Grimmy's Untitled Campaign

Game Master Grimmy


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Ive used UA as a DM and player, its exactly what they advertise it as: a playtest where stuff is debuted before printing it officially. For example, the Hexblade patron in XGE started out as UA. If you go back and look at the UA document, it is basically printed unchanged in XGE now.

Not everything makes the transition to print however and its that stuff you should be critical of. Still, its usually not super imbalanced.

That said I was likewise wary of it at the beginning of my 5e experience and disallowed it, instead just sticking to a few official sources like you are doing.

Midgard Heroes probably has more additional crunch rules than nearly all the official books combined. XGE is really the first one to give some new stuff (and its great). Volo's just had a bunch of new races for PCs (was mostly a monster manual 2), and Mord's had the gith (but was mostly monster manual 3). SCAG had a handful of spells and backgrounds only.

edit: Oh right there were some class options in SCAG as well.


DMG wrote:

OK well rumours might have reached all the way to Morgau about a wealthy court of vampires who operate openly in high society in Per-Bastet. They are bound by oath to only feed on citizens within certain conditions and parameters but there is one lawless district where anyone who enters is fair game.

I don't know if you can work that into a hook.

Then elsewhere in Nuria Natal hidden in dunes is the City of Crimson Pillars. This is Anu's town, God of Death. They say you won't be able to find it unless you're a killer of some kind. This is where the embalming for the God Kings goes down and if you woke up as a mummy the market here is where you'd want to come to get amulets and charms to preserve your unblemished form.

They don't explicitly call out a vampire connection but it's like a blood theme with all this death stuff and gates to the underworld. Maybe something of interest to an undying bloodsucker type.

What do you know about Red Portals? You heard of those in Midgard?

The Bard direction seems way better and the spoiler is good.

I like this one. Seems that one who can walk in the light might be suitable as an immissary from Morgau. I'll work this into the background.


OK well rumours might have reached all the way to Morgau about a wealthy court of vampires who operate openly in high society in Per-Bastet. They are bound by oath to only feed on citizens within certain conditions and parameters but there is one lawless district where anyone who enters is fair game.


I don't allow UA in my games, as one of the reasons I moved from Pathfinder to 5E is to get rid of so many optional rules etc. I like the slow pace that 5E is releasing content... however since I'm not DMing this and don't have to do the research, it doesn't bother me either way.


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DMG, here's my two cents on the rules question. Since both the system and world are new for you, I would stick with your initial take of PHB, XGE, and Midgard Heroes Handbook. The MHH has a ton of new material for PC's from races to class options to spells and backgrounds. Seems like plenty to choose from and to learn or figure out. Plus if the game happens to go beyond your initial short adventure or two, you can always allow a PC a new option or retcon via in-game actions, consequences, side-quests, etc. Given how active the gods and other powers of Midgard are, pretty much anything could happen if the GM wants it to.


Cool guys. Thanks for the perspectives. My main concern is that it's a time-sink for me to evaluate these things. I know some players and dm's parse this kind of data really quickly but I'm not really that dude. I spent an embarrassing number of hours yesterday reading threads on giantitp and enworld about why raven queen didn't make the cut for publication and how to balance it if your player wants to play it. After all that, I still haven't been able to find the freaking class to read it. The WOTC link just takes me to "file not found".

My take-away is that raven sentinel seems better than any other scout or familiar for the investment and it rewards you for getting it killed which seems like it would almost force awkward metagamey moments. I'm sure someone will come along and prove me wrong with something out of the very books I allowed :D

As for favored soul, the published version (divine soul) seems a bit more refined. I guess at the levels we're playing the only difference is you lose a bonus HP or three. If I'm looking at the same playtest iteration you were asking about... apparently there were three?

I'm glad all this came up because now I know I should make a clear policy when I post recruitment thread.

Anyway I'm going to turn my attention back to game prep.


scranford wrote:


I like this one.

Awesome.


