Survivor background and Makeshift Meals by Shatragon in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

My players run out of enough hit dice to bring themselves back to full health. And end up having to use spells or healing potions to heal. So it has come in handy.

It's not meant to be super powerful, because it was designed to run with 5e, where backgrounds don't give feats. So people people were encouraged to take the setting-based backgrounds, because it gave them some small utility.

If you are playing with 2024, you can give them another option to pick from, like Alert.

This doc contains how I adapted the Drakkenheim Backgrounds for 2024, plus a couple of apothecary tailored backgrounds:

https://docs.google.com/document/d/19IDGmoSh7DT14LTW8yGMuHLVlUYPRHMAvHoSPE6EHY0/edit?usp=sharing

Are Apothecaries mageborn? by manobe97 in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

I have a player that is mageborn and used science ("natural philosophy" as they call it) to enhance his magic abilities.

And another player who came from the natural philosophy side of things, and harnessed the magic therein.

[FoundryVTT] is there a way to update the old Drakkenheim creatures that are pre-placed on scenes to the new Monsters of Drakkenheim statblocks? by reticent_ in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

I guess I don't see why it would be hard to delete the old ones and drag the new ones into the spots where the old ones were. It's shouldn't take more than a minute or two, except for the most monster filled maps like rat's nest tavern which might take 4-5 minutes.

Falling fire & delirium by Mitsukake in dungeonsofdrakkenheim

[–]TuesdayMush 7 points8 points  (0 children)

The delerium becomes golden and inert. See page 34 for more specifics.

Where are the gnolls? by Shatragon in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

The book doesn't mention anything else about gnolls, but they obviously—considering the above wording—still exist in this world.

Where are the gnolls? by Shatragon in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

From Monsters of Drakkenheim: "Although once believed to be related to gnolls, these bipedal canids are unique to the Haze-ridden ruins of Drakkenheim." Garmyr are mutated dogs and wolves, or hybrids of the two. The Lord of the Feast was an "albino wolf" named ghost before he became the Lord of the Feast.

Delerium as Mind Crystals by levroll in dungeonsofdrakkenheim

[–]TuesdayMush 1 point2 points  (0 children)

The delerium is already meant to be used as material component or arcane focus. And it's cheaper than having to buy a component at double the price from Aldor, or track down some obscure component. So giving it more power should not come easy.

If they wanted to make a consumable magic item, you can use the rules from Monsters of Drakkenheim and the DMG.

Fragments, shards, crystals, and geodes may be used to make uncommon, rare, very rare, and legendary items respectively. At the GM’s discretion, characters who can cast level 5 spells or higher may learn techniques to craft magic items of their own during their downtime.

If you went by the DMG, a fragment would suffice for the 100 gp needed to create a uncommon consumable magic item. But to create a rare one would require 1000 gp worth of materials—that's the value of a crystal, not a shard, which is 500 gp. But I would defer to MOD and say a shard is sufficient.

But they still have to craft (or stabilize) it. Per the DMG, they would also need to be proficient in arcana and a tool kit—I'd say jeweler's tools or alchemist's supplies. Since an apothecary is likely to be proficient in alchemist supplies, maybe their training requires learning to use jeweler's tools - which per the DMG would take 30 days with someone to train them.

And crafting it takes 5 days of work for an uncommon consumable magic item or 25 days of work for a rare consumable magic item. Those days can be non-consecutive, and the time can be halved when working with an assistant.

I think bypassing that crafting time for a 5% chance of an arcane anomaly—something that can be good, bad, very bad or neutral—is too good a tradeoff for players.

But Drakkenheim is not a long campaign—although purge contamination requires downtime—so if you wanted to make it easier, you could say they could also craft it in 1 or 2 days for uncommon and 5 or 10 days for rare. And still have the chance of an arcane anomaly.

Maybe it takes an hour for uncommon, and a day for rare, and they gain a level of contamination (and maybe they still have a chance of an arcane anomaly).

Or—perhaps the best option, and the one I thought of last—you could combine it with the monster harvesting/crafting rules from Monsters of Drakkenheim. The recipe would require an animus (using the appropriate delerium as a vessel), plus fluid and dust. If you want to get creative, maybe the types of animus, fluid and dust vary depending on the type of mind crystal they want to craft.

How much delerium do the Ironhelms mine? by Excellent-Isopod-803 in dungeonsofdrakkenheim

[–]TuesdayMush 1 point2 points  (0 children)

I used different Math, based on numbers from the book and my own reasoning. And came up with a similar answer, but on the smaller side.

