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  1. As I wanna get more experience DMing 5e before ReaperCon this year & flipping through Tales of the Yawning Portal, I thought I'd see if there was any interest in running a Sunless Citadel 5e game here. I loved the adventure in 3.5, it was actually one of the last sitdown @ home games I ran before my friends/gamers all scattered across the state/area. Let me know here if you are interested. Basic 5e rules: Basic/PH 5e rules with the options to play the UA ranger or PH ranger & UA artficer. Races can come from the following: PH, Elemental Evil Player's Guide (minus the aracockra & with this being a dungeon crawl, a goliath might not be the best choice either. Sword Coast & Volo's 5e (thou this one needs DM's approval before proceeding.) I will probably set this in the Forgotten Realms as well. Other then that standard character generation. Looking for 5 players. I'd like to start around May 1st. thanks!
  2. Hoard of the Dragon Queen Part I of the Tyranny of Dragons Campaign A Dungeons and Dragons 5th Edition Campaign by Wolfgang Baur and Steve Winter Published by Wizards of the Coast, and Kobold Press Copyright 2014 For the past several days, you have been traveling a road that winds lazily across the rolling grasslands of the Greenfields. You decided to push on in your travels to try to reach town before dusk. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark winged shape wheeling low over the keep that rises above the center of the town. Greenest is being attacked by a dragon! Suddenly, a terrified human family consisting of a mother, father, and three young children erupt from the undergrowth onto the Greenway, about 20 feet in front of you. The man limps badly, carrying his youngest child, and trying to usher his other children away from danger. All five seem at least minimally wounded in some way. Their mother turns, and lowers the point of a broken spear back toward her pursuers, and readies her round shield. She looks determined to slow down her pursuers as much as possible to give her family a chance to survive. Just then, a group of eight kobolds stream out of the underbrush, fanning out to surround the woman. Either they don't see your group, or they think you are on their side, because they don't seem to pay you any mind. What do you want to do?
  3. Add depth to your 5th Edition monsters with cultural details, combat tactics, a huge variety of new stat blocks, and much more!
  4. About this project The forest is a place of mystery and danger, where the wild things are lurking in the shadowed underbrush with hungry eyes, but also where the fair folk flit and fly through sun-dappled glades. From Grimm's fairy tales to Tolkien's lovely Lothlorien, menacing Mirkwood, and forlorn Fangorn, there are few places for adventure more iconic than among the tall trees and verdant vales of the forest! In that spirit, Legendary Games is pleased to present a new hardback adventure accessory for the Pathfinder Roleplaying Game and 5E, the Forest Kingdom Campaign Compendium! Step under the shadowed boughs of the forest realm to find a wild world of magic, mystery, monsters, and more! From the misty boreal taiga of the cold northern reaches to wondrous glades of enchanting fey beauty, you'll find this book an encyclopedic resource for running your campaign, including: - Two complete wilderness adventures: the savage barbarian epic Cold Mountain and a deadly fey pursuit in Horns of the Hunted! - Over 50 new spells and magic items, from bloodspear and call woodland beings to the scout's spyglass, plow of the abundant harvest, and staff of the fey queen! - Three dozen new character options, including new sorcerer bloodlines, cavalier orders, feats, archetypes, and more, from Feral Companion and Silent Shade of the Umbral Wood to the fey hunter ranger and darkwolf druid! - Over 30 new fey and forest monsters, from the boreal wight and stromkarl nixie to the mighty chernobog! - Eight ready-to-play pregenerated characters with detailed histories and personalities, perfect as allies, rivals, or playable PCs! - Rich and immersive rules for fey-themed haunts and integrating fey into the campaign from personal relationships to world-altering faerie rumors, ripples, and ruptures that turn the natural world of mortals upside down! The Forest Kingdom Campaign Compendium starts by combining the entire River Kings product line from Legendary Games into a single volume, edited and polished and many available in print for the first time, including all of the following products: Beasts of Legend: Boreal Bestiary Beasts of Legend: Coldwood Codex Cold Mountain Conquering Heroes: Pregenerated Characters Faerie Mysteries Faerie Passions Horns of the Hunted Legendary Villains: Dark Druids Treasury of the Kingdom These fantastic supplements by all-star authors like Jason Nelson, Matt Goodall, Tim Hitchcock, Neil Spicer, Todd Stewart, Russ Taylor, Alistair J. Rigg, Clinton J. Boomer, Julian Neale, N. Jolly, Tom Phillips, and Linda Zayas-Palmer are classics from Legendary Games and with them alone we could create a hardcover compilation of around 240 pages! All of the above material is complete and ready to go for both Pathfinder and 5th Edition! That would make a pretty cool book on its own, but we also have some amazing brand-new bonus content we have ready for our stretch goals below, which might well push this book over 300 pages! Almost all writing and art for these bonus goals is already complete, and even if we don't quite hit our stretch goals, these products still will be completed and will be available for purchase separately, but if we hit those goals all of his great bonus content will be included in the compilation and backers will be able to download the individual PDFs after the Kickstarter ends!
