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DM Screen Explanation

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DM Screen Explanation

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Curse of Strahd DM Screen

Your players have been invited to Barovia, your journey to the DMs to put tabs on their books with important sections like
Domains of Dread has been planned— perhaps for years— these. The DM should have the cosmetic spell modifications
by the Count Strahd von Zarovich. Horror stories require you on hand at any time, though, and that is the purpose of this
keep your players hostage in this world both narratively but section.
also mentally. A break for a moment can break the illusion
that the players truly are in Barovia, and the horror will Barovia Travel Time Flowchart
subside. For this, you need a screen that will keep you and This section is made to help with the distances between
your players in the moment, and that's what this screen areas in Barovia, lifting a burden on me, the DM, so I don't
attempts to do. have to count the small hexes on the map and make
This screen is made with the idea that you should still have judgement calls. It says in minutes the distance between each
at your side the Dungeon Masters Guide and the Curse of of the areas in Barovia. It says so in minutes because the
Strahd adventure book as well as a DM Binder, though the Curse of Strahd adventure suggests that every 30 minutes
latter is not neccesary. These tools will be used on tables like you should roll for a rancom encounter. This flowchart is not
the random encounters and madness tables, while the DM only supposed to help you figure out how long the time is
Binder would be useful for information such as Terror between two points, but also to help you figure out when to
Tracks. This screen utilizes homebrew rules converted from roll for random encounters.
previous editions of D&D and the Ravenloft setting and The flowchart is made to be simple, to be something you
adventures, and I will lay out my reasoning for these systems can take a quick glance at when you need info, and keep the
and how best to utilize them for this adventure. game moving. It also has info about what level the party
Please keep in mind when reading through this that this should be at certain adventure sites, so I know if they start
screen was made for my home game, and has many aspects making their way to an area they're not prepared for yet, I'll
that are specific to my homebrew rules, systems and even just put in a random encounter that's just under the challenge of
things that I know I as a DM like to have on hand at any time the adventure site so they have to retreat. Then they can
that maybe other DMs may not want or need handy. I am return when they are prepared and handily rid the path of the
posting this screen solely because people asked me to, I had threat before going to the stronger challenge, creating a
no intention on doing so until I had a plethora of comments moment of catharsis.
asking me to post it. In any case, I hope you enjoy the screen!
Common Features
Panel 1 A simple section with not much need for explanation, this
These are the sections laid throughout the first panel, starting area has information about locks and doors in Barovia and
with the left collumn and moving to the right after finishing the statistics you should apply them to.
that section. All sections of this panel utilize info from the
Curse of Strahd adventure book, and page references refer to Panel 2
that book. The purpose of this panel is to provide information
that keeps the game moving and to create moments of horror These are the sections laid throughout the first panel, starting
which can only happen if the players are in the moment. with the left collumn and moving to the right after finishing
that section. This section will require the most explanation,
Marks of Horror and utilizes info from several books including past versions of
A gust of air like the foul smelling breath of some horrible D&D. The purpose of this panel is to handle the evil forces
monster greets the adventurers as the climb the steps of a that will affect the players, wether it be combat and other
tower in Castle Ravenloft. For more descriptions, I highly random encounters, or the dark powers keeping a close eye
reccomend reading and getting a very strong grasp on the on the evil actions of all in the Domains of Dread, or the
Marks of Horror section on page 7. This section is here to slowly slipping minds of the players as Barovia breaks them.
remind you of these marks and how to utilize them in your Encounter Tables
game, but to have a deep understanding as to how to bring
horror into your games make sure to read this section. These tables are taken straight out of the Random
Encounters section on page 29 of the Curse of Strahd
Cosmetic Spell Modifications adventure book and I suggest to all DMs to keep a tab on this
As told on page 24, Barovia resides in its own demiplane, section. You will still need to open the book and find the
isolated from all other planes including the material. No spell section here and read out the prompts and figure out the
allows you to exit the plane, not even wish, and othe spells strategy of this creature. You might be surpised by the
function differently, such as scying spells having the strategies of Barovian versions of these creatures.
possibility of being intercepted by Strahd himself, who can Powers Check
become the recipient of the spell.
