Humans, dwarves, elves, and their ilk, collectively called Gaians, have always terrorized your people. They call you a monster, but they've robbed your people of gold, prized weapons, and family heirlooms. After centuries of fighting, they have driven you from your homelands to build kingdoms of their own. Hope was lost until the foundation of the first city to welcome the "non-desirables." Dorborden, called by humans as the City of Monsters, came to be in the last century or so.
Dorborden is a symbol of hope that shines in the dark age of Gaians. It stands as a Republic that seeks to give refuge to Oetheans like yourselves. Baba Aga, an ancient hag, founded Dorborden and freely invited all Oethean's to help her create a paradise for all the 'monstrous' races to live in peace.
However, on the horizon, it seems as though there is a split on thoughts with how to handle the Gaian threat. Should Dorborden continue to stand on it's own? Should they retake lost homelands? Or should they go even further and wipe Gaians from the face of Oethea itself?
The outcome depends on you...
Below is a message from Baba Aga.
Oethea is the world all beings inhabit. She nurtures her children, and gave them a place to thrive. The dark woods hold spirits and whispered secrets. The mountains boast arcane power to those unafraid to seek it. The waters breathe life onto shores and ensures us stability when the land cannot. Oethea is truly a mystical world of wonder and magic.
However, as time progressed, Oethea's children began to war with one another. Her nomadic, tribal, and free people came under attack by those who organized themselves by rule of law. The child of law attacked the freefolk and robbed them of their heirlooms, their precious metals, and their lives. Man destroys the land everywhere they go, and does not replenish Oethea. They steal from her. They called themselves more civilized. Educated. But there are those of us who understand what lies in the heart of Man...
Greed. Pride. Wrath. An unquenchable thirst for power. Our people know these emotions, and have largely mastered them. Man... has not.
With their superior numbers and organization, they have nearly annihilated the freefolk. Some of our most ancient and noble allies have reached diminutive numbers... or have simply been hunted to extinction. The children of Oethea, of the true Oethea, weep. They feel helpless as they are slaughtered for their few valuables... as they are executed just so they can have the experience of having done so.
Many of our kind have taken to attacking them, stealing from them - kidnapping their wives, their children. Some of them have even aligned themselves with the most evil and vile members of those races... hoping they might tip the balance of the scales in their people's favor.
I offer a different solution...
Children of Oethea, the time has come for us to stop thinking of ourselves as apart from one another and come together in this great time of strife. As our champions fall and our lands are taken, ravaged by what man brings, we must change our thinking. We must form our own civilization... We must unite against our common enemy. Through the dark times that bind us, let the darkness take us. Let Oethea share with us her secrets, both natural and arcane. Oethea has chosen us to guard her. Oethea favors us over men.
Come, let us make our mother proud.
-
Baba Aga (Her impassioned message to the invited leaders of various races, tribes, etc)
10/22/17 * Added new world map. * Added rules about Living Expenses and Information gathering to Rules Section. * Added new details about areas in Oethea. * Will continue to add maps and details as time goes on. * Will add a section about myths, legends, and religions with player input (particularly on religions).
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
This post has potentially manipulated dice roll results.
Rules
The following are the rules for posting and playing in this game. Please read these rules carefully and follow them as you best can. Always feel free to ask questions or for clarification on rules.
Posting and Rules
There are two modes for the thread. A "downtime" mode and an "event" mode. Posting rules are more lax this time around, but the expectation is that you will make some number of posts every week.
Downtime
When we are in a "downtime" mode, there are no limits on posting outside of common sense. Example: If you are interacting with each other, feel free to do so as much as you want. However, if you are interacting with an NPC controlled by me, you may need to wait for a reply (I will typically try to have responses ready promptly).
Here are some activities you can do during downtime:
roleplay freely
do a job (mundane stuff, not quest stuff)
information gather
work on a trade, skill, etc
serve jail time (it could happen!)
craft things (eventually moving onto crafting magic items)
probably more I am not thinking of! (always ask!)
DO NOT IGNORE EACH OTHER. If someone is trying to interact with you, do NOT ignore them (the player). Now, if your character would ignore their character, then roleplay that out in the thread, but DO NOT skip their posts! If you were interacting with a player during downtime and they have not responded yet, GIVE THEM TIME TO RESPOND. At least wait a day before moving on.
Event
When we are in an "event" mode, we enter a post restriction state as described in the recruitment thread. You may post ONLY TWICE and then must wait to post again until everyone has posted at least once. This gives everyone a chance to respond to posts, things going on around them, etc. If you break this rule a few times, you will be given a warning. If you break this rule enough times after a warning, then you will be asked to leave.
Events will consist of things like:
Leaving Dorborden together to quest/explore/etc
Literal in-game events occurring, such as Walpurgisnacht
Special moments that require everyone's attention
When we enter combat, we will only post according to initiative. NO SKIPPING TURNS, unless the DM allows it (aka someone disappeared/planned absences/etc.).
You will know when we are in downtime and when we are in event states because I will announce it in big letters. Things like "It is now downtime." or "Event Start!"
Here are some rules for how I would like posts to look:
All posts should be in the third person. I do not care about your tense as long as I can read it!
Use "Quotations" when you speak. Pick a color and use that color for your speech. This makes posts easier to read and see who is talking.
Sentences should be complete. No chatroom speak or excessive use of shorthand.
Most rolls will occur in the thread. There may be moments, for the sake of secrecy, you may be asked to roll in private. I'll provide direction on when this happens. 😃
Keep most OOC to the OOC thread aside from leaving quick questions or statements inside of (parenthesis).
When using abilities, please provide the tooltip for ease of access!* (Example in spoiler)
How do the tooltips/links to spells etc work?
D&D Beyond offers the ability to link certain aspects on the forum in mouse-over triggered tooltips, such as magic items, monsters or combat actions - examples being Adult Black Dragon and dash. To create tooltips in this way as these, use the appropriate [tag][/tag] around the desired subject.
Example: [ magicitem]sunblade[/ magicitem] (Without spaces within the [ ] brackets.)
When in combat, you can roleplay out what you are doing, but please have a summary similar to this:* (Example in spoiler)
With an encouraging shout, Nox emboldens Dox. "Don't give up, he's on the ropes!" She reaches out her hand, and fire pours outwards, engulfing the Gaians.
Bonus: healing wordtargeting Dox, healing 8 hp Action: burning hands at the Gaian group, dealing 4 Movement: Step to Dox's right-hand side, blocking the door
(OOC:This was Nox's last spell slot for the day, so she's out of healing magic)
*If you are posting by phone, you can ignore these rules, however, know that the DM has FULL discretion to interpret your actions in battle and retconning will NOT OCCUR if I misunderstood your actions. This will probably mostly apply to movement rather than spells/attacks/abilities. I have no proof anyone is playing by phone, so I will just trust you. Just know the risks!
Absences
If you are going to be absent and know you will be absent, you can let me know! If you are going to be absent you can choose to either: let another player control your character, let me control your character, or opt to have them mysteriously not talk or do anything then retcon yourself back into the narrative when you come back. We have options.
In the case of an emergency, such as someone mysteriously vanishing for a few days, the DM will assume control of the PC but manipulate them mostly mechanically. During downtime periods, they will be thought 'sick' and be unavailable for interactions, but will still come along for quests/missions/exploration.
If you are missing for three days straight w/o letting anyone know about it, I'm going to be worried! If an entire week goes by, your character will be made inactive. If TWO whole weeks go by and no one hears from you, you will be assumed to have dropped from the game.
Homerules
Here are a list of homerules I am applying for certain:
You MUST BE PROFICIENT IN A SKILL TO ROLL IT unless I direct you otherwise. Exceptions: History, Intimidation, Persuasion, and Religion. However, if you roll for an exception History or Religion check, and I have determined beforehand there is no way your character would know anything about it, your character will NOT KNOW anything even if you roll a 20. Only trained characters will be able to attempt to know obscure facts and the like.
Until you reach level 3, you cannot take a short rest to regain spell slots! You must have a long rest to regain the spell slots. Be careful how you spend your spells.
You cannot expend a hit die to heal up during a short rest unless someone in the party uses up a charge of their healer's kit.
PC and low-level NPC magical healing gives you a second wind to keep fighting, however, it doesn't permanently heal the damage. Depending on the severity of the damage, your character may need extra rest to recover. This will be determined by the DM.
If you take especially grevious wounds, as determined by the DM (typically, when you are CRIT in the face, fall to 0 and survive, or fail one or two of your death saving throws by a lot - then I will roll and see if you are afflicted with such a wound), you may experience a lingering injury, such as losing an eye or breaking a rib. Medicine checks or seeing a doctor will let you know how to treat such an injury.
I am going to be looking at and possibly changing the charges you have on healing kits. I will also be looking at the other kits (adventuring kit, disguise kit, etc) and giving them charges as well. (More will be explained later.)
There may be some magic restrictions on a few choices -- will let you know and work with you when I have that restriction list.
We will have skill challenges! This is something I am bringing over from 4e, which I thought was kind of smart and fun. I will inform everyone when a skill challenge is beginning. To defeat a skill challenge, you must reach X successes before achieving three failures. The harder the challenge, the higher number of successes required. I will let you know the number of successes needed. I will let you know which skills may be relevant. You will be rewarded for completing skill challenges, although sometimes that reward may be just surviving. Special rule: You cannot roll the same skill TWICE.
The Mystic and Artificer are both classes that aren't official yet. I reserve the right to buff or nerf your abilities should it seem they need more work. I will always discuss this with you first but know it could happen.
Inspiration maxes at three instead of one. Also, you can use Inspiration on any d20 roll before or after you see the die, but before I say the result. If you feel you rolled poorly, you can quickly make another post, mean that you are using inspiration, and attempt another roll. However, if I post before you can do that, then the first roll will stick. No need to use roleplay for the inspiration roll if you don't want to.
Skill Changes and Literacy
Medicine is now an Intelligence skill.
Religion is now a Wisdom skill.
Literacy - if you have proficiency in one of the following skills, you are literate, otherwise, you can’t read or write clearly and must roll Intelligence if you want to try and read a letter or a sign.
The skills are: Arcana, History, Medicine, Religion and Nature.
Restricted or banned Spells
The following spells are unavailable for your selection. The spells on the ban list are, for the time being, completely outside your grasp. The spells on the restricted list are available via quest. If you are interested in picking up a restricted spell, let the DM know so that it can be worked out how your character will learn the spell. Exceptions are made for classes that gain the spells AUTOMATICALLY, for example, through a Warlock Pact.
Some items have simply been removed, either because they are considered redundant or useless by the DM. If one of the removed items holds special interest to you, consult the DM and we may be able to work something out. The following are removed:
Brewer’s Supplies
Calligrapher’s Supplies
Carpenter’s Tools
Cobbler’s Tools
Glassblower’s Tools
Jeweler’s Tools
Herbalism Kit
Mason’s Tools
Navigator’s Tools
Painter’s Supplies
Poisoner’s Kit
Potter’s Tools
Weaver’s Tools
Woodcarver's Tools
Miscellaneous Changes
Resistance and Vulnerability Rather than work how it typically works in 5e, resistance and vulnerability will reduce damage by specific increments. Low level creatures with resistance will no longer automatically be able to resistant half damage or take 2x as much damage. Instead, the following will be employed.
Resistance Level
Effect
Resistance 1
Resists .25 of the damage (rounded down)
Resistance 2
Resists .50 of the damage (rounded down)
Resistance 3
Resists .75 of the damage (rounded down)
Vulnerability Level
Effect
Vulnerability 1
Deal extra full 1 die of damage
Vulnerability 2
Deal extra full 2 die of damage
Vulnerability 3
Deal extra full 3 die of damage
Tool Upkeep All tools, such as thieves’ tools, cook’s utensils, alchemist’s supplies, etc. have 20 uses before they require upkeep costs. The upkeep cost is equal to a fourth of the price rounded up.Once you have paid the upkeep cost, the tool is like brand new. Any item that is used for a profession outside of adventuring falls under this requirement.
Equipment Packs All equipment packs, such as Burglar’s Pack and Climber’s Kit, have 15 uses in which you can pull out any item in its listing for use in the adventure and exploration. For example, say your character has already exhausted all the torches they would normally get in their pack. Instead of having to buy more torches for your Monster Hunter’s Pack, you can pull out a fourth torch. After you have expended 15 uses you must repurchase the pack. This may be tweaked if it proves either overwhelming or underwhelming.
Healer’s Kit In addition to what it already does, having proficiency in Healer’s Kit allows you to turn any magical healing permanent. It costs 1 action and bonus action in battle to do this. It retains its 10 uses.
Lifestyle Costs
For each day spent in Dorborden, each character must pay Lifestyle Costs as a way of abstracting the individual costs of lodging and food. Provided below are a series of possible scenarios and their associated costs. (Special: cost of living is mysteriously suspended while you quest... this may change if it is too lax.)
Homelessness: Benefits: -1d12 on Information Gathering related checks. (Ex: Investigation or Persuasion) Daily Cost: 0 GP.
Shantytown Living (Outermost areas around Dorborden): Benefits: -1d6 on Information Gathering related checks. (Ex: Investigation or Persuasion) Daily Cost: 1 GP.
Apartments/Shared Living Spaces(Outside the wall): Benefits: +1d4 on Information Gathering related checks. (Ex: Investigation or Persuasion) Daily Cost: 3 GP.
Your own home (Outside wall): Benefits: +1d6 on Information Gathering related checks. (Ex: Investigation or Persuasion) Daily Cost: 5 GP.
