Using My Monsters

Saturday, 29 August 2015

Sheet Phantom - CR 7 (Large Undead)

So, the lore from my world states that these undead arise (incredibly rarely) when an individual is suffocated, or slain by magic whilst asleep. Their spirit becomes somehow enmeshed with the covers on their bed at the point of death, and madness quickly follows. Such entities may actually manifest in a whole number of ways, the emergence of a Sheet Phantom being one of the rarest, and the exact circumstances that cause these undead to manifest are not fully understood. There are rumors that the older a Sheet Phantom becomes, the more bloodstained and filthy it appears, and that eventually, when enough gore and suffering has soaked into the fabric of its body, it can ascend to some unidentified "higher" form.

Anyway, here you go - killer bed sheets ahoy...

Sheet Phantom – Large Undead
(Chaotic Evil)

A.C. 14
Hpts: 88 (16d10) [16 - 160]
Speed: 30', Fly 30'
Initiative: +4
Proficiency Bonus: +3

Str: 17 (+3) Dex: 19 (+4) Con: 11 (+0) Int: 14 (+2) Wis: 12 (+1) Cha: 15 (+2)

Saving Throws: Dexterity +7, Wisdom +4
Skills: Perception +4, Stealth +10; Ghostly Movement

Damage Resistances: Acid; Piercing from non-magical weapons; Evasion
Damage Immunity: Poison, Bludgeoning from non-magical weapons; Evasion
Condition Immunity: Blinded, Poisoned, Intoxicated, Frightened, Unconscious, Exhausted

Senses: Blindsight 120' (Blind beyond this); Passive Perception: 14

Language: Those spoken in life

CR: 7 (2,900 xp)


Evasion: If the Sheet Phantom is exposed to an attack that deal half damage on a successful Dexterity saving throw, it suffers no damage on a save, and half on a fail.

Ghostly Movement: The Sheet Phantom adds twice its proficiency bonus to Stealth checks.

Shared Pain: Whilst the Phantom has a victim engulfed, half the damage it suffers is also suffered by the victim. This does not reduce the damage it suffers however


Engulfing Strike:
Melee attack; Reach 10', One target; +7 to hit; Hit: 14 (3d6+4) Bludgeoning damage and Phantom wraps around the target (if they are medium sized or smaller) , restraining them. Restrained targets are immobilised and suffer 25 (10d4) points of Bludgeoning damage automatically at the start of their turns. Whilst engulfed, a character is restrained, blinded and silenced. They can, as an action attempt to break free (D.C. 15 Dexterity check or D.C.14 Strength check). Whilst the phantom has a victim engulfed it cannot Fly, and it's speed drops to 10'. It may still lash out with its Engulfing Strike attack, but can only restrain one victim at a time.

Create Spawn: Humanoids slain by the Engulfing Strike rise as Sheet Ghouls 24 hours later unless a Gentle Repose or Protection from Evil spell is cast on their remains.

Wooooo! Woooooooooo! I'm being spooooooky!!!!

Friday, 28 August 2015

Sheet Ghoul - Medium Undead (CR 1)

I'm playing Dungeon Hack at the moment, and I have been mobbed over the last few days by these monsters. Originally from the AD&D Fiend Folio, these monsters are kinda' silly when you stop and think about it - Ghouls with dishcloths on their faces - although in my games they are bruised and swollen things with slimy fibers on their faces. Anyway, it would have been criminal not to have converted them (and look out soon for the Sheet Phantom - the source of these things).

Sheet Ghoul – Medium Undead (Ghoul)
(Chaotic Evil)

A.C. 13 (Natural Armour)
Hpts: 44 (8d8+8) [16 - 72]
Speed: 30'
Initiative: +2
Proficiency Bonus: +2

Str: 13 (+1) Dex: 15 (+2) Con: 12 (+1) Int: 9 (-1) Wis: 10 (+0) Cha: 11 (+0)

Saving Throws: Dexterity +4
Skills: Stealth +4

Damage Resistances:
Damage Immunity: Poison
Condition Immunity: Poisoned, Intoxicated, Exhausted, Unconscious, Frightened

Senses: Darkvision 60'; Passive Perception: 10

Language: Understands that spoken in life

CR: 1 (200 xp)


Sheet Ghoul makes two claw and one bite attack, or two claw attacks and a Mordant Stream attack.

