I'm interested, if there's still room. Here's Zephyr ap Gryfydd, air genasi rogue:
ddb.ac/characters/13634497/AWMVTc
Zephyr grew up not knowing his family, and resorting to his talents for breezing into a location, sizing the place up instantly, and returning later to re-locate items of interest and value into pockets and pouches to survive growing up alone. Eventually he came to the attention of Gryfydd, the hardened criminal equivalent of a town's alderman. Gryfydd took a liking to the devil-may-care attitude and airy banter Zephyr had in spades, so he took him under his wing and showed him how to capitalize on his talents for the benefit of all under Gryfydd's roof. Not a violent young man, Zephyr spent his formative years developing the skills he'd need to achieve his dream of becoming the best thief in the land and building a family of his own, just as Gryfydd had. Eager to see which way the wind was blowing, Zephyr is out in the world, looking for the right opportunity to get everything started.
This sounds like a good start, and a welcome break form the Sword coast for me. I have two characters that I would be interested in playing - a half-elf bard, and a Yuan-Ti Sorceror. I'll PM you details.
I'm looking forward to starting. So just a quick question since my Warforged has built in armor can I use the money from the price of the studded leather I would have gotten otherwise to buy other weapons since as of now I only have a dagger and light crossbow...
Also thanks to my Artificer's infusion I can replicate the Goggles of Night so that is why I added them as an item in the inventory.
Recruiting is now closed. The story will begin in roughly 24 hours July 5th after a long glorious day of treason making in the ungrateful colonies known as the Americas. Enjoy the day, if anyone has lore background questions, please ask before we begin for your backstory as Rasec as already done.
As a general reminder,
the starting level is 3rd. If you have not already done so - please adjust.
Everyone will have a starting allotment of an additional 200 GP reflecting money earned during travel and lifestyles, you are allowed to purchase additional equipment with this 200 GP.
All players may start with one Common Magical item. Please PM me which item you are taking for approval. Items that are basically guaranteed are Potions and Scrolls, items that alter score adjustments will most likely be denied at this stage of the campaign.
All players should PM me additionally with three magical items you would like to see during the campaign as potential quest rewards. Note that duplicate items are less likely to appear (ie: if everyone writes "I want a Belt of Storm Giant Strength" the chances are basically non-existent because of how rare the artifact is) Additionally items such as the Deck of Many Things, Luck Blade, or Ring of Three Wishes will not appear in the campaign. This applies to campaign unique items.
For all intents and purposes, the party has been randomly assigned to the same vessel which will set sail during the first session. Once the vessel leaves, this is most likely the last time you will ever be on this continent and anything you might have known will depart as well when you arrive wherever it is you are all going.
To this end, Player Death is semi-permanent until another PC learns the abilities to magically revive due to the limited resources of the expedition. There simply is not enough magical users naturally or any established divine presence that would normally support such services.
Cool with the two hundred gold I bought a rapier and Two Palm Pistols as they seem to be the closest to early guns I could find and still have 57 left over.
Rollback Post to RevisionRollBack
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Oh, already? I was hoping to post a character, but oh well. Good luck!
I'll allow one final entry bringing the party comp to 10, a high strength expeditionary cadre. Note that this also means engagements will be scaled higher as most 5e engagements are scaled around a party of 4-6.
Rollback Post to RevisionRollBack
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
Do certain firearms have multiple shots per reload, or no?
Is dual wielding pistols possible, or no?
(I know that normal 5e rules say only melee weapons can be dual wielded, but most firearm rules I've seen allow it.)
I was thinking of taking the Inheritor background and having a "unique"(only to my character, it would function the same as a normal gun) firearm as my inheritance. Would that be possible, and if so, what weapons would you allow that inheritance to be?
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
As per 5e rules, anytime you "trade in" or more properly, sell back an item, you receive only 50% of its listed price by default.
You can purchase Musket Balls and Powder (20) at 3 GP per set. They come in prepared wax capsules in a leather bandolier or case.
Blessed Silver Shot (20) at 10 GP per set. The weapon is treated as a Blessed or Silvered weapon for the effect of overcoming Immunity and Resistance on creatures with a Vulnerability to Silvered weapons.
The following items are available from the TotF Equipment Manifest in addition to the 5e setting at a 25% mark up of their existing template unless specified otherwise.
Barbed Arrow/Bolt (20) - On a Hit, the item embeds itself in the creature requiring a Medicine Check (DC 10) to remove. Prevents healing until removed from non-magical sources. Magical sources will seal the missile inside the wound causing 1d4 Piercing damage per round until removed. Constructs and creatures immune to Piercing damage are not affected.
Bleeding Arrow (1) - On a Hit, the item bursts into multiple fragments inside the creature dealing an additional Damage Die. Additionally, a result of a 1 or 2 can be re-rolled once on the damage die. Constructs and creatures immune to Piercing damage are not affected.
