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#kuo-toa whip
drmapzo · 2 years
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Hello, everyone!
Only a few a permitted to enter the hideout of the dreaded pirate Blue Beard. Hidden in an island far away and behind a mighty waterfall, this place is well protected against invaders.
Your players have been given an audience, an opportunity to make a deal with the pirates and get their much-needed help against the necromantic lord of shadows.
But words are not the way of these pirates, and they will have to first prove themselves worthy of their aid. A successful assault on their hideout should prove enough for them. Here’s hoping the group has what it takes to impress them.
The creature tokens for this map are a Kuo Toa Whip, a Merrow and a Zombie Shark. Emerald tier gets the Kuo Toa Whip while Diamond tier gets all three. In addition, Sapphire tier gets extra creature token variants.
You can see a preview of all of this week’s Patreon content here.
Thank you very much for taking a look and be sure to check out my Patreon where you can pledge for gridless version, alternate map versions as well as the tokens pertaining to this map.
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immortalarizona · 5 months
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another Road Trip to Hell update, because it's been a hot minute and oh boy, shit has gone DOWN
let's see. where Were we the last time I gave an update
ah yes. it was literally last week
see I lose track of time because so much goes down in the out-of-session rp channels I set up on the campaign discord
speaking of the oosrp, we handled most of Sloobludop via that anyways
I was a bit silly last Thursday and stayed up until 4:00 in the morning doing oosrp (I didn't have classes on Friday due to holiday reasons). everyone else stayed up except the artificer. it was funnier than it should have been when he messaged the chat the following morning like "GUYS WHAT THE FUCK. WHAT THE FUCK HAPPENED."
so basically
party arrives in Sloobludop. the fighter immediately wants to go tidepool-ing. most of the party joins her.
the rogue, after having a conversation with Jimjar where he basically tries to earn her trust back due to. y'know. Shenanigans, and is as obvious about his status as a deity as he can be without outright saying it. (he hands the rogue HIS OWN HOLY SYMBOL. this moment was hilarious for me as a dm), then realizes that "oh shit, we left Sarith and Stool unattended. Where Are They" and goes to find them
they are by the docks. Stool is playing in the water, and Sarith is chatting with them without rapport spores, because May I Remind Y'all that my Sarith is now a zombie plant man. this leads into me coming with an in-universe explanation for this on the fly, which leads into the concept of the "manymind" (except it was a lot more zalgo-ed when I sent it out in the Sarith reply, because I figured it's one of those concepts that doesn't translate quite right into words), which led to the rogue making contact via Stool with some part of the mind of Araumycos, and now like half the party is convinced that Stool is secretly gonna be the bbeg. all because of some silly lil zalgo text I added on impulse.
the ranger wound up going Dad Mode on Topsy and Turvy when Topsy's kleptomania almost got her in serious trouble in the Sloobludop market. it was very sweet.
but when the ranger returned to the tide pool with the twins in tow, that's when the party realizes that "oh shit, we left, like, everyone unattended, didn't we."
thus begins The Hunt For The Missing NPCs
and thus begins My Evil Shenaniganry
see. the party knew that Blopp's cult to Demogorgon was collecting humanoid sacrifices. so it's not like this came out of nowhere
the party also knew that Shuushar's idealism overrides his self-preservation instincts, Derendil fully believed he could fly at the moment and was bound to get himself into trouble if left unattended, and that Morwenna was very emotionally fucked up following her involvement with the death and resurrection of Sarith and was wandering off somewhere to go get hammered and have an emotional breakdown at the moment
in short
they knew that none of these NPCs were in a state, mental or otherwise, to defend themselves effectively should someone attempt to kidnap them
that someone being none other than members of the cult of the Deep Father
the ranger and the fighter look for Morwenna, because out of those three, she's the only one they really care about, hence why I put her in this situation. they do not find her. I have the ranger roll a survival check to see if he can track Morwenna's scent trail (this was how he found the twins earlier, for the record). he rolls, like, a 21. internally, I rejoice
because where does the trail lead, but right to the area with the altars
I rule that the trail vanishes there, buried by the stench of muck and blood
the ranger talks to one of the kuo-toa whips there (I don't remember his name and I can't be bothered to check lmao) and receives a reply which heavily implies that Morwenna is going to be sacrificed to the Deep Father very soon
cue the panic from my players
and the explicit threats of violence from their characters
(for context. the fighter and the ranger are both in love with Morwenna. the rogue is to but that is not relevant to this particular predicament at the moment)
so the fighter rolls strength (intimidation) to hit the ground and try to crack it. she rolls, like, a fucking 23
I rule that the resulting noise is enough to get the attention of the bard and the rogue, who were off fetching Sarith and Stool (the fungus bros were staring at the fungi on the walls and being generally unsettling). they run over
it is 10:00 PM. I do not wish to run a combat encounter over discord chat, and neither do my players. unfortunately, the most in-character course of action for most of them right now is Violence. the bard is our last hope, both in- and out-of-character.
the bard takes the whip guy behind the altar to have a little chat. he returns not long afterwards, having acquired information about the ritual taking place at midnight and also freaked the whip guy the fuck out. (no one else knows it but me and his player, because we conducted that part over dms, but the bard got to use one of his College of Whispers features for the first time. it was delightful for me as a dm)
violence has not been averted, but it has been delayed. the party heads back to camp to regroup. emotional breakdowns are had, including that banger of a conversation where my last Campaign Art came from. (for context, the ranger gave the twins hand crossbows for purposes of self-defense, and the rogue accused him of trying to turn them into child soldiers.) it is almost midnight. my players and I are all riding an immense adrenaline high
the rogue and the fighter head away from camp and end up resolving most of the Morwenna-centric tension between them. (Morwenna's romantic situation is a Whole Fucking Mess that we will unpack later, don't worry!!)
the ranger reveals to the bard that he died while hunting a demon alongside Drizzt Do'Urden and had to claw himself free from his own grave after something living in his head brought him back
also the bard and the ranger begin flirting almost immediately afterwards (the ranger took his shirt off to show the bard his scars)
this is the moment that Sarith decides it would be a great idea to shoot his shot. it was not, in fact, a good moment
the ranger has his second emotional breakdown of the hour, because he is still plagued by guilt for his participation in the death and resurrection of Sarith. the twins and Sarith give the ranger hugs
and then Sarith asks if he can kiss the ranger. the ranger says no. Sarith goes to mope in a corner and pretend everything is fine while the ranger teaches the twins about the importance of consent while cuddling under the blanket the artificer knitted him
the rogue and the fighter go to Plooploopeen's house to bully him for information so they can rescue Morwenna. I get to deliver exposition, a kickass monologue of emotional foreshadowing, as well as two potions of healing and a potion of water breathing to the party
the party's long rest finishes. it's like 10:00 PM in-game, about two hours until the ritual begins. Jimjar has snuck off to do fuck knows what (only later does the party discover that he used his innate disguise self capabilities to infiltrate the cult's stronghold in Blopp's hovel and grab Morwenna's hammer and shield). I ask the party if they have any final preparations they want to make.
and then the actual session begins.
yes
all this happened between sessions
tbh I'm glad it did. a) it means less time with the stupid voice-destroying kuo-toa voice I attempted the session before, and b) it meant that we could kick off the session with the Good Stuff
aka VIOLENCE
(to be continued in a reblog because tumblr hates me)
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itusebastian · 3 months
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In the depths of a shadowy cavern, a Kuo-toa Whip stands guard, its eyes a sinister glint beside the eerie glow of bioluminescent fungi.
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the-aviarys-models · 3 months
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"Captured by the drow! You wouldn't wish this fate upon anyone, yet here you are—locked in a dark cave, the cold, heavy weight of metal tight around your throat and wrists. You are not alone. Other prisoners are trapped in here with you, in an underground outpost far from the light of the sun."
Our models of the prisoners. This is a long post, so they'll be under the cut!
There will be spoilers for this module!
We have versions as prisoners and normal versions. Tokens available upon request but will not be included in this initial post due to how many images there are.
Old/outdated versions of the models available upon request (or if I feel like reblogging them in later) since this is already a long post.
Buppido- Talkative and cunning derro
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Prince Derendil- Quaggoth who claims to be a cursed elf prince
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Eldeth Feldrun- Shield dwarf scout from Gauntlgrym
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Jimjar- Deep gnome with a gambling problem
I rolled items for the NPCs, Jimjar ended up starting with the metal bar club.
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Ront- Orc bully
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Sarith Kzekarit- Drow accused of murder
Sarith here has multiple models that show the progression of the spore infection, (hey, I did say there'd be spoilers!) ending in a model of him as a spore servant. You'll also notice my stylization of elves... I like how pathfinder gives them funky eyes, and I stole it to make D&D elves look cooler.