  5. Live

    About this project Check out our Early Bird Special pledge level which ends in a few hours! Save money by backing now. :-) Check out our Codex, Cards, Counters, and Chronicles tools which can transform the way you run 5th Edition fantasy roleplaying games! The 5e Gamemaster Toolkit is a series of tabletop game aids to help you run well-organized, dynamic roleplaying games. The 5e Gamemaster Toolkit has four parts: Gamemaster Codex — A 36 page 8.5x11” booklet that is meant for use during the session to build adventures on the fly. It is loaded with tools to create quick non-player characters with stat blocks, generate locations, determine loot such as treasure and magic items, and construct interesting combat encounters with no advanced preparation. Gamemaster Cards — This deck has cards to track Initiative and basic stat blocks, Conditions such as ‘Blinded’, Rules Summaries for Death & Dying, Healing, and Grappling, and Role cards to equip players to assist the gamemaster in various ways. Damage Counters — These special plastic tokens are sized to fit under standard 1 inch miniature bases. This allows you to use our Stoplight Damage™ rules to track hit point damage. Run large scale encounters without the hassle of tracking hit points for each creature by hand. Chronicles Booklets — These four digest-sized booklets are meant to be written in. Malloy’s Almanac is a fantasy calendar with 20 sets of encounter tools. Imaginarium is an idea log with blank dungeons and encounter worksheets. Session Planner includes gamemaster tools to plan game sessions. Game Diary has player tools to log adventure notes. GAMEMASTER CODEX For those who’ve bought our Dungeonesque RPG products, you’ve already seen our approach to quick adventure design. This new product takes some of the most useful Dungeonesque Gamemaster’s Guide content and adds new features for on-the-fly games. Not prepared for an adventure you’re running? The Low-Prep Adventures section has 10 instant adventure types to jump start your game. Need an encounter or event to toss players after they’ve ignored your pre-planned adventure ideas? No worries, the Codex has tools for everything from hexcrawls to tavern brawls. We’ve intentionally kept the product small (around 36 pages) so you can quickly find the tables you need without halting the game to wade through 250 pages of dense text. Here is a tentative list of the Codex contents (these might change a bit based on consumer feedback and layout constraints): People — Names, Quick NPCs, Quick Character Stats, Occupations, Reactions, Traits Places — Hexcrawls, Tavern Names, Weather Things — Quick Treasure, Quick Magic Items, Selling Gear & Magic Items, Costs for Food, Drink, & Lodging, Costs for Services Adventures — Low-Prep Adventures, Adventure Generator Encounters — Wilderness Encounters, Urban Encounters, Something Happens, Plot Twists, Quick Encounter Design Rules — Converting Early Editions, Healing Potion Effects, Mass Combat, Quick Chases, Complete 5e Rules Summary, GM Rules Reference Example of Interior Layout GAMEMASTER CARDS This deck has several types of cards to help gamemasters run the game. Put the Initiative cards in plastic protective sleeves, and use wet-erase pens to write on them. One side tracks Initiative and the most critical parts of stat blocks. Arrange them behind the GM screen or in a stack to keep track of turn order. Key Character Stats On One Side; Player-Facing Name & AC On Reverse Round Tracker cards let you track the end of a round and effects which might expire in a future round. If you’re not using a gamemaster screen, you can use our add-on Card Holders to stand them up in view of the players. Write the creature’s name on the player’s side of the card. If you want, you can write down the Armor Class of opponents and let players track if they’ve hit the creature or not. Conditions scards track the 5e conditions such as ‘Poisoned’ or ‘Stunned.’ Rules Summaries present rules for Death & Dying, Healing, and Grappling. Hand these cards to players so they can quickly know the rules without turning to a rulebook. Role cards help the gamemaster recruit volunteers to help during the game. The gamemaster selects things they want help with and puts the cards out on the table. Volunteers take a card which lets the GM know which roles still lack volunteers. Here are the eight role card descriptions: 1) Turnmaster — Run initiative on behalf of the GM. Consider alerting players in advance when they are up next in the turn order. 2) Battlemaster — Manage miniatures, game tokens, and terrain on the battlemat. Could include marching order and coordinating who is on watch at night. If asked, track damage taken for GM-controlled creatures. 3) Rulesmaster — Have a copy of the core rules and be ready to look up rules as questions come up in the game. 4) Soundmaster — Use devices to play background music that is thematically appropriate for scenes and battles. 5) Grubmaster — Coordinate meals for the group which could include ordering take-out, Keeping track of menu orders, and picking up food. 6) Logkeeper — Track game-world time and the locations to which characters journey. This could include calendar dates and drawing maps. This could also include names of players who attended. Give a copy of your notes to the Chronicler (if you have one) at the end of the session. 7) Quartermaster — Track rewards characters receive: money, treasure, and group treasure. Includes knowing where you keep group treasure. This could also include experience points. Give a copy of your notes to the Chronicler (if you have one) at the end of the session. 8) Chronicler — Take notes about the story during the game, and collect additional notes from the Logkeeper and Quartermaster at the end of the game session. After the game, write up an overview of the game session and publish in a blog post or other medium. We’re still working on the art for the deck back cover and deciding how we will package the cards (tuck box versus plastic case), but we will share pictures and details on that before the Kickstarter ends. DAMAGE COUNTERS These special plastic tokens are sized to fit under standard 1 inch miniature bases and allow you to use Stoplight Damage™ rules to use tokens to track hit points. Run large scale encounters without the hassle of tracking hit points for each creature by hand. Ever have a dozen Orcs on the battlemat, and have trouble keeping track of each creature’s hit points? Logistics of tracking a large number of minis can be challenging. Damage Counters make this easy.
  6. I decided to start painting up minis for my various PCs -An unidentified Grenadier Halfling fighter (chain & shield) as Lvl 7 Rogue, Magnus Perrywhimple (soon to be con only) -Mystic Theurge as Lvl 1 Monk/ Lvl 1 Rogue Stede Blackthumb (Acolyte of Candlekeep), on an acquisition mission to atone for learning and copying ritual magic without permission -Juliette, as Lvl 1 Half Drow Sorceress, Grz'zilda (the Ghastly Gourmet) who was rescued from Hillsfar and while hiding her heritage is now adventuring. I've done a few passes at a few things. But not full base coats yet. Photos later.
  7. Five years have passed; high time to update the Midgard Campaign Setting, and add Deep Magic, adventures, and player options galore!
  8. So I'm thinking about trying to use the 5e rules for a more modern/no magic setting, that will eventually have some magic/alien tech elements. I'm just wondering how to prune back the classes and stuff to a no magic setting. Fighters and Rogues should work for the most part. Might needs something for people who want to play an intelligent character with lots of skills. the skill list would also need updated to include things like computer use, or would computers and cell phones be tools? Definitely need to include the modern weaponry, although maybe not have everyone be automatically proficient. I know one of the play test supplements had things for modern clerics and warlocks.
