Posts Tagged ‘O5R’

Alternate Win Conditions in D&D

Posted on May 15th, 2018 under , , , , , . Posted by

After playing D&D for nearly four decades I have developed some habits as a Dungeon Master. One of them is using alternate win conditions for battles with boss level monsters and villains. Some while back I really became numb to the concept of hit …

Adventuring Gear: The Crowbar

Posted on May 4th, 2018 under , , , , , . Posted by

The Crowbar. It’s perfect for prying open doors, removing nails, smashing glass, using the sharpened end as a chisel, or even an improvised weapon. Is there one in your adventuring pack? If not, there should be.According to the etymology dictionary, it…

Magic Item: Mind Steel Coif

Posted on April 12th, 2018 under , , , , , . Posted by

This very rare chain coif is created by the Githyanki* in the Astral Plane. Legend holds that over the epochs they found ways to avoid the terrible mind attacks of those whom enslaved them. The coifs are crafted from Mind Steel. This priceless ore is s…

The Estoc

Posted on January 23rd, 2018 under , , , , . Posted by

The Estoc, also dubbed the Tuck or Panzerstecher, is a two-handed thrusting sword, from the 14th-17th centuries. To this day the Estoc is often mistaken for a long sword or rapier. This was a weapon made to defeat opponents wearing heavy armor. The bla…

Diary of a Lich

Posted on January 17th, 2018 under , , , , , , . Posted by

          Vita non est vivere sed valere vita est –        Life is more than just being aliveOne of the things I have pondered over the years is what intelligent undead do wit…

Tomb of Annihilation: Mundane Dangers of Chult

Posted on September 27th, 2017 under , , , , . Posted by

With the release of Tomb of Annihilation, I wanted to expand some on the dangers within a jungle setting. So I decided to base a few adventuring challenges off real life. While fantastical flora and fauna is expected in a game such as Dungeons & Dragons, sometimes the mundane is just as deadly. Below I have listed some things that could happen to player characters as they explore the wilds of Chult. As a Dungeon Master, these occurrences will help you bring the environment even more to life.

Biting Midge Swarm

Although their average life span is only a few days, biting midges are not to be ignored. They are most active around dawn and dusk, and congregate in vertical columns, or swarms. They are commonly mistaken for mosquitoes by the unwary traveler. Female midges voraciously bite because they require blood to help form their eggs. The swarms are attracted to both humanoids and animals because of carbon dioxide generated by their breath. They are also very in tune with the smell of natural body odor and sweat when hunting for blood.

For this iteration, the swarm is considered a hazard. A living creature encountering a Biting Midge Swarm must make a DC12 Constitution saving throw or become Prone for one minute. This saving throw may be attempted again at the end of their next turn. For every round a creature is within the biting swarm, there is a 15% chance they contract a disease. Roll 1d4 on the following table to determine the disease:


1.    Shivering Sickness (Page 40, ToA)
2.    Sight Rot (Page 257, DMG)
3.    Cackle Fever (Page 257, DMG)
4.    Sewer Plague (Page 257, DMG)

What preventative measures may be taken?

Aside from using magic, such as a Gust of Wind spell, the following are some mundane tips:

  • Insect Repellent (Page 32, ToA). Caveat: This will not keep the whole swarm away, but reduce Prone time by half on a failed save.
  • Face Net. Advantage on Saving Throw against becoming Prone. Disadvantage on Perception checks.
  • Citrus or Smoke. Good for camps to keep swarms away, but may draw the attention of other things!
  • Yeast in the blood. This may just be a local myth. But hey another reason to enjoy dwarven ale!

Infections

Listed below are two types of common infection within the jungle. In fact, they are so common that a party resource such as Lesser Restoration may be drained quite often.

Fungal (jungle) Rot: This occurs when the character’s feet are exposed to constant moisture and humid conditions. Each day a DC12 Constitution saving throw is required, to avoid bacteria infecting saturated feet. On a failed save, raised ulcers or carbuncles form in one day, causing terrible pain. Characters at this stage gain one level of Exhaustion. Within 1d4 days the feet will swell and gangrene will set in causing another level of Exhaustion. If this is not treated within a reasonable time (DM’s prerogative) with healing magic, amputation will be required. For this reason, it’s common to see foot amputees in Port Nyanzaru, most of which are foreigners.