This information is important, but will usually take a Now we're getting into the territory of homebrew material.
moment from the DM to think of the outcome anyways, so These rules don't apply perfectly to 5e, so you might not like
flipping through the book is a non-issue, and I encourage this ruleset. But I'm running for first timers and want to bring
the world of Ravenloft to them with vigor, so as a result I have
been getting my hands on a lot of old Ravenloft material and
plan to use some of it for my games. Part of this is the Crimes or Acts of Violence
Powers Check system from the 2e book The Domains of In some cases, these are the least risky of evil
Dread. deeds. While the dark powers may occasionally
If you plan on using this system, you can skim through this take notice of a thief cutting the strings on a purse,
section and get a general idea of what you need to be on top they are generally uninterested in such matters.
of when playing, and reference this section when it actually Usually, only those violent acts of a particularly
comes up in a session. You don't need to memorise these cruel or brutal nature attract the attention of the
rules, only have a general understanding of how they work. dark powers.
After all, the dark powers are mysterious beings. Assault, Unprovoked: Unprovoked assaults are
those in which the perpetrator has no actual intent
to murder or cause lasting harm to the victim. Such
What is a Powers Check? actions are often unwarranted manifestations of
In most cases, players run their characters in the heroic malice, spite, or bigotry. Violent crimes like
fashion expected of them. From time to time, however, a muggings fall into this category.
player opts to have their character undertake an action of Assault, Grievous: A grievous assault is one in
questionable morality. In most game worlds, they could get which lasting damage is inflicted on the victim. In
away with such things provided they did not perform an general, the assailant employs a deadly weapon and
action so heinous as to require an alignment change. On a cares little for the survival of their victim. A
Demiplane of Dread, things are not so simple. particularly barbaric unarmed beating can also fall
The dark powers keep a constant vigil over the actions of into this category, however. Exceptionally violent
every living thing in The Domains of Dread. Whenever crimes like attempted murder fall under this
someone commits an evil deed, the shadowy gaze of the Dark heading.
Powers could possibly fall upon the wrong-doer. In order to Betrayal, Major: Few acts are as difficult to define
determine whether or not a given act draws the attention of as betrayal. As a rule, however, betrayal can be
the dark powers, the Dungeon Master makes use of a game defined, as the breaking of a trust or promise. This
should not be confused with violations of holy
mechanic called a powers check. oaths or tenets, which are described below.
A powers check is, quite simply, a means of prodding the Actions that violate the spirit of a promise, even if
player characters away from acts of evil. If the players follow they adhere to the letter of it, still count as
the course of heroes and champions, they will never have to betrayals. In order to qualify as a major betrayal, the
attempt a powers check; the less pure of heart, who often act must lead to the long-lasting harm or death of
tread the gray edges of the Abyss, will make them constantly. the victim.
While the chance of failing a given powers check is Betrayal, Minor: A minor act of betrayal causes
generally slight, those who must make them repeatedly will the victim to be publicly humiliated or forces a
surely fail sooner or later. When that happens, they begin to change in their lifestyle. Exposing an embarrassing
sink into a quicksand of evil, and only the greatest of heroes secret entrusted to you by a close friend or lover
ever saves themselves from that mire. qualifies as a minor betrayal.
Extortion: This category covers many criminal
How to Make a Powers Check? areas, including blackmail and armed robbery, in
A powers check is nothing more than a percentile roll. When which the perpetrator uses the threat of violence
to deprive someone of something which is
the Dungeon Master decides to require a check, they assign a rightfully their's. It also includes forcing someone
chance of failure and then rolls 1d1OO. If the roll is above the to commit evil acts, violate a law, or otherwise
chance of failure, the attention of the Dark Powers was undertake an undesirable action.
focused elsewhere, and the character does not come to their Lying: The dark powers are said to hear every
attention. word spoken in the Demiplane of Dread. A
If the roll is equal to or less than the chance of failure, whispered untruth, whether in the middle of a
however, the character draws the attention of the mysterious public market or in the darkness of a hidden lair,
masters of Ravenloft. In recognition of the character's can potentially draw their attention. The act of lying
misdeeds, they grant them a new special ability - but not includes both the telling of untruths and the
without a price. In addition to this new ability, the character omission of facts, but unless the lie has a directly
will be burdened with some manner of disadvantage or negative effect on the hearer, no powers check is
weakness. required.
