"They say if you sleep in the Blackridge Mountains when the night is young and you're drifting to sleep, you'll see something out of the corner of your eye.
You might try to wake up, to draw your blade, to scream.
You'll find it'll be far too late however because you'll already be fast asleep."
Current Starting Level: 1st Genre: Horror Action-adventure Pillars of Adventure: Balanced, leaned toward Combat
The Mountain Tavern is an horror action-adventure Dungeons and Dragons game fit for four to six people. I aim to give a healthy mix of exploration, social interaction and of course combat, but it'll likely have more combat than the other two.
PLAYER GUIDELINES
In-order for us to have the most fun possible, the following guidelines should be observed:
1. Respect all players. Your character does not have to respect everyone, but you, the player, must.
As a related rule, you cannot persuade another character to act against their wishes without magic, such as through the use of a Charisma (Persuasion) check. You may convince the character through roleplay however.
2. Respect the DM. Players are always encouraged to share their opinions or ask questions if a mistake seems to have been made. However, insulting and berating is never encouraged.
3. Keep the roleplay safe for work (SFW). In the event of a mature scene, it may fade-to-black or the players may take it to PMs if they wish. Teasing, flirting, and other intimate conversations are allowed in public, but players may be asked to end it or take it elsewhere if others become uncomfortable.
4. Be active in the campaign. Players are encouraged to post at least once a day to keep the game moving along. Players who appear to be inactive or who struggle to be active may be dropped. If you will be away or cannot be active for a time, please message the DM and an arrangement will be worked out.
CHARACTER LIST
Here are the current characters that are playing in The Mountain Tavern.
If you do not see your character, you either have not posted it, it is not verified and built correctly, or the DM did not see it. If the DM did not see it, please post in this thread again and inform the DM.
Warren Hammond (Sceptillio_Lustershot).A human knight spreading light and life to the world. (Paladin 2) Lucette Riedell Britton(Cassandra). An elvish warlock who seeks to uncover knowledge and secrets at any cost. (Warlock 1) [Dropped] Artos Krit (Ivanchina). An exiled fire gensai seeking to control the curse that plagues him. (Phoenix Sorcerer 2) Orryn Nackle(chaiblazter).A rock gnome rogue exploring the world to fulfill his family heritage. (Rogue 2) Tamara Sardothien(Dr_Jund). A human rogue willing to repay her family's debt at any cost. (Rogue 1) [Hiatus 7/ 9 - Indefinite] Komoi (Eylesis).A goblin sorcerer aspiring to become a real blue dragon. (Stone Sorcerer 2) "Rev." Jam'es Weilon(Phaedrustc).A dwarf widower seeking to tame the beast inside him. (Barbarian 2) Brionne Dunwood(Sunnyful). A human wanderer seeking to place her shield between the innocent and the forces of disaster. (Cleric 2)
HOMEBREW AND HOUSE RULES
Here is a list of all the homebrew items and documents that this game is using. This will be updated as time goes on.
HOMEBREW:
Assassin's Gauntlet Weapon (dagger), mundane
This is a bracer with a hidden dagger inside. While wearing this gauntlet, you have advantage on all ability checks to hide this weapon.
While this blade is sheathed and hidden from a creature, you can make an exceptionally first deadly strike. You can use your bonus action to unsheathe the weapon and make a melee weapon attack against the creature. You have advantage on this attack.
Once you use this feature, you can't use it again until the next dawn. Calben's Magnifying Glass Adventuring gear (magnifying glass), mundane Orryn can spend 1 minute with this magnifying glass to learn the true value of a gem without making an ability check. In addition, this magnifying glass is incredibly lucky. While Orryn is carrying this magnifying glass, whenever Orryn rolls a natural 1 on an attack roll, ability check, or saving throw, Orryn can reroll it.
Once Orryn uses this secondary feature, Orryn can't use it again until the next dawn.
Father's Woodcutting Axe Weapon (battleaxe), mundane While Brionne is wielding this axe, she is proficient with it. When Brionne hits a creature with the axe, she can make it a critical hit. Once Brionne uses this feature, she cannot use it again until the next dawn.
Gladiator's Knuckle Dusters Weapon (improvised), uncommon While wearing this improvised weapon, you have proficiency with it. This weapon deals 1d4 bludgeoning damage.
In addition, while wearing this weapon, you regain 5 hit points every hour, provided that you have at least 1 hit point. It does not cause missing body parts to regrow or return to full functionality.
Karrin's Dragon Tooth Trinket (tooth), mundane While Komoi is wearing this tooth, when Komoi takes lightning damage, Komoi can use this feature. Komoi gains resistance to lightning damage until the start of Komoi's next turn. Also, the first time Komoi hits with a melee attack on Komoi's next turn, the target takes an extra 1d6 lightning damage.
Once Komoi uses this feature, Komoi can't use it again until the next dawn. Magic of the North -- An Encyclopedia of the Fabled Heights Adventuring gear (book), mundane This nonmagical book contains articles, maps, and personal accounts of the area around the Fabled Heights. It is written by Gamruid Duskhelm.
You can spend 10 minutes reading this book to gain advantage on your next Intelligence or Wisdom check to navigate, to find a location, or to recall lore about The Hamlet of Lindley, the Fabled Heights, and the immediate surrounding regions.