Ideally, I'll switch out the tokens between chapters/sessions and pretend nothing has changed until the later stages where it's very obvious something is wrong with him.
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Shuushar the Awakened- Kuo-toa hermit and mystic
Shuushar has a weapon, but he doesn't use it for combat. It's more of a utility tool for him.
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Stool- Myconid sprout
I made it a lot different from its art so that it has hands to hold items with. Stool is the only one who didn't receive a new model after the face customizer dropped, because, well... it wouldn't have benefitted much.
Myconid base is from here!
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Topsy and Turvy- Deep gnome wererat twins
I love face customizer because I can give them slightly rat-like features without making it too obvious.
Also, Turvy's starting item was the flint dagger.
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Honestly, I forgot to make wererat models for these two until making this post. The rodent head wasn't in the face customizer when it first released, so I figured I'd do it later... and then I forgot! So I whipped some up real quick. I tried to go for that look of animal eyes gleaming in the darkness.
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capriciouswriter207 · 4 months
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As announced earlier: stat blocks for the monsters in Terrors Beneath Deepfrost Citadel have been updated, and changes have been made in the text accordingly. In addition, some other small changes (that shouldn't affect anyone yet) have been made. Full changelog under the cut, for those interested. Be warned, this might have spoilers!
Hermilthan
Siege
reduced enemies in wave one from ten to seven sculk thralls
reduced enemies in wave two from four sculk thralls to two sculk thralls
Deepfrost Citadel
D8. Central Tower
changed Wisdom saving throw DC from 18 to 13
cleaner language
D9. Throne Room
changed Intelligence (Investigation) check DC from 15 to 13
D11. Treasure Room
added average lightning damage to text
D12. Library
changed spell scroll of “heat metal” to spell scroll of “misty step”
D16. Landing
made the animated armor inanimate
D17 Thaddeus’ Bedroom
the armor does not join the fight anymore
added average lightning damage from the dragon head
reduced the 2d10 lightning damage to 2d6
PDF page 30 - deleted page number and footnote
Frozen Crypt
Frozen Crypt Features
added average amount of berries produced per bush
F2. Flooded Tunnel
changed Dexterity (Acrobatics) check DC from 13 to 12
added average piercing damage
F4. Circular Room
reduced the amount of snowmen from three to two
F8. Ravine
added average bludgeoning and piercing damage
F11. Dripstone Pond
changed DCs from 15 to 12
Caves of Carnage
C11c. The Sovereign
halved the amount of myconid adults in sovereign Nashal’s presence
clarified where the treasure is located
C14e. Hidden Cove
the kuo-toa are now led by a kuo-toa monitor instead of a kuo-toa whip
C15a. Deck / C15b. Captain’s Cabin
correctly identified the priestess as “kuo-toa archpriest”
C15c. Gun Deck
two kuo-toa whips and one kuo-toa monitor now guard their prisoner
Black Mines
Seal of the burning dark
changed location from Lower Eastern Mining Cavern to Eastern Mining Cavern
changed Dexterity (Stealth) DCs throughout based on improved stat blocks
M8. Iron Ore Room
removed one sculk thrall from this room
added average bludgeoning damage
M18. Flooded Lapis Ore Room
changed description to match amount of creatures inside
gave the catalyst a sculk thrall friend
M21. Eastern Mining Cavern 
removed sculk thralls from the area
added one of the seal fragments to this areas
M22. Lower Eastern Mining Cavern
this area did not exist in the PDF. All references in text have been removed. All areas that were listed below have been given a correct number accordingly
M26. Western Mining Cavern
removed one sculk brute from the encounter
Burning Dark
B1. Landing
changed Wisdom saving throw DC from 15 to 16
B13. Dome
changed source block wisdom saving throw DC from 17 to 16
added average psychic damage
Stat blocks
Jonas Hyffal
changed CR from 5 to 3
reduced proficiency bonus, skill modifiers, and passive perception by one
added Halfling as a language known
added “Poet of the Depths” as a trait
doubled damage dice for Withering Touch attack
changed Cacophony and Taunt saving throw DCs from 12 to 13
Living portrait
changed CR from 4 to 1
increased Wisdom score from 10 to 11
changed skill modifiers for perception (12 to 4) and persuasion (8 to 7)
changed passive perception from 22 to 14
changed Sylvan to Elvish
changed spell save DC from 15 to 13
Miner spore servant
changed CR from 1/8 to 1/4
changed Strength score from 12 to 14
added 1 to Dexterity and Constitution scores
doubled amount of hit dice
changed damage die for Miner’s Pick from a d4 to a d8
One Eyed Willie
changed ability scores: Strength from 19 to 15, Dexterity from 15 to 18, Constitution from 16 to 14, Charisma from 12 to 10
rectified saving throw and skill modifiers
changed bite damage die from 1d10 to 2d4
changed claws damage from 1d8 to 2d6
Ravager
changed hit die from 8d12 to 10d10
changed armor class from 16 to 14
changed ability scores: Dexterity 10 to 9, Constitution 19 to 17, Intelligence 2 to 3, Charisma 5 to 7
added “Charge” trait
changed Bite damage die from 1d8 to 2d6
Ravager spore servant
changed CR from 3 to 2
changed hit die from 8d12 to 10d10
changed armor class from 16 to 14
changed ability scores: Dexterity 10 to 9, Constitution 19 to 17
changed Bite damage die from 1d8 to 2d6
Young ravager
changed CR from 2 to 1
changed hit die from 4d12 to 8d8
changed ability scores: Constitution 15 to 14, Intelligence from 2 to 3, Charisma from 5 to 7
changed Bite damage die from 1d8 to 2d6
Sculk brute
changed CR from 5 to 4
reduced proficiency bonus
changed hit die from 5d10 to 10d8
changed ability scores: Dexterity 12 to 8, Constitution 16 to 17, Wisdom 7 to 8
added damage resistances
added condition immunity ‘poisoned’
replaced “Keen Hearing” trait with “Relentless” trait
changed drill damage die from 2d6 to 2d10
Sculk catalyst
changed armor class from 15 to 14
changed hit die from 6d10 to 13d8
changed ability scores: Dexterity 15 to 18, Intelligence from 12 to 8, Charisma from 1 to 6
added Wisdom saving throw proficiency
added condition immunity ‘poisoned’
removed “charge” trait
moved “spread the sculk” to traits
moved “sap strength” to bonus actions
removed “claw” attack
added “lump” attack
changed slam damage die from 2d4 to 2d6, and 2d6 to 1d6
changed sap strength damage die from 2d8 to 4d8
Sculk shrieker
changed CR from 7 to 6
changed armor class from 17 to 15
changed hit die from 9d10 to 14d10
added condition immunity ‘poisoned’
removed “keen hearing” from traits
removed slam attack
added claw attack
removed bonus action call to arms
moved deafening shriek to bonus actions
rectified Wisdom saving throws
Sculk thrall
changed hit die from 3d10 to 8d8
changed armor class from 11 to 10
changed ability scores: Strength 19 to 16, Constitution 14 to 17, Wisdom 3 to 5
added condition immunity ‘poisoned’
added “fortitude” trait
added multiattack
renamed unarmed strike attack to slam attack
changed slam attack’s damage die from 2d4 to 2d6
Soul echoes
changed armor class from 18 to 16
changed hit die from 9d4 to 14d4
changed ability scores: Strength 1 to 3, Dexterity 25 to 22, 
removed acid, lightning, thunder resistance
added blinded immunity
“consume life” trait renamed to “consume the soul”
changed additional necrotic damage from “siphon life” from 1d10 +2 to 2d10
The Warden
changed hit die from 16d10 to 25d10
changed ability scores: Strength 25 to 22, Dexterity 8 to 10
moved poison from damage resistance to damage immunity
renamed “sonic boom” to “sonic blast”
changed slam damage die from 2d10 to 4d10
fixed Warden saving throws DC to 16
Snowman
changed CR from 3 to 2
increased speed by 5 ft.
