Here you can ask questions about how this game will be played, talk to other Players out of character to plan strategies. Make suggestions for modifying the House Rules, or discuss any other aspect of this adventure you can think of
"A wild halfling is halfling nonetheless! Come join me in a drink and tell me of your clan? I am most curious having lost mine own family. That wretched defiler has taken or killed all that was left of my brethren. Sigh. I was studying magics of protection and utility but since the great undoing... I, I have taken an interest in darker arts, in hopes... I miss them so. "
I'm thinking of adding a new House Rule to make Inspiration more versitile to Casters. Tell me what you think of this before i add it to the list
#9 Inspiration:
When your Character has Inspiration, you can use that Inspiration, as described in the Player’s Handbook, or you may use your Inspiration to gain a Bonus Slot (Spell or Ki) that can be used immediately, or saved for later use (if you receive Inspiration again, while a Bonus Slot is active, you can use the Bonus Slot Immediately to cast a spell or use a Ki Power, and then receive the Inspiration as normal, however you cannot save the Bonus Slot and use the New Inspiration to receive another Bonus Slot or use it to gain advantage while you have a Bonus Slot in reserve). The Bonus Slot can be any Slot available to you equal to the highest Slot you can have minus one (to a minimum of a Level One Bonus Slot).
I am working on a single page document that reworks the Monk abilities into Slots, and gives the first level Monk 3 Ki abilities Known, a maximum of 3 prepared and ) level one slots (but if the Monk receives Inspiration, a Bonus Slot can be gained and used to perform a Ki ability)
I'm thinking of adding a new House Rule to make Inspiration more versitile to Casters. Tell me what you think of this before i add it to the list
** spoiler omitted **
I am working on a single page document that reworks the Monk abilities into Slots, and gives the first level Monk 3 Ki abilities Known, a maximum of 3 prepared and ) level one slots (but if the Monk receives Inspiration, a Bonus Slot can be gained and used to perform a Ki ability)
I'm on board with this depending on how it will work into the combat... Curious, if I get inspiration for casting a spell particularly well but the spellcasting time is 1 round, will I have to cast the inspiration spell immediately during? immediately after? Maybe instead of an additional slot there could be wild magic effect roll? Damage bonus?
The Bonus Spell (or Ki) Slot your choose to take from Inspiration, can be used immediately (that is the next time you can use an action to cast a spell, remember, Rituals do not use up Slots!) or saved for later, just like regular inspiration. It cannot be stacked (you can't stack Inspiration anyway)so think of it as either using Advantage, when you might not otherwise have it because you've been saving up that Inspiration you earned, or casting one more spell when it really matter, because you were inspired by the moment.
I'm thinking of adding wild magic to the campaign anyway, so stay tuned!
I really hope you all enjoy this adventure, this game, and that everyone gets a chance to add something to the mix as we develop the kind of game we want to play.
Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1
Looking forward to it! Are you planning to post some details about the existing world that we can build upon in the Campaign Tab? I know a good deal from the other campaign, but this is in a new location.
I've finished my first draft of approaching Monk abilities as "Slot" abilities similar to Spells, and getting rid of Ki points entirely, look for a link to a document (in a dropbox folder) tonight it will appear in the Campaign Info thread, I would welcome any and all feedback on this effort
Since there have been no objections, House Rule #9 will be posted to the campaign info thread
Also, some additional rules, not technically House Rules, will be added as well they are
Wandering/Random Monster Encounters
Check for the possibility of a Wandering Monster Encounter every 6th turn, roll a d12 if the party is not already engaged in an encounter. If the party is taking a Short Rest apply a -1 modifier to the roll. If the party is taking a Long Rest apply Disadvantage to the roll.
A Wandering Monster Encounter may occur if:
The Party is in a Passageway not connected to a Secret Door on a roll of 1-3 on a d12
The party is in a Room on a roll of 1-2
The Party is in a Passageway connected to a Secret Door on the roll of a 1.
