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Round Table 66 – Fantasy Grounds and Modifying Classes
Posted: April 27, 2015 in Round TableTags: Andrew Kane, Cleric, D&D, D&D fifth edition, D&D Next, D&D5e, digital tools, dungeons and dragons, Fantasy Grounds, Greg Blair, podcast, ranger, roll20, sorcerer, Topher Kohan, Vegas Lancaster, Virtual Tabletop
Flip the Mat
Posted: April 23, 2015 in Brass Tacks, InspirationTags: Combat, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, drow, dungeons and dragons, encounter, encounter building, lycanthropes, Monster, pdf, world building, worldbuilding
Sometimes you just want to shake things up. You need to spice up combat and add a few hazards to keep players on their toes. Sometimes you want to go further and do something really crazy. In keeping with Sam Van Der Wall of RPG Alchemy‘s Blog Carnival theme, “The Combat Experience,” I’m going to show off one of my favorite encounters. One where I turned the battle mat on its side. Keep reading. You’ll see what I mean.
Mario and Luigi
When we play Dungeons and Dragons with a battle mat and miniatures we are usually dealing with two dimensions, just like most old Nintendo games. Often in D&D those two dimensions are an overhead or bird’s eye view like in The Legend of Zelda.
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We see Link and octoroks as if we were above looking down on them.
Yet many other Nintendo games had a side view like Double Dragon.
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We see Billy Lee kicking some butt as if we were standing to the side.
I began to imagine what a battle in a side view might look like on a battle mat. In order to get the most out of the map, I’d need the battle to have a lot of vertical levels, otherwise the encounter wouldn’t be very dynamic and all of the non-flying creatures would just hangout at the bottom of the grid. I also wanted the encounter to be contained on the battle mat. When flipping things from bird’s eye to side view, it becomes very easy to run out of map space as creatures move around. The map doesn’t follow you like a camera in a video game.
There might be a few of you who remember the old Mario Bros. game. I’m talking arcade style before the Marios were going into castles to rescue Princess Peach from Bowser. I’m talking two dudes facing off in the sewers trying to kick over as many koopa shells as possible to get some points to win a game. If Mario ran off one side of the screen, he appeared on the other (which solves my running off the map problem). It looked like this…
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I’m sure the older gamers among us remember.
Well that game inspired an encounter with my players that I designed and we throughly enjoyed.
The Ladder of Insanity
The PCs had to make their way to the Underdark via a massive column known as The Ladder of Insanity. The huge column plunged miles underground and its face was marked with crumbling 5-foot wide ledges and stairs, which are just wide enough for a creatures to travel single file.
The characters found the further down The Ladder of Insanity they got, the more ruin and disrepair became obstacles. Whole sections of ledges and staircases were missing or ready to plunge into the darkness. As the PCs negotiated these hazards, a crew of drow bandits lead by a werespider appeared and attacked. The battle mat looked something like this…
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Behold! The Ladder of Insanity!
Now I made that map in Roll20 and used digital tokens for the PCs instead of their beautiful array of bird’s eye view digital miniatures.
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Miniature on the left, token on the right.
I recommend using tokens instead of minis in a side view encounter. You could use miniatures, but they are made specifically for bird’s eye view encounters. It is going to be more difficult for your players to wrap their minds around a side view encounter with miniatures unless you place them on their sides, but that could damage some more delicate minis.
After the map was created I wrote down a few quick mechanics for the battle.
- The map wraps around the column. So if PCs ran off one side of the map they would appear on the other. It works just like Mario Brothers of Pac Man.
- The column is curved. A creature is granted half cover from attacks made by any creature more than 20 feet away, three-quarters cover from any creature more than 30 feet away, and total cover from any creature more than 40 feet away.
- Climbing the walls at half speed requires a DC 15 Strength (Athletics) check. Creatures who fail this check by 5 or more fall onto the platform directly below their space and land prone, taking fall damage as normal.
- Jumping up and grabbing a higher platform works as normal. In order to pull itself up to the new level a creature must succeed on a DC 10 Strength (Athletics) check or end its movement in the first space it entered on the new, higher level.
- At the end of a creature’s turn if it is on one of the platforms it must roll a d20. On a roll of 1, the ground beneath its feet crumbles. The creature must make a DC 10 Reflex saving throw to jump to an adjacent unoccupied space of its choice. If it fails it falls, landing prone and taking fall damage as normal. Wherever the creature ends up after rolling a 1 it must roll another d20 to see if the new ground beneath its feet crumbles and repeat the saving throw if it gets another 1. This continues until the creature rolls a number other than 1.
Bam! There you have it. The mat is flipped and a fun encounter is had by all.
Werespider Stats
I figured I should share the drow werespider stats with all of you. This way if you want to run the encounter you can really do it up right!
Werespider
Medium humanoid (elf, shapechanger), neutral evil
Armor Class 14 in humanoid form, 15 in spider or hybrid form
Hit Points 71 (11d8 + 22)
Speed 30 ft. (clim 30 ft. in spider or hybrid form)
STR | DEX | CON | INT | WIS | CHA |
13 (+1) | 19 (+4) | 14 (+2) | 11 (+0) | 13 (+1) | 12 (+1) |
Saving Throws Dex +7, Con +5, Wis +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Skills Perception +4, Stealth +10
Senses darkvision 120 ft., passive perception 14
Languages Elvish, Undercommon (can’t speak in spider form)
Challenge 5 (1,800 XP)
Fey Ancestry. The werespider has advantage on saving throw against being charmed, and magic can’t put it to sleep.
Innate Spellcasitng (Humanoid or Hybrid Form Only). The werespider’s spellcasting ability modifier is Charisma (spell save DC 12). It can innately cast the following spells.
At will: dancing lights
1/day: darkness, faerie fire, levitate (self only)
Shapechanger. The werespider can use its action to polymorph into a spider-humanoind hybrid or into a giant spider, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Spider Climb (Spider or Hybrid Form Only). The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the werespider has has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense (Spider or Hybrid Form Only). While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web.
Web Walker (Spider or Hybrid Form Only). The werespider ignores movement restrictions caused by webbing.
Actions
Multiattack. The werespider makes two attacks: two with its shortsword or one with its bite and shortsword.
Bite (Spider of Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. If the target is a humanoid, it must succeed on a second DC 13 Constitution saving throw or be cursed with werespider lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Web (Spider or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Reactions
Parry (Humanoid or Hybrid Form Only). The werespider adds 3 to its AC against one melee attack that would hit it. To do so, the werespider must see the attacker and be wielding a melee weapon.
Werespider Template
See “Player Characters as Lycanthropes” on page 207 of the Monster Manual.
Werespider. The character gains a Dexterity of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in spider or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Dexterity. For the poison of the werespider’s bite attack the DC is 8 + the character’s proficiency bonus + Constitution modifier. For the Web trait the DC is 8 + the character’s proficiency bonus + Strength modifier.
PDFs!
I’ve put the werespider into a PDF for your enjoyment along with adding it to the full list of Exploration Age Monsters. You can get it in the link below or feel free to head on over to the Free Game Resources section of this site to grab it whenever you like along with tons of other monsters, D&D fifth edition rules modules, backgrounds, spells, magic items, and more.
Werespider
EA Monsters
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Bonus Action 008 – Lighting and Vision
Posted: April 23, 2015 in Bonus ActionTags: Bonus Action, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, Lighting, podcast, Sam Dillon, Vision
A new episode of my podcast, Bonus Action, is up on The Tome Show’s website.
