I’ve decided to run my first 5e games straight from the rulebooks, no house rules. That being said, I do like to tinker and so I have started putting together a list of house rules I think I’d like to implement if I ever run another 5e game. I have next to no experience running 5e but I have talked to a few DMs that have run a couple groups up to about level 8.
- Stats will be rolled as per standard described in PHB (4d6 drop the lowest six times), no character build option
- Max for any stat, barring magic, is 18, unless your race grants a +2 to that stat, then that stats max is 19
- If you put your highest roll into your class primary ability and that stat is less than 16 (including racial adjustments) it becomes 16. If the class has two primary abilities then they become 15
- No feats
- When a level grants an ability improvement that improvement is: increase a stat of 14 or lower by 2 (or two stats of 14 or lower by 1) or a stat of 15 or higher by 1 (maximum is 18 or 19 as above)
- Multiclassing can only be done into the 4 basic classes (Cleric, Fighter, Rogue, Wizard)
- Long rests automatically restore 1 HP per level (not all HP as is the default)
- Roll for initiative every round, use a d10 instead of a d20
Why these rules?
For the stat related ones: because I like to give out magic items and I think the rules above will help keep bonuses down. My discussions with other DMs seem to indicate that characters get very powerful very fast . If I want to hand out lots of magic items I need to compensate somehow.
For the other ones: they feel like they tweak the rules towards an older school feel, and I like that.
I’ll keep posting new house rules, mostly for myself so I can reference back here later when I have more experience with 5e.
Character creation is a mess! Its the 5th edition of Dungeons and Dragons, I’d have thought they would have this figured out by now.
There is a “step-by-step” guide to creating a character but it doesn’t help much. Lots of flipping back and forth is required and it seems like the order isn’t quite right, for my group at least.
All this flipping back and forth might have to do with the less random nature of character creation in 5e, people seem to want to make the “best” choice for their character which means looking at all the options (race, class, and background) before making any choices or assigning stats.
All told it took about 2 hours to create characters, way longer than I am used to, and this 2 hours time held true for the two seasoned 5e players as well. I will admit that the final completed characters do provide nicely detailed characters. The backgrounds add just enough to guide new players in really “seeing” their characters but are not so detailed as to hinder creativity.
Kicking off the new 5e game I am running we had 4 players (plus me as the DM), with one more player scheduled to join us for future sessions. This adventure is based on a modified version of The Sunless Citadel, modifications are mostly to make the adventure fit better into the world of Mystara/Karameikos.
The first couple hours were spent on character creation and we ended up with:
- Bredin: a 46 year old Human (Traladaran) Fighter. Bredin has recently retired from the city guard in Penhaligon and moved to Stallanford.
- Markus: an 18 year old Human (mixed Traladarn/Thyatian) Cleric who is a member of the Church of Traladara. Markus is from an extremely poor family native to the area around Stallanford. His family has scrimped and saved to outfit him as their one hope of a better life.
- Sven: a 21 year old Human (Traladaran) Fighter. Sven has recently travelled from the mountains to the North in search of money and adventure looking to make good on his promise to raise his family name to great reknown.
- Tifa: a 65 year old Forest Gnome Wizard. Originally from Highforge Tifa has recently arrived in Stallanford searching for adventure and answers about the mystery.
And here is how the night went down once we got to the adventuring:
- It is evening, midsummer. Sven, Markus, and Tifa are hanging out at a table at the Ol’ Boar Inn, Bredin is sitting at the bar nearby, chuckling to himself as he eavesdrops on the “young ‘uns” chatting about their search for adventure.
- Bradley Elrich, a local man familiar to Markus and Bredin, enters the inn and approaches the group. He beseeches them to go searching for his son Braford and Brafords new wife Sherwin. Braford, a candidate for the Order of the Griffin, had been given a task to investigate recent beastman sitings near an old ravine not far from Stallanford, he hasn’t been seen in 9 days. No reward is offered but the group agrees, in search of adventure.
- The party finds the ravine without incident, notes that there has been some humanoid activity in the area, and they begin their descent into the ravine. A surprise attack by a group of giant rats results in some fast-beating hearts but no real damage to the party.
- Now at the bottom of the ravine the party heads into a ruined citadel.
