I am a DM and had a game I was running online but then I hooked up briefly, one of the players has hockey, and another went into the hospital. The group sort of died out and so I am hoping to reboot my game but maybe in person?
We have a few already but no one has rolled so everything is open. I am in Midtown East and we're starting next Monday the 11th from 6p-9p EST. Campaign some adult themes and I'll probably have a beer while we play thus the game is for ages 21+.
**CAMPAIGN HOOK**
*By Proclaimation of Lord Protector of Neverwinter Dagult Neverember*
*Second Chance Shipping Co. calls upon all noble and brave souls seeking to immortalize their name in the history books of Neverwinter, build bridges of peace abroad, and have a first claim on the bounties of a new land to contact our offices. We offer an initial retainer of to those who are without a criminal record as well as a work release program for those who seek to have their warrants and debts cleared.*
*The journey to Anchorome will take three months in fair weather. Upon landing colonists will be required to repair and reestablish the settlement of New Hym owned by Second Chance Shipping Co. Colonists will be required to pay for their passage and any supplies they purchase from Second Chance Shipping Co. either through an account of credit established by the company or independent means before the voyage, during the voyage, and by catalog upon settling. All product produced by the Colony will be the property of Second Chance Shipping Co. and will be transported at the liability of Second Chance Shipping Co. to the city of Neverwinter for exclusive sale.*
**OVERVIEW**
Disclaimer: Adventure May Contain Adult Language And Themes.
I read the Ironhelm series and wanted to do an American game so I started writing an adventurer in the True World which is basically the "New World" for Forgotten Realms. While Maztica, the setting of Ironhelm, is more central American, Anchorome is North American so imagine a New England environment. **Basically you're a group of adventurers hired to protect and organize a bunch of people colonizing Toril's version of New York.**
Generally not a lot is known about this region, infact it is nearly unmapped. An expedition from Baulder's Gate attempted to settle the same plot before the Spellplague (2e), but were allegedly eaten by cannibalistic Wild Elves who spoke a dialect of elvish not understood by other elves. However these tales could just be old sailor's myths as Baulder's Gate still mans Fort Flame a few weeks south from the location to be settled.
Will the party try to make peace with the Wild Elves or go to war with them? How will they survive? And did anyone actually bring the tools and have the ability to repair/build a town when they aren't adventuring for resources?
The first three sessions are mostly character building and group RP with limited encounters as players find their subclasses during the voyage to Anchorome afterwards it becomes a survival/colony builder with some pretty intense dungeons for the treasure hunter if the party can get a stable colony going. The first group to play this wasn't able to so rumors are abound that they company lost contact with the colony despite leaving them with a long range sending stone shortly after they were dropped off.
**CHARACTER BUILDING INFORMATION**
* DnDBeyond for Character Sheet, rolls, and I have maps in their VTT we can use.
* Level 1 Start, No homebrew without approval.
* Point Buy for Attributes
* Starting equipment, but you may exchange or purchase any common item including common enchanted items at 100gp each.
* Item weights as well as container max weights and ammunition will be tracked. *There is a great deal of survival aspect to this adventure and it can be hard to get replacement items unless you have the tools for it.*
* The cost of the voyage is equal to 91 days travel multiplied by you lifestyle, you may take out a loan from Second Chance Shipping Co to cover the travel cost or use your starting gold. The costs are as follows:
* Wretched - Must roll Stealth each day to not get caught, if caught will be sent to the brig or tossed overboard to die.
* Squalid - 9 gold 1 silver
* Poor - 18 gold 2 silver
* Modest - 91 gold
* Comfortable - 182 gold
* Wealthy - 364 gold
* Aristocratic- 9100 gold
* The party will be accompanied to the colony by a number of NPC commoners with random professions equal to the parties combined Charisma Modifier.
**APPROVED HOMEBREW**
* **Gunslinger subclass** is approved using the Exandria weapons, but the critical multiplier on all guns is increased by one ie ×3 and the critical threat on all guns are increased by one ie 19-20, this stacks with any ability or enchantment which extends the critical multiplier or critical threat range.
* New players may purchase a musket as part of their starting gear for 150 gold instead of the standard 300 gold.
* **Gunner feat** does not remove the reload time ie it will take an action and can only be unlocked as a bonus action through the subclass, but it does allow the play to shoot at targets within 5ft and use their gun as a bludgeoning weapon with which they are proficient (1h 1d4 or 2h 1d6) or should they obtain a bayonet (dagger) to attach to a musket then as a piercing weapon (2h 1d8) with which they are proficient.
