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Nephzinho
Jan 25, 2008





My group is coming up to an event at a casino where they will be playing in a tournament for an item that they desire most or some other vague prize description as we pass over a display case filled with various magical items. I'm trying to personalize them for each player (both in and out of game) and use them as part of their character arcs going forward. Those items that aren't won now will probably get tweaked/buffed and added later. The party is level 4.

The Rogue/Fighter is a power gamer and loves playing other traitor mechanic games - for him I'm giving a lucky ring that after a certain number of activations is going to start trying to lead him on the path of becoming a lich of some sort (yes, I know they're primarily wizards, just go with it) through out of game notes appearing in his stuff. This potentially is a campaign ending storyline if he kills the rest of the party as part of his ritual.
The Bard is the shyest/least gamery at the table and was going to give a pick of destiny to boost their performance checks and pretty much encourage her to try doing weird bardy things outside of combat, but critical fails will summon a demon (tbd if its repeatable and just a moderately difficult fight, or give warnings before summoning a deadly one-off encounter).
The Wizard is going to get a magic hat that acts a +1 staff, but is an intelligent hat with a weird side story/distrust of people who don't wear hats. Mario Odyssey meets Minish Cap meets The Odd Couple.
I have no goddamn idea what to give the frenzy barbarian who is the group's sort-of tank and whose attitude is that all problems can be fixed with a great axe. Every idea I have for this one just feels boring, straightforward, or OP. Anyone have any ideas to help here?

tl;dr what is an interesting frenzy barbarian item that isn't necessarily good, but is at least interesting, helpful, and has a downside/sidequesty nature?

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Nephzinho
Jan 25, 2008





TheTofuShop posted:

An enchanted, intelligent axe; blessed by the mountain lords it was once wielded by a powerful barbarian who embarked on a bloody quest for vengeance. Though the barbarian slew his rival, his quest for bloodshed only instilled more violence in the region and led to the destruction of their entire village and the grim death of it's former owner.

Having seen the vicious cycle of violence, the axe now wishes to push it's new owner towards pacifism, as it is the only way to not continue the cycle it has witnessed (perhaps many times before)


TheTofuShop posted:

poo poo, quote is not edit.

Could also be possessed by it's former master(s) a ghost barbarian constantly urging them towards peace and nonviolence.

I would do this if I hadn't just given him a +1 axe that heals him every time he frenzies (0 healing group), I do think I'm going to do something similar. Either a belt or helm of similar enchantment/personality, or do gauntlets that maybe each have their own personality along the same narrative (kind of angel/devil on the shoulders).

e; What is a powerful enough effect that this player would want to use the gauntlets and deal with the sentient reigning in his behavior that wouldn't be OP at level 4? +1 to STR modifier? (he is 15 STR atm so it would be weaker than Ogre Strength) Maybe +1 to CON modifier seeing as that would boost his AC with Unarmored Defense?

Nephzinho fucked around with this message at 04:50 on Jan 10, 2018

Nephzinho
Jan 25, 2008





Sanford posted:

My party fought the dragon, and while the two fighters distracted her the rogue climbed the outside of the ruined tower she was in, tied a rope round the biggest stone and threw it down. Then they all pulled and toppled the tower down on her. I let them roll a big handful of dice for damage to keep the fight moving on, but are there D&D 5e rules for a massive lump of stone falling on a dragon?

I also tried to give them a tiny taste of a Whybird-style moral dilemma by having the druid tell them that although he considered the zombies dealt with, he would never allow the town to be resettled because of the danger of the new townsfolk digging up the zombies and re-spreading the blight. Resettling the town is the archer's personal objective and he's a bit murder-happy so I assumed his response would be to off the druid and resettle the town anyway. They actually responded by going back to where they buried the zombies, and using the stone and wood from the ruined tower to lay a lovely patio and a nice deck over the top. I had no idea how to make them roll for that so I just let them get on with it...

This is a good group.

Nephzinho
Jan 25, 2008





Baronjutter posted:

Our poor DM last night tried to give us this hand-crafted puzzle because players asked for more puzzles. 3 rooms, each room having a switch which lowered a pillar into a receptacle and opened the next door. Each room had 4 suits of armour that would come alive, one at a time, and fight us.

