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  • Tormyr's Avatar
    Thursday, 29th November, 2018, 02:40 PM
    AAW Games Mini-Dungeon Tome uses symbols with a key to eliminate the repeated words from one stat block or trap to the next (STR, DEX, Attack, etc.). It gets a stat block down to two or three lines.The other thing they have going for them is that they can reuse a stat block between several adventures in the book. I think that including by reference would be the way to go though.
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  • Tormyr's Avatar
    Wednesday, 28th November, 2018, 07:14 PM
    I agree. To follow on Dausuul 's thoughts, a party that feels like they can start fresh, alpha strike, and then go home to rest can easily do a full day's worth of XP without breaking a sweat with good planning, surprise, and good initiative. Retreating enemies also helps the party avoid damage. If a retaliation comes before the party can rest, they might be captured and brought into the...
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  • Tormyr's Avatar
    Wednesday, 28th November, 2018, 07:00 PM
    I think that this idea might benefit from being parts of adventures rather than a complete adventure on a page. Even AAW Games' mini dungeons are two pages: half a page is a 32x20 (or 64x40) map; 1/4 page art; the rest is text. For a "one page adventure"? I think a complete adventure on one page may be a bit too much chopped if it is an adventure in the traditional sense (setup, map, NPCs with...
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  • Tormyr's Avatar
    Wednesday, 28th November, 2018, 10:44 AM
    And I wish I could have gotten the last couple chapters out a bit faster, but when adventure 1 was 48 pages and adventure 4 is 85 pages, the release rate slows down a little. Adventure 5 looks like it will be a bit smaller, so it should hopefully be out a bit more quickly. :)
    32 replies | 2915 view(s)
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  • Tormyr's Avatar
    Wednesday, 28th November, 2018, 09:56 AM
    Oh good, we finally caught up with your group! I am glad you are enjoying it! :)
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  • Tormyr's Avatar
    Sunday, 25th November, 2018, 09:56 AM
    You might want to change this to a wiki thread.
    2 replies | 292 view(s)
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  • Tormyr's Avatar
    Monday, 19th November, 2018, 05:54 PM
    Welcome! I am happy to hear that you are enjoying my adaptation of this amazing campaign saga to 5e. The 5e version primarily adapts the 3.5 version while incorporating some of the 4e content where it builds on the core story while doing things in as "5e a way as possible". I am wrapping up the finishing touches on the fourth adventure, and it should be out in the next day or so. :) Each...
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  • Tormyr's Avatar
    Saturday, 17th November, 2018, 09:02 AM
    Oooh, shiny! Let us know how that works out when it finally happens! :)
    15 replies | 444 view(s)
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  • Tormyr's Avatar
    Friday, 16th November, 2018, 08:04 PM
    All spellcasting in the cone rolls on the wild magic table.
    15 replies | 553 view(s)
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  • Tormyr's Avatar
    Wednesday, 14th November, 2018, 07:01 AM
    There isn't anything stopping you from changing its charisma score. 3.5 and 5e undead often have drastic differences in the last 3 ability scores.
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  • Tormyr's Avatar
    Tuesday, 13th November, 2018, 09:53 PM
    I have an Excel spreadsheet in the downloads section that I use for all my creature creation.
    16 replies | 572 view(s)
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  • Tormyr's Avatar
    Tuesday, 13th November, 2018, 09:39 PM
    It isn't really CR related, but I feal like Weave Drain should be a Charisma saving throw. What is CR related is that monster abilities that trigger a saving throw usually set the DC to an ability score modifier + Prof + 8 (in certain extreme cases double proficiency). The Shadowslain's most relevant ability seems to be Charisma, that would make the DC for Weave Drain 8 + 2 - 2 = 8, which...
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  • Tormyr's Avatar
    Tuesday, 13th November, 2018, 03:45 PM
    I had 8 players for a few years in 5e. Even though the WotC adventures are for roughly 5 heroes, I always calculate them at 4 for the purposes of scaling the encounter when I have a different number of heroes than 4. Since you have 8 heroes, I would suggest doubling the number of enemies in each encounter. Named/unique creatures get 20 hp for each additional PC instead of being doubled (30 hp...
    25 replies | 547 view(s)
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  • Tormyr's Avatar
    Tuesday, 13th November, 2018, 03:18 PM
    The Mad King's Banquet the fourth adventure in the War or the Burning Sky campaign saga, has a whole slew of nobles. Each noble has a CR that is calculated based on the DMG using what the creature "should" have rather than adjusting the stats to fit a certain CR. There is a king with glamered plate armor and a +1 flail that is CR 3. He actually has a fighting background and united the kingdom....
    57 replies | 2016 view(s)
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  • Tormyr's Avatar
    Tuesday, 13th November, 2018, 03:00 PM
    No, I have a tab in my PHB at the start of the spell lists (and at all the other chapters) so reference is quick and easy. Even if they could keep it to a single line per spell, listing those classes on every spell for hundreds of spells equates to 2 pages. I would prefer to keep the 2 pages of spells instead of adding in a cross-link back from the spell to the class.
    124 replies | 3960 view(s)
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  • Tormyr's Avatar
    Tuesday, 13th November, 2018, 02:50 PM
    The following 5e conversions are not WotC but are from 3.5 adventures. Age of Worms War of the Burning Sky
    7 replies | 348 view(s)
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  • Tormyr's Avatar
    Tuesday, 13th November, 2018, 02:19 PM
    The War of the Burning Sky Player's Guide has the Commander subclass for fighters. It rewards players who make a Charisma-based fighter. The Commander gets a number of uses of Leader Tactics equal to their Charisma modifier to use with a small squad of allies, starting with 2 and progressing to 4 at level 17. The commander uses a bonus action* to give an order or shout a word of encouragement....
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  • Tormyr's Avatar
    Sunday, 11th November, 2018, 08:38 AM
    There is a table somewhere around page 40 of the DMG.
    19 replies | 479 view(s)
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Wednesday, 28th November, 2018