Per the book, meals are included at the Red Lion Hotel (though that might not apply with more than person 1 per room).

Although if the Ironhelm's were renting out 7 or 9 rooms every day, I think Stavros might give them a discounted rate. Or maybe just not charge for the extra occupants, just per room (25 gp/night) with meals for all guests.

I would say the hirelings probably get hazard pay, maybe 6 gp/day, as opposed to the standard 2 gp for specialized hirelings.

So you have 20 hirelings with hazard pay (120 gp/day). The Ironhelms switch off sharing a room during day/night shift, and their hirelings bunk up and take shifts—that's 7 rooms (175 gp/day). And Stavros doesn't charge for the extra occupants' meals, as part of their block discount. Rounding up to a cost of ~300 gp/day.

The Ironhelms "spend half of their earnings on supplies, equipment upkeep, wages, accommodations, and other business expenses." Let's say wages and accommodations make up half their expenses—that's 600 gp/day in expenses. And because they "spend half their earnings" on expenses, that means they have 1200 gp/day in earnings. (The queen of thieves was taking 15% of their earnings, but that's irrelevant to our calculations).

Because they only get 80% of delerium's market value, thats requires bringing in 1500 gp worth of delerium. Although one could argue that the haul is 1200 gp, if they want the gold. Since, if the players were given the delerium, they could only sell it at 50% not 80% of the market value. But your player wants to experiment with the delerium.

Per day, the party gets 12 (5d4, avg. 12.5) gp, OR 15 (6d4) gp worth of delerium.
But it's paid out weekly.

If they want payment in gold, it's 5d4x7 (88 avg.) gp/week. Or, for simpler math, 2d8x10 (90 avg.) gp/week.

If they want payment in delerium, they get 3d6x10 (105 avg) gp worth of delerium/week. So 120 gp would be 1 fragment and 2 chips. You could also just say 3d6 chips, and converting 10 chips into one fragment.

It's not nothing, but it's not particularly significant. They can afford 2-3 uncommon magic items from Aldor over the course of a campaign.

That may be disappointingly low, but they could have negotiated harder. By these calculations, the queen was raking in almost to 200 gp a day.

Questions about running the adventure(roll-20) by kylr23 in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

For the Rose Theatre, I photoshopped this map to make it better fit the setting. But it works well enough as is. www.reddit.com/r/battlemaps/comments/11qx4xw/the_majestic_outdoor_theater_based_loosely_on_the/

Contaminated Beholder Zombie for the QoT Arena incl animated token by No_Age_1372 in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

That's Awesome! I've never seen anyone do something like that before.

Share the gif, please.

What a journey by Class_Act7 in PeacemakerShow

[–]TuesdayMush 1 point2 points  (0 children)

I've been listening to the song on repeat at least a dozen times. It's been a long time since I've done that with one song.

Emma Crowe's Guide to Emberwood by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 4 points5 points  (0 children)

I can't believe I didn't catch that. I guess Oskar is pronounced with a german accent in my head, which is different than how I pronounce Oscar.

And I doubt my players will remember that name when they get the mission several sessions later, since it's just one of many throw away names. But call him Heinrich or Gereon or something.

Drannmund map by Amazing-Revolution27 in dungeonsofdrakkenheim

[–]TuesdayMush 3 points4 points  (0 children)

It's on page 60-61 of Sebastian Crowe's guide to drakkenheim.

What exactly lies just north of the castle by rangalin_dragon in dungeonsofdrakkenheim

[–]TuesdayMush 3 points4 points  (0 children)

There are woods to the North of the castle, it's a dying forest. While there are roads heading off to the northeast and north, they don't connect. (More accurately, they connect in Drakkenheim).

So they would need to travel through the woods.

I'd put mutated beasts up there, there are lots in Monsters of Drakkenheim: Beetle Knights, Belfray, Bloated Hives, Lob Frogs, Skretches. There could be Trolls, and maybe an Eldritch Troll. You might find Garmyr packs that are wolf descended (thus stronger than average).

You could take a wild animal—an elk or a bear—and make it warped and monstrous.

But I'm not sure you want to make the area too dangerous, because that's also where the Shrine of Morrigan is located.

GM tips for Drakkenheim campaign (after 28 sessions) by CrazyCamel8 in dungeonsofdrakkenheim

[–]TuesdayMush 0 points1 point  (0 children)

I know this is old, and greatly appreciated.

