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

Tuesday, April 28, 2015

DM's Notebook: Meet the Party

Warning: This blog post is a behind the DM screen journal for my campaign set in a homebrewed campaign setting. If you are participating in this campaign and read further than this your character's life is forfeit. You have been warned.

This campaign has been going on in one for or another for a couple of years now, ever since the 5e playtest. So what do you as a reader need to know coming into the campaign?
  1. The setting is a quasi-medieval fantasy world, but gunpowder weapons do exist, specifically single shot pistols and old-timey grenades. A few lawmen carry six-shooters.
  2. Every 1000 years the barriers that protect the Material Plane from the Infernal and Celestial Planes weakens. During this time the deities turn mortal and fight each other for domains. The last campaign took place during this time.
  3. The Campaign is done online, so most of combat and interactions are done in the "Theater of the Mind" style.

Current World Overview

It has been over a hundred years since the world nearly ended. In the wake of the battles between the Divines and Damned the world was reshaped. The ocean receded and land long since lost has returned. In a bid for power several countries were conquered by dragons and thus began the Dragon War. An uneasy truce was created, but it can only last for so long before the dragons do battle yet again.

Meet the Party

Paladin Jourmond Dal(Connor)
Half-Elf, Paladin, La
wful Neutral

Paladin of the Divine of War, Duo, this man has set his eyes on becoming an Assassin in the City-State of San. His deity is one of my previous player's characters who was one of the last guild assassins left when the previous campaign ended.

My plan right now is to let the assassin's guild to eventually show themselves to the party in some way. That way he can get a feel for them before 

Ranger Nym(Liz)
Half-Elf, Hunter Ranger, Chaotic Neutral

Nym was the product of the love between two star crossed lovers who worshipped different deities. After her father died, Nym was exiled from her tribe due to her ability to use magic. When she tried to return she found out that the tribe was wiped out by giants and has been on a quest for vengeance ever since.

I've already started introducing elements of this story in the campaign sessions.There are some elements that I have carried over from my previous campaign.

Nicolai "Scar" Ironscale(Travis)
Black Dragonborn, Barbarian, Lawful Evil

Barbarians known as the Iron Circle killed his family and he was kept as a slave. Eventually he used his intellect to convince the Iron Circle that he was more useful as a soldier. When the moment was right he helped start a coupe resulting in him taking over, naming himself leader in the process. Eventually disgruntled people under his rule tried to have him killed and he was forced into exile. Now he is looking for a way to return.

This storyline gives me a bit of troubles with the idea of how my world works, but I accept the challenge. A few locations on the map I've made haven't been flushed out. Adding an antagonistic new nation to take on the party will be interesting to say the least.

Sawyer(Steve) Red Dragonborn, Eldritch Knight, Neutral Evil

From the volcano city Vula, Sawyer's family were allied with Inferno, the Red Dragon that created their race. In order to prove himself to his family that he can be a great warrior he has decided to go on a quest to prove himself.

Most open of the four storylines, which makes it the most challenging to work with. Though storylines about warriors gaining a name for themselves is a classic tale going all the way back to Beowulf.


Conclusion

This party is going to be something to watch out for. The world of Celestine might not be ready for them and they might not for it, but it cannot be said that they won't leave their mark on it.

See you next time where we'll talk about the Broken Hammer Arsonists.

Sunday, January 25, 2015

Dark Sunday: Bring on the Drakes

Long ago in Athas, the Dragons were killed or just disappeared. I don't believe that there was ever a definitive take on what actually did occur in the past to leave the Dragon of Tyr as the last dragon, if in name only. When 4th edition tackled dragons in the actual Dark Sun universe though they gave us drakes, dragon's less intelligent cousins. Before Dark Sun most of the drakes tended to be glorified guard dogs. Then came the elemental drakes.

The drake creation rules are simple:

  • Take a Dragon stat-line.
  • Remove flight speed, unless Air.
  • Remove Language.
  • Remove breath weapon.
  • Dial down the intelligence and charisma, up strength and dexterity.
Drakes don't have breath weapons instead they can manipulate the area around them. So where a fire dragon might breath fire a fire drake would blight the land they walk on with flames and cover their bodies in flame.

Water Drake, lives in the already few oases
 Water Drake:
-Fluff
One might find a water drake in an oasis, but only the drake. Typically the entire wildlife will be fodder for the drake.
-Crunch
Along with the instructions above, take a white dragon and replace breath weapon with an aura attack 10ft around its huge size. This aura is a zone of boiling or chilling water that it can excrete so considered Fire and Cold damage depending on attack.
Air Drake, one of the few species that can fly
Air Drake:
-Fluff
Drakes seldom flie those that do are known as Air Drakes. They climb to the top of ridges and palisades ready to pounce upon unwitting passers.
-CrunchStart with the instructions above, take a blue dragon and replace its breath weapon with an aura attack similar to the water drake. This aura is a zone of fog or push of strong wind. So fog would act as concealment against ranged attacks. Strong wind would act as a large push to get rid of melee attackers.

Enjoy the drake creating. These are just a set of homebrew guidelines not associated with Wizards of the Coast, feel free to change as you see fit.

Tuesday, December 16, 2014

Rise of the Dark Sun




Back in the 2010, I had only played a few tabletop roleplaying games. In fact I had stayed away from Dungeons and Dragons for a couple of reasons. First off was that I wasn't much of a fantasy fan, but mostly the Dungeon Masters that I had seen running the game yelled at players for not playing the game the way they did. In retrospect it was not the games fault that the guys organize them were jerks.

Around that time a roommate of mine introduced me to the Dungeon and Dragons podcasts done by the guys from Penny Arcade and PVP. I told him I didn't like elves and magic, to which he pointed me to the Dark Sun episodes.

4th Edition Campaign Book
And he sold me. The setting was interesting and unique, no elves prancing around talking about fae creatures it was about desolation and survival in an unforgiving godless world. The setting was created back in the 90's and it made a lot of drastic deviations from the core rules of D&D.

Dark Sun was never about high adventure to me it was always about survival. I ran two successful campaigns in Dark Sun and I hope to in the 5th edition of D&D as well. In the coming weeks I hope to create homebrew items and scenarios for Dark Sun to run in 5th edition. Every Sunday will be Dark Sunday.