(Btw, anytime I type in parentheses is OOC. But I am going to bed. I will reply as soon as I can in the morning. Also, my character was found in the woods by her would be adoptive parents. She was laying in a hollowed out trunk as a baby, a gift to her parents from Ilmater. Imagine Clark Kent but with DND version of super powers lol. She hides her hair as the pink coloring is a sign of her Aasimar heritage. Finally, she is left-handed.)
Arthur does his usual ( pray , gear up, eat / drink ) , looks around for Snarf & if he sees him tells him " snarf I'll need you to go with me after breakfast " OOC: I'm guessing this is 6-7 in the morning
*listening closely and making eye contact as she does, Raven nods to Arthur, "I do, yes. It's a shame. At least you were in the area or it could have been much worse."
*stretching now she looks out the window as the wind begins to picks up* "I can tell it's going to be a long day today."
Ooc, I'd like to take this opportunity to point out to our new players and remind the players since the beginning of something your characters have that almost none of your previous characters had.
A home.
I have had a few NPCs mention a few times about the state of dress and appearance of your characters. You live in a big city, yet carry around with you a full load of rations, bedrolls, tons of weapons, even a big hunting trap or two here and there. The times we see that in real life are the guys on the sides of the road with signs. I like the friendlier term of Urban Outdoorsman. Looking like highly armed homeless people, while not illegal in Waterdeep, does look very much out of place.
One thing I'm hoping to do try to help the Manor to actually feel like a home for your characters. You'll be coming back home at the end of most nights. Your gear will be there when you get home. There is staff in the home all day now.
There have been some small efforts here and there to mark some stuff left at the Manor, or trimming down of unused equipment. We might have to go back to using the Variant Encumbrance rules we originally started with, Dndbeyond does the math for you. We stopped using them in the beginning because, there was no home at that time. And another thing happens soon that might help this concept along. Details are in Volo's Enchiridion, a copy of which is hanging around the Manor and Mr Russell shows it to any new people who may be new to the area. I also found an online copy you can read, since you can't read the copy I printed out for all the players:
And anyone stocking up on weapons in case your weapon breaks? This is extremely rare since I don't homebrew some critical miss chart used in older editions. Critical miss charts were left out of this edition for a very good reason, it skews the Bounded Accuracy theory of this edition. For example, who is more likely to critical miss? The highly skilled melee fighter that attacks many times a turn, or the support character who only gets one attack? Using some made up critical miss chart means a fighter is more likely to stab himself than the less skilled pc. Rolling a 1 just means you fail, I'm not gonna break your sword with your own dice.
And there is only one low level monster where slashing, piercing, or bludgeoning even makes a difference last time I checked. No real mechanical need to have all options unless you just like the flavor.
Hopefully I don't sound like I'm on a rant. Most of our active players now are pretty fresh and missed these things covered earlier in the campaign.
You can trim down the items carried by storing items not on your person in the Other Possessions part of your equipment tab. It a big notepad type area, you can type the item in here and remove it from Inventory to get an accurate reading on your characters encumbrance.
Yes the erroneously mentioned cleaners guild was meant to be called the Dungsweepers Guild. Thankfully nobody called them that in front of them. All the Waterdeep guilds take a lot of pride in their work, even Dungsweepers.
Ok, so Snarf is sleeping. What time would he normally be up if I know ? If it's say in 3 hours Arthur will get ready to head to the orphanages starting with the temple of Tyr up north . Ooc: going off what I just read , I'll lighten the gear a bit . Arthur brings his hammer and a dagger, and wearing armour. The rest will be in his room, I'll make the changes on the sheet . Some might find the great sword intimidating anyhow . No back pack and related goods, but also has coinage and obviously the holy symbol on him
I changed everyone back to Variant Encumbrance, except Arthur (couldn't access it)
That gives everyone a sense of how much to trim down. You can still carry as much as you used to, your speed just goes down the closer you get to that number. Some got really encumbered, of course some are carrying some really heavy stuff. Or a dozen torches when they have Darkvision, etc.
(I will continue to wear what I have, mostly because most of the stuff I have on me I want just incase. All the heavy stuff is just the 3 things I'm wearing = Warhammer, Shield and Chainmail. Couldn't get rid of those even if I wanted to without proper replacements, and I like what I have.)