Nymph Cloak Wonderous item, uncommon (requires attunment) Your Charisma score is 19 while you wear this cloak. It has no effect on you if your Charisma is already 19 or higher without it.
Reverend's Silver Cross Adventuring gear (amulet), mundane While Jam'es is wearing this amulet, he can hone his memory of his wife to fight stronger and faster momentarily. As a reaction, his speed is doubled, he gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
These effects last until the end of his next turn. When these effects end, Jam'es can't move or take actions until after its next turn, as a wave of lethargy sweeps over him.
Rings of Locating Ring, rare (requires attunement) These rings come in a pair. While wearing this brass ring, you can cast the light cantrip (save DC 13) as a bonus action.
You can also use an action to sense out for the location of the ring. You sense the direction to the object's location, as long as that object is within 3 miles of you. If the object is in motion, you know the direction of its movement. The ring also heats up depending on how close you are to the other ring.
Once you use this secondary feature, you cannot use it again until the next dawn.
Sheever's Charm Adventuring gear (bracelet), mundane Artos can spend 1 minute meditating or resting with this in Artos' hand to regain 1d6 + 4 hit points, plus additional hit points equal to Artos' maximum number of Hit Dice.
After using this feature, Artos cannot use it again until the next dawn.
HOUSE RULES:
Multiclassing (PHB 103) Multiclassing, the ability to gain levels in multiple classes if you meet the prerequisites, is allowed in this campaign.
Unique Inspirations Despite how powerful regular inspirations can be, you can only have one at a time. To mediate this, you may be given unique inspirations as well for good roleplay or as quest rewards. There is no limit to the number of unique inspirations you can have. Unique inspirations often have certain circumstances that they can only be used, but may include other benefits as well.
Variant: Superior Divine Sense The following feature replaces the Paladin's Divine Sense:
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces.
Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you. Your sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Variant: Inspiration Typically, if you want to expend inspiration, you need to declare it before you roll. With this variant, inspiration works more like a reroll instead, making it far more powerful. Your inspiration can also work on allies on the fly.
Whenever you or an ally that you can see makes an attack roll, saving throw, or ability check, you can spend your inspiration to roll an additional d20. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. The player rolling chooses which of the d20s is used for the attack roll, ability check, or saving throw.
You can give up your inspiration to give that character inspiration without immediately rolling as normal.
NOTE: Due to the nature of play-by-post, the rule that inspiration has to be declared "before the outcome is determined" will be forgone. If the DM determines an outcome for a result, you may still expend your inspiration and change that outcome.
Variant: Justified Prerequisites Sometimes you might have a character idea that would be incredibly fun to play, but you're lacking a prerequisite, such as being a dragonborn for the Dragon Hide feat. If you can explain to your DM the justification and backstory to your prerequisite, the DM may allow you to ignore that prerequisite for that feature or ability only.
This is not intended to break balance such as ignoring prerequisites for multiclassing. This is intended to expand the possibilities of fun, enjoyable characters while still being mechanically effective.
Variant: Resilient Magic Items Normally, magic items can be destroyed quite easily with concentrated effort. In this variant, the magic binding a magic item makes it nearly indestructible. Magic items are immune to all damage except for certain sources, such as a sphere of annihilation. Powerful, cursed, or evil magic items may take a quest or even an entire campaign to destroy.
Variant: Side Initiative (DMG 270) Due to the nature of play-by-post, we will be using the Side Initiative variant found in the DMG, with some slight changes.
Rolling For Initiative. When combat begins, the player that triggers or begins the encounter will be the one rolling for the players. The DM will roll initiative for both sides, using the triggering player's statistics for the player's roll. Whoever rolls the highest wins initiative. In the case of a tie, the DM will keep rerolling until the tie is broken.
Side Turn. When it is the monsters' turn, the members can act in any order they choose. When it is the player's turn, the players may post their actions. When all of the players have taken their turn, or 24 hours has passed (whichever comes first), the monsters' will take their turn.
Variant: Willing Failure Some spells such as the calm emotions or the scrying allow you to choose to fail a saving throw. This variant takes that concept and expands upon it.
You can choose to fail any attack roll, ability check, or saving throw you make. In addition, you can choose to allow any attack roll against you to automatically hit. This hit can be a critical hit.
These rule may seem useless at first, but can come quite useful when roleplaying with other players (automatically failing a saving throw against an ally's spell), or in desperate situations (dropping your guard and allowing attacks to automatically hit you to draw attention from an ally).
Variant: Zones To simplify combat and maps, we will be adapting the Zones mechanic from Fate.
Zones. Each area in a combat is divided into a Zone. For instance, if combat took place in a tavern, the bar, the front door, and the street may all be separate zones. A Zone may have aspects such as difficult terrain or factors such as rushing water that may make fighting there more interesting.
The DM may ask for you to make an ability check to enter a Zone, such as climbing a slippery surface to reach the top of a wall. A Zone may also have environmental objects such as beer bottles or kegs of black powder that players can use during the fight.
Moving Between Zones.You can move to a number of Zones equal to your speed divided by 30 (rounded up). If your speed is 30 feet, you can move to an adjacent Zone. If your speed is 35 feet, you can move to two adjacent Zones. The adjacent Zones will be indicated as a simple map.