Murder, Brutal: To define any murder as less than
Determining the Chance of Failure brutal is obviously inappropriate. In game terms,
however, this category includes all acts of
Once the Dungeon Master decides that an act requires a homicide in which the victim is made to suffer for
powers check, they must assign a chance of failure. Evil acts an extended period of time. For example,
range from petty crimes to unspeakable deeds of debauchery, beheading someone would not fall into this
and the nature of the action should mandate the severity of category, but strapping them down beneath a
the check. slowly descending, razoredged pendulum would.
Refer to the table in the DM's Screen for a reference of the Especially brutal murders may well fall under the
chance of failure for each of the actions you could be taking. heading of torture, which is described below.
rule, the minimum value selected for such a check should be
Crimes and Acts of Violence 50%. In extreme cases, the Dungeon Master might even
(Continued) mandate a 100% chance of failure.
Murder, Premeditated or Nonbrutal: This category
encompasses both nonbrutal (as defined above)
Multiple Evil Deeds
and premeditated murders. Premeditated murder Occasionally, a character will undertake an act that seems to
includes any act of homicide which is committed require more than one powers check (such as betraying
in the name of personal gain or vengeance. someone by murdering them); both the major betrayal and
Theft, Grave Robbing: Grave robbery is one of the the act of murder require powers checks. Still, the character
most universally despised acts that any human should make only a single powers check when this happens.
being can undertake. This includes everything from The chance of failing such a check equals the total of all the
the violation of ancient tombs for scientific inquiry lesser checks. In the example above, assuming the betrayed
to the exhuming of a corpse for the construction character is a good NPC, the powers check would have a
of a golem or zombie. Pilfering the belongings of chance of failure equal to 10% (for the brutal murder of a
fallen companions is also deemed to be an act of good NPC) plus 6% (for the major betrayal of a good NPC)
grave robbing. In places like Har'Akir, where the for a total of 16%.
natives especially revere the tombs of the dead,
grave robbing might even count as the desecration Roleplaying Powers Checks
of a holy place (as described in the "Unholy Acts"
section below).
For information on how to roleplay a Powers Check, read the
Theft, Major: The distinction between major and following excerpt from the 2e book Domains of Dread.
minor theft is not based upon the value of the
stolen items, but on its effect on the victim. RAVENLOFT campaigns should include horror, romance,
Stealing a purse of gold from a wealthy noble will drama, adventure, and tragedy. This game should not resemble
do little more than anger them and, thus, should be a board game, with rules and tables resolving every action.
considered minor theft. Alternatively, stealing a few
Game mechanics should always yield to role-playing.
silvers from a poor family could cause them to go
hungry and should be considered major theft. Obviously, a powers check is a game mechanic. When a
Theft, Minor: Any theft that does not fall into the character commits an evil act, die rolls determine whether or
previous category counts as minor theft. not a sinister fate befalls him. A good Dungeon Master,
Threats of Violence: Unless it becomes habitual, however, will not allow the powers check to interfere with
this offense seldom draws the attention of the dark
powers. Threats fall into this category only if they role-playing. Instead, it can be used to promote the macabre
greatly intimidate the victim and if the offender has atmosphere of the game.
both the means and intent to follow through on Consider the following example: Byron de la Sol, a young
their words. rogue, hijacks a shipment of medicine destined for a city
Torture, Routine: Anyone who engages in torture
ravaged by the plague. This act will cause dozens in the city to
is certain to run afoul of the dark powers in short
order. Even when used to gain information that die. De la Sol is well aware of this fact, but he values his own
might result in an ultimate good, the use of torture coffers over the health of the innocents in the city. The
is an evil act. Even torture done out of necessity Dungeon Master decides that a powers check is clearly in
falls under this heading. order. However, rather than simply instructing the player to
Torture, Sadistic: Those who regularly engage in
roll some dice, he narrates the macabre feelings assumed to
torture for sheer enjoyment number among the
most vile and heinous creatures in Ravenloft. Such be associated with a powers check:
folk are certain to be consumed by the evil within
them. As you transfer the vials of healing tincture to your pouch, a
shiver runs down your spine. For the briefest fraction of a
second, you are certain that someone is looking over your
Acts of Ultimate Darkness shoulder. Indeed, you can even feel wisps of icy cold breath on
Some deeds are so evil that a normal powers check just is the back of your neck.
not appropriate. These acts of ultimate darkness are so
terrible that they almost certainly draw the attention of the When the player announces that his character whirls around
dark powers. with a knife in hand, he sees nothing. This is an ideal time for
Exactly what qualifies as an act of ultimate darkness is left the Dungeon Master to have the player roll percentile dice,
up to the Dungeon Master. Certainly, the betrayal and murder without giving any explanation. If the player succeeds at the
of Sergei von Zarovich by his brother Strahd falls into this check, his momentary brush with the dark powers comes to
category. Even if not committed for so unsavory a goal as the an end. Another brief narrative is then in order:
possession of Sergei's betrothed, the act alone reeks of evil.
