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After Action Report - OotA: Experimenting with 5e and certain death
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<blockquote data-quote="mgshamster" data-source="post: 6798556" data-attributes="member: 6806321"><p>Yeah. We have lots of NPCs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Part of it is because I decided to use a homebrewed system called the Companion System. It sets up key NPCs as cards the players can acquire; each one gives them special abilities. My players are reluctant to sacrifice an NPC, because they don't want to lose that NPCs special abilities. I have a link to it in my campaign log. </p><p></p><p>Beyond the normal NPCs from the beginning of the book, they also saved some myconid sprouts from being eaten and they came across a group of escaped slaves and took them in. One of our PCs is on a mission to rescue slaves from the underdark, so he brings as many as he can with him. In fact, reaching slaves has become their primary mission in Gracklstugh, which means I have to homebrew a new adventure for the city. One thing I'm doing is converting the Grey Ghosts (a Thieves Guild) into a slave rescuing organization a la the Underground Railroad (more specifically, I'm having a PC take over and converting them; but I'm also allowing them to be more susceptible to his leadership). </p><p></p><p>One thing of note is that with all these NPCs traveling with them, they have to figure out how to keep everyone fed, they have to solve conflicts between people, and they're responsible for the lives of everyone they have. As one NPC just ritualistically murders one of the escaped slaves, that can cause some trust issues between the surviving humans and the other underdark denizens. Especially some of the Derro and especially now that they're in Gracklstugh. </p><p></p><p>If you're worried about too many NPCs, I strongly recommend reading chapters 7-8. It is very possible the PCs can head back into the Underdark with a small army. If my players go with the small army options, then setting up supply lines and an outpost is going to be an important part of the game.</p></blockquote><p></p>
[QUOTE="mgshamster, post: 6798556, member: 6806321"] Yeah. We have lots of NPCs. :) Part of it is because I decided to use a homebrewed system called the Companion System. It sets up key NPCs as cards the players can acquire; each one gives them special abilities. My players are reluctant to sacrifice an NPC, because they don't want to lose that NPCs special abilities. I have a link to it in my campaign log. Beyond the normal NPCs from the beginning of the book, they also saved some myconid sprouts from being eaten and they came across a group of escaped slaves and took them in. One of our PCs is on a mission to rescue slaves from the underdark, so he brings as many as he can with him. In fact, reaching slaves has become their primary mission in Gracklstugh, which means I have to homebrew a new adventure for the city. One thing I'm doing is converting the Grey Ghosts (a Thieves Guild) into a slave rescuing organization a la the Underground Railroad (more specifically, I'm having a PC take over and converting them; but I'm also allowing them to be more susceptible to his leadership). One thing of note is that with all these NPCs traveling with them, they have to figure out how to keep everyone fed, they have to solve conflicts between people, and they're responsible for the lives of everyone they have. As one NPC just ritualistically murders one of the escaped slaves, that can cause some trust issues between the surviving humans and the other underdark denizens. Especially some of the Derro and especially now that they're in Gracklstugh. If you're worried about too many NPCs, I strongly recommend reading chapters 7-8. It is very possible the PCs can head back into the Underdark with a small army. If my players go with the small army options, then setting up supply lines and an outpost is going to be an important part of the game. [/QUOTE]
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