SceneGrinder 3D Virtual Tabletop
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In this episode, we are joined by special guests: Jerry Holmes and Ron Gilbert, creators of the over 300% Funded Kickstarter and amazing looking 3D Virtual Tabletop SceneGrinder.
What is SceneGrinder?
SceneGrinder is the first browser-based, 3D Virtual Tabletop. It can manage any Role-Playing Game System Ruleset, including our favorite, Dungeons & Dragons.
This platform is visually stunning, mobile-friendly, and will be easy-to-use, with no server setups or application downloads.
What are the Key Features?
More Gaming, Less Work
Manages Game System Rules
Streamlined, Intuitive Interface
Auto-Targeting with Area Effects
Tracks Initiative, Held Actions, and Turn Order
No Need for Multiple Apps
The Journal records everything - story notes, dice rolls, actions, messages
Character Sheets track everything about your character
Handouts and PM's from GM to Players, and Players to Players
World Manager organizes maps of all scales, game narrative, characters, and NPC's
Map Editor that allows you to create 3D maps, or use existing 2D maps
Share or Sell Anything You Create such as characters, maps, modules, rules, and worlds
Contains Groundbreaking Concepts and Features for VTTs
Interactive NPC's
Automate buying and selling of goods
Give Players clues to follow
Let Players explore scenes on their own
Create Solo and "Escape Room" Adventures
Save time and effort by jumping into the game with already fleshed out locations, encounters, maps, abilities, and stat blocks. Being a DM is hard. Why not let us do the heavy lifting so you can have a great time at the table.
Extraordinary Expeditions! Now Available!
Dungeons and Dragons Unearthed Tips and Tricks for DMs and
Monster Variant: Felwolf
Origin: Assassin
Lost Features: Swap Strength/Dexterity, Evasion, Assassinate, Light Crossbow, Acrobatics (becomes Athletics)
New Features:
Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Keen Hearing and Smell. The felwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shapechanger. The felwolf can use its action to polymorph into a Large wolf-humanoid hybrid or into a Large winterwolf (necrotic instead of cold), or back into its were form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Undead Fortitude. If damage reduces the felwolf to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the felwolf drops to 1 hit point instead.
Actions
Draining Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.
Reactions
Unbridled Fury. In response to being hit by a melee attack, the felwolf can make one Draining Bite or a Shortsword attack with advantage against the attacker.
Encounter: A Bone to Pick
Craftsmen Daldra Finell is seeking aid for a unique set of armor. In order to create his Shattered bone armor (Use Adamantine Armor), it requires unique bone fragments in order to give it a hardness comparable to adamantine. While many adventures bring him most of the materials he needs. Few are able to gather unique bone fragments of a bone naga. A character that succeeds on a DC 16 Intelligence (Religion) check recalls learning that bone naga tends to inhabit corrupted temples and graveyards. A character that succeeds on a DC 21 Intelligence (Arcana) check recalls that bone nagas are able to read minds and use these to determine the strengths and weaknesses of their prey.
The bone naga isn’t above making a deal with the characters. Due to battles with many other adventurers, some of their bones have broken off and are scattered about the area. If a character is willing to cast regenerate or a similar spell to restore the naga’s damaged body, it will allow them to collect enough of its bones for Daldra to create two suites of shattered bone armor. One for his order, and one for the party.
Magic Item: Peephole Ring (Created by Starfleet42)
Ring, uncommon
A Peephole Ring is a plain silver band, with an image of an open eye that appears to be a centimeter inside the otherwise opaque surface.
The ring grants no benefit or effect from simply being worn, but instead must be removed and placed against a surface to function. When placed on a wall or similar surface, it allows the user to look through it as if there was a ring-sized hole through the wall, through up to 1 foot of wood or 6 inches of stone. Any amount of metal prevents it from functioning. If the wall is too thick, the ring will remain inert.
The peephole is an illusion, so objects cannot pass through. The ring gives off a faint aura of divination.
Dungeon Master Tip: Play to Each Player’s Goals
When running an adventure, or more specifically, a campaign. Know what drives the players. Know what motivates their characters. Though, it’s worth noting that the former is far more potent than the latter. As DM, use this information to get the players, and their characters to do what you want. A great example, if the characters are heading out of a dungeon and you know that the wizard is a sucker for exploration and lore. A simple perception check on the way out could be used to catch the wizard’s attention. The unique information doesn’t necessarily have to have value at that moment. But using this as a tool to lead the character into gaining knowledge that you know will be valuable later is far more interesting than just simply rolling a knowledge check when the time comes and gives us a great way to world within the interests of the players and their characters.
Understanding what drives the character allows us to give a direct voice to each of the players, even if they aren’t the most dominant voice at the table. Though, this doesn’t always work. What do we do when we dangle adventure hooks in front of a player, and their character doesn’t take the bait? Well, because we know the player and character, we can build incentives inside other character’s hooks to pull that character along. That way, even if they aren’t taking their own hooks, they are incentivised to go along for the ride with the other characters.
Player Tip: Grave Mastermind
Being able to stabilize a character from 30 feet away with the spare the dying cantrip is a powerful tool, especially if the downed character is inside of a hazard when they fall unconscious. Additionally, when a creature drops to 0 hp, the cleric can gain the maximum benefit of a healing spell. Now, this is pretty powerful when it comes to helping allies. But what about offensive capabilities? The cleric can also use their channel divinity to curse a target until the end of your next turn. This gives the target vulnerability to all of the next attacks against it. That is DOUBLE damage!
So where does the mastermind come into play? Well, master of tactics allows the character to take the Help action from up to 30 feet away. Now we have given the target vulnerability and the next attack against its advantage. Finally, because the Help action under the master of tactics is a bonus action, we can top off the buff with the guidance cantrip. This adds another 1d4 bonus to the ally's attack. So, double damage, advantage, and an extra d4. Life as a Grave Mastermind is extremely conducive to a supporting character that boosts Damage Per Round, all without spell slots. Enjoy!
RPG Phatloot Giveaway: Dark Tide of Damodan
The Dark Tide of Damodan is an underwater rescue adventure, where time is of the essence.
A mysterious disease is killing off locals and visitors alike in the port town of Havenword. While the adventurers are in town, Havenword is attacked from the sea by nasty fish-headed creatures. After the battle, the characters learn that the creatures dragged off several townsfolk. They have been tasked with finding the captives and returning them safely. The only problem...they were taken out to sea.
The characters must delve into the depths of an underwater keep to rescue the captives. Using the knowledge of the captives to help locate one another, all the while, avoiding the sinister Damodan's forces. Will the characters turn the tides in their favor? Or will they swim with the fishes?
Winner: caitlin.heinly
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