Oct 22, 2015 7:43 am
OK, so here's the game I've been talking about running. Interested?
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BACKGROUND:
Years ago, adventurers cleared out monsters in the region bordered by Keoland to the west, the Gran March to the east, the Dim Forest to the north, and the Rushmoor swamp to the south. In the peace that followed in their wake came pioneers and settlers, who founded the village of Orlane. Orlane has since become famous for its marvelous produce and is considered the "bread basket" of the region. Recently, though, rumors have spread about trouble in Orlane. As novice adventurers, you've decided to investigate...
This is an adaptation to D&D5 of the classic module N1: Against the Cult of the Reptile God, an AD&D module for 1st-3rd level characters. The new level 1 characters will start in the Keoland border town of Hochoch as location scouts/adventurers for the adventurer’s guild called "Dungeon Busters." The idea of Dungeon Busters is that I will run several classic modules as one-off games here on GP, and the Dungeon Busters framework gives them some slight connection to one another.
The Dungeon Busters handbook clearly indicates that the best way to plant a new branch is to solve some local problems, to demonstrate what an asset the DB franchise will be to the region. So your task is to find some adventure, and, in completing it, create some great word-of-mouth for the Guild. Of course, each character will have their own personal motivations as well.
CHARACTERS:
Any classes or races in the D&D5 Player’s Handbook are allowed, but talk to me if you want to use anything from another official source (a later book, Unearthed Arcana, etc) - I might be open to it. Characters will be generated in forum using the GP die-roller, using the standard 4d6 rolls.
RULES SET:
There are a lot of optional rules that you can apply to D&D5 to alter the game slightly to make it feel more like one previous edition or another. Since this is playing in an AD&D module, I’m choosing to use the optional rules that make it more closely resemble AD&D, while NOT using the optional rules that make it more like D&D 3, 3.5, or 4. The only exceptions to this are Alignment and Morale, which I never particularly cared for in any edition; I think the backgrounds in fifth edition work much better to guide role-play than alignment, and, with regards to Morale...if I can’t decide when monsters quit a fight, I shouldn’t be a DM.
I will explain all the variations in the game forum.
To be explicit, the following optional rules from the PHB and DMG will be used:
climb onto a bigger creature – DMG M271
disarm – DMG 271
overrun – DMG 272
shove aside – DMG 272
cleaving through creatures – DMG 272
crafting magic items (unlikely to come into play in this adventure) – DMG 128
equipment size – PHB 145
fear and horror – DMG 266
healer’s kit dependency – DMG 266
slow natural healing – DMG 267
inspiration – PHB 125
injuries (sort of: critical hits and dropping to 0 HP, at least) – DMG 272
milestones for additional XP – DMG 261
mixing potions – DMG 140
more difficult magic item identification – DMG 136
multiclassing – PHB 163
planar effects – DMG 50 (unlikely to come up in a 1st level adventure, though)
scroll mishaps – DMG 140
skills with different abilities – PHB 175
training to gain levels – DMG 131
variant backgrounds – PHB 130-136
The following optional rules from the PHB and DMG will not be used:
alignment – PHB 122
feats – PHB 165
mark – DMG 271
Alternatives to epic boons (won’t come into play anyhow) – DMG 230
point buy for ability scores – PHB 13
encumbrance (D&D5 base rules are sufficient) – PHB 176
firearms, explosives, alien technology – DMG 267
healing surges – DMG 266
hero points – DMG 264
hitting cover (I’ll determine this myself, not using this mechanic)– DMG 272
honor – DMG 264
initiative variants – DMG 270
level advancement without XP – DMG 261
loyalty – DMG 93
massive damage – DMG 273
morale – DMG 273
only players award inspiration – DMG 241
piety – DMG 23
playing on a grid – PHB 192
plot points (I’m happy with suggestions from players, but not the mechanics) – DMG 269
proficiency check variants – DMG 263
proficiency dice – DMG 263
renown – DMG 129
rest variants – DMG 267
sanity – DMG 264
spell points – DMG 288
variant human traits (naturally, since feats are out) – PHB 31
wands that don’t recharge – DMG 141
********************
BACKGROUND:
Years ago, adventurers cleared out monsters in the region bordered by Keoland to the west, the Gran March to the east, the Dim Forest to the north, and the Rushmoor swamp to the south. In the peace that followed in their wake came pioneers and settlers, who founded the village of Orlane. Orlane has since become famous for its marvelous produce and is considered the "bread basket" of the region. Recently, though, rumors have spread about trouble in Orlane. As novice adventurers, you've decided to investigate...
