Which Way to the Well? (5e DnD Lost Lands Setting)

Game Master DM Aumakua

PC slides
Treasure sheet


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WELCOME!

Hello sorry work has been busy so I didn't get a chance to respond properly until now.

We have 4 right now with a potential of 5! I have not heard back from Branding Opportunity so I will give him until Friday.

Red has not dotted in but he should still be joining us.

Now that I have opened the Discussion thread let's do out best to keep the Game play for in character and Discussion for out of character.

Even with the 4 of you the group has some balance to it so I am not worried.

I am in the process of doing several things before we start.

1. Set up some information for you that basically acts as your player guide. This would include a map of the area, rumours you have heard, general lore about the Lost Lands.

2. Finishing the Modified Inspiration rules. I'll still use the basic inspiration in some cases but the modified rules will be somewhat like Hero points. I might opt to push this off until later to see how the game flow goes.

As of now we are still on schedule to begin next week maybe even a day earlier (Mar 4 instead of Mar 5).

Stay tuned.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Hello discussion thread!

Scarab Sages

I am here, I am here! Sorry to be late, but I lost track of this thread while busy with the games I am GMing and about to be GMing. I am still very interested in joining, however.


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

Dotted


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides
Branding Opportunity wrote:
I am here, I am here! Sorry to be late, but I lost track of this thread while busy with the games I am GMing and about to be GMing. I am still very interested in joining, however.

Excellent Branding no worries! If I can get the player's info Monday looks to be start date but Ill confirm tomorrow.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

DM, I'm going to paste your house rules in here as I'm going to definitely forget them as we play. Hope this helps others as well.

DM Aumakua's House Rules:

1. Gaining a level

When a character levels up they are granted any additional features as detailed in their class description (i.e., spells, new abilities) but they must have a long rest before being able to use newly gained spells (and spell slots) or daily use abilities.

A character rolls their Hit Die and adds their Constitution modifier to determine new hit points. In certain cases a character may choose to reroll (see Longevity below). The result of the reroll must be used regardless of what the previous result was. Any new hit points gained are added to the character’s maximum hit points but are not added to the character’s current hit point total.

Longevity. This is only used for rerolling hit points when a new level is gained. A character’s Longevity is equal to their permanent Constitution modifier (Longevity is not affected by temporary Constitution modifiers). A character is allowed one reroll per level provided they have Longevity left.

For example: Fred is a 1st lvl Fighter who has 14 Con giving him 2 Longevity points to begin with. At 2nd level Fred rolls a 3 for his new hit points and chooses to use a Longevity point. This now leaves him with 1 Longevity point. Fred now rolls a 2. Since Fred has already used his Longevity point this level he cannot reroll again even though he still has 1 Longevity point remaining. He must use this 2 for his new hit points.
At 3rd lvl Fred regains the ability to reroll his hit points. If he did so he would have no more Longevity points left and would only get new Longevity points if he somehow permanently raised his Constitution to 16 or higher.

2. Long rest

The amount of hit points a character regains following a long rest has been modified to:

At the end of a long rest, a character regains lost hit points numbering half their total Hit Dice (min 1 Hit Die and rounded down). For each Hit Die, the player rolls the die and adds the character’s Constitution modifier to it.

For example: A sixth level character would roll 3 Hit Dice and add their Constitution modifier for each Hit Die rolled following a long rest.

3. Dropping to ‘0’ Hit Points

When a character is reduced to 0 hit points, they gain one level of exhaustion. If you recover and are dropped to zero again, you gain another level of exhaustion. If you roll a 1 on your death saves, you gain another level of exhaustion.

4. Firing into melee

You can hit your friends and unintended targets (with rays or ammunition). When firing into melee through another target (friend or foe), cover bonus is added to the normal fumble threat range of 1. If you roll within that range, you make another attack roll against the target that granted cover.

For example: Barry the Barbarian sees a goblin and moves to engage it in melee. Webster the Wizard is standing directly behind Barry and fires a ranged magic attack at the goblin. Webster must add the half cover bonus of +2 to his normal fumble range of 1. This becomes a fumble chance of 1-3. If Webster rolls a natural 1, 2 or 3 on a d20 he could potentially strike Barry instead of the goblin. Webster must now make an attack roll against Barry's AC.

