These are the rules to the campaign. Please read them BEFORE you message. By messaging me, you agree not to send me a level 1 character with a campaign forbidden race that has 7 levels worth of magical items...
Your character must join the campaign on D&D beyond, please do not send me a message that says you have a paper character you "rolled" with more than 90 ability points...I don't believe you.
Game Rules:
The campaign starts on the Northeastern continent. There is an area South in the Sea of Raging Tempests known to be a Polynesian Island chain. Additionally, it is known there is a Continent West of The Kingdom of Salahein, and another Southeast of The Kingdom of Argatha. Though large scale travel to and from these places has been cut off for more than 50 years. Occasionally a ship will turn up with exotic goods or life forms, but these are rare.
Magic in the realms:
There are centers of magical learning, schools, libraries one may self-teach, individuals taking apprentices, etc. Still, these options are both expensive and rare, magic users are rare and may be feared or distrusted.
Magic items are rare, to make up for this, some magic items are upgradable. See below.
Wild magic and magic dead areas are a thing
Pantheon:
Gods are normally named by their pantheon and not by a given name. For example, the Goddess of suffering, The God of War, etc. Different cultures will have different names for them, there are no universal agreed upon names of the pantheon.
Races:
The following races do not exist in the campaign as player characters:
Satyr Minotaur Fairy Simic Hybrid Triton Verdan Warforged Locathah Gith Grung Centaur Automatons are not a thing, only Golems, and you cannot be one Anything from any other source at the DMs (my) discretion
Racial discrimination is set to “on!” Humans are the most common race.
Difficulty modifiers will be adjusted based on PC race and the Race the PC interacts with. The more monstrous the PC, the greater the modifier For example, a tiefling PC, interacting with a human NPC, can expect a difficulty modifier (as high as +15) to social skills such as persuasion, deception, etc. depending on the situation.
Tropes are in effect. Dwarves distrust elves and vice versa Drow are thought to be evil until proven otherwise Orcs and goblins are not welcome in civilized society Goliaths may be mistaken for ogres Tieflings may be mistaken for demons et. al.
Age: No PC may be under 16 years human equivalent. Age ability modifiers are in effect.
Classes:
There are no class restrictions, however, a diverse party, with all major roles included will have the best chance for survival.
Ability Points:
May be rolled 4d6 removing the lowest. No character may have greater than a +4 modifier to start (aka, no starting ability over 19)
Hit points:
Maximum hit points at level 1. From levels 2-5 Average hit points or a witnessed, recorded roll. From level 6-12 Roll for HP, 1s may be rerolled. From levels 12+ Roll for hit points, all rolls count.
Gear:
No startingmagic items Each character may have the gear and/or gold listed in their background. Each character may choose the equipment loadout or roll 4d4x10 gold pieces and purchase gear at list price.
Gear Quality:
There will be multiple level of gear quality: Broken/delapitated: will incur a -2 penalty to any roll (cost 25% of list price) Low quality: -1 penalty to any roll (cost 50% of list price) Average: no adjustment High quality: non-magical +1 to hit or Damage, not both, or ability roll not suitable for enchanting (+25% list price) Masterwork: non-magical +1 to hit or damage, not both, or ability roll, suitable for up to 2 enchantments (+50-100% list price) Solid Silver: non-magical full damage to lycanthropes (+100% list price) Adamantine: Cannot be broken Lithian: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 3 enchantments (cannot be purchased, must be constructed) Armalia: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 4 enchantments (cannot be purchased, must be constructed) Magical: As described RAW, considered masterwork for the purpose of upgrading. (ie: A +1 flame tongue is considered 2 enchantments, one for the numeric modifier one for the flame) If the item already has more than 2 enchantments, it cannot be upgraded. Advanced gear: This is gear with non-textbook properties, like altered damage ranges, altered damage types, etc. Advanced gear can be any of the above categories as well.
Enchanted items are magic items for the purpose of game mechanics. Enchanted items may be upgraded to the maximum number available to the material. Enchantments cannot be changed.
Currency:
The value of currency is not standard throughout the world. The value is based on the Kingdom that issues it and the location receiving it.