Bite: Melee attack; Reach 5', One target; +3 to hit; Hit: 4 (1d6+1) piercing damage +1 acid damage.

Claw: Melee attack; Reach 5; One target; +3 to hit; Hit: 2 (1d3+1) slashing damage +1 acid damage

Mordant Stream (Recharge 4-6): Ranged attack; Range 10', One target; Target suffers 10 (3d6) acid damage, half as much if they succeed on a D.C. 12 Dexterity saving throw. If they throw a natural 1 on the saving throw, they suffer double damage (20; 6d6).

 "Buy new 'Dazzle'! Guaranteed to prevent 100% of all morbid reanimations and to remove all kinds of stains!"

Sunday, 23 August 2015

Neh-Thalggu - Huge Aberration (CR 25)

Continuing my run lately of converting stupidly potent monsters to 5e, I present the "Brain Collector"; a warped nightmare that has actually been around since D&D was in boxes. The version I converted was the 3.0 Epic Level Handbook's one - partly because the art is so good in that one, and partly because its potency is sick. 

In my games, these things are referred to by the few that know of them as the "Handmaiden's of Xix", an allusion to their distorted and insane form. In fact, the God of madness rarely makes use of these things, as he finds them too strong willed and hard to control. 

Anyway, if your group have really pissed you off, here is the monster to let them know. Combining Brains (not its own) and brawn - the Neh-Thalggu!

Why don't you find me attractive? Is it my lazy eye? It is isn't it. It's my lazy eye...

Wednesday, 19 August 2015

Buckler Shield

Bucklers have been in almost every version of D&D, and for the two-weapon fighter or rogue seeking to get a small but at times life saving boost to their AC, without getting too bogged down, they are a great buy. 

So, here is my 5e take.

Armour Class
Buckler Shield

Proficient users can wield a weapon in the hand on the arm the buckler is worn on. However, attacks with this hand suffer disadvantage. 

 Groovy tights optional (unless you are a Bard)

Tuesday, 18 August 2015

Thannadane - The Cleansing Storm - Legendary Broad Sword

Thannadane, "The Cleansing Storm"
Legendary Broadsword (Requires Attunement by a Paladin)

Thannadane was forged in the mid 2nd Age, around 1989 K.C. For the Paladin Lord, Sir Gunthar Thrade'Thana, an Auric Knight of the Solumite Order. Forged by his families own high priest, Father Adrec Keth'Solum, it was a gift given to him on the eve of him leaving his home to join his brothers on the First doomed crusade against Pentas Demonica, the City of Stained Stones.

Adrec was a good man, who was thought of as weak by many of his peers, as he saw the sacred light of Solum as a nurturing light, rather than a cleansing fire. He disapproved of the vitriolic and hateful rhetoric being spouted by many of the Platinum Order, and worried that his Lord may become swept up by their viciousness, and shatter his own purity by being lead to commit dark acts, under the misguided impression he was serving his God.

To protect his Lord, he prayed to Solum, and was given the vision of a crystal bladed sword, engraved with angelic prayers and relucent runes, which would prevent the one bearing it from striking anything other than evil. Although it would take him months to forge, the priest set about securing the rare materials he would need, as well as preparing himself spiritually for the task.

For four months he was hardly seen, and Lord Gunthar began to worry that some illness of the body or soul had infected his oldest advisor. However, on the eve of him leaving, the old Priest - drained but happy from his long travails - presented the Paladin with his new blade; a sacred sword, named by Solum himself.

Alas, the blade was lost in the unnatural storms that consumed fully one third of the Solumite fleet (a storm that Histories tell was summoned by Draxian warlocks, and which was filled with all kinds of dark spirits and vile elementals).

When Adrec heard of his Lord's death, he fell into a deep depression, emerging months later a different man, forged from the same zealotry as those he had once decried. He believed that the pride he had felt when he had helped bring the sword into existence had angered his God, and vowed to complete the mission that his Lord was unable to as penance.

He left shortly after for the front line, and served in not only the First but the Second Crusades against Draxia. Records mention him a number of times; a berserker clad in battered plate, bringing death and holy fire to the unworthy. No records tell of his eventual fate, although it seems likely he perished in the final rout at the end of the Second Crusade.

