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| '''Character'sName''' || '''Played by...''' || '''Class/Level''' || '''Species''' || '''ALN''' || '''AC''' || '''Max HP''' || '''Speed''' || '''Spell Slots''' || '''Abilities'''
 
| '''Character'sName''' || '''Played by...''' || '''Class/Level''' || '''Species''' || '''ALN''' || '''AC''' || '''Max HP''' || '''Speed''' || '''Spell Slots''' || '''Abilities'''
 
|-
 
|-
| [[Federigo Soto | '''Federigo Soto''']] || @SirMoogle || Swashbuckler Rogue 3 || Human ||NG || 15 || 21 || 30ft || n/a || Sneak Attack (2d6), Expertise, Cunning Action, Fancy Footwork, Rakish Audacity
+
| [[Federigo Soto | '''Federigo Soto''']] || @SirMoogle || Rogue 2 || Human ||NG || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action
 
|-
 
|-
| [[Charity Bronzegg | '''Sister Charity Bronzegg''']] || @Unka Josh || Fighter 3 || Stout Halfling || NG || 18/19 || 31 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+3), Action Surge, Rune Knight, Cloud Rune, Stone Rune (Darkvision 120ft)
+
| [[Charity Bronzegg | '''Sister Charity Bronzegg''']] || @Unka Josh || Fighter 2 || Stout Halfling || NG || 17 || 22 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge  
 
|-
 
|-
| [[Zyran Wroggereth | '''Zyran Wroggereth''']] || @jmucchiello || Bard 3 || Triton || LG || 14 || 24 || 30ft, Swim 30ft || 4/4, 2/2 || Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths, Bardic Spellcasting, Bardic Inspiration, Jack-of-All trades, Healing Song, Expertise, Cutting Words
+
| [[Zyran Wroggereth | '''Zyran Wroggereth''']] || @jmucchiello || Bard 2 || Triton || LG || 14 || 17 || 30ft, Swim 30ft || 3/3 || Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths, Bardic Spellcasting, Bardic Inspiration, Jack-of-All trades, Healing Song
 
|-
 
|-
| [[Borgar Silverfist | '''Borgar Silverfist''']] || @Talisman || Paladin 3 || Orc || CG || 16 || 28 || 30ft || 3 || Darkvision 60ft, Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (15), Divine Caster, Divine Smite, Abjure Enemy, Oath of Enimity
+
| [[Borgar Silverfist | '''Borgar Silverfist''']] || @Talisman || Paladin 2 || Orc || CG || 16 || 20 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite
 
|-
 
|-
| '''[https://www.dndbeyond.com/profile/Aikireikinu/characters/46717313 Zuri]''' || @Aikireikinu  || Monk 3 || Wood Elf || NG || 16 || 24 || 45ft || n/a || Darkvision 60ft, Fey, Fleet of Foot, Keen Senses, Mask of the Wild, Unarmored Defense, Martial Arts, Ki 3/3, Disciple of the Elements, Fist of Unbroken Air, Rush of the Gale Spirits
+
| [[Eckanem Itthoball | '''Eckanem Itthobaal''']] || @JasonELeigh || Wizard 2 || Dragonborn || NG || 15 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Spellcasting, Arcane Recovery
 
|-
 
|-
| NPCs
+
| '''[https://www.dndbeyond.com/profile/Aikireikinu/characters/46717313 Zuri]''' || @Aikireikinu  || Monk 2 || Wood Elf || NG || 16 || 17 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2
|-
 
| [[Eckanem Itthoball | '''Eckanem Itthobaal''']] || @JasonELeigh || Wizard 3 || Dragonborn || NG || 15 || 20 || 30ft || 4/4, 2/2 || Breath Weapon, Resistant to Fire, Arcane Spellcasting, Arcane Recovery, Tactical Wit, Aracne Deflection
 
 
|-
 
|-
 
| '''Sticks[https://wiki.rpg.net/index.php/Brahnamin%27s_Characters_-_Sticks]''' || @brahnamin || Druid 2 || Human || NG || 14 || 19 || 30ft || 3/3 || Druidic Spellcasting, Circle of the Land, Wildshape
 
| '''Sticks[https://wiki.rpg.net/index.php/Brahnamin%27s_Characters_-_Sticks]''' || @brahnamin || Druid 2 || Human || NG || 14 || 19 || 30ft || 3/3 || Druidic Spellcasting, Circle of the Land, Wildshape
 
|-
 
|-
|| [[Vex "Gold" Goldenworm | '''Vex "Gold" Goldenworm''']] || @Mr Adventurer || Paladin 1/ Sorcerer 2 || Human || CG || 18 || 19 || 30ft || 2/2 || Divine Sense, Lay on Hands, Sorcerer Spellcasting & Draconic Origin
+
|| [[Vex "Gold" Goldenworm | '''Vex "Gold" Goldenworm''']] || @Mr Adventurer || Paladin 1/ Sorcerer 1 || Human || CG || 18 || 19 || 30ft || 2/2 || Divine Sense, Lay on Hands, Sorcerer Spellcasting & Draconic Origin
 
|-
 
|-
 
|}
 
|}
 
</font size>
 
</font size>
 
===Manor House===
 
The key to the manor house the heroes now own[https://wiki.rpg.net/index.php/File:D5.Saltmarsh_Manor.jpg]
 
 
Located 4 miles out of the town of '''Saltmarsh''' and on a step hill near the cliff. The attic and wine cellar are not pictured. Also not shown is the alchemist lab and storage room along with the stairwell down to the necromancer's room and caves that led to the sea.
 
