Tuesday, 27 January 2015

Dr Pilkington's Miracle Cure - 5e d&d

so what is a wild west game without some snake oil miracle cures? not really one. so i thought about it and came to the conclusion that i needed some sort of miracle cures snake oil in my game, and what better then some sort of magic potion, well i don’t have a cure wounds potion or potion of healing or tonic of health betterness, and as a sort of low magic game that i am running (even though in my current group i have 3 dragonborn characters, a warlock, and a sorcerer) i think that something like this would be good. of course it will have to have some sort of chance of not being anything or actually doing something completely different to what it is advertised to do, so maybe if it has a chance of not working and having a roll on a random table if thats the case.

the name came from here for all you non australians (or non cider drinkers)


well, without any further preamble i present to you Dr Pilkington’s Miracle Cure
not only does it fix the ailments that you might feel from a hard days work, but it can heal your wounds, fix your broken bones, remove the toxins of a deadly creature from your system, it prevents further injury and helps promote recovery. this one of a kind item is so amazing that you will be coming back for more, and for today only a special price of 50 gold pieces.


Dr Pilkington’s Miracle Cure - 50GP
roll any dice, if an odd number is rolled roll of the snake oil table below, if even then heal 2D4+2


Snake Oil table - 1D8
1 the tonic tastes sweet like honey as if goes down your throat, the taste lingers for a second or two. that is all, it has no effect
2 the tonic tastes sweet like candy and ends with a slightly bitter taste, the bitterness lingers and begins to get stronger. make a DC 10 CON save or suffer 2D10 poison damage
3 the tonic tastes bitter and acidic like you have sucked upon an unripe lemon. make a DC 10 CON save or suffer 2D10 poison damage, success means you take half of the damage
4 the tonic tastes peppery and spicy like a capsicum. make a DC 15 CON save, success means you regain 1D4+2 health, failure means you take 1D4+2 damage
5 the tonic tastes strong and painful like you have drunk pure kerosene. you enter into a berserker like rage for the next 1D6 rounds. you gain +2 to damage, and advantage on strength based actions and saves, whilst in this rage you are unable to cast spells or do anything that requires concentration
6 the tonic tastes strong and slightly painful, like a nice scotch. you gain 1D10 temporary HP, and suffer from disadvantage on any DEX or INT based rolls as you enter into a drunken stupor
7 the tonic is thick and hard to swallow, it tastes like mouldy bread and soft drink. make a DC 15 CON save, failure mean you begin to vomit and are at disadvantage to any action for the next 1D2 hours, success means that you gain 1D4+2 health and advantage on saving throws against poison for the next 1 hour
8 the tonic is sour like a strong sour candy, the taste linger for almost 5 minutes. that is all, it has no effect    

Tuesday, 13 January 2015

House Rules for my 5E game

so here is a list of the house rules that i will be implementing as a part of my new game. its for both my home group and for any FLAILSNAILS games that i get going. some of it is old news that most people know about (shield shall be splintered) and some of its crap that i havent stolen and made up myself. any way here it is


Rules for Cover
when getting into or behind cover during a firefight you will gain a bonus to your AC depending upon how much of your body is concealed.
partial cover - +2 AC
full cover - +4 AC
prone behind the cover - +2 and you are disadvantaged to any DEX saves

Cover takes Damage
when something that would normally hit the original AC of a player, but misses due to cover it get damaged. if cover is damaged a number of times equal to 2x its bonus then the cover is no longer viable, when it reaches the number it normally provides as a bonus to AC it halves the amount of bonus it provides (eg if someone is ducking down behind an overturned table (partial cover) and its hit twice, then the bonus that the table provides is now half (+1). if they move to a new table then it become +2 again, as its new and not full of holes/cuts/slashes/smashed in bits.)


Overnight Healing:
in 5th ed healing seems to be very generous, or at least that is how i see it. you go have a long rest with 1 HP and you wake up with full HP, its crazy and i feel like it doesn’t really fit within the world i am making, so i am using this rule instead. during a long rest when you heal you can roll half your HD rounded up, this is for free and doesn’t count towards or impact in any way the amount of HD that you can spend to heal or the amount that you get back when conducting a long rest

Thank God i Had a Fucking Helmet On: if you are wearing a helmet and take melee or missile weapon hit in combat (it does not apply to critical damage, backstab damage, or magical damage) that would reduce you to zero HP or less, you can instead declare that the helmet too all the damage and you are at 1 HP, with the helmet irrevocably desroyed, whether it was magical or not. In addition you are knocked unconscious for 10 minutes plus 1D100 minutes, and cannot be awakened before that time unless healed magically in some way


Shields Shall be Splintered: any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered from the force of the blown and you are knocked down, but you are alive and have taken no damage from the hit.



i will also be doing a Renown type of thing for this game, where the higher your renown with one group means that they are more likely to help you out with things or look the other way. but if you get in good with one group you will automatically lose it with some others, eg you do heaps of bounty hunting the law/bounty hunters will like you the criminals/highwaymen will not




so yeah, feel free to tell me what else you think i should include or should change

Friday, 2 January 2015

new year new game

so its a new year and my group and i have decided to start a new game.
as we couldnt really come together to decide upon a type of game to play (they wanted to play 5th ed) i decided to go with something that i was in the middle of writting up for my new flailsnails game.

so i wrote this thing a while ago and then cleaned it up and added a map and now i just need to fill the hexes.

but anyway, i will be starting a new flailsnails game, probably just a pick up game at the moment while i sort out my working life and all that jazz.

if you would like any information on it, click on the following link and feel free to ask me any questions about it. 

i will be using this as a sort of living document, so it will be changing and getting added to as things happen and as the groups do things.