5. Magic item identification

Identifying a magic item requires an Arcana check depending on the rarity of the item. If you are not proficient in the Arcana skill, you may still attempt the check but suffer disadvantage on this roll.

When using the Identify spell it will grant a +5 bonus as well as advantage on the Arcana roll rather than automatically providing the results.

An Investigation check may also be used in lieu of an Arcana check, but you suffer disadvantage on this Investigation check.

On any failed roll, the character must wait at least 24 hours before attempting a new Arcana or Investigation check to identify the item. A failure with Identify causes the spell component to be lost (i.e., 100 gp pearl).

Common > Arcana DC 10
Uncommon > Arcana DC 15
Rare > Arcana DC 20
Very Rare > Arcana DC 25
Legendary > Arcana DC 30+

6. Spell recovery

All spell casters may choose to spend Hit Die (i.e., Recovery Dice gained during long rests) to recover spells at a cost of 1 Hit Die per spell level. (Example: 1st lvl spell = 1 HD; 2nd lvl spell = 2 HD,etc.)

The spell caster must make a successful DC check (10 + highest spell level recovered) and rest for at least one hour. If check fails the caster can rest another hour and make a reroll. Failure after this causes the caster to lose any Hit Die spent in this manner. Following the failure, no spells may be recovered this way until after the character’s next long rest.

For wizards this is in addition to their Arcane Recovery feature.

7. Creature knowledge

Skills can be used to identify as indicated:

Arcana | DC 15 + CR | aberrations, celestials, constructs, dragons, elementals, fey, fiends, monstrosities, oozes and undead

History | DC 10 + CR | humanoid creatures

Nature | DC 10 + CR | beasts, giants and, plants

Religion | DC 15 + CR | celestials, fiends and undead

Skill checks may be made even if you are not proficient however you will have disadvantage on these checks.

A successful check allows you to remember a bit of useful information about that creature. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Information will be determined by DM.

Also, I haven't rolled for Malthus' remaining sp -> 1d10 ⇒ 8


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Sweet, the party is assembled!

Grand Lodge

Having fun with Gilhaut... having to dig into google for some of the language but I am loving the 'voice' he has.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

and doing a fine job. what a cast Ive assembled here lol

Grand Lodge

Lotsa fun


Male Human Fighter 2| HP 18/18 | AC 19 | Perc 12| Init +1 |Conditions

Sorry if I come off a bit strong. I have fun playing somewhat difficult, not-your-standard D&D PCs. If it gets too much, please let me know. None of it is meant as a personal attack on anyone, most of all the DM. Herrick will go along with everything eventually as he becomes more trusting. It's just that he has trust issues and he doesn't know any of you.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

I think you are fine Herrick I like how your character is playing out good balance to Gilhaut to be honest.

Grand Lodge

Exactly! You are a dose of sanity. I am a wee bit over the top with Gilhaut

Grand Lodge

Herrick has the right idea about buying food


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

will have a map for you tomorrow morning

Grand Lodge

Cool


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Have now added PC slides in my tagline under my avatar. This will include combat maps, handouts and likely treasure found as well. The last slide will be PC information (token, name, HP, vitality, conditions of the permanent nature)

Cole's map can now be found here too.


Male Human Fighter 2| HP 18/18 | AC 19 | Perc 12| Init +1 |Conditions

I hate to tell you, Aumakua, but the PCs in the "PC slides" link ... that ain't us. Maybe the other party?

EDIT: Oh duh, never mind. Two links for us and two links for them ... and 9 links for mortal men doomed to die ...


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

yup no worries


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

The player's guide is awesome! I like how there's already an obituary section. :P


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

hehe paying homage to the older Rappan Athuk material they always had that at end of book


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Updated Player's Guide with 2 rumours known by Malthus and Nesserin


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AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

Just not too much or too bad junk Muz... pretty please? :)

That said I threw out that hook to give me a chance to be both aristocratic and stupid in a way that gives me a small penalty in line with my 8 Intelligence


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

Are we missing some other players?


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Really, this is the finest wine and cheese you could possibly get! Can you smell that aroma? Truly it has ripened with age.

I know Nesserin is around--we had a pretty thrilling fight in another game run by Aumakua. I'll send a poke.


AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str Human (Variant) Male / War Cleric of Archeillus 2

:)


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

No Malthus and Nesserin are around they should be increasing their posting hopefully soon.