Flight Arrow (20) - A weapon using this munition has its effective range doubled but its damage die decreases by one interval. For example a D8 becomes a D6.
Incendiary Arrow/Bolt (20) - On a Hit, the targeted creature must succeed on a Dexterity Saving Throw (DC 8 + Proficiency of Attacker) or be set on fire. A creature which is on fire must use their Action, submerge itself into running water, or have the Help Action used on them to extinguish the flames. At the beginning of each turn, the fire deals an additional d4 of Fire damage. Constructs and creatures immune to Fire cannot be set on fire.
Lodestone Arrow (1) - 25 GP - On a Hit, the munition attaches itself to the creature granting Advantage on all Ranged attacks against the affected creature until the end of your next turn. The arrow does no damage.
Pheromone Arrow (1) - On a Hit, the munition releases pungent pheromones on the affected creature making it easier to track. All Survival checks made to locate the creature are at Advantage for the next 24 hours. If the affected creature is submersed in water or 24 hours expires, the effect ends.
Smoke Arrow (1) - On a Hit, the munition releases a radius 10 smoke cloud obscuring all vision. Any creature which relies on Line of Sight cannot pierce through the area for 1d3+3 Rounds. High wind or similar atmospherics will disperse the effect faster similar to the mechanics for other aerial compounds and spells which are not static.
Splintercloud Arrow (1) - On a Hit, the munition explodes into multiple smaller shards hitting all creatures within 5 feet of the initial target. An affected creature may make an Dexterity Saving Throw (DC 8 + Proficiency of Attacker) to take Half damage.
Tanglefoot Arrow (1) - On a Hit, the munitions casing breaks to release a rapidly expanding organic cyst which wraps around its target. The affected creature must make a Dexterity Saving Throw (DC 10 + Proficiency of Attacker) or be Grappled and Restrained. Only another creature may break out the affected creature from the Tanglefoot. The cyst deteriorates after 1d3+3 Rounds.
Thistle Arrow (1) - On a Hit, the munition delivers a concentrated dosage of poison that has been loaded into the missile before firing. The affected creature must make an associated saving throw as per the poison loaded. Each arrow can only hold a single dosage of poison. Must be loaded with a liquid poison.
Weighted Arrow/Bolt (20) - This missile has half the effective range of its parent weapon. On a Hit, the affected creature must make a Strength Saving Throw (DC 10 + Proficiency of Attacker) or be knocked prone.
Whistling Arrow (20) - This missile has the following passive effect. All creatures which can hear the weapon fire (standard range of weapon) must succeed on a Wisdom Saving Throw (DC 8 + Proficiency of Attacker) or be Frightened until the end of their next turn. The wielder of the weapon does not need to make a Save.
Rollback Post to RevisionRollBack
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
Do certain firearms have multiple shots per reload, or no?
Is dual wielding pistols possible, or no?
(I know that normal 5e rules say only melee weapons can be dual wielded, but most firearm rules I've seen allow it.)
I was thinking of taking the Inheritor background and having a "unique"(only to my character, it would function the same as a normal gun) firearm as my inheritance. Would that be possible, and if so, what weapons would you allow that inheritance to be?
Any weapon which has the Loading property has only one shot unless it is followed by a number, representing the amount of rounds the weapon can hold at once before it must be reloaded. For example a weapon with Loading 2 can hold a maximum of 2 rounds of ammunition at once. If fully loaded, it can fire twice before needing to be reloaded. Regardless of the amount missing, a weapon with the Loading property, you can only ever fire once regardless of the number of attacks you have with that weapon unless you are Two-Weapon fighting or it has multiple rounds.
Any weapon which has the Light property benefits from the Two-Weapon fighting rules, regardless if the other weapon supports it. For example if you have a Shortsword and a Pistol, the Pistol can still be used because the other weapon is a One-Handed weapon. All rules governing Two-Weapon fighting still apply.
See original posting.
Rollback Post to RevisionRollBack
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
Alright so I can just use one of the other pistols and then edit it with the stats you gave. Or since that doesn't seem to work does Anyone know how to set up a custom item?
If my character has simple weapons proficiency, does that apply to say, a pistol? Or is there special proficiency for guns?
Firearms have their own Proficiency. I would rule however that Fighters would start with it in addition to Gunslingers (pending on what archetype you go since there is a Gunslinger for Rogue and Ranger as well).
Additionally, you can passively learn or take the feat to pick up Firearm Proficiency. Training won't require a Feat to be spent but costs in game currency and time with a DC check at the end to see if you pick it up.
