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Session 2.1 Primer, House Rules

  • admo3of4
  • 3 days ago
  • 3 min read

Updated: 8 hours ago

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PRIMER

Day 27 / Day 16

It has been 27 days since Moss and Smugly entered Barovia and 16 days for Elyrion, Grant, Mamol, and Sleeps.


The Gang are at the werewolf den and just vanquished the Werewolf Pack Leader, allowing Emil to take control of the Pack. The new leader promises that the Pack will never harass the folk of Daggerfall again.


Sleeps negotiated for two werewolves to act as servants for Bildrath. In exchange, Bildrath will allow Parriwimple to join the Gang. We’ll revisit this. They’ll still do it, but you might want to reconsider. Emil will explain.  


The Gang acquired the nifty Robe of Useful Items.


You can take a Long Rest at this point and will be 8th Level after the Rest.


You're invited to dinner with Strahd in 2 days.

 Map Of Walls of Ravenloft

Provided by Davian via Crow Spies:

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SIMPLIFIED INTITIATIVE

Combat starts and everyone rolls for initiative as normal. The DM uses the highest initiative score for the enemy.


Whoever wins initiative starts combat, the person to their left is next, just like a game of Monopoly. The entire Enemy group goes on the DM’s turn.


Where you sit at the table matters.


OLD SCHOOL ESSENTIALS PROCEDURAL PLAY

I copy/pasted much of the following rules from the Old School Essentials free rulebook. I think that using this method will organize play and make sure that everyone gets a chance to act.


I can demonstrate it at the next session. I think it'll be fairly easy to understand when it's shown. We kind of do it already.



The Exploration Turn

Lasts 5-10 minutes. This is mostly used in dungeons but could be used for wilderness or town encounters.



Dungeon Movement

Exploring the unknown: When exploring unknown areas of a dungeon, characters can move up to 120 feet for every Exploration Turn. This very slow rate of movement takes account for the fact that PCs are exploring, watching their footing, mapping, and trying to be quiet and avoid obstacles. Everyone is assumed to be using Stealth, quietly communicating, and staying alert.


In familiar areas: When PCs are moving through dungeon areas with which they are familiar, the referee may allow them to move at a faster rate.


 

Sequence of Play Per Exploration Turn

 1. Random Encounters: The referee makes checks as applicable.

 2. Actions: Each player decides what action to take. (e.g. moving, searching, listening, entering rooms).

 3. Description: The referee describes what happens. If monsters are encountered, they appear after the PCs have acted. Follow the procedure described in Initial Encounter Sequence below.

 4. End of turn: The referee updates time records, with special attention to spell or power durations and the party’s need to rest.


 

Initial Encounter Sequence

1. Surprise: The referee decides whether to roll for surprise, if applicable. Determine Surprise DC 6.

2. Encounter distance: The referee determines how far away the monsters are from the PCs.

3. Initiative: Anybody that is not surprised roll initiative to determine who acts first.

4. Actions: Any sides that are not surprised decide how they will respond to the encounter. The encounter is played out accordingly.


 

Both sides surprised: There is simply a momentary confusion—neither side has any advantage.

One side surprised: The side that is not surprised gains a one round advantage. The surprised side cannot act that round.




Monster/NPC Reaction Roll

The Reaction Roll will be used for when I'm unsure how Monsters/NPCs will react to the players. Good role play can shift the attitude by one. A Charisma Check might be required.

2d6

Attitude

2

Hostile

3-5

Unfriendly, may attack

6-8

Neutral or uncertain

9-11

Indifferent, uninterested  

12

Friendly, helpful

 

 


 
 
 

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