The Alexandrian

“Never split the party.”

It’s a maxim of the roleplaying hobby.

There are two primary reasons why it’s a good idea not to split the party. First, it divides the party’s strength, making each smaller group weaker and more vulnerable. (This is a particularly bad idea if you’re playing in a paradigm in which (a) adventures are primarily a string of combat encounters and (b) those combat encounters are all carefully balanced to threaten your full group with destruction. Nothing good can come from splitting up in those situations.)

Second, the concern that splitting the party places an undue burden on the GM, who now needs to keep track of two separate tracks of continuity while making sure to juggle spotlight time between the groups.

There’s some truth to both of these, which is why “never split the party” is great advice for newbies.

But in actual practice, there are A LOT of caveats.

As a GM, for example, I absolutely love it when the party splits up. With just a modicum of experience, you’ll discover that running simultaneous scenes – which is the end result of splitting the party – is basically Easy Mode for effective pacing (which can be one of the trickier skills to master as a GM): You’re no longer limited to cutting at the end of scenes, and can now use interior cuts to emphasize dramatic moments and create cliffhangers. It also becomes far easier to smoothly cut past empty time and refocus on the next interesting choice. (I discuss this in more detail in The Art of Pacing.)

As for the players: If you’re in hostile territory… yeah, splitting your strength is generally a bad idea. But once your adventures leave the dungeon, there are going to be lots of times when you’re not operating in hostile territory and can gain huge benefits from multiplying your active fronts.

You can actually think of this in terms of action economy: If you all stick together, you’ll be stuck doing one thing at a time. If you split up, on the other hand, you can often be doing two or three or five things at the same time, stealing a march on your opposition or just moving quicker towards your goals. (This can also make it easier for different characters to pursue actions that play to their unique strengths, making it less likely for some players get stuck in “passive mode” watching other players do everything important. When two actions of the same type need to happen at the same time, it’s also a great opportunity for someone who’s second-best at something to get a chance to showcase their skills, whereas normally you’d usually default to having the character with the best modifier make the check.)

Two easy examples where splitting the party can be favorable are personal scenes (hard to woo your lady love with four wingmen/women hovering over your shoulder) and time-crunched objectives. I find this style of play is more common than not in urban adventures, where meeting with multiple people at the same time can be very advantageous; or one group can be handling the barter while another group is gathering rumors down at the Docks. Being able to pursue multiple leads simultaneously in a mystery scenario is another common example (you’ve got to catch the serial killer before they strike again!), but can be strategically a little more complicated as you run the risk of inadvertently stumbling into hostile territory on the wrong foot.

Now that we know why splitting the party can be awesome, here are some quick tips I’ve learned over the years when GMing split groups.

Tip: Split spotlight time by player, not group.

Regardless of splitting the party, you generally want every player to be contributing equally and to have an equal amount of time in the “spotlight” (getting to show off the cool stuff they can do, being responsible for the group’s success, etc.).

An easy mistake to make, though, is what I call the “lone wolf spotlight,” in which one PC wanders off by themselves and ends up getting fully half of the GM’s attention. This can sometimes be a symptom of disruptive play (with the lone wolf’s activities interfering with the other players’ fun), with the increased spotlight time inadvertently rewarding the bad behavior, but this is not always the case.

Solving the problem is just a matter of keeping in mind the general principle of everyone getting an even share of the spotlight: If one group has four PCs in it and the other group has one PC in it, you should usually spend four times as long focusing on the larger group.

(There can be lots of exceptions to this. Juggling spotlight time is more art than rigid turn-keeping. Maybe the smaller group is doing something much more important and gets a lot of focus in the first half of the session, and then you can make sure the other PCs get extra spotlight time in the second half of the session or at next week’s session. But the rule of thumb here is still to split spotlight time by player, not group.)

Tip: Put the PCs under a time crunch.

The party doesn’t have to be constantly facing do-or-die deadlines, but there are A LOT of benefits to making time relevant to a scenario. It makes every choice between A or B significant, because you may not have time to do A and then do B.

Bonus Tip: You don’t need to set a plethora of explicit deadlines to make time relevant. Just having a campaign world which is active – in which the players can see that significant things happen over time; that situations evolve – will create not just the perception, but also the reality that time matters.

One of the things that will happen as a natural result of this is that the players will be encouraged to split the party: Faced with a difficult choice between doing A or B, they’ll cut the Gordian knot by breaking into two groups and doing both.

So have multiple stuff happening at the same time: Two different patrons want to hire them for jobs on the same day. An unexpected crisis breaks out just as they’re getting ready to go do a thing. When they’re in the middle of doing something, use a cellphone or sending spell to have a desperate friend call them for help.

Tip: Cut in the middle of scenes.

I touched on this earlier, but it can be easy when running a split party to fall into the habit of playing out a full scene with Group A and then playing out a full scene with Group B. (Or, more generally, resolving everything Group A wants to do before switching to Group B.)

This approach can work (and there may be times when it’s exactly what you want to do), particularly if you’re blessed with a group who thoroughly enjoys audience stance and can happily sit back and watch the other players do their thing, but more often than not this will result in Group B becoming bored for half the session and then Group B becoming bored for half the session.

So read the room and cut before people start tuning out. In my experience, it’s almost always better to cut too often than it is to wait too long, so err in that direction.

Tip: Swap groups when you’re not needed.

Are the players in Group A discussing their options? Or rolling dice to make their skill checks?

Cut to Group B!

There are a bunch of more advanced techniques you can employ for effective, dramatic cuts, but watching for those moments when the players don’t need the GM to continue playing are absolute gimmes.

(It’s also another example of why splitting the party can be awesome: If Group A is roleplaying amongst themselves while Group B is resolving stuff with the GM, then everyone is magically getting bonus playing time in your session.)

Tip: Scale time to balance table time.

Another common pitfall is to think that you need to keep time between the two groups strictly synced. So if one group is staying put while the other is driving fifteen minutes across town, you would need to resolve fifteen minutes of activity with the first group before you could even think about cutting to the other group.

This can very easily make it impossible to effectively split spotlight time or cut between the groups.

The solution, of course, is to simply not keep time synced: Start running the scene with the first group, then cut “forward” to the other group arriving at their destination. Run a bit of that interaction, then cut “backwards” to the first group.

This can sound complicated, but in practice it really isn’t. You can stress yourself out thinking about all the ways that the PCs could hypothetically violate causality, but you either (a) say that isn’t an option or (b) perform a simple retcon or flashback to resolve the conflict (whichever is most appropriate for the situation). Your players will help you do this in a way that makes sense for everyone. (Plus, in practice, timekeeping in the game world isn’t that precise to begin with, so you’ve usually got a pretty wide margin of fuzziness to fudge things around.)

Note: What if the PCs have cellphones or some other form of continual communication unlimited by distance that can trivially breach the continuity between the two groups? Often, the net effect here is that the party ISN’T actually split: Even though they’re in two different locations, each group is able to participate in what the other group is doing (by offering advice, expertise, etc.). This makes it substantially less important to balance spotlight time between the groups, since players can grab a slice of spotlight for themselves over the comms line.

Tip: If the PCs split up and get into two fights simultaneously, make a single initiative list.

And then you just swap between the fights whenever the initiative order tells you to.

(This generally works regardless of what type of initiative system you’re using. If you’re using hot potato initiative, for example, you and the players can choose to throw initiative between the two fights. If you’re using the 2d20 System, in which PCs always go first each round but the GM can spend meta-currency to seize initiative for one of the NPCs, you can simply do that for whichever fight you want at any time. And so forth.)

Running two combats at the same time is often seen as one of the hardest possible thing for a GM to do with a split party; a kind of worst case scenario. But the structure of the initiative list can actually act like training wheels. If you’re trying to get a feel for what running simultaneous scenes should feel like – cutting between scenes, balancing spotlight time, etc. – I actually think running simultaneous combat is a great way to do it.

5E Monster: Bloodwight, Lesser

January 23rd, 2022

Lesser bloodwights are either the pupa-like clone-spawn of true bloodwights or the first stage of recovery for a bloodwight who has been reduced to a desiccated state.

The Crimson Sheen. The signature of the bloodwights is the sheen of blood which they cause to erupt on the skin of the living. They are so inimical to life, that mortal flesh erupts in a hemorrhagic rejection of their presence. But the bloodwight itself thirsts for the warmth and energy of life, their limbs growing sleek and supple in its presence.

The sheen notably does not require line of sight, allowing bloodwights to lurk in sealed up attics or glide through city sewers. There are tyrants who have been known to wall up lesser bloodwights in oubliettes, into which can be thrown doomed prisoners.

Blood-Damned Nests. Bloodwights have a strong nesting influence, constructing mounds from whatever material may be at hand (furniture in mortal dwellings, detritus in ruins, leaves or fallen trees in forests, and so forth).

There may be a hunting component to this behavior, as the bloodwights can lay hidden within a nest while nevertheless feasting on any living creatures who pass by. In some cases, those excavating these nests have found them to be connected to other nests in the same area through shallow tunnels.

BLOODWIGHT, LESSER

Medium undead, neutral evil


Armor Class 14

Hit Points 45 (6d8+18)

Speed 30 ft.


STR 14 (+2), DEX 12 (+1), CON 16 (+3), INT 11 (+0), WIS 13 (+1), CHA 16 (+3)


Skills Stealth +3, Perception +3

Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 13

Languages Any

Challenge 3 (700 XP)

Proficiency Bonus +2


Bloodsheen. A living creature within 30 feet of a lesser bloodwight must succeed at a DC 14 Constitution saving throw or begin sweating blood (covering their skin in a sheen of blood). Characters affected by bloodsheen suffer 1d4 points of damage, plus 1 point of damage for each bloodwight within 30 feet. A character is only affected by bloodsheen once per round, regardless of how many bloodwights are present.

Health Soak. A lesser bloodwight within 30 feet of a living creature gains 2 hit points per round. A lesser bloodwight benefiting from health soak will gain hit points even after their normal maximum number of hit points has been reached, up to a maximum of 66 (the maximum number of hit points possible per Hit Die).


ACTIONS

Multiattack. Lesser bloodwights make two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.

Blood Welt. When a creature is struck by a lesser bloodwight’s claw attack, they must succeed at a DC 14 Constitution saving throw or suffer a blood welt. A blood welt bleeds for 1 point of necrotic damage per round. The victim can repeat the saving throw at the beginning of each turn, ending the effect of all current blood welts on a successful save. Alternatively, the bleeding can be stopped with a DC 14 Wisdom (Medicine) check.

The Complex of Zombies - Justin AlexanderTrue bloodwights are among the deadliest of the undead banes, capable of achieving power to rival even the most potent liches. If they become trapped and unable to feed, however, their blood-drenched flesh dries to desiccated husks; their desperate and unquenched need for living energy driving them first to madness and then to near-brainlessness.

Shambling Gait. When adventurers first encounter a desiccated bloodwight, they’ll often drawn the wrong conclusion. The shambling gait and limited actions of a desiccated bloodwight are likely to leave them thinking that they’re facing common zombies.

Bloodsheen. The first indication that something is wrong will come when they start sweating blood and their skin becomes coated with a scarlet sheen. As the blood drips from them, it will pool on the floor and flow towards the desiccated corpses which grow in strength with every passing moment.

Transformation. When a desiccated bloodwight has drained enough energy from the living, it will transform into a lesser bloodwight. Its dry skin will crack open as the undead horror literally tears itself out of its own body. The thing which emerges is a glistening mass of raw muscle, pulsing with thick veins of crimson-black blood. Its fang-like teeth glitter as its mouth parts in a ghastly, hissing smile…

BLOODWIGHT, DESICCATED

Medium undead, neutral evil


Armor Class 8

Hit Points 22 (3d8+9)

Speed 20 ft.


