Tuesday, October 6, 2015

Say yes to the Runes, no to the Prestige

As I explained previously, I do not agree with the introduction of prestige classes in the 5th Edition system.  The added complexity of a prestige class with the various requirements that make character creation builds that must be anticipated from level 1 is something that I would want to avoid in the 5th Edition system.

Here is my specific analysis of the Rune Magic and Rune Scribe Unearthed Arcana, with a proposition of how to change such a great magic and class concept into working with the existing 5th Edition system.  Specifically, I believe this class would function exceptionally as an Archetype of the Wizard class, as well as additional Feats for other Wizards or those who do not wish to multiclass.

Just say NO! to Prestige Classes in 5th Edition.

This week WotC released another Unearthed Arcana with the subject of Rune Magic and specifically, the Rune Scribe as a prestige class (PDF).

My initial reaction was shock and disbelief that they would actually bring up the concept of prestige classes returning to 5th Edition.  Prior to the release of 5th Edition, during the play test, I had heard explanations of the overall design philosophy was to learn from the problems of the past editions and not to repeat them.  One of these problems that were named was the "Bloat" from 3.x Editions that particularly arose from prestige classes.  The amount of numerous book surfing, and extensive planning necessary for character progression really took away the organic character development that followed the story of the campaign.  The solution that was presented in 5th Edition was the "Archetype" system.  Having a single class, but multiple iterations that branched upward and outward.  This system allowed for simple progression and minimized the chaos of "Frankenstein-ing"multiple classes to get a unique character concept.  Also the updating of Feats to become fewer but MUCH strong and flavorful allowed for the unique crafting of numerous characters all within a single class structure.

Part of the original "restrictions" were RP based "must find object/teacher" but were mostly ignored by the players and thus guiltily pressure the DM to not deny them the character that they want to build, thus making the DM have to build all the requirements needed for this player into the story.  I'm not one to say the DM is an dictator, I subscribe to the "co-storyteller" school of thought, but at the end of the day, it is the DM that shoulders main onus in this situation.  Also there is the party parity concern that players who have access to more books/sources have the potential to skew the power balance among the others.  Finally, the greatest burden is placed on the developers because suddenly balancing has opened Pandora's Box.  Every future class will have to be balanced with every other possible combination.  Every prestige class that is built for a class, race, skill, country, will then have to be given equivalents for every other class, race, skill, and country.  All having to be attempted to balanced.  It is a VERY dangerous spiral of side effects.  The current answer provided to players of the game is to place such unique design requests in the hands of the DM and let them work in tandem with their player(s) to craft exactly what they want in that specific microcosm.  This allows for a simple solution to DM, player, developer, with all being happy.

With all that being said, the Rune Magic system and class concept is very interesting to me and I will attempt to take this information and present it as an option without worrying about the stigma or plethora of problems that prestige classes present.

Tuesday, September 15, 2015

Double or Nothing

The smell of bacon wafting up the stairs woke me instantly. Walking over to the water basin I splashed water on the face and looked into the mirror. I always had a good looking face. Thank Tymora for letting me keep it that way.


Thursday, June 18, 2015

Messenger of Sseth

A tale of the bow found deep in the roots of the Spine of the World near Icewind Dale by a human ranger...


Wednesday, June 17, 2015

The Giving Star

The tale told in taverns around Icewind Dale about the morningstar crafted by a necromancer of Cormyr...


Friday, June 12, 2015

Wednesday, June 10, 2015

Tuesday, June 9, 2015

IWD 5.0 - Prologue

Our tale begins here, in the quiet fishing village of Easthaven.


One of the so-called Ten Towns of Icewind Dale, the tiny community is hardly a town but rather a collection of ramshackle huts crowded together upon the icy shores of Lac Dinneshere. Here, within a dimly lit tavern, a group of travelers sit huddles around a table, swapping tales and making grand plans for the future, completely unaware of the part they are to play in the events that are about to unfold.

IWD 5.0 - Lore and Stories (Jerrod's Stone)

A tale of sacrifice and faith, of a shaman of Tempos sacrificing himself for the many.


In the lands north of the Spine of the World, the tribes of the Reghedmen and Uthgardt lived freely and fiercely independent. Ann archmage named Arakon attacked Icewind Dale seeing this fractured land as a great opportunity to establish his power. The fractured barbarians were destroyed in battle after battle. Eventually a warrior and shaman of Tempos, the barbarian god of battle, came forward and gathered the clans into an unified force.

Monday, June 8, 2015

Friday, June 5, 2015

Greatbow

Greatbow

Weapon, uncommon

Requirment

Strength 15

Properties

Martial, Heavy, Ranged, Ammunition

Weight

18 lb.