Wednesday, 10th October, 2018

  • 07:20 AM - Lylandra mentioned Tormyr in post Question about the structure of Chapter 2
    Hah, nice to see that there are still 4e fans out there :) The 4e version has some cool additions and extra details for the fluff, but there are many occasions where you can see directly that they wanted to increase the numbers of encounters to reach the necessary XP thresholds. If you're currently in adventure 2... Tormyr and I found an error in the 4e version that you may wish to correct: In Anyariel's shrine, there is an Eladrin Knight named Eteranth who is said to be a Solei Palancis, but also sent by an unknown god. Now he does have some info about Shaaladel's/Aurana's betrayal, but this all didn't make much sense: 1) The Solei Palancis are the Shahalesti elite warriors. They are high elves. (or Eladrin, in 4e) 2) The being sent by the "god of healing" to answer Bhurisrava's pleas should be a celestial 3) I can see no way how or why a god could or would command/send Shaaladel's troops, especially those who are kind of involved in the betrayal I guess it all came down to the Eladrin confusion in 4e as originally, the celestial was a Ghaele Eladrin and Eladrin in 4e are just elf people. So you can keep the background (Torfendar, Diashan, House Kiirodel) and just change the Eladrin to a celestial of your choice who has nothing to do with the Shahalesti.

Saturday, 6th October, 2018

  • 10:29 AM - Lylandra mentioned Tormyr in post WotBS advice needed (SPOILERS galore)
    Oh my, so they have really brought this upon themselves. In that case, I love Tormyr 's B team option as they can at least try to help while still seeing the consequences of their decision firsthand. And having Shaaladel as commander is such a great opportunity later on. My group avoided having to deal with him as leader of the Alliance, but they had to let him lead the "Reconquest of Shahalesti" campaign against the fourth. And Shaaladel on his home turf was an extra prick.

Friday, 5th October, 2018

  • 10:51 PM - trencher7 mentioned Tormyr in post WotBS advice needed (SPOILERS galore)
    Guys, thank you sooooooo much for your help! Especially a big special thanks to Tormyr! There is a lot of food for thought. Thank you that you were willing to write in such detail! Your and Mrpereira 's ideas on that matter are brilliant! I will be away over the weekend but I will let you know how I plan to proceed.

Monday, 1st October, 2018

  • 10:04 AM - trencher7 mentioned Tormyr in post WotBS advice needed (SPOILERS galore)
    Alright, session done! Tormyr: my Group was just checking their possibilities and one route to go was to ask one of Lyceum´s mages to summon a flying steed, fly to Korstull and try to find a way into the Castle. So I at least just wanted to be prepared for this course of action. But as always everything did not go according to plan... They failed to get the Lyre of Fabrication from Naizelasa because they did not catch Lowduke alive. The Dragon felt betrayed of her revenge and just let the PCs live because they were able to retrieve the egg. The Group then decided to find out about the raging storm. Knowing that the witches in the swamp were responsible for creating the Tidereaver´s tears and knowing that at least one of the witches escaped during the first encounter, they decided to recruit some of Foebane´s men and return to the swamp in order to see whether the remaining witch(es) are responsible for the storm. The preparations took quite some time. Meanwhile the Theater play had premiere and two days later was t...

