Fire On Claymore Woods

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“A vain celestial, drunken fairies, and plotting druids. Meet the second chapter of the Circle of the Blood Moon campaign!”

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Choices and Consequences: which way will the PCs go, who will they support, and how far will they go to achieve victory?

Choices

In  Fire on Claymore Woods, we present the PC with many choices, including making no choice at all. For example, do they help the villagers protect the village core and its chapel with the mysterious obelisk, or do they help the surrounding farmers protect their farms?

But that choice is only available if the PCs solicit a knight in defense of the village. The knight is concerned with his farms and tells the PCs the villagers can rebuild it. But the Burgermeister counters that the farms rely on the village, and without it, everything from obtaining supplies to surviving the winter will be difficult and potentially catastrophic.

PCs might not even know the farms need protection! The local knight is the only NPC with the strategic training and forethought to realize their enemy will try to draw them away from the village by setting fire to structures far enough to draw them away from the chapel.

If the PCs don’t talk to him, they might never know.

Where do they go now?

That’s a sample of the decisions the PCs must make. Once they defend the village (or not), they need to find the druids to talk to them or exact revenge. But the Claymore Woods are wild and dangerous, filled with threats, supernatural shenanigans, and wonders. There is no map of the woods, the PCs are on their own, and they will need to explore.

The direction they choose sets the stage, but the deeper they go into the woods, the more dangerous it gets. They’ll need to do more than make a few tracking rolls. They’ll have to start thinking like their adversaries. They’ll need to decide how sneaky to be, or if a good-old-fashioned “kill everything that moves” play is in order.

Consequences

We hope that gives you as a Game Master a sample of the adventure flavor in  Fire on Claymore Woods. Like most Griffon Lore Game products, there are no easy answers, and those answers are usually not right or wrong. Indecisiveness is the best way to “lose” our modules, and the players always have the ultimate choice:

Are their PCs Zeros or Heroes?

Back Fire on Claymore Woods today and find out!


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Burials of Teganshire Post 31 of 30.

Harken ye to the master table of the 30-Days of Burials of Teganshire Posts.

Which one was your favorite? Leave a comment and discuss!

Index of Burials of Teganshire Marathon Posts

Post

System

Type

Link

1

RPG

Running the Game

2

RPG

World-Building

3

RPG

World-Building

4

RPG

Plotting

5

RPG

Design

6

RPG

Running the Game


7

RPG

Plotting


8

D&D 5E

Encounter & Monster


9

Pathfinder 1E

Encounter & Monster

10

RPG

Plotting


11

D&D 5E

Design


12

RPG

Humble Brag

13

RPG

Encounters


14

D&D 5E

Backgrounds

15

D&D 5E

Design

16

D&D 5E

Design

17

D&D 5E

Feats

18

RPG

World-Building

19

Pathfinder 1E

Design

20

RPG

Burials of Teganshire


21

D&D 5E

Monsters

22

Pathfinder 1E

Monsters


23

RPG

Running the Game

24

RPG

Burials of Teganshire

25

D&D 5E

Monsters


26

Pathfinder 1E

Monsters


27

RPG

World-Building

28

RPG

World-Building

29

RPG

Plotting

30

RPG

Design


31

RPG

Running the Game

This post!


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Wait until you see upgraded Crossbow Man in the next module!


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Burial of Teganshire Post 28 out of 30

Magic is weird. The PCs are weird. Weird things should happen to them. Here are ten strange things to throw at a deserving (cough) PC.

Using Magic to Mess with the PCs in D&D

Roll 1d10 if you’re feeling punchy.

1. The Box of Shenanigans

Every time the PCs travel to a different urban location or stay in their current one for a few days, they run into a person who mistakes one of them for “Lee Branford, famous locksmith.”

Only the PC isn’t a locksmith, and if they question the person, he or she will claim that the PC, a few months ago, did maintenance on all their locks for a modest fee. All will be friendly, praising the PC for their expert locksmithing skills.

After a few months of this, the PC finds a box in his room. It has the name “Lee Branford” on it with the symbol of a lock. Inside are finely crafted locksmithing and lockpicking tools, along with the Tome of the Guildmaster, a book that only the PC can read. It takes a week to read the book, and after that, the PC has proficiency with both toolsets.

If the PC throws away or destroys the box without opening it, it reappears in their gear 2d4 days later.

2. The Raven Barks at Midnight

A raven lands on the PC’s shoulder and whispers, “the dog barks at midnight” and flies away.

The next time someone asks a password from the PC, the password is “the dog barks at midnight.”

3. A Fist Full of Coins

One of the coins a PC has starts glowing one day. It has a faint aura of conjuration. IfA Fist Full of Coins tossed in the air, it flies in a direction for several rounds, leaving a trail of blue, sparkly, motes, and drops to the ground.

If the PC finds the coin again, this process can be repeated until the PC is led into a copse of trees, and there they will find a small coffer of 100 gold pieces.

After the PC finds the coffer, the coin ceases to be magical.

4. Sad McSadderson

The PCs visit a pub called “The Gloomy Cloud.” The next day, if any PC express sadness or unhappiness, a small cloud will appear over their head and throw shade over the PC. This occurs even if the PC is indoors. If the PC further declares their sadness, the cloud will start to rain, and if the PC gets angry, small lightning bolts appear accompanied by soft thunder. This persists for 1d4 hours.

If the PC goes back to the pub, the bartender will shrug his shoulders and say, “Yeah, that sometimes happens. Didn’t you know? I mean, that’s the name of the pub, yeah?”

5. That’s Awkward

For 1d4 hours, the PC is weightless. If the PC is off the ground when the weightlessness expires, he or she floats back to the ground under the effects of a feather fall spell.

6. Go Away, Don’t Come Around Here No More

When a PC walks by an oak tree, twelve squirrels start throwing acorns at the PC, chattering angrily. If anyone speaks with animals, one of the squirrels will say, “They killed Fredrich!”

