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    D&D 5E [PotA] Cult symbols in Halls of the Hunting Axe

    Yeah, you're right, but I still need some idea about how to solve this problem... Maybe I just change the symbols to some dwarven writings or so...
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    D&D 5E [PotA] Cult symbols in Halls of the Hunting Axe

    !!Spoiler alert for players of Princes of the Apocalypse!! I'm running a table of Princes of the Apocalypse and my players are now close to being intoduced to the side trek "Halls of the Hunting Axe". While its overall story sounds quite interesting and fits well into the general story arch...
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    D&D 5E Automatic random encounters

    I like the idea of specific threats for different types of landscape, i.e. Reynard's "legs". However, I still see a problem with the skill checks: I think neither allowing the players to pick a skill/ability for the check (too easy) nor fixing it to a specific one would work (too restrictive)...
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    D&D 5E Automatic random encounters

    Yes, also also definitely like the idea of using exhaustion for this, I really didn't think of it before. How did the skill challenges work in 4e? I skipped that edition...
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    D&D 5E Automatic random encounters

    What would you do if the number of "obstacles" or higher or lower than the number of players? Who comes first? What order, i.e. roll intiative or something like that? The way I understand your approach, every player would probably roll more than one die per travel?
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    D&D 5E Automatic random encounters

    Okay, yesterday we tried it out. And what can I say? The players liked it. We were able to handle a single travel in about 30 seconds and they still had the feeling that something bad could happen (rolling dice always works). I just think that I have to finetune it a little more. In general the...
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    D&D 5E Automatic random encounters

    Yes, you're right, but I don't see a problem combining both approaches, do you? So using Reynard's travel damage and have some extra encounters that can (should) be solved non-combat. That way I have both: automatically resolved combat encounters and a few additional story- or theme-driven...
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    D&D 5E Automatic random encounters

    Hmm, sounds interesting. I haven't thought of hit dice or exhaustion (I'll have to look that up in the DMG again). And I really like the idea of "travel damage". We're meeting for D&D tonight, so I think that I'll just try to compile a list of possible damage effects and try it at the table.
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    D&D 5E Automatic random encounters

    If there's one thing the players at my table absolutely cannot do, it's playing fast... ;-) For example there is one fighter with an axe in each hand. Together with a bonus action for an extra attack he usually rolls about a dozen dice on each of his turns. But maybe that's worth a try. I could...
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    D&D 5E Automatic random encounters

    It's a harsh winter, so I don't let them heal after long rests when staying outside. And on a normal journey they usualy don't find any shelter. But yeah, you got a good point, this method will kill low-AC/HP characters first without any chance of reaction. So maybe I throw a hit die once and...
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    D&D 5E Automatic random encounters

    Has anyone ever tried to have some kind of automatically resolved random encounters? Some background info: I'm currently running a table of Princes of the Apocalypse. I changed the setting a little bit after liberating the haunted keeps: at some point the cults hit back and occupied most of...
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