* **Heavy Armor** imposes a Disadvantage on Swim and Climb checks like it does stealth. This can be mitigated by certain armor sets and types.
* Things that are illuminated can still be seen while in Darkness so long as they are not obscured by some other means: ie physical object or spell effect.
We met for Session 0 on Monday and had a good time rolling up Characters over dinner. I would still like to grab 2 more players but can handle 4 which would be perfect in case people cannot make it. If anyone is interested?
Once you have a character you can sort of come and go within reason as you please as it is assumed there are more people on the ship or people might leave for a few weeks to hunt game, but we would like to get five solid players to keep the table consistent with two floating slots.
Currently we have 7 NPC colonists:
Cedric Monbos, Cobbler
Tunder Bauht, Musician and personal fav
Moyst Makkar, Weaver
Mariners Oppenheimer, Stablemaster
Surfet Dubulese, Brewer
Laurel Peterson, Smith
Rory Mistletoe, Gambler
More will be rolled once players are added based on their Charisma Modifier. The party of adventurers so far...
Torrey, a lightfoot Halfling Wizard from the Vault of Sages trying to find her friend Boris Buckley a bugbear whom the Vault raised from birth as an experiment to see whether the nature of bugbears was taught or something they were born with. During Session 0 she uncovered that the Vault agreed to let Boris go to the True World because they figured he'd die over there and it was an easy way to get rid of him now that their social experiment was complete. With nothing more than a book Boris left behind as a clue she booked passage and claimed a hammock in the belly of the ship near the toilets.
Adric, a Rogue with an guarded history whose mind is always churning out ways to leverage advantages when the opportunity presents itself. Through the gift of gab he was able to secure a better hammock near a window and a stove providing a welcome relief from the murky air of the ships belly but also warm as the ship transverses the ocean during the fall and winter months towards the True World.
Papapesto, a Triton Warlock whose soil was traded to a beast of the deep in exchange for the power of lightning, thunder, and storms! Swimming up from the deep he choose to make his destiny in the True World and claimed a hammock in the belly of the ship.
I am a DM and had a game I was running online but then I hooked up briefly, one of the players has hockey, and another went into the hospital. The group sort of died out and so I am hoping to reboot my game but maybe in person?
We have a few already but no one has rolled so everything is open. I am in Midtown East and we're starting next Monday the 11th from 6p-9p EST. Campaign some adult themes and I'll probably have a beer while we play thus the game is for ages 21+.
**CAMPAIGN HOOK**
*By Proclaimation of Lord Protector of Neverwinter Dagult Neverember*
*Second Chance Shipping Co. calls upon all noble and brave souls seeking to immortalize their name in the history books of Neverwinter, build bridges of peace abroad, and have a first claim on the bounties of a new land to contact our offices. We offer an initial retainer of to those who are without a criminal record as well as a work release program for those who seek to have their warrants and debts cleared.*
*The journey to Anchorome will take three months in fair weather. Upon landing colonists will be required to repair and reestablish the settlement of New Hym owned by Second Chance Shipping Co. Colonists will be required to pay for their passage and any supplies they purchase from Second Chance Shipping Co. either through an account of credit established by the company or independent means before the voyage, during the voyage, and by catalog upon settling. All product produced by the Colony will be the property of Second Chance Shipping Co. and will be transported at the liability of Second Chance Shipping Co. to the city of Neverwinter for exclusive sale.*
**OVERVIEW**
Disclaimer: Adventure May Contain Adult Language And Themes.
I read the Ironhelm series and wanted to do an American game so I started writing an adventurer in the True World which is basically the "New World" for Forgotten Realms. While Maztica, the setting of Ironhelm, is more central American, Anchorome is North American so imagine a New England environment. **Basically you're a group of adventurers hired to protect and organize a bunch of people colonizing Toril's version of New York.**
Generally not a lot is known about this region, infact it is nearly unmapped. An expedition from Baulder's Gate attempted to settle the same plot before the Spellplague (2e), but were allegedly eaten by cannibalistic Wild Elves who spoke a dialect of elvish not understood by other elves. However these tales could just be old sailor's myths as Baulder's Gate still mans Fort Flame a few weeks south from the location to be settled.
Will the party try to make peace with the Wild Elves or go to war with them? How will they survive? And did anyone actually bring the tools and have the ability to repair/build a town when they aren't adventuring for resources?
