Amon opts to keep a watchful eye out for now, tail swishing lightly across the ground. He has placed a Light spell on the flat spot where his horns meet, allowing him to see quite well in any particularly dark passages. His fingers rest on a short, stout stick resting in his belt, bearing a carving of a sword along the length of the crude weapon, all while humming a little tune to himself.
Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)You are in Darkness and Fog
Myna cannot find the secret stone that releases the door, because now that Beldak has disappeared there is no light!
Okay, I need to complain here, but it isn’t directed at any of you. See, Beldak left the game, and Beldak was carrying the light source. So, now we are relying solely on Darkvision (Gwendolyn, Morgrym, Sir Aethorduil, and Amon) but Myna is now effectively blind and cannot see anything.
When Amon enters the small cell where Gwendolyn was found the light from his horns fills the room, and Myna, with Sir Aethoduil's assistance immediately finds the secret stone that opens the door.
It reveals another short passageway, only five feet long, and a small room can be seen to the south, just beyond the tunnel.
Again, you will need to stoop, or craw, to go any further here.
Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)The Dungeon is in Darkness with heavy fog: Room 7
Stealth:1d20 + 1 ⇒ (8) + 1 = 9
As soon as Myna is through the tunnel, and as he begins to stand, he hears a noise, like the tapping of hard shoes on stone, coming from his left. He turns his head and sees an open secret door, very much like the one he just came through, on the east wall of this small, ten foot by ten foot square room. There is something moving this way, from that direction.
Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)
The Dungeon is in Darkness with heavy fog: Room 7
As Myna approaches the next secret tunnel, he hears the click clacking sound come closer, and then he sees it!
A strange monster begins coming through the tunnel from the area beyond, it is the size of a large dog, and covered in tufts of coarse hair and knobby armor like plates. It’s head is low to the ground is resembles that of a huge insect. Strange feathery tipped antennae sprout from the front of the thing’s head. Its beady black eyes seem frozen and lifeless. It walks on four legs that end in feet that almost look bird like. The body is barrel shaped, short, from head to tail, but thick, and its tail is long, and ends in a peculiar fin like that of a fish.
Monster initiative:1d10 ⇒ 4 Party Initiative:1d10 ⇒ 8
Round 1…
The beast comes at Myna in a burst, lunging at him with its small mouth!
Melee Attack:1d20 + 3 ⇒ (9) + 3 = 12
Myna steps back, and avoids the bite at the last minute
DM Notes:
Rust Monster, AC 14 | HP 27 | speed 40 | Actions, Bite, or Antennae; Bite, +3, d8+1 | Antennae, DC 11 Reflex save to avoid
Myna blasts the creature with a bolt of eldritch fire, but Morgrym steps forward and takes the beast head on, slamming it with a critical hit. When he pulls his weapon back he is startled to see the head of his warhammer has turned a dull reddish-green, and is pitted now and badly rusted
Morgrym you can add the roll of another d10 to your damage total!But apply a -1 to hit and damage modifier from now on when you use the warhammer
Providing light as he moves with the group through the tunnel, hunched over somewhat, he saw Myna strike through the fog at something, and everyone else follow suit. Keeping back from the melee, Amon mutters to himself and flings a bolt of cold towards the monster, causing a trail of frost to follow in its wake through the fog.
Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)
The Dungeon is in Darkness with heavy fog: Room 7
Sir Aethorduil does not notice the effect of the monsters skin on Morgrym’s weapon, and tries to attack the beast as well, but his sword swing comes down just to the side of the beast.
Amon crowds in behind them, into the small room, and launches a bolt of icy magic at the beast. The bolt strikes the creature directly between the eyes, and it drops to the floor immediately, with its legs folded beneath it. It is unmoving, and appears dead, but the alien, insect like black eyes remain open.
Knowledge Arcana DC 10:
You have a recollection of a strange creature, often described in similar terms as this beast, but typically only found deep, deep, underground, and you remember that its eyes and antennae are prized as important components in some magical recipes
The dead creature does not completely block the passageway behind it, but it would be an impediment to anyone thinking to make a quick retreat this way, if it were left here.
