Eligos

RedRobe's page

Organized Play Member. 608 posts (618 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 3 aliases.


RSS

1 to 50 of 608 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

LotR Roleplaying 5e uses most of the 5e mechanics, but has its own 10-level classes, and races that fit Middle Earth. By more serious, I mean more dangerous based on the time and conditions in which it takes to heal. There are no casting classes, but some classes or races (specifically elves) can use instances of magical success for certain actions which are described by the player. You will have to read the rules about that yourself, as I don't have my book with me at the moment. One of the classes has a non-magical healing ability since they are primarily healers.


I didn't get any bites from my previous thread about LotR 5e and Shannara, so here is one just about LotR 5e. Has anyone read the core book, GMed, or played it yet? I've found a couple of live plays on YouTube which I've enjoyed, but I haven't played or GMed yet. I'll post more when that changes.

My initial thought upon reading is that it will be a more serious game than D&D 5e due to the lack of a magic system. It will also be a more dangerous game considering how short and long rests are dependent upon the characters' location as well as requiring much more time.

That's all for now. I'm interested in what others think. Thanks in advance!


Session 6 did occur on 8/26/23. The gnomeflinger aerial drop was a success. At the end of the session my sinus issues from earlier that week turned to full-blown laryngitis for a good two months. We haven't played since, but we'll hopefully start up again in January.

I'm hoping to play this as a regular, weekly game soon as the monthly rate of the Roll20 group is not fast enough for me.


I get wishy washy with what I want to DM and in what setting. As of now, I'm leaving open the option of running ToD in Dragonlance. As I said in my original post, I will run it as a replacement for the Summer of Chaos/Chaos War, as I was not a fan of the 5th Age storyline. That will place it at 25 or so years after the Legends Trilogy which has always been my sweet spot for adventuring on Krynn.


My one complaint is that there isn't a magic system so far. Just using wizard or sorcerer up to level 10, as that's the cut-off for this system, doesn't seem to work for the feel compared to the other classes. Casters are very rare both in Middle Earth and the Four Lands of Shannara. Some playtesting may be in order.


Has anyone picked up LotR 5e Roleplaying from Free League? I picked it up primarily after seeing the ads for the Moria Kickstarter recently. As a long-time Shannara fan, I think it may work well for a game in that setting or one like it that I've had in mind for a while.


Session 6 will be tomorrow. The characters are planning how to deal with the army on their doorstep, and may have a plan involving a certain gnomish device atop Thornwall Keep. How are your games going?


1 person marked this as a favorite.

The Button Pressing tables are nice to have on hand for the more chaos-prone groups like mine.


Freehold DM wrote:
AceofMoxen wrote:
Tristan d'Ambrosius wrote:
PF2. Cleaner ruleset. Closer parity between classes. 3 Action economy.
This, and a million little things that make up keftiu's comment, and I was genuinely tried of 3.5's problems. PF1 starts with a 25-years out of date operating system. We've had so many innovations since then.
3.x was 25 years old when pf1 came out? That can't be right...can it?

No, it can't. 3.0 released in 2000, then 3.5 was like 2 years later. Pathfinder, as a system, released in 2009.


Kelldor wrote:

I saw there was a webforum for Saga Edition, and I wondered why there isn't one for d20 Star Wars and Revised.

So I made one. There's even a spot for Play-By-Post.

The Force Is With You webforum
https://theforceiswithyou.createaforum.com

Try it out.

I'm new at this so I'm also looking for knowledgeable/experienced Moderators.

If we get a lot of people on there, I might get the no-ads option.

Please pass this around to anyone you know who plays d20 Star Wars and Revised.

I think we need a good home.

Thank you! I hope to run a game sometime in the near future.


High King Mirax wrote:
RedRobe wrote:
Some of the old free adventures on wizards.com were for the 1st edition of d20 Star Wars. Are they mostly compatible with Revised? I have the 8th-9th level Tempest Feud that was for 1st edition, too.

I have copies of all the old Living Force mods. DM me and I'll see if I can share them somehow.

I am just starting a d20 Revised Campaign. Here's the house rules I used:

1) There are no such things as 'Class Skills' only trained.
You can put a number of skill points equal to your level in any skill you want if you have the prerequisite for it (Force skills have feat pre-req's) and you get a +3 misc modifier to that skill. So, you DO NOT get the x4 skill points at first level. Prestige classes and Feat pre-req's have the Skill cost reduced by 3 and you must be trained in that skill to take them.