That's totally fine, I'm not trying to break anything, I don't have any of these books, I just google things... I saw Raven Queen on the website and the wiki and assumed it was canon.
It's especially hard to find info on Midgard... I found some wikis but I know a bit about history and I thought the ibis/raven thing was a cool theme for a spellcaster of Thoth.
I'm planning on taking pact of the tome and picking up a cat familiar in the future.
Sorcerer (Divine Soul of Thoth) 1 / Warlock (Old One and eventually Tome)


Shakanasa's divine focus is a tiny chip of the emerald tablets affixed to an ibis shaped mask. He has some ties to the Emerald Order; he mostly has assisted in persuasion so far. He's not a very violent person.

Emerald Order:

The Emerald Order is devoted to the guardianship and understanding of the mysteries of the Emerald Tablets, on which the greatest arcane secrets of Thoth-Hermes are inscribed. he inner circle has divined the secrets of the tablets to enhance their already formidable magical abilities. Some have even tapped into the innate power invested in slivers of the gemstone tablets, drawing upon strange eldritch energies to create new items and fearsome guardians.

The Emerald Order is a secret society of cultists devoted to Thoth-Hermes. They consider themselves exalted among the god’s followers due to their guardianship of the Emerald Tablets, a collection of knowledge carved into plates of transparent, nigh-indestructible verdant stone, which are said to contain the greatest secrets of their deity. Though many followers of Thoth know about the existence of the tablets, the precise knowledge inscribed on them is a closely guarded secret, and the order ensures that only those initiated into their ranks and indoctrinated into the mysteries of the cult know of its contents.

The head of the Emerald Order is Dromdal-Re. He is its high priest as well as its chief instructor in the alchemical arts. he heads of arcane research, astrology, history, and theology comprise the rest of the High Council of the Order, though Dromdal-Re is the final arbiter should the other four fail to reach a consensus on an issue.

As custodians of ultimate knowledge, the followers of the Emerald Order consider it their duty to guide society through use of assassination, terrorism, manipulation, bribery, blackmail, and the other myriad tools of the political game. hey scof at those who call their actions wrong. Such myopic skeptics cannot see their long-term goals, nor do their opponents have access to the wisdom of the Emerald
Tablets. The grand vision of the Emerald Order is a world that runs by their rules, if not directly under their control.

To this end, the members of the Emerald Order come from all walks of life. In their everyday lives, they are merchants, scholars, courtiers, counselors, healers, and guild masters interwoven in the fabric of society who do their jobs without complaint. In secret hours of the night or in hidden meeting places during the day however, they come together to plot and conspire. hese schemes usually involve members using their positions of power to manipulate events to the order’s wishes. his sometimes is perceived as sowing chaos, but those with the order’s
understanding—or simply gited with the ability to see the greater picture—know these seemingly disparate forces are merely pieces of a larger puzzle.


No I hear you. I didn't think you were trying to break anything. I'll give more detail about player options and I'll recommend setting resources when I make a recruitment thread. When I reach that stage.

The idea for this thread is "interest check". To see if the concept is worth prepping. It is, so now I'm prepping. After that I'll recruit and tell you how to build a character and apply.

I think it's great that character ideas were already sparked, and I'm happy there's a dialog running about setting and lore and character ideas. I understand Midgard stuff can't be found published online for free but that's because it's a product that these guys sell. Usually at home I buy the DM books and tell the players about the setting and they buy the player books.

In PbP we have to devise some reasonable approximation of that I guess. I used to use a different 3pp setting, Necromancer Games/Frog God Games Lost Lands. Those guys were totally cool with me building huge wiki's and even sharing pdf's of player resources I bought in a cloud drive to my PbP groups. They gave me permission to do that. But the thing is at the time they were mainly a company that sells adventures. So I wasn't giving away their bread and butter.

With Kobold Press and Midgard I don't have that permission. I reached out a couple years ago to find out what they're comfortable with and didn't get an answer back at the time. I'll follow up with them again about that because I do want to make this game open to not just people who already know Midgard.

In the meantime what you can do is a.)wait for recruitment thread b.)buy books with the material that interests you or c.) ask "hey where do dwarves live" and I copy/paste or paraphrase a couple paragraphs. Which is what you've been seeing in this thread.

