Rules and Setting Information.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 1 post
Mon 15 Oct 2018
at 17:27
Rules and Setting Information


Character Creation



Characters can either be uploaded in text here, or linked from DnDBeyond.com (I can also create a campaign over there so you can add your character to it for record keeping purposes).

Dice Rolls will all occur here.

The premise of this game is that we are going for an air of realism not found in high fantasy or epic fantasy games. Thus, and it's important to really read this next point, character death is a real possibility. Whether it be to the edge of a blade, the blast of a spell, the disease contracted from a rat, or a trap in a long forgotten tomb. This game will not make available spellcasting services in every town, nor will there always be an easy way to resolve things like disease.

  • Stats: Roll 3d6 7 times, choose 6 of them and assign them in whatever order you'd like.
  • Races: Human, Elf, Dwarf, Gnome, and Halfling (PHB, SCAG, and Volo's Subraces allowed for these races). This will be the rule at the start of the game, as the setting is reclusive and not tolerant of anything that vaguely resembles a monster. If along your way you find a way to integrate in another race (Firbolg, Tabaxi, etc) into society then I am open to allowing a character change at that point.
  • Classes: All classes from official sources (no Homebrew). There will be some limitations however:
    • I will be only accepting only 1 Arcane caster (Wizard, Bard, or Sorcerer), and you will be under some heavy scrutiny in most towns, distrusted even.
    • I will only be accepting only 1 Divine caster (Cleric, Paladin, or Druid) into the game as Magic is considered rare in the setting, while not as distrusted as Arcane spell casters, anyone using Divine magic is going to have a number of eyes on them both good and ill intent. [NOTE: The Divine Caster Role has been spoken for]
    • Warlocks and Monks will be allowed with good backstory only.
    • Warlocks will face Scrutiny as other arcane casters if found out, as well as face side effects from their pacts.
  • HP: Max at 1st level and rolled at every level after, may the gods be ever in your favor.
  • Level: Starting at 1
  • Gold and Equipment: As this will be a game in which resource management is a thing (you will be exploring wilderness, getting lost in dungeons, crossing great deserts, etc) we will be rolling for gold based on class, adding background gold, and then buying equipment. Encumbrance is in use, so please make sure this is being accounted for. We will also be tracking ammunition, so plan accordingly.
  • Age: Please make sure to choose an age for your character accordingly, the table listed below will cover the effects of aging, you can choose to be up to the Old category at the start of the game.

    Race	        Middle Age	Old	        Venerable	Maximum Age
    Human	        35 years	53 years	70 years	+2d20 years
    Dwarf	        125 years	188 years	250 years	+2d% years
    Elf	        175 years	263 years	350 years	+4d% years
    Gnome	        100 years	150 years	200 years	+3d% years
    Half-elf	62 years	93 years	125 years	+3d20 years
    Halfling	50 years	75 years	100 years	+5d20 years
    

    Middle Age: At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
    Old Age: At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
    Venerable: At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha

    Once you get to Venerable Age we will roll to see what your maximum age is and if you get to that without dying then you win the game...err...ya.

This message was last edited by the GM at 19:17, Sat 10 Nov 2018.

Dungeon Master
 GM, 3 posts
Mon 15 Oct 2018
at 21:24
Religion
While this will be a homebrew setting, there will be things torn and ripped from other settings. In this case the Pantheon of Gods from the Greyhawk world will be used. It is important to note that while the gods grant their followers access to magic they do not, as in the case of the Forgotten Realms, often interact with mortals on a direct level. They may send messengers, gifts, or instructions, but a God is highly unlikely to just show up in front of you.