The creature falls and Amon gives a soft sigh of relief. He tried to avoid combat if at all possible. Looking the beast over as they push it out of the way, he recalls this particular monster had some valuable bits to it. Producing a dagger, he first cuts the beast's throat to make sure it was dead before cutting off its antennae and removing its eyes. Placing the eyes in a secured vial and the antennae in a separate sack. "Ugh.. Hate what us spellcasters need to make spells happen some times..."
Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8
Myna hunches over and passes through the short secret passageway, and is quickly followed by Sir Aethorduil. The two discover a long narrow room, just ten feet wide and twenty five feet long, going to the north.
At first it would seem that this chamber is a dead end, possibly the lair of the strange monster, but as Amon, Gwendolyn and Morgrym come in behind the elves, there is a some movement by the elves toward the north, to make room as the others enter, and Myna spots yet another secret door, this one in the east wall almost at the northern end of the room.
A quick examination of the secret door reveals that it is not trapped, nor is it locked, and it can be opened from this side easily.
Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8
Morgym lowers his head a bit and peers through the secret door.
Morgrym's perception:
You spot some small piles of a thick powdery substance in the tunnel. it is dark black in color, and blends in with the floor so well it might easily be missed
It reveals a tunnel, only five feet wide and five feet high, but unlike some of these that5 have be found before, this one goes on, and on.
First it goes ten feet to the east, then turns north and immediately turns back to the east and then stretches off into darkness.
Going this way will be difficult for taller folk, but the dwarves should only have to stoop a little bit (Gwendolyn will not have to stoop at all actually as she isn’t wearing a hat or shoes).
The map is updated to show that Myna has advanced into the tunnel a short distance, but even here, with some light coming from around the corner, from Amon, he does not see anything unusual. Remember Myna must stoop over a good ways to access this tunnel
Investigation or Nature, intelligence skills would solve the mystery, but even with those skills, and that roll, you would not know exactly what it is, only that it is not something you normally see in a built stone work underground setting. It looks out of place, but you don't know exactly what it is. You can, of course, always make a guess.
(Got neither of those skills, so Ill just make a straight Int check. 1d20 + 3 ⇒ (12) + 3 = 15)
Amon grumbled to himself as he had to stoop somewhat through this particular tunnel. He had been scanning the darkness his Light couldn't reach, and had been looking for any other threats he could blast with cold before they got in too close. Upon arriving at the sorter corridor, he calls to Myna, "You sure you want to head that way, Myna? I don't like the idea of having to head through an even smaller passage..."
Day 3, Monday Evening, after Sunset, approximately 7:10 pm (turn 116, turn 4 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8
Myna, bent over almost in half, makes slow progress along the narrow passageway. He advances a short distance, before he hears the voice of the newcomer, Amon, behind him, and is relieved, somewhat, when a little light floods the fog filled passageway.
Gwendolyn and Morgrym follow behind Amon. Ahead of Amon, Myna suddenly turns southward, and then immediately to the east again and he finds himself in what appears to be a dead end. The passageway goes east another 20 feet or so and then ends in a solid wall.
Stopping about halfway along the dead end passageway, Myna at first feels foolish, and turns around to try and stop the others from coming any further, when something catches the corner of his eye.
Myna:
As you turn around to face back the way you came, toward the west, you notice unusual stone work on the south wall exactly in the middle between the last turn in the passageway and the dead end. It is another secret door. You examine it quickly, before Amon catches up to you, and find that there are no traps or locks on this side of the door.
Day 3, Monday Evening, after Sunset, approximately 7:10 pm (turn 116, turn 4 of 6)The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8
When Myna opens the secret door he hears a distinct sound
*sproing*
The door was trapped, but there was no way to detect or disarm the trap from his side of the door. A heavy crossbow is set up against the far wall of the room with a tight rope strung from the door to the trigger and when the door is opened it fires!
Crossbow Trap Attack Roll:1d20 ⇒ 10
A crossbow bolt sails passed Myna and strikes the wall behind him.