- Soon the party encounters the remains of a battle. Beastmen, halfling sized humanoid beasts mixed with various forest creatures, lie dead. Mysterious runes on the wall are indecipherable by anyone in the party. The party pushes deeper into the citadel, encountering many serpent like carvings and statues along the way.
- The party comes across a fish-man, gurgle-sobbing into his bedroll. Bredin manages to surprise the fish-man who nervous-fish-farts and begs to not be harmed. This is Gurgluk, a member of the fish-clan who currently occupies this level of the citadel. He was tasked as the keeper of the clans hunting spider but the beastmen have stolen the spider and Gurgluk has been shamed. For answers to the parties questions Gurgluk insists the party follows him to the clan leader, Lurl-Lurl.
- Passing many fish-man guards the party is led to Lurl-Lurl on her serpentine throne. From Lurl-Lurl the party discovers:
- Lurl-Lurl will reward the party if they can recover the lost hunting spider as well as reactivate all of the water fountains on this level of the citadel,
- The beastmen have come to the citadel in the last few months, although other evidence shows they may also have been here years ago,
- A giant beastman (gnoll) that goes by the nickname “The Reviver” inhabits the lower level of the citadel, the beastmen are his servants,
- The fish-men are here because long ago magical waters once flowed here and this area was a holy site of theirs,
- The fish-men are aware of other humans passing through roughly a week ago but they had no interaction with them,
- The party agrees to try to find the stolen hunting spider as well as reactivate the fountains as they continue their search for Braford and Sherwin. Lurl-Lurl sends Gurgluk with the party to help with the recovery of the hunting spider.
- With Gurgluk as torchbearer the party is shown a shortcut and quickly makes their way into beastmen occupied territory. Bredin kicks in a door (and hurts his knee in the process) and they catch 3 beastmen offguard and quickly dispatch them although in the ensuing melee one of the beastmen lands a painful bite on Bredins bad knee. They push on further…
- Investigating a large hazy room Bredin overhears many voices coming from the West. Tifa is able to make out bits and pieces of an argument over whos turn it is to empty the chamber waste.
- This time it is Svens turn to kick in the door and once again the party surprises the beastmen, unfortunately for them there are a dozen of them in the room. A mad fight breaks out, Markus and Sven slay beastmen with every swing of their weapons, Tifa puts five down with a well rolled Sleep spell, Bredin, his knee causing him no end of trouble does nothing but move some air with his warhammer.
- Just as the party has whittled the beastman numbers down to two one of them makes a mad dash and opens a door to the north west, two hobgoblins join the fight! One seems extra large and scary wielding a huge maul, the other smaller and preparing to cast spells:
- The larger one strikes Sven with a blow that would have killed a lesser man but Svens defensive abilities save his life,
- The shaman hits Markus and Tifa with a curse, weakening their combat abilities,
- Markus wades into the fighting and follows up with a Thunderwave spell which kills the remaning beastmen and causes the shaman to lose concentration on her spell,
- The party is able to quickly take down the large hobgoblin while the shaman runs looking to escape down a large shaft. Just as the shaman is vaulting into the shaft Sven hits her with a throwning axe which they think kills her, but if it doesn’t the fall down the shaft surely will,
- The party loots and returns to the safety of the fish-mens territory to rest.
Each party member earned 200 xp, they will almost certainly level up after the next session.
They came away with a few hundred gold pieces worth of loot, a healing potion, and a “pungent ungent” which requires some time spent analyzing.
The party tore through this level of the dungeon, taking just about the most efficient path possible to the second level of the citadel.
So far none of their goals have been achieved:
- Fountains reactivated: 0
- Braford/Sherwin found: 0
- Hunting Spiders found: 0
Until next time…
It has been awhile since I’ve posted, it has also been awhile since I’ve played an RPG. That changed tonight as I began running a 5e D&D game. I know, not exactly OSR, but not much I can do about that, it’s what the players like. My preference will always be Basic D&D and it’s ilk.
I’m easing my way back in, starting with published adventures, specifically the updated 5e version of The Sunless Citadel in the Tales from the Yawning Portal, modified to fit into the world of Mystara, set around the village of Stallanford in Karameikos.
Tales from the Yawning Portal also contains a 5e version of the Forge of Fury adventure, the original follow up to The Sunless Citadel. I could also follow up with B11 Kings Festival which just happens to also be set around the village of Stallandford. We’ll see how the first adventure goes.
