
Generic Dungeon Master |

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
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.

drbuzzard |

Just started reading the 5th Ed PHB, so this seems like a good way to try it.
Think I'll just go human fighter.
5d6 ⇒ (3, 2, 3, 5, 2) = 15 =11
5d6 ⇒ (2, 3, 1, 5, 6) = 17 =14
4d6 ⇒ (1, 1, 5, 1) = 8= 7
4d6 ⇒ (1, 6, 1, 6) = 14= 13
4d6 ⇒ (1, 6, 6, 6) = 19= 18
4d6 ⇒ (1, 5, 4, 4) = 14= 13
Well that's different. Will need to get back to you on background.
wealth: 3d6 ⇒ (2, 2, 4) = 8 ick

wanderer82 |

I am thinking a dwarven cleric, let's get a roll.
4d6 ⇒ (3, 1, 6, 2) = 12 = 11
4d6 ⇒ (1, 6, 5, 5) = 17 = 16
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (6, 4, 1, 6) = 17 = 16
5d6 ⇒ (5, 5, 1, 2, 3) = 16 = 13
5d6 ⇒ (6, 4, 2, 6, 2) = 20 = 16
wealth: 3d6 ⇒ (2, 1, 3) = 6 = 6
hmmm, pretty damn even spread. Okay, time to think about some details.

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4d6 ⇒ (3, 1, 6, 1) = 11 = 10
4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6 ⇒ (5, 4, 4, 1) = 14 = 13
4d6 ⇒ (2, 6, 3, 4) = 15 = 13
4d6 ⇒ (5, 1, 5, 6) = 17 = 16
4d6 ⇒ (5, 2, 3, 5) = 15 = 13
Wealth: 3d6 ⇒ (6, 1, 6) = 13 = 130gp
No too bad....will have to think this over...can we use the variant rules for Human characters?

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4d6 → [6,3,1,2] = (12)
4d6 → [6,3,3,6] = (18)
4d6 → [6,2,1,4] = (13)
4d6 → [1,1,3,4] = (9)
http://invisiblecastle.com/roller/view/4647851/
5d6 → [1,3,4,6,2] = (16)
5d6 → [3,2,5,5,3] = (18)
http://invisiblecastle.com/roller/view/4647853/
So,
11
15
12
8
15
13
3d6*10 → 100
http://invisiblecastle.com/roller/view/4647855/
It's okay, I will think of something a little more original if that's okay. I have a few characters in the back of my mind that should fit in here.

Filios |

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?
4d6 ⇒ (4, 3, 1, 1) = 9 = 8
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
4d6 ⇒ (2, 5, 1, 3) = 11 = 10
4d6 ⇒ (5, 1, 1, 5) = 12 = 11
5d6 ⇒ (1, 6, 5, 6, 4) = 22 = 17
5d6 ⇒ (3, 2, 6, 3, 1) = 15 = 12
wealth: 3d6 ⇒ (5, 5, 2) = 12X10 = 120GP

Generic Dungeon Master |
1 person marked this as a favorite. |

Let's do this
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.
Any questions so far?

Generic Dungeon Master |

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.

Vrog Skyreaver |

I'll dot as well. I enjoy 5th edition.
4d6 ⇒ (3, 5, 2, 1) = 11 10
4d6 ⇒ (6, 2, 3, 3) = 14 12
4d6 ⇒ (2, 5, 6, 6) = 19 17
4d6 ⇒ (6, 2, 6, 4) = 18 16
4d6 ⇒ (1, 4, 1, 1) = 7 6
4d6 ⇒ (3, 2, 5, 6) = 16 14
4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (5, 3, 6, 5) = 19 16
4d6 ⇒ (4, 4, 1, 2) = 11 10
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (5, 3, 2, 1) = 11 10
4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (6, 3, 6, 1) = 16 15
4d6 ⇒ (2, 4, 6, 2) = 14 12
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (6, 6, 4, 3) = 19 16
4d6 ⇒ (1, 3, 3, 1) = 8 7
4d6 ⇒ (4, 6, 2, 4) = 16 14
4d6 ⇒ (5, 2, 4, 3) = 14 12
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (4, 1, 4, 5) = 14 13
4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (4, 4, 1, 5) = 14 13
then the 5d6 sets:
5d6 ⇒ (6, 1, 5, 2, 4) = 18 18
5d6 ⇒ (1, 1, 3, 6, 3) = 14 14
5d6 ⇒ (3, 3, 5, 1, 2) = 14 15
5d6 ⇒ (5, 5, 2, 2, 6) = 20 12
5d6 ⇒ (2, 1, 3, 2, 2) = 10 11
5d6 ⇒ (1, 4, 1, 5, 3) = 14 15
5d6 ⇒ (6, 4, 1, 5, 4) = 20 15
5d6 ⇒ (5, 1, 4, 1, 1) = 12 10
5d6 ⇒ (6, 3, 4, 4, 5) = 22 15
5d6 ⇒ (2, 4, 6, 4, 4) = 20 14
5d6 ⇒ (2, 4, 1, 1, 4) = 12 10
5d6 ⇒ (3, 1, 6, 4, 2) = 16 13
18, 14, 15, 12, 11, 15 it is. I'm leaning towards either a wizard or cleric, cause we have no healing and a surprising derth of arcane submissions.