When a Wandering Monster encounter is indicated, roll (d6+4)x10 (feet) to determine how far from the party the Monster is when the first opportunity to detect the Monster’s presence can be checked. If the roll is 6+ allow the Monster(s) a Stealth Check, and compare this to the Character’s Passive Perception Score immediately. If the roll is 5-, the Monster(s) is not trying to hide, the Monster(s) is detected if any character’s passive Perception is 10+.
Determining Surprise
The Dungeon is in Darkness and occasionally is filled with Fog (roll d6 after any Long Rest, on a roll of 3+ the Dungeon is filled with Fog). This makes the Dungeon an area that is Heavily Obscured. Characters with Darkvision can see as if the Dungeon were Lightly Obscured to the range of their Darkvision. Darkvision range is reduced to half in Fog. Characters without Darkvision who are not using a light source will suffer the Blinded Condition while in the Dungeon, and characters with Darkvision are subjected to Disadvantage on Perception Checks that rely on sight.
A -5 modifier to your Passive Perception Score will be applied to any situation where Surprise must be determined and characters must rely on sight to avoid being Surprised. Most monsters must be seen in order to avoid being Surprised by them, however special allowances will be made for unusually odorous or noisy monsters.
House Rules #5 and #7 have had some minor editing done to them, it is probably worth your effort to review them, thanks!
In regards to Rule #7, do we regain any HP during a long rest in addition to the HD?
I could foresee long resting with 1HP having already spent my HD on a previous short rest during a particularly strenuous day of delving. Upon waking and provided I don't get killed in my sleep I would awake with 1HP and immediately have to spend my fresh HD on healing to which I would have none to do so with throughout the new day.
Am I understanding this right? Cuz I'm gunna need to buy some pots toot suite.
That's correct. If you were in a position such as this, you might want to consider a 24 Hour Rest* instead of a Long Rest.
Also, not to spoil the game for anyone (I know it's already wacky enough) - expect that recovery of spent Hit Dice might become possible through ways you are not familiar with now.
I'm looking at all the ways that 5e simple stats can be shown on the postings (under the Class Level field of your alias) and I think I like Beldak's the best, if he could just add his Class and Level at the beginning, that would be a good way for all of the characters to have ready stats for me to access. What do you guys think? Oh and maybe put an "*" after your Proficient Abilities
Wear a life jacket, please. I live in eastern Idaho, rafting is very popular here, and we get too many sad stories of accidents that did not have to happen, because someone didn't want to wear one.
Wear a life jacket, please. I live in eastern Idaho, rafting is very popular here, and we get too many sad stories of accidents that did not have to happen, because someone didn't want to wear one.
Done preaching now, have fun!
Will do! Got a full wet suit, helmet and life jacket all packed, doing a marathon tomo lot of class V's! No sense in risking it.
I like the look of it, but will have to play first to get a real feeling of how they work. For the time, however, lets go with your revisions and see how it plays out ! :-)
First - I think we are adding a new player, and I hope he makes an appearance soon
Second - To celebrate our 32nd wedding anniversary, the wife and I are spending two nights in the Tamarack Lodge in Ketchum Idaho, so I will be away from computers for the weekend. Have fun everyone, thanks for being patient with me.
I really would like to encourage all of the players to treat this as a game and not be so concerned with treating it as a full emersion Role Playing experience
You can come to this thread and talk to each other, as players, and make plans, discuss what the group should do, and what each of you can do and what you expect. Plan marching orders, door opening positions, you know that kind of thing. You don’t have to make every post an in game “my character does this” post.
In that case as the morning plays on I'll go attempt to acquire potions, a map to the Black Village, a pony and cart and return to the inn hopefully running into Haarold along the way. All of this is contingent on money possessed vs charisma possessed I suppose. So let's make my list an "in order of importance" best case scenario.
at the same time, please don't let me discourage anyone from role playing their guts out (my npcs will ham it up if given the opportunity) just trying to say it doesn't have to be all one and none of the other.
I would've posted earlier, but the last few times I've edited my character sheet, the edits disappeared. So I'll still be working on that after I wake up. In the meantime, I figure Hennet can be run into at Abigail's place, picking up a fresh supply of dried rations.
I rolled just low enough that Hennet isn't contributing much at the Black Village, but once we're there, I've got a few ideas on roleplay. It didn't sound like much would happen there, more like a landmark, but there's no telling what sort of clues might be there.
I would like to try to run a D&D fifth edition game. What I am thinking of running is Palace of the Vampire Queen, exactly as it is printed, with no modifications.
I have some ideas for incorporating some House Rules, to give this game more of a first edition feel.
If I could get 4 to 6 Players interested in creating characters, I will launch this game.
But,
Here are some things that might turn some players away
Turns:
Time will be tracked in ten minute “Turns”
Combat Maps:
There will be no combat maps. The only dungeon maps that will be available will be ones the players choose to create and share with each other. All combat will be “approximated” and questions or disputes about position will be negotiated
Combat Rounds:
Combat rounds will be One Minute long (not six seconds). Spell durations that will be adversely affected by this changed will be reworked to be compatible with this house rule
Initiative:
When combat occurs I will roll one d10 for the monsters and one d10 for the players. The die that scores lowest will win Initiative, and this will be the “segment” (one of ten, six second periods during a Combat Turn) that the combat begins. When a Character is not “Surprised” (a Reflex Check), and has lost Initiative, that Character can apply their Dexterity Modifier to the Initiative Roll, as a Negative Modifier, bringing that Character’s Initiative down to but not below monster Initiative. Spell Casting times will still be counted in six second periods, called Segments. A more detailed explanation of how this will work will be posted to the Campaign Info tab
Dying:
There will not be Death Saves. Characters reduced to 0 hit points are conscious and stable. Damage that reduces a Character’s Hit Points below 0, render the Character Unconscious, and Dying. Constitution Checks must be made each Combat Round (one minute period) to stabilize. Attending a Dying Character with a healing Skill (a roll will be required if combat is still going on), grants Advantage to the Constitution Check. Death occurs at a Hit Point total equal to your Constitution Score as a negative number
Opportunity Attacks:
There will not be Opportunity Attacks. If your Character has a special Ability that can only be used as part of an Opportunity Attack, that ability can still be used, just remember to ask the DM if a situation (one that would normally trigger the ability) warrants the use of the ability
Resting:
A Party must rest for at least one turn, in every six full Turns of exploring/adventuring. A short Rest is treated as normal. A Long Rest DOES NOT recover all Hit Points, but does recover all Hit Dice (which can be used immediately, or saved for later). A rest of 24 hours, recovers One Hit Dice worth of Hit Points at maximum roll, in addition to the benefits of a Long Rest.
Experience Points:
Experience awarded for monsters defeated will be based upon First Edition Values (a Goblin is worth 5 experience points).
Character Creation Guidelines
Ability Scores – roll 4d6 four times, and 5d6 twice (keep the highest three scoring die from each roll). Arrange the scores as desired.
Races – No Dragonborn, No Drow (ever)
Classes – any from the Player’s Handbook
Alignment – Any (Evil, please play responsibly, Evil Characters are fine, Evil Players will not be tolerated).
Starting Wealth – 3d6 x10 GP for all Characters
Backgrounds – Yes, please choose a background
The adventure will be set on the same world as the Woodbridge Campaign Setting (The Beginning of all things – another game I am running).
However it will be set on the Dwarvish Island of Balor, to the South of the “Beginning of all Things” campaign. The party will set out from the Village of Cippeny, just nine miles to the south of the mountain where the palace of the Vampire Queen can be found.
The Introduction to the adventure:
For three centuries the peasants of the Dwarvish island of Balor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrouded peaks of the island, they range ever farther in their search for blood. And not only blood – the children of Dwarf peasants often disappear if they are so unfortunate as to be out at night. Even cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of Ar Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, defeater of the Ten Orc Tribes is afraid in his heart to face the Vampire Queen
Daniel - if you drop the 10 and the 16, and re-roll those as 5d6, you might have a better set of numbers, or you could try to roll all six again, remember it is 4 rolls of 4d6 and 2 rolls of 5d6
Hey, Terquem, it is me, Dieredon. I am going to go with a Human barbarian. I will complete the build this evening. Thanks for the heads up on recruitment. Also, is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat?