The fact that his actions drove an innocent woman to suicide As quickly as it came upon you, the uncomfortable feeling
and resulted in the death of countless others only magnifies passes. You see no evidence to Indicate that anything the least
the atrocity. It is no wonder that this is the first recorded act bit unusual has happened. Most likely, the whole encounter
to draw the attention of the dark powers.
When a player commits an act of ultimate darkness, the merely sprang from your over-active imagination.
Dungeon Master is free to assign any chance of failure. As a
wholesome to the gruesome cadre of the damned.
Should the character fail his powers check, the Dungeon
Pure: In order to be considered pure, a character must
Master might employ the following narrative to convey the have never been called upon to even attempt a powers check.
experience: As soon as a character has to do so (even if they do not fail
the check), they lose this purity. Very few people actually fall
A sudden chill wind blows through the room, snuffing the under this category. While all are born into this group, few
light of your lantern. In the wake of this sudden gust, as the possess the moral stamina to resist all the lures of evil.
acrid smell of the still smoldering wick twists around you, it A protection from good or similar spell can repel a pure
becomes clear that something is amiss. The room, which character. Evil priests can even attempt to turn them as if
should now be all but pitch black, seems brightly illuminated. they were paladins.
After a moment of surprise, you become aware that you can Clean: Characters, both player and nonplayer, who have
attempted but never failed a powers check, fall into this
now see as clearly in the dark as by the light of the noonday
category. Most people fit into this group.
sun. All characters brought into Ravenloft from other
Of course, what the Dungeon Master has not told the player is
campaigns are considered clean unless the Dungeon Master
has some special reason to class them otherwise. The
that his character will now find normal daylight to be painfully
exceptions to this rule are paladins (normally classified as
bright. This fact will almost certainly lessen the glee that his pure).
new power has brought to him. Redeemed: One can turn away from the twisting path of
Clearly, role-playing the powers check is far more effective evil even after traveling upon it. However, few are strong
than simply asking the player to make a powers check and enough to withstand the seductive force of evil.
then telling him the result of the failure in strict game terms. Redeemed characters have failed powers checks in the
past and been touched by the dark powers, but they have torn
themselves away from the wicked embrace of evil and
The Effects of Failure
managed to regain a state of grace. While they can never
Failing a powers check taints a character's spirit with evil. At again be pure or clean, they have saved themselves (at least
this point, a gradual process of decay begins, and, if allowed for now) from the perils of eternal torment at the hands of the
to go unchecked, it results in the ultimate corruption of the dark powers.
character. The following steps apply to characters whose Unclean: When one first begins taking steps down the
descent takes place completely within the confines of the road to corruption and ultimate darkness, salvation is still in
Demiplane of Dread. Thus, many evil beings may enter the sight. During this stage, a person is deemed to be unclean,
process at a higher level due to their past actions, without for though they have strayed from the path of good, they have
actually experiencing the changes associated with the lower not yet traveled too far down the trail of disaster.
levels. For example, Strahd's evil actions earned him the An unclean character has failed one powers check. Their
position of darklord, though he never experienced the soul bears the mark of darkness like the kiss of a hot
intervening steps. branding iron. They have received some singular gift from the
dark powers. At the same time, however, their evil has
The Thirteen Steps brought them a curse. Usually, no outward change shows in
Failed Level of Minor Moderate Major the appearance of an unclean character.
Steps Checks Corruption Changes Change Changes Redeeming oneself at this stage is still not overly difficult.
The player retains control of the unclean character, but the
I 0 Pure — — — Dungeon Master should advise them that their character may
II 0 Clean — — — become a nonplayer character if they continue to follow the
III 0 Redeemed — — —
path of darkness.
Corrupted: Upon failing a second powers check, an
IV 1 Unclean 1 — — individual passes from unclean to corrupted. At this point, it
V 2 Corrupted 2 — — becomes apparent that they are either unable or unwilling to
seek redemption. Because of this, it is very difficult to return
VI 3 Accursed 3 — — to a state of grace.
