Read First.   Posted by Fate.Group: public
 GM, 294 posts
Mon 23 Jan 2017
at 03:20
Read First
This is a D&D 5e game of Heroic Fantasy.

This game will be a conversion of the D&D 3.5 modules Barrow of the Forgotten King, Sinister Spire and Fortress of the Yuan-ti. If players are familiar with these modules, I politely request you respect the experience for everyone else and not railroad the adventure.

Through various reasons of their own (as picked from one of the available story bonds) the players arrive in Kingsholm, a fair sized town located in Faerun near the Sword Coast. Shortly after arriving, the characters learn of a situation in Kingsholm's graveyard, the graveyard the town takes great pride in keeping immaculate. What the characters could never know is that this is just the start of something far more sinister.

This message was last edited by the GM at 21:05, Mon 23 Jan 2017.

 GM, 295 posts
Mon 23 Jan 2017
at 03:24
Character Creation
Do NOT submit a character sheet in your RTJ. Just fill in the RTJ template I have created. When you are finished, PM me requesting me to approve it, and I will look it over and reply appropriately.

Starting Level: 2nd

Ability Score Generation: Take the Standard Array (8, 10, 12, 13, 14, 15) or use a 27 point buy.

Hit Points: Players will have max HP for creation. From 3rd on, roll or take average.

Setting: This will take place in Faerun using the Forgotten Realms deities.

Inspiration: Players will start with Inspiration.

In lieu of the Background Bonds, pick or roll for one of the following:

1You have heard of the legend of the Forgotten King and have come to Kingsholm to conduct research.
2Your uncle, Gunar Yurling, recently has passed away. You have come to Kingsholm to pay your respects.
3You are a native of Kingsholm and seek to investigate the recent disappearances.
4You have recently been having visions of yourself standing in a graveyard, staring at a statue when a pair of snake eyes appear in the sky.

This message was last edited by the GM at 00:53, Sat 08 Apr 2017.

 GM, 296 posts
Mon 23 Jan 2017
at 03:25
House Rules
Creatures in Appendix D and their abilities are commonly known.

Traps & Locks
The core books don't do much to define the exact process of how disarming traps and picking locks work, so I've devised my own method.

As normal, if your Passive Perception is high enough to detect a trap, you will be notified. Otherwise, you can roll Perception.

With locks and traps, the player attempting the disarm may roll Investigation (if their Passive didn't reveal any information) to gain insight in to the inner workings of the device. If the player succeeds on this roll, they will gain Advantage on the check to disable the trap or pick the lock.

Picking locks is not a "one and done" skill, as it was in previous editions, nor am I one of those sadistic DM's that has something horrible happen if you roll a 1 on a check (since there is NO such thing as crit fails or successes in skill checks). So long as you are not under duress nor is there a penalty for failing (such as an undetected trap), you can take as many attempts as you wish with the understanding picking locks takes time and if you try too much, you may piss off the rest of your party.

Lastly, picking locks is not the only option. If a party is devoid of someone proficient with Thieves' Tools, opening a lock with a crowbar is a Strength check made with Proficiency if the character attempting the prying has proficiency with simple weapons. If no one in the party has a crowbar, then attempting to break the lock with a weapon (AC 8, HP varies) can be done with the understanding that a 1 on the attack roll can lead to weapon damage.

This message was last edited by the GM at 21:31, Thu 23 Feb 2017.

 GM, 297 posts
Mon 23 Jan 2017
at 03:25
About me
I consider myself a pretty laid back guy. I've been a gamer for so long, and tabletop is one of my favorite forms. I'm a very RAW kind of DM, however, I'm also very much about whatever enhances the story, too. Some see that as contradictory, however, I don't feel that's so. Basically, I'm all for what favors ROLE playing over ROLL playing.