It's the same with crunch. You can make a fully functional 5e PC online for free, and if you want more cool options they're for sale. Again, there's a system in place for playgroups to share their resources with one another via a dndbeyond account. If I get permission from Kobold Press I can even enter some content from MHH as homebrew content on dndbeyond and share it privately with players. But I won't be doing that with the whole book obviously so again there would have to be a conversation. "Are there any cool feats for minotaurs?" Something like that.

I see you bought Demon Cults & Secret Societies. That's awesome you're supporting a 3pp publisher. That is a really good resource for DM's running Midgard campaigns. In fact it's what I'm using. It doesn't have player options but it does have heavy spoilers for this game I'm prepping. That's ok no harm no foul. It happens. We all DM and play the game right, that's why DM's tweak things in published stuff.

Anyway I'm sorry if we've been miscommunicating, i'll work on being more clear.


I'm gonna let this thread die because I'm getting sidetracked.

I'll do a recruitment thread after I prep and that will spell out all the char gen and setting resource particulars.

PM me with any setting questions. No builds please. See you guys soon.


I don't have much post history on this site but I've been doing pbp on various sites since 2005 when my group went to different colleges. I don't have that book but I've been communicating with Tareth for the fluff I need to hash out the character. This has just been a show of interest, if I make it in there will be significantly more story. I've only played a couple 5e games but have played 3-3.5-Pathfinder for a long time


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OK, no problem. I'm sorry I got flustered because I spent way too much time evaluating those subclasses for balance, which is not my favorite part of this hobby. But that's my fault for mismanaging my time not yours.

That's cool you and Tareth are talking, you guys can also do some of it openly in the thread so others can riff off of ideas.

But Tareth, don't send him too much secret Southlands stuff. That Demon Cults book is really a loose adventure resource more than a setting gazzetteer.

Is Shakanasa still an elf(marked) from the edge of the Western Reaches? Or is he a Southlands native now and already enrolled in a secret society? Because I found a blurb in the new Woldbook where the Emerald Order has started getting involved in trade missions to distant lands. Was going to suggest it as a hook. I didn't check yet how Thoth is known in those lands... as Thoth or by some other mask. Will check later or Tareth can tell us.

Just go slow, I'm still reading and writing this thing.

Post count is no problem. Don't need volumes of backstory. Personality and interesting connections are much better.

Like if one PC hates pizza, and the other one cooks pizza for the party every time they camp. That's what we want.


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Thoth or Thoth-Hermes is how he is known in both the southlands and seven cities. He's also the main god for the Magocracy of Allain in the west. Same name and mask as far as I can tell. Big shrines are also the big libraries in several major cities.


Tareth North Midgard game

Tareth we should do all the same char gen parameters for compatibility so characters from both our games can exist in the same "universe".

That way, say after we finish these lowlevel modules we each run some midlevel modules... characters can migrate between games.

Will be awesome.


I got a wiki started. It's not so much of a great player resource as it is an organization tool for me at this point. I did write up a little teaser about the city finally.

It's cool cause it let's me make spoilers in the wiki only GM viewable.

Here is how this project looks now:
I took a 1st level module, a 2nd level module and a 3+ level module and I rewrote certain details to make them more interconnected. Then I tore them apart at the seems and dumped all the stuffing in together in one big mix.

It gelled really well and actually has a nice little arc.

So the way this will work tho is there's no particular order you have to do things. There are some inciting incident/maguffin kind of elements but it's still sandboxy. Not exploration sandboxy, you have goals and objectives in front of you but you have a lot of choice. Like, there isn't any particular NPC or monster I can think of who you absolutely have to fight. I have no idea who you will side with or against or what will happen.

This also means though, that all the pieces are already there on the table and I'm not steering you from level aproriate encounter to level aproriate encounter as much as it would be in an AP or PFS scenario. Especially in the beginning you will have to play cautiously. You may find yourself in over your head and have to come back to something later. A fight may not be winable unless you find a clever way to turn things in your favor.

