Dec 28, 2023 11:38 pm
In the quaint town of Willowbrook, the Adventure Guild seeks brave souls to resolve a brewing predicament. A rowdy band of travelers and traders has descended upon the peaceful town, disrupting the tranquility with their noisy revelry, impolite behavior, and disruptive conduct. The locals, known for their hospitality, are growing increasingly irked by their presence. The boisterous group shows no signs of leaving voluntarily, and tensions are on the rise.
Your task is to diplomatically persuade or cleverly incentivize these travelers to depart from Willowbrook. However, there's a catch ā they're a diverse and shrewd bunch, ranging from cunning merchants to seasoned mercenaries, making mere persuasion a challenging feat. To further complicate matters, rumors swirl that they might have a hidden agenda or valuable information they're not willing to part with easily.
The Adventure Guild promises a handsome reward for those who can skillfully handle this delicate situation. Will you employ tactful negotiation, uncover their motivations, leverage your wit, or perhaps find a mutually beneficial solution? The fate of Willowbrook's serenity rests in your hands as you navigate through this intriguing challenge of diplomacy and tact.
Hello everyone! I am looking for 4ā6 players for a long-term campaign. I expect this campaign will take a few years to complete. I am looking for active players. I understand that not everyone can be active 24/7/365, but I am hoping players will try to post at least once a day. For everyone that asks to join, I will be checking to see how long you have been on GamerPlane and how many games you are currently playing.
The campaign is based off of a WotC hardcover with added Homebrew changes and rules (see Rules below). I am keeping the Hardcover secret until after Characters are created. This will not be an easy campaign or for the faint of heart. The campaign will include some adult themes (see below). I am asking players to be 18 or older in order to join.
This Recruitment post will be live until 1/2/2023. Please Reply in this post if you wish to join. Do Not DM me.
Character Creation Rules.
27 Point buy or Roll 4d6kh3. If you don't like your Roll you can switch to Point Buy.
Starting 3st Level
All WotC allow. No UA, No Homebrew.
Race - ERLW Marks, VRGR, AAG and MoT not allowed.
Background - SCC, AAG, DSotDQ not allowed.
Starting Equipment & Background Equipment OR Roll for Gold.
All Variant Options allowed (As long as it follows rules above)
Milestone Advancement
Possible Triggers in Campaign.
Child abuse and death, Torture, mutilation, Mind control, (Implied) incest, (Implied) necrophilia, Stalking, (symbolic) sexual assault, Suicide, Drug addiction, Body horror, Xenophobia & Racism
Homebrew rules.
Death Saves Rule
Each failed death save gains a level of exhaustion. It takes 6 failed saves to Die. 3 successful saves to be stable.
Nat 20 is 1 hp and awake.
Nat 1 is 2 failed death saves/ 2 levels of exhaustion.
1 level of exhaustion is lost via long rest.
Horror & Madness & Massive Damage.
Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.
In such a situation, you can call on characters to make a saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a Level of Madness.
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw. On a failed save, a character gains a Level of Madness. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
A creature's madness level starts at 0. When the creature fails a madness saving throw, its madness level increases by 1, and the creature immediately suffers the level's effect (as determined by rolling on the Short-Term Madness, Long-Term Madness, or Indefinite Madness table in the Dungeon Master's Guide, as appropriate). When the effect ends, the creature's madness level doesn't change. Any time the creature's madness level increases, it suffers the effect of the new level.
If a creature with level 3 madness fails a madness saving throw, its madness level becomes 1. In this way, characters can potentially accumulate multiple forms of madness.
Madness Levels
Level | Effect |
1 | Bout of short-term madness (Last until end of next turn) |
2 | Bout of medium-term madness (lasts 1d10 minutes) |
3 | Bout of long-term madness (lasts 1d10 Ć 10 hours) |
4 | Bout of indefinite madness (lasts until cured) |
Last edited May 10, 2024 2:04 pm