If some of the information on this site seems familiar, I'm not stealing and passing it off as my own. It's because I'm using an existing commercial product that I have changed some names and other things in order to protect the innocent villains against those dastardly adventurers.

Saturday, June 27, 2015

Session #4 Report - A Dark Day


Players and Characters

 

Chris

Anders Blackwood (2nd level Half-elf Rogue)
Eben Mourningfire (1st level Tiefling Sorcerer)

Brian

Frocensin Verth (1st level Dragonborn Fighter)
Vrocesin Verth (1st level Dragonborn Cleric - Life Domain)

With only two players and half of the available PCs still being first level it was decided to venture to the Temple of the Moon. 

What Happened

Notes
Text in italics is out of character comment.  

During a downtime of 10 days, Anders trained to be 2nd level. Eben and Vroc used their skills to earn some extra coins.


Previously the party had discovered a map inside the Mount of the Red Doors.

Unfortunately they had no idea where Gloris was located. They asked the bartender - Mitcherlitz - of the inn where they were staying in Karlsburg. He informed them that Gloris was a name he had not heard in some time. It's now called Orlane and is a day's journey to the east. He also said the villagers had a reputation was be a very unfriendly. Overhearing this conversation was a farmer by the name of Blentz. Blentz told them that the people in Orlane were being altered and the "changelings" could be recognized by fang marks on their throats. He also said a resident of Karlsburg, Old Man Skeeter had a brother that lived in Orlane.

Old Man Skeeter stated he last heard from his brother Rolo in a letter two months ago. The party asked if Skeeter would like for them to deliver a message. Which he did and told them thanks.

The party reached Orlane near dusk. On a hill in the northeast part Orlane is a 20 foot high stone wall in the shape of a square measuring 200 by 200 feet. They decided to hide on the outskirts of town and watch during the night for any unusual activities. As chance would have it. While being to far and too dark to make out much detail, shortly after midnight they saw a small group of humanoid shape beings talk towards the stone wall gates. The group stopped at the gate waiting a minute or two before the gate opened and they proceeded to enter. Around four in the mourning the gate reopened and a group about half the size of the original exited. Later that morning they entered town. 

They come across the local carpenter's shop. There is several example of finely crafted items. However, the table the man was currently working on was of rather shoddy workmanship. They asked about Rolo. The carpenter seemed to be almost dazed. Often staring into the distance.  He does tell them that Rolo used to live across the street. Has no idea want happened to Rolo. The carpenter has obviously been sniffing his wood stain.

Sneaking into Rolo's place they discovered it to be abandoned with evidence that the residence left suddenly and signs of a struggle in the bedroom. They also rediscovered under the back porch a sack of coins and a jade statue of the goddess Desornia (agriculture).

Next they come across the boarded up and abandoned Foaming Mug Inn.

They encounter a few rude and/or unfriendly villagers that firmly instruct the party to continue on their way. None had any idea want happened to Rolo.

They find the village store whose proprietor was the first fully "aware" and friendly person they met. He offered the party some wine, which Froc accepted but never drank. The players notice it's well stocked. Has no idea want happened to Rolo.

They eventually meet Killian Gade, who warns them about the Golden Grain Inn and the 2 strangers living across the street. Also tells them the a couple months ago, shopkeeper and his family up and disappeared, gone for a fortnight, then they came back. Didn't even leave anyone to mind the store. Has no idea want happened to Rolo.

They enter the Golden Grain Inn, they find a subdued clientele. The barkeep seemed friendly enough. Informed them he moved outside of Adamas.

Party goes to Inn of the Slumbering Serpent where they met Belba Cralloon and her husband Ollwin both very friendly and expressed concern about Rollo. Ollwin tells them if they wish get to the bottom of what's going on in town, they should talk to the hermit Ramne. The party rents some rooms at the Inn then visits Ramne.

With a good word from Ollwin, they convince Ramne that they have the village's best interest at heart and are willing to discover what is going on. He tells them he believes some sort of cult his behind the strange changes to the village. He believes people are kidnapped and taken to the Temple of Desornia, some return some don't. Those that return behave differently. He tells them to avoid the Golden Grain Inn, blacksmith, village store, carpenter. Party tells them about what they saw last night. Ramne believes it was another victim of the cult and if the person returns it will probably be today. This convinces the party to attempt a rescue today. 

He is too frail to go with them but he does grant three things: He allows his pet weasel, Wiskers to go with the party - he is a very good tracker, a wand of dispel magic, and a wand of globe of invulnerability. Ramne states each wand only has one charge remaining so be sure to use wisely.

They enter the temple. They meet the priestess Misha Devi. They're convinced she's not what she appears to be. Later they enter where she entered. After an epic battle where Misha used Inflict wounds to take out Froc - who was shortly revived by Vroc. Misha then took out Vroc with Inflict Wounds - this was to be a critical factor in the future combat.