Name: Österhüssen “the steadfast” or “the loyal”
Portfolio: Friendship, loyalty, steadfastness, resoluteness
Symbol: A figure with weapon drawn back to a stone wall
Favored Weapon: Mace
Typical worshippers: Adventurers, those who rely on others for survival, or those facing great challenges or overwhelming odds from which they refuse to back down.
(I wrote this session report before the one for session 3 so its in the old very long winded format, I won’t be writing session reports this way anymore, unless of course there is some huge public outcry about the change and I really don’t see that happening ;))
I continue trying new things (rules variations) to see what works and what doesn’t for this group. For combat I returned to spell casters having to declare if they are casting a spell, not which spell or targets, before the initiative dice are rolled.
We had a few deaths last session. This seems to be the norm, 1 or 2 deaths. I’m not sure if this has something to do with the players playing two characters a piece, I don’t think it does, I think its just a learning curve thing for the most part.
With the new characters added our roster is now: Benedictor (Cleric 1), Brann (Dwarf 2), Olish (Cleric 1), Spencer (Elf 1), Gutta (Cleric 1), Utta (Thief 2), Madge (Fighter 2), Danasi (Magic-User 1). Spencer and Danasi being the two new characters this session.
Spencer arrived as a traveller staying in the inn. Just another Elf out looking for adventure.
Danasi arrive looking for Lea the elf who died in the groups last adventure. Danasi and Lea studied magic under the same mentor and developed a relationship until Lea was subjected to a curse that sapped her beauty and being ashamed of her new looks ran away. Danasi had arrived seeking out Lea to inform her that the warlock that had placed the curse on her had been captured and if she returned with him the curse would be lifted. Crushed to find his love deceased Danasi joined the party with nothing else to live for.
In the months before the current adventure presented itself the Magic-Users of the group took to teaching each other spells and copying spells from some scrolls they had found. Spencer experimented with a wand given to him by members of the party and discovered that it appeared to be a fire extinguisher spraying white foam in a 15′ cone. Utta was contacted by the local thieves guild as he owed them money for bringing lost treasures back into their domain to the tune of 1% of the value of the recovered loot. Utta paid up and vowed to have as little as possible to do with the guild.
The adventure began when in the middle of the night a messenger arrive at the inn door where the party stays. Goodwife Jopa, the local healer, asked for “the dwarf”, Brann, to come to her hut. Being suspicious the entire party geared up and headed out. Arriving at the hut Brann was surprised to find his cousin Derri Bronzebeard, mortally wounded and on deaths door. Olish aided Jopa in patching him up as well as could be and Derri opened his eyes and spoke. Derri told a grave tale of an uprising of goblinoids and other beasts that surged forth from the underdark and destroyed the ancestral home of the Bronzebeards and all that dwelled there and that he (Derri) and Brann were the only two remaining. He went on to say that he managed to grab the pieces of the legendary axe of Arnauf Bronzebeard, along with a map, before he escaped. If Brann could use the map to find the forge where Arnauf’s axe was created the axe could be reforged into a weapon Brann could use to take back Bronzebeard hall.
Gathering supplies the party saddled up and rode out the next morning on the week long journey that would take them to Kor’Barrack, the once great dwarf city of the west, somewhere in which resided the great forge where Arnaufs axe was created.
The partys path took them overland through the Blackwald forest wherein they came across the ruins of a watchtower (this is the Blackwald Morlock Den adventure I previously posted). Investigating they found a clan of morlocks had taken up residence. Initial contact with the morlocks showed them to be willing to talk and Brann was able to roughly communicate. The morlocks told them how three goblins had moved in nearby and had been hurting and killing the morlocks and forcing them to hunt and do chores for them. So much of the morlocks time was spent doing what the goblins asked they were not able to take care of their own. When the party agreed to help the morlock chieftain showed them to a pool of water deeper in the ruins where the goblins would appear whenever they wanted something.
With some experimentation the party discovered that drinking the water would teleport them to an identical pool where the hobgoblins resided. The hobgoblins, knowing the powers of the pool, put up quite a fight by using it to their advantage. It made for an interesting and frustrating fight with hobgoblins and characters teleporting between rooms and running about. In the end the party triumphed with some new bumps and bruises but no real damage. The party managed to take possession of a magical short sword +1 that had been wielded by one of the hobgoblins (Dags’ short sword of the hills). While the main danger in the ruins, the hobgoblins, had been dealt with the party still walked out one member short when in a room, filled with various fungi and lichens, Spencer decided to take a drink from a small pool filled with dirty water and small white tadpoles (WHY? I wish I knew…), needless to say the water was poisonous and he failed his save vs. poison.