7. Meow

When staying at an Inn, when a PC wakes up, there are 32 cats in their room, sleeping. If the PC wakes up one of the cats, they all disappear. If the PC manages to get dressed without waking up any of the cats, they are gone when the PC comes back.

The PC is then charged five silver for “32 bowls of milk,” but nobody remembers who made the order.

8. Illusionary Problems

The party is minding their own business when a man in noble garb asks them to be witnesses to a duel. If they agree, they are lead by the man to a park, and a rapier duel between two older gentlemen commences. The contest ends when one is stabbed in the eye. The winner becomes distraught and runs off, yelling, “I’ve killed my best friend! I’ve killed my best friend!”

This sene is an elaborate series of illusions, detectable with a spell, or if one of the PCs touches the duelists, their seconds, or any other onlookers.

The caster is nowhere to be found, and divinations do not reveal any information other than “What happened was never about you.”

9. My Girlfriend Lives in Canada

The PC makes a connection with someone who returns their affections. They can have a relationship, but after a month, everyone has forgotten who the paramour was or even that they existed—except the PC.

If the PC investigates through magical means, they eventually meet their lover. The paramour tells the PC that they were sick for a while with the inability to dream. A wizard fixed their malady, but one of the dreams “escaped,” and that’s who the PC encountered.

The real person is highly embarrassed this happened, but they already are in a relationship, and asks the PC to forget whatever happened.

10. Of Course, It’s a Druid

When the PC is out riding, their horse suddenly turns into a druid (if a stallion) or a druidess (if a mare). The druid is very confused and has no memory of how they wild shaped into the horse. Their last memory was finding an odd runestone with a glowing rune of a horse on it.

It should not take the PCs long to figure out the druid is not quite right in the head. If brought to another druid, he or she thanks the PCs and gives them a minor potion of healing.

If the PCs keep the addled druid around, they never return to normal but can stay in horse shape for as long as they want, which seems to please them.


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Burials of Teganshire

Crossbow Man deals with weirdness with a BOLT TO THE FACE.


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Crossbow Man in print!
These are taken with my crappy cell-phone camera.
Noice!
Stat blocks!
Bouncing Mutt tavern lady.
Mohr statblocks!

What a great layout!


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Burials of Teganshire Post 22 of 30

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This red fox gives you an impish grin and snickers with a hehehehehe.

Island Red FoxIsland Red Fox

CR 2 | XP 600

CN Medium magical beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

Defense

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 22 (3d10+6)

Fort +5, Ref +5, Will +2

DR 10/adamantine

Offense

Speed 40 ft.

Melee bite +4 (1d6+1)

Range point-blank and precise produce flame +6 (1d6+1)

Spell-Like Abilities (CL 3rd; uninterruptable)

At will—produce flame, quickened dimension door (self only)

1/day—teleport (without error)

Statistics

Str 12, Dex 14, Con 14, Int 8, Wis 8, Cha 10

Base Atk +3; CMB +4; CMD 16 (20 vs. trip)

Feats Point-Blank Shot, Precise Shot

Skills Acrobatics +6 (+10 to jump), Climb +6, Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent), Swim +5; Racial Modifiers +4 Survival when tracking by scent

Languages Can understand Common but not speak it

Ecology

Environment temperate island chain

Organization solitary or pack (3)

Treasure incidental

Special Abilities

Island Red Fox Immortality If the Island Red Fox is slain in combat, it reforms 1d6 days later in a different location no worse for the wear. The Island Red Fox does not age

Island Red Fox Telepathy The red fox can convey feelings and what they see to any other Island Red Fox via an unlimited distance telepathy.

Trickster Teleport The Island Red Fox unerringly teleports if it takes damage to anywhere on its island territories (even if it had previously teleported)

Darkvision (120 feet) Island Red Fox can see in the dark (black and white only).

Low-Light Vision See twice as far as a human in dim light, distinguishing color, and detail.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot Island Red Fox doesn’t get -4 to hit when shooting or throwing into melee.

Scent (Ex) Detect opponents within 15+ ft. by a sense of smell.

Description

Island Red Foxes, of which only three are known to exist, long has been an enigma to the inhabitants of the island chain they inhabit. Benign but annoying, the island red fox will occasionally steal a chicken from a farmer, clothing from bathers, and even toys from children. If it’s food, they’ll proceed to eat it, but other items they play with until bored. “Chase the fox” is their favorite game.

Usually (but not always) found together, the island red foxes are clever and bright (for an “animal”) and can understand the Common language. They will perform tricks for food (sit, roll-over, play dead, shake hands, heel, leave it, and even more complex tasks such as “go to Port Lance and give this to a town guard”), but never stays with a particular person longer than a couple of hours. Sometimes they will sleep next to a campfire, but snap at anyone trying to get them to move.

Several hundred years ago, Garranthe the Sage formally studied the foxes but didn’t find anything people already didn’t know, except for one tidbit: they have a fondness for smoked elk sausage, an oddity as there are no elk on the island chain they inhabit. Garranthe, however, did not study the foxes for long, saying he “had no interest in revealing any secrets from what appears to be a figment of a long-dead trickster god.”

He did, however, confirm they were not fey.

Currently, if island natives see an island red fox, they believe it is a sign of good luck and coming prosperity.

Combat

If they think it’s funny, an island red fox will use their produce flame eye beams to light something on fire, including adult people who are trying to harm them. They have a sharp bite, but an island red fox avoids combat with their innate quickened dimension door or teleport. Damage to the Island Red Fox results in it engaging the trickster teleport ability.


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Crossbow Man would never shoot a fox. They’re just too dang cute!


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Burials of Teganshire on Indiegogo

Gruesome deaths, arcane wards, ancient rituals, and an old bridge: a 5E & Pathfinder 1E adventure.

Here we are across the finish line!

Thanks, everyone! We appreciate your business–Tales of Lothmar is going to be a great line of products.

