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Nerdarchy > Dungeons & Dragons (Page 133)

“Mirror Mirror” Out of the Box D&D Encounter # 9

Introduction:

This encounter brings up two points that are commonly overlooked.

When anyone makes a campsite, there’s always some kind of preparation. No one simply makes a fire. There’s wood collection, digging or preparing a fire pit, and the like. These activities provide an opportunity for a DM to drop clues or create an encounter. Taking such common activities and making them uncommon can change how players behave during these moments. It might even make them look for things in new ways in other settings, making clues easier to pass on.

Secondly, players, especially experienced ones, are jaded when it comes to monster motivations. Goblins are thieves. Orcs are savages. Undead are mindless. Sometimes it pays to make a player question what they know. It makes them think in new ways and consider new directions. Overall, it may help them grow as a player. Many assumptions are correct for good reasons. Taking these assumptions as a solid rule all of the time can lead players into traps.

magic mirror encounter dmThe following encounter can turn what would normally be a cut-and-dried combat encounter into a social one. It questions judgement, honesty, motivations and greed.

For your consideration, I  present…

Out of The Box D&D Encounter #9 – “Mirror Mirror”

Environment: Wilderness -Forest/Swamp
Suggested Level: 4

One night as the party settles to camp for the night, the normal activities with making camp are interrupted with a strange discovery. As the party makes their fire pit, they uncover a small hand mirror that was buried in a shallow home of leaves, dead grass, or whatever surface in which they are digging. The mirror is covered in dirt and such, but once it’s cleaned up, anyone who peers into it’s reflective surface will see their reflection looking back at them – but as if they were a child version of themselves. The mirror will detect as magic, but possesses no other unusual properties. Later that night, conversations and such that occur around a campfire are added to with the distant sound of sobbing.

“Aces High”- Out of the Box D&D Encounters

Introduction

Aerial encounters are a rare and special circumstance that require a bit more imagination than a goblins D&Dstandard land-based encounter. Whether by traveling on an airship of some kind, or wandering the lands of a Cloud Giant, creating encounters in the sky generally come with the assumption of a higher level foe. Dragons, griffons, wyverns, and the like always seem to come to mind. This doesn’t have to be the case. Further, attacks from above can also be applied to any environment where space is available. Consider urban rooftops, open plains, mountainous regions, and on open seas as other viable locations for an aerial attack. Massive caves and canyons could also be an unusual but perfectly allowable location for such encounters. Additionally, combining lower level foes in an interesting way can create memorable encounters.

For this encounter’s description, I will be mentioning an airship, but feel free to change the location as you need it.

For your consideration, please enjoy “Out of The Box #8 – Aces High”

Environment: Aerial/Anywhere under an open sky/where space is available
Level: 2+

A cool wind blows across the deck of the airship as it glides through broken cloud cover. The sun sets a glow upon the ship though the passing mists. Moisture glistens on the surfaces, and mists dance through the rigging.
You look up past the envelope (balloon) of the ship to examine the clouds, and strange irregular shadows appear from above. Before you can shout a warning, riders on monstrous winged creatures pass by in a flash. Crossbow bolts pepper the deck like rain, and two ceramic balls crash upon the deck, exploding into flames.

The TOP 10 most common Mistakes made in D&D 5e

Hello, fellow Nerdarchests…

I recently found this blog talking about mistakes made in D&D 5e. You can find the original article on the Dungeon Master’s.com or by clicking- here. I wanted to share some of the dorks-r-us-784604highlights as well as give some people insight on good things to know to make their games run smoother. Hope its helpful.