In this episode Sam and I discuss the rules for lighting and vision in D&D. You can find an explanation of these rules in the Player’s Basic Rules D&D PDF on pages 65 or in the Player’s Handbook on pages 183.
Sam’s Blog
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20 Traps in a PDF
Posted: April 21, 2015 in Brass TacksTags: D&D, D&D fifth edition, D&D Next, D&D5e, DnD, Dungeon Master's Guide, dungeons and dragons, pdf, rituals, traps, world building, worldbuilding
If it hasn’t been made clear by yet, I love fifth edition Dungeons and Dragons. It’s really wonderful in all of its streamlined, versatile storytelling glory. So don’t think me harsh when I say the latest Dungeon Master’s Guide is lacking in the number sample traps to drop into your campaign. I totally understand why. This amazing tome is jam-packed with so many subjects, it’s difficult to give a lot of attention to one area without cheating another (though I could have used less detailed description Forgotten Realms coinage and more traps, but that’s me).
Anyway rather than sitting around and complaining about the lack of traps in the Dungeon Master’s Guide, I decided maybe I should provide some traps of my own. Take a gander at the traps below and feel free to steal ’em for your game. Scroll down to the bottom of the post for a PDF and if you feel so inclined, please share it around.
Traps
Many of these traps are found in older editions of the Dungeon Master’s Guide and were updated by me, a few are of my own creation, and one was stolen from Ewoks. Don’t tell me Ewoks aren’t scary. They eat people. Enjoy!
Abyssal Gate
Magic trap
This trap requires a spellcaster to carve a specific sequence of Abyssal runes into a doorframe using demon blood and diamond dust. The person who carves the runes chooses a passphrase in Abyssal. When the passphrase is spoken aloud (whispering counts) within 15 feet of the door, the trap is rendered inert for 1 minute. When the final rune is carved, the sequence fades into the woodwork, metal, or stone. The runes can be spotted with a DC 15 Wisdom (Perception) check, but a character can feel the runes if it runs its hand along the frame and succeeds on a DC 10 Intelligence (Investigation) check. A character who knows Abyssal can determine the passphrase with a DC 15 Intelligence check, though sometimes the passphrase is more difficult to discover and a clever carver may hide it in a riddle within the runes. Dealing 50 damage to the door’s frame renders the trap inert until it is repaired. The AC for the doorframe depends on the material of which it is made (wood AC 15, stone AC 17, metal AC 19).
Any non-fiend creature who walks through the door triggers the trap. The creature is transported into a random area of the Abyss and witnesses unspeakable horror. That creature must make a DC 15 Wisdom saving throw. On a failed save it takes 55 (10d10) psychic damage. On a success it takes half damage. The creature returns on the side of the doorframe from which it entered at the end of its next turn.
Acidic Fall
Mechanical trap
Suspended above a 10-foot-square of thin stone ceiling is an acid-filled container. Any weight of more than 20 pounds placed on a hidden pressure plate in the floor beneath this area triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom (Perception) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence (Investigation) check. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
When the trap is triggered the container holding the acid opens, pouring it onto the ceiling. Immediately stone and acid rain down upon any creatures standing beneath. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 11 (2d10) acid and 11 (2d10) bludgeoning damage. Creatures who succeed take half damage.
Crushing Room
Mechanical trap
Stone walls at opposite ends of the room are rigged to move toward one another, crushing and compacting anything in the room until they touch. Any weight of more than 20 pounds placed on a hidden pressure plate at the center of the room triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom (Perception) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence (Investigation) check. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A character can notice that the floor, ceiling, and walls have many scrapes on their surfaces with a DC 10 Wisdom (Perception) check.
When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with thieves’ tools can pick the lock with a DC 20 Dexterity check. A character without thieves tools’ can attempt this check with disadvantage using a hair pin, wire, or other thin, metal tool.
The traps acts at the start of every round, each wall moving toward the center of the room at a pace of 5 feet per round. Characters can attempted to slow the walls by bracing a sturdy object (such as an iron pole) between the two walls. If characters do this these objects break at the start of the round, but the walls do not move that round.
A character who is adjacent to a wall can try to delay one wall from moving by making a DC 20 Strength check. The creature must remain adjacent to the wall until the start of the next round. On a successful check the wall does not move forward at the start of the next round.
As the walls move toward one another, the room shrinks pushing creatures and objects toward the center. At the start of the round when the room becomes too narrow for a creature (once the walls are touching for Medium and smaller creatures) that creature is restrained and it must make a DC 17 Strength saving throw. Creatures who fail take 55 (10d10) bludgeoning damage and creatures who succeed take half damage. Once the walls touch they grind against each other for two rounds and the walls slide back to their original position at the start of a round at a rate of 5 feet per round.
Sometimes the designer of this trip will put a hidden kill switch somewhere within the room in case the trap is triggered by accident. Such a kill switch is usually well hidden beneath a stone in the floor or wall and requires a DC 20 Intelligence (Investigation) check to find. Pressing the switch causes the walls to slide back into their original position at a rate of 5 feet per round on the start of the round. Once the walls are back into their original position, the doors unlock.
Electrified Floor
Magic trap
These metal plates cover a 10-foot-square area and are painted to match the appearance of the rest of the floor. A character can hear the low of hum of energy in the room with a DC 10 Wisdom (Perception) check. A DC 15 Wisdom (Perception) check reveals the painted section of the floor. A character wearing heavily insulated footwear (such as rubber boots) can cross the area easily. Throwing a large metal object onto the floor (such as a full suit of plate mail) and leaving it there for 1 minute causes the magical energy within the floor to overload and disables the trap. The object explodes at the end of 1 minute. All creatures within 10 feet of the floor must make a DC 15 Dexterity saving throw. Creatures who fail take 5 (1d10) lightning and 5 (piercing) damage. Creatures who succeed take half damage.
Any creature who steps onto the floor while it is active takes 22 (4d10) lightning damage and must make a DC 15 Constitution saving throw. A creature who fails is paralyzed until the end of its next turn. If the creature is still touching the trap at the start of its next turn, it must take the damage and repeat the saving throw. Any creature who touches another creature who is touching the trap must make a DC 15 Constitution saving throw. That creature takes 22 (4d10) lightning damage on a failed saving throw, half as much on a success.
Explosive Object
Magic trap
Any object can be a magic explosive in disguise but most often these objects are fashioned to look tempting to intruders. Ornate chests, works of art, treasures, potions, gems, and more could be a trap.
Any explosive object is powered by a small set of Draconic runes carved in a difficult to discern location on the object. The person who carves the runes chooses a passphrase in Draconic. When the passphrase is spoken aloud (whispering counts) by a person holding the object the trap is rendered inert until that person puts down the object. A DC 15 Intelligence (Investigation) check reveals the runes to any creature inspecting the object. A character who knows Draconic can determine the passphrase with a DC 15 Intelligence check, though sometimes the passphrase is more difficult to discover and a clever carver may hide it in a riddle within the runes. A DC 15 Wisdom (Perception) reveals an odd heat radiating from the object to anyone handling it.
When a creature handles the trapped object, the trap is triggered. 2 rounds later at the start of the round the object explodes in a 20-foot-radius burst. Creatures within the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 (6d10) fire damage. Creatures who succeed take half damage.
Flame Jets
Mechanical trap
Flame jets are small nozzles attached to a fuel source placed into stone floors. The trap is trigger by a hidden pressure plate. Any weight of more than 20 pounds placed on the pressure plate triggers the trap. The pressure plate can be spotted with a DC 10 Wisdom (Perception) check and the nozzle can be spotted with a DC 15 Wisdom (Perception) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 10 Intelligence (Investigation) check. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
A creature who steps on the pressure plate must make a DC 11 Dexterity saving throw to avoid the sudden burst of flame which rises up from the floor. A creature who fails takes 5 (1d10) fire damage. A creature who succeeds takes half damage.
