Wrath of the Righteous AP - DM Le Roy Batty (Inactive)

Game Master Le Roy Batty

Get ready to join the crusade against the Demons of the Worldwound!


Background

Welcome to the city of Kenabres – a highly fortified crusader outpost perched atop the shear cliffs of the West Sellen river. It is a city known for a strict laws, high security, and frequent inquisitions, which keep it relatively safe from the demonic influence of the nearby Worldwound. Whether this is your first time to the city, or you have lived here before, you know that through the years a large number of refugees, crusaders, and demon-hunters have filled Kenabres beyond capacity. Spilling out into a large encampment north of its walls are the temporary homes of crusaders training, recuperating, or waiting to join the fifth crusade.

It is in this encampment that you find yourselves at the start of the adventure, ready to join the fight against the Demons of the Worldwound.

Wiki link

https://wotr-notes.obsidianportal.com/wikis/main-page

House Rules

  • DM Rolls: I will roll some things that normally the players would roll - Initiative, Saves, some skill checks. This is 1. to speed up the game, so I don't have to wait for a response from everyone and 2. to preserve the mystery. I will always put the roles right in the post. If they are supposed to be secret for only me they will have a GM ONLY spoiler tag.

  • Player Rolls: Players roll when success or failure is instant, and would be obvious to the character. Good examples: Try to jump over that hole, Roll. Try to hit that Goblin, Roll. Try to use this magic wand, Roll. Bad examples: Try to appraise this diamond? No roll, because the character has no way to know if they were successful.

  • Group Initiative: Monsters will use only one initiative roll. Players will get individual initiative rolls to see who goes before the monsters (if anyone), then after that it will go back and for between the monsters then all the players at once. I will probably still resolve things in initiative order unless it doesn't make sense.

  • Held / Readied Actions: Don't wait to post an action. You can say: "I hold my turn until X goes in the room. I will follow them in and attack the same monster". If these things don't happen you will loose your turn waiting, so adding a plan B is completely fine like: "But if X doesn't go into the room this round I will run in myself!" You can also say: "I ready an action for when the monster comes through this door I will shoot my bow at it."

  • No Tactical Map: Since there is no tactical map, if I see something obvious that a player would want to do but it won't work, I'll call it out. For example: "Only the first 2 characters in this tunnel can get a clean shot at the mongrelman." Or "The pirate is backed up against the wall so no one can flank him." Otherwise we all just use our impressive imaginations.

  • Use Spoiler Tags: I think roleplaying is more fun if there are secrets. Are you whispering to someone in the group, or far enough away that people can't hear? Use a spoiler tag with "To X" to keep it secret. If someone wants to try to listen in, they can always ask me if it's possible to hear. On the other hand, if it's something you would tell the group anyway, let's all assume you do and forget the spoiler tags, even if they can't actually hear.

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Hit Points (choose only one)

Average:
Get the die average, rounded down (3 for 1d6, 4 for 1d8, 5 for 1d10) for every level.
You will be a little bit below (1 HP every 2 levels) the rolled average, but immune to bad luck.

Rolled:
Roll the die and take the result
Everyone may take 1 re-roll in the life of their character, use it wisely.