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(Homebrew) Futzing with B10 Night’s Dark Terror
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<blockquote data-quote="not-so-newguy" data-source="post: 7452166" data-attributes="member: 6786140"><p><strong>(Homebrew) Futzing with B10 Night’s Dark Terror</strong></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">I have divided my ideas into two general categories: House rules and Campaign ideas.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">CONTENTS*</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">House Rules</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">1 Race and Class Options</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">2 Resting</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">3 Death Saves</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">4 Followers</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">5 Alignment </span></span></p><p><span style="color: #000000"><span style="font-family: inherit">6 Book keeping of Mundane items</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Campaign ideas</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">A Mystara Hombrew</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">B Influential NPCs</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">C Neutral or Allied NPCs</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">D Evolving Sukiskyn </span></span></p><p><span style="color: #000000"><span style="font-family: inherit">E Replacing Random Encounter Tables</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">F Beyond B10</span></span></p><p></p><p><strong><u>HOUSE RULES </u></strong></p><p></p><p><strong>1 Race and Class Options </strong></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">The races and classes listed below reflects a Mystaran campaign starting in the Karameikos region.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">No feats.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">No multiclass, unless specifically stated.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"></span><span style="font-size: 18px"><u>Dwarf</u></span></p><p><span style="color: #000000"><span style="font-family: inherit">(Hill sub race only. Rare). Resistance to Poison replaced with Magic Resilience.</span></span></p><p><strong>Magic Resilience </strong></p><p><span style="color: #000000"><span style="font-family: inherit">Advantage on saves against being frightened</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Advantage on Con saves against magical effects and spells.</span></span></p><p></p><ul> <li data-xf-list-type="ul">Fighter- very common. Champion and Battlemaster only.</li> </ul><p><span style="color: #000000"><span style="font-family: inherit">A Fighter may multiclass to:</span></span></p><ul> <li data-xf-list-type="ul">Cleric- very rare.</li> </ul><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u>Elf</u></span></p><p><span style="color: #000000"><span style="font-family: inherit">All Elves lose the Trance ability.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Callori (High Elf. Common). </span></span></p><ul> <li data-xf-list-type="ul">Bard. Uncommon. College of Lore only.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Cleric. Rare.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Druid. UnCommon.</li> </ul><p></p><ul> <li data-xf-list-type="ul">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.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Paladin. Unique. Oath of Ancients only.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Ranger. Uncommon</li> </ul><p></p><ul> <li data-xf-list-type="ul">Rogue. Uncommon. Arcane Trickster subclass only.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Wizard. Very common</li> </ul><p><span style="color: #000000"><span style="font-family: inherit">Vyalia (Wood Elf. Very Rare.)</span></span></p><ul> <li data-xf-list-type="ul">Druid. Very Common</li> </ul><p></p><ul> <li data-xf-list-type="ul">Fighter. Common.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Paladin. Unique.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Ranger. Very Common</li> </ul><p></p><p><span style="font-size: 18px"><u>Halfling</u></span></p><p><span style="color: #000000"><span style="font-family: inherit">(Hin subrace. Rare) </span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Hin from Mystara PHB replaces Stout and Lightfoot.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Magic Resilience replaces lucky ability. </span></span></p><p><strong>Magic Resilience </strong></p><p><span style="color: #000000"><span style="font-family: inherit">*Advantage on saves against being frightened</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">*Advantage on Con saves against magical effects and spells.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">*Constitution score is increased by 1.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">*Bonus skill: Stealth.</span></span></p><p></p><ul> <li data-xf-list-type="ul">Fighter- Common. Champion and Battlemaster only.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Rogue- Very Common. Thief subclass only.</li> </ul><p><span style="color: #000000"><span style="font-family: inherit">May multiclass Fighter and Rogue</span></span></p><p></p><p><span style="font-size: 18px"><u>Human</u> </span></p><p><span style="color: #000000"><span style="font-family: inherit">(Thyatian and Traladaran subraces only. Very Common)</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Classes:</span></span></p><ul> <li data-xf-list-type="ul">Bard- Rare.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Cleric- Very Common.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Druid- UnCommon</li> </ul><p></p><ul> <li data-xf-list-type="ul">Fighter- Very Common.