STR 12 (+1), DEX 8 (-1), CON 16 (+3), INT 6 (-2), WIS 10 (+0), CHA 16 (+3)


Skills Stealth +1

Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 10

Languages Any

Challenge 1 (200 XP)

Proficiency Bonus +2


Bloodsheen. A living creature within 30 feet of a desiccated bloodwight must succeed at a DC 11 Constitution saving throw or begin sweating blood (covering their skin in a sheen of blood). Characters affected by bloodsheen suffer 1d4 points of damage, plus 1 point of damage for each bloodwight within 30 feet. A character is only affected by bloodsheen once per round, regardless of how many bloodwights are present.

Health Soak. A desiccated bloodwight within 30 feet of a living creature gains 2 hit points per round. A desiccated bloodwight benefiting from health soak will gain hit points even after their normal maximum number of hit points has been reached, up to a maximum of 33 (the maximum number of hit points possible per Hit Die). If a desiccated bloodwight reaches the maximum number of hit points possible per Hit Die, they benefit from a restorative transformation (see below). If a desiccated bloodwight with more than their normal maximum number of hit points is no longer within 30 feet of a living creature, they will lose 1 hit point per minute until they return to their normal maximum number of hit points.

Restorative Transformation. A desiccated bloodwight who reaches the maximum number of hit points per Hit Die as a result of their health soak ability is transformed into a lesser bloodwight as a bonus action. From that point forward, the desiccated bloodwight is treated as a lesser bloodwight in all respects.


ACTIONS

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.


Design Note: Bloodwights originally appeared in my 3E adventure The Complex of Zombies, which reinvented the typical cannon fodder zombie of fantasy roleplaying as a terrifying monster of horror commensurate with its cultural cachet. You can read some behind the scenes commentary here.

Sacred Temple of Ivy Sarsens - Kolbass

The Art of the Key breaks down how you can organize and format the room keys in your dungeon to make them easy to prep and run. But what do you actually put in the key? What do you fill your dungeon rooms with?

Every dungeon is a unique snowflake, but my general process is:

  1. Make a list of ideas. “Section of dungeon that looks like a Mongolian temple,” “dracolisk hatchery,” etc. Often this is just a list of cool/necessary rooms that I want to include, riffing on the general theme or purpose of the dungeon. (You can use techniques like the Goblin Ampersand to juice a basic concept and help spur your creativity.)
  2. Draw the dungeon map, making sure to include all the cool ideas. (This will often involve combining multiple ideas into a single area to make them cooler in combo.)
  3. Flesh out the key.

“Fleshing out the key” covers a variety of sins, but our key tip today for making awesome dungeon rooms is to avoid having rooms that are just one thing*.

It’s not just the room with the goblins; it’s the room with the goblins and the bubbling stewpot and the chandelier made from kobold bones.

It’s not just a room with some bookshelves; it’s a room with bookshelves, a slate table with a hidden compartment, and a looted rug from the Cambarran Dynasty.

A good rule of thumb here is to include at least three interactive elements (i.e., things that require or reward the players for doing more than just looking at them).

There are a couple reasons why this is good praxis.

First, the interplay between the elements tends to result in gameplay that’s greater than the sum of its parts: A fight with goblins is interesting. A chandelier made from kobold bones is a nice bit of set dressing. Goblins swinging on a bone chandelier during a fight? That’s awesome.

Second, a room with multiple interactive bits (i.e., things that are worth checking out) will encourage the group to split up and all check out different stuff.

Lisa: I’m going to scan the bookshelves for interesting titles.

Roberta: Can I make a History check to learn more about the antique rug?

DM: Go ahead and give me that check. Sandra, what are you doing while they do that?

Sandra: I’ll examine the table in the middle of the room.

If each room just has one thing for the PCs to interact with, you’ll often find the group falling into a routine where one character defaults into being “the guy who checks out the one thing in the room worth checking out.” (Usually the rogue.) If you break that up with multiple, simultaneous interactions, over the course of the dungeon you’ll make it more likely that everyone in the group will feel engaged with the exploration.