changed ability scores: Dexterity 6 to 7, Constitution 14 to 15
removed damage resistances
increased the multiattack from two to three
changed cold damage die on the slam attack from 2d6 to 1d6
Soren Tidrostir
changed CR from 3 to 2
changed hit die from 6d8 to 9d8
changed ability scores: Strength 11 to 7, Intelligence 10 to 12, Wisdom 13 to 11, Charisma 16 to 17
added 1 to skills
added Undercommon as a skill
changed passive Perception from 11 to 10
The Wanderer
changed CR from 5 to 4
reduced proficiency bonus
changed alignment from chaotic evil to neutral evil
increased armor class by one
changed hit die from 9d8 to 12d8
changed ability scores: Dexterity 12 to 9, Intelligence 8 to 3, Wisdom 10 to 6, Charisma 8 to 5
changed cold ray damage die from 2d10 to 3d10
Maps
Deepfrost Citadel - 1st Floor: updated to reflect directions of stairs in tower
Deepfrost Citadel - 2nd Floor: updated to reflect directions of stairs in tower
Deepfrost Citadel - Tower: updated to reflect directions of stairs in tower
Black Mines - Lowest Floor: removed M22 and update other keyed zones
PDF-specific
updated images of above-mentioned maps
fitted all Ravager stat blocks onto one page (as opposed to two separate pages)
fitted the Snowman and Soren stat blocks onto one page (as opposed to two separate pages)
total pagecount reduced from 108 to 106 because of the two changes above
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onslaughtsixdotcom · 1 year
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BEYOND ON A BUDGET
I wrote this article a while ago and left it in my drafts folder. The idea was to figure out *exactly* what a new group joining 5e and using D&D Beyond *should* buy in order to maximize their dollars. Obviously with the new OGL stuff (which has been partially resolved, at least for 5e content) and the big exodus of D&D Beyond subscribers, the usefulness of this article has been diminished slightly. Regardless, I'm posting it again anyway in order to get it out of my queue and so that I have this as a resource to point people to, whenever someone suggests actually buying the Monster Manual or 5e Dungeon Master's Guide (IMO terrible ideas by any stretch of the imagination). This list also is a handy tool to figure out what content is not included in the 5e SRD, since that's all the "free" content on D&D Beyond. Without further ado:
The PHB is very nearly worth the money. The most important things you need from it are the subclasses and backgrounds; the SRD contains only 1 subclass for each class, and only 1 background. D&D Beyond actually provides 6 backgrounds from the PHB as part of the Basic Rules, so that's a little better than the SRD provides.
The backgrounds bundle is $4 and the subclasses bundle is $10. I recommend you spend that.
Other things you can purchase from the PHB are the 41 feats for $4, 2 subraces for $3, and 57 spells for $5.
Spells in the PHB but not the SRD:
Arcane Gate
Armor of Agathys
Arms of Hadar
Aura of Life
Aura of Purity
Aura of Vitality
Banishing Smite
Beast Sense
Bestow curse
Blade Ward
Blinding Smite
Chromatic Orb
Circle of Power
Cloud of Daggers
Compelled Duel
Conjure Barrage
Conjure Volley
Cordon of Arrows
Crown of Madness
Crusader's Mantle
Destructive Wave
Dissonant Whispers
Elemental Weapon
Ensnaring Strike
Feign Death
Friends
Grasping Vine
Hail of Thorns
Hex
Hunger of Hadar
Lightning Arrow
Phantasmal Force
Power Word Heal
Ray of Sickness
Searing Smite
Staggering Smite
Swift Quiver
Telepathy
Thorn Whip
Thunderous Smite
Tsunami
Witch Bolt
Wrathful Smite
The above list does not include all of the "named" spells, such as Bigby's Hand, Mordenkainen's Magnificent Mansion, etc. These spells are provided in the SRD/Basic Rules, but under generic names instead (Arcane Hand, Magnificent Mansion, etc.)
Monsters in the Monster Manual but not the SRD:
Arakocra
Banshee
Beholder
Beholder Zombie
Blights
Bullywug
Cambion
Carrion Crawler
Crawling Claw
Cyclops
Death Knight
Demilich
Barlgura
Chasme
Goristro
Manes
Shadow Demon
Yochlol
Spined Devil
Displacer Beast
Dracolich
Young Red Shadow Dragon
Empyrean
Faerie Dragon
Flameskull
Flumph
Fomorian
Gas Spore
Galeb Duhr
Dao
Marid
Gith (all)
Grell
Helmed Horror
Hook Horror
Intellect Devourer
Jackalwere
Kenku
Kuo-Toa
Mud Mephit
Smoke Mephit
Mind Flayer
Drones
Myconids
Quaggoth Spore Servant
Nagas
Nothic
Half-Ogre
Peryton
Piercer
Pixie
Quaggoth
Remorhaz
Revenant
Fire Snake
Scarecrow
Slaad Tadpole
Red Slaad
Blue Slaad
Green Slaad
Gray Slaad
Death Slaad
Thri-kreen
Troglodyte
Umber Hulk
Water Weird
Yeti
Yuan-ti
Arcanaloth
Mezzoloth
Nycaloth
Ultroloth
Magic Items in the DMG but not SRD (30 items):
Alchemy Jug
Cap of Water Breathing
Mariner's Armor
Cloak of Invisibility [functionally identical to Ring of Invisibility]
Driftglobe
Efreeti Chain
Elixer of Health
Gloves of Thievery
Instrument of the Bards [multiple]
Potion of Fire Breath
Potions of Greater Healing, Superior Healing, Supreme Healing
Potion of Invulnerability
Potion of Longevity
Potion of Vitality
Rod of Ressurection
Rod of the Pact Keeper
Saddle of the Cavalier
Scroll of Protection
Sending Stones
Sentinel Shield
Staff of the Adder
Sword of Answering
Sword of Vengeance
Tentacle Rod
Tome of the Stilled Tongue
Weapon of Warning
Blog of Holding made a breakdown of all 30 of these items and even made a few homebrew alternatives for you: https://blogofholding.com/?p=7803
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dungeonmastertyrant · 3 months
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Kuo-Toa Whip
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Medium Humanoid (Kuo-Toa), Neutral Evil
Ac: 11 (Natural Armor)
Hp: 65 (10d8 + 20)
Walking and swimming speed of 30ft
Darkvision 120ft
Str: 14
Dex:10
Con:14
Int:12
Wis:14
Cha:11
CR:1
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mz4250 · 9 months
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So far my Out of the Abyss campaign is going well! This week the players dealt with some Kuo-Toa and so far are doing alright!
Here's a batch of Kuo-Toa Whips I 3D printed this week.
Free stls: https://www.patreon.com/posts/87560511
Just had to share :D
#dnd #3Dprinting #3Dmodeling #3dart
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crippledgiraff · 3 years
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MerMay day 11. It's time for another Kuo-Toa! This time a dastardly Whip! This fishy freak specializes in grabbing captives for the Kuo-Toa cult!
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The King’s servants
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artwork © d00dle “Fishy Business” One-Shot Adventure © Luke Hart
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kyragon3-blog · 4 years
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Twists for Humanoid Encounters
How often has your D&D group needed to fight the same group of humanoids in every room? 2d4 hobgoblins in every room of a hobgoblin fortress? 2d4 kuo-toa in every room of the kuo-toa temple? 2d4 bandits in every room of the bandit hideout? Sure, some of these humanoids have “suped-up” versions like hobgoblin captains, kuo-toa whips, and bandit captains, but eventually things will get boring with the same enemies every time and those boss monsters are usually reserved for the boss fight! 
Encounter Twists (1d20)
Here are some ways to make an average group-encounter a bit different. Roll 1d20 to choose randomly or pick from the list below. These tend to be keyed towards an assumption that the enemies are humanoid, but that might not be the case.
(1) Varied Weapons. One of the enemies has a different weapon. For example, if all the thugs have maces, maybe one has a glaive or greatsword. Meanwhile, another uses two daggers instead.
(2) Varied Armor. One of the enemies has different armor than the standard. If the hobgoblins wear chain mail, perhaps one is wearing plate. Maybe one didn’t have time to put on armor and only wields a shield.
(3) Minor Spellcasting. Somehow, one of the enemies has come across the ability to use magic, whether divine or arcane. The creature gains the Magic Initiate feat, thereby gaining a cantrip and 1st-level spell.
(4) Healing Potion. One of the enemies is packing a useful healing potion, usually one appropriate for the players to find at their level in case it falls into their hands. If the creature sees an ally go down, they can give out their potion or use it on themselves.
(5) Other Potion. One of the enemies drinks a potion as the battle starts. Choose randomly from the following (d8): (1) Potion of Giant Strength, (2) Potion of Fire Breath, (3) Potion of Flying, (4) Potion of Growth, (5) Potion of Heroism, (6) Potion of Invisibility, (7) Potion of Invulnerability, or (8) Potion of Speed.
(6) Other Consumable Item. One of the enemies carries a consumable magic item, used when the time is right. The players might be able to snag one if it has multiple uses. Choose randomly from the following (d6): (1) 1d4 beans from a Bag of Beans, (2) 1d4 beads from a Necklace of Fireballs, (3) a vial of Oil of Sharpness, (4) a Gem of Brightness with 1d4+5 charges remaining, (5) a Deck of Illusions with only 1d4+1 cards remaining, or (6) a vial of Oil of Slipperiness.
(7) Class Feature. One of the enemies has experience in a player class, gaining one of the following features chosen at random (d12). Each functions pretty much like the class feature of the same name. These are meant to just give the impression of a class through one, usually simplified feature, rather than all of a class’s unique features.