2) I combined certain skills:
Balance and Tumble= Acrobatics
Climb, jump, swim = Athletics
Hide and Move Silently = Stealth
Search and Gather Information = Investigation
Listen and Spot = Perception

3) When a Force User gains a Force Feat that is a pre-req for a Froce Skill, they receive training in any skill that has that Force Feat listed as a Pre-Req. So, using my skills rule, this means a free point and +3 misc mod in each skill that has that one feat listed as a pre-req. If a skill has multiple feats, you don't get the free training until you get the last pre-req feat.

I have used these house rules for SW Revised since Saga Ed. came out way back when. I love SW and I played in the LF Campaign as the Jawa named Tweak. (If you played, you've probably heard of her. ;) )

Your method seems to be the same I use for Pathfinderizing the skills and feats. I also failed to mention above that I will also reduce the prerequisite skill ranks by 3 as you are doing.

What do you think about the class features? In the past when I played, I thought they seemed a bit lackluster, but that may be because we weren't presented with opportunities to use them properly as we have mostly played D&D fantasy style games.


1 person marked this as a favorite.

Session 3 was last Saturday. We still didn't have the full party in attendance due to work obligations. We (I) also had technical issues that delayed the game on Roll20. The cleric (of Mishakal) and ranger (of Chislev) finally completed their prelude and are now fully able to use their divine magic. We played some events at the Kingfisher Festival up to the beginning of the Battle of High Hill.


mikeawmids wrote:
Before you abandon your campaign, I feel compelled to recommend Savage Worlds, or Pathfinder for Savage Worlds. Medium crunch, low prep, laughably easy to convert content for. It may or may not be right for you, or your group, but it's definitely worth a look.

Is there an SRD for Pathfinder for Savage Worlds? My group already has a reluctance to convert stuff for one system to other systems. Additional expense would turn them off.


Well, it looks like we're ending the campaign due to a combination of burnout, lack of enjoyment of the 5e conversion, and not wanting to revert to PF1e. The technology conversion also lost a lot. I'm a but bummed since I want to finish the story, but I also don't want to put forth more effort of converting monsters and tech. If a proper 5e conversion is published one day, we may revisit the AP to finish it. Until then, I'll play for a bit and move on to other adventures I want to DM.


1 person marked this as a favorite.

Some of the old free adventures on wizards.com were for the 1st edition of d20 Star Wars. Are they mostly compatible with Revised? I have the 8th-9th level Tempest Feud that was for 1st edition, too.


We have completed Valley of the Brain Collectors, and I'm on a break to play for a bit. I really want to condense the last two books, even skipping most of The Divinity Drive to get to Unity more quickly so I can move on to DMing other things. What are the key parts of Palace of Fallen Stars that I should run to provide for that. Could I have an NPC group tackle some of them off screen so the main party can hit the big scenes? They have a few characters that are waiting back in Torch and at their base that could be recruited. I'm thinking of how Return of the Jedi was split between the space battle, ground battle, and final duel.


Does anyone know of an in-depth conversion for the tech in this campaign? What I have found stops after book 2.


1 person marked this as a favorite.

Last Saturday my group played two of the three preludes due to the absence of one of the players. It felt good to be back on Krynn with players from all three of my current groups who have each been in one of my Dragonlance games in the past.

My biggest challenge was figuring out how to diver the news of an NPCs death to each character when they all currently reside in the starting town. One even lives with one of the main NPCs. Also, I had to alter the order of the preludes since the (future) cleric was not present. We'll pick that up at the beginning of the next.

How are your games going?


My group will play the preludes next Saturday. I've been watching a couple of live plays on YouTube that handled them very differently. One just made up his own for each of the 4 "mages" in the party and included the plot device NPC with two others in each. One of them has already had his Test at first level instead of waiting until later as written in the adventure. The other is played pretty much by the book except all four characters are at least present in each prelude. They have a more rounded party. Both are entertaining and have given me some inspiration for my own DMing.

I'm running as close to old school Dragonlance as I can. One of the characters in my group is a ranger, so I paired him with the cleric since he'll need to pick a deity to receive divine spells. The diviner wizard Red Robe initiate will be solo and the soulknife rogue and psi-warrior fighter will be together to face the draconians. I'll be sure to give updates as we progress.

How are you handling the backstories with Ispin?


I have a playlist of songs for Iron Gods. However, I am at a loss for songs for The Choking Tower book. Does anyone have any suggestions for non-score songs?


Aeshuura wrote:
UPDATE: I have switched to PF2e as of the 2nd session.

So are you converting Shadow of the Dragon Queen to PF2e, or switching campaigns entirely? I would still be interested in your conversion process even though I don't know PF2e. I'm sure that will change in the coming months as one of my groups seems to be OK with learning it.