 
'''Map Key'''
 
:1. Entryway Foyer with stairwell to 2nd floor.
 
:2. Library (with fireplace)
 
:3. Servant Bedroom (shared two beds) includes fireplace
 
:4. Study that leads to back porch/garden
 
:5. Dinning Hall (there is an open sliding doors from the foyer to here. The hallway in the back of room or the north leads under the broken stairs). Includes large fireplace
 
:6. Back study room/office.
 
:7. Pantry (does NOT include fireplace)
 
:8. Servant Bedrooms (one large bed, includes fireplace)
 
:9. Kitchen (with stairs going up to the second floor) door leads to garden, footpath to well.
 
:10. Smaller Storage room with stairs leading to the cellar
 
:11. Larger Bedroom with fireplace (Claimed by Zyran)
 
:12. Larger Bedroom with fireplace
 
:13. Smaller Bedroom with fireplace
 
:14. Smaller Bedroom
 
:15. Smaller Bedroom with fireplace
 
:16. Smaller Bedroom with fireplace
 
:17. Living room or another study.
 
:Stairwell up to the attic and down to the kitchen
 
 
===Treasure and Magic===
 
:Household Strongbox: 827gp, 303sp
 
:Kraken's Cover: 210gp, 24pp, jewled neckless
 
:Iron ring?
 
 
'''Treasure'''
 
:13 random Books (might be worth something if sold) and 4 that have title/names (worth more?)
 
:Leger of illegal items and diary of the daughter who dies.
 
:Doll with Jade gemstone eyes
 
 
:Alchemist book (volume I & II) [Eckanem]
 
:Spellbook of necromancers [Eckanem]
 
 
'''Magic Items'''
 
:Long sword +1 [Zuri]
 
 
:Half-Plate +1 [Charity]
 
::This armor weighs only 20lbs and does not impose disadvantage for Stealth or Athletics check to swimming
 
 
:Half-Plate +1 [Borgar]
 
::This armor weighs only 20lbs and does not impose disadvantage for Stealth or Athletics check to swimming
 
 
:Goggles Of Night [Federigo]
 
::Magic Item ImageWondrous item, uncommon
 
::While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
 
 
:Gloves Of Swimming And Climbing [Borgar]
 
::Wondrous item, uncommon (requires attunement)
 
::While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
 
 
:Pearl Of Power
 
::Wondrous item, uncommon (requires attunement)
 
::While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.
 
 
:Philosopher's Stone [Eckenam]
 
::Wonderous item, Rare (requires attunment)
 
::This gem stone has 6 charges. It recovers 1d6 charges at dawn each day.
 
::The user can use one of the charges to gain their Proficiency bonus to Arcana, History, Nature and Religion (if the already are proficiency with these skills they gain double their proficiency bonus) for the next hour. Or they can use a charge to gain the bonus for 8 hours if applied to only one of these skills.
 
::Can also cast the following spells...
 
::The user can use 1 charge to cast the following spell -- Comprehand Languages.
 
::The user can use 2 charges to cast the following spells -- Locate Object, See Invisbile
 
::The user can use 3 charges to cast the following spells -- Clairoyance, Sending
 
::Intelligence is your spell casting attribute for these spells.
 
::Provided one charge remained, the user is immune to diseasae. They also gain advance on saving throws vs. poison and resistance to any damage caused by poisons. But when the last charge was used, the stone disintegrated.
 
 
:Pipes of Haunting [Zyran]
 
::Wondrous item, Uncommon (requires attunmebt)
 
::You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and exped 1 charge to create an errie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdon saving throw or become frightened of you for 1 minute. If you wish, all creatures in the the area that aren't hostile towards you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that has succeeds on a saving throw is immune t the effect of these pipes for 24 hours. The pipes regain `1d3 expended charges daily at dawn.
 
 
:Ring of Weapons [Zyran]
 
::Wonderous item, Rare (requires attunement)
 
::As a bonus action is can create any one type of Simple or Martial Weapon to appears in the ring wearer's hand (either hand, ring wearer's choice). It cannot create missle weapons like bows or crossbows, but can make a javelin or other thrown weapons. All such created weapons disappear within 1 round after it leaves the hands of the ring wearer OR if the wearer uses a bonus action to create another weapon. These weapons are also magical weapons but grant no bonuses to attack or damage. Otherwise any weapon created appears to be just a normal weapon to casual observers. The ring wearer can also dismiss and weapon as a bonus action.
 