VII 4 Beast 3 1 — Accursed: If a corrupted individual continues in their vile
VIII 5 Creature 3 2 —
actions, they pass from corrupted to accursed. At this point,
redemption is almost impossible; even powerful magic and
IX 6 Monster 3 3 — priestly intervention can do little to help.
X 7 Demilord 3 3 1 Accursed characters usually remain under the control of
their player. However, the player should roll percentile dice
XI 8 Lord 3 3 2 when the character first falls to this level. If the roll is 5% or
XII 9 Overlord 3 3 3 below, the character gives themselves over to evil and
XIII 10 Darklord 3 3 4
becomes a nonplayer character.
Beast: When a character progresses to this level and
A traditional gallows has thirteen steps leading from the undergoes their first moderate change, they can no longer
firm soil of life to the gaping maw of death. The same number hide their mutations. With great effort, a beastly character
of strides will carry one from the ranks of the pure and might pass for a normal person at a distance, but even the
most casual of examinations will reveal that something is Redemption
amiss. The longer someone treads the path of darkness, the harder
Upon reaching this level of corruption, the character's it becomes to return to a state of grace. Still, if someone who
alignment shifts to neutral (if it is not already neutral or evil). was momentarily led or drawn astray acts quickly to change
Characters who have followed the path of destruction this far their ways, redemption is possible.
are almost never able to redeem themselves. Characters can attempt redemption only so long as they
When a player character reaches this level of corruption, have not undergone a moderate change. As soon as a
the lord of the domain immediately becomes aware of their character fails their fourth powers check, they pass into the
presence. Whether they opt to take notice of them or not is darkness, and only the most potent of efforts can save them
up to the Dungeon Master. The player should also roll a from final consumption by the dark powers.
percentile again, if the result is 10% or below, the character is
consumed by darkness and becomes a nonplayer character. Repentance
Creature: The changes that overcome a character at this The most common way in which a character can attempt to
point are truly terrible. Decent people avoid all contact with reverse the effects of a failed powers check is by reliving the
someone like this. events that led them down the dark path. In this case, the
By the time they have descended to this level of depravity, a character must confront a situation similar to the one that
character has proven themselves to be utterly evil and brought about their failed check, but this time, they must
unworthy of redemption. The player should again roll a chose the correct path. If the Dungeon Master allows it, the
percentile, and if the result is 25% or below, the character character could even undertake an epic quest to right some
becomes an evil nonplayer character. ancient wrong in order to make amends for their own
Monster: Upon descending to this level of corruption, the failings.
character is fully transformed into the creature previously A single confrontation is seldom sufficient to cleanse the
selected for them by the Dungeon Master (see "Terror taint of evil from a character's soul, however. In order to
Tracks" below). Any character who becomes a monster is of reverse corruption, the character must repeat this process a
great interest to the local domain lord, so they almost always number of times equal to the percentage chance of the
contact the villain somehow. Whether this contact is peaceful powers check they failed. Once the character accomplishes
or violent, however, depends largely upon the plans and this, they can attempt a new powers check. The chance of
ambitions of the domain lord. failing that check is the same as that of the previously failed
Any character who descends to the level of a monster will check. If the character succeeds, the effects of their most
almost certainly become a nonplayer character. When the recent failure are reversed.
character reaches this level of corruption, the player should Exactly what happens when a character attains
roll percentile dice. Any roll of 50% or below removes the redemption is determined by their level of corruption. For an
character from the control of the player. unclean character, the taint of evil is lifted from them, and
Demilord: At this level of corruption, the character must they becomes redeemed. They no longer have the special
either become a willing servant of a darklord or actually power or the curse bestowed upon them by the dark powers.
become the lord of a Pocket domain. If the character has progressed beyond the first stage of
A demilord undergoes their first major change, manifesting corruption, their status improves by one level. Thus, if they
some outward evidence of their corruption that is all but were classified as corrupt, they become unclean. If they want
impossible to conceal. In the wake of this change, they sheds to further redeem themselves, they must begin the process
the last of their humanity forever. For that reason, any again, working to reverse the failed powers check that caused
demilord automatically becomes a nonplayer character. At themselves to originally become unclean. The ability and
this point, their alignment shifts to evil (if it is not already). curse associated with the most recently failed powers check
Lord: Those who are true masters of evil ascend through dissipate.
the ranks of darkness to become lords of their own Islands of
Terror. These vile creatures manifest a second major change, Terror Tracks
making them even more frightening and powerful than Horror games should not center around rules and mechanics.
before. The use of terror tracks can help add mystery and excitement
Overlord: Overlords rule sections of Cluster domains. to powers checks.
