(Homebrew) Futzing with B10 Night’s Dark Terror

not-so-newguy

I'm the Straw Man in your argument
(Homebrew) Futzing with B10 Night’s Dark Terror

I read this old module about three years ago for the first time and got the chance to run it at an FLGS about two years ago. I’m using this thread as a depository of ideas how’d I run such a campaign if I get the chance to run it again.

I haven’t played in a few years since I don’t have the schedule for it, so in the meantime I futz. I’ll be editing this post whenever I get a good idea and remember to write it down.

Please share any modification and experiences that you have with this module. Any constructive criticism, thoughts, or ideas are much appreciated. I like using Mystara because it’s a fleshed out setting with a wealth of free info and anyone that I play with knows next to nothing about it. Despite being 30+years old, it’s a new setting to any potential players. This also allows me to create or change things about the world without the players having false assumptions.

I have divided my ideas into two general categories: House rules and Campaign ideas.

CONTENTS*
House Rules
1 Race and Class Options
2 Resting
3 Death Saves
4 Followers
5 Alignment
6 Book keeping of Mundane items

Campaign ideas
A Mystara Hombrew
B Influential NPCs
C Neutral or Allied NPCs
D Evolving Sukiskyn
E Replacing Random Encounter Tables
F Beyond B10

HOUSE RULES

1 Race and Class Options

The races and classes listed below reflects a Mystaran campaign starting in the Karameikos region.

I gave each possible race/class a rating according to the likelihood of running into that type of adventurer. The system is labeled like this: Very Common, Common, Uncommon, Rare, Very Rare, Unique. Unique is reserved for Paladins. There aren’t many of them and some extra RP choices need to be made during the character creation process. Edited to add; Gnomes have been given the Unique tag.

No feats.
No multiclass, unless specifically stated.

Dwarf
(Hill sub race only. Rare). Resistance to Poison replaced with Magic Resilience.
Magic Resilience
Advantage on saves against being frightened
Advantage on Con saves against magical effects and spells.

  • Fighter- very common. Champion and Battlemaster only.
A Fighter may multiclass to:
  • Cleric- very rare.

Elf

All Elves lose the Trance ability.

Callori (High Elf. Common).
  • Bard. Uncommon. College of Lore only.

  • Cleric. Rare.

  • Druid. UnCommon.

  • Fighter. Very Common. 1) Eldritch Knight subclass 2) Battlemaster or Champion sub-class MUST multiclass with wizard and keep both classes within two levels of one another.

  • Paladin. Unique. Oath of Ancients only.

  • Ranger. Uncommon

  • Rogue. Uncommon. Arcane Trickster subclass only.

  • Wizard. Very common
Vyalia (Wood Elf. Very Rare.)
  • Druid. Very Common

  • Fighter. Common.

  • Paladin. Unique.

  • Ranger. Very Common

Halfling
(Hin subrace. Rare)
Hin from Mystara PHB replaces Stout and Lightfoot.

The hin of Mystara are a stout and proud race. They value freedom and family more than anything else. Frequently attacked in the past, the Hin have become known for their stealth. Located primarily in the Five Shires, with a large presence in Minrothad, the hin are on friendly terms most nations and races save Glantri.

Magic Resilience replaces lucky ability.
Magic Resilience
*Advantage on saves against being frightened
*Advantage on Con saves against magical effects and spells.

*Constitution score is increased by 1.
*Bonus skill: Stealth.

  • Fighter- Common. Champion and Battlemaster only.

  • Rogue- Very Common. Thief subclass only.
May multiclass Fighter and Rogue

Human
(Thyatian and Traladaran subraces only. Very Common)
Classes:
  • Bard- Rare.

  • Cleric- Very Common.

  • Druid- UnCommon

  • Fighter- Very Common.

  • Paladin- Unique.

  • Ranger- Uncommon

  • Rogue- Very Common.

  • Wizard- Very Common

Gnome:

(Rock Gnome subrace only. Unique.)
Classes:
  • Fighter- Very Common.

May multiclass into:
  • Cleric- Very Rare.

  • Rogue- Common. Thief or Arcane trickster only.

  • Wizard. Rare. Illusion or Transmuter Schools only.
Dragonborn: Not available.
Half Elf: Not available.
Half Orc: Not available
Tiefling: Not available.

2 Resting
Long Rests
I stole the basis of this idea from bookBarbarian. Long rest usually happen within “civilization” and require 24 hours. Once the group leaves civilization, then they have one 8 hour Long Rest that they can use. A “wilderness“ long rest recharges after a “civilization” long rest.

