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Peacemonger

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  1. Community Profile: The Coral Towers "I think my favorite part is all the colors. Well, and I'm always up for fried fish." -Zerra Thistle, Local Resident and Self-Appointed Welcomer to Visitors and Newcomers Summary The Coral Towers earned their name from the giant coral structure that literally tower over the community going of for a number of miles into the nearby harbor and sea. Dazzling colors, fish who swim up the magic currents around the towers, with multiple abundant sources of food, and their protectors well-equipped to deal with the everyday challenges, it is a relatively thriving community. Fishing is the the core of the community, the lifeblood of it, and nearly everything else revolves around this. Beyond this, the Coral Towers serves as a launches point to the archipelago and lands beyond in one direction, into a deep, ancient woodland in the other depending on where one wants to go. It is a visited enough place that strangers are not an uncommon sight, but still worth a glance from the locals. Wonders/Points of Interest The Coral Towers: About twenty giant coral towers. Those who've explored them they hold vibrant ecosystems in and around them. Beyond this, they serve as wonders of the world, a sight one cannot find anywhere else. Mosswood: Further inland is a very ancient wood, named for the moss that blankets the trees and grounds. It is home to all manner of beasts, spirits, and dark things that lurk in the shadows. Beyond the Red Turtle, only those seeking to explore unknown depths have reason to venture within. Nereid's Choir: Within the most beautiful of the towers resides a Nereid whose choir is a sight and sound to behold for those with the ability to sail out and climb up the tower. Often their voices can be heard inland, an entertainment for the locals. The Red Turtle: An old spirit who no few people go to for advice and prophecy, though there is danger to reach him. Under-Reef: There is a whole community of fish people beneath the water, who reside not on the shore, but within and among where the towers emerge from the water. The People The population of about 700 all in all are mainly human, halfling, and goblinoid on the surface, and mostly Locathah in the water. Still, no few people above show aquatic features of some kind, magically touched by this place. For the most part, people get along, there are enough resources to go around, and factions are split practically by those in the water and outside of if. Of Note: Graulp: The current leader of the Locathah is Graulp, a rpoud and stalwart warrior. He is famed for his ability to stand against even powerful sea beasts stronger than him, knowing how to drive such beasts off to search for easier hunts. The Sorceress: A trio of mysterious individuals said to be the leaders and main protectors of the people within the Coral Reef. Rumors vary between them being anything from saintly to wicked, from beautiful to wretched. Regardless, Bethusa and her Choir: A gentle spirit, the Nereid Bethusa idles her time away training a collective of awakened fish to sing. Fish do not live long, and no few decide to do more with their newfound self-awareness and so the membership constantly changes and she busies herself with training them to sing as one. The Red Turtle: A supposedly ancient turtle spirit who is currently residing in the Mosswood. said to be wise to the point that there must be some manner of divination to his insights. Trade and Business Fishing: As fishing is the main source of food and income, everyone is touched from the fishing whether directly or indirectly. Small bits of agriculture only supplement that main economy of fish. Shopping: There are a couple of general stores, one run by a Locathah merchant who primarily sells things from the land to his own people, and the other way around. Known to charge a premium, but as he is generous he is supported as the primary trade contact. The other is a basic general store where no few knicknacks from ships and travelers end up. Sleeping: There is a musty old building not used that serves most people visiting or needing a temporary place to say. Beyond this honored guests may stay with the sorceresses, though this is a rare occurrence, perhaps once a year or less. Transport: There are many boats that can move around the harbor. Most are only for short trips, with but a couple of vessels that move infrequently from the Towers to the archipelago beyond. Inland few people tread the Mosswood, and so transport is done on foot. Politics: The sorceresses are said to be hands off on the day to day, only weighing in when there's an impasse. The head of the Locathah is far more direct, managing his people in how to sustain themselves and grow. It is rare, but the four meet on occasion for matters that affect them all, and they must come to a full agreement. Rumors swirl around some impasse but no one knows what it is, or at least are not saying. Other Details of Note -
  2. Location Profiles Table of Contents Maps Community Profile: The Coral Towers Maps "A map is such a quaint tool. Just as a hammer takes strength, and a loom skill of hand, maps require something else from us... they require a great deal of trust in the cartographer." -Lo, Accursed Wanderer Maps are not readily available as though some people travel, most live within their community, perhaps traveling as far as one or two places away, and even that can be filled with danger. As such, maps are valuable, they are rare, and they are of varying qualities. In part, this is my way of keeping the world a bit more flexible. It can better accommodate squeezing in places from people's backstory, and if I'm being transparent, if I have a really, really fun idea for a dungeon can make sure I place it in a way that is at least more plausible for the PCs to go to. They don't HAVE to go, but I want them to have the clear choice as opposed to losing the opportunity six decisions ago on where they'll go and not.