We roll into the first room and one of these things come alive, it's surprisingly hard and nearly kills us so we have to hyper-focus on defeating it. As soon as we do another activates. We kill another one, we flip the switch and see the general state of how the puzzle is solved but the next chamber the pillar is broken. What we were "supposed" to do is split up with some people distracting/tanking the monsters while the others figure out the puzzle in each room. What we thought we had to do was kill every single monster. We played for 3 hours, a non-stop slog of fighting these very tanky animated suits of armour. By the end all the players were bored and pissed off, the DM was very frustrated we didn't do things right, and we had only killed 5 of the things in this never ending war of attrition. I ended up thinking maybe we needed to use these huge pillars to kill the monsters, so we set up elaborate situations to force them into the little pits and lower the pillar down on top of them, crushing them.

The key mix up was someone asking if they could fix the broken pillar using mending, someone else saying "the pillars are magical, mending won't fix them" and the DM confirming with "yeah your character would know that wouldn't work" so we took that as official word from the DM that trying to fix the pillar was out of the question and "wouldn't work" because they would no longer be magical and thus no longer open the doors, which are all magical as well. We were in fact supposed to gather up the stone chunks and assemble them into the receptacle to open the next door. People were so pissed by the end of the game, but then the DM realized that by killing so many of these very high level enemies in rather creative ways we got a huge amount of experience, and the mood instantly changed from "gently caress this I don't even know if I want to play anymore" to "woah, great game guys!"

So the lessons as a DM are: If you make a puzzle and players are brainstorming ideas on how to solve it, be very careful what you say as players might take it as official word their idea would not work. And, if everyone is really upset at your game just shower them in experience.

DM really should have started scaling down the strength of the armor, had one speak, or some other hint as to what you were supposed to do instead of just letting you flounder for hours.

Nephzinho
Jan 25, 2008





Waffles Inc. posted:

I've got hint notes and whatnot

If you start with the animal or eldritch one it might be a little clearer of what to do, the former through hints of the animal whimpering and the latter is just kind of figureoutable. Once they get the first one knowing its a personal mechanic the rest might be a bit more intuitive.

Nephzinho
Jan 25, 2008





Got an idea for a one shot I may run as a play by post at some point, but has anyone ever used the Louvre as a map before? Just wanted to see if anyone has a resource before I start converting a floor plan into a roll20 file.

Nephzinho
Jan 25, 2008





Subjunctive posted:

gently caress that’s brilliant.

I'm already running a campaign that started as a spoof of Clue and is an open ended bad guys campaign of heists and robbery, as well as a campaign about an orc/goblin run grocer securing rare ingredients for special dishes in their quest to expand the franchise. I really don't know when or where or who I will be able to play this Louvre one shot with but it doesn't really fit into any of my campaigns.

Nephzinho
Jan 25, 2008





Ignite Memories posted:

You seem like good people.

I ran a fun clue based murder-mystery manor adventure as a guest DM for a friend a few years ago, and am currently starting up a strike game about a fantasy catering company.

My advice re:louvre heist is to play it with friends and have everyone play themselves.

I'm probably just going to build it out at least in concept with the official tour guide floorplan for the time being and then actually fine tune the layout, which stairways are crumbled, etc, once I figure out if it can fit into an existing campaign or if the one-shot is going to be done in a non-5e game.

The closest thing to fitting it into my Clue game is using it as the end game for one player's personal story. I gave him a lucky ring that is slowly driving him mad (via out of game messages) and pushing him to sacrifice the rest of the party to become a lich. The plan was for the dungeon to just adapt the Tomb of Horrors, but I could have the ring send him to the Louvre instead. Only problem being that him being the boss makes a LOT more sense at the end of the tomb as opposed to the Louvre being much more open and based on having warring factions trying to survive/scavenge within.

e; I say one shot, but what I really mean is a "make a level 11 character that is only for this dungeon that is going to take us like 6 sessions to clear". I also don't like doing play by post or roll20 because I am partial to people actually using dice sets for their characters, and I have a house rule that if you die you forfeit the d20 from that set. No, I'm not a dick about murdering people for the sake of building up that collection.

Nephzinho fucked around with this message at 00:28 on Feb 11, 2018

Nephzinho
Jan 25, 2008





kazr posted:

That's a uh... very interesting rule. What are your players reactions to that?

They know ahead of time and are welcome to take dice from the bucket in my office to use. Overall I've found it to help get people invested in their character instead of having ideas about what to play next if they die. It is about as low stakes as things can be.