Distances and Areas of Effect. Any attack or feature's distance is rounded up to the nearest 30 feet. For instance, you can attack any creature within your Zone, even if your range usually is 5 feet. When using a feature with an area of effect, simply choose a number of creatures within its range. You can determine how many creatures by using the Targets in Area of Effect table from DMG 249. The DM will adjust the number greater or lesser depending on the circumstances on their post.
For instance, if a wizard casts fireball, a 120-foot range would allow the wizard to hit anywhere between 0 and 5 Zones away (150 feet / 30 feet). The 20-foot radius expands out to a 30-foot radius, allowing the wizard to only hit one Zone. Using the table, the wizard could hit any four monsters within that Zone.
Opportunity Attacks. We will be ignoring opportunity attacks for now until we adjust to this system.
UNIQUE INSPIRATIONS:
Inspiration: Father's Wisdom When you make an Intelligence or Wisdom check, you can expend this inspiration to gain advantage on the roll. If you succeed on the check, you learn a secret or additional information that you would not have previously known if you simply succeeded. You must declare the use of this inspiration before making your check.
Inspiration: Quick Thinking When you make an ability check to deceive, distract, or hide from a creature, you can expend this inspiration to gain advantage on the roll. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. On a success, you can use your reaction to allow an ally that you can see to reroll an ability check to deceive, distract, or hide from a creature.
PLAYER LOG
Here is the player log, which records experience, loot, downtime, inspiration, and more.
[7/31/17] Phaedrustc (Jam'es): +1 Reverend's Silver Cross [7/31/17] Sunnyful (Brionne): +1 Father's Woodcutting Axe [7/19/17] Ivanchina (Artos): -1 gp [7/13/17] Ivanchina (Artos): +2 red potions [7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +300 XP (Howls in the Night) [7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +200 XP (The Arrival To Town) [7/6/17] Ivanchina (Artos): +1 Inspiration: Quick Thinking [7/1/17] Sceptillio_Lustershot (Warren): -0.1 gp (Dropped to ground) [7/1/17] Ivanchina (Artos): -0.02 gp (Meal / Lodgings) [6/30/17] Cassandra (Lucette): -0.05 gp (Modest Lodging, Poor Meal) [6/28/17] chaiblazter (Orryn): -1 Inspiration: Father's Wisdom [6/28/17] Eylesis (Komoi): -0.03 gp (Lodgings and Meal) [6/28/17] chaiblazter (Orryn): +1 Inspiration: Father's Wisdom [6/27/17] Dr_Jund (Tamara): +1 Assassin's Gauntlet (Special Item) [6/27/17] Eylesis (Komoi): +1 Karrin's Dragon Tooth (Special Item) [6/27/17] Sceptillio (Warren): +1 rings of locating (one ring) (Special Item) [6/27/17] Ivanchina (Artos): +1 Sheever's Charm (Special Item) [6/27/17] chaiblazter (Orryn): +1 Calben's Magnifying Glass (Special Item) [6/27/17] Cassandra (Lucette): +1 Magic of the North -- An Encyclopedia of the Fabled Heights (Special Item) [6/27/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +1 Inspiration [6/26/17] Eylesis (Komoi): +1 cloak of protection (DiceCloud Magic Item) [6/26/17] Dr_Jund (Tamara): +1 bag of holding (DiceCloud Magic Item) [6/26/17] chaiblazter (Orryn): +1 medallion of thoughts [6/26/17] Ivanchina (Artos): +1 nymph cloak (DiceCloud Magic Item) [6/25/17] Cassandra (Lucette): +1 staff of the python (DiceCloud Magic Item) [6/23/17] Sceptillio (Warren): +1 gauntlets of ogre power (DiceCloud Magic Item)
Activity: Very regular but busy schedule, will be able to at least post once per day.
About Myself: I am a full time employee, full time father, and part time student. Total PbP noob, some F2F 5e experience. DnD podcast junkie.
Character Name: Kelpos Taddycross Character Race: Gnome
Character Backstory: Kelpos comes from a well-known family of jewelers and craftsmen, for generations they have worked at the base of the Crooked Peak Mountains. Their work is ornate and often their clientele are wealthy nobles, seeking a one of a kind piece for a ceremony or ball. As Kelpos' father, Calben, approaches retirement he gives Kelpos a challenge; "My boy, if you are to become a master craftsmen and take up the family trade in my stead, you must first see the world. You must be inspired by the adventure that awaits you outside of what you have known. And, you too must gather the precious trinkets to fill your jewelry, the way that I did, and my father, and his father before him." And with those words echoing in his head, Kelpos set forth, to seek inspiration in the glory of adventure, and to fill his pockets with interesting and valuable materials for his trade.
Activity: Very frequent; several times a day whenever possible.
About Myself: I know D&D 5e, GURPS (Generic Universal RolePlaying System) 3e, and GURPS 4e well enough to easily run a game, but I have the hardest time finding players.
Character Name: Àdhamh MacIlleSheathnaich Character Race: Wood Elf
Character Backstory: I wake up one morning, knowing that I have some skills, but not knowing how I know them.
