Slowed

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Slow effect — In Scarlet Horizons, slow takes away one of a PC's or monster's attacks per round. Since PCs only get a single roll to hit attack per round, instead of losing that sole attack it instead suffers a -2 to-hit. Creatures affected by a slow effect have their movement halved. A PC under a slow effect has a 25% per round of being unable to launch a Fray Die attack, and slowed monsters and adventurers suffer a penalty of 2 to their AC. Though not all victims of slow gain this perk, PCs are allowed a saving throw each round to break the effect. An aboleth spawn's slow effect has duration 2d4 rounds.

Aboleth Spawn

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Adventurer aboleth spawn suffer a 5% experience penalty

• No. Enc: 1 (2d3) • Alignment: Chaotic • Movement: 30' • Armor Class: 6 • Hit Dice: 4 (typically 23-28 HP), or by level if PC/NPC • BAB +4, or by class and level if any adventurer • Attacks: 1 psuedopod slap (and special), or 1 by weapon • Damage: By single weapon attack or 1d4 via pseudopod slap • Special: Consitution-based save vs DC 12 or slowed • Save: F4, or by PC level if an adventurer • Morale: 10 • Hoard: 3d4 chroma, 1d4+4 royals, 1d4+8 copper (30% it's Red Cuprous)

Experience Yielded: 600 per aboleth spawn defeated

Anytime five or more aboleth spawn are found together, one of them will be a 5 HD specimen with 31 HP and with 2d4+4 royals, 3d4+4 chroma, 2d4+6 copper (35% it's Red Cuprous). This leader will have the same Morale and saving throws as its fellows, but is BAB +5 and it's slap deals 1d4+2 (or 1d4 + adventurer aboleth-spawn Strength bonus, if greater than +2). A defeated leader aboleth spawn is worth 750 xp.

Aboleth spawn appendages are coated with a sticky, numbing secretion. Unarmored creatures struck with a pseudopod must make a Constitution-based saving throw versus DC 17 or be stuck fast. Such a creature suffers a four-point penalty to AC and then a further penalty of loss of any Dexterity bonus to AC. There is a 33% chance that a humanoid so struck and stuck will have its weapon hand and arm immobilized. A stuck fast creature may make further saving throws at the beginning of each new round, with a cumulative -1 penalty.

Armored characters must make the same type of saving throw, but at a DC 15.

Any creature that begins its turn stuck fast may be automatically dealt 1d4 constriction damage by the aboleth-spawn, so long as its other appendages remain free for this purpose.

In lieu of its stuck fast ability, the aboleth-spawn may instead choose to attempt to Slow a struck victim.

Playable Races in Scarlet Horizons

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Races and classes — except in regard to the Shou — are as detailed in Scarlet Heroes and below, and use their class's given attack bonus progression, hit point progression, etc., except that player-characters are created at Level 0 with normal Level 1 hit points and are then promoted immediately to Level 1 where they add additional HP based on class and Constitution bonus. Because PCs adventure either solo or with a single other PC (for a duet of heroes), this makes them a tad bit less squishy, for survivability purposes.

Aboleth Spawnp - advantage vs mind-influence; mucilaginous discharge

Beastmanmp - Advantage on Smell checks; claw 1d4 + STR bonus; regain 1 HP/turn

Dwarf - +4 bonus on saves vs poison; +4 vs ogres, giants, and trolls

Elf - +1 DEX, -1 CON, immune to sleep/charm effects; detect secret doors 1-2 on d6

Geppettinbp - can't eat/drink/breathe, immune to gas/piercing, non-magical cold

Gnome - +1 to DEX/WIS, -1 to STR/CON

Halflingn - +1 atk sling/dagger; -1 bonus AC; advantage Dex checks/saves

Human - gain 10% XP above other races

Mandrakent - tree-like, cold/blunt-resistant, fire vuln., 1d6 + STR bon., AC 5

Mousefolkbn - You are Brave; Gnaw ability; max STR 12, weighs ~40-45 lbs

Shoum - MR 30% and +4 racial bonus saves vs spells and spell-like effects

Turtaqua - can breathe water; swim speed = walking speed, if unencumbered

Wolfenmp - wolf-men have two forms, their human and their wolf-like

b: cannot be a barbarian; m: cannot be a Mage; n: cannot be a necromancer; p: cannot be a paladin; t: cannot be a thief

Action Economy in Scarlet Horizons

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Action Economy in Scarlet Horizons

Heroes on their turn, during combat, make move up to thirty feet and make a single attack. This is perhaps the most common combo.

Alternatively, a PC may forego any movement other than an optional free 5-ft step and may attack once and hold the other action back In Defense. This is declared at the beginning of a PC's turn in combat, before any dice are rolled. When declared, it confers a 4-point bonus to Armor Class to that PC until the beginning of that PC's next combat turn. A hero declaring In Defense may not in that same round use a Heroic Deed that involves more than 5-ft horizontal movement.

When declaring In Defense, a PC may replace a melee attack with an attempt to Quaff Potion. The PC makes an unmodified d20 roll. On a natural '1', he fumbles, dropping the potion (DM determines chance of breakage). Otherwise, she quaffs it successfully. To maintain In Defense, the character would do nothing that round except defend, quaff the potion, and (optionally) take a 5-ft. step.

