Skip to main content

Port Wayne: The Backups

Some notes from Sunday's Port Wayne game:

  • Thelx got kidnapped by Draven, a local gangster
  • Draven wanted the backups from the space station in exchange for Thelx.
  • Eula made a fake backup drive with "realistic" data
  • Kip rigged the place with explosives in the tool shed and did recon.
  • Once inside for the meeting, Draven showed the crew a video of the station exploding and another station moving into its position.
  • Draven had the right computer for the drive and the test failed.
  • Draven left while his henchman engaged the team.
  • In the ruckus, involving guns and grenades, the team was able to locate Thelx.
  • Everyone escaped relatively unscathed.
  • Spinner confirmed that only WHY knew about the mission, so it is hard to know how Draven found out about it.
A bit of a new story started...
  • The party got cryptic texts setting up a meet.
  • The meet was at the dubs camp.
  • There, the party found a large obsolete computer in a truck, running part of the R-AI-L-OR AI.
  • The AI had been rebuilt and let loose on the ground floor network by Ministrad.
  • R-AI-L-OR was looking for hire the party (for the million dollars he already gave them) to find him a body.
  • The body needs to be extracted from a no-go-zone in the Southwest Territories that has been invaded by daemons.
  • The body needs to be an intact Purrodaemon.
  • R-AI-L-OR plans to use the body for his own using research from the station.  Apparently the research was in putting AIs in undead bodies.
Because of the difficulty of the mission, the players have been given full reign to build new characters just to support the mission.

Rules changes were discussed for imbuing spells into ammunition.  Kip's recipes were going to be provided for review and consideration.  Also, it was suggested that grenades have some sort of debilitating effect, like stunning those caught in the blast, or something similar.  I'll work through those this week.

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...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...