Aug 24, 2019 1:22 pm
Beneath Curnbrey Citadel
A D&D 5e adventure for four or five 1st level characters
The Story:
The young representatives of the eight great kingdoms are summoned to Curnbrey Citadel to join the High King at his court. There, on the last night of the Summer Banquet, they discover the entrance to a vast cavernous dungeon beneath the Citadel. They begin to explore the dungeon, like the legendary adventurers of old, but they have to do it in secret. The Great Peace has been in place for more than one hundred years, and the adults at Curnbrey Citadel have little interest in reviving the adventuring spirit in their young protegees. This is the third age, the age of the Great Peace. There are no liches to battle, no dragons to slay, no wars to fight. Magic exists, but it is tame and used for the benefit of all. It was not always like this though. The second age, the Age of Adventure, is now but a distant memory, and those in power have great interest in keeping buried the secrets of the past that lie beneath the Citadel.
The Setting:
It is the final night of the Late Summer Banquet, the banquet that celebrates the arrival of the best and brightest from the eight great kingdoms to Curnbrey Citadel. Every four years the High King summons to his court young representatives from each of the kingdoms. These young representatives grow up and finish their education at the Citadel. They forge relationships with members of the other races and learn the ways of the other kingdoms, thus propagating the Great Peace for another generation.
Curnbrey Citadel is an ancient and massive castle, built on the remains of even older and more massive structures. The Citadel sits at the edge of the sprawling valley of Curnbrey Vale. The Citadel is not a symbol of the High King's power. It is a symbol of the Great Peace. Where the Citadel sits isn't a defensible position, and the city that spreads out around the Citadel houses no army. Curnbrey belongs to all eight kingdoms and is ruled by the High King for the good of all. It is a place of peace.
The Meta:
Players will take on the roles of young, first-level heroes (teenagers, no older than about 19, regardless of race) who live in a fantasy world where, after more than 100 years of peace, everything and everyone has become tame. There are clerics and wizards in this world, but they no longer learn combat spells. "Why would you want to learn the magic of war?" the instructors of magic ask. "There are no more wars to fight?" This world has warriors and soldiers as well, and they are sufficient to keep the peace, but there are no great heroes like from the days of old. At least not yet. Our characters will quickly surpass their tutors as they delve the dungeons beneath the Citadel. They will grow into great heroes against the best efforts of the adults who run the world. (And the characters will level-up quickly.)
About Me: My name is Caystodd or Cass and I work as an "at home companion" for an adult with special needs. I am also a student. I rarely play D&D, so this will be a fun little change of pace for me. If you want to see how I run games, check out my Fate game here: https://gamersplane.com/forums/4395/ Any other questions? Just ask (here or in the Discord).
Character Creation Rules:
First level, standard array, max starting gold, any background that fits our story, and anything in the PHB except the Luck feat is fair game, subject to my approval. I only have the three core books, so we'll have to settle for those.
House Rules:
1. Alternate Inspiration - instead of using the by-the-book Inspiration, which I don't really like, I'm going to give out Inspiration Dice (like Bardic Inspiration except it doesn't have a time limit) for characters who involve themselves in dramatic scenes between the action sequences (see "Play Style" below). Characters will get 1d6 for a dramatic scene where they get what they want, 1d8 for suffering a dramatic setback, and 1d4 for helping out in the dramatic scenes of another character. Characters can only have one kind of dice at any given time.
2. Clocks - I love clocks that count down to something. I use them in combat to trigger monster powers or environmental conditions. I use them out of combat to count down complications in the plot. Sometimes I will tell you what the clock is tracking. Sometimes I won't. You'll have to play to find out.
Play Style:
1. This game is going to be a mix of action scenes in the dungeons and caverns beneath Curnbrey Citadel and the dramatic scenes that will take place between delves and in flashbacks as characters explore their characteristics, their relationships to one another, their place in the world.
2. I like to use maps and images to keep track of where everyone is and to provide cool visuals.
3. We will make extensive use of Discord and an OOC thread to roll dice and to talk out-of-character. The IC thread is only for story. That way the IC thread can be read like a story without interruption.
4. I will update the IC thread three times a week. Players who can't make three posts a week and check the forum more frequently than that won't be a good fit for this game.
How to Apply:
Make a post in this thread with the following:
1. A brief description of your character. Give me name, race, class, background, and a few adjectives. A character portrait is fine here as well.
2. A list of characteristics from your background: Personality Trait, Flaw, Ideal, and Bonds.
3. [In a spoiler] A short scene that illustrates the dramatic trajectory of your character. What emotional concessions does she want from the people around her? From whom? Why?
If you have questions, post them here or find me on the GamersPlane discord. I'll leave this open to applications for a week or so. Once I have decided which characters/players I think will be the best fit, I'll send out game invitations with a link to the forum.