List of Deities


  • Beory, goddess of nature
  • Boccob, god of magic
  • Celestian, god of stars and wanderers
  • Ehlonna, goddess of woodlands
  • Erythnul, god of envy and slaughter
  • Fharlanghn, god of horizons and travel
  • Heironeous, god of chivalry and valor
  • Hextor, god of war and discord
  • Kord, god of athletics and sport
  • Incabulos, god of plague and famine
  • Istus, goddess of fate and destiny
  • Iuz, god of pain and oppression
  • Nerull, god of death
  • Obad-Hai, god of nature
  • Olidammara, god of revelry
  • Pelor, god of the sun and healing
  • Pholtus, god of light and law
  • Ralishaz, god of ill luck and insanity
  • Rao, god of peace and reason
  • St. Cuthbert, god of common sense and zeal
  • Tharizdun, god of eternal darkness
  • Trithereon, god of liberty and retribution
  • Ulaa, goddess of hills and mountains
  • Vecna, god of evil secrets
  • Wee Jas, goddess of magic and death

This message was last edited by the GM at 17:38, Wed 17 Oct 2018.

Dungeon Master
 GM, 4 posts
Mon 15 Oct 2018
at 22:10
Date / Time / Downtime and Pacing
Pacing: While no one can truly know how long a game will go on, in an online medium especially, I'd like to see this game's in game time span several years of a characters adventuring life at least.

Date and year: During the course of the game I will keep a calendar (in another thread), it will be similar to the Gregorian calendar except that it will have only 3 weeks in a month, each one will be 10 days, it will have different names for those 10 days (The Gnomish words for the numbers 1-10), and different holidays, etc.

Downtime Activities: Because there will be times during which the characters are resting, waiting on word from a messenger, crafting an item, etc for more than a single day we will use the concept of Downtime Days to simulate cost of living and advancement. We will use the activities and rules found in Xanathar's Guide to Everything (Rules may be introduced to govern things like Magic Item Creation). This means you need to choose a lifestyle for your character per the rules in Chapter 5 of the PHB

LifestylePrice/Day
Wretched-
Squalid1 sp
Poor2 sp
Modest1 gp
Comfortable2 gp
Wealthy4 gp
Aristocratic10 gp minimum


Beware though, each level of living brings it's own possibilities for complications!

This message was last edited by the GM at 15:20, Wed 24 Oct 2018.

Dungeon Master
 GM, 6 posts
Thu 18 Oct 2018
at 01:17
Setting and Backstory
We will be exploring this world together (meaning I don't have the foggiest how big it is, how far it stretches, what cultures you will encounter, etc), thus feel free to improvise your backstory. Add in places, people, things and I will incorporate them.

Things that are known

Civilization and Politics
  1. You are currently in the Kingdom of Kron
  2. The Kingdom of Kron is a mostly peaceful kingdom, they do employ a modest military but are currently not at war with anyone
  3. The Capital city is called Swiftlight in the Kingsland, and is named for the ruling family.
  4. There are 4 lords that rule throughout the kingdom, Lord Lairon, Lord Aselford, Lord Banton, and Lord Morrow. So far as the people of the Kingdom are concerned there is a peace between the lords.


Landmarks and Geography
  1. The Kingdom is bisected by a rather large river called The Restian Way, or just The Way by most of the 'Riverfolk'
  2. The land is very hilly, there are two large forests, and to the north is a large mountain range. The entirety of the Kingdom is very fertile and Tree's and other flora are quite common. There are small forests dotting the entirety of the landscape of the Kingdom.
  3. In areas where the hills rise up tall the commoners of the Kingdom often gather to use the hills to build Watchtowers to warn of threats.
  4. The south east expanse of the kingdom is called the Wildelands and is an untamed wilderness or frontier. It was annexed by the Kingdom but has not yet been tamed. The people all know that travel into the Wildelands is usually to bring about your own death.


Culture and People
  1. 'Riverfolk' are those folks who travel up and down The Way and it's tributaries for the purpose of trade. The Way is not a peaceful river, it's hard to traverse, and many people die getting from place to place.
  2. Communication throughout the Kingdom is done by courier, by either horse or boat (only when time is of the essence).
  3. Most people throughout the kingdom are poor folk, villagers, and not by trade warriors. There are groups that form to protect settlements of people. Some of these groups are sanctioned by the King, these groups are called Iron Bands. Some settlements however raise their own militia or are taken under the wing of adventurers, ex military, or even in some situations marauders and false lords.
  4. There is a tense treaty between the Elves of the Asowood and Kingdom. The elves have granted limited logging and hunting rights to the Kingsmen so long as no attempt to push past the exterior of the forest is made.
  5. The town of Brulross in the Northwest of the Kingdom is run by a council of Dwarves. They make the finest metal goods in the Kingdom, "A Brulrossian tool never breaks" is a common phrase among the people. However they are also not cheap.