  3. - AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. "Best we all go up, make a good first impression with the crew. I mean, being a dowry is a good start, but have to let them know that we're worth every copper." Dame is not considering any secret angles and performances. As far as she's concerned, the shadowy figure? That's a secret. Rackham inappropriately flirting with his superior officer? Not a secret. No, Dame's mind is more on how to assert the Drujba with the military types. It wouldn't do to have them stepped all over and sidelined when they're there to work, get stronger, and get paid in order to buy things that'll make them stronger. At least, that's what Dame Crow's plan is. "Right, Boss?" Dame leans in and does a very poor mockery of what a speaking horse would sound like. "That's right Dame. You're so smart and pretty, I believe in all your ideas!" Dame nods. "Of course you do, you're a good horse." OOC Movement: - Action: - Bonus Action: Reaction:
  4. From the Wheelwatch Outpost Combining the coins, art pieces, and gemstones totals 6,985 gold, split eight ways is 873 gold, 1 silver, 2 coppers each Still remaining are: All the Dragon Army armor and weapons, figure everyone can get at least on set just in case, rest can always go to NPCs Potion of Growth, 2x Potions of Healing, Potion of Greater Healing Spell Scrolls for Protection from Evil and Good, Sleep, and Rope Trick Harvesting parts
  5. - AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. As Dame learned a bit about Moxi, so too did the Gremlin learn a bit about Dame. The gunslinger is curious, and admits partway on the ride that she's never seen something so neat and orderly, basically admitting she's anything but. Still, she's not so overly competitive as to appreciate someone who has skills and strengths she doesn't. "Huh. Y'know, Rackham? My first impression of you was that you were kind of a self-absorbed jackass who thought he was the cutest and funniest thing that ever did walk." Dame looks up towards the spot Captain Gillian had just stood at. "But I was wrong. You're a total romantic!" She claps, enjoying that her new gloves let her give a decent clap. "Atta boy." She steps over a gives a playful nudge with her fist to his shoulder. "I mean, don't get me wrong, she seems the kind of lady whose life you gotta save twice before she'll have a coffee with you, but I admire the determination, and I am fully sold and getting that nice, angry officer to take a much needed spa day." It would appear that Dame enjoyed the show. OOC Movement: - Action: - Bonus Action: Reaction:
  6. Game Expectations This is more for players once selected, though can help applicants figure out whether this game is the right fit or not. Less of hard rules, and just more of a general agreement asking for all of us, myself included. We start with the title of this game. "Sonder" Definition: "The profound feeling of realizing that everyone, including strangers passing in the street, has a life as complex as one's own, which they are constantly living despite one's personal lack of awareness of it." The expectation in this game is for the PCs to interact and engage with the world. I'm not asking that every NPC be a best friend, dire foe, and/or love interest, but the story and game is meant for people to learn about different peoples, their hopes, struggles, and use that to further their own understanding and life path. Which events, places, and people who matter is all up to the PCs, but the expectation is that some events, places, and people will matter to them. Likewise with fellow PCs, the intent is for them to interact, support, learn, and grow with one another. "Animus" Definitions: "Motivation to do something", "hostility or ill feeling" Animus has two definitions, both of which apply to the game. Characters should be driven by motivation, purpose, and though I'm starting the game with some general ideas of an overarching narrative, a few places/dungeons in mind I want to create, I plan for the vast majority of the game to tie into the PC's storyhooks. Expect characters to have their pasts, their goals, their values at the heart of many of the game's chapters, only taking a break when it's other PCs' turn. For the latter half, there will be darkness in the world, dangers, and potentially an even deeper meaning to be found. Absences Life comes first, and life happens. Things change. The biggest thing for me is communication. I don't need the details, just a heads up you'll be gone for a week, a month, etc. I will lightly NPC the character while someone is absent as needed, of course asking the active PCs to be nice and not ask hard-hitting question of the absent player's PC while they're gone. If someone ghosts or walks away, I will find a way to naturally write them out of the story, to be remembered by those continuing the journey. Normally this will not be the PC death, but just depends on the circumstances and story. Disagreements PCs disagree. Players disagree. This is all good. My ask is people to keep things cool. If someone really has a concern, let me know and I will proactively work not to decide who is right or wrong, but how to resolves the situation so that everyone can keep enjoying a fun game. Also know that in the game there will be many, many, many times that there is no clear right or wrong answer. If you are convinced you have the "correct" way to do this, you are only partially right. You