Usually, these Clusters were previously independent Islands The Dungeon Master should consider the nature of a given
of Terror. At this point, the overlord undergoes another major character and select the type of monster that the character
change, making it obvious that they are not a creature to be will transform into if they follow an evil course. For example,
trifled with. a forester with a fondness for wolves could gradually become
Darklord: Darklords have achieved the final possible level a werewolf, while a necromancer may well be transformed
of corruption, becoming the most powerful of Ravenloft's into a vampire.
domain lords. Their powers and intellect set them apart from Once the Dungeon Master determines the final result of a
even the other masters of the Demiplane of Dread's scattered character's corruption, they should make a list of the powers
regions of evil. These dangerous and sinister creatures rule and weaknesses associated with the selected creature. When
their own Core domains. this is done, the list should contain ten powers and a like
number of disadvantages. Then, the powers and weaknesses
should be arranged in order from least important to most
important.
Of course, few creatures can be so neatly dissected, so the Track of the Vampire
Dungeon Master may have to add or subtract a few powers or Stage Reward and Punishment
weaknesses in order to bring the total to ten. For example, if I The character's Strength increases to 18, and
the final version of the creature can drain two life energy their features become angular and feral, giving
levels, this might first appear as the ability to drain one them disadvantage on persuasion checks.
energy level and then later as the ability to drain two energy
levels. When using the optional terror tracks method, the II The character gains the ability to cast the spell
Spider Climb at will, ignoring components. From
Dungeon Master need not necessarily worry about the exact this point on, they must be invited in order to
definitions of minor, moderate, and major changes. enter a house.
On the same note, it can be difficult sometimes to decide
the order of the rewards and punishments. Once again, the III The character gains the ability to cast Conjure
Animals once a day, regaining use of the spell on
Dungeon Master should not fret too much about this. It is a long rest, and only able to use the spell to
simply a matter of opinion as to whether casting no shadow conjure bats, swarms of bats, wolves, or dire
is worse than being repelled by garlic and mirrors. The wolves, which are considered fiends and not fey.
overall effect will be achieved admirably as long as the In addition the character no longer casts a
powers and drawbacks are presented in a more-or-less reflection or shadow.
progressive fashion. As the hero becomes more like the IV The character becomes undead, no longer
monsters they have spent their life hunting, each stage of affected by spells that rely on life force or mind-
corruption will just naturally seem worse than the last. affecting magic, but garlic and mirrors now
When writing out the track of corruption for a hero, the physically repel them.
Dungeon Master should introduce a few changes to the V The character gains resistance to weapon attacks
generic monster used as a model. Consider the example of that are not magical, but holy symbols now
the vampire: If the character undergoing the transformation physically repulse them.
has a fondness for roses, perhaps they should replace garlic VI The character acquires the charm action seen in
on the list. Similarly, if the hero already has a Strength equal the vampire stat block, but sunlight now burns
to that of a common vampire, alter their Dexterity or them, inflicting 2d6 points of damage each
Constitution score. round.
These ten steps can then be used to assign the rewards VII The character gains the Shapechanger trait in the
and penalties for each failed powers check - all the way up to vampire stat block, but holy water and symbols
darklord status. now inflict 2d4 points of damage to them on
contact.
Sanity Save Triggers VIII The character gains the ability to cast the spell
I suggest using the rules for a Sanity score on page 265 of gaseous form at will, ignoring components, but
the Dungeon Masters Guide, treating the score like a they can now be turned by a cleric.
constitution score for the player's mental fortitude. I suggest IX The character gains the ability to regenerate 10
having the players start off with a score of 12 in this ability hit points per round as long as they not in
score if you have already begun play without the score, this running water or direct sunlight, but sunlight now
way the players all have a +1 bonus to Sanity rolls. I find this deals 20 points of damage per round, as does
running water.