Cost

100 gp

Ammunition.

The arrows required for such a massive bow are twice as large and strong. As such they require twice the cost to make or purchase, as well as takes up twice the space in a standard quiver.

Damage.

1d10 piercing

Range.

100/400



/r/DnDBehindTheScreen How to make a Great Bow

Combine the aspects of Longbow, Heavy Crossbow into one item for increased damage at the cost of increased requirements to even use, higher cost, fewer resources, less range than Longbow.

In case it isn't clear, it uses Dexterity for "to hit" and "damage" as it has the "Ranged" property.

Wednesday, June 3, 2015

Wizard's Amulet Character Sheets

HERE is my reformatting of the characters for this free adventure from Frog God Games.

If you want a summary of the adventure, here is a quick description.

Monday, June 1, 2015

Hiatus for a Week

Hiatus this week sadly.  Due to moving residences, access to Internet as well as time to write are exceptionally limited. Hope to catch back up in a week.

Friday, May 29, 2015

Boots of the Fox

A tale told about the noticeable red and green boots being worn by the new stranger in Icewind Dale...

Thursday, May 28, 2015

IWD 5.0 - Introduction and Hooks

Introduction to Icewind Dale 5th Edition

Icewind Dale was originally crafted under the auspices of a modified Advanced Dungeons & Dragons 2nd Edition Ruleset done by Black Isle Studios.  This attempt will be adapting the campaign to 5th Edition Ruleset.

Tuesday, May 26, 2015

Background on Kuldahar

Kuldahar never really existed.

Obviously true to those outside the D&D world, but also as far as official cannon, it was never touched upon by any author or agent of Wizards of the Coast until Black Isle Studio's game.  It only appears in the map that came with the game which was artistically stylized:
Forum user Ineth traced the various journeys of the adventures in the region using a map from Candlekeep to suggest some various possibilities of a village on the south side of a mountain with various access points to a green valley, volcanic fissure, warlord cemeteries, and unknown temple/monasteries.  This is the best approximation:
Following the success and fan enjoyment of the setting, there has been a gradual increase in the acceptance of Kuldahar as a place.  From this and referencing in-game lore, conversations, and later pdf's, a history of the place up to 1281 can be established.

Silvanus himself planted the acorn in the hills that later would become mountains.  He named the Great Oak "Kuldahar" and helped it to grow for 1000's of years until discovered by a Silvanite who turned the site into a shrine to the Oakfather around 1220 DR.  The shrine eventually also attracted travelers and merchants.  Later, the archdruid and the circle thought these to be travesty to the wild nature that they held dear and so expelled the people and set up thick natural barriers to prevent any new access.  In 1256 a new archdruid came to power and reversed these ways, seeing the warmth of the tree to be opening arms to shelter all.  He in turn was succeeded by Arundel, who is the last known archdruid of Khuldahar.

Outside of this tale, nothing else is known of Kuldahar and its fate.  The only conjecture is the the potential "Year of the Shattered Oak" 1313DR.  The roll of years do not necessarily match events in the world, but often they did.  Perhaps the shatter of the oak is reference to the the Tree Ghost Uthgardt tribe breaking from the Blue Bear tribe, but they have no specific reference to Oaks.  I think this allows for great story telling opportunities until something more official is passed down to us from Wizards of the Coast.  There at times feels no space left to be "unexplored" in this world, but the Spine of the World does offer that chance, and perhaps hidden valleys and villages found there could be just exactly what the Bard ordered.

My own personal idea of current (1490 DR) status is that the tree perhaps was indeed destroyed but there is a new one growing out of the old, and that Orrick the Grey is still there.  He is now the resident druid, combining his studies of protective magics and mythals with the sheltering power Silvanus gave to that place.  Perhaps in exchange for his service, Silvanus is granting him the gift of old age, thus allowing the story to, branch, across time.

Also important to note for the significance of the village is it was the traditional home of the Heartstone Gem, a powerful scrying artifact found in the roots of the tree (specifically the archdruid's home).  At one point a young druid out of jealousy or perhaps some other purpose fled with it, ending in the possession of a mystery temple.  This would then become a plot device for the original story as it was sought to aid in answering the fearful question of what was the source of the elusive and unknown evil that was encroaching on Kuldahar and all the North.

Friday, May 22, 2015

A Step Back in Time, Mirtul 1281 DR

In a time before Dragons and Cultists sought the power of Tiamat, (1489 DR)
In a time before the Spellplague ripped both lands and magic, (1385 DR)
In a time before gods were thrown down to walk among men, (1358 DR)
In a time before even Drizzt (b. 1287 DR),
There was the North,
There was Kuldahar.

