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[FREE] [5e D&D] Helljammer E1: Invasion! 3/23/21

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Join me for harrowing adventure in the world of Helljammer! <a href="https://app.roll20.net/forum/post/9920846/helljammer-is-here/?pageforid=9920846#post-9920846" rel="nofollow">https://app.roll20.net/forum/post/9920846/helljammer-is-here/?pageforid=9920846#post-9920846</a>
Can you offer more in the way of detail?
I'll post my campaign notes later today.
Character Options Character options, feats, skills, backgrounds, subclasses, etc... are limited to what is found in the PHB and errata. No other sourcebooks will be used for character creation. Stats will be generated using standard array only. Please use chose from the equipment listed rather than rolling for gold. Please use max HP for level 1, and hit die averages listed for subsequent levels. (1d6 = 4, 1d8 = 5, 1d10 = 6, 1d12 = 7) I won't be using alignment, personality traits, ideals, bonds, or flaws. Instead, I would like to learn about your character's background and general attitude through play, or you can write a few paragraphs, or even pages of character background. Setting Race Notes: Human and human variant only Setting Class Notes: Wizard, Rogue, Barbarian, and Monk classes remain the same. The magical abilities of Clerics and Druids have been reduced to almost nothing, but remain as playable characters, mostly for the purpose of roleplaying. Fighters and rangers, while being changed, remain perfectly valid playable classes, in my opinion. Paladin&nbsp; There is no paladin class in this setting. Clerics of the life domain are referred to as paladins, but they receive no spells, healing abilities, or special combat abilities. Bard&nbsp; There are no bards in this setting. A character may still play a musical insturment, but this grants no magical abilities. Cleric&nbsp; Clerics may use the thaumaturgy cantrip but never get access to any other spells or spell slots. Additionally, at first level, take one extra feat and one extra class skill proficiency.&nbsp; Druid Druids may use the druidcraft cantrip, but never get access to any other spells or spell&nbsp; slots.&nbsp; Additionally, at first level, take one extra feat and one extra class skill proficiency. Fighter Fighters do not get the Second Wind ability. Additionally, take one extra class skill. Ranger Rangers can use Hunter’s Mark at will. At 3rd level they can cast primeval awareness at will. They may cast no other spells and do not have spell slots. Sorcerer Dragon blooded sorcerers must take the noble background. Chaos sorcerers are subject to abrupt, immediate, rules edits at any time with out warning.&nbsp; Warlock Warlock patrons in this setting are largely unknown to anyone but their followers. Great Old One In this campaign world, the Great Old One patron is Cthulhu. Warlocks under the patronage of the great old one have a very specific deformity in this campaign world, and are shunned by society. Fiend The Fiend patron is The Demogorgon. To earn his patronage, the warlock must trade 100 soul motes in credit. If the character is reduced to 0 HP before the debt is paid, they are instantly exiled to the Demogorgon's realm to be devoured by their lord as penance. Once the debt is paid, the Demogorgon has ways of persuading ambitious warlocks to continue providing souls, and methods vary on a case by case basis. Archfey The Archery patron is Caduceus, who presides over the gauntlet, a mysterious maze dimension. Caduceus grants maximized spell damage and disadvantage on opposing spell saves in the gauntlet, but require a long rest to regain their spells in the prime material plane. Hex In addition to its normal effects, the Hex spell will generate a soul mote each time a sentient intelligent living creature dies under its effect. The soul mote will form instantly in the creature's mouth at the moment of death, and can be extracted by hand. It looks like a glowing pure white pearl. Soul motes are used in magic item creation. Feats The Lucky feat grants only 1 luck point instead of the usual 3, and is use or loose. The house ruled feat Hand to Hand Combat combines the Grappler feat and the Tavern Brawler feat. Taking Hand to Hand Combat grants the abilities of both feats.
Setting notes regarding Healing Injury and Death Natural Healing Each long rest, if you are not in wounded status, you regain a number of hit points equal to half your character level (rounded up). In wounded status, natural healing is reduced to 1 hit point per day, provided that the wounded person remains bed ridden the entire time. Hit dice You can use a maximum of one hit die to heal HP per long rest. When a hit die is expended in this way, the hit die is spent permanently. Healing Potions Healing potions do not heal hit points. Instead, they can remove infection status. Dangerous Wounds When you take damage, you must roll a constitution save where the difficulty of the save is equal to&nbsp; the damage taken. If this check is failed, the character is wounded. The DM chooses one of the following conditions to apply. Wounded status Blood loss Character takes 5 points of damage on their turn until Blood loss is removed. Additionally, if a character with the blood loss status attempts an action or reaction, or attempts to move more than 10 feet during their turn, they take an additional 5 HP of damage. Passing a healing check DC 10 by an ally, or dc 15 by the wounded character can remove blood loss status. Doing so requires the use of a healing kit. Infection Character no longer reduces fatigue on a long rest, and suffers cumulative exhaustion levels every day until infection is removed by a healing potion. Alternatively, a healing check DC 20 made by a character with the physician feat can remove one exhaustion level twice per day. If the infected character has zero exhaustion levels, the physician can remove the infection status without the use of a healing potion. Skeletal Fracture Character has a broken bone. The DM will decide which bone is broken. Once medical attention is received for a broken limb, the character will require 8 weeks to heal, minus a number of weeks equal to the character’s constitution bonus. Arm: The character drops anything they were holding in that arm, and has disadvantage on any actions or reactions. A successful medicine check dc 10 to bind and splint the limb with the use of a healing kit will allow actions and reactions without disadvantage again. The character can not use tools or weapons that require use of that arm, or carry anything in that arm for the duration of the status. Leg: movement is reduced to zero.. In addition, when a leg is broken, the character is knocked prone. A successful medicine check DC 15 to bind and splint the limb will allow the character to walk with crutches at half speed, or one crutch at a speed of 1. Unconsciousness and Death When a PC is reduced to zero hit points, the character has been rendered unconscious. The player should keep track of negative hit points. Each time the character receives subsequent damage from attacks, in addition to con save vs dangerous wounds, the player also rolls a con save vs death, where the DC is equal to the number of negative hit points the character has suffered. While a character may continue to survive through additional trauma, failing the death save is fatal.
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Goblinoid activity is rising all over East Thaeleon. YOU have been summoned to the Black Quill inn at Ravencrest keep order to journey to the land of Wuhan, in search of a lost lord. Many adventures from all over Thaeleon have gathered here in search of fame and fortune. But something in the air doesn't seem quite right. You can't put a finger on what, but for some reason the tiny hairs on the back of your neck start to tingle, and stand up straight. &nbsp; What happens next? Tune in Tuesday night at six EST to find what adventures await!