[D&D 5e] DM Asmodeus's "Night Below" Group #2 Campaign (Inactive)

Game Master bwatford

Current Location: The Gleaming Glade in the Hardlow Woods


D&D 5e Night Below Group #2
Campaign Setting: 5e Forgotten Realms
Description:
Night Below is an epic campaign for D&D 2nd Edition that I have converted to the 5th Edition and is set in the Forgotten Realms where characters will work their way through and around the sleepy land of Haranshire, uncovering evils and delving into mystery and intrigue, all the while attempting to keep their own sanity while eventually traversing through the underdark to find the true source of the goings-on.

Will you take up the mantle of helping the people of this fair countryside? Can you find your way to figuring out what true evil lies in this land? Are you brave enough to stop it once you do?

Maps:

The map Gordrenn produces at The Yawning Portal:
Link to the Map

Map of Haranshire.
Link to the Map

Map of Milborne.
Link to the Map
Milborne is a small farming town of approximately 160 people. The buildings are almost all made of wood. Virtually everyone makes a living from farming or copper/lead mining in the southern Blanrydes. It is pretty simple to quickly realize that the community is fairly isolated, and strangers to the area probably are fairly rare. As a result, new visitors are probably almost certain to be noticed pretty quickly and likely to be a subject of gossip and speculation by the locals.

Map of Thurmaster.
Link to the Map
This is a walled village of some 100 people. On the outskirts are a great number of abandoned houses in varying stages of ruin. Fishing, agriculture, harvesting of marsh plants, and light forestry are the primary sources of income here.


Player Handouts:

Old Grizzler told you about the area.
What you Learned (Player Handout #3)

Quest:

Deliver Chest To Tauster in Thurmaster in Haranshire
A man named Gordrenn has paid us 107.5 gold up front to deliver a chest to a wizard name Tauster who resides in Thurmaster which is in Haranshire.

Find Jelenneth
Tauster's apprentice is missing. She is described as an attractive 20 year old woman with long black hair and green eyes. She is 5’4" and of slim build. She usually wears a distinctive rich blue cloak with silver clasps at the neck. She also wears a small, silver signet ring that Andren gave her with an engraved “J” on the inside of the band. Andren showed you a picture of her in a locket. Pictue Link Here.


Notable NPC's:

Gordrenn:
A middle-aged, dark-haired, slightly portly wizard (we think) who introduces himself as Gordrenn. "Purveyor of magical paraphernalia, material necessities, and related items to many wizards of note," Gordrenn has hired us to deliver a chest to a wizard named Tauster who resides in Thurmaster in Haranshire.

Garylyd the carpenter:
Garyld is a 51 year old man. He is handsome with a mop of thick black hair. He stands 6’ tall and walks with a pronounced limp. He is generally found with his two hunting hounds (Zeus and Apollo). He is the Milborne’s constable and has the power to deputize a posse or even form a militia if needed. Garyld typically wears leather armor and carries a long sword and longbow.


Party Treasury:

Horse
Pack animal that can pull up to 480 pounds.

Cart
Small cart that can be pulled by one pack animal. The cart weighs 200 pounds.

Riding Saddle
A saddle for riding animals of all types. This one is very old.

a golden brooch set with carnelians (625gp value.)

3 gemstone rings worth 25gp each.

Elven Sword worth 80gp.

Elven Shortbow worth 87.5gp

Party XP:

Needed for 4th level = 2,700 xp

Total xp = 1,265

Combat and Initiative:

Combat in PBP is much different than it is sitting around a table. As such, there have to be some ground rules laid out for when we do get into combat so it flows smoothly and freely without any loss of immersion or slowing the game down needlessly. So the following will be used as a basis for how combat for this campaign should flow.

Initiative
Initiative is a simple d20, modified by an individual's DEX. Pretty simple. However, the book indicates that everyone rolls initiative, and then the GM rolls for each group of opponents, and then you order everyone top to bottom individually. And while ordering people isn't the issue, it's in the actuality of posting in initiative order that things become an issue.

Therefore, we will be using group initiative. When initiative is called for, I will roll for each group of enemies (like, say, all the kobolds in one roll, and all the orcs in another, etc.), and then I will roll initiative for every PC individually. Once all PCs have rolled initiative, I will add them together and divide by the number of party members to get the average dice roll, and I will take that and compare it to the rolls for all the groups of enemies. PCs will then act in the turn based on that highest score.