Those on the fence can still back, as the campaign has moved into InDemand mode.

Fulfillment Timeline

We are going to move quickly to fulfillment. As soon as Indiegogo sends us the cash and emails, we’ll send out the PDFs’ coupon. We do digital fulfillment through our store website at https://griffonloregames.com/.

Print copies are moving along, too. Theoretically (it’s always a bit unsure in the COVID-19 shipping world), we should get the printed proofs today and approve them. We’re still optimistic the printed versions will go out in September, too. 

Our support alias is support@griffonloregames.com.

Best Regards,
Anthony, Christophe, Anna, and Etta

 

Burials of Teganshire post 20 of 30

The Indiegogo Campaign is down to hours before ending! Back today to get your copy in September!

Burials of Teganshire is a self-contained, modular adventure that emphasizes localization, so the DM can plug the module into their own environment. It’s also so the players can develop their own story without the plot forcing them to travel hundreds of miles somewhere else. Going back 20 days, we talked about Localized Campaigns:

These posts are a mix of DM Practical and DM Design. Practical is necessary for the DM to save time. The Design is essential for the DM to add bespoke flavor—no commercial product can anticipate all the needs of your game table.

This post gives you some practical options to liven up Burials of Teganshire. Page count, modularity, and such prevented the information from showing up in the module. Perhaps one day, when we complete the adventure path, we can expand the text to include all that flavor that makes a setting come alive.

Of particular note, the next adventure in the series in the Circle of the Blood Moon adventure path (#CBM2) will have more information on Teganshire Village, so the options here are generic.

Before the PCs Head Out

Before the PCs head out to take care of the “bridge problem,” here are some generic flavor additions.

Carols the Halfling Merchant

Carols is a female halfling brewmaster with a wagon of high-quality beer heading up the road to the bridge. However, Carols only has two guards with her, and they are accompanying her mostly to handle the four horses pulling the wagon.

She is now held up and will approach the PCs—she’ll add to their reward. Carols doesn’t have much spare money (only 10 gold pieces), but will pony up a keg of beer if the PCs take care of “whatever killed that poor man!”

Carols and Laura of the Bouncing Mutt don’t get along, as Carols never has any beer to sell her, selling it up the road where she gets a better price.

Randy the Rider

Randy is a message courier with a swift horse, wearing leather armor and a light crossbow, but obviously, he’s not a fighter, but a mailman.

He’s contemplating a bypass, but his horse is a jumper. He’ll ask the PCs if he can follow them, in hopes of saving time crossing the river.

Randy is not allowed to engage in combat, and won’t do so. As soon as the PCs kill the monster, he’ll rush the bridge at full gallop and jump over the damage, continuing on his route.

Randy is a young man and only carries a small amount of coin, as the stops on his route feed both him and his horse. Interfering with Randy has severe consequences, as the local authorities also use his route to deliver military correspondence.

If Randy watches the PCs kill the monster, he’ll inform his employer who will arrange for the PCs:

  • Discounts on fast riding horses
  • Free mail delivery throughout the region
  • Discount at the inns along Randy’s route for a month

No Empty Stomach Left Behind

Before the PCs head out, the matrons of the village pack the PCs lunch, including two freshly baked pies. Farmer Paul, a man of modest means, also gives the PCs two small bundles of high-quality, smoked sausages, one for the PCs, and one for the “nice fellows in the watchtower up yonder.”

While PCs are Traveling

Beyond the random encounters in the module, here are some things to add for additional flavor.

Three Men

Three men were riding war horses along the river coming from the west, hoping to cross the bridge. However, they could see the bridge had significant damage and turned away. They are now riding to Teganshire, to warn the Burgermeister of the issue.

They did not investigate the bridge, but their horses were very nervous, and since they are the ones who trained said horses, they left.

These men are horse trainers. Their mounts are high-quality, and they were set to deliver the horses. They will continue to Teganshire and then leave after a meal, avoiding the road, traveling west.

The Guard Tower

As mentioned in the module, the purpose of this guard tower is less of a way stop and more of a patrol waystation to prevent errant forest critters from molesting the farms and ranches to the west.

As such, they are highly knowledgeable about the region. If helped, the well-paid guards are a treasure trove of information about:

  • Local nobility
  • Which farmers or ranchers have eligible, marriage-age bachelors and bachelorettes (ranked according to appearance)
  • All have respect for Harold and tell the PCs his young wife died long ago before they had children. If the PCs seem like honest, good folk, one of the guards says to the PCs that Harold needs help getting over his grief, and it would be a shame if he continued to be unmarried, as he is a respectable man
  • One of the guards was shot down, spectacularly, by the owner of the Bouncing Mutt in the village. If the PCs haven’t heard her story yet, he tells it here. He feels terrible because he didn’t know she was in mourning

If the PCs help the guards, they can also supply the PCs with some fresh goods from the local farms. If given the sausage bundle, the guards share a recipe of fried sausage and eggs.

One of the guards knows how to skin and process animal fur. If the PCs killed the dire wolves, he offers to the skin and process the hides, so the PCs can turn them into clothing sometime later.

Machan’s Tower

This would be a great place to put in a cursed book that ties to the next module in the Circle of the Blood Moon adventure path. Just put it there with Machan’s journal, no need to be fancy about it:

Book of Celestial Whispers

This book does not detect as magical but is a highly magical tome and a dangerous one as that. If read, the book, will without fail, impart the ability to speak celestial to the reader. It will also turn the reader’s alignment permanently lawful, so if the reader was neutral good, they would then be lawful good. If the reader was chaotic evil, then the book would change their alignment to lawful evil.

Book Contents

The book, written in Common, is an engaging and well-written story about a paladin named Sir Hashmon Keirman coming to the aid of a celestial forced into mortal form and now besieged by enemies in the mundane world. The story ends with Keirman finding out his paramour is an angel, and in a bittersweet decision, convinces her to go back to Arcadia, and resume her position.

This story is true and contains a large amount of action, romance, and philosophical questions between the nature of duty and desire. It’s approximately 70,000 words.

Curse

However long it takes for the reader to read the book (some can read it in a week, some in a day), when completed the curse takes hold and is irreversible—the Law, Neutral, Chaos portion of their alignment shifts to Lawful. The reader is made aware of this, but they may not know why.

One of the “benefits” of the curse is the reader understands celestial but has no knowledge of the fact. Celestial spoken to the reader sounds likes the reader’s own native language. When they talk to someone else that understands celestial, that’s the language they unknowingly speak.

If the reader already knows the celestial language, the alignment shift still occurs. If the reader is already also lawful, they feel a supernatural sense of understanding Sir Keirman, and their Wisdom score is increased by 1 (to a maximum of 20).

Recharge

Once the book curses a reader, it takes 4d6 weeks for it to “recharge” before it can curse someone else (reading the book twice has no effect the second or subsequent times). If destroyed, it reforms 4d6 months later in a random location, next to another book on a bookshelf.


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Crossbow Man is now wondering if he shouldn’t have eaten that extra slice of pie from the village.

 


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Burials of Teganshire Post 19 of 30

Bound accuracy is the D&D 5E concept in which the escalator ramp of bonuses caps out, thereby simplifying game attributes like armor class, attack bonuses, skill checks, what have you. It’s cool, I like it, and Pathfinder 1E doesn’t have it, and I don’t care. So, why bring it up?

Bound accuracy dramatically simplifies things for the player and DM. Still, it muddies the waters when it comes to designing 5E encounters because it places a significant burden on the DM for making things hard and challenging. Pathfinder 1E, with well-established escalation calculations, it does not suffer, for the most part, from this design burden.

But we can steal other concepts from 5E. We just need to be a mite bit careful because of that very lack of bound accuracy.

Recap: the Pathfinder 1E Action Economy Dominates Everything

Three conical sources explained the Pathfinder 1E action economy, available some time ago:

ACTION ECONOMICS 101: https://gamingeveryman.wordpress.com/2014/02/24/55/

ACTION ECONOMICS 102: https://gamingeveryman.wordpress.com/2014/03/03/action-economics-102/

And the highly recommended parent, original PDF: https://img.fireden.net/tg/image/1460/77/1460773144850.pdf

All by Alexander Augunas.

The gist is summed up here:

4. The game is built with the assumption that the PCs will win an encounter, and it isn’t until CR +4 that the encounter is a fair fight between the PCs and their opponents. We can prove this because placing a party against a Linear Guild party is always a CR +4 encounter.

5. The most effective way to design challenging encounters is to overwhelm the action economy in the antagonist’s favor. When the enemies have more actions than the PCs or the PCs’ actions are restricted, encounters are challenging.

Just like in 5E, the “Deadly” encounter CR (CR+4) is where the killing monsters portion of Pathfinder becomes fun.

Tweak the Pathfinder Action Economy for Your Villains with these 5E Mechanics

In Pathfinder, talking an Encounter from CR+4 to CR+5 can result in mass casualties at your game table due to the absence of bound accuracy (as noted above). But as the three articles by Alexander explain, challenging your PCs really starts with putting the antagonist ahead of the action economy curve. Using 5E Legendary, Lair, and Villain actions are a great way of maintaining the CR+4 encounter math and ramping up the difficulty.

As long as we avoid the pitfall of raising the CR with extra attacks.

Pitfall First

In Pathfinder, a CR+4 encounter probably has enough attacks to seriously damage a party. Adding additional attacks on initiative 20 (Lair actions), and after a PC (Legendary actions) can elevate the encounter beyond the CR+4 rule-of-thumb, more so than 5E. Depending on party class makeup, however, your PCs may be able to absorb that.

Add Legendary Actions to the Primary Monster

Either solo or with some buddies, Legendary Actions ramp-up the BBEG Action Economy:

At the end of another creature’s turn, a creature can use a legendary action. A creature with legendary actions has separate actions it can choose from. Each one costs a different amount of “actions.” Only one legendary action can be used at a time, and the creature cannot use legendary actions while incapacitated. The creature regains its legendary actions at the start of its next turn.

Legendary Actions Example

Here are some Legendary action examples that aren’t concerned with dealing a ton of damage. Every round, the BBEG gets 3 Legendary Actions:

  • Performs a swift action (Cost: 1)
  • Casts a cantrip (Cost: 1)
  • Move rated movement speed without provoking an attack of opportunity (Cost: 1)
  • Remove all detrimental conditions such as grappled, stunned, prone, etc. (Cost: 2)
  • All enemies within 15ft. are automatically pushed 15ft away from the Legendary creature (Cost: 3)
  • Target an enemy with a ranged attack without provoking an attack of opportunity (Cost: 1)
  • Webs fall from the ceiling in a 30ft. diameter area (Cost: 2)
  • BBEG goes invisible and dimension doors (Cost: 3)

Legendary action reference: https://duckduckgo.com/?q=5E+legendary+action

Add Lair Actions to Monster Lairs

Lair Actions occur on initiative count 20, (losing all ties). The monster can’t use the same effect two rounds in a row.

Lair Actions Example

Let’s use the lich from the 5E System Reference Document:

  • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich, or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

We can modify that for Pathfinder 1E:

  • The lich rolls a d8 and regains a spent spell that level or lower. If it has no spent spell of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 20 Fortitude saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich, or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 20 Fortitude saving throw, taking 30 points of negative energy damage on a failed save, or half as much damage on a success. The apparitions then disappear.

More on Lair Actions: https://duckduckgo.com/?q=5E+lair+actions

Add Villain Actions to Your Villainous Villains

What’s a villain action, you might ask? Watch this video, and it explains all. I’ve seen Matt use it and I’ve also used it, and it rules. Literally!