Short Rests
Requires one hour. No limit.

3 Death Saves: If/when a PC drops to 0 hp, then they will also acquire a level of exhaustion.


4 Followers: At 4th level the PCs gain the ability to attract a follower. Followers will use the stat blocks for NPCs found in the Monster Manual and other sources. At 4th a PC may have ½ CR Follower and at 6th level a PC may have 1 CR Follower. While within civilization, a Follower costs 5gp per day, while adventuring in the wilderness the pay increases to 50gp per day for ½ CR and 100gp per day for 1 CR. In my prior campaign, the PCs reached 7th level after defeating the BBEG.

Ideally, a Follower is hired to help protect the PC while traveling. This allows the adventurers to conserve their resources while in the wilderness, especially resources that require a long rest. Followers will not normally enter a dungeon. Coercion or an exceptional bribe is required. Loyalty rules will apply (DMG page 93).

One random Follower’s loyalty would be tested by the Iron Ring (with coercion and bribes) when the group spends time in Rifflain or Threshold. This loyalty test would happen “off camera,” but it will affect another encounter in the future (probably an ambush on the party of some sort).

I have not determined how these Followers will be acquired and which ones will be available. I’d like to somehow tie this into a PCs intelligence score; meaning that the higher a PCs int score, then the higher the likelihood that the PC will get the type of Follower that she wants.

5 Alignment No need for alignment, but feel free to pick one. As a DM, I use it as a general description of NPCs/Monsters until further info is needed.

6 Bookkeeping of Mundane Resources: Things like food, ammo, and encumbrance will not be closely tracked. I like the resource management aspect to DnD, but I’d rather focus on the resources dependent on short and long rests.

CAMPAIGN IDEAS

A Mystara Homebrew: The “Known World” map will literally be the known world. This map will rarely be used, but it may help in character creation and some of the history stuff that comes up in B10. Anything added to that will be through players’ input, or else only added as needed. The sources are a mish mash of the module, the pandius site, Gazeteers, and whatever the group adds.

B Influential NPCs These are the NPCs that affect the adventure and setting, but will probably not be seen; unless things go off the rails… which isn’t necessarily a bad thing.

Duke Stephanos Karameikos: The trusting Duke’s in a tight spot with Baron Ludwig and he is just coming to grips with it. The Duke still maintains a positive public opinion of The Black Baron because he does not have the power to stop him. Improving and protecting the roads between Specularum, Kelvin, Rifflain, and Threshold are his current major projects. Not only will it strengthen relations and trade with potential military allies (Calorri Elves and Rockhome), the roads will prove useful with troop movements should it come to a civil war. Stephanos refuses to seek help from Thyatia, since he has only recently taken autonomous rule of the region from the Thyatians.

Baron Ludwig: He has Iron Ring Slavers covertly operating in Eastern Karameikos alongside search efforts for the Hutakken Valley. Although he is stronger, he’s still not powerful enough to move against the Duke.

Great article on Fort Doom http://pandius.com/frtdoom.html#sdfootnote3sym

Baron Kelvin: He has heard rumors of the Black Baron, but pays it little mind and believes the Duke’s façade. Kelvin is currently more concerned with building infrastructure and resolving the constant tension between Thyatian natives and Traladarans, than to be bothered with court intrigue in Specularum.

Coven of Hags These vindictive beings represent the powers of Entropy in Karameikos and are ancient enemies of the Elves.

C Neutral or Allied NPCs These are the NPCs that (probably) won’t stab the PCs.

Dymrak Forest

Replacing Loshad: Last time I ran this, I cut out Loshad and didn’t have a problem. Next time around I’d like to replace him with an Elven Nature Cleric from the Lindenelm Tribe; a small tribe of isolated elves located east of Karameikos. The tribe is shunned by other elven tribes for a shameful act of greed thousands of years ago. The Cleric is a “lone wolf” of sorts with a missionary zeal. She’ll sporadically appear at Sukisken to provide aid to the villagers and info for the PCs. She’s a staunch enemy of the Entropic powers in Karameikos. She’ll provide info and healing, but will not adventure with the group. Alignment: Chaotic Good

Side note: If you have compelling reason(s) for keeping Loshad, i’d to hear it
pi_smile.gif


Rifflian

Stubbs Plattermann Halfling, 98, male. Proprietor of the The Silver Swan Inn within Rifflian. Though past his prime, Stubbs still attends to his business with shrewd vigor. Walks with a cane that he uses to gesticulate more than anything else.

