By Proclaimation of Lord Protector of Neverwinter Dagult Neverember
Second Chance Shipping Co. calls upon all noble and brave souls seeking to immortalize their name in the history books of Neverwinter, build bridges of peace abroad, and have a first claim on the bounties of a new land to contact our offices. We offer an initial retainer of to those who are without a criminal record as well as a work release program for those who seek to have their warrants and debts cleared.
The journey to Anchorome will take three months in fair weather. Upon landing colonists will be required to repair and reestablish a ruined fort now owned by Second Chance Shipping Co. Colonists will be required to pay for their passage and any supplies they purchase from Second Chance Shipping Co. either through an account of credit established by the company or independent means before the voyage, during the voyage, and by catalog upon settling. All product produced by the Colony will be the property of Second Chance Shipping Co. and will be transported at the liability of Second Chance Shipping Co. to the city of Neverwinter for exclusive sale.
GAME DETAILS
Disclaimer: Adventure May Contain Adult Language And Themes.
I've been reading the Ironhelm series and wanted to do an American game for after the 4th of July so I started writing an adventurer in the True World which is basically the "New World" for Forgotten Realms. While Maztica, the setting of Ironhelm, is more central American, Anchorome is North American so imagine a New England environment. Generally not a lot is known about this region, infact it is nearly unmapped. An expedition from Baulder's Gate attempted to settle the same plot before the Spellplague, but were allegedly eaten by cannibalistic Wild Elves who spoke a dialect of elvish not understood by other elves. However these tales could just be old sailor's myths as Baulder's Gate still mans Fort Flame a few weeks south from the location to be settled.
Will the party try to make peace with the Wild Elves or go to war with them? How will they survive the winter? And did anyone actually bring the tools and have the ability to repair/build a town when they aren't adventuring for resources?
Date/Time: Bi-Weekly starting July 8th, 7p EST
How To Play: DnDBeyond for Character Sheet, I'll have a Master Account for the campaign / Roll20 for VTT / Discord for voice.
Session Zero will be handled over the Discord
Level 1 Start, No homebrew without approval.
Point Buy for Attributes
First three sessions are mostly character building and group RP with limited encounters as players find their subclasses during the voyage.
Starting equipment, but you may exchange or purchase any common item including enchanted items.
Item weights as well as container max weights and ammunition will be tracked. There is a great deal of survival aspect to this adventure and it can be hard to get replacement items unless you have the tools for it.
The cost of the voyage is equal to 91 days travel multiplied by you lifestyle, you may take out a loan from Second Chance Shipping Co to cover the travel cost:
Wretched - Must roll Stealth each day to not get caught, if caught will be sent to the brig or tossed overboard to die.
Squalid - 9 gold 1 silver
Poor - 18 gold 2 silver
Modest - 91 gold
Comfortable - 182 gold
Wealthy - 364 gold
Aristocratic- 9100 gold
The party will be accompanied to the colony by a number of NPC commoners with random professions equal to the parties combined Charisma Modifier.
APPROVED HOMEBREW
Gunslinger subclass is approved using the Exandria weapons, but the critical on all guns is tripled and the critical threat on all guns are increased to 19-20, this stacks with the subclass's extended critical threat range along with any other ability which extends the critical threat range. Also the Gunner feat does not remove the reload time ie it will take an action and can only be unlocked as a bonus action through the subclass, but it does allow the play to shoot at targets within 5ft and use their gun as a bludgeoning weapon with which they are proficient (1d4 or 1d6) or should they obtain fix a bayonet to a musket then as a piercing weapon (1d8) with which they are proficient.
Re-opening, player was wasting our time. Please read the post and make sure the play time as well as rules/creation standards are something you are comfortable with before joining. No one wants to schedule time off from their lives to show up to a game with no one there because everyone just joined a Discord to join a Discord. The time for the game is scheduled we are not going to reschedule it.