What preventative measures may be taken?

Dry your feet. This can be done manually, or even with a Prestidigitation cantrip. Characters who do this daily gain advantage on saving throws against fungal rot.

Nyanzaru’s Revenge: This condition comes with a fever, nausea, vomiting, cramps, and the abrupt onset of diarrhea. They won’t be laughing long after their characters are infected with it. With dehydration a constant threat (Page 38, ToA), characters in Chult are drinking all the time. Any ground or river water which is consumed without first being boiled is considered contaminated. In addition, the unsanitary handling of food can also cause this condition.

Any time a character consumes water or foodstuffs which is potentially contaminated, they must succeed on a DC15 Constitution saving throw. On a failure they have Nyanzaru’s Revenge, and gain a level of Exhaustion. The condition will then last 1d4 days, with subsequent saving throws allowed. For each new failure, gain another level of Exhaustion.

What preventative measures may be taken?

  • Avoid food and water from shady street vendors in Port Nyanzaru or neighboring villages.
  • Be certain any drinks were created with boiled water.
  • Be very, very nice to the Dungeon Master.

Tomb of Annihilation: Mundane Dangers of Chult

Posted on September 27th, 2017 under , , , , . Posted by

With the release of Tomb of Annihilation, I wanted to expand some on the dangers within a jungle setting. So I decided to base a few adventuring challenges off real life. While fantastical flora and fauna is expected in a game such as Dungeons & Dragons, sometimes the mundane is just as deadly. Below I have listed some things that could happen to player characters as they explore the wilds of Chult. As a Dungeon Master, these occurrences will help you bring the environment even more to life.

Biting Midge Swarm

Although their average life span is only a few days, biting midges are not to be ignored. They are most active around dawn and dusk, and congregate in vertical columns, or swarms. They are commonly mistaken for mosquitoes by the unwary traveler. Female midges voraciously bite because they require blood to help form their eggs. The swarms are attracted to both humanoids and animals because of carbon dioxide generated by their breath. They are also very in tune with the smell of natural body odor and sweat when hunting for blood.

For this iteration, the swarm is considered a hazard. A living creature encountering a Biting Midge Swarm must make a DC12 Constitution saving throw or become Prone for one minute. This saving throw may be attempted again at the end of their next turn. For every round a creature is within the biting swarm, there is a 15% chance they contract a disease. Roll 1d4 on the following table to determine the disease:


1.    Shivering Sickness (Page 40, ToA)
2.    Sight Rot (Page 257, DMG)
3.    Cackle Fever (Page 257, DMG)
4.    Sewer Plague (Page 257, DMG)

What preventative measures may be taken?

Aside from using magic, such as a Gust of Wind spell, the following are some mundane tips:

  • Insect Repellent (Page 32, ToA). Caveat: This will not keep the whole swarm away, but reduce Prone time by half on a failed save.
  • Face Net. Advantage on Saving Throw against becoming Prone. Disadvantage on Perception checks.
  • Citrus or Smoke. Good for camps to keep swarms away, but may draw the attention of other things!
  • Yeast in the blood. This may just be a local myth, but some suggest midge hate the flavor. But hey, another reason to enjoy dwarven ale!

Infections

Listed below are two types of common infection within the jungle. In fact, they are so common that a party resource such as Lesser Restoration may be drained quite often.

Fungal (jungle) Rot: This occurs when the character’s feet are exposed to constant moisture and humid conditions. Each day a DC12 Constitution saving throw is required, to avoid bacteria infecting saturated feet. On a failed save, raised ulcers or carbuncles form in one day, causing terrible pain. Characters at this stage gain one level of Exhaustion. Within 1d4 days the feet will swell and gangrene will set in causing another level of Exhaustion. If this is not treated within a reasonable time (DM’s prerogative) with healing magic, amputation will be required. For this reason, it’s common to see foot amputees in Port Nyanzaru, most of which are foreigners.