Grasping Arms
Magic trap
This trap appears in 10-foot wide and smaller corridors. Stone arms are carved into the walls. A character notices subtle movement in the arms with a DC 15 Wisdom (Perception) check. Creatures wearing a special amulet designed by the trap’s maker can move through the corridor without triggering the trap.
When a creature has moved to the center of the corridor, the trap is triggered. At the start of the round the arms make an attack roll with a +5 bonus, grasping at any creature adjacent to the walls of the corridor. A successful attack deals 11 (2d10) bludgeoning damage and the creature is grappled by the arms (escape DC 14).
Another creature can try to free a grappled one by dealing 10 damage to the arms grasping the creature with a single attack or spell (AC 17).
Hungry Insects
Mechanical trap
A large grate taking up a 10-foot-square area sits in the center of the ceiling. A trip wire stretched across the middle of the room looses a box of hungry insects hidden in the ceiling above.
The trip wire is 3 inches off the ground and stretches between two columns. A DC 15 Wisdom (Perception) check spots the trip wire. A DC 15 Dexterity check made with thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with thieves’ tools can pick the lock with a DC 20 Dexterity check. A character without thieves tools’ can attempt this check with disadvantage using a hair pin, wire, or other thin, metal tool.
When the trap triggers 4 swarms of insects fall from the grate in the ceiling and attack.
Log Slammer
Mechanical trap
Two heavy, hidden logs hidden at opposite ends of an area are set to swing together when the trip wire is triggered.
The trip wire is 3 inches off the ground and stretches between two columns or trees. A successful DC 12 Wisdom (Perception) check spots the trip wire or the logs hidden by foliage or cobwebs. A DC 15 Dexterity check made with thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check the trap triggers.
The creature who triggered the trap must make a DC 12 Dexterity saving throw or be caught between the logs as they slam together. On a failed save that creature takes 22 (4d10) bludgeoning damage. A creature who saves takes half damage.
Malicious Harpsichord
Magic trap
This self-operating harpsichord plays hauntingly enchanting music. Any creature within 60 feet of the harpsichord who can hear it must make a DC 15 Wisdom saving throw at the start of its turn. A creature who fails falls prone and must use its action to engage in a violent dance, throwing itself against the floor repeatedly, dealing 11 (2d10) bludgeoning damage to itself. The creature cannot move from the space it occupies under its own power and is under this effect until it can no longer hear the harpsichord. On a successful save the creature is immune to the effects of the malicious harpsichord for 24 hours.
The harpsichord is made of a magically treated wood and much tougher than it looks. It has AC 21 and 100 hit points.
Mists of Madness
Magic trap
This heavy purple mist lingers around the ankles. When a living creature shows any sign of above animal intelligence (such as speaking, casting a spell, using tools or a weapon, etc.) while standing within the mists, the mists rise up and try to enter the creature’s lungs. When the mists try to enter a creature’s body, that creature must first succeed on a DC 15 Constitution saving throw. If the creature fails that saving throw, it must then succeed on a DC 15 Wisdom saving throw or gain one form of long-term madness from page 260 of the Dungeon Master’s Guide. Creatures who are aware they are standing in mists of madness have advantage on the Constitution saving throw.
A DC 15 Intelligence (Arcana) check reveals the nature of the trap. A strong wind forces the mists to dissipate in 1d10 rounds.
Mists of madness never attack mind flayers. The mists were created by illithids.
Object of Deception
Magic trap
Most any object can be made into a tool of deception but most often these objects are fashioned to look tempting to intruders. Coins, works of art, treasures, potions, gems, and more could be a trap.
An object of deception is marked with a tiny indentation of an open mouth frozen in a laugh. Any character inspecting the item can find the indentation with a DC 15 Intelligence (Investigation) check. A character handling the object feels the indentation with a DC 20 Wisdom (Perception) check.
A creature who handles the object must make a DC 15 Charisma saving throw. A creature who fails this saving throw sees allies as hostile enemies and hostile enemies as allies. Kind words sound threatening and threats sound kind coming from these sources. The only way the creature can rid itself of this effect is to stop carrying the object. A creature who succeeds on this saving throw is aware that something or someone tried to affect its mind, but is unsure of the source and is immune to the effect of the object for 24 hours.
Pendulum Scythe
Mechanical trap
A large scythe drops from the ceiling and swings back and forth in a line 5 feet wide and 20 feet long when a hidden pressure plate in the room is pressed. Any weight of more than 20 pounds placed on the pressure plate triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom (Perception) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence (Investigation) check and that the ceiling holds a the outline of a trapdoor (from which the trap’s blade springs forth) with a DC 20 Intelligence (Investigation) check. Wedging an iron spike or other object under the pressure plate prevents the trap from activating and attempting to open the compartment in the ceiling results in the trap activating.
Once the trap is triggered it acts at the start of every round. The scythe makes an attack roll against creatures in its path with a +7 bonus to attack. On a hit the attack deals 33 (6d10) slashing damage.
Some pressure plates are triggered to activate multiple pendulum scythes in a room or hall, each of which runs along a different line and gets to make its own attacks at the start of the round.
Poison Mister
Mechanical trap
A nozzle connected to a vial of poison gas is hidden within a chest’s lock, or in something else that a creature might open. Opening the object without the proper key causes the nozzle to spring out, spraying poison.
When the trap is triggered the nozzle creates a 15-foot cone of gas originating from the lock. Creatures within the cone must make a DC 15 Constitution saving throw. Creatures who fail take 22 (4d10) poison damage and are poisoned for 1 hour. Creatures who succeed take half damage and are not poisoned.
A DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the nozzle and vial. A DC 15 Dexterity check using thieves’ tools disarms the trap, removing the nozzle and gas vial from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
A DM can choose to have a different kind of inhaled poison (Dungeon Master’s Guide page 257-258) within the lock. The effects and save DC for the poison change as appropriate.
Room Filling With Water
Mechanical trap
This stone, 15-foot-cubic room has thick metal doors and 4 5-foot square metal grates in the ceiling. When the door to this room is first opened, characters within 5 feet of the door feel a burst of stagnant, moldy air with a DC 10 Wisdom (Perception) check.
A hidden pressure plate in the room causes the grates to pour water into the room. Any weight of more than 20 pounds placed on a hidden pressure plate triggers the trap. The pressure plate can be spotted with a DC 15 Wisdom (Perception) check. A character studying the area can determine the pressure plate is a slightly different color than the rest of the floor with a DC 15 Intelligence (Investigation) check. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with thieves’ tools can pick the lock with a DC 20 Dexterity check. A character without thieves tools’ can attempt this check with disadvantage using a hair pin, wire, or other thin, metal tool.
At the start of every round add 3 feet of stagnant, opaque water to the sealed room. Once the water is 6 feet high, creatures without a swim speed who attempt to pick the lock using thieves’ tools do so with disadvantage. Creatures in the room without a swim speed must make DC 10 Strength (Athletics) to swim above the rising water once it is equal to or greater than their height. Because the water is opaque, any creature who is submerged in the water is blinded while it remains underwater.
Have the rules for suffocating (Player Basic Rules pg. 65 and Player’s Handbook pg. 183) and underwater combat (Player Basic Rules pg. 77 and Player’s Handbook pg. 198) handy if you plan to run this trap.
Sometimes the designer of this trip will put a hidden kill switch somewhere within the room in case the trap is triggered by accident. Such a kill switch is usually well hidden beneath a stone in the floor or wall and requires a DC 20 Intelligence (Investigation) check to find. Pressing the switch causes the water to stop filling the room and the doors to unlock.
Spectral Tendrils
Magic trap
This 20-foot-square area has been cursed with a ritual that forms tendrils of pure necrotic energy which hunger to feed on the living. The ritual is powered by an unholy symbol painted or carved into the ground at the center of the area. The tendrils live below the surface of the floor and wait for a living creature to walk into the area before attacking.
A character notices the trapped area and its immediate surroundings are slightly colder with a DC 10 Wisdom (Perception) check. A character trained in Religion can determine the meaning of the symbol with a DC 15 Intelligence (Wisdom) check.
When a creature steps into the area, the tendrils rise from the ground and make an attack roll against that creature with a +8 bonus. On a hit the tendrils deal 22 (4d10) necrotic damage and the target is grappled (escape DC 15). Another creature can attack the tendrils grappling a creature (AC 15). If they deal more than 15 damage in one attack the tendrils let go. The tendrils disappear if they are dealt radiant damage.
Spinning Saw Blades
Mechanical trap
Hidden behind a wall, this circular saw blade with a 5-foot-radius runs along a track in the wall, floor, or ceiling after a trip wire is activated.
The trip wire is 3 inches off the ground and stretches between two columns. A successful DC 15 Wisdom (Perception) check spots the trip wire or the blades hidden deep within a slot in the walls. A DC 10 Wisdom (Perception) check notices the deep grooves in the wall, ceiling, or floor which serve as the saw’s track. A DC 15 Dexterity check made with thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check the trap triggers.
Once the trap is activated the saw moves 40 feet along its track at the start of a round. The saw makes an attack roll with a +5 bonus against any creature in its path. On a hit the creature takes 11 (2d10) slashing damage. If the saw gets to the end of its track, it switches direction and comes back the other way.
Some trip wires are triggered to activate multiple saws in a room or hall, each of which runs along a different track and gets to make its own attacks at the start of the round.
Widening Pit
Mechanical trap
These rooms are outfitted with a special floor which slowly opens from the center when a creature steps onto the hidden 10-foot-square area pit cover at the center of the room.
A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the center of the floor. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of the floor is actually the cover of a pit.
When a creature steps on the cover, it swings open like a trapdoor causing the intruder to spill into the pit below, which is usually 20 or 30 feet deep, but can be deeper. Once the pit is revealed, it begins to widen. At the start of a round the pit’s area grows another 5 feet on all sides as the floor begins to slide open. Creatures adjacent to the pit before it grows must make a DC 15 Dexterity saving throw, or fall into the pit. The pit may have spikes at the bottom as described in page 123 of the Dungeon Master’s Guide.
When the trap is triggered, all doors to the room immediately close and lock. The doors are iron (AC 19, 27 hit points) and any character with thieves’ tools can pick the lock with a DC 20 Dexterity check. A character without thieves tools’ can attempt this check with disadvantage using a hair pin, wire, or other thin, metal tool.
Once the pit is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening and springing the rest of the trap. It can also magically be held shut using the arcane lock spell or similar magic.
Withering Tapestry
Magic trap
This 10-foot-square tapestry depicts a regal king and queen sitting upon a throne with crowns of gold. Any creature who can see the tapestry must make a DC 15 Charisma saving throw. A creature who fails is overcome with admiration for the tapestry and cannot willingly move out of sight of the tapestry for 24 hours. During that time the creature cares only about the tapestry and will defend the work of art with its life. It acts hostile toward any creature who tries to touch the tapestry or tries to move the effected creature away from the tapestry. The creature will try to find its way back to the tapestry if it is forcibly removed from it. The creature will not sleep while it is under this effect. After 24 hours the affected creature suffers a level of exhaustion. It must repeat the saving throw if the tapestry is still within line of sight.
A DC 15 Intelligence (Arcana) check reveals the nature of the trap. A DC 20 Intelligence (Arcana) check reveals the tapestry is immune to all damage except for fire. The tapestry has AC 10 and 30 hit points.
Zealous Altar
Magic trap
This altar bears the symbol of the patron god of its creator. Any creature who can see the altar who is not wearing a visible holy symbol of the altar’s god must make a DC 15 Wisdom saving throw. Creatures who fail are blinded and deafened for 8 hours or until the altar is destroyed. Creatures who are successful are immune to the altar’s effects for 24 hours.
A creature trained in Religion who makes a DC 15 Intelligence (Wisdom) check knows the nature of the altar. The altar is made of a magically treated metal and much tougher than it looks. It has AC 22 and 200 hit points.
Need MORE Traps?
If you want even more traps, check out my man David Gibson‘s designs. Devious! His entire website is awesome.
It’s Time For Another PDF
I’ve put all of these traps into one PDF for your enjoyment. You can get it in the link below or feel free to head on over to the Free Game Resources section of this site to grab it whenever you like along with tons of other D&D fifth edition rules modules, backgrounds, spells, magic items, monsters, and more.
Traps
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
Round Table 65 – SB 101, Conversion Guides, and Phoenix: Dawn Command
Posted: April 20, 2015 in Round TableTags: Card Game, D&D, D&D fifth edition, D&D fourth edition, D&D Next, D&D5e, DnD, dungeons and dragons, Eberron, Gen Con, Gloom, Indiana, Jeff Greiner, Keith Baker, Kickstarter, LGBTQI, Liz Theis, Phoenix Dawn Command, podcast, religion, Sam Dillon, Tracy Hurley, world building, worldbuilding
If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!
5e Archons
Posted: April 16, 2015 in Brass TacksTags: archon, celestial, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, Monster, pdf, world building, worldbuilding
Yes, the Monster Manual is huge. Yes, there are tons of monsters both good and evil to choose from. I love the book but it’s missing some of my favorite allies for player characters. After all the sacred tome of beasts isn’t just an arsenal for the dungeon master. It’s a worldbuilding tool, meant to inspire and provide enemies, allies, and power players for your campaign.
I miss archons. If you’ve been playing Dungeons and Dragons for a time, you know what I’m talking about. I don’t mean the elemental variety of fourth edition either (though they were also cool). I’m talking about the lantern, the hound, and the trumpet varieties of celestial archon.
So behold the celestials below!
Archons
Archons are lawful good celestial beings from Mount Celestial. Their appearances vary greatly but all share a passion for righteous justice and championing the cause of good.
Fiend Foes. From birth archons consider all fiends their sworn enemies. It is in their very nature to seek out and destroy these evil beings. Archon armies battle fiend battalions in tight, disciplined ranks. Mortals who summon an archon should make sure they have not summoned any fiends for aid in the past. Archons consider any who treat with such evil to be part of the problem.
Righteous Motivators. Most archons do not directly involve themselves in mortal affairs. Instead they prefer the more indirect approach of encouraging mortals to make choices in favor of good and to cast off the temptations of evil. Archons only use their might when they are forced to do so against mortal foes.
Opposers of Tyranny. Archons abhor those with power who oppress others. Though they rarely meddle in the affairs of mortals, archons can be convinced to aid the cause of replacing a corrupt leader with a just one. Archons will not support a cause of violent rebellion as it puts innocent lives at risk. A careful, calculated overthrow of a tyrant without rioting is the only sort they support.
Lantern Archons
Lantern archons appear as flying orbs of brilliant, heavenly light. Their light is a comfort to creatures with good souls and uncomfortably harsh for creatures with evil souls. A lantern archon’s light is only extinguished when the creature dies.