Bard: Bardic Inspiration: Use a d6.
Barbarian: Rage: Bonus damage at +2.
Cleric: Spellcasting: Knows the Guidance and Sacred Flame cantrips. Can cast 3 spell-levels-worth of spells: either Cure Wounds (1st), Guiding Bolt (1st), Spiritual Weapon (2nd), or Spirit Guardians (3rd). Use their Wisdom modifier for their spellcasting statistics (minimum 13).
Druid: Wild Shape: Choose an animal appropriate to the setting and have it be up to CR 2.
Fighter: Maneuvers: Give them 4 d8s and just choose 1 maneuver for simplicity’s sake.
Monk: Ki: Give them 3 Ki Points and let them gain two unarmed strikes (d4) as a bonus action, or else dodge, disengage, or dash as a bonus action by spending a ki point.
Paladin: Divine Smite and Lay on Hands: Give them 2 1st-level spell slots with which to smite. Also give them 10 points of Lay on Hands.
Ranger: Spellcasting and Fighting Style: They can cast Hunter’s Mark twice per day and gain the Archery or Two-Weapon Fighting styles.
Rogue: Sneak Attack and Cunning Action: Use 2d6 for the Sneak Attack damage.
Sorcerer: Spellcasting and Metamagic: Give them 3 1st-level spell slots, a cantrip, and a 1st-level spell eligible for the Twinned Spell Metamagic feature. They can use Twinned Spell on one of their spells up to 3 times.
Warlock: Eldritch Blast and Pact Magic: Give them the Eldritch Blast cantrip, then 1 3rd-level spell slot (assume a second slot was used already). Then give them the spells Hex, Witch Bolt, or Hunger of Hadar.  Use their Charisma modifier for their spellcasting statistics (minimum 13).
Wizard: Spellcasting: Knows the Minor Illusion cantrip and one damaging cantrip. Can cast 4 spell-levels-worth of spells: either Fog Cloud (1st), Magic Missile (1st), Flaming Sphere (2nd), Web (2nd), Fireball (3rd), or Lightning Bolt (3rd). Use their Intelligence modifier for their spellcasting statistics (minimum 13).
(8) Mount. One of the enemies has an appropriate mount, offering them greater mobility and the offensive/defensive features of an additional enemy, if it has attacks.
(9) Pet. The creatures have a pet, captured creature, or summoned magical servant of an appropriate challenge rating. This could be a beast, a monster, an undead (if a necromancer is present), an elemental (if a wizard or druid is present), a fiend (if a warlock or cleric is present), or a fey (if a druid is present).
(10) Brute Creature. One of the enemies has the maximum amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the better of the two rolls.
(11) Meek Creature. One of the enemies has half the normal amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the worse of the two rolls.
(12) Unique Species/Race. One of the enemies is of a different species. For instance, a group of Bandits might have a Dwarf or Bugbear in their ranks. You can grant an NPC creature some traits of the new species/race (like Dwarven Resilience), or you can just use statistics of a different monster (like the Bugbear).
(13) Infiltrator. One of the enemies is secretly a monster in disguise. Ones that fit the bill might include: a Doppelganger, an Intellect Devourer, a Succubus/Incubus, a Lycanthrope, a Yuan-Ti Pureblood, a Yochlol (if among drow), a Barghest (if among goblins), an Oni, a Hag, a Slaad, a Rakshasa, or a Couatl. For more powerful characters, you could use an ancient metallic dragon or a Deva.
(14) Sickness. One of the enemies is suffering from a random disease. Creatures that come within 5 feet of them have a chance of contracting the disease. The creature should be displaying symptoms in order for the players to effectively make decisions about this in combat. In theory, though, other enemies might be asymptomatic, so smart players should maintain distance with all the enemies.
(15) Unusual Surprise. If the players took precautions and surprised the enemies, half of them were unusually alert and are not surprised. If the enemies were not initially surprised, half of them were far from prepared and are instead surprised even if the players took no precautions. Perhaps they were daydreaming, sleeping, getting armor on, or tripped.
(16) Feat. One of the enemies has a random feat chosen from the following (d20, reroll on 16+). Some may require them to change their weapons or armor, and are marked with an asterisk: (1) Alert, (2) Athlete, (3) Charger, (4) Crossbow Expert*, (5) Defensive Duelist*, (6) Dual Wielder*, (7) Great Weapon Master*, (8)   Heavy Armor Master*, (9) Mobile, (10) Mage Slayer, (11) Polearm Master*, (12) Sentinel, (13) Sharpshooter*, (14) Shield Master*, or (15) Tavern Brawler.
(17) Unusual Talent. One of the enemies has an exceptional statistic, different from others of its kind. Choose one of the creature’s abilities that is on the low end and make it comparable or better than their strongest ability. For instance, if such creatures normally have high Strength, give this one high Dexterity. If they are typically low in Intelligence, give them a high Intelligence and let them use smarter tactics. Give them unique weapons or spells if appropriate.
(18) Damage Rider. One of the enemies deals additional damage of a random type using one of their weapons. This may come from a magic oil or poison applied to their weapon, or perhaps their own arcane or divine magic. Don’t use a magic weapon as players will be able to use it once the battle is over (unless you planned to give such an item as treasure in the first place). Their weapon deals a bonus 1d6 damage of a type chosen at random from the following: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, (6) poison, (7) psychic, or (8) radiant.
(19) Siege Weapon. One of the enemies is manning a siege weapon of your choice against the players. A ballista is usually a good option, since you usually don’t want a cannon in your players’ hands and a catapult is better for non-moving targets. You could also create a magical siege weapon, like a turret that casts Burning Hands, Scorching Ray, Ice Knife, Acid Arrow, or Lightning Bolt.
(20) Elemental Shield. One of the enemies has immunity to one damage type and resistance to all other damage until they are dealt damage of an opposed damage type, which destroys this magical shield. Pair the damage types like this: cold and fire, radiant and necrotic, acid and lightning (think of it like earth vs. air). Alternatively, one of the creatures is naturally blessed with immunity to one damage type. Give the creature some sort of visual cue for this to clue the players in.
Characteristic Twists
Another way to vary humanoid creatures is by giving them interesting personality traits or interesting physical features. Roll or choose from the Appearance Twists table to make one of the humanoids look more distinct. Roll or choose from the Personality Twists table to make one of the humanoids act differently or more interesting, sometimes in a way the players can exploit in combat.
Appearance Twists (d20)
Creature has...
Outlandish hairdo
Interesting headgear/hat
Worn trophies collected from enemies
Personalized armor or clothes
Prominent visible tattoos or war paint
Prominent visible scar
A cape or other dramatic attire
Prominent facial jewelry (or facial hair if they have it)
Weapon made from unique material or uniquely decorated
A meaningful symbol prominently displayed
Unusual physical features for their species
Eyewear (glasses, goggles, mask, or eyepatch)
Prominent visible birthmark
Unusual attire for class/profession
Missing or prosthetic limb
Trinket (roll on existing table) worn and visible
Worn piece of valuable treasure
Worn a memento from a lover
Worn animal hide
Appearance altered magically or through a curse
Personality Twists (d20)
Creature is...
Suffering from a form of Long-Term Madness (roll on existing table)
Overly confident, willingly enters dangerous combat situations
Overly cautious, always readies their action into a reaction
Intimidating, can frighten a target as a bonus action with a successful Charisma contest
Sadistic, aiming for weak targets
Defiant, challenges the strongest foes first
Overly dramatic, draws a lot of attention
Automysophobic, can't stand getting dirty
Irrationally terrified of something in the players' arsenal (magic, animals, fire, etc)
Biased against one of the players' species and focuses on them
Angered or terrified by mages, attacks them first
Flirtacious with one of the players, is effectively charmed by the player
Witty, taunts foes with banter
Indecisive to the point where they sometimes only take the Dodge action
Loyal to their leader to the death
Edgy and mysterious
Best friends with one of their allies, always tries to Help them in combat
Cowardly, becomes frightened and attempts to Disengage or Hide if damaged
Honorable, refuses to fight with an unfair advantage
Drunk and suffers from the Poisoned condition
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mushroomdungeon · 2 years
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030CRtober Pumpkin Spice
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I’ve been sitting on this sense October. Forgot to post it now it’s mid-December.
This was for  Halloween Zero-to-Thirty Challenge Rating Challenge but as you can see I never posted/finished it. Well I’ll be posting what I did do.
Day 1 - CR0 - Pumpkin Spice 
Pumpkin Spice Elixir & Drink Powder Mixer
Elixir is just a fancy way of saying soda in my modern fantasy dnd world. 
