D&D 5E Dead in Thay Community Resources

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by AlHazredLiane the Wayfarer:

I had started this in the Season 17 forums earlier in the week. Should be moved here now.
On page 24 of the module, it says, "Each Red Wizard encountered in the adventure... carries 1d4 − 2 (minimum 0) scrolls, each containing a random arcane spell of 1st or 2nd level, most often darkvision, daylight, detect magic, identify, invisibility, or thunderwave." Okay, daylight is actually 3rd level, but whatever. I made a table to randomly generate these spells:
Random Red Wizard Scroll Spells:
Roll        Spell
01           alarm
02           arcane lock
03           blur
04           burning hands
05           cause fear
06           charm person
07           color spray
08           comprehend languages
09           darkness
10-19     darkvision
20-29     daylight
30-39     detect magic
40           detect thoughts*
41           disguise self
42           false life
43           feather fall
44           find familiar
45           flaming sphere
46           fog cloud
47           gentle repose
48           grease
49           gust of wind
50           hold person
51-60     identify
61-70     invisibility
71           jump*
72           knock
73           levitate
74           longstrider
75           mage armor
76           magic missile
77           magic weapon
78           melf’s acid arrow
79           mirror image
80           phantasmal force
81           protection from evil
82           ray of enfeeblement
83           rope trick
84           scorching ray
85           shield
86           sleep
87           sound burst
88           spider climb
89           suggestion
90-99     thunderwave
00           web
An asterisk indicates a spell given to some creatures in the module, but not in the 101413 playtest materials; these can be found in the Interim Rules Supplement Spells document.
 
Using my table, I've generated 25 sets of Red Wizard treasure for the module. I have checkboxes next to them on my sheet, so I can mark them off as I use them.
Random Red Wizard Treasure Table (mark off as used):

  • 18 gp, no potions, 1 scrolls (remove curse)
  • 11 gp, 1 potion (healing), and 1 scroll (dispel magic)
  • 4 gp, no potions, 2 scrolls (both daylight)
  • 34 gp, no potions, 2 scrolls (false life, magic weapon)
  • 28 gp, no potions, no scrolls
  • 19 gp, 1 potion (healing), no scrolls
  • 35 gp, no potions, 1 scroll (dispel magic)
  • 28 gp, no potions, 2 scrolls (gentle repose, magic weapon)
  • 38 gp, no potions, no scrolls
  • 4 gp, 2 potions (healing, invisibility), no scrolls
  • 4 gp, 2 potions (healing, invisibility), and 2 scrolls (identify, invisibility)
  • 5 gp, 1 potion (healing), no scrolls
  • 34 gp, 2 potions (healing, climbing), and 2 scrolls (darkvision, invisibility)
  • 33 gp, 2 potions (healing, flying), and 1 scroll (dispel magic)
  • 18 gp, 1 potion (healing), no scrolls
  • 35 gp, 2 potions(invisibility, climbing), no scrolls
  • 37 gp, no potions, 1 scroll (invisibility)
  • 35 gp, no potions, 1 scroll (identify)
  • 40 gp, 2 potions (healing, invisibility), no scrolls
  • 9 gp, no potions, 1 scroll (web)
  • 9 gp, 1 potion (healing), no scrolls
  • 8 gp, no potions, 1 scroll (identify)
  • 15 gp, 2 potions (invisibility, climbing), and 1 scroll (remove curse)
  • 39 gp, no potions, 2 scrolls (daylight, sleep)
  • 8 gp, no potions, 1 scroll (gentle repose)

Originally posted by SublimeBW:

Little late but here is the contract I am making my players sign today. I tried to make it pretty clear that people will more than likely die but also ended it on a light note followed by one dark note.
 