If you’re like me you’ve been playing D&D a long time and 5e is not your introduction to this wonderful game. And if you’re like me you haven’t read every single page of the PHB and DMG. You’re an experienced player, you know what’s what. You rely on your experience and looks stuff up when you need to (good luck finding it in the PHB index).
However, as I play with more and more new players I find that many of the rules I thought were the same in 5e as they were in previous editions are not exactly the same. Many are quite similar but because I hadn’t taken the time to look them up I was doing things incorrectly. That’s not to say these errors broke the game, but if I’m doing things in a way that is contrary to the actual Rules As Written (RAW) that may cause confusions and lead to arguments in real life. Better to get it right and share that knowledge with others who didn’t know.
So to help all those experienced players like me who haven’t read the rule books cover to cover, I’ve compiled a helpful list of common mistakes I’ve seen or done when running or playing 5e D&D. This isn’t an exhaustive list, but it covers the most gross violations and misconceptions. And to assure you that everything I say in the article below is correct, I’m even going to site page references from the PHB as applicable.
1) Surprise!
Repeat after me “There is no such thing as a surprise round in 5e.” Don’t believe me, look it up. The first round of combat can function differently than normal if some creatures (friendly or hostile) are surprised. This is usually based on who’s hidden and who’s not, but there are other factors. Don’t even get me started on the Ambuscade action Rangers get in the Unearthed Arcana article. That’ll just make your head hurt.
(PHB pg. #189)
2) Initiative
Two players and a monster all roll the same number on initiative. Who goes first? In previous editions ties were settled by the Dex modifier or Dex score. In 5e that’s not the case. When players get the same result on their initiative check, it’s up to them to decide amongst themselves who goes first. The Dex score, the Dex modifier, and even the number on the d20 are all irrelevant. They just talk it out and decide. Of course if they can’t decide then they can roll off or find some other way to settle the dispute. Likewise if a bunch of monsters get the same result the DM can decide what order they go in.
Now I remember reading somewhere that when the DM and players tie the players ALWAYS go ahead of monsters. I’ve scoured through the PHB and AL Players Guide and I can’t find that written anywhere. Maybe it was something that was in the D&D Next play test? In any case, I’ve been applying this rule since 5e was launched and it’s worked very well. If anyone knows where this “rule” came from, please let me know in the comments below.
(PHB pg. #189)
3) Movement
Movement has changed (for the better) in 5e D&D. You can now move throughout your turn. You can move, attack, move some more, attack some more, move again, attack again using your bonus action, and move even more. You’re no longer forced to do all your moving at the beginning or end of your turn. Break it up into 5 ft increments and use them when you need to. Just be sure you understand how opportunity attacks work (more on that below).
One other thing about movement is the Dash action. This replaced the double-move common in previous editions. Think of movement in 5e as a pool of steps. When you take the Dash action you get more steps added to your pool. So a Rogue can use their cunning action to Dash as a Bonus action (adding to their pool) and then use their action to Dash (adding to their pool again).
(PHB pg. #190)
4) Bonus Actions
Many players who came from 4e liken bonus actions to minor actions. Although they are similar, they are not the same.
◾You cannot downgrade your action or your move to take a second Bonus Action. You get one bonus action per round; that’s it.
◾Many bonus actions can only be taken when you do something specific with your action. For example, if you make a melee weapon attack with your action, you can then make one off-hand attack as a bonus action. You cannot make the off-hand attack if you do something else with your action, like Dodge or drink a potion. (PHB pg. #189)
5) Opportunity Attacks
The 5 ft step or shift is no longer a thing in 5e. If you back away from an enemy, moving out of their threatened area then that enemy can take a free swing at you (what we like to call an opportunity attack). Once inside a monster’s threatened area (usually all squares adjacent to that enemy) you can move freely wherever you want as long as you remain within their reach. So if you’ve got the speed you can literally run circles around an enemy and they will not get an opportunity attack. Remember that in 5e each creature only gets one reaction so if they take an opportunity attack against you they won’t get one against your ally when he runs away. Unless the enemy goes between you and your ally, then you’ve got a problem.
In 5e fewer things provoke opportunity attacks than in previous editions. For example, if you stand up from prone, an adjacent enemy does not get an opportunity attack. And if you make a ranged attack, an adjacent enemy does not get an opportunity attack – however, you do have disadvantage on the attack roll.