You get Class starting Equipment, and Background Equipment, plus the rolled starting gold - plan for a long stay away from the city (at least two weeks, to start).
The Setting of the Woodbridge Campaign has a decidedly "Hollywood Idealization" of Ireland feel to it, and I was thinking that this island, Baylor, might have a "Hollywood Idealization" of Black Forest Germany kind of feel
How does that sound?
The Mayor of Cipenny will be Otto Grunfragutten
The city is eclectic, as far as population is concerned, with members of all races represented
Elves will be from the continent to the west, a country called Ishea, part of the Alodoan Empire (a human controlled empire) but they have a strong presence on Balor
There are native halflings on Balor (that is they have been on Balor for centuries) and there are also Alodoan Halflings (who are more hot tempered, and fiercely independent having had a history of oppression under the Ishean Elves, but now freed from those bonds by the absorption of Ishea by the Alodoan Empire).
Orcs (called Tafganor by the people on the island to the north) are found on Baylor, both living in villages above ground, and in underground settlements. King Arman defeated a coalition of Ten tribes of Tafganor in a war seventy years ago, and currently the orcs live in a semi-sort of land bondage (a kind of limited feudalism that is not applied to the Dwarven people) under the Dwarven King. Half-orcs are common, and do not arise out of any negative stereotypical “rapey” behavior.
There is a Human girl in Cipenny who runs an all purpose shop for explorers (she also crafts strange inventions of her own) she is considered quite mad by the Dwarven population, but harmless, her name is Abigail
Cipenny has a small Wizarding Association (a sort of prestigious club that has only seven members). This club is controlled by a seventh level Wizard named Hilda VonRotterwuld
There is a large inn that is also part theater/tavern where a strangely not exactly human “person” performs every night. This person’s name is Waglinde Howard Claire (it is not clear if this person is a woman or a man). Some Dwarves think Waglind also rules over a gang of small time thieves who do not practice their trade in Cipenny, but who travel to other towns and villages around the area, collecting protection payments, and harassing travelers.
I think we could work in a Human, Elf, or Halfling Way of the Shadow Monk (a foriegn spy, young, untrained, assigned to the Dwarven kingdom). But I don't see a Dwarven Shadow Monk in this setting, could easily see other Dwarven Monks though
In fact, it could even be that a Human, Elf, or Halfling Shadow Monk joins this party because of bad information, suggesting one of the other party members is a Dwarven Noble in disguise and needs to be trailed. I could see that.
I think I might go with a halfling...I kinda like their background in this world (being slaves to the elves) and gives me some ideas for her background....and if possible I might multi-class with rogue...will get on creating the crunch and fluff now
Yes, first level, but expect slower progression that what the new 5th edition rules describe
Vrog, welcome, but seriously, what is going on with all the rolls
Did I say something stupid? it is supposed to be 4 rolls of 4d6, and 2 rolls of 5d6 and only use the highest scoring three dice from each roll. I am confused
Insight (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 180 lb or less unencumbered
Languages: Common Halfling
Skills:
Acrobatics Dex 5 = +3 + 2
Animal Handling Wis 2 = +2
Arcana Wis 1 = +1
Athletics Str 1 = +1
Deception Cha 1 = +1
History Int 1 = +1
Insight Wis 2 = +2
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 4 = +2 + 2
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 5 = +3 + 2
Stealth Dex 5 = +3 + 2
Survival Wis 2 = +2
Halfling
• + 1 dexterity (already included)
• Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
• Brave: Halflings have advantage on saves against being frightened.
• Halfling Nimbleness: Halflings can move through the space of any larger creature.
Stout Halfling (subrace)
• Stout Halflings receive +1 constitution (already included).
• Stout Halflings have advantage on saves against poison, and resistance to poison damage.