makes the most sense, the players are adventurers, they have
chosen to delve into the darkest pits of evil in the world. They, X The character gains the bite action seen in the
at the very least, have stronge mental fortitude than the vampire stat block, but they can now be paralyzed
average person, so I think a +1 bonus to rols is appropriate. by a stake through the heart. The character
cannot regenerate while the stake is in place, and
Whenever the party encounters an are that involves any they will be completely restored if the stake is
kind of horroric scene or dark magic, use the chart provided removed. If they drop to 0 hit points while the
on this screen to determine the DC of the save they must stake is in place and they are inside their coffin,
pass. If they fail the check move to the bottom most table and they die.
figure out how the character reacts. Its also best to only have
one or two characters go for a roll, the narrative purpose of Failure of Sanity Save
madness is that it changes the conditions and goals of the
characters from what they were doing, to helping the This table will show you the results of a failed sanity saved
characters who have gone mad. If every character goes mad based on the failure margin of the roll. If the characte rolls a
the game comes to a screeching halt and that's not fun. natural 20, give them inspiration, otherwise look at how
much they failed the check by and follow the appropriate
Sanity Save DC Modifiers guidelines. The madness tables can be found starting on page
259 of the Dungeon Master's Guide.
This table has modifiers to the DC in the Sanity Save I suggest that you tell only the person who is affected by
Triggers table based on whatever situation is presently the madness what that madness is, especially with indefinite
happening. They are built to be mostly in opposites, so, for madness, and allow them the oppurtunity to roleplay it. You
example, seeing someone you love be the victim of a horrific should find a way to reward good roleplay of flaws, but you
scene increases the DC by 4, but having that loved one fight don't want it to be a good thing that their character has gone
side by side with you and help you defeat the horror boldens mad, so try to strike a balance in that regard.
you and decreases the DC by 4.
Tarokka Layout
In this section I have five cards with the same dimensions as
a tarokka card laid out. They are numbered 1 to 5 in order
left to right, and I suggest you take this into a photo editing
software and place your games important tarokka cards here.
If you're good with editing software I would even suggest
doing what I'm doing, take the tarokka cards and remove the
artwork in the center of the card, replacing it with a blurb of
information relevant to the adventure based on the card. Keep
it short and sweet, and easy to reference. Use the following as
a guideline:

2: Character Class
This area has a buble in which to put the level of the
character as well as a section next to it that you can use to fill
out the character's class.
3: Paragon Path
I use Paragon Paths in my games, it's the first run at D&D for
my players so I wanted to keep things simple and not allow
feats or multiclassing. In their place I'm giving them Paragon
Paths which they get after completing special tasks (usually
after defeating a boss they're imbued with that bosses power
or from getting special training from someone). I have it so
they train in their downtime to get better at the paragon path
but it takes a while to do so.
The reason I use Paragon Paths is so I can give my players
titles that they can use. For example one of my players goes
down the path of the Prevaricator, and therefor can use that
title so he calls himself Colpin the Prevaricator. I rip these
Panel 3 Paragon Paths straight from 4th edition and change the
This panel does not require explanation, it just has the rules variables to make it more balanced for 5e.
for 5e that I find the most useful. Nothing more nothing less. If you don't want to use Paragon Paths, perhaps use this
for if a player mutliclasses or to jot down the charactes
subclass. Whatever is most useful for you.
Panel 4
This panel is my cheat sheet for tracking the party. The 4: Epic Destiny
easiest way to talk about this is with a diagram which will be Nearly identical to the Paragon Path, the Epic Destiny is a
at the top of the next collumn. Refer to the diagram and the part of my title system. Epic Destinies are more powerful and
numbers corresponding the the explanation to get a hold on are recieved as boons at higher levels.
this screen.
5: Saving Throw
1: Character Info
I use this to write out what the main ability of my player is
This section includes filling out info about the character's and the associated saving throw so I know what I have to roll
name, race, gender, pronouns, faith, alignment, background when they use an ability that requires I make a saving throw.
and even who is playing that given character. This will make Just something that makes the game move a little smoother.
it easy to remember innocuous details about a character.
6: AC I use passive stealth instead. Essentially when the party
decides they want to sneak through an area, they utilize their
Here is where I log the AC of my players, makes it easier for passive stealth immediately instead of rolling for stealth. This
me to reference and keep the players in the moment, instead makes it so that all party members have a set stealth that they
of stopping combat to ask them. Since they're first timers know they're utilizing at base. If a player wishes they can play
finding info like that can take a second and I want the risky and roll for their stealth to possibly get a better
experience to be more smooth. outcome, but obviously they're better off just keeping their
passive score. Use the normal rules to determin someone's
7: Maximum HP passive score.
