most Kickstarters, even those that break $500,000 initially ask for far less. Look at Numenera - $517,255 pledged but $20,000 was the initial goal. I think Trapdoor asked for too high an initial goal.

Now for my real problem with Morningstar. Essentially Trapdoor is asking to people to fund a product that already failed. They already had a contract with WotC. They failed to reach their end of that deal. They failed to meet their deadlines with the quality they had promised and was expected. From many accounts, the beta, which didn't start until after the product should have already been launched, was riddled with problems. Some of those problems were basic things that should have been sorted out long before a beta (mis-adding stat bonuses to a basic attack). And now they want us to give them more money to finish the product they couldn't finish before.

Sure, converting the software from 5E to Pathfinder can take some time, but their proven track record is...bad. Really, the software should have already been completed.

Personally I think Trapdoor has high and lofty ideas, ideas that are great if they can be achieved. I'm not sure they can do it, certainly not in a timely manner. And to ask for half a million dollars to finish something that should already be done, seems ludicrous to me.

December 16, 2014

5E Group Background - Family

The World Builder Blog did a nice article on Group Backgrounds for 5E. Basically these are backgrounds with the assumption that the player characters are all from the same background instead of the usual individual ones. This allows for player character group to have some initial ties, giving a more coherent reason of why they are together.
The initial article gave some basics for the Group Backgrounds, but I thought it would be neat to expand them into regular backgrounds. These could also work as regular Backgrounds for individuals.

Group Background: Family
Your party is made up of characters who are all part of the same family. Not everyone needs to be blood-related. Some might be related through marriage or adopted. Others might be servants or friends so close they might as well be family. Whatever the relation, you have spent a significant portion of your lives together and that time has created a familial bond.

Skill Proficiencies: Persuasion, choose one of the following (Insight, Perception, Sense Motive)  
Languages: One of your choice
Equipment: A set of fine clothes, a token from your favorite sibling (a ring, toy, or scarf), a belt pouch continuing 15gp

Feature: Favor Exchange
If someone outside the family owes a family member a favor they can repay the debt to any member of the family. Any NPCs consider your family one close unit and as such will grant favors and friendship to all members of the party equally.


Suggested Characteristics:
Family has its own quirks and foibles. You may hate each other, but in the end you are all family. Blood runs thick. The truly odd part is that it is possible to be an individual while still being part of a large group all with a similar background.

Personality Trait:
1. I have an annoying habit of always saying what’s on my mind – no filter.
2. I tend to interrupt people in conversations. We just got used to talking over each other growing up.
3. I love to cook but I always over-estimate how much to make.
5. Growing up I had to wear hand-me-down clothes. Now that I’m an adult I make sure to always wear new and fine clothes.
6. I eat my food quickly.
7. I tend to be the quiet one in the back. I’m used to not being noticed; being noticed makes me uncomfortable.
8. I try to have good manners all the time. I don’t swear or yell. I open doors for others. I say ‘please’ and ‘thank you’. I am respectful to others.

Ideal:
1. Clannish. My family is the most important thing to me. Everyone else takes second place to them. (Neutral)
2. Closeness. A family is the fundamental core of any society. It all starts with the family and a strong family can make the world a better place. (Good)
3. Pandemonium. In a large family there are always multiple things going on. I embrace that diversity of action as it keeps life interesting. (Chaotic)
4. Respect. The elders of the family are the ones with the learned wisdom to best make the decisions for the family. I treat them with the respect they deserve. (Lawful)
5. Exploitive. I’m just using my family to get ahead. (Evil)
6. Enduring. Every family has its ups and downs, but in the end we’re still family. (Any)

Bond:
1. The founder of our family was a famous adventurer who changed the world. I seek to emulate him and make my name just as celebrated.
2. The family has fallen on hard times and I seek to bring it back to the heights of society.
3. Some of the ancestors of our family live on as ghosts. Maybe it’s just my overactive imagination but I believe I can see them…and that they talk to me.
4. A few generations ago we lost our ancestral sword in battle against orcs. My driving goal is to recover it for our family.
5. One of my sisters married into a powerful family. Unfortunately I believe she is in an abusive relationship. I will find a way to free her from her predicament.
6. I have a favorite sibling; I would do anything to keep them safe.

Flaw:
1. Every family has its black sheep. I guess it’s my turn for this generation.
2. One of our ancestors was a traitor to the kingdom.
3. My family is used to sharing, clothes and other possessions, all the time. Sometimes I forget other people aren’t like this and they get upset when I take their items.
4. I suspect someone in the family is cheating on their spouse. It’s only a suspicion so I am not sure what to do about it.
5. I am deeply in love with someone, but one of my siblings is also in love with them.
6. You are an illegitimate child. While not of direct blood, they still accept you as a member of the family…for the most part.