Buppido got a 20 on the last death save, so has 1 HP and is conscious.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
When I rolled day 3's encounter, it came up "no encounter". I read some DM tips and tricks from some other sources that suggested building optional encounters that the players can choose to investigate or ignore, without any penalty. This was one of those, so I took the liberty of 'building' this encounter, instead of relying on the creature table. I did roll randomly for the terrain (webs) and went from there.
I tried to use the formula for difficulty from the Rule Books. If I didn't make any mistakes with the math, this encounter was a "Deadly" and almost a "Medium" combined. I could find no guideline for converting a CR rating for an NPC into the party XP calculations, so I assumed Buppido was a level 1 and Derendil was a level 5 (extra attack, 40+ hp). The rest of the party are level 2's.
I made the encounter that deadly to take out some NPC's. I intended to target them more while not letting PC's get away unharmed. In hindsight, I did not account for Tozer and Beegred's resistances to poison, so that definitely was a deciding factor.
As far as my goals, I came up short. That is not to say I am disappointed, it's just that one of the complaints early on was the large cast of NPCs. On the other hand, the NPCs have backstories and events linked to them, so if I get rid of them, I lose that too. I am kind of on the fence about killing them off.
So time for you to tell me: Are you still intimidated by the cast of NPC's? Did you find this fight to be fun, or not? Any other comments?
Given how this fight was playing out, and how my tabletop group has ALL but one of the NPC's with them still, I went looking online for a different way of managing the NPC's. I found something called "Companion System" on the DMs Guild.
This is an abstract method of dealing with NPC's. Companions are considered in your space. The battle map would still be a 5' x 5' grid, but in abstract terms, each grid would be larger than it is to accommodate you and your companions. All game mechanics stay the same.
The gist of the system is:
The battlemap and initiative only contains PC characters.
PC's are assigned NCP Companions, which provide 3 layers of benefits.
1st layer is automatic when a NPC is assigned to the PC and provides some basic benefits.
2nd layer uses up "inspiration" to activate NPC abilities that you use as part of your character's turn.
3rd layer requires PC's build loyalty (using the DM guide loyalty system) to acquire further benefits.
Inspiration is granted to Companions when:
PC's roleplay meaningful conversations with the NPC companion.
PC's accomplish NPC companion goals (something I'd have to flesh out)
PC's do something significant (like healing them, gifting them equipment, paying them for their services, etc...)
Other benefits for the companions:
During your turn, if you take no action and do not move on your own, one of your companions can take the Use an Object action (Potions mainly). Alternatively, as a group, your companions can move you up to half your speed if they are capable of carrying you, or 5 feet if they must drag you.
Critical hits to your PC character becomes normal damage + 1 injury for a companion (see damage below)
Companions take injuries (see damage below) instead of suffering failed death saving throws for being hit while unconscious.
Companions taking damage:
Instead of having HP, companions have between 1 and 4 injury 'slots'. For example, Derendil would have 4 injury slots and Stool would have 1.
When you get hit by an area effect that deals a minimum of 10 points of damage (this scales with tier), then all your companions suffer 1 injury.
If you drop to 0 HP, all your companions suffer 1 injury.
If you take damage while unconscious, one companion of your choice suffers 1 injury instead of failing death saving throws.
When a companion runs out of injury 'slots', they fall unconscious and follow normal death saving mechanics. All their benefits cease while they have no free injury slots. A companion can be stabilized (medicine check) and become conscious, but they do not provide any benefits while they have no free injury slots.
Companions and PC's can spend Inspiration to prevent an injury.
Companions healing injuries:
1 injury 'slot' is healed per healing spell slot (this scales with tier) used, or for every 5 hp (scales with tier) using items like potions.
1 injury 'slot' is healed per short rest
2 injury 'slots' are healed per long rest
Here's an example of a Companion 'Card' for Derendil for you to get a feel for how it would work:
Prince Derendil (Companion)
Medium humanoid (quaggoth), chaotic neutral
Injuries threshold: 4 Inspiration: [ ] Loyal: [ ]
Assigned
In combat: once per short rest, Prince Derendil can make one claw attack as an extra attack during your action. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Out of combat: Prince Derendil grants 30ft of Climb speed.
Inspiration
Derendil takes a hit for you that includes a poison effect, which Derendil automatically resists. Derendil takes a minimum of 1 injury, plus more for each damage increment, per the list below:
Up to level 4, 1 injury per 10 points of damage
Level 5 to 10, 1 injury per 15 points of damage
Level 11 to 16, 1 injury per 20 points of damage
Level 17+, 1 injury per 25 points of damage
OR
When below 10 HP, you have advantage on attack rolls and can add 2d6 damage to an attack. Declare before rolling To-Hit.
Loyal
You are granted 120 ft of Darkvision
You have advantage for saves against poison and you are resistant to poison damage.
I'm not changing any mechanics. But please discuss and let me know if this is something you would prefer, or to just stay with the NPC's the way they are.
Are you still intimidated by the cast of NPC's? Did you find this fight to be fun, or not? Any other comments?
The NPC cast seemed a bit overwhelming while were still prisoners, in my opinion. Now that we're moving (and we've lost Ferriman and Ront) things are more manageable. And, yes, despite Tozer's lack of battle prowess, I enjoyed the fight.
I found something called "Companion System" on the DMs Guild.
This is a creative approach, but I prefer to keep things as they are.
I found something called "Companion System" on the DMs Guild.
This is a creative approach, but I prefer to keep things as they are.
Before you make this decision final, please be aware that there are many opportunities to gain more NPC's along the way. The cast of NPC's may grow at some point, or not.