Awesome backstory! Kelpos sounds like he'd be someone who'd look at the world with wonder and awe, coming from a rather sheltered life. I also love the family aspect and tradition you bought to him, saying how he must "gather the precious trinkets to fill your jewelry, the way that I did, and my father, and his father before him." I feel like it would definitely put a lot of not just weight, but possibly shame and embarrassment if he wasn't able to fulfill the task.
Nice submission! You have a lot there for a deep, interesting, but fun character. I'll definitely be thinking of you when I form the party.
Oh no, I was just making sure you weren't still typing or anything! Thanks for the application! I'll be sure to look at it in the future when I'm picking players to join.
FOR APPROVED PLAYERS ONLY: Do not follow these instructions UNLESS you have been confirmed by a DM to be approved.
As a handful of players are already ready and eager to build characters, I went ahead and wrote up the guidelines for character creation and characters in general below:
1. Find a character sheet to track your statistics. There are many ways to create a character sheet. Some people use the form-fillable PDFs from Wizards of the Coast, some manually type their sheets in a forum post, and others use various online resources such as Google Docs or D&DBeyond. No matter the method the DM must be able to see your sheet easily when asked.
***BONUS:*** Any player who creates their character sheet on DiceCloud may start with a weapon of +1 or any other uncommon magic item. DiceCloud is one of the best DnD 5E online character sheets out there, not only for seamless use for the players, but for the DM as well. There is a very steep learning curve to it however, so you are highly encouraged to ask for help if you wish to make your sheet there.
2. Use { 15, 14, 13, 12, 11, 10 } or 30 point buy for your base ability scores. To avoid the nuisance of tracking rolls, please use either of the above methods.
3. All Official Wizards of the Coast books (including the DMG) is free to use. All latest versions of content in Unearthed Arcana PDFs are free to use except the Artificer (archetype and standalone) and the Mystic. Variant Human and Feats are allowed. If there is content that has multiple versions (such as the Arcane Archer), use the latest version unless specifically mentioned.
4. You may customize your background (PHB 126). For those who are not familiar with it, when you choose a background, you may replace your feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds.
5. You may forgo all equipment from your class and background and roll for gold instead. You may also purchase any items from the PHB before the game starts. If you wish to roll for gold, please state so in the thread below and use the built-in dice roller here.
6. All Exotic Languages (ex. Sylvan) can be chosen while building your character. Secret languages learned by class features (such as thieves' cant or druidic) can be chosen as well. Exotic Languages and secret languages are quite rarely used in my games. This small change perhaps will allow greater and more interesting roleplay between players and NPCs. If you wish to create and choose your own secret language, talk to the GM.
7. Do not roll for your health. Instead, take the flat number. Using the flat number reduces bookkeeping for myself and other players, as well as avoids complicating things for little gain.
If you have any questions, you're more than welcome to ask. This post will be updated in the future as more rulings are made.
I actually drafted up a 5e sheet for this guy a whole ago, so his character has been bouncing around in my mind a bit. I think your assessment is spot on. One of his ideals is that he would risk his life to bring his family honor, and that he sort of perpetually looks at the world with wonder as he tries to find unique and beautiful materials to use in his art.
Sorry, I woke up rather tired and had to edit my post a couple of times.
Matt, Chai. It's okay if you two want to build your characters now. Just be warned that you may not be accepted so the work could be for naught. I'd highly suggest waiting to see if you're accepted first.
I was operating under that pretense anyway, I just want to be prepared, in the event that I am chosen. Also as a relativ noob, if I start now I might have time to work out the kinks, either for this game or future games.
Availability: Will be able to post 1 daily at least. Able to post multiple times on any weekday.
About Myself: I am a college student that has at least 2 years of tabletop experience from varying types of games. Looking to broaden my horizons by engaging in many different playstyles
Character Name: Warren Hammond Character Race: Human (Var)
Character Backstory: Born and raised in the church, this man had many aspirations of becoming a skilled protector. However, what happened the day before his devotion was set, had changed his life forever. His master and many acolytes like him were murdered... And he was framed. Rather than kill him on the spot, he was given exile, "For until you are proven innocent, you must search the earth for the true criminal." He was given a second chance, would it be a blessing, or a curse? As he left, a fellow master had given him a tome and a symbol of faith, so that he may forge his own path on the dark roads. Some time later, he is pointed in the direction of a tavern, one near a cursed and horrible place. Hopefully, he can keep himself busy whilst on the wild goose chase.
Hey Scept, you're all good! Feel free to create your character anytime. Post it here when you're ready for me to look at it, don't forget to set "Who Can View This Character" to "Anyone With Link".
"They say if you sleep in the Blackridge Mountains
when the night is young and you're drifting to sleep,
you'll see something out of the corner of your eye.
You might try to wake up,
to draw your blade, to scream.
You'll find it'll be far too late however
because you'll already be fast asleep."
- Gamruid Duskhelm, Metalsmith of
Yogar Valley
IC Thread
Current Starting Level: 1st
Genre: Horror Action-adventure
Pillars of Adventure: Balanced, leaned toward Combat
The Mountain Tavern is an horror action-adventure Dungeons and Dragons game fit for four to six people. I aim to give a healthy mix of exploration, social interaction and of course combat, but it'll likely have more combat than the other two.
In-order for us to have the most fun possible, the following guidelines should be observed:
1. Respect all players.
Your character does not have to respect everyone, but you, the player, must.