Wednesday, 30th May, 2018

  • 08:28 AM - Lylandra mentioned Tormyr in post Witness The Mighty And Terrible Face Of War In A World Of Magic!
    yeah, having no real PF version is quite unfortunate, especially since I DM the campaign for PF as well. But the 3.5 version can be converted without too much of a hassle as long as your players don't do ridiculous optimization. Most of the used monsters are in the PFSRD and the monster DB. NPC's HP, attack and defenses need to be adjusted though, especially at higher levels. 3.5 was rather bad in this regard and therefore most NPC enemies are rather weak. Oh and thanks Tormyr !

Tuesday, 29th May, 2018

Wednesday, 16th May, 2018

  • 09:47 AM - TheSword mentioned Tormyr in post Thoughts on Proficiency and AC
    My biggest issue with this is that it waters down the effect of higher AC from armour at higher levels. I already see too many dex based characters and this would just compound that problem. Effectively you adding +1 to every characters AC every 4 levels. Totally agree with Tormyr that hp are a better representation of taking more damage.

Wednesday, 21st March, 2018

  • 07:57 PM - squirmonkey mentioned Tormyr in post Adventure 12 "Forewarned" Question (WotBS spoilers obviously)
    Ah, bells at the entrance to the tent makes sense. I'll have to make sure to mention the bells before the players know to fear bells... Also Tormyr, I've been playing an on-the-fly conversion to 5e. I'd be very curious when you're finished to see how you converted some of the encounters.
  • 03:02 AM - Quickleaf mentioned Tormyr in post An Earthmote Falls? Reimagining Kuluth-Mar for Tomb of Annihilation
    ...d you imagine a floating city (like Sokovia from Avengers) that crashed into a jungle basin? Kuluth-Mar appeared in the Age of Worms adventure path in Dungeon Magazine; it was an ancient city that Kyuss ruled from, where undeath was glorified as the ultimate goal. Though loosely set in the Amedio Jungle in Greyhawk, it was a site unconnected to the rest of the world; like much of the adventure path, it was meant to be adapted to the DM's setting-of-choice. Pretty much the only area detailed was the Ziggurat of Kyuss; the city was just painted in broad strokes with shallow monster factions vying for control. Eric Boyd (a prolific D&D author who co-wrote Serpent Kingdoms among others) wrote in Dungeon #130 supplement that Kuluth-Mar could be placed in Chult, and offered a compelling history for doing so. It's not canon, but the idea struck me enough to include in my Tomb of Annihilation game. Instead of doing a straight conversion – which Tormyr has already done a fine job over here – I decided to advance the timeline, focus on the city holistically, and incorporate a friend's idea of a "crashed sky city." Adventurers raided Kyuss' ziggurat at the center of the ruined city, causing the cactus/key-shaped spire at the top to crumble. When it fell, it destroyed the obsidian wall around the ziggurat keeping spawn of Kyuss within, but also led to destruction of many monsters/traps in the ziggurat. During the Spellplague (which I'm making more like "Acererak's Cataclysm" to tie it to the adventure without involving lots of FR meta-plot), an earthmote lifted up the entire city of if it was Ubtao's hand itself lifting the corrupted place toward the sun...or perhaps Acererak's magic lifting the city up to reach something beneath it? The city already rested in a swampy valley, so this uplift turned the valley in...

Wednesday, 7th March, 2018

  • 07:53 AM - Quickleaf mentioned Tormyr in post Age of Worms Adventure Path
    Thanks for these conversions Tormyr! I'm considering adapting the ruined city of Kuluth-Mar (from The Spire of Long Shadows, Dungeon #130) for a Tomb of Annihilation game involving Kyuss, placing it in the jungles of Chult, and assuming that past adventurers mostly cleared it out and killed Ma'kar the spellweaver lich. Any suggestions on further detailing the ruined city as an adventure site?

Thursday, 4th January, 2018

  • 05:27 PM - OB1 mentioned Tormyr in post Need suggestions for epic tasks worthy of a demigod
    ...e a demigod of some kind. Each PC will need to have credit for accomplishing a task that proves them worthy of the title. I'm not looking for specifics on how to accomplish the task, rather just big, flavorful ideas that have the potential to be handled in many ways. Each should also be tied to a specific Outer Plane. Hoping to get at least 20 potential quests to provide. The list so far... 1. Bring and end to Dionysus' 742 year long drunken celebration with the Bacchae in Arborea 2. Return Gan's glade in the Beastlands to it's natural state. Thanks, @Eltab 3. Steal Acereraks' family jewels from his prison in Carceri. Thanks, @ArchfiendBobbie 4. Collect all of the pine cones in the Vindmere Forest of Arborea. Thanks, @Ganymede81 5. Assist Mahlhevik in parting the Silver Sea so that Sytris and Japheth may visit him once more. 6. End the Wearbear curse sweeping through the Serpent Spine in Ysgard. Thanks, @Landon Guss 7. Help Lily and Adoma reach Nirvana. Thanks @Draegn & @Tormyr 8. Get Sys's boulder to balance atop the highest peak of Shurrock and Dothion. Thanks, jrowland Thanks in advance for the help!

Sunday, 31st December, 2017

Sunday, 10th December, 2017

  • 09:59 AM - UngeheuerLich mentioned Tormyr in post Super Monk Jumps
    ...e magical effect of the bonus action Dash is another 40 feet as it does not combine with the haste, and the total movement would be 200 feet. This starts to get a bit weird as to where the combination happens in my opinion. 2.b. It can also be considered that the Step of the Wind and haste are not affected by the magical effect combining rules because the give different effects. The spell haste doubles speed and Step of the Wind gives a bonus action Dash. In that case, the bonus action is 80 feet, and the total movement available on that turn is 240 feet. This is the interpretation I follow. Thank you for answering my questions about haste and dash. I would also rule 240ft here. In my opinion 5e tries to be as simple in many regards as possible. In my book just multiplying several times is easy or not allowing the stacking at all is too. Using the middle ground is also a good but slightly mire complicated way of ruling. Sent from my GT-I9506 using EN World mobile app Edit: Tormyr the section was added by errata.

Tuesday, 21st November, 2017

Monday, 20th November, 2017

  • 09:28 PM - Fanaelialae mentioned Tormyr in post So Was That Z Fellow right?
    ...p more damage per round, you simply can't use the same 20 round metric to see how much more damage you're doing. That's bad math. The fighter with the feats doesn't add an extra 100 points of damage (5 extra points for 20 rounds) like what is the logic FrogReaver has claimed. The fighter with the feat will go through those 200 HP in 14 rounds (rounded up). So that's 5 points for 14 rounds, not for 20 rounds. Or 70 extra points, not 100. It may seem like a minor difference, but if you want your math and scenario to be accurate, you have to factor it in. Bottom line is that the fighter with the feat isn't doing as much extra damage as claimed unless the monster HP is infinite. Which it can't be, because then your rounds of combat per rest value would be infinite as well. There can be an argument made about how extra damage means beating the encounter faster which means good, but that's a different argument, and isn't what is being claimed. An interesting point but, much as Tormyr did, the DM with the higher damaging fighter may simply up the challenge a bit, thereby maintaining encounter length. In that scenario, GWM/SS et al become less of a damage buff and more of an experience bonus for the party. Granted, some DMs won't like it that, but that's yet another factor to take into account when deciding for yourself whether these are too good or just quite good. It's the problem with any white room scenario. You have to make certain assumptions, otherwise the complexity spirals out of control. Party composition could be a factor. The types of monsters your DM likes to use could be a factor. Overkill damage is probably a factor. Even terrain might factor in. Still, I think you're right to point out that these are over-simplifications. I think white rooms can be useful, but only so long as one keeps in mind that they won't accurately model the complexities of what actually goes on during real play. They're more like estimations of what you might be able to...

Thursday, 21st September, 2017

  • 10:54 PM - robus mentioned Tormyr in post Flabbergasted by my players last night! [SKT Spoilers inside...]
    Wow - great story Tormyr!
  • 03:18 PM - LordEntrails mentioned Tormyr in post Printing/Laminating the Map of Faerun
    I couldn't get to the map via your link. I was going to check what the resolution of the image you are wanting to print. My experience is that typically the images made available from WotC are not high enough resolution to have printed very large. When Tormyr says you will want 300dpi, that means if you want the print size of 24x36" means the image needs to be atleast 7200x10800 pixels. I will add that 150dpi will give a nice poster, from a distance. But as mentioned, don't expect to read the text and you will see pixelation and/or blurriness up close.

Wednesday, 26th July, 2017

  • 06:20 PM - robus mentioned Tormyr in post Why does WotC put obviously bad or illogical elements in their adventures?
    And the pièce de resistance has to be the gathering of giant leaders with no explanation for their presence (and while the hill giant is absent - though that actually dovetailed neatly with events for me) but still, the ordning is broken and yet giants are still sitting down to tea together (effectively) - why?! No reason... but of course my players ask that obvious question, leaving me to scramble for some plausible answer! Edit: Tormyr pointed out that this was a misfire on my part - I'd forgotten the brief description given for their presence, though my answer was quite similar (though driven from Serissa's side rather than theirs).

Tuesday, 6th June, 2017

  • 06:49 AM - Quickleaf mentioned Tormyr in post Monster Conversion help? The Singing Tree
    Thanks Tormyr, great analysis! Leaf off the puns :) This is for a roughly 15th-16th level party, so no Flurry of Leaves (similar to Horrifying Visage) defensive benefit. However, I'm thinking I should treat the "advantage to attack creatures charmed by tree" similar to Pack Tactics. Here are my revised CR calculations... Defense CR 11 eff. HP 232.5 = 138 HP * 1.25 (for resistances) + 60 HP (regained from needle-leaf) eff. AC 16 = AC 14 + 2 for Magic Resistance CR 11 Offense CR 9 DPR = 48 Round 1: Flurry of Leaves 12.5 * 2 PCs = 25 Round 2: Multiattack 7.5 * 8 = 60 Round 3: Multiattack 7.5 * 8 = 60 (25+60+60) / 3 = 48.33 eff. Attack +10 = 9 + 1 (conditional advantage from Somnambulant Song, similar to Pack Tactics) CR 7, bumped up to 9 due to attack bonus Total CR 10 = (11+9) / 2 ... I'm thinking of combining the Singing Tree with some terrain hazards, or minor monsters, or something to make it a little more interesting for a high-level party.

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Wednesday, 14th November, 2018

  • 05:25 PM - SatanasOz quoted Tormyr in post Conversion help - critique my stat blocks for Cormyr: Tearing of the Weave
    I've heard there are calculators out there, but I don't use them. I have lots of experience converting & DMing, and I trust myself more than any calculators. I use the DMG page 274 guidelines as a starting point, but often compare to other monsters in the game, and prefer to playtest when possible. Like with most D&D design, one of the fundamental questions I ask myself when doing conversions is "what is similar to this new weird power/trait that already in the rules (e.g. a spell, monster trait, class feature, magic item, etc.)? what can I reasonably compare it to?" I don't stress too much about pinning down exact CR because, well, the CR system isn't exact. If you're within the same ballpark and same tier-of-play, that's close enough. Since for now, this is indended for my one game, I will not get a chance to playtest - but that means I am all the more glad for insight and experience like yours to draw upon. There isn't anything stopping you from changing its charisma score. 3...

Tuesday, 13th November, 2018

  • 11:27 PM - Azzy quoted Tormyr in post Anyone else find this really irritating?
    No, I have a tab in my PHB at the start of the spell lists (and at all the other chapters) so reference is quick and easy. I made a pdf of the spell lists that includes the spells from the PFH, SCAG, & XGtE and printed it out. It doesn't include the subclass spell lists, though.
  • 09:58 PM - SatanasOz quoted Tormyr in post Conversion help - critique my stat blocks for Cormyr: Tearing of the Weave
    It isn't really CR related, but I feal like Weave Drain should be a Charisma saving throw. What is CR related is that monster abilities that trigger a saving throw usually set the DC to an ability score modifier + Prof + 8 (in certain extreme cases double proficiency). The Shadowslain's most relevant ability seems to be Charisma, that would make the DC for Weave Drain 8 + 2 - 2 = 8, which seems more appropriate if the heroes are going to fight more than half a dozen of them down the road. You also might run into a bit of a game slowdown here. If a hero starts within 10 feet of half a dozen of them, that is a lot of saving throws they suddenly have to make at the start of their turn. Charisma would also fit, due to the whole "force of personality" concept behind the attribute. They resist by sheer gall. Would make it tons easier for the PC in my particular game, though. The affected casters are a bard and a warlock. That is why I went for con - the attribute also linked to concentration ...

Sunday, 11th November, 2018

Saturday, 10th November, 2018

  • 05:46 PM - DNDScholar quoted Tormyr in post Carrion Crown Pathfinder Adventure Path converted to 5e
    Looks pretty good to me! If you are ever interested at looking at LaTeX for a future project, I manage a GitHub project for a formatting package. LaTeX has an interesting learning curve, but the output is a PDF that will not be changed on you (and you can post to the EN World Downloads section). Thanks for that! I'll check it out sometime. I have fixed the source code for all of my Homebrewery docs and have put in some backup code that will hopefully preserve formatting if they change their system again. Everything should be up and looking good again! I will have the third adventure conversion published soon. This one adds A LOT more enemy stats and focuses on Werewolves. Should be fun for anyone wanting to lift some ready to use different Werewolves for their own horror game. I was a little bummed there weren't more werewolf templates in Castle Ravenloft...