Nephzinho
Jan 25, 2008





Bad Munki posted:

I don't understand, are you saying everyone plays with just a single set of dice? As if they somehow don't all have a mountain of dice dumped out on the table in front of them? lol yeah right

Generally people start with a base set and just add to it as they find which dice they need to roll a bunch of. I have a few dozen sets in a jar that people just draw from as needed. Point is, there is a d20 associated with the character that becomes a tombstone in death.

Nephzinho
Jan 25, 2008





BadSamaritan posted:

My group has been playing a bit with Lamentations of the Flame Princess characters and none of use would have any dice left if we used that rule. A 3 hp spell caster is usually not long for the world.

I start campaigns at level 3 (or higher) and will occasionally fudge the dice to stop a lucky crit from one shotting somebody after they walk into a bulette's nest (though they will be crippled and might die while actually fighting it). It is a fun little house rule that ranges from people not really caring and just taking one of my loose dice as their marker to a person who went out of their way to buy a really really nice set to lean into the stakes (this is the player I'm setting up to betray the party).

Nephzinho
Jan 25, 2008





Malpais Legate posted:

Okay, two things for my current 5e game's arc:

Y'all got any ideas for setpieces in a magic-laboratory type area? It's supposed to be the like, magical research lab from an ancient civilization. I was thinking of covering the staples with the Owlbears, But Worse wing filled with the remains of mismatch monsters, and a library with ~forgotten knowledge~ and ~ancient spells.~ Anything else you'd think would be here? I was also considering a defunct magic item forge with still-lingering magic in it. I just want this stuff to have obvious points of interaction, so my players won't poke their heads in the door and go "nope moving on."

Second, set in the same ancient-magical civilization: What kind of gatekeeping/warding would you think the aristocracy would use to separate itself from the lower classes? I wanted to avoid the bog-standard "magical bubble shield." My current line of thought involves gatehouses that only respond to displays of sufficiently high-level magic. Otherwise, the peasants (and, by extension, the player characters) would have to climb over walls or up sheer cliff faces to gain entry.

Beakers filled with long abandoned experiments, several of which can be oozes.
Two identical rooms, one a normal looking library or other "out of place" room for the lab, the other every object is a mimic. Stage it as a mimic training/domesticating experiment.
Escher wing.
Intelligent lab assistant gargoyle/beholder/something who won't acknowledge the lab's disrepair and welcomes the party and treats them like everything is normal. Gets offended and attacks if they start breaking things or going places off limits.

Outright teleportation runes to travel to unseen cities in far away locations or pocket dimensions.
Complex locking mechanisms that can only be interacted with with certain spells of a certain level (and you can give the party wands/scrolls of these spells as a "black market entrance").

Nephzinho fucked around with this message at 01:35 on Feb 13, 2018

Nephzinho
Jan 25, 2008





I just use Evernote notebooks for each campaign. (yes i know the program largely went to poo poo)

Nephzinho
Jan 25, 2008





Comrade Gorbash posted:

To riff off Dragonatrix a bit, it also sounds a bit like you're falling into the trap a lot of GMs (myself included) get stuck in. Namely, feeling like we have to narrate the connective bits of travel and have all the story show up "on screen" for the PCs.

IME, pacing in tabletop RPGs works best when it works like TV. There's no reason you can't smash cut directly from rescuing the prince from the dragon, to standing before the queen's throne as she announces her gratitude and hands out rewards... and a new mission. Even long-narrative shows like Game of Thrones skip past a lot of travel time, etc., with little more than an aside or bit of narration, or even just a chyron.

If the town the PCs arrived in doesn't have anything interesting in it, just narrate past it to the next bit of interesting things. This even works with NPC interactions - if a PC wants to hit up the blacksmith and you can't think of any interesting interaction, you don't have to RP it out. You can cover it in one line, or even throw it to the PC to describe if they're comfortable with that. The trick there is that recognizing when the player has something interesting for that encounter and letting them take the lead to bring it out. But if it's just going to be small talk, bounce right by it.

You may also want to consider switching to a more episodic story. Rather than try to have one giant narrative through line for the whole campaign when you start, just have the PCs be the recurring characters in a series of adventures. Over time recurring NPCs will appear organically, and you may find a season-long plot thread to pull on. Or not, and that's fine too.