As a related rule, you cannot persuade another character to act against their wishes without magic, such as through the use of a Charisma (Persuasion) check. You may convince the character through roleplay however.
2. Respect the DM.
Players are always encouraged to share their opinions or ask questions if a mistake seems to have been made. However, insulting and berating is never encouraged.
3. Keep the roleplay safe for work (SFW).
4. Be active in the campaign.In the event of a mature scene, it may fade-to-black or the players may take it to PMs if they wish. Teasing, flirting, and other intimate conversations are allowed in public, but players may be asked to end it or take it elsewhere if others become uncomfortable.
Players are encouraged to post at least once a day to keep the game moving along. Players who appear to be inactive or who struggle to be active may be dropped. If you will be away or cannot be active for a time, please message the DM and an arrangement will be worked out.
Here are the current characters that are playing in The Mountain Tavern.
If you do not see your character, you either have not posted it, it is not verified and built correctly, or the DM did not see it. If the DM did not see it, please post in this thread again and inform the DM.
Lucette Riedell Britton (Cassandra). An elvish warlock who seeks to uncover knowledge and secrets at any cost. (Warlock 1)[Dropped]Artos Krit (Ivanchina). An exiled fire gensai seeking to control the curse that plagues him. (Phoenix Sorcerer 2)
Orryn Nackle (chaiblazter). A rock gnome rogue exploring the world to fulfill his family heritage. (Rogue 2)
Tamara Sardothien (Dr_Jund). A human rogue willing to repay her family's debt at any cost. (Rogue 1)[Hiatus 7/ 9 - Indefinite]Komoi (Eylesis). A goblin sorcerer aspiring to become a real blue dragon. (Stone Sorcerer 2)
"Rev." Jam'es Weilon (Phaedrustc). A dwarf widower seeking to tame the beast inside him. (Barbarian 2)
Brionne Dunwood (Sunnyful). A human wanderer seeking to place her shield between the innocent and the forces of disaster. (Cleric 2)
Here is a list of all the homebrew items and documents that this game is using. This will be updated as time goes on.
HOMEBREW:
Assassin's Gauntlet
Weapon (dagger), mundane
This is a bracer with a hidden dagger inside. While wearing this gauntlet, you have advantage on all ability checks to hide this weapon.
While this blade is sheathed and hidden from a creature, you can make an exceptionally first deadly strike. You can use your bonus action to unsheathe the weapon and make a melee weapon attack against the creature. You have advantage on this attack.
Once you use this feature, you can't use it again until the next dawn.
Calben's Magnifying Glass
Adventuring gear (magnifying glass), mundane
Orryn can spend 1 minute with this magnifying glass to learn the true value of a gem without making an ability check. In addition, this magnifying glass is incredibly lucky. While Orryn is carrying this magnifying glass, whenever Orryn rolls a natural 1 on an attack roll, ability check, or saving throw, Orryn can reroll it.
Once Orryn uses this secondary feature, Orryn can't use it again until the next dawn.
Father's Woodcutting Axe
Weapon (battleaxe), mundane
While Brionne is wielding this axe, she is proficient with it. When Brionne hits a creature with the axe, she can make it a critical hit. Once Brionne uses this feature, she cannot use it again until the next dawn.
Gladiator's Knuckle Dusters
Weapon (improvised), uncommon
While wearing this improvised weapon, you have proficiency with it. This weapon deals 1d4 bludgeoning damage.
In addition, while wearing this weapon, you regain 5 hit points every hour, provided that you have at least 1 hit point. It does not cause missing body parts to regrow or return to full functionality.
Karrin's Dragon Tooth
Trinket (tooth), mundane
While Komoi is wearing this tooth, when Komoi takes lightning damage, Komoi can use this feature. Komoi gains resistance to lightning damage until the start of Komoi's next turn. Also, the first time Komoi hits with a melee attack on Komoi's next turn, the target takes an extra 1d6 lightning damage.
Once Komoi uses this feature, Komoi can't use it again until the next dawn.
Nymph CloakMagic of the North -- An Encyclopedia of the Fabled Heights
Adventuring gear (book), mundane
This nonmagical book contains articles, maps, and personal accounts of the area around the Fabled Heights. It is written by Gamruid Duskhelm.
You can spend 10 minutes reading this book to gain advantage on your next Intelligence or Wisdom check to navigate, to find a location, or to recall lore about The Hamlet of Lindley, the Fabled Heights, and the immediate surrounding regions.
Wonderous item, uncommon (requires attunment)
Your Charisma score is 19 while you wear this cloak. It has no effect on you if your Charisma is already 19 or higher without it.
Reverend's Silver Cross
Adventuring gear (amulet), mundane
While Jam'es is wearing this amulet, he can hone his memory of his wife to fight stronger and faster momentarily. As a reaction, his speed is doubled, he gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
These effects last until the end of his next turn. When these effects end, Jam'es can't move or take actions until after its next turn, as a wave of lethargy sweeps over him.
Rings of Locating
Ring, rare (requires attunement)
These rings come in a pair. While wearing this brass ring, you can cast the light cantrip (save DC 13) as a bonus action.
You can also use an action to sense out for the location of the ring. You sense the direction to the object's location, as long as that object is within 3 miles of you. If the object is in motion, you know the direction of its movement. The ring also heats up depending on how close you are to the other ring.