This message was last edited by the GM at 14:52, Sun 04 Nov 2018.

Dungeon Master
 GM, 7 posts
Sat 27 Oct 2018
at 12:39
Posting Rate and Example
Ladies and Gentlemen!

This is a play by post game, I know I know, you knew that already. But did you know that there are some common conventions we can stick to that will make everyone's life a little easier? Let me Demonstrate!

quote:
I walk into the tavern and say Hello, then I sit down and take a drink.


Now, setting aside that this is not very descriptive the reader could be left wondering: Why is this man or woman telling us that they sit down and take a drink instead of just doing it? That's where the good ol conventions of the Play by Post forum come in handy. The above post becomes:

quote:
I walk into the tavern and say "Hello!", then I sit down and take a drink.


See how that seems a bit easier to read, text is encapsulated in quotes and colored so that readers are able to distinguish it clearly from actions or description.

Now what if I wanted to exhibit my awesome telepathic powers to the attractive Bar Maiden so that she might grace me with her presence, and an ale? Let me show you how that would work:

quote:
I walk into the tavern and say "Hello!", then I sit down and take a drink. Spotting the Bar Maiden across the room I press my index and middle fingers to my temple and stretch my mind out across the distance 'Hi there, I'm the handsome fellow sitting across the tavern and I would love it if you would bring yourself, and a mug of ale to my table'


As you can see my thoughts are wrapped up nice and cozy in a single quote (apostrophe), italicized and in a different color because they are that special.

Now I know you are wondering, "What if a Dragon crashes through the roof, grabs up the maiden, and I am forced to defend her honor with my steel?", I think about these sorts of things all the time. Thankfully there is a convention to the rescue. All non role playing text must be placed at the bottom of the post, in orange, precursor ed by the tag "OOC:" with all actions clearly stated and any dice rolls quoted from the dice roller. Here, let me show you:

quote:
I walk into the tavern and say "Hello!", then I sit down and take a drink. Spotting the Bar Maiden across the room I press my index and middle fingers to my temple and stretch my mind out across the distance 'Hi there, I'm the handsome fellow sitting across the tavern and I would love it if you would bring yourself, and a mug of ale to my table'

I watch with awe as the Bar Maid, seemingly immune to the surprise of my thought messages, begins to walk towards me with a cold aleski. Then my vision is obscured for a moment as the large fist of a Black dragon tears its way through the straw and wooden beams of the Tavern and snatches up the Bar Maiden. My cat like reflexes kick in and I lash out at the Dragons fist with my steel.

OOC: I strike at the Dragon with my Rapier

quote:
19:16, Today: Dungeon Master rolled 214 using 1d20+200. Example Strike.


I of course hit the Dragon, I am very skilled. But as you can see that makes things very clear and concise and little is left to question; Except maybe why this tavern, why this bar maiden? Hmmm...





I also wanted to post a bit on etiquette when playing in an online game, or in a tabletop game for that matter. I want to start with a couple rules for this game and then I will go into a few general things.

1. Adult Language or Content: This game is marked for Adult Language and Content which means that it can be used. However there will not be any material of a normally "private" nature posted publicly. We will instead opt for a Fade to black and any further messages regarding what goes on beyond that black will be handled via Private Message. Adult language however can be used so long as it is appropriate to the situation. For example a Dwarf faced with a Goblin threat might use the phrase "Damned Goblins, For Moradin!". That being said if I feel it is going to far then I will say something, my intent will not be to stifle your creativity but rather to find alternate paths to express it.

2. No God Mode: Every single one of you is a living breathing creature. You can die. The game mechanics will help to dictate that but this also needs to be reflected in your personality. A good hero is mindful that if he dies today in vain then he cannot fight for good tomorrow. That being said one can still be confident in their skills and abilities. You may legitimately be the biggest toughest guy in the tavern right now, and knowledge of that may fill you with pride, but when the stops have been pulled, you are surrounded by thugs with all sorts of improvised weapons, and the situation is looking grim I expect your tone to change a bit, at least internally.

