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[CAMPAIGN] Out of the Abyss – New GM [SPOILERS]
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<blockquote data-quote="Boendal2" data-source="post: 7811158" data-attributes="member: 7015844"><p>Hello everyone,</p><p></p><p>I am currently running the Out of the Abyss (OotA) campaign with 4 players. We meet roughly every 14 days. The players are also relatively new to 5e, some of them played earlier versions of DnD a few years ago.</p><p></p><p>I will keep my campaign notes here and share homemade material for others that might be interested. As I am a new GM I will also use this thread to ask occasionally for help/recommendations. English is not my first language btw.</p><p></p><p></p><p><u><strong>House rules</strong>:</u></p><p><u>Flanking:</u> flanking an enemy gives +1 to attack roles</p><p><u>Exploding crits:</u> the additional damage die from critical attack roles is automatically the highest number of the die (f.e d12 = 12). this works for and against the PCs.</p><p><u>Insight vs. WIS:</u> insight checks don’t have a DC but the GM rolls in secret WIS against the PCs Insight</p><p><u><s>Variant start:</s></u><s> after the ability scores are determined (3 out of 4d6 or point buy) the players can choose a feature and decrease one ability scores by 2 points or two ability scores by 1 point.</s></p><p><u>UA Feats for Skills:</u> as found <a href="https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf" target="_blank">here</a>. This replaced the hombrew "variant start" above as it turned out to be way too powerful.</p><p><u>Lingering Injuries:</u> A modified table of the DMGs lingering injuries table. Players roll for injuries when they drop to 0 HP but do not die.</p><p><u>A lot of other homebrew stuff:</u> f.e. totem spirit for the barbarian (=boar), lava spells for the sorcerer</p><p></p><p>The PCs started OotA at level 3, as we played three one shots before the adventure started:</p><p><a href="https://www.dmsguild.com/product/227786/The-Midnight-Revelry" target="_blank">The Midnight Revelry</a></p><p><a href="https://www.dmsguild.com/product/201746/Lets-Give-Kobold-Peace-a-Chance" target="_blank">Let's give Kobold Peace a Chance</a></p><p><a href="https://www.dmsguild.com/product/203515/No-Peace-with-Kobolds--The-Duergar-Slave-Pits" target="_blank">No Peace with Kobolds</a></p><p></p><p>"No Peace with Kobolds" offers in my opinion the perfect explanation why the PCs are in the underdark to begin with. I had to make some adjustments to keep the adventure short and simple, but in the end it’s one of the two options: either the party follows a duergar slaver or they let him escape and a drow scout party ambushes them while they try to leave the cave. (my party followed the slaver, because he still held a much liked NPC hostage. They were captured and poisoned after 1h of following the duergar. Shoor and some elite drow warriors shot a round of poisoned arrows at them and brought them to Velkynvelve)</p><p></p><p>Links and material that helped me a lot so far:</p><p><a href="http://thecampaign20xx.blogspot.com/2015/12/rage-of-demons-guide-to-out-of-abyss.html?m=1" target="_blank">A Guide to Out of the Abyss</a></p><p><a href="https://www.enworld.org/threads/campaign-out-of-the-abyss-spoilers.470251/" target="_blank">Out of the Abyss - DM notes</a></p><p><a href="https://www.enworld.org/threads/out-of-the-abyss-resource-collection-restored.490180/" target="_blank">Out of the Abyss - resource collection</a></p><p><a href="https://johnbard.com/2016/02/02/dms-kit-out-of-the-abyss-ch-1-dmsguild-com/" target="_blank">Out of the Abyss - resources</a></p><p></p><p>A big thanks to all the contributors of these links/materials! You make gaming easier and more fun!</p><p></p><p></p><p><strong>GM notes:</strong></p><p>I changed the kobolds in the one shots to goblins…. Because I realised before the session started that I have no kobold minis (but a lot of goblins). The duergar slaver is called Yume and escaped with Kignos, the leader of the goblins, to the underdark. Maybe I let them appear again close to or in Gracklstugh.</p></blockquote><p></p>
[QUOTE="Boendal2, post: 7811158, member: 7015844"] Hello everyone, I am currently running the Out of the Abyss (OotA) campaign with 4 players. We meet roughly every 14 days. The players are also relatively new to 5e, some of them played earlier versions of DnD a few years ago. I will keep my campaign notes here and share homemade material for others that might be interested. As I am a new GM I will also use this thread to ask occasionally for help/recommendations. English is not my first language btw. [U][B]House rules[/B]: Flanking:[/U] flanking an enemy gives +1 to attack roles [U]Exploding crits:[/U] the additional damage die from critical attack roles is automatically the highest number of the die (f.e d12 = 12). this works for and against the PCs. [U]Insight vs. WIS:[/U] insight checks don’t have a DC but the GM rolls in secret WIS against the PCs Insight [U][S]Variant start:[/S][/U][S] after the ability scores are determined (3 out of 4d6 or point buy) the players can choose a feature and decrease one ability scores by 2 points or two ability scores by 1 point.[/S] [U]UA Feats for Skills:[/U] as found [URL='https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf']here[/URL]. This replaced the hombrew "variant start" above as it turned out to be way too powerful. [U]Lingering Injuries:[/U] A modified table of the DMGs lingering injuries table. Players roll for injuries when they drop to 0 HP but do not die. [U]A lot of other homebrew stuff:[/U] f.e. totem spirit for the barbarian (=boar), lava spells for the sorcerer The PCs started OotA at level 3, as we played three one shots before the adventure started: [URL='https://www.dmsguild.com/product/227786/The-Midnight-Revelry']The Midnight Revelry[/URL] [URL='https://www.dmsguild.com/product/201746/Lets-Give-Kobold-Peace-a-Chance']Let's give Kobold Peace a Chance[/URL] [URL='https://www.dmsguild.com/product/203515/No-Peace-with-Kobolds--The-Duergar-Slave-Pits']No Peace with Kobolds[/URL] "No Peace with Kobolds" offers in my opinion the perfect explanation why the PCs are in the underdark to begin with. I had to make some adjustments to keep the adventure short and simple, but in the end it’s one of the two options: either the party follows a duergar slaver or they let him escape and a drow scout party ambushes them while they try to leave the cave. (my party followed the slaver, because he still held a much liked NPC hostage. They were captured and poisoned after 1h of following the duergar. Shoor and some elite drow warriors shot a round of poisoned arrows at them and brought them to Velkynvelve) Links and material that helped me a lot so far: [URL='http://thecampaign20xx.blogspot.com/2015/12/rage-of-demons-guide-to-out-of-abyss.html?m=1']A Guide to Out of the Abyss[/URL] [URL='https://www.enworld.org/threads/campaign-out-of-the-abyss-spoilers.470251/']Out of the Abyss - DM notes[/URL] [URL='https://www.enworld.org/threads/out-of-the-abyss-resource-collection-restored.490180/']Out of the Abyss - resource collection[/URL] [URL='https://johnbard.com/2016/02/02/dms-kit-out-of-the-abyss-ch-1-dmsguild-com/']Out of the Abyss - resources[/URL] A big thanks to all the contributors of these links/materials! You make gaming easier and more fun! [B]GM notes:[/B] I changed the kobolds in the one shots to goblins…. Because I realised before the session started that I have no kobold minis (but a lot of goblins). The duergar slaver is called Yume and escaped with Kignos, the leader of the goblins, to the underdark. Maybe I let them appear again close to or in Gracklstugh. [/QUOTE]
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