Apartments/Shared Living Spaces (Inside wall): Benefits: +1d8 on Information Gathering related checks. (Ex: Investigation or Persuasion) Daily Cost: 10 GP.
Your own house (Inside wall): Benefits: +1d10 on Information Gathering related checks. (Ex: Investigation or Persuasion) Free “Basic Services”. Daily Cost: 50 GP.
Information Gathering
Adventurers can spend downtime and GP to gather information, hear rumors, or find quests in addition to those discovered on job boards or handed to them by essential NPCs. When a character is information gathering, please indicate they are doing so in the post with a note of some kind, and indicate the sort of information the character is seeking. For example, (Nox is Information Gathering for different quests./ Nox is Information Gathering for a lead on a cool magic item.) The DM will then help guide the character to various NPCs or locations where they may need to do a series of checks to receive the information. Characters searching for information may receive bonus or penalty die from their living expenses and a +1 bonus per 10 GP spent on this activity.
With a series of failures, the Character may suffer either:
Learning a rumor which gains them no useful information.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
In Oethea’s Chosen, it is possible for characters to craft items. This includes, potions, poisons, weapons, armor, and more. This can be a source of income or even for your own use. All crafting requires proficiency in a particular tool at the very least. The tools that have not been removed that do not lend themselves to crafting are still capable of producing great results if you spend time on them. The exception to any changes made are Thieves’ Tools, which are handy for a lot of things and didn’t need any reworking. The opportunities to use these tools will differ, but I hope the outcomes are exciting and add to your pleasure in this game.
Please note: All information here is subject to change. If things are too hard, too easy, or player input leads to some insight, changes can be made. This is at the discretion of the DM.
Alchemist Supplies:
Requires proficiency in Alchemist Supplies and the Nature Skill. If you start with proficiency in both, than your character automatically receives an alchemy book. If instead you later gain proficiency in both, you must go out and acquire an alchemy book for a price.
Once during a short rest, you can create any potion, poison, or bomb from recipes you collected in your alchemy book. In order to create concoctions, you must have the required materials, an empty and small container and the required plants. You can create a number of concoctions equal to your Nature skill modifier during downtime.
Gathering - During downtime, you may spend an hour at minimum to gather plants. The plants available to you depends on the area you are in. You gather a number of plants equal to your Intelligence modifier (minimum of 1). You can gather plants this way a number of times a day equal to your Proficiency bonus. For example, if your Intelligence mod is 2 and you have a Proficiency bonus of 3, you can gather 6 plants in a single day.
If you are gathering plants out in the wilderness, there is a chance you may get into a random encounter. This is not limited to wild battles, but could include other events. Plants can also be purchased in towns.
Concocting - To create a concoction, you must have the required plants and containers. Every recipe you gain will tell you the plants needed, and you may make notes in your alchemy book about where you have found the required plants or find notes on the usual locations. Creating a coction successfully requires a Nature check vs the concoction’s Nature DC.
Eureka! - You are allowed to mix random plants together and see what you get. It still requires a roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Concoction DC - Not to be confused with the creation of concoctions, this specifies when you use a concoction versus another creature. You determine the DC of the save with this equation:
8 + the alchemist’s Nature modifier + the alchemist’s Proficiency bonus
If you created a character already proficient in both Nature and Alchemist Supplies, add the following concoctions and notes to your alchemy book.
Concoctions:
Potion of Recovery - Requires 3 Sun Tea Leaves and a DC 10 Nature check to make. This potion is considered common.
After drinking this potion the regenerative qualities of the body will strengthen allowing the body to treat its own wounds, however, in order for it to work the drinker must spend 8 hours in bed as the potion takes effect. The drinker then at the end ot the 8 hours can make a Constitution saving throw against the base DC of the wound, on a success the wound has been healed successfully, on a fail the wound remains. This counts as true healing and bypasses the need for a doctor.
Night Kiss - Requires 2 Puchshroom and a DC 10 Nature check to make. This poison is considered common.
This poison is administered as a poisonous gas that occupies a 5ft space. Once the poison is breathed in, those occupying the space must make a Constitution saving throw against your Alchemy Concoction DC, on a fail the drinker falls asleep after 5 minutes, they stay asleep for 1 hour or until woken up by physical pain.
Smoke Bomb - Requires 2 Ucrea Nuts and a DC 10 Nature check to make. This bomb is considered common.
Thrown to a distance of 20 feet, and spreads 10 feet in every direction (total area of 20 by 20 feet). The smoke obscures and blocks vision in the area for 30 seconds, any attempt to shoot someone inside or beyond it (while the attacker is outside of it) will disadvantage to the attack roll. Fighting inside the smoke will have no negative effects as both the attacker and the attacked can’t see very well.
Plants:
Sun Tea Leaf - A type of herb found in most forests. Favors sunny areas.
Puchshroom - A type of mushroom found in most forests and jungles. Favors moist areas.
Ucrea Nuts - A type of seed found in most deserts and wastelands. Favors sunny areas.
Smith’s Tools:
Requires proficiency in Smith’s Tools and the Athletics Skill. If you start with proficiency in both, than your character automatically receives a runic book. If instead you later gain proficiency in both, you must go out and acquire a runic book for a price.
During downtime, you can spend time working on creating weapons/armor or adding runes to already existing weapons/armor. You can spend a number of hours working on smelting and/or creating weapons/armor and/or imprinting a rune on a weapon/armor equal to your Athletics skill modifier.
Gathering - During a short rest or downtime, you may spend an hour to gather minerals and gemstones. The minerals and gemstones available to you depends on the area you are in. You gather a number of minerals equal to your Strength modifier (minimum of 1). You can gather minerals and gemstones this way a number of times a day equal to your Proficiency bonus. For example, if your Strength mod is 2 and you have a Proficiency bonus of 3, you can gather 6 minerals and gemstones in a single day.
Gathering minerals and gemstones out in the wilderness, there is a chance you may get into a random encounter. This is not limited to wild battles, but could include other events. Minerals and gemstones can also be purchased in towns. It is possible to pull minerals and gemstones from other equipment or items.
Smelting - During downtime, you may smelt minerals into bars. You can smelt a number of bars equal to your Athletics skill modifier x 2.
Eureka! - You are allowed to smelt or smith random materials together and see what you get. It will still require the usual roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Rune Etching - During downtime, you may etch runes onto weapons/armor. You require specific gemstones or minerals to forge into the runes.
The following information is recorded in all beginning level rune books.
Known runes/enhancements. More can be discovered. Runic Material, their properties, their DC, and crafting points needed.
Runic Material
Property
DC
Crafting Point
Silver
Adds “Silver” property.
15
10
Malachite
Adds “+ 1d4 Necrotic damage”.
15
10
Tiger Eye
Adds “+ 1d4 Fire damage”.
15
10
Azurite
Adds “+ 1d4 Water damage”.
15
10
Smithing - To create a weapon/armor, you must have the required number of bars and access to a forge. Weapons/armors can be created with any mineral, giving them different properties.
To successfully craft an item, you must accumulate a number of Crafting Points toward your project. You gain a number of Crafting Points every hour you smith which must be rolled for. The number of points is determined by determining how well you do against the DC of the item you are attempting to craft.
Item Type
Crafting Points Needed
DC
Armor
Varies
= to its AC
Shield (Small)
5
12
Shield (Large)
10
14
Weapon
Varies
= to its damage die + 8 (if 2d8, only use d8 in calc)
Detailed Information:
Smelting Bars (List only shows minerals known to players at start of game, more added later)
Mineral Type
Amount needed to form bar
Any Additional Materials
Iron Ore
1
Steel Bar
Iron Ore, Coal
Mythrol Ore
5
Points gained during smithing, must roll each hour you spend smithing
Roll Result
Crafting Points Gained
Critical Failure (1 on die)
No points awarded, lose half of your materials
Below DC
No points awarded
At DC to 3 points over DC
1 Point Awarded
4 points or + over DC
2 Points Awarded
Critical Success (20 on die)
3 Points Awarded + double your proficiency bonus on the next check you make with Smith’s Tools
Specific Crafting Points Required for Gear Listed in Basic Rules/PHB
Item Type
Crafting Points Required
Materials Required
Simple Weapons (Melee) - d4 damage
1 Crafting Point
1 bar
Simple Weapons (Melee) - d6 damage
2 Crafting Points
2 bars
Simple Weapons (Melee) - d8 damage
3 Crafting Points
3 bars
Simple Weapons (Ranged) - d4 damage
3 Crafting Points
1 bars
Simple Weapons (Ranged) - d6 damage
4 Crafting Points
2 bars
Simple Weapons (Ranged) - d8 damage
6 Crafting Points
3 bars
Martial Weapons (Melee) - d4 damage
2 Crafting Points
2 bars
Martial Weapons (Melee) - d6 damage
3 Crafting Points
3 bars
Martial Weapons (Melee) - 2d6 damage
4 Crafting Points
4 bars
Martial Weapons (Melee) - d8 damage
6 Crafting Points
6 bars
Martial Weapons (Melee) - d10 damage
7 Crafting Points
7 bars
Martial Weapons (Melee) - d12 damage
8 Crafting Points
8 bars
Martial Weapons (Ranged) - 0/1 damage
2 Crafting Points
2 bars
Martial Weapons (Ranged) - d6 damage
12 Crafting Points
6 bars
Martial Weapons (Ranged) - d8 damage
16 Crafting Points
8 bars
Martial Weapons (Ranged) - d10 damage
20 Crafting Points
10 bars
Medium Armor (Chain Shirt)
5 Crafting Points
3 bars
Medium Armor (Scale Mail)
7 Crafting Points
5 bars
Medium Armor (Breastplate)
15 Crafting Points
10 bars
Medium Armor (Half Plate)
20 Crafting Points
15 bars
Heavy Armor (Ring Mail)
10 Crafting Points
12 bars
Heavy Armor (Chain Mail)
17 Crafting Points
19 bars
Heavy Armor (Splint)
25 Crafting Points
27 bars
Heavy Armor (Plate)
40 Crafting Points
42 bars
Known minerals, there are others waiting to be found!
Mineral Type
Weapon Effect
Armor Effect
Misc
Iron
-1 to Damage Rolls
-1 to AC
More likely to break after extended use
Steel
None
None
This is the standard, all items made with steel are simple as they appear in PHB
Mythrol
Heavy weapons lose “Heavy.” Any weapons not alright light gain “Light.”
No Strength requirement to wear. Medium armor made of Mythrol allows up to +3 from Dexterity instead of +2. Shields gain “Light” property.
Weight of all items crafted with Mythrol weigh half as much as listed in PHB rounded down.
Cartographer’s Supplies:
Requires proficiency in Cartographer’s Supplies and either the Nature Skill or Survival Skill. If you start with proficiency in both, than your character automatically receives a map to a treasure that is randomly determined by the DM. If instead you later gain proficiency in both, you must go out and acquire a treasure map through a quest as determined by the DM.
Once during a short rest, you can create any potion, poison, or bomb from recipes you collected in your alchemy book. In order to create concoctions, you must have the required materials, an empty and small container and the required plants. You can create a number of concoctions equal to your Nature skill modifier during downtime.
Map Making on the go - During a short rest, you may create a crude map of the area as you explored it. You must succeed a DC check on your Cartographer’s Supplies to create a good map. If you do so, whenever you travel the area again, tracking a target through the area, or otherwise making a decision which involves the geography or layout of the land, you gain double your proficiency bonus to all related rolls. This can include skill checks such as: Nature, Survival, Insight, Stealth, and possibly more.
Map Making downtime - During downtime, you can take any crude maps you have created and expand upon them. You must succeed a DC check on your Cartographer’s Supplies inside of a library or other place of knowledge (or acquire at least 2 books on the area you just visited) to create a finished map. Depending on the level of success, you may learn valuable information or be able to sell the map for gold or influence.
Map Reading - At any time outside of combat or a skill challenge, if you already have a map of the area you may double your proficiency bonus when rolling to check Nature or Survival about the area’s geography and pathways.
Possible gold to be made and DCs:
Area Type (Determined by DM)
DC on Go
Possible Gold Gains
DC on Downtime
Time Cost
Small
10
1d4 gold
8
2 hours
Medium
14
1d6 gold
12
4 hours
Large
18
2d8 gold
16
6 hours
Extra Large
22
2d10 gold
20
8 hours
When rolling for downtime:
Rolled +4 more than needed to beat DC
Rolled +8 more than needed to beat DC
Roll Critical Success (20 on die)
Gain permanent advantage on all Nature, Survival, History, and Insight checks about the area.
Gain permanent advantage as listed previously, but also gain an insight into the area.
Gain everything as listed previously, AND gain influence for a plot point.
Cook’s Utensils:
Requires proficiency in Cook’s Supplies and either the Nature Skill or Insight Skill. If you start with proficiency in both, than your character automatically receives a cookbook. If instead you later gain proficiency in both, you must go out and acquire a cookbook.
Once during a short rest, you can create any simple recipes you collected in your cookbook. In order to create meals, you must have the required materials. You can create a number of meals to stow for later equal to your Wisdom ability modifier x 2 modifier during downtime.
Cooking meals can yield different results depending on your skill check using the Cook’s Utensils and what sort of spices/toppings you use.
Campfire Cooking - During a short rest, you can create a simple meal provided that you have the appropriate ingredients on hand and, depending on the meal, a campfire. As long as you have enough ingredients, you can create enough portions for the entire party.
Cooking(general) - During downtime, you can create simple, filling, or exquisite meals provided that you have the appropriate ingredients and, depending on the meal, access to various large tools, such as ovens, stoves, or fire.