Once you use this secondary feature, you cannot use it again until the next dawn.
Sheever's Charm
Adventuring gear (bracelet), mundane
Artos can spend 1 minute meditating or resting with this in Artos' hand to regain 1d6 + 4 hit points, plus additional hit points equal to Artos' maximum number of Hit Dice.
After using this feature, Artos cannot use it again until the next dawn.
HOUSE RULES:
Multiclassing (PHB 103)
Multiclassing, the ability to gain levels in multiple classes if you meet the prerequisites, is allowed in this campaign.
Unique Inspirations
Despite how powerful regular inspirations can be, you can only have one at a time. To mediate this, you may be given unique inspirations as well for good roleplay or as quest rewards. There is no limit to the number of unique inspirations you can have. Unique inspirations often have certain circumstances that they can only be used, but may include other benefits as well.
Variant: Superior Divine Sense
The following feature replaces the Paladin's Divine Sense:
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces.
Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you. Your sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Variant: Inspiration
Typically, if you want to expend inspiration, you need to declare it before you roll. With this variant, inspiration works more like a reroll instead, making it far more powerful. Your inspiration can also work on allies on the fly.
Whenever you or an ally that you can see makes an attack roll, saving throw, or ability check, you can spend your inspiration to roll an additional d20. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. The player rolling chooses which of the d20s is used for the attack roll, ability check, or saving throw.
You can give up your inspiration to give that character inspiration without immediately rolling as normal.
NOTE: Due to the nature of play-by-post, the rule that inspiration has to be declared "before the outcome is determined" will be forgone. If the DM determines an outcome for a result, you may still expend your inspiration and change that outcome.
Variant: Justified Prerequisites
Sometimes you might have a character idea that would be incredibly fun to play, but you're lacking a prerequisite, such as being a dragonborn for the Dragon Hide feat. If you can explain to your DM the justification and backstory to your prerequisite, the DM may allow you to ignore that prerequisite for that feature or ability only.
This is not intended to break balance such as ignoring prerequisites for multiclassing. This is intended to expand the possibilities of fun, enjoyable characters while still being mechanically effective.
Variant: Resilient Magic Items
Normally, magic items can be destroyed quite easily with concentrated effort. In this variant, the magic binding a magic item makes it nearly indestructible. Magic items are immune to all damage except for certain sources, such as a sphere of annihilation. Powerful, cursed, or evil magic items may take a quest or even an entire campaign to destroy.
Variant: Side Initiative (DMG 270)
Due to the nature of play-by-post, we will be using the Side Initiative variant found in the DMG, with some slight changes.
Rolling For Initiative. When combat begins, the player that triggers or begins the encounter will be the one rolling for the players. The DM will roll initiative for both sides, using the triggering player's statistics for the player's roll. Whoever rolls the highest wins initiative. In the case of a tie, the DM will keep rerolling until the tie is broken.
Side Turn. When it is the monsters' turn, the members can act in any order they choose. When it is the player's turn, the players may post their actions. When all of the players have taken their turn, or 24 hours has passed (whichever comes first), the monsters' will take their turn.
Variant: Willing Failure
Some spells such as the calm emotions or the scrying allow you to choose to fail a saving throw. This variant takes that concept and expands upon it.
You can choose to fail any attack roll, ability check, or saving throw you make. In addition, you can choose to allow any attack roll against you to automatically hit. This hit can be a critical hit.
These rule may seem useless at first, but can come quite useful when roleplaying with other players (automatically failing a saving throw against an ally's spell), or in desperate situations (dropping your guard and allowing attacks to automatically hit you to draw attention from an ally).
Variant: Zones
To simplify combat and maps, we will be adapting the Zones mechanic from Fate.
Zones. Each area in a combat is divided into a Zone. For instance, if combat took place in a tavern, the bar, the front door, and the street may all be separate zones. A Zone may have aspects such as difficult terrain or factors such as rushing water that may make fighting there more interesting.
The DM may ask for you to make an ability check to enter a Zone, such as climbing a slippery surface to reach the top of a wall. A Zone may also have environmental objects such as beer bottles or kegs of black powder that players can use during the fight.
Moving Between Zones. You can move to a number of Zones equal to your speed divided by 30 (rounded up). If your speed is 30 feet, you can move to an adjacent Zone. If your speed is 35 feet, you can move to two adjacent Zones. The adjacent Zones will be indicated as a simple map.
Distances and Areas of Effect. Any attack or feature's distance is rounded up to the nearest 30 feet. For instance, you can attack any creature within your Zone, even if your range usually is 5 feet. When using a feature with an area of effect, simply choose a number of creatures within its range. You can determine how many creatures by using the Targets in Area of Effect table from DMG 249. The DM will adjust the number greater or lesser depending on the circumstances on their post.
Cone: Size / 10 (round up)
Cube or square: Size / 5 (round up)
Cylinder: Radius / 5 (round up)
Line: Length / 30 (round up)
Sphere or circle: Radius / 5 (round up)
For instance, if a wizard casts fireball, a 120-foot range would allow the wizard to hit anywhere between 0 and 5 Zones away (150 feet / 30 feet). The 20-foot radius expands out to a 30-foot radius, allowing the wizard to only hit one Zone. Using the table, the wizard could hit any four monsters within that Zone.