have one "correct" way to handle it, and someone else has another valid, correct way too. Discord Once the characters are selected, I'll make a Discord thread for the game. I've found that Discord just makes out-of-character communication so much easier than an OOC thread. I'll still create an OOC thread just in case, but plan to mostly use Discord for the OOC. The Existential We're getting deep and existential in this game. Questions like what is the nature of life, the purpose of self-awareness, of other philosophical musings. We're not trying to answer these questions for all people for all time, but for our PCs and for this fantasy world. Characters do not have to be wise, or smart, or well spoken, but will still be expected to face existential hopes and fears. Failures, Trips, and Stumbles Not every scenario ends up in complete victory. I'll also have a number of non-lethal challenges that may just be stacked against the characters that though with good luck and ingenuity be won, on occasion will still end up in defeat. These setbacks, the natural 1's, these missed opportunities are meant to add weight and depth to the game, to make victory all the sweeter. I promise to not get too heavy handed, and the majority of the game should still be the PCs triumphing. My ask is to lean into the small defeats and trips too, to use those as motivation for your character to rise up stronger than before. In other words, I just ask that people don't get too precious with their character. Let them get hit, let them struggle, let them make a fool of themselves, and they will be all the more awesome because of it. Posting Format I'm pretty open to posting format so long as it looks neat and organized enough. I do ask that people track things like their AC, current hit points, things with limited uses like spells, etc. This is mostly for convenience, so I can refer to posts for the most important information, and don't have to go into each individual character sheets every round of combat or for every skill challenge. Sexuality and Objectification People have desires and attractions. Having a romance arc is not required of characters, but there will be options for it. I don't shy away from love (or trysts) in my games. Of course, we'll be fading for black for anything explicit. On the other hand, there's objectification, which is also real. However, the intent of a game is to have fun, so don't expect many, if any, creeps at the bar harassing the female PCs. Cause as real as it may be, it's not fun for me, and don't think it's fun for most people, at least those I'd want to play in a TTRPG game with. In turn, I ask that players can pursue whom they wish, just to not feel entitled. Have fun if/when their heart is broken or they get egg on their face along with if that get that first kiss. Perhaps a darkly villain will develop a twisted love for a PC? Maybe a villager will be particularly attractive and intriguing? Perhaps I'll throw in someone with a shared past with one of the PCs? As with anything, PCs can engage with what they wish to. Teamwork/Collaborative Storytelling I will work to provide choices to the characters to give them reasons to stick with one another and journey together. I ask if you are finding your PC's first choice would be to walk away, to reconsider what their second or third option is and find a reason. Now, if we think there's a story to be told of a PC leaving for a short while only to come back with a deeper bond? I'll certainly be all ears. For the most part, I expect characters to be on a team, and though there is not one clear path to pick, to still pick one of the paths in front of them. If we're finding that one or more characters just aren't interested in any of the paths before them, then that's an OOC conversation to work through. Triggers/Dark Themes All right, real talk time. People have very real and valid triggers either from personal experience or the personal experience of loved ones. As such, I ask that people think very hard on if they really need to include dark themes in their character that touch on real world issues like abuse, trauma, mental illness, etc. If it is something that is vital to their character your want to play, I ask to be mindful of how visceral and descriptive we get with it. Such topics should be treated with the weight and respect they deserve. On top of this, people have very real and valid preferences. Even if someone is not actually "triggered", it's still fine for people to want to leave out some of these things anyways for the sake of a fun game. I don't need to go over this with every applicant, but will plan to for those characters chosen. The truth is that there are great stories, movies, shows, etc. that are gritty, dark, and horrifying with guts, and sex, and torture. There are also great stories, movies, shows, etc. that are purely family friendly for all ages. Both work as what makes for quality storytelling is a separate matter than how many mature themes a story has. With all this said, of course there are dangers. Bad things can happen to good people. Unless a player specifically asks for something different, will lean to those troubles more typical in a fantasy setting like corrupted villains, dangerous monsters, wild magics, and the consequences that come with each. If there's any questions/concerns here, please be proactive, I'm not offended by people asking if "X is okay" or if "Y crosses a line".