Helm of Darkvision: 'The Eyes of Truth'

A tale told about the helm worn by a man from Icewind Dale who claims it was received as payment from a grateful employer...

Wednesday, May 20, 2015

Faith Killer

A tale told about a man who dared to deny the existence of the gods. Those of Icewind Dale know the folly of such thoughts as Auril is ever present...

Monday, May 18, 2015

Suryris' Blade

A tale told by a man claiming to be headed to Icewind Dale. An exceptionally large and brilliant halberd leans against the wall behind him...

Friday, May 15, 2015

Helm of Charm Protection

A tale told about the helmets the Blue Hand mercenary group from Icewind Dale made those in their employ wear while negotiating terms of contracts and during escorts...

Wednesday, May 13, 2015

Monday, May 11, 2015

Helm of Defense: 'Gift of Peace'

A tale told about the helm worn by a paladin that had saved the speaker when he had been lost in Icewind Dale. He had taken the man in and let him winter at his hermitage, sharing not only the warmth of his hearth but the warmth of his spirit...

Friday, May 8, 2015

Wednesday, May 6, 2015

Robe of Enfusing

A tale told about the cloak of a caravan driver from Icewind Dale who had saved the life of a man he had found on the roadside, and later was revealed to be a wizard of some import...

Tuesday, May 5, 2015

Girdle of Gond

A tale told about a companion, Jurmar, who was from Icewind Dale and had a knack for getting out of jails and into private quarters in Luskan...

Monday, May 4, 2015

Blade of Emerald Peril

A tale told about a wizard's gem encrusted blade...


Art: Morgainelstari

Inspired after witnessing the ferocity of a band of orcs attacking caravans traveling through a nearby mountain pass, a wizard sought to distill that ferocity into a series of gem that he then set into his sword. He set many emeralds into the sword enchanting them with the souls of

Sunday, May 3, 2015

Quiet Boots

A tale told about a dwarf's reply to a thug near Icewind Dale who had a penchant for cutting throats..



These well-worn leather boots were frequently used by the thug and part-time killer Renny the Fist. Renny, a former escape artist, liked to tell people that all he needed to kill them was a reason and "some quiet boots." He would then raise his boot up to eye level and say, "I'm already halfway there. Don't push me." Renny stopped doing this when a quick-thinking dwarf

Saturday, May 2, 2015

Mummy's Tea

A tale told about a potion a traveler gave to a man's child in Icewind Dale who was bed ridden with an unknown disease..



Priests of Horus-Re in far off Mulhorand were the first to create this repellent but life-saving potion. A foul smelling brew, it is made by boiling used mummy wrappings along with naturally desiccated animal remains. The resulting tea can then be consumed to neutralize the effects of disease.

Friday, May 1, 2015

Clasp of Bron's Cloak

A tale told about Bron Balhon from Icewind Dale and his cloak....



This small talisman was the clasp of a cloak owned by the notoriously tough warrior known as Bron Balhon. On at least ten different instances during Bron's life, he was reported as dead after getting himself involved in some horrible situation. Some enemies shot him full of crossbow bolts and pushed him into the ocean with lead weights only to be killed by him a month later in a tavern four hundred miles away. On another occasion, Bron's cowardly companions abandoned him when they were attacked by dire wolves in the wilderness. Two weeks later,

Thursday, April 30, 2015

The Merry Shorthorn

A tale told about a song played by a warrior from Icewind Dale on his flute....



The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and

Wednesday, April 29, 2015

Jade Ring of Consume

A tale told about a ring found inside Wave Echo Cave. It was being worn by a skeleton at the bottom of a pool of water.



This jade ring is made a snake consuming itself. It was created for a Yuan-ti priestess to aid in surviving her bizarre rituals. Simply donning the ring grants resistance to psychic intrusion and damage. Upon attunement, the ring tightens around the wearer’s finger with each snake’s fangs ever so slightly piercing the skin.

Upon reaching half of the wearer’s maximum hit points, the snakes begin to twist around the finger constricting rhythmically. The ring will now allow the wearer to tap into their very essence to sustain themselves.

Echoes of Dorn's Deep

A tale told from a dwarf from Icewind Daleconcerning the axe that was slung over his shoulder....

Tuesday, April 28, 2015

Boots of Moander

A tale heard from a traveler from Icewind Dale concerning the boots that a guard on his caravan had been wearing that seemed to kill the ground he walked on...