D&D Campaign 2: D&D Harder
Re: D&D Campaign 2: D&D Harder
Anything but Friday for me.
Re: D&D Campaign 2: D&D Harder
So, I'm guessing no session today/this week?
What do people think about potentially setting up a Whatsapp group for the five of us, just to make it a bit easier/quicker to confirm days?
What do people think about potentially setting up a Whatsapp group for the five of us, just to make it a bit easier/quicker to confirm days?
I have a Youtube channel now! https://www.youtube.com/channel/UC6kVsr ... Q/featured
Re: D&D Campaign 2: D&D Harder
I'm assuming no game today, but I'll be available if there's a last minute change.
I don't actually use Whatsapp but I'll cave and install it if it's easier for everyone.
I don't actually use Whatsapp but I'll cave and install it if it's easier for everyone.
Re: D&D Campaign 2: D&D Harder
Works for me.
Re: D&D Campaign 2: D&D Harder
Still got my plans for tonight unfortunately.
I'd be up for a Whatsapp group though, would certainly make life easier.
I'd be up for a Whatsapp group though, would certainly make life easier.
Re: D&D Campaign 2: D&D Harder
Cool, well I'm happy to set up the group and invite you guys, if you want to PM your mobile nos? Pete will need to download the app as well!
Mantis, maybe send me Bird's as well? Not sure how often he checks the forum...
Mantis, maybe send me Bird's as well? Not sure how often he checks the forum...
I have a Youtube channel now! https://www.youtube.com/channel/UC6kVsr ... Q/featured
Re: D&D Campaign 2: D&D Harder
We're all set up now Raid, so pop your number over when you get a chance
I have a Youtube channel now! https://www.youtube.com/channel/UC6kVsr ... Q/featured
Re: D&D Campaign 2: D&D Harder
As promised, here's a summary of the info dump from Yvalna's notes:
May as well post a couple of other bits from the tomb. This was what the ghost Alanna said before she kicked off:Yvalna the Bright had grave concerns about Aldus’s decision to join the Nightwind Agency. She believes they are mere pawns in a much more sinister plot, which she has dedicated a lot of time to investigating through research and divination.
She has detected an increase in magical activity at nodes across the world, which appear to align with ancient stone circles. She also detected other minds observing these sites from afar, and she speculates that major arcane institutions such as the Arcaneum and the Mystral Tower, or “even that old goat Frieglick”, must surely be aware of them.
She believes Aldus’s cowardice has led them astray and that with the death of Danrick the Red (who kept Aldus in check), the only voice he will now pay attention to is that of the vicious moron, Marilee, who “hasn’t realised these past five years that she carries a helm of immense magical power, and I’m not about to illuminate her.” Yvalna is planning to abandon Aldus and learn the roots of what is going on across the continent, particularly with regards to the stone circles.
Among her notes is a map of the Splinter Peak mountains near Fletcher’s Pass, and an area in the mountains is marked out with the note FALSE TREE? What did the elves of old know? Who was this First God?
The most recent entries in her journal detail how she advised Aldus to take the fort as his base of operations because she had learned of an ancient tomb nearby that she wants to secretly research: the Tomb of the Magister King, a terrible figure from legend who was said to hold knowledge to rival even the gods, such that he could accurately answer any question posed to him. He is said to have been betrayed by those closest to him, trapping him in the tomb while he was still alive, along with his greatest treasures, cursed to linger there in undeath for eternity.
Yvalna has drawn a map of the area, marking a secluded point in the hills about 15 miles to the north of the fort as the likely location of the tomb. Her notes state that she intends to learn the name of the ‘First God’, as the elves of old placed great importance in names. She also states that “only death will open the doors to the tomb”.
And this is what the Songblade sang to Farley:Another comes. It has been so long… I was his apprentice, Alanna. I could have acted sooner, killed him in his sleep, persuaded him back to reason, but instead I waited. I still loved him, but he could not return that love. He could not reconcile the unintended horrors to which he doomed his wife. He was consumed with regret. Perhaps you will deem him deserving of the death we denied him, but I cannot. I too regret. I regret that I bound myself to this place and cannot let you free him.
Do you hear my song,
Young Farley, young Farley?
There are tales we must tell,
Do not tarry, do not tarry!
The Songblade am I,
Seeking those gone awry,
So that songs of their deaths I may carry.
It was here that the great bard
Rithlaine, Rithlaine,
Sought an evil to end
But was slain, was slain.
I beg thee, avenge her,
And then may we venture
To seek out both fortune and fame!
Re: D&D Campaign 2: D&D Harder
Thanks WB!
I have a Youtube channel now! https://www.youtube.com/channel/UC6kVsr ... Q/featured
Re: D&D Campaign 2: D&D Harder
As requested, here are the notes for Opus's conversation with Ruby of the Long Sunset and Corvus's dream:
Ruby:
Corvus's dream:
Ruby:
Spoiler
Corvus's dream:
Spoiler
Re: D&D Campaign 2: D&D Harder
This is how I think Vampiric Charm should work mechanically. Feel free to object or suggest alternatives.
Rule as written:
EDIT - One more: If the vampire harms a charmed player (e.g. with a bite), that gives advantage on the saving throw, as the vampire is clearly not acting as a trusted friend would.
Or, alternatively, we could just say that charm in combat permits a saving throw at the end of the player's turn. It would probably simplify a lot of the problems with it. Thoughts?