Curious and Fast. Lantern archons are quick and nimble. They use their speed to be the first into a room or to round a corner to see what lies ahead. They ask many polite questions of their companions, often trying to understand the motivations behind a creature’s actions (especially if that creature is a mortal). This is all done in kindness. Lantern archons want to better understand new people, especially those who might be worthy of their help.
First of the Archons. All archons begin life in a lantern incarnation. As such lantern archons are the most numerous and weakest of the archons. As shining balls of light, they can only physically manipulate their environment through sheer force of will. While a lantern archon’s will is strong, it is not enough to be of great help in physical tasks. Lantern archons which demonstrate a loyal zeal for accomplishing good eventually evolve into greater beings.
Lantern Archon
Small celestial, lawful good
Armor Class 16 (natural armor)
Hit Points 28 (8d6)
Speed 0 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
2 (-4) | 16 (+3) | 10 (+0) | 6 (-2) | 12 (+1) | 12 (+1) |
Saving Throws Dex +6, Con +2, Wis +3
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities lightning, radiant
Conditions Immunities exhaustion, petrified
Skills Perception +3
Senses darkvision 60 ft., passive perception 13
Languages all, telepathy 60 ft.
Challenge 2 (450 XP)
Aura of Menace. Any hostile creature within a 20-foot-radius of the archon must make a DC 11 Wisdom saving throw at the start of its turn. Creatures who fail have disadvantage on attack rolls and saving throws for 24 hours or until they successfully hit the archon with an attack. Creatures who save or break the effect are immune to the archon’s Aura of Menace for 24 hours.
Illumination. The blazing wraith sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Innate Spellcasitng. The archon’s spellcasting ability modifier is Charisma (spell save DC 11). It can innately cast the following spells.
At will: detect evil and good
1/day: aid, continual flame, protection from evil and good
Actions
Light Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (2d6) radiant damage.
Hound Archons
Hound archons are muscular humanoids with noble canine heads. They are disciplined soldiers in battle skilled with their swords as well as they are with their natural weapons.
Merciful Warriors. With the exception of fiends hound archons dislike killing and prefer to incapacitate or disarm mortal foes whenever possible. The greatest and most merciful warriors amongst hound archons often become paladins. The hound archon heroes lead armies of celestials into battle against fiends sometimes on the back of a copper dragon ally.
Secret Sentinels. Hound archons often guard sacred areas in unassuming canine forms using their Shapechanger ability. Appearing as a pack of stray dogs or a lone wolf gives archons a cover they can maintain for years while guarding holy ground.
Hound Archon
Medium celestial, lawful good
Armor Class 15 (natural armor)
Hit Points 66 (10d8 + 30)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 14 (+2) | 17 (+3) | 10 (+0) | 14 (+2) | 16 (+3) |
Saving Throws Dex +3, Con +6, Wis +5
Damage Resistances radiant, bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities lightning
Conditions Immunities exhaustion, petrified
Skills Athletics +7, Perception +5
Senses darkvision 60 ft., passive perception 15
Languages all, telepathy 60 ft.
Challenge 5 (1,800 XP)
Aura of Menace. Any hostile creature within a 20-foot-radius of the archon must make a DC 14 Wisdom saving throw at the start of its turn. Creatures who fail have disadvantage on attack rolls and saving throws for 24 hours or until they successfully hit the archon with an attack. Creatures who save or break the effect are immune to the archon’s Aura of Menace for 24 hours.
Innate Spellcasitng. The archon’s spellcasting ability modifier is Charisma (spell save DC 14). It can innately cast the following spells.
At will: detect evil and good, misty step
3/day: aid, continual flame, protection from evil and good
1/day: teleport
Keen Smell. The archon has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The archon’s weapon attacks are magical.
Shapechanger. The archon can use its action to polymorph into a dog, wolf, or back to its true form which is celestial. Its statistics are the same in each form. Any equipment it is carrying is also transformed, but cannot be used while the archon is in dog or wolf form. It reverts to its true form if it dies.
Actions
Multiattack. The archon makes two attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Trumpet Archon
The winged, green-skinned trumpet archons are one of the most powerful of their ilk. Trumpet archons serve as the elite warriors and vanguard of divine armies, messengers for greater celestials, and generals of other archon soldiers in battle.
Messengers to Mortals. When a good-aligned divine being has a message to send to mortals, trumpet archons are the ones delivering the message. Their visits do not stop at the Material Plane. Trumpet archons are sent all over the multiverse, even as far as the Nine Hells or the Abyss to deliver declarations of war.
Trumpet Wielders. All trumpet archons carry the instrument of their namesake which is created when an archon evolves into a trumpet archon. This magic instrument works only in the hands of the trumpet archon for whom it was created. These instruments are often decorated with the standard of the trumpet archon’s patron deity.
Trumpet Archon
Medium celestial, lawful good
Armor Class 17 (natural armor)
Hit Points 142 (15d8 + 75)
Speed 40 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 16 (+3) | 20 (+5) | 12 (+1) | 18 (+4) | 20 (+5) |
Saving Throws Dex +7, Con +9, Wis +9
Damage Resistances radiant, bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities lightning
Conditions Immunities exhaustion, petrified
Skills Athletics +10, Insight +8, Perception +8
Senses darkvision 60 ft., passive perception 15
Languages all, telepathy 60 ft.
Challenge 10 (5,900 XP)
Aura of Menace. Any hostile creature within a 20-foot-radius of the archon must make a DC 17 Wisdom saving throw at the start of its turn. Creatures who fail have disadvantage on attack rolls and saving throws for 24 hours or until they successfully hit the archon with an attack. Creatures who save or break the effect are immune to the archon’s Aura of Menace for 24 hours.
Innate Spellcasitng. The archon’s spellcasting ability modifier is Charisma (spell save DC 17). It can innately cast the following spells.
At will: continual flame, detect evil and good, misty step, message, protection from evil and good
3/day: teleport
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The archon’s weapon attacks are magical.
Trumpet Transformation. The archon can instantly turn its trumpet into a greatsword and vice versa.
Actions
Multiattack. The archon makes two attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Trumpet. The archon plays paralyzingly beautiful and clear music on its trumpet. All hostile creatures within 100 feet of the archon must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature who fails this saving throw can repeat it on the end of its turn ending the paralyzed condition on a success.
PDF!
It’s time for some more PDFs. I’ve added the archons to the full Exploration Age bestiary as well as given them their own PDF. Check it out in the link below or feel free to head on over to the Free Game Resources section of this site to grab it whenever you like along with tons of other D&D fifth edition rules modules, backgrounds, spells, magic items, and more.
EA Bestiary
Archons
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Simple Hazards
Posted: April 14, 2015 in Brass TacksTags: D&D, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, hazards, pdf, terrain, world building, worldbuilding
Last week I blogged it up with some tips to spice up your combat in a post for Sam Van Der Wall of RPG Alchemy‘s Blog Carnival theme, “The Combat Experience.” One of the tips included using interesting, but simple to run hazards in combat. I’d like to share a few simple hazards you can plug into your fifth edition Dungeons and Dragons games to spice up your combat with minimal headaches and management.
Many of these hazards call for the DM to pick random targets. This is because I don’t know the number of targets you might have in your own encounters. When trying to determine who might be targeted by a hazard, feel free to have all potential targets roll a d20. The lowest roll is the unlucky target.
Most of these hazards have effects which occur during each round of combat, while a few others have a more powerful effect which occurs once during combat.
Mundane
Mundane hazards are caused by nature or creatures without the aid of any supernatural forces like magic. Many of these hazards exist in our real world.
Avalanches
Avalanches can occur in areas where snow piles up on a slope, such as a mountain. When battle in an area with avalanche potential occurs roll a d4 at the end of each round of combat. On the roll of a 1 the avalanche covers a 30-foot-square area. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 14 (4d6) cold damage and 14 (4d6) bludgeoning damage and are knocked prone and restrained. A prone creature cannot stand until it ends the restrained condition by using its action to make a DC 15 Strength saving throw or another unrestrained creature uses its action to dig out the restrained creature ending the restrained condition. Creatures who succeed take only half damage and are knocked prone, but not restrained. The area where the avalanche occurred is considered difficult terrain and you stop rolling to see if an avalanche occurs at the end of each round.
Bone Piles
Deep in the lairs of monstrous creatures, adventurers might come across enormous piles of bones picked clean, the remnants of past meals. Bone piles count as difficult terrain. If combat occurs on a bone pile creatures have the potential to sink into the bones. When a creature ends its turn on a bone pile without moving from the spot where it started its turn, that creature takes 3 (1d6) piercing damage and is restrained. As an action a restrained creature can attempt to free itself and end the restrained condition with a DC 12 Strength saving throw.
Broken Ground
Broken ground is any uneven floor such as the craggy, cracked floor of an earthquake ruined temple or a forest floor eroded by the roots of trees. Creatures moving across broken ground can move at half speed without any problem. If a creatures moves across broken ground using a speed greater than half, that creature must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone.
Deep Mud
This deep mud could occur underground, in swamps, or in plains or forests after a rain storm. Deep mud counts as difficult terrain. When a creature ends its turn in deep mud without moving from the spot where it started its turn, that creature is restrained. As an action a restrained creature can attempt to free itself and end the restrained condition with a DC 12 Strength saving throw.
Earthquakes
Earthquakes could shake the ground beneath the feet of any target. If combat occurs in an area of frequent earthquakes, at the end of each round, roll a d10. On a roll of 1-3 an earthquake occurs. Every creature standing on the ground must succeed on a DC 15 Strength saving throw or be knocked prone.
Lava Geysers
Lava geysers sit on the floor of volcanic tunnels occasionally spewing lava into the air. At the end of each round of combat roll a d20. On a roll of 11 or higher a random lava vent of your choice erupts spewing a line of lava 5 feet wide and 15 feet long into the air. Creatures in the line must make a DC 15 Dexterity saving throw. A target who fails takes 14 (4d6) fire damage, a target who saves takes half damage.
Lightning Storms
Lighting storms can occur with a downpour, but also in the heat of Summer months without any rain. At the end of each round of combat roll a d10. On a roll of 1-3 lightning targets a random 5-foot square of ground, making it difficult terrain. On a roll of 4-7 lightning targets a random creature wearing metal armor. On a roll of 8-10 lighting targets any random creature. A target creature must make a DC 15 Dexterity saving throw. A target who fails takes 28 (8d6) lightning damage, a target who saves takes half damage.
Sewage Spewers
In sewers covered pipes will sometimes open up and release pressurized bursts of sewage. At the end of each round of combat in the sewers pick a random pipe to open and release sewage. Creatures within 10 feet of the pipe must succeed on a DC 12 Strength saving throw or be knocked prone.
Sinkholes
Sinkholes can appear randomly and without warning on many different types of terrain. When combat occurs in an area that has sinkhole potential, roll a d10 at the end of each creature’s turn. On a roll of 1 a 20-foot deep sinkhole with a 5-foot radius appears centered on the creature. Creatures in the area of the sinkhole must succeed a DC 15 Dexterity saving throw or fall into the sinkhole, taking 7 (2d6) bludgeoning damage and landing prone. Creatures who succeed on the save end in an area of their choosing adjacent to the sinkhole.
Supernatural
Spellcasting trees, mind-altering rain, and grass with a mind of its own are all examples of supernatural hazards. They are the kind of thing you only see in fiction.
Acidic Waves
Some pools of acid have been magically enhanced by mages to be even more harmful than they seem. When battle occurs near a container of acid that has been enchanted with such magic, roll a d4 at the end of each round. On a roll of 1, a waves of acid spew from the pool, attacking all creatures in a 20-foot-radius. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 35 (1od6) acid damage. Creatures who succeed take half damage. Once the waves spew forth from an acid pool, you stop rolling to see if acid occurs at the end of each round for that pool.
Force Shockwaves
Ancient rituals of mighty power often cause the caster to give off shockwaves of residual magic energy. These rituals are the stuff of legend, beyond normal spells. At the end of the round while performing a powerful ritual, each creature within 30 feet of the caster must make a DC 15 Strength saving throw. Creatures who fail take 10 (3d6) force damage, are pushed back 10 feet and are knocked prone. Creatures who succeed take only half damage and are not pushed or knocked prone. These shockwaves stop once the ritual is complete or the caster is no longer able to perform the ritual.
Ghostly Ground
Sometimes burial grounds are long forgotten. The headstones and mounds wear down without ever leaving evidence that any bodies are decaying in the ground. The restless spirits of these dead sometimes manifest just for an instant to cause havoc before disappearing. When loud noise (such as battle) occurs on ghostly ground the spirits are awakened. At the end of each round, a spirit appears adjacent to a random creature on the ghostly ground and makes a melee attack against that creature with a +6 bonus to the roll. If the spirit hits, the attack deals 5 (1d4 + 3) necrotic damage and the target must succeed a DC 15 Constitution saving throw or become paralyzed for 1 minute. A paralyzed creature can repeat this saving throw at the end of its turn, ending the stunned condition on a success.
Grasping Grass
Some wander the world alone. For many this is a choice. Yet others wander because society has branded them a pariah. When these individuals die in loneliness craving friendship, their bodies and sorrow are absorbed into the ground. Grasping grass grows forth from the ground, holding onto the feet of any who pass by because the soul within hungers for company. When a creature ends its turn in grasping grass without moving from the spot where it started its turn, that creature is restrained. As an action a restrained creature can attempt to free itself and end the restrained condition with a DC 15 Strength saving throw.
Love Rain
It is said this rose-hued rain falls from the sky when an archfey takes a new lover. Each creature in the rain must succeed on a DC 10 Wisdom saving throw at the end of its turn or become charmed by the closest creature for 1 minute. A charmed creature can repeat this saving throw at the end of its turn, ending the charmed condition on a success.
Mage Trees
It is said these trees were planted long ago by a secret society of wizards who worshipped a vengeful spirit of nature. This spirit believed the spread of civilizations and development of land to be a blight. These mage trees were planted to destroy those who pillage the land. The spirit and the wizards have since faded into history, but the trees remain. Awakened by the sound of clashing steel, a mage tree acts at the end of each round. The tree casts a random cantrip from the table below against a random non-plant creature.
d4 | Spell |
1 | Acid splash |
2 | Chill touch |
3 | Fire bolt |
4 | Ray of frost |
Petrifying Swamp
Certain swamps are said to have areas cursed long ago by covenants of hags. The areas are usually marked by statues of various creatures sinking into the swamp. The magic of the terrain is activated when a creature engages in a hostile action, such as drawing a weapon or casting an offensive spell. Once the terrain is activated, each creature in the petrifying swamp must succeed on a DC 10 Constitution saving throw at the end of its turn or become stunned for 1 minute. A stunned creature still in the petrifying swamp must repeat this saving throw on the end of its turn. If it succeeds, the stunned condition effecting it ends. If it fails the creature is petrified. A creature is no longer petrified if it is removed from the swamp, cleaned, and untouched by the swamp for 1 hour.
