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Character sheets, Quests, and World Info
Location
'Merika


  • Age: Approximately 25

    Height: 6'9"

    Weight: 280 Pounds






    • HP= 40
    • AC=13 (Hide)
    • XP=400


    • STR= 50
      Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
    • DEX= 10
      Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
    • FIN= 10
      Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
    • ARC= -30
      Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
    • FAITH= -30
      Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
    • PER= -10
    Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.​

    • Goal/Motivation= ??? Willing to spend 100% of gold towards gear
      • Once a party member accomplishes their goal or loses their motivation they will leave the party.
    • Memory loss- Suffers from severe memory loss.
    • ???- Unknown trait


  • Barbarian lvl 3: The path of the barbarian is a path of unbridled fury and destruction, ignoring defense and shrugging off wounds in order to destroy their enemy with raw aggression. Where others may faulter when wounded the Barbarian embraces pain and uses it to sharpen mind and body.

    Grants 5+STR Mod HP per level. Either a shield emblazoned with a holy symbol or a holy symbol (pendant) is required to cast miracles.

    Traits:
    Savage proficiency: +2 to hit with all Axes and Greatswords. Does not stack with other proficiency bonuses.
    Pain brings clarity: The barbarian gains an additional +1 to hit with all melee weapons for every 10 hp they are missing.
    Shrug it off: The barbarian takes 3 less damage from all sources. In addition once per combat if they would be knocked unconscious, they are instead reduced to 1 hp.

    Abilities:
    Rage: The Barbarian may enter a savage rage up to twice per long rest. When raging the Barbarian deals an additional 2 damage with every attack and when attacked by an opponent in melee may as a reaction make an attack of opportunity against the attacker with advantage.
    Reckless attack: The barbarian gains advantage for all attacks made this turn. Until the start of the Barbarians next turn all attacks against them have advantage.

    Bonuses gained at Barbarian lvl 4:

    Trait gained:
    Brutal strikes: The barbarian has an additional +1 to critical hit range. If the barbarian is in melee with more than one target, any overkill (damage beyond what is required to bring the opponent to 0 hp) may be transferred to another target of the Barbarians choice within melee range.
    Ability improved:
    Rage: The Barbarian may enter a savage rage up to twice per long rest. When raging the Barbarian deals an additional 3 damage with every attack and when attacked by an opponent in melee may as a reaction make an attack of opportunity against the attacker with advantage.

  • Weapons:
    Great axe
    - 2h, 1d12+5 (STR) Slashing
    Dagger- 1h, 1d4+5 (STR) Piercing, range (20/60) light, concealed

    Armor:
    Hide
    - 12 AC, disadvantage on stealth. (AC set at 12+1(DEX))

    Consumables:

    Wallet
    - 65 gold

    MISC-






  • Age:24

    Height: 5'11

    Weight: 185 Pounds






    • HP= 28
    • AC=15 (Chain shirt+Shield)
    • XP=200


    • STR= 30
      Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
    • DEX= 0
      Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
    • FIN= 0
      Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
    • ARC= -10
      Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
    • FAITH= 26
      Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
    • PER= 0
    Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.​

    • Goal/Motivation= Pay off his 1000 years of indentured service to Azmodeus, lord of the nine hells, king of the devils. Willing to spend 100% of his earnings on adventuring.
      • Once a party member accomplishes their goal or loses their motivation they will leave the party.
    • Knows his stones- Working in the mines has allowed Nathan to become quite the geologist. Knows almost everything there is to know about stones.
    • Fugitive- you are wanted for destroying the mine and part of the city in Montfort. Even though you didn't do it the rumors never the less please Azmodeus +1 faith*
    • Devil's Sight- Has perfect vision in the dark, including magical darkness.
    • Expert in Stupid and dangerous- Gains a +20 expertise bonus when taking an action that is both stupid and dangerous.
    • Master- Vampires imprint on the creature that revives them. The master of said relationship may give orders which the imprinted Vampire will feel compelled to follow. Master servant relationship may only be broken by order from the master. Widely speculated as a defensive mechanism evolved to prevent fledgling vampires from mass reproduction and subsequent annihilation of prey, as only a vampire freed from its master's control may create new spawn.
    • Terrible horsemen- mounted combat locked
    • Greenskin hunter- Having killed more than 10 Greenskins has taught you how to fight them a bit more effectively. +1 to hit with spells, miracles, or attacks against Greenskins.
    • They called him, Breaker- Effects ??? May be activated before any combat an unlimited number of times. Warning! Using this trait has significant consequences for Nathan's character development.
    • ???- Unknown trait


  • Cleric (Azmodeus) lvl 3: Defender and Support both, your hellish deity has twisted your role to be far more offensive in nature than most. Azmodeus doesn't offer healing, but instead fills you with the power of shadows and fire, demanding payment in blood... both your own and that of your foes.

    Grants 3+STR Mod HP per level. Either a shield emblazoned with a holy symbol or a holy symbol (pendant) is required to cast miracles.

    Traits:
    Bludgeoning proficiency: +2 to hit with all bludgeoning weapons. Does not stack with other proficiency bonuses.

    Miracle list: (Unless otherwise specified all Miracles require an incantation. Miracles can not be casted while silent)

    LVL 1 Miracles: May prepare up to 3 lvl 1 miracles per long rest.

    Sulfur and Ash- (Action)(Range: 15 foot cone): breath out foul ash and sulfur in a 15 foot cone dealing 1d10 damage and blinding foes. Deals have damage and doesn't blind if saved. Opposed by DEX.

    Devil's Gift- (Bonus action)(Range: 30ft)(Duration: 1 hr): Target Weapon within sight and range deals an additional 2 flame or dark damage (picked upon casting).

    Blood offering lvl 1- (Bonus action): Take 5 unpreventable damage and regain 2 used level 1 spells. May only be selected once when preparing spells.

    False life – (Standard action)(Range: 30ft)(Duration: 1 hr): Grants 1d8+Faith Mod temporary HP to self or allies within sight and range. temporary HP gained stacks with similar effects.

    Cause light wounds – (Action)(Range: Touch): Deal 3d10 necrotic damage or half as much if saved. Opposed by FAITH or ARC

    LVL 2 Miracles: May prepare up to 1 lvl 2 miracles per long rest.

    Darkness - (Action) (Range: 60 feet) (Duration: 1 minute) Conjure a magical globe of darkness 15 feet in radius blocking out all natural and magical light at a point within sight and range. Creatures with night vision still cannot see inside or past the magical darkness.

    Miracle Passives:

    Lingering Agony- After casting a miracle, the next melee attack you make within one minute deals +1 fire or necrotic damage (users choice). Bonus stacks and will grow more powerful with more levels of cleric.

    Bonus gained at Cleric (Azmodeus) lvl 4:

    Gains an additional lvl 1 miracle per long rest (4).

    Gains the ability to channel divinity, summoning the power of his patron once per long rest.

    Channel Divinity:
    Flames: Pulling a cloak of crackling flames about themselves, every creature within melee range of the cleric takes unavoidable fire damage every turn equal to the Cleric's level (4) for 1 minute. (Friendly fire possible)
    Shadow: Controlling their own shadow the Cleric bids the shadow become real. The shadow grants one additional action to the cleric controlling it, if the shadow makes an attack it must draw one of the clerics weapons first and attacks with the Clerics faith modifier+2 as bonus to hit and uses clerics Faith modifier as bonus to damage. The shadow may grapple, using Faith rather than STR, or use items on the clerics person. Shadow lasts for 1 minute.
    Void: The cleric commands and the weak are helpless but to obey. Command one weak willed creature (non-boss/major npc). You gain control of that characters next 3 turns, and can order the controlled creature to kill itself using its full action (which is generally successful in 1 turn, barring extreme circumstances).

  • Weapons:
    Mace
    - 1h, 1d8+3 (STR) Bludgeoning
    Spear-1h, 1d6+3 (STR) Piercing, reach
    Dagger- 1h, 1d4+3 (STR) Piercing, range (20/60) light, concealed
    Shield-1h, provides +2 to AC when equipped.

