D&D Campaign 2: D&D Harder

Exciting adventures IRL.
User avatar
Wrathbone
Local
Posts: 3880
Joined: Fri Aug 10, 2018 6:08 am

Re: D&D Campaign 2: D&D Harder

Post by Wrathbone » Sun Dec 03, 2023 8:03 am

Anything but Friday for me.

User avatar
Sly Boots
Bar Staff
Posts: 6505
Joined: Thu Aug 09, 2018 8:34 am
Location: Hampshire
Contact:

Re: D&D Campaign 2: D&D Harder

Post by Sly Boots » Thu Dec 07, 2023 11:50 am

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?

User avatar
Wrathbone
Local
Posts: 3880
Joined: Fri Aug 10, 2018 6:08 am

Re: D&D Campaign 2: D&D Harder

Post by Wrathbone » Thu Dec 07, 2023 11:54 am

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. ;)

User avatar
Raid
Local
Posts: 5075
Joined: Fri Aug 10, 2018 9:07 am
Location: Keep of the Lead Lord

Re: D&D Campaign 2: D&D Harder

Post by Raid » Thu Dec 07, 2023 1:04 pm

Works for me.

User avatar
Mantis
Landlord
Posts: 3530
Joined: Wed Aug 08, 2018 5:39 pm
Location: The Grid

Re: D&D Campaign 2: D&D Harder

Post by Mantis » Thu Dec 07, 2023 2:13 pm

Still got my plans for tonight unfortunately.

I'd be up for a Whatsapp group though, would certainly make life easier.

User avatar
Sly Boots
Bar Staff
Posts: 6505
Joined: Thu Aug 09, 2018 8:34 am
Location: Hampshire
Contact:

Re: D&D Campaign 2: D&D Harder

Post by Sly Boots » Thu Dec 07, 2023 2:17 pm

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...

User avatar
Sly Boots
Bar Staff
Posts: 6505
Joined: Thu Aug 09, 2018 8:34 am
Location: Hampshire
Contact:

Re: D&D Campaign 2: D&D Harder

Post by Sly Boots » Thu Dec 07, 2023 4:47 pm

We're all set up now Raid, so pop your number over when you get a chance

User avatar
Wrathbone
Local
Posts: 3880
Joined: Fri Aug 10, 2018 6:08 am

Re: D&D Campaign 2: D&D Harder

Post by Wrathbone » Fri Jan 12, 2024 10:52 am

As promised, here's a summary of the info dump from Yvalna's notes:
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”.
May as well post a couple of other bits from the tomb. This was what the ghost Alanna said before she kicked off:
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.
And this is what the Songblade sang to Farley:
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!

User avatar
Sly Boots
Bar Staff
Posts: 6505
Joined: Thu Aug 09, 2018 8:34 am
Location: Hampshire
Contact:

Re: D&D Campaign 2: D&D Harder

Post by Sly Boots » Fri Jan 12, 2024 11:08 am

Thanks WB!

User avatar
Wrathbone
Local
Posts: 3880
Joined: Fri Aug 10, 2018 6:08 am

Re: D&D Campaign 2: D&D Harder

Post by Wrathbone » Fri Jul 12, 2024 10:17 am

As requested, here are the notes for Opus's conversation with Ruby of the Long Sunset and Corvus's dream:

Ruby:
Spoiler
In Wilderhome there is a tabaxi, who has only recently arrived in the village. She is called Ruby of the Long Sunset, and about a week ago she found herself in some strange woods that she did not recognise, amidst a stone circle. She found a unicorn named Jeff who had also recently arrived, who mentioned that he had seen another tabaxi (Opus), and that he had headed south.

Jeff escorted Ruby to Halton’s Rest, where he decided to mingle for a while, and the folk there remembered Opus and his friends as heroes who had helped the town. She learned of another stone circle in the Great Forest (near Wilderhome) and that one of the heroes (Farley) came from a village in the forest, so she decided to seek out the village for help.

Ruby came through the portal at the stone circle northeast of Halton’s Rest that the party had opened to summon Jeff. She comes from the plane of Bytopia, where the rest of the tabaxi now live.

340 years ago, the forests of the tabaxi were threatened by humans encroaching on their territory, cutting down their trees, capturing tabaxi for slaves or pets, or even for their skins. The tabaxi decided to perform a ritual to return to their ancestral home of Bytopia until a new home could be found on the material plane, with the blessing of the Overgod Joliath. So far, Joliath has not deemed any place suitable, and so by her mercy the mortal tabaxi remain in her care, alongside the spirits of their ancestors.