They look like potions cause branding, however aren't magical in any way. Pumpkin Spice Elixir is a pumpkin flavored soda and pumpkin spice drink powder mixer is like those powder packets that would be placed into water to make it taste different but for fake pumpkin flavoring, nutmeg, and cinnamon.
The world has drink vending machines that give out elixirs, bottled coffees or teas, andor other drinks found in those types of machines. None of these have any stats to go with, they are merely the equivalent to "what type of mead where we given" kinda stuff. 
Keep Reading is for Lore
~~~
Summary: Pumpkin soda with a lot of spices mixed in sold around the time autumn happens in the Feywild. It's sold year round in elven cities surrounding where pumpkins are grown in Nov, but extremely expensive outside of harvesting season. 
Item Type: Drinks (soda), Drink Powder Mix (“spice”)
Value: 5 sp (low end 1sp, high end 5gp)
Eatability: Fey, Kuo-toa, illithids, Myconids, Stoneling, Thri-kreen - can't consume it, mostly cause of the carbonation or inability to consume any elixir.
~~~
Description:  A carbonated drink of pumpkin puree. Tastes more like pumpkin soup that is fizzy with cinnamon, unless you get a coffee variant then its most fizzy black coffee with a hint of pumpkin flavoring and a butt load of cinnamon.
Most come in simple cylinder glass bottles, however some manufacturers will make pumpkin shaped bottles and tint the glass orange. Autumn soda competition will often make extremely detailed containers for prize winners.
~~~
Vague Recipe - this is a generic recipe; elixir bars, MAM variants, and personal recipes may differ drastically. This is the closest to what you'd probably get from a vending machine.
Water
Sugar or Corn Syrup
Pumpkin Puree and/or Pumpkin Flavoring Syrup 
Spice Mix: Cinnamon, Ginger, Nutmeg, Cloves, Allspice
Sparkling Water
Whipped Cream
~~~
Available - Pumpkin Spice Elixir can be found at most vending machines during Fall and within the first two weeks of winter. 
~~~
MAM (Magic Amedity Market) variants:
1, 2, 4, 6, or 8 Ice Cube Tray 
Pure vial of the syrup
Thick liquid variant 
Dry powder mix spice bag
Drink memory brain pastry 
~~~
History-
Created by a hobgoblin chef, reportedly drunk after work.
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theironwarsmith · 3 years
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So it begins
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The start of the DnD campaign was on Saturday that has just passed.
It began with the four players being summoned by the King of the small city-state they all just happened to be in. By this point one of the party had already murdered a citizen of the city. I would have predicted it to have been the Dwarven Barbarian, or the Halfling Bard, or maybe the Tiefling Arcane Tricker/Pirate. No, it was the Dark Elf Princess/Wizard who vaporised someone (from a background event) who was extorting money from someone else.
It wasn't even 10 minutes in. I had just finished explaining to the new players how to do spells and how the game generally works, so I was adding things into the background of the market and suddenly, she was like "I cast Eldritch Blast at the bullies".
Nevertheless, I rolled the dice and she outright killed one of the trio who were doing the extorting. It did become a joke by the end of the session. I rolled with it, the King sent a courier to the three other characters and sent 5 guards to pick up the wizard.
They met the king, he explained his situation, he required a crown from his ancient forebearer that is said to only work on his bloodline and grant the wearer enough powers to conquer and lead a nation to dominance. However, an attack was imminent, pointing to the fleet of ships on the horizon, so he couldn't spare any troops for the search. The murderous Dark Elf Princess Wizard (called Evile) persuaded the King to give them half the reward before and half after. They agreed, after them trying to glean more information on what the crown actually does.
Their first dungeon was actually a multiple choice question that changed the enemies they fought, and what would become the big bad. There were 12 results that could have been (I hoped they'd go to the Democratic People's Republic of Dave) but in the end it became the Kuo-Toa (which will lead to a more Lovecraftian campaign).
They did quite well in there. The dwarf broke everything in sight (he has played a lot of the Legend of Zelda), including the doors. They used their perception to spot the traps in the start of the catacombs, with intelligence helping to disarm them when needed. Except for the ones that the dwarf just walked into instead.
They killed the first three Kuo-Toa with next to no effort, then they entered the room with 12 of them in (8 standard and 4 whips) and the crown. Initially unseen, the arcane trickster clambered up a pillar in the room (each was 35ft tall) when the bard cast Stinking Cloud to gas all of the Kuo-Toa, this allowed the rogue (Cloidhna, pronounced Cleaner I believe) to remain unseen and just out of range of the Kuo-Toa's unnatural senses.
Evile summoned an image of a large direwolf to distract the Kuo-Toa who managed to stop vomiting, save for the one that was brave to strike it and find out that it was an illusion. The next one staggered out of the cloud and attempted to damage the first enemy it saw, the dwarf Small Arnie the Fourth. The armour stopped the thrown spear easily, and Arnie entered a rage. He smote the Kuo-Toa into a paste, as more of the fish people emerged, they swarmed him but, between his rage and his armour, he was the wall that broke their scaly wave. Between him and Evile, as well as Jack Black maintaining the cloud and inspiring others from his hidden position, they began the massacre of the wet fishmen. Meanwhile, Cloidhna used her acrobatics to jump from pillar to pillar until she was in range to use Mage Hand to remove the crown from the desolate, dusty corpse that bore it. She then made her way back, keeping out of the cloud and the senses of the fish people. She ended her display by descending from the ceiling and bisecting a dying Kuo-Toa from above.
Once the massacre ended, with the majority ruined by Arnie, they looted the bodies as well as the treasures from this grand throne. They found a map of the island and city-state, with markings in the Grand Harbor, as well as another that depicted another route into the catacombs, which they then followed. Furthermore, the maps had scrawlings in the tongue of the Kuo-Toa. However, upon following the path that their deceased enemies followed, they exited the catacombs to find dead city guards and the Kuo-Toa had arrived in force, with hundreds pouring in the city state.
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session 19
Session 19 Sunday, April 25, 2021 7:47 PM
- I'm cold :[ the window is open - Last week on dnd: we went to a place mirt tipped us abt; activity around stone in castle ward o Explored a bunch of rooms and snuck around o Got to arena w prisoners made to fight, came across vats filled w dead beholders o Cel theo and adam discover the kitchenso Asyna and aerana went upstairs hearing commotion not knowing from where - Adam was instructed to head down the hallway to the left and go upstairs, pass through the meeting room and go through first door to right o Currently on lower level, heading towards noisy area - Adam kachunk kachunk kachunks up the stairs o Cel is slightly concerned abt adam's trolley driving ability, theo is holding onto the trolley for dear life bc adam cannot push this cart - Confronted w wall of noise, music o Passes through open door and sees two mess tables, full of diverse set of ppl generally looking shabby/down on their luck o They look mean and shifty but they're having a good time rn o Someone in corner sees adam with the cart ■ "looks at you and says" *dom waves, not saying a word* ■ Adam goes toward person and sees staircase ■ It is a human w a shaved head and an eye tattoo on the back of his head like the motifs in the dungeon ■ "when's my order coming sir" □ "sorry sir we're a little backlogged rn and I'm not your waiter if u tell me who ur waiter is I can find them n give u an update" □ Man sighs n grumbles bc they're v hungry ◆ Adam offers one appetizer to them; one big whole crab ◆ The ppl lean back and look at adam ◆ "just don't tell the chef," adam says, then trolleys away, full steam ahead - Confronted w sheer staircase, no ramp o Adam is gonna try to pull it up, strength check ■ Rolls a 7 ■ Halflings must make stealth check □ Pass without a trace thing is still active ◆ Theo rolls 21 ◆ Cel rolls 34 o Adam can get them up a couple of steps, but after a bit of trying some of the ppl at the party r just . Looking at adam■ "is there a . Strong dude . Just sitting down anywhere"□ "that dude and a couple of the guys" the crab ppl□ They stand up and start heading over to adam◆ "hello friends ! Did you like the crab?"◊ Human guy, half-orc woman, two dwarves w pleated beards► Human : " you want a . Hand ?"- Adam says he's feeding royaltyo The four of them get around the cart and hoist it up the stairs
o Cel's internal screaming gets loudero "I'd just like to thank you guys so much for helping me out"■ Adam winks at one of the dwarves, but why?- Top of the stairs, 150 feet hallway that starts to curve towards endo In front and to right, set of double doors followed by another doorwayo Also a set of double doors to far left and one perpendicular from thato Tl;dr: Facing three doors and one at the end of the hallo Adam is going to follow the directions, sees a passageway as he walkso Lots of ornate carving in the door, door carved to look like a piece of funguso Adam rolls perception, 6■ Doesn't see any other door but hears talking behind this one■ Hears ppl clapping and cheering; otherwise just hears deep booming voice that's difficult to make out- Adam bends down to cart and pokes head insideo "so we're here" adamo "thank god" theoo Left are snails, whole turkey, blueberry pie on carto Plan is to go inside, give them food, grab lord silgaro Cel asks if adam wants fake lord silgar now or later■ Adam puts fake lord silgar on head and pulls chef's hat over■ Except nvm■ He can't do that so uses empty crab dish instead□ Remembers where he puts it to avoid giving fake lord silgar out- Adam opens door and starts wheeling cart ino Theo n cel holding hands- Meanwhile !!- Asyna and aerana just finished going up spiraling staircase stealthilyo Poke heads around corner, notice passageway moving forward {straight) and one offshoot to right, further down there are two more branching pathso Aerana rolls 19 perception■ Can hear some ppl chatting■ Aerana can understand undercommon□ Ppl arguing, that there's no ghost "you're a moron if you think you saw a ghost" "no I'm not gonna check"□ They sound wet, dom says, and lillian and marguerite stare me down :{■ One thinks they saw the ghost, hear them to our righto Naya turns in circles then walks into wall■ Goes behind■ 17 investigation check□ No buttons on wall□ Nothing on the floor□ Nothing on the ceiling, no eye things; down 50ish feet can see an ornately carved door, looks drow-related w spider motifso Not sure if guards would see us if we went down hallway■ We poke our heads in and go OOP did u see the ghost in undercommon■ See big chamber■ Three doorways in diff sections of the room, in between two of the doors, a wider portcullis that's been lowered■ A bunch of fish looking bipedal creatures w spears digging into food, they're called kuo-toa■ One of them turns around and stands up, eating tough cured meat■ "do you know where it went ? I'm scared"□ Deception, 7