* The exception are empty rooms. In my dungeons, empty rooms are rarely truly empty (in the sense of being barren and featureless). Instead, “empty” rooms commonly feature one flavorful thing which does not have a significant interaction. (“Cool mural! Okay, let’s go left.”)

Untested 5E: Advanced Resting

January 7th, 2022

Keeper of the Secret Keys - Julia Arda

In 5th Edition, you can take either a short rest or long rest to recover from your adventures.

When taking a short rest a character can:

  • Regain and use abilities that indicate they require a short rest (e.g., a warlock’s spell slots).
  • Spend Hit Dice, one at a time, to regain hit points (up to their maximum Hit Dice, which is equal to the character’s level).

When taking a long rest a character with at least 1 hit point can:

  • Regain and use abilities that indicate they require a long rest.
  • Regain all lost hit points.
  • Regain a number of spent Hit Dice equal to half the character’s total number of Hit Dice (minimum 1).
  • Reduce their exhaustion level by 1, if they have also ingested food and drink.

Spending Hit Dice. When spending a Hit Die, roll the Hie Die plus the character’s Constitution modifier and restore that number of lost hit points. (This cannot increase the character’s hit points above their maximum hit point value.)

REQUIRED REST TIME

Setting the amount of time required for short rests and long rests will have a significant impact on the tone and balance of your campaign. Use this interval scale to set required rest times:

  • 5 minutes / 1 dungeon turn
  • 1 hour
  • 8 hours
  • 1 week
  • 1 month

Usually a long rest will be one interval higher on the list than a short rest (e.g., if short rests require 8 hours, then a long rest will require 1 week). You can, of course, increase this gap (e.g., short rests requiring only 5 minutes, but long rests requiring a week). Note, however, that classes rely on different balances between short rests and long rests for using and regaining their abilities. The more divergent the period between short rests and long rests, the more you will tilt the balance to favor one set of classes.

Interrupted Rest: In order to rest, characters can only engage in light activity (eating, drinking, reading, tending wounds, standing watch). If characters engage in strenuous activity (which can include fighting, casting spells, walking for a significant distance, or similar adventuring activity), the required rest period is extended by twice the next lowest interval (or double the rest period if at the lowest rest interval).

(For example, if a rest requires 8 hours and a character casts spells during the rest, their required resting period will increase by 2 hours to a total of 10 hours.)

At the GM’s discretion, each distinct disruption to the rest may additionally extend the required resting period. (For example, if you get into a fight during a rest, it will extend the rest. If you get into another fight later in the rest, the resting period may be extended again.)

Design Note: The standard rules for restarting a disrupted rest are replaced here with rules for extending the rest.

Option – Limited Long Rests. The GM may limit the number of long rests a character can take in a given period. (For example, if long rests require 8 hours, the GM may limit characters to taking only one long rest per day. If a long rest takes 1 week, the GM might only allow long rests every other week.)

Option – Narrative Rest Time. Instead of associating rests with a specific amount of time in the game world, you can instead pace your rests based on the narrative structure of play.

For narrative long rests, it’s recommended that characters benefit from a long rest either at the end of a scenario (for episodic campaigns) or at the completion of a major goal (for multi-threaded campaigns).

For narrative short rests, give the players X number of short rests that they can use during the scenario at any time of their choosing. The number of rests will depend on the length of the scenario. As a rule of thumb, grant one short rest for every 5 encounters in the scenario.

Alternatively, allow the players to take a certain number of short rests per session. (As a rule of thumb, allow one narrative short rest for every two hours of play. This is particularly useful for multi-threaded campaigns where the PCs may be engaging with multiple scenarios simultaneously.)

You may or may not want to require the whole group to take their narrative short rests at the same time.

POOR REST

If a character is resting in poor conditions (too noisy, too cold, a slightly caustic atmosphere, random interruptions, a newborn baby in the house, etc.):

  • Double the amount of time required to achieve a short rest.
  • When taking long rests, the character must take two long rests (instead of one) to gain the normal benefits of the long rest.

