D&D 5E (2014) A Middling DM Runs Curse of Strahd


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CoS Session 2.1
Session Primer

Day 27 / Day 16
It has been 27 days since Moss and Smugly entered Barovia and 16 days for Elyrion, Grant, Mamol, and Sleeps.

The Gang are at the werewolf den and just vanquished the Werewolf Pack Leader, allowing Emil to take control of the Pack. The new leader promises that the Pack will never harass the folk of Daggerfall again.

Sleeps negotiated for two werewolves to act as servants for Bildrath. In exchange, Bildrath will allow Parriwimple to join the Gang. We’ll revisit this. They’ll still do it, but you might want to reconsider. Emil will explain.

The Gang acquired the nifty Robe of Useful Items.

You can take a Long Rest at this point and will be 8th Level after the Rest.




TESTING SOME HOUSE RULES

Simplified Initiative:
Combat starts and everyone rolls for initiative as normal. The DM uses the highest initiative score for the enemy.

Whoever wins initiative starts combat, the person to their left is next, just like a game of Monopoly. The entire Enemy group goes on the DM’s turn.

Where you sit at the table matters.

The Exploration Turn
The time of the Exploration Turn is either 5-10 minutes long or about 30 minutes long.
5-10 minute Turn: This usually occurs during dungeon exploration but could easily happen in the wilderness or in town.
30 minute Turn: This occurs when PCs are travelling longer distances.


Exploration Procedure Order
1. DM rolls for Random Encounter.
2. If an Encounter is rolled, determine where it hits in the Initiative Order (if necessary)*
3. DM describes the scene.
4. Initiative starts on the DM’s left and goes clockwise, just like Monopoly.

A PC can get help from another PC on their turn. The helper PC cannot already be doing something.

* How I determine when a Random Encounter hits in the initiative order. This will depend on how many people are playing. (Note: Some Random Encounters have their timing already built in, such as discovering a random item lying on the floor.)

For 6 players, I roll a D7:
DIE ROLL Initiative Order
1Before the Group
2After 1st PC
3After 2nd PC
4After 3rd PC
5After 4th PC
6After 5th PC
7After Group


EXAMPLE:
I’m sitting at the end of the table. Sitting to my left in order is Mamol, Smugly, Moss, Elyrion, Grant, and next to me on my right is Sleeps.
The characters are exploring a dungeon and open a door to a new room.

STEP 1​
I roll for a Random Encounter and get five Zombies.

STEP 2​
Next, I determine when this Encounter hits in the initiative order. I roll a D7 and get a 3.

STEP 3​
I describe the room. It’s a square room that’s 15 feet across. There’s a large chest of gold in the center. There’s another door on the other side of the room.

STEP 4​
Mamol decides that he’ll carry the chest back into the previous room with Grant’s help.
Then Smugly goes into the room and steps aside to allow Grant to pass.
Then five Zombies burst into the room and try to eat their brains.

Mamol and Grant are in the room getting ready to lift the chest, while Smugly is inside the room near the door. Moss, Elyrion, and Sleeps are still in the previous room.


Roll for Combat Initiative.
 

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