(Edit: Tbh, I love what I have. Only intend to replace them with similar archetypes. Chainmail = Heavy Armor, Warhammer = reminds me of Warhammer: 40k. Shield = Higher AC and ability to Block.)
(I will continue to wear what I have, mostly because most of the stuff I have on me I want just incase. All the heavy stuff is just the 3 things I'm wearing = Warhammer, Shield and Chainmail. Couldn't get rid of those even if I wanted to without proper replacements, and I like what I have.)
(Edit: Tbh, I love what I have. Only intend to replace them with similar archetypes. Chainmail = Heavy Armor, Warhammer = reminds me of Warhammer: 40k. Shield = Higher AC and ability to Block.)
That's where the realism comes into play here, do you need a 25lb hunting trap slowing you down for what is essentially guard duty?
Snarf has taken to heart his newly opened work schedule, he does most of his cleaning at night. He tends to sleep through the brighter parts of the day(more on that later on this day)
I'll have to get Snarf in the evening I suppose . With that knowledge I flag down a cart and head towards the halls of justice at once to see if they have any orphans who are at the age of having to move out .
For franchise untrained hirelings, untrained hirelings provide general labor, and can function as builders, cleaners, porters, and other workers. Untrained hirelings can work for a franchise or its allies, perhaps tending a garden for a noble family or helping a merchant unload cargo from ships. They will not engage in combat and do not leave the headquarters to join the party on adventures.
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(Btw, anytime I type in parentheses is OOC. But I am going to bed. I will reply as soon as I can in the morning. Also, my character was found in the woods by her would be adoptive parents. She was laying in a hollowed out trunk as a baby, a gift to her parents from Ilmater. Imagine Clark Kent but with DND version of super powers lol. She hides her hair as the pink coloring is a sign of her Aasimar heritage. Finally, she is left-handed.)
Sincerely,
-Raven Eclipse Cross
Realms Weather Report for
Mirtul 27, 1372
Temperate Coast
Temperature:
Low: 40
High: 60
Effective Temperature: -
Winds: From Arctic at 30 mph.
Precipitation: Trace of rain
Relative Humidity:
Morning: Low
Evening: Low
Dawn is at: 4:32
Number of daylight hours: 14.90
Selûne: 2nd Qtr
Normal ranged attacks at -2, no effect on siege weapons.
Arthur does his usual ( pray , gear up, eat / drink ) , looks around for Snarf & if he sees him tells him " snarf I'll need you to go with me after breakfast " OOC: I'm guessing this is 6-7 in the morning
*listening closely and making eye contact as she does, Raven nods to Arthur, "I do, yes. It's a shame. At least you were in the area or it could have been much worse."
*stretching now she looks out the window as the wind begins to picks up* "I can tell it's going to be a long day today."
Sincerely,
-Raven Eclipse Cross
6 bells is the time to meet the Dungsweepers Guild down in the Dock Ward. If you're not going with them, they are already gone.
Snarf is asleep, late night cleaning.
(That is not who I am supposed to escort, correct?)
Sincerely,
-Raven Eclipse Cross
Ooc, I'd like to take this opportunity to point out to our new players and remind the players since the beginning of something your characters have that almost none of your previous characters had.
A home.
I have had a few NPCs mention a few times about the state of dress and appearance of your characters. You live in a big city, yet carry around with you a full load of rations, bedrolls, tons of weapons, even a big hunting trap or two here and there. The times we see that in real life are the guys on the sides of the road with signs. I like the friendlier term of Urban Outdoorsman. Looking like highly armed homeless people, while not illegal in Waterdeep, does look very much out of place.
One thing I'm hoping to do try to help the Manor to actually feel like a home for your characters. You'll be coming back home at the end of most nights. Your gear will be there when you get home. There is staff in the home all day now.
