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PREMISE
What would you give for immortality? What would you sacrifice? Would you fight for it? Would you share it? Would you desire it only for yourself? And will you die for it?
Welcome to Sanctuary: A secret, mystical island of 8 towns and one city, nestled in the mountain valley. The high peaks and hazardous mountain terrain protect the mysticism of this enchanted place. For eight hundred years, this island has been unmolested by those who lie beyond its shorelines. The island is protected by hostile waves and ocean tides to render trespassers deceased. The population here is for the most part peaceful, though unscrupulous characters have been known to rise from time to time and plague Sanctuary with their twisted wickedness. Evil rises and falls, for ambition leads to temptation, and temptation leads to war.
In the city of Plymouth, the answer to why these wars come and go is as obvious as a blue sky on a clear day: The Primordial Fountain. This heavily protected chamber holds a liquid which grants whomever swims in it the power of immortality. It is not taxed, it is not kept secret from its own people, and the current Empress, Selene, has continued her family tradition of opening the chamber doors to all on the island who believe they are ready for the trials of everlasting life.
Age is not a factor in these trials, but to whoever believes they are ready to face them, they will be rewarded upon completion with the bathing of their bodies in the purifying waters. However, not everyone succeeds, and with their dreams of living forever dashed, the true intention of sentient life is set forth with jealousy, hatred, and death.
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DETAILS
Game Is Played On: Wednesdays, 2:15pm to 5:30pm EST
D&D Edition: 5th Edition
Players So Far: 2 of 5
Play Style: Voice; Discord
Restrictions: Core Races Only
Minimum Character Age: 11 (Child Template Will Be In Effect. See Details Below.)
How To Apply: Just Write a Response Below and I Will Respond Quickly.
Requirement: Must be 18+ IRL, and be Committed to Playing.
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HOMEBREW RULES
As with any game, there will be some homebrew rules I have created. Each of the homebrew rules will be listed here. Some of what is posted here will be beneficial, others not so much, depending on your point of view on it:
- For Monks [Way of the Elements], the Fangs of the Fire Snake only takes 2 ki to utilize per turn, as opposed to spending an extra ki-point per attack hit. So in other words, you only spend 2 ki points (to activate the ability, and to do the fire damage).
- Identify spell only requires focus of a gp value of the item in question for material component, not per use. So if you have a 100gp pearl, you can use it as a focus rather than per use.
- I changed some feats around:
Weapon Master: You have practiced extensively with a variety of weapons, gaining the following benefits. - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Choose four weapons you are proficient in. You may add your proficiency bonus to damage rolls utilizing those weapons.
Linguist: You have studied languages and codes, gaining the following benefits: - Increase your Intelligence by 1, to a maximum of 20. - You learn three languages of your choice. - You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they pass an Investigation or Intelligence check (DC equal to your Intelligence + Proficiency bonus), or they use magic to decipher it. - You add your Proficiency to Intelligence, Wisdom and Charisma saving throws against any spells that are cast which utilize a vocal component and which are spoken in a language that you understand.
Tenacious (Combines Durable and Tough Feats): Hardy and resilient, you gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from rolls equals twice your Constitution modifier. (Minimum of 2) - You gain 2 additional hit points on top of your class's Hit Die when you level up.
Armory Apprentice (Combines Lightly, Moderately and Heavily Armored Feats): You have trained to be capable in the use of a wide variety of weapons, armor and shields, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain Proficiency with all armors and shields. - You also gain proficiency with four weapons of your choice.
When a character goes to 0 HP, after making their first Death Saving Throw, whether he is restored via magic or healing potion, the character will sustain a Level of Exhaustion.
- As said in the advertisement, I am allowing child characters. No child character can be below the age of 10 [In Terms of Human Years]. You must have a reason your child character is adventuring. The following "child template" are as follows:
-2 STR +2 DEX +2 CON -2 INT -2 WIS +2 CHA before racial modifiers.
-2 circumstance penalties to all of these skills: Athletics, Insight, Intimidation, Investigation, and Persuasion skills.
+2 circumstance bonuses to your choice of two skills: Acrobatics, Deception, Performance, Stealth, and Survival.
You lose all these benefits and penalties when your character reaches adulthood or is aged permanently through magical means.
- I will be creating some of my own homebrew items, magic items, and ancient artifacts. I will also be throwing some items in from D&D 3.5 edition but will be modifying them for 5th Edition, for the DMG does not have a lot of magic items in its list. Because of the massive battle against the Cult of the Dragon, all magic items that the players want to sell to merchants are selling for only 20% of their base price.
- Weather will be a part of the game in this world. If you are not dressed adequately for winter and the temperatures plummet, you will be making Constitution Saving Throws. You may get sick, fevered, and fall very ill. There will be storms slowing you down, snow, muggy hot days, and temperate days. Rations and Water will be watched closely here, though one waterskin will last you an entire day, as will rations.
- I hand out experience points at the end of every combat, and for roleplay. I also hand out experience for completing portions of each campaign. I normally give between 5 to 10% of current level experience for roleplaying [say you're level 3, which is 900 to 2700, you will get between 90 to 180 XP for roleplaying at the end of every session], and 20% current level experience for completing a specific area of great importance to the storyline.
- Volo is not allowed for playable races due to this island being strictly Core Races, though you can select classes from the other books, such as Xanathar's Guide, and the Unearthed Arcana. No psionics/mystics allowed, however.