Example: Gold pieces from the Kingdom of High Elves may be worth 2 gold pieces in the Kingdom of Argatha, the opposite applies, 2 gold pieces from Argatha would only be worth 1 gold piece to the elves.
You are responsible for keeping track where your money comes from. Any money not tracked will result in the least favorable exchange rate (Which could be as little as 1:5).
Counterfeit money is a thing.
Currency from lost kingdoms may be worth as little as melt value or as much as 10x face value
Non-standard currency such as trade bars and securities are a thing.
The GPV of gems, jewels, etc. is the actual value, not automatically the price you get for selling it.
Languages:
Multiple human languages exist. Not everyone will speak common.
Basic needs/Survival:
Not eating, drinking, etc. will result in exhaustion points.
Food/water also has varying quality.
Curses:
There are different levels of curses. Remove curse does not automatically succeed for anything except the “ bestow curse” spell or lower level curses.
Death:
Any single source damage that reduces you to -10 hp kills you outright
Raise Dead does not automatically work, there is a chance it will fail.
Resurrection automatically works, but may not be permanent.
Only Wish can restore life for sure and be permanent.
Travel/movement: Astral travel/projection is not a thing.
Critical success/failure:
A natural 1 is always a critical failure.
A natural 20 always outstanding success.
Homebrew:
All homebrew must be approved by the DM (me) in advance.
Technical:
You must have a D&D beyond account
You must have an astral tabletop account
You must have discord and a WORKING microphone.
Fair warning:
To reduce metagaming, any monster or NPC stat block can be modified by me at will.
Homebrew spells are a thing for both players and monsters.
The rule of cool is always a thing.
Adult content.
Graphic violence.
Cooperative play a must!
All gender identities and preferences welcomed. There will be diverse NPCs and I will give voice acting a go.
JustMike#0836
These are the rules to the campaign. Please read them BEFORE you message. By messaging me, you agree not to send me a level 1 character with a campaign forbidden race that has 7 levels worth of magical items...
Your character must join the campaign on D&D beyond, please do not send me a message that says you have a paper character you "rolled" with more than 90 ability points...I don't believe you.
Game Rules:
The campaign starts on the Northeastern continent. There is an area South in the Sea of Raging Tempests known to be a Polynesian Island chain. Additionally, it is known there is a Continent West of The Kingdom of Salahein, and another Southeast of The Kingdom of Argatha. Though large scale travel to and from these places has been cut off for more than 50 years. Occasionally a ship will turn up with exotic goods or life forms, but these are rare.
Magic in the realms:
There are centers of magical learning, schools, libraries one may self-teach, individuals taking apprentices, etc. Still, these options are both expensive and rare, magic users are rare and may be feared or distrusted.
Magic items are rare, to make up for this, some magic items are upgradable. See below.
Wild magic and magic dead areas are a thing
Pantheon:
Gods are normally named by their pantheon and not by a given name. For example, the Goddess of suffering, The God of War, etc. Different cultures will have different names for them, there are no universal agreed upon names of the pantheon.
Races:
The following races do not exist in the campaign as player characters:
Satyr Minotaur
Fairy Simic Hybrid
Triton Verdan
Warforged Locathah
Gith Grung
Centaur Automatons are not a thing, only Golems, and you cannot be one
Anything from any other source at the DMs (my) discretion
Racial discrimination is set to “on!”
Humans are the most common race.
Difficulty modifiers will be adjusted based on PC race and the Race the PC interacts with.
The more monstrous the PC, the greater the modifier
For example, a tiefling PC, interacting with a human NPC, can expect a difficulty modifier (as high as +15) to social skills such as persuasion, deception, etc. depending on the situation.
Tropes are in effect.
Dwarves distrust elves and vice versa
Drow are thought to be evil until proven otherwise
Orcs and goblins are not welcome in civilized society
Goliaths may be mistaken for ogres
Tieflings may be mistaken for demons
et. al.
Age:
No PC may be under 16 years human equivalent.
Age ability modifiers are in effect.
