Players have already been selected, so we are not recruiting. We are not accepting any more players until one of the current players is forced to leave. Homebrew campaign for Dungeons and Dragons, 5th Edition.
Gonna copypaste the lore blurb everywhere because it's a fair summary.
The world of Aeonara is shifting. Now is a particularly tumultuous time in its history. To the north, the Dwarven Revolution has caused a great power upset within the Icecrown sovereign that may lead to the overthrow of the empire altogether. To the southwest, corruption and turmoil plague the failing Vendollian Empire. To the south, tensions rise between the crowded races of Toltec and war is on the brink. To the northwest, however, after years of war, the new Kagirinai Empire prospers. Behind all of this, rumor has it that an ancient cult has taken root once more in modern society. In order to stop a world-ending threat, the nations of the world must unite for just a moment.
The adventurers will quest to find a set of grand relics that have been sealed away for thousands of years in order to stop the end of the world. Will they be able to put aside their differences and complete this arduous task? Will they be able to not roll natural ones during crucial events?
A cool, misty breeze wafts over the sand just outside of the city Koios. Waves stretch out to the fire-colored sun, which perches just above the horizon. Four adventurers stand side by side on the crystalline sand, observing the setting sun. They have not only finished their inciting adventure but also have been given a task by a mysterious magical entity.
As each of you looks up from the scrolls you have received, you notice that the figure cloaked in red has already gone.
" ... Ssssshoot... " He murmured under his breath. Usually his life was filled with all sorts of danger and weirdness, but it seems this time it feels like he has just been thrown into a whole new level of weirdness. Something bigger than he could ever hope to live for.
"What the hell?" Is what Pest would usually say if he didn't feel like this person knew something his friends didn't. What had the scrolls meant? Where were they going to go? These questions just plagued his mind over and over.
Your eyes are drawn to the maps that are attached to each of the scrolls that you have been given. They mark a space that seems to be a day or so north of the city of Koios in an otherwise uninhabited region of the island. Perhaps that is where the entity wants you to go? You have a lot of questions, but that answer seems to fit nicely in with what has happened.
However, the four of you notice that it's getting fairly late. You're on the outskirts of the large city, and you figure that nightfall will be soon (perhaps in an hour or two).
Your band of adventurers wanders along the path towards the city of Koios, which, at the moment, is a great smudge of woody browns and glowing yellows on the horizon. The walk back is short and uneventful, but (as per usual with this area) smells distinctly smells of waterfowl feces, fish, and saltwater. When you get back to the city, the activity seems to be dying down. It is around 7:30 at night, with the sun having just barely slipped over the horizon. Lanterns are being lit and city watch people are beginning patrols as shopkeepers pack up their various stalls throughout the cobblestone streets.
If you are looking for a tavern or an inn, roll investigation or perception (your choice). If you're looking for anything else, please specify and roll investigation.
This post has potentially manipulated dice roll results.
In the future, when rolling, please use the roll feature provided by D&D Beyond. It is the rightmost button on the side and allows me to make sure you're not cheating, as well as allowing you to add things like advantage, disadvantage, and your bonuses to the roll itself. When you roll, it would be preferential to me to describe what you're doing as well. An example would be:
Bob, who is playing as a high elf wizard named Nestrin Whisperwood, has been asked to roll for investigation to find a switch hidden on a wall. He types in the following:
"Nestrin paces around the wall, searching with his eyes for any sort of hidden switch that would open the door. Placing one hand on his chin in thought and the other on the wall, he moves across the cobblestone meticulously. Every few seconds, he brushes his long, golden hair out of his face when he thinks he's found something."
Bob pushes the roll button, bringing up a menu with bonuses. Nestrin is not proficient in Investigation, but has a lot in Intelligence. His bonus will be +3.
13
In the DM's next post, there will be a spoiler for Nestrin detailing what he found.
(The command for rolling with a bonus is {roll}1d20+[bonus]{/roll}, but replace the {'s with ['s)
As your band wanders through the streets of Koios, it's not too difficult to find a tavern among the buildings. The city has been subdued by the oncoming night, and there aren't as many shops open or people out and about (although there are still some). The sun has dropped below the horizon, but it is not quite night yet. A thin strand of pink and orange shield the horizon from the oncoming darkness, and the stars above are just beginning to twinkle in the navy-blue sky.
You find a tavern known as the Flagon Dragon, which sits by the harbor and can be identified by a wooden sign that depicts a serpentine dragon coiled around a cylindrical flagon of alcohol. It is two stories tall; the second story doubles as an inn. Although not the nicest place in town, the area isn't particularly terrible and you're unlikely to get yourself in major trouble here. As you step inside, you're overwhelmed by the loud clamor of people drinking and singing. The atmosphere is cheery at the moment and the tavern is reasonably filled. There are seats open all around the tavern, including at the bar, at booths, and at normal tables. Nobody seems to notice you when you walk in, but there are a handful of bruisers positioned around the building. To your left is a small fighting ring, and in the right corner of the room is a spiral staircase that you presume leads to the second floor.
If you are looking to see what types of people exist around the tavern, roll a perception check. Otherwise, please specify your action.
Players have already been selected, so we are not recruiting. We are not accepting any more players until one of the current players is forced to leave. Homebrew campaign for Dungeons and Dragons, 5th Edition.