Friday, 2nd November, 2018

  • 07:40 PM - Retreater quoted Tormyr in post Rating 5e adventures - best for my group?
    How long do you want the campaign to last, and how long are your play sessions? Our play sessions are around 3.5 hours of actual play. How long the campaign should last? I don't know the answer, except I think the players would like to see their characters reach kinda high levels.

Saturday, 20th October, 2018

  • 08:32 AM - 5ekyu quoted Tormyr in post 5E's "Missed Opportunities?"
    I have a few things I added for inspiration, mainly stolen from Star Trek Adventures (STA). They make inspiration a more frequent part of the game and help things move along. 1. If the heroes go out of their way to help someone, be heroic, complete an optional task, or achieve the best possible outcome for a quest, I will give inspiration. More inspiration creates a positive feedback loop like STA's Momentum. 2. I allow inspiration to be used to create minor alterations to the narrative like a higher Momentum spend in STA. Say the heroes need a climbing kit but no one has it. Someone can burn their inspiration to spend the money, and hey! They had a climbing kit all along. Another possibility would be having a hero trying to sneak in a locked window. Spending inspiration means that the window just happened to be unlocked. 3. My players used to spend time just looking at each other wondering who would suggest what to do next as I would prompt them, "So what do you want to do?" At our last s...

Tuesday, 16th October, 2018

  • 09:02 AM - trencher7 quoted Tormyr in post WotBS advice needed (SPOILERS galore)
    1. Did they came off a long rest and burn through all of their resources on the young chuul and skeletons? If so, they need to figure out how to last longer. There are several adventures in the future that stretch the heroes to the breaking point. 2. Did they go back in the fire tomb and rescue Sheena? They will need someone to provide teleportation services. 3. They should learn about the teleportation beacon, as more will show up in adventures 5 and 12. 1. No, they only rested after they retreated from the Fire Tomb. They thought that every passing minute more people will die, so they kept pushing on. In the meta- afterthoughts though the Players told me that really enjoyed being forced to retreat. 2. Whatever happenes, Sheena will be rescued from the fire tomb. Either by the PCs or by an elven entourage. 3. And so they will either find the beacon themselves or it will be brought to their attention during the council Meeting with the Elves

Saturday, 6th October, 2018

  • 09:35 AM - Mrpereira quoted Tormyr in post WotBS advice needed (SPOILERS galore)
    P.S. And Mrpereira, having Shaaladel be the allied commander, completely cruel punishment, but totally appropriate to the situation. ;) I laughed out loud when I read, "if only Foebane was still alive." I liked that part too :) I was evil enough to force feed them Shaaladel in my campaign. When it came down to the discussion as who would lead I had him pull out the document the players signed giving him authority. Watching the players realize what they did and actually have them vote for him as leader… that was fun :)

Monday, 1st October, 2018

  • 01:31 PM - trencher7 quoted Tormyr in post WotBS advice needed (SPOILERS galore)
    So I am curious why the heroes did not decide to attend the play. 1. Did they get the tickets from Giorgio at the war council? 2. Did Simeon ask them to attend? 3. Did they get the vision from Crystin/Foresight? If they received all those nudges and still did not attend the play, then their absence may have doomed Seaquen. They got the tickets/ Invitation from Giorgio during the council. Just before they were leaving into the swamp Simeon had a Meeting with the Bard from our group. The Bard even participated in the play in some minor roles as an extra. Simeon asked him about the play and mentioned that it would be great if all dignitaries and the PCs would attend. It seems that doing something against the storm was more important to them. I was quite sure that they would attend the play so I planned Crystin´s vision to happen shortly before the actual event during the play. Maybe I will treat Katrina´s behaviour as a vision of things to come and will find a reason that the "special play" w...

Monday, 24th September, 2018

  • 08:58 PM - billd91 quoted Tormyr in post Pathfinder APs in 5E
    Out of interest, are you doing your own conversion of the PF version, or are you using my conversion of the 3.5 version? I am consulting it for ideas in the conversion, taking some bits from it and doing some of my own. I'm finding it quite helpful. Thank you for putting your notes together and sharing them.