This is gonna be the type of game where there is a chance of death. I'm just stating that up front because that may not be for everyone.

I do this thing sometimes where you can use skill checks to get some insight into the challenge level of an adversary but sometimes you might have to just run away. I don't know if you guys are used to that style so I'm just letting you know. You have to be smart about who you engage with and where and when because I'm not going to be adjusting the encounters to level appropriate. I just put these pieces on the table and I'm gonna set you loose and see what happens.

Also can you guys vote on starting level 1 vs level 2?

I might ignore you anyway but it will be good to at least know what's preferred.


DMG, I'm happy using the same character generation guides to make it easier for PC's to jump between one or the other game. (Gives opportunities to travel the shadow roads north and south.)

I was planning on 27 point buy, no stat lower than 8 and nothing over 18. And only using MHH, PHB, and XGE. Equipment is either per background or they roll for starting GP per the PHB. Starting at 1st level.

I'm also looking to try the optional Status stat which starts out as a 4 since I'm using the point buy system. CHA adds along with a racial modifier (See MWB page 25). It doesn't have any combat relevance, but could add a bit to RP interactions and opportunities.

Let me know if all of that jives with what you're thinking. I'm pretty flexible, but want to try and keep basic char gen as simple as possible given all of the new setting material. I'm putting together the actual recruitment and game info over the next day or so since there seems to be plenty of interest across both threads.


Sounds nice!

Level 1 would be my preference.


I'd prefer lvl 1 as well. I know it's been a while but the gone specific things. Are they a core race, sub-race (forest, rock, Midgard), or a background (Neimheim Gnome)? It feels like crunchy things might be coming up and I'll need the info to build.


Im using station in an ad&d Zakhara (arabian nights style) game which is nearly identical to Status stat. Been enjoying it (mines super low as a beggar) and I can see how it would be fun in a region like the Grand Duchy of Dornig (or of course Southlands).


Tareth wrote:


I was planning on 27 point buy, no stat lower than 8 and nothing over 18. And only using MHH, PHB, and XGE. Equipment is either per background or they roll for starting GP per the PHB. Starting at 1st level.

Let me know if all of that jives with what you're thinking.

Yeah that's all exactly what I was planning.

There is one houserule I was interested in though, from the DMG. "Slow Healing". But if you are against it I can live without it. I was gonna ask the players first anyway. It gets a bad rap but I think it's good for certain types of adventures.

I hope the player base here can support two 5e Midgard recruitments at once. Only one way to find out! See who comes out of the woodwork. I think it would be amazing to coordinate together. I don't know if you guys have heard of the West Marches Campaign. I was always trying to do something like on that on here but it was too much work for one GM.

I'm looking ready to recruit much sooner than expected but maybe I'll hold off 'til you're off the ground. Or maybe we just throw both up against the wall and see what sticks. Hey, we'll see. Either way we'll have some cool adventures coming.


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natloz wrote:
I'd prefer lvl 1 as well. I know it's been a while but the gone specific things. Are they a core race, sub-race (forest, rock, Midgard), or a background (Neimheim Gnome)? It feels like crunchy things might be coming up and I'll need the info to build.

Right, so you take the basic chasis for all gnomes from PHB, and instead of choosing Forest or Rock, you choose Neimheim.

They get +1 Cha, advantage on persuasion, proficiency in arcana, the infernal tongue, and an insane hat.

Midgard (Neimheim) Gnome Traits:

GNOME TRAITS
Niemheim gnomes are clever, paranoid, and dangerous. They are drawn to arcane magic and make excellent sorcerers and warlocks. In addition to standard gnomish traits, their dealings with devils and their confinement to the Wormwood give them two additional traits.

Bewildering Bargainers. You know how to lie, deceive, and intimidate with great aplomb. Your Charisma score increases by 1 and you have advantage on Persuasion checks.

Known in Hell. You speak the infernal tongue and are proficient in the Arcana skill.

