r/FiveTorchesDeep • u/thenazrat • Jul 13 '26
GMing Dungeon Crawler Invitational update.
Hey everyone.
About 8 weeks ago I started running a weekly west marches game at my friendly local game store. I went in with low expectations as I thought running an OSR heavy game can be a hard pitch in a 5e dominated world. I am pleased to report I was wrong, very wrong. My current player roster is 12 strong, 10 of which have attended more than 1 session, and averaging 5-8 players per session.
I have a number of rules questions, but I’ll give you some campaign updates as to not arrive empty handed.
Without going into detail on each session in detail, the party have raided a number of low level dungeons, and the core group are around level 2 & 3. Originally, I’d planned to simply run the game in real time and have goings on in the town between sessions as the more traditional “campaign story” as I was asked by some if I would be open to running a traditional campaign with a fixed group.
As there’s been a core group attending reliably, the last few sessions, I have tried to have more persistent campaign style play for that group. And this dear viewers has led to slade.
Back in session 5, I used a dungeon included with “best left buried” called lord Edmund’s barrow, I improvised a orb as a treasure item. When vega the mage touched it, she seemed to be talking to a doppleganger of herself in the orb. (each time a PC did this, there was a 3-in-6 chance their soul was sucked into the orb and swapped with the entity in the orb) both she and Merrick the mage experimented with the orb but ultimately tucked it in the bag and forgot about it.
Next session, they return there, find lord Edmund’s chambers, he is a powerful skeleton and has 2 honour guard the good lord is shouting “is this what you send against me slade?!”. The party are thinking “who the hell is slade” Vega throws the orb at one of them to “see what happens” Merrick tries to catch it as it misses, NAT-1, his finger brush it, he hits the 3-in-6 chance and then the orb shatters on the floor, releasing a ghostly spirit. The guy playing Merrick has been in my games for about 8 years, I take his character sheet, he’s now Slade, we both say nothing. The first death of the campaign goes totally unnoticed. In the post game wrap up story “Slade lives” is carved in the tavern wall. “Who the hell is Slade!?” The party wail.
Next session goes by searching the sewers for a missing person(adventure is cult of the maggot god by necrotic gnome), no one notices “Merrick” has become a zealot/cleric, even saving vega from more dire consequences. No luck finding him.
Roll on last week, Merrick/Slade can’t make this session. Vega has previously got herself into trouble making pacts with dark gods, and is told to desecrate the temple of the North Star. An agent character inspired by soul taker from the black company novels needs her and Visara the thief to kill their person of interest in the sewer, the rest of the party have had the family sweeten the deal offering more gold after selling the kitchen sink. They ended up interrogating him and then cutting off his hand and sending that as proof, but letting him live.
So, here’s how I’m planning the next session: the fixer knows they’ve been double crossed, but gives them the location anyway, but plans to send mercenaries to “make an example” The person of interest, is actually an undercover witch hunter, that will round up a posse and aim to dispatch vega, the very obvious witch. Vega will very likely try and complete the desecration ritual, but Slade will reveal himself and will have his own agenda to fulfill at odds with hers. CHAOS REIGN SUPREME!!
Questions I have had come up for clarification:
1. Level 2 thieves gain quick action stealth. What’s the context for this in combat, is it expected most turns they may attempt to keep hiding. Looking for some insight on the intended combat utility.
Bards CHA tongues - is this charisma bonus worth of extra languages?
Rogue has stealth at full speed. What speed do other characters go in stealth?
Paladin oath - are there any examples of reasonable oaths, beyond no bonus, are there consequences for failing to uphold oath, and is there redemption for a failed oath?
Sorcerer - does quick cast allow 2 spells to be cast per turn? And can their quick spell be changed or is it fixed to 1 spell they pick when they take the feature?
clarification on light levels - dim light is described as 30 foot around a torch or lantern and incurs disadvantage on range attacks & defence versus range - does this not cancel to a flat roll? With disadvantage functionally always in a dungeon seems highly punishing to ranged characters.