Ahem, sorry. Rule of thumb: pretend the monster is only going to last three rounds. Design accordingly. While this video is 5E specific, the majority of it applies to any D20 D&D derivative, such as 3.5 and Pathfinder 1E.

Action Conclusion

In Pathfinder 1E, there are tons of monsters, tons of villains, tons of adventure modules, tons of just about anything a GM could ever want or need.

The mechanics of the action economy does not change with all of those resources. CR+4 is your gold standard, and consider Legendary, Lair, and Villain actions an easy way to add not just flair, but adds actions to keep ahead of the PCs’ action curve.

And read Alexander’s PDF.


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Burials of Teganshire

Crossbow Man’s Action Economy Consists of Bolts. Many, many bolts.


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Burial of Teganshire Post 18 of 30

In D&D and its derivatives, like Pathfinder, the designers, all the way back to Gygax and Anderson, developed a complex, highly detailed magical system that permeates everything. Low magic or high magic, epic magic, or gritty, it’s a beautiful system to play a fantasy roleplaying game.

And right from the get-go, a Dungeon Master (DM/GM) can use the system to add conflict to their campaign. This post is about Cold War-style conflict, that added undercurrent to the main events going on that add tension, tone, and drama.

A hot-war will take over the campaign. The Magical Cold War will add flavor to it.

Set the Stage to the Magical Cold War

D&D 5E has a magical system around these core concepts:

  • Arcane magic—direct from the weave of magic
  • Divine magic—magic from the gods
  • Druid magic—drawing on the divine essence of nature itself

You know what that looks like on the surface? It seems like three factions. Factions are a great way to add theatric sub-plots to a campaign setting. A low-level hum of struggle against the backdrop of PC actions that inserts authenticity onto the environment.

Defining the History of Magical System Conflict

Now that we have the three factions let’s see why they oppose each other.

Arcane Magic Users

Some time ago, demons corrupted a group of powerful sorcerers. These sorcerers started to take over small provinces to the Empire in secret. They built up considerable momentum but were found out by the Providence Magisters (similar to court wizards) in the more significant imperial regions. Events spiraled out of control, and rather than bring in divine help from the various churches, the magisters turned to infernal support through bargains with archdevils. Many of them turned themselves into liches.

Eventually, the wizards prevailed, only to be turned upon by the divine churches of the Empire.

Divine Magic Users

Caught unaware of the demon-devil conflict in their midst using wizards and sorcerers as their proxies, the churches of the Empire fought both and held the Empire together with sheer will, divine magic, and large numbers of men-at-arms. They fought a cataclysmic war with both arcane factions, but suffered heavy losses and the Empire collapsed into fragmented, waring kingdoms jockeying for power and survival. A dark age came upon the Empire, and they could not stop it.

Druidic Magic Users

The hierophants of old stepped into the power vacuum, and each regional archdruid organized what little remained of civilization into pockets of peaceful, relatively safe areas. They instituted monarchies to quickly assemble the remanents into a usable hierarchy. Not wanting to repeat the mistakes of the past, they installed themselves as the overseers of food production, the surviving paladin orders as Inquisitors, and forced arcane magic users into a caste system of serving the people, banned from holding positions of power.

However, over time, the monarchies became powerful nations. Eventually, they instituted the position of the Court Wizard, in which wizard schools, formally wizard prisons, reported to the Court Wizard, who in turn pledged fealty to the King.

Just an Example

This is just an example of the historical conflict. The idea is to be brief—this happened long ago. That also allows the DM the flexibility to flesh out more lore as needed. As long as the three factions had a conflict in the past, it’s all good. And it doesn’t even have to be true. It could be just what people believe and what is in the history books.

Define the Current Magical System Conflict

Now that we have our history, what are our three factions up to? Apparently, shenanigans. Many shenanigans. Since this is all about conflict and drama—have some struggle and tension.

Arcane Magic Users

At one point, arcane magic users chafed under the yoke of Inquisitor tyranny (from their point of view), but that was long ago. Wielders of the arcane enjoy state-sponsored rights and protections for the “privilege” of policing their own—making sure the younger mages and sorcerers toe the line. However, these factions cross national boundaries, and over time, the Court Wizards formed a Council of the Arcane. While the nobility of the various nations deploys power through their feudal system, it is the Council of the Arcane that rule behind the scenes, now working to bring back the glory of the Empire by appointing an Emperor of Nations.

Two groups stand in their way—the Inquisitors that prevent the churches from falling in line and the Druids that run the nations’ agriculture systems.  Yet in some rural areas, there are wizards and other arcane users who believe the Council to be an oppressive organization dedicated to stripping away freedom and dignity, all in the name of law and order.

Divine Magic Users

The churches of the nations, sharing the same pantheon, do not want to change the system that gives them power, money, and influence. Things are fine just the way there are, now that they’ve clawed their way back from the brink of annihilation.

Some paladin orders, however, stick to the old school way of doing things, which includes (but not exclusively), the Inquisitors. The Inquisitors aren’t buying the Council of the Arcane at all and undermine them at every opportunity, including waging 4th Generational Warfare in nations that have given their wizards more power than they should. They’ve been here before and see where this is going: a Cabal of Liches, plunging the realms into darkness one more “to save the people’s souls from demons once more.”

The Inquisitors have tried to engage their previous allies, the Druids, to no avail. Some think they’ve been compromised by witches and cultists.

Druid Magic Users

No one could say exactly when the nobility came to be the top of the hierarchy over the archdruids, but that’s what happened. Most druids have forgotten their contribution to putting together the pieces of the Empire back into a small modicum of civilization. Many wonder if that was a good idea, given the large Cities of Men and the power of churches. Churches are more concerned with coin and station than the divine souls of their subjects.

Regardless, the new Council of the Arcane seems precisely like an organization the Inquisitors of old, organizations the archdruids founded long ago, were supposed to prevent. Still, all indications are the Inquisitors are sitting on their hands without church backing or any semblance of higher organization, each Inquisitor chapter acting like a coven of witches or a cultist cell.