As for Thannadane... Who knows where it now lies, or with whom...

*     *     *

Thannadane is a +2 Metalline Broadsword, which has the following additional properties;

* Only a paladin dedicated to Solum can bear this blade. All others find the blade clumsy and utterly unwieldy; becoming heavily encumbered and suffering both a - 5 penalty to attack and damage rolls with it, and disadvantage with all attacks.

* Evil creatures that willingly touch the sword suffer 22 (4d10) bane damage, and must make a D.C. 19 Wisdom saving throw or become permanently Frightened of it.

* The sword cannot be used to make an attack against a non-evil target.

* Against evil targets, the sword inflicts bane damage, striking for its base damage +11 (2d10) additional bane damage.

* On a critical hit against an evil target, they must make a D. C. 18 Wisdom saving throw or be destroyed. Such creatures are then reforged, their souls blessed and purged of malevolence. The target is then reincarnated somewhere in the universe as a newborn being of pure heart.

* A paladin can channel their Lay on Hands ability through this Blade, to increase the total amount healed with each use by 50% (round up).

* The sword can emit bright light up to 100'. This can be turned on and off as a Bonus Action. The Light is silvery white.

Monday, 17 August 2015

Umbral Blot (Medium Construct) - CR 24

A.K.A "The most badass thing I have statted for 5e up to this point".

We've been here before, when I statted this utter horror up for 4th Edition. And here we are again, looking at the pure lethality that is the Umbral Blot. This version includes a few flourishes I've added, as well as some world specific bits and bobs (Sardai is a language created by the Settari, that is automatically understood by those who's genetic material contains their code at some level, and Settari Crysteel is a super hard, crystalline material they made weapons and armour from).

This thing is ridiculously tough, and only the strongest and most well organised groups are going to stand even a chance against it. Woebetide those that try to battle one of these without such strength...

If you wanted to dampen this things' viciousness a bit, you might want to rule that legendary weapons, or those made from Settari Crysteel (or its equivalent) are either immune to the Disintegrating Shell property, or at least have advantage on their saving throws. You might also want to change its damage from Bane damage to Force damage. In either case, I would reduce its CR to 23. 

Umbral Blot – Medium Construct

A.C. 28 (Natural Armour)
Hpts: 250 (20d8+160) [180 - 320]
Speed: 30', Fly 90' (hover), Teleport 500'
Initiative: +24
Proficiency Bonus: +7

Str: 20 (+5) Dex: 30 (+10) Con: 26 (+8) Int: 23 (+6) Wis: 29 (+9) Cha: 30 (+10)

Skills: History +13, Perception +16

Damage Resistances: Acid, Cold, Fire, Lightning, Radiant; Ineffable Might
Damage Immunity: Force, Necrotic, Poison, Psychic; Slashing, Piercing and Bludgeoning damage from Non-magical, Uncommon, Rare and Very Rare weapons not made from Settari Crysteel
Condition Immunity: Poisoned, Blinded, Deafened, Exhausted, Diseased, Unconscious, Prone, Paralysed, Stunned; 150% Fortification, Immutable Form

Senses: Blindsight 500'; Passive Perception: 26

Language: Sardai

CR: 24 (62,000 xp)


Gravitational Lensing:
Ranged attacks have disadvantage on attack rolls against the Blot due to the distortions of light around it.

Impossible Reflexes: The Blot adds twice its proficiency bonus to their initiative check.

Ineffable Might: The Blot reduces even Bane damage inflicted on it by 8 (Constitution modifer).

Legendary Resistance (3x/day):
When the Blot fails a saving throw, it can choose to succeed instead.

Disintegrating Shell:
Anyone hitting the Blot must make a D.C. 23 Constitution save or suffer damage as if hit by its Annihilating Touch. If a weapon hits it, the bearer must make a Dexterity save, or it is destroyed irrevocably. Unattended objects suffer 40d10 Bane damage per round of contact.

Immutable Form: The Blot is immune to all spells and effects that would alter its physical form. This includes petrification, polymorph and similar effects.

Spell Resistance:
The Blot has advantage on saving throws against spells and spell like effects.


