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* Druid - Prefer no more than 2 players playing Druid
 
* Druid - Prefer no more than 2 players playing Druid
 
* Fighter - No Restrictions
 
* Fighter - No Restrictions
* <strike>Monk</strike> - Already Taken, No more than one player playing a Monk [must be an Outlander]
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* Monk - Already Taken, No more than one player playing a Monk [must be an Outlander]
 
* Paladin - No more than one player playing a Paladin [caveat: there are only two paladins in the entire gameworld. The PC and [if he is below L10] his Master or [L10+] his apprentice].
 
* Paladin - No more than one player playing a Paladin [caveat: there are only two paladins in the entire gameworld. The PC and [if he is below L10] his Master or [L10+] his apprentice].
 
* Ranger - Prefer no more than 2 players playing a Ranger
 
* Ranger - Prefer no more than 2 players playing a Ranger
 
* Rogue - Prefer no more than 1 non-Wildling Rogue
 
* Rogue - Prefer no more than 1 non-Wildling Rogue
 
* Sorcerer - No more than one player playing a Sorcerer
 
* Sorcerer - No more than one player playing a Sorcerer
* <strike>Warlock</strike> - Already Taken, No more than one player playing a Warlock
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* Warlock - Already Taken, No more than one player playing a Warlock
  
  
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The Hartshorn was not always a wild and forsaken place. Artifacts of a forgotten age can be found in and under the earth, and ancient Golems and Caryatid roam [or wait] masterless.  
 
The Hartshorn was not always a wild and forsaken place. Artifacts of a forgotten age can be found in and under the earth, and ancient Golems and Caryatid roam [or wait] masterless.  
  
The entire setting should be considered low magic as far as what is available to the common man. Cantrips and potions are not common, Wizards and Clerics and even magical Bards all but unknown in these wilds. Warlocks and Sorcerers are very rare. Druids abound and thrive - though most do not take on an adventurer's mantle, being more regionally inclined to protect specific areas of the Hartshorn within their sworn Circle.
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The entire setting should be considered low magic as far as what is available to the common man. Cantrips and potions are not common, Wizards and Clerics and even magical Bards all but unknown in these wilds. Warlocks and Sorcerers are very rare. Though Druids abound and thrive - though most do not take on an adventurer's mantle, being more regionally inclined to protect specific areas of the Hartshorn within their sworn Circle.
  
 
The bulk of our adventures in the Hartshorn will be Wilderness type adventures, though there are villages and towns and even a small city where the mountains finally come down to the edge of the desert scores of hundredleagues away.
 
The bulk of our adventures in the Hartshorn will be Wilderness type adventures, though there are villages and towns and even a small city where the mountains finally come down to the edge of the desert scores of hundredleagues away.
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The Wrath, spirits trapped in the Dry Lands and desperate for the relief of taking a host body in the world, will be the biggest threat anywhere intelligent races gather. The Wrath cannot escape into animal bodies for more than a moment, but they are able to take possession of human and demihuman souls. They cannot cross stone or salt or iron in spirit form and crossing them while in possession of a body causes them harm [2d6/r].
 
The Wrath, spirits trapped in the Dry Lands and desperate for the relief of taking a host body in the world, will be the biggest threat anywhere intelligent races gather. The Wrath cannot escape into animal bodies for more than a moment, but they are able to take possession of human and demihuman souls. They cannot cross stone or salt or iron in spirit form and crossing them while in possession of a body causes them harm [2d6/r].
  
Metal armor will dissuade a Wrath from attempting possession and standing on stone prevents them altogether. PCs have Advantage when saving v possession [Wis] and may attempt a new save each round. The PC loses 1 point of Wisdom per round until they successfully save. If the possession ends, lost wisdom is restored after a short or long rest. Characters brought to 0 Wisdom are taken over completely.
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Metal armor will dissuade a Wrath from attempting possession and standing on stone prevents them altogether. PCs have Advantage when saving v possession [Wis] and may attempt a new save each round. The PC loses 1 point of Wisdom per round until they successfully save. This can be restored after a short or long rest. Character brought to 0 Wisdom are taken over completely.
  
 
Forcing the possessed PC onto raw stone or iron or a sufficient source of salt can force the Wrath to flee or take damage.
 
Forcing the possessed PC onto raw stone or iron or a sufficient source of salt can force the Wrath to flee or take damage.
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==The Advantage of Stone and Salt and Iron==
 
==The Advantage of Stone and Salt and Iron==
 
Wrath in spirit form cannot cross any of these, and in that form can be trapped or kept out by a ring of any of the above. Wrath possessing a Host body take damage each round they are forced to stand on/cross these substances. They take all actions at a disadvantage while in this state. Characters acting directly against a Wrath under these conditions do so with Advantage.
 
Wrath in spirit form cannot cross any of these, and in that form can be trapped or kept out by a ring of any of the above. Wrath possessing a Host body take damage each round they are forced to stand on/cross these substances. They take all actions at a disadvantage while in this state. Characters acting directly against a Wrath under these conditions do so with Advantage.
 
The Wrath are invisible in spirit form, but Iron (or steel) grows cold in their presence (when they move within 30') and many folk wear a band of iron on their wrist at the very least. Any character who has Spell Slots as part of their character description can see the Wrath as misty figures of putrid pulsing green.
 
 
The Wrath are destroyed instantly in the presence of the sun and so will typically only be encountered at night or in the pre-dawn or post dusk twilight.
 

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