Skip to main content

Ranier Leaves: The Rise of the Runelords

The week the party rescued the beautiful Xeneshu.  She was the most beautiful hal-elf he had ever seen (Ranier was charmed by her.)  She kept her safe while they turned in the judge to the authorities.  Once everything cleared through and they received their reward, Xeneshu was gone.

Ranier followed the party onward to investigate reports at a local fort near Turtleback Ferry.  His heart just wasn't in it though.  While the party slept on the way out of town, Ranier left the party and left behind this note:

My Fellows,

I've reached the end of this road and I am taking my leave of all of you.  Bigger things await me.  My destiny is yet to be found.

To my friend Alex, I return the deed to the townhouse in Magnimar.  Unfortunately, my path still requires access to the Misgivings, and so that deed I am keeping.  Do not follow me there and do not venture there for the next two weeks.  I will recover what I need from that place and then be gone.  The deed will be left behind the painting of Iesha on the second floor in the hall with all the other paintings.  I also leave behind for you Abyssal<->Infernal translation book that I purchased, my compass, a chime of opening, a masterwork scimitar, a ring of protection +1, and a potion of heroism.  Also, you may have my cloak of elvenkind.  Please find a way to protect the rest of the party.

To my colleague Jericho, I leave you my fortune of 1026 gold pieces, a +1 mithral chain shirt, and a +1 scimitar.  I also leave you my manacles and marbles.  Two potions of cure moderate rooms have also found their way into you pack, along with a masterwork longsword.  Good travels for you, my friend.

For Tari, the great blade of our party, I leave you a Composite longbow (Str+2), 80 arrows, my wayfinder, my traveler's any-tool, and potions of shatter, remove fear, remove blindness/deafness, hold portal, cure light wounds, charm animal.  I also leave you my belt of giants strength (Str+2) and an amulet of natural armor +1.  I also leave you my boots of the cat.  Please also take care of my companion Sol.  He will find no happiness on the trek ahead, but perhaps he will find it with you.  Please use you blade for good and your mouth for nothing more than you have to, lest you annoy the others to homicidal tendencies.

My magical items I yet keep with me.  I consider that I may yet need their power to complete my planned transformation.  If ever we should meet again, I bid you all find a way to leave me quickly, for I shall not be the same.

Ranier


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