Generic Dungeon Master |

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

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Ok, here is crunch for my submission...will get fluff up later today!!
Male Halfling Criminal Monk 1
True Neutral
Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 14 (+2)
Charisma 13 (+1)
Size: Small
Height: 3' 1"
Weight: 32 lb
Skin: Light
Eyes: Green
Hair: Black Curly
Maximum Hit Points: 10
Speed: 25 feet
Armor Class: 15 = 10 + 3 [dex] + 2 [monk wisdom]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [dexterity]
Attack (missile / finesse): + 5 = + 2 [proficiency] + 3 [dexterity]
Unarmed strike [+5 to hit; 1d4+3 bludgeoning]
Strength save: + 3 = + 2 [proficiency] + 1 [strength]
Dexterity save: + 5 = + 2 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 1 = + 1 [charisma]
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
Equipment:
Backpack
Bedroll
Mess kit
Rations x10
Rope (50', hempen)
Tinderbox
Waterskin
Flute
Thieves' tools (proficient)

DoubleGold |

you may have already answered this, but are you using the playtest or the finished version? I have access to both.
stats: 5d6 ⇒ (4, 4, 4, 6, 5) = 23 16
stats: 5d6 ⇒ (3, 5, 5, 6, 3) = 22 16
stats: 4d6 ⇒ (2, 5, 5, 4) = 16 14
stats: 4d6 ⇒ (3, 5, 5, 5) = 18 15
stats: 4d6 ⇒ (3, 3, 4, 5) = 15 12
stats: 4d6 ⇒ (6, 1, 3, 1) = 11 10
wealth: 3d6 ⇒ (2, 6, 5) = 13 X10=130

drbuzzard |

Male Dwarf Soldier Fighter 1
Lawful Neutral
Strength 20 (+5)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 11 (+0)
Wisdom 13 (+1)
Charisma 7 (-2)
Size: Medium
Height: 4' 4"
Weight: 220 lb
Skin: Pale
Eyes: Dark Brown
Hair: Light Brown Wavy; Thick Beard / Hirsute
Maximum Hit Points: 13
Speed: 25 feet
Inspiration:
Armor Class: 19 = 10 + 6 [chain mail] + 2 [steel shield] + 1 [defense style]
Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 7 = + 2 [proficiency] + 5 [strength]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 7 = + 2 [proficiency] + 5 [strength]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 5 = + 2 [proficiency] + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: -2 = -2 [charisma]
Insight (passive): 13 (18 with advantage)
Perception (passive): 13 (18 with advantage)
Carry: 300 lb or less unencumbered
Languages: Common Dwarvish
Unarmed strike [+7 to hit; 1+5 bludgeoning]
Crossbow, light [+3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Battleaxe [+7 to hit; 1d8+5 slashing, 5 lb, versatile (1d10 slashing)]
Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]
Steel Shield [+2 AC; 8 lb.]
Feats:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 1 =
+1
Animal Handling Wis 1 =
+1
Arcana Wis 0 =
+0
Athletics Str 7 =
+5
+ 2
Deception Cha -2 =
-2
History Int 0 =
+0
Insight Wis 3 =
+1
+ 2
Intimidation Cha -2 =
-2
Investigation Int 0 =
+0
Medicine Wis 1 =
+1
Nature Int 0 =
+0
Perception Wis 3 =
+1
+ 2
Performance Cha -2 =
-2
Persuasion Cha -2 =
-2
Religion Int 0 =
+0
Sleight of Hand Dex 1 =
+1
Stealth Dex 1 =
+1
Survival Wis 3 =
+1
+ 2
Dwarf
Dwarves receive +2 constitution (already included).
Can move 25 feet even if in heavy armor
Darkvision (see 60 feet black-and-white in pitch-dark)
Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
Tool proficiency: With the artisan tools of your choice -- smith, brewer, or mason
Stonecunning (advantage on history checks related to stonework; cannot become lost underground)
Mountain Dwarf (subrace)
Mountain Dwarves receive +2 strength (already included).
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.
Class HP rolled
Level 1: Fighter 10
Death Saving Throws:
Successes
Failures
Haarold's Equipment:
74 lb
2 lb
5 lb
1 lb
1 lb
20 lb
10 lb
1 lb
5 lb
1 lb
_____
120 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x1
Backpack
Gaming set (proficient)
Mess kit
Playing cards (proficient)
Rations (1 day) x10
Rope (50', hempen) x1
Tinderbox
Waterskins x1
Healer kit
Don't much have a big background in mind. Likely just a member of the local army. He strength likely makes him somewhat noteworthy.

Generic Dungeon Master |

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)

Generic Dungeon Master |

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.

Generic Dungeon Master |

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.

Generic Dungeon Master |

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 Dungeon Master |

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!?

Generic Dungeon Master |

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).