PREMISE
What would you give for immortality? What would you sacrifice? Would you fight for it? Would you share it? Would you desire it only for yourself? And will you die for it?
Welcome to Sanctuary: A secret, mystical island of 8 towns and one city, nestled in the mountain valley. The high peaks and hazardous mountain terrain protect the mysticism of this enchanted place. For eight hundred years, this island has been unmolested by those who lie beyond its shorelines. The island is protected by hostile waves and ocean tides to render trespassers deceased. The population here is for the most part peaceful, though unscrupulous characters have been known to rise from time to time and plague Sanctuary with their twisted wickedness. Evil rises and falls, for ambition leads to temptation, and temptation leads to war.
In the city of Plymouth, the answer to why these wars come and go is as obvious as a blue sky on a clear day: The Primordial Fountain. This heavily protected chamber holds a liquid which grants whomever swims in it the power of immortality. It is not taxed, it is not kept secret from its own people, and the current Empress, Selene, has continued her family tradition of opening the chamber doors to all on the island who believe they are ready for the trials of everlasting life.
Age is not a factor in these trials, but to whoever believes they are ready to face them, they will be rewarded upon completion with the bathing of their bodies in the purifying waters. However, not everyone succeeds, and with their dreams of living forever dashed, the true intention of sentient life is set forth with jealousy, hatred, and death.
-----------------------------------------------------------------------
DETAILS
Game Is Played On: Wednesdays, 2:15pm to 5:30pm EST
D&D Edition: 5th Edition
Players So Far: 2 of 5
Play Style: Voice; Discord
Restrictions: Core Races Only
Minimum Character Age: 11 (Child Template Will Be In Effect. See Details Below.)
How To Apply: Just Write a Response Below and I Will Respond Quickly.
Requirement: Must be 18+ IRL, and be Committed to Playing.
-----------------------------------------------------------------------
HOMEBREW RULES
As with any game, there will be some homebrew rules I have created. Each of the homebrew rules will be listed here. Some of what is posted here will be beneficial, others not so much, depending on your point of view on it:
- For Monks [Way of the Elements], the Fangs of the Fire Snake only takes 2 ki to utilize per turn, as opposed to spending an extra ki-point per attack hit. So in other words, you only spend 2 ki points (to activate the ability, and to do the fire damage).
- Identify spell only requires focus of a gp value of the item in question for material component, not per use. So if you have a 100gp pearl, you can use it as a focus rather than per use.
- I changed some feats around:
Weapon Master: You have practiced extensively with a variety of weapons, gaining the following benefits. - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Choose four weapons you are proficient in. You may add your proficiency bonus to damage rolls utilizing those weapons.
Linguist: You have studied languages and codes, gaining the following benefits: - Increase your Intelligence by 1, to a maximum of 20. - You learn three languages of your choice. - You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they pass an Investigation or Intelligence check (DC equal to your Intelligence + Proficiency bonus), or they use magic to decipher it. - You add your Proficiency to Intelligence, Wisdom and Charisma saving throws against any spells that are cast which utilize a vocal component and which are spoken in a language that you understand.
Tenacious (Combines Durable and Tough Feats): Hardy and resilient, you gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from rolls equals twice your Constitution modifier. (Minimum of 2) - You gain 2 additional hit points on top of your class's Hit Die when you level up.
Armory Apprentice (Combines Lightly, Moderately and Heavily Armored Feats): You have trained to be capable in the use of a wide variety of weapons, armor and shields, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain Proficiency with all armors and shields. - You also gain proficiency with four weapons of your choice.
When a character goes to 0 HP, after making their first Death Saving Throw, whether he is restored via magic or healing potion, the character will sustain a Level of Exhaustion.
- As said in the advertisement, I am allowing child characters. No child character can be below the age of 10 [In Terms of Human Years]. You must have a reason your child character is adventuring. The following "child template" are as follows:
-2 STR +2 DEX +2 CON -2 INT -2 WIS +2 CHA before racial modifiers.
-2 circumstance penalties to all of these skills: Athletics, Insight, Intimidation, Investigation, and Persuasion skills.
+2 circumstance bonuses to your choice of two skills: Acrobatics, Deception, Performance, Stealth, and Survival.
You lose all these benefits and penalties when your character reaches adulthood or is aged permanently through magical means.
- I will be creating some of my own homebrew items, magic items, and ancient artifacts. I will also be throwing some items in from D&D 3.5 edition but will be modifying them for 5th Edition, for the DMG does not have a lot of magic items in its list. Because of the massive battle against the Cult of the Dragon, all magic items that the players want to sell to merchants are selling for only 20% of their base price.
- Weather will be a part of the game in this world. If you are not dressed adequately for winter and the temperatures plummet, you will be making Constitution Saving Throws. You may get sick, fevered, and fall very ill. There will be storms slowing you down, snow, muggy hot days, and temperate days. Rations and Water will be watched closely here, though one waterskin will last you an entire day, as will rations.
- I hand out experience points at the end of every combat, and for roleplay. I also hand out experience for completing portions of each campaign. I normally give between 5 to 10% of current level experience for roleplaying [say you're level 3, which is 900 to 2700, you will get between 90 to 180 XP for roleplaying at the end of every session], and 20% current level experience for completing a specific area of great importance to the storyline.
- Volo is not allowed for playable races due to this island being strictly Core Races, though you can select classes from the other books, such as Xanathar's Guide, and the Unearthed Arcana. No psionics/mystics allowed, however.