By Proclaimation of Lord Protector of Neverwinter Dagult Neverember
Second Chance Shipping Co. calls upon all noble and brave souls seeking to immortalize their name in the history books of Neverwinter, build bridges of peace abroad, and have a first claim on the bounties of a new land to contact our offices. We offer an initial retainer of to those who are without a criminal record as well as a work release program for those who seek to have their warrants and debts cleared.
The journey to Anchorome will take three months in fair weather. Upon landing colonists will be required to repair and reestablish a ruined fort now owned by Second Chance Shipping Co. Colonists will be required to pay for their passage and any supplies they purchase from Second Chance Shipping Co. either through an account of credit established by the company or independent means before the voyage, during the voyage, and by catalog upon settling. All product produced by the Colony will be the property of Second Chance Shipping Co. and will be transported at the liability of Second Chance Shipping Co. to the city of Neverwinter for exclusive sale.
GAME DETAILS
Disclaimer: Adventure May Contain Adult Language And Themes.
I've been reading the Ironhelm series and wanted to do an American game for after the 4th of July so I started writing an adventurer in the True World which is basically the "New World" for Forgotten Realms. While Maztica, the setting of Ironhelm, is more central American, Anchorome is North American so imagine a New England environment. Generally not a lot is known about this region, infact it is nearly unmapped. An expedition from Baulder's Gate attempted to settle the same plot before the Spellplague, but were allegedly eaten by cannibalistic Wild Elves who spoke a dialect of elvish not understood by other elves. However these tales could just be old sailor's myths as Baulder's Gate still mans Fort Flame a few weeks south from the location to be settled.
Will the party try to make peace with the Wild Elves or go to war with them? How will they survive the winter? And did anyone actually bring the tools and have the ability to repair/build a town when they aren't adventuring for resources?
Date/Time: Bi-Weekly starting July 8th, 7p EST
How To Play: DnDBeyond for Character Sheet, I'll have a Master Account for the campaign / Roll20 for VTT / Discord for voice.
Session Zero will be handled over the Discord
Level 1 Start, No homebrew without approval.
Point Buy for Attributes
First three sessions are mostly character building and group RP with limited encounters as players find their subclasses during the voyage.
Starting equipment, but you may exchange or purchase any common item including enchanted items.
Item weights as well as container max weights and ammunition will be tracked. There is a great deal of survival aspect to this adventure and it can be hard to get replacement items unless you have the tools for it.
The cost of the voyage is equal to 91 days travel multiplied by you lifestyle, you may take out a loan from Second Chance Shipping Co to cover the travel cost:
Wretched - Must roll Stealth each day to not get caught, if caught will be sent to the brig or tossed overboard to die.
Squalid - 9 gold 1 silver
Poor - 18 gold 2 silver
Modest - 91 gold
Comfortable - 182 gold
Wealthy - 364 gold
Aristocratic- 9100 gold
The party will be accompanied to the colony by a number of NPC commoners with random professions equal to the parties combined Charisma Modifier.
APPROVED HOMEBREW
Gunslinger subclass is approved using the Exandria weapons, but the critical on all guns is tripled and the critical threat on all guns are increased to 19-20, this stacks with the subclass's extended critical threat range along with any other ability which extends the critical threat range. Also the Gunner feat does not remove the reload time ie it will take an action and can only be unlocked as a bonus action through the subclass, but it does allow the play to shoot at targets within 5ft and use their gun as a bludgeoning weapon with which they are proficient (1d4 or 1d6) or should they obtain fix a bayonet to a musket then as a piercing weapon (1d8) with which they are proficient.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
Re-opening, player was wasting our time. Please read the post and make sure the play time as well as rules/creation standards are something you are comfortable with before joining. No one wants to schedule time off from their lives to show up to a game with no one there because everyone just joined a Discord to join a Discord. The time for the game is scheduled we are not going to reschedule it.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
Closed, will re-open if someone drops out.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.