Skip to main content

Friday Night Pathfinder Horror on Roll20: Session 1

The first session for any campaign can be a bit daunting for any GM.  A new group of people, a new group of characters that no one knows, a new setting, maybe even some new rules and new tech -- it all adds up to a lot to learn, keep track of, and keep moving.  The first online Friday night Pathfinder horror game lived up to all of that.

In the first session of using a tool like Roll20, I knew our focus had to be about tech, first and foremost.  If the players can't talk, roll dice, interact with me and the other players in meaningful ways, the game is going to be a failure.  As expected from pre-session testing, the audio on Roll20 was flakey on a couple people's laptops -- namely in that they could only hear a few of the audio sources, not all.  Some players couldn't hear other players.  That is a non-starter.  Luckily in the background, I had already set up a teamspeak3 server.  I gave the IP, password, and download location and we were up and running with good audio inside of 10 minutes.

The first page in the adventure was in town.  This gave folks a chance to move their characters around, use emotes (/me), and talk in character over audio.  It was a nice time to get folks familiar with the new play style -- role-playing over audio chat.  The second page was a local parade that I admittedly railroaded the group into attending.  Earthquake and bam! -- they are in the Darklands.

Suddenly torches become an issue and some characters have them.  The players now get to play with dynamic lighting and exploring. Leave it to odd chance that the adventures pick the correct of 4 tunnel options right off the bat.

So we suddenly have our first battle.  One character is out front and there are goblin dogs -- 4 of them.  It is amazing in this horror setting how quickly the party is ready to sign up to running away and letting a PC die. Luckily, they didn't. The fight was tough because of the limited access through the narrow tunnel.  To complicate things there was a tentacled creature dropping from the ceiling onto PC's heads trying to grapple them.  It took a bit, but the PCs finished off the goblin dogs.

Boy, is the party obsessed with the ceiling now.

So the party found a secret tunnel to crawl through and decided (without investigating the rest of the area!) that they would crawl through it.  Two characters were less than happy to follow the party, but had no other option, since they had no torch and didn't want to be left in the dark.

Through to the next area the party had a brief encounter with a venomous snake, found yet another dead body, and ran into more goblin dogs.  This time there was a complication -- the sound of the PCs hollaring about goblin dogs drew the interest of ghouls -- lots of ghouls.

Unfortunately, at the end of the session, there was another quake, a large rock fell, and the party's cleric, Isaac, was crushed.  He managed to get off a healing surge before dying.

GM Observations

  • Having 8 characters is a bit much for such small map grids.
  • I can't keep track of all of the rolls happening in the chat window.  I need to figure out how to change the font or something.  I ended up have all the players call out their character's initiative rolls as I typed them into the turn tracker.
  • The turn tracker had to be reloaded on each page?  That doesn't seem right.  I must be missing something.
  • The auto-colors Roll20 uses are never optimal.  Can I reset those?  I need to check.
  • My encounters need toughened up to kill off PCs.
  • Need to have my sanity rules ready to go for next time.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl

GM Tip: Changing the Effective Font Size in Roll20

I've seen this complaint a few times in roll 20:  can't adjust the font in the chat window.  Unfortunately, they haven't added controls for this yet, at least not at the level of account I have.  For me the font is just too big, but I know for a lot of people it is too small. I am using chrome to do this, but I am sure it will work in other browsers. The method basically allows to increase/decrease the size of the font/controls by about a factor of 2 easily. To increase the effective font size, zoom in with the browser (ctrl-plus), and reduce the zoom on the map, until it is back to the size you want. To decrease the effective font size, zoom out with the browser (ctrl-minus), and increase the zoom on the map until its back to the size you want. The main limit of this is the limited range of the map zoom, which really limited me to fonts doubling to halving in size. Default size with chat font Decrease browser zoom and increase map zoom to reduce font e