I, ______________________, understand that my character ______________________ will be participating in the deadly dungeon known as the Doomvault and the chances of character death (either by combat or traps) can be high I treat this as a normal campaign. I understand that not all fights are meant to be fought and that discretion is the better part of valor. I understand that if my character dies that I cannot be mad at anyone or anything, including but not limited to the DM, myself, another player if they set off a trap that leads to my death, a player that charges into a fight when they should not have, the dice, the table or the sun shining through the store window causing a glare that temporary blinded me. I understand that if my character dies I have the option of either:
  • Bringing my character back as an undead character with the following adjusted statistics
    • ½ of normal maximum hit points
    • Immune to disease, hunger, sleep, suffocation and thirst
    • Is soul-bound to the Doomvault and will permanently die if I attempt to leave  the Doomvault
    • Can become a wight under the control of the Red Wizards if the character remains in the state of undeath for too long
    • Undead state can be reversed in Undying Laboratory but the steps to do so is unknown by anyone I have access to at the start of the campaign and must be found by my group. No free passes on gathering this information will be given by the DM and if the secrets are not found my character will remain in the Doomvault to become one of the Red Wizards minions or die (for good) while attempting to leave
    • All other statistics remain the same as if my character was living
  • Create a new character
Furthermore, I understand that if my character does make it through the Doomvault alive and in one (or multiple) piece(s) that character will be known as a badass among badasses, a man among men, and a savior of the good peoples! I understand that songs will be sung about my character throughout the North. I understand that my character will reap the riches of any plunder found on those dastardly, now dead, Red Wizards. And finally, I understand that the followers of Szass Tam will more than likely pursue my character’s death for the rest of its natural life.
 
 

Originally posted by Vobeskhan:

https://www.dropbox.com/s/cxgvmhx2n1jwvkn/DM-screen.docx
 
This is the DM screen I made for myself so I wouldnt need to flip back and forth during play. Feel free to use and amend for yourselves. It inlcudes the Red Wizard treasures from AlHazredLiane the Wayfarer's OP (many thanks buddy).

Originally posted by Spykes:

Feetz wrote: 
Vobeskhan wrote:https://www.dropbox.com/s/cxgvmhx2n1jwvkn/DM-screen.docx
 
This is the DM screen I made for myself so I wouldnt need to flip back and forth during play. Feel free to use and amend for yourselves. It inlcudes the Red Wizard treasures from AlHazredLiane the Wayfarer's OP (many thanks buddy).
 
 
Any chance of getting a pdf version of that for those of us too lazy to make our own and don't have Word?
smile.gif
 
PDF version
 
https://drive.google.com/file/d/0B8bFNMq_PApNeEdEcmk3RGVxZG8/edit?usp=sharing

Originally posted by AlHazredLiane the Wayfarer:

Hmmm... damn forums ate my post!
 
I'm a little unhappy with the brief way the Lore bits are given to the players. Sure, I can print them out on cards and dole them out, but I think that with a little prep, they can give the players an idea of the breadth of paperwork their characters are actually sorting through to find the relevant bits of information they need.
 
So, I made some things, you can find them here: https://flic.kr/s/aHsjYeLHjQ I started with the Temple of Extraction lores, and intend to do the Phylactery Vault ones tomorrow. I welcome commentary on if they're worthwhile and how they can be made better.

Originally posted by sliceoffruit:

I made hand out for players to fill in the locations they can access on their glyph key. As you find new glyph keys and the players succed in their Arcana checks they can add new locations to their 'master' glyph.
 
View it here. 

Originally posted by thugmeister:

I've customized some of the magic items using the suggestions in the Interim Rules for Magic Items.  So far I'm just working ahead of the party's likely exploration path.  These aren't really any more powerful than the generic versions, but they have a decent amount of flavor and I find them more evocative of rich backstories for how they came to be in the Doomvault.  I'll post more as I get to them.

Elfbane Dagger of Venom
Origin: Drow craftsmanship
Material: The hilt is made of bone. The blade is of a purple and black adamantine mithral alloy.
Attuned Properties:
  The hilt vibrates with an almost indiscernable purr when elves are within 120 feet.
Minor Properties:
  This weapon hates elves and anyone who bears it will feel pleasure whenever they witness the suffering of elves.
Activation:
  The venom power automatically refreshes if the dagger is used to stab an elf.
History:
Therdiana Dawntracker, an elven paladin who led an expedition into the Underdark, was sacrificed to Lolth as part of the construction of this weapon. The hilt is made from her thigh bone. Designed by Drow as part of an assassination plot against their cousins, it has been used to murder many Drow and Elves.
Property:
Attacks made using this weapons have +1 to attack and damage rolls. Attacks made against Elves are at +3 to hit and damage.
The saving throw DC of any poison you apply to the dagger increases by 2.
Once per day, you can use an action to cause thick, black poison to cover the dagger’s blade. The poison remains for 1 minute or until you hit with an attack using this weapon. When you hit a living creature with this weapon while it’s coated in this poison, the creature must make a DC 15 Constitution saving throw. On a failed save, it becomes paralyzed for 1 minute. The DC of this poison is 17 vs Elves.