Gonna copypaste the lore blurb everywhere because it's a fair summary.
The world of Aeonara is shifting. Now is a particularly tumultuous time in its history. To the north, the Dwarven Revolution has caused a great power upset within the Icecrown sovereign that may lead to the overthrow of the empire altogether. To the southwest, corruption and turmoil plague the failing Vendollian Empire. To the south, tensions rise between the crowded races of Toltec and war is on the brink. To the northwest, however, after years of war, the new Kagirinai Empire prospers. Behind all of this, rumor has it that an ancient cult has taken root once more in modern society. In order to stop a world-ending threat, the nations of the world must unite for just a moment.
The adventurers will quest to find a set of grand relics that have been sealed away for thousands of years in order to stop the end of the world. Will they be able to put aside their differences and complete this arduous task? Will they be able to not roll natural ones during crucial events?
Campaign Setting Website is Here: https://sites.google.com/view/dnd-clan/overview
A cool, misty breeze wafts over the sand just outside of the city Koios. Waves stretch out to the fire-colored sun, which perches just above the horizon. Four adventurers stand side by side on the crystalline sand, observing the setting sun. They have not only finished their inciting adventure but also have been given a task by a mysterious magical entity.
As each of you looks up from the scrolls you have received, you notice that the figure cloaked in red has already gone.
" ... Ssssshoot... " He murmured under his breath. Usually his life was filled with all sorts of danger and weirdness, but it seems this time it feels like he has just been thrown into a whole new level of weirdness. Something bigger than he could ever hope to live for.
"Where did they go?"
"What the hell?" Is what Pest would usually say if he didn't feel like this person knew something his friends didn't. What had the scrolls meant? Where were they going to go? These questions just plagued his mind over and over.
Your eyes are drawn to the maps that are attached to each of the scrolls that you have been given. They mark a space that seems to be a day or so north of the city of Koios in an otherwise uninhabited region of the island. Perhaps that is where the entity wants you to go? You have a lot of questions, but that answer seems to fit nicely in with what has happened.
However, the four of you notice that it's getting fairly late. You're on the outskirts of the large city, and you figure that nightfall will be soon (perhaps in an hour or two).
He looks at the orange sun in the distance, looks at the scroll, then looks at the city behind him.
" ... We should find a inn. "
"yeah we should"
"Off we go, I guess!" I say as I walk the other direction
Your band of adventurers wanders along the path towards the city of Koios, which, at the moment, is a great smudge of woody browns and glowing yellows on the horizon. The walk back is short and uneventful, but (as per usual with this area) smells distinctly smells of waterfowl feces, fish, and saltwater. When you get back to the city, the activity seems to be dying down. It is around 7:30 at night, with the sun having just barely slipped over the horizon. Lanterns are being lit and city watch people are beginning patrols as shopkeepers pack up their various stalls throughout the cobblestone streets.
If you are looking for a tavern or an inn, roll investigation or perception (your choice). If you're looking for anything else, please specify and roll investigation.
16
In the future, when rolling, please use the roll feature provided by D&D Beyond. It is the rightmost button on the side and allows me to make sure you're not cheating, as well as allowing you to add things like advantage, disadvantage, and your bonuses to the roll itself. When you roll, it would be preferential to me to describe what you're doing as well. An example would be:
Bob, who is playing as a high elf wizard named Nestrin Whisperwood, has been asked to roll for investigation to find a switch hidden on a wall. He types in the following:
"Nestrin paces around the wall, searching with his eyes for any sort of hidden switch that would open the door. Placing one hand on his chin in thought and the other on the wall, he moves across the cobblestone meticulously. Every few seconds, he brushes his long, golden hair out of his face when he thinks he's found something."
Bob pushes the roll button, bringing up a menu with bonuses. Nestrin is not proficient in Investigation, but has a lot in Intelligence. His bonus will be +3.
13
In the DM's next post, there will be a spoiler for Nestrin detailing what he found.
(The command for rolling with a bonus is {roll}1d20+[bonus]{/roll}, but replace the {'s with ['s)
As your band wanders through the streets of Koios, it's not too difficult to find a tavern among the buildings. The city has been subdued by the oncoming night, and there aren't as many shops open or people out and about (although there are still some). The sun has dropped below the horizon, but it is not quite night yet. A thin strand of pink and orange shield the horizon from the oncoming darkness, and the stars above are just beginning to twinkle in the navy-blue sky.
You find a tavern known as the Flagon Dragon, which sits by the harbor and can be identified by a wooden sign that depicts a serpentine dragon coiled around a cylindrical flagon of alcohol. It is two stories tall; the second story doubles as an inn. Although not the nicest place in town, the area isn't particularly terrible and you're unlikely to get yourself in major trouble here. As you step inside, you're overwhelmed by the loud clamor of people drinking and singing. The atmosphere is cheery at the moment and the tavern is reasonably filled. There are seats open all around the tavern, including at the bar, at booths, and at normal tables. Nobody seems to notice you when you walk in, but there are a handful of bruisers positioned around the building. To your left is a small fighting ring, and in the right corner of the room is a spiral staircase that you presume leads to the second floor.
If you are looking to see what types of people exist around the tavern, roll a perception check. Otherwise, please specify your action.