□ Short thingy but has a long whip in his hand□ Stares us down "you two aren't authorized to be here"□ "but she's a chef, so" asyna "we're lost"□ Asyna asks what they're up to◆ One of the fishy guys says he saw the ghost go a certain way, pointed towards a hallway leading off to the right in the room□ The main guy staring at us cracks his whip and says "we're busy"■ We back out and head into area we were first in- We go back to kitchen to grab food, off in distance we here loud banging crash from behind us- Adam wheels out the carto The floor drops bc there are stairs; a dozen or so cheering warriors in a wide chambero Make acrobatics checks■ "stairs have been the ultimate enemy in this session" jacob, 2021■ 16 for theo, 7 for celo Adam pushes cart out, and as it leans down, it's a little too heavy and turns to sideo Platters clatter open, except for the one containing the fish {stays upside down)■ Two dishes splatter onto floor, along with a halfling■ Theo stays inside the cart■ Cel tumbles outo Everyone looking at them■ "did anyone order a halfling and blueberry pie?"- Adam must make performance checko 14o Everyone in the room draws their weapono Floating creature descends and hisses, drow gathering energyo Sylvia has an idea■ Adam is telling everyone to calm down bc he has a pieo Cel stands up, hand on dust of disappearance subtlyo But they hear low rumbling sound- Adam yells "WAIT ! I know this looks bad ! But there is a much more pressing manner" as he pulls out the fish foodo Grumbling turning into laughter■ Really creepy uncomfy laughtero "halfling pie" ahahahahao Adam starts laughingo Cel halfheartedly laughso Can't see anything but can hearo Looking at ceiling just see large circle bowl attached to ceiling- Adam "I have been informed - praise xanathar by the way - I've been informed by ot to feed lord silgar his daily sustenance and if I don't get this to him soon things aren't going to b looking too hot for the xanathar guild"o Everyone kinda chuckling to themselves■ Cel makes 21, adam makes 13 or smth for insight check; theo rolls 3o The ppl don't think the joke is funny but they're laughing anywayso Voice echoes "v mysterious . ot went missing"■ "well he hasn't been to work in awhile" adam says□ Adam makes persuasion check□ Adam rolls nat 1◆ Hears deep imposing resonance◆ "deliver your food and then be gone from this ?? Space -- if you should trifle, then perhaps we shall enjoy the new employee with the pie"□ Adam tells cel to wait here and cel Is like :I◆ Adam casts message and tells cel that if things go south to find aerana and
asyna◆ Adam takes theo with him□ Cel messages back for adam to keep an eye on the plushie◆ Cel standing by door, adam wheeling cart with one hand, sets pie on table by buff guys and keeps going◆ Cel looking around room and doesn't see anything that doesn't look humanoid, sees two other doors not including one she came from- Human woman tells cel that she better leaveo "I think you should leave before he changes his mind"o Cel tries the door she came in from, it's unlockedo Adam is going for door closest to him firsto Cel leaves room going back way she came■ Right as she goes to leave, booming voice says "wait. You there . Halfling . Tell us a story . And you tiefling fellow . If you encounter ot, give him my best wishes . And then come back . say . Which door is ot behind, my friend?"■ Jacob: "I'm gonna roll a d2"□ "is this a test ?? I still just started this job" adamo Cel tries to leave, makes acrobatics check 18■ Human woman rolls nat 20 and cel cannot leaveo Jacob rolls 24 to ask for a hint■ "it is not the door on your left !!"■ Adam insight checks, 15; voice is odd and adam can't tell what's going on■ Adam says he loves the voice and opens the door right next to him■ Cold rush fills adam's body, just fear□ "give my regards to ot! You passed :)"■ Adam feels push and door shuts behind him, without theo■ Adam has darkvision, sees gigantic 20x20 fish bowl with aquatic plants and gravel inside and a miniature castle + sizable treasure chest at bottom of bowl■ Inside is a familiar looking dwarf with a strange helmet on□ Turns around and yells◆ "OT"◆ Adam goes over and puts two hands on his shoulders◆ Ot is holding smaller fishbowl with a goldfish◆ "I need that goldfish"- Back to asyna and aeranao We go get food from the kitchen, two souffleso We hear more argument back at stairs, sounds like ringleader from before in undercommon saying "well no sir according to my observation did not see any ghost . Well I should hope not but we can investigate for you if you desire"o We walk down left hallway, see tall pillars■ Passageway to left back in direction we came□ Door, passageway, passageway that goes sort of back way we cameo We keep going down passageway■ 17 perception check at ornate door■ We can hear cel talking and occasionally a deep booming interjecting voice■ We listen by other door, can hear fish people talking through there■ 18 perception down other passageway, looking down catches glimpse of a halfling being dragged off□ Halfling doesn't look like someone we recognize- 28 stealth check to pull open door a little bito See big group of ppl, knocked over cart that looks like one adam was pushing, cel- Back to cel, cel telling a storyo "have you ever heard the story of the yawning portal"
o "no . I've heard it's a terrible place"o "yeah it's an awful place with mystery that I want to explore"o Cel relays things durnan has told about typ, rolls performanceo 11 performance check■ Is talking for awhileo Aerana and asyna can hear clearly- Theo still inside fallen carto Is close to door adam went througho Everyone is watching celo Door adam went through is probably unlocked■ Stealth check, 17 w pass without a trace- Theo makes it through unscathedo Sees ot and adam chatting- Back to adamo "OT I need that fish"o adam slaps himo Adam makes strength check of 5o Theo has sneak attack and is gonna bonk ot on the head■ 13 to hit, stun attack and ot drops bowl□ Adam makes dex check, 14, catches bowl□ Looks like the fish adam saw in that painting but also looks p mundaneo Theo has other fish, other fish kinda looks like lord silgaro Adam gets lord silgar and puts him underneath chef's hato Fake fish named filgar■ See passageway leading out and sloping up {like a ramp) + locked double door against wallo Ot says "we spoke of the stone"■ Ot begging for fish, adam says give stone ot says I don't know where stone is■ Adam rolls 18 for insight, but ot blocking big bowl■ No fish in the bowl just a rocky sandy bottom, faux treasure chest, faux castle- Adam walks up to bowl, tips it overo Adam mage hands down into fish bowl, opens chest, sees oval, uses mage hand to grab rocko Ot starts crying bc he doesn't want to fail at his jobo Adam gives him filgar and brings ot close■ "you saw nothing"- Adam puts rock in pocketo Jk adam hands stone to theo and tells her to get out, adam is gonna go get celo Adam tells theo to meet at kitcheno Jk we'll meet outside the guildo Theo just needs to book it- Adam and theo high five, adam walks back out and claps "he ate"o "very good" booming voice sayso Says they're gonna finish eating the halfling but adam offers his entertainment skills■ Cel dips out, sees asyna and aerana and we hand her the souffles■ Keep door pried open- Theo follows passageway as far out as she can go- Adam starts storyo "there once was a young man in a fallen city . This city had many factions . This young boy was the leader of the smallest . His faction was growing smaller and weaker until one day he made a deal with a devil . Devil asks for an heir, man agrees, came at cost of best friend, but man receives great power and influence in city; one morning realizes consequences and at his doorstep were two baby twin tieflingso One crying one laughing
o Man takes it upon self to raise tieflings in secret, can't kill tieflings bc agreement- Theo running down hallway, sees heavily armed fish folk and head to double doors, walk through; four of us now togethero As adam giving speech, is casually inching towards door he came from, preparing darknesso Voice is just listening to storyo "Man raises two tieflings in secret, one void of powers other great sorcerer; tutor hired to teach lesser tiefling . Tutor was kind and only friend of younger tiefling and realized younger tiefling needed to escape; when younger tiefling turned 17, led tiefling out of city; older tiefling told father of plano Adam's voice cracks :{o "tutor was killed but the younger one got away"o "you know the younger one should've been stronger" voice sayso Adam's voice cracks, stops movements■ Looks at tentacle monster, cross and a little angry, hands shaking behind backo Is close to door
• We ALL run■ "and with that story that has ended with no happy ending, I will bid you adieu" calls darkness, YEETS away■ Adam running
- Naya pokes head out of wall, we run and cel recasts pass without a traceo 13 celo 20 aeranao 19 adamo 11 theoo 10 asyna- Running down hallway back towards kitchenso Behind can hear someone shouting "there you are" from behind us■ Adam casts hypnotic pattern on stairs for next minute■ Aerana launches bow, 6 damage on the jailer dwarf who was immediately chasing us
□- We keep runningDwarf is incapacitated and stands still on stairs
o Following pathway we came through
o Dex saves bc adam's pyrotechnics doesn't work
■ Aerana rolls nat 1
■ Adam nat 20
■ Theo 23
■ Cel 19???
■ Asyna 12
□ Everyone takes 5 damage, except aerana who takes 10
- Adam casts healing words to take aerana to 6 hp
o Adam casts hellish rebuke, 20 fire damage
o Aerana hits 15 damage and yeets out of room
o Asyna rolls 6 dex save, as running out asyna feels incredible slowness; can make door but still slow
■ Halved speed
- We round corner and go up the stairs
o "rat might actually work because rat is rat"
- Aerana turns into squirrel, speed returns
- We get to sewer we entered from and for the moment it looks as we've escaped
o We have lord silgar and the stone
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demonac · 4 years
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TDDC Stat Blast from the Past
Tales From My D&D Campaign is 3.5 edition, like a relic from a bygone age. But people still ask about stats and such often enough. I just got another question on the Discord about Kua Toa stats.
Well I tend to modify them - remake them for every fight, and their level - even for the basic KTs - tended to creep up as the players leveled. After all, any of them you run into on land are the elite, best-trained and best equipped, because they are going into battle without the usual legions of slaves.
But here are the stat blocks from the party’s first encounter with the Deluvians... and just generally, how my stat blocks look (even though these are so old that the originals said “Illuvian” instead of “Illud”).
DELUVIAN RAIDER (CR 4) KuaToa Fighter 2  HP: 34  NE STR: 14 DEX: 10 CON: 15 WIS: 14 INT: 13 CHA: 8 BASE: +4 SPD: 20(15) SWIM: 50(40) REF: +3/FORT: +7/WILL: +5 AC: 23 [10+6(natural)+5(Armor)+2(Shield)] FullAttack: +7/+1  1d8+2/1d4+1 FEATS: Alertness, GreatFortitude, WeaponFocus(Longsword) ABILITIES: KtRacials SKILLS: Spot +11, Listen: +7, EscapeArtist +8, Swim +10, MoveSilent +3, Craft[Armor or Weapons] +4 GEAR: BasicColos(9c), MW Breastplate, MW Longsword, MW HeavyShield, 1xAlchemist'sFire, 1xAcidFlask, 1xLightningBall, 40 gp
DELUVIAN CONSCRIPT (Minion; 3 = CR 4) KuaToa Fighter 2  HP: 3  NE STR: 14 DEX: 10 CON: 15 WIS: 14 INT: 13 CHA: 8 BASE: +4 SPD: 20(15) SWIM: 50(40) REF: +3/FORT: +5/WILL: +5  Grapple: +6 AC: 23 [10+6(natural)+5(Armor)+2(Shield)] FullAttack: +7/+1  1d8+2/1d4+1 FEATS: Alertness, WeaponFocus(Longsword) ABILITIES: KtRacials, Evasion, Mettle, Can be KO'd/killed by successful grapple SKILLS: Spot +11, Listen: +7, EscapeArtist +8, Swim +10, MoveSilent +3, Craft[Armor or Weapons] +4 GEAR: BasicColos(9c), Breastplate, Longsword, HeavyShield, 1xLightningBall, 50' silk rope
DELUVIAN GRENADIER (CR 7) KuaToa Rogue 5  HP: 41  NE STR: 11 DEX: 14(16) CON: 14 WIS: 14 INT: 13 CHA: 8 BASE: +5 SPD: 20 SWIM: 50 REF: +8/FORT: +3/WILL: +6 AC: 27 [10+6(natural)+5(Armor)+3(Shield)+3(Dex)] FullAttack: +5/+0  1d6/1d4 (+3d6 SA) Flask: +9/10  1d6+1/2(+3d6 SA) RapidFlask: +7/+7(+8/+8)  1d6+1/2(+3d6 SA) FEATS: Stealthy, Grenadier, PointBlankShot, RapidShot ABILITIES: KtRacials, Evasion, UncannyDodge, SA +3d6, Trapfinding, TrapSense +1 SKILLS: Spot 10(19), Listen: 10(12), EscapeArtist 10(21), Swim +10, MoveSilent 10(15), Craft[Alchemy] 7(11), Hide: 10(15) GEAR: NobleColos(8c), +1 Chainshirt, MW Shortsword, +1 Heavy Shield, +2 Gloves of Dex, 6xAlchemist'sFire, 3xAcidFlask, 3xTanglefootBag, 2xWhipweed, 1xLightningBall, ModHealthPot(11hp), 150gp
ILLUD WARRIOR (CR 5) KuaToa Fighter 3  HP: 37 STR: 14 DEX: 12 CON: 13 WIS: 14 INT: 13 CHA: 8 BASE: +5 SPD: 15 SWIM: 40 REF: +5/FORT: +6/WILL: +6 AC: 24/25 [10+6(natural)+5(Armor)+2(Shield)+1(Dex)]/Competence FullAttack: +8/+2  1d6+2/1d4+1 FEATS: Alertness, WeaponFocus(Shortspear), GreatFortitude, Stealthy SKILLS: Spot +11, Listen: +7, EscapeArtist +9, Swim +10, MoveSilent +6(3), Craft[Armor or Weapons] +4, Hide: +3 GEAR: BasicColos(9c), MW Breastplate, MW Shortspear, MW HeavyShield, 1xAlchemist'sFire, 1xAcidFlask, 1xTanglefootBag, 30 gp
ILLUD WATCHER (CR 4) KuaToa Rogue 2  HP: 29 STR: 11 DEX: 14 CON: 14 WIS: 14 INT: 13 CHA: 8 BASE: +3 SPD: 20 SWIM: 50 REF: +7/FORT: +2/WILL: +5 AC: 23/24 [10+6(natural)+4(Armor)+1(Shield)+2(Dex)]/Competence FullAttack: +3/-2  1d6/1d4 Flask: +6/7  1d6+1/2(+1d6 SA) FEATS: Stealthy, Grenadier, PointBlankShot ABILITIES: KtRacials, Evasion, SA +1d6, Trapfinding SKILLS: Spot 7(16), Listen: 1(8), EscapeArtist +8, Swim +10, MoveSilent 7(12), Craft[Alchemy] 7(11), Hide: 7(11) GEAR: BasicColos(9c), MW Chainshirt, MW Shortspear, MW Buckler, 3xAlchemist'sFire, 3xAcidFlask, 3xTanglefootBag, 2xWhipweed, 50gp
VULBO (CR 7) KuaToa(Babago) Fighter 3  HP: 73  LE STR: 26 DEX: 13 CON: 20 WIS: 12 INT: 8 CHA: 6 BASE: +6/+1 SPD: 30(20) SWIM: 50(40), Space/Reach: 10/10 REF: +5/FORT: +9/WILL: +5 AC: 25/26 [10+7(natural)+5(Armor)+3(Shield)+1(Dex)-1(Size)]/Competence FullAttack: +14/+9/+9  2d6+8/2d6+8/1d8+4 FEATS: ImprovedNatAttack(Bite), PowerAttack, ImpBullRush, AwesomeBlow (std action, Ref=dmg) ABILITIES: KtRacials, Darkvision 30' GEAR: BasicColos(LargeSized)(9c), MW Large Breastplate, +2 Longsword(Scimitar-shaped), +1 LargeShield(for large creature, could work as a tower shield for a medium creature), 120gp [[House Babago Kua have 3 racial HD(Monstrous Humanoid), Nat Armor 7, Large size, +10 Str, +6 CON, -2 DEX, +0 WIS, +0 INT, -4 CHA, Kua-Toa traits, and Darkvision 30', CR 4]]
KUA TOA TRAITS: (Kua Toa in TDDC have better racial abilities than is usual for 3.5 edition Kuo Toa)
Electrical Resistance 30; Amphibious; Keen Sight (+4 search and spot; can see moving objects or creatures, even if invisible or ethereal), Slippery(+8 escape artist; skin secretions allow them to slip out of webs, magical or otherwise); their skin secretions can also be used to apply a powerful adhesive to their shields (attackers must make a DC 14 Reflex save to avoid having their weapon stuck, disarming them), and also to power Colos Cloaks (see below).