I pretty much have a barebones outline of a half dozen places my current big campaign could possibly go, and have a handful of NPCs dedicated to giving them useful information, as well as a sheet of paper with a printout of 10 random NPCs and the bullets the team needs to get. So they can go off the rails and I sitll have things ready to go. Don't worry too much about staying on the rails and let players go where they will. I pretty much have a standing rule at the table that if anyone wants to do something, don't ask me, just roll. If it is that ridiculous or stupid, the DC is just going to be set higher and pretty much require a natural 20. They may have burned down the building I had stuff planned for during the next session, but it wasn't hard to move that stuff and they're still talking about it months later.

Nephzinho
Jan 25, 2008





kazr posted:

Can anyone get me the goonmade guide to making better creature stats? I can't seem to find it

https://songoftheblade.wordpress.com/2015/09/09/improved-monster-stats-table-for-dd-5th-edition/

That what you're talking about?

Nephzinho
Jan 25, 2008





I'm working on a one shot with level 11 players in 5e, mostly for people who haven't played DND/don't play much/haven't in a long time. In order to skip over character creation and get right into it I'm going to have a bunch of character sheets for people to pick from. Before I start shooting things out from my own past games and fastcharactermaker, anyone have any interesting level 11 sheets to send over?

Nephzinho
Jan 25, 2008





My party is approaching a caravan raid in an interesting way, causing me to have to write up stats for an NPC that was supposed to be on their side throughout the campaign but turns out they may fight For Reasons. The fight would take place at the end of the scenario, which is a very very very very very large/long room where they are robbing a caravan. There are a bunch o guards, some knights, some scouts, and a designed boss for them to fight - this would take place during looting if at all.

I would like the fight to end in one of 3 ways:
1) The fight drags on long enough that the caravan receives reinforcements, causing both the NPC and the party to flee and the caravan retaining its most valuable item.
2) The NPC wears the party down and knocks out or "Arrests" (move below) the entire party, in which case he gets away with the target item but knows the party tried to double cross him.
3) The party comes up with something during the fight that is clearly meant to stall them/take them while they're weak besides punch the boss and i'll wing the ending as dictated by their actions.

With that in mind, does this seem like it would serve these purposes for a level 4 party of 4? Too many saves? I wanted to make the fight at least interesting despite that they will be signaled that this is not a fight they can "win" traditionally (my party has too much of a reliance on just punching their problems and I want to force them into something else).

Action: Roll Out. Summons 2 mechanical squirrels in adjacent squares. Squirrels have 5 HP, move 30ft, act immediately after Tinkerer, and attack with +2 to hit for 1d4+1 damage.
Legendary Actions: Tinkerercan take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ares regains spent legendary actions at the start of its turn.
Legendary Action: Spin out. Tinkerer's mech spins its arms around, hitting all adjacent enemies. +5 to hit, 1d6+1 bludgeoning damage, each enemy that is hit must make a 13 DC STR check or be knocked back 5 ft.
Legendary Action: Arrest. Cuffs are launched at target creature within 20 ft. Target makes a DC 13 CON save or is unable to move or take any action until freed. Affected creature may attempt to break free as a free action at the end of their turn. The cuffs may also be destroyed with an action from another creature. [I won't spam this while running the boss, and it is designed to be a way for me to lock down people near death without actually killing them to end the fight with this dude leaving]
Legendary Action: Unguided Missile. Launch a missile at a random creature (including friendly summoned creatures). +5 to hit, DC 13 DEX save. 1d10 damage, half damage with success on save.

Nephzinho
Jan 25, 2008





DivineCoffeeBinge posted:

One of the things that most of the Legendary Actions writeups I've seen (at least in 5th) that I don't see in your writeup goes something along the lines of "Once a Legendary Action is used, it cannot be used again until all other Legendary Actions have been used once." That is, if you use Action A, you can't use it again until you've used Action B and Action C. Using that rule will keep you from spamming one ability too much (and if your players detect the pattern they can start to anticipate and adjust their tactics, giving that warm fuzzy "boss fight" feeling).

Beyond that, without doing any math or anything that seems like an appropriate setup; dangerous without being ridiculously deadly and the only directly targeted ability, Arrest, is nonlethal. Looks good to me, let us know how it goes!

I'd roughly follow that pattern anyway, not necessarily worried about templating. Figure if they get overwhelmed with squirrels the missiles can help thin it out, missiles are a fun/random thing to keep it hectic, two of the four are melee heroes for spin, and I'll tend to arrest anyone who is near death to signal "don't get up". Squirrels will probably just attempt to swarm the non melee players. I'm interested to see if they try to burn down the NPC or help each other with the cuffs and squirrels (if they even fight this guy. which they probably will).

