Campaign Notes

  • Holy crap! Looking at the Defiler Assassin description (p. 31, Dungeon 181), I realize how I can compensate defiling wizards (& sorcerers, probably) for the fact that they always defile/have to defile when they memorize their spells—they can damage their enemies with their defiling! Though I’m really not sure how that works with the lore; I thought only dragon magic took energy from animal life. Have to look into this. Still, it’s promising.
  • What I’d like to do is make that random encounter table a true list of encounters (and events); i.e. don’t just list monsters and event types; work up a bunch of actual encounters so that a random encounter can be run out of the box.
  • I’m irritated; this would have been a fantastic time to integrate puzzles into the game. Sadly and frustratingly, making the undead non-self-willed without adding puzzles or the like killed all the possible roleplay in the dungeon. Arg. I’d like to see a lot of skill challenges replaced with player puzzles.
  • I need to start using some sort of random encounter mechanism.

Game

Notes

  • Direction Sense is a DC 10 Nature check most of the time aboveground, DC 15 when the sun and stars are obscured, 5 DC when on a road or path the direction of which was originally known. Belowground (or in town when the sun and stars cannot be seen), it is a 15 DC Dungeoneering check—20 in the dark. (The rules only say that it’s a Common Dungeoneering check belowground.)
  • I think I used to keep game time by timing non-combat time and adding in travel and rest time. This is not a bad idea.
  • Take a look at Skills. There’s a thread that has some interesting ideas on the subject, like a subskill for every trained skill, and, in particular, revamping Dungeoneering to be Engineering and having Nature for animals of all natures.
  • Treat roleplaying encounters as skill challenges both for XP and for running them.
  • Templar rank names?
  • I think I’ve finally figured out how to handle skill challenges. Lay out the situation, list the successes needed before three failures, and explain the primary and secondary skills and their effects. Then go around the table and ask each player what his character does, allowing for the possibility of actions not covered in the primary or secondary skills.

To-Do

  1. Find or make a standard format for NPCs. Not for mechanics; for flavor. A walkthrough generator would be ideal.
  2. Implement some critical fumble method.
  3. Guidelines for the Adventure Log. Need general descriptions of campaign events, general description of battles & encounters (who & why; NOT blow-by-blow) and outcomes. Optional: Interesting or amusing events & actions, and lists of loot. In particular, need description of what was going on at the end of the session and party’s intent for next session. Perhaps make a template? The idea is to be able to refresh our memory as to what was going on even if there has been a several month hiatus between gaming sessions, and to give newcomers an outline of what has happened.
  4. How to speed up (non-combat) play encourage envolvement?
  5. Look over everyone’s character sheets and make sure that they are within the rules, that their abilities are justified by their character histories, to better understand the character, and for plot hooks. Try to keep track of their equipment as well.
  6. Explain to me the lack of damage on Barbed Spear for the Human Wasteland Raider??
  7. Make/find rules for forced marching.
  8. Put more weather events into the tables.
  9. Only things useful during the session should be on this sheet. Otherwise it’s just wasted paper. Move these longer-term to-do lists to a wiki.
  10. Did I already note that this sheet needs known NPC lists (so I can remember their names at a glance) and lists of unused NPC names?

Campaign Notes

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