Sparky McDibben
Adventurer
Alright, folks, real quick addendum on this. I wanted to cover what changes I would be making when I ran this adventure, because it's definitely going on my "To Be Run" pile!
1) I bring in encumbrance, using a slot-based system (less hassle to track, easily extended to anyone the PCs recruit)
2) Short rests are 10 minutes (this aligns with my general house rules)
3) Rather than checking for random encounters every hour, I use Arnold K's excellent Underclock system, rolling 1d6 per 10 minutes. In areas of high threat, I roll 2d6
4) Bring in more Eberron-esque elements; I want flamethrower golems, rocketeer gnomes, and Amethyst Academy wandslingers
5) Remove the genetic component to magical ability; I rather like the idea of the Amethyst Academy "recruiting" noble scions as an intimidation tactic - "Do what we say or suddenly your kid's a wizard" is great leverage against dynastically-minded noble houses.
6) PCs have a choice about retreating. They can retreat blindly or deftly.
The reasons for these are pretty simple. I'm adding encumbrance because I like to encourage creative problem-solving among my players, and having a meaningful limit to what you can carry in is a useful constraint. Otherwise you run into issues like the Black Door Solutions where a player simply utilizes time and basic equipment to overcome otherwise impossible obstacles. While random encounters can deter this behavior, I want to reward players who use their heads and implement these solutions in a smart way. The best way I can think to do that is simply the encumbrance system. It also stops PCs from looting everything they can find in a place and running away with it.
I use the Underclock because I want to build tension slowly as the party travels in deeper, rather than having a quick roll-off to see if there's an encounter.
I bring in more Eberron-style stuff because 1) I think that's cool, and 2) I think the marriage of pulp action and cosmic horror is a great one. Besides, there's already cannon-wielding dwarves in town for Pete's sakes.
I'm adding the choice about retreating because I want retreating to force interesting dilemmas with unique risk / reward profiles. We frequently don't see retreat as an option used in 5E unless the DM specifically tells players that this is not a fight they can win. I think that's a missed opportunity, and I want to flesh that out a bit.
What do y'all think of these? What would be your houserules for running Drakkenheim? What exactly is a "Travis Kelce?"
Alright, folks, that's it for ol' Sparky on this one. I'm going to go get ready for Strixhaven by going three rounds with Floyd Mayweather and a grizzly bear! Come on down! This Sunday! Sunday! SUNDAY!!!!
1) I bring in encumbrance, using a slot-based system (less hassle to track, easily extended to anyone the PCs recruit)
2) Short rests are 10 minutes (this aligns with my general house rules)
3) Rather than checking for random encounters every hour, I use Arnold K's excellent Underclock system, rolling 1d6 per 10 minutes. In areas of high threat, I roll 2d6
4) Bring in more Eberron-esque elements; I want flamethrower golems, rocketeer gnomes, and Amethyst Academy wandslingers
5) Remove the genetic component to magical ability; I rather like the idea of the Amethyst Academy "recruiting" noble scions as an intimidation tactic - "Do what we say or suddenly your kid's a wizard" is great leverage against dynastically-minded noble houses.
6) PCs have a choice about retreating. They can retreat blindly or deftly.
a) Retreating blindly automatically loses the foe you were up against - no more combat rolls. However, the PCs' new location is determined by me dropping a d4 on the map, and wherever it lands is where the players wind up. Whatever the d4 comes up as (1, 2, 3, or 4) is how many hours of light they have left. If this would put them somewhere impossible (like winding up in the Inner City before they've breached the walls), they wind up as close as they could get.
b) Retreating deftly requires skill checks as I describe how the monster is in pursuit. Some will be group checks (if everyone's running away), but the DCs start at 20 and go up from there. Failing to retreat means the monster catches back up with you and it's initiative.
The reasons for these are pretty simple. I'm adding encumbrance because I like to encourage creative problem-solving among my players, and having a meaningful limit to what you can carry in is a useful constraint. Otherwise you run into issues like the Black Door Solutions where a player simply utilizes time and basic equipment to overcome otherwise impossible obstacles. While random encounters can deter this behavior, I want to reward players who use their heads and implement these solutions in a smart way. The best way I can think to do that is simply the encumbrance system. It also stops PCs from looting everything they can find in a place and running away with it.
I use the Underclock because I want to build tension slowly as the party travels in deeper, rather than having a quick roll-off to see if there's an encounter.
I bring in more Eberron-style stuff because 1) I think that's cool, and 2) I think the marriage of pulp action and cosmic horror is a great one. Besides, there's already cannon-wielding dwarves in town for Pete's sakes.
I'm adding the choice about retreating because I want retreating to force interesting dilemmas with unique risk / reward profiles. We frequently don't see retreat as an option used in 5E unless the DM specifically tells players that this is not a fight they can win. I think that's a missed opportunity, and I want to flesh that out a bit.
What do y'all think of these? What would be your houserules for running Drakkenheim? What exactly is a "Travis Kelce?"
Alright, folks, that's it for ol' Sparky on this one. I'm going to go get ready for Strixhaven by going three rounds with Floyd Mayweather and a grizzly bear! Come on down! This Sunday! Sunday! SUNDAY!!!!