The Worldwound Incursion
For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris.
But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?
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Mendev and the Worldwound
Kenabres
Player Cheat Sheet
DM Screen Cheat Sheet
Xanathar's Magic Item Tables
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HEALING
We will use a “Slow Natural healing” optional rule.
“Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.”
Modified Long Rest Rule
At the end of a Long Rest, a character regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest.
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SCROLLS
Anyone can use a scroll but ‘non magic users’ must make an intelligence check with the DC being the DC of spell. If you fail then I’ll use the Scroll Mishap Table (p. 140 of DM Guide). Any type of magic user succeeds automatically on this check.
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FLANKING
Flanking provides advantage on melee attack roll.
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BROUGHT BACK FROM 0 HITPOINTS
A PC cannot act in the same round that he is brought back from 0 hit points.
For example, if your PC is brought down to below 0 hit points in Round 1; another PC could heal him in Round 2, but your PC could only act in Round 3 again. I ruled that the PC is 'dazed and getting his bearings' in Round 2 (may speak, etc.).
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CAMPAIGN TRAITS
All the fluff remains as is and the mechanics will be converted as follows:
Chance Encounter: Once per day, you have advantage on an Acrobatics, Deception, Sleight of Hand, or Stealth check.
Child of the Crusade: Once per day, you have advantage on a saving throw against an effect created by a demon that would possess or incapacitate you mentally.
Exposed to Awfulness: Once per day, you have advantage on a saving throw against an effect created by a demon that would kill or physically incapacitate you.
Riftwarden Orphan: You have a +2 bonus on concentration checks or proficiency in the Arcana skill.
Stolen Fury: Against demons, you have a +2 bonus on shoving them away from you, knocking them prone, or grappling them.
Touched by Divinity: Once per day, you may cast one of the 1st level spells granted by the domain associated with your deity without expending a spell slot. Wisdom is your spell-casting ability.
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SILVER DRAGON SCALE
Once per day, the scale will protect its keeper by: a) preventing all weapon attacks in the round in which it is triggered, b) absorb all energy in the round in which it is triggered, or c) feather fall or fly at will for one round; this will occur the first time its keeper could "use" its protective power (no choice to save to this power for later).
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MEDICINE SKILL
A medicine check DC 15 with one use of a healer’s kit allow for a reroll on a hit dice if you spend a hit dice during a short or long rest.
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MOVEMENT THROUGH OCCUPIED SPACES
Going through an occupied space (enemy or ally) costs 10’ of movement. This action may incur an opportunity attack (same rules).
‘Tumbling’ through an occupied square costs you ‘regular’ movement (5’) but you need to make an athletics check DC 14 as a bonus action (instead of an opposing roll which takes too much time in PBPs). This action will NOT incur an opportunity attack.
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MOVEMENT
Movement is counted either 'vertically or horizontally' (i.e., no diagonal movement). I know this slows you down but I do the same for NPCs so it evens things out.
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General 5e Discussion