There have been some small efforts here and there to mark some stuff left at the Manor, or trimming down of unused equipment. We might have to go back to using the Variant Encumbrance rules we originally started with, Dndbeyond does the math for you. We stopped using them in the beginning because, there was no home at that time. And another thing happens soon that might help this concept along. Details are in Volo's Enchiridion, a copy of which is hanging around the Manor and Mr Russell shows it to any new people who may be new to the area. I also found an online copy you can read, since you can't read the copy I printed out for all the players:
https://waterdeep-13.obsidianportal.com/wikis/volos-waterdeep-enchiridion
And anyone stocking up on weapons in case your weapon breaks? This is extremely rare since I don't homebrew some critical miss chart used in older editions. Critical miss charts were left out of this edition for a very good reason, it skews the Bounded Accuracy theory of this edition. For example, who is more likely to critical miss? The highly skilled melee fighter that attacks many times a turn, or the support character who only gets one attack? Using some made up critical miss chart means a fighter is more likely to stab himself than the less skilled pc. Rolling a 1 just means you fail, I'm not gonna break your sword with your own dice.
And there is only one low level monster where slashing, piercing, or bludgeoning even makes a difference last time I checked. No real mechanical need to have all options unless you just like the flavor.
Hopefully I don't sound like I'm on a rant. Most of our active players now are pretty fresh and missed these things covered earlier in the campaign.
The Franchise does have a contract to guard the Dungsweepers Guild for a full tenday at 6am, and they still have a few days left.
You can trim down the items carried by storing items not on your person in the Other Possessions part of your equipment tab. It a big notepad type area, you can type the item in here and remove it from Inventory to get an accurate reading on your characters encumbrance.
(I ask because I was briefly informed of escorting the cleaner's guild. Just wanted to make sure those 2 weren't one and the same.)
Sincerely,
-Raven Eclipse Cross
ooc: I keep calling them the cleaning guild bc I can never remember their name . My appologies on that 1
Yes the erroneously mentioned cleaners guild was meant to be called the Dungsweepers Guild. Thankfully nobody called them that in front of them. All the Waterdeep guilds take a lot of pride in their work, even Dungsweepers.
(Oh okies. haha Dungsweeper's/Cleaner's. Pretty clever switch even if it was unintentional.)
(I would like to have my character meet up with the Dungsweeper's guild, assuming all players are still available that are involved.)
Sincerely,
-Raven Eclipse Cross
Ok, so Snarf is sleeping. What time would he normally be up if I know ? If it's say in 3 hours Arthur will get ready to head to the orphanages starting with the temple of Tyr up north . Ooc: going off what I just read , I'll lighten the gear a bit . Arthur brings his hammer and a dagger, and wearing armour. The rest will be in his room, I'll make the changes on the sheet . Some might find the great sword intimidating anyhow . No back pack and related goods, but also has coinage and obviously the holy symbol on him
I changed everyone back to Variant Encumbrance, except Arthur (couldn't access it)
That gives everyone a sense of how much to trim down. You can still carry as much as you used to, your speed just goes down the closer you get to that number. Some got really encumbered, of course some are carrying some really heavy stuff. Or a dozen torches when they have Darkvision, etc.
(I will continue to wear what I have, mostly because most of the stuff I have on me I want just incase. All the heavy stuff is just the 3 things I'm wearing = Warhammer, Shield and Chainmail. Couldn't get rid of those even if I wanted to without proper replacements, and I like what I have.)
(Edit: Tbh, I love what I have. Only intend to replace them with similar archetypes. Chainmail = Heavy Armor, Warhammer = reminds me of Warhammer: 40k. Shield = Higher AC and ability to Block.)
Sincerely,
-Raven Eclipse Cross
That's where the realism comes into play here, do you need a 25lb hunting trap slowing you down for what is essentially guard duty?
Snarf has taken to heart his newly opened work schedule, he does most of his cleaning at night. He tends to sleep through the brighter parts of the day(more on that later on this day)
I'll have to get Snarf in the evening I suppose . With that knowledge I flag down a cart and head towards the halls of justice at once to see if they have any orphans who are at the age of having to move out .
For franchise untrained hirelings, untrained hirelings provide general labor, and can function as builders, cleaners, porters, and other workers. Untrained hirelings can work for a franchise or its allies, perhaps tending a garden for a noble family or helping a merchant unload cargo from ships. They will not engage in combat and do not leave the headquarters to join the party on adventures.