  9. So I currently DM a 5e D&D game. One of my favorite things to do is create my own magic items. The armory sets from Bones 3 seem to me to be perfect candidates to have accompanying RPG stats! To that end, I made up the following. Feel free to steal/tweak these if you like them! Ashen Zweihander Greatsword This magic greatsword adds a +2 bonus to attack and damage rolls. Its hilt is fashioned to look like the skull of a ram. When drawn, flakes of ash fall from the blade. When you hit a creature with the ashen zweihander, you deal an extra 2d6 necrotic damage. If a creature hits you, you may use a reaction to cast hellish rebuke. This power recharges every day at dusk. If you kill a creature with the ashen zweihander, its body is reduced to ashes. The only means of bringing such a creature back to life is via either a true resurrection or a wish spell. Axe of Death Battleaxe This magic weapon is shaped to appear as if the wings of the Angel of Death form the axe head. It adds a +3 bonus to attack and damage rolls made with it. Any creature you hit with the ace that isn't a construct, ooze, or an undead takes an additional 2d8 necrotic damage. In addition, if after you strike a creature it is reduced to 100 hit points or fewer, it must immediately make a DC 17 Constitution saving throw or die. A creature that succeeds this saving throw takes 7d8 necrotic damage. Bonesplinter Reaver Greataxe The haft of this greataxe is fashioned from the bleached bone of a long-dead creature. This magic weapon grants you a +1 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20. When you score a critical hit with the axe, the creature you hit must succeed a DC 14 Constitution saving throw or suffer a severed limb. Succeeding the saving throw results in no additional effect. Crown of the Dust King Wondrous Item This crown was the possession of the King of Dust. It has absorbed some of that being’s power. While wearing this crown, you gain some of the properties of undeath. You do not require food or drink, do not need to breathe, and are immune to poison damage and the poisoned condition. You are able to command lesser undead by your sheer presence. As an action, you may attempt to assert your control over any ghouls, skeletons, or zombies within 30 feet of you that you can see. Make a Charisma check. The DC is equal to 10 + the creature’s challenge rating. If you succeed, the undead is under your direct control. You can issue commands as a bonus action on your turn. Any undead within 60 feet of you, whether under your control or not, has advantage on saving throws to resist the effects of being turned. Dust King’s Aegis Shield This magic shield once belonged to the King of Dust. The shield grants you resistance to radiant damage while you bear it. In addition you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons wielded by good-aligned creatures. Graveyard Shield Shield This shield is marked by the power of death. You can force a creature adjacent to you to fail a death saving throw. This power recharges at midnight. In addition, while the shield is in your possession you cannot suffocate as a result of being buried. Finally, when you kill a creature that is within 5 feet of you, you gain 10 temporary hit points. Hammer of Doom Maul The head of this magic weapon looks like it is fashioned from a rough slab of a tombstone. The fangs of some creature adorn one end. You gain a +2 bonus to attack and damage rolls made with this magic weapon. You may cast bane as an action. This power recharges at dawn. Reaping Greataxe Greataxe This greataxe is cold to the touch, like a bone left out in winter. This magic weapon grants you resistance to cold and necrotic damage. As a bonus action, you can cause sickly green energy to wreathe the head of the axe, changing all damage it deals to necrotic damage. Another bonus action changes the damage back.
  10. Talos- The city of Talos is a back water city state nominally controlled by the Quentrian Empire. Originally a kingdom controlling a large area of the micro-continent it inhabits, it was conquered over 200 years ago by the Quentrians. It's harbor was used a staging point for further Quentrian expansion. With the troubles plaguing Quent from their other conquests, Talos has been left to wither. An ineffectual Governor theoretically rules, but as the posting is seen a punishment and the current governor is barely capable of finding his next wineskin, a group of the native Talosian nobility manages most day to day functions. Most resources were siphoned off to support the Empire's conquests, and Talosian fortunes were in decline prior to being absorbed. Most industry is centered around the capital, with only some farms and the estates of the nobles surrounding. Away from the temperate coastal region, the land is rocky and rugged, not fit for farming. Isolated hill tribes and humanoid encampments are the only inhabitants, though stories tell of other creatures that haunt the hinterlands. Some venture inland to collect rare spices and herbs found only in the wild, and dotting the landscape are ruins hint at a time prior to Talosians. Five years ago, a prospector found unusual metal deposits; Mithral,. The deposit was unusually pure and has draw many outside interests to Talos. In addition to the mithral and other mineral wealth, strange artifacts have been found in some of the ruins, drawing a different kind of attention. These new arrivals and industries have revitalized Talos, wakening the backwater city, casting off the erosion of time restoring the city to some of it's former glory. It is here, at this point of history that you find yourself in Talos. Perhaps you are newly arrived, looking to make a name and a fortune for yourself; perhaps to hide yourself from dangerous enemies in this far away place. Or you may be a native of Talos, looking to improve your station, or steer the destiny of your motherland. All that matters is that opportunity favors the bold, the quick-witted, the adventurous. Major areas of the city:
  11. Chapter 1 Opportunity Knocks Talos, a city brimming with opportunity, gold filling it's streets, available to the brave, the bold, those who are willing to take it. That's what the stories said. You have found the reality to be somewhat different. The recent mithral and mining boom have led to wealth for some; the nobility and the established merchants. The rest of the population is still as dead poor as they have always been. Add to the fact that hundreds, if not thousands or foreigners have flocked to Talos, chasing stories of fabulous wealth and fame and it seems that for every success story there are dozens more of people ending up penniless and broken spirited, buried in a pauper grave (or worse is some of the stories are to be believed). That is why you are here: The Vangyarian Axe. A small tavern nestled amongst a set of dilapidated buildings near where the Narrows, Old Town and the Docks meet. A small, comfortable place, it is run by Sigurd, a Northman who came here some time ago and gave up the sea and adventuring to run this watering hole. The food is nothing speak of, but the beer is plentiful and not watered down. Sigurd brooks no trouble in his establishment, the axe that is the taverns namesake hangs behind the counter to remind those who would not heed other gentler warnings. Your coin running short, you have decided to band together with others in similar straits, looking to find work or an opportunity. You each spend your days out in various parts of the city, looking for work or rumors and meet back at the Axe to share what you have learned, or to wash away another day of dead ends with several tankards of foaming brew. The first bell of evening sounds as the first members of the group arrive to take seats at what has become your regular table.
