The V.A.L.U.E. of Megafauna-Riding

art by Anna Podedworna

The herd is on the move. The hunt is on!

:mammoth: Darthbink’s “Primal”

  • these are D&D5E adventures as an open “hop-on/hop-off” campaign for a couple of open V.A.L.U.E. games I will dm in the coming months

    (:cityscape: Ravnica, :bug: Age of Worms, & :skull: Skullport, I have dm-ed as open campaigns before)

  • it is NOT an invitation to a new home campaign … sorry

  • These adventures will take place in a world called Planegea, a young world filled with raw action, primordial horror, and mystic awe … everything in 5E will exists here but different


:mammoth: Styles:

  • Prehistoric Fantasy
  • (Hexcrawl) Exploration
  • Primal Spirits
  • Tame Dinosaurs & Megafauna and ride them into battle

:mammoth: Inspiration:

:mammoth: Length:

  • There will be ~ 6 sessions
  • The level range will be 5-11, with level 10 or 11 being the finale

:mammoth: The Six Taboos

  • the Clanfire is sacred … if you grant or accept hospitality, you have to keep it
  • there is NO metal; item made out of such materials will be reflavoured to bone or obsidian
    but for balance reasons will still be considered metal on other tables
  • there is NO writing … pictograms exist however
  • there are NO wheels … travois exist however
  • there is NO money … the closest thing, that is available would be trading for rations (5sp each)
  • the highest number your character can count to is a 9; everything higher is “many”

:warning: … breaking these Taboos will inflict “terrible, terrible things” to your character :warning:

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:mammoth: Re-Flavour of Classes:

  • Artificers (Makers) … will be reflavoured to use primitive tools
  • Barbarians:+1:
  • Bards (Chanters) … preserve the Song (history/story) of their clan and tribe
  • Clerics (Shamans) … channel the power of one of the Primordial Gods
  • Druids … are reviled by Local Gods since they draw the magic of creation out of the world
  • Fighters:+1:
  • Monks (Ascetics) … challenge themselves beyond the limits of most mortals
  • Paladins (Guardians) … draw strength from a Primordial God they swore an oath to
  • Rangers … are less reviled than Druids; Rangers can understand simple Druidic starting at level 2
  • Rogues:+1:
  • Sorcerers:+1:
  • Warlocks:+1:
  • Wizards (Spellskins) … have permanent bodypaint/tattoos instead of a spellbook
    (if you play such a character on other tables, they obv. will have a spellbook though)

tra4

:mammoth: Re-Flavour of Kinships:

  • Humans & Halflings & Hadozee … where the first who discovered how to make fire
  • Aarakocra (Saurials) … are re-flavoured as “Winged Saurials” and are warmblooded
  • Aasimar (Starlings) … were found as a baby in the wilds; adopted by a tribe
  • Dwarves … recently carved their way out of the earth, and have a rock-like look
  • Elves … recently left the Dreamlands and are a bit semi-translucent (not quite here yet)
  • Dragonborns … Metallic ones are re-flavoured to Ash, Bone, Clay, Stone, and Obsidian
  • Firbolgs (Dreas) … are tree-/plant-like
  • Genasi (Godmarked) … as a reward/punishment your mother was marked by a Local God
  • Goblins, Bugbears & Hobgoblins … recently left the Dreamlands & can’t remember why
  • Goliaths … Giant-Halfkin that have been recently freed from slavery
  • Gnomes … recently carved their way out of the earth, and have a gem-like look
  • Grungcoldblooded: will take x2 cold damage
  • Kobolds (Saurials) … are re-flavoured as “frilled Saurials” and are warmblooded
  • Lizardfolk (Saurials) … are re-flavoured as “Saurials” and are warmblooded
  • Leonin (Cat-folk) … religious anarchists; had a tyrannically creator god, who they killed in battle
  • Locathahs … are refugees from the sea; coldblooded: will take x2 cold damage
  • Loxodons … are woolly; they are from the frozen north and were fleeing from Giants
  • Minotaurs … are woolly; they are from the frozen north and were fleeing from Giants
  • Orcs … religious sceptics; tend to rely on their own power and not on those of Gods
  • Owlin (Saurials) … are re-flavoured as “Feathered Saurials” and are warmblooded
  • Plasmoids … wear the form of the creature that died when the ooze sire gave them life
  • Tabaxi (Cat-folk) … religious anarchists; had a tyrannically creator god, who they killed in battle
  • Thri-kreen … are the oldest intelligent species to walk Planegea
  • Tieflings (Godmarked) … as a reward/punishment your mother was marked by a Primordial God
  • Tortles (Saurials) … are re-flavoured as “Saurials” and are warmblooded
  • Tritons … are refugees from the sea, that is ravaged by primordial horrors
  • Vedalken … are toad-like; coldblooded: will take x2 cold damage
  • Yuan-ticoldblooded: will take x2 cold damage
  • all Fey = Centaur, Changeling, Fairy, Hexblood, Satyr … do exist, but you will haunted by arch-fey