I've decided to run this campaign in my homebrew setting at some point instead of Dragonlance now that I have Shadow of the Dragon Queen. I know I've necroed the thread from just over a year ago, but I wanted to let anyone seeing this now to know that I switched settings.

My homebrew is a mix of Celtic, Norse, and Greco-Roman flavor. I have a few homebrew cities and alot of homebrew lore, but I also incorporate the lore, cities, and adventure sites from adventure modules I've run in the setting.


1 person marked this as a favorite.

My weekly group and my group for SotDQ will remain 5e until the whole mess shakes out. My weekly Iron Gods group converted to 5e from PF1e and will not be going back or converting to anything else. To us 5e isn't the issue, its WotC leadership. We have tons of stuff to play until things settle down.

That said, my SotDQ party is shaping up. We have a human psi-warrior fighter/Knight of Solamnia hopeful named Ben Gregor, a human hunter ranger, a human life domain cleric of either Mishakal or Branchala, a half-elf diviner wizard/Red Robe initiate, and a minotaur rogue with a subclass to be determined. I need to figure out how to best run the preludes. The wizard will be solo, the fighter and rogue will be together, and the cleric and ranger will be together. Has anyone started their campaign yet?


My cousin group's "session zeroes" usually take place over text in the weeks leading up to the beginning of an adventure due to the infrequency of our game time. However, I get that it's important to put expectations out there. I don't have any issues with this group. So far we have a female half-elf divination wizard working toward Red Robe, a male human hunter ranger, and a male fighter or cleric of some type working toward Knight of Solamnia. I'll have a DMPC of some sort to fill the class gap.


1 person marked this as a favorite.

I'm not really sold on the portal or spelljamming ship being the open door for any race to appear in the world. What connection would they have to make them want to fight for the people of Krynn? Do any of your players want to play a race or class that doesn't fit the setting?


1 person marked this as a favorite.

If I have one complaint, it's that the adventure doesn't mention many race options or how to incorporate classes that aren't typically Dragonlance. Even half-elves are only mentioned in one sentence in the Elf entry. My group is sticking to more "classic fantasy" options to keep the feel more old-school. We have a half-elf Red Robe wizard (tradition to be decided) and a human hunter ranger. The third will probably be a fighter of some type.


Aeshuura wrote:
What I did is that I made it that healing magic only provided temp hp before the gods returned.

Interesting solution. I find that the same situation happens with the artificer and celestial patron warlock, but the bard is most likely to be allowed by a wider range of DMs. I have never run a game during the War of the Lance because all of my players backnin high school had read the Chronicles. My game was set 25 years after Legends trilogy, so we didn't have to worry about the lack of divine magic.


I've worked on a 5e Dragonlance setting of my own, and have had trouble figuring out how bards work. They can cast both arcane and divine magic. My idea was that before the gods returned they could still work, but could not cast healing magic. After the return they had to follow an appropriate deity such as Branchala as a type of artistic priest. If not, they have to take the Test of High Sorcery, and won't gain the benefit of healing magic. I haven't read the new adventure yet, so I don't know if they address this.


For me, the artificer is sufficient as a class for tinker gnomes. The kender don't really need a dedicated Handler subclass since their handling is more of a feature of their race than a class from what I've read. As for the Orders of the Knights of Solamnia, I think they can just be a faction with all branches on equal footing. I've avoided reading or watching too much about the rules updates but I like what I've seen so far.


Aeshuura wrote:
Is anyone excited for this release? If so, is anyone planning to make changes to make it feel more like the older editions of DL? (i.e. - Reinstituting the restrictions for entry into the Knights of Solamnia, making a Handler rogue archetype or Tinker arcane tradition)

I'm super pumped for this campaign. I'm running it for my cousins who I introduced to D&D with Dragonlance when they were 14 and 11 respectively. I plan to play it more old school with some race and class restrictions per the AD&D 2e and D&D 3.5 settings. Since I was never a huge fan of post Chaos War DL up to the War of Souls, sorcerers are allowed, and the divine soul sorcerer can stand in for the Mystic. My high school AD&D 2e campaign had a psionicist, so I'm allowing the psychic classes: aberrant mind sorcerer, soul knife rogue, and psi-knight fighter. That's about it for now. I'll add more tweaks I'm using as I think of them.


1 person marked this as a favorite.
Solomani wrote:

I converted every monster, dungeon and NPC years ago when I ran my PCs through it. You can find them all over at https://www.electric-rain.net/category/iron-gods/

Feel free to use/not use, modify to your hearts content!

