Showing posts with label Encounters. Show all posts
Showing posts with label Encounters. Show all posts

Wednesday, November 19, 2025

How to Die, and XP for Failure

Ok, so like I said in the last post, I made some changes to the 5e 2014 rules. The major change is to the dying and resting rules, which ties in to how I award XP. You may be able to apply the basic principle in other games.

Dying: When you go to 0 HP, you gain one level of exhaustion. Then, the party gains XP equal to your level of exhaustion, times your level, times 100. This XP is shared equally among all PCs at the end of the session.

When you fail a death saving throw, you gain one level of exhaustion, and the party gains XP in the same way as above.

Exhaustion: The normal penalties for exhaustion do not apply, except you still die if you reach six levels of exhaustion.

Short rest: During a short rest, you can spend hit dice to regain hit points as normal. You always regain the maximum amount of hit points from each die, no need to roll.

Long rest: A long rest does not let you recover any hit points by itself, but you can spend hit dice just like during a short rest. You recover all hit dice and spell slots at the end of a long rest. But if you have exhaustion, there is an X in 6 chance to not recover an expended hit die or spell slot, where X is your level of exhaustion. Roll a d6 for each expended hit die and spell slot.

After determining what hit dice and spell slots you recover, remove one level of exhaustion.

Channel Divinity: A cleric or paladin with exhaustion must roll to recover expended uses of Channel Divinity during a short rest, in the same way as for hit dice and spell slots during a long rest. They always recover Channel Divinity during a long rest. (We agreed to implement this after the Life Cleric went crazy with her Channel Divinity healing.)

Base XP Reward: At the end of each session, in addition to the XP gained from dying, each character earns XP equal to the highest level among the surviving characters, times 100.

New Characters: If your character dies, your new character starts one level lower than your high score (minimum 3).


The guys who survived the dragon fight found themselves mysteriously dumped in the wilderness. They headed to town and someone had the idea "hey, maybe we should tell the queen there's a friggin dragon in her castle." So they returned to the castle and screwed around, killed some wolves and more suitors, never got around to telling the queen anything, and then an old guy with an arrow in his back showed up in town and said the elves were coming. I didn't mention this last post, but our heroes did previously break a statue of the king's grandpa that had a weird pointy-eared monster inside. Which they killed. Well what they don't know is that it was the elf lord of the land, twisted by his long imprisonment, who was sealed in there by the first human king, and with the old elf lord dead, the great fey has finally chosen a new ruler of the land's elves, and she has called upon them to take back what is theirs, and now the elf war is about to begin.

ELF WAR PARTIES

Roll d4 for Frontline and Support, and combine.

Frontline

  1. 1d4 elfmaidens riding unicorns
  2. 1d2 fey trolls (cannot regenerate while touching steel)
  3. Vine mech piloted by an elf
  4. 1d6 foxfolk mercenaries

Support

  1. 1d6 stealth archer elves
  2. 1d4 singing bard elves
  3. 1d4 solar priest elves
  4. 1d4 flying wind wizard elves 

Tuesday, October 15, 2024

Encounters: Highwaymen

<- Encounter index

Roll 1d10. After using an encounter, remove it and write a new one.

Wilds

  • 1 rookie highwayman in need of robbery experience. Wants to apply to a highwayman company.
  • 2 servants of highwaymen interview the party to determine if they are worthy of being robbed.
  • 3 highwaymen and their dog on a picnic in beautiful landscape, discussing the finer points of highway robbery.
  • 4 fans looking for their highwayman idol, Danil the Dagger-Demon.
  • 5 highwaymen ride up to the party and congratulate them on the honor of being robbed by the Crimson Crossbows.
  • 6) Insolvent noble tries highway robbery, along with 5 servants. Dislikes the uncomfortable wilderness.
  • 7 dwarven highwaymen. Methodical and professional. Ask for an inventory of the party’s valuables to calculate whether they are worth stealing.
  • 8) 3 highwaymen meeting 5 aspirants hoping to join their company, questioning them and testing their skills.
  • 9) 5 highwaymen robbing 4 traders. One trader secretly in love with the highwayman leader.
  • 10 highwaymen of the absolute elite. Will only rob royalty and high nobility. They laugh at the party’s poverty and raggedness.

 

Rural

  • 1 noble was rude to a highwayman company, who took his money, his horse, his servants, and his clothes. Furious, wants revenge.
  • 2 highwaymen visit the village leader to discuss buying intel on passing rich travellers.
  • 3) 2 lovestruck youths compete for the affectations of a visiting highwayman.
  • 4 highwaymen ride through the village with great pomp and circumstance. Villagers fascinated.
  • 5 highwaymen hiding from pursuing soldiers in a friendly farmer’s barn.
  • 6 highwaymen arrange a dance at the village green.
  • 7 highwaymen forced to stay at cheap inn. Disgruntled.
  • 8) 5 highwaymen meet 3 fences to sell stolen goods.
  • 9 highwaymen crash the local economy through excessive spending of stolen wealth.
  • 10) Two companies of 5 highwaymen in the street with weapons drawn, arguing about robbery rights in the local area. Villagers hide indoors.

 

Town

  • 1 highwayman in jail. Mob of angry fans demand their release.
  • 2 concerned citizens speaking in public about the dangers of glamorizing the highwayman way of life. Townsfolk mostly disinterested.
  • 3 incognito highwaymen spying on merchant company.
  • 4 elven highwaymen on decade-long break from robbery, overheard talking about their hidden treasure.
  • 5 highwaymen daringly rob the party in the middle of the street (after bribing the guards). It’s mostly a publicity stunt.
  • 6 highwaymen hiring porters for an extravagant clothes shopping trip.
  • 7 highwaymen, the Regents of the Road, have massive bounty placed on their heads by town officials.
  • 8 actors making a play about legendary highwayman “Perfect Johnny” said to operate in these parts. The script writer would love to meet him.
  • 9 drunken fans debating which highwayman is the best. Brawl will begin soon.
  • 10 highwaymen holding a ball at the fanciest tavern in town.

Wilderlands Encounter Index

So, I'm starting a Rolemaster campaign set in the Wilderlands. Rolemaster has a nice big chart of NPC encounters (Rolemaster Classic Creatures & Treasure 10-03), but I wanted some more detail for my encounters. So I'm going to try and write encounter tables for each kind of NPC, one for each area type (Wilds, Rural, Town, and City). I'm counting all rural and town areas in the Wilderlands as "border" areas. Note, not all NPCs appear in all types of areas.

Here is an index of the NPC types. I'll add links as I write them up.

Locals, working

Locals, playing/relaxing

Locals, traveling

Locals, hauling goods

Local rowdies

Actors/minstrels

Fishermen/hunters

General travelers

Merchants

Messengers

Nobles

Pilgrims

Priests

Refugees

Assayers/tax takers

Constables

Police guards

Police patrol

Militia unit

Soldiers

Scouts/watchers

Military guards

Military patrol

Military unit

Assassins

Bandits

Beggars/cripples

Burglars

Highwaymen

Muggers

Pickpockets

Cutpurses

Raiders

Spies

Thieves

Trackers/searchers

Vigilantes/fanatics

Adventurers