Notes
Players: {{{1
-
Alayna: Vanth, Fire Demon Rogue. Adds: 76, 5d6+2. Imprisoned for burning
demonic symbols onto a church.
-
Bryce: Firenzia, Centaur Wizard. Adds 9, 5d6+2. Imprisoned for public
intoxication.
-
Dalton: Lupin, Werewolf Rogue. Adds: 16, 5d6+2. Imprisoned for killing a
child.
-
Kinzie: Haela, Vampire Warrior. Adds: 16, 8d6. Imprisoned for... well, being
a vampire, pretty much.
Scenario:
First meeting: In the prison of a local corrupt baron. The PCs have, for
various reasons, run afoul of the man and have ended up here as punishment. Now
it is time to escape.
Locations: {{{1
Persons: {{{1
-
Larry the orc: Drunk from the Tavern, now their friend.
Pointed them in the direction of Bob's Bed & Breakfast, a cheaper alternative
to the Greasy Lizard Inn.
-
Otto: Blacksmith of Summershore. Hires party for a
heist. Actually works for Shazora and the Order of Endless Night.
-
Grimblegrum: Hedge wizard in Summershore. Does
odd enchantment jobs for pay. Did not like the Baron, and not entirely
honest, but is nevertheless very uneasy to see the stolen Amulet of Yendor in
his house. Accepts 50 gp to inform the party of the security surrounding the
statue of Yendor in the Temple.
-
Shazora: The Big Bad. Head of the Order of Endless Night, a cult of
necromancers who hope to destroy the relative peace and prosperity of the land
and profit from the ensuing chaos. Shazora herself is actually a demon...
Shazora was once a beautiful maiden from the village of Galfindor...
loved a knight... prayed to Yendor for his affections... was seduced, then
abandoned by the knight... in her rage, she desecrated the local temple...
was cursed by the priest... suffered a miscarriage... lost her mind... became
obsessed with looking after her dead infant... eventually preying on unwary
travelers, using their bodies in necromantic rituals... her body became
twisted and misshapen... retreated into the nearby swamps...
Quests: {{{1
Miscellaneous Notes: {{{1
Items: {{{2
Speed potion: +5 SPD for 5 rounds. 25 gp
Health & mana Potions: +10. 25 gp
General Advice: {{{2
-
Allow individual battles. What can it hurt? Let players change minds midway
through battle.
-
Avoid mazes from this point on. It takes much too long to draw them. Keep
things lively!
-
Dramatic questions: A restatement of the party's current objective in the
scene, in yes/no question format: Does the party find Otto after he enters the
Sewers?
-
Conflict: When a monster/enemy/obstacle's purposes obstruct the party's. The
resolution of a conflict MUST answer the dramatic question of the scene. When
the answer is clear, end the conflict (e.g., monsters run away in the face of
certain defeat -- don't drag it out).
-
When two (or more) items are in conflict, in a way that could be open-ended or
end without decisive resolution (like a overlong battle), give each item a
score of 0-10 (e.g., an orc's ferocity vs. its fear). Every time something
happens, decide whether it increases or decreases one of those scores. When
one score overtakes the other (or when one reaches 0 or 10), that motivation
wins and the conflict ends appropriately.
-
Come up with some event, to which each member must individually respond. Go
around and collect responses, give each player a chance to do something in
character.
-
Traps: party discovers the corpse of a previous adventurer. The setup gives
them a clue as to the types and locations of traps further in.
-
Party finds a coin on the ground. When they pick it up, they are teleported
to a different location. TODO map & make puzzle to solve in order to return to
Summershore
-
Also, the party doesn't have to be the one stealing all this stuff -- the
baddies can mount attacks, which the party can attempt to anticipate or
thwart. Or, barring that, simply fight the baddies to get the talismans back.
Ideas for future monstrous abilities: {{{2
Lupin:
-
Controlled Rage. Werewolf transformation as before, but combined with
berserker attacks. Costs WIZ, without the drawback of CON depletion.
-
Lunacy. Chance occurrence during full moon of losing control and falling into
a rage.
Haela:
-
Bat/wolf/mist transformations.
-
Sensitivity/weakness to holy items.
Firenzia:
-
Drunken Master. While drunk, his combat abilities actually increase, giving
bonuses in the same way that he suffers penalties on SRs. (Roll an extra 1d6,
2d6, 3d6, keep the highest.) Possible to create a tension between
out-of-battle penalties and in-battle bonuses; picture him drinking during
combat, getting mad buffs, then being totally useless for anything else
afterward.
Vanth:
-
Summon Hellhound.
-
Possible bonus from evil / demonic influences in the vicinity (if any).
Dice Mechanics {{{1
Use
|
Description
|
===================
|
=================================================================================
|
SR
|
Roll n and take 2 highest/lowest
|
Weapon Enchantment
|
"Exploding" Dice: reroll any 6s & add to total
|
Combat
|
LARO (Likes Add and Roll Over: Berzerker roll, reroll any groups of matching dice
|
Encounters/Loot
|
Bell Curve: 2d6-7 (or 2d6+3/10): Range -50 to +50%.
|
Skill/Spell
|
Contesting Rolls: Stat + 2d6 (or MR/10 + 10), highest wins
|
Exploration
|
ABS(2d6-7) = # turns it takes to find goal; 0 = advantage
|
SR
|
3d6: (high - low) x middle. Doubles = treat as 2d6
|