Opportunity Attacks. We will be ignoring opportunity attacks for now until we adjust to this system.
UNIQUE INSPIRATIONS:
When you make an Intelligence or Wisdom check, you can expend this inspiration to gain advantage on the roll. If you succeed on the check, you learn a secret or additional information that you would not have previously known if you simply succeeded. You must declare the use of this inspiration before making your check.
Inspiration: Quick Thinking
When you make an ability check to deceive, distract, or hide from a creature, you can expend this inspiration to gain advantage on the roll. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. On a success, you can use your reaction to allow an ally that you can see to reroll an ability check to deceive, distract, or hide from a creature.
Here is the player log, which records experience, loot, downtime, inspiration, and more.
[7/31/17] Sunnyful (Brionne): +1 Father's Woodcutting Axe
[7/19/17] Ivanchina (Artos): -1 gp
[7/13/17] Ivanchina (Artos): +2 red potions
[7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +300 XP (Howls in the Night)
[7/7/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +200 XP (The Arrival To Town)
[7/6/17] Ivanchina (Artos): +1 Inspiration: Quick Thinking
[7/1/17] Sceptillio_Lustershot (Warren): -0.1 gp (Dropped to ground)
[7/1/17] Ivanchina (Artos): -0.02 gp (Meal / Lodgings)
[6/30/17] Cassandra (Lucette): -0.05 gp (Modest Lodging, Poor Meal)
[6/28/17] chaiblazter (Orryn): -1 Inspiration: Father's Wisdom
[6/28/17] Eylesis (Komoi): -0.03 gp (Lodgings and Meal)
[6/28/17] chaiblazter (Orryn): +1 Inspiration: Father's Wisdom
[6/27/17] Dr_Jund (Tamara): +1 Assassin's Gauntlet (Special Item)
[6/27/17] Eylesis (Komoi): +1 Karrin's Dragon Tooth (Special Item)
[6/27/17] Sceptillio (Warren): +1 rings of locating (one ring) (Special Item)
[6/27/17] Ivanchina (Artos): +1 Sheever's Charm (Special Item)
[6/27/17] chaiblazter (Orryn): +1 Calben's Magnifying Glass (Special Item)
[6/27/17] Cassandra (Lucette): +1 Magic of the North -- An Encyclopedia of the Fabled Heights (Special Item)
[6/27/17] Eylesis (Komoi), Dr_Jund (Tamara), chaiblazter (Orryn), Ivanchina (Artos), Cassandra (Lucette), Sceptillio (Warren): +1 Inspiration
[6/26/17] Eylesis (Komoi): +1 cloak of protection (DiceCloud Magic Item)
[6/26/17] Dr_Jund (Tamara): +1 bag of holding (DiceCloud Magic Item)
[6/26/17] chaiblazter (Orryn): +1 medallion of thoughts
[6/26/17] Ivanchina (Artos): +1 nymph cloak (DiceCloud Magic Item)
[6/25/17] Cassandra (Lucette): +1 staff of the python (DiceCloud Magic Item)
[6/23/17] Sceptillio (Warren): +1 gauntlets of ogre power (DiceCloud Magic Item)
Thanks for reading everyone!
Activity: Very regular but busy schedule, will be able to at least post once per day.
About Myself: I am a full time employee, full time father, and part time student. Total PbP noob, some F2F 5e experience. DnD podcast junkie.
Character Name: Kelpos Taddycross
Character Race: Gnome
Character Backstory:
Kelpos comes from a well-known family of jewelers and craftsmen, for generations they have worked at the base of the Crooked Peak Mountains. Their work is ornate and often their clientele are wealthy nobles, seeking a one of a kind piece for a ceremony or ball. As Kelpos' father, Calben, approaches retirement he gives Kelpos a challenge; "My boy, if you are to become a master craftsmen and take up the family trade in my stead, you must first see the world. You must be inspired by the adventure that awaits you outside of what you have known. And, you too must gather the precious trinkets to fill your jewelry, the way that I did, and my father, and his father before him." And with those words echoing in his head, Kelpos set forth, to seek inspiration in the glory of adventure, and to fill his pockets with interesting and valuable materials for his trade.
||PbP: Tarvyn's World... DM||
Activity: Very frequent; several times a day whenever possible.
About Myself:
I know D&D 5e, GURPS (Generic Universal RolePlaying System) 3e, and GURPS 4e well enough to easily run a game, but I have the hardest time finding players.
Character Name: Àdhamh MacIlleSheathnaich
Character Race: Wood Elf
Character Backstory:
I wake up one morning, knowing that I have some skills, but not knowing how I know them.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Awesome backstory! Kelpos sounds like he'd be someone who'd look at the world with wonder and awe, coming from a rather sheltered life. I also love the family aspect and tradition you bought to him, saying how he must "gather the precious trinkets to fill your jewelry, the way that I did, and my father, and his father before him." I feel like it would definitely put a lot of not just weight, but possibly shame and embarrassment if he wasn't able to fulfill the task.
Nice submission! You have a lot there for a deep, interesting, but fun character. I'll definitely be thinking of you when I form the party.
Oh is that it? It sounds like your backstory was cut a bit short there. xD
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Activity: I can easily commit to multiple posts per day.