Rollback Post to RevisionRollBack
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
I'm interested, if there's still room. Here's Zephyr ap Gryfydd, air genasi rogue:
ddb.ac/characters/13634497/AWMVTc
Zephyr grew up not knowing his family, and resorting to his talents for breezing into a location, sizing the place up instantly, and returning later to re-locate items of interest and value into pockets and pouches to survive growing up alone. Eventually he came to the attention of Gryfydd, the hardened criminal equivalent of a town's alderman. Gryfydd took a liking to the devil-may-care attitude and airy banter Zephyr had in spades, so he took him under his wing and showed him how to capitalize on his talents for the benefit of all under Gryfydd's roof. Not a violent young man, Zephyr spent his formative years developing the skills he'd need to achieve his dream of becoming the best thief in the land and building a family of his own, just as Gryfydd had. Eager to see which way the wind was blowing, Zephyr is out in the world, looking for the right opportunity to get everything started.
This sounds like a good start, and a welcome break form the Sword coast for me. I have two characters that I would be interested in playing - a half-elf bard, and a Yuan-Ti Sorceror. I'll PM you details.
Bring out your inner chatacter class...
Fallen Aasimar Warlock (Hexblade): https://ddb.ac/characters/13211155/R6cNSe
Will write backstory tomorrow.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
FYI: starting level is 3. Same for @Hambergler
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3
I'm looking forward to starting. So just a quick question since my Warforged has built in armor can I use the money from the price of the studded leather I would have gotten otherwise to buy other weapons since as of now I only have a dagger and light crossbow...
Also thanks to my Artificer's infusion I can replicate the Goggles of Night so that is why I added them as an item in the inventory.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Recruiting is now closed. The story will begin in roughly 24 hours July 5th after a long glorious day of treason making in the ungrateful colonies known as the Americas. Enjoy the day, if anyone has lore background questions, please ask before we begin for your backstory as Rasec as already done.
As a general reminder,
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3
Cool with the two hundred gold I bought a rapier and Two Palm Pistols as they seem to be the closest to early guns I could find and still have 57 left over.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Oh, already? I was hoping to post a character, but oh well. Good luck!
"Ignorance is bliss, and you look absolutely miserable."
I'll allow one final entry bringing the party comp to 10, a high strength expeditionary cadre. Note that this also means engagements will be scaled higher as most 5e engagements are scaled around a party of 4-6.
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3
Thanks a lot! I've actually been working on a campaign setting that I think is similar to this, so it'll be fun to see how this goes!
I'll play a Kenku Fighter(Gunslinger) named *gunshot noise*
Ill make the sheet soon, and add flavor as well later.
"Ignorance is bliss, and you look absolutely miserable."
Oh boy. Here comes a bunch of questions(sorry).
Would we be using DMG or Criticale Role firearm rules?
Which guns would be available as starting equipment?
And am I allowed to trade in starting weaponry and equipment that I don't need or want for equivalent gp cost?
"Ignorance is bliss, and you look absolutely miserable."
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3
Oh boy, more questions(sorry!)!
Do certain firearms have multiple shots per reload, or no?
Is dual wielding pistols possible, or no?
(I know that normal 5e rules say only melee weapons can be dual wielded, but most firearm rules I've seen allow it.)
I was thinking of taking the Inheritor background and having a "unique"(only to my character, it would function the same as a normal gun) firearm as my inheritance. Would that be possible, and if so, what weapons would you allow that inheritance to be?
"Ignorance is bliss, and you look absolutely miserable."
You can purchase Musket Balls and Powder (20) at 3 GP per set. They come in prepared wax capsules in a leather bandolier or case.
Blessed Silver Shot (20) at 10 GP per set. The weapon is treated as a Blessed or Silvered weapon for the effect of overcoming Immunity and Resistance on creatures with a Vulnerability to Silvered weapons.
The following items are available from the TotF Equipment Manifest in addition to the 5e setting at a 25% mark up of their existing template unless specified otherwise.
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3
The guns you have do they need to be custom items since some don't show up in of the list of available weapons?
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Correct, they are custom weapons due to the fact D&D Beyond does not allow Homebrewed equipment, only magic items.
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3
Alright so I can just use one of the other pistols and then edit it with the stats you gave. Or since that doesn't seem to work does Anyone know how to set up a custom item?
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
If my character has simple weapons proficiency, does that apply to say, a pistol? Or is there special proficiency for guns?
Firearms have their own Proficiency. I would rule however that Fighters would start with it in addition to Gunslingers (pending on what archetype you go since there is a Gunslinger for Rogue and Ranger as well).
Additionally, you can passively learn or take the feat to pick up Firearm Proficiency. Training won't require a Feat to be spent but costs in game currency and time with a DC check at the end to see if you pick it up.
Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force
"THE PLANET BROKE BEFORE THE GUARD DID!"
https://discord.gg/MvqcEN3