Really I just need to find a way to get those war & peace gauntlets to the barbarian to try to force him to start thinking a little more.

Nephzinho
Jan 25, 2008





Ilor posted:

^^^ This.

The especially important bit is to have things that the PCs aren't addressing move along at their own pace. PCs ignore all of the signs that there's an assassination plot on? Oh, poo poo, the Duke just got killed! Stuff like this gives the players the sense that they're caught up in larger events.

And if they miss what you planned on being a big hook, go with the repercussions even if they are disastrous. My party right now is completely ignoring that someone is trying to transport a tarrasque egg to a lab and are instead going for loot and gold instead of trying to control or destroy the egg or any other approach. GUESS WHAT THEY MIGHT FIGHT LATER.

Nephzinho
Jan 25, 2008





Jeffrey of YOSPOS posted:

Consider structuring things like a monster of the week tv series, perhaps with a looming larger threat that players can receive hints about and maybe prepare a bit for but isn't the focus of the adventures, at least at first.

Breaking things down to mostly one shots let you shift the flavor week to week as well. One week's one shot may be "you come upon a stone door" and is a straight dungeon crawl, while another's might be going to a market and collecting ingredients with some bartering/petty thievery. Then at the end of the run you have an Avengers-esque team up where you do a saturday afternoon potluck with all of your various players from the campaign.

Nephzinho
Jan 25, 2008





I kind of want to add a town to my map as a side quest playing on this, but the town is cursed by a witch who is obsessed with knights. Everyone else in the kingdom just kind of stays away from the town because they don't quite know what is happening there and have decided to leave it be.

Nephzinho
Jan 25, 2008





Comrade Gorbash posted:

I think the best way to handle the difficulty of scheduling is to set the expectation that it's game night.

Then you make sure to have something else to do with the subgroup of people. Board and card games are a great option, as are having small one-shot RPGs (Firebrands, Fiasco, etc.) and even multiplayer video games.

If everyone's available, great! We play the campaign. If too many people or someone critical to a certain moment misses, then it's still game night and you can do something fun.

Having that expectation up front tends to make it easier - and weirdly reduce absenteeism, in my experience. Your group still wants to show up, but feels less like assholes if they do miss a session.

I've basically got a flow chart for what game we play based on who shows up between legacy games, DND, and one offs.

Nephzinho
Jan 25, 2008





I love hearing about this campaign anyway, as my back project is working on my orcish grocers campaign that i will run one day and has a lot of overlap with what you're doing.

Nephzinho
Jan 25, 2008





I tend to manage attendance by having minigames for the missing player where they might make a little money or learn info/gossip while drinking at the bar or whatever the setting dictates. This is done via private chat so that they are encouraged to come the following week to share what they learned, as it may contain a hint about where items might be hidden in a dungeon or warnings of a trap.

Nephzinho
Jan 25, 2008






Is the poisoner/murderer/whatever still here as undead as well? If so they could try to re-poison the food of the feast with holy water or something that would ruin the meal for the undead guests.

Full on game of thrones could have had it be a wedding, necessitating members of the party get married (or faking it, but the fake being real and binding because reasons). Lots of stuff subject to your group dynamic there.

Rats and spiders could try to eat the food before the guests can feast on it.

Nephzinho
Jan 25, 2008





That is really cool, well done.

Nephzinho
Jan 25, 2008





So my party just did a Very Bad Thing and need to escape from a forest that is now trying to kill them. I've drawn up a fairly massive map and given it as many bottlenecks and winding paths are possible for the running through forest vibe. Right now I'm planning on having various vines trying to grapple players to keep them from escaping, squirrel swarms attack them to slow them down, and "unseen enemies from deeper in the woods" lobbing Magic Missiles at them. Overall the vibe is weak monsters trying to slow you down dealing negligible damage while you get whittled away by missiles. There is a cluster or two of NPCs who they saw on the way in doing their thing now trying to also fight their way out. Anyone have good forest traps beyond "branches close to block the path forward" or "tree falls blocking the way" style things? Might mark some trees as dryads that will take opportunity attacks at anything passing through their range. The party is also at the end of a long dungeon and has pretty much no spells or other rest-based resources left in the tank and I want to challenge them to escape but if I make it too challenging it could easily turn into a TPK.