Soon more cult members from the temple arrived. And eventually the party had locked themselves inside Misha's room that had two doors and trap door under her bed. From one of the doors Grover Ruskadal, constable, informed the party them were surrounded and should give themselves up. They refused. People started to batter down each of the three doors. The party hoped to hold off long enough (1 hour for a short rest) for Vroc to revive. Grover and 2 other men were able to break through their door. Unfortunately, from the time Vroc went unconscious it had been 54 minutes. 

Meanwhile outside the temple, more cult members from the village started towards to temple. However, Whiskers was a familiar of Ramne and was able to communicate the desperate situation in temple. Ramne was able to send a group non-cult members, which included the mayor, his body guard and two of his former adventuring partners, towards the temple. The two groups met outside the temple.

I had the players control the mayor's group during the battle.

At first it did not look good for the mayor's group, they were outnumbered. Fortunately many of cult members were only commoners and were quickly taken out and victory looked like a good possibility. But alas the tide of the battle of changed yet again. By the end two cult members remained standing and the good people of Orlane were gone, along with the party's hope of rescue.

Meanwhile back in the temple.

The party was able to take out Grover and his two compatriots. Unfortunately, the other 2 doors were soon battered down. From the trap door came a couple cultists and some bi-pedal lizard like creatures with a reeking order. And from the other door came four cultists and two wolves. Despite a valiant effort from Eben using Burning Hands to eliminate two of the four cultists and the two wolves, and using Shocking Grasp to keep the lizards at a distance the sheer number of opponents were able to take out the party.

Unfortunately on that day both Anders, Karl, and another hireling lost their lives. The rest of the party was captured - whose fate is yet to be announced.

Friday, June 26, 2015

Session #5

Schedule

Session #5 is scheduled for Sunday 28th at noon.

Players

Brian (probably)
Jeremy
Jon

House Rules I'd Like to Use

Initiative Cards

We used this last time and I think went fairly well.

Every participant (or group of participants for minion like creatures) has a card. The cards are shuffled into a single deck. Each round, a card is drawn from the deck, one at a time. The card drawn is the character that currently has initiative. Once all the cards are drawn the round is over and the deck is re-shuffled.

PCs and certain NPCs have interrupt cards. These can be played after a card is drawn but before the drawn character starts to act. When played they allow the playing character to interrupt the current active character and act next. Once an interrupt card is played it is discarded and cannot be used again in the session

The number of interrupt cards a PC has - per session - is based on the following:
  • Add together the modifiers for the PC's Intelligence and Wisdom
  • Add twice the modifier for the PC's Dexterity
  • Add 2 if the character is one of the following classes: Barbarian, Fighter, Paladin, Ranger
  • Add 1 if the character is a Monk or Rogue
Note, a multi-class character only receives the highest bonus he is eligible to receive.

Drama Cards

This replaces Inspiration mechanic.

Each Drama card is unique and has a specific benefit and time when it can be used. In addition a PC can choose to use two Drama cards to either can an advantage on a roll or grant a disadvantage to an opponent.

Each PC receives a number of Drama cards based on his/her character level. Each PC is also restricted on the number of Drama cards that he/she can play during a session.

Character Level Max # of Drama Cards in Hand Per Session Max # Drama Cards Used Per Session
1-2 4 2
3-4 5 2
5-6 6 2
7-8 6 3
9-10 7 3
11-12 8 3
13-14 8 4
15-16 9 4
17-18 10 4
19 10 5
20 12 6

House Rules I Might Use

Critical hits do max damage [of the standard weapon die] plus one damage die.

Thursday, June 11, 2015

Converting a Hireling to a Henchman

In our second session of the campaign the party hired a few hireling (aka red shirts) a torchbearer and some men-at-arms. One of the men-at-arms died. The torchbearer and one of the men-at-arms have pretty much remained anonymous (aka red shirts - "Because my character isn't important enough for a last name, because I'm gonna die five minutes in." - Guy Fleegman Galaxy Quest). But the other Tarl has warmed himself to the party - probably because they call him Carl, not Tarl.

Tarl or Carl?
Or Red-Shirt?


So anyway, if T(C)arl remains a fixture and continues to be treated well, he may become a low-level follower (henchman) rather than a mere hireling. I like to rule-ify aspects of my games. So here is what I'm thinking.

He, and other meaningful hirelings, will receive a number of XP in a session equal to the number of XP received by the PC who received the fewest XP of that session. It is not a share of the XP, denominator (party size) of total XP/party size does not include the hirelings.

I want a good amount of difference in levels between the PCs and the henchman. When the hireling starts to receive XP, I'll note of the level of the PC with the lowest level, I'll call that level Z. Find the number of XP needed from the Character Advancement table in the PHB for a character of 3 levels higher than level Z. When the hireling has received a total XP equal to that number he/she is considered a 1st level follower, picks a class and all that jazz.

We'll see how that goes. Suggestions?

Tuesday, June 9, 2015

Possible Future House Rules

I came across several house rules, such as here. There were some very interesting/intriguing rules. This of course got me thinking. To my players, since I love tinkering with rules, you may hear of some of these at gaming table near you. Of course there are some that I'm more likely to suggest than others. I'll note [likely] those that I'm more likely to suggest. I'd like to hear your comments.