Blot makes two Annihilating Touch attacks

Annihilating Touch:
Melee attack, Reach 5', One Target, +17 to hit; Hit: 110 (20d10) Bane damage. Targets that are reduced to 0 hit points by this attack are irrevocably gone; Critical Hit: Target must make a D.C. 23 Constitution saving throw or be destroyed as if reduced to 0 hit points.

Planar Travel:
The Blot teleports to another plane of existence, having total control over where it arrives.

Gravitational Vortex (Recharge 5-6):
All creatures within 30' of the Blot must make a D.C. 23 Strength or Dexterity saving throw, or be pulled adjacent to the Blot. Failed Save 5+: D.C. 23 Strength or Dexterity saving throw or touch Blot, suffering damage as if hit by its Annihilating Touch attack


Saturday, 15 August 2015

Necroplasm - Medium Undead (CR 2)

Another monster from the Ghostwalk campaign setting, these sickening slitherers are ideal for low to mid level dungeons - though with their Drain Fluids attack, they can quickly weaken and devour weaker characters. 

Have fun!

Necroplasm – Medium Undead
(Chaotic Evil)

A.C. 9
Hpts: 143 (22d8+44) [66 - 220]
Speed: 30'; Climb 15'
Initiative: +1
Proficiency Bonus: +2

Str: 13 (+1) Dex: 13 (+1) Con: 14 (+2) Int: 7 (-2) Wis: 14 (+2) Cha: 13 (+1)

Damage Immunity: Poison
Condition Immunity: Poisoned, Sleep, Prone, Diseased, Exhausted

Senses: Darkvision 60'; Passive Perception: 12

CR: 2 (450 xp)


Oozing Form: The Necroplasm can squeeze through a space as small as 1' without suffering any penalties due to its largely fluid form. It also has advantage on any opposed checks made to grapple a target, as it can flow around them.

Drain Fluids: If a living creature starts its turn grabbed by the Necroplasm, it must make a D.C. 12 Constitution saving throw or suffer +1 level of Exhaustion. A creature that is killed by this rises as a Necroplasm in 1d2 minutes time. The change can be halted by casting either Gentle Repose, Hallow or Lesser Restoration on the remains.


Multiattack: The Necroplasm makes two claw attacks. If both attacks hit the same target, and they are small or medium sized, they must make a contested Strength of Dexterity check against the Necroplasm's Strength (it has advantage on this check due to Oozing Form) or be grabbed. They can try, as an action to make another contested check in order to escape. The Necroplasm can only have one creature grabbed at any time, and it's speed is halved whilst it envelops a victim.

Claw: Melee attack, Reach 5', One target; +3 to hit; Hit: 3 (1d4+1) Slashing damage +2 (1d4) Necrotic damage.

 "I told you that Dundorin wasn't properly cooked! Now look at you! Tsk!"

Friday, 14 August 2015

Artaaglith (Goat Daemon) – Medium Fiend (Daemon) - CR 4

Ghostwalk was a good idea, that for me and mine, never quite delivered. However, it did contain some pretty cool monsters, and as I prepared for my games, this little beastie leaped out at me (swinging a putrid flail of pitted black metal and bone). A foot soldier of Orcus, these critters are fairly good spell casters, and (in my version) can seriously ruin your hit point total. They have a bunch of resistances and immunities, and to be frank, and quite vicious for their CR (yes, I worked it out right).

Anyway, if you need another daemon to add to your collection, here you go!

Artaaglith (Goat Daemon) – Medium Fiend (Daemon)
(Chaotic Evil)

A.C. 15 (Natural Armour)
Hpts: 52 (8d8+16) [24 - 80]
Speed: 30'
Initiative: +1
Proficiency Bonus: +3

Str: 14 (+2 ) Dex: 13 (+1 ) Con: 15 (+2 ) Int: 13 (+1 ) Wis: 14 (+2 ) Cha: 13 (+1)

Skills: Religion +4

Damage Resistances: Acid, Cold, Fire
Damage Immunity: Lightning, Poison, Necrotic ;Slashing, Piercing and Bludgeoning from non-magical weapons that are not made from cold iron
Condition Immunity: Poisoned
Damage Vulnerability: Radiant

Senses: Darkvision 120'; Passive Perception: 12

Language: Telepathy 100'

CR: 4 (1,100 xp)


Spell Resistance: The Artaaglith has advantage on saving throws against spells and spell like effects.