EQUIPMENT:
A Lightning Ball is a metal-shelled alchemical device which can be tossed into a 5-foot square as a standard action, breaking an internal glass barrier. Once the glass inside is broken, it takes one round for the chemicals to mix, after which the Ball carries a dangerous electric charge for up to 5 rounds - during that time, the first creature to move within 5-feet of the ball triggers an electrical discharge zapping them for 2d4 electrical damage (Reflex 11 for half) and dealing 1 electrical "splash" damage to any adjacent creature. The zap is NOT triggered by "grounded" creatures, meaning any creature with Electrical Resistance 5 or greater. If multiple 'active' Lightning Balls are triggered at the same time (with overlapping areas), they interfere with each other somewhat, therefore the damage does not increase even though the additional balls are still expended. A creature carrying one or more Lightning Balls who fails any Reflex save must make an additional Reflex save at the same DC to avoid accidentally triggering any carried Lightning Balls (again, the damage is the same as for triggering a single ball).
Whipweed is an alchemicaly treated plant crafted by KuaToa of house Domod for quick escapes and tactical repositioning. The strand of modified and compressed into a driftwood tube with a screw top (some versions are designed so that you can hold it at the bottom and twist to open the top). When opened, it shoots out with incredible energy (though it lacks the mass to inflict relevant damage if used as a weapon). As a standard action, make a touch attack (usually against an inanimate terrain feature) with a range increment of 20, maximum range 60 feet. If it hits, the goo ball at the end of the strand attaches firmly (if momentarily) and immediately whips back, reeling in the wielder if he can hold on (Ref 13 - on a failed save, the tube is ripped out of his hand). Alternatively, the Whipweed can be used to reel in an unattended item that weighs less than half as much as the wielder. Whipweed may have a variety of other uses, but they generally require specialized skills (feats, in other words). Whipweed tubes cost 200gp each, though re-usable models (effectively magic item versions) are rumored to exist.
Colos Cloaks (Kua-Toa Invisibility Cloaks) recharge 1 charge for every hour worn by a live Kua-Toa (including while in use). All versions can store a maximum of 15 charges, and charges decay at a rate of 1 per 8 hours when the cloak is not worn by a living Kua-Toa. Deluvian Basic cloaks are typically black and scaley when visible, whereas Illud Basic cloaks are generally grey (and scaley). The Colos (particularly the higher quality versions) can of course be crafted in any number of styles, including fine non-scaled fabrics. ALL versions have the basic combat ability: [3 charges: Invis (1 min, CL 3)]. Additional abilities of the different quality Colos cloaks are as follows: Basic Colos: [6 charges: Invisibility (1 hr, CL 3)] Noble Colos: [15 charges: Invisibility (8 hr, CL 7), 4 charges: Invis (1 hr, CL 3)] Elite Colos: [4 charges Invisibility (8 hr, CL 9), 10 charges: Swift Invisibility (2 rnd, CL 5)]
aaaaand some Warbond Freedom/Terrorist idiots:
WARBOND MINION (Minion; 4=CR 3) Human(Or halfling) Warrior 3, HP 3 CG STR: 11 DEX: 12 CON: 11 WIS: 10 INT: 10 CHA: 11 BASE: +3 SPD: 30 REF: +1/FORT: +3/WILL: +1 AC: 15 [10+3(Armor)+1(Shield)+1(Dex)] FullAttack: +3(4)   1d6+1 LightCrossbow: +5/6(+1)   1d8+0/1, 19-20x2 FEATS: Weapon Focus(light crossbow), PointBlankShot GEAR: StuddedLeather, WoodenBuckler, ShortswordORLightPickORHandAxe, LightCrossbow, 20 bolts, 2 MW bolts
WARBOND SLINGER CR 4  Halfling Fighter 4, HP: 28 STR: 8(or6) DEX: 14(or16) CON: 10 WIS: 11 INT: 10 CHA: 11 BASE: +4  SPD: 20 REF: +3/FORT: +5/WILL: +2 AC: 18 [10+4(Armor)+2(Dex)+1(Size)+1(Deflect)] TINYAC: 20 [10+4(Armor)+3(Dex)+2(Size)+1(Deflect)] Sling: +9(10)[11]   1d4+4/5      Rapid: +7+7(+8/+8)[+1] 1d4+4/5 Tiny: +11(12)[13]   1d3+4/5     TinyRapid: +9+9(+10/+10)[+1] 1d3+4/5 Shortsword(sm) +5[6]   1d4(-1 dmg if Tiny) FEATS: WeaponFocus(Sling), WeaponSpec(Sling), PointBlankShot, RapidShot, PreciseShot ABILITIES: Halfling(small, +1 to hit with Slings, +1 to all saves, +X vs fear) GEAR: MW ChainShirt, +1 Sling, +1 small Shortsword, RoP+1, LightHealthPot(5hp) x1, PotionOfReducePersonx3, 50 gp
WARBOND BERSERKER CR 3  Human Barbarian 1/Druid 1/Fighter 1   HP: 32(38 raging) STR: 14(18) DEX: 15 CON: 12(16) WIS: 11 INT: 8 CHA: 10 BASE: +2  SPD: 40(30) REF: +2/FORT: +7(+9)/WILL: +2(+4) AC: 14 [10+4(Armor)+2(Dex)-2(Rage)] RageShilx1: +8[9] 2d6+7 RageShilx2: +6[7]/+6[7]  2d6+5/2d6+5 FEATS: WeaponFocus(Quarterstaff), TWF, Toughness ABILITIES: +10 Move, Rage 1/day(6 rds), AnimalCompanion(wolf), WildEmpathy, NatureSense(+2 ) GEAR: Quarterstaff, HideArmor SPELLS(CL2): Shillelagh(precombat)
WARBOND DRUID CR 5 Elf Druid 5  HP: 33 STR: 11 DEX: 14 CON: 12 WIS: 15 INT: 8 CHA: 10 BASE: +3  SPD: 30 (50 Leopard, 40 Hawk) REF: +3(+5Hawk)/FORT: +4/WILL: +4 ELF: AC: 21 [10+4(Armor)+2(Dex)+2(NatArmor)+3(DarkwoodShield)] LEOPARD?: AC: 18 [10+6(NatArmor)+2(Dex)]  Bite: +5  1d6+2, Mobility HAWK?: AC: 16 [10+4(NatArmor)+2(Dex)]  Talon: +4  1d6+1, +2Reflex ABILITIES: ElfRacials, AnimalEmpathy, AnimalCompanion(leopard?blackbear?), WoodlandStride, NatureSense(+2), WildEmpathy, Shapeshift(Predator,Aerial) SPELLS(CL5): L1(3+1): FaerieFire, Entangle(Ref 13), CLW(1d8+5), MagicFang(used) L2(2+1): Barkskin(precombat), GustOfWind, Snake'sSwiftness(Mass) L3(1+0): SpeakWithPlants(used) GEAR: +1 Hide armor, +1 DarkwoodShield, MWScimitar
JIMMY(WARBOND LEADER) CR 5 Human Ranger 3/Marshal 2 HP: 32 STR: 10 DEX: 16 CON: 13 INT: 8 WIS: 11 CHA: 12 BASE: +4 SPD: 30 REF: +4/FORT: +7/WILL: +4 AC: 19 [10+6(Armor)+3(Dex)] BOW: +10  1d8+1(3 vs Kua)   BANE ARROW: +12   1d8+2d6+3 RAPIDBow: +8/+8 Longsword: +5, 1d8(+2 vs Kua) FEATS: WeaponFocus(Longbow), Track, RapidShot(Ranger), Endurance(Ranger) ABILITIES: FavoredEnemy(Kua-Toa), MinorAura(+1 Wis checks), MajorAura(+1 to Hit) SKILLS: Survival 7(9 vs Kua), Spot 4, Heal 3(5) GEAR: +2 ChainShirt, +1 Longbow, 60 arrows, 2 Kua-Toa Bane arrows, 50' rope, MW HealingKit(+2), 200gp
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