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Terrene, a D&D campaign- The Reboot Discussion Thread.

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Sijo from Puerto Rico Since: Jan, 2001
#26: Mar 1st 2018 at 11:12:21 AM

Is there a Milestones Table anywhere I can use? I hate to improvise.

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#27: Mar 1st 2018 at 11:45:25 AM

Sadly, no. The DMG and various internet sources offer suggestions, but there isn't an actual chart or table.

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
#28: Mar 1st 2018 at 2:59:50 PM

Sigh. OK, How about this:

We go Rules As Written at first, then change on the go as fits our preferences. Kinda like we are doing in BASH.

That means we use the experience point table, for now. Remember, you're going to start fighting Challenge Rate 1 monsters right away- unlike last time. So hopefully you'll all level faster (seriously, rats and goats? What was I thinking? [lol] )

edited 1st Mar '18 3:00:25 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#30: Mar 2nd 2018 at 8:16:54 AM

Ok guys, I plan to launch the game today. Only those whose Sheets are posted here (links are OK) can join (after I approve them.)

Any last minute opinions or suggestions? In particular: any monsters you want to see?

Also, just to get in the mood, I'm watching This

(Not that we are getting THAT epic mind you, at least not yet. tongue )

edited 2nd Mar '18 8:20:53 AM by Sijo

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#31: Mar 2nd 2018 at 9:12:33 AM

Personally, I'm going to keep working on Kaliris's backstory, since we're still developing links between our characters and stuff. But I don't plan on changing anything mechanical.

Also I obviously want to see dragons, but we're low-level and you probably already knew that xD

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
#32: Mar 2nd 2018 at 11:18:17 AM

Aaaand GAME LAUNCHED! [1]

Remember, guys: you can post now (or any day of the week) but the battles will be played live on my Discord Channel on Saturdays and Sundays. I will be on Discord THE WHOLE WEEKEND for these purposes (ONLY!) You can act in any order but if you don't take your turn before the round is over, you lose it!

I will transcribe the events here later.

edited 2nd Mar '18 11:21:03 AM by Sijo

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#33: Mar 2nd 2018 at 12:23:50 PM

  • Name: Gaumata

  • Experience: LVL 6

  • Hits: 52

  • Appearance: Gaumata is a rather short character, who is healthily rotund, not looking too chiseled, but his acrobatics and endurance are more than enough evidence that he's plenty fit. (It's old soldiers' advice actually, that being fat and fit helps soften blows). In any case, he's a dark skinned individual with rough hands and a face largely obscured by a bushy beard and mustache and a mane of hair. (Though, sensibly, said hair is tied rather tightly before missions).

  • Armor Class 20

  • Class: Fighter, Eldritch Knight.

  • Background: Sage

  • Speed: 30 ft

  • Languages: Common and Undercommon

  • Race: Human

  • Alignment: Lawful Good

  • Stats: note 
    • Strength: 14 (+2)
    • Dexterity: 16 (+3)
    • Constitution: 14 (+2)
    • Intelligence: 16 (+3)
    • Wisdom: 11 (0)
    • Charisma: 9 (-1)

  • Saving Throws note 
    • Strength: (+5)
    • Dexterity: (+6)
    • Constitution: (+5)
    • Intelligence: (+6)
    • Wisdom: (+4)
    • Charisma: (+3)

  • Abilities:
    • Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    • Second Wind: On turn can use bonus action to heal 1d10 + fighter level
    • Fighting Style—Protection: If wielding a shield and fight is within 5 ft of Gaumata, can use reaction to impose disadvantage on the attack roll
    • Action Surge: On turn can take one additional action on top of the regular action and a possible bonus action. (Must finish a short or long rest before subsequent use).

  • Cantrips

    • Chill Touch note 

    • Mage Hand note 

    • Mending: note 

    • Thaumaturgy: note 

  • Spells: note 

    • Burning Hands (Evocation) note 
    • Protection from Evil and Good (Abjuration), (Requires: holy water or powdered silver and iron, which the spell consumes) note 
    • Shield (Abjuration) note 
    • Tenser's Floating Disk note 

  • Spells (From Scrolls and Feats)
    • Enlarge/Reduce (2nd-level transmutation) note 
    • Find Familiar: note 
  • Rituals
    • Weapon Bond note 

  • Skills: Arcana, Athletics
  • Feats:
    • Magic Initiate note 

  • Proficiencies: [[Proficiency Bonus +3]]
    • Armor: All armor, shields
    • Weapons: Simple weapons, martial weapons
    • Tools: None
    • Saving Throws: Strength, Constitution

  • Equipment:
    • Scale Mail
    • a warhammer note 
    • A +1 shield
    • A shield
    • Pipes of the Sewers: note 
    • Lightning Javelin: A javelin that becomes a bolt of lightning when thrown
      • Javelin note 
      • Bolt note 
    • a light crossbow note  and 60 bolts
    • Quiver (of holding?)
    • Trident of Fish Command
    • an explorer’s pack note 
    • 499.25gp, 6cp
    • Arcane Focus
    • Driftglobe— orb that produces a light
    • Bag of Holding
    • Spellbook
    • Flask of Holy Water
    • Iron Spikes
    • Powdered Iron
    • Trinket: The deed for a parcel of land in a realm unknown to you.
  • Backstory: A strange sort of Determined Homesteader, Gaumata, aims to find not a city on a map, but a map location that is said to be destined to host the ideal city. It is as much a dream as a location on a map, as previously, he had spent his days hiring himself out to the local notbles. It was only after his band lost their officers during yet another succession dispute that they seized the map during their escape and began to march on the city (As it was closer than home—apparently). Gaumata is the only one interested in seeing the journey through however. The others, perhaps more practically, founded clans and settled down well short of that goal. They make for valuable contacts, but reaching such places alone is impractical (not that he's not trying) and building a city alone is impossible. (Putting a clan together is step 2). Gaumata himself is a bit of an outsider, as he's been journeying with a one-track mind for years, but he has a strong sense of fair play and great confidence in his abilities—or at least refusal to consider the alternative. He'll happily lift people up along the way, wherever he's going, and is always eager to collect or share readings and the daily news.
  • Bonds and Flaws
    • Gaumata intends to preserve a sacred text that most everyone in his old home considers heretical and seeks to destroy. That is, he aquired a map of a location for the undercommon trade. He knows well what it is—or what they said—a most wonderful spot for a city. And Gaumata well intends to make use of it. [This bond is not just about the city and its mythos though. Gaumata and an entire mobile colony made for it anabasis-style and eventually scattered, settled down on the way, or died.]]
    • As such a bond indicates, Gaumata has a tendency to obsess over a particular goal to the detriment of everything else (like bonds with people), and no matter the outcome, he judges himself quite harshly and by rather impossible standards.
    • Whatever place Gaumata calls his own, he'll put everything into protecting.
    • Even in such a place though, he is easily distracted by the promise of information and so quick to move on it.
  • Relationships: Gaumata remains close with his old crew. (They survived a long anabasis through hostile territory together after all). He does however, often forget to keep up with them while searching for the foundational place on his map.

edited 20th May '18 10:32:14 AM by CenturyEye

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
BismuthOmega Magnet L0rd from School, Like, Always Since: Jan, 2018 Relationship Status: It was only a kiss
#34: Mar 2nd 2018 at 12:43:40 PM

Here's a link a bunch of 5e pdfs: http://d20.sabotender.com/resources/5th%20Edition/Source/

The man who sleeps with a machete is a fool every night but one.
BismuthOmega Magnet L0rd from School, Like, Always Since: Jan, 2018 Relationship Status: It was only a kiss
#35: Mar 2nd 2018 at 12:53:35 PM

Also, some towns and cities that I mentioned:

Stonebark

While not a famous or wealthy city, Stonebark is fairly large, though that often leads to more problems than not. With a low general income and high crime rate, most people tend to avoid Stonebark, though there are some groups who believe in safety in numbers- like the band that Bart "the" Bard joined when he was younger- and travel to the city, netting them a rather diverse audience. Of course, travelling bands aren't the only groups one can find in Stonebark, gangs are also quite common, the most notorious being the Bradly Street Bunch, popular among children because they recruit members as young as eight.

Orlium

The kingdom of Orlium, if you could even call it that, is an rather small citystate on the eastern coast, mainly dealing in exporting seafood and serves as a trade hub for foreign goods. The Prince, Geoffery Wintherthorn, is a fairly benevolent ruler, though he's often too trusting, and easily swayed by his advisers.

Oregrove Villiage

Some small backwater country villiage in which Bart "the" Bard slept with the wife of the blacksmith.

The man who sleeps with a machete is a fool every night but one.
Sijo from Puerto Rico Since: Jan, 2001
#36: Mar 2nd 2018 at 1:25:07 PM

As I already mentioned, Flaws and Bonds etc. are not necessary, as I'm not using the Inspiration rule (too much record keeping as it is.) You can use them to expand your background if you want tho.

Also thanks, Bismuth! [tup]

God_of_Awesome Since: Jan, 2001
Sijo from Puerto Rico Since: Jan, 2001
#38: Mar 2nd 2018 at 4:05:02 PM

Yes, sorry I forgot to say so. tongue

Hurry up and post, the action starts tomorrow!

Booky Since: Sep, 2015
#39: Mar 3rd 2018 at 3:55:08 PM

Imboden

Ancient Imboden, capital city of the Bronzemast Pirate Empire, is haunted.

To the roadwise traveler or savvy merchant it has a certain allure, of course. Anything might be found down an alley or around a corner, and all the races of the world rub shoulders with no apparent animosity. You can have an memorable adventure in the City of the Setting Sun, one that you might not wish to repeat outside of the local tavern, but it’s a city of strangeness and exotic appetites, where everyone has a story to sell. What if a few folks go missing, or are queerly changed when they arrive home? That’s all part of the “danger.” The truth, as always, is much darker.

Five hundred years ago the city suffered under the boot of a particularly inventive ruler named Palenscar. Whether he was a wizard, a warrior, or even human has not come down to us but all agree that his grip was absolute thanks to the group of bugbear mercenaries he used as muscle, as well as an alliance with a blue dragon that had taken up residence in a nearby cliff. How he struck a bargain with the huge beast was unknown, but to see it soar over the city was enough to quash any hope of resistance.

His power lasted for three decades, until a combined force of pirates and soldiers (with freelance magic-users mixed in) attacked the city from opposite sides under the command of an unknown patron. The conflict that followed stretched for five years and was called the Bloodgutter War for the massive amounts of fore that flowed through the streets. Palenscar unleashed mystic forces from the cities’ libraries and those evil wizards and sorcerers who had flocked to his banner. The bugbears revealed that they had been smuggling in additional troops over the years in preparation for just such an attack, and the horde met the companies in open combat, with the goblinoids raw muscle initially tipping the balance. However, the fishermen and people of the harbor used their knowledge of the city to lead pirates through cellars and basements until they arrived at the palace itself and then the throne room. There the leader of the pirates met Lord Palenscar in combat and, after an ugly fight, killed him and so doomed the city. The Lord laid a curse of fear on Imboden, binding his spirit to its very stones.

Over the years that followed, its effects were seen by the wise and those who knew to look for such things. It could take many shapes: A haunted house, where rumors of unearthly screams and horrific visions would gradually cause the shops and homes nearby to become vacant and ugly, inviting dark creatures and vermin to settle and spread. A particularly brutal string of murders, shocking Imboden to its core and increasing the fear and suspicion of outsiders, especially when no culprit was found. Sightings of vicious beasts below the city or rumored sinister cabals in the highest reaches of the nobility. All of these and a thousand other eerie occurrences continue to this day as the legacy of Palenscar’s dying words. An Imbodist accent is met with some suspicion in other cities, and those born there will deny it when asked.

And the dragon is still alive.

edited 3rd Mar '18 5:33:44 PM by Booky

Sijo from Puerto Rico Since: Jan, 2001
#40: Mar 5th 2018 at 10:40:27 AM

I'm going to address The Scarecrow Incident (a name that will Live In Infamy [lol]) in last night's game because I could not shake the feeling it had been played wrong. After doing some research, I came to the follow conclusions:

  • No, Hiding does not give you an automatic Advantage. Yes, I know I agreed! But that was because I was caught by surprise by the question, in an "Eh? Uh, yes I think" kinda way. I never planned it that way nor heard of such a rule. And the link provided to prove it is not official, its just some people talking about it.
    • But even if it did, by the Hiding rules, the Scarecrow was due one passive perception roll per party member to spot you- just as the PCs had been receiving. I forgot about it, my bad (then again nobody reminded me of it, either) that means that more than likely, there would not have been an Advantage bonus anyway.
  • When asked what kind of Critical Success to use, again I was unprepared because I did not know there was a choice; I've now decided to use a "double the dice" rather than a "x2 damage" result. It may or may not be any difference, but I just like it better.
  • Finally, yes, vulnerability to Fire causes double damage, I knew that. However the last time that spell was used it caused ONE point of damage. tongue More importantly: had the scarecrow spotted Kaliris, most likely its Fear Stare would have paralyzed him, giving it at least a few rounds worth of combat. So no, Fire Magic vs Vulnerability to Fire does not equal instant win- not always.

Now I'm not going to have us replay the encounter, but please keep all of the above points in mind for the future.

edited 5th Mar '18 10:43:59 AM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#41: Mar 5th 2018 at 12:13:30 PM

On other Matters:

  • Since people keep asking: assume that, unless otherwise indicated, Monsters are of the Alignment indicated in the Monster Manual. Orcs did not get a bad reputation just because they are ugly. However, as I explained this merely represents the majority of their kind and there are exceptions- and the PCs can never tell just by looking, so killing without provocation is still an evil act. (Killing in self defense is OK.) Also intelligent monsters can change their alignment; take an orc away from their evil-god-worshiping culture and he might- might- change his ways.
  • I've decided to overhaul the Experience system- we're going too fast, at this rate you'll hit level 2 before the Level 1 adventure is over (my bad again I guess.) So instead I will use the Milestone System. Every time a mission is completed, you go up one level, Note this includes returning home; you don't just **puff** know new spells, weapon proficiencies etc.
  • Provisional: Changing the Skill System. I'm thinking of using the Class and Background variants from the DMG. Basically, instead of specific skills, you add your Proficiency Bonus to rolls related to your Class and Background. For example, Manuel would have +2 to any rolls regarding clerical matters or farming. Any other activity uses an appropriate Ability roll. (This is much easier for me to keep track of. Opinions?)
  • Initiative: this is Dexterity based: 10 + bonus. Technically. In practice, any available player can act in any order (this is to avoid waiting). You still get only one turn, and if by the time everyone else has acted, you don't show up, I declare you missed your turn and move on to the next round. Monsters still act on their DEX tho.
  • Magic Items can not be figured out with a short rest of study; you must either use magic, or try it out.

edited 5th Mar '18 5:10:04 PM by Sijo

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#42: Mar 5th 2018 at 4:24:20 PM

I'm fine with everything but the skills, as those are a major part of a few classes. May I simply suggest letting the players keep track of their skills, and if they forget they have one, they're out of luck?

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
#43: Mar 5th 2018 at 5:28:45 PM

Oh, PCs will retain all of their Class-based skills. Its just that instead of listing them, they're implied. What are rogues good for? Things like Stealth of course! In all cases, the player can ask, "can I use any knowledge in my class or background here?" If yes, add Proficience bonus to the D20 roll; if not, its D20 + their Ability bonus. This does not affect Class Abilities.

I admit that I'm doing this because its easier than constantly checking to see what skills each of you have tongue OK, I'm lazy, but hey GMing D&D is hard. Gimme a break!

(You may keep track of your skills but don't bring them up in-game. Use them as a reminder of what you can do. Don't tell me "I have a Stealth of-" for example.)

Feedback on this is still wanted

edited 5th Mar '18 5:31:34 PM by Sijo

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#44: Mar 6th 2018 at 1:20:20 PM

Once again, I'd like to point out that keeping track of our skills isn't your job; similarly keeping track of what spells I have prepared, whether Century bought torches, and other mundane things is simply a drain on your time.

You, as the DM, do a lot. We, as players, shouldn't be essentially asking you to keep track of things that have been our responsibility since the dawn of D&D. The skills system is better than a general system.

Not to mention that various classes have skills other than the ones you're typically known for; IE, a Rogue could be trained in Perception and Stealth, Investigation, Insight, or none of the above.

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
#45: Mar 6th 2018 at 3:46:36 PM

Hmm. Yeah, I don't want to take customization away from you folks.

I guess I should stop being a lazy ass and memorize your character sheets already. tongue

edited 6th Mar '18 3:49:44 PM by Sijo

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#46: Mar 7th 2018 at 10:54:28 AM

A good compromise to that is to take a quick glance and simply memorize our classes and our specializations. Knowing that Kaliris will be and kind of is right now a Abjurer Wizard, Manuel is a Life Cleric, ect will give you the general gist about what we do.

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
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