  7. - AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Dame did her best to help Moxi out, acting as an extra pair of hands to carry, hold onto, or just keep in place what was needed for the Gremlin to put everything together. Not that she wasn't full of colorful commentary, but that came secondary to trying to be useful. Now that they're a team, it seems that Dame is eager to prove herself. There's both an earnestness, and perhaps an insecurity there. "I don't expect an answer now, but think about what I can play with on the ship. Not saying I have to steer the vessel, or fire a big gun, or press some buttons or pull gears around the engine, but... I am saying I want to. I want to very much." She looks straight at Rackham. "By the way, who was that mysterious shadow you were talking to? I mean, besides 'none of our concern' or 'not our business'?" Pre-empting any sort of deflecting response, it may not work, but Dame's giving it a try. OOC Movement: - Action: - Bonus Action: Reaction:
  8. Pre-Approved Third Party Materials Third-Party materials I feel get a bad reputation because some of what is out there is broken and/or gimmicky. However, I feel there is also some pretty amazing stuff too. When WotC was getting really bad press for trying to strongarm third party publishers, one of the points made by opponents of the move was how some of the third party publishers actually made better stuff. I found myself agreeing. Also, I have opened up Third Party in the past, and have found that not too many people take me up on it. I've even had cases where no one tries it out of 20+ applicants. This further leads me to the conclusion that offering Third Party doesn't open up the floodgates, is pretty manageable from a GM standpoint. I have three third party books that I feel are professionally made. I'm perfectly good with official material. If anyone is interested in any of the below options, but don't have access to the rules, let me know and I can give you the rules rundown for them as I own the physical books: Key: ISU = Islands of Sina Una; TR = Tal'Dorei Reborn; TO = Tales of Obojima New Lineages Mixed Ancestry (TR) People of the Islands (ISU): Balat-Kayo (Half-Orcs), Umalagad Dragonborn, Volcano Dwarves, Balete Elf, Gold Gnome, Mangrove Halfling, Carabao Tiefling New Classes Babaylan (ISU): Intelligence-based full caster who are intermediaries between the spirit realm and mortal world. Archetypes include the Call of Clairvoyance (Divination-focused), Call of Sacrifice (Healing), and Call of Wrath (Gish). Blood Hunter: (Can be found for free, legally online at D&D Beyond) Headhunter (ISU): Melee class that are good at tracking and getting information on a targeted foe. Archetypes include Omen of Knowledge (Can draw on several abilities and change some each day), Omen of Strife (Extra damage and fear-based abilities), and Omen of Swiftness (1/3 caster). New Archetypes Barbarian - Path of the Black River (ISU): Powers around not be impeded by conditions or obstacles Barbarian - Path of the Juggernaut (TR): Move others, be immovable Bard - College of Siday (ISU): Powers primarily on boosting combat for allies and self Bard - College of Tragedy (TR): Benefits from misfortune Cleric- Blood Domain (TR): Blood-based powers Cleric - Moon Domain (TR): Moon and duality powers Cleric - Volcano Domain (ISU): Fire damage along with damage and renewal Druid - Circle of the Blighted (TR): Corruption-based powers Druid - Circle of Tides (ISU): Extra senses and turning damage to healing Fighter - Kawal (ISU): Abilities on drawing enemies near, other defensive capabilities Monk - Way of the Cobalt Soul (TR): Knowledge and investigative skills Monk - Way of Kaluluwa (ISU): Split the soul and body and fight with both Paladin - Oath of Blood (ISU): Protect and avenge allies Paladin - Oath of the Open Sea (TR): Freedom, water powers Ranger - Mangangayaw (ISU): Generalist good at diplomacy, speed, protecting others Rogue - Graverobber (ISU): Bringing curses onto others Sorcerer - Diwata Bloodline (ISU): Spirit-based bloodline with access to some Druid spells Sorcerer - Runechild (TR): Runes to boost defense and other abilities Warlock - Mooneater Patron (ISU): Destructive-based powers Wizard - Blood Magic (TR): Use lifeforce to augment spells Wizard - Mentala (ISU): Create bamboo scrolls others can use New Feats ISU: Adept Conduit, Cannoneer, Headhunting Master, Oceanborne Warrior, Unrelenting Hunter TR: Cruel, Flash Recall, Mystic Conflux, Remarkable Recovery, Spelldriver, Thrown Arms Master, Vital Sacrifice New Backgrounds ISU: Lorechanter, Mangangalakal, Panday, Sea Raider, Voyager, Aswang Lineage TR: Ashari, Clasp Member, Myriad Operative, Lyceum Scholar, Reformed Cultist, Whitestone Rifle Corps