What preventative measures may be taken?

Dry your feet. This can be done manually, or even with a Prestidigitation cantrip. Characters who do this daily gain advantage on saving throws against fungal rot.

Nyanzaru’s Revenge: This condition comes with a fever, nausea, vomiting, cramps, and the abrupt onset of diarrhea. They won’t be laughing long after their characters are infected with it. With dehydration a constant threat (Page 38, ToA), characters in Chult are drinking all the time. Any ground or river water which is consumed without first being boiled is considered contaminated. In addition, the unsanitary handling of food can also cause this condition.

Any time a character consumes water or foodstuffs which is potentially contaminated, they must succeed on a DC15 Constitution saving throw. On a failure they have Nyanzaru’s Revenge, and gain a level of Exhaustion. The condition will then last 1d4 days, with subsequent saving throws allowed. For each new failure, gain another level of Exhaustion.

What preventative measures may be taken?

  • Avoid food and water from shady street vendors in Port Nyanzaru or neighboring villages.
  • Be certain any drinks were created with boiled water.
  • Be very, very nice to the Dungeon Master.

Tomb of Annihilation: Cinema Treasure Inspiration

Posted on September 13th, 2017 under , , , , , , . Posted by

Ta Prohm Temples of AngkorWith Tomb of Annihilation being released, many adventurers will be braving the dangers of Chult. For the uninitiated, Chult is part of the Forgotten Realms setting. It’s a land of savage monsters, poisonous flora and fauna, an…

Twelve Magic Torches

Posted on August 15th, 2017 under , , , , . Posted by

A while ago I posted some information on how to add torch creation to your campaign world. With 5th edition, one of the things that seems to have been cast aside is the common torch. In the early days of Dungeons and Dragons they were a staple. Now …

The Great Ziggurat of Draconis

Posted on August 8th, 2017 under , , , , , . Posted by

I have awakened from my long blogging slumber! This past weekend was Ultracon 6, our friends and family convention. The theme for this year was a sunken city named Draconis, which had risen for various campaign reasons. We had fifteen players, in three…

Surviving the Tomb of Horrors

Posted on April 6th, 2017 under , , , , , , , . Posted by

While looking through my copy of Tales from the Yawning Portal I felt compelled to blog about the Tomb of Horrors. Well here is the bad news, you probably won’t survive! There are some things you need to consider before sitting down to play the Tomb of…

Side Trek: The Winter Garden

Posted on February 3rd, 2017 under , , , , , . Posted by

While staring out at the falling snow a week ago, this idea started to brew. I have always been fascinated with faeries, which can be used to great effect as a campaign boogeyman. Especially when you consider the colder months are often associated with…

Curse of Strahd: Amber Temple Addition

Posted on January 24th, 2017 under , , , , , , . Posted by

Greetings adventurers! I have finally awoken from my blogging slumber. The past few months I have been involved in a professional commitment which has gobbled up most of my waking hours. That said, I did etch out some time this past weekend to run our …

Curse of Strahd: Horror of Strahd’s Power

Posted on November 3rd, 2016 under , , , , , , . Posted by

This past weekend one of our regular groups gathered for our Curse of Strahd campaign. The characters are all level five now and had just finished up with the Wizard of Wines scenario. They had been planning their next moves, which included delivering …

Monster: Pumpkin (Spice) Pudding

Posted on September 12th, 2016 under , , , , , . Posted by

As usual this time of year the pumpkin spice apocalypse has started early. Everywhere you look products that should not even have the flavor are jumping on the pumpkin cart. In response to this craze I decided to create a monster for use in during your…

Curse of Strahd: Dark Zodiac

Posted on August 30th, 2016 under , , , , , . Posted by

I have always been fascinated with the zodiac and think it remains really gameable for an RPG campaign.  People have thought for generations that maybe the personalities of newborns were shaped by the Zodiac. Fast forward to 2016 and I still find …