Spell Like Abilities: Spell casting attribute is Wisdom (Save D.C. 13, Spell Attack +5).

1/short or long rest: Animate Dead, Fear, Hallow, Stinking Cloud

It is also a 5th level Cleric

Cantrips (4): Eldritch Blast, Sacred Flame*, Guidance, Chill Touch
1st Level (4): Protection From Evil and Good, Inflict Wounds
2nd Level (3): Flaming Sphere*, Hold Person, Silence
3rd Level (2): Dispel Magic, Spirit Guardians
* Inflicts Necrotic rather than its normal damage type.


Artaaglith makes two Festering Flail attacks.

Festering Flail: Melee weapon attack, Reach 5',One Target; +5 to hit, Hit: 6 (1d8+2) Bludgeoning +7 (2d6) Necrotic damage. Hit 3+: Target must make a D.C. 13 Constitution save, or their total hit points are reduced by an amount equal to the necrotic damage inflicted until the end of their next long rest. If this reduces their total hit points to 0 or less, they die and rise as a Wraith under the daemon's control at the start of the next round.

Turn Undead (3/ Short or Long rest) : The daemon can use Channel Divinity: Turn Undead.

"So I said...heh....'I didn't mean to get your goat!' and he said..."
"No, no man, don't finish your joke, just shut up dude...please....shut up."
- My experience almost every day

Wednesday, 12 August 2015

Furorodaemon (Rage Devil) - Large Fiend (CR 12)

Monster Manual III in 4e had a bunch of devils and demons in it, many of which were...not for my games. In truth, I think the main problem with a lot of them was their names. "Rage Devil" is a terrible name, and I'm ashamed to say, kept me from looking too closely at the stats. However, whilst flicking through that tome I came across this beast again, and needing some foot soldier type fiends for my games, I took a closer look.

These dudes are nasty. They are perfect shock troops, who, with a nice bit of damage output and a fairly good AC, are going to be a solid enemy for mid- and even high level groups. A squad of them, lead by something like an Orthon, or protecting some spell caster types, would be vicious - and fun - to deal with, especially as with their Deadly Reach power they can lock down skirmisher types and tanking fighters, allowing their own forces to claim some battlefield supremacy.

Imagine one of these guys carrying a few buffs from their spell casters....ouch.

Anyway, here is my take on the "Rage Devil" - though I prefer the idea of calling them Wrath Daemons or something more arcane, such as Furorodaemon.

Furorodaemon (Rage Devil) – Large Fiend (Devil)
(Neutral Evil)

A.C. 19 (Heavy Plate Armour)
Hpts: 171 (18d10+72) [90 - 252]

Speed: 30'
Initiative: +2
Proficiency Bonus: +4

Str: 22 (+6) Dex: 15 (+2) Con: 18 (+4) Int: 9 (-1) Wis: 18 (+4) Cha: 11 (+0)

Saving Throws: Constitution +8, Charisma +4
Skills: Athletics +9

Damage Resistances: Fire, Poison; Slashing, Piercing and Bludgeoning from non-magical weapons that are not made from Silver
Condition Immunity: Frightened, Poisoned

Senses: Darkvision 120'; Passive Perception: 14

Language: Local Dialect

CR: 12 (8,400 xp)


Blood Rage:
The devil inflicts +7 (2d6) extra damage against enemies who are at half or fewer hit points.

Bloodied Fury: As a Reaction, when it reduces an enemy to half hit points, the devil may make an additional Disrupting Maul attack against them.

Deadly Reach: Enemies that make any move whilst within the devil's reach can trigger opportunity attacks, not just those moving away from it.


Devil makes three Disrupting Maul attacks

Disrupting Maul: Melee Weapon Attack, Reach 10', One Target; +10 to hit; Hit: 30 (3d12+12) Bludgeoning damage and the target looses all Immunities, resistances and damage reduction until the end of the devil's next turn. If the target is reduced to half their total hit points or less, they must make a D.C. 18 Strength or Dexterity saving throw or be knocked prone.