  12. As you are probably already aware, there is an official Middle-earth D&D 5e setting being released this Summer by Cubicle 7. This will no doubt create strong demand for figures for people's campaigns. I've noticed there are numerous figures already in production that will adapt well. The orcs in KS3, the Mountain Troll in KS2 (a tad Jackson-esque, but perfect for a big Olog-Hai or the like: MORE OF THESE!), the ogres in KS3 (perfect Tom, Bert, and William-MORE PLEASE!), the Balor from KS2 makes a passable Balrog (assuming Balrogs have wings), many dwarves, etc. This is only natural, as D&D is substantially derivative of Tolkien and Reaper's choice of subject matter is substantially derivative of D&D. Now obviously, lacking a license, nothing would be official, and trademarked names would be verboten. However, with this firmly in mind, my question is this: a) which figures already in production do you think work best as Middle-earth characters, monsters, etc., and b) what would you like to see to fill out the traditional Middle-earth bestiary in any potential KS4 or LE KS, bearing in mind that as the actual number of different species of monsters will be more limited, a variety of weaponry, poses, armour, sexes, and the like will be important
  13. Greetings, I have received the ok from LadyStorm to promote my 5e D&D game for ReaperCon 2015. It will take place in a sci-fi setting and will use the futuristic variant rules. Players will be able to choose between Pre-generated bounty hunter characters or create their own based on the 5th edition ruleset. Players will be able to choose their bounties and will have to join forces to bring in their targets....either dead or alive. I will have the Players Handbook, Dungeon Masters Guide, and Monster Manual with me, along with any character sheets, pencils, handouts, and miniatures that will be required to play. Players need only bring a set of dice and/or a miniature of their choice (if not then we can provide that for you). Unfortunately this will not be a D&D Encounters official game and it will not count towards any official characters. However, if you have wanted to give 5th edition a try and/or are looking for a fun twist on 5th edition, then join us!!! Look for my game when registration opens for it! Intended for ages 16+ For D&D basic rules .pdf's please visit: Should you have any questions...please feel free to ask in this thread. Dates and times of the games Thursday April 30, 2015 from 2pm - 6pm (4 hours) Friday May 1, 2015 from 2pm - 6pm (4 hours) Saturday May 2, 2015 from 2pm - 6pm (4 hours) All statistics and race, gender, age, name, etc info will be penciled in to allow for personalization of your character. Pre-made Character Concepts (all classes will start at level 5): 1) Goliath Barbarian (Path of the Berserker) - Mad Max themed off-world/outcast bounty hunter designed for maximum damage and damage reduction. A great front line melee "in your face" kind of character brandishing a Vibro-Great Axe. 2) Human Cleric (War Priest) - This character will wield their holy symbol as their weapon. It helps that their holy symbol is larger than they are and has 12 laser pistols concealed in hidden compartments. They will dish out large amounts of damage, and with the aid of their god, they will rain down pain upon their bounties. 3) Human Fighter (Champion) - This character's class abilities are all given to him/her by a chemical harness attached to their arms, legs, chest, and head. This "poison" will give them immeasurable Strength and Speed that will allow them to push themselves in combat, punching harder and faster than most, and even giving them brief health without any limitations. However, "poison" is highly addictive and the longer it is in your blood stream the more damage it does to your body. 4) Human Monk (Way of the Open Hand) - This ex-Yakuza enforcer is well trained in martial arts and is just as exceptional with his vibro-kitana as he/she is with their fists and kicks. Clad in formal business attire, they can blend into crowded streets and strike down their bounties before they even see the first fist fly. 5) Half Elf Paladin (Path of Vengeance) - This Paladin enters the field of combat dressed in traditional religious regalia, but hidden under their sleeves lies a pair of blessed longswords that will strike down any heretics they find. Normally, he/she is a calm and collected individual, but once they are given a calling, the Paladin will follow it until either their target is vanquished....or they are. 6) Wood Elf Ranger (Hunter) - The Ranger puts the hunter in Bounty Hunter....armed with a laser rifle, an array of traps and gadgets, and dressed to be able to take on a small army, the hunter always gets its prey. They are able to track down their bounties even in the densest of jungles. No one is safe from them. 7) Cyborg Rogue (Assassin) - The rogue is cybernetically enhanced to take out bounties silently and efficiently. The rogue comes with a kitana and laser pistol as well as a state of the art integrated stealth camouflage system. It's almost like they once played game involving metallic gears that are solid. 