Greetings to those tabletop players.
If you want challenge and want to play a survival souls like experience, then this may be for you.
This game will take place on Sundays weekly at 12 Noon (Eastern). Below is a ton of information for you to read on this game. It will be played using:
Discord - Voice
Foundry - Game
TO CONTACT ME IF INTERESTED - my discord is: Nexsis47#6553
Now for the information: (House rules and all that. Make sure you are good with these rules of course before joining.)
This D&D 5E weekly campaign will be kind like a Dark Souls campaign, where if you want challenge, it will be there. This IS NOT FOR BEGGINER PLAYERS. For those that don’t rage quit when their character dies and simply make a new one, welcome. Death is a thing in this game, but victory is also there if a group works well together. Tactics, planning, and good old fashion role playing are awesome and can prove valuable in this weekly game.
Encounters in combat will be difficult, but not impossible. Challenge difficulty will be adjusted for the amount of players for each session. (In case a player is missing.) This isn’t about the big bad GM against the players, this is about survival and group dynamics. How you approach a situation may not always require combat, and smart gameplay survives perhaps a dire situation. Critical thinking. There may be puzzles here and there. There may be sessions of pure role playing. This really is a story driven by you as players. There are multiple endings, multiple pathways depending on how the group of heroes. Always remember, just because you lose a character doesn’t end the journey to its ultimate end.
Leveling is milestone and the campaign is a very long one. You start off in Mizain and visit other areas of the world as the sessions go deeper. There is a greater story as that will start at session 6, with mini arcs heading up to that. To that end, you will start the campaign at level 3. Eventually getting to level 8 or 9 by session 6. (Doing all quests in Mizain earns you a extra level. Challenge inside that as well, but not all quests are combative.) After session 6, it will go from level 8 or 9 up to level 15-20. Depending on choices players make as a group.
NOTE: When reaching session 6, you will be inside the Ninja/Samurai lifestyle. So if multi-classing, think about that when making your character. This campaign is split in parts throughout. With arcs playing out as they go.
You start out all part of a group of protectors/enforcers for the king in Mizain. (You can seriously name him what you want, otherwise he goes by “Your King”. A tidbit left up to the group.) There are ninjas and samurais inside this campaign. (But really come to front and center around session 6.) Feel free to use their class.
There are rules that are house brewed, or more like reminders. The game itself is played with the original 5E ruleset in mind, not the recent One D&D rules in mind. Read the rules carefully and make sure you are to commit to have fun and won’t lose your mind if your character would die. The rules below are unchangable. They are strict. (Past campaigns of groups were run with these and accepted. (5 years running D&D 5E)
The PDF for the Player Handbook is in my server on Discord, if needed. Some things will be outside of that book like the 3 special classes and some races.
ALL PLAYER CHARCTERS START AT LEVEL 3!!!
The following classes are allowed: (Only sub classes are taken from the original Player’s Handbook. Nothing outside of that.)
Knight of Darkness (REPLACES WARLOCK CLASS)
Ninja (Special Class Journal Entry) - REPLACES ROUGE CLASS
Samurai (Special Class Journal Entry) - REPLACES FIGHTER CLASS
Paladins and Bards are not available in this game.
The following races are allowed: (Some are outside the Player’s Handbook)
Dwarf (Original Player’s Handbook)
Half Orc (Original Player’s Handbook)
Human (Original Player’s Handbook)
Gnome (Original Player’s Handbook)
Halfling (Original Player’s Handbook)
Elf (Original Player’s Handbook)
Tabaxi (Original Concept)
Goblin (Volo’s Guide to Monsters)
Lizardman (Volo’s Guide to Monsters)
Kobold (Volo’s Guide to Monsters)
As for the rest of the classes and races, they are null and void.
- Leveling will be Milestone, not XP. Meaning players will reach certain stages within the campaign and level up. Levels will be earn through blood, sweat and tears.
- Multi-classing follows regular old fashion D&D 5E Player’s Handbook rules. But must still be contained within the above mentioned classes. Ninjas and Samurai have their rules for multi-classing into. See below.
- Standard Array when making up stats. No Point Buy or no rolling For stats for a new character.
- You can multiclass into a ninja or samurai, Acolyte of Darkness:
Samurai - Requires a strength of at least 13
Ninja - Requires a DEX of at least 13.
Acolyte of Darkness - Requires a INT of at least 13.
- You may start the game with your level 3 character with 1 common magical item or weapon. It MUST make sense for your character background.