“Down on the Farm” Out of the Box D&D Encounters #6

out of the boxIntroduction:
Often, the most basic of settings can be a great place to put an encounter. What will seem like another boring problem will turn out to be more. When missing goods, livestock and the like become a problem, players always assume that goblins, kobolds, or the usual rogues gallery of villains is to blame. Switching that up from time to time is a good idea, as it keeps the players guessing.
  Additionally, players tend to forget that others operate as a team too. Players will use scouts, terrain, spells and the like to their best potential. They will seek to flank their foes or find some way to gain Advantage. Some monsters like to do this too, but the list is short. What if a monster has another monster as a pet? What if the players assume that typically solo monsters surprise them by acting like a team?
 
Environment: Wilderness/Forested/Farmland.
Suggested level: 3
A local village or farmer of renown has a problem with an increasing loss of farm animals. Chickens geese, small goats, and even domestic dogs or cats has gone missing of late. What started as a suspicion of a coyote problem has been made more mysterious, as no howls have been heard and no large tracks have been found. What has been really disturbing is the lack of cricket song in the evenings, giving nightfall an eerie silence.
The farm borders on a large forest that has been avoided by local hunters because of rumors of a haunting. To reinforce this foreboding sense, an increase of large webs has been noticed deep in the forest, and a prized hunting dog has gone missing in pursuit of a deer very recently while exploring this area.
In reality, a “Fengus” the Ettercap has begun a spider farm.
  “Fengus” has been breeding spiders bigger and bigger, creating a new species in the process. His D&D encountersfavorite spider is “Beatrice”, a giant spider and very protective companion. On the way to Beatrice, he has bred a species of dog-sized Large Spiders, as well as fostering an entire swarm of tiny spiders who have recently hatched.
  For them, he has created a “fenced in” spiral series of webbed walls leading to a large central pen. This is where he’s been breeding spiders to be bigger and bigger. These spiders then hunt for him and are for sale to many nefarious sorts as guards and pets. The “farm” can be as big as desired, but should have webbed walls clinging to strong trees tall enough to discourage climbing. Anyone still trying to do so should be treated as if under the effect of a “Web” spell, DC:14. Within this spiral maze of webs, the walls will be crawling with Large Spiders (see below), a swarm of tiny spiders from which they were bred. In the center of the maze will be the open area where “Fengus” and Beatrice will be.
  Once the players find their way inside the labyrinth of webs, they will see the “farm” in all it’s glory. The carcasses of dead animals, wrapped in gossamer, will cling to the inside walls or dangle from the trees. Fengus and Beatrice will be here and ready, having seen the trembling of the webs as the players either fought their way through, burned a hole through, or got caught in the webbing. They will fight as a pair. Beatrice will have been with Fengus since she was born, so they are very familiar with each others tactics.

The Mystery Your Missing in D&D 5e…

drg359_unsolved_mysteries.previewHello fellow Nerdarchists, Hope to see you all having awesome game sessions! In this article I wanted to address the common problem that a lot of game masters have trying to keep their players engaged by using the elements that are at the core of the RPG and that is… Mystery!
I have been recently tasked with running a large group of new gamers and teaching them the game of the newer Dungeons & Dragons 5e. So, with more players added I found it hard to keep each player involved on a personal level as well as how to keep the game sessions intriguing. I wanted to share with you a few tricks I learned about how to use Mystery as a tool to keep everyone happy and having a good time. On a side note, I usually don’t feel comfortable running a game for more than five players so with seven players it has become a bit of a challenge. So let’s get started…
First, I in general character backgrounds are normally a great way to engage players, but when you have seven people at the table it can become a bit overwhelming. Luckily for me my custom game world “Dark Myth” had a built-in way for me to deal with this being a Time Line. The time line in a game setting can be an easy way for players and DMs alike to quickly and easily come up with back stories to link things together. Also it can leave quite a bit of room for mystery such as “Why, did the war start in the first place?” or “Who is the spy” and many more. Questions like these can lead to a whole plethora of time-line related mysteries to keep gamers on the edge of their seats!