The first three sessions are mostly character building and group RP with limited encounters as players find their subclasses during the voyage to Anchorome afterwards it becomes a survival/colony builder with some pretty intense dungeons for the treasure hunter if the party can get a stable colony going. The first group to play this wasn't able to so rumors are abound that they company lost contact with the colony despite leaving them with a long range sending stone shortly after they were dropped off.
**CHARACTER BUILDING INFORMATION**
* DnDBeyond for Character Sheet, rolls, and I have maps in their VTT we can use.
* Level 1 Start, No homebrew without approval.
* Point Buy for Attributes
* Starting equipment, but you may exchange or purchase any common item including common enchanted items at 100gp each.
* Item weights as well as container max weights and ammunition will be tracked. *There is a great deal of survival aspect to this adventure and it can be hard to get replacement items unless you have the tools for it.*
* The cost of the voyage is equal to 91 days travel multiplied by you lifestyle, you may take out a loan from Second Chance Shipping Co to cover the travel cost or use your starting gold. The costs are as follows:
* Wretched - Must roll Stealth each day to not get caught, if caught will be sent to the brig or tossed overboard to die.
* Squalid - 9 gold 1 silver
* Poor - 18 gold 2 silver
* Modest - 91 gold
* Comfortable - 182 gold
* Wealthy - 364 gold
* Aristocratic- 9100 gold
* The party will be accompanied to the colony by a number of NPC commoners with random professions equal to the parties combined Charisma Modifier.
**APPROVED HOMEBREW**
* **Gunslinger subclass** is approved using the Exandria weapons, but the critical multiplier on all guns is increased by one ie ×3 and the critical threat on all guns are increased by one ie 19-20, this stacks with any ability or enchantment which extends the critical multiplier or critical threat range.
* New players may purchase a musket as part of their starting gear for 150 gold instead of the standard 300 gold.
* **Gunner feat** does not remove the reload time ie it will take an action and can only be unlocked as a bonus action through the subclass, but it does allow the play to shoot at targets within 5ft and use their gun as a bludgeoning weapon with which they are proficient (1h 1d4 or 2h 1d6) or should they obtain a bayonet (dagger) to attach to a musket then as a piercing weapon (2h 1d8) with which they are proficient.
* **Heavy Armor** imposes a Disadvantage on Swim and Climb checks like it does stealth. This can be mitigated by certain armor sets and types.
* Things that are illuminated can still be seen while in Darkness so long as they are not obscured by some other means: ie physical object or spell effect.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
Bump
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
We met for Session 0 on Monday and had a good time rolling up Characters over dinner. I would still like to grab 2 more players but can handle 4 which would be perfect in case people cannot make it. If anyone is interested?
Once you have a character you can sort of come and go within reason as you please as it is assumed there are more people on the ship or people might leave for a few weeks to hunt game, but we would like to get five solid players to keep the table consistent with two floating slots.
Currently we have 7 NPC colonists:
Cedric Monbos, Cobbler
Tunder Bauht, Musician and personal fav
Moyst Makkar, Weaver
Mariners Oppenheimer, Stablemaster
Surfet Dubulese, Brewer
Laurel Peterson, Smith
Rory Mistletoe, Gambler
More will be rolled once players are added based on their Charisma Modifier. The party of adventurers so far...
Torrey, a lightfoot Halfling Wizard from the Vault of Sages trying to find her friend Boris Buckley a bugbear whom the Vault raised from birth as an experiment to see whether the nature of bugbears was taught or something they were born with. During Session 0 she uncovered that the Vault agreed to let Boris go to the True World because they figured he'd die over there and it was an easy way to get rid of him now that their social experiment was complete. With nothing more than a book Boris left behind as a clue she booked passage and claimed a hammock in the belly of the ship near the toilets.
Adric, a Rogue with an guarded history whose mind is always churning out ways to leverage advantages when the opportunity presents itself. Through the gift of gab he was able to secure a better hammock near a window and a stove providing a welcome relief from the murky air of the ships belly but also warm as the ship transverses the ocean during the fall and winter months towards the True World.
Papapesto, a Triton Warlock whose soil was traded to a beast of the deep in exchange for the power of lightning, thunder, and storms! Swimming up from the deep he choose to make his destiny in the True World and claimed a hammock in the belly of the ship.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
hey i was wondering if you still have room im new to DnD