tra5

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art by Naomi Savoie

:mammoth: Clans of the Broken Tusk Tribe

:bear: The Bear Clan

  • a mighty folk, bold-hearted, forever feasting, heavy layered clothing, bee-hive construction
  • The strong survive, and survival itself is cause for celebration.
  • The world is strong, and to overcome it you must be stronger.
  • Life is worth celebrating, and a ready laugh is a great gift.
  • … most of them are Humans, Halflings, and Hadozee
  • Dwarves, Goliaths, and Orcs are also very common
  • … their spellskins favour protective magic and spells, that make them stronger

:orangutan: The Ape Clan

  • nimble minds, agility in all things, a life of music, intrigate garments, unfolding gear
  • The future cannot be known, so you must be smart and fast enough to react if you want to survive.
  • Intellect applied with skill, is the only way to keep yourself alive.
  • It’s impossible to plan for the future, all that matters is being ready to react well.
  • … most of them are Humans, Halflings, and Hadozee
  • Elves, Goblinoids, and Gnomes are also very common
  • … their spellskins favour transportation magic and spells, that can be cast fast

:lion: The Lion Clan

  • patient stoics, visionary dreamers, spirit journeys, bright colours, ornament crafters
  • The world is to be fully experienced, in all its terror and beauty.
  • Hardship must be confronted unflinchingly, even in the face of great danger
  • The best response to joy or pain is to create art and beautiful things.
  • … most of them are Humans, Halflings, and Hadozee
  • Dragonborn, Cat-Folk, and Saurials are also very common
  • … their spellskins favour precognition magic and spells, that can control/hinder foes

:mammoth: Primordials (Gods) of the Broken Tusk Tribe

:fire: The Firebringer

As the god who favoures mortals the most, the Firebringer was damned for teaching mortals how to make fire, by stealing the secret from the sun (known as “The World that Burns”). Legends say that this deity had been caged away as a punishment. Shamans who call upon this god’s power, don’t always get their prayers answered, but this deity is quite inventive, so most of the time the Firebringer finds a way to help.
Domains: Forge (Obsidian), Light, Twilight, War

:deciduous_tree: The Worldmother

The Woldmother sacrificed herself to capture and engulf the Dragon Below and also to create the world of Planegea. Her song pacifies the Dragon Below. All of Planegea are her children and she suffers if they are fighting each other. Shamans have to keep this in mind, if they call upon this god’s power.
Domains: Grave, Life, Nature, Peace

:dragon: The Dragon Below

Captured by the Worldmother, the Dragon Below is trapped in the “World Heart” and constantly struggles against its prison, creating earthquakes and volcanic eruptions. Shamans pray to it pacify this deity. Shamans also can call upon its power of destruction in time of need, hopefully without giving their god enough power to cause greater calamities or even to break its chains. It is said, should the Dragon Below ever escape, the world of Planegea will be destroyed.
Domains: Arcana, Forge (Obsidian), Tempest, War

:new_moon: The Lying Darkness

The Lying Darkness regrets that the world exist and desires to return everything to oblivion. The methods are manipulation and subversion though, since this god fears direct confrontation, aside from ambushes. Also it was the Lying Darkness, who persuaded the Mad Moon to steal Fate itself. Shamans worshipping this god pray to keep the powers of this deity away from their clan and tribe, while fighting off this god’s corruptive influence.
Domains: Death, Knowledge, Order, Trickery