Eureka! - You are allowed to cook random ingredients together and see what you get. It will still require the usual roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Type of meals
Meal Type
Duration
DC Check
Time Cost
Simple
Staves off hunger*, applies “full” for 1 encounter.
8
30 minutes
Filling
*, applies “full” for half day.
12
2 hours
Exquisite
*, applies “full” for whole day
18
4 hours
If you created a character already proficient in both Nature or Insight and Cooking Utensils, add the following recipes and notes to your cookbook.
Recipe:
Fried Egg - Requires 2 eggs to yield for 1. This meal can be prepared at the simple level only.
After eating this meal, you gain full. Full applies “Reroll a single attack you make with weapon attacks after seeing the result. You may do this once.”
Dried Jerky - Requires 1 slice of meat to yield for 1. This meal can be prepared at the simple level only.
After eating this meal, you gain full. Full applies “Reroll a single damage roll you make with weapon attacks. You may do this once.”
Simple Vegetable Broth - Requires 1 or 2 vegetables (depending on type) to yield for 1. This meal can be prepared at the simple level only.
After eating this meal, you gain full. Full applies “Reroll a single skill roll you make. You may do this once.”
Ingredients:
Egg - Typically eggs from small and medium sized birds will affect attack rolls in some way.
Slice of meat - Typically meat from venison will affect damage rolls in some way.
Vegetables - Typically vegetables will affect skill rolls in some way.
Leatherworker’s Tools:
Requires proficiency in Leatherworker’s Tools and the Sleight of Hand Skill. If you start with proficiency in both, than your character automatically receives a spellweaver’s notebook. If instead you later gain proficiency in both, you must go out and acquire a spellweaver’s notebook for a price.
During downtime, you can spend time working on creating leatherworking projects or adding spellweaves to already existing leather armor. You can spend a number of hours working on leatherworking projects and/or spellweaves based on your Sleight of Hand skill modifier.
Gathering - During a short rest, you may spend an hour to gather animal skins from any (natural or unnatural) animal/beast creature you slayed nearby. If you are gathering during downtime, the type of leather available to you depends on the area you are in. During downtime, you are able to hunt and your success depends on the creature you seek to stalk. Depending on your level vs the CR of the creature, it may be a Survival DC check or a full on encounter. You may also purchase leather in towns and cities. The number of animal skins you may gather depends on the size of the creature, but cannot exceed your Sleight of Hand skill modifier. You may gather and tan a number of times a day equal to your Sleight of Hand skill modifier.
Tanning - During downtime, you may tan animal skins into leather. You can tan a number of skins equal to your Sleight of Hand skill modifier x 2 in a single session.
Eureka! - You are allowed to spellweave random magical leather together with armor or other projects and see what you get. It will still require the usual roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Spellweaving - During downtime, you may spellweave magical leather onto armor or other leatherworking projects. You require specific magical leather to spellweave.
The following information is recorded in all beginning level rune books.
Known runes/enhancements. More can be discovered. Runic Material, their properties, their DC, and crafting points needed.
Magic Leather Type
Property on armor
Property on boots/gloves
DC
Crafting Point
Fey (General)
Adds +1 to Stealth Skill checks.
Adds +1 to Stealth Skill checks.
15
10
Plant (General)
Adds Resistance 1 to Necrotic damage.
Adds +1 to Survival Skill checks.
15
10
Fiend (General)
Adds Resistance 1 to Fire damage.
Adds Resistance 1 to Fire damage.
15
10
Aberration (General)
Adds +1 to Charisma saving throws.
Adds +1 to Charisma saving throws.
15
10
Leatherworking - To create a leatherwork, you must have the required number of leather and you may need access to a workshop.
To successfully craft an item, you must accumulate a number of Crafting Points toward your project. You gain a number of Crafting Points every hour you smith which must be rolled for. The number of points is determined by determining how well you do against the DC of the item you are attempting to craft.
Item DC formulas
Item Type
Crafting Points Needed
DC
Armor (Light)
Varies
= to its AC +1
Armor (Medium)
Varies
= to its AC +2
Leather Shield (+1 AC)
3
10
Points gained during leatherworking, must roll each hour you spend leatherworking:
Roll Result
Crafting Points Gained
Critical Failure (1 on die)
No points awarded, lose half of your materials
Below DC
No points awarded
At DC to 3 points over DC
1 Point Awarded
4 points or + over DC
2 Points Awarded
Critical Success (20 on die)
3 Points Awarded + double your proficiency bonus on the next check you make with Leatherworker’s Tools
Leather Armor Crafting
Armor
Crafting Points
Materials Required
Padded Armor
1 Crafting Point
Common Shirt, 1 leather
Leather Armor
2 Crafting Points
3 leather
Studded Leather Armor
5 Crafting Points
7 leather
Hide Armor
4 Crafting Points
5 leather
Other leather works
Type
Crafting Points
Materials Required
Effect
Reinforced pack
2 Crafting Points
2 leather, backpack
Allows for carrying +20 lbs.
Belt
1 Crafting Point
3 leather
Allows for spellweave
Boots
10 Crafting Points
13 leather
Allows for spellweave
Gloves
8 Crafting Points
11 leather
Allows for spellweave
Tinker’s Tools:
Requires proficiency in Tinker’s Tools and at least Arcana or Insight Skill (both are used separately for checks). If you start with proficiency in both, than your character automatically receives a tinker’s notebook. If instead you later gain proficiency in both, you must go out and acquire a tinker’s notebook for a price.
During short rests and downtime, you can spend time repairing simple metal objects or items you have crafted or craft new works. You can spend a number of hours working on repairing and/or creating works based on your Arcana or Insight skill modifier. Tinkering, aka creating items, is limited to the Artificer Class.
Repairing - You may fix simple objects as though you cast mending. When fixing weapons and armor, you must pass a skill check equal to the object’s crafting DC (if it is unknown ask the DM). When fixing a magical item, whether trying to grant it more charges or repairing it from damage, you must succeed a DC check as determined below. Note: You cannot repair something that has already been broken once before.
Fixing DC
Item Type
DC
Success
Failure
Critical Success
Required Materials
Simple Object
-
-
-
-
-
Weapon
Crafting DC
Lasts until broken again
Shattered
Lasts twice as long
Scrap metal
Armor
Crafting DC
Lasts until broken again
Shattered
Lasts twice as long
Scrap metal
Magic Item (Common)
18
Regains half charges OR lasts until broken again
Shattered
Regains all charges OR Lasts twice as long
Pixie dust
Magic Item (Uncommon)
22
Regains half charges OR lasts until broken again
Shatters, gives a level of exhaustion for rest of day
Regains all charges OR Lasts twice as long
Dusk dust
Magic Item (Rare)
25
Regains half charges OR lasts until broken again
Shatters, gives a level of exhaustion for rest of week
Regains all charges OR Lasts twice as long
Stardust
Tinkering - As per the Artificer Class rules, you may create certain magical items for your use every so many levels. This must be represented during downtime. You must spend in-game time working on creating these wonders and must declare which magical item you hope to create, which must be approved by the DM. The list for wonders you can create can be expanded to other magical items or original, homebrew items you wish to create as approved by the DM. Once a project is agreed upon, you must spend the indicated time crafting the item and must churn out successes per day. The successes do not need to be consecutive. Critical Successes will grant half (rounded up) days worth of successful rolls. Critical Failures will cause you to lose half (rounded down) days worth of successful rolls you already accumulated.
Level
Materials to Craft
Time needed to craft
DC per day
2
Pixie Dust, possibly other material OR 100 gp
1 week
10
5
2 Pixie Dust, possibly other material OR 200 gp
1 month
14
10
1 Pixie Dust, 1 Dusk Dust, possibly other material OR 500 GP
2 months 2 weeks
18
15
2 Dusk Dust, 1 Star Dust, possibly other material OR 1000 GP
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
Dorborden is still relatively new to the world. Founded a little over a hundred years ago, it functions as an independent republic made up exclusively of Oetheans. Dorborden has grown in power, wealth, and size since its founding. There are several major 'wards,' in which one can find goods, shelter, and work. Each ward is home to a few, set races.
Despite Dorborden's promises, there is still a sort of social hierarchy. Only races represented by the republic truly have their interests represented. All other races are not yet given votes, as they have not been determined to have 'proven' themselves.
Each ward and area will be described at length here. First, you will see the name of the area, and a short preview of the info located within. Should you like more information, please click on the spoiler. As the game progresses, some of this information may update. The wards each have their own vendors, and those vendors will be stored on a publicly shared G-Doc. Their wares may mostly be static until major levels or story elements have been met.
Map of Dorborden
Outside the walls (General Consensus Information)
Dorborden originally did not have walls, but several years into Baba Aga's invitation to found a city, the first races present decided to build a wall to protect the people against the wild. As Dorborden exploded in the past 40 years or so, they needed to expand outside the walls. Now politicians claim there aren't enough resources and money to build yet another wall, and the population continues to thrive from refuges and those seeking a better life.
Unfortunately, this has created a feeling of uncertainty whenever night falls on Dorborden. Baba Aga lived in a strange land before many came to her, and all sorts of nasty creatures tend to randomly show up at night. Dorborden has tried to maintain order in the outer areas, and has managed to uphold order and safety for the most part, but there are still 'incidents' every few months of discovering mangled bodies or having missing persons after a particularly bad night.
Within the walls (General Consensus Information)
All areas within the walls of Dorborden are considered to be the original Dorborden. Due to the walls, those who manage to find homes within the walls are completely safe from the wild elements beyond, but still fall prey to petty crimes and the occasional murder.
While one might suspect that only the voting races live within the walls, that is not the case. The inner walls feature higher rent/mortgages and cost of living, and are open to those who can afford said lifestyle. Each ward features portions that are within and without the wall, causing at times tension between people who share a race, but dissimilar priorities.
The Walls (On top/Inside, General Consensus Information)
The walls themselves are 40 ft high with guard towers and stations at each square along the wall. The pathways at the top of the wall are about 10 ft wide, and so adding in the fortifications, make it about 15 ft wide overall. Each guard tower and station has a few Dorborden City Watch guards that are posted to their specific stations. The ways in and out of the walls are denoted by the roads in and out of the center of Dorborden.
There is a sentiment among common folk that those stationed at the walls in the towers are somewhat lazy, given that the stations don't serve their original purpose anymore - to guard Dorborden against outsiders. The walls are still equipped with long range weapons that can be operated by the Dorborden City Watch, but Dorborden has not ever been attacked by any organization or kingdom, and possibly never will.
Faran, The Great Tree (The Center most of Dorborden)
Faran resides in the center of Dorborden and is a beacon of sorts that can be seen from great distances away. This is both a boon and a bane for the great city. Travelers, refuges, and other potential allies alike will always find it once they get within a certain distance of it. Of course, this is true for enemies as well.
The tree itself is quite large and lives. Its leaves vary from your usual size up to sizes much larger than your usual gardener can handle. However, the larger leaves are taken care of by Baba Aga and those she has given permission. The city has yet to come under 'attack' of the large leaves, fingers crosses.
Faran is home to Baba Aga herself and a few of those she trusts. Given her stature, the tree is quite heavily guarded against any that would harass the hag. She is rumored to spend quite a lot of time up in her tree, but she sometimes does make appearances in the local area. However, such visits seem to have ended in the past few years and there is a whisper that the hag is not well these days.
Muzga Ward (Hobgoblins, Goblins, and few others)
The Muzga Ward is one of the largest ones in Dorborden. It is named after the first goblin chieftain to join Dorborden. Muzga was best known for being a forward thinking goblin. His family still resides in Dorborden and enjoys the luxury of being a founding family. The Muzga family resides in a building right by the great tree Faran and have long escaped their roots in tribalism and have embraced city life.
This ward is primarily home to Goblins, Hobgoblins, and a few other races that manage to mingle into it.
Ayabis Ward (Dragonborn, Lizardmen, and other scalies)
Ayabis Ward is named for the Yuan-Ti woman who joined Baba Aga very early on. It is said that she helped spread the word of Dorborden and may have... 'convinced' many of the chieftains to join in the first place. Ayabis has since vanished. Many say she had gone on a trip to the southern area of Oethea to seek any in the Gaian controlled areas and has not been heard of since. Many conclude she must have died of old age by now.
This ward is home to many of the scaled-races, including Dragonborn, Lizardfolk, Tortles, and a the rare Yuan-Ti.
In addition to that list, here are some important locations:
The Elder's Vault This antique shop is one of a kind run by one of the very rare Illithid that can be easily found in Dorborden, Zellix. This shop is known to contain strange knickknacks and wonders that Zellix and his employees have either created or encountered on their journeys. All manners of things can be found here. Known NPCs: Zellix, the owner of The Elder's Vault. He is quite old, but very kind. He is fairly secretive about himself, and easily pivots away from unwanted questions.
Sanikra Ward (Kenku, Tabaxi, Kobold, and other fuzzies)
The Sanikra Ward is home to many furry, fuzzy, and feathered races. It is the biggest ward in Dorborden. Sanikra is named after a proud kobold warrior who spent the best years of his life protecting Refuge, the town that protects the strait which leads to Dorborden. She was last seen defending Refuge in a mighty attack by the mountainous Gaians to the south of Refuge. In that battle, she lost both her life and her specially crafted axe, given to her by Baba Aga herself, to the Gaians. Many have tried to locate it, but most have not returned alive from that adventure...
This ward is home to all of the races that are furry or feathered, such as the Kenku, Tabaxi, Kobold, and Gnoll.