About Myself:
I'm a software engineer, play (mostly run) a ton of RPGs, and am totally taking one of the reserved slots.
Character Name: Not sure yet
Character Race: Either Fallen Aasimar or Eladrin
Character Backstory:
Will come up with a story when I get the chance. Yay work!
Oh no, I was just making sure you weren't still typing or anything! Thanks for the application! I'll be sure to look at it in the future when I'm picking players to join.
Approved!
Yup yup, sounds good Cass! Feel free to update your post later with your story to make it official and to share it to the other players.
FOR APPROVED PLAYERS ONLY: Do not follow these instructions UNLESS you have been confirmed by a DM to be approved.
As a handful of players are already ready and eager to build characters, I went ahead and wrote up the guidelines for character creation and characters in general below:
There are many ways to create a character sheet. Some people use the form-fillable PDFs from Wizards of the Coast, some manually type their sheets in a forum post, and others use various online resources such as Google Docs or D&DBeyond. No matter the method the DM must be able to see your sheet easily when asked.
***BONUS:*** Any player who creates their character sheet on DiceCloud may start with a weapon of +1 or any other uncommon magic item. DiceCloud is one of the best DnD 5E online character sheets out there, not only for seamless use for the players, but for the DM as well. There is a very steep learning curve to it however, so you are highly encouraged to ask for help if you wish to make your sheet there.
2. Use { 15, 14, 13, 12, 11, 10 } or 30 point buy for your base ability scores.
To avoid the nuisance of tracking rolls, please use either of the above methods.
3. All Official Wizards of the Coast books (including the DMG) is free to use. All latest versions of content in Unearthed Arcana PDFs are free to use except the Artificer (archetype and standalone) and the Mystic. Variant Human and Feats are allowed.
If there is content that has multiple versions (such as the Arcane Archer), use the latest version unless specifically mentioned.
4. You may customize your background (PHB 126).
For those who are not familiar with it, when you choose a background, you may replace your feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds.
5. You may forgo all equipment from your class and background and roll for gold instead. You may also purchase any items from the PHB before the game starts.
If you wish to roll for gold, please state so in the thread below and use the built-in dice roller here.
6. All Exotic Languages (ex. Sylvan) can be chosen while building your character. Secret languages learned by class features (such as thieves' cant or druidic) can be chosen as well.
Exotic Languages and secret languages are quite rarely used in my games. This small change perhaps will allow greater and more interesting roleplay between players and NPCs. If you wish to create and choose your own secret language, talk to the GM.
7. Do not roll for your health. Instead, take the flat number.
Using the flat number reduces bookkeeping for myself and other players, as well as avoids complicating things for little gain.
If you have any questions, you're more than welcome to ask. This post will be updated in the future as more rulings are made.
Thanks!
Awesome, thank you very much!
I would love to be involved!
I actually drafted up a 5e sheet for this guy a whole ago, so his character has been bouncing around in my mind a bit. I think your assessment is spot on. One of his ideals is that he would risk his life to bring his family honor, and that he sort of perpetually looks at the world with wonder as he tries to find unique and beautiful materials to use in his art.
||PbP: Tarvyn's World... DM||
Excellent, I will work on converting my sheet to dicecloud asap. Just in the event that I am chosen for the final cut.
||PbP: Tarvyn's World... DM||
I now officially hate Dicecloud. Nevertheless, here it is. Some details pending.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Sorry, I woke up rather tired and had to edit my post a couple of times.
Matt, Chai. It's okay if you two want to build your characters now. Just be warned that you may not be accepted so the work could be for naught. I'd highly suggest waiting to see if you're accepted first.
I was operating under that pretense anyway, I just want to be prepared, in the event that I am chosen. Also as a relativ noob, if I start now I might have time to work out the kinks, either for this game or future games.
Didn't mean to pressure the hinges, haha.
||PbP: Tarvyn's World... DM||
Availability: Will be able to post 1 daily at least. Able to post multiple times on any weekday.
About Myself: I am a college student that has at least 2 years of tabletop experience from varying types of games. Looking to broaden my horizons by engaging in many different playstyles
Character Name: Warren Hammond
Character Race: Human (Var)
Character Backstory:
Born and raised in the church, this man had many aspirations of becoming a skilled protector. However, what happened the day before his devotion was set, had changed his life forever. His master and many acolytes like him were murdered... And he was framed. Rather than kill him on the spot, he was given exile, "For until you are proven innocent, you must search the earth for the true criminal." He was given a second chance, would it be a blessing, or a curse? As he left, a fellow master had given him a tome and a symbol of faith, so that he may forge his own path on the dark roads. Some time later, he is pointed in the direction of a tavern, one near a cursed and horrible place. Hopefully, he can keep himself busy whilst on the wild goose chase.
also misc. Question, is the 15,14,13,12,11,10 stat block before or after racial bonuses?
||PbP: Tarvyn's World... DM||
Approved!
Hey Scept, you're all good! Feel free to create your character anytime. Post it here when you're ready for me to look at it, don't forget to set "Who Can View This Character" to "Anyone With Link".
Love that character idea! So much potential!
||PbP: Tarvyn's World... DM||
That is before racial bonuses. It's the standard array buffed slightly due to the 30 point buy instead of 27.