:waning_gibbous_moon: The Mad Moon

The Mad Moon wanted to become the sungod while the stargods danced, by stealing Fate itself, but failed and destroyed it in this process. The stargods overwhelmed this deity and chained this god up into the sky. There the Mad Moon fights an endless battle against the Lying Darkness. Aside from fighting, this god still chases the sun, cursed to never reach it. Since the Mad Moon got a fleeting hold of Fate itself, this deity gained the power of prophecy, but this also drove this god mad. Shamans channeling the Mad Moon’s power have to be very careful to keep their sanity.
Domains: Knowledge, Light, Trickery, War

:skull_and_crossbones: The Sunken Silence

The Sunken Silence is the god of watery graves. This deity is/was (?) the partner of the Mad Moon and still longs for the fallen god, creating the tides in the process. This deity also weeps for the Worldmother, who sacrificed herself to trap the Dragon Below. The Sunken Silence’s endless tears have turned the oceans salty, and this god’s rage manifests as thunderstorms and crushing waves. Shamans channeling the Sunken Silence’s power have to deal with a very fickle deity.
Domains: Death, Grave, Life, Tempest


others:

:star2: The Stargods

The Stargods are dancing in the nightsky to determine who will be the next god of the sun (known as “The World that Burns”). Legends say the winner can also give the sun a new name.
Domains: none (too occupied with dancing)

:ghost: Local Gods / Spirits

Countless Local Gods exist in Planegea, but their influence is very limited in range. Typically they stay in their favourite area, but rare exceptions of wandering Local Gods exists.
Local Gods hate Druids, since those can draw magic from their land without their consent.
Domains: varies (but with distance their power dwindles)

art by Raph Lomotan

:mammoth: Houserules for this Open Campaign

:mammoth: Pulp-Inspiration

You start every game session with Inspiration.
You can use Inspiration after rolling. Should the original roll have had advantage/disadvanatge, the re-roll will also have advantage/disadvanatage. You cannot re-roll a re-roll. Should the re-roll be a success, describe how it looked like you would almost fail, but in the end you prevailed.

:mammoth: Magic Weapon Breaking

If you make a melee weapon attack with a magic weapon, you can treat a rolled “1” on a d20 as a “20” on one of your attack rolls, but your magic weapon will break after having dealt damage.
Also, when you make a melee weapon attack with a magic weapon and the attack is a critical hit, you could increase the damage from this attack by +20, but your magic weapon will break after having dealt damage.
(won’t work with magic weapons gained from features, such as artificer infusions and pact of the blade)
(also won’t work with magic weapons gained from spells, such as the ‘magic weapon’ spell)

p.s.: all adventures will have a magic weapon as a magic item reward

:mammoth: Unique Downtime Activities:

:bone: “Craft Magic Greatclub”

you gain a +2 great club, that falls apart at the end of the next adventure

:warning: note: you can do this Downtime Activity only ONCE before every adventure

cost: 5 Downtime Days

:herb: “Gather Herbs for Potions”

you can collect herbs to buy one or more of the following potions:

prerequisite: proficiency in Survival or with a herbalism kit
cost: 5 Downtime Days

:biohazard: “Harvest Poison”

you can hunt venomous beasts to buy one or more of the following poisons:

  • 400 rations: serpent venom (3d6 poison damage; Constitution save DC 11 for half damage)
  • 2400 rations: wyvern poison (7d6 poison damage; Constitution save DC 15 for half damage)

prerequisite: proficiency in Nature or with a poisoner’s kit
cost: 5 Downtime Days

:art: “Magic Tattoo”

you can buy one or more of the following magic tattoos:

cost: 5 Downtime Days

:mouse_trap: “Scroll Trapper”

you can buy one or more of the following magic scrolls:

note: the scrolls are all stone shards with pictograms carved onto them
cost: 5 Downtime Days

:mammoth: “Tame Megafauna”

You gain ONE of the following magic items at the beginning of the next game session:

note: after that adventure, it will be ONE of the magic items you may choose to gain
prerequisite: proficiency in Animal Handling or with vehicles [land]
cost: see above

:boxing_glove: “Challenge Your Clan-Leader”

you can try to challenge your Clan-Leader to lead the tribe:
To be successful, you have to beat your current Clan-Leader in two oppossed rolls:

  • :orangutan: Dexterity saving throw & Intelligence (Investigation) check
  • :bear: Strength saving throw & Wisdom (Survival) check
  • :lion: Constitution saving throw & Charisma (Performance) check

cost: 10 Downtime Days

:woman_elf: “Challenge Your Tribe-Leader”

you can try to challenge Wipa, the Broken Tusk Tribe-Leader to lead the tribe:
To be successful, you have to beat her in two oppossed rolls:

  • :woman_elf: (:lion:) Constitution saving throw & Charisma (Performance) check

prerequisite: being the Clan-Leader of the :orangutan:-Clan or :bear:-Clan
cost: 10 Downtime Days

:mammoth: Exploration Activities

Exploration Activities per Day:

Travel Speed :point_right: Activities per Day
10 feet or less :point_right: 0 Activities (needs :sweat: Forced March to be able to do something)
15 to 25 feet :point_right: 1 Activity
30 to 40 feet :point_right: 2 Activities
45 to 55 feet :point_right: 3 Activities
… even more :point_right: 4 Activities

Group Activities:

  • :footprints: :paw_prints: Travel
    • cost: 1 Activity or 2 if the adjacent zone is difficult terrain
    • :point_right: move to an adjacent zone
  • :eyes: :ninja: Reconnoiter (as long as you keep Concentration)
    • cost: 1 Activity
    • :point_right: gain advantage on Investigation & Perception checks in an adjacent zone; may ambush foes

Indiviual Activities:

  • :sweat: Forced March (risks exhaustion)
    • cost: 0 Activities
    • :point_right: gain +1 Activity that can only be used for Travel
    • :point_right: DC 15 Con saving throw vs. exhaustion; failing by 5 gets you 2 levels
  • :hut: Fortify Camp (stacks)
    • cost: 1 Activity
    • :point_right: increase the random ‘night event die’ by one step (e.g. from a d6 → d8)
    • :point_right: your party gains +1 to passive Perception & to Initiative rolls during the next night
  • :moyai: Mark the Area (requires Reconnoiter)
    • cost: 1 Activity
    • :point_right: this zone requires -1 Activity (min. 1/2) to Travel into in future travels
    • :point_right: this also applies to your whole Broken Tusk Tribe, should it move into this zone
  • :cut_of_meat: Subsist (disadvantage without Reconnoiter)
    • cost: 1 Activity
    • :point_right: make a Survival check to gain :meat_on_bone: rations (DC depends on terrain)
    • :point_right: failing by 5 gets you exhaustion; failing by 10 gets you 2 levels
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finished :muscle:

I will run this in V.A.L.U.E probably starting in late April.

if you are interested you can write me here, or a pm or on discord and I will put you on a list, to ping when I start.

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Sounds interesting :slightly_smiling_face: very detailed as per usual :wink:

Can add me to your list :hugs:

Will have to think about who to bring. The char I’m currently building is tied to Pelor the god of the sun. Which from what I can tell doesn’t really have an available equivalent in this setting :sweat_smile: though many trying to become the new sun boss

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Why do cold-blooded races get a cold vulnerability with nothing to compensate?

Will be very interested :mammoth: :cloud_with_lightning:

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That sounds so cool, if you have space im eager to join.

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those (as well as the Fey ones with their “haunted by arch-fey” trait) are basically:
you can play a “cold-blooded” character if you want to, but please be aware there will be an extra downside

so if you really want to, go for it :+1:
:point_right: but it would have been really unfair to not tell players in advance
(aside from those kinships being pretty strong to begin with)

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That sounds like fun! Please add me too! I’m thinking on playing Rogue or ~Artificer~ Maker (since there were not many Kung-Fu masters wandering the lands)!

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Monks do exist^^
they are “Ascetics”, who challenge themselves beyond the limits of most mortals

everything in D&D exists in this primordial world … just a bit different (flavour wise)

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@Istariel

you could either go for the Mad Moon, who wanted to cheat to become the new sun god but failed,
or the Firebringer, who stole the secret how to make fire from the sun (“The World that Burns”) and brought it to the mortals.

That sounds legit, I just have a hard time imagining the empty handed fighting part for back then. But I always default to monk first, artificer and rogue second and ranger far third. Lucky for me, I still have time to cook something up.

But if the first session would be 26.April, I would not be able to be there. (I can generally not be there every time, if that’s OK)

that’s fine

it is a hop-on / hop-off campaign anyway :slight_smile:

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