The Lands of Temrielle have been ravaged by years of
war, resulting in an uneven stalemate between the realms powers. Each
constantly seeking new means of power to get an advantage over the others. Tyal a small artic city has found a way to save its
people by mysteriously closing off the mountain pass, filling it with a strange
fog. With this recent development, Tyal has been secluded and unreachable by
land, leaving the only avenue of approach, is the freezing and treacherous iceberg filled waters. Queen Sophia Berkley battle weary and grief stricken
with the loss of her husband and son in the battle with the Sanguine Empire . She is the sole leader attempting to bring peace
back to the lands and end the senseless violence. True to their nature Bane, Bhall and myrkul have
thrived in recent years. Capitalizing on the death, chaos and greed that
extended war brings. With this expansion cultists have grown in scale and
number to compete with the major centers of worship ,stretching further the already occupied paladin orders
to their limit and striking fear into the hearts of the common people. DND 5e,
Homebrewed world, Voiced on Discord and played on Roll20 for battles, character
sheets, and rolls.
Age: 25+, Fun, and respectful to everyone at the table. RP Heavy and focused,
Takes Notes and want to be with the party. Setting:
Dark and gritty content. R rated. Any sexy times are "Faded to
black." Game
time: Wednesday or Thursdays 6:30 pm (Saskatchewan time zone) typically play
4.5 hours. Aim for weekly games ( I know life happens) Seeking:
Fun and respectful Role players who actively engage with NPC's, want to be with
the party. Wants to participate in a collaborative story with others. Combat is
fun and will be an integral part of my campaign, however murder hobo's, edge
lords, and hack and slashers need not apply. I really want to form a group that
is heavy roleplaying, engaged on discord and engages in social scenes. Looking
for 5 player please only apply if your actually free Wednesday or Thursday
evenings. Looks to see which day works for folks. Character
creation will be done roll20 on session 0 in which you can roll for stats or
take the basic array.
Single Class characters only for this campaign. No Monks, or artificers,
Elequence bards.
Looking for players that make
rich and rounded characters that aren't power gaming or creating
"problematic characters"
Lets make fun and balanced
characters.
Races -Players
handbook + Goliaths & Genasi Little
info to help me choose adventurers! If you're interested in the campaign DM me
and please add a bit of info about yourself and gaming style, see
below:
1.
Name
A little
about you, do you have any experience?
What character would you like
to play?
Thoughts on roleplaying,
interacting with NPC's and collaborative story telling? Do you do a voice
for your character?
How often can you make the
sessions?
What are you hoping this
campaign will have?
What are you hoping for in
your fellow dnd party?
What do you bring to the
group?
Do you make characters that
want to adventure and be in a party?
Are you active on discord
outside of sessions (such as character chat)
Do you take notes and engage
in the campaign?
Pls send this in a DM
MAGICAL ITEMS Casters
are plenty, however magical items in the campaign are rare. I am incorporating
master craft weapons/armor to push the importance of NPC craftsmen and make
uncovering rare magic a bit more meaningful. Banned spells -Silvery barbs -Tiny Hut -Teleportation circle -Magnificent mansion -force cage (spells that neutralize adventure or combat and makes
the game less fun) Books used in campaign and subclasses available using: Players
handbook Sword
coast adventures guide Tashas
cauldron Xanathars
guide to everything Leveling up I use the
milestone method and then players will need to seek out trainers to expand
their skills and powers to add a roleplaying element. I'm
hoping to be running this campaign with your party for a couple years, with
this in mind, I don't speed run XP to players to level them up fast. I find
that it ends the campaign quicker. I use a story driven approach and key points
in the campaign. Campaign Setting
R rated campaign. The
campaign is a war torn setting. While we will enjoy light and comedic
sessions. There will be r rated and dark aspects of the campaign with evil
nations, cultists and monsters pursuing vile and evil goals. Not PG13.
House
rules Rules #1 Game
is meant to be a fun ROLEPLAYING vs roll playing game, in a good aligned
campaign, please be respectful to other players and the group. No need for
power gaming, purposely derailing or sowing conflict and chaos on the group to
cause drama and mess with everyone's fun. Eg. stealing from other players,
killing other PC's NPCs for no reason than to be cruel, interrupting a PC's
spot light time, and avoid meta gaming! #2 No arguing
with the GM. I will hear you out, you may make a case for xx. when I make a
ruling lets move on. I am human and may make mistakes and we can respectfully
talk about the event post game. Let's not Hold up the table and
disrupting the flow of the game to argue xx. #4 Don't power game . This is meant to be a fun roleplaying game. You don't
need to WIN D&D by trying to use broken spells, skills, feats etc.... No
peasant rail guns etc... to try to break the game... Its not fun and messes
with everyone's enjoyment. Your Characters will be powerful, have strengths and
weaknesses etc...which add to the enjoyment. you don't need to make a 1 man
army. #5 Try
to stay in character for as much as possible. It creates a better gaming
atmosphere and encourages roleplaying. this is a
collaborative story, its more fun for everyone if you engage and roleplay
with the NPC's and fellow players to create more interesting social encounters
and the world in which you (the players) call home. #6 Ties in with
Meta gaming. If you make a skill check and fail, such as detect traps and roll
horribly. You as a player know this not your character. To your character it
looks clear. unless there is a reason for a second check I may not allow a
second roll. trying to move a boulder and failing, 2nd, 3rd, 4th etc...
attempts are not an issue as its clear you didn't succeed. #7 Taking 20.....
does not exist. Players can't just take time and get a nat 20 on a check. #8 Passive
perception will be rolled by the GM and not a constant #. EG d20+wis mod vs
constant 15. #9 No Monks or
Artificers - gm total bias, I just hate the class's for my sanity pls don't
make. No Elequence
bards (the +10 is completely debalancing) #10 Character
creation Race selection: - players
handbook - Goliath - Genansi All #11 Character's
Creation will be at session 0 on roll20. We'll roll
stats live with everyone. Or you may take the standard array Character
class No multiclassing please pick a class you will be happy to run for the
length of the campaign. No Monks or Artificers or elequence bards. #12 Healing
potions. Taking an action to drink a healing potion results in max healing vs
using a bonus action in which basic roll rules apply. This does not apply to
pouring a potion down an unconscious persons throat. PC-PC interaction Pc's
can Nope attacks
from other PC's. Eg. player 1 decided to punch player 2.... player 2 can Nope
and the attack fails.(GM may allow attacks PC-PC if warranted eg. Player 1
insults player 2s momma LOL and the response is relative to the cause of
conflict) dont fire ball and kill a PC for a momma joke, however a single black
eye may suffice) however if in combat the mage casts fireball at enemies and
other Pc's are in the way dmg applies normally. Essentially allows PCs to stop
Jerk behavior effecting their PC. Same applies for Stealing from other players.
Remember, good campaign, group cohesion, pls don't be an ass. Players
trying to convince/deceive other PC's using skills can roll and verbally make
their case to other Pc's to see how effective they are, allowing for PC to PC
roleplaying. However if the player really doesn't want to, they can NOPE. ( this is solely intended for rare use as the hole point is more about fun
and roleplaying. allowing your character to be manipulated/tricked etc.. can at
times be fun and create interesting sessions. However, sometimes characters may
have issues do to a back story, moral oath etc... that may conflict with the
desired effect. essentially again... remember its a good campaign, group
cohesion, don't be an ass. Dying and Medicine. Death saving
throws are made privately. This way the other players don't know the
results or condition of their comrade, creating a sense of urgency. Nat 20 on a
saving throw automatically revives the player with 1 HP (character prone), a
Nat 1 cause 2 death saving throw failures. Characters
with proficiency in medicine or have a healers kit, can stabilize a downed
character. If a character without the medicine proficiency or kit attempting to
stabilize a character and failing the DC. the result will be 2 failed death
throws. Player input Open
to other players input on other homebrew rules they think would be good or have
used in the past. Table expectations
Be polite and respectful to
your fellow adventurers and GM.
When playing DND play. Don't
play other games and be distracted.
Let players play their
characters. No micromanaging other PC's.
Share the spotlight.
Engage with your fellow
players and want to be part of the party.
If you can't make a session,
provide as much notice as you can. Let's be respectful of each other's
schedule and time.
Aiming for a collaborative
game. Engage with the story, each other and take notes.
Joke, flirt and have fun with
NPC's we're all adults but any sexy times, will be "faded to
black".
If 1 or 2 players can't make
a session but the majority are free. The session will proceed. If party is
in the middle of an adventure, the Missing characters will be NPC'd. If
the setting permits, they will be off taking a break.
Sessions are Wednesdays or
Thursday nights @ 6:30 my time (Saskatchewan time zone) and session will
run approx. 4.5 hours.
Aiming for a good aligned
adventuring group. Don't make an evil character or actively make a
character to go against the group as a secret BBEG.
Don't needlessly draw on the
map or make random dice rolls as it bogs up the chat history and distracts
everyone.
No edgelords, power gamers or
lonewolves. Want to be an advernturer and a party member.
Actual Death The Fading Spirit This resurrection rule set is designed to add an
element of party roleplaying and narrative to the resurrection attempt, as well
as the creeping threat of permanent death to a character. Any of the following
DC modifiers are easily adjusted to fit your campaign needs. Resurrection
Challenge If a character is dead, and a return from death is attempted by a
spell or spell effect with longer than a one action casting time, a
Resurrection Challenge is initiated. Up to 3 members of the adventuring party
can offer to contribute to the ritual via skill checks. The DM asks them each
to make a skill check based on their form of contribution, with the DC of the
check adjusting to how helpful/impactful the DM feels the contribution would
be. For example, praying to the god of the devout, fallen character may require
an Intelligence (Religion) check at an easy to medium difficulty, where loudly
demanding the soul of the fallen to return from the aether may require a
Charisma (Intimidation) check at a very hard or nearly impossible difficulty.
Advantage and disadvantage can apply here based on how perfect, or off base,
the contribution offered is. Resurrection Check After all contributions are completed, the DM
then rolls a single, final Resurrection success check with no modifier. The
base DC for the final resurrection check is 10, increasing by 1 for each
previous successful resurrection the character has undergone (signifying the
slow erosion of the soul’s connection to this world). For each successful
contribution skill check, this DC is decreased by 3, whereas each failed
contribution skill check increases the DC by 1. Upon a successful resurrection
check, the player’s soul (should it be willing) will be returned to the body,
and the ritual succeeded. On a failed check, the soul does not return and the
character is lost. Only the strongest of magical incantations can bypass this
resurrection challenge, in the form of the true resurrection or wish spells.
These spells can also restore a character to life who was lost due to a failed
resurrection ritual, should you allow it. Quick Resurrections
If a spell with a casting time of 1 action is
used to attempt to restore life (via the Revivify spell or similar effects), no
contribution skill checks are allowed. The character casting the spell makes a
Rapid Resurrection check, rolling a d20 and adding their spellcasting ability
modifier. The DC is 10, increasing by 1 for each previous successful
resurrection the character has undergone. On a failure, the character’s soul is
not lost, but the resurrection fails and increases any future Resurrection
checks’ DC by 1. No further attempts can be made to restore this character to
life until a resurrection spell with a casting time higher than 1 action is
attempted.