Most of the time for spellcasters, a combat round involves casting a spell — which takes the place of making a melee attack — and (optionally) up to 30 ft. of movement. If the spell description requires a full round to cast the spell, the caster may do nothing else other than take an optional free 5-ft step. A spellcaster who casts a spell in a given round may not also declare In Defense for that round, due to having to manipulate spell components. However, a spellcaster doing nothing other than meleeing may forego battlefield mobility and declare In Defense.

A PC at the top of their turn in combat may declare Total Defense. In that case, no movement other than an optional 5-ft step is possible, but the bonus to AC is 6 points (most PCs), or 7 points (if the PC has 3+ levels in Fighter). Total Defense precludes any spellcasting or Heroic Deeds. Unlike in using In Defense a potion cannot be quaffed when using Total Defense. It requires absolute concentration.

In Defense and Total Defense apply only to melee attacks, not to ranged attacks, area effects, or automatically targeted spells against the one using these defenses. However, both In Defense and Total Defense do apply versus touch attacks. In those instances, apply the AC bonus to the target's normal Touch AC.

Isn't it unfair that PCs never get more than one attack per round (outside of any Heroic Deeds or magical items making this possible)? Yes, terribly unfair. It's much better to be a monster than a PC. Lots of monsters get two, or even three or more attacks per round.

PhanCamp Session 13

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Session 13 Phandelver Tabletop Campaign

25 April 2024 (6:30-9:00 CST) 2.5 hr session; cumulative: 38.5 hrs

The party began the session in Shallowtown, maintaining their alliance with Dwargon, who is enriching himself at the expense of innocent lives by aiding the slavers who have been kidnapping individuals from the Surface.

The group began searching for kidnappers deeper in the Underdark, and encountered a pair of purple worms of great size and girth. Though ineffectually aided by Kevin the Cave Lizard, the party emerged victorious, not least due to Feyre's use of her Death Word heroic deed.

The PCs tracked down and attacked a large party of slavers a few miles from Shallowtown, decimating them and sparing nobody for later questioning. Rescuing another dozen victims, they returned them to the surface by a circuitous route that didn't go through Shallowtown, for the party doesn't want the kidnappers learning that they may be receiving aid from someone in Shallowtown.

This was the second group of kidnap victims the party has rescued (the first included the powerful young sorceress Cerinna — who has also been investigating these kidnappings). The Phandalin Four's notoriety on the surface is growing. They're heroes who rescue the innocent!

The group attained level 10 as the session ended. The Dungeon Master released a survey to the players. Survey responses from two of the three players show they enjoy being formidable in combat, roleplaying, and socializing during the game sessions.


next session

Thief Personal Boon

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At third level the core Thief gains Improved Evasion whenever awake, standing, and unhindered in any way. Traps and spell effects against which the thief successfully saves deal no damage. But even on a failed save, the thief only suffers half damage. Due to occupational exposure, the thief who reaches level 3 of the core Thief class also enjoys a +2 habituation bonus to saves against poisons.

Thief Party Boon

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A party with a thief has a trap-finder/disarmer, someone who can scout ahead silently, and someone with a chance of being able to use arcane and clerical scrolls when there isn't a magic-user or cleric around. But most importantly is the core Thief ability to Circle During combat: the thief takes advantage of distractions his allies provide in order to circle around behind a foe and attack. This isn't a backstab. It doesn't matter if the foe knows the Thief is Circling. The thief gets a +2 to-hit bonus from behind the foe, and upon a successful hit inflicts double damage. If for some reason the target is unwary or unsuspecting, the to-hit bonus rises to +4 and triple damage is inflicted.

When may the thief Circle? When an ally has dealt damage to the thief's target earlier in the round. Always double (Circle) or triple (Backstab) base die/dice damage first, before adding damage modifiers for Dex, item bonuses, etc.

Circling and Backstabbing

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When may the thief Circle? When an ally has dealt damage to the thief's target earlier in the round. Always double (Circle) or triple (Backstab) base die/dice damage first, before adding damage modifiers for Dex, item bonuses, etc.

A thief's Circle damage applies to any target, even non-humanoids (think dragons) or non-living humanoids (undead/golems). Thieves do not get triple damage against such foes, however. Triple damage applies only against vulnerable humanoids.

Sneak/ambush damage for triple the rolled value can only happen if the thief is unencumbered and wearing light or no armor. Circle damage, however, is possible while lightly encumbered and even if the Thief is wearing medium (though not heavy) armor. Backstab requires total surprise. The foe cannot know/suspect that an enemy is able to attack from behind. Only living creatures are susceptible to backstab triple damage. Others may only be susceptible to double damage from Circling.

In group combat situations, it may be possible for thief to make an initial backstab, but in all likelihood he will only be able to Circle for the remainder of the combat. Given the requirement for Circling, a thief cannot Circle when he is alone without allies.

Cut-Throat Personal Boon

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At third level the Cut-Throat gains Advantage on Circle attacks and doubles either his Strength or Dexterity modifier for the purpose of determining Circle and Backstab damage.

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