Demonscourge Crush (Recharge 5-6): Melee weapon attack; Reach 10', One Target; +10 to hit; Hit: 51 (6d12+12) Bludgeoning damage and the target is Weakened and looses all Resistances, Immunities and Damage Reductions until they make a D.C. 16 Constitution saving throw (at the end of their turns). Weakened characters suffer disadvantage on strength based attack rolls, ability and skill checks, and inflicts half damage with strength based attacks.

These mini's are awesome! They are also a far better representation of how I think this monster looks than the official art...

Monday, 10 August 2015

Bane Damage

You may have noticed that I occasionally refer to bane damage, which is not an official damage type. I actually got the idea from DDO, and feel it perfectly fits a rather specific place in D&D.

Anyway, here is a description of Bane Damage;

Bane damage is a kind of damage that cannot be reduced, resisted or negated by any means. It can be another form of damage,  for example bane fire damage or bane cold damage, and it always ignores temporary hit points.

Sunday, 9 August 2015

Fell Taint Warp Wender - CR 3 (Medium Aberration)

 I have always really liked the Fell Taints (although their name is a bit poop). In my games, Aberrations are not from the Far Realms, but are strongly allied to realms of madness and psychic disturbance (it is for this reason that Xix adores many of the weirder ones). Their very nature is corrosive to the fabric of reality, and they do cause a local thinning of the veils between the physical plane and those dimensions where they spawn, as well as triggering madness and mutation in the "natural" environment and its inhabitants around them.

Fell Taints (which are from 4e, appearing in both Monster Manual 2 and Dragon Issue 376) are almost the Remora of those strange planes; weak entities that ride the slip stream of larger predators, and feed on the scraps - in this case, the life force of their dying prey. In the physical plane  (in my games anyway) they often accompany more powerful beasts, and only make themselves known when someone is close to death, when they drift down, manifest physically, and start the vicious process of snuffing their life force out to feed on it. There is a game coming up in the near future where these horrors will be going about their business, making a bad situation worse, and I thought I would share one of the monsters I converted to 5e for that. 

I hope you like it, and your players hate it :D


Fell Taint Warp Wender – Medium Aberration

A.C. 13 (Natural Armour) 
Hpts: 58 (9d8+18) [27 - 90] 
Speed: 5'; Fly 30' (hover) 
Initiative: +3 
Proficiency Bonus: +2 

Str: 11 (+0) Dex: 16 (+3) Con: 15 (+2) Int: 6 (-2) Wis: 17 (+3) Cha: 12 (+1) 

Saving Throws: Wisdom +5, Charisma +3
Damage Resistances: Acid, Cold, Fire, Lightning, Necrotic, Radiant, Thunder; Slashing, Piercing and Bludgeoning from non-magical weapons
Damage Immunity: Poison 
Condition Immunity: Poisoned, Prone 
Damage Vulnerability: Psychic  

Senses: Darkvision 60'; Passive Perception: 13 

CR: 3 (700 xp) 

The Fell Taint can pass through solid objects and creatures as if they do not exist. If it ends its turn within a solid object, it suffers 5 (1d10) bane damage.  

Multiattack: The Warp Wender makes either two Tendril Caress attacks or a single Psychic Transposition and Tendril Caress attack.  

Tendril Caress: Melee attack, Reach 5', One Target; +5 to hit; Hit: 6 (1d6+3) Psychic damage 

Psychic Transposition: Ranged spell attack; Range 50', One Target, +5 to hit; Hit: 14 (2d10+3) Psychic damage and target must make a D.C. 13 Wisdom save, or swap places with the Wender and be Dazed (target can only take a move or an action on their turn, and cannot use bonus actions or reactions). Dazed targets may repeat the save at the end of their turns to end the effect.  

Fell Feeding: Melee attack; Reach 5'; Targets one creature that is dying. The Warp Wender looses its resistances and Insubstantial trait until the end of its next turn; +5 to hit; Hit: Target must make a D.C. 13 Constitution saving throw or die. If they die, the Wender is healed to full hit points.

I'm no doctor but....but....NO! MUST. RESIST. URGE. TO. MAKE. TAINT. JOKE....

