Forum Replies Created
Got two more sessions over the last two weeks.
So first off there was the session with the Babe or the Woods. The players got to the babe fairly uneventfully. One of the players managed to find a shady character with some baggage and lumpy burlap sacks at the bar. The party dealt with the spider fairly easily. Once they started to use wrathful strike and work tactically. One of the players wrapped it in a sheet to immobilize it.
The session with the duke was mostly the players trying to figure out who the black magician is. They also met the duke and narrowly avoided getting arrested due to one of the players mouthing off to the Dominican Abbot. The Dominican issue seems to be following them, and almost become a running theme.
Third session in the bag.
Players found the mudslide and fully examined it, they found signs of gunpowder. At the ferry i inserted a Father Superior who had confiscated some occult items, the players had fun roleplaying in order to steal the magic items. Johann was pretty direct about it and it was only through good diplomacy roles that an incident was prevented. The players generally showed pretty good tactical sense throughout the entire section. I used Lothar being upset about the raucous on the ferry in order to give him reason to send them ahead to scout the road without their mounts. The fight resulted in the mounted crossbowman getting thrown. I applied the following metric. If the horse got injured the rider needs to apply a riding check, result of 15+ horse is ok, 10-15 they lose one MP dice keeping it under control, 5-10 3 mp dice, 1-5 they are thrown. The crossbowman took two hits from the PCs and was pretty much out of the picture. The Lancer charged and was parried. Then two players shanked him with knives and he got taken out pretty quickly. For future I would suggest giving characters moving at a canter 2 free active defence dice and galloping characters 3 passive MP dice. The players are starting to enjoy the system. I find it odd how hard the concept of dice pools for attacks and defenses can be to grasp for players.
Yeah I guess it throws me as my instinct is that in onset the character with the higher reach bonus should always get first action.
Second Playtest done. I wanted to get things a bit more solid before i moved on.
Two players couldn’t make it.
The party got along the road to the Inn. I gave the players some chance to entertain themselves on the road. Nils went and hunted a deer. I’m coming to terms with the plethora of skills on the sheets. I have them create a narrative and roll for every skill the narrative uses and if any of them is over 20 with modifiers it gives them a extra dice on the next roll.
Nils first hunted a duck because he couldn’t find a deer. Then he tried again and left a sacrifice for the fairies with the duck blood and he saw a deer. He doesn’t manage to sneak up on it silently, but gets a shot off as it makes a break for it. He rolled a 20 and hit for 16 damage. The deer was a small one so only had 10 hitpoints. I gave Nils a point of exhaustion for catching up to the party carrying a deer.
They came upon the Inn where some peasants were having a wedding and there was a wrestling contest, at first Nils couldn’t be convinced to join. He tried to swindle the groom into buying the deer as potion to increase his virility. This attempt fell flat on it’s face. Johann in the meantime was getting the wrestlers even more drunk. Nils was eventually convinced to wrest and won the contest. Not hundred percent sure we did all the wrestling right but it worked.
After that I had them to watch duty on Lothar’s cart where they got attacked by Silesian bandits. The macros worked a treat. I think I’m still not great on how initiative interacts with multiple players and spears. Reach bonus should affect initiative in combat but what about multiple fighters and when they aren’t in fight range yet?
The bandits threw a javelin and wounded Hans. Johann then blew is head off. The fight went pretty quickly especially as the Bandits don’t have any feats on foot. NPC feats are tricky to remember for me. I think it’ll come with time though.
Overall a fun game and getting into the swing of things.
Yeah mea culpa in the jean thing,
My plan is to do this play through for experience and record a second play through for marketing. Possibly with a roll20 adventure that you can buy.
We are using the 3.5 sheets that roll20 has, Sam setup a few macros for codex after that session. They work pretty well.
Sam did have to manually enter stats into the character sheet though.
I can give you GM access.
Here’s a recording of the session we did
- This reply was modified 2 months, 1 week ago by JackG.
I have now updated the roll20 with some of the things I found myself wishing I would have added
1. price lists from the markets out of the book
2. The rumor table
3. The duelling laws
4. The players introduction
5. The profile of the Duellist and his martial feats
6. Prices of Meals at the tavern
7. Art for the different locations
If you want to use the roll20 use the link and make a free profile, I can then add you as DM
Szabla vs. Longsword. First round everybody whiffed their attacks. Then Paul rolled a twenty on an active defense. He then used point control to roll 2+1 attacks and rolled a natural 20
Ok so first session done and dusted.
I’m playing with 4 PCs who are fairly experienced with RPGs and two of them know 3.5 a bit. I ran the game over roll20, if you want access to my roll20 server where I prepped things just tell me. Might make things a bit easier and I’ll be adding the materials I missed in the previous session to the roll20. Hopefully by the end I’ll have a full roll20 version of the campaign book.
It went really well and the guys jumped into it. They were a bit confused what languages could be used at what time. They also decided to get themselves hired as bodyguards for a merchant caravan which I went along with as it was a really logical idea. With some good rolling they got hired. They were really good about gathering info and following their backgrounds. I think the background really helped them spread out.
I tried to get one of the PCs into a fight in the marketplace but they just moved. I solved it by having one of the mercs in the tavern knew them from Hungary and had a beef with them. One of the players immediately filled in that it was over a card game.
One of the players tried to bluff their way into taking over the duel as they also had a longsword (I used the halberdier NPC as the antagonist).
Takeaways for me.
– Give prices in Gulden and Kreuzers
– Prep your antagonist profile and write down their feats in a separate document
– Have your players make up a document compiling all their feats that they can add to their character sheet.
– Give the players moments to ask them what they want to do
We will be uploading our recording of the session soon so you can watch the session.
If you want to use the roll20 tell me
I’ve got two one off side missions and the first session of the main campaign fleshed out