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Yeah, it was fun. After level 6, everyone in the party has misty step or a similar ability (monk shadow step, warlock misty escape), so I think future encounters will be VERY dynamic!
A few people got dropped to 0 for a round or two, but no "real" deaths.
The only real worry was that near the end of the night, the PCs almost went through the wrong portal on the way home, and would have been thrust into the Astral Plane, and we would have ended at 2 AM instead of 11 PM.
The party struggled a bit with healing and locked doors, but they succeeded. They leveled up before the final 2 encounters, so were 6th level when battling the troll, and then the hags.
The shadow monk cast silence on the blinded hags, so it was pretty much shooting fish in a barrel. Blind and deaf fish.
They never got to cast any coven spells. :-(
The dungeon was riddled with secret passages, so I was able to add extra orcs if the encounter seemed too easy.
They took one or two long rests. They were able to avoid the zombie horde.
All in all, I think everyone had fun.
It's kind of like deviating from feat trees.
Just because you took Power Attack and Improved Bull Rush, it doesn't mean you have to take Greater Bull Rush and Bull Rushing Critical (or whatever that means).
You can choose to take Cleave instead, or even Improved Initiative or Point Blank Shot.
It's the same with skills. Just because you maxed out the Survival skill for 5 levels, it doesn't mean you can't take a rank in Ride or Swim at 6th level.
Classes are just classification constructs. They're part of a rule set that describes your character. Some characters become more specialized and focused, some become more versatile.
TBH, I dipped my magus in a level of barbarian at 1st level for the speed bonus (he's a dwarf, and I had just got done playing another slow race (gnome dragon shaman (3.5 class converted to PF) and was sick of being slow).
The rage, extra hit points, etc., was just gravy.
But really tasty gravy. It added a lot of versatility, and allowed me to start out with Power Attack at 1st level (even though I started out at 4th or 5th).
My campaign is actually taking place in a multi-continent Commonwealth, and one of the "silly puns" of the campaign is that the Commonwealth regulates both language and currency throughout its member states. So that explains the Common language and the standardized currency throughout the Commonwealth.
It's also an excuse to not worry about different currencies between countries, cultures, and continents.
The one thing I really hate doing is keeping track of all the minutia of monetary bookkeeping. I hope this helps to alleviate it at least a little bit.
There might be exotic currency from before the establishment of the Commonwealth, but it will be very rare. More of an archaeological curiosity than a monetary treasure.
I might move the tentacle monster to the end of the orc encounter area, probably on the Astral Plane.
Alternatively, I can put it in the very beginning, outside the main dungeon itself. Maybe even outside in the fresh air. It would be a nice bit of foreshadowing, since all of the D&D players have seen Fellowship of the Ring.
Once in the dungeon proper, there is a big room with some orcs in it, lead by an orog. The orog will definitely bring in the big bad mountain ogre with the giant flail (3d10+5!) from the room to the left. The room is really wide (90 feet?) by 30. In the opposite long wall are 3 doors, one with X for Zombies (orcs are bad spellers), a locked middle door, and an unlocked right door (that leads to rubble).
The door to the left is the ogre lair. The door to the right is also rubble strewn--and has a boulder that can be rolled back to reveal a secret staircase leading down.
The leftmost long wall door has a horde of zombies in it, who will do a grapple, prone, bite tactic because it's creepy--and there are like 2 dozen of them! Also a secret passage that leads to a beholder zombie lair.
The centermost locked long wall door leads to a grand, 10 foot wide stair case going down a vertical shaft about 40 feet wide, and at least 120 feet up and 120 feet down, wrapping around the wall widdershins. There door entering it is to the south, with a platform, in descending order, to the east, north, and south, each with a set of double doors. Creeping along the bottom of the shaft is a beholder zombie that will make an appearance by rising up from the darkness below if it detects anyone on those stairs.
The east and north doors will lead to the orc lairs, one lead by a war chieftain, one lead by a slightly boosted Eye of Gruumsh (capable of casting animate dead and mass healing word). The Eye of Gruumsh will have the hag eye of the coven of hags appearing towards the end of the dungeon.