NEW EQUIPMENT Redcap. To stay hidden from the eyes of Baba Yaga, the gnomes of Niemheim made a bargain with a powerful devil. So long as they stay inside the Wormwood, the witch can’t find them. A few hopeful gnomes posit that as long as the Wormwood remains above them, they remain safe. With that in mind, they craft calfskin caps with living vestiges of the forest growing from the brim.

Mushrooms, small plants, a bird's nest, and other elements of the Wormwood sprout from the cap, and continue to grow so long as they are tended to. A Niemheim Gnome may graft the miniature forest onto the surface of any helm or hat (including magical ones). Should the hat be destroyed, the gnome has one week to return to the Wormwood before Baba Yaga begins her pursuit.

Then as you mentioned there is a background called Neimheim Gnome. You don't have to take it but you may.

Neimheim Gnome Background:

You hail from the gnomish kingdom of Neimheim: a place of skilled craftsmen, close families, and blood stains so deep they’ll never wash out. Your homeland labors under a generations-old curse laid by Baba Yaga. Today, your people exist because of a pact struck with a great devil from the Eleven Hells. The pine forests of your home survive because of blood sacrifice paid to the forces of Hell, so the devils hold Baba Yaga’s wrath at bay. You are no stranger to the necessity of keeping up appearances to cover your desperate situation.

Skill Proficiencies: Arcana, Deception Tool Proficiencies: One set of artisan’s tools of your choice
Languages: Infernal
Equipment: A set of artisan’s tools (matching your chosen proficiency), a roll of remarkably fine vellum, a set of traveler’s clothes, five candles, and a pouch containing 5 gp
Feature:“Special” Leather Growing up in Neimheim, you have learned not to waste any useful resources. After all, there’s always a market for fine leather, new candles, carved bone jewelry, or soap. You can spend 2 hours salvaging useful materials from a dead humanoid. A Medium humanoid yields enough materials to make 5 pieces of soap, 10 candles, 1 sheet of parchment, or a delicious meat pie that can sustain up to a Medium creature for one day (1 sp worth of goods). With your GM’s permission, you can also create small goods such as belts, pouches and shoes.

I omitted the suggested characteristics because I figured you can use your imagination.


mishima wrote:
... I can see how it would be fun in a region like the Grand Duchy of Dornig (or of course Southlands).

Yeah. Status is a sweet system.


DMG I'll have full recruitment for the `north` this morning. I don't think you need to hold off. You've already got a solid player base, but it's up to you. I figure I'll keep recruitment open at least through next week because of the holiday unless things fill up super quick.

As for slow healing, I haven't used it before. I guess I would be worried about slowing down the pace of a Pbp with the need for more rests and group agreement on those. One option might be to make damage from critical hits or other major non-combat injuries subject to slow healing. All other `normal` damage could be healed as usual. Thus providing a bit more realism (or value to having a cleric or other magic healer), but only for the really bad occasions.


Cool man. I will probably submit a PC for that assuming I get an idea for one.

I'm not 100% sure enough players will be left to field a team for my game after you recruit cause it's the same gang of guys in both threads. I'll just finish my prep though and re-check the waters I guess. I'm super happy with the way my adventure is coming. All credit to the writers of course but I'm proud of how I stitched these mods together into the kind of game I know I for one would really enjoy.

It's nye here in india, we had a little bonfire. I'm off to bed now. Happy nye guys.


DMG wrote:

Cool man. I will probably submit a PC for that assuming I get an idea for one.

I'm not 100% sure enough players will be left to field a team for my game after you recruit cause it's the same gang of guys in both threads. I'll just finish my prep though and re-check the waters I guess. I'm super happy with the way my adventure is coming. All credit to the writers of course but I'm proud of how I stitched these mods together into the kind of game I know I for one would really enjoy.

It's nye here in india, we had a little bonfire. I'm off to bed now. Happy nye guys.

Speaking for myself, I'm only in a couple of active games right now and they are very slow posting, so I plan on submitting a character for both games.


Ditto, with most games being 1 post per day kinds of things its easy to play in multiple (~10) games. However DMing multiple games has been a different story in my experience, I tap out around 3.