In addition to that list, here are some important locations:
The Smiling Gnoll This famous tavern is run by the Brokenfrown pack. They are gnolls who are descended from one of the first packs to come to Dorborden. As such, they are situated quite close to Faran, the Great Tree. Their tavern is popular with ALL races due to their central location, the service, and their amazing job board. People tend to post jobs/missions/etc on this board, and many looking to add to their pockets take up these jobs. Known NPCs: Grresh, the matriarch of the family and owner of the tavern. Garrl, Grresh's brother and bartender.
Gorkrag Ward (Orcs, some Minotaur, and few others)
Gorkrag is a ward that formed most recently in history. It is named after a famed orc druid of legend. In the stories, Gorkrag often faced grave challenges which he solved with his superior wit. However, Gorkrag never resorted to extreme violence, and instead opted to go down the path of kindness and generosity. While the legend of Gorkrag is respected among orcs and many drudic circles, some residents within this ward resent the name as it clashes against their own culture. The Gorkrag ward is also the smallest and consists primarily of races that are not welcome at the table of Dorborden's politics, which makes the naming of this newer ward, which is ONLY outside the walls, more of a slap to the face than acknowledgment of orcish culture in the eyes of some.
The Gorkrag ward is made up primarily of orcs, bugbears, firblogs, and the occasional minotaur.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
Dragonclaw is made up mostly of lizardfolk and dragonborn. This city-state is fairly militaristic with a clear division of class between the dragonborn (higher) and the lizardfolk (lower). While they are not apart of Dorborden, they are allied with the city and have an alliance of sorts. Dragonclaw prides itself on its control of the Wild Gulf to their north. Even minotaur sailors and raiders have some difficulty dealing with the Scales of the Claw.
Gleamshore
Located in the Sunlit Woods beside Lake Riona is Gleamshore. Gleamshore is a small village consisting mostly of firblogs. Largely a peaceful people, the inhabitants worry about Dragonclaw to the north as pressure has been placed on them to join Dragonclaw as a territory of their's. Gleamshore guards a few secrets and aren't keen to share them with outsiders.
Gobfar
Gobfar is located across from Hellrudder's Pride and is a small city of it's own. Despite it's independence, it boasts an alliance with Dorborden and always sends word when it spots the movement of Gaian ships. They have a tenuous relationship with the minotaurs of Hellrudder's Pride, as marauders and pirates ravage the waves. Gobfar, despite having access to the sea, is unable to spread their word via ships and usually opts to send messages via magical or avian means.
Refuge
Refuge is a stopping point for many on their way to Dorborden if they travel by land. Situated on the only non-mountainous passage from southwest to northeast to Dorborden, this city is a pivotal location that must be defended. As such, they regularly are given funding by Dorborden and are heavily allied with the major city despite their distance. However, more and more Gaians known as dwarves have attacked Refuge as of late, and it may have either fallen or be on the verge of falling.
Tifdin
Tifdin is a small farming community made up almost exclusively of tieflings. Their wine is well known across the land, alleviating the distrust many Oetheans harbor against the tiefling race. This is due to the rumors of tiefling origins - that they are descendants of Gaians who made dark pacts with Oethea's sister, Asmodia, the dark sister. Tifdin is a refuge to all tieflings that find themselves outcasted from Gaian society and wish to start a new life.
Yares
Yares is a fairly large community despite its humble beginnings. Located extremely close to the Goblinfang Mountains, Yares is sometimes subject to raiding from the more desperate of clans. However, Yares is home to well known heroes such as Cranin Booyahn and Borvik Honorblade, so such raids are considered a fool's errand.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
The Amoan Hills are a vision of beauty as its rolling hills are covered in forested areas. There are places of the forest where the canopy of treetops creates a perfect shade for the inhabitants of the hills. Many wild animals made their home here as well as Oetheans, particularly those in tune with nature. Inside the Amoan Hills is a spot that stretches for about 50 miles of thick wood, so thick that the sun can rarely be seen unless you are above the treeline. This spot is known as The Shadowbraid to locals.
The Shadowbraid was home to many Oetheans who made their home in the Amoan Hills. They were protected by a fierce being only known as the Thorn Witch. This witch could come across cold and brutal to outsiders, but she was beloved by her people and she protected them in return for their aid in caring for the flora and fauna within the Shadowbraid itself.
The Shadowbraid fell under attack most recently and the Thorn Witch finally fell, giving one of her people a few tokens of power and her dying words. Will they be successful in delivering her final wish?
Bearclaw Mountains
Bearclaw Mountains were previously inhabited for generations by the Bearclaw Orc clan, much more warrior-like than the nomadic Greenwolf Clan to the south. They reigned on the mountaintops of these mountains for centuries until in the past couple hundred years a new Gaian threat appeared from within the mountain herself. These Gaians resembled the fabled humans, yet were shorter and seemed to be made half of hair as far as the orcs could tell.
Since the sudden arrival of these Gaians, the orcs of Bearclaw Mountain have clashed with them viciously hoping to maintain their claim on the land. However, the Gaians in the past 100 years have overthrown orc control of the mountain. Many of the Bearclaw clan have retrieved to Dorborden, thoroughly defeated. Some stayed behind in Refuge, hoping to find a way to reclaim their ancestral homeland.
The Gaians, known also as dwarves, maintain several openings to the surface atop Bearclaw Mountain. It is said that the dwarves craft mystical weapons with an ore only found within the mountain they reside inside of. Many smiths and those curious to explore hope that one day they might be able to venture into the mountain through one of these gateways.
Goblinfang Mountains
The Goblinfang Mountains are primarily home to hobgoblins, goblins, and the few other races who either pass through or join in the various tribes that live within or around the mountains. While the different tribes of goblins have an intense rivalry with each other, they commonly united in the past against the Bearclaw orcs to the south of their domain as the Bearclaws used to make attempts to steal territory from the goblinoids. However, once Bearclaw Mountain was lost to the Gaians, Goblinfang has begun to war within itself again. Currently, there is more tension than bloodshed given the threat of the mountain Gaians, however many of the tribes cannot agree on how to best deal with the dwarves. They were relying on Refuge to continue to fight back against the dwarves, but that plan is proving to be limited.
Fangkeep is currently controlled by the strongest clan, which centuries ago was created by the fusion of three clans. This clan is known as Dragonfang. The Dragonfangs are known to those with any political savvy as being the most reasonable clan to speak with as well. The power they carry cannot be understated. Even the other clans on the mountains avoid open conflict with the Dragonfangs. Given the defeat of the Bearclaw orcs, the Dragonfangs seek to unify all of the clans once and for all, but is being met with more and more push back.
Greenwolf Grove
Greenwolf Grove is a place sacred to many druids and other spiritual folk. It is named for the mythical creature, the Greenwolf, which is said to create grass and plantlife wherever it touches. In legend, Greenwolf Grove was a desert until the Greenwolf came and gave a mighty howl. There are no known settlements, but this area is traversed by nomadic groups such as the kenku, a few pack of gnolls, and the occasional orc clan. After the utter defeat of the orcs of Misty Wood, many worry about the future of Greenwolf Grove, as it is most likely on the list of territory the elven Gaians would like to claim.
Gulverclimb
Gulverclimb is home to bugbears first and foremost. While other races, particularly nomadic ones, travel through Gulverclimb, only the bugbears have made any strongholds here. Gulverclimb is made up primarily of highlands and forests. Not much is known about this area.
Hellrudder's Pride
Hellrudder's Pride is a harsh environment covered mostly in desert and sand dunes. However, the minotaurs have managed to conquer the land almost as easily as they have conquered the seas.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
The early autumn leaves from the Great Tree, Faran, blow along the dirt paths of Dorborden. Faran, so tall it can be seen from a couple hundred miles away, towers over the city of different Oethean races. The brisk air denotes the time of year as it chills you.
After a day's work of doing whatever it is you do for a living, anything that keeps you afloat in the sprawling city of the great hag Baba Aga, you find yourself in the familiar and friendly tavern located near the center of Dorborden. It may be your favourite drinking hole, or perhaps you find it lowborne, in any case, it is one of the better places to find like-minded individuals for undergoing the riskier jobs in the city. A man's got to eat...
This tavern, known as "The Smiling Gnoll," is run by a pack (or is it a family?) of Gnolls. Who would have guessed? Known as by the shared last name, Brokenfrown, the leader of the pack is a female know as Grresh. A wily woman who seems to always be surrounded by suitors of both Gnoll and Kobold variety. In this tavern, it is possible to learn about potential jobs and gather information. Your exploration of the city has led you to understand this as a key hub of sorts.
Today, you each walk in for similar reasons: you are dead broke. You are each struggling and may end up needing to live in the shantytown outside of Dorborden's safe city walls. Hoping to avoid that you are keen to find a few mates and a lucrative job.
Some of you may recognize each other. Maybe you have worked together before on jobs or ran across each other on your journey to Dorborden.
There is a job posted on the job board, a community board that sometimes has postings on it from people in the nearby ward. Today, you spy only one job posting. It is the same posting you have seen snubbed over and over by others who frequent the tavern. You possibly avoid it since others did, or perhaps because it was beneath you, but whatever your reasons... you are a bit desperate. The posting reads as follows:
Ples sed halp. Me basment is foll of biggun ratz n i can't tak care of dem. Gud reword. Bing yar fee frends or no go. - Oikz at 53 bartles steet.
You are certain you can find the home. You just aren't sure if the reward is worth it. How much could you honestly make killing giant rats in some guy's basement?
Nevertheless, you needed a living. Now to find a few guys to come with you since the job posting insisted...
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DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
Reminder: You can only post twice until everyone has had a chance to post once.
Rollback Post to RevisionRollBack
DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
Brand storms in as he usually does, reeking of fish and salt, and plants himself at the bar. It only takes a few short minutes before he's in heated argument with one of Grresh's brothers. One claims a tab, the other claims "on the house". Either way, it's the same several times every week. The towering bull could toss a coin and predict whether he was going to forget the night from drinks or a mob-ejection.
"Damnit, Garrl, I said give me a drink! The other night's were on the house and anyone here will back me on it."
The gnoll barks, "Your words, not mine, Heffer. You want a drink? Start at the board and see where it takes you. Else you can drink the seas like the rest of your kind."
Brand realizes that this was going nowhere and losing a favorable place to find work was too risky. He throws down one of his last gold coins, "Drinks tonight, and I may consider the board if it's not the damn rats again. I should just burn that damn house down and make you serve drinks out of a rat's head." Over the next hour, Brand makes his way around the bar, making petty bets and competition with other patrons to avoid another night in a dockside alley.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Skabb sits in the back of the tavern. Before him lies large, messy pile of paper. The paper sheets look like they have been crumpled up to a ball a couple of times but someone has tried their best to flatten them out again. Skabb is wearing a rather shabby chainmail with holes here and there, some with tufts of thick, sandy brown fur sticking out. Others on the other hand show his undershirt. it looks like he purposely made the holes in his undershirt just to let these tufts stick out from the poorly made chainmail.
"May I have another glass of water, please?", Skabb asks in the gnoll language. He pulls his small, squared glasses down on his hairless nose. "Lukewarm, if you don´t mind."
Skabb looks down into his paperwork again. Ignoring the ruckus and hassle of the busy tavern, but looking cautiously over at the large minotaur as he makes his way around the bar. "Maybe too aggressive that one", he mumbles to himself, doing a couple of scribbles on the largest piece of paper.
Rollback Post to RevisionRollBack
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of Guilds
The Soggiest DM - In campaign: Boats, Rocks & Ruffians Eira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors Expanded
Roland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
Skrich somewhat timidly enters The Smiling Gnoll. His journey, thus far had not been an easy one, and he seemed no closer to completing his task than when he started. He had hoped that someone at the gates of Dorbodren would have been able to help him, but among the throngs of refugees and merchants, Skrich was just another sad face in the crowd to them. No one had seemed as alarmed or interested in news of the fall of the Shadowbraid as Skrich thought they would be. After causing a slight commotion, Skrich had gotten the attention of one of the gate guards, who had directed him here for the evening with promises to "look into" Skrich's problems before running off to break up a scuffle between a pair of Kobold merchants and a rather cross looking Orc who had upset their cart. Skrich had taken the opportunity to follow the hastily scribbled map the guard had handed him, expecting that his requests were likely to be forgotten by the end of the day, and now here he was.
Wandering over to the message board, in hopes that it has news or information, or anything that would help, Skrich reads the only posting. Apparently someone has a rat problem? More importantly, someone has a basement. A basement Skrich could live in for now while he got himself sorted out in this bustling city if he helped clear out the rats and played his cards right. Skrich grabs at the first of the unclaimed interest markers attached beneath and finds a nearby table to sit at. Maybe others will be interested as well. Until then, Skrich watches the board intently while absentmindedly sketching a detailed thorn vine on the back of the map he had gotten earlier while the din of the tavern slowly fades around him.
Jiron wrung his hands nervously as he stood in the ally across from the Smiling Gnoll. He didn't normally visit places with such a well established... reputation. In fact, Jiron had barely left the Elder's Vault at all for the few weeks he'd been in the city. This was a special matter, he wanted to get a gift for Zellix, the illithid antique dealer who had been so kind to him. He came here, a place that apparently had a job broad, to hopefully get around the small problem of the fact that he was broke.
Jiron debated for a few minutes, and was just about to leave when he noticed that a small green grung with a nasty scar across his eye was Looking him up and down, particularly eying the Thundercannon strapped to his back. The hobgoblin smiled nervously, "Hello" he said before entering the tavern to hopefully disappear in the crowd.
