Skip to main content

Friday Night Pathfinder: Escape from Secomber Ruins

Friday Night, the band got back together, and Felix, Corrail, Ally, Don the Magnificent  Zirul (player absent) and the new human barbarian / alchemist Elrick got underway in the ruins below Secomber.

Elrick had taken refuge in a cave while running from the city guard.  It just so happened to be the same caverns that the party was stuck in.

Elrick joined with the party just as they uncovered a Dream Spectre, which was quickly dispatched.  A Cloud dragon then appeared, which Don was able to reach an understanding with.  The party left the caves.

Above ground they emerged into a firefight between Ally's father and the Red Wizard.  The party, all except for Felix, was caught by a huge, concentrated burst of entangle that trapped them.  Felix chased the Red Wizard into the forest until he completely lost him, in fact, until he came across a large enchanted druid grove.  Familiarity drew him in and the glowing spirit of his mother communed with him, telling him that the druids there would help him.  She left for him a cloak of the bat.  The druids there came and placed a ring upon his finger which gave him the missing knowledge of the druid language and gave him a link by which he could learn new druid customs and rituals (and take new druid levels).

Meanwhile, the party slowly got untangle and Ally rushed to her father's side, only to find dying of a magical infliction that they could not heal.  "I am sorry," he said in his last words to Ally.

In addition, nearby was a covered wagon, packed full of riches and various useful items for Lord Rutherford.  Don the Magnificent jumped in and began going through the riches and seeing what the party could use, while the driver and guide Marlowe looked on.

The party sent an invisible pair back into the city to get their horses and camel and then headed towards Waterdeep, with a brief stop-over in Daggerford.  Daggerford found a drunken gnome and drunken alchemist at the bar.  The party started spending their new found wealth on equipment.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry the creature

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an action to a