DM Asmodeus's "Curse of Strahd" D&D 5e (Inactive)

Game Master bwatford

Current Location: Death House


Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

Houserules:

Combat Rules:

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.

Magic Items and Identifying Them:

Identifying magic items and availability:

Common Items (Identify automatic upon examining them.)
These are usually common items like healing potions and low level scrolls. Most all villages, towns and cities have magic shops that sell and buy these type of items commonly.

Uncommon Items (Concentrate On Them During a Short Rest - INT Arcana Check DC 15) or (Identify Spell - Requires a pearl of 100gp value NOT Consumed on Use.)
These are minor rings, staves, wands and other items including +1 enchanted weapons.

Rare Items (Concentrate On Them During a Long Rest - INT Arcana Check DC 20) or (Identify Spell - Requires a pearl of 100gp value Consumed on Use. CONSUMED ON USE)

Very Rare Items (Identify Spell - Requires a pearl of 500gp value CONSUMED on Use.)

Legendary Items (Identify Spell - Requires a pearl worth 5,000gp in value. CONSUMED on Use.)


Death and Dying:

Thought with the fact that the group will be stuck on the Demi-Plane of Dread that I would address what happens if a character dies. This is Ravenloft so that is definitely a possibility, especially early on.

I as a DM have always felt that there should be some punishment for dying and not that *Poof* here I am with a new character, lets move on. With that in mind, if your character dies during the adventure then the following takes place:

1. Raised or create a new character. If you die and can not be raised either because services are not available or in the event that you can not afford said services at earlier levels then you must create a new character. Because you are on the Demi-Plane of Dread the DM will work with you on specific's of your new characters introduction to the group. What transpired prior to their arrival, etc.

2. One level lower than the average party level. If you must create a new character then that character starts 1 level lower than the what the average party level is currently at unless they are first level in which case you will start at the same level. 'Curse of Strahd' will use the milestone leveling system for play.

3. Level penalty only last until the next level. While your character will come in as one level lower than the average party level. The penalty only last until the next time the group levels as a whole. At that time you will gain two levels of experience to catch back up to the party so that you are not always behind the level curve in the adventure.

Now if you die and need to create a new character then that new character will not be introduced until the time that is appropriate in game for that character to show up. I do everything that I can to work them in at the earliest convenience but sometimes it can be a couple weeks in real time before that can happen depending on where the group is at.

Letter from Strahd found in Death House

Map of Barovia

Party loot Log:

Magic Items - Carried By
Scroll of Bless (DH9) - Uruk
Scroll of Protection From Poison (DH9} - Uruk
Scroll of Spiritual Weapon (DH9) - Uruk

Valuables - Carried By
3 x Blank Leather Bound Books (DH9) - Uruk
Deed to Durst House (DH9) - Uruk
Deed to a Windmill (DH9) - Uruk
Signed Durst Will leaving everything to Rose & Thorn (DH9) - Uruk
Iron Key (DH9) - Uruk

60 silver pieces - Perdita
1 Moss Agate (DH25) - Perdita
Ivory Hairbrush with Silver Bristles (DH25) - Perdita

Silver Shortsword - Illufaus
11 gold pieces - Illufaus
2 Moss Agate (DH25) - Illufaus
Black leather eyepatch with a carnelian sewn into it. (DH25) - Illufaus