Here is where I log maximum HP, an important stat to Whenever a player wishes to actually perform an action,
reference if, for example, I had an NPC follower who was a such as running across between pillars to avoid being seen by
healer with the party and wanted to choose who would be a guard or pulling themselves onto a catwalk above an enemy,
best to heal. Lots of other applications too like who to target I have them roll a stealth check for that action. This solves
with a power word death and many others I could name. the problem of it not being clear to a player when they should
be allowed to roll stealth which is often a problem with the
8: Current HP people I play with. It also solves the problem of the rogue not
getting a chance to shine. The rogue should be able to do the
I don't really touch this often, the players can keep track of cool stealth things they want to get away with. It's probably
their own hit points without me. What I really use this for is the whole reason they're playing a rogue. It's your job as a
at the end of the session when we're wrapping up. I can ask DM to make sure your players have fun, and this gives them
everything "okay everyone let me know your current HP" and an oppurtunity to. Before, the rogue had to give up on stealth
I jot it down in this section. Then if a player forgets their and try other avenues they're probably not skilled. With this
character sheet or it gets damaged, I have information system the whole party can tag along for stealth sections
relating to where they're at in terms of HP for the next (although not necessarily realistic it is more fun) and the
session. rogue can have their moments to shine.
I also reccomend when the party comes in contact with an
9: Passive Perception adversary who is not aware of them, take out a battle map
Here is where I log passive perception. Nothing else to say and have the players roll initiative. This is not a battle, the
about that. adversary is not yet aware of the partys existence. But give
this adversary a patrol or state that they're in and try to give
the party either an oppurtunity to sneak up on the target and
10: Passive Stealth strike or to sneak past them.
This is probably not a popular thing for people to do, but I I find this makes stealth an aspect of 5e that you can
use passive stealth like you would passive perception. This actually run and manage, and just have to balance passive
actually sovles a lot of problems for me as a DM and for the perception of adversaries against the passive stealth of the
enjoyment of my players, and it's something that I wish was party and keep narrative at the front of your mind while doing
implemented in games where I'm a player. so. I also find this makes stealth more tactical and fun and,
Imagine the scene, you're a party of a cleric, a warlock, and again, gives those stealthy characters more of a chance to
a rogue. The rogue is a master of stealth, able to dart in and shine.
out of situations with relative ease, but they're squishy
compared to the warlock and cleric. The warlock is wearing 11: Ability Scores
scale mail, which gives them disadvantage on stealth checks, This area contains info for the character's ability scores. I
and the cleric has a negative modifier in dexterity. The rogue don't have sanity listed here, mostly because it wouldn't fit or
decides we should probably sneak through an area, and the look nice with it added, but also because I don't need to
rest of the party agrees. The DM calls for a roll and the rogue reference it very often. I really only use this section for
rolls an 18, impressive but expected. The warlock rolls a 4 information to be used by hyper intelligent creatures. I use
after disadvantage and the cleric rolls a 7. They're not getting rules from 2e that state that a creature with an intelligence
past anyone. higher than normal human limits is able to see past the veil
That situation isn't just hypothetical, it's what happens and actually know game statistics. So for example a Death
pretty much everytime my group where I'm a player tries to Tyrant might actually know which party member has the
perform a stealth check. I play the warlock, and I contantly lowest constitution score and they are smart enough to target
feel like a drag on the party due to my disadvantage with that person with an eye beam that targets constitution. Sanity
stealth, meanwhile the rogue gets frustrated because they've is basically never going to be used as a saving throw an
pretty much never been able to pull off anything stealthy enemy can choose to force a player to roll for against their
involving the party. And that's not really fun for anyone, not abilities, it will onl be used to heighten moments of horror.
even the DM. This then results in the rogue attempting to
break off on their own and pester the DM with constant 12: Conditions
stealth checks to try to correct their wrongs which I can tell is
also grating on the DM. Not much to say about this, it's to track the conditions of a
I don't really like stealth in 5th edition, I don't find it works, given party member. The only outlier here is bloodied which
and I absolutely adore stealth games. This is my fix. This is a condition I use in my games where the character is
works for me and my table, it might not work for yours, so if bleeding out, and they take 1d4 of damage at the start of their
you don't think it will replace it with passive investigation. turn as a result.

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