I figured the Long Winter Campaign could use a couple of new, icy monsters. So I present Beginner Box conversions for the Remorhaz and the Yeti.
Please let me know if you have any questions or notice any errors. Cheers!
Those of you familiar with Pathfinder core recall that there is a rule for aiding another character during a skill check. Pathfinder Beginner Box has no such rule. This provides an opportunity to add a simple house rule that borrows from 5th Edition without affecting any other part of your BB experience.
Simply, when one character aids another during a skill check, the player making the skill check rolls two d20s and uses the higher result (in 5E this is called Advantage). In order to aid another, the character must be trained in the skill in question. Of course, there may be particular circumstances in which aiding another during a skill check is either impossible or highly impractical (at the GM’s discretion).
Sorry I haven’t posted much lately. March just kind of got away from me, and next thing you know it’s April.
So, just throwing around an idea here for a Swords & Wizardry campaign: Castle Crom.
The Monster Manuals
And the Map
Here’s the Expanded Deities for the Pathfinder Beginner Box. What I’ve done is take the four deities presented in the BB and add five additional ones, making 9 in all (and one deity for each alignment).
As much as possible I’ve tried to avoid duplicating abilities and spells. Given the BB’s limited options, in some cases I had to cheat a bit with the holy weapons and bonus spells.
Technically the BB doesn’t allow PCs to be evilly aligned, so perhaps you can use the evil deities for NPCs, or change their alignments, or just ignore deity alignment altogether (as the BB seems to).
On a final note: GMs may want to use this document as a reference for creating their own deities, or allowing players to create their own deities. Simply let your players pick two abilities they feel are appropriate for their deity (with GM approval, of course), and then a selection of appropriate bonus spells (one each of 1st, 2nd and 3rd level spells).
Please let me know if you have any questions, suggestions, etc. Cheers.
If you’ve noticed, the PFBB doesn’t really go into schools of magic much, other than a handful of schools for the wizard. But it doesn’t really classify each spell by its corresponding school the way the Core rules do. So, that got me thinking a bit on a way to expand wizard schools of magic.
So, each of the core wizard schools are represented. Also, each school grants a bonus spell for each spell level (instead of just a bonus 1st level spell, per the PFBB). And since the BB doesn’t specifically list each spell’s school of magic, I set it up so that the player can simply pick six spells of their choice (two each from 1st, 2nd and 3rd level spells) to be the restricted spells they cannot prepare or cast.
Here it is: PFBB Schools of Wizardry (PDF)
Sometime in the coming week, I’ll probably do a similar document expanding the deities for clerics.
Wizards recently released the 3 Little Brown Books from Original D&D as PDFs. I take it these are the versions from the premium reprint they did a couple of years ago. You can get them here, if you’re interested.
Presumably, the other supplements will also be released, in due course. Personally, I hope this means they’ll release a PDF for Chainmail, as well.
I saw The Revenant today, which is a great film. However, this post isn’t really a review of the movie. Rather, the whole time I was watching the movie, I kept thinking “this is what a D&D wilderness hex crawl should be like.”
Replace the natives with orcs and goblins. Replace beaver trapping with treasure hunting. Replace bear attacks with owlbear attacks. Place everything in the howling wilderness, weeks or even months away from anything remotely resembling civilization. And give the players actual wilderness hazards to contend with: blizzards, rain storms, floods and the like.
I’m sure the old school grognards have probably been doing this all along, but I noticed in the hexcrawl games I’ve played (particularly Pathfinder), the grit of the wilderness seems to be missing. Certainly, high level play takes a great deal of the sting out of the wilderness, what with teleportation and instantly summoned magic huts, and all that. But even at lower levels, one rarely gets the sense of the isolation and majesty of the wide open wilderness. Anyways, it’s something to think about for the next campaign.
If you’re looking for good inspiration for subjecting your PCs to starvation and exposure, The Revenant is a good place to start. Cheers.
On the off chance you haven’t seen it elsewhere already, here’s the link:
They’re also offering something called “Dungeon Masters Guild.” Not having really looked into it yet, it sounds like a way for people to sell 5E material through WotC.
So, I wonder if there’ll be a 5E version of Pathfinder? Also, I wonder if the 5E OGL can be legally combined with the 3E OGL to, say, meld aspects of the PFBB and 5th Edition?
It’ll be interesting to see what third party publishers do with the 5E rules.
I thought I’d ring out the old year with some monsters…vampires, in point of fact. I based the master vampire off of a level 5 wizard (evoker), applying the vampire template. I’ve also BB-ified things quite a bit, so please forgive me if they aren’t exactly like PF core vampires.
Still, these BB versions of vampires are quite nasty, especially with their energy drain and dominate attacks. A standard BB party, unprepared for vampires, could easily face a TPK.
Cheers, and Happy New Years!
Sunday I had the opportunity to run a one-shot session of the Caves of Chaos for a few friends. I used no particular rule book or system, instead employing a hodge-podge of rules from OD&D, 3rd Edition and 5th Edition.
To jump-start the action, I printed out a bunch of 0-level DCC ‘funnel’ characters (using Purple Sorcerer’s character generator). Each player controlled three 0-level peasants. As you can imagine, the body count was quite high, but I let them replace losses right away so nobody was out of the action for long.
By zerging the caves, they managed to clean out the goblin area, and most of the hobgoblin caves. However, there were two near TPK’s (with lucky survivors running away when the situation was clearly hopeless). One of the players also managed to antagonize a patrol from the keep, so you can chalk up 5 more keep guards (and a clever cover-up to avert suspicion, aided by most of the conspirators perishing the next day in one of those aforementioned near TPKs).
The amazing thing was, once the funnel characters managed to scavenge some decent weapons and armor, and the players employed some basic old school tactics, they did fairly well. There was, of course, a dreadful sort of natural selection going on, with weak characters dying (or deliberately sacrificed) quickly, and hardier characters getting the better equipment.
I wouldn’t run a normal campaign like this, but for a one-off it was fine, and everyone said they had a good time. What’s more, I may have gained a couple more converts for old school gaming goodness. Cheers.