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Paladin- Unique.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Ranger- Uncommon</li> </ul><p></p><ul> <li data-xf-list-type="ul">Rogue- Very Common.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Wizard- Very Common</li> </ul><p><span style="color: #000000"><span style="font-family: inherit"><u></u></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><u><span style="font-size: 18px">Gnome:</span></u></span></span></p><p><span style="color: #000000"><span style="font-family: inherit">(Rock Gnome subrace only. Unique.)</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Classes:</span></span></p><ul> <li data-xf-list-type="ul">Fighter- Very Common.</li> </ul><p></p><p><span style="color: #000000"><span style="font-family: inherit">May multiclass into:</span></span></p><ul> <li data-xf-list-type="ul">Cleric- Very Rare.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Rogue- Common. Thief or Arcane trickster only.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Wizard. Rare. Illusion or Transmuter Schools only.</li> </ul><p><span style="color: #000000"><span style="font-family: inherit"><u>Dragonborn: </u></span></span><span style="color: #000000"><span style="font-family: inherit">Not available.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><u>Half Elf: </u></span></span><span style="color: #000000"><span style="font-family: inherit">Not available.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><u>Half Orc:</u></span></span><span style="color: #000000"><span style="font-family: inherit"> Not available</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><u>Tiefling</u></span></span><span style="color: #000000"><span style="font-family: inherit">: Not available.</span></span></p><p></p><p><strong>2 Resting</strong></p><p><span style="color: #000000"><span style="font-family: inherit">Long Rests </span></span></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Short Rests</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Requires one hour. No limit.</span></span></p><p></p><p><strong>3 Death Saves:</strong><span style="color: #000000"><span style="font-family: inherit"> If/when a PC drops to 0 hp, then they will also acquire a level of exhaustion.</span></span></p><p></p><p></p><p><strong>4 Followers:</strong><span style="color: #000000"><span style="font-family: inherit"> 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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><strong>5 Alignment</strong><span style="color: #000000"><span style="font-family: inherit"> 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.</span></span></p><p></p><p><strong>6 Bookkeeping of Mundane Resources:</strong><span style="color: #000000"><span style="font-family: inherit"> 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. </span></span></p><p></p><p><strong><u>CAMPAIGN IDEAS</u></strong></p><p></p><p><strong>A Mystara Homebrew: </strong><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><strong>B Influential NPCs </strong><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Great article on Fort Doom </span></span><a href="http://pandius.com/frtdoom.html#sdfootnote3sym" target="_blank">http://pandius.com/frtdoom.html#sdfootnote3sym</a></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Coven of Hags These vindictive beings represent the powers of Entropy in Karameikos and are ancient enemies of the Elves. </span></span></p><p></p><p><strong>C Neutral or Allied NPCs </strong><span style="color: #000000"><span style="font-family: inherit">These are the NPCs that (probably) won’t stab the PCs.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit"><u>Dymrak Forest </u></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit"><em>Replacing Loshad</em></span></span><span style="color: #000000"><span style="font-family: inherit">: 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 </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Side note: If you have compelling reason(s) for keeping Loshad, i’d to hear it </span></span><img src="http://www.thepiazza.org.uk/bb/images/smilies/pi_smile.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><span style="color: #000000"><span style="font-family: inherit"><u>Rifflian</u></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">That’s when they meet Stephan.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Alternative start: Use the Red Box Adventure and the PCs will get their first taste of Bargle The Infamous. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit"><u>Kelven</u></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Burlum Male, Halfling. Stubbs’ twin brother in every way. Proprietor of The Platinum Gazelle Inn in Kelven.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit"><u>Sukiskyn</u></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Pyotr Sukisyn Clan Leader. 40, human, male</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Darya Wife of Pyotr, 38.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Taras Pyotr’s Eldest son. 20.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Alfana Tara’s wife. 19</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Irina Pyotr’s daughter. 17.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Matvey pyotr’s son. 10</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">Masha Hako’s widow. 18</span></span></p><p><span style="color: #000000"><span style="font-family: inherit">Stellios male servant. 63.</span></span></p><p></p><p><strong>D Evolving Sukisken </strong><span style="color: #000000"><span style="font-family: inherit">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). </span></span></p><p></p><p></p><p><strong>E Replacing Random Encounter Tables </strong><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><strong>F Beyond B10 </strong><span style="color: #000000"><span style="font-family: inherit">What happens after? Who knows? At this point I don’t much care, but a couple of ideas have popped into my head.