Nephzinho
Jan 25, 2008






If it is entirely homebrew anyway you could scale the damage rolls to better represent a chunk of their life over the course of the game. As it stands I can't imagine him ever risking such a high DC save for enough damage that a bad roll could outright kill them.

Nephzinho
Jan 25, 2008





I'd probably just look at 25% of their hp pool and set it to (1d6+n). High enough to be annoying, low enough that they think about risking it.

Nephzinho
Jan 25, 2008





Trojan Kaiju posted:

I'm trying to make a map of a ship on a dock and, looking online at examples, I see a lot of similar-looking maps. I figure there's a map builder I can use to easily make it but I have not found it, so far. Anybody got any good resources for a not-art-inclined person to easily and intentionally build maps?

I sometimes just use Final Fantasy 6 sprites if I'm feeling fancy. Dungeonagrapher when I'm not.

Nephzinho
Jan 25, 2008





Pollyanna posted:

Is there ever a case where an NPC that is truly out of the party's league ala Overlord is interesting and worthwhile? I imagine that scenarios where an NPC shrugs off their strongest attacks and magic and wildly outclasses them qualify as bad gaming in the common sense. Or am I assuming too much?

I've used fights like that a couple of times, but they've always been in the context of some other objective being in play and that they're trying to distract the baddie long enough for them to fail their objective, reinforcements to arrive, etc.

Nephzinho
Jan 25, 2008





Ysengrin posted:

Yeah, the big key is that any boss fight that has an unbeatable enemy needs an objective other than "fight the bad guy" as a goal, clear signposting of this (no half measure, it has to be literal 'your attack is deflected by an invisible forcefield' style), possibly even you out of character pulling aside your players and telling them "no really, this is not a fight you're designed to win through combat," and even then you're going to sometimes just have people run face first into it. Especially if you've done the "Good GM" thing of not throwing them into unwinnable encounters before, which will have likely trained them to be used to fair fights. As Ace said, you need to have some sort of payoff for your players.

I did manage to pull it off once, where my players summoned a hostile Dragon God via their narrative tokens in order to try and kill off one of their enemies, and after doing that it attempted to kill them. I did a little time out before the fight to mention "normally I don't make things that you can't in theory beat in a fight, but this is the exception. You can totally try to fight if you want, and if you win I'll roll with it, but that'll be a genuine surprise if you actually manage it." Then it fried some of their NPC allies to demonstrate the kinds of numbers it had for its attacks, and they decided to do a fighting retreat while figuring out how to banish it back to its plain, which involved a lot of dodging its attacks (I gave it an MMO style attack indicator, where it'd mark the areas it would hit next turn and then they had to scrabble away).

I'll also give non-damaging but powerful positioning abilities in those cases to showcase how outmatched they are, literally toss them around the battlefield for nothing but fall damage, and allow pacing for when actual attacks start up. Another time they engaged something that they witnessed take down most of an adventuring party from a distance before they actually engaged (and ran away).

Nephzinho
Jan 25, 2008





Ysengrin posted:

Oh yeah, definitely. For my boss, I actually gave his most damaging attack a Mercy limit (so if you take the hit you'll only be brought down to 1 hp) but then it left behind a bunch of fire tiles that meant if you stayed there you'd tick over to 0, and broke up the map for them. Wing buffets to knock them around, and a couple of projectiles that crept along the battle arena to deny them area. All things that they could avoid and not die to, but made it really feel like they had to adapt to it's actions rather than them dictating the terms of the fight.

Highly damaging but telegraphed attacks, and nonlethal positioning abilities, are great for that type of "overwhelming" NPC because your players have to actively do something to avoid it, rather than just hope their AC is high enough to tank the attack. Scary without being a guaranteed lethal.

I'd also avoid the temptation of having them dueling with another NPC and them just dodging the fallout of the fight though. It seems like a handy way to "explain" why the NPC isn't just directly focusing them down, but in practice it ends up feeling like a sideshow. Unless you manage to turn it into a proper Kaiju fight and not just Sorcerer #1 vs Sorcerer #2.

The last boss fight I tried to steer them away from they plowed into, i concocted a reason that this all powerful caster was massively distracted from their fight and was only giving it like 50% effort. Occasionally skipped turns to refocus his ritual, had an astral form that was using wind spells to move the party away from his body, and on a few occasions cast Chain Lightning variant that nearly OHKO'ed half the party so they knew exactly how tough the guy was "supposed" to be. This one however they ultimately refused to run away from, I let them kill him, and it has completely derailed the campaign because I decided the ritual that was distracting him was Super Important and now that he's dead Bad Things are going to happen.