Criminal
• You have underworld contacts.
• You are an accomplished forger.
• Consider bringing thieves tools and gaming set / playing cards.
Monk
• Level 1: Flurry of blows -- spend a ki point to make an additional unarmed attacks as a bonus action
• Level 1: Unarmed strike damage 1d4
• Level 1: Unarmored defense -- if no armor or shield, add wisdom and dexterity bonuses to armor class
Armor Mastery: Proficiency with light and medium armor; +1 on armor class while wearing medium or heavy armor.
Soldier
Other military folks will defer to your rank.
Consider bringing a gaming set / playing cards.
You know how to ride a horse.
You are proficient with a gaming set / playing cards, mounts and land vehicles.
Fighter
Most fighters are proficient in riding a mount.
This fighter selected the defense style, giving +1 on armor class while wearing armor.
Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
Level 5: Extra attack on any round that includes an attack.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 11: Two extra attacks per round.
Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 17: Two action surges between rests, but not on the same turn.
Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
Level 20: Three extra attacks per round.
Champion Fighter (martial archetype)
Level 10: You will choose a second fighting style.
Level 3: Improved critical -- score in 19 or 20.
Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.
Level 15: Superior critical -- 18-20.
Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.
drbuzzard - best to avoid a "background" if you know what I mean (I'm not fond of fledgling heroes having extensive tales of their past heroic deeds. I meant, "Background" as one of the mechanical aspects available to characters in the Player's Handbook, you know; select a "Background," (from page 125)
DoubleGold – you cannot have an ability score of 191, no, no, not this time, maybe next time. And I will be using the hard copy of the Player’s handbook, and the PDF DM’s supplemental download (for now, until I can pick up the other books)
The other benefits (not being surprised, and not allowing enemies to have advantage against you when they are hidden) are pretty good by themselves.
How does this sound to replace the +5 initiative modifier
If you are leading the party, or at a door when it is opened, all party members, who can see or hear you, will have “Advantage” when rolling to check if they are surprised.
Daniel – how do you feel about me reworking the “Ki” system so that you have “Ki Slots” And you prepare a certain number of Monk abilities each day, then use the Slots to execute those abilities. I’m thinking of having the Monk’s special abilities work more like the rest of the game’s “magic” system.
Good I agree about the silliness of people making 1st level characters and writing pages about their backgrounds. At that level the story is ahead of you, not behind you. I did use the soldier background in the build.
Here is Anders! I will build out the character profile this evening.
@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules?
That might work....will it be like spells that you "know" a certain number of spells and can cast any conbiniation upto the total of "slots" you have available?? (So you do not have to pre-decide what skill you want for the slot, but can fill them on the fly, as it were)
I'm thinking, you "Know" a given number of "Monk Skills" (Level plus Wis modifier?) can Prepare a "few" of them (Fixed) then during the game day, execute a limited number of those Monk Skills by using "KI Slots" (this gives you some versitility, while also keeping the "Got to choose what to prepare" feel of the basic game. Some Monk Skills will "Scale up" when higher level slots are used to execute certain Skills (Dragon Ball "Z" Style).
Edit - we have the Cleric/Druid, Sorcerer, Wizard, and Warlock "Slot" systems to model the "Ki" Slot system on, which do you think fits it the best?
@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules - 100 Minutes?
Keep in mind that when I use the word "Turn" I will be talking about a ten minute (in game world time) period, a Round (Combat Round), is One minute long, and a Segment is Six seconds long
Anders - I like the character a lot, and you are definitely in!
Can we say the 10 gp, in the pouch you start with as an Outlander, are foreign currency, and you keep them for reasons you keep secret, not wanting to trade them for their gold value and not able to use them to buy things from Dwarven merchants? They are not Alodoan currency either!?
Vrog - First Level! and note, as I have warned before, progression will not be as fast as you would expect under the current 5e rules, as I will be using first edition experience awards for monsters (plus I will occasionally throw in story awards, role playing awards, and very rarely, treasure awards).