After this portion of the dungeon, there will be a 40 foot wide river with 3 bridges crossing it in a zig-zag pattern, with some traps in the chambers around the bridges, some merrow harpoonists in the water below, and some archers or javelin-throwing orcs on the 3rd bridge area.
After the bridge area will be a troll guarding the gate to the oven. The troll will have a hag eye if the PCs didn't destroy the Eye of Gruumsh's, or if the PCs take a long rest after destroying the Eye of Gruumsh's.
The PCs will then encounter a coven of (probably blind) green hags. When 1 dies, its blood will be the gate that opens the portal to the Astral plane, and depending on how late the evening is IRL, summon a night hag, who will re-covenate with the existing witches.
(the night hag will have the trapped soul McGuffin the PCs are questing for)
If there is time, there will be a sojourn to the Astral Plane, with a neogi and its, githyanki, tiefling, and umber hulk slaves trading with the night hag for souls and/or larva.
I might want to introduce higher denomination coins into my 5th Edition campaign. I doubt there will be a lot of them, but they might actually work for fluff, flavor, and McGuffins.
1 mithril piece = 100 gp.
Is 1 pound of mithril worth 500 gp?
I actually want an NPC to steal a quote from The Liars Key:
The NPC asks the PC: "Do you want this coin or the best advice I've ever had?"
"Always take the money," is the advice if the coin isn't selected.
I would suggest replacing Ride with Acrobatics.
Can you define dash? I know it's a 5Ed term, but I don't think it's a PF term.
Maybe grant another 5Ed ability: The ability to move and make a full attack.
I agree that Dodge would be a good bonus feat at 1st level too.
Maybe replace Bravery with a +1 bonus to AC when you move 10 or more feet in a round. Increases by +1 at levels 6, 10, 14, and 18. Maybe a +5 ft. of movement bonus too.
I really like the idea of using a swift action to move a distance equal to your speed. I don't think it really needs to be limited per day, either, but I've been playing lots of 5Ed lately, and it's not an uncommon ability in that rules system. It can be mitigated by giving other swift action options, like the ability to make a single attack or use the full defense action.
If multiclassing is fun and lets you play the character you want to play, then I'm all for it.
If staying in a single class is fun and lets you play the character you want to play, then I'm all for it.
Most of my characters have been single class, but some have been multiclass. One of my favorites was a dwarf barbarian 1/magus 6 or 7.
Sometimes dipping can be fun and flavorful. I had a ranger 1 (favored enemy githyanki)/warlock (3.5) with a silversword greatsword--and (supposedly) tons of githyanki hunting him down for that theft.
He took a player's character away and made it an NPC because he thought it would be more fun to run it himself????
That would have ended the campaign in every single group I've ever played in.
It's not like he turned into a vampire or werewolf or something, right?
He became a king, so the GM stole the character?
Is your GM Draco Malfoy????
I almost always suggest a new player check out the ranger.
It introduces all the little sub-sets of rules level by level:
1. Monster types and skills--lots of skills.
The slayer is also really good. The best parts of being a rogue, ranger, and fighter.
In my experience, new players try to do lots of new and fun things, which having lots of skills really encourages.
If he doesn't want to be a spellcaster, I would suggest the slayer so he can max ranks in Acrobatics, Climb, Perception, Stealth, Survival, and dabble in Ride, Swim, and some Knowledges. Maybe Disable Device.
The reason for this question:
In an upcoming session, I plan on the PCs coming into contact with a coven of green hags. I also plan on an allied Eye of Gruumsh to have the coven's hag eye. And I expect the PCs to destroy the hag eye at some point (I also plan on having a guardian troll have it if the PCs don't destroy the orc's or take a long rest so the blinded hags can make a new eye).
So, the PCs will most likely be encountering 3 blind hags. I went through their coven spell list, and most require vision to target (ray of sickness and lightning bolt do not, and I can use disadvantage on attack rolls/advantage on saving throws to adjudicate those spells).
So, this is going to severely hamper the hags. Enough to affect the CR? Maybe, but I'll award the full XP because it's our emergency campaign, so leveling up fast is encouraged.
Purple Dragon Knight:
A job and a mortgage are modern human's version of The Hunt and The Lair.