Now Engage the Magical Cold War

There you have it. The gist of the Magic Cold War is:

  • It is background conflict and drama
  • No one except a few want to see it turn into a Hot War
  • Each faction has a history
  • Each faction has a current description of why they are in conflict

That’s the recipe. DMs interested in fleshing out their worlds now have a framework on how these magical groups interact with each other, and it’s all conflict and drama. Each faction even has sub-factions that cause issues within the bloc and without, and there are also small groups that could ally themselves with like-minded members to the “enemy” factions.

The idea is here is that there are paladins who hate wizards and sorcerers. Why is that? And why do the druids have power over food production? And why is there some underlying conflict in cities with strong wizards, etc., etc.?

The Cold War. It’s everywhere. And sometimes it seems nothing can stop it from becoming a Hot War. Put that in the back of your campaign world and see how your players react. And it’s an excellent DM vehicle for tension.

Or, perhaps, a vehicle for lighting the nations on fire.

PC Wizard: Where is Lord Drake? We’ve returned from our quest.

Paladin: I hung Lord and Lady Drake for being witches consorting with demons.

PC Wizard: …

Paladin: …

PC Wizard: We’re not demon consort, um, consort-ers.

Paladin: That’s why you’re still standing here. I am Inquisitor Johanson of the Order of the Platinum Oath, and by the authority given unto me by the First King, I demand you help me save the souls of this demesne.

PC Cleric: You have no author…

Paladin: Quiet acolyte, the adults are talking.

PC Wizard: Why do you even trust me?

Paladin: Because I heard you speak against the Council. Because Bahamut told me to. Now, do you want this spellbook we’ve been keeping in our reliquary for hundreds of years or not?


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Here at Griffon Lore Games, we love us some random encounters. Set up ahead of time, the dice adds that element of “game world interjection” that can (and often is) better than a planned encounter or static location. In this post, you’ll find two helpful tables of random road encounter goodness.

DMs can use the random encounter ability to interject lore into their campaign without the Terrible Lore Infodump™. A handy framework would look like this:

  • Geographical regions have their own table segmented out by locations. For example, Overland in the Viscounty of Kandra, On the Imperial Road, The Road Between Terganshire and Tegan’s Bridge,
  • Random encounter tables should have a day and night version
  • Random encounter tables should have a normal version and a hard version

Triggering the Random Encounter

Use one of the unsung dice heroes from RPG land, the d12. Roll a d12 when:

  • The players are moving overland, or in a large city, from point A to point B
  • Players arrive at point B
  • Every four hours
  • Players do something that generates attention

Resist the temptation to fudge the roll. The entire worth of the random encounter is the D&D game’s ability to mix things up in exciting and unexpected ways.

An 11 triggers an encounter. A 12 triggers an encounter from a table modified for difficulty. Roll 2d10 to select the encounter.

Many of your random encounter tables should have simple entires. When the area is short on monsters (in a civilized land), a more robust table provides flair.

Random Encounter: On a Semi-Patrolled Road

The Empire paved the Old Imperial Road in the Viscounty of Kandra—and now the horse-lords maintain it least their commerce traffic drops, and they lose tax income. However, in the land of the horse-lords, merchants are responsible for their own safety. While men-at-arms formally patrol the road, they are there to deal with issues after-the-fact, not to intercept trouble for weak and lazy travelers.

Once an encounter triggers, replace it with a new one for the next session, with “nothing happens,” until you replace it.

The below tables, while set in the Kingdom of Lothmar, are mostly generic with lore that a DM can easily change to suit their setting. And note these are encounters on a road, not camping in the woods at night! Unless the PCs are camping right next to the road itself.

Semi-Patrolled Road: 1d12 with an 11 Result

2d10

Day

Night

2 A passing merchant from the opposite direction with a horse and two mules, flanked by a gnome guard riding a war dog A camp-fire can be seen from a popular campsite, off the road, and on a bluff.

Camped there are a well-armed merchant and a competent guard—a gnome with a massive war dog. They’ll share a meal with friendly folk, but not their site

3 A letter courier, riding a swift horse, overtaking the party. He does not stop, but does wave. A letter courier, riding a swift horse, from the opposite direction. He stops and trades road conditions and regional gossip before moving on

 

4 A cloud of mosquitos hovering over the road A cloud of annoying mosquitos attracted to any light source

 

5 Four men and a watchful guard making a road repair The road here was obviously recently repaired

 

6 Circling vultures off the road. Upon investigation, a grizzly bear is munching on the corpse of a deer

 

A grizzly bear wanders into camp but will leave if shooed away.
7 An odd and unexpected change in the weather No change

 

8 An extensive merchant wagon train traveling in the same direction, complete with six guards Off the road, a wagon train with six guards camps for the night

 

9 A patrol of six lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning A patrol of six lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning.

If the PCs are friendly or indifferent, the patrol offers to camp with them, and share the elk they shot earlier

10 A local lord with his twenty men-at-arms, armored and armed to the teeth and all on horseback. If the PCs are wanted criminals, they give chase Several men, looking hungry and grim, armed with inferior quality weapons, ask the PCs if they can spare any food. The men are from a city, wanting to go somewhere else due to reduced employment opportunities. They have been contemplating banditry, but are not that desperate—yet

 

11 A merchant with a broken wagon, berating a lone guard trying to fix it A dead merchant and a broken wagon, filled with supplies for the general store in the next village. The merchant died of sword wounds

 

12 A trio of foxes chasing a hare run across the road A trio of domesticated foxes are on the side of the road, waiting for some food scraps

 

13 An old elf walking down the road. If questioned, the elf claims he is going to die soon, and always wondered where this road went. He asks PCs not to spoil it

 

A dead elf leaning against a tree by the road, a smile on his face. He died of old age
14 Over 200 King’s Soldiers marching down the road from the opposite direction. A scout on horseback asks the PCs if there is anything unusual from the direction they came from

 

Camped alongside the road is a small army of professional soldiers wearing the King’s livery. They do not approach the PCs. If approached, they state they are on King’s business, and the PCs need to move along
15 An apple tree in the middle of the road, out of place, and undoubtedly odd. When the PCs investigate the tree, it disappears, and faint giggling can be heard
off in the distance
A group of pixies with a well-lit fruit stand. Payment must be made in silver only.

The fruit is fresh, even if out of season. If questioned on where they got the fruit, the pixies say, “the archmage gave us a few boxes in return for some dust.”

16 A ranger on a mighty warhorse with a rather large sword, a dual-bolt crossbow, and a hunting falcon, coming from the opposite direction, with a younger man. The ranger looks grim and capable, and the young man needs better shoes.

If questioned, the ranger indicates he and his nephew are going to visit a friend in a nearby city to talk about some religious matters

A beautiful woman and a young man, from the opposite direction, walking a rather large warhorse. They ask the PCs if they’ve seen their pet dire wolf.

If questioned, the woman indicates she and her nephew are going to visit a friend in a nearby city to talk about some religious matters

17 Six bandits chased by 20 men-at-arms. If the soldiers catch them, they hang them on the nearest tree

 

No change
18 Traveling in the same direction, a farmer, his son, and his comely daughter with a wagon of vegetables and fruit bound for the next town.

If questioned the farmer is friendly, and claims crops were so good this year he has more than he can sell locally

Two dead farmers and an overturned wagon of fruit and vegetables. If the PCs search, they find a torn dress
19 An old, ugly woman traveling in the same direction. If the PCs stop and question her, she claims to be an “old witch with tired feet and needing to save her spells.” She requests a ride if the PCs have horses or a wagon, as far up the road as the next town.

As a reward, the Old Witch gives either the prettiest woman a philter of love, with a wink, or the most handsome man a bag of 100 gold pieces, coin of the realm from one hundred years ago.

If attacked, she teleports away with a rude gesture

No change
20 A pack of dire wolves decides the PCs look like lunch A fog rolls in and deposits an encounter:

(Party Average Level) +4 Challenge Rating undead

Time to roll for initiative


Semi-Patrolled Road: 1d12 with a 12 Result

2d10

Day

Night

2 A group of merchants and their guards in a heated argument about business practices, ready to come to blows Off in the distance, PCs can easily hear an argument about business practices. If they investigate they find a group of merchants and their guards, ready to come to blows

 

3 A letter courier, riding a swift horse, overtaking the party. He is wounded and asks for healing, warning that behind him are a “group of nasty stirges” A letter courier, riding a swift horse, overtaking the party. He is wounded and asks for healing, warning that behind him are a “group of nasty stirges.”

Said stirges show up and attack

4 A cloud of mosquitos hovering over the road A cloud of annoying mosquitos attracted to any light source. If they come into contact with a PC, they turn into a giant mosquito swarm and attack

 

5 Four men and a watchful guard making a road repair. They flag the PCs down and ask for help, which will take the rest of the day.

The guard is really a local knight. He won’t bother the PCs if they refuse, but he sure will remember their faces

The road here was obviously recently repaired, and five tired men, one of them a guard, are resting near the repair.

If the PCs offer them beer or wine, the “guard” tells the PCs to stop by his manor home for a dinner served by his wife and with their “three marriage age” offspring.

The knight has significant funds

6 Circling vultures off the road. Upon investigation, a dire grizzly bear is munching on the corpse of a deer A dire grizzly bear wanders into camp and will eat all the PCs food. If attacked, he becomes enraged and attacks first every round

 

7 An odd and unexpected change in the weather for the worse:

Spring: Downpour

Summer: Summer storm with lightning

Fall: Hail and sleet

Winter: Blizzard

The same except with 90+ MPH winds doing 1d4 damage per round to any unsheltered PC, animal companion, or mount.

The effect lasts for 1d4 hours

8 An extensive merchant wagon train traveling in the same direction, complete with six guards.

One of the wagons is on fire. In 1d4 rounds, it blows up, doing fireball damage to anything nearby

An extensive merchant wagon train camped on the side of the road, complete with six guards.

One of the wagons is on fire. In 1d4 rounds, it blows up, doing fireball damage to anything nearby

9 A patrol of twelve lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning A patrol of twelve lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning.

The patrol warns friendly PCs that traveling at night without a light source is an arrestable offense. Any PCs guilty of this are simply given a warning.

If the PCs are friendly or indifferent, the patrol offers to camp with them, and share the elk they shot earlier

10 A local lord with his twenty men-at-arms, armored and armed to the teeth and all on horseback. If the PCs are wanted criminals, they give chase.

Accompanying the party is a squad of rangers, one with tracking hounds, and a mid-level druid

Six paladins and their men-at-arms stop the PCs. They seem cautious and wary, and claim they are “looking for an aberration.”

They ask each PC to take a test—a pinprick on the finger to see if their blood is red, and they will also do the same in return.

f the PCs ask about the Paladin’s quarry, their leader says, “You don’t want to know.” If the PCs persist, the paladins will claim they are chasing some type of “uber slaad.”

If the PCs insist on helping the paladins, sometime in the night, the party is attacked by 2d4 Death Slaad.

If the PCs refuse the blood test the paladins and their men-at-arms attack—they try to subdue the PCs until one of their own dies in combat, and then, as they say, it’s on.

During a lethal battle, the 2d4 Death Slaads show up and attack both groups.

11 A merchant with a broken wagon, berating a lone guard trying to fix it. The guard suddenly stands up and attacks the merchant A dead merchant and a broken wagon, filled with supplies for the general store in the next village. The merchant was staked naked over a fire-ant hill

 

12 A trio of foxes chasing a pixie with a broken wing across the road A trio of domesticated giant foxes with halfling riders stop the PCs and ask them if they have seen “an old elf walking down the road.”