    Armor:
    Chain Shirt
    - 13 AC, disadvantage on stealth. (AC set at 13+0(DEX)+2(Shield))

    Consumables:
    2 minor healing potions (2d4+2)
    1 lesser healing potion ( 4d4+4)
    1 Smokers- Bomb. Throwing 30ft range, creates a 15ft radius of thick smoke that cannot be seen through. Lasts 1 minute.
    1 minor finesse potion (+10 finesse for 1 minute)

    Wallet- 496 gold

    MISC-

    A lunar gateway key.
    One encrypted message taken from the corpse of a dead adventurer.
    A primer for wizards, made by your Father.
    A seal to communicate with your Father.
    A seal to communicate with firenipple.
    Explorers Kit: 100 ft of rope, 10 torches.
    Manacles: ye olde handcuffs.



  • Undead: 4xZombies
    Greenskins: 20xGoblins 1xBugbear 1xGoblin Shaman
    Magical Beasts: 1xBroodmother
    Aquatic Humanoid: 2xKoa-Toa




  • Age:23

    Height: 5'6

    Weight: 125 Pounds





    • HP= 16
    • AC=15 (Studded Leather armor)
    • XP=100

    • STR= 0
      Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
    • DEX= 25
      Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
    • FIN= 10
      Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
    • ARC= 30
      Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
    • FAITH= -20
      Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
    • PER= 20
    Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.​


    • Goal/Motivation= In the spotlight: Monika just wants to bask in the glow of the cosmic audience. Sensing the awesome main character vibes flowing from Nathan she's more than willing to follow him to the ends of the earth for a chance to feel like she's real.
    - willing to spend 100% of income on adventuring
    - Once a party member accomplishes their goal or loses their motivation they will leave the party.
    • Trait: 4th wall worshiper - This one has seen a glimpse into the true fabric of the world. They are naturally attracted to those who they deem to have been "touched and molded" by the gods beyond the 4th wall
    • Heathen - Worships none of the gods (of this world at least). Faith can never be higher than 0.
    • Bi-sexual- Known to have had romantic involvement with members of both genders.
    • Pianist- Capable pianist, gains +20 to performance checks based on Piano
    • Attractive but horribly scarred- People look on with pity at the otherwise beautiful woman whose face is marred by a horrific trio of scars from chin to ear. No bonuses.
    • Field medic- +10 to medical checks, Great success increased from 1d6->1d10, Crit Success increased from 2d6->2d10. Crit fails no longer deal damage, and Fatal Failures damage reduced from 2d6->1d6. (advance to Field Doctor: Progress=8/25)
    • Sadistic- Takes a somewhat unhealthy pleasure from the suffering of others.
    • Guardian Angel- Gains a re-roll on failed deathblow intercept attempts.
    • Cut throat Contractor- (Progress=2/5)
    • Trait: ??? (character has one or more traits unknown)


  • Psionic lvl 1: Focusing arcane power into the schools of Mind and Force, unlike most other spell casters Psionics may use most of their abilities an unlimited number of times. This comes at the cost of diversity and range, as Psionics have a much smaller list of abilities than most casters, focusing on honing and improving a few spells over time. Most psionic spells are limited to melee range and all require a freehand and can only be cast in light or lighter armor. Grants 2+STR mod HP per level.

    Ability list:

    Force Shield: (Reaction) the Psionic may erect a force shield between themselves and an incoming attack granting +3 AC. May be done after attack is rolled.

    Mind Blast: (Bonus action, Melee range only) The Psionic sends a blast of disorienting signals through the targets mind. Dazes the target *Dazed targets miss their next turn* Can only effect a target once per combat. (resisted by ARC/FAITH)

    Bonus gained at Psionic lvl 2:

    Trait gained "Think fast"- The Psionic enhances the speed their mind processes information. +1 to AC if lightly armored or less. +10 to perception. +1 to resist mind altering spells and effects.



  • Rogue lvl 3: Rogues have the keys to open what lies locked be it a chest, a trap, or a foes soft soft neck. Grants 2+STR mod HP per level

    Proficiency: Daggers, Shortbows, Hand Crossbows. Proficiency grants a +2 to hit, does not stack with other similar proficiency bonuses.

    Traits:
    Sneak attack: Attacks with a dagger on enemies completely unaware of the rogues presence are automatically critical hits and deal an additional 2d6 (additional damage is also doubled by the effect of sneak attack crit). (Improves with levels in rogue)

    Tools of the trade: +15 to finding and disarming traps, or picking locks when equipped with a thieves kit.

    Stealthy: +10 to all stealth checks

    Bonus gained at Rogue lvl 4:
    Traits gained:

    Evasion: Any damaging effect that triggers a dexterity save deals only half damage to the rogue, or none on a successful save.



  • Weapons:
    Long Sword (Masterwork)
    - 1h, 1d8+1(MW)+0(STR) slashing. +1 to hit (MW).
    War axe- 1h, 1d8+0 (STR) slashing.
    Dagger- 1h, 1d4 (STR) piercing(range 20/60) light, concealed

    Armor:
    Studded Leather armor
    - 13AC (AC set at 13+2 for dex)

    Consumables:

    Magic Items:
    Ring of Gushing waters: Up to 3 times a day as a bonus action the ring gushes a 15 foot cone of water, soaking all creatures hit and forcing an opposed STR vs Users ARC to save from being pushed to the end of the 15 foot cone.

    Wallet- 258 gold

    MISC:
    1 healer's kit
    1 thieves tools

    Booker's Horn: A horn made of ivory given by the bridge troll Booker. A gift of great value, Blowing on the Bridge troll's horn will summon the troll to the user's location destroying the horn. The troll will know exactly where the horn blower is and will be compelled to travel to answer the call. The horn is also a symbol of friendship that will greatly improve interactions with other Bridge Troll's when shown.



  • Undead: 2x Zombies
    Greenskins: 8x Goblins, 1x Bugbear
    Magical beasts: 1 Broodmother
    Aquatic humanoid: 4x Koa-Toa, 1xMerrow




  • Age:16

    Height: 5'4

    Weight: 110 Pounds



    • HP= 19
    • AC=15 (Leather armor)
    • XP=50

    • STR= 10
      Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
    • DEX= 30
      Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
    • FIN= 35
      Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
    • ARC= 20
      Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
    • FAITH= -100
      Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
    • PER= 15
    Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.​


    • Goal/Motivation= ???- willing to spend 100% of income on adventuring
      • Once a party member accomplishes their goal or loses their motivation they will leave the party.
    • Blasphemous Being - The undead are abhorrent to Freya goddess of fertility and life. (Faith locked at -100 until conversion)
    • Vampiric body- The undead bodies of vampires are remade stronger and faster than before, however no power is without cost.
      • +10 all stats (except faith)
      • Perfect dark vision (no penalties for low or no light, still unable to see through magical darkness)
      • Vulnerability holy
      • Immunity healing (Receives no healing from potions or spells. Receives no healing from spells that heal undead. Receives no healing from medical checks. Suffers no damage from healing spells that normally damage undead)
      • When exposed to sunlight the vampire has disadvantage on all rolls, and is unable to use any vampiric abilities. In addition exposure to direct sunlight for more than an hour causes one level of fatigue. (limited or shaded exposure does not result in fatigue). If the vampire has assumed bestial form, their form is immediately reverted in the sunlight, causing 10d6 damage.
      • Vulnerability holy water, receives 3d10 damage and suffers disadvantage for 1 turn when splashed with holy water.
      • Immune to poison, disease, and instant death effects. Immune to Necrotic damage.
      • Trait improves with more levels in Class: Vampire
    • Blood hunger: The vampire must feed once every other week or suffer penalties. The stages of blood hunger are as follows: Stage 1: Gorged - no effect. Stage 2: Sated- no effect. Stage 3: Dark hunger: Vampire becomes irritable and twitchy -10 to all social checks, -10 STR, +5 Dex. Stage 4: Withered: The vampire becomes sluggish and weak. -10 all stats (except faith) -10 STR. Stage 5: Hibernation: The vampires body shuts down and they are catatonic until revived by the spilling of blood.
    • Proficiency Natural Weapons: +2 to hit with all Natural weapons.
    • Imprinted: Vampires imprint on the creature that revives them. The master of said relationship may give orders which the imprinted Vampire will feel compelled to follow. Master servant relationship may only be broken by order from the master. Widely speculated as a defensive mechanism evolved to prevent fledgling vampires from mass reproduction, as only a vampire freed from its master's control may create new spawn.
    • Trait: ??? (character has one or more traits unknown)



  • Pleides lvl 1: First established as a secret service, trained to protect prince Momonga under the guise of simple servants, the incredible field record of the Battle Maids has inspired many to mimic their training as defenders... unfortuanately this has also led many to follow their... unique dress code, regardless of how appropriate it may be to their own circumstances. Grants 5+STR mod HP per level.