Grand Lodge

We got a quality DM - hate for this game to lose players or have the game crash.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

thanks for the compliment I got fortunate with the people that submitted but I don't think this table will fold.


male LN human hermit bard 2 | HP 14/14 | AC 14 |Init: +3 | Perc: +3 | Speed 30ft | Bardic Inspo: 2/3 | Song of Rest: 1/1 | Spells: 1st 3/3 | Active conditions: None

I'm here, just been busy with a new job so haven't been able to keep up with the speed of this game. I'm not dropping out but I don't think I can manage more than a post a day in most cases.


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Male Human Fighter 2| HP 18/18 | AC 19 | Perc 12| Init +1 |Conditions

My new goal in this adventure is not to recover the bones of the chicken-man's brother, but to get the gnome to stab me. :)


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Welcome Jawn! A wizard is just what the doctor ordered for this party.

Grand Lodge

Agreed. I feel a lot better


Thank you for the warm welcome! The pressure is on now... ;)


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Update this afternoon (2pm EDT)


Male Human Fighter 2| HP 18/18 | AC 19 | Perc 12| Init +1 |Conditions

Sorry I've been a bit slow the last 24-48. Internet problems here and really busy RL on top of that!

Grand Lodge

All good... this is my first game after an 18 month break after personal issues... but am loving it.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

no worries everyone just glad you are enjoying it! I do my best to post when I can but work has been very busy so it's hard to post as frequent as I would like to.


M Tiefling Paladin 2 | HP 15/15 | AC 18 | Saves Str+3, Dex +1, Con +1, Int +0, Wis +3, Cha +5 | Perc 11 | Init +0
Muziel Moreau wrote:

Muziel groans inwardly as Nesserin announces himself. Are . . . you . . . s*##ting . . . me?

At least the tiefling might distract the enemy from his approach. His sword and dagger are ready.

Paladin is synonymous with pain in the donkey.

Can't all be murder hobos ;)


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Hey, who you callin' a hobo?

No comment about the murder part.


Male Human Fighter 2| HP 18/18 | AC 19 | Perc 12| Init +1 |Conditions
Nesserin "Blackblade" wrote:
Can't all be murder hobos ;)

Herrick resents that remark, as you have not seen him murder a single hobo!


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Another 5e rules question--is it correct that "flanking" as would be understood in Pathfinder doesn't confer any benefit in 5e?

Grand Lodge

Generally it confers advantage buuuut some DMs are flexible on that. A common house rule is to bring back the +2 instead of advantage. Me?
I use advantage atm but in my gritty campaign that is still in design phase (and HEAVILY house ruled) I am tinkering with either a stacking +1 or a general +2


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

As Helaman said it is about DM flexibility. Flanking you are correct Muziel does not give any bonus.

I think going forward I'll create a House Rule for this. Giving advantage seems a tad overpowering because what you can do so can the DM and i doubt you want creatures with advantage wailing on anyone.

Let's go with +1 bonus to attack to anyone attacking a flanked opponent. When in melee and flanking rogues for the purpose of determining a sneak attack are considered to have advantage against the flanked opponent.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

To clarify, are you saying rogues get advantage when flanking and doing a sneak attack, or just that when flanking, sneak attack damage triggers as if a rogue had advantage?

Sorry if that's a confusing question.


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

when flanking they can use sneak attack as if they had advantage (i.e. triggers it) Flanking does not provide advantage it provides +1 to hit per house rule. does that clarify things?


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Yup, makes sense! Flanking = +1 Attack, or +1 Attack and Sneak Attack Damage for a rogue.

I think rogues normally get to sneak attack as long as an ally is within 5 feet of the enemy. But of course it's possible to flank an enemy from beyond 5 feet if your ally has reach.

Sneak Attack:
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Grand Lodge

Nice hit on the MM Jawn


WWttW PC slides | Player's guide | ♦ |Ghosts 5e PC slides

Perfect then flanking will provide +1 to hit and I wont need to worry about adding part for rogue because they already get it ability to sneak if an ally is within 5ft of opponent


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Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

To all my games:

My wife gave birth to a baby boy yesterday! He came two months early. Mom and baby are well. Expect some delays in the near-term before I can catch up. Please bot me as needed.

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