Wednesday, 19th September, 2018

  • 08:12 PM - S'mon quoted Tormyr in post Tell Me About Your Experiences With High Level 5E
    I always use the table on page 38 of the DMG when bringing new PCs in at any time other than the beginning of a campaign. I also let them use the gold to "buy" magic items: Common - 50 gp Uncommon - 500 gp Rare - 5,000 gp That's pretty much what I do. I let 5th level PCs start with 1 Uncommon item + 100gp. I don't let new PCs start above 8th level, but when I did (running an AP) I used the DMG table Medium Magic settings. I'd generally suggest Tier 2 PCs should have an Uncommon item, Tier 3 a Rare & 2 Uncommon, Tier 4 a Very Rare, 2 Rare, and 3 Uncommon would work (watch the attunement limit - there are several handy non-attunement Uncommons useful at all levels). But 5e item rarity allocation is very haphazard so best to use a curated list. My Uncommon Items list for starting level 5 PCs: +1 weapon, +1 shield, goggles of night 60' darkvision, bag of holding, cloak of elvenkind, Boots of Striding and Springing, Gauntlets of Ogre Power STR 19, Gloves of Swimming and Climbing,...

Sunday, 16th September, 2018

  • 11:14 PM - Vienneau quoted Tormyr in post Age of Worms Adventure Path
    4. The aboleth fits thematically with the mind flayer and fits the CR. Enslave has a chance of taking a PC out at the expense of 36 damage, but the advanced Octopin is on its own and will likely be overwhelmed. It crawls out of its tank, so the mucus does not come into play. It is a young creature and does not have lair abilities which would alter the CR anyway. It is more deadly than the mind flayer arcanist, but that is more a factor of encounter building in 3.5 vs 5e. In both, a CR 10 creature makes a "10" encounter, whether EL 10 in 3.5 or a Medium encounter for 4 level 10 PCs in 5e. However 3.5 doesn't provide as much of a boost from additional creatures in an encounter. The 3.5 final encounter has a CR 11 and two CR 6 creatures. The 5e version has a CR 8 and two CR 4 creatures, and that still runs on the "high" end of the encounter difficulty (barely Hard for 4 PCs; solidly Medium for 8 PCs). 5. I tried to get the cursed magic items to be more 5e in their implementation. The biggest t...

Sunday, 5th August, 2018

  • 09:20 PM - Yaarel quoted Tormyr in post What Do You Pick First
    I go with a concept first and build to the concept. Sometimes the race comes first, other times the class fits first. Same here, but the concept is not complete until both are decided. Sorta like figuring out the super power also requires an origin story.

Friday, 3rd August, 2018

  • 07:48 AM - ccs quoted Tormyr in post What Do You Pick First
    I go with a concept first and build to the concept. Sometimes the race comes first, other times the class fits first. Yeah, I guess this best describes my own approach. Let's use my 1/2ling sisters for ex: 1st we have Bree Burrfoot. 1/2ling warlock, fey patron, chain pact. About 11 years old. Bree started as an NPC quest giver when I reworked an encounter in an old module & combined it with part of a DC module involving a pseudo-dragon. The inn where this encounter took place was run by a 1/2ling. So I just built up the details of his family. His oldest daughter Rose had gotten herself in trouble and had been abducted. Bree was trying to help her - by recruiting some passing adventurers for a side quest - before Dad found out. She offered them an upfront reward. The catch was that they had to shine down to tiny size, venture through a series of vermin tunnels beneath the inn & retrieve said reward from her pseudo-dragon friend Scales. She'd show the the way. I made her a l...

Thursday, 12th July, 2018

  • 09:50 PM - JacktheRabbit quoted Tormyr in post Crit and death saves mean automatic ability score damage - Too gritty?
    I think the loss of a point on a successful death save is a bit much, but I generally avoid ability score damage in general. 5e is balanced on damage and hit points, and adjusting a creature's hit points directly affects its ability to survive an adventuring day. The barbarian in your example needs those hit points to tank. Realistically, it places how much Constitution damage the PCs take directly in the hands of the DM. If the DM loads up on deadly encounters, the party will take Con damage because PCs will go unconscious here and there. Players may slow down how much adventuring they do and retreat when they are less than full hit points, causing a recurrence of the 5-minute workday. Possibly, but I find that the 5 minute work day is as much a function of having players who shoot their load at every battle or lots of players running character who regain a lot at every short rest like warlocks and monks. Both of you are right it can change the feel of combat, it makes it more dange...

Monday, 9th July, 2018

  • 06:03 PM - Benathalis quoted Tormyr in post War of the Burning Sky 5E #2: The Indomitable Fire Forest of Innenotdar
    It took 16 days for chapter 1. Start looking for it in about 2 weeks. That includes the time for the proof copy to be printed and sent to @Morrus for approval. EDIT: Ninja'd by @Morrus with a better explanation. Figures. :D And welcome to the boards, @Benathalis. Have some xp. Thank you both for the quick response and info.