A D&D 5e adventure for four or five 1st level characters
The Story:
The young representatives of the eight great kingdoms are summoned to Curnbrey Citadel to join the High King at his court. There, on the last night of the Summer Banquet, they discover the entrance to a vast cavernous dungeon beneath the Citadel. They begin to explore the dungeon, like the legendary adventurers of old, but they have to do it in secret. The Great Peace has been in place for more than one hundred years, and the adults at Curnbrey Citadel have little interest in reviving the adventuring spirit in their young protegees. This is the third age, the age of the Great Peace. There are no liches to battle, no dragons to slay, no wars to fight. Magic exists, but it is tame and used for the benefit of all. It was not always like this though. The second age, the Age of Adventure, is now but a distant memory, and those in power have great interest in keeping buried the secrets of the past that lie beneath the Citadel.
The Setting:
It is the final night of the Late Summer Banquet, the banquet that celebrates the arrival of the best and brightest from the eight great kingdoms to Curnbrey Citadel. Every four years the High King summons to his court young representatives from each of the kingdoms. These young representatives grow up and finish their education at the Citadel. They forge relationships with members of the other races and learn the ways of the other kingdoms, thus propagating the Great Peace for another generation.
Curnbrey Citadel is an ancient and massive castle, built on the remains of even older and more massive structures. The Citadel sits at the edge of the sprawling valley of Curnbrey Vale. The Citadel is not a symbol of the High King's power. It is a symbol of the Great Peace. Where the Citadel sits isn't a defensible position, and the city that spreads out around the Citadel houses no army. Curnbrey belongs to all eight kingdoms and is ruled by the High King for the good of all. It is a place of peace.
The Meta:
Players will take on the roles of young, first-level heroes (teenagers, no older than about 19, regardless of race) who live in a fantasy world where, after more than 100 years of peace, everything and everyone has become tame. There are clerics and wizards in this world, but they no longer learn combat spells. "Why would you want to learn the magic of war?" the instructors of magic ask. "There are no more wars to fight?" This world has warriors and soldiers as well, and they are sufficient to keep the peace, but there are no great heroes like from the days of old. At least not yet. Our characters will quickly surpass their tutors as they delve the dungeons beneath the Citadel. They will grow into great heroes against the best efforts of the adults who run the world. (And the characters will level-up quickly.)
About Me: My name is Caystodd or Cass and I work as an "at home companion" for an adult with special needs. I am also a student. I rarely play D&D, so this will be a fun little change of pace for me. If you want to see how I run games, check out my Fate game here: https://gamersplane.com/forums/4395/ Any other questions? Just ask (here or in the Discord).
Character Creation Rules:
First level, standard array, max starting gold, any background that fits our story, and anything in the PHB except the Luck feat is fair game, subject to my approval. I only have the three core books, so we'll have to settle for those.
House Rules:
1. Alternate Inspiration - instead of using the by-the-book Inspiration, which I don't really like, I'm going to give out Inspiration Dice (like Bardic Inspiration except it doesn't have a time limit) for characters who involve themselves in dramatic scenes between the action sequences (see "Play Style" below). Characters will get 1d6 for a dramatic scene where they get what they want, 1d8 for suffering a dramatic setback, and 1d4 for helping out in the dramatic scenes of another character. Characters can only have one kind of dice at any given time.
2. Clocks - I love clocks that count down to something. I use them in combat to trigger monster powers or environmental conditions. I use them out of combat to count down complications in the plot. Sometimes I will tell you what the clock is tracking. Sometimes I won't. You'll have to play to find out.
Play Style:
1. This game is going to be a mix of action scenes in the dungeons and caverns beneath Curnbrey Citadel and the dramatic scenes that will take place between delves and in flashbacks as characters explore their characteristics, their relationships to one another, their place in the world.
2. I like to use maps and images to keep track of where everyone is and to provide cool visuals.
3. We will make extensive use of Discord and an OOC thread to roll dice and to talk out-of-character. The IC thread is only for story. That way the IC thread can be read like a story without interruption.
4. I will update the IC thread three times a week. Players who can't make three posts a week and check the forum more frequently than that won't be a good fit for this game.
How to Apply:
Make a post in this thread with the following:
1. A brief description of your character. Give me name, race, class, background, and a few adjectives. A character portrait is fine here as well.
2. A list of characteristics from your background: Personality Trait, Flaw, Ideal, and Bonds.
3. [In a spoiler] A short scene that illustrates the dramatic trajectory of your character. What emotional concessions does she want from the people around her? From whom? Why?
If you have questions, post them here or find me on the GamersPlane discord. I'll leave this open to applications for a week or so. Once I have decided which characters/players I think will be the best fit, I'll send out game invitations with a link to the forum.