When Daniel talks about Apocalypse World style task resolution, here’s how he does it in 5e:
DC 20: all good
DC 12: successful generally, but with some complication
Less: bad
Daniel doesn’t use this unless there’s some way to make the 12-19 result interesting; otherwise, he defaults to DC 15 for a binary success target.
Daniel’s new ruling based on Tim’s shenanigans: if an item’s container is not explicitly marked on your sheet, Daniel assumes it’s stored in the worst place possible when it matters most.
Asa makes a reference to the “Illuminaughty” in this episode. I think that’s probably worth listening to the episode for. Unless Daniel cut it . . .
There was a music puzzle! I don’t know if the musical section was actually confused, but we were confused at least. Maybe someone can illuminate us on this point. In any case, here is the music in question:
I don’t know if solving the puzzle is necessary to complete the adventure or not:
If not, props to the writer.
If it is necessary, that’s something you want to avoid.
Also, I think a good rule for puzzle is:
give the group a couple minutes to try out a solution or two
and if that doesn’t work, agree to work on it in downtime
or have a few people noodling away on it while the rest of the party resumes the action.
We didn’t do that, and thus I cut out a bunch of really boring radio.
Jim joins us as we go sightseeing in Shadowgrange and investigate an abandoned alchemist’s shop that holds plot-related secrets!
We’ve actually got a recap in the episode I think!
This is a continuation of our playthrough of the indie 5e module set in the edgiest of Magic: the Gathering’s universes, Innistrad: Army of the Damned.
We (the inquisition) traveled to an edgy land with vampires and stuff, looking for a girl who might know where the angel Avacyn might be. Angel-chan’s absence has been causing problems in the realm.
Along the way we met a sketchy weirdo who gave us holy bling (the arm of the faithful) and points us to Shadowgrange, the town where our contact resides.
Before long, an encounter on the road! Skeleton-bat-balls! But we #rekt them and carried on.
In This Episode
Someone rolls a 20 on a death save:
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. (5e rules)
Pops up with 1 hp like:
Hosts
DM
Players
We encounter strange creatures on the road and try to talk to them, but they don’t want to talk to us :*(
We make camp for the night. Asa takes first watch.
Our rest is interrupted in the second watch when Ava gets attacked by a shadow and gets a cool shadow scar of fingerprints around her neck.
I think Tim cheated to keep us alive. I’m waiting for my revenge IRL.
We continue to Shadowgrange when we hear an explosion in the hills. Smoke is billowing out of a cave. We investigate, find suicided culty folks arranged around a hole in the ground, the source of the smoke. Naturally, when we get close, baddies pop out, roll initiative.
After an abortive interrogation, we loot the corpses and carry on toward Shadowgrange.