Switching Mirror
These huge magic mirrors are often used to line the ceilings, floors, or walls of lavish palaces expecting invaders. The mirrors are also popular in the temple of trickster gods. During combat at the end of the round each creature who can see the mirrors must roll a d20. Creatures who roll the same number immediately switch places in a clockwise order.
War Ground
The blood which soaked into this ground from wars long ago has left a distinct red stain on the land. Creatures who stand on the ground deal maximum damage whenever they hit with a melee attack.
PDFs
You know I wouldn’t leave you without a PDF of these hazards to have and hold forever and ever. Check it out in the link below or feel free to head on over to the Free Game Resources section of this site to grab it whenever you like along with tons of other D&D fifth edition rules modules, backgrounds, monsters, spells, magic items, and more.
Simple Hazards
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
Round Table 64 – Elemental Evil in Organized Play
Posted: April 13, 2015 in Round TableTags: D&D, D&D Adventurers League, D&D fifth edition, D&D Next, D&D5e, DnD, dungeons and dragons, Elemental Evil, Joe Lastowski, Mike Shea, organized play, Topher Kohan
If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!
Spice Up Your Combat
Posted: April 9, 2015 in Brass TacksTags: Combat, D&D, D&D fifth edition, D&D Next, D&D5e, dungeons and dragons, Encounters, Environments, Mike Shea, Puzzles, world building, worldbuilding
This month’s RPG Blog Carnival theme is “The Combat Experience” selected by Samuel Van Der Wall over at RPG Alchemy. We all know combat can (and should) be really fun, but who among us hasn’t gotten bogged down in a slog of simply rolling dice until all monsters are eliminated? So for this month’s carnival I’m going to share some of my tips and tricks for keeping combat fresh and interesting. If you weave the ideas below into your combat encounters with frequency and variety, I promise you no more dull combats!
Time Factors
Adventurers fight their way up an airship docking tower to leap onboard a vessel as it pulls away. PCs battle an umber hulk in an underground cavern while a nearby drow mage completes a ritual to collapse an elf city above. The floor slowly opens beneath our heroes revealing a spiked pit as they battle angry aarakocra guards, one of whom holds the key to the door locking them in the deathtrap of a room. Giving the players a timed objective can really spice up combat. In the examples above they may only have so many rounds (determined by the DM) before the airship departs, the mage completes the ritual, or the floor completely opens beneath their feet. Suddenly the point is no longer kill everything, but rather accomplishing a goal before the timer dings. Watch as movement becomes more important than ever and PCs try all kinds of crazy improvised actions and risk opportunity attacks to get their goal accomplished in time.
The Third Dimension
It’s often easier to deal with only two dimensions in combat. Most games take place on flat battle maps or in the theater of the mind. We’re used to just length and width, but when you add height into your combat encounters, things instantly become more interesting. I don’t mean just adding a few flying creatures so now PCs have to use ranged attacks. I mean adding some high ground like hills or guard towers that both sides can try to take advantage of. It can be fun to see a great weapon fighter forced into using a longbow against flying foes and cursing with every miss, but isn’t it more exciting to see that PC charge up a hill or scale a wall to take down an enemy sniper? Being on higher ground provides a natural defense PCs can overcome or exploit, but if you want to spice things up a little more in the third dimension, give non-flying creatures with higher ground advantage on attacks against creatures on lower ground. If a creature is in flight it loses this advantage because they have to concentrate on, ya know, flying. Keep it simple, have only one or two areas of high ground and you can still use those flat maps (by simply marking off an area of high ground). A limited number of high ground areas also makes it easier to track this in theater of the mind.
Cater to the Monster
When the craftiest DM I know, Mike Shea, ran the Tarrasque Takedown, all of his encounters were specially designed monster lairs which catered to the beasties we were fighting. The Tarrasque’s encounter was in a tight space with low ceilings (so we were always within its deadly reach) and featured a river of fire (which the Tarrasque wouldn’t care about, being immune). The beholder death tyrant’s lair was bowl-shaped, so that he could get us with his eye beams and central eye as we struggled to climb the smooth walls to get up and attack him. The red dracolich’s lair was full of small platforms suspended above a sea of lava all of which were within perfect reach of the dragon’s massive breath weapon. When you create an encounter, especially for a monster in its own lair or on a battleground of its choosing, take a look at the creature’s abilities. What sort of natural defenses might that creature prefer? What defenses might it construct? How can it get the most out of its attacks? Don’t do this for every encounter, but it makes good sense for boss fights and prepared, intelligent enemies.
Moral Quandary
Give players difficult moral choices during an encounter. Perhaps a devious villain makes them choose one friendly NPC to die and another to live. Perhaps they were asked to bring back a bandit leader alive, but she insists on fighting until the death. Perhaps the PCs could end a dangerous threat once and for all, but doing so requires they use a weapon of mass destruction that would harm many innocents. Perhaps they face child soldiers in combat. It can be difficult to put characters in a moral quandary, especially in the middle of combat, but play to their personality traits, ideals, bonds, and flaws. These quandaries can cause debate amongst the players at the table, so if you’re in the heat of combat and don’t want to stop to argue a moral issue, give each player one minute to make their case, and then let initiative determine who acts and speaks when. Suddenly combat is more than just hacking up some baddies. It’s making choices and living with the consequences. If the PCs figure out a way to get what they want without any bad consequences, so much the better. Their cunning has made this a memorable and exciting encounter indeed.
Traps and Hazards
Rockslides, pits, crushing walls, swinging blades, earthquakes, lava-spewing vents, spider webs, and so much more can really make combat interesting. You don’t need to make things complicated with an enormous maze of traps (though if you do, kudos to you). Keep things simple. The trap or hazard activates and attacks random targets on initiative count 0. If it’s a one time thing like a rockslide, let it attack many targets, and if it happens every round, it should only attack one to three targets.
Siege Weapons
How fun is it in a video game when you get to use a cannon, enormous mounted machine gun, tank, or AT-AT? Super fun! Give your players the same option once in a while. Don’t make it easy. To use the catapult, ballista, or arcane cannon against the baddies, they first have to takeout the enemies who are operating the siege weapons against them.
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Oh yeah.
Add a Puzzle
Giving players a puzzle to solve can really be frustrating for them and boring for you… but it’s fun if you add in some monsters for them to fight while solving it. Maybe the PCs can only close a portal to The Nine Hells by arranging colored gems in a specific order while the portal spews out devils for them to fight. Maybe the adventurers have to answer a sphinx’s riddle to a raise a bridge across a chasm while a throng of zombies presses down on them. Maybe summoned elementals endlessly attacks PCs until they complete a complex ritual honoring the god of nature. Give the players something to do aside from fight to end an encounter, and suddenly they have to decide who will fight and who will work on the puzzle.
Chases
I’ve written a lot about chases already. Turning a combat into a dramatic chase sequence means a constant change of terrain, a whole bunch of complications, and a lot of new environments to run through while battling. It can a little complicated to run a chase, but use the tips and tricks in my older post and you’ll be ready to rock.
Dungeon Brawls
Another thing I’ve written about are dungeon brawls. These battles are really a few encounters rolled into one, separated into waves. Take a look at my comprehensive post on these bad boys and you’ll be able to spice up a whole session’s worth of combat encounters.
Combine!
Why not have a timed puzzled? Or a chase through an environment that’s been created for a villain? Or a dungeon brawl with siege weapons? Go ahead! Mix and match the ideas above. You’ll be glad you did.