Ability Checks/Saves

"When someone in the group makes an ability check (including skill checks), I make them choose one - and only one - PC to do it. This represents the party's best attempt to do that thing, and if that roll fails, then none of them are going to make it. 

I do allow the one PC making the effort to be assisted by another PC _IF_ that PC possesses the skill in question and is in a position (and agrees) to assist. Per the standard Help action, this provides advantage to the roll." [likely]

Actually, I already do the first part sometimes by asking for the PC with the best bonus in a specific skill. I assume if I had you pick whom, you would pick the one with the best bonus.

"The NOOOOOOOOOOO !  Once per game session , a player is allowed to use a NO. This allows a reroll."

Combat 

"For crits we do max damage [of the standard weapon die] plus one damage die." [likely]

I assume it wouldn't take much effort to convince you to implement this one. Just remember though it works the same for your opponents. 

"Firing into combat - disadvantage and on a 2 or 3 if missed roll to not hit friend ( roll to hit )"


"When a character recovers from having under 0 hit points, that character is exhausted to a certain level depending on how far down he went. only the Heal 5th level spell or up or similar powerful magicks, will wipe this out." [likely]

Players Make All Rolls

"The players roll their characters’ attacks as  normal, but GM don’t roll for their opponents. Instead, when a character is targeted by an attack, the player makes a defense roll.

A defense roll has a bonus equal to the character’s AC − 10. The DC for the roll equals the attacker’s attack bonus + 11.

On a successful defense roll, the attack misses because it was dodged, absorbed by the character’s armor, and so on. If a character fails a defense roll, the attack hits.

If the attacker would normally have advantage on the attack roll, you instead apply disadvantage to the defense roll, and vice versa if the attacker would have disadvantage.

If the defense roll comes up as a 1 on the d20, then the attack is a critical hit. If the attacker would normally score a critical hit on a roll of 19 or 20, then the attack is a critical hit on a 1 or 2, and so forth for broader critical ranges.
"


I would have to figure out how my staged flanking advantage would translate.

"When a character forces an opponent to make a saving throw, that player instead makes a saving throw check. The bonus to the d20 roll for a saving throw check equals the effect’s save DC − 8.

The DC for this check equals 11 + the target’s saving throw modifier. On a successful check, the character overcomes the target’s resistance and treats the target as if it failed its saving throw. On a failed check, the target is treated as if it succeeded on its save.

As with attacks, the saving throw check has advantage if the target would have disadvantage on its saving throw, and vice a versa.
"



Opposed Rolls

Instead of rolling against a flat AC, the defender rolls 1d8 + (AC -4). This is the number the attacker needs to beat in order to hit.


Initiative

From the DMG, Speed Factor Initiative. See http://angrydm.com/2015/02/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/ for explanation. [likely]

Healing

"Limit of 1 short rest between long rests."

Would hurt certain classes.

"Long rests do not restore any hit points, but restore all Hit Dice."

Would make healers more important.

More than most other possible rules, any changes to healing would depend on the type of desired game, Heroic vs gritty. Unless everyone else wants a more gritty game, I'm unlikely to suggest any of these rules.

In Game Rewards 

Inspiration

"Instead of granting inspiration, each player is instead given some Inspiration tokens at the start of the session (3 for a 3-hour session; more for longer games)."

I've been thinking about doing something different with inspiration. I just haven't yet been inspired (sorry) with what exactly.  [likely but exact details ?]

"I think what I'm tempted to do is give out inspiration token(s) to each player, but players can't use them for their own characters. When another character takes an action in line with their personality (bonds, flaws, etc), especially one that is less optimal for that PC (ie, they're taking an extra risk or penalty to match their character), someone can give them advantage with one of the tokens."

Would you feel comfortable doing this? Also everyone would have to know the background traits of everyone's else PCs. [UN-likely]

"Turning the personality traits and inspiration mechanic into more of a FATE aspects sort of thing. The DM can give you more points by compelling those same traits."

If you're unfamiliar with this, basically the player offers to have one of his PC's background traits come into play in a negative way. In return that PC gains an inspiration.

Drama Cards

"Inspiration can be spent on drama cards at the cost of 1 for copper, 2 for silver, 3 for gold and 4 for platinum cards (increasing power and effect based on cost) that they can play at any time. These cards give bonuses in combat or alter a scene, grant bonuses, or let players drive narrative in new ways. For those interested, check them out, here: Drama Cards

Hero Points

"This is awarded to players who perform heroic deeds, usually at great personal risk. These encourage players to take risks often with spectacular results."
 

Character Improvements

"I also allow PCs to spend downtime training to gain skills ..., weapon and armor proficiencies, and spells." [likely]

For skills and weapons I would not allow a character to gain full proficiency in one of those. I would allow the character to gain "limited proficiency/a knack". Basically it would be a +1 bonus rather than the full proficiency bonus.

"Extravagant Living
Gold may be
[spent] on senseless activities in exchange for experience points. X gp may be [spent] for every 1 % of that levels needed x.p. gained. Typical activities are gambling, having lavish parties, buying useless trinkets, making bad bargains." [likely]