3. Speak for Yourself, and the occasional NPC: When playing a role playing game with others it's imperative we do not assume actions. We wait until an action is explicitly stated.

quote:
Ex. "Ted may I have that healing potion?" I hold out my hand waiting for Ted to give me the potion


Would be appropriate

quote:
"Ted may I have that healing potion?" Grabbing the potion from Ted I uncork it and chug it down


Would not be as it assumes Ted gave you the Healing potion. Now here's where things can unrestrict you a bit. Any unnamed (read: Unimportant) npc in the world can be used by you to come up with an interesting scene without my input so long as that scene does not give you any information regarding current quests or an unfair bonus or acquisition. For Ex.

quote:
I call the waitress over to my table, she smiles "What are you having stranger?" she playfully says, I begin to play with two gold coins between my fingers, "I'll take the sweetest drink you have" I seal my flirtatious sentence with a wink and the waitress begins to giggle, "I'll get that right away for you"


This is fine, she has not aided you in your quest and has not given you something that will alters your characters stats any. This kind of scene and dialogue can enhance the readers accepting of events, it makes it more real to them. Try not to be as cheesy as I was in the example but I think you get the point. Now for an example how not to do it:

quote:
I burst through the door of the shop with a mighty kick. I move swiftly across the room and grab the shop keeper by collar, "What...t.t... do you want from me?" he stutters in fear "Where are all the drugs going?" the shop keeper looks terrified and my bravado makes him talk almost immediately "A warehouse on the docks, I don't know who's bringing them in, I swear to Ao" "SWEAR TO ME!!!" I say and then throw him behind the counter and disappear back out into the city streets


As you can see the character in this was Batman....but also was on a quest to find where the drugs were going, this means that anyone he interrogates that could provide him information needs to be handled by the game master, it's possible that I might have this particular shop keepers family be held captive by the drug dealers and thus he would be unwilling to talk making for an interesting story twist, can't do that though if you don't give me the chance.

4. Last thing I want to talk about is posting Rate: Play by post games are notoriously slow. I want to break that mold a bit and thus I am looking for each of us to be checking the boards at least once a day and posting something story related at least 5 times a week. This will make sure that we are able to get through content fairly quickly. Now this may seem like I am asking for a lot but if you think about it, 5 times a week, 20 minutes a post, is only about 2 hours (given slight time variations). If we got together for a tabletop game once a week this would take up anywhere from 2 to 6 hours on average so I don't think I am being unreasonable. Now here's the exception: Holidays and Personal leave. Yes just like a good company you get holidays off and personal leave if you need. It would just be great to know in advance. For periods of time where you cannot post just send me a private message or if you are ok with posting it to the group then do so in OOC. During that period I will RP your character or if it's an appropriate time for them to step away (say following an adventure and before we start another one) then we can do that as well. Communication is key. As for Holidays, everyone is typically doing something and there will be no expectations on the week of a holiday, any posts will be welcomed but not expected.

All in all this is a game and we are supposed to have fun. I don't want it to be an interference in your life or feel like an obligation. But each of us has something invested in this and the worst possible feeling is having posted something and then waiting for days and days to hear back from someone, it kills the suspension of disbelief.

That's where I will leave this for now. If you need further clarification, or if you need to speak with me about a particular point I have made then please Private Message. As always my door is open and I am ready to listen Brave Adventurers!
Dungeon Master
 GM, 8 posts
Sat 3 Nov 2018
at 16:09
Travel Speeds
The overland map will be broken down into 6 mile hexes. So going by the travel rules in the players handbook here is how that will play out.

PaceDistance Per DayEffect
Fast5 Hexes-5 penalty to passive Wisdom (Perception) scores
Normal4 HexesNone
Slow3 HexesAble to use stealth


Note: These distances assume normal terrain, difficult terrain (marshes, mountains, hills, dense forests, etc) will mean you move half the distance as normal in a day.