Design Note: The distinction here becomes meaningful when you’re limiting the number of long rests characters can take – e.g., you need to rest 8 hours one night and then 8 hours the next to get a long rest; you can’t just rest for 16 hours straight. It also becomes significant if rests are being interrupted.

LACK OF SLEEP

If you get less than eight hours of sleep in a night, you must succeed at a Constitution saving throw (DC 20 – twice the number of hours you slept) or gain a level of exhaustion. (If this aligns with a long rest, the level of exhaustion is applied after the effects of a long rest.)

Elven Trance. Elves only require four hours of meditation in a night. If they get less than four hours of meditation, they must succeed on a Constitution saving throw (DC 20 – four times the number of hours they meditated) or gain a level of exhaustion.

Jet Lag. If a character rapidly shifts to a different time zone (or the equivalent thereof) due to teleportation, dimensional travel, flying carpet, or jumbo jet, they must make a Constitution saving throw for sleep deprivation even if they get 8 hours of sleep. Once a character succeeds at two consecutive sleep deprivation saving throws, their circadian rhythm has acclimated to the new time zone and they are no longer affected by the jet lag.

If the time zone shifts more than 4 hours or if the destination has a day/night cycle of a different length (or no day/night cycle at all), then the saving throw is made at disadvantage.

Characters using magical or pharmacological aids — like a sleep spell — to force a rest period that’s properly synched with the local time zone gain advantage on the sleep deprivation saving throw due to jet lag.

Taking your shoes off and scrunching your toes into the carpet also grants a +2 bonus on sleep deprivation saving throws due to jet lag. This bonus rises to +4 if you happen to do it during a terrorist attack.

(If you’re the sort who doesn’t like dragons passing like an express train and bursting over Bywater, you might choose to refer to this as “dimensional wildering” or “teleport lag.”)

CIRCADIAN EFFECTOR

1st-level enchantment (Artificer, Bard, Cleric, Druid, Warlock, Wizard)

Casting Time: 1
Range: Touch
Components: V, S, M
Duration: 10 minutes or instantaneous

When cast on a character suffering from jet lag, circadian effector immediately removes the effects of jet lag. (It has no effect on other forms of exhaustion.)

If cast on a sleeping character, circadian effector immediately acclimates the character to their current time zone. If used in this way, the effect is instantaneous (which means it does not wear off and cannot be dispelled, although a character can be subjected to fresh jet lag if they move to yet another time zone).

The spell can also be used to induce the effects of jet lag on a character not currently suffering from it for the duration of the spell (Constitution saving throw negates). Or, if cast on a sleeping character, the spell acclimates them to a time zone of the caster’s choice as an instantaneous effect (presumably causing them to suffer from jet lag in their current time zone).

OPTIONAL RULE: NATURAL HEALING

When using the natural healing optional rule, characters do not automatically recover all of their hit points at the end of a long rest. Instead, long rests, just like short rests, allow a character to expend Hit Dice (including the Hit Dice they just recovered).

OPTIONAL RULE: RESTING IN ARMOR

Resting in light armor counts as a single interruption to the rest period (extending the required rest period accordingly).

Resting in heavy armor is considered resting in poor conditions.

OPTIONAL RULE: LONG RESTS & DOWNTIME

Under this optional rule, downtime activities do not count as strenuous activity for the purposes of interrupting rest.

Alternatively, the GM might prep a specific list of allowed downtime activities. (Although it should be noted that many downtime activities are already allowed under the guidelines for interrupting rest. It’s only necessary to implement this rule if you are allowing downtime activities which might otherwise interrupt rest.)

Design Note: The goal of this rule is to encourage the use of downtime activities. If long rests require 1 week and more or less the only thing characters can do with that time are downtime activities, that will almost certainly guarantee a lot of downtime activities being used in your campaign.

Special thank to the Alexandrian Discord crew for their invaluable feedback on this article during its development.

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