I've been at RPOL a good while and I've seen a lot of games die to lack of posting. Of course, that's mainly due to different levels of player commitment as well as RL providing its own difficulties. I will NEVER fault someone for RL getting in the way. Gods know it's happened to me plenty of times. That aside, I expect players to post regularly. In a perfect world, everyone would be able to post at least daily. As it is, I don't think it's unreasonable to ask for a post at least every other day or at least twice a week. I don't expect a lot of activity on the weekends. If you can post, great.

Also, I am not a DM that holds your hand. If you're learning the system, I will do everything in my power to help explain things. However, you are responsible for your character. I present the scene, it's up to you to follow through with it. The story is there, and there is plenty of story. I expect players to drive themselves. Basically, I expect players to be proactive. If all you do is just react to what I present, you are going to wind up getting bored and probably leave.

Lastly, I have an open door policy. I believe in 100% transparency (except when it comes to my rolls). Please come to me with any questions or concerns about anything with the game. While I feel I should never have to explain myself or my actions, I will not hesitate to do so if a player has an issue with the way something went down.
 GM, 298 posts
Mon 23 Jan 2017
at 03:26
Posting Etiquette
Spoken word is to be in color. Doesn't matter what color, just pick one and stick with it. If people complain the color is hard to read, please be kind and pick another.

Internal dialogue is to be in italics.

Telepathic dialogue is to be done with private lines.

Impassioned or otherwise exclaimed speech is to be in bold, ALL CAPS, or Large...and color.

Be thoughtful in your writing. Do your best to describe what your character is doing, what feelings their facial expressions convey, how they stand, how they attack, etc. I'm not asking for a novella as a post, but please refrain from one or two sentence replies.
 GM, 299 posts
Mon 23 Jan 2017
at 03:30
This game is going to rely heavily on theater of the mind combat. I will do my best to accurately list where the target is in relation to everyone else. If terrain and/or obstacles become an issue, I will try and create a map.

When posting your OOC combat summary, please make sure each action taken is listed separately. Such as:

Move: 20'
Action: Attack Target #1
Bonus Action: TWF Attack Target #1

Also, when posting your rolls, please roll for everything individually. I cannot stand trying to read multiple rolls done in one line. It's aggravating.

I get that some of you don't like having big blocks of OOC text in your posts. That fine. This is going to sound rude, and it honestly isn't, that block of text isn't for you. It's for me. What's for you is the fluff you post to describe your attack. I enjoy reading it, don't get me wrong. When it comes to me resolving the round and moving on, my only concern is the mechanics.

Since this is going to also be a more intimate campaign, I'm going to my old way of running combat which is players will roll initiative, but that is only to determine if the monsters go first in combat or last. My rule is if the monsters beat more than 75% of the party's initiative, they will go first, otherwise, they will go last and I will resolve the actions in order of post. Resolving the actions in order of posts makes it easier, I find, for players to not step on anyone's toes, or worry about their actions failing because someone else killed the target. Just pay attention to what others have already posted and everything will go swimmingly.
 GM, 379 posts
Sat 8 Apr 2017
at 00:53
Accepted Material
Accepted Material
Player's Handbook, Elemental Evil Player's Companion, Sword Coast Adventurer Guide, Volo's Guide.

Unearth Arcana Note: UA classes cannot be multiclassed. Since they are not balanced for MCing, I will not allow them to be MCed.
Monk/Paladin/Ranger subclasses
Warlock & Wizard
Sorcerous Origins
Rogue and Ranger Archetypes
Sacred Oaths
Monastic Traditions
Martial Archetypes
Druid Circles
Cleric Domains
Bard Colleges
Primal Paths
Revised Ranger
The Faithful
New Feats
Skill Feats
Racial Feats
Starter Spells

DM's Guild
Matt Mercer's Blood Hunter (v 1.8) and Order of the Lycan
Alternate Death Domain for Clerics
Fate Domain for Clerics

DO NOT ASK ME FOR MORE MATERIAL! I have extended myself to the limits of what I'm willing to accept. If you cannot make a character you feel is unique to you with this plethora of material, maybe this game isn't for you.

This message was last edited by the GM at 20:42, Mon 24 Apr 2017.