Both provide sustenance and shelter.
Just different ecologies.
Of course, I know nothing about cellphone either...
Except if your cellphone says its battery is dying, it means its battery is dying and will soon just be a plastic rectangle. And you will soon be trapped in the 90s.
When music was good, fashion was flannel, and even the pessimists were looking forward to something.
Lord Snow wrote:
Chris Wooding's Redemption Falls is next on my list, right after The Liar's Key by Mark Lawrence.
I haven't run the numbers, but any kind of bonus in 5E is pretty significant.
In 3.PF, it's so swingy that a +1 might not matter. If the DC is 40 and you only have +10 on the roll, +11 isn't really going to matter. Conversely, if the DC is 15, and you have +20 to the roll, +21 isn't really going to matter either.
But in PF, almost all DCs are possible at any level. AC seems to have the highest DC, and it maxes out (usually) around 22. So even at 1st level, there is a chance to hit it. Conversely, the lowest DC I've seen is 8 (zombie AC), and even at mid to high levels, there is still a chance to miss it.
Also, sources of static bonuses are really rare in 5th Ed, so they're really valuable.
Maybe....but that seems kind of costly for a use of Channel Divinity for 1 round of stun.
It just seems a lot to keep track of. Does that Companion System help a lot?
Before we switched to 5th Ed, we only had 3 PCs, so the grognard GM gave us each a 1st level warrior henchman to control. It helped balance encounters designed for 4 to 6 PCs, and also let the GM be lethal without making a player bored (since we were effectively controlling 2 characters, the GM could kill one and its player could keep on playing.).
I kind of wish 5E had NPC classes so we could do that in a current campaign. Our RotRL has 5 or 6 PCs, so we're good, but my World Serpent Inn campaign only has 3 or 4 PCs (it's an emergency campaign for when the DM can't make it or we lack critical mass).
It looks good. I like it a lot.
For the Channel Divinity: Torment ability, the initial save is a Charisma saving throw, but the subsequent ones are Wisdom saving throws. Is that on purpose?
Other little nitpicky things: the 5th Ed. skill is Intimidation, not intimidate. For Painful Words, vicious mockery should be italicized, and is it a bonus cantrip, or does it count against the number of cantrips your cleric can know?
Also, saving throw types, like Charisma saving throws, should be capitalized.
But other than all those teeny tiny critiques I made, it looks really good! It follows the format of other domains, it has an excellent flavorful spell list, I like the idea of terror causing psychic damage.
My only concern is the possibility of "stun-locking" an opponent with Agonizing Horror + Divine Strike or vicious mockery.
Has anyone else done this:
A world similar to the Hollow Earth (with all the activity occurring along the interior of the sphere, so you can see the opposite landmass overhead; gravity is directed away from the center of the sphere and towards the interior surface of the sphere), but instead of it being an earthy sphere, it's a watery sphere.
So the "sky" is actually the same body of water you're swimming in, just on the opposite side of the sphere?
I just thought of this. I plan on running a "flying continent" campaign, and originally it was just going to be spinning above a regular flat ocean, but then I thought of this.
But how would the sun work? In most Hollow Earth-type worlds, there is a sun or other light source in the very center. I don't want that. I want a regular sun and a regular moon.
Could the sun and moon just float through the waters of the "sky?"
The campaign is going to have lots of airships and flying mounts and carpets, etc., already. Should the sun and moon be places you can journey to?
Or should I reserve this idea for a different campaign? One where floating armadas, cities, and (volcanic) archipelagos light up the (eternal?) night like stars?
We haven't really seen a lot of necromancy in our 5th Ed. campaigns.
The closest thing to necromancy to occur is when my NG cleric of Life dedicated Desna got resurrected by a succubus-balor and came back all dark and emo. I started using bane, bestow curse, contagion, inflict wounds and "dark" spells like those.
something similar, but without gems. The last adventure used a pearl as a portal key.
Maybe something to do with different energy types? I want to encourage teamwork, so maybe force from the warlock, radiant or thunder from the paladin, and something from the sorcerer? I think the warlock took Spell Sniper, so she might have shocking grasp or something, too.
The monk can supervise. :-P