In the tavern, Jiron took in his new surroundings. He noticed the rat job on the board, marking that down for memory. He cautiously avoided the very angry Minotaur, so as not to provoke him further, and passed a rather artistic kenku, taking notice of the excellent detail in his throne vine sketch, on his way to the back corner. He noticed the shabby looking Tabaxi and smiled uncomfortably, not knowing how to react to the rowdy and drunk lot in the tavern. The cat had visited the Elder's Vault a couple times, he'd never seemed to reveal or find what he was looking for, but Skabb, if Jiron remembered correctly, had seemed nice enough.
"I hope he's looking for a job for two" Jiron muttered under his breath as he pulled out his notebook and began revising some of his designs as he watched to see if any possible allies were looking at taking the rat job, hoping he wouldn't get noticed and there wasn't a drink minimum.
Skabb looks up from his notes, scanning the room from time to time.
As the kenku carefully makes his way the tavern Skabb looks at him carefully. "Maybe him?", Skabb mumbles into his cup of water as he takes the last swig. He makes a couple of notes on another piece of paper. After folding the small paper piece and putting in his backpack he leaves his seat to ask for a refill of water, or maybe even a beer, if he only could make up his mind if it is worth it or not. He stands in front of the bar until the bartender smiles and tells him he probably should get something or go sit down again, he is making a line. With an empty cup in hand Skabb returns to his table, shaking his head over his own indecisiveness. Just as he is about to pack his notes and leave Jiron walks in. "A familiar face!", Skabb smiles a little. His luck might have turned for the better after all. Skabb does his best to make eye-contact with his acquaintance, Jeeran, or at least something like that, if he saw his way he could nod to him and maybe get him to come sit down at his table. "He must be looking for work to, since he checked the board", Skabb thinks to himself while tidying up the pile of half crumpled papers covering his entire table.
(OOC: Just thought i´d make my second post now, before ChooChoo makes their post. So excited to finally get started!)
Rollback Post to RevisionRollBack
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of Guilds
The Soggiest DM - In campaign: Boats, Rocks & Ruffians Eira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors Expanded
Roland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
Jiron sketches out a basic schematic and formula for a bag that could hold a lot but still weigh the same. He looks up and sees the Tabaxi gesturing him over. Awkardly, he closes his notebook and gets up. He taps his fingers as he walks over to the table and pulls up a chair. "Thanks. Skabb, right?" he asks as he sits down.
Noticing the crumpled paper, the hobgoblin gets curious. "What are you studying? I'm partial to tinkering myself, even if it's not the most common, or respected, trade."
Welcome to Oethea's Chosen
Humans, dwarves, elves, and their ilk, collectively called Gaians, have always terrorized your people. They call you a monster, but they've robbed your people of gold, prized weapons, and family heirlooms. After centuries of fighting, they have driven you from your homelands to build kingdoms of their own. Hope was lost until the foundation of the first city to welcome the "non-desirables." Dorborden, called by humans as the City of Monsters, came to be in the last century or so.
Dorborden is a symbol of hope that shines in the dark age of Gaians. It stands as a Republic that seeks to give refuge to Oetheans like yourselves. Baba Aga, an ancient hag, founded Dorborden and freely invited all Oethean's to help her create a paradise for all the 'monstrous' races to live in peace.
However, on the horizon, it seems as though there is a split on thoughts with how to handle the Gaian threat. Should Dorborden continue to stand on it's own? Should they retake lost homelands? Or should they go even further and wipe Gaians from the face of Oethea itself?
The outcome depends on you...
Below is a message from Baba Aga.
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Table of Contents
Tip: Clicking the X will take you to that post.
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Updates:
10/22/17
* Added new world map.
* Added rules about Living Expenses and Information gathering to Rules Section.
* Added new details about areas in Oethea.
* Will continue to add maps and details as time goes on.
* Will add a section about myths, legends, and religions with player input (particularly on religions).
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Rules
The following are the rules for posting and playing in this game. Please read these rules carefully and follow them as you best can. Always feel free to ask questions or for clarification on rules.
How do the tooltips/links to spells etc work?
D&D Beyond offers the ability to link certain aspects on the forum in mouse-over triggered tooltips, such as magic items, monsters or combat actions - examples being Adult Black Dragon and dash. To create tooltips in this way as these, use the appropriate [tag][/tag] around the desired subject.
Example: [ magicitem]sunblade[/ magicitem] (Without spaces within the [ ] brackets.)
Use the following within the [ ][/ ] bracket system:
action - an action taken in combat - e.g. dodge, search and ready
condition - a condition afflicted upon a creature - e.g. restrained, poisoned and prone
item - a mundane item - e.g. torch, trident and backpack
magicItem - a magical item - e.g. Bag of Holding, Dust of Disappearance and Demon Armor
monster - a creature you can encounter - e.g. Banshee, Bandit and Unicorn
sense - a type of extra sense, whether magical or natural - e.g. darkvision, tremorsense and truesight
skill - this is used for professions - e.g. Persuasion, Stealth
spell - a magical spell - e.g. Mage Hand, Magic Missile and Abi-Dalzim’s Horrid Wilting
wprop - a property of a weapon - e.g. finesse, versatile and heavy
With an encouraging shout, Nox emboldens Dox. "Don't give up, he's on the ropes!" She reaches out her hand, and fire pours outwards, engulfing the Gaians.
Bonus: healing wordtargeting Dox, healing 8 hp
Action: burning hands at the Gaian group, dealing 4
Movement: Step to Dox's right-hand side, blocking the door
(OOC:This was Nox's last spell slot for the day, so she's out of healing magic)
Skill Changes and Literacy
Medicine is now an Intelligence skill.
Religion is now a Wisdom skill.
Literacy - if you have proficiency in one of the following skills, you are literate, otherwise, you can’t read or write clearly and must roll Intelligence if you want to try and read a letter or a sign.
The skills are: Arcana, History, Medicine, Religion and Nature.
Restricted or banned Spells
The following spells are unavailable for your selection. The spells on the ban list are, for the time being, completely outside your grasp. The spells on the restricted list are available via quest. If you are interested in picking up a restricted spell, let the DM know so that it can be worked out how your character will learn the spell. Exceptions are made for classes that gain the spells AUTOMATICALLY, for example, through a Warlock Pact.
Banned:
animal messenger
augury
comprehend languages
contact other plane
detect poison and disease
divination
drawmij’s instant summons and instant summons
fabricate
[Tooltip Not Found] (forbidden is the name of the spell)
identify
leomund’s tiny hut and tiny hut
magic mouth
mending
leomund’s secret chest and secret chest
Restricted:
detect magic
phantom steed
find steed
dimension door
fabricate
polymorph
conjure elemental
arcane gate
planar ally
transport via plants
conjure celestial
magnificent mansion
teleport
astral projection
true resurrection
wish
Removed Items:
Some items have simply been removed, either because they are considered redundant or useless by the DM. If one of the removed items holds special interest to you, consult the DM and we may be able to work something out. The following are removed:
Brewer’s Supplies
Calligrapher’s Supplies
Carpenter’s Tools
Cobbler’s Tools
Glassblower’s Tools
Jeweler’s Tools
Herbalism Kit
Mason’s Tools
Navigator’s Tools
Painter’s Supplies
Poisoner’s Kit
Potter’s Tools
Weaver’s Tools
Woodcarver's Tools
Miscellaneous Changes
Resistance and Vulnerability
Rather than work how it typically works in 5e, resistance and vulnerability will reduce damage by specific increments. Low level creatures with resistance will no longer automatically be able to resistant half damage or take 2x as much damage. Instead, the following will be employed.
Resistance Level
Effect
Resistance 1
Resists .25 of the damage (rounded down)
Resistance 2
Resists .50 of the damage (rounded down)
Resistance 3
Resists .75 of the damage (rounded down)
Vulnerability Level
Effect
Vulnerability 1
Deal extra full 1 die of damage
Vulnerability 2
Deal extra full 2 die of damage
Vulnerability 3
Deal extra full 3 die of damage
Tool Upkeep
All tools, such as thieves’ tools, cook’s utensils, alchemist’s supplies, etc. have 20 uses before they require upkeep costs. The upkeep cost is equal to a fourth of the price rounded up. Once you have paid the upkeep cost, the tool is like brand new. Any item that is used for a profession outside of adventuring falls under this requirement.
Equipment Packs
All equipment packs, such as Burglar’s Pack and Climber’s Kit, have 15 uses in which you can pull out any item in its listing for use in the adventure and exploration. For example, say your character has already exhausted all the torches they would normally get in their pack. Instead of having to buy more torches for your Monster Hunter’s Pack, you can pull out a fourth torch. After you have expended 15 uses you must repurchase the pack. This may be tweaked if it proves either overwhelming or underwhelming.
Healer’s Kit
In addition to what it already does, having proficiency in Healer’s Kit allows you to turn any magical healing permanent. It costs 1 action and bonus action in battle to do this. It retains its 10 uses.
Lifestyle Costs
For each day spent in Dorborden, each character must pay Lifestyle Costs as a way of abstracting the individual costs of lodging and food. Provided below are a series of possible scenarios and their associated costs. (Special: cost of living is mysteriously suspended while you quest... this may change if it is too lax.)
Homelessness:
Benefits: -1d12 on Information Gathering related checks. (Ex: Investigation or Persuasion)
Daily Cost: 0 GP.
Shantytown Living (Outermost areas around Dorborden):
Benefits: -1d6 on Information Gathering related checks. (Ex: Investigation or Persuasion)
Daily Cost: 1 GP.
Apartments/Shared Living Spaces (Outside the wall):
Benefits: +1d4 on Information Gathering related checks. (Ex: Investigation or Persuasion)
Daily Cost: 3 GP.
Your own home (Outside wall):
Benefits: +1d6 on Information Gathering related checks. (Ex: Investigation or Persuasion)
Daily Cost: 5 GP.
Apartments/Shared Living Spaces (Inside wall):
Benefits: +1d8 on Information Gathering related checks. (Ex: Investigation or Persuasion)
Daily Cost: 10 GP.
Your own house (Inside wall):
Benefits: +1d10 on Information Gathering related checks. (Ex: Investigation or Persuasion) Free “Basic Services”.
Daily Cost: 50 GP.
Information Gathering
Adventurers can spend downtime and GP to gather information, hear rumors, or find quests in addition to those discovered on job boards or handed to them by essential NPCs. When a character is information gathering, please indicate they are doing so in the post with a note of some kind, and indicate the sort of information the character is seeking. For example, (Nox is Information Gathering for different quests./ Nox is Information Gathering for a lead on a cool magic item.) The DM will then help guide the character to various NPCs or locations where they may need to do a series of checks to receive the information. Characters searching for information may receive bonus or penalty die from their living expenses and a +1 bonus per 10 GP spent on this activity.
With a series of failures, the Character may suffer either:
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Crafting and using tools
In Oethea’s Chosen, it is possible for characters to craft items. This includes, potions, poisons, weapons, armor, and more. This can be a source of income or even for your own use. All crafting requires proficiency in a particular tool at the very least. The tools that have not been removed that do not lend themselves to crafting are still capable of producing great results if you spend time on them. The exception to any changes made are Thieves’ Tools, which are handy for a lot of things and didn’t need any reworking. The opportunities to use these tools will differ, but I hope the outcomes are exciting and add to your pleasure in this game.
Please note: All information here is subject to change. If things are too hard, too easy, or player input leads to some insight, changes can be made. This is at the discretion of the DM.
Alchemist Supplies:
Requires proficiency in Alchemist Supplies and the Nature Skill. If you start with proficiency in both, than your character automatically receives an alchemy book. If instead you later gain proficiency in both, you must go out and acquire an alchemy book for a price.
Once during a short rest, you can create any potion, poison, or bomb from recipes you collected in your alchemy book. In order to create concoctions, you must have the required materials, an empty and small container and the required plants. You can create a number of concoctions equal to your Nature skill modifier during downtime.
Gathering - During downtime, you may spend an hour at minimum to gather plants. The plants available to you depends on the area you are in. You gather a number of plants equal to your Intelligence modifier (minimum of 1). You can gather plants this way a number of times a day equal to your Proficiency bonus. For example, if your Intelligence mod is 2 and you have a Proficiency bonus of 3, you can gather 6 plants in a single day.
If you are gathering plants out in the wilderness, there is a chance you may get into a random encounter. This is not limited to wild battles, but could include other events.
Plants can also be purchased in towns.
Concocting - To create a concoction, you must have the required plants and containers. Every recipe you gain will tell you the plants needed, and you may make notes in your alchemy book about where you have found the required plants or find notes on the usual locations. Creating a coction successfully requires a Nature check vs the concoction’s Nature DC.
Eureka! - You are allowed to mix random plants together and see what you get. It still requires a roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Concoction DC - Not to be confused with the creation of concoctions, this specifies when you use a concoction versus another creature. You determine the DC of the save with this equation:
8 + the alchemist’s Nature modifier + the alchemist’s Proficiency bonus
If you created a character already proficient in both Nature and Alchemist Supplies, add the following concoctions and notes to your alchemy book.
Concoctions:
Potion of Recovery - Requires 3 Sun Tea Leaves and a DC 10 Nature check to make. This potion is considered common.
After drinking this potion the regenerative qualities of the body will strengthen allowing the body to treat its own wounds, however, in order for it to work the drinker must spend 8 hours in bed as the potion takes effect. The drinker then at the end ot the 8 hours can make a Constitution saving throw against the base DC of the wound, on a success the wound has been healed successfully, on a fail the wound remains. This counts as true healing and bypasses the need for a doctor.