    Traits gained:

    Defender: The pleides may make an attack of opportunity whenever an opponent they are in melee with attacks a target other then themselves. If the attack of opportunity hits, the victim has disadvantage on their attacks for the rest of their turn.

    Defensive fighter: In a swirl of flowing robes the Pleides focuses on using each attack to position themselves to better defend the VIP they have been entrusted with. Each successful hit a Pleides makes with a melee weapon grants them 3 temporary hitpoints, lasting until the end of combat. These temporary hitpoints stack with most other sources unless otherwise specified. (This trait improves with levels in Pleides)

    Bonus gained at Pleides lvl 2:

    Trait gained: Ever vigilant- The Pleides makes perception rolls with advantage. Characters attempting a stealth check against the Pleides suffer a -10 modifier to the check.





  • Vampire lvl 3: Powerful undead, capable of infiltrating mortal society. The power they gain from consuming blood is their greatest strength, their uncontrollable lust for it, their greatest weakness. Grants 2+STR mod HP per level

    Ability list:

    Masquerade: The vampire may assume the form it had in life, masquerading as a mortal. As a free action the vampire may show its true bestial form gaining hideous claws and sharpened fangs, While in bestial form the vampire is considered to be dual wielding melee weapons that deal 1d6+STR slashing damage. Bestial form wears off over the course of an hour during which time the vampires true form is obvious to all.

    Blood rage: Once per day as a bonus action the vampire may enter a frenzied state gaining 25 strength for 1 minute. User may act irrationally during this time. This state drops the vampire one level of blood hunger upon completion. (this ability improves with levels in vampire)

    Hypnotic gaze: The vampire may attempt to hypnotize a non-hostile or unaware target who becomes friendly and open to suggestion for the next 10 minutes. At the end of the duration target will have no recollection of the last 15 minutes. Affected creatures will not take any actions that would obviously harm themselves or their loved ones. If resisted target knows that an attempt to alter its mind was made and will act accordingly. Uses vampires ARC, opposed by ARC or FAITH.

    Life Drinker: when gorged additional feeding restores 1d4+1 HP.

    Bonus gained at Vampire lvl 4:

    Trait gained:

    Sense blood: The vampire can track any living creature with open wounds within 200 feet, automatically perceives stealth attempts from them, and does not suffer penalties for fighting them blind. In addition to the above features the vampire has a +1 to crit range when making attacks against living creatures with open wounds as well. Any creature with less than maximum hp, is considered wounded for the purpose of this trait.






  • Short bow 2h, 1d6+1(STR) Piercing. range 80/320.
    Dagger- 1h, 1d4 (STR) piercing(range 20/60) light, concealed
    Leather armor - 12 AC (AC set at 12+3 for dex)

    Wallet- 157 gold

    MISC-

    Phylactery of the nine tailed fox: The vessel for a greater spirits soul, it is indestructible by any means outside of a wish spell or divine intervention. The soul fragments are scattered: 1/9

  • Greenskins: 6x Goblins
    Aquatic humanoids: 3xKoa-Toa, 1xMerrow



  • Age:25

    Height: 5'8

    Weight: 140 Pounds





    • HP= 16
    • AC=15 (Studded Leather Armor)
    • XP=100

    • STR= 10
      Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.
    • DEX= 20
      Measure of Speed and agility. Improves AC up to equipped armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effect attacks.
    • FIN= -20
      Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.
    • ARC= 35
      Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.
    • FAITH= 0
      Faith is a measure of the link between mortal and god, and is affected by both the Mortal's belief and fealty as well as the God's approval or disapproval of their faithful's deeds. Faith directly affects the ability to wield miracles. Faith is more prone to changes than any other stat. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.
    • PER= 0
    Perception is a measure of ones awareness of their surroundings. It is useless if the individual lacks the senses to detect something in the first place. IE: detecting an invisible silent ghost is impossible regardless of perception, without a way to detect thoughts or see the invisible.​


    • Goal/Motivation= Caretaker: Lisa wants to earn enough money to take care of her twin sisters. She will retire once she has saved away 5k gold. Progress: 78/5000
    - willing to spend 50% of income on adventuring
    - Once a party member accomplishes their goal or loses their motivation they will leave the party.
    • Witch- Being a hexmage is strictly prohibited in almost every civilized nation. If her secret is discovered she'll be burned at stake.
    • Herbalist- Dabbles in herbalism, has a good knowledge on most plants and can spot harmful or beneficial plants easily.
    • Trait: ??? (character has one or more traits unknown)


  • Wizard lvl 1: The true masters of the arcane a wizard may learn quite literally every form of magic their is in the world, if given sufficient time and funds. Though the Wizard is able to learn all school's of magic, most choose to specialize in one or another once they have established firm foundations. Like the sorcerer the Wizard may employ powerful Meta-magic, to alter and shape their spells to new levels of power and utility.

    The wizard must have light or lighter armor as well as an arcane focus such as a staff or an orb as well as a free hand in order to cast. Wielding a two handed arcane focus (staff) meets the freehand requirement.

    Grants 1HP+STR mod per level.

    Cantrips: (cantrips may be cast as many times as desired, with no cost)

    Mage hand: (Action) (Range 30 feet.) You can use your action to control an invisible hand that can do whatever a normal hand can. The hand is relatively weak an so can't carry more than 25 pounds, attack, or activate magical items. The hand may move up to 30 feet per turn, and lasts so long as you continue to use it as your action each turn. The spell fails if the hand is ever more than 30 feet from the caster.

    Light: (Action) (Range 10 feet.) Duration 1 hour. The Caster chooses an object or point in the air within 10 feet and causes it to glow with a magical light. The light may be dimmed or brightened as a free action, but is never much brighter than a torch. The caster may have up to 5 lights active at any time, each lasting 1 hour or until the caster chooses to extinguish them.

    Mending: (Action) (Range touch.) The caster may repair a damaged item or piece of equipment that could otherwise be mended through conventional means. Mend does not create new material, but only mends the broken material. Does not work on living creatures.

    Firebolt: (Action) (Range 120ft.) As a ranged attack using ARC the caster hurls a mote of glistening fire at a target within sight and range dealing 1d10+ARC fire damage. As with non-magical ranged attacks the penalty for attacking into melee, or into cover apply (-5 into melee/full cover, -2 into half cover). Opposed by AC

    Shocking Grasp: (Action) (Range touch). As a melee attack using ARC the caster sends lightning into the body of their opponent dealing 1d8+ARC lighting damage and disabling the enemies reactions for that turn. Opposed by AC.

    Rituals: (Rituals may be cast as many times as desired, but require a prolonged casting time.)

    Detect Magic: (Ritual - 1 minute) Duration 1 hour. Range 30 ft The caster opens their mind to the flow of magic around them sensing magical auras, spells, and traps within sight and range. Some spells, usually illusions may attempt to hide themselves from the casters sight, in this case when the caster would usually be able to detect the spell, the DM makes an opposed ARC check between the two casters in secret to determine whether or not the spell is seen. Gives only vague information about the magic, including shape, size and school of magic.

    Identify: (Ritual - 1 minute) Range 5 ft The caster focuses on a magical object and attempts to identify it's properties, learning its name, properties, and how to use it. Some enchantments, usually curses, may attempt to hide themselves from the caster. In this case when the caster would usually identify the enchantment, the DM makes an opposed ARC check between the two casters in secret to determine whether or not the enchantment is seen.

    Spells: (Spells require an arcane focus, a free hand, light or lighter armor, and an incantation to cast unless otherwise specified.)

    Level 1 Spells: (The Wizard may cast up to 2 level 1 spells per long rest.)