  9. House Rules *No Color and/or Bolded Dialogue It is pretty standard for games on Myth-Weavers for people to pick a color and then have bold colored dialogue, and italicized colored thoughts. I ask for my games not to bold or color dialogue, nor to color thoughts (though thoughts can still be italicized). The reason for this is personal preference. Although I feel color bolded dialogue makes it easy for people to catch what's said and respond, I also feel that sometimes the non-verbal description can be overlooked when it is often as or more important than spoken words. I have an "*" by it as this has in the past been my most controversial house rule, but I've yet to see anyone try it out and then leave the game as it doesn't take too long for players to get used to it. After all, everything else we read whether books, magazines, other websites, etc. don't use bold colored dialogue either. Combat This game will be a mix of theater of mind for smaller/simpler combats and use maps for larger/complex combats. When we use maps, we will use the "diagonals" optional rule where every other diagonal movement (starting with the second) will be counted as 10'. We'll also use the optional "flanking" rules for advantage. As a warning, flanking goes both ways, as some fights you'll outnumber a big monster or two, others you'll have more enemies trying to maneuver around you. Death and Resurrection This game will use the "Fading Spirit" house rules that are used in Critical Role. Essentially, being brought back from the dead is not a sure thing, and each time a character is brought back it becomes increasingly harder to do so. We can get into more details when/if a character dies. Encumbrance and Gear I will not track encumbrance and gear such as ammunition for the most part, but ask that players act within reason. A character who uses Strength as a "dump stat" shouldn't be trekking with 100 lbs. of gear, and should the group uncover some big heavy treasure chest should put a little thought into its transportation. Likewise, I won't worry too much about ammunition unless we find ourselves in some sort of prolonged series of battles where it may come into play, just encourage anyone with ammunition to occasionally buy some replacements now and then. Experience Milestone. Thinking on average a couple chapters per level though reserve the right to make it one chapter or three from time to time. Initiative Block initiative to keep combat moving faster. When it's the players' turn, they can go in any order. Monsters I reserve the right to change any and all monster stats in both minor and significant ways to help make combat more fresh and unique. I may also give beings powers and abilities to monsters that do not strictly adhere to the rules for narrative reasons such as a Hag's curse being too powerful for ordinary magic to cure, and requires a more personal quest to overcome. PvP Player vs. player is not encouraged, but neither is it outright banned. The PCs are allowed to disagree and it can make for some memorable moments. If there is a conflict among the PCs, here are my house rules for working through it: Communicate: The players should be actively talking in the OOC to ensure that the PC's conflict is not shared by the players themselves. Story over winning: The goal should be to tell a compelling story, not to win or be right. Players should be willing to lose the debate or conflict. Almost always not combat: A roll, a test of skills, convincing the rest of the party, there is almost always a solution beyond combat. A friendly tavern brawl is perfectly fine. Not to the death: Unless this is something that has been respectfully and optimistically agreed by the players, even should there be a physical conflict, it shouldn't be to the death. Communicate: Also communicate with me. If you the player have a problem, I can't do anything if I'm unaware. My goal should this happen is to resolve the matter so everyone can have fun, not to choose who is right and who is wrong. Rule of Cool For PCs, I'm fine with the rule of cool to do bold, heroic, daring feats. I'll set the DC and relevant skill(s), usually high, and let the PC roll.