Rule as written:
Fundamentally (even though Chris Perkins disagrees) I don't think it should be used to compel a player to attack allies without challenge or limit. Nor is it really fun for a player to just do nothing based on a vampire's request. That said, vampires are intended to be dangerous and powerful, not to be meddled with lightly, and their charm ability is a key part of that. Here's what I propose for someone who is charmed by a vampire during combat:The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
- They cannot intentionally harm or inconvenience the vampire while charmed (e.g. it would not be in the spirit of the rules to surround them with a wall of fire that doesn't directly harm them). As far as the player's character is concerned, the vampire is a friend and ally and to be treated as such.
- On the vampire's turn, they can make one request to a charmed player. Each request replaces the previous one and only lasts until the start of the vampire's next turn.
- The vampire can ask for the player to defend them or one of the vampire's allies (limited to one 'defence target' at a time). This requires the vampire to make a persuasion check with advantage (which is effectively the DC) contested against the player's wisdom saving throw with disadvantage. If the player succeeds, they ignore the request, deeming it unreasonable. If the player fails, they are compelled to use their turn to attack someone who has attacked the defence target since the player's last turn. If nobody has attacked the target, the player must ready their action to attack anyone who attacks the target. This ends when the vampire issues a new command or the player's turn / readied action has been used to attack one person.
- The vampire can ask for the player to do something non-harmful or mundane (e.g. "go there" or "sound the alarm"). This also requires a persuasion check vs wisdom save as above. If the player succeeds, they ignore the request. If the player fails, they must use their movement and/or ONE action to fulfil the request as best they can. Any other actions or bonus actions, etc, can then be used at will, but the vampire's request must be performed first.
- A player can avoid being charmed if the vampire cannot see them or they cannot see the vampire (as per the rules). Using the same rules as for a medusa, if a player averts or closes their eyes, they cannot see the vampire until the start of their next turn, meaning your attacks against the vampire have disadvantage on the turn you look away.
- A vampire can only charm one person at a time in combat. There are some who interpret it as the vampire being able to charm as many people as they want, but in the heat of combat I think it makes sense that the vampire would really have to focus on charming one particular person.
- Charm is broken if the vampire enters another plane.
EDIT - One more: If the vampire harms a charmed player (e.g. with a bite), that gives advantage on the saving throw, as the vampire is clearly not acting as a trusted friend would.
Or, alternatively, we could just say that charm in combat permits a saving throw at the end of the player's turn. It would probably simplify a lot of the problems with it. Thoughts?
Re: D&D Campaign 2: D&D Harder
I think that all makes sense.
I have to say I'm not particularly keen on these sorts of effects as a player in D&D. Losing your agency for potentially 20-30 minutes (depending on how long a round takes) can be a bit disheartening, especially if it's a pivotal moment in a campaign. This cuts both ways of course as players have access to these sorts of effects too (I know I certainly did this at least once in a boss fight during the Unmentionables campaign), but the DM tends to have more options to play with (new enemies bursting through a door etc.) that players don't have access to.
I feel that there needs to be some way that another player can break the target out of it. Farley's got some good options by the sound of things, but Opus really doesn't have anything (I certainly went over my character sheet last night looking!), I assume Dharnon's the same, and I've no idea about Corvus. I think I'll spend some time over the next few weeks looking over the wizard spell list to see if there's something I could be taking, but it'd be nice if there were some last ditch "do x amount of damage to break the effect" type addition to charms.
I have to say I'm not particularly keen on these sorts of effects as a player in D&D. Losing your agency for potentially 20-30 minutes (depending on how long a round takes) can be a bit disheartening, especially if it's a pivotal moment in a campaign. This cuts both ways of course as players have access to these sorts of effects too (I know I certainly did this at least once in a boss fight during the Unmentionables campaign), but the DM tends to have more options to play with (new enemies bursting through a door etc.) that players don't have access to.
I feel that there needs to be some way that another player can break the target out of it. Farley's got some good options by the sound of things, but Opus really doesn't have anything (I certainly went over my character sheet last night looking!), I assume Dharnon's the same, and I've no idea about Corvus. I think I'll spend some time over the next few weeks looking over the wizard spell list to see if there's something I could be taking, but it'd be nice if there were some last ditch "do x amount of damage to break the effect" type addition to charms.
Re: D&D Campaign 2: D&D Harder
Fair point. What if, for instance, radiant damage against a vampire allowed the saving throw to be rolled? Or I guess we could say the Help action could be used to shake/slap/yell at a charmed player enough to let them roll the save again.
Last edited by Wrathbone on Wed Aug 14, 2024 10:42 am, edited 1 time in total.
Re: D&D Campaign 2: D&D Harder
I like it!
I have a Youtube channel now! https://www.youtube.com/channel/UC6kVsr ... Q/featured
Re: D&D Campaign 2: D&D Harder
I was going to say that I preferred the latter as we have one character that's almost always going to be doing radiant damage, but then I realised plenty of my minions could be taking the help action (Fauxpus can do it without needing to use any of Opus' action economy as he's his own entity) so it'd be even more prevalent. I feel like unless you've got a specific ability that can break charms, a last-ditch option should come at a price - it wouldn't feel right to make Farley's spells the less effective option. Maybe make it so that only a player using the Help action (I'm picturing you having to run up to the target and physically shake them) would have that effect, meaning they have to sacrifice their turn's main action to do it (whether that includes their bonus action too I'd leave up to the DM), and it still may not actually work?