Night Kiss - Requires 2 Puchshroom and a DC 10 Nature check to make. This poison is considered common.
This poison is administered as a poisonous gas that occupies a 5ft space. Once the poison is breathed in, those occupying the space must make a Constitution saving throw against your Alchemy Concoction DC, on a fail the drinker falls asleep after 5 minutes, they stay asleep for 1 hour or until woken up by physical pain.
Smoke Bomb - Requires 2 Ucrea Nuts and a DC 10 Nature check to make. This bomb is considered common.
Thrown to a distance of 20 feet, and spreads 10 feet in every direction (total area of 20 by 20 feet). The smoke obscures and blocks vision in the area for 30 seconds, any attempt to shoot someone inside or beyond it (while the attacker is outside of it) will disadvantage to the attack roll. Fighting inside the smoke will have no negative effects as both the attacker and the attacked can’t see very well.
Plants:
Sun Tea Leaf - A type of herb found in most forests. Favors sunny areas.
Puchshroom - A type of mushroom found in most forests and jungles. Favors moist areas.
Ucrea Nuts - A type of seed found in most deserts and wastelands. Favors sunny areas.
Smith’s Tools:
Requires proficiency in Smith’s Tools and the Athletics Skill. If you start with proficiency in both, than your character automatically receives a runic book. If instead you later gain proficiency in both, you must go out and acquire a runic book for a price.
During downtime, you can spend time working on creating weapons/armor or adding runes to already existing weapons/armor. You can spend a number of hours working on smelting and/or creating weapons/armor and/or imprinting a rune on a weapon/armor equal to your Athletics skill modifier.
Gathering - During a short rest or downtime, you may spend an hour to gather minerals and gemstones. The minerals and gemstones available to you depends on the area you are in. You gather a number of minerals equal to your Strength modifier (minimum of 1). You can gather minerals and gemstones this way a number of times a day equal to your Proficiency bonus. For example, if your Strength mod is 2 and you have a Proficiency bonus of 3, you can gather 6 minerals and gemstones in a single day.
Gathering minerals and gemstones out in the wilderness, there is a chance you may get into a random encounter. This is not limited to wild battles, but could include other events.
Minerals and gemstones can also be purchased in towns. It is possible to pull minerals and gemstones from other equipment or items.
Smelting - During downtime, you may smelt minerals into bars. You can smelt a number of bars equal to your Athletics skill modifier x 2.
Eureka! - You are allowed to smelt or smith random materials together and see what you get. It will still require the usual roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Rune Etching - During downtime, you may etch runes onto weapons/armor. You require specific gemstones or minerals to forge into the runes.
The following information is recorded in all beginning level rune books.
Known runes/enhancements. More can be discovered. Runic Material, their properties, their DC, and crafting points needed.
Runic Material
Property
DC
Crafting Point
Silver
Adds “Silver” property.
15
10
Malachite
Adds “+ 1d4 Necrotic damage”.
15
10
Tiger Eye
Adds “+ 1d4 Fire damage”.
15
10
Azurite
Adds “+ 1d4 Water damage”.
15
10
Smithing - To create a weapon/armor, you must have the required number of bars and access to a forge. Weapons/armors can be created with any mineral, giving them different properties.
To successfully craft an item, you must accumulate a number of Crafting Points toward your project. You gain a number of Crafting Points every hour you smith which must be rolled for. The number of points is determined by determining how well you do against the DC of the item you are attempting to craft.
Item Type
Crafting Points Needed
DC
Armor
Varies
= to its AC
Shield (Small)
5
12
Shield (Large)
10
14
Weapon
Varies
= to its damage die + 8 (if 2d8, only use d8 in calc)
Detailed Information:
Smelting Bars (List only shows minerals known to players at start of game, more added later)
Mineral Type
Amount needed to form bar
Any Additional Materials
Iron Ore
1
Steel Bar
Iron Ore, Coal
Mythrol Ore
5
Points gained during smithing, must roll each hour you spend smithing
Roll Result
Crafting Points Gained
Critical Failure (1 on die)
No points awarded, lose half of your materials
Below DC
No points awarded
At DC to 3 points over DC
1 Point Awarded
4 points or + over DC
2 Points Awarded
Critical Success (20 on die)
3 Points Awarded + double your proficiency bonus on the next check you make with Smith’s Tools
Specific Crafting Points Required for Gear Listed in Basic Rules/PHB
Item Type
Crafting Points Required
Materials Required
Simple Weapons (Melee) - d4 damage
1 Crafting Point
1 bar
Simple Weapons (Melee) - d6 damage
2 Crafting Points
2 bars
Simple Weapons (Melee) - d8 damage
3 Crafting Points
3 bars
Simple Weapons (Ranged) - d4 damage
3 Crafting Points
1 bars
Simple Weapons (Ranged) - d6 damage
4 Crafting Points
2 bars
Simple Weapons (Ranged) - d8 damage
6 Crafting Points
3 bars
Martial Weapons (Melee) - d4 damage
2 Crafting Points
2 bars
Martial Weapons (Melee) - d6 damage
3 Crafting Points
3 bars
Martial Weapons (Melee) - 2d6 damage
4 Crafting Points
4 bars
Martial Weapons (Melee) - d8 damage
6 Crafting Points
6 bars
Martial Weapons (Melee) - d10 damage
7 Crafting Points
7 bars
Martial Weapons (Melee) - d12 damage
8 Crafting Points
8 bars
Martial Weapons (Ranged) - 0/1 damage
2 Crafting Points
2 bars
Martial Weapons (Ranged) - d6 damage
12 Crafting Points
6 bars
Martial Weapons (Ranged) - d8 damage
16 Crafting Points
8 bars
Martial Weapons (Ranged) - d10 damage
20 Crafting Points
10 bars
Medium Armor (Chain Shirt)
5 Crafting Points
3 bars
Medium Armor (Scale Mail)
7 Crafting Points
5 bars
Medium Armor (Breastplate)
15 Crafting Points
10 bars
Medium Armor (Half Plate)
20 Crafting Points
15 bars
Heavy Armor (Ring Mail)
10 Crafting Points
12 bars
Heavy Armor (Chain Mail)
17 Crafting Points
19 bars
Heavy Armor (Splint)
25 Crafting Points
27 bars
Heavy Armor (Plate)
40 Crafting Points
42 bars
Known minerals, there are others waiting to be found!
Mineral Type
Weapon Effect
Armor Effect
Misc
Iron
-1 to Damage Rolls
-1 to AC
More likely to break after extended use
Steel
None
None
This is the standard, all items made with steel are simple as they appear in PHB
Mythrol
Heavy weapons lose “Heavy.” Any weapons not alright light gain “Light.”
No Strength requirement to wear.
Medium armor made of Mythrol allows up to +3 from Dexterity instead of +2.
Shields gain “Light” property.
Weight of all items crafted with Mythrol weigh half as much as listed in PHB rounded down.
Cartographer’s Supplies:
Requires proficiency in Cartographer’s Supplies and either the Nature Skill or Survival Skill. If you start with proficiency in both, than your character automatically receives a map to a treasure that is randomly determined by the DM. If instead you later gain proficiency in both, you must go out and acquire a treasure map through a quest as determined by the DM.
Once during a short rest, you can create any potion, poison, or bomb from recipes you collected in your alchemy book. In order to create concoctions, you must have the required materials, an empty and small container and the required plants. You can create a number of concoctions equal to your Nature skill modifier during downtime.
Map Making on the go - During a short rest, you may create a crude map of the area as you explored it. You must succeed a DC check on your Cartographer’s Supplies to create a good map. If you do so, whenever you travel the area again, tracking a target through the area, or otherwise making a decision which involves the geography or layout of the land, you gain double your proficiency bonus to all related rolls. This can include skill checks such as: Nature, Survival, Insight, Stealth, and possibly more.
Map Making downtime - During downtime, you can take any crude maps you have created and expand upon them. You must succeed a DC check on your Cartographer’s Supplies inside of a library or other place of knowledge (or acquire at least 2 books on the area you just visited) to create a finished map. Depending on the level of success, you may learn valuable information or be able to sell the map for gold or influence.
Map Reading - At any time outside of combat or a skill challenge, if you already have a map of the area you may double your proficiency bonus when rolling to check Nature or Survival about the area’s geography and pathways.
Possible gold to be made and DCs:
Area Type (Determined by DM)
DC on Go
Possible Gold Gains
DC on Downtime
Time Cost
Small
10
1d4 gold
8
2 hours
Medium
14
1d6 gold
12
4 hours
Large
18
2d8 gold
16
6 hours
Extra Large
22
2d10 gold
20
8 hours
When rolling for downtime:
Rolled +4 more than needed to beat DC
Rolled +8 more than needed to beat DC
Roll Critical Success (20 on die)
Gain permanent advantage on all Nature, Survival, History, and Insight checks about the area.
Gain permanent advantage as listed previously, but also gain an insight into the area.
Gain everything as listed previously, AND gain influence for a plot point.
Cook’s Utensils:
Requires proficiency in Cook’s Supplies and either the Nature Skill or Insight Skill. If you start with proficiency in both, than your character automatically receives a cookbook. If instead you later gain proficiency in both, you must go out and acquire a cookbook.
Once during a short rest, you can create any simple recipes you collected in your cookbook. In order to create meals, you must have the required materials. You can create a number of meals to stow for later equal to your Wisdom ability modifier x 2 modifier during downtime.
Cooking meals can yield different results depending on your skill check using the Cook’s Utensils and what sort of spices/toppings you use.
Campfire Cooking - During a short rest, you can create a simple meal provided that you have the appropriate ingredients on hand and, depending on the meal, a campfire. As long as you have enough ingredients, you can create enough portions for the entire party.
Cooking (general) - During downtime, you can create simple, filling, or exquisite meals provided that you have the appropriate ingredients and, depending on the meal, access to various large tools, such as ovens, stoves, or fire.
Eureka! - You are allowed to cook random ingredients together and see what you get. It will still require the usual roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Type of meals
Meal Type
Duration
DC Check
Time Cost
Simple
Staves off hunger*, applies “full” for 1 encounter.
8
30 minutes
Filling
*, applies “full” for half day.
12
2 hours
Exquisite
*, applies “full” for whole day
18
4 hours
If you created a character already proficient in both Nature or Insight and Cooking Utensils, add the following recipes and notes to your cookbook.
Recipe:
Fried Egg - Requires 2 eggs to yield for 1. This meal can be prepared at the simple level only.
After eating this meal, you gain full. Full applies “Reroll a single attack you make with weapon attacks after seeing the result. You may do this once.”
Dried Jerky - Requires 1 slice of meat to yield for 1. This meal can be prepared at the simple level only.
After eating this meal, you gain full. Full applies “Reroll a single damage roll you make with weapon attacks. You may do this once.”
Simple Vegetable Broth - Requires 1 or 2 vegetables (depending on type) to yield for 1. This meal can be prepared at the simple level only.
After eating this meal, you gain full. Full applies “Reroll a single skill roll you make. You may do this once.”
Ingredients:
Egg - Typically eggs from small and medium sized birds will affect attack rolls in some way.
Slice of meat - Typically meat from venison will affect damage rolls in some way.
Vegetables - Typically vegetables will affect skill rolls in some way.
Leatherworker’s Tools:
Requires proficiency in Leatherworker’s Tools and the Sleight of Hand Skill. If you start with proficiency in both, than your character automatically receives a spellweaver’s notebook. If instead you later gain proficiency in both, you must go out and acquire a spellweaver’s notebook for a price.
During downtime, you can spend time working on creating leatherworking projects or adding spellweaves to already existing leather armor. You can spend a number of hours working on leatherworking projects and/or spellweaves based on your Sleight of Hand skill modifier.
Gathering - During a short rest, you may spend an hour to gather animal skins from any (natural or unnatural) animal/beast creature you slayed nearby. If you are gathering during downtime, the type of leather available to you depends on the area you are in. During downtime, you are able to hunt and your success depends on the creature you seek to stalk. Depending on your level vs the CR of the creature, it may be a Survival DC check or a full on encounter. You may also purchase leather in towns and cities. The number of animal skins you may gather depends on the size of the creature, but cannot exceed your Sleight of Hand skill modifier. You may gather and tan a number of times a day equal to your Sleight of Hand skill modifier.
Tanning - During downtime, you may tan animal skins into leather. You can tan a number of skins equal to your Sleight of Hand skill modifier x 2 in a single session.
Eureka! - You are allowed to spellweave random magical leather together with armor or other projects and see what you get. It will still require the usual roll. There is a chance you will successfully acquire a new recipe. Be warned… there could be negative effects if things go wrong!
Spellweaving - During downtime, you may spellweave magical leather onto armor or other leatherworking projects. You require specific magical leather to spellweave.
The following information is recorded in all beginning level rune books.
Known runes/enhancements. More can be discovered. Runic Material, their properties, their DC, and crafting points needed.
Magic Leather Type
Property on armor
Property on boots/gloves
DC
Crafting Point
Fey (General)
Adds +1 to Stealth Skill checks.
Adds +1 to Stealth Skill checks.
15
10
Plant (General)
Adds Resistance 1 to Necrotic damage.
Adds +1 to Survival Skill checks.
15
10
Fiend (General)
Adds Resistance 1 to Fire damage.
Adds Resistance 1 to Fire damage.
15
10
Aberration (General)
Adds +1 to Charisma saving throws.
Adds +1 to Charisma saving throws.
15
10
Leatherworking - To create a leatherwork, you must have the required number of leather and you may need access to a workshop.