I have been using more refined versions of the various monsters every since (like the guardsmen) and have updated versions of many on world anvil.

UNITY has become a staple of my home-brew setting - the original Iron Goddess was destroyed (at least as far as my PCs know) but an uncorrupted backup was rebooted on Luna and she is known as UNITY the Golden. In fact a PC in my campaign is playing a cleric dedicated to her and I have a 5e domain as well over there.

In my game my PCs obliterated silver mount using a nuke. The moon that The Golden controls (LN goddess) is one gigantic space stations. It's the mega dungeon of my campaign world, and to this day my PCs visit it to "raid" it for loot. In fact, they are there right now trying to find the "Church of Iron Flesh" (cybernetics lab).

Feel free to ping me if you need more help/info.

I've actually been using your conversions quite a bit in Valley of the Brain Collectors. The PCs hate the Valley, so once they decided to go straight to the Hive, and found the AI core, they never went to the decaying drop ship of fungal caves. I'll most likely keep using your conversions once we resume my campaign again. Thanks for your hard work!


The crew I DM for converted to 5e. Since our wizard recovered Furkas' spellbook, I want to give him permanent teleportation circle locations that the Smoke Wizard would have in it. Where in Starfall (and possibly other locations) should there be a teleportation circle inscribed? I have accounted for the Choking Tower so far.


1 person marked this as a favorite.

After some nudging by Isuma to find more gear and supplies before they travel to the Dominion hive to avenge her kin, the party is about to visit Mad Paetyr. If they are able to cure him of his insanity/restore his wisdom, they'll level to 10th. As 5e characters are generally a level higher in power than 3.5/Pathfinder per the conversion guide, they should be relatively fine if they decide to head to either the Hive or dropship. I'm a little disappointed that the neurocam isn't even findable as written. I'll probably throw it in the dropship of they go there first.


Mathmuse wrote:

My players skipped half the locations in Valley of the Brain Collectors. Back in Lords of Rust Hellion had used the holograph projector to explain the threat of the Dominion of the Black. Therefore, when they discovered neh-thalggus in the valley, they set aside the quest to find Cassandalee's recording to deal with the Dominion Hive. And the Dominion had the recording, so they had no reason to explore the rest of the valley.

Later, they skipped half of Palace of Fallen Stars. They had entered Starfall incognito, one level too low and avoiding scripted encounters: Inconspicuous PCs Unmotivated in Palace of Fallen Stars. I had to create new missions for them, but perhaps RedRobe could avoid that. Then the Technic League followed up on a clue and arrested a party member. The party rescued their teammate and headed immediately to Silver Mount without ever entering the palace and visiting only the top level of Technic League headquarters.

The overall plot arc holds together without going through all the content in Valley of the Brain Collectors and Palace of Fallen Stars.

They had a totally different approach to The Divinity Drive and took an entire year of game sessions working as repair crew employed as Unity. I had them fighting ghosts and zombies and magnetically reshaping glaucite bar stock to patch holes in the hull of the Divinity. The players were roleplaying technology enthusiasts, so they loved it. I have no suggestions for shortening The Divinity Drive.

How did you handle leveling up when they skipped so much? I feel like I want to guide them through the Valley, but they are making a B-line for Isuma, so it may not take as long. Perhaps I can plant some more obvious signs of where to find the neurocam/Casandalee?


I ran the first three books in two years, and now after an almost 5 year hiatus and a conversion to 5e, we're back at it. However, I don't want to be playing this campaign for another two years. How can I condense the rest of the campaign to hit the major story beats, but end it before we drag it out for too long? We just resumed with Valley of the Brain Collectors.


Has anyone run any of the old Star Wars adventures that were released through wizards.com way back? I have printed several, and may string them together as a mini campaign. I also have the module Tempest Feud which I would like to run as well.


Talsar Geldon wrote:

I'll take a look at you have for Mockery.

But this is getting frustrating. This isn't the first time I've had to deal with cut content in this AP. During Choking Tower, Ilarris Zesheshi had an item called Rift Boots that she was supposed to use to escape. The only problem was, they were cut from the book. The only place I could find information on these boots was on the authors blog.

I believe it was James Jacobs who said they were cut because they were too powerful for the adventure level.


1 person marked this as a favorite.

The PCs managed to recruit Longdreamer to carry the escape pod from the Dusklight back to the Choking Tower.
After a couple weeks they converted it to a landspeeder. Specifically the Rebel Troop cart from Star Wars since I'm using that miniature. I adjusted the Chariot Command Speeder stats from pg. 199-200 of the Star Wars Revised Core Rulebook so it holds more passengers and is a bit slower. They arrived at the mouth of the Scar of the Spider after a tense chase by a pack of arumvoraxes.


