i am going to run the out of the abyss module but i made every player an ranger for some ungodly reason, anyways how do i determine the languages that various NPC's and fellow inmates know, particularly the ones with NPC stat blocks? do i just go by the ones a default member of their race would know, ie undercommon, terran and gnome for the three gnomish inmates? Is the big floofy prince derendil supposed to know both undercommon and elvish, or just elvish?
How long ought the prison break sequence to be?
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
oh yeah and is it per se a bad idea to allow the two hidden wererats to keep their immunity to nonmagical and nonsilvered weapons while they are not in wererat form? cus like them not taking damage might be a bit suspicious unless i make the two try to avoid physical confrontations constantly?
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
On Languages, yes - I had all the NPCs speak the default languages that creatures of their race/type would speak. You can always use Stool's myconid telepathy spores to establish communication with any NPC that your players don't share a language with if you want. Derendil is a bit of an odd one, I had him speak mostly in elven but switch to undercommon when he became enraged/mad.
On the wererats, unless you are running the game in such a way that your players can see the HP totals of the NPCs, you don't need to do anything special - roll damage as normal when they get hit, just don't tell the players that they took no damage from it.
As for how long it's supposed to be - that sort of depends on your players. If they can come up with a plan to escape on their own, roll with it and let them get on with things. If you end up in a situation where sessions are stagnating because the players have run out of ideas/don't know how to escape, you can move them forward by presenting either the Jorlan's Gambit or A Flight Of Demons scenario from the book.
On the wererats, unless you are running the game in such a way that your players can see the HP totals of the NPCs, you don't need to do anything special - roll damage as normal when they get hit, just don't tell the players that they took no damage from it.
but so then a) how should i decide when they get targeted and b) how should i describe the hit when they are not supposed to get hurt from the attack? do i just describe how the crossbow bolt hit and yet does not bleed? do i just roll the damage and avoid making any description whatsoever?
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
On the wererats, unless you are running the game in such a way that your players can see the HP totals of the NPCs, you don't need to do anything special - roll damage as normal when they get hit, just don't tell the players that they took no damage from it.
but so then a) how should i decide when they get targeted and b) how should i describe the hit when they are not supposed to get hurt from the attack? do i just describe how the crossbow bolt hit and yet does not bleed? do i just roll the damage and avoid making any description whatsoever?
If I don't have a clear and obvious target for monsters to attack, I'll usually roll a dice behind the scenes and use it to choose a target at random.
When you are describing the attack, it depends on whether you want to drop hints about the lycanthropy or not. If you want to keep it a surprise, just say that the crossbow bolt hits them, roll the damage and leave it at that. If you want to drop some hints, saying something like the wound does not bleed, or once the combat is over saying that the players notice that the crossbow bolt is gone and there is no sign of a wound, would work well to drop a hint that there is something else going on with Topsy and Turvy.
On Languages, yes - I had all the NPCs speak the default languages that creatures of their race/type would speak. You can always use Stool's myconid telepathy spores to establish communication with any NPC that your players don't share a language with if you want. Derendil is a bit of an odd one, I had him speak mostly in elven but switch to undercommon when he became enraged/mad.
Oh these are both great, I'm going to be running OoTA soon and will definitely be stealing that. Since I'm about 98% sure none of my PCs have undercommon or have spells like comprehend languages, I may treat undercommon like a creole language - with a high DC the players can perhaps understand bits and pieces from random words that are relatively similar in both languages.
On Languages, yes - I had all the NPCs speak the default languages that creatures of their race/type would speak. You can always use Stool's myconid telepathy spores to establish communication with any NPC that your players don't share a language with if you want. Derendil is a bit of an odd one, I had him speak mostly in elven but switch to undercommon when he became enraged/mad.
Oh these are both great, I'm going to be running OoTA soon and will definitely be stealing that. Since I'm about 98% sure none of my PCs have undercommon or have spells like comprehend languages, I may treat undercommon like a creole language - with a high DC the players can perhaps understand bits and pieces from random words that are relatively similar in both languages.
that is the complete opposite of my own party, where everyone knows undercommon and the party tiefling does not even know common
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
To post a comment, please login or register a new account.
i am going to run the out of the abyss module but i made every player an ranger for some ungodly reason, anyways how do i determine the languages that various NPC's and fellow inmates know, particularly the ones with NPC stat blocks? do i just go by the ones a default member of their race would know, ie undercommon, terran and gnome for the three gnomish inmates? Is the big floofy prince derendil supposed to know both undercommon and elvish, or just elvish?
How long ought the prison break sequence to be?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
oh yeah and is it per se a bad idea to allow the two hidden wererats to keep their immunity to nonmagical and nonsilvered weapons while they are not in wererat form? cus like them not taking damage might be a bit suspicious unless i make the two try to avoid physical confrontations constantly?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
On Languages, yes - I had all the NPCs speak the default languages that creatures of their race/type would speak. You can always use Stool's myconid telepathy spores to establish communication with any NPC that your players don't share a language with if you want. Derendil is a bit of an odd one, I had him speak mostly in elven but switch to undercommon when he became enraged/mad.
On the wererats, unless you are running the game in such a way that your players can see the HP totals of the NPCs, you don't need to do anything special - roll damage as normal when they get hit, just don't tell the players that they took no damage from it.
As for how long it's supposed to be - that sort of depends on your players. If they can come up with a plan to escape on their own, roll with it and let them get on with things. If you end up in a situation where sessions are stagnating because the players have run out of ideas/don't know how to escape, you can move them forward by presenting either the Jorlan's Gambit or A Flight Of Demons scenario from the book.
but so then a) how should i decide when they get targeted and b) how should i describe the hit when they are not supposed to get hurt from the attack? do i just describe how the crossbow bolt hit and yet does not bleed? do i just roll the damage and avoid making any description whatsoever?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
If I don't have a clear and obvious target for monsters to attack, I'll usually roll a dice behind the scenes and use it to choose a target at random.
When you are describing the attack, it depends on whether you want to drop hints about the lycanthropy or not. If you want to keep it a surprise, just say that the crossbow bolt hits them, roll the damage and leave it at that. If you want to drop some hints, saying something like the wound does not bleed, or once the combat is over saying that the players notice that the crossbow bolt is gone and there is no sign of a wound, would work well to drop a hint that there is something else going on with Topsy and Turvy.
Oh these are both great, I'm going to be running OoTA soon and will definitely be stealing that. Since I'm about 98% sure none of my PCs have undercommon or have spells like comprehend languages, I may treat undercommon like a creole language - with a high DC the players can perhaps understand bits and pieces from random words that are relatively similar in both languages.
that is the complete opposite of my own party, where everyone knows undercommon and the party tiefling does not even know common
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes