Yora
2020-05-10, 08:28 AM
I finally got my long time dream campaign running and after five sessions its going really strong so far. It's an expansion on the original The Isle of Dread module, with much of the additional material based on the dungeons from Dwellers of the Forbidden City, The Hidden Shrine of Tamoachan, The Forgotten Temple of Tharizdun, and The Cavern of Thracia, and I am also adapting the Dungeon adventures Torrents of Dread and Escape from Meenlock Prison. Basically my whole "I want to run this one day" list.
The campaign is set in a homebrew world inspired by Conan and Elric, Barsoom and Dark Sun, but set in jungles, and Morrowind, but less civilized.
The players seemed to have grasped the general idea very well, and the current party consists of a Soldier Battlemaster, a Criminal Thief, a Sage Arcane Trickster, an Acolyte Tempest Cleric, and a Noble Warlock. (They are basically a Cimmerian, a Melnibonean, two Dunmers, and one wood elf. Soon to be all 3rd level.) All of a benevolent disposition but with flexible ethics. Couldn't have gotten a better Sword & Sorcery party if I asked for it.
I already asked my players how they feel about constantly getting giant snakes in their faces and getting trapped in claustrophobic caves, and they all told me to go knock myself out with that stuff. Great. :smallbiggrin:
I started the campaign running Against the Cult of the Reptile God to set things in motion and give the players time to get accustomed to the characters and figure out their personalities before sending them off into an open world. I had the great idea to reflavor the whole thing as the raid on Thulsa Doom's temple in Conan the Barbarian and even made the main villain a yuan-ti who turned into a giant snake in the middle of the fight. (And the evil overlord list was right: It never helps.) But I found that in practice when running the game, and also while going through the rulebooks and the original adventures, I keep falling back into a generic elfgame mindset. And at least to me the whole thing feels more like a Rated-12 Forgotten Realms campaign than a Rated-16 Sword & Sorcery adventure.
Now that they are setting out to reach the Isle of Dread and will be making a quite possibly extended stop in a pirate port, I really want to dial up the Sword & Sorcery style.
Since this is the first time I am running a 5th edition campaign, I've been trying to mostly stick it to the PHB as written without making big changes to the rules. But I also feel that there isn't really much need to make major adjustments to the rules as they are.
I reduced armor to leather, studded, scale, half-plate, chain mail, and splint and reflavored them to look more Bronze Age, and I removed crossbows, flails, and greatswords. Mostly a cosmetic thing.
For now we've been sticking to the normal resting times, but I want to try out using healing only with Hit Dice and not regaining all hit points on a long rest. (I see no sense to limit the warlock two two spells per week or something like that.)
For encumbrance, I am using a simplified system that effectively uses inventory slots with the slots for Encumbrance and Heavy Encumbrance being already marked, so you can see your Encumbrance rating without calculating weight or even counting the number of items you have. I use this to determine travel speeds overland, but since I no longer draw floorplans for combat, encumbrance only matters during combat once characters get into Heavy Encumbrance. Light spells and food and water spells are removed from the game to make light and food supplies matter during explorations.
Other than that, I've left the rules more or less untouched. The main changes are in what races and classes players could pick from.
To reflavor the Isle of Dread to a more Sword & Sorcery style, I am using tabaxi for the rakasta (no real change there) and aaracockra for the phanatons and choldriths (with swarms of chitine minions) for aranea. I also replace the two sad kopru with a whole expedition of yuan-ti that are trying to rebuild the ancient city in the center of the isle. (For which I surround the sad 21-room dungeon with the whole Dwellers of the Forbidden City module.)
For populating the isle with native animals, I think all the dinosaurs and giant insects from the Monster Manual work great. Sahuagin and merrows in the surrounding waters and wyverns and rocs in the sky seem like perfect fits, but I think other than these, using the classic D&D monsters wouldn't feel right. Which includes the green dragon on the island. Somehow dragons don't feel right for Sword & Sorcery to me.
As I said, the next stage for the players is a pirate port, where they will have opportunities to steal a map from a pirate ship, steal a magic horn from a rich smuggler's mansion, and rescue a navigator from the pirate queen's prision (which will be an Escape from Meenlock Prison). All of which will be really helpful to reach the Isle of Dread safely, but none of them are required to proceed to their destination.