Tareth wrote:


As for slow healing, I haven't used it before. I guess I would be worried about slowing down the pace of a Pbp with the need for more rests and group agreement on those.

Well those are the usual complaints but I didn't get interested in the rule because I want PC's to sit around in bed or force someone to play a dedicated healer. I just want to allow for adventures where you might have just a single fight in a day sometimes (and not have it be either dull or tpk).

It seems very compatible with the notion of passing time which is brought up in the setting books as a distinguishing feature of Midgard campaigns.

This is good for PbP because the narrative can still advance. Otherwise you know you can play for a 3 months and the story advances three days, if you are filling each day with the "average adventuring day" assumption we're used to from modern tabletop games.

Let me know what you think. Players too.

I think the other house rule (where long rests take a week) is the one that forces players to rest too much and invest in tons of magic healing. I'm just talking a about the one where you don't reset to full health at night, you have to spend your hit dice.


I'm game to try the rule, plus I'm intrigued.


mishima wrote:
Ditto, with most games being 1 post per day kinds of things its easy to play in multiple (~10) games. However DMing multiple games has been a different story in my experience, I tap out around 3.

Wow dude, I was thinking of each game as about a half hour time commitment to meaningfully participate in. I guess not necessarily?

Anyway two people voted on starting level. Could just be that the young kids are at their alnight rave parties with the electrical hippity hop music.


Well, Ill read posts at work and think about responses throughout the day. Then during commute or when I come home in between chores I usually get some inspiration. Some people do double or triple that many...

Missed it up there, I'd prefer level 1.


OK that makes sense.

Hey Tareth,

The zones system I was looking at has slightly different terms but I think it's the same idea.
I got mine from a Mike Shea article on dndbeyond. He borrowed it from 13th age.
Instead of zones 0,1,2,3,4 he has these abstract distance terms:

abstract terms for mapless combat:

Nearby: Two creatures are nearby one another if they can reach them with a move but are not actually within 5 feet of one another. This usually means within roughly 25 feet of one another. 

Far Away: Two creatures are far away from one another if it takes more than a single move to reach them but they're likely within long ranged attacks. This usually means more than 30 feet away.

Engaged: Two creatures are engaged with one another if they are within the reach of one another; usually within 5 feet. A creature would provoke an opportunity attack if it moves away from an enemy it is engaged with.

Behind: When a creature is behind another creature, an enemy would provoke one or two opportunity attacks from those their target is behind when moving to engage that target.

Grouped: Any creatures nearby or engaged with one another are considered within a group. This means they're usually within 25 feet of one another.

"Using terms like this, whether running combat in the fully narrative theater of the mind or when using a rough map, can help everyone stay on the same page and not get bogged down in the minutia." link

Anyway we don't have to match everything exactly. Close enough.


I'm a first level starter as well. Much of the character is developed in the early levels before they are powerful.


I'm a fan of starting at 1st level as well.

As for the healing and zone rules, maybe we try the two different ways and see if one is better than the other? Either way I'm open to trying something different if the players are.

Cheers.


Sounds good.

Looks like the ones have it.


Here is the preliminary work on Luca, My Dhampir Bard (Dhampir of Morgau background).

Luca Bruvikanu

Spoiler:

Luca Bruvikanu
Dhampir Bard 1
Medium humanoid, neutral

--------------------
Armor Class 13 (leather armor)
Hit Points 8 (1d8)
Speed 30 ft.
--------------------
STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 14 (+2), WIS 10 (+0), CHA 17 (+3)
--------------------
Saving Throws Dex +4, Cha +5
Skills Acrobatics +4, History +4, Intimidation +5, Persuasion +5, Stealth +4
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 10
Languages Southern, Trade Tongue

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4 piercing damage.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8+2 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.