    Ice lance: (action) (Range 40ft) a lance of ice impales the foe dealing 3d12 frost damage on hit to an enemy within sight or range. (opposed by AC)

    Burning hands: (Action) (Range 15ft cone) The caster deals 3d6 fire damage in a 15 foot cone in front of them as flames spew from their hands. Opposed by DEX, deals half damage on save.

    Grease: (Action) (Range 30ft) Flammable oily grease soaks a 10 square foot area. Upon entering the area or starting their turn in the area all characters must make a dc 10 dex save or fall down and lose the rest of their movement. If lit on fire by any means the area burns for 3 turns dealing 1d10 fire damage to all characters starting their turn there. Grease still trips enemies while aflame, a prone enemy in flaming grease takes 3d10 fire damage instead of 1d10.

    Gust of wind: (Action) for the next minute a strong wind blows in a 15 foot cone from you. All missiles caught in the cone are pushed away taking a -5 to hit penalty and enemies must pass a STR test against the casters ARC with a +5 modifier to advance into the cone.

    Shield: (Reaction) As a reaction to being attacked gain +5 AC for duration of attacking enemies turn, may be used after attack is rolled.

    Bonus gained at Wizard lvl 2:

    Gain access to Meta-Magic. May cast up to 3 lvl 1 spells per long rest.

    Meta-Magic: (Caster has 1.5x level worth of Meta-Magic points per long rest rounded down) *Yes MM can be used on non-wizard spells*

    Careful Spell: Spend 1 MMP per target creature caught in the area effect of your spell. That creature is unaffected by your spell.
    Distant Spell: Spend 1 MMP, double the range of a spell
    Maximized Spell: Spend 2 MMP per level of the spell, that spell deals damage as though the highest possible damage dice were rolled. (must be used before rolling for saves or to hit)
    Extended Spell: Spend 1 MMP to double the duration of a spell.
    Twinned Spell: Spend 2 MMP per level of the spell to cast the spell twice.
    Subtle Spell: Spend 1 MMP to cast the spell without a proper arcane focus or while silenced.
    Delayed Spell: Spend 1 MMP. Spells effect occurs up to 1 minute after the spell was cast. Delay may be extended longer for 1 MMP/ minute.


  • Hexmage lvl 3: Hexmages lack somewhat in the versatility of other casters, but more then make up for it with their ability to cast Crippling curses that seem to spread from foe to foe, like a plague.

    The Hexmage must have light or lighter armor as well as an arcane focus such as a staff or an orb as well as a free hand in order to cast. Wielding a two handed arcane focus (staff) meets the freehand requirement.

    Grants 1HP+STR mod per level.

    Proficiency: Spells. Proficiency grants a +2 to hit, does not stack with other similar proficiency bonuses.

    Curses: 1 Curse may be cast as a free action at the start of the Hex-Mages first turn of combat.
    Curse of impotence: (Free Action) (Range: 120 feet) Cursed target suffers a penalty of 1d4 to hit. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range.
    Curse of vulnerability: (Free Action) (Range: 120 feet) Attacks against cursed target are made with an additional 1d4 to hit. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range.
    Curse of Mortality: (Free Action) (Range: 120 feet) Attacks against cursed target have an addition +1 to crit range. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range.
    Curse of idiocy: (Free Action) (Range: 120 feet) Cursed target makes check on a d10 each turn. If the result is a 1 the cursed target is dazed and loses their turn. If cursed target dies, the curse spreads to up to two targets of the Hex-Mages choice within sight and range.

    Spells: (Spells require an arcane focus, a free hand, light or lighter armor, and an incantation to cast unless otherwise specified.)

    Level 1 Spells
    : (The Hexmage may cast up to 3 level 1 spells per long rest.)

    Witches lightning: (Action) (Range: 45 feet) Lines of lightning fly from the witches fingers electrocuting their foes dealing 1d12+ARC lightning damage to a target within sight and range. As a bonus action the following turn the Witches lightning may be continued, and may continue like this until the caster fails to use it. Witches lightning is not effected by the penalty for firing into melee/cover and may be cast from melee range without triggering an AoO. Opposed by AC. I AM THE SENATE!

    Armor of Agathys: (Bonus Action) This spell may be cast above its level, granting an additional 5 temp HP per level cast. The caster gains 5 temp HP/level cast that does not stack with other forms of temp HP. While this temp HP remains anyone who attempts to attack the caster takes an immediate 5 frost damage/spell level.

    Lesser Death Pulse: (Bonus Action) (Duration 3 turns) (Range 60 ft) (Concentration) Every creature within range takes 1 damage each turn. On the turn following the end of the spells duration you may as an action choose to heal a target within range an amount equal to the total amount of damage dealt or deal damage equal to the total damage done to a single enemy of your choice within range and sight as a ranged attack. This final attack is Opposed by AC. Only one concentration spell may be active at a time.

    Hex: (Action) (Duration 1 minute) (Range 120ft) The target of your choice within sight and range of the spell takes an additional 1d8 damage from all sources. If the target dies before the end of the spells duration, you may place the Hex on another target of your choice within sight and range as a free action.

    Level 2 Spells: (The Hexmage may cast up to 1 level 2 spells per long rest.)

    Frosty Burst: (Action) (Range 80ft) Every creature within a 15 foot radius of a point within sight and range takes 3d8 damage and their movement speed is slowed for 1 round. Opposed by DEX. Target takes half damage and is not slowed on successful save.

    Tendrils of lightning: (Action) (Range 120ft) Deals 2d8 lightning damage to target creature within sight and range, then arcs to a second target within 30 feet that is also within sight and range. Lightning may arc to hit up to 5 creatures. Opposed by DEX. Target takes half damage on successful save.

    Reapers Scythe: (Action) (Range 60 ft) Deals damage to a target within sight or range equal to half the targets missing HP (rounded down) If this results in a kill the spell may be cast again for free as a free action against another target within sight and range. There is no save.

    Bonus gained at Hex-Mage lvl 4:

    May cast an additional lvl 1 spell per long rest (4)

    Gains Trait:
    Spreading death: Every time a target is cursed they take Necrotic damage equal to the Hex mages level.



  • Weapons:
    Staff
    - 2h, 1d8+1(STR) bludgeoning.
    Dagger- 1h, 1d4+1(STR) piercing(range 20/60) light, concealed

    Armor:
    Studded Leather armor
    - 13AC (AC set at 13+2 for dex)

    Consumables:

    Magic Items:

    Wallet
    - 104 gold

    MISC:
    1 alchemists lab, set up back in her home.



  • Aquatic humanoids= 6 Koa-Toa


NOTE: Quest difficulty is based on the assumption that all party members (up to 4) attempt it with current gear. Quest difficulty changes as party grows, shrinks, levels up... etc.

Quest difficulty directly determines base xp earned.

Trivial=50xp Easy=75xp Normal= 125xp Hard= 175xp Deadly= 250xp Impossible= 350xp

Old King's Coal Pt 2

To the north of Harrow Hall, about a week's journey north by horse there are rumors that bandits are attacking every charcoal shipment that crosses the river. Northern Novgard is too cold for trees to grow, and without charcoal to fuel the forges, the army's growing desperate. If they don't get charcoal by this fall, rumor is they'll be forced to raise taxes to purchase arms from the dwarves, or let the army fall apart. King has a war to fight and not enough men to spare, so there's a bounty for the band of outlaws responsible. Find and destroy the outlaws.
UPDATE! Old King's coal part two: The coal crisis in the north is getting even more desperate. Deprived of the critical fuel by the terrorist attack on the Montfort mines and the assault of bandits on the charcoal shipments from the south, the forges of xxx have gone dark and if there is no coal by the start of winter, the army will need to either buy from the dwarves or face the resumption of war with the Niflem in the Spring completely unprepared. The bounty has been raised from 2500 to 5000 gold to anyone who can eliminate the charcoal bandits as the army is currently engaged completely in the war with Niflem and cannot spare convoys to protect the charcoal merchants.

Difficulty: Deadly.
Time limit: 07JUN01.
Reward:
5000 gold and looting rights.
Travel time: 7 days ride.
If she weighs the same as a duck

Henrietta Du Ford is unhappy with the Jarl's ruling and continues to claim that Agatha the herbalist really is a witch. She's willing to pay for a team to follow the woman on the night of the blue moon, where she swears she will go into the woods and consort with the devil in wicked Sabbath. While her claims are… questionable, she's willing to pay even if we don't discover anything suspicious.