Wednesday, 5 August 2015

Ancient Armoury - Some "Missing" Weapons (and properties) for 5e

Love it or hate it (I loved it) 4th Edition introduced some very cool properties to weapons. Previous editions, with their varied settings and alternate worlds, have also given us the statistics for an impossible number of swords, staves, axes and other weapons. In many cases, different stats are not really needed in 5e, as you could argue that one bladed weapon is much like another, and that you can re-skin existing weapons to become another you desire*

However, there are some weapons that are too cool and / or different for this to feel (for me at least) "right", and so it only seems right to stat them up. And so I have made a start, spending some time today converting a bunch of weapons that I feel were missing from 5e to the latest rule set, as well as updating a couple of weapon properties from 4e I feel are still awesome.

A quick note: Creating these stats was actually harder than I thought. I used existing weapons for reference, as well as considering the maths involved in their damage, and feel that as a general rule, these weapons are not going to unbalance your game. However, you might want to think about whether they fit thematically, or whether they introduce a degree of rules bloat you'd rather do without.


(I had to do a .pdf as the blog mangled my tables) 

Kpinga...I always wanted to call my first born that
....I didn't get to though...

Tuesday, 4 August 2015

PUG Session Notes

I run the Pick Up Game (PUG) about once a fortnight, and it's a game where the baseline expectation is that those that can play changes each week, but that, as long as we have at least two players, the game goes on. This has worked really well, and in most games we have between 5-7 players. However, keeping everyone updated is important, so I write a short summary of the previous game down, and post it on a map on Roll20 (we use Roll20, and if you ever need a virtual table, cannot praise it enough).

Anyway, as I am not getting time to post proper game reports any more (although I am working on a highly abridged version of one for the Ormid game), I thought I would post the last few here, so you can at least get an impression of what's happening!

For 23/6/2015:

Last Session: The Dundorin, Priest, Artificer and Mongrel Gorgoth visited the mausoleum in the Blackwaters graveyard, in order to try and locate the key that Malphas told you about. After a brief skirmish with several Ju-Ju Zombies and a Wight, they began to search the individual sarcophagi...
Against the advice of Danian, the Dundorin broke the seals on several tombs, breaking an ancient binding spell and unleashing a horrific undead that could steal their souls. A terrible battle ensued that nearly saw the party defeated. However, just, they survived and drove the spirit away.
With time, they found the key (which is engraved with strange runes) as well as a longsword who's blade is forged from Obsidian, that is so sharp, it inflicts additional damage on a blow.

They then spoke with the merchant Fendarr, who's caravan is due to leave on the 20/10/13595 - three days later - and it was agreed that you would help guard him and his wares until you reached the town of Gurshem, 150 miles to the south, where Malphas' home awaits...

It is also at this time that Davian tells you he is staying. A Cellinthite priest, he has never worn the full beard or long hair of his order, and he explains that he is a follower of a heretic sect. He fears for his life, should he journey to a more populated area, and so, will stay here, and help to hunt down the spirit in the graveyard that was merely driven off, not destroyed...

For 21/7/2015: The group left Blackwaters despite a growing sense that something truly terrible was approaching the tiny mining town, and headed west with Fendarr's caravan. Much bickering occurred between your party and the mercenaries of "Ransk's Raiders", though you managed to avoid spilling (too much) blood....just. 

However, things went bad fast when you encountered a band of zealot Solumite's in the town of Gelder's Fortune, where the Paladin's own zealotry lead to a brutal show down. Now, with the town guard ordering the group to stand down, things can only get worse as Glorphen, high on righteous indignation and his hate for those that do not worship Zaeathon, tears out the zealot priest's heart in front of them, and takes a nice big bite!

For 4/8/2015: "Run to the hiiiiiillsssss! Run for your life!!!!" Negotiations did not go well. The ranger decided to try and leg it, and everyone else agreed this was a good plan when the hounds were released. More than a few of the guard got to meet their ancestors shortly afterwards. However, things got more than a little nasty when several mercenaries belonging to the infamous Black Legion arrived - though they only saw your backsides as you legged it into the foothills and made your escape. 

Fortunately, Cadence had snuck into the town whilst you were keeping the soldiers busy, and stole their horses, meaning you had fresh mounts to ride on...
...We start the next morning, as the first of your exhausted mounts crash to the floor, and you almost slide from your saddles with weariness...