  10. Game Start "The Coral Towers make for quite a sight. One of many examples of when magic and life intertwine in such unusual ways." -Lo, Accursed Wanderer The Prologue of the game will take place at the Coral Towers, a fishing village that sits among giant risings of coral. Colorful fish spin up and around the coral through the air as if it were as dense as water, side by side with birds who fly next to them with ease. There are a few reasons one might come to the Coral Towers. It is considered a regional wonder for those who risk the dangers of travel. There is the wise, ancient turtle who can provide answers to those who pass its test. There is the Nereid's Choir has many rumors surrounding it, claims of inspiration, of imparting part of its magic, and of simply being just an outstanding performance. And it is a place between places. One can be just wandering from point A to point B.y There people live a straightforward life of hunting, gathering, a farming sea plants and fish is built pools. The people are a mix of mainly humans, Halflings, and Goblinoids, many who display aquatic features. A tribe of Locathah live in the nearby waters. By tradition, the village is led by the a trio of sorceresses and the greatest hunter among the Locathah. And they're at an impasse.
  11. Tone/Inspirations "If you wish to be unique, I recommend being dipping oneself in a chaos pool while being cursed by a Hag's Coven, perhaps just after eating strange mold. If you wish for greatness, follow the heroes of old, and do as they did." Lo, Accursed Wanderer Each game draws from different inspirations, has its own tone(s). The world is full of magic, of breathtaking sights that the characters will get to journey through. There are spirits, and dungeons, and wandering warriors. Awakened animals can engage with ancient guardians. Songs can hold power. Those who are broken pick up their pieces and those who are whole are tested. Any fantasy story contains some element of the surreal. This particular game is still meant to be grounded in emotional realism. Badass, epic moments are encouraged. Characters shouting strange noises before slipping on a banana peel less so. Be able to endure things normal people shouldn't is great. Getting chipped out of a block of ice by a rodent companion with an ice pick is too goofy for this game. There is a beautiful, bittersweet feel to this world. So much has been lost, so many scars remain. And yet, there is so much hope, so many dreams and intertwining fates. The five pictures above are very deliberately chosen for any familiar with any or all of these works.
  12. Technology/Civilization "Art, technology, culture, conflict... those who study the past seem to seek but a few distinct things. It begs the question of legacy, to how much of what we do will be remembered." -Lo, Accursed Wanderer Five-hundred years ago the war ended, the world broken. Already most of the major cities, fortresses, temples, places of enlightenment and power were shattered, and what remained was lost in one final catastrophe that saw the downfall of the remaining mages. The lands were riddled with dangerous magics, the sky was a thick tempest, the seas roiled and churned. All anyone could do was survive. Time healed, and now the lands, though dangerous magics can be found, has greatly tamed. The weather has calmed. The seas are more restful. What remains are communities that know how to get by in their own unique ways. A village on a plateau that knows how to scale the flat, rocky walls to get supplies from below. A clan living within a volcano have gained a natural resistance to heat and fire. A nomadic group has learned the ins and outs of the poisonous fungi forest. Through evolution, through magic, through ingenuity people have regained control of their day-to-day lives. Still, people have not regained such control, such mastery to build new cities, to slay the most powerful monsters, to make true advancements. Life is still hard, but it is full of hope, wonder, and endless opportunities to make things a little bit better. And then there are the remnants of the past. This was the time when legendary magical items, sky cities, clockwork dragons, and competing universities existed. It was a time of opulence, greatness, and wonders that defy logic. The remains are scattered. Anything that was easy to find has been, and no few villages have a remnant or two from the past. Those items that remain to be found are hidden within the most treacherous places to be found. Broken temples buried beneath the earth, old laboratories guarded by fantastical creatures, and the homes of the fallen mages of old still hold technology and other innovations from the past.
  13. Story Structure and Rails "All are bound by the strands of fate. Whether we let it guide us, whether we resist and pull from it, whether we blindly stumble on and off our path, we can avoid it no less than we can hide from the seasons, or dodge the wind." -Lo, Accursed Wanderer All games have degree of railroading and a degree of player agency, some lean more one way than than the other. For the rails, this game will aim for an episodic feel. An "episode" may be traversing a dangerous stretch of road or water, or dealing with a conflict within a village, or diving into an ancient ruin. There's also an overarching narrative, a greater threat that will weigh over the story. Part of the rails will be more character-focused. The overarching narrative and all of the chapters will aim to highlight the character's story hooks, personal beliefs, and try to help them along their journey through opportunity and adversity. As far as pure agency, a good chunk of the chapters are up to where and what the group decide to do. Want to search for inner enlightenment, find ancient artifacts, or focus on a single community and the region surrounding it, all of that is game. For the sake of ease, I will aim to offer some clear options for the group. And within the each chapter there's plenty of options to take. There may be two opposing forces with pros and cons to each side. May be several solutions to solve a challenge.
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