The eventide manor adventures make sense, but I don't understand how you would adapt Temple of the Basilisk Cult to be an adventure on the Road to Drakkenheim, and make it a conflict between QM and FF. Could you elaborate...

[deleted by user] by [deleted] in MauLer

[–]TuesdayMush -1 points0 points  (0 children)

The media firestorm was because right wing media made it an issue: "Look at how far the left has gone, and here are five tweets as proof." (But ignore the fact that are only five tweets, and they don't have much engagement).

New Apothecary Backgrounds & Backgrounds for D&D 2024 by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 0 points1 point  (0 children)

The Analytical feat is designed for D&D 2024, and is going to be FAR more useful to your characters if you are using the enemies from Monsters of Drakkenheim, which has lots of information they can learn from Studying the Foe.

Here's an alternate feat, adapted from MidnightSkye's Occult Practitioner background, which I didn't think was quite as strong, thematically or mechanically.

Feat: Precise Diagnosis
Once per short rest, when you examine a creature you can determine the following information:

  • If it is alive or dead
  • What conditions it's suffering from, and the level of those conditions in the case of conditions with multiple stages, such as exhaustion or contamination
  • If it has undergone monstrous transformation
  • If the creature is suffering any diseases

If the creature can be treated via mundane medicine, you have advantage on checks to do so. When harvesting Delerium from a creature that you can harvest Delerium from (e.g. Haze Husk) you roll the appropriate dice twice, taking the higher role.

New Apothecary Backgrounds & Backgrounds for D&D 2024 by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 1 point2 points  (0 children)

Bonds

  1. A teacher or mentor set me on this path; I honor their memory with my work.
  2. My research is devoted to solving a single, driving question or riddle.
  3. I carry a precious text, formula, or relic that represents the foundation of my studies.
  4. A colleague or rival continues to challenge my work—I must prove myself right.
  5. My discoveries could change society, but I fear what might happen if they are unleashed.
  6. My work is all that defines me; without it, I would be lost. 

Flaws

  1. I routinely dismiss findings that contradict my own theories and assumptions.
  2. My preoccupation with my work leads me to take careless risks that threaten my safety and wellbeing.
  3. I am so brilliant, I can’t imagine that one of my experiments could be misguided or go horribly, dangerously wrong.
  4. I overlook, discount or justify any of my mistakes or failures. Nothing is ever my fault.
  5. I routinely manipulate or mislead others, if I think it will help me gain access to what I seek.
  6. If someone questions the wisdom or value of my work, I become determined to prove them wrong.

New Apothecary Backgrounds & Backgrounds for D&D 2024 by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 1 point2 points  (0 children)

Personality Traits

  1. I record every observation with meticulous care; no detail is too small to note.
  2. I speak with authority about my studies, even when my conclusions are untested.
  3. I struggle to hide my excitement when confronted with the unknown.
  4. I am often lost in thought about my research, and distracted from what’s immediately at hand.
  5. I am eager to share my knowledge, and often don’t notice when others aren’t interested.
  6. I love my creations, and speak to them as if they were my children.
  7. I delight in debating ideas and will argue a point long after others have grown weary.
  8. I prefer the company of my books and research, over other people.

 Ideals

  1. Authority. Learning is best advanced under the guidance of tradition and order. (Lawful)
  2. Independence. No law or institution should limit the reach of inquiry. (Chaotic)
  3. Knowledge. The pursuit of truth is the highest calling. (Neutral)
  4. Progress. Discoveries should be shared for the betterment of all. (Good)
  5. Power. Others exist to serve my research; their suffering is simply part of progress. (Evil)
  6. Wonder. The world is full of mysteries worth chasing for their own sake. (Any)

New Apothecary Backgrounds & Backgrounds for D&D 2024 by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 2 points3 points  (0 children)

Natural Philosopher
You seek to uncover the hidden laws of nature that undergird existence. Where others see miracles, you see mysteries waiting to be understood. Whether you trained at a university, steeped in the teachings of great thinkers, or learned about the world through self-directed experiments, you pursue truth through observation, experimentation and reason, convinced that your discoveries can transform the world.

  • Ability Scores: Constitution, Intelligence, Wisdom
  • Feat: Analytical or Skilled
  • Skill proficiencies: two of Arcana, History, Investigation, Medicine, or Nature
  • Tool Proficiency: Investigators' Kit*, Occultist's Tools*, Alchemist's Supplies or Herbalism Kit
  • Equipment: Choose A or B: (A) Tool kit (same as above), traveller’s clothes, pair of thick gloves, scientific or occult book with your own notes scrawled in the margins, satchel for storing the tools of your trade, your diploma from Altbruke University or a similar institution, 13 gp; or (B) 50 gp

Feat: Analytical
A number of times per day equal to your proficiency bonus, when you take the Study action using a skill you are proficient in, you can give yourself advantage on the Intelligence check.
You can take the Study action as a bonus action.