Above All, Say Yes
When a player asks if a character can do something crazy I almost always say one of two things, “Yes,” or, “You can try.” Sometimes combat can be made more interesting just by allowing your players the freedom to try whatever they want rather than restricting them to the options present in printed texts. Before you know it they’ll be taking all kinds of risks and trying to top one another with the most creative combat maneuver. Give saying yes all the time a shot. Let the PCs roll and set a high DC if the task seems nigh impossible, but let them try! It’s not about being a slave to the rules, that’s what makes combat stagnate. It’s about having a grand time telling a story together.
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Return of the Orange Spice
Posted: April 7, 2015 in Brass TacksTags: Addiction, D&D, D&D fifth edition, D&D Next, D&D5e, DnD, drugs, dungeons and dragons, Modules, pdf, rules module, world building, worldbuilding
I’ve been doing a lot of updating since the official Dungeons and Dragons fifth edition rules came out last year. Next up on my list is updating the rules I wrote for the mind altering fantasy drug, orange spice. I wrote these rules last year using the final D&D Next playtest packet, so they’re due for an update.
When sorted, smoked, or ingested the vasiseing flower’s orange pollen causes great jubilation and energy within the user. The vasiseing pollen, more commonly called orange spice or simply orange, is highly addictive. Heavy users become dependent on the substance and can eventually lose their lives to the stuff.
History
Orange spice was first discovered growing wild in the Paxa Forest of Parian by soldiers in The Emperor’s Military. They found that after smelling the vasiseing flowers their mood was enhanced and their movements and reflexes were quicker. They harvested the flowers to share with their platoon and soon the entire nation became aware of the wonderful effects of orange spice. They figured the source of the effect was the flower’s pollen and so they began harvesting the substance. Farms were erected and Parian’s merchants began selling orange spice over seas.
It soon became clear orange spice had some terrible side effects. Many users developed a dangerous dependency which made them spend all their earnings on the drug. As these users ran out of money they began to live in squalor and turn to crime to feed their addictions. Others would take too much of the drug and overdose, which has a variety of random effects including death.
As these effects became clear the drug was outlawed in Findalay. Initially, Parian was upset with these developments as the country was the main supplier of orange spice, but as its own government’s eyes became open to the effects on their people, the emperor outlawed the drug as well.
In many ways this action was too little, too late. The trade was established and addicts created. Soon an international black market for the stuff was created. Today this same illegal market exists, bigger and more profitable than ever.
Orange Spice Cartels
The orange spice trade is now controlled by cartels small and large. Each cartel is a competing corporation in a business with no ethics and ruthless tactics. They are at war with law enforcement and each other.
At the head of each cartel is a boss. Each boss has his lieutenants who are responsible for a territory. They supervise the growers, smugglers, hitmen, and falcons within a given region, which could be as big as an entire country for larger cartels or as little as a city neighborhood for the smaller cartels. Cartels also have assets, folks not on the full-time payroll and outside the organization, but who can be tapped for a specific task when the need arises.
- Growers – These are the people who grow the vasiseing flowers and harvest the pollen. They often have to farm in secret fields deep in the forests, or magically enhanced greenhouses so their activities are kept private. They keep these areas well-guarded with soldiers, animals, and traps. Most growers are based in Parian, but there are a few grow operations in Findalay and now Verda.
- Smugglers – The most creative and charismatic people of the orange spice trade are the smugglers. They have to keep coming up with original ways to hide the orange from law enforcement and they must be bold enough to lie, bribe, and murder (when necessary) to keep from getting caught.
- Hitmen – Kidnaps, thefts, extortion, assassinations, and all-out wars are the specialties of the cartels’ hitmen. They deal with problems in the most violent ways possible. Publicly when the cartels want to send a message, quietly when they don’t.
- Falcons – The lowest level operatives of the cartels are also some of the most important. The eyes and ears on the street, falcons monitor and report the activities of law enforcement and rival cartels while serving as street dealers. Falcons are the merchants selling the drug to individuals.
- Assets – Anyone could be a cartel asset, a bribed city watch sergeant looking the other way when a huge shipment arrives, a merchant with a kidnapped daughter allowing a smuggler to use his ship, or a politician being blackmailed into pardoning a group of thugs. Assets are manipulated by the cartel because of their job or position within a society. Usually a bribe is the first way a cartel will try to manipulate a target, then intimidation, blackmail, kidnapping, and violence come into play. It can be difficult to not give into the cartels’ demands. Even the smaller organizations tend to have assets in law enforcement and government, so there are few people one can turn to for help if a cartel comes knocking.
One of the largest cartels is the Rainbow Dragons, led by boss Juong Meral and based in Parian, but operating everywhere. They are rivaled by Sunset’s Children, another large Parian cartel led by boss Kerta Fernnath. In Aeranore, a small cartel called No Trace has gained some infamy as they have begun expanding into Taliana.
The cartels have begun moving into Verda, where the lawless land allows them to easily sell and transport orange spice. They have had success addicting colonists and the folk of the tribes at first, but the people of Verda have begun to wise up and many are wary of those peddling the stuff.
Effects of Orange Spice
Orange spice is a stimulant. It makes users faster and full of life, but leaves them feeling immensely down once the effect wears off. A user can snort the drug directly, absorb it through their tongue, or smoke it in a paper or pipe. The going price for a hit (or one dose) of orange spice is usually around 1gp.
One hit of orange spice grants users one extra action during their turn for the next hour. After the initial effect wears off, a secondary effect kicks in. Users must make a DC 15 Constitution saving throw. Users who fail the save are poisoned for the next 8 hours. Users who save are poisoned for 1 hour. The poisoned condition cannot be removed in any way, but it can be delayed by taking a second hit of orange spice, however the target risks overdosing (see below).
Once the orange spice’s secondary effect wears off, targets must make a DC 15 Wisdom saving throw or become addicted. Each time a creature makes this saving throw within 1 month of the last time it made another Wisdom saving throw to avoid becoming addicted to orange spice, the DC increases by 1.
Addicted creatures have a difficult time functioning without orange spice. When they aren’t using, addicted creatures are considered poisoned and need to use just to function normally. An addicted creature needs one hit to function without the poisoned effect for 1 hour and two hits to feel the effects of the orange spice outlined above. A creature who takes two hits of orange spice at one time has disadvantage on the Constitution saving throw made when the orange spice’s effects wear off. A creature can detox to lose their addicted condition, but they must not use orange spice for a month.
A creature who takes orange spice twice in a day must make a DC 10 Constitution saving throw or overdose. For every use of orange spice after the second, the DC increases by 1. When a creature overdoses, roll on the chart below to see the effect of the overdose.
d20 | Effect |
1 | Creature dies |
2 – 4 | Creature is unconscious for the next 8 hours |
5 – 7 | Creature is paralyzed for the next 8 hours |
8 – 10 | Creature is blinded for the next 8 hours |
11 – 13 | Creature is deafened for the next 8 hours |
14 – 16 | Creature becomes frightened of another creature of the DMs choosing for the next 8 hours |
17 – 19 | Creature cannot stand and is prone for the next 8 hours |
20 | Creature considers all other creatures it can see enemies and attacks for the next 8 hours |
PDF Time!
So now that I’ve got a new module for addiction out there, you MIGHT want it for your game. If you do, there’s a free PDF in the link below and the same document will live forever on the Free Game Resources section of this site along with tons of other D&D fifth edition rules modules, backgrounds, monsters, spells, magic items, and more.
Orange Spice and Addiction Rules Module
If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!