Day 3, Monday Evening, after Sunset, approximately 7:10 pm (turn 116, turn 4 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8
The startle of the crossbow bolt distracts Myna and Amon for a moment, but Morgrym, creeping closer to the open door hears a faint sound coming from the room beyond
Morgrym:
You hear the sound of a birds feet scratching on a metal surface, somewhat like a large bird in a small cage
I would like to try to run a D&D fifth edition game. What I am thinking of running is Palace of the Vampire Queen, exactly as it is printed, with no modifications.
I have some ideas for incorporating some House Rules, to give this game more of a first edition feel.
If I could get 4 to 6 Players interested in creating characters, I will launch this game.
But,
Here are some things that might turn some players away
Turns:
Time will be tracked in ten minute “Turns”
Combat Maps:
There will be no combat maps. The only dungeon maps that will be available will be ones the players choose to create and share with each other. All combat will be “approximated” and questions or disputes about position will be negotiated
Combat Rounds:
Combat rounds will be One Minute long (not six seconds). Spell durations that will be adversely affected by this changed will be reworked to be compatible with this house rule
Initiative:
When combat occurs I will roll one d10 for the monsters and one d10 for the players. The die that scores lowest will win Initiative, and this will be the “segment” (one of ten, six second periods during a Combat Turn) that the combat begins. When a Character is not “Surprised” (a Reflex Check), and has lost Initiative, that Character can apply their Dexterity Modifier to the Initiative Roll, as a Negative Modifier, bringing that Character’s Initiative down to but not below monster Initiative. Spell Casting times will still be counted in six second periods, called Segments. A more detailed explanation of how this will work will be posted to the Campaign Info tab
Dying:
There will not be Death Saves. Characters reduced to 0 hit points are conscious and stable. Damage that reduces a Character’s Hit Points below 0, render the Character Unconscious, and Dying. Constitution Checks must be made each Combat Round (one minute period) to stabilize. Attending a Dying Character with a healing Skill (a roll will be required if combat is still going on), grants Advantage to the Constitution Check. Death occurs at a Hit Point total equal to your Constitution Score as a negative number
Opportunity Attacks:
There will not be Opportunity Attacks. If your Character has a special Ability that can only be used as part of an Opportunity Attack, that ability can still be used, just remember to ask the DM if a situation (one that would normally trigger the ability) warrants the use of the ability
Resting:
A Party must rest for at least one turn, in every six full Turns of exploring/adventuring. A short Rest is treated as normal. A Long Rest DOES NOT recover all Hit Points, but does recover all Hit Dice (which can be used immediately, or saved for later). A rest of 24 hours, recovers One Hit Dice worth of Hit Points at maximum roll, in addition to the benefits of a Long Rest.
Experience Points:
Experience awarded for monsters defeated will be based upon First Edition Values (a Goblin is worth 5 experience points).
Character Creation Guidelines
Ability Scores – roll 4d6 four times, and 5d6 twice (keep the highest three scoring die from each roll). Arrange the scores as desired.
Races – No Dragonborn, No Drow (ever)
Classes – any from the Player’s Handbook
Alignment – Any (Evil, please play responsibly, Evil Characters are fine, Evil Players will not be tolerated).
Starting Wealth – 3d6 x10 GP for all Characters
Backgrounds – Yes, please choose a background
The adventure will be set on the same world as the Woodbridge Campaign Setting (The Beginning of all things – another game I am running).
However it will be set on the Dwarvish Island of Balor, to the South of the “Beginning of all Things” campaign. The party will set out from the Village of Cippeny, just nine miles to the south of the mountain where the palace of the Vampire Queen can be found.
The Introduction to the adventure:
For three centuries the peasants of the Dwarvish island of Balor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrouded peaks of the island, they range ever farther in their search for blood. And not only blood – the children of Dwarf peasants often disappear if they are so unfortunate as to be out at night. Even cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of Ar Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, defeater of the Ten Orc Tribes is afraid in his heart to face the Vampire Queen
Daniel - if you drop the 10 and the 16, and re-roll those as 5d6, you might have a better set of numbers, or you could try to roll all six again, remember it is 4 rolls of 4d6 and 2 rolls of 5d6
Hey, Terquem, it is me, Dieredon. I am going to go with a Human barbarian. I will complete the build this evening. Thanks for the heads up on recruitment. Also, is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat?