Opus does not entirely remember the details, but he recalls wandering off to the mage tower was because he didn’t want to leave home and all the talk of some big ritual scared him.

Opus’s parents stayed behind, but could not find him. According to Ruby, they are not in Bytopia.

Ruby says that Joliath took mortal tabaxi under her wing until a new home can be found for them on the material plane. She is aware of the Greywood, though it was not her clanhome, and believes it was far to the south.

Ruby wonders if it is Joliath’s will that she and Opus are here, perhaps to find a new, safe home for the tabaxi.

Ruby says that mortal tabaxi are unable to permanently die, nor give birth, in Bytopia, and so their people have become stagnant there, despite their beautiful, joyous surroundings. Some now think it would be best to return to the material plane even to an unsafe home, as they have relied on Joliath’s mercy for too long and it no longer seems natural.

Corvus's dream:
Spoiler
As Corvus sleeps, his dreams turn to a familiar nightmare: the smell of fire and blood, the shrieking of ravenous demons and the death cries of his people as they are cut down. As he lays amidst the devastation of his village, surrounded by the enemies he managed to slay, he sees his blood-covered plumage: not black, but gold and red.

But this familiar memory takes a different turn as a dark figure glides into view and a voice speaks. “Death comes only to the weak, Corvus Blackwing. Or should I say, Charis Sunglider. Death has changed you, as it changed me, but it has not claimed us. We are not weak.” It is Lord Seft.

“Perhaps you think it was I who slaughtered your family? No. I was here, but I acted against the will of my masters. They came for the artefact, the heirloom which the Sungliders guarded for untold centuries, but I would not permit that to happen. While my masters destroyed your people, I found the heirloom and took it. I have kept it safe all this time, believing the Aarakokra to be extinct. And yet here you are.”

“We need not be enemies, Corvus! Come to Westerport, claim the artefact which is rightfully yours - I shall not deny you it. The one who murdered your family will be brought to you on a platter for you to take your vengeance, if that is what you wish. All I ask is that you bring me the girl. Bring me Ursula and we shall be wed, and this needless war can be averted.”

“Do you not want peace, as I do? Serving greater ideals, as we both do, means making difficult choices. There are powers at work here beyond anything you have imagined. I would rule alongside Ursula to prevent those powers from achieving the unthinkable. Bring her to me, let me explain how things truly stand, and you will have all that you desire.”

As life fades from him in the dream, the last thing Corvus sees is his feathers turning black as coal.

User avatar
Wrathbone
Local
Posts: 3880
Joined: Fri Aug 10, 2018 6:08 am

Re: D&D Campaign 2: D&D Harder

Post by Wrathbone » Wed Aug 14, 2024 9:38 am

This is how I think Vampiric Charm should work mechanically. Feel free to object or suggest alternatives.

Rule as written:
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.
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:
  • 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.
Quite a lot to go at there, but given the stakes in this fight, I think it's worth laying the rules down clearly.


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?

User avatar
Raid
Local
Posts: 5075
Joined: Fri Aug 10, 2018 9:07 am
Location: Keep of the Lead Lord

Re: D&D Campaign 2: D&D Harder

Post by Raid » Wed Aug 14, 2024 10:24 am

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.

User avatar
Wrathbone
Local
Posts: 3880
Joined: Fri Aug 10, 2018 6:08 am

Re: D&D Campaign 2: D&D Harder

Post by Wrathbone » Wed Aug 14, 2024 10:40 am

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.

User avatar
Sly Boots
Bar Staff
Posts: 6505
Joined: Thu Aug 09, 2018 8:34 am
Location: Hampshire
Contact:

Re: D&D Campaign 2: D&D Harder

Post by Sly Boots » Wed Aug 14, 2024 10:41 am

Wrathbone wrote:
Wed Aug 14, 2024 10:40 am
Fair point. What if, for instance, radiant damage against a vampire allowed the saving throw to be rolled?
I like it!

User avatar
Raid
Local
Posts: 5075
Joined: Fri Aug 10, 2018 9:07 am
Location: Keep of the Lead Lord

Re: D&D Campaign 2: D&D Harder

Post by Raid » Wed Aug 14, 2024 10:53 am

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?

Post Reply