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More often than not, Dungeon Master’s find that the real world gets in the way of the world of fantasy. For a person who relies on a well fleshed out fantasy realm to engage his fellow friends in a weekly game of D&D, this is never good. In my case, I had double booked a D&D session against a toddler’s birthday party that I promised my wife I would go to. There was a chance I could make both, but that would ensure that I would not have time to plan my adventch….or at least I thought I wouldn’t.

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Character Death Options: Don’t Hate on Reincarnate

So my character died today.  For those of you who didn’t know, I was playing a 5th level Human Sorcerer.  I was slain by a minotaur who was teetering on the edge of death.  I had previously weakened him with some acid arrows but as I stepped forward to lay the final death blow with my staff, I botched the attack roll essentially rolling a 1.

In our campaign, if this happens, then you screw up big time.  In my particular case, I end up dropping my staff.  He immediately attacks me on his next turn and kills me and disables my companion, Hydesworth Gul.

Although the party as a whole defeated this beast, the questions of what to do with my dead character arose.  It is the most frustrating thing as a player to listen to them rationalize resurrection, raise dead and reincarnate options.

Being low on cash, but also because my character had been weak from the beginning, the party opted to reincarnate me.  At first, I was pissed but after applying the level loss plus the new abilities, I realized that this could just be a good thing.

Let’s look at my stats before and after and see how dying actually benefited me:

Dextrion Stormlight 5th Level Human Sorcerer

HP: 26

Init: +3

AC: 16

Attack: 1d6 (dark wood staff) or 1d4+1 (+1 keen dagger)

Saves: Fort +3, Ref +4, Will +4

Abilities: Str 10, Dex 16, Con 14, Int 15, Wis 11, Cha 18

Skills: Bluff +8, Climb +1, Concentration +6, Craft___+6, Craft ___+6, Diplomacy +6, Gather Information +6, Knowledge (Arcana)_ +6, Profession +2, Spellcraft +7

Feats: Dodge, Improved Counterspell, Craft Magic Arms & Armor

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Should a “natural 20” be an automatic critical hit?

I say yes.  Especially at higher levels when we are rolling so much for so many different things that it is refreshing to be able to roll a natural 20 and that mean it is a critical hit instead of having to roll a qualifier.  It speeds up the game and keeps things interesting.  Here is an article I recently found that explores this more in depth.

What are your thoughts and reasoning behind adding a qualifying roll such as is the normal convention for D&D 3.5?

Dragonlance Age of Mortals Campaign

The Gods have returned to Krynn.  In their absence Primal Magic (sorcery) was discovered as the High Magic (wizardry) left Krynn with the Gods.  Mankind was to fend for itself and certain things changed.  Our campaign begins in the current time frame of the Age of Mortals and an overarching theme that unites our party is that of Mortals seeking their own destiny.  Other side themes that we plan to explore are the new balance 0f deities now that Paladine & Takhisis have been removed from the Pantheon and how that trickles down to the mortal realm.  The inevitable competition between the varied magic that is now abundant in Krynn will be addressed.  Lastly, of course, who are the new movers and shakers in the realm and what is their current agenda?

Tune in frequently as we will try our best to keep you updated.

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