For example, say the PCs are fighting a group of 2 Kobolds and a group of 2 Orcs at the same time. We'll say 4 PCs for this example. And we'll use the following examples as the initiative rolls.

PC 1 - 11
PC 2 - 21
PC 3 - 16
PC 4 - 12
Kobolds - 9
Orcs - 21

So we will find the average PC initiative roll by adding them up (11+21+16+12=60) and then dividing that number by the nimber of PC's (60/4=15) The average PC roll is 15, so all PCs end up going on that initiative roll. The Kobolds rolled a 9, and the Orcs rolled a 21 as well. The initiative order would therefore be:

Orcs
PCs
Kobolds

If the PC's roll ties with a roll for a group of opponents then then the PCs go first. I always favor the PCs in initiative, and I generally give tie-breakers to the PCs unless the situation calls for something else.

Anyhow, this is how initiative will work. Everyone rolls, but you all go on the average roll from across all PCs. So adding a Initiative feat helps not only the person taking the feat but the entire parties average. After all we are a team right? In addition to this, we only roll initiative in the following instances:

1. At the very start of combat; OR
2. When a new combatant enter combat.

For the most part, we will only be rolling once at the start of combat and using that initiative order throughout; only in rare cases will additional combatants enter an ongoing combat, forcing a new initiative roll.

In the case of the chance that their is the opportunity for one side or the other to get surprise on some of their opponents then I will notify the surprised player/s that they can not act until round two. Or notify you of which NPC's don't get to act in the first round.

The Turn
Because we are using Group Initiative, there is no such thing as Player A acts before Player B every round. If everyone acts at the same time, that just isn't feasible. On top of this, we have to deal with players and posting order; we can't very well say that Player C always has to post first; what if Player C is away for a day or so?

Due to this, we are using a "first-come-first-served" posting order for Combat. When it is the PCs turn, whoever posts first is whoever is acting first. When it comes time to adjudicate the round, I will adjudicate PC action in the order of posting. So if we have 4 players, and they post in the order of A, D, C, B, I will adjudicate them in that order during my next DM post. This will allow players to kind of see what everyone else is doing and react to it.

There will be times where even the above will result in 2 players targeting the same opponent or attempting to do the same thing, only to have the first poster accomplish the task and the second poster left with not being able to do anything. In these cases I will try to adjudicate properly by switching targets or moving you somewhere else that makes sense. There may be times when I have to post OOC to have the second player clarify a new action, but I will do my best to not have to do that so to keep the flow going.

Reactions and Saving Throws
There will be times where an opponent does something to a player where they will get to use a Reaction or a Saving Throw roll is required. For the most part, you will merely need to add reactions that you have available as part of your mechanics spoiler each round. (i.e) Name of Reaction - Condition that triggers it - What Happens. You don't have to list AoO's because everyone gets those but things like Sentinel that might trigger an attack, etc. Need to be listed in your mechanics block during combat. I don't have time to look up everyone's abilities everyday of combat so make sure reactions are noted.

If a saving throw is needed for some reason then I will roll that save for you so that I can process that action completely during the GM post and we don't have to wait for it.

DMPC me please
I am not a big fan of playing with myself (pun intended). If it has been over 24 hours since your last post and everyone else has posted their actions for the round except for your character then you will lose your turn in the round and then I will process and adjudicate the results (both monsters and PC's). This loss of turn will be noted and upon your return you will get to take the appropriate number of actions to catch up with everyone else. That way no one is waiting more than 24 hours for a single round of combat to resolve.

The only exception to this rule is if you have notified me in advance that you will be absent for a preset amount of time and arranged for me to DMPC your character in advance.

Be descriptive
Just because we are in combat doesn't mean to just post: PC swings his sword at bandit #2. (die roll) (wait for results). BORING!!!!

Be descriptive on what you are trying to do, how the attack maneuver looked: PC looses his longsword from his scabbard as he bounds over the table across the room, as it comes free the steel glints in the light from the lantern on the table as he raises it to strike, once he has closed the distance he brings the sword down in a overhanded arc with both hands trying to cleave the withered old man clean in two.

Sounds much better doesn't it and gives me tons to work with during resolving the round and it makes your PC look cool, just don't miss.