You get Class starting Equipment, and Background Equipment, plus the rolled starting gold - plan for a long stay away from the city (at least two weeks, to start).
The Setting of the Woodbridge Campaign has a decidedly "Hollywood Idealization" of Ireland feel to it, and I was thinking that this island, Baylor, might have a "Hollywood Idealization" of Black Forest Germany kind of feel
How does that sound?
The Mayor of Cipenny will be Otto Grunfragutten
The city is eclectic, as far as population is concerned, with members of all races represented
Elves will be from the continent to the west, a country called Ishea, part of the Alodoan Empire (a human controlled empire) but they have a strong presence on Balor
There are native halflings on Balor (that is they have been on Balor for centuries) and there are also Alodoan Halflings (who are more hot tempered, and fiercely independent having had a history of oppression under the Ishean Elves, but now freed from those bonds by the absorption of Ishea by the Alodoan Empire).
Orcs (called Tafganor by the people on the island to the north) are found on Baylor, both living in villages above ground, and in underground settlements. King Arman defeated a coalition of Ten tribes of Tafganor in a war seventy years ago, and currently the orcs live in a semi-sort of land bondage (a kind of limited feudalism that is not applied to the Dwarven people) under the Dwarven King. Half-orcs are common, and do not arise out of any negative stereotypical “rapey” behavior.
There is a Human girl in Cipenny who runs an all purpose shop for explorers (she also crafts strange inventions of her own) she is considered quite mad by the Dwarven population, but harmless, her name is Abigail
Cipenny has a small Wizarding Association (a sort of prestigious club that has only seven members). This club is controlled by a seventh level Wizard named Hilda VonRotterwuld
There is a large inn that is also part theater/tavern where a strangely not exactly human “person” performs every night. This person’s name is Waglinde Howard Claire (it is not clear if this person is a woman or a man). Some Dwarves think Waglind also rules over a gang of small time thieves who do not practice their trade in Cipenny, but who travel to other towns and villages around the area, collecting protection payments, and harassing travelers.
I think we could work in a Human, Elf, or Halfling Way of the Shadow Monk (a foriegn spy, young, untrained, assigned to the Dwarven kingdom). But I don't see a Dwarven Shadow Monk in this setting, could easily see other Dwarven Monks though
In fact, it could even be that a Human, Elf, or Halfling Shadow Monk joins this party because of bad information, suggesting one of the other party members is a Dwarven Noble in disguise and needs to be trailed. I could see that.
I think I might go with a halfling...I kinda like their background in this world (being slaves to the elves) and gives me some ideas for her background....and if possible I might multi-class with rogue...will get on creating the crunch and fluff now
Yes, first level, but expect slower progression that what the new 5th edition rules describe
Vrog, welcome, but seriously, what is going on with all the rolls
Did I say something stupid? it is supposed to be 4 rolls of 4d6, and 2 rolls of 5d6 and only use the highest scoring three dice from each roll. I am confused
Insight (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 180 lb or less unencumbered
Languages: Common Halfling
Skills:
Acrobatics Dex 5 = +3 + 2
Animal Handling Wis 2 = +2
Arcana Wis 1 = +1
Athletics Str 1 = +1
Deception Cha 1 = +1
History Int 1 = +1
Insight Wis 2 = +2
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 4 = +2 + 2
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 5 = +3 + 2
Stealth Dex 5 = +3 + 2
Survival Wis 2 = +2
Halfling
• + 1 dexterity (already included)
• Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
• Brave: Halflings have advantage on saves against being frightened.
• Halfling Nimbleness: Halflings can move through the space of any larger creature.
Stout Halfling (subrace)
• Stout Halflings receive +1 constitution (already included).