8) Tiefling Warlock (Fiend Pact) - "If you ask any of the other bounty hunters, Warlocks are the ones you stay away from. it's as if they made a pact with a devil. Sure we can blow things up, but they can summon hellfire and brimstone and not even mess up their black eye liner." - Random bounty hunter 9) High Elf Wizard aka Gearhead (Evocation) - The Gearhead uses technology as their main means of punishment. They can shoot jets of fire from their wrists watches, fire rockets from their shoulder mounted launchers, overload their systems to create shock waves of lightning. Don't let the grey pointy hats and beards fool you, they mean business.
  14. This was in the "Bones We'd Like to See" thread. I didn't want to derail, so here's a new thread. How have giants changed over the years in D&D and other games? Why were they changed? Do the changes make certain minis obsolete, assuming one is strict about base size and scale? Inquiring minds want to know.
  15. I am running my group through the D&D Starter Set so I figured I can share the adventure here. Needless to say, spoilers abound, so if you want to be an unspoiled player for the starter module, I recommend a different thread. My current group is made up primarily of very experienced players, a couple of whom are serious optimizers. We also have a very casual player and a couple more middle of the road players. Conveniently for the starter module, there are five players plus myself. Three of the players had run through an early playtest packet last year. A couple players grumbled about using pregens, preferring to make their own chars. I told them they could make their replacement characters, because I expect a fair level of lethality. Within a very short time the group was looking at how to optimize their characters. They noticed none of the characters are using the best armour available to them, and everyone except the wizard plans to upgrade as soon as they can afford it. The ranged fighter wants the biggest upgrade, he wants to go from leather armour and a 14 ac to a breastplate and a 16 ac. Even though a couple players looked through the basic rules online, I told them they could only upgrade to armour and weapons from the starter set. The simplified rules for dual wielding made the rogue and wizard want to be dual wielders. I think we will need some new miniatures, especially for wizards. Dwarven wizards will be armoured, and with cantrips, wizards don't need ranged weapons. Instead, they are likely to be dual wielding daggers, or for elves, dual wielding short swords. The ranged fighter started calling himself a ranger, so the melee fighter/noble decided he would be a paladin, only without all that pesky good business getting in his way. He embraced his quirks and flaws, and had earned inspiration before the first encounter. Of course he paid for that inspiration with the first encounter. He didn't want to get dirty near the oxen, so he was walking 30' ahead of the rest of the group. Since he was the party tank, no one figured this would be particularly dangerous. The first encounter is an ambush by four goblins hiding beside a couple dead horses. I rolled their stealth, they are quite stealthy so no one's passive perception spotted them. The 'paladin' decided to poke the dead horses, only the 'ranger' mentioned scanning the bushes, but he also failed to spot the goblins on an active roll. As a result, the party was surprised. Two goblins shot their bows, one hit the 'paladin' for 4 damage. The other two goblins charged him, one hit with a 20 roll. the critical roll of 2d6+2 came up with 10 more points of damage, so down went the 'paladin'. Then we rolled for initiative. At this point, the party was a bit panicky. After all, the tank was down before anyone had a chance to react. As a result, they over-reacted a bit. The cleric, with the highest ac in the group, ran behind the oxen to get a +2 cover bonus. He then blew a first level spell, casting shield of faith to crank his ac up to 22! Against 4 goblins. The rogue shot and killed a goblin, then ran behind the cart to hide. Not to be outdone, the wizard also used a first level spell, blowing up a goblin with 3d4+3 magic missiles. He didn't want to risk splitting attacks, so a single one took all three missiles. Then, he ran behind the cart to hide with the rogue. The ranger shot and killed a goblin, leaving one. The goblin fired back and missed the archer. The