Equipment Dagger, leather armor, Rapier, case, map or scroll, case, map or scroll, chest, clothes, fine, ink (1 ounce bottle), ink pen, lamp, oil (flask) (2), paper (5), perfume, sealing wax, soap, viol, 2 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

Luka's mother was one of the many thespians woo'd and romanced by Thurso Dragonson - Duke of Morgau. The Duke did not treat the woman badly, and provided for both her and his bastard sons livelihood. When the boy showed a great gift for music, he began to be invited into the social events shared with the Dhampirs of Brastilov.

The time came when he was asked to repay the kindness shown. The Duke was in need of someone to travel to The Southlands and investigate the situation for Vampires in this kingdom, either to seek out threats or determine possible allies. Who better than someone trusted, ingrained into the lifestyle, and able to walk about in the light of Day.


Looking fantastic Scranford.

I've been quiet on the posting front guys, but I am cranking out prep.

I liked the way Tareth's recruitment focused on a narrower slice of Midgard, that's quite appealing.

I'm writing up a little piece on the means of travel for reaching the Southlands. This acts as a mini gazetteer giving a smaller sampling of Midgard regions for the total newcomer. It narrows the scope a bit to be more digestible. It also doesn't preclude any of the concepts we've already seen in any way.

Prep wise I feel close to launch but RL wise, the temple just requested me to vacate for a couple weeks while they do some renovations, so I will see how the wifi is at my new temporary home.

So my return date to USA is end of Feb... that will be latest launch if I don't establish good redundant Internet connectivity before then (wifi and mobile data).

Probably not good to start a PbP in the midst of multiple 35 hour train rides and international flights! Maybe a recruitment though... *grin*


Good luck with all your moving around. Not an easy thing.


Thanks.

Wish I could stay put as I'm really comfortable and happy here but I've had a string of bad health here. I see it as par for the course coming from the developed world but I didn't realize how worried they've been and how painful it is for them that they can't adapt to my needs. You see they don't really understand the idea of bacteria here. They think I keep getting ill because of the way they season the food.

Now they are prepping a 25th anniversary event with 10k attendees and they asked me please can I get lost for a few weeks so they have one less thing to worry about! Ha. And I guess they need to redo the rooms.

So I'm joining some friends in an area with yoga tourism and sanitation for a bit. I'll see how the wifi and mobile data is over there.


Hopefully it’s not late to post interest. This seems like a very interesting setting and I’d love to make a character for it.


Yeah if you think about it how could it be too late to be interested in something that didn't start yet.

(^ _ ^)

Why does no one type whales anymore? I must be getting old.


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found this today

It's a fanmade wiki of all the Midgard 5e material covered under the open gaming license.

So I guess all this copy pasting out of books we've been doing is no problem. To be honesty I wasn't so sure.


I haven't posted in a bit and wanted to chime in that I'm still interested, just waiting


that wiki is awesome, time lost traveler background is super cool http://kpogl.wikidot.com/background:time-lost-traveler


Ok that's nice to know. I haven't worked on the game prep last few days since starting in a game as a player. But it was already coming together great before that.

I wrote up a big post in a doc that talks about ways characters could have come to arrive in the Southlands.

It's really hard to get used to not having the one stop shop of d20pfsrd like we had in pathfinder.

I read a review that said aside from the fact you have to pay for it, DnDBeyond is even better than the experience of an SRD, but... so far I still miss the SRD.

Especially since back then we had our 3pp stuff in one place with our official stuff.


I can vouch for dndbeyond, its the real deal.

I have never paid a cent and have access to everything because of friends in campaigns that share the content. The idea is if you have a small gaming group, each person could purchase just 1 book and the whole group would have access to all.


Well I bought the PH in the compendium and the XGE as content only.

Grand Lodge

It is interesting but I have a few other places to get references.


I'll get used to it. I just don't see how navigating around in it comes close to how good it was in d20pfsrd with everything all hyperlinked.


DMG wrote:
I'll get used to it. I just don't see how navigating around in it comes close to how good it was in d20pfsrd with everything all hyperlinked.

The search function works well, but yes, it’s not as hyperlinked. Also spell searches and filters are fast and easy.


Kobolum steps back into the room. “Okay everyone I finally... the f*** they go!”

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