1 person marked this as a favorite.

Today is the day! We pick up with our 5e conversion and I’m pumped! I forgot how long it takes to pick out all the minis for an adventure path module. So much stuff to pack as DM, but I’m ready!


1 person marked this as a favorite.
Lord Fyre wrote:


Hopefully you are overstating what will happen.
* - Increased diversity is a -usually- good thing. Yes, sometimes efforts to be inclusive can be a little silly (for example, Adventuring IS going to be ableist by it nature), but this is a game for everyone.
* - Alignment is a trickier issue. Racial Alignments (such as pigeonholing all Hobgoblins as LE) can lead to "justifications" for racism or even genocide. Chosen alignments such as Krynn's Orders Of High Sorcery, however, should remain important.

I agree that the alignment-based orders of High Sorcery should remain in place since the idea of balance is such a key part of Dragonlance.

The culture of the particular hobgoblin tribes recruited by the Dragonarmies can be evil, but I think others could be Lawful Neutral at least.


Has anyone tried to run a 5e version of the 3.5 Chronicles modules?


I did Age of Worms in Eberron back in 3.5, and would like to do Savage Tide there in 5e, too, with some of the same players. That may not be on the agenda for years, however. That group chose Iron Gods over that campaign years ago. Never enough time.


Fall always gets me in the Dragonlance mood. I'm very torn over whether to start this game or work toward finishing my Iron Gods campaign that hopefully will resume soon after a long hiatus.


3 people marked this as a favorite.
Freehold DM wrote:

Didn't know there were so many Dragonlance fans here.

I gotta start reading my books again.

Still want to see more Taladas content though.

DragonLance was the first D&D novel series I read back in high school in the 90s. It's also the first setting in which I ran a 2e campaign. I'm looking forward to the new Weis and Hickman novel series next year.


The NPC wrote:
Lord Fyre wrote:
captain yesterday wrote:
The NPC wrote:

Tahkisis had been known to gift arcane magic much to Nuitari anger. So when gods circumvent the 3 magic gods those could result in warlocks.

One just might have to exclude the celestial warlocks. As for divine souls those could be the mystics.

I don't play 5th edition but I just wanted to say that I love this idea!

One could even say that because Takhisis was circumventing the rules that that forces Paladine to also bend the rules (as he's pretty clever as far as subterfuge goes for a lawful good deity) albeit not as overtly so celestial warlocks would be more rare.

Paladine would also likely gain, at least tacit, sign off from Solinari. :)

Reminds of a thing I came across online at one point. Good gods have paladins for the straight forward visible good deeds. They have celestial warlocks for the off the books, black ops good deeds.

Also, I want to say Hiddukel did something similar once in a side novella. There was a mage who failed the test of high sorcery. Brought him back to life and the mage continued using magic. He might work as a warlock as well.

Also a cool way to introduce the reborn race or even a dhampir.


Lord Fyre wrote:
Good. Because I am trying to figure out where Warlocks would fit on Krynn.

There's a good article on dragonlancenexus .com about the archfey patron warlock as a "sylvan mage." They say that Bram DiThon from the Defenders of Magic trilogy would be one. There is another article about changing the way we think about what High Sorcery is.

My biggest concern is how to allow divine soul sorcerers and celestial patron warlocks since they blend arcane and divine magic.


1 person marked this as a favorite.
Lord Fyre wrote:
RedRobe wrote:
Anyone running a DragonLance game in 5e currently? I just picked up Fizban's Treasury of Dragons, and the draconian entry has me itching to run a campaign there again.
Will Wizards do an Official setting book?

There are two more classic setting books on tap for 2022. Since Fizban's was released, and the first book in a new novel trilogy will be out soon, signs point to yes.


Anyone running a DragonLance game in 5e currently? I just picked up Fizban's Treasury of Dragons, and the draconian entry has me itching to run a campaign there again.


1 person marked this as a favorite.
Sibelius Eos Owm wrote:


-The Worldwound has been closed. The resulting Sarkoris Scar remains teeming with demons that need to be exterminated for some time to come (Rise of the Runelords)

This should be Wrath of the Righteous, not Rise of the Runelords.


RedRobe wrote:
serithal wrote:
Is the Gearsman in area D7 shut down when the robot command core reboots, because it doesn't say it
To save on having to reread the module, where is the robot command core?

Found it. It's in D6 Robotics Lab. It says only drones and collector robots deactivate.

1 to 50 of 608 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>