Classes:
There are no class restrictions, however, a diverse party, with all major roles included will have the best chance for survival.
Ability Points:
May be rolled 4d6 removing the lowest.
No character may have greater than a +4 modifier to start (aka, no starting ability over 19)
Hit points:
Maximum hit points at level 1.
From levels 2-5 Average hit points or a witnessed, recorded roll.
From level 6-12 Roll for HP, 1s may be rerolled.
From levels 12+ Roll for hit points, all rolls count.
Gear:
No starting magic items
Each character may have the gear and/or gold listed in their background.
Each character may choose the equipment loadout or roll 4d4x10 gold pieces and purchase gear at list price.
Gear Quality:
There will be multiple level of gear quality:
Broken/delapitated: will incur a -2 penalty to any roll (cost 25% of list price)
Low quality: -1 penalty to any roll (cost 50% of list price)
Average: no adjustment
High quality: non-magical +1 to hit or Damage, not both, or ability roll not suitable for enchanting (+25% list price)
Masterwork: non-magical +1 to hit or damage, not both, or ability roll, suitable for up to 2 enchantments (+50-100% list price)
Solid Silver: non-magical full damage to lycanthropes (+100% list price)
Adamantine: Cannot be broken
Lithian: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 3 enchantments (cannot be purchased, must be constructed)
Armalia: non-magical +1 to hit and damage, ability roll, or applicable saving throw, suitable for up to 4 enchantments (cannot be purchased, must be constructed)
Magical: As described RAW, considered masterwork for the purpose of upgrading. (ie: A +1 flame tongue is considered 2 enchantments, one for the numeric modifier one for the flame) If the item already has more than 2 enchantments, it cannot be upgraded.
Advanced gear: This is gear with non-textbook properties, like altered damage ranges, altered damage types, etc. Advanced gear can be any of the above categories as well.
Enchanted items are magic items for the purpose of game mechanics.
Enchanted items may be upgraded to the maximum number available to the material.
Enchantments cannot be changed.
Currency:
The value of currency is not standard throughout the world.
The value is based on the Kingdom that issues it and the location receiving it.
Example: Gold pieces from the Kingdom of High Elves may be worth 2 gold pieces in the Kingdom of Argatha, the opposite applies, 2 gold pieces from Argatha would only be worth 1 gold piece to the elves.
You are responsible for keeping track where your money comes from. Any money not tracked will result in the least favorable exchange rate (Which could be as little as 1:5).
Counterfeit money is a thing.
Currency from lost kingdoms may be worth as little as melt value or as much as 10x face value
Non-standard currency such as trade bars and securities are a thing.
The GPV of gems, jewels, etc. is the actual value, not automatically the price you get for selling it.
Languages:
Multiple human languages exist. Not everyone will speak common.
Basic needs/Survival:
Not eating, drinking, etc. will result in exhaustion points.
Food/water also has varying quality.
Curses:
There are different levels of curses. Remove curse does not automatically succeed for anything except the “ bestow curse” spell or lower level curses.
Death:
Any single source damage that reduces you to -10 hp kills you outright
Raise Dead does not automatically work, there is a chance it will fail.
Resurrection automatically works, but may not be permanent.
Only Wish can restore life for sure and be permanent.
Travel/movement:
Astral travel/projection is not a thing.
Critical success/failure:
A natural 1 is always a critical failure.
A natural 20 always outstanding success.
Homebrew:
All homebrew must be approved by the DM (me) in advance.
Technical:
You must have a D&D beyond account
You must have an astral tabletop account
You must have discord and a WORKING microphone.
Fair warning:
To reduce metagaming, any monster or NPC stat block can be modified by me at will.
Homebrew spells are a thing for both players and monsters.
The rule of cool is always a thing.
Adult content.
Graphic violence.
Cooperative play a must!
All gender identities and preferences welcomed. There will be diverse NPCs and I will give voice acting a go.
I am interested, just let me know next steps, I am happy to make a character for your quest
I am also interested, but I'm completely new to it, so I hope that's not a problem
I would be interested as well. I'm relatively new to this, particularly one that is completely online.