cleric then threw a handaxe at long range, giving the group an introduction to disadvantage, as one d20 came up 20, and the other came up 5, so the axe missed. The rogue then dispatched the last goblin. At this point, the 'paladin' had only had to make one death save, a fail. Then, the party scanned scanned their char sheets looking for a healing kit but found none. The cleric used his medicine skill successfully, though it brought up an interesting question. If you fail the medicine check to stabilize, can you try again? Can another character try at the same time? Do you make separate checks, or would a second person give advantage to the check? That is what I would have probably done, though I doubt it will be a problem after they reach civilization and resupply. The wizard grabbed At this point, the wizard cast mage armour on himself and used his ability to regain a spell slot during a short rest. The cleric refused to 'waste' his last spell on the 'paladin', so they waited for him to recover (2hrs) and use his hit dice to recover 4 hps. The party then found the goblin trail, tied off the cart and wandered down the trail. The 'ranger' led, and passively spotted the first trap. They bypassed it, then the 'ranger' started actively searching, still failed to spot the pit, but made his save to avoid falling in. They came upon the cave, the three stealthy chars (wizard, 'ranger' and rogue) decided to scout ahead. The rogue spotted the goblins hiding in the bushes. He asked if he could sneak up on them, but I mentioned the water would make noise, so he decided to try and wuxia his way across by stealthily running up one side of the cave mouth and leaping silently across the stream. I told him he'd need a DC 15 acrobatics check, and a stealth check with disadvantage. He rolled a 20 on the acrobatics, and goblins aren't very observant. As a result, he succeeded, and I gave him inspiration. As he snuck up behind the goblins, the wizard decided he could do the same thing, and amazingly succeeded as well. As soon as the wizard reached the goblins, they attacked, killing them both. Facing the dark cave, they realized the big downside of a halfling rogue, who until now had been acting like a rock star. No darkvision, so it's a little hard to sneak through a cave. The wizard though was feeling cocky, so he scouted the entrance, finding the wolves. The cleric used a light cantrip, and while the 'ranger' tried to use his +3 animal handling on the wolves, failing miserably, the halfling dismembered a goblin, taking pieces to feed the wolves. Then, he used his 0 animal handling on them, and thanks to feeding them, only needed a 10 to succeed. He then decided to release two of them, and try to keep the third as a pet and eventual mount. The wizard continued scouting, spotting the goblin on the bridge. He then hid the coin the cleric used for light in his pocket, and led the stealthy types toward the bridge. He cast an offensive cantrip, then pulled the light out of his pocket so they could all see the goblin. He died quickly. Still sneaking, the wizard wandered into the room with six goblins, and failed his stealth roll. Fortunately, the party was quick with their initiative, so they managed to come to his aid before he got overwhelmed. On his turn, the halfling ordered his new pet to attack. I told him it would be a dc 15 and he would have disadvantage since he doesn't really know what he's doing and he hasn't had the pet long. He decided to use his inspiration to cancel the disadvantage, and promptly rolled another 20. Apparently he took the lucky trait to heart. The wolf knocked down a couple goblins, their trip ability is alive and well. The party made short work of the main group, only the wolf was hurt, and then the leader threatened the npc they were looking for. The party kept him talking while the halfling snuck up behind him, and managed to gain most of the info goblins had during the discussion. Thanks to the rogues surprise sneak attack and good initiative, he was dead before he could hurt the npc. We called it a night there, with two rooms left in the dungeon. They did discover all they needed to continue on, but they are a group who rarely leaves a door unopened nor a bugbear unslain, so they are sure to finish the dungeon before leaving. The players were all very positive on the system, and we didn't get too bogged down over the new rules. We couldn't find any flanking references, it seems like it should grant advantage, but I'm guessing rules won't be available until the phb. Opportunity attacks seem very nice, when you succeed on one you don't just do damage, it stops further movement so melees can do at least some battlefield control and protect casters. Hopefully something similar to combat reflexes will be in the phb as well.