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">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.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: inherit">*My ideas stolen from these sources:</span></span></p><ul> <li data-xf-list-type="ul">Mystara Player’s Handbook by Glenn Welch (free at Pandius.com )</li> </ul><p></p><ul> <li data-xf-list-type="ul">BECMI to 5E Karameikos Conversion by Stefan Beate. An article on the Pandius site <a href="http://pandius.com/kara5e.html" target="_blank">http://pandius.com/kara5e.html</a></li> </ul><p></p><ul> <li data-xf-list-type="ul">Dwarf/ gnome history by Giulio Caroletti in Threshold Magazine Issue 14 <a href="http://pandius.com/notsoyng.html" target="_blank">http://pandius.com/notsoyng.html</a></li> </ul><p></p><ul> <li data-xf-list-type="ul">Highforge gnomes for 3e by Joaquin Menchaca <a href="http://pandius.com/highforg.html" target="_blank">http://pandius.com/highforg.html</a><br /> Top</li> </ul><p></p><ul> <li data-xf-list-type="ul">Magic Resilience From reddit: To get the feeling of magic resistance you want, add the following effects:<br /> Advantage on saves against being frightened<br /> Advantage on Con saves against magical effects and spells <br /> Keeps the classic feeling of the Dwarf, in my opinion, that their resistance to magic comes from their hardy bodies and fearless minds.</li> </ul></blockquote><p></p>
[QUOTE="not-so-newguy, post: 7452166, member: 6786140"] [b](Homebrew) Futzing with B10 Night’s Dark Terror[/b] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']I have divided my ideas into two general categories: House rules and Campaign ideas.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']CONTENTS*[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']House Rules[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']1 Race and Class Options[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']2 Resting[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']3 Death Saves[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']4 Followers[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']5 Alignment [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']6 Book keeping of Mundane items[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Campaign ideas[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']A Mystara Hombrew[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']B Influential NPCs[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']C Neutral or Allied NPCs[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']D Evolving Sukiskyn [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']E Replacing Random Encounter Tables[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']F Beyond B10[/FONT][/COLOR] [B][U]HOUSE RULES [/U][/B] [B]1 Race and Class Options [/B] [COLOR=#000000][FONT='inherit']The races and classes listed below reflects a Mystaran campaign starting in the Karameikos region.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']No feats.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']No multiclass, unless specifically stated. [/FONT][/COLOR][SIZE=5] [/SIZE][SIZE=5][U]Dwarf[/U][/SIZE] [COLOR=#000000][FONT='inherit'](Hill sub race only. Rare). Resistance to Poison replaced with Magic Resilience.[/FONT][/COLOR] [B]Magic Resilience [/B] [COLOR=#000000][FONT='inherit']Advantage on saves against being frightened[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Advantage on Con saves against magical effects and spells.[/FONT][/COLOR] [LIST] [*]Fighter- very common. Champion and Battlemaster only. [/LIST] [COLOR=#000000][FONT='inherit']A Fighter may multiclass to:[/FONT][/COLOR] [LIST] [*]Cleric- very rare. [/LIST] [SIZE=5] [U]Elf[/U][/SIZE] [COLOR=#000000][FONT='inherit']All Elves lose the Trance ability.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Callori (High Elf. Common). [/FONT][/COLOR] [LIST] [*]Bard. Uncommon. College of Lore only. [/LIST] [LIST] [*]Cleric. Rare. [/LIST] [LIST] [*]Druid. UnCommon. [/LIST] [LIST] [*]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. [/LIST] [LIST] [*]Paladin. Unique. Oath of Ancients only. [/LIST] [LIST] [*]Ranger. Uncommon [/LIST] [LIST] [*]Rogue. Uncommon. Arcane Trickster subclass only. [/LIST] [LIST] [*]Wizard. Very common [/LIST] [COLOR=#000000][FONT='inherit']Vyalia (Wood Elf. Very Rare.)[/FONT][/COLOR] [LIST] [*]Druid. Very Common [/LIST] [LIST] [*]Fighter. Common. [/LIST] [LIST] [*]Paladin. Unique. [/LIST] [LIST] [*]Ranger. Very Common [/LIST] [SIZE=5][U]Halfling[/U][/SIZE] [COLOR=#000000][FONT='inherit'](Hin subrace. Rare) [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Hin from Mystara PHB replaces Stout and Lightfoot.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Magic Resilience replaces lucky ability. [/FONT][/COLOR] [B]Magic Resilience [/B] [COLOR=#000000][FONT='inherit']*Advantage on saves against being frightened[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']*Advantage on Con saves against magical effects and spells.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']*Constitution score is increased by 1.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']*Bonus skill: Stealth.[/FONT][/COLOR] [LIST] [*]Fighter- Common. Champion and Battlemaster only. [/LIST] [LIST] [*]Rogue- Very Common. Thief subclass only. [/LIST] [COLOR=#000000][FONT='inherit']May multiclass Fighter and Rogue[/FONT][/COLOR] [SIZE=5][U]Human[/U] [/SIZE] [COLOR=#000000][FONT='inherit'](Thyatian and Traladaran subraces only. Very Common)[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Classes:[/FONT][/COLOR] [LIST] [*]Bard- Rare. [/LIST] [LIST] [*]Cleric- Very Common. [/LIST] [LIST] [*]Druid- UnCommon [/LIST] [LIST] [*]Fighter- Very Common. [/LIST] [LIST] [*]Paladin- Unique. [/LIST] [LIST] [*]Ranger- Uncommon [/LIST] [LIST] [*]Rogue- Very Common. [/LIST] [LIST] [*]Wizard- Very Common [/LIST] [COLOR=#000000][FONT='inherit'][U] [SIZE=5]Gnome:[/SIZE][/U][/FONT][/COLOR] [COLOR=#000000][FONT='inherit'](Rock Gnome subrace only. Unique.)