Thursday, 28th June, 2018

  • 03:47 PM - smbakeresq quoted Tormyr in post Hang Time - What if you jump farther than your speed?
    I have found that in most circumstances, a creature's jump distance fits within their remaining movement if they take the Dash action. My house rule to accommodate things like the jump spell: 1. Your jump distance is limited by your total available movement in a turn (with using the Dash action as much as possible). For most PCs this would be 30 + 30 (Dash) = 60 feet. 2. You must land on your next turn, using movement and the Dash action if necessary. 3. You jump ends if you are knocked prone (or incapacited if you needed the Dash action) while in midair. 4. You may exceed your automatic jump distance with a successful Strength (Athletics) check. The DC is the distance of the gap. You may add jumping bonuses, such as those of the Champion and Thief, to the check. Essential what I do but I also add in a bonus for speed to help out monks. It doesn't make any sense that a fighter in plate mail with 20 Str can just move 10' and then jump 20', naturally out jumping a monk with 10 Str and...

Wednesday, 13th June, 2018

  • 08:53 AM - trencher7 quoted Tormyr in post WotBS advice needed (SPOILERS galore)
    Nice job with Haddin! ;) You can´t imagine... They hate him so much right now :cool: OMG: The more questions I have, the more stupid I feel... Is there any common knowledge about the creation of the Torch? And thanks a lot to all of you who contributed to this thread so far!

Monday, 4th June, 2018

  • 03:11 PM - trencher7 quoted Tormyr in post WotBS advice needed (SPOILERS galore)
    If they got all 3 opposing offers and still tried to silence the song, then they made their choice. As for information they might find out in Seaquen: - Why does teleporting no longer work? (Is it at this moment possible to give any answer to this?) The timing points to Coaltongue's alleged death, but no one can be sure without divination magic or by visiting castle Korstull. - Is there any information about the Trillith/ Trilla herself available? Not really. Trilla was only evacuated under Gate Pass ~60 years Before the Scourge. Few trillith have escaped the dream world since then. With little contact, people did not even know there was something to research as Trilla's evacuation to Gate Pass was only know by a few Taranesti. - What does one know about the song of forms (they only know that there might be one surviving Seela, Etinify, who might know the song of forms) Some of the elves in the ghetto at Gate Pass might be refugees from Inennotdar and would be aware of the Song of Fo...

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Tormyr's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
Zeitgeist: The Added Files
These are other files that can help you when running Zeitgeist. They are created using EN Publishing art assets and have been posted here with permission from Ryan Nock (@rangerwickett) for personal use only.

Bonds of Forced Faith.
- Mountain Ascent...
199 +1 2 Sunday, 9th July, 2017, 07:24 PM Sunday, 9th July, 2017, 07:24 PM
Alternate Falling Damage
I wanted to make a falling damage and speed system that was (very) loosely based on falling speed and terminal velocity. This is something that mechanically stops monks and barbarians from being able to fall arbitrarily long distances with little to ...
269 +1 1 Thursday, 25th May, 2017, 11:19 PM Thursday, 25th May, 2017, 11:19 PM
Age of Worms Adventure Path
This is a conversion of the Age of Worms adventure path from 3.5 to 5e. You will need a copy of the adventure (, adventure supplement (, Player's Handbo...
20692 +7 13 Sunday, 24th May, 2015, 07:45 AM Friday, 2nd June, 2017, 05:40 AM
Monster CR Calculator
This excel spreadsheet implements the monster creation and CR calculation guidelines from pages 274-281 of the Dungeon Master's Guide. It includes the steps listed from those pages that effect CR. Fill out the yellow spaces in the spreadsheet as app...
3731 +3 1 Monday, 5th January, 2015, 01:00 AM Friday, 23rd September, 2016, 05:16 AM
Legacy of the Crystal Shard
This document converts Legacy of the Crystal Shard from D&D Next to 5e. You will need a copy of the adventure (
1611 +2 1 Saturday, 3rd January, 2015, 05:20 AM Saturday, 3rd January, 2015, 05:20 AM
Encounter Builder with Smooth Scaling
This encounter builder provides a smooth scaling of the encounter building multiplier when increasing numbers of monsters or player characters. Just type the level and number of player characters at each level and the CR of monsters and the number a...
777 +5 1 Wednesday, 31st December, 2014, 10:51 PM Wednesday, 31st December, 2014, 10:51 PM
Spell Card Generator
If you are like me, you like to have all of the information for a creature when you are running a game. One of the difficulties in 5e is that spells are included in creature stat blocks by reference. All you get is a spell name. For a while, I used o...
3443 +4 1 Monday, 15th September, 2014, 07:19 PM Monday, 15th September, 2014, 07:19 PM

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