The Dance Macabre- Out of the Box D&D Encounters #5

Introduction:

  Many times, the hardest thing to do is getting started. Many DMs will have awesome ideas on what to out of the boxdo later in a campaign, or even later in a dungeon crawl, but struggle with a starting point. I’ll often see a campaign in reverse. I see where I want it to end, or what a final encounter will look like, then write encounters like movie scenes to guide players in the direction of that end scene.
  The first encounter, or start point, is often the sticking point.
  That’s where “The Dance Macabre” comes in. It’s vague enough to be the entry level to a dungeon, and has non-combat skill checks that hint at something more. It could be used as a stand-alone encounter, an adventure hook, a start point for a dungeon crawl, or whatever a DM wants.
With that, I present you with “Out of The Box #5: The Dance Macabre”

 
“The Dance Macabre”
Environment: Wilderness/Dungeon
Suggested level: 2-3
  In a clearing obviously made for a massive structure, the players encounter an old ruin. It’s ringed by barbed hedges to a height of six to eight feet, obviously from a lack of care. A series of arbors, choked with nettles and vines, lead through the hedge in a curving path, exposing the ruins beyond.
  Its many walls, towers and other structures have crumbled to rubble – all save one example. The remains of the columns and buttresses that supported a massive great hall still remain, with it’s vast decorative tiled floor mostly intact. Beyond it the former grandeur of a noble’s castle lay in piles of broken walls, toppled towers, and other debris. Much of what debris should be there seems gone. (History, Investigation, or even an Intelligence check, DC:12, will reveal that this practice is not uncommon. Scavengers will often raid ruined buildings for materials to be used elsewhere.)
  What will come as a surprise is that these ruins are not unoccupied. Figures in formal clothing dance encountersendlessly to the eerie lack of music – like an eternal waltz in silence.
  Even as the characters advance, the figures remain dancing, seemingly oblivious to their approach. When they close to within 50’ they can finally ascertain (Perception: 12) that the finery worn by the figures are in poor repair, and in some cases, tatters.
  Should the characters wish to really test their knowledge about either the setting, location , or even this activity, you might optionally allow the characters a Difficult (DC:17) History, Religion, or Arcana skill check to know some or all of the following:
  The former Lord and Lady of this castle dabbled in dark necromancy, and held great celebrations and grand balls to lure unsuspecting victims into their lair. During the height of the celebration, a victim would be lured away to a hidden chamber and sacrificed to Orcus. Over time, their machinations were discovered and the surrounding peoples allied to destroy the Lord and his holdings. Now, ages later, his victims have animated to continue the dance where they died – a tortured reminder of the vast power of the Demon Lord.
  What happens next is up to the player characters. If any character steps upon the dance floor, it is subjected to “Otto’s Irresistible Dance” (p.264 Player’s Handbook. DC:14 Wisdom save. Duration 1 minute. Save ends.).
  Within the finery are Skeletons, who will attack those who step upon the floor, whether they are affected by the Dance or not. The Skeletons do not discern if a character is under the affect of the Dance or not, nor do they care. If you need to determine between a number of characters whom is attacked, determine randomly.
  If the players retreat beyond the hedge, the Skeletons will not pursue beyond the thorny barrier, as if held back by the curse that animates their remains. However, should a character continue to attack the undead while retreating, in effect taunting them through the hedge, then the undead that are being undeadattacked will pursue as long as they are being damaged.
  Once the players are on the other side of the hedge, any remaining skeletons cannot effectively be attacked by normal ranged weapons through the hedge, and trying to lob projectiles over the hedge will prove ineffective. The hedge is green, and so does not burn readily. However, a truly committed effort to burn the hedge might work at the DMs discretion…although not really to much effect, as the thorny remains will still be difficult to pass though.
Monsters:
Skeletons (10): p. 272 of the Monster Manual, or p. 310 of the Player’s Handbook, and depending on “Complications” below, perhaps a Zombie or two (P. 316 of the Monster Manual or p. 311 of the Player’s Handbook)
Complications:
  While under the influence of the Dance, a character is at Disadvantage for all of it’s attack rolls and saving throws, and can be attacked with Advantage.
  If a character is knocked unconscious upon the dance floor, the skeletons will ignore it and move on another target.
If a character is killed on the dance floor and left there, it will animate as a Zombie in 24 hours, and continue to dance like the others. It may be that some of the original dancers seen on the dance floor have been here long enough to rot from Zombies to Skeletons.