A day and a half later the party emerged from the Blackwald and could now see the mountain range to the south where they would find Kor’Barrack.
The following day as they climbed a hill they could hear sounds of battle from the other side. Cresting the hill they came upon a ten neanderthals waging a losing battle against two ogres. The party immediately went into action. Madge leapt from her horse while drawing her two-handed sword and began running towards the ogres while the rest of the party drew ranged weapons. The ranged weapons peppered one of the ogres while it tried to make its way towards them batting neanderthals from his path but Utta managed to drop it with a well placed shot between the eyes just before the ogre made it into melee range. In the meantime Madge joined the ranks of the remaining neanderthals and together they brought down the remaining ogre. In the aftermath of the fighting the remaining six neanderthals thanked the party profusely and invited them back to their homes for a feast in thanks. The party graciously accepted and spent the night comfortably among new friends.
The next day they reached the foot of the mountains the party had a run in with a giant Roc, being suitably scared and impressed the party realized they are still the low men on the totem pole.
Entering Kor’Barrack the party was greeted by a statue of a crying elf woman. Tthey proceed down the entrance tunnel. Off an alcove to the south burst five fire bats, awash in flame. The party readied their weapons as the bats swoop low but Danasi, armed with the fire extinguisher wand (taken from Spencer when he died) speaks the command word and sprays white foam all over the party and the five bats, killing the bats. Coming to the end of the tunnel the party is struck by waves of heat coming of a lake of lava that stretches as far as the eye can see. The wearing of metal armor became unbearable at this point. Across the lake the party spotted what appeared to be a boat launch with a boat floating in the lava!
Continuing on they enter a room with a large central pillar, once covered in dwarf runes it has been defaced and made impossible to read. Danasi makes a note to memorize the Read Languages spell tomorrow so he can investigate further.
Next up the party entered a room filled with crumbling and collapsing support columns occupied by a group of seven gaunt yellow flaky skinned goblinoid looking creatures. Before the creatures can react Danasi catches them all in a Sleep spell and the party exterminates them while they sleep. The strange creatures (known as Yggril) have an altar at the back of the room. Upon inspection the altar is built upon an old chest. Opening the chest the party finds a box with a plain gold ring and a vial of smoky oily liquid.
As the party continued on they entered what was once a hall of heroes filled, the statues had all been toppled and smashed and rocks littered the area. As the party made their way through the room they were ambushed by a group of four fire beetles. The fighting was tense (the players rolling extremely poorly) and they were very close to losing Brann in the fighting but the party triumphed.
In the next room the party found a broken magic circle inscribed on the floor. Inside the circle were the remains of a few day old camp fire and some discarded rations. A fire beetle, unaware of the parties approach, was nibbling at the rations. Launching a surprise attack the party (continuing their streak of bad luck) missed with five ranged attacks! The enraged beetle went on to take a chunk out of Madge before being put down. On the floor in the next room they found the body of a gnome laying next to the body of a fire beetle. In the gnomes pack was a vague map of Kor’Barrack with two rooms marked; one, the room with the pillar covered in dwarf runes, and the other in a section of they had yet to explore. Deciding it was time for a rest the party retreated to the where they slew the Yggril and camped for the night.
Returning to where they left off they had two options: a decrepit stone bridge leading over a lake of lava or a side passage. Not liking the look of the bridge they chose the side passage.
At the end of the passage was a stuck stone door which Madge was able to force open. With the door open Utta searched and found a trap in the room but could not determine how to disable it.Throwing the gnomes body in the room triggered the trap! Iron bars in an X shape fell from the ceiling splitting the room into four pieces, in each of the four sections a door opened. From the south a group of orcs poked their heads out, one threw a javelin and the party returned fire wounding him before he ducked back inside. Seconds later the blast of a horn sounded from the south room and shortly thereafter three giant lava geckos entered from the north room. The iron bars retreated into the ceiling and the orcs ran out and mounted the lizards. Madge tried to reclose the stuck door but failed and one pair of orc and lizard moved forward to engage. The lizard wreaked havoc on the party but Danasi came through with a sleep spell that knocked out the three orcs while the rest of the party managed to kill the closes lizard (again Danasi used the wand as a weapon on the fire lizards). With their orc masters asleep the two remaining lizards turned on them and began eating them. The party quickly pushed the dead lizard out of the way and Madge was able to slam the door closed.
Once again the party retreated the room where they slew the Yggril. This time they required two days of rest to recover. In the intermediate day Danasi cast Read Languages and spent a few hours studying the rune covered pillar where he was able to discover an incantation that would allow him entrance to some locked doors deeper in the dungeon.
After resting up the party decided to head in a different direction. Looping around the lake they found another room filled with Yggril. These ones, while they took notice of the party, ignored them and continued on with their work collecting and piling stones in piles of various sizes. The party descended a set of stairs which took them to the boat launch where the Yggrill had an assembly line going loading and piling stones in the boat. Curious the party watched. After thirty minutes of rock stacking the Yggril launched the boat and began navigating the lake of lava while dropping stones over the edge of the boat. Minutes later a huge red worm 20′ in diameter and hundreds of feet long rose from the lava. The worm made its way up and down the lake before disappearing below the surface once again. The party wasted no time in getting as far away from the lake of lava as possible.
Their exploration took them to a section of the dungeon that looked like what was referenced on the gnomes map. Finding a door locked and apparently barred Danasi speaks the incantation and the door opens! One of the rooms in this area has had a cave in and there is a gaping hole in the ceiling. Madge is curious and looks up into the hole (as I knew someone would :)) and is not surprised when a green slime falls out of the darkness onto her face. Danasi acts quickly and uses his fire extinguishing wand to douse Madge in foam and slays the green slime (who would have known this wand would turn out to be so useful?). Using the gnomes map the party is able to locate a secret door which leads to the great forge where Arnaufs axe can be reforged!
Having found the forge I asked the group what they wanted to do next session:
- skip ahead a month to the axe being reforged and continue on the way to Bronzebear hall or
- have Brann be occupied while he forges the axe and the remainder of the party can explore the rest of Kor’Barrack
This session was very enjoyable. We played for about 4 and a half hours and I continue to be impressed and surprised by just how much gets done in that amount of time compared to 3.5 or 4th edition games. This was the first LL session I have run that used entirely my own material (not counting the maps I used which Dyson Logos created) and I think it went very well. Once again everyone is looking forward to the next session.
I need to work on my prep time versus play time. My time in to time out ratio is close to 1:1 meaning for every hour I spend preparing I get an hour of game time. To me this means I prepare to much. I have pages and pages of detailed room descriptions and its to much. I need to work on my improvisation so I can get my ratio closer to 1:2. I’d be happy with that.
I need to find a way to make these damn session reports shorter. What is peoples opinions, do you like this much detail (even though I am still leaving much out)? Who the hell is even going to read this?
We added another player to our game this session. An experienced role player (from my other group, Group 2, so there goes my idea of running the same material for each group, oh well). My intention is to add a little experience for the newbies to draw from and at the same expose the experienced (and perhaps jaded) role player to what gaming with people new to the hobby is like.
The new guy rolled up two new characters which brought our roster to: Benedictor (Cleric 1), Brann (Dwarf 1), Olish (Cleric 1), Fick (Thief 1), Gutta (Cleric 1), Utta (Thief 1), Madge (Fighter 1), Lea (Elf 1)
Please note that for this adventure I ran Shadowbrook Manor (it’s very good, pick it up) so there will be some SPOILERS below. Do not read this if there is a chance you might play it.
This takes place two months after the last adventure when the players investigated the wizards tower. Olish and Fick are the new characters. They arrived in town recently looking for help in the recovery of a tome. This tome was leant to the wizard Tazimak many years ago by the great library of Veeran. The book, titled The Hyperion Cantos, somehow slipped through the cracks. It has been requested recently by a Magic-User and the fact that it is missing has been discovered. A reward to the tune of 500gp has been offered. Looking for help Olish and Fick have teamed up with some other adventurers to find the book.
I am going to try a new format for this session. The last few have been way to long.
- The party inquires around town and discovers the location of Shadowbrook Manor and that 50 years ago something happened there and Tazimaks apprentice left the area quickly.
- At the manors front doors Brann uses the knocker medusa head knocker and with a loud echoing boom the doors swing open.
- While investigating the parlor small fireballs begin hurling from the fireplace at the characters.
- Fick stealthily enters the library where he triggers an attack from a Banshee, he is rescued by his friends and survives.
- Opening a door marked with magic runes the party finds a black void on the other side. Throwing a torch in Gutta curiously wonders why she is now short a torch, odd.
- During their exploration the party comes across a door that they cannot seem to approach, it is always 20′ away from them. None of their experiments seem to be able to bring them any closer.
- In the great hall Olish plucks a harp which causes the party to go mad and attack each other. Before they are able to destroy the harp Lea has slain Fick. Not being particularly fond of Fick the party takes his things and disposes of his body in the void. Ficks existence is wiped from the universe.
- In a guest bedroom the party finds a magical mechanical songbird. Casting speak with animals Gutta learns it is repeating a series of numbers.
- In a trophy filled with stuffed monsters the party is attacked by an albino ape. What is it with the apes they wonder?
- In the art gallery Lea removes a painting from the wall and discovers a safe behind it. Using the combination discovered from the bird and Uttas open locks skills the party is able to open and loot the safe. (This room is a fantastic little easter egg for anyone thats familiar with older D&D modules)
- The wizards laboratory holds a disembodied brain who mentally assaults the party. Once they realize where the attacks are originating they make short work of the brain.
- The party finds a desk that contains some scrolls and the book they came for “The Hyperion Cantos”. After resting Lea uses the read magic spell to decipher them. One of them is cursed and Lea loses her soul to a cursed scroll. Leas player is very disappointed, the party removes her body from the house for later proper burial. For now Olish and Gutta say some prayers for her.
- Investigating the manor grounds the party is set upon by an enraged ghoul caretaker (earlier Olish had cut pieces of a topiary on the manor grounds and the ghoulish caretaker discovered the vandalism). Having had enough of the strange place the party heads back to town.
As usual we had a few deaths. The death of Lea was particularly hard as she had been a member of the party and she lost her life to a random cursed scroll. Not much to be done about that, its the price one pays as an adventurer.
Before the session I prepared outlines of the manor thinking it would make mapping easier for the players. It didn’t. Mapping this was a real nightmare for some reason. I think for the next session I will attempt to do away with player mapping and see how it goes.
Everyone had a great time, they really liked this module with all the odd things going on it kept them on their toes. My recommendation to people preparing to run this adventure is spend time going over the encounters in the encounter table and make sure you have a good idea about how they will all play out.
Definetly going to keep writing my session reports in this format.
Both of the groups that I have been running Labyrinth Lord for have had trouble adjusting to the descending AC , and combat lookup table/thac0 system. To be honest after having played d20 for so long I find myself having trouble adapting as well. And so I went and converted Labyrinth Lord to an ascending AC system.
On another note but somewhat related I have decided that I don’t like using a screen while running my game. Switching to ascending AC gets rid of the problem of having to lookup attack values on a table but the issue of having to look up saving throws remains. I came up with a simple formula to approximate saving throws. In writing this post another, just as simple, idea for calculating saving throws came to me and I have added it to the document.
I have a bunch of posts sitting in my head waiting to get out but I haven’t had time, to many projects on the go 🙂
RPG related items that I am working on are an update to Labyrinth Lord to switch it to an ascending AC, attack bonus, system a la the d20 system. I am going full out and updating all related pages in the Labyrinth Lord PDF itself so I can print them out and have the updates fit seamlessly. I’d like to post this stuff when its done but I need to look into whether or not that is possible.
Along with the above I am working on a “new” character sheet using this sheet (free as of the time I posted this) as a base. Again, once it’s done I’d like to post it but I’ll have to get in contact with its creator first.
I also have a couple maps I have drawn that I need to scan and post.
And lastly, not RPG related, I am working on building a radio control car that communicates via bluetooth so I can drive it with my phone.
Oh and I am preparing for my next game session which is two weeks away yet so I have some time for that!
I created this for Labyrinth Lord but there is no reason it couldn’t be used for any other role playing game. I use the location section to record where this particular turn tracker is used and then any notes for that location I put in the notes section. Next to Light I note the type of light source the party is using and make a mark where it will run out. In the wandering monster section (WM) I make a mark where I need to make wandering monster checks (once a turn, every two turns, what have you).
Let me know if you find this useful.