The village Orlane from Against the Cult of the Reptile felt like a totally generic D&D town, and the dungeon ended up being mind controlled farmers in a cave, witha priest turning into a giant snake at the end. While it was great fun for everyone, I really think I failed at evoking any Sword & Sorcery style with it. What can I do to improve this aspect of the game? Any rules adjustments or additional content that might contribute to that end, or perhaps just general idea to run D&D in a more Sword & Sorcery way?
The campaign is set in a homebrew world inspired by Conan and Elric, Barsoom and Dark Sun, but set in jungles, and Morrowind, but less civilized.
The players seemed to have grasped the general idea very well, and the current party consists of a Soldier Battlemaster, a Criminal Thief, a Sage Arcane Trickster, an Acolyte Tempest Cleric, and a Noble Warlock. (They are basically a Cimmerian, a Melnibonean, two Dunmers, and one wood elf. Soon to be all 3rd level.) All of a benevolent disposition but with flexible ethics. Couldn't have gotten a better Sword & Sorcery party if I asked for it.
I already asked my players how they feel about constantly getting giant snakes in their faces and getting trapped in claustrophobic caves, and they all told me to go knock myself out with that stuff. Great. :smallbiggrin:
I started the campaign running Against the Cult of the Reptile God to set things in motion and give the players time to get accustomed to the characters and figure out their personalities before sending them off into an open world. I had the great idea to reflavor the whole thing as the raid on Thulsa Doom's temple in Conan the Barbarian and even made the main villain a yuan-ti who turned into a giant snake in the middle of the fight. (And the evil overlord list was right: It never helps.) But I found that in practice when running the game, and also while going through the rulebooks and the original adventures, I keep falling back into a generic elfgame mindset. And at least to me the whole thing feels more like a Rated-12 Forgotten Realms campaign than a Rated-16 Sword & Sorcery adventure.
Now that they are setting out to reach the Isle of Dread and will be making a quite possibly extended stop in a pirate port, I really want to dial up the Sword & Sorcery style.
Since this is the first time I am running a 5th edition campaign, I've been trying to mostly stick it to the PHB as written without making big changes to the rules. But I also feel that there isn't really much need to make major adjustments to the rules as they are.
I reduced armor to leather, studded, scale, half-plate, chain mail, and splint and reflavored them to look more Bronze Age, and I removed crossbows, flails, and greatswords. Mostly a cosmetic thing.
For now we've been sticking to the normal resting times, but I want to try out using healing only with Hit Dice and not regaining all hit points on a long rest. (I see no sense to limit the warlock two two spells per week or something like that.)
For encumbrance, I am using a simplified system that effectively uses inventory slots with the slots for Encumbrance and Heavy Encumbrance being already marked, so you can see your Encumbrance rating without calculating weight or even counting the number of items you have. I use this to determine travel speeds overland, but since I no longer draw floorplans for combat, encumbrance only matters during combat once characters get into Heavy Encumbrance. Light spells and food and water spells are removed from the game to make light and food supplies matter during explorations.
Other than that, I've left the rules more or less untouched. The main changes are in what races and classes players could pick from.
To reflavor the Isle of Dread to a more Sword & Sorcery style, I am using tabaxi for the rakasta (no real change there) and aaracockra for the phanatons and choldriths (with swarms of chitine minions) for aranea. I also replace the two sad kopru with a whole expedition of yuan-ti that are trying to rebuild the ancient city in the center of the isle. (For which I surround the sad 21-room dungeon with the whole Dwellers of the Forbidden City module.)
For populating the isle with native animals, I think all the dinosaurs and giant insects from the Monster Manual work great. Sahuagin and merrows in the surrounding waters and wyverns and rocs in the sky seem like perfect fits, but I think other than these, using the classic D&D monsters wouldn't feel right. Which includes the green dragon on the island. Somehow dragons don't feel right for Sword & Sorcery to me.
As I said, the next stage for the players is a pirate port, where they will have opportunities to steal a map from a pirate ship, steal a magic horn from a rich smuggler's mansion, and rescue a navigator from the pirate queen's prision (which will be an Escape from Meenlock Prison). All of which will be really helpful to reach the Isle of Dread safely, but none of them are required to proceed to their destination.
The village Orlane from Against the Cult of the Reptile felt like a totally generic D&D town, and the dungeon ended up being mind controlled farmers in a cave, witha priest turning into a giant snake at the end. While it was great fun for everyone, I really think I failed at evoking any Sword & Sorcery style with it. What can I do to improve this aspect of the game? Any rules adjustments or additional content that might contribute to that end, or perhaps just general idea to run D&D in a more Sword & Sorcery way?