As restrictive as DM Bob's table rules can be-- which largely just comes down to limiting what source books we could use to create our characters or build out our spell lists and so on, though he's restricted a couple of other things like how certain spells work-- I've decided I like him as a DM because of how he's clearly adapting out the setting to fit how our characters developed backstories and such.
We had an IC bit of backstory revelation about Evrouin's father, Sir Willem. Our group, the Misfits, spoke with him in his study about our recent adventures, and then he took us into a secret library (behind a hidden passage behind a bookcase no less) where we learned about some of the NPCs identified in the macguffin letters we'd received the previous session. But we also learned that Sir Willem had been an adventurer himself in his younger days, until his elder brother's death forced him to return home to take over leadership of the house etc. And Sir Willem's team had much in common with ours.
- Group layout (A human knight, an elven wizard, a kender handler, a gnome artificer, a nomad barbarian-- his group had a dwarven fighter as well, the closest we had was Duggan and that barely counts)
- Group name (His group was called the Rejects; Ours is called the Misfits. Same circumstances too-- signing an adventuring company charter, they had to come up with a name on the spot, and their elf wasn't present for the signing either.)
- Early adventures (The Rejects had been hired by merchants to hunt down bandit raiding groups that were harassing trade routes between the cities, and later got pointed in the direction of an evil city that they knew they couldn't reasonably take on by themselves. Ours was the same, but at sea, and instead of a city it was a man-o-war crewed by wizards and clerics.)
Cogburn, my gnome artificer, was allowed to access Willem's gnome comrade's personal effects. Said comrade, Spanner, had died in battle and had no family to bequeath his belongings to, so Willem had kept it in the attic. Cog discovered that Spanner's Life Quest had been to develop a "replacement for horses," and had models of mechanical horses as well as plans and schematics. Cog was able to figure out how to make it all work, and Bob rewarded me with a bonus invention (read: spell) that I could use. It was a version of the D&D spell Phantom Steed, which summons a sort of quasi-real horse for a period of an hour. Except the normal version is a 3rd level spell (which I wouldn't be able to use until Level 4), whereas this spell Spanner's Mechanical Steed (as I dubbed it) is a 2nd level spell (available at Level 3) and basically lasts until it doesn't. (And since we all advanced to Level 3 at the end of the session, I got an extra spell for use in my book in addition to the two other 2nd-level spells I get at Level 3.)
Justinius, our elven wizard, spent his three days in the library, not without an attempt at cajoling Willem into parting with at least one of his books so he could try to trade it for access to the Great Library in Palanthas. But in studying up on how the Orders of High Sorcery had combatted the dragons being used by the enemy in the Third Dragon War, he did gain a permanent feat-- Advantage on any skill checks related to how High Sorcery (aka wizardry) works against dragons.
Runa, our barbarian, was only interested in training in the yard where the knights and knight-aspirants trained. She was allowed to spar with the Master-at-Arms for Brightblade Keep, Master Tarly, who Bob described as a huge guy in full plate armor with an equally huge greatsword. Though all of the sparring was done with wooden training weapons (so non-lethal), Runa still managed to roll pretty well on her first attack against Tarly, for a total of 21. Which Bob noted, "That just hits him." So Runa got two hits on him before he retaliated with two strikes that instantly downed her. But she persisted on training with him for all three days, for which Bob awarded her a feat of her own-- a +2 to her Armor Class when facing heavily armed opponents.
After the knightly conclave concluded, which mostly involved Evrouin giving an account of his adventures in Palanthas and then at sea, with testimony from both the nobleman we'd saved as well as the rest of the party (there was some brief political stuff; there's two factions in the knighthood and the other faction made a token attempt at discrediting our testimony purely because we were outsiders or non-humans-- which got promptly shut down by the head of the knighthood, who quoted volume and chapter of what amounts to legal precedent at the dissenter, effectively pointing out that non-humans once saved one of the dissenter's ancestors) Evrouin got knighted and received his own plate armor, his spurs and lance, as well as his horse.
And then we all advanced to Level 3, which is when Bob revealed that with that advancement, all of our signature items also effectively leveled up. This was something he'd mentioned to us back during our Session Zeroes, that the signature items would have various features and the like pursuant to our characters' classes and growth, and that they would also "level up" at various milestones. Level 3 was the first. The other two won't happen until some point in Tier 2 (Levels 5-10) and Tier 3 (Level 11-16), and even then he's implied that there may be specific quests tied to them. I was especially happy that Cogburn's trusty wrench-- which mechanically uses a club's weapon properties-- now lets him use his INT modifier (+4) for attack rolls, instead of his very basic STR modifier (+0), on top of its other features.
Bob throwing in the little parallels between the Misfits and the Rejects, and the vignettes leading to actual tangible benefits for our characters, plus the signature item thing... I love it.
Side note, I've joked with my roommate Road, who loves RPGs and D&D, needs to join the table. He likes playing dwarves, and I've joked that if he were to join up with a dwarf fighter, we could complete the Misfit/Reject parallels.
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