Now all of this will ultimately delay the greater plot of trying to break out of the prison, by potentially many real-time hours of play, because you still want them to get out, so don't give them too much incentive to stay put, otherwise, you'll have to bring the game to them, instead of letting them continue how they please, which isn't bad or good necessarily, but you still want the players and the characters to WANT to continue the main plot.
Oh I haven't even decided if there *is* a way out or not. The main story is whatever they wanna do in the space.
Now all of this will ultimately delay the greater plot of trying to break out of the prison, by potentially many real-time hours of play, because you still want them to get out, so don't give them too much incentive to stay put, otherwise, you'll have to bring the game to them, instead of letting them continue how they please, which isn't bad or good necessarily, but you still want the players and the characters to WANT to continue the main plot.
Oh I haven't even decided if there *is* a way out or not. The main story is whatever they wanna do in the space.
Ah, well then even better!! I love adding extra stuff to modules and making it completely different from what the book intends, that way my players could potentially run the same module with a different DM and have a completely new experience.
I'm running Rime of the Frostmaiden now and when they group was searching for the "Cold-Hearted Killer" introductory quest, I off the cuff added a character named Vanni who is a gangster and the underground king of Ten-Towns and over the course of the module the group becomes more involved with the Vanni Cartel and the game is honestly more homebrew than anything at this point 🤣
Wrapped the latest session and the hits just keep on coming.
The players finished Halleth Garke's vengeance quest by tracking down Midna, killing her, and returning his holy symbol, and he's now turned into dust (though Rex the Hammer is still at large).
Also, while in the area, the horizon walker detected a portal close by (area 12, level 2) and they managed to open it by touching the wooden shaft of an arrow to the keystone. I had Jehesria whisper a warning ("turn back! danger!") and they elected to ignore it.
As they didn't fully explore level 1, and haven't done much on level 2, they're still character level 5 and Wyllowwood is meant for level 8, so things are going to get interesting!
It's great though because in the Rustbone Village one of them heard a rumor about a forest somewhere down below and got really psyched because we have a Druid in the party looking for materials for a druidic focus and, since the gate they came out of is inside a windowless guard tower, they still have no idea that they 'ported directly into the middle of an honest to goodness forest!
So, it's been a few weeks since I've updated, but there's been a development. My players cleared out the werebats to the south of Wyllowwood, and during the fight, 3 of them were turned. Two of them have embraced the change and the way I figure it they'll gain a new werebat ability for each successive day they consume a pint of blood (and start over if they miss a day), and one of them is rejecting the change and the countdown till they hulk out into a superbat has begun!
So the time again has come that I'm running this game for a different group, and in the interest in keeping my notes all in one thread, I'm necroing it.
One thing that's always bugged me is the cursed, mummified heart you can find on level 1. After all you go through to get it, the whole "it kills you" is so anticlimactic. What I've done is made it so instead of killing you when it replaces your heart, it keeps you alive while your heart continues to beat outside of your body. If you die, and your heart is pressed directly against your chest within 2 rounds of falling your last death save (i.e a player can't do it to themselves), you are instead stabilized at 0hp. If your heart is somehow destroyed while outside your body, you do instantly die.
While you're attuned to the heart, you have -1 to CON saving throws, and can cast Vampiric Touch once per day.
Oh I haven't even decided if there *is* a way out or not. The main story is whatever they wanna do in the space.
Ah, well then even better!! I love adding extra stuff to modules and making it completely different from what the book intends, that way my players could potentially run the same module with a different DM and have a completely new experience.
I'm running Rime of the Frostmaiden now and when they group was searching for the "Cold-Hearted Killer" introductory quest, I off the cuff added a character named Vanni who is a gangster and the underground king of Ten-Towns and over the course of the module the group becomes more involved with the Vanni Cartel and the game is honestly more homebrew than anything at this point 🤣
Published Subclasses
Wrapped the latest session and the hits just keep on coming.
The players finished Halleth Garke's vengeance quest by tracking down Midna, killing her, and returning his holy symbol, and he's now turned into dust (though Rex the Hammer is still at large).
Also, while in the area, the horizon walker detected a portal close by (area 12, level 2) and they managed to open it by touching the wooden shaft of an arrow to the keystone. I had Jehesria whisper a warning ("turn back! danger!") and they elected to ignore it.
As they didn't fully explore level 1, and haven't done much on level 2, they're still character level 5 and Wyllowwood is meant for level 8, so things are going to get interesting!
It's great though because in the Rustbone Village one of them heard a rumor about a forest somewhere down below and got really psyched because we have a Druid in the party looking for materials for a druidic focus and, since the gate they came out of is inside a windowless guard tower, they still have no idea that they 'ported directly into the middle of an honest to goodness forest!
So, it's been a few weeks since I've updated, but there's been a development. My players cleared out the werebats to the south of Wyllowwood, and during the fight, 3 of them were turned. Two of them have embraced the change and the way I figure it they'll gain a new werebat ability for each successive day they consume a pint of blood (and start over if they miss a day), and one of them is rejecting the change and the countdown till they hulk out into a superbat has begun!
Should be fun!
So the time again has come that I'm running this game for a different group, and in the interest in keeping my notes all in one thread, I'm necroing it.
One thing that's always bugged me is the cursed, mummified heart you can find on level 1. After all you go through to get it, the whole "it kills you" is so anticlimactic. What I've done is made it so instead of killing you when it replaces your heart, it keeps you alive while your heart continues to beat outside of your body. If you die, and your heart is pressed directly against your chest within 2 rounds of falling your last death save (i.e a player can't do it to themselves), you are instead stabilized at 0hp. If your heart is somehow destroyed while outside your body, you do instantly die.
While you're attuned to the heart, you have -1 to CON saving throws, and can cast Vampiric Touch once per day.
I love this idea and might even steal it for one of my games lol great idea!
Published Subclasses