Running Adventure Paths weekly, and campaigns that would span a year and a half. I say no more Pathfinder. I'm done with the broken mechanics of 1E and 2E. Moving on to the sanity of D&D 5E and its bevy of versatility and variety. Icewind Dale : Rime of the Frostmaiden is our home now. TTT, established in 2012, there are adventures lined up for the foreseeable future such as Descent into Avernus and Out of the Abyss.
TTT ♦ TrevorsTableTop
Basking within Pathfinder and Starfinder. Delving into insightful options and ferreting frustrations for your facepalming rpg table.
Sunday, May 23, 2021
This Is The End
Running Adventure Paths weekly, and campaigns that would span a year and a half. I say no more Pathfinder. I'm done with the broken mechanics of 1E and 2E. Moving on to the sanity of D&D 5E and its bevy of versatility and variety. Icewind Dale : Rime of the Frostmaiden is our home now. TTT, established in 2012, there are adventures lined up for the foreseeable future such as Descent into Avernus and Out of the Abyss.
Saturday, January 2, 2021
DUNGEONDRAFT - Recreated maps for AoE (vol 3)
Alley, pictured above
Arrowhead, pictured belowSaturday, November 14, 2020
Dungeon Draft
Having fun creating maps easily and effortlessly with DungeonDraft. The default maps for Pathfinder tend to get blurry and loss of detail when zoomed in. D&D 5E lacks map content for small scale encounters. I was able to create the following quickly.
Sunday, October 11, 2020
Agents of Edgewatch
On to adventure, on to Pathfinder 2nd Edition Adventure Path.
It has been some time away from the GM seat. I'm back! For how long.. who knows?
I was able to game locally at a table with an old friend. I was able to play a few characters with a motley group. It was vibrant and unburdened, being a player character. The campaigns fizzled quickly though, to be replaced by others, yet all met with by the same fizzling fate. Enjoyment and comfort became estranged with the knowledge I was not invited back as game commenced with the majority group. I tried to look past the strangeness as an invite mysteriously became available once again, but I decided to move back to a regular game online that would not lose its luster by unpredictable whims of a DM.
Pathfinder 2nd Edition, while cartoony and flawed in some aspects, was less a burden to prepare and run, as compared to the 1st Edition. Macro's were less populated and complex. Versatility and variety were very much evident with the boasting options available. Combat is engaging and punishing with 3 action economy.
PC's as guards in a city seemed like a worthwhile investment. Book 1 has it staggering amount of issues but we worked through them and Book 2 is upon us.
Maptools has improved since my departure. Token tool has a new feature to load pdfs. My prep work has lessened immensely. I don't have to spend hours on complicated rules.
Token Properties
Friday, September 7, 2018
Roderic Ridgeback
Consider the following:
Wild dogs are known to roam the wilds surrounding Roderic's Cove. A unique and prized breed, why not throw in an encounter involving the so-called "covehound". Known as Roderic Ridgeback (due to the ridge of tufted hair that runs down the spine), when fully grown, they are a dog with the advanced creature simple template. Popular throughout this part of Varisia, having this serve as an npc animal companion would be highly immersive. Hudsten's Kennel has been capturing, training, and selectively breeding the finest of their stock. I recommend this integration into your game should you desire something similar to the bond akin to the novel/movie White Fang.
Side note: Whispering Coin for Lullaby.
I plan on granting the following to the player whom decides to form a initial bond.
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
RODERIC RIDGEBACK CR 1
XP: 400
N Small animal
Init +3; Senses low-light vision, scent; Perception +12
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
HP 8 (1d8+4)
Fort +6, Ref +5, Will +3
OFFENSE
Speed 40 ft.
Melee bite +4 (1d4+3)
Space 5 ft., Reach 5 ft.
STATISTICS
Str 17, Dex 17, Con 19, Int 6, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +3, Perception +12, Survival +3
Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Wednesday, August 8, 2018
Sunday, April 8, 2018
Environmental Dangers of Starship Combat
Explosion
Initial Effect: 8d12 F; Reflex DC 18 half; all
targets
Once damage has been resolved, any character may
attempt the following, enable bridge halon disbursement or dousing the fire (as determined by GM), thereby giving up their ship action in the process.
Bypass: Computer DC 20 (enable emergency halon dispensers)
Secondary
Effect: On the following round (even with halon disbursement) the area is filled with
smoke. For those without environment protection, inhalation of
heavy smoke and halon toxins. The character must attempt a
Fortitude save each round while within the smoke (DC = 15 + 1 per
previous check) or spend that round choking and coughing. A
character who chokes for 2 consecutive rounds takes 1d6
nonlethal damage. Smoke obscures vision, giving concealment
(20% miss chance) to characters within it. The smoke lasts
1d6 rounds. During the effect, there is a 20% failure chance
to participate in ship combat, provided that the controls and
console is obscured by your vision.
|
Vacuum
Initial Effect: A rush of air escaping
through the hull breach forces all targets to make a DC 16
Reflex save each round. With a successful save, the target
manages to find a handhold and can move 5 feet as a full
action. On a failed save, the target is knocked prone and is
pushed by rushing air toward the hull breach. Failure by 5 or
more indicates the target suffers 2d6 bludgeoning damage. The
rush of air persists for 2 rounds if the doors to the room are
shut, or for 1 minute if open.
Secondary Effect: On the following round every character may attempt the following, giving up their ship action
Bypass: Computer DC 20 (enable emergency blast
door)
Disable: Destroy bulkhead panel (EAC 17; KAC 16) |
Bulkhead Collapse
Initial Effect: 4d10+4 P & B; Reflex DC 16 half
Secondary Effect:
Attempt to Pin target KAC +8 (1d20+15)
If pinned, you receive a -4 to ship actions until you are freed by a crew mate or if you perform an Acrobatics DC 22 to escape. On the subsequent rounds, any character may attempt to free you, giving up their ship action in the process.
Disable: Engineering DC 24
(makeshift fulcrum)
Bypass: Strength DC 16 (Lift) |
Jolting Console
The console sparks with electricity,
shocking the triggering creature.
Effect: Arc of Electricity
6d6; Reflex DC 14 half
Any character may attempt the following, giving up their ship
action in the process:
Disable: Engineering DC 26 (disable shock plates) Bypass: wireless key card reader (Computers DC 22 to hack) |
This Is The End
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