Abyssal Greatsword
Origin: Abyss
Material: Abyssal Iron, pitted and dull black
Attuned Properties:
  The bearer can speak and understand Abyssal
  The bearer experiences no ill effects from temperatures between 0-120 degress fahrenheit.
Property:
Attacks made using this weapons have +1 to attack and damage rolls.
 
Platemail of Invincibility
Origin: Ancient human civilization
Material: highly ornate, unbreakable crystalline material
Attuned Properties:
  The wearer is confident that they are protected from harm by the armor.
  Dirt and grime never accumulate on this item, or its wearer.
Property:
  This armor provides a +1 enchantment bonus to armor class.
Secret:
The wearer of this plate armor has a –2 penalty to Armor Class. In addition, when an enemy scores a critical hit against the wearer, the armor falls off, leaving its wearer unarmored (but still attuned to the armor). While attuned, the wearer cannot choose to wear any other armor. The wearer can end attunement to this armor only if the curse is ended.
This is actually platemail of Vulnerability.  It was gifted to an ancient human prince by his half brother as part of an assassination plot.  The ornate workmanship hides vulnerabilities where the plating will slip aside to let an attack penetrate. This armor has a -2 enchantment modifier to armor class, the apparent +1 is a delusion to fool the unwary.  Furthermore, it will fall off the wearer whenever they are struck by a critical hit.
This cursed magic armor functions as normal plate armor until attuned to its wearer.

Axe of the Lone Watchman
Origin: Dwarven
Material: mithril steel alloy
Attuned Properties:
  The bearer experiences sadness in resonance with the first bearer of this axe, who died alone while facing overwhelming odds
  The whispered warnings of the spirit within the axe grant a +2 enchantment bonus to initiative checks
Property:
  Attacks made using this weapons have +1 to attack and damage rolls.
 
Great Sword of the Joyously Obedient
Origin: Thayan arcane manufacture
Material: steel, elaborate gold hilt, scarlet runes run along the blade
Minor Properties:
  This item floats on water
  The bearer of this item feels joy whenever carrying our an order from a Thayan Red Wizard
Property:
  Attacks made using this weapons have +1 to attack and damage rolls.

Originally posted by thugmeister:

Vobeskhan wrote:Guys I havent seen any other reference to it either in the adventure or the rules so thought I'd best to ask.
 
The Seclusion Crypt says it ages the user 1 month for each hour they spend in there. Not that I expect it to make a difference in game but are there any age effects within the rules as there were in previous editions?
 
Are you guys making the players aware of this effect of downplaying it in favour of the active story line?
 
The important in game effect is the reduction in maximum hitpoint loss for each stay after the first.  The playtest has no rules for aging, but the party would have to take more than one long rest per session to rack up enough years for the old school age modifications to come into play.  The maximum hit point reduction would kill them before they got old enough to pass an age bracket in most cases.
 
 

Originally posted by Darkraven3:

I did not do many maps this season, I decided to make the phylactery vault for the final sessions and I thought it would be cool to make it 3D.
 
http://www.4shared.com/download/8iD_cstxce/Phylactery_Vault.jpg?lgfp=3000
 
 

Originally posted by Darkraven3:


mortaine wrote: 
Darkraven3 wrote:I did not do many maps this season, I decided to make the phylactery vault for the final sessions and I thought it would be cool to make it 3D.
 
http://www.4shared.com/download/8iD_cstxce/Phylactery_Vault.jpg?lgfp=3000
 
 
That is so cool! Papercraft?
 
Project boards and used PosteRazor to enlarge the maps.
 
Last edited:

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