"You 5 have just been briefed that H.Q has Intel that there's been some active on a known enemy base and that the signatures are coming below ground. Your job is to figure out what it is and report back. During the mission something feels off, most of you a sense of eeriness sets in. There's been no signs of the enemy and once you reach the basement floor of the compound you stumble upon this."
"A few seconds past as it begins what you assume is activating you try to contact H.Q. All you hear is broken words and static "GET.... I REPEAT....... GET OU-" and in a flash of Blue light you all fall unconscious."
*I want to test out some of the modern guns in the DMG before presenting this to my players in my group and would like some adventures to help me with testing. If you did not notice this is modern soldiers thrown into a fantasy world with only their gear. Of course there are no spell casters (Clerics Druids Wizards etc. as players) we won't be playing long maybe a single dungeon to see how basic monsters handle the modern firearms a few NPC encounters.
*As for classes I was think Level 1 Human Variant Fighters or Rogues with standard array. Background of course would be soldier, any feat or skill is fine as long as its not Arcana or any magic feat.
*For starting equipment you first will be starting with 1x Primary weapon (Your choice between a Hunting Rifle or Auto Rifle), 1x Pistol, 1xFragmentaion Grenade or Smoke Grenade, 1x Dagger and with 1x Dungeoneer’s Pack, Climber's kit and Healer's kit. Hunting Rifle Ammo magazine= 5 rounds (x6), Automatic Rifle Ammo magazine= 30 rounds (x4), Pistol Ammo magazine= 15 rounds (x3). As ranged weapons these will be using Dex to hit so keep that in mind. The damage is for the following modern weapons.
Hunting Rifle: 2d10(Piecing), Auto Rifle: 2d8 (Piecing) Burst Shot (10ft cube): Uses 10 rounds as an action DC:15 is save, and Pistol: 2d6 (Piecing)
*Grenades: As an action, a character can throw a grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
"You 5 have just been briefed that H.Q has Intel that there's been some active on a known enemy base and that the signatures are coming below ground. Your job is to figure out what it is and report back. During the mission something feels off, most of you a sense of eeriness sets in. There's been no signs of the enemy and once you reach the basement floor of the compound you stumble upon this."
"A few seconds past as it begins what you assume is activating you try to contact H.Q. All you hear is broken words and static "GET.... I REPEAT....... GET OU-" and in a flash of Blue light you all fall unconscious."
*I want to test out some of the modern guns in the DMG before presenting this to my players in my group and would like some adventures to help me with testing. If you did not notice this is modern soldiers thrown into a fantasy world with only their gear. Of course there are no spell casters (Clerics Druids Wizards etc. as players) we won't be playing long maybe a single dungeon to see how basic monsters handle the modern firearms a few NPC encounters.
*As for classes I was think Level 1 Human Variant Fighters or Rogues with standard array. Background of course would be soldier, any feat or skill is fine as long as its not Arcana or any magic feat.
*For starting equipment you first will be starting with 1x Primary weapon (Your choice between a Hunting Rifle or Auto Rifle), 1x Pistol, 1xFragmentaion Grenade or Smoke Grenade, 1x Dagger and with 1x Dungeoneer’s Pack, Climber's kit and Healer's kit. Hunting Rifle Ammo magazine= 5 rounds (x6), Automatic Rifle Ammo magazine= 30 rounds (x4), Pistol Ammo magazine= 15 rounds (x3). As ranged weapons these will be using Dex to hit so keep that in mind. The damage is for the following modern weapons.
Hunting Rifle: 2d10(Piecing), Auto Rifle: 2d8 (Piecing) Burst Shot (10ft cube): Uses 10 rounds as an action DC:15 is save, and Pistol: 2d6 (Piecing)
*Grenades: As an action, a character can throw a grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Let me know if your interested (1/5)
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAlol this sounds like it could be fun. Let me roll up a character, I'm thinking a sniper type of person.
Edit: Okay, Samantha Green, sniper.
Let me know if it's ship shape.
This sounds interesting, I'll play a stealthier fighter. I'll start making them soon.
Alright sure I'm in, Darl the Tactition ready
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Could I make my character a rogue, with the soldier background? I just feel like it would be cool to do sneak-attack with a pistol.
Sure
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAFelix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiA