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)
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)
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
If at all possible I would be very interested in being part of this. The premise sounds amazing
I love the idea and I’d be eager to join if possible. I cant wait!
What would the Gith(zerai) be in this setting?
if you really interested in playing one, I will tell you in a PM
… just say it is very early Gith history
all these events will have at least some effect in the future
prerequisite: having the figurine of wondrous power: golden lions item
Your movement Speed to determine Exploration Activities increases to 50 feet.
prerequisite: having the figurine of wondrous power: marble elephant item
Your movement Speed to determine Exploration Activities increases to 40 feet.
Your can trample ground troops in mass-battles:
You deal x2 damage with melee attacks against swarms & mobs of medium-size creatures or smaller.
prerequisite: having the prehistoric figurine of wondrous power: kyanite pteranodon item
Your movement Speed to determine Exploration Activities increases to 60 feet (flying).
Your movement Speed to determine Exploration Activities is reduced to 10 feet, while on the ground.
You fail all Stealth checks when flying while travelling.
You have disadvantage on checks and saving throws to stay on your mount, while flying.
prerequisite: having the prehistoric figurine of wondrous power: carnelian triceratops item
Your movement Speed to determine Exploration Activities increases to 50 feet.
You have half cover (+2 to AC and Dexterity saving throws) at your front facing.
for: @ThatGuyTed
The ‘Raven Queen’ shares your body to “see” the world. You join (die) the ‘Raven Queen’ after the end of the last Primal adventure.
The ‘Raven Queen’ allows you to celebrate your last night before it is your time to go.
for: @BufoBufo
You always have one failed Death Save, since you traded that to the ‘Raven Queen’.
for: @BufoBufo
Once when you pay for material components for a spell, or someone else pays for a spell with material components that is cast on you, you can decide to reduce the cost by 50%.
for: @ThatGuyTed
When you roll on your Surge table, you also can roll on a d% Raven Queen Wild Magic Surge table. On a 19-20 you get back all your expended uses of your Rage feature for that day.
prerequisite: having the half-plate of fungal spores armor
it can be flower-pollen or mushroom-like (your choice); this armor can be worn by druids
prerequisite: having the demon armor magic item
this armor does not give you disadvantage on Dexterity (Stealth) checks.
this armor can be worn by druids (if they have heavy armor proficiency)
This is an artefact (see below ).
Right now @truecrawl has the artefact. The geas is gone, and it is no longer cursed.
Sulik would like to do recon on the next area on his new mounts Would that be difficult terrain? He would like to mark the area and if the activity count allows it, Subsist!
Does that cost downtime days too?
I can not attend this time, so it’s just for the tribe!
(Instead attending this quarters ~druid~ ranger meeting right there )
edit by @Darthbinks: only made your post a bit smaller^^
@Atanen These are the Exploration Activities you can do every day in-game, while we run an overland exploration part (e.g. likely this FR, and maybe the next)
so these have nothing to do with Downtime Days
the Unique Downtime Actions for this mini campaign you can find here
e.g. this was the map from the 1st adventure ‘Broken Tusk Moon’
hope the ‘Exploration Stuff’ makes more sense now
I guess… So it would “only” be the exploring each cirlce, one at a time?
every circle is a “zone”
so for example, you could:
Group Activities everyone has to do together,
Individual Activities anyone can do on their own (although the effects might stack)
Okay, so I could benefit from the kitten for recon next time…
yes, although Reconnoiter is a Group Activity,
so everyone in the party has to do it
Wondrous Item, artefact (requires attunement)
Created by the primordial Firebringer to lead its believers out of the Age of Darkness, this hand-held lamp is constructed from animal bone, hide, and sinew, and it contains an eternal flame that requires neither fuel nor oxygen to burn.
Random Properties. The Primordial Flame has the following random properties:
Properties of the Primordial Flame.
The lamp’s flame can be covered or hidden, but it can’t be smothered or quenched. While uncovered, the Primordial Flame sheds bright light in a 100-foot radius (and dim light for the next 100 feet). If the bright light passes through an area of magical darkness or targets a creature affected by magical darkness, the Primordial Flame automatically attempts to dispel magic the effect at 8th level with a +5 bonus on the dispel check (no action required). It can try to dispel every magical darkness only once per round.
The presence of the Primordial Flame alters the surrounding environment, changing weather patterns, temperature, climate, and even seasons. Within a 10-mile radius of the Primordial Flame, the temperature remains 70° F (21° C) during the day and 60° F (16° C) at night. The weather is calm and free from extreme weather conditions (such as blizzards, hail, thunderstorms, and tornadoes), and the sky remains clear. Plants in the area flourish as if they were receiving optimal sunlight, water, and nutrients for their species, despite the lack of precipitation. If the Primordial Flame remains in the same region for an extended time, the area of this effect increases (typically by 1 mile each year, though terrain and other factors might alter this limit).
After a creature attuned to the Primordial Flame dies, these effects will be reversed within 5 (d10) days.
Once per 10 days you can use an action to increase the radius of the lamp’s bright light to a 10-mile radius (and dim light for the next 10-miles) for 1 hour.
The Primordial Flame is considered a spellcasting focus for you.
You can cast fire storm (saving throw DC 18) at 7th level. After you cast the spell, roll a d6. On a roll of 1-5, you can’t cast it again until the next dawn.
You can cast produce flame (Ranged Spell Attack +10) at will. The damage depends on your character level.
The Primordial Flame was cursed by the Painted-Smilodon, the guardian spirit of Red Cat Cave. As long as it remains cursed, a creature that once attuned to the Primordial Flame is wracked with mental anguish, and suffers from 4 levels of exhaustion. While holding and being attuned to the Primordial Flame it only suffers from 2 levels of exhaustion instead. These condition levels can’t be reduced or removed until the curse is removed. The curse can be removed only by avenging the Painted-Smilodon or a carefully worded wish spell.
If used to slay a herald of the Firebringer while on the Nightmare Realm of the Land of Nod in the Dreamlands, the Primordial Flame is destroyed.
space for story-summaries
Thanks to everyone who played 1 or more of those games in Planegea