 
:Spell Stone
 
::Wonderous Item. Rare (requires attunement to cast a spell into but not to case the spell(s) stored within the stone).
 
::The stone can store up to a singal 3rd levels spell at a time. Any creature who is attuned can Cast a Spell of Cantrip through 3rd Level into the stone by touching it as if the spell is cast. The spell has no Effect, other than to be stored in the stone. Casting Time one action or longer if the spell requires it. But minimum of 1 action even if the spell normally requires less time.
 
 
:Wand Of The War Mage +1 [Eckanem]
 
::Wand, uncommon (requires attunement)
 
::While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
 
 
:Flame Tongue Cutlass. [Federigo]
 
::Weapn, rare (requires attumement)
 
::You can use a Bonus Action to speak this magic sword's Command Word "Ash", causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword.
 
::Even when the sword counts as a magical weapon against targets that are resistant to non-magical damage. 
 
 
:Rapier
 
:
 
Potions:
 
:Potion of Water Breathing (6)
 
:Oil of Slipperiness
 
:Potion of Diminution
 
:Potion of Greater Healing and Potion of Superior Healing
 
 
===Mission Log===
 
:'''[https://forum.rpg.net/index.php?threads/d-d5-the-savage-tide.878504/#post-23784907 House on Haunted Hill]'''
 
:: Summary: Clear out the old haunted manor house of the Solmor family. Retrieve legal documents found therein.
 
:: Patron: Anders Solmor of Saltmarsh
 
:: Reward: 2000 gp, 250 gp each, the manor house, whatever was found in the manor house
 
 
:'''[https://forum.rpg.net/index.php?threads/d-d5-the-savage-tide.878504/page-68#post-23830797 The Bullywug Gambit]'''
 
:: Summary: Find Anders' sister presumed to be hiding in Kraken Bay with pirates and smugglers.
 
:: Patron: Anders Solmor of Saltmarsh
 
:: Reward: 1000 gp or 3000 gp brought back dead or alive. 3000 gp for retrieval of the sloop, the ''Storm Cutter''.
 
  
 
==THE TEN THOUSAND ISLE SETTING==
 
==THE TEN THOUSAND ISLE SETTING==
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in combat.
 
in combat.
  
<u>SHIPS AND INITIATIVE</u>
+
SHIPS AND INITIATIVE
 
+
A ship rolls initiative using its Dexterity, and it uses its
A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll. On a ship's turn, the captain decides which of the ship's actions to use.
+
crew's quality score as a modifier to that roll.
 
+
On a ship's turn, the captain decides which of the
<u>SPECIAL OFFICER ACTIONS</u>
+
ship's actions to use.
 
 
During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.
 
  
<u>TAKE AIM</u>
+
SPECIAL OFFICER ACTIONS
 +
During an encounter, the captain, first mate, and bosun
 +
each have access to two special action options: Take
 +
Aim and Full Speed Ahead, both detailed below.
 +
TAKE AIM
  
As an action, the captain. first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn.
+
As an action, the captain. first mate, or bosun directs the
 +
crew's firing, aiding in aiming one of the ship's weapons.
 +
Select one of the ship's weapons that is within 10 feet of
 +
the officer. It gains advantage on the next attack roll it
 +
makes before the end of the ship's next turn.
  
<u>FULL SPEED AHEAD</u>
+
FULL SPEED AHEAD
 +
As an action while on deck, the captain, first mate, or
 +
bosun can exhort the crew to work harder and drive the
 +
ship forward faster. Roll a d6 and multiply the result by
 +
5. Apply the total as a bonus to the ship's speed until the
 +
end of the ship's next turn. If the ship is already benefiting
 +
from this action"s bonus, don't add the bonuses
 +
together; the higher bonus applies.
  
As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If the ship is already benefiting from this action"s bonus, don't add the bonuses together; the higher bonus applies.
+
CREW IN COMBAT
 +
Managing a ship's entire crew in combat can prove cumbersome,
 +
especially as larger ships often host dozens of
 +
sailors. Typically the crew is too busy managing the ship
 +
to do anything else during combat. Don't worry about
 +
tracking their specific positions unless you want to add
 +
that complexity. You can assume that the crew is evenly
 +
divided among the upper two decks of a ship.
  
<u>CREW IN COMBAT</u>
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CREW CASUALTIES
 
+
Slaying a ship's crew reduces the number of actions
Managing a ship's entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don't worry about tracking their specific positions unless you want to add
+
most s hips can take, making the crew a tempting target
that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.
+
in combat. Resolve individual attacks as normal, using
 
+
the guidelines for resolving many, identical attacks at
<u>CREW CASUALTIES</u>
+
once from the Dungeon Master's Guide as needed.
 
+
In the case of spells that cover an area, such as fireball
Slaying a ship's crew reduces the number of actions most s hips can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the Dungeon Master's Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of
+
or lightning bolt, you might track the exact location of
  
 
===Water Craft Types and Stats===
 
===Water Craft Types and Stats===
 
===Ship Cannons and Weapons===
 
  
 
==EXTRA GEAR==
 
==EXTRA GEAR==

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