99 – Great Grey Gator (ggnoRE:CAP Alabamia 6)

We recap a ransom gone wrong and talk about the importance of irrevocable consequences when the dice hit the table. Daniel gives out the mystical DCs that turn 5e into Apocalypse World (spoiler alert: 12 and 20). Show notes: https://ggnorecast.com/99.


“River Valley Breakdown” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Advertisements

96 – Mortality is a Big Deal for Me (ggnoRE:CAP Alabamia 5)

An intimate session. John/Evenstar and Tim/Cleophus pick up some hirelings and explore the dragon shrine again.

Henchmen

Jeff Rients made a lovely table/mechanic for acquiring hirelings and henchmen. You can grab the pdf that Daniel made of Jeff’s rules here. It looks a little something like this.

Skerples

Skerples made a fantastic post taking snippets about historical rulers and turning them into random tables. Plus we’re continuing to play this session in the Tomb of the Serpent Kings.


“River Valley Breakdown” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

92 – S N E K B O I B O S S F I G H T (ggnoRE:CAP Alabamia 3)

Recapping an actual bossfight with special mechanics you can steal and an abortive PC kingship.

We reference skeleton jellies, which I think Arnold K made up.

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.

Continue reading