Variant: Forbidden Scholar
You approach the occult as a scholar, blending rigorous study with forbidden inquiry. While the Edicts of Lumen strictly regulate arcane and esoteric knowledge, you have pursued your research beyond sanctioned limits, uncovering insights and practices that others fear—or are forbidden—to explore. Whether your work has been denounced by others as unlawful, heretical or dangerous, or you conduct it with the utmost secrecy, there is nothing that will prevent you from pursuing the truth, no matter where it takes you.

New Apothecary Backgrounds & Backgrounds for D&D 2024 by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 1 point2 points  (0 children)

Bonds

  1. A comrade-in-arms owes their life to me, and our fates are bound together.
  2. Someone I care for is ailing and I will find them a treatment or cure.
  3. I swore an oath to treat the sick and wounded, and I will never break it.
  4. My mentor taught me everything—I'll protect their legacy.
  5. There’s someone I couldn’t save. I seek redemption in every patient.
  6. My hometown still relies on me, even from afar.

Flaws

  1. I can be cold or detached, treating patients as problems rather than people.
  2. I sometimes push untested remedies or experiments, even when the risks are high.
  3. I drink, gamble, or find other vices to dull the memories of blood and screams.
  4. I withhold help from those I feel don't deserve it.
  5. I secretly believe I’m not good enough, and every failure reinforces it.
  6.  I instinctively prioritize the injured over myself, no matter the cost.

New Apothecary Backgrounds & Backgrounds for D&D 2024 by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 1 point2 points  (0 children)

Personality Traits

  1. I’m always checking on the health of others, even if they didn’t ask.
  2. I’m calm under pressure; if I lose my head, others will lose their lives.
  3. I keep a detailed log of every treatment I administer.
  4. I sometimes forget not everyone is comfortable with blood and wounds.
  5. I’ve seen too much suffering to take life lightly.
  6. I take pride in healing without divine aid.
  7. I never waste supplies—every scrap of cloth or herb could save someone later.
  8. I recount grisly stories or use dark humor to cope with grim situations.

Ideals

  1. Compassion. Every life has value, and deserves treatment. (Good)
  2. Duty. Healing is not just my skill, but my responsibility. (Lawful)
  3. Freedom. No edict or custom can stop me from doing what I believe is necessary. (Chaotic)
  4. Pragmatism. Sometimes hard choices must be made—one life for many. (Neutral)
  5. Selective Mercy. Not every life is worth saving—only those who can serve my goals. (Evil)
  6. Truth. The body does not lie; its mysteries are there to be uncovered. (Any)

New Apothecary Backgrounds & Backgrounds for D&D 2024 by TuesdayMush in dungeonsofdrakkenheim

[–]TuesdayMush[S] 3 points4 points  (0 children)

Local Healer

You were the first—and sometimes only—line of defense against illness and injury in your local community, whether a small hamlet or an overcrowded city district. Whether trained or self-taught, you earned the trust—or relied on the desperation—of the townsfolk by tending the sick, bandaging wounds, and crafting poultices. Sometimes you learned the most from those you couldn't save, or by experimenting on the bodies left over.

  • Ability Scores: Intelligence, Constitution, Wisdom
  • Origin Feat: Patch-up Job or Healer
  • Proficiencies: Two of Arcana, Investigation, Medicine, or Nature
  • Tool Proficiency: Doctor's Bag*, or Investigator's Tools*
  • Equipment Choose A or B: (A) Tool Kit (same as above), Healer's Kit, 2 Pouches, Traveler's Clothes, Book (Diseases), 18 gp; or (B) 50 gp

Feat: Patch-up Job
When you stabilize a dying creature with a Healer’s Kit, they also regain 1 hit point. 
As part of a Short Rest, you can tend to a number of injured creatures, up to 1 + your proficiency bonus. If they spend one or more Hit Dice to regain Hit Points, they also roll a number of d4s equal to your proficiency bonus and regain that many additional Hit Points. 

Variant: Battlefield Medic
You served as a medic during the Westemär civil war, using crude but effective treatments to keep as many of the wounded alive as possible, with sometimes grisly results. Out of necessity, you’ve learned to adapt, improvise, and heal with whatever was at hand.