Stubbs will be the first NPC the group meets. During session 0, a PC (perhaps more than one) will be nominated to be connected with Stubbs. The campaign will begin with the group gathered around Stubb’s large dinner table at his home. There are a dozen in the Plattermann Clan, including his wife, adult children, and grandchildren.

Over a hastily made afternoon meal, Stubbs explains that a messenger from a local Thyatian noble arrived this morning calling for adventurers to save his son who was kidnapped by Kobolds.

This is the Plot Hook for Beneath the Ruins of Firestone Keep, a 1st level dungeon crawl from DM’s Guild. I’ll change the Orc bodyguard to a Hobgoblin emissary from Xitaqa. Golthar could use the Kobold Alchemist’s knowledge to create grenades and potions.

After the adventure’s done, Stubbs will inform them that his brother Burlum has another job for them. It’s a simple job. All they need to do is escort some prized white horses from Sukiskyn back to Rifflian.
That’s when they meet Stephan.

Alternative start: Use the Red Box Adventure and the PCs will get their first taste of Bargle The Infamous.

Kelven

Burlum Male, Halfling. Stubbs’ twin brother in every way. Proprietor of The Platinum Gazelle Inn in Kelven.

Sukiskyn

Kuzma Pyotr’s mother. 66. Although Pyotr makes the day-to-day decisions, he defers to Kuzma if she voices an opinion or objection. Kuzma has dabbled in Druidic magic. She has one offensive cantrip, a healing spell, and can perform some practical rituals (when the mass grave for the goblins is covered, she will cleanse the area of foul odors). She knows a lot of dark local lore (think Old Nan of Winterfell from Game of Thrones)

Pyotr Sukisyn Clan Leader. 40, human, male
Darya Wife of Pyotr, 38.

Taras Pyotr’s Eldest son. 20.
Alfana Tara’s wife. 19

Irina Pyotr’s daughter. 17.
Matvey pyotr’s son. 10

Masha Hako’s widow. 18
Stellios male servant. 63.

D Evolving Sukisken Sukisken will evolve throughout the campaign; beginning with the siege, then changing and growing as refugees arrive. Every time the group returns from a quest, there will be something different (e.g. repaired buildings, burial sites for villagers, mass graves for the goblins from the siege, creating makeshift housing for refugees, a refugee group’s arrival with news of the enemy, etc).


E Replacing Random Encounter Tables I’ll be replacing the Random Encounter Tables in the module with my own using the style provided in the 5e DMG (page 87.). I did this on the previous campaign and it went well.

F Beyond B10 What happens after? Who knows? At this point I don’t much care, but a couple of ideas have popped into my head.

X1 Isle of Dread. From a railroady-sandbox to the original sandbox that started them all. Ties in nicely with expanding the Mystara world for the PCs. Dropping Rory Barbosa’s letter, the Adventure Hook for X1, amongst some bandit treasure would be easy enough.

*My ideas stolen from these sources:
  • Mystara Player’s Handbook by Glenn Welch (free at Pandius.com )




  • Magic Resilience From reddit: To get the feeling of magic resistance you want, add the following effects:
    Advantage on saves against being frightened
    Advantage on Con saves against magical effects and spells
    Keeps the classic feeling of the Dwarf, in my opinion, that their resistance to magic comes from their hardy bodies and fearless minds.
 
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Zardnaar

Legend
I like the exhaustion thing at 0 hp, have considered something similar myself.

Do you use class/race alignment restriction or no MCing for the Mystara OSR vibe or a bit more modern on things like that?
 
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not-so-newguy

I'm the Straw Man in your argument
It’s a bit more modern. I like using Mystara because it’s a fleshed out setting with a wealth of free info and anyone that I play with knows next to nothing about it. Despite being 30+years old, it’s a new setting to any potential players. This also allows me to create or change things about the world without the players having false assumptions.

Last time around, I limited the race options: no half-orc, drow, tiefling, Dragonborn. I am away from a PHB right now, so ther might have been others. Essentially anything that appeared monstrous was off limits to players. Next time around, i might do the same thing or just give disadvantage to diplomacy checks when dealing with the locals (the NPC would view such a being as a threat). Plus, such races may be subject to harassment if traveling alone.

I’ve toyed with the idea of limiting the race/class/multi-classing options (similar to Basic DnD) but it seems like extra work that might turn off potential players.
 

not-so-newguy

I'm the Straw Man in your argument
I added “ E Ally NPCs” It also includes the plot Hook for the first adventure of the campaign, prior to B10.
 

not-so-newguy

I'm the Straw Man in your argument
So...instead of leaving well enough alone, I decided to trifle with the races and classes for this campaign. The race/class listed below attempts to reflect a Mystaran campaign starting in the Karameikos region.*

Let me know if you think something is over/under powered. I’m a bit worried that the dwarven Resistance To Magic might be overpowered, but it works well for the setting. Also the fighter subclasses for Callori might be overly complicated.

