Tag Archives: cold

Winter is Coming: Snow Golem

This post is part of the Winter is Coming blog carnival hosted by Wombat’s Gaming Den of Iniquity.  There’s a lot of other great content that was produced by a lot of great blogs, so check out the link at the end of the article if you want more winter themed stuff.

This is what happens when Frosty gets up on the wrong side of the bed

Just last week I got to take the new, very much improved Monster Builder out for a spin.  Playing around with it was a lot of fun, and while I did struggle at a few places, it’s fairly easy to use and learn.  I’ll be the first to admit that I may have gotten a little carried away with this monster, mostly because I wanted to try everything out.  I will also confess that it is 100% unplaytested.  But hey, that’s what your group is for, right?

I give you the Snow Golem, level 16 Solo, as well as the required stat block for the triggered action “Missing Chunks” Snow Man.  Let me know what you think:

Here also are the *.monster files for the Snow Golem and Snow Man available for download. You can upload them directly into the Monster Builder to tweak (or so I’m told).

And that concludes our offerings here at Roving Band of Misfits for the Winter is Coming blog carnival.  We hope you’ve enjoyed all the different content produced by each and every blogger that contributed.  We’re just happy to have been a part of it.  If you missed the other offerings, you can check them out here.  Oh, and there will be a little Winter is Coming bonus link from us in the Weekly Roundup tomorrow, so keep an eye out for that.

Click for a PDF of all the Winter is Coming stat blocks I did this week.

 

Winter is Coming: Magical Top Hat

This post is part of the Winter is Coming blog carnival. For the rest of the carnival participants, check the link at the end of the article.

For this installment of our contributions to the Winter is Coming Blog Carnival, I’ve got a brand new magic item that I’m very excited about.  The idea for this item came from American winter lore.  In the tradition of the Figurines of Wondrous Power, I give you… a silk top hat.

This may seem a little silly, and in a way it is.  It may not fit in everyone’s campaign, but if your group is the type to embrace and laugh at something like this, go for it.  If they raise their eyebrows and frown for ruining their suspension of disbelief, maybe this isn’t for your campaign.  On the other hand, why couldn’t this American legend be rooted in some sort of mythic reality?  And maybe your PCs have found the very first one…

“There must have been some magic in that
Old silk hat they found.
For when they placed it on his head
He began to dance around…
So he said, “Let’s run and
We’ll have some fun
Now before I melt away.”
Down to the village,
With a broomstick in his hand,
Running here and there all
Around the square saying,
Catch me if you can.”

The Silken Hat is a Figurine of Wondrous Power, and as such will follow the general rules presented for all figurines on page 180 of the Adventurer’s Vault.  You may also notice that the Silken Hat stat block mentions “enchanted coal” and a “corncob pipe.”  I debated presenting stat blocks for these two items as well, but decided against it. I assumed that a DM could simply drop them as a later quest reward without further explanation, since they (in my mind) wouldn’t serve any other purpose but to enhance the power of the hat.

Tomorrow, for the final installment of our Winter is Coming offerings, I’ll be presenting a full-on Snow Golem to pound your players with.  Hey, Snowmen are not to be messed with.

You can catch all the other articles by various bloggers here.

Winter is Coming: Snow Drift & Snowy Trees

This blog post is part of the Winter is Coming blog festival. If you’d like to check out the other blogs participating, there will be a link at the end of the article.

I think snow is a sorely underused combat terrain.  It presents many interesting effects that you can’t find anywhere else.  The sun shining on snow can be blinding. Wind whipping snow in your face can sting (or worse). If you don’t know what to look for, you could find yourself the victim of a snow drift.  And of course, who hasn’t kicked a snowy tree to knock its payload onto an unsuspecting rube?  Let’s see if we can include two of these little features into our game: the snow drift, and the snowy tree.  The first we’ll call a trap (hazard) and the second a terrain power to use in combat. (If you want some more terrain powers, check out this other article from the Winter is Coming carnival by Matthew Brenner of Blood, Sweat, and Dice).  Also, I should note that I’ve been using the “level agnostic” stat blocks that I make for my two page delves.

First up is the Snow Drift, which seems to me like the perfect snow themed hazard.  PCs who trust that solid ground lies beneath every step they take do so at their own peril…

Next up, we have the snowy tree.  For those of you who live in warmer climates, this is kind of like shaking a tree after a rainstorm to get your buddies wet.  Except, you know, with snow.  It’s a small minor action benefit that deals ongoing damage (only) and slows.

I’d love to hear what you think of these – between these two terrain elements and the terrain powers by Michael Brenner, you could put together a really fun snow themed combat!

If you’d like to check out the other blogs in the Winter is Coming blog festival, click here.

Winter is Coming: Frostburn

This article is a part of the Winter is Coming blog carnival. To see other article by other bloggers in the carnival, check the link at the bottom of the page.

Not to be confused with yesterday’s post (Frostbite), Frostburn is a new alchemical item. I’ve been thinking a lot about the Alchemy feat lately, mostly because the only support it has gotten is in the original Adventurer’s Vault “Alchemy” section, and a smattering of Dragon Magazines.  Furter, it hasn’t received much support in the Living Forgotten Realms campaign (to my knowledge).  And that’s a shame, because I could see several really cool character concepts built around the Alchemy feat, especially when one considers the “modification” rules from the AV – some alchemical items can be modified into arrows or sling bullets.  Plus, I had a lot of fun designing Plantmind Potion for The Workshop of the Mad Alchemist.

At any rate, I wanted to make a zone based alchemical item that did not make an attack, but rather imposed a movement penalty (through terrain modification), and a “debuff” to creatures inside the icy cold area. In other words, I wanted to make it completely different from Alchemist’s Frost, but still keep the cold theme intact.

What are your thoughts?  Too strong? Not strong enough? How would you have done it differently?

For other Winter is Coming articles, check out this link.

Winter is Coming: Frostbite

This article is a part of the Winter is Coming blog carnival. To see other article by other bloggers in the carnival, check the link at the bottom of the page.

It’s interesting to note that there are only a few environments in D&D that we think of as dangerous, in and of themselves.  The desert, of course, plus I would include the open ocean (especially in a survival situation), and a frozen wasteland.  And, it’s always nice to have a negative consequence lined up for a failed skill challenge that reflects the environment’s unforgiving brutality.  Put the two together (dangerous environment, and the consequences of poor preparation or simple bad luck) and you get what I’ve come up with for this first Winter is Coming article: a new “disease,” Frostbite.  Unfortunately, there isn’t a good mechanic that I know of to reflect the loss of appendages, which is what I really wanted to do.  Still, I hope you find some utility in freezing your PC’s fingers and toes off.

While I think I have a pretty fun mechanic here, I’d love to hear some of your ideas! How would you approximate the effects of frostbite in a disease stat block?

For other Winter is Coming articles, check out this link.