Thus far, the PCs have not

13 An old elf walking down the road. If questioned, the elf claims he is going to die soon, and always wondered where this road went. He asks PCs not to spoil it.

If the PCs spoil it, he says “ah, man,” and dies of old age right there

A dead elf leaning against a tree by the road, a smile on his face. He died of old age.

If the PCs deal with the body in the local elf tradition, a courier delivers a package from an anonymous shipper, addressed to the PC that first suggested to take care of the body. Inside is a suit of elven chainmail +2

14 Over 200 King’s Soldiers marching down the road from the opposite direction. A scout on horseback asks the PCs if there is anything unusual from the direction they came from Camped alongside the way is a small army of professional soldiers wearing the King’s livery, secured by a lot of guards.

They ask the PCs pointed questions about the region, seeing if the PCs are local or not. If the PCs refuse to answer, the guards tell them to bugger off down the road or be set upon.

If the PCs do not bugger off, the entire camp will attack them. ¼ are awake right now

15 An apple tree in the middle of the road, out of place, and undoubtedly odd. When the PCs investigate the tree, it falls over, making a mess in the middle of the road An apple tree in the middle of the road, out of place, and undoubtedly odd. When the PCs investigate the tree, it turns into a confused treant.

If the PCs attack the confused treant, 2d4 other treants animate from a nearby copse of trees and attack.

If the PCs help the treant, it gives them all apples that when eaten, cures any diseases or poisons

16 A ranger on a mighty warhorse with a rather large sword and a hunting falcon, coming from the opposite direction, with a younger man. The ranger looks grim and capable, and the young man needs better shoes.

If questioned, the ranger indicates he and his nephew are going to visit a friend in a nearby city to talk about some religious matters.

Insightful PCs will realize this party is composed of ghosts, acting out something that happened to them hundreds of years ago. If confronted as such, they fade away

A beautiful woman and a young man, from the opposite direction, walking a rather large warhorse. They ask the PCs if they’ve seen their pet dire wolf.

If questioned, the woman indicates she and her nephew are going to visit a friend in a nearby city to talk about some religious matters.

Insightful PCs will realize this party is composed of ghosts, acting out something that happened to them hundreds of years ago. If confronted as such, they both fade away, and a pack of dire wolves follow the party for a few miles, sadly howling if approached—before they too, disappear

17 Six bandits chased by 20 men-at-arms. If the soldiers catch them, they hang them on the nearest tree.

One of the bandits is armed with a wand of fireballs

Six bandits chased by 20 men-at-arms. If the soldiers catch them, they hang them on the nearest tree.

One of the bandits is armed with a wand of fireballs, and one of the men-at-arms is a high-level ranger

18 Traveling in the same direction a farmer, his son, and his comely daughter in a wagon of vegetables and fruit, bound for the next town.

If questioned the farmer is friendly, and claims crops were so good this year he has more than he can sell locally.

Insightful PCs will note that the daughter seems distressed. The farmer says pay that no mind, she is always skittish around strangers.

The young woman suffers from a brain injury and doesn’t like to travel. Everything the farmer and his son says is true. What also is true is that the farmer can’t find a husband for the girl, so he is going to sell her to a brothel

Two dead farmers and an overturned wagon of fruit and vegetables. If the PCs search, they find a torn dress.

PCs will have a hard time tracking what happened, as the farmers were set upon by a vampire. He plans to make the young woman he took his vampiric paramour
but wants to cure her first.

If the PCs manage to confront the vampire, he first offers the PCs a bribe to leave him be. Failing that, he will offer to cure the young lady and give her back to the PCs if the PCs in turn pledge to not tell the local authorities of his existence.

And failing that, he’ll tell the PCs what he found out—the farmer and his son were going to sell her to a brothel (true), and that the vampire knew he shouldn’t have killed the farmer and his son, but the injustice of it all “just turned my crank, if you know what I mean.”

And if that doesn’t go anywhere, he simply teleports away, leaving the farmer’s daughter behind

19 An old, ugly woman traveling in the same direction. If the PCs stop and question her, she claims to be an “old witch with tired feet and needing to save her spells.”

She requests a ride if the PCs have horses or wagons, as far up the road as the next town. She will also tell curious PCs that “You don’t want to know what my business is, so I’m not gonna tell you.”

As a reward for a ride, the Old Witch gives either the prettiest woman a philter of love, with a wink, or the most handsome man a bag of 100 gold pieces, coin of the realm from one hundred years ago. If attacked, she reveals her form as the Goddess of Love. She curses the party and departs in a clap of thunder.

Curse:

PCs that were married find themselves still married, but their spouses hate them. Unmarried PCs with lovers have them turn bitter at a perceived, terrible insult and will hire an assassin to have the PC killed.

One (and only one) PC without a paramour eventually finds out they are married to three argumentative, but attractive young women. Once a month, each will demand the PC divorce the other two, becoming more belligerent with each refusal. The PC is unable to convince any of the wives that he or she has chosen a favorite.

If the PC survives this for a year, the wives stop collectively trying to browbeat the PC, tell the PC that next time be nice to old ladies, and reveal themselves as witch-priestesses. The PC then has the option of ridding himself of the trio or staying married

No change
20 A giant green dragon flies over the PCs and sits on a road, and demands the PCs cook her bacon. If the PCs don’t have bacon, she will tell them there are plenty of wild boars in the nearby woods.

Refusal of bacon results in one angry dragon

A giant green dragon flies over the PCs and sits on a road, and demands the PCs camp and share their dinner with her after polymorphing into a beautiful human maiden. She just wants a good meal, but will respond to flirting with “Seriously? Just stop. You’re embarrassing yourself.”

The dragon knows a surprising amount of local gossip, along with regional history.

If the PCs refuse or attack the dragon, she disappears, leaving behind a 60ft x 60ft death cloud

 

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Crossbow Man, this is not a random encounter.

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