This is an adaptation to D&D5 of the classic module N1: Against the Cult of the Reptile God, an AD&D module for 1st-3rd level characters. The new level 1 characters will start in the Keoland border town of Hochoch as location scouts/adventurers for the adventurer’s guild called "Dungeon Busters." The idea of Dungeon Busters is that I will run several classic modules as one-off games here on GP, and the Dungeon Busters framework gives them some slight connection to one another.
The Dungeon Busters handbook clearly indicates that the best way to plant a new branch is to solve some local problems, to demonstrate what an asset the DB franchise will be to the region. So your task is to find some adventure, and, in completing it, create some great word-of-mouth for the Guild. Of course, each character will have their own personal motivations as well.
CHARACTERS:
Any classes or races in the D&D5 Player’s Handbook are allowed, but talk to me if you want to use anything from another official source (a later book, Unearthed Arcana, etc) - I might be open to it. Characters will be generated in forum using the GP die-roller, using the standard 4d6 rolls.
RULES SET:
There are a lot of optional rules that you can apply to D&D5 to alter the game slightly to make it feel more like one previous edition or another. Since this is playing in an AD&D module, I’m choosing to use the optional rules that make it more closely resemble AD&D, while NOT using the optional rules that make it more like D&D 3, 3.5, or 4. The only exceptions to this are Alignment and Morale, which I never particularly cared for in any edition; I think the backgrounds in fifth edition work much better to guide role-play than alignment, and, with regards to Morale...if I can’t decide when monsters quit a fight, I shouldn’t be a DM.
I will explain all the variations in the game forum.
To be explicit, the following optional rules from the PHB and DMG will be used:
climb onto a bigger creature – DMG M271
disarm – DMG 271
overrun – DMG 272
shove aside – DMG 272
cleaving through creatures – DMG 272
crafting magic items (unlikely to come into play in this adventure) – DMG 128
equipment size – PHB 145
fear and horror – DMG 266
healer’s kit dependency – DMG 266
slow natural healing – DMG 267
inspiration – PHB 125
injuries (sort of: critical hits and dropping to 0 HP, at least) – DMG 272
milestones for additional XP – DMG 261
mixing potions – DMG 140
more difficult magic item identification – DMG 136
multiclassing – PHB 163
planar effects – DMG 50 (unlikely to come up in a 1st level adventure, though)
scroll mishaps – DMG 140
skills with different abilities – PHB 175
training to gain levels – DMG 131
variant backgrounds – PHB 130-136
The following optional rules from the PHB and DMG will not be used:
alignment – PHB 122
feats – PHB 165
mark – DMG 271
Alternatives to epic boons (won’t come into play anyhow) – DMG 230
point buy for ability scores – PHB 13
encumbrance (D&D5 base rules are sufficient) – PHB 176
firearms, explosives, alien technology – DMG 267
healing surges – DMG 266
hero points – DMG 264
hitting cover (I’ll determine this myself, not using this mechanic)– DMG 272
honor – DMG 264
initiative variants – DMG 270
level advancement without XP – DMG 261
loyalty – DMG 93
massive damage – DMG 273
morale – DMG 273
only players award inspiration – DMG 241
piety – DMG 23
playing on a grid – PHB 192
plot points (I’m happy with suggestions from players, but not the mechanics) – DMG 269
proficiency check variants – DMG 263
proficiency dice – DMG 263
renown – DMG 129
rest variants – DMG 267
sanity – DMG 264
spell points – DMG 288
variant human traits (naturally, since feats are out) – PHB 31
wands that don’t recharge – DMG 141
Last edited May 13, 2024 3:54 pm