• Stout Halflings have advantage on saves against poison, and resistance to poison damage.
Criminal
• You have underworld contacts.
• You are an accomplished forger.
• Consider bringing thieves tools and gaming set / playing cards.
Monk
• Level 1: Flurry of blows -- spend a ki point to make an additional unarmed attacks as a bonus action
• Level 1: Unarmed strike damage 1d4
• Level 1: Unarmored defense -- if no armor or shield, add wisdom and dexterity bonuses to armor class
Armor Mastery: Proficiency with light and medium armor; +1 on armor class while wearing medium or heavy armor.
Soldier
Other military folks will defer to your rank.
Consider bringing a gaming set / playing cards.
You know how to ride a horse.
You are proficient with a gaming set / playing cards, mounts and land vehicles.
Fighter
Most fighters are proficient in riding a mount.
This fighter selected the defense style, giving +1 on armor class while wearing armor.
Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
Level 5: Extra attack on any round that includes an attack.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 11: Two extra attacks per round.
Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 17: Two action surges between rests, but not on the same turn.
Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
Level 20: Three extra attacks per round.
Champion Fighter (martial archetype)
Level 10: You will choose a second fighting style.
Level 3: Improved critical -- score in 19 or 20.
Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.
Level 15: Superior critical -- 18-20.
Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.
drbuzzard - best to avoid a "background" if you know what I mean (I'm not fond of fledgling heroes having extensive tales of their past heroic deeds. I meant, "Background" as one of the mechanical aspects available to characters in the Player's Handbook, you know; select a "Background," (from page 125)
DoubleGold – you cannot have an ability score of 191, no, no, not this time, maybe next time. And I will be using the hard copy of the Player’s handbook, and the PDF DM’s supplemental download (for now, until I can pick up the other books)
The other benefits (not being surprised, and not allowing enemies to have advantage against you when they are hidden) are pretty good by themselves.
How does this sound to replace the +5 initiative modifier
If you are leading the party, or at a door when it is opened, all party members, who can see or hear you, will have “Advantage” when rolling to check if they are surprised.
Daniel – how do you feel about me reworking the “Ki” system so that you have “Ki Slots” And you prepare a certain number of Monk abilities each day, then use the Slots to execute those abilities. I’m thinking of having the Monk’s special abilities work more like the rest of the game’s “magic” system.
Good I agree about the silliness of people making 1st level characters and writing pages about their backgrounds. At that level the story is ahead of you, not behind you. I did use the soldier background in the build.
Here is Anders! I will build out the character profile this evening.
@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules?
That might work....will it be like spells that you "know" a certain number of spells and can cast any conbiniation upto the total of "slots" you have available?? (So you do not have to pre-decide what skill you want for the slot, but can fill them on the fly, as it were)
I'm thinking, you "Know" a given number of "Monk Skills" (Level plus Wis modifier?) can Prepare a "few" of them (Fixed) then during the game day, execute a limited number of those Monk Skills by using "KI Slots" (this gives you some versitility, while also keeping the "Got to choose what to prepare" feel of the basic game. Some Monk Skills will "Scale up" when higher level slots are used to execute certain Skills (Dragon Ball "Z" Style).
Edit - we have the Cleric/Druid, Sorcerer, Wizard, and Warlock "Slot" systems to model the "Ki" Slot system on, which do you think fits it the best?
@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules - 100 Minutes?
Keep in mind that when I use the word "Turn" I will be talking about a ten minute (in game world time) period, a Round (Combat Round), is One minute long, and a Segment is Six seconds long
Anders - I like the character a lot, and you are definitely in!
Can we say the 10 gp, in the pouch you start with as an Outlander, are foreign currency, and you keep them for reasons you keep secret, not wanting to trade them for their gold value and not able to use them to buy things from Dwarven merchants? They are not Alodoan currency either!?
Vrog - First Level! and note, as I have warned before, progression will not be as fast as you would expect under the current 5e rules, as I will be using first edition experience awards for monsters (plus I will occasionally throw in story awards, role playing awards, and very rarely, treasure awards).