I gave each possible race/class a rating according to the likelihood of running into that type of adventurer. The system is labeled like this: Very Common, Common, Uncommon, Rare, Very Rare, Unique. Unique is reserved for Paladins. There aren’t many of them and some extra RP choices need to be made during the character creation process.

I’m thinking about using 4d6 rolled in order, then choose race/class. Not sure yet.

No feats.

Dwarf: (Hill sub race only. Uncommon). Resistance to Magic replaces Resistance to Poison.
• Cleric- Rare. The Church of Kagyar in Highforge has been a constant, but humble, presence. Most likely Life Cleric.
• Fighter- very common. Champion and Battlemaster only.

Elf: All Elves lose the Trance ability.
Callori (High Elf. Common).
• Bard. Uncommon. College of Lore only.
• Cleric. Rare.
• Druid. UnCommon.
• Fighter. 1) Eldritch Knight subclass : Very common 2) Battlemaster and Champion subclasses: Very Common. These two subclasses MUST multiclass with wizard and keep both classes within two levels of one another.
• Paladin. Unique. Oath of Ancients only.
• Ranger. Uncommon
• Rogue. Uncommon. Arcane Trickster subclass only.
• Wizard. Very common

Vyalia (Wood Elf. Very Rare.)
• Druid. Very Common
• Fighter. Common.
• Paladin. Unique.
• Ranger. Very Common

Halfling: (Hin subrace. Rare) Resistance To magic replaces lucky ability. Hin from Mystara PHB replaces Stout and Lightfoot.

The hin of Mystara are a stout and proud race. They value freedom and family more than anything else. Frequently attacked in the past, the Hin have become known for their stealth. Located primarily in the Five Shires, with a large presence in Minrothad, the hin are on friendly terms most nations and races save Glantri.

Constitution score is increased by 1.
Bonus skill: Stealth.

• Fighter- Common. Champion and Battlemaster only.
• Rogue- Very Common. Thief subclass only.

Human: (Thyatian and Traladaran subraces only. Very Common)
• Bard- Rare.
• Cleric- Very Common.
• Druid- UnCommon
• Fighter- Very Common.
• Paladin- Unique.
• Ranger- Uncommon
• Rogue- Very Common.
• Wizard- Very Common

Gnome
: (Forrest Gnome subrace only. Very Rare)
  • Bard- Very Rare. College of Lore only.
  • • Fighter- Very Rare. Eldritch Knight only
  • • Rogue- Common. Arcane trickster only.
  • • Wizard. Very Common. Illusion School only.

Dragonborn: Not available.
Half Elf: Not available.
Half Orc: Not available
Tiefling: Not available.

*My ideas have been stolen from two sources:
1) “BECMI to 5E Karameikos Conversion” by Stefan Beate. An article on the Pandius site http://pandius.com/kara5e.html
2) “Mystara Player’s Handbook” by Glenn Welch (free at Pandius.com )
 
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Coroc

Hero
[MENTION=6786140]not-so-newguy[/MENTION] There you go, this is a good old school approach and like this, i do it for my campaigns.

Limit things and make the setting unique / keep its flavor instead of shoehorning ninja-pirate-vampire-hobbit quarter-dragonborn from outaspace into a setting who gets zero value added by this.
 

not-so-newguy

I'm the Straw Man in your argument
[MENTION=6786140]not-so-newguy[/MENTION] There you go, this is a good old school approach and like this, i do it for my campaigns.

Limit things and make the setting unique / keep its flavor instead of shoehorning ninja-pirate-vampire-hobbit quarter-dragonborn from outaspace into a setting who gets zero value added by this.

Thanks!

I’m thinking about removing the Cleric option from the Dwarf Race. Resistance to Magic is pretty potent. I might replace that class option with Rogue. There’s not much setting info supporting this decision, but it would balance well with Halfling who also have Magic Resistance.
 

not-so-newguy

I'm the Straw Man in your argument
After getting some feedback from Mystara-philes at The Piazza forum, I further edited the Race/Class options http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=20314 Unfortunately, some of the spacing in the OP got wonky with all the copy/paste.

I also referenced the material that I used at the the end of the OP.

i also changed Magic Resistance for Dwarves and Halflings to:
Magic Resilience
Advantage in saves vs Frightened
Advantage on Con Saves vs Magic effects and Spells
 
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