To successfully craft an item, you must accumulate a number of Crafting Points toward your project. You gain a number of Crafting Points every hour you smith which must be rolled for. The number of points is determined by determining how well you do against the DC of the item you are attempting to craft.
Item DC formulas
Item Type
Crafting Points Needed
DC
Armor (Light)
Varies
= to its AC +1
Armor (Medium)
Varies
= to its AC +2
Leather Shield (+1 AC)
3
10
Points gained during leatherworking, must roll each hour you spend leatherworking:
Roll Result
Crafting Points Gained
Critical Failure (1 on die)
No points awarded, lose half of your materials
Below DC
No points awarded
At DC to 3 points over DC
1 Point Awarded
4 points or + over DC
2 Points Awarded
Critical Success (20 on die)
3 Points Awarded + double your proficiency bonus on the next check you make with Leatherworker’s Tools
Leather Armor Crafting
Armor
Crafting Points
Materials Required
Padded Armor
1 Crafting Point
Common Shirt, 1 leather
Leather Armor
2 Crafting Points
3 leather
Studded Leather Armor
5 Crafting Points
7 leather
Hide Armor
4 Crafting Points
5 leather
Other leather works
Type
Crafting Points
Materials Required
Effect
Reinforced pack
2 Crafting Points
2 leather, backpack
Allows for carrying +20 lbs.
Belt
1 Crafting Point
3 leather
Allows for spellweave
Boots
10 Crafting Points
13 leather
Allows for spellweave
Gloves
8 Crafting Points
11 leather
Allows for spellweave
Tinker’s Tools:
Requires proficiency in Tinker’s Tools and at least Arcana or Insight Skill (both are used separately for checks). If you start with proficiency in both, than your character automatically receives a tinker’s notebook. If instead you later gain proficiency in both, you must go out and acquire a tinker’s notebook for a price.
During short rests and downtime, you can spend time repairing simple metal objects or items you have crafted or craft new works. You can spend a number of hours working on repairing and/or creating works based on your Arcana or Insight skill modifier. Tinkering, aka creating items, is limited to the Artificer Class.
Repairing - You may fix simple objects as though you cast mending. When fixing weapons and armor, you must pass a skill check equal to the object’s crafting DC (if it is unknown ask the DM). When fixing a magical item, whether trying to grant it more charges or repairing it from damage, you must succeed a DC check as determined below. Note: You cannot repair something that has already been broken once before.
Fixing DC
Item Type
DC
Success
Failure
Critical Success
Required Materials
Simple Object
-
-
-
-
-
Weapon
Crafting DC
Lasts until broken again
Shattered
Lasts twice as long
Scrap metal
Armor
Crafting DC
Lasts until broken again
Shattered
Lasts twice as long
Scrap metal
Magic Item (Common)
18
Regains half charges OR lasts until broken again
Shattered
Regains all charges OR Lasts twice as long
Pixie dust
Magic Item (Uncommon)
22
Regains half charges OR lasts until broken again
Shatters, gives a level of exhaustion for rest of day
Regains all charges OR Lasts twice as long
Dusk dust
Magic Item (Rare)
25
Regains half charges OR lasts until broken again
Shatters, gives a level of exhaustion for rest of week
Regains all charges OR Lasts twice as long
Stardust
Tinkering - As per the Artificer Class rules, you may create certain magical items for your use every so many levels. This must be represented during downtime. You must spend in-game time working on creating these wonders and must declare which magical item you hope to create, which must be approved by the DM. The list for wonders you can create can be expanded to other magical items or original, homebrew items you wish to create as approved by the DM. Once a project is agreed upon, you must spend the indicated time crafting the item and must churn out successes per day. The successes do not need to be consecutive. Critical Successes will grant half (rounded up) days worth of successful rolls. Critical Failures will cause you to lose half (rounded down) days worth of successful rolls you already accumulated.
Level
Materials to Craft
Time needed to craft
DC per day
2
Pixie Dust, possibly other material OR 100 gp
1 week
10
5
2 Pixie Dust, possibly other material OR 200 gp
1 month
14
10
1 Pixie Dust, 1 Dusk Dust, possibly other material OR 500 GP
2 months 2 weeks
18
15
2 Dusk Dust, 1 Star Dust, possibly other material OR 1000 GP
6 months
22
20
3 Star Dust, possibly other material OR 2000 GP
1 year
26
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Oethea World Map
Link to Map (Good for Zooming)
This map will update as areas are discovered.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Lore
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
City of Dorborden
Dorborden is still relatively new to the world. Founded a little over a hundred years ago, it functions as an independent republic made up exclusively of Oetheans. Dorborden has grown in power, wealth, and size since its founding. There are several major 'wards,' in which one can find goods, shelter, and work. Each ward is home to a few, set races.
Despite Dorborden's promises, there is still a sort of social hierarchy. Only races represented by the republic truly have their interests represented. All other races are not yet given votes, as they have not been determined to have 'proven' themselves.
Each ward and area will be described at length here. First, you will see the name of the area, and a short preview of the info located within. Should you like more information, please click on the spoiler. As the game progresses, some of this information may update. The wards each have their own vendors, and those vendors will be stored on a publicly shared G-Doc. Their wares may mostly be static until major levels or story elements have been met.
Map of Dorborden
Outside the walls (General Consensus Information)
Dorborden originally did not have walls, but several years into Baba Aga's invitation to found a city, the first races present decided to build a wall to protect the people against the wild. As Dorborden exploded in the past 40 years or so, they needed to expand outside the walls. Now politicians claim there aren't enough resources and money to build yet another wall, and the population continues to thrive from refuges and those seeking a better life.
Unfortunately, this has created a feeling of uncertainty whenever night falls on Dorborden. Baba Aga lived in a strange land before many came to her, and all sorts of nasty creatures tend to randomly show up at night. Dorborden has tried to maintain order in the outer areas, and has managed to uphold order and safety for the most part, but there are still 'incidents' every few months of discovering mangled bodies or having missing persons after a particularly bad night.
Within the walls (General Consensus Information)
All areas within the walls of Dorborden are considered to be the original Dorborden. Due to the walls, those who manage to find homes within the walls are completely safe from the wild elements beyond, but still fall prey to petty crimes and the occasional murder.
While one might suspect that only the voting races live within the walls, that is not the case. The inner walls feature higher rent/mortgages and cost of living, and are open to those who can afford said lifestyle. Each ward features portions that are within and without the wall, causing at times tension between people who share a race, but dissimilar priorities.
The Walls (On top/Inside, General Consensus Information)
The walls themselves are 40 ft high with guard towers and stations at each square along the wall. The pathways at the top of the wall are about 10 ft wide, and so adding in the fortifications, make it about 15 ft wide overall. Each guard tower and station has a few Dorborden City Watch guards that are posted to their specific stations. The ways in and out of the walls are denoted by the roads in and out of the center of Dorborden.
There is a sentiment among common folk that those stationed at the walls in the towers are somewhat lazy, given that the stations don't serve their original purpose anymore - to guard Dorborden against outsiders. The walls are still equipped with long range weapons that can be operated by the Dorborden City Watch, but Dorborden has not ever been attacked by any organization or kingdom, and possibly never will.
Faran, The Great Tree (The Center most of Dorborden)
Faran resides in the center of Dorborden and is a beacon of sorts that can be seen from great distances away. This is both a boon and a bane for the great city. Travelers, refuges, and other potential allies alike will always find it once they get within a certain distance of it. Of course, this is true for enemies as well.
The tree itself is quite large and lives. Its leaves vary from your usual size up to sizes much larger than your usual gardener can handle. However, the larger leaves are taken care of by Baba Aga and those she has given permission. The city has yet to come under 'attack' of the large leaves, fingers crosses.
Faran is home to Baba Aga herself and a few of those she trusts. Given her stature, the tree is quite heavily guarded against any that would harass the hag. She is rumored to spend quite a lot of time up in her tree, but she sometimes does make appearances in the local area. However, such visits seem to have ended in the past few years and there is a whisper that the hag is not well these days.
Muzga Ward (Hobgoblins, Goblins, and few others)
The Muzga Ward is one of the largest ones in Dorborden. It is named after the first goblin chieftain to join Dorborden. Muzga was best known for being a forward thinking goblin. His family still resides in Dorborden and enjoys the luxury of being a founding family. The Muzga family resides in a building right by the great tree Faran and have long escaped their roots in tribalism and have embraced city life.
This ward is primarily home to Goblins, Hobgoblins, and a few other races that manage to mingle into it.
Link to merchants, guards, guilds, and churches.
Ayabis Ward (Dragonborn, Lizardmen, and other scalies)
Ayabis Ward is named for the Yuan-Ti woman who joined Baba Aga very early on. It is said that she helped spread the word of Dorborden and may have... 'convinced' many of the chieftains to join in the first place. Ayabis has since vanished. Many say she had gone on a trip to the southern area of Oethea to seek any in the Gaian controlled areas and has not been heard of since. Many conclude she must have died of old age by now.
This ward is home to many of the scaled-races, including Dragonborn, Lizardfolk, Tortles, and a the rare Yuan-Ti.
Link to merchants, guards, guilds, and churches.
In addition to that list, here are some important locations:
The Elder's Vault
This antique shop is one of a kind run by one of the very rare Illithid that can be easily found in Dorborden, Zellix. This shop is known to contain strange knickknacks and wonders that Zellix and his employees have either created or encountered on their journeys. All manners of things can be found here.
Known NPCs:
Zellix, the owner of The Elder's Vault. He is quite old, but very kind. He is fairly secretive about himself, and easily pivots away from unwanted questions.
Sanikra Ward (Kenku, Tabaxi, Kobold, and other fuzzies)
The Sanikra Ward is home to many furry, fuzzy, and feathered races. It is the biggest ward in Dorborden. Sanikra is named after a proud kobold warrior who spent the best years of his life protecting Refuge, the town that protects the strait which leads to Dorborden. She was last seen defending Refuge in a mighty attack by the mountainous Gaians to the south of Refuge. In that battle, she lost both her life and her specially crafted axe, given to her by Baba Aga herself, to the Gaians. Many have tried to locate it, but most have not returned alive from that adventure...
This ward is home to all of the races that are furry or feathered, such as the Kenku, Tabaxi, Kobold, and Gnoll.
Link to merchants, guards, guilds, and churches.
In addition to that list, here are some important locations:
The Smiling Gnoll
This famous tavern is run by the Brokenfrown pack. They are gnolls who are descended from one of the first packs to come to Dorborden. As such, they are situated quite close to Faran, the Great Tree. Their tavern is popular with ALL races due to their central location, the service, and their amazing job board. People tend to post jobs/missions/etc on this board, and many looking to add to their pockets take up these jobs.
Known NPCs:
Grresh, the matriarch of the family and owner of the tavern.
Garrl, Grresh's brother and bartender.
Gorkrag Ward (Orcs, some Minotaur, and few others)
Gorkrag is a ward that formed most recently in history. It is named after a famed orc druid of legend. In the stories, Gorkrag often faced grave challenges which he solved with his superior wit. However, Gorkrag never resorted to extreme violence, and instead opted to go down the path of kindness and generosity. While the legend of Gorkrag is respected among orcs and many drudic circles, some residents within this ward resent the name as it clashes against their own culture. The Gorkrag ward is also the smallest and consists primarily of races that are not welcome at the table of Dorborden's politics, which makes the naming of this newer ward, which is ONLY outside the walls, more of a slap to the face than acknowledgment of orcish culture in the eyes of some.
The Gorkrag ward is made up primarily of orcs, bugbears, firblogs, and the occasional minotaur.
Link to merchants, guards, guilds, and churches.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
City-States
Dragonclaw
Dragonclaw is made up mostly of lizardfolk and dragonborn. This city-state is fairly militaristic with a clear division of class between the dragonborn (higher) and the lizardfolk (lower). While they are not apart of Dorborden, they are allied with the city and have an alliance of sorts. Dragonclaw prides itself on its control of the Wild Gulf to their north. Even minotaur sailors and raiders have some difficulty dealing with the Scales of the Claw.
Gleamshore
Located in the Sunlit Woods beside Lake Riona is Gleamshore. Gleamshore is a small village consisting mostly of firblogs. Largely a peaceful people, the inhabitants worry about Dragonclaw to the north as pressure has been placed on them to join Dragonclaw as a territory of their's. Gleamshore guards a few secrets and aren't keen to share them with outsiders.
Gobfar
Gobfar is located across from Hellrudder's Pride and is a small city of it's own. Despite it's independence, it boasts an alliance with Dorborden and always sends word when it spots the movement of Gaian ships. They have a tenuous relationship with the minotaurs of Hellrudder's Pride, as marauders and pirates ravage the waves. Gobfar, despite having access to the sea, is unable to spread their word via ships and usually opts to send messages via magical or avian means.
Refuge
Refuge is a stopping point for many on their way to Dorborden if they travel by land. Situated on the only non-mountainous passage from southwest to northeast to Dorborden, this city is a pivotal location that must be defended. As such, they regularly are given funding by Dorborden and are heavily allied with the major city despite their distance. However, more and more Gaians known as dwarves have attacked Refuge as of late, and it may have either fallen or be on the verge of falling.
Tifdin
Tifdin is a small farming community made up almost exclusively of tieflings. Their wine is well known across the land, alleviating the distrust many Oetheans harbor against the tiefling race. This is due to the rumors of tiefling origins - that they are descendants of Gaians who made dark pacts with Oethea's sister, Asmodia, the dark sister. Tifdin is a refuge to all tieflings that find themselves outcasted from Gaian society and wish to start a new life.