Nephzinho
Jan 25, 2008





siggy2021 posted:

This one actually came up at the beginning of the adventure and they started running out of food and spent an entire session panicking and it was good times. Then the Cleric had the sudden realization that they could just case Create Food and Water.


It's not so much the being cautious. Being cautious is fine. Searching every god drat wall drags everything down, especially when there is a mechanic built into the game for that already (Passive Perception) and it's already been made clear that your natural 24 passive perception is enough to see anything hidden.

It's really a combination of overly cautious and exploring each and everything thing in the dungeon and refusing to move on until you figure it out, even when there is nothing to be figured out. I would think if you were being overly cautious you would just say gently caress it I'm not touching that and move along.

:shrug: I don't know. I'm just kind of salty right now because in a 5 hour session we got through three smallish rooms of the dungeon instead of nearly two of the small floors like I thought we would.

Have a spirit/demon/shadow monster of some kind searching for them. If they stall it gets close and finds them, they can fight it back but it won't ever stop coming and they have no choice but to find whatever is summoning it deeper in. Depending on how much you want to scare them off you can scale its power.

Nephzinho
Jan 25, 2008





blastron posted:

It is exactly that. In canon, it’s made by the same rear end in a top hat lich that made the Tomb of Horrors. You get sealed in when you enter and can’t teleport out, and resurrection magic doesn’t work. It features fun things like “make a Dex save or be ground to paste”, a room that instantly destroys all non-living, organic matter (such as your component pouch and the straps on your armor), a mirror that traps you inside it with no way out when you look at it (and a variety of teleportation traps that leave you facing it), golems that show up to interrupt your rests... and, of course, a fountain that reverses your sex.

That said, it was real fun to run as a DM and my players had a blast. Everyone went in with the understanding that the module had a ton of unfair bullshit in it and approached it very creatively, and I did my best to reward them for it while still keeping the spirit of the module.

Wasn't there a let's play thread where someone ran Tomb of Horror with a bunch of level 1 posters who brute forced it via deaths.

Nephzinho
Jan 25, 2008





OscarDiggs posted:

What's the advice when it comes to a max number of players?

I'll be running my first PbP game here soon and while I was commited to 5 players, I've had 6 applications so far. If I were a bit more experienced I'd have all 6 but I'm worried about my ability to pace, plan encounters and give everybody something to do if I go to high. Are these fears unwarranted or is it something to actively consider?

I tried to have 5-6 in my last game that went on for like 18 months, but for the new one (they accidentally ruined the entire world to the point they couldn't just reroll after a TPK) I'm just going to stick to 3 and let anyone else drop in as hired help for dungeon crawls/whatever scenario. After a certain number of people it is hard to have plot hooks that engage each one and scheduling alone becomes a nightmare.

Nephzinho
Jan 25, 2008





Sanford posted:

They got a handful appraised and have been really careful not to let anyone know they have more than maybe 250gp worth at any time. Through some weird rolls and even weirder decisions on their part the crime boss that owned the gems is dead, and so is the only member of the city guard who knew the players swiped the bag. They rolled two nat 20s in a row when the guard captain asked if they’d taken anything else from the mansion, and then two more in the following conversation. When fully 50% of your rolls in a social encounter are 20s you can pretty much do what you want.

Actually I want to revise my question - I just want something interesting to happen with the gems. Something they can spend them on that isn’t game breaking would be fine. I’d prefer a plot hook though.

Do the gems have any magical properties? Could convert them into rings or some other equipment with a few charges of a spell.

Nephzinho
Jan 25, 2008





I do everything in Evernote, makes it easy to manage, access, and share.

Nephzinho
Jan 25, 2008





mango sentinel posted:

Are there any go to books that are good resources for running urban or megacity adventures/campaigns? System and fantasy/sci-fi doesn't really matter.

The Ravnica book just came out and is pretty decent. You could run that as is or reskin it.

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Nephzinho
Jan 25, 2008





mango sentinel posted:

I actually feel like that's probably the thinnest aspect of that book, it's why I'm asking.

What specifically do you mean? How to manage events happening in different sectors? Politics? Travel?

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