“Gone But Not Forgotten”- Out of the D&D Encounters Box #4

Introduction:out of the box

Not every encounter is a stop-gap intended to act as filler or a way to make an other wise long journey more memorable. Sometimes an encounter can alter the entire plan that the players have…simply because of a choice. We’ve seen this dynamic over and over again in movies, TV, books, etc.
  As DMs, we also know that the wild card of player choice will always alter any plans made when a DM over-plans. Therefore, it’s sometimes a good idea to use this factor to one’s own advantage. Player curiousity, greed, aggression, stubborness and so on can be to a DMs advantage when the set-up is right. They key is not to use this too often or your players will become so paranoid as to go nowhere and do nothing without tedious over-prep on their part.
  However, used sparingly, you can fish the players into a whole series of events, all because of one tiny choice or another.
  Then you have stopped having an encounter. Now you have an adventure.

Gaming like a box of chocolates: D&Dizing Forrest Gump

Gump running

Run, Forrest, run! The Mobile Feat in action.

Yes, this week I’m doing something silly. The idea occurred to me during a recent road trip. Behind the wheel of a car for hours on end, I had to have something to think about, and a Fifth Edition D&D version of Forrest Gump came to mind. Once I started thinking about it, Gump has a lot more talents than I initially thought.

And to be clear, all references are to the movie version of Forrest Gump, as I’ve not read the books the character is based upon.

I’ll provide some explanations below, but first, his stats:

Forrest Gump — D&D style

“All That Remains” Out of the Box D&D Encounters #3

encountersIntroduction:

Not every encounter needs to be combat related. Many DMs struggle with those moments when the party is wounded, unarmed, or in some for of other distress where combat would not be advised. I’ve been there myself. In some of these cases, DMs will still choose to make encounter rolls in the open, or will want to break up perhaps a long (and likely boring) recovery for the players with some excitement that does not further endanger them.
  The old trope of having them spot deer or other relatively harmless wildlife can get old.
  However, there’s no reason that an encounter needs to be a creature at all. It could be an event or strange location that stands alone as an interesting moment. These events or locations can spawn further adventures with the right descriptions, or if they spark some imagination in your player base.
  In any regard, such encounters can break the monotony of the same-same and perhaps even take a campaign in new and interesting directions.
I hope you enjoy such an offering. I present-

Out of the Box D&D Encounters #3 – “All That Remains.”

Kickstarter Behemoth is this the new Tarrasque

I try not to share too many Kickstarter projects here, but every once and a while I feel that a project is

200 px

200 px (Photo credit: Wikipedia)

worth sharing.   Over the years Dungeons and Dragons as well as Pathfinder have released a number of large or should I say gargantuan miniatures.  Most of the miniatures I have that get big are Dragons.

Lets face it the game many of us play is called Dungeons and Dragons so why make the other stuff?  We as players all want to face down the big bad monsters, save the world, get the treasure and save the girl.

The biggest monster that anyone has put out was the Colossal Red Dragon.  It is a wondrous figure and I am happy to say that I do own one.  The dragon can actually hold a standard size human in one claw and I typically store one there for fun.

But if you want to deal with something other than dragons what are you options.  Not many and there

Nerdarchy Revises the 5th Edition Beast Master Ranger

NerdarchyHello everyone.  Now those of you who like the Beast Master as is written in the Dungeons and Dragons 5th Edition Players Handbook can just just consider the options listed below.  If you feel, as Nerdarchy does, that the Ranger Beast Master does not hold up in comparison.

So as we see it here are the issues.

Shared Actions.  While mechanically this is to make sure that the Ranger with an animal companion is not performing better than the fighter, which is supposed to be the optimal fighter type.  Or doing more damage than the Barbarian which is supposed to be the high damage dealing warrior type.

Spell casters have the ability either by magical summoning or by magical control they do not have to give up their action in order for the other to perform their control.  We also cannot over look things like familiars which have the ability to act on their own as well.