Yares
Yares is a fairly large community despite its humble beginnings. Located extremely close to the Goblinfang Mountains, Yares is sometimes subject to raiding from the more desperate of clans. However, Yares is home to well known heroes such as Cranin Booyahn and Borvik Honorblade, so such raids are considered a fool's errand.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Large Civilizations or landmarks
Amoan Hills
The Amoan Hills are a vision of beauty as its rolling hills are covered in forested areas. There are places of the forest where the canopy of treetops creates a perfect shade for the inhabitants of the hills. Many wild animals made their home here as well as Oetheans, particularly those in tune with nature. Inside the Amoan Hills is a spot that stretches for about 50 miles of thick wood, so thick that the sun can rarely be seen unless you are above the treeline. This spot is known as The Shadowbraid to locals.
The Shadowbraid was home to many Oetheans who made their home in the Amoan Hills. They were protected by a fierce being only known as the Thorn Witch. This witch could come across cold and brutal to outsiders, but she was beloved by her people and she protected them in return for their aid in caring for the flora and fauna within the Shadowbraid itself.
The Shadowbraid fell under attack most recently and the Thorn Witch finally fell, giving one of her people a few tokens of power and her dying words. Will they be successful in delivering her final wish?
Bearclaw Mountains
Bearclaw Mountains were previously inhabited for generations by the Bearclaw Orc clan, much more warrior-like than the nomadic Greenwolf Clan to the south. They reigned on the mountaintops of these mountains for centuries until in the past couple hundred years a new Gaian threat appeared from within the mountain herself. These Gaians resembled the fabled humans, yet were shorter and seemed to be made half of hair as far as the orcs could tell.
Since the sudden arrival of these Gaians, the orcs of Bearclaw Mountain have clashed with them viciously hoping to maintain their claim on the land. However, the Gaians in the past 100 years have overthrown orc control of the mountain. Many of the Bearclaw clan have retrieved to Dorborden, thoroughly defeated. Some stayed behind in Refuge, hoping to find a way to reclaim their ancestral homeland.
The Gaians, known also as dwarves, maintain several openings to the surface atop Bearclaw Mountain. It is said that the dwarves craft mystical weapons with an ore only found within the mountain they reside inside of. Many smiths and those curious to explore hope that one day they might be able to venture into the mountain through one of these gateways.
Goblinfang Mountains
The Goblinfang Mountains are primarily home to hobgoblins, goblins, and the few other races who either pass through or join in the various tribes that live within or around the mountains. While the different tribes of goblins have an intense rivalry with each other, they commonly united in the past against the Bearclaw orcs to the south of their domain as the Bearclaws used to make attempts to steal territory from the goblinoids. However, once Bearclaw Mountain was lost to the Gaians, Goblinfang has begun to war within itself again. Currently, there is more tension than bloodshed given the threat of the mountain Gaians, however many of the tribes cannot agree on how to best deal with the dwarves. They were relying on Refuge to continue to fight back against the dwarves, but that plan is proving to be limited.
Fangkeep is currently controlled by the strongest clan, which centuries ago was created by the fusion of three clans. This clan is known as Dragonfang. The Dragonfangs are known to those with any political savvy as being the most reasonable clan to speak with as well. The power they carry cannot be understated. Even the other clans on the mountains avoid open conflict with the Dragonfangs. Given the defeat of the Bearclaw orcs, the Dragonfangs seek to unify all of the clans once and for all, but is being met with more and more push back.
Greenwolf Grove
Greenwolf Grove is a place sacred to many druids and other spiritual folk. It is named for the mythical creature, the Greenwolf, which is said to create grass and plantlife wherever it touches. In legend, Greenwolf Grove was a desert until the Greenwolf came and gave a mighty howl. There are no known settlements, but this area is traversed by nomadic groups such as the kenku, a few pack of gnolls, and the occasional orc clan. After the utter defeat of the orcs of Misty Wood, many worry about the future of Greenwolf Grove, as it is most likely on the list of territory the elven Gaians would like to claim.
Gulverclimb
Gulverclimb is home to bugbears first and foremost. While other races, particularly nomadic ones, travel through Gulverclimb, only the bugbears have made any strongholds here. Gulverclimb is made up primarily of highlands and forests. Not much is known about this area.
Hellrudder's Pride
Hellrudder's Pride is a harsh environment covered mostly in desert and sand dunes. However, the minotaurs have managed to conquer the land almost as easily as they have conquered the seas.
Krahkhabi Badlands
Put your spoiler here.
Misty Wood
Put your spoiler here.
Pexian Desert
Put your spoiler here.
The Red Wastes
Put your spoiler here.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Other Landmarks
Bajuka Bog
Lake Riona
Mount Rios
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Important NPCs
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Non-Essential NPC List
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
The Story Thus Far...
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
The early autumn leaves from the Great Tree, Faran, blow along the dirt paths of Dorborden. Faran, so tall it can be seen from a couple hundred miles away, towers over the city of different Oethean races. The brisk air denotes the time of year as it chills you.
After a day's work of doing whatever it is you do for a living, anything that keeps you afloat in the sprawling city of the great hag Baba Aga, you find yourself in the familiar and friendly tavern located near the center of Dorborden. It may be your favourite drinking hole, or perhaps you find it lowborne, in any case, it is one of the better places to find like-minded individuals for undergoing the riskier jobs in the city. A man's got to eat...
This tavern, known as "The Smiling Gnoll," is run by a pack (or is it a family?) of Gnolls. Who would have guessed? Known as by the shared last name, Brokenfrown, the leader of the pack is a female know as Grresh. A wily woman who seems to always be surrounded by suitors of both Gnoll and Kobold variety. In this tavern, it is possible to learn about potential jobs and gather information. Your exploration of the city has led you to understand this as a key hub of sorts.
Today, you each walk in for similar reasons: you are dead broke. You are each struggling and may end up needing to live in the shantytown outside of Dorborden's safe city walls. Hoping to avoid that you are keen to find a few mates and a lucrative job.
Some of you may recognize each other. Maybe you have worked together before on jobs or ran across each other on your journey to Dorborden.
There is a job posted on the job board, a community board that sometimes has postings on it from people in the nearby ward. Today, you spy only one job posting. It is the same posting you have seen snubbed over and over by others who frequent the tavern. You possibly avoid it since others did, or perhaps because it was beneath you, but whatever your reasons... you are a bit desperate. The posting reads as follows:
Ples sed halp. Me basment is foll of biggun ratz n i can't tak care of dem. Gud reword. Bing yar fee frends or no go. - Oikz at 53 bartles steet.
You are certain you can find the home. You just aren't sure if the reward is worth it. How much could you honestly make killing giant rats in some guy's basement?
Nevertheless, you needed a living. Now to find a few guys to come with you since the job posting insisted...
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
We are in event mode!
Reminder: You can only post twice until everyone has had a chance to post once.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
Brand storms in as he usually does, reeking of fish and salt, and plants himself at the bar. It only takes a few short minutes before he's in heated argument with one of Grresh's brothers. One claims a tab, the other claims "on the house". Either way, it's the same several times every week. The towering bull could toss a coin and predict whether he was going to forget the night from drinks or a mob-ejection.
"Damnit, Garrl, I said give me a drink! The other night's were on the house and anyone here will back me on it."
The gnoll barks, "Your words, not mine, Heffer. You want a drink? Start at the board and see where it takes you. Else you can drink the seas like the rest of your kind."
Brand realizes that this was going nowhere and losing a favorable place to find work was too risky. He throws down one of his last gold coins, "Drinks tonight, and I may consider the board if it's not the damn rats again. I should just burn that damn house down and make you serve drinks out of a rat's head." Over the next hour, Brand makes his way around the bar, making petty bets and competition with other patrons to avoid another night in a dockside alley.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Skabb sits in the back of the tavern. Before him lies large, messy pile of paper. The paper sheets look like they have been crumpled up to a ball a couple of times but someone has tried their best to flatten them out again. Skabb is wearing a rather shabby chainmail with holes here and there, some with tufts of thick, sandy brown fur sticking out. Others on the other hand show his undershirt. it looks like he purposely made the holes in his undershirt just to let these tufts stick out from the poorly made chainmail.
"May I have another glass of water, please?", Skabb asks in the gnoll language. He pulls his small, squared glasses down on his hairless nose. "Lukewarm, if you don´t mind."
Skabb looks down into his paperwork again. Ignoring the ruckus and hassle of the busy tavern, but looking cautiously over at the large minotaur as he makes his way around the bar. "Maybe too aggressive that one", he mumbles to himself, doing a couple of scribbles on the largest piece of paper.
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of GuildsThe Soggiest DM - In campaign: Boats, Rocks & RuffiansEira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors ExpandedRoland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
Skrich somewhat timidly enters The Smiling Gnoll. His journey, thus far had not been an easy one, and he seemed no closer to completing his task than when he started. He had hoped that someone at the gates of Dorbodren would have been able to help him, but among the throngs of refugees and merchants, Skrich was just another sad face in the crowd to them. No one had seemed as alarmed or interested in news of the fall of the Shadowbraid as Skrich thought they would be. After causing a slight commotion, Skrich had gotten the attention of one of the gate guards, who had directed him here for the evening with promises to "look into" Skrich's problems before running off to break up a scuffle between a pair of Kobold merchants and a rather cross looking Orc who had upset their cart. Skrich had taken the opportunity to follow the hastily scribbled map the guard had handed him, expecting that his requests were likely to be forgotten by the end of the day, and now here he was.
Wandering over to the message board, in hopes that it has news or information, or anything that would help, Skrich reads the only posting. Apparently someone has a rat problem? More importantly, someone has a basement. A basement Skrich could live in for now while he got himself sorted out in this bustling city if he helped clear out the rats and played his cards right. Skrich grabs at the first of the unclaimed interest markers attached beneath and finds a nearby table to sit at. Maybe others will be interested as well. Until then, Skrich watches the board intently while absentmindedly sketching a detailed thorn vine on the back of the map he had gotten earlier while the din of the tavern slowly fades around him.
Jiron wrung his hands nervously as he stood in the ally across from the Smiling Gnoll. He didn't normally visit places with such a well established... reputation. In fact, Jiron had barely left the Elder's Vault at all for the few weeks he'd been in the city. This was a special matter, he wanted to get a gift for Zellix, the illithid antique dealer who had been so kind to him. He came here, a place that apparently had a job broad, to hopefully get around the small problem of the fact that he was broke.
Jiron debated for a few minutes, and was just about to leave when he noticed that a small green grung with a nasty scar across his eye was Looking him up and down, particularly eying the Thundercannon strapped to his back. The hobgoblin smiled nervously, "Hello" he said before entering the tavern to hopefully disappear in the crowd.
In the tavern, Jiron took in his new surroundings. He noticed the rat job on the board, marking that down for memory. He cautiously avoided the very angry Minotaur, so as not to provoke him further, and passed a rather artistic kenku, taking notice of the excellent detail in his throne vine sketch, on his way to the back corner. He noticed the shabby looking Tabaxi and smiled uncomfortably, not knowing how to react to the rowdy and drunk lot in the tavern. The cat had visited the Elder's Vault a couple times, he'd never seemed to reveal or find what he was looking for, but Skabb, if Jiron remembered correctly, had seemed nice enough.
"I hope he's looking for a job for two" Jiron muttered under his breath as he pulled out his notebook and began revising some of his designs as he watched to see if any possible allies were looking at taking the rat job, hoping he wouldn't get noticed and there wasn't a drink minimum.
Campaigns
Oethea's Chosen- Jiron Booyahn, Hobgoblin Artificer(Gunsmith).
Shackles of Silver- Dungeon Master
Ravnica, City of Guilds - Rukorm, Minotaur Fighter(Cavalier) - Izzet League
Skabb looks up from his notes, scanning the room from time to time.
As the kenku carefully makes his way the tavern Skabb looks at him carefully. "Maybe him?", Skabb mumbles into his cup of water as he takes the last swig. He makes a couple of notes on another piece of paper. After folding the small paper piece and putting in his backpack he leaves his seat to ask for a refill of water, or maybe even a beer, if he only could make up his mind if it is worth it or not. He stands in front of the bar until the bartender smiles and tells him he probably should get something or go sit down again, he is making a line. With an empty cup in hand Skabb returns to his table, shaking his head over his own indecisiveness. Just as he is about to pack his notes and leave Jiron walks in. "A familiar face!", Skabb smiles a little. His luck might have turned for the better after all. Skabb does his best to make eye-contact with his acquaintance, Jeeran, or at least something like that, if he saw his way he could nod to him and maybe get him to come sit down at his table. "He must be looking for work to, since he checked the board", Skabb thinks to himself while tidying up the pile of half crumpled papers covering his entire table.
(OOC: Just thought i´d make my second post now, before ChooChoo makes their post. So excited to finally get started!)
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of GuildsThe Soggiest DM - In campaign: Boats, Rocks & RuffiansEira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors ExpandedRoland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
Jiron sketches out a basic schematic and formula for a bag that could hold a lot but still weigh the same. He looks up and sees the Tabaxi gesturing him over. Awkardly, he closes his notebook and gets up. He taps his fingers as he walks over to the table and pulls up a chair. "Thanks. Skabb, right?" he asks as he sits down.
Noticing the crumpled paper, the hobgoblin gets curious. "What are you studying? I'm partial to tinkering myself, even if it's not the most common, or respected, trade."
Campaigns
Oethea's Chosen- Jiron Booyahn, Hobgoblin Artificer(Gunsmith).
Shackles of Silver- Dungeon Master
Ravnica, City of Guilds - Rukorm, Minotaur Fighter(Cavalier) - Izzet League