I'm with Jack_Joke, for keeping things the way they are, for now.
If this was an in-person campaign that I was focused on, it would be interesting to look at the different NPC system. For juggling this PBP campaign with 2 others, it seems like a lot of extra work.
------
For this last fight, I suggested having the PCs + one semi-expendable fighter (Derendil) + one completely expendable NPC (Buppido). The others (like Eldath) were kept away to make the combat simpler, and cavalry if we were in danger of TPK... For future fights, should I suggest more NPCs, to increase the chance one of them perishes (like Valthana joins Buppido)? Or did this work okay?
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Oh, all this loot I rolled that you don't find! Those are painful investigation rolls.
Oy, rubbing it in! Or are you encouraging Xiltrah to use that DM Inspiration?
For post 840, Beegred is the only one of the four that can use the breastplate, so he will. Should I modify the equipment list right away, or wait a (game) week for the adjustments to be made?
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
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I'm willing to wait another round or two before Eldeth jumps in.
By my count, between Derendil, Beegred, and Xilyrah the disappearing spider has 35 damage. I'm hoping we've killed it and there aren't any others.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
You have. Just with the kiddos and can't post for real yet.
Well, clearly your priorities are out of whack. :D
‘The hardest thing in this world is to live in it.’ - Buffy Summers
My wife's priorities are out of whack. 😋
Buppido got a 20 on the last death save, so has 1 HP and is conscious.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Yes, he did. Thanks for keeping me honest.
@ Xilyrah: you can edit Buppido's death save and make a play for him.
I wasn't sure if Buppido automatically got that on a nat 20 or if that was at the DM's discretion. Thanks for watching out.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Edited after you posted. You can edit Buppido's play.
Still waiting on Derendil to take his turn.
Time for some feedback.
When I rolled day 3's encounter, it came up "no encounter". I read some DM tips and tricks from some other sources that suggested building optional encounters that the players can choose to investigate or ignore, without any penalty. This was one of those, so I took the liberty of 'building' this encounter, instead of relying on the creature table. I did roll randomly for the terrain (webs) and went from there.
I tried to use the formula for difficulty from the Rule Books. If I didn't make any mistakes with the math, this encounter was a "Deadly" and almost a "Medium" combined. I could find no guideline for converting a CR rating for an NPC into the party XP calculations, so I assumed Buppido was a level 1 and Derendil was a level 5 (extra attack, 40+ hp). The rest of the party are level 2's.
I made the encounter that deadly to take out some NPC's. I intended to target them more while not letting PC's get away unharmed. In hindsight, I did not account for Tozer and Beegred's resistances to poison, so that definitely was a deciding factor.
As far as my goals, I came up short. That is not to say I am disappointed, it's just that one of the complaints early on was the large cast of NPCs. On the other hand, the NPCs have backstories and events linked to them, so if I get rid of them, I lose that too. I am kind of on the fence about killing them off.
So time for you to tell me: Are you still intimidated by the cast of NPC's? Did you find this fight to be fun, or not? Any other comments?
Given how this fight was playing out, and how my tabletop group has ALL but one of the NPC's with them still, I went looking online for a different way of managing the NPC's. I found something called "Companion System" on the DMs Guild.
This is an abstract method of dealing with NPC's. Companions are considered in your space. The battle map would still be a 5' x 5' grid, but in abstract terms, each grid would be larger than it is to accommodate you and your companions. All game mechanics stay the same.
The gist of the system is:
Inspiration is granted to Companions when:
Other benefits for the companions:
Companions taking damage:
Companions healing injuries:
Here's an example of a Companion 'Card' for Derendil for you to get a feel for how it would work:
I'm not changing any mechanics. But please discuss and let me know if this is something you would prefer, or to just stay with the NPC's the way they are.
Seems like an interesting way to handle npcs
The NPC cast seemed a bit overwhelming while were still prisoners, in my opinion. Now that we're moving (and we've lost Ferriman and Ront) things are more manageable. And, yes, despite Tozer's lack of battle prowess, I enjoyed the fight.
This is a creative approach, but I prefer to keep things as they are.
Before you make this decision final, please be aware that there are many opportunities to gain more NPC's along the way. The cast of NPC's may grow at some point, or not.
I'm with Jack_Joke, for keeping things the way they are, for now.
If this was an in-person campaign that I was focused on, it would be interesting to look at the different NPC system. For juggling this PBP campaign with 2 others, it seems like a lot of extra work.
------
For this last fight, I suggested having the PCs + one semi-expendable fighter (Derendil) + one completely expendable NPC (Buppido). The others (like Eldath) were kept away to make the combat simpler, and cavalry if we were in danger of TPK... For future fights, should I suggest more NPCs, to increase the chance one of them perishes (like Valthana joins Buppido)? Or did this work okay?
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
No, this is fine. It's how I agreed with my tabletop players to operate (PC's scout ahead, rest of NPC's behind by approx. 5 rounds of combat).
We'll table the Companion method for the time being. Later if the cast of NPC's gets too large again, we can review.
I'm fine with whatever the others decide. I'm up to my eyeballs in work, so I may not be back on until later tonight.
In other news, I really miss rolling my own fracking dice.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Oh, all this loot I rolled that you don't find! Those are painful investigation rolls.
Oy, rubbing it in! Or are you encouraging Xiltrah to use that DM Inspiration?
For post 840, Beegred is the only one of the four that can use the breastplate, so he will. Should I modify the equipment list right away, or wait a (game) week for the adjustments to be made?
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)