Difficulty: Unknown
Time limit: The Blue Moon, 02MAY01.
Travel: None
Reward: 500 gold
Dirty deeds, done dirt cheap. Part 2


Monika was able to get back in contact with the thieves guild and they say they're still recruiting. They've learned that a small guard of dwarves is taking a dwarven administrator to assess the new mines for tax collecting purposes, and they want them all dead. Killing the tax assessor will cast shade on the mining operation and with some help from an insider on the dwarven council the guild is confident the mine will be forced to shut down under suspicion of tax evasion and murder. The contact didn't say why the thieves guild want it shut down, but he did give the time and location the administrator and guard would have to cross between dwarven tunnels and into less secure portions of the underground. Travel to the location will be dangerous, and we will need to be at the spot in advance in order to intercept the dwarves before they return to the well warded dwarf made tunnels.

Difficulty: Normal
Time limit: Must arrive at the intercept point before 01JUN. The guild recommends we don't linger at the point for too long as that part of the underground is notoriously dangerous.
Travel: 7 days walking, horses are not viable due to the mountain route.
Reward: 2000 gold and access to the thieves guild.
Tis the season


The wild hunt comes in the spring, purging the Elven forests and any hapless people who find themselves in their path. The local priests of Orion have begun their pilgrimage to join the bloody revel, while the Jarl musters what few guards he can to intercept the potential overflow into Novgard. Most years nothing happens, but occasionally parts of the forest will rise up, and tree spirits will march. Sargent Redford is prepared to pay 10 gold a day next month for any able bodied person willing to take up arms and join the temporary militia.

Difficulty: Varies based on d100, from none to Hard.
Time limit: Starts 01MAY01 and lasts the entire month. Leaving the militia during that month is considered desertion which is punishable by death.
Travel: none
Reward: 900 gold + Free training (Proficiency)x3 from Sargent Redcliffe.

Something's Fishy.

Kyu scouted out a cave hidden among the Cliffside near town and saw a slimy creature carry a human looking figure behind it into the cave.

Difficulty: Trivial
Time limit: None.
Travel: None.
Reward: Looting rights.

Result: Success! The fishmen were put to the sword and will trouble that cave no longer. From the sacks they brought back you learn that the siren who is luring ship's has sunk at least one ship transporting coal north. Perhaps their is a connection? It may be worth looking into the exact location of the siren responsible for all of this.
Dirty deeds, done dirt cheap.

The Thieves guild is recruiting and is willing to let in new members who prove themselves. Dwarves have been spotted prospecting in the Vaul's only a day's ride to the North East the small group of prospectors will have an arcane node that will mark and transmit their claim once activated. The catch is they'll need to have a priest perform a ritual over the node every day for three days to activate it. Stop it in any way you'd like, the client only cares that the prospectors fail to claim the mine.

Difficulty: Easy.
Time limit: Must be completed before the midnight 24MAR01.
Reward: Looting rights and entrance access to thieves guild.
Travel time: 1 day ride.

Result: Ignored. News has spread that the dwarves have established a mining venture in contested land between the mountains and the Novgard Empire. There are talks that this incursion on Novgardian claimed territory may lead to tensions between the nations and a breakdown in the Dwarven weapons sale that had been negotiated in light of the recent coal shortage throughout the Novgardian Empire.
I want to get off Old Pete's Wild ride.


A ride into the unknown, random encounters will be rolled and only the dice know what you'll see. Old Pete hopes to sell Weapons to the Elves in exchange for mana crystals to sell to Novgard.
Difficulty: Random.
Time limit: Caravan leaves 24MAR01.
Reward: 20 gold a day. New opportunities may appear
Travel time: none

Result: Ignored. No news on what became of Old Pete and his guards Griff and Bruenor.

Down down to goblin town


Goblins have been spotted in the woods, raiding farmsteads and killing travelers on the road side. Find their hideout, and kill their leader, likely a shaman. That should cause the rest to scrabble back to the mountains. Time limit, one month. Goblins will only get more dug in over time.
Time limit: 07APR01
Difficulty: Hard.
Reward: maximum of 1800 gold and looting rights.
Travel time: 1 day ride.

Result: Success! With their Shaman dead, the Goblin's packed up and retreated to their holes in the Vaul mountains stopping their night time raids and potentially saving Southern Novgard from an Orkish incursion.

A Royal Pain: The first and second prince have both been assassinated. If King Jarkov dies his youngest son the third prince would take over under a regency, granting an opportunity for the Principate to press the claims of his elder sister who was married into their family. This would be a war on two fronts, three if the dwarfs turn mercenary as they so often do, and would likely spell ruin for Novgrad.
A Foxes Tale: You've found a strange fox at an altar hidden by illusion. The fox, Kyu-Bei, insists that you keep hold of a bowl with nine tails, each a holder for a stick of incense. eight of the sticks are missing... Curious.
Update: The bowl appears to be a phylactery for a greater spirit, but 8 of the 9 soul shards have been scattered. Kyu-Bei discovered a lunar gateway key, an oddly valuable and magical find for an ordinary little fox, which you begin to suspect this one is not.
Hammer time!: Your father sent a magical hammer to your Grandfather, Nathan, who is a smith in the town of Gwyned within the principiate. It's a three week journey, but it may just be worth taking a visit to see family, and of course claim your inheritence.

This is where I'd put my world map... IF I HAD ONE! *Curses dinkleburg*

"Doki Doki Dungeoneering club"​

A highly lethal game based loosely around the rules of DND 5E. This quest is not for the squeamish as inevitably characters will die/retire, none shall be spared the wrath of the dice.

High Turnover Rate-

Part of what will make this quest different from the usual fare is that turnover rate of characters is a built in feature. Not only does death lurk in dark places, but almost everyone you recruit to join your noble club will have goals of some sort or another. Once they accomplish these goals they're out! (Important to remember this when scouting people out for recruitment, the goals they have will determine how invested they are in participating in life endangering adventures, how much % of gold income they make they are willing to re-invest in adventuring supplies and gear, and when they will retire). Recovery after missions will be X-Com style, where more wounded adventurers will take longer to be willing to go back exploring then usual, and since some quests are time sensitive, it's probably best that you work towards building a deep roster.

Stats/Traits-

Stats are assigned from character creation and for the most part do not change. Traits provide bonuses and maluses to rolls and can be either permanent, semi-permanent, or change rapidly. Stats provide a bonus of 1 in combat per 10 of each stat and provide listed number for effect in non-combat rolls.

Stats:

STR: Measure of Raw physical power. Affects HP gained each level, melee and most ranged damage dealt, as well as how heavy your arms and armor may be.

DEX: Measure of Speed and agility. Improves your AC up to your armor's limit, provides bonuses to quick movements and stealth. Also the stat for dodging away from projectiles or area of effects.

ARC: Arcane affects your ability to wield magic effectively as well as your ability to detect and resist magical items and workings around you.

Faith: Ability to wield miracles. Faith may increase dramatically by praying to a different deity that matches a character's actions more, what is sinful to one god, may please another. Either ARC or FAITH will be used for resisting non-projectile magic, whichever is higher.

FIN: Finesse or how good one is with weapons in general. Higher finesse directly correlates to higher hit chance.

HP and Death:

HP is linked directly to the characters highest class level. Unconsciousness occurs at 0 HP and death at -10. In addition any single attack that deals more than half a characters max hp in damage has a chance of causing permanent scarring/maiming.

XP, leveling up, and multiclassing:

XP is static and based on the level of challenge presented by a task. What is worth a lot of xp to rookies may not mean anything to hardened veterans. Each character may have up to two classes and when xp is awarded upon completed mission you may vote how to split the xp between the classes. Level ups are as follow: lvl 1- 100xp, lvl 2-150xp, lvl 3- 200xp etc.

HP when multi-classed will be determined by the class that would grant the most HP. Therefore a lvl 3 warrior who then gained 3 lvls in wizard as well would not gain any HP from those additional 3 levels as a wizard.

You don't have to multi-class, no one is forcing you to. Additionally if you wish a character can relearn a class and drop their current class, gaining a slight permanent bonus from the class they dropped in the process.

The actual leveling up rewards will differ quite a bit from regular 5E. This is going to be a bit of a game of discovery for you all, as I will only show the improvements offered for the next level up at any given time, meaning you won't see what the reward is for being a lvl 5 wizard until you have at least one lvl 4 or above wizard in the party.

The Crunch:

Combat rolls will use a d20 comparing the roll result + modifiers against a targets AC. Magic and Magical effects as well as some mundane effects will be opposed checks where the higher roll after modifiers wins. A natural 20 is always a crit success, and a natural 1 is always a crit failure.

Out of combat we will use a d100 system. After modifiers are added to the d100 the results will be shown using the following basic formula. Natural 1's are always potentially fatal failures, and Natural 100's are always Critical Successes.

Negative-0: Potentially fatal failure
0-25: critical failure
25-50: failure
50-75: Success
75-100: Great success!
100+: Critical success!!!


All rolls will be shown post narrative sequence. If a roll is intentially obfuscated I will tell you I intentionally hid it from you and will reveal the roll once appropriate.

Narrative: Once we get the adventure train moving along a bit, it is likely that you will come to the point where not everyone in the party will go on every trip. In order to properly balance my dungeons and quests, as well as keep the narrative from spreading thin from too many characters in a scene, I'm limiting the party size of all quests to 4 (unless otherwise posted) After choosing the party size you will then select the role everyone should perform, load up with consumables and weapons, choose spells if any, and then pick which of the characters going on the quest will have the narrative POV. Beyond the 4 character cap I will place no other limits on party sent.

Update schedule: I will be posting at least one update 7 days after the previous one. If more updates happen in-between, so be it. Prequel story is coming up shortly.

Rest, recovery, and fatigue

Rest and Recovery: How long until I'm back on my feet, and what does fatigue actually mean?
A long rest is achieved by spending at least 24 hours in a completely safe location, IE back at home or in a well protected camp (normal camping out on the roads or in a dungeon won't cut it, we're talking a military war camp with access to medical facilities and no need to stand watches.) However if you take enough damage you'll suffer some additional wear and tear as listed below. Don't worry about double dipping, if you drop below a threshold heal back up and then drop below it again you still only suffer the same fatigue as if you had dropped below that threshold once.

Drop to below half HP (rounded down): 1 fatigue
Drop to below 1/4 HP (rounded down): 2 fatigue
Knocked unconscious: 4 fatigue
Dropped below -10 or -1/4 HP (whichever is higher): Dead

Each point of fatigue takes 1 week of rest to wear off. Fighting while fatigued gives a -1 modifier to all d20 rolls or a -10 to d100 rolls per level of fatigue. Thankfully the fatigue from taking damage only sets in 24 hours after, as the adrenaline and healing potions keep the team active and alive enough to finish the fight.
Skill checks

Skill checks are normally made with a 1d100, using either the character assigned to the task or in the case of a group adventure the most capable character for the task. Skill checks add the relevant modifiers from situation and attributes as well as traits after the d100 roll with the result following this format unless otherwise specified:

Negative-0: Potentially fatal failure
0-25: critical failure
25-50: failure
50-75: Success
75-100: Great success!
100+: Critical success!!!

A natural 100 is always a critical success, a natural 1 is always a potentially fatal failure regardless of modified result.

Some specific modifiers are found in the tab helpfully labeled "specific modifiers" but otherwise follow the basic formula below.
Simple: +25
Easy: +10
Normal: no modifier
Hard: -10
Very Hard: -25
Extremely challenging: -50
Advantage, Initiative


Advantage grants two rolls with the higher being chosen, this applies to both skill checks and combat checks. In the case where one party member has a better check modifier for a skill check but another has advantage, one roll for each of them will be made with the higher of the two being chosen. IE Monika has better perception, but Kyu has advantage on perception, Monika rolls a d100 and Kyu rolls a second d100 taking the better of the two results.

Disadvantage is the same as advantage but in reverse, with two dice rolls being made and the lower result being chosen.

Initiative: Combat is usually started with an initiative roll. This is generally a raw d20+DEX mod, but can be influenced by traits and abilities. A monster with the "Boss Monster" attribute takes 2 turns per round, and thus rolls twice for initiative.

In the event of a tie the creature with the higher DEX mod goes first.

A critical success on initiative results in a free bonus round, whereas a critical failure results in a loss of the first turn.
Spells and spell like effects


Spell Attacks: Spells and spell like effects fall into two categories, those that just happen with no rolling and those that are opposed, either by DEX, ARC/FAITH (highest of the two), or AC.

A spell that is not opposed does what it says when cast. No rolls required.

A spell that is opposed by AC results in a d20 roll + ARC/FAITH + any other relevant modifiers. If the result is equal to or greater then the targets AC the spell is a hit, if not it is a miss. Spells opposed by AC do nothing on a miss. A spell critical success results in 2x damage (unless otherwise specified), A spell critical failure opens up an attack of opportunity (AoO) for the target if within melee range, otherwise it merely fizzles.

A spell that is opposed by DEX or FAITH/ARC results in a d20 roll + ARC/FAITH + any other relevant modifiers and is opposed by the opponent with a D20 roll plus the opposing stat. If the result is greater then the targets opposed roll the spell is a hit, if not it is a miss. Spells opposed by stats generally have a weakened effect, usually half damage. A spell critical success results in 2x damage (unless otherwise specified), A spell critical failure opens up an attack of opportunity (AoO) for the target if within melee range, otherwise it merely fizzles.

Spell effects other then damage are altered by a critical success at DMs discretion. I will detail them in the below section helpfully known as spell interactions when they occur for the sake of consistency.
Spell Interactions

Spell interactions: Some spells have interesting interactions with certain elements or when Critically successful. For the sake of consistency I'm listing all of the interactions seen thus far below.

None
Spell Resistances/Weaknesses

Most monstrous creatures have some resistances and weaknesses as well as outright Immunities.

Immunity: Spells and effects of this type have no effect on the Immune target, beneficial or harmful.
Resistances: Spells and effects deal half damage (rounded down), and target has advantage to resist against spells that apply negative effects.
Weaknesses: Spells and effects deal double damage, and target has disadvantage to resist against spells that apply negative effects.
Ranged attacks

Ranged attacks from melee trigger AoO from all melee opponents unless otherwise specified. Ranged attacks against targets in half cover are made at a -2 to hit, against targets in full cover are made at -5 to hit, and against targets in melee are made with a -5 to hit and can result in friendly fire if missed. Ranged attacks may however be made against targets in melee if the target is one or more sizes larger then the creature they are in melee with (beware the dwarfs!)

Ranged attacks in very low light situations are made at a disadvantage, and can not be made at all if blind or target is completely unseen.

Note on spells: Almost every spell requires sight of the target or target point to cast, spells that are opposed by AC and are ranged are treated as ranged attacks for the purpose of cover and attacking into melee.

Area of effect spells targeting a creature in melee hits both creatures unless prevented via specific ability or effect (IE: careful spell metamagic).

Note on melee: Melee attacks in very low light are made with no penalties, same is true for melee attacks into cover. Melee attacks while blinded or while the target is completely unseen are made at disadvantage.
Specific modifiers

Specific Modifiers: A list of specific modifiers, I don't expect this list to be completely comprehensive, I will continue to update as it becomes relevant.
Stealth Modifiers: These modifiers refer to the situation present for the creature making the stealth check.
Tiny: +25
Small: +10
Medium: 0
Large: -10
Huge: -25
Gargantuan: -50
Invisible or completely obscured (IE moving through thick smoke or in complete darkness): +50
Full cover: +25
Half cover: +10
Sparse cover: +0
No cover: -10
Large open area with no cover: -25
Very low light (as perceived by opposing creature) +10

More to be added as they become relevant.
Rulings on Critical successes

Critical success log: This is mostly a reference on previous rulings on the benefits of critical successes as a point of reference for standardizing results.
Critical success stealth before an ambush: During the ambush round, ambusher takes 2 turns rather then 1.

None
 
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Turn 0
"A New Beginning"

You stretch out your cramped arms and legs as you wake up, sore and wet, in your makeshift raft. You take a moment to look yourself over and inspect the damage, your hands are raw from chaffing along the salt slicked oars, and you are going to have a nasty sunburn before this is done but otherwise you're a perfectly healthy…
Pick one:
  • Male
  • Female
Pick one:
  • Human- Natives of this new land you find yourself in. Strong versatile and the most naturally gifted magic users in the world. (+10 ARC)

  • Elf- Fair and long lived worshippers of nature, your people are dexterous and skilled skirmishers and stalwart defenders of your forest home. (+10 DEX)

  • Dwarf- Short and stout the sons and daughters of Grimni. Your legs are short but your grudges are long. Naturally resistant to all magic, your people are utterly unable to wield spells or miracles. (+10 STR,-10 DEX, resistant to poison, Gain Trait: Magic Averse-you may never cast spells or miracles through any means, any time you are damaged or affected by harmful magical effects make a d100 roll to resist. On a roll of 70 or higher you completely resist all damage or harmful effects)

  • Orc- Strong and aggressive, Ill-tempered and ill loved. You will prove your worth to your ancestors with blood and steel. (+10 STR, +10FIN, -10ARC. Gain Trait: Ancient Enemy- you are always regarded with hostility and violence in enlightened society)

  • Goblin- Weak constitutioned and small, Goblins that survive to the age of 5 have already had to survive their own treacherous backstabbing kin (mostly by doing it better and more violently) Crude cunning belies your small stature. Blessed with night vision. (-10 STR, +10 DEX, Gain Trait: Ancient Enemy- you are always regarded with hostility and violence in enlightened society. Gain trait: Night Vision- no penalties for non-magical darkness)

  • Wildkin- Similar in appearance to humans, Wildkin nevertheless stick out by virtue of their animal like ears, tails, and eyes. Quick and blessed with improved senses and night vision Wildkin are a rarity in this part of the world. (+10 DEX, -10 STR, Gain trait: Night Vision- no penalties for non-magical darkness, Gain trait: enhanced senses- +10 for checks made with hearing or smell.)
Once you finish easing out the tightness in your aching shoulders and legs you finally get up and go about the work of strapping down the loose lashing holding together your hastily made raft. You muse to yourself as you look out at the fog covered sea perhaps you should have learned how to navigate better before leaving behind your old life as a…
Pick one:
  • Street Urchin- You scrabbled out a living in the street, however you could. (Able to interact with criminal elements of society more easily, +10 to stealth, pickpocketing, and streetwise checks. -10STR, +10DEX. Gain trait: Illiterate)

  • Farmer- You were born the third son/daughter of a farmer, doomed to work a plot of ground you would never inherit. (+10 to all checks involving plants/animals +10STR, -10ARC)

  • Merchant- A petty peddler selling basic goods before running foul of a noble who refused to pay for his meal. You were forced to escape home before the courts had their way with you. (+10 to all social checks, 10% discount on all goods purchased. Gain Trait: Outlaw- You are in outlaw the town of *** and are wanted for crimes real or not. *will update after you all pick a location to start out. You'll be a criminal in a relatively nearby city*)

  • Noble Born- The third son/daughter of nobility, you ran away to pursue a life of adventure. +10 to interactions with nobility. +10 FIN. -10 to interactions with non-nobles

  • Huntsman/woman- Raised beyond the safety of civilization, you are a proud denizen of the wide world, but your social manner has suffered somewhat for your life of solitude. (+10 FIN.+10 to Scouting, survival, and perception checks. -10 to all social checks, Gains trait: Illiterate.)

  • Miner- A life of hard labor has left you strong, but little else. +10 STR, -10 DEX. Gain Trait: Miner- you know your stones! surely that will come in handy…
You snap out of your brief spurt of nostalgia; the raft has been tightened up and today there is a good breeze, time to put that makeshift sail to work. You set about unfurling the sail when you step over a small cloth wrapped bundle. Better stow these after all this is your precious:
Pick one:
  • Short bow, well-worn and oiled. A quiver of 30 sharpened wood arrows lies beside it along with your trusty knife. Start with a short bow (2h weapon, range 30-80 feet, 1d6+STR mod piercing damage), dagger (1h weapon, 1d4+STR mod piercing damage, concealable)

  • Hatchet lain across a battered but solid shield. Start with a hand axe (1h weapon, range 15-30 feet, 1d6+STR mod slashing damage), Shield (1h, grants +2 AC)

  • Pair of cleavers. Start with 2 cleavers (1h weapon, 1d6+STR mod slashing damage)

  • Massive maul taken from a quarry. Start with one maul (2h weapon 2d6+STR mod bludgeoning, unwieldy in tight spaces, requires 3 STR to wield)

  • Old Hardened Staff. Start with one Staff (2h weapon 1d8+STR mod bludgeoning, allows the casting of arcane spells)

  • Holy symbol and mace. Start with 1 holy symbol pendant (allows casting of miracles), mace (1h weapon 1d8+STR mod bludgeoning)

These will be your tools as you start your new life of adventure. Holding them tightly before packing them away you know that these tools will be the starting point for your legend. Someday you'll be renowned for your amazing adventures and your skills as a:
Pick one:
  • Wizard- Masters of the arcane arts. Gains 1+STR mod HP per class level
    • Wizard level 1: you may prepare 3 first level spells. Your spell list will grow as you purchase tomes, tutors, and spells. Or successfully reverse engineer the magic on scrolls. Until then you only know the following (Pick 5)
  • Burning hands: 15 foot cone of flames, deals 3d6 fire damage or half on a successful save. (opposed by DEX)

  • Thunder wave: 10 foot cube of force and sound, deals 2d10 and pushes enemies back 15 feet. Deals half damage on save and does not push. (opposed by DEX)

  • Ice lance: a lance of ice impales the foe. Range 40 feet, deals 3d12 frost damage on hit. Deals nothing on save. (opposed by DEX)

  • Shocking Grasp: A touch attack, deals 2d10 lightning damage to target with a 50% chance of dazing them (enemy misses next turn). Deals half and doesn't daze on save. (opposed by ARC or FAITH)

  • Shield: As a reaction to being attacked gain +5 AC for duration of attacking enemies turn, may be used after attack is rolled.

  • Magic Missile: deals 1d4+1 damage 3 times. Missiles may be split, and never miss. Range 80 feet.

  • Knock: unlock a locked door or chest. May be resisted by higher level spells of locking.

  • Gust of wind: for the next minute a strong wind blows in a 15 foot cone from you. All missiles caught in the cone are pushed away and enemies must pass a STR test with a +5 modifier to advance into the cone.

  • Grease: Flammable oily grease soaks a 10 square foot area up to 30 feet from the caster. Upon entering the area or starting their turn in the area all characters must make a dc 10 dex save or fall down and lose the rest of their movement. If lit on fire by any means the area burns for 3 turns dealing 1d10 fire damage to all characters starting their turn there. Grease still trips enemies while aflame, a prone enemy in flaming grease takes 3d10 fire damage instead of 1d10.

  • Enfeeblement: Range 60ft. Target suffers disadvantage for 1d4+1 turns on all rolls (disadvantage: roll 2 d20's instead of 1, take the worst result.) (opposed by ARC or FAITH)
*Casting arcane spells requires a staff and a free hand. Arcane spells cannot be cast in heavy or medium armor.

  • Warrior: Frontline fighters-skilled and strong. 4+STR mod HP per level.
    • 1st level warrior: +2 to hit with all melee weapons.

  • Ranger: Skilled scouts, survivalists, and outdoorsmen. Deadly with a bow. 2+STR mod HP per level.
    • 1st level ranger: +2 to hit with all ranged weapons.

  • Rogue: Rogues have the keys to open what lies locked be it a chest, a trap, or a foes soft soft neck. 2+STR mod HP per level
    • 1st level rogue: Sneak attack- If wielding a dagger attacks on enemies completely unaware of the rogues presence are automatically critical hits.
    • Tools of the trade- +10 to finding and disarming traps, or picking locks when equipped with a thieves kit.

  • Cleric: Healer and defender both, clerics call upon the gods to perform miracles. 3+STR mod HP per level
  • 1st level cleric: Gain 3 level 1 miracle slots. You start with 5 miracles known, miracles will be based on chosen deity.
    • Pantheon- Pick one:

    • God's above
      • Valaya- Goddess of mercy and healing

      • Bahamut- the platinum dragon, god of justice

      • Sol- "PRAISE THE SUN!"
    • God's Between
      • Orion- Lord of the wild hunt, god of nature.

      • Grimnir- Lord of the forge, god of art and making.

      • Loki- Trickster god, god of shadows and deeds done in secret
    • God's Below
      • Abbadon- Lord of the 9 hells, god of devils

      • Tiamat- 5 headed dragon, goddess of greed

      • Khaela Mensha Khaine- The bloody handed god of murder
*More gods' will become available as you explore. Conversion to any of the gods of the same pantheon above, between, and below suffers no penalty no matter how often you shift as they all serve the same path and are in truth merely different aspects of the same Being. Converting to a different pantheon risks the wrath of the gods. Most people are poly-theists worshiping all of either above between or below. To keep this train moving into turn 1 I will pick your first 5 miracles based on deity chosen and then at the end of turn 1 will give you the other 5 available spells to let you swap as you wish.

*More notes There are 15 classes available, and they all have separate paths. You'll be able to access them once you encounter someone willing to train you in those classes. Don't be afraid of choosing the wrong two classes, you can always drop a class and relearn a new one later.

As you get the sails raised, the fog suddenly lifts revealing LAND! You shout out waking up the ship's other passenger, your only companion in the world. They groan as they wake from their waterlogged slumber, and as they turn to look at you, you see the tired face of your…
Pick one:
  • Male
  • Female
Pick one:
  • Older sibling
  • Younger sibling
  • Best friend
Before they have time to get mad about their disturbed sleep, you point a finger towards the fast approaching shore of:
Pick one:
  • Fair Brittonia: A land of chivalry and honor. Horse and rider, steel and faith, are pitted against the monsters that roam the lands and threaten the people.

  • A small medieval hamlet: The thick forests surrounding its surrounding farms are still wild and untamed. You are beyond the reach of the nobility, and the hardy folk of these border towns respect not titles, but strength.

  • A vast sprawling city scape: The streets flow in and around buildings beyond counting. The city is torn by the powers controlling it. In the light of day nobles posture at court, while the 7 guilds wield trade rights and riches like a sword in their ceaseless battle for control of the port town. By night the criminal underworld does much the same, but the swords they wield are… distinctly more sword shaped.

  • The northern Tzardom: The warrior people of this land war, raid, and drink without cease to fill their coffers and honor their warrior gods. Always the threat of Chaos looms to the north, Vampiric corruption and undeath to the south, orcish hordes to the East. What could be better?

  • The great plains: The ancestral home of the savage orc tribes. Few seek to settle these harsh steppes.

  • Write in: Pick a scene, just know that this is a deeply high magic fantasy quest, and I won't accept any write ins that don't fit with that theme.

The sails tightens to a close tack, the shore comes into focus as you continue onward to land. So begins a new chapter in your life, the start of an epic that will change the shape of the world as you know it; and as so many stories do this tale begins with you and your dearest companion side by side as the rising sun provides silhouette to your forms attempting to hold down the last of the now moldy cheese remaining in your pack. The heroic pair smelling, looking, and feeling very much like drowning rodents.
 
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Alright folks, I don't expect too much being a long time lurker, first time writer here. I'll be taking votes starting now until I get 10 voters or Friday whichever comes first. Its a hefty amount of information for this first round so please just use the order written as order for voting. First four will be a character plan vote. Proper voting format would look like:

[X] Plan Khajit has Bow
-[X] Male Wildkin
-[X] Huntsman
-[X] Short bow and dagger
-[X] Ranger

[X] Female little sister

[X] Medieval hamlet

-_- sorry to anyone voting wizard, gotta pick 5 of the 10 spells. Not trying to overwork anyone but spell slingers gotta have spells to sling non?
 
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[X] Plan Cool Big Sis
-[X] Female Elf
-[X] Street Urchin
-[X] Short bow and dagger
-[X] Rogue

[X] Male Younger Sibling
[X] Fair Brittonia

A thief in Fair Brittonia?! It's more likely than you'd think!

Let's get filthy rich in a land opposed to our methods and ideals! Maybe the land will change us, maybe not. Either way, a good opportunity for character development. Who knows, maybe our lil Bro will even turn out a knight in shining armor after we fund his everything? Now that would be something.
 
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...editing in the first update might not have been the best decision, seeing how it didn't generate an alert.

How do you plan to tally this? Plan votes? Everything in a plan vote, or a character is a plan vote and the rest (companion and land) are independent?

[x] Plan Dorf Priest of Loki
-[x] Male Dwarf
-[x] Merchant
-[x] Holy symbol and mace
-[x] Cleric of Loki

Unscrupulous merchants and Loki go hand in hand, and the background implies something shady being pinned on us already.

Britonnia was a consideration pretty much for the same reasons Hannz expressed above, but then I thought that I want something more than a contrast of values.

Chaos, vampires and orcs. No better place to take the best friend out on a stroll in a quest with a massive character turnover!

[x] Female best friend
[x] The northern Tzardom
 
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Apologies for the ambiguity. Yes the first 4 points (character building) are a planned vote. I'll start pulling together prominent plans as the voting developed and hopefully you can all come up with something you agree on. The companion and location will be independent. As for the edit... typo's have to die! Preferably with fire, but editing will do I suppose. No actual content was changed.
 
[X] Plan Spess Mehreen! Or is it Custodes?
[X] Male Human
[X] Noble Born
[X] Holy Symbol and mace
[X] Cleric of Bahamut

[X] Female Best Friend
[X] Fair Brittonia
 
[X] Plan: Noble Wildkin
-[X] Female Wildkin
-[X] Noble Born
-[x] Holy symbol and mace
-[x] Cleric of Loki

-[X] Female little sister
-[X] A vast sprawling city scape
Was tempted to try to make my own location, but decided not too.
 
[X] Plan: Mort Aryan
-[X] Male Human
-[X] Miner
-[X] (Holy symbol and mace. Start with 1 holy symbol pendant (allows casting of miracles), mace (1h weapon 1d8+STR bludgeoning)
-[X] Cleric of Abbadon- Lord of the 9 hells, god of devils
-[X] Female Best Friend
-[X[ Monika (failing this meme a therapist)
-[X] A Small Medival Hamlet
 
I'll start pulling together prominent plans as the voting developed and hopefully you can all come up with something you agree on. The companion and location will be independent.
Proper voting format would look like:

[ ] Plan Khajit has Bow
-[ ] Male Wildkin
-[ ] Huntsman
-[ ] Short bow and dagger
-[ ] Ranger

-[ ] Female little sister
-[ ] Medieval hamlet
You can't make companion and location independent if you preface them with '-', making them a subvote and thus a part of the plan.

The proper vote would be:
[ ] Plan Khajit has Bow
-[ ] (subvotes)

[ ] Female little sister
[ ] Medieval hamlet
 
Looks like we have enough voter interest for me to move the timeline forward a bit. I'm going to move the voting cut off up to Wednesday at noon server time. If you've already voted please consider looking at other plans and consolidating. Right now it's looking like a run off between plan Big Sis set in warhammer fantasy, and plan Mort Aryan which calls for a distinctly more... morally questionable story set in my own homebrewed fantasy world. Regardless of winner I'm looking forward to writing up some dark fantasy (with a splash of moe because I can't help myself). If anyone cares to see it I'm working on an overall market for use this game. you can find it here or wait for the relevant turn update where I'll splat it into a spoiler tag. I'm still working out the pricing and need to finish the weapon and armor enchants as well as put in mundane weapon and armor basics into the smithy
Am I wrong for making bombs first? NO ITS THE WORLD THATS WRONG... quietly slinks away to dullahan's castle to make bakeretsu and chill.
 
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Alright folks voting closes in 30 minutes, currently winning plan is
[ ] Plan: Mort Aryan

I'll come back from dinner, close out vote, and start writing! 1st real turn out tomorrow!
 
Alright everyone thanks for the votes. Winner is:

[X] Plan: Mort Aryan.

Update for turn 1 will be out tomorrow.

author of winning plan was Todorius.
 
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