- WHENEVER YOUR CHARACTER DIES, YOU MAKE A NEW CHARACTER THAT WILL BECOME THE SAME LEVEL AS THAT KILLED CHARACTER!!! There is no going back to level 1, unless everyone is somehow still level 1. Hopefully not.
Whenever a magic user is struck by an attack while a magical concentration spell is on, they must roll a CON saving throw of 13. Failing that, and that spell breaks concentration and fizzles out.
If your character becomes unconscious three times during a single combat situation, your character dies instantly from loss of brain function. The body can only take so much damage and trauma. No regular healing or magical healing can prevent this. The dead character can only be resurrected, if able.
Whenever your character takes double your normal HP total, your character dies instantly.
The resurrection spell must be done by a professional healer or higher magical source. When the spell is cast, the body MUST BE FULLY IN TACT. Missing eyes, fingers, legs will not regrow and the character comes back with those lost limbs but is alive. If the head is missing resurrection is impossible. If the torso is too far gone, resurrection is impossible. Such as ripped out body from an undead enemy.
Short rests give back class type regain (See your class) and no spell slots or spell points are regained back and remain depleted. A long rest is required for spell slots to be recharged. A short rest in a dangerous area such as a dungeon may get interrupted by wondering monsters, thus the short rest is not gained. Short rests are only maximum 4 hours long, thus in a dangerous area like a dungeon, monsters may find the heroes. Even if areas were cleared out. Scouts are required to watch of course, through rotation. Long rests provide full recovery of HP and Spell Slots after a full 8 hour rest period. If this is interrupted, that long rest is nulled.
Hate to bring this up but, if caught cheating in any shape or form, you will be banned from the game entirely. This includes using anything outside of the Player’s Handbook. Unless discussed with your GM and given approval. Such as magical items, but they must be lesser and part of your backstory. And of course approved by the GM, Mentioning this again!!! (Cheating has happened in past games as a player and a GM. Sad that people do it.)
From character creation, a player may choose to use magic points in the 5E original rules instead of spell slots.
Following the latest new tested rules - Whenever a player gets exhausted by a source they take 1 point of exhaustion. If ever they reach 10 or more points, that character dies instantly. 1 point of exhaustion is removed only after a single 8 hour long rest. This does not remove all exhaustion points, only 1 of those points. Whenever exhaustion points fall back to 0, the character is no longer exhausted. For each 1 point of exhaustion, it is a negative against attack rolls and saving throws. (EX: 3 points of exhaustion = -3 towards any attack or saving throw roll.)
Rolling a natural 20 is always a critical hit and strikes its target, no matter what. If it is a player character or monster/enemy. Even with bonuses. Natural 1’s rolled are instant misses no matter what if it is a player character or monster/enemy. Damage dealt by a natural critical strike on an attack roll deals double damage every single time. Whatever damage is rolled from the attacking weapon, gets doubled.
Whenever a natural 1 is rolled, a target fumbles their attack, and therefore must roll the chart below:
(Roll 1D4 - For Ranged, Melee, and Magical Fumble Rolls)
1-2: The victim has all enemies within melee range make an opportunity attack on them, if able. Ranged attacks do not count.
3-4: Roll another 1D4 (See below for results)
1 - You strike the nearest friendly ally for full damage, this includes ranged attacks and any attack spells.
2 - You mess up so bad that you fall over your feet and fall prone. If using a magical or ranged attack, the attack backfires. For bow and crossbow users, your crossbow or bow breaks. (IE: String snaps on your bow, or the crossbow spring breaks.) For magical attacks, you take 2d6 psychic damage as your mind cramps up.
3 - Your weapon gets struck in the ground or wall, depending where you were attacking. (GM’s discretion.) For ranged attackers, you shoot yourself, taking full damage. For magic users, you get stunned as the magical spell causes you to get dizzy. Too much concentration. You stay stunned until the start of your next turn.
4 - You break or fling your weapon away. The distance of the flung weapon is up to 20 feet. (GM’s discretion) Ranged attacks, you snap the bow string or snap your finger on the crossbow dealing 1d10 damage to yourself. Magic users have their spell hit them instead as it extremely backfires on them, where able.
Rolling 5 or lower on a death save counts as 2 critical failures, even if a natural 1 is rolled. Rolling a natural 20 on a Death Save counts as 2 successes. The Death Save total to reach must still be 3 successes to bring the character to 1 HP as in the original rules. Also as in the original rolls, you get 3 failures or more, the character dies instantly.