[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Classes:[/FONT][/COLOR] [LIST] [*]Fighter- Very Common. [/LIST] [COLOR=#000000][FONT='inherit']May multiclass into:[/FONT][/COLOR] [LIST] [*]Cleric- Very Rare. [/LIST] [LIST] [*]Rogue- Common. Thief or Arcane trickster only. [/LIST] [LIST] [*]Wizard. Rare. Illusion or Transmuter Schools only. [/LIST] [COLOR=#000000][FONT='inherit'][U]Dragonborn: [/U][/FONT][/COLOR][COLOR=#000000][FONT='inherit']Not available.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][U]Half Elf: [/U][/FONT][/COLOR][COLOR=#000000][FONT='inherit']Not available.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][U]Half Orc:[/U][/FONT][/COLOR][COLOR=#000000][FONT='inherit'] Not available[/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][U]Tiefling[/U][/FONT][/COLOR][COLOR=#000000][FONT='inherit']: Not available.[/FONT][/COLOR] [B]2 Resting[/B] [COLOR=#000000][FONT='inherit']Long Rests [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Short Rests[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Requires one hour. No limit.[/FONT][/COLOR] [B]3 Death Saves:[/B][COLOR=#000000][FONT='inherit'] If/when a PC drops to 0 hp, then they will also acquire a level of exhaustion.[/FONT][/COLOR] [B]4 Followers:[/B][COLOR=#000000][FONT='inherit'] 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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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). [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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). [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [B]5 Alignment[/B][COLOR=#000000][FONT='inherit'] 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.[/FONT][/COLOR] [B]6 Bookkeeping of Mundane Resources:[/B][COLOR=#000000][FONT='inherit'] 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. [/FONT][/COLOR] [B][U]CAMPAIGN IDEAS[/U][/B] [B]A Mystara Homebrew: [/B][COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [B]B Influential NPCs [/B][COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Great article on Fort Doom [/FONT][/COLOR][URL]http://pandius.com/frtdoom.html#sdfootnote3sym[/URL] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Coven of Hags These vindictive beings represent the powers of Entropy in Karameikos and are ancient enemies of the Elves. [/FONT][/COLOR] [B]C Neutral or Allied NPCs [/B][COLOR=#000000][FONT='inherit']These are the NPCs that (probably) won’t stab the PCs.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][U]Dymrak Forest [/U][/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][I]Replacing Loshad[/I][/FONT][/COLOR][COLOR=#000000][FONT='inherit']: 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 [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Side note: If you have compelling reason(s) for keeping Loshad, i’d to hear it [/FONT][/COLOR][IMG]http://www.thepiazza.org.uk/bb/images/smilies/pi_smile.gif[/IMG] [COLOR=#000000][FONT='inherit'][U]Rifflian[/U][/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']That’s when they meet Stephan.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Alternative start: Use the Red Box Adventure and the PCs will get their first taste of Bargle The Infamous. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][U]Kelven[/U][/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Burlum Male, Halfling. Stubbs’ twin brother in every way. Proprietor of The Platinum Gazelle Inn in Kelven.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][U]Sukiskyn[/U][/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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)[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Pyotr Sukisyn Clan Leader. 40, human, male[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Darya Wife of Pyotr, 38.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Taras Pyotr’s Eldest son. 20.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Alfana Tara’s wife. 19[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Irina Pyotr’s daughter. 17.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Matvey pyotr’s son. 10[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Masha Hako’s widow. 18[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']Stellios male servant. 63.[/FONT][/COLOR] [B]D Evolving Sukisken [/B][COLOR=#000000][FONT='inherit']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). [/FONT][/COLOR] [B]E Replacing Random Encounter Tables [/B][COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [B]F Beyond B10 [/B][COLOR=#000000][FONT='inherit']What happens after? Who knows? At this point I don’t much care, but a couple of ideas have popped into my head.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']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.[/FONT][/COLOR] [COLOR=#000000][FONT='inherit']*My ideas stolen from these sources:[/FONT][/COLOR] [LIST] [*]Mystara Player’s Handbook by Glenn Welch (free at Pandius.com ) [/LIST] [LIST] [*]BECMI to 5E Karameikos Conversion by Stefan Beate. An article on the Pandius site [URL]http://pandius.com/kara5e.html[/URL] [/LIST] [LIST] [*]Dwarf/ gnome history by Giulio Caroletti in Threshold Magazine Issue 14 [URL]http://pandius.com/notsoyng.html[/URL] [/LIST] [LIST] [*]Highforge gnomes for 3e by Joaquin Menchaca [URL]http://pandius.com/highforg.html[/URL] Top [/LIST] [LIST] [*]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. [/LIST] [/QUOTE]
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