If any enemy/player character strikes a downed character during combat, they automatically kill that fallen character without rolling. However, if anyone has a reaction to stop that from happening, this would be a good time to use it. If somehow the attack from the enemy/player character is magical against a fallen character, this will be the GM’s discretion for the end result. I mean, a fireball would most certainly kill anyone. But some spells may be different.
To achieve this on either side of things, no roll is needed unless a reactionary is taken. When a reaction is taken to prevent this from happening, do the combat as normal. Rolls carry themselves out. The one making the reaction, if successful, stops the attack from going through. All they need to do is be successful in the roll. (IE: Hitting the target character doing the attack.)
Any action, other then a normal spell, can be used for a reaction. Even if using it to save a downed friendly character from being attacked by an enemy. The range must still be legal for that reaction. Such as a crossbow shot. Cantrips are allowed in this situation, where able.
Some enemies have recharge abilities that they must roll a 1D6 to see if that ability recharges. This total MUST BE A 6 in order for that ability to recharge. Otherwise it does not recharge. This goes for any monster or enemy with such a trait. Regardless of its template set up.
Any crossbow or pistol takes 1 action to reload it. You may use your bonus action to reload such a weapon. But keep in mind your action order. Action = reload your weapon, bonus action = fire that weapon once more.
Whenever swapping weapons on the body, it is a free action. Picking up dropped weapons costs 1 full action to do, if within reach.
This takes 1 action to get up and your movement is reduced by half. (Round down) You can not use your bonus action to get up from a prone position.
You can disengage from 1 enemy as normal in the original rules. However, if surrounded by more then 1 enemy, you can only disengage from 1 of those enemies. (Meaning that 1 single enemy can not get an opportunity attack.) The remaining enemies that are still engaged with you get a free opportunity attack, if within melee range. These opportunity attacks are only for melee ranged enemies. Not ranged or magic enemies. In other words, they do not get the opportunity.
Whenever friendly heroes are surrounding 1 single target, meaning more then 1 hero on that enemy, every friendly hero gains +2 towards their melee attacks against that enemy, where able. (Melee attacks only)
Whenever shooting a ranged attack such as a crossbow or bow, or even a magical attack, through a crowd (This includes friendly characters) that attacker MUST ROLL a INT saving throw of 12. Failing this, and that attack hits a random target. (GM’s discretion) This situation has partial line of sight of the original target, but still if it is a crowd of people this saving throw must be made. (Crowds are more then 3-4 targets around the target for the attack.) A character can move into a better position, if able. But crowds are taken into factor for combat.
Some curses can be cured through potions and magical means as normal. However, some curses contracted require a Greater Restoration to get rid of them. Some curses also can be attached to items and the owner may not be aware of it. Discarding that item may or may not remove that curse. Be aware of situations that involve something wrong with your character in this area. Some curses are minimal, while others are hindering. Some examples of curses that can not be cured except by powerful magical means:
De-aging (From Ghosts For Example)
Strong magical items are found, not bought at the local or black market level. So exploring to find one would be the only option to get hold of something like this!
If at any point a character loses a finger or a leg, penalties are coming into play for that character. This occurs in situations where a character has taken a critical strike from a heavy source. Such as a brute or larger enemy. The loss of limb depends if the character goes down from that blow. This will be a GM discretion. Frostbite weather can be a factor. Follow the chart below for loss of limbs:
Finger - The victim becomes -1 per each finger lost towards their attack roll. Ranged attacks are at a -2, and bows or crossbows can not be fired at all if missing too many fingers.
Foot - -2 towards movement per foot lost. Must use a stick or something to support the lost foot or the victim can not walk properly. Losing both feet….the victim is i trouble.
Leg - Movement is reduced by half, round down. If both legs are lost, the victim can not walk ever again.
Arm - Attacks are -5 with the other arm. Losing both….well, that isn’t nice.
Eye - Vision is cut down in half, including darkvision. Round down. If both eyes are lost, the character can still function, but at a -5 penalty for attacking with weapons. This does not effect saving throws. Blind fighting is a possible training function to learn, but takes time to be an expert.
Spinal Injury - If gaining this from a heavy blow, the victim may become paralyzed from partial to full. Depending on the situation. Partial could be just the legs, to full where only the head can move.
Bleeding Out - A victim must be healed right away, or the victim will bleed out and die. Usually healed by regular healing potions or magic. The time to save the victim depends on the size of the deep injury.