OOC: Death House (5e)
Posted: Sun Feb 21, 2016 5:39 pm
Hi all!
Is anyone interested to play "Death House" in PbP here? Death House is a new short Ravenloft adventure by WotC, the first in D&D next era. It is based a lot on descriptions and not too combat heavy. It's for 1st lvl characters. I've read it and it's very good IMO.
Anyone interested... don't read the adventure obviously nor the thread about this adventure in the general forum cause it's full of spoilers.
Background: (not the system background, backstory of your chars)
Please, it's better for the adventure if you all start from the same place, knowing each other.
Caring or at least knowing the person that is suffering a terrible fate next to you is more emotionally tense than if you met that person 2 hours ago.
Morality: I would go Gothic morality in this one. In this take of Ravenloft, there is right and there's wrong; if mortals see things in shades of grey is because of their moral imperfection.
Character creation:
4d6, drop the lowest. Afterwards, you can choose the character you rolled or take the following array: 16, 13, 12, 11, 10, 8
Limitations: No dragonborn, drow or tieflings.
The Starting situation in your home plane: Could affect your backgrounds, but won't affect (directly) the adventure.
Revolution against the king Stebanor III, brought by years of bad weather that led to bad crops. While the king and the court aren't blameless for the way the handled the situation, the king wasn't a tyrannical megalomaniac. Some of his generals and vassals were. The rebellion is not comprised by a single group, but a conglomerate of disgruntled nobles that sided with the peasant militias that sprung up. The rebel groups include idealists, anti-monarchists as well as opportunists and traitors.
There are good and bad people on both sides and both sides have leaders that did atrocities. And the common people in the center, that just want to feed their families, suffer those atrocities for the 3 years of the rebellion.
Demihuman strongholds, holding no particular loyalty to the king didn't get involved at first; as such loyalists considered them traitors and opportunists among them attacked; ghettos in cities suffered because of this. The attacks on their people led many demihuman clans to join the rebels, which in turn brought more loyalists against them. There are though a few clans that have aligned with the king for whatever reason.
And that's the situation at the beginning. You all start from a region that has been in rebel hands since the early days. But the loyalist army is closing in and people are fleeing. You start in a large caravan of refugees.
Are you sympathizers of the king hiding your loyalties? Are you rebels? Are you neutral just trying to help everyone in need or make a profit from the war?
Are you idealists or opportunists siding with the side you think will win? Have you lost people in the hands of rebels or loyalists?
Other rules: For fear, horror and madness, I plan to use the ... readily made rules in 5e DMG. Short and long term madness are horror checks. Indefinite madness is ... madness.
Keep in mind that horror checks (i.e. madness) have occasionally some very adverse effects.
Do you guys agree to include the quite-harsh horror rules of D&D next, or play this adventure without them?
For Power checks, I'll use secret rolls. There are some pretty "interesting" choices the PCs may have to make in this adventure that would require power checks.
Is anyone interested to play "Death House" in PbP here? Death House is a new short Ravenloft adventure by WotC, the first in D&D next era. It is based a lot on descriptions and not too combat heavy. It's for 1st lvl characters. I've read it and it's very good IMO.
Anyone interested... don't read the adventure obviously nor the thread about this adventure in the general forum cause it's full of spoilers.
Background: (not the system background, backstory of your chars)
Please, it's better for the adventure if you all start from the same place, knowing each other.
Caring or at least knowing the person that is suffering a terrible fate next to you is more emotionally tense than if you met that person 2 hours ago.
Morality: I would go Gothic morality in this one. In this take of Ravenloft, there is right and there's wrong; if mortals see things in shades of grey is because of their moral imperfection.
Character creation:
4d6, drop the lowest. Afterwards, you can choose the character you rolled or take the following array: 16, 13, 12, 11, 10, 8
Limitations: No dragonborn, drow or tieflings.
The Starting situation in your home plane: Could affect your backgrounds, but won't affect (directly) the adventure.
Revolution against the king Stebanor III, brought by years of bad weather that led to bad crops. While the king and the court aren't blameless for the way the handled the situation, the king wasn't a tyrannical megalomaniac. Some of his generals and vassals were. The rebellion is not comprised by a single group, but a conglomerate of disgruntled nobles that sided with the peasant militias that sprung up. The rebel groups include idealists, anti-monarchists as well as opportunists and traitors.
There are good and bad people on both sides and both sides have leaders that did atrocities. And the common people in the center, that just want to feed their families, suffer those atrocities for the 3 years of the rebellion.
Demihuman strongholds, holding no particular loyalty to the king didn't get involved at first; as such loyalists considered them traitors and opportunists among them attacked; ghettos in cities suffered because of this. The attacks on their people led many demihuman clans to join the rebels, which in turn brought more loyalists against them. There are though a few clans that have aligned with the king for whatever reason.
And that's the situation at the beginning. You all start from a region that has been in rebel hands since the early days. But the loyalist army is closing in and people are fleeing. You start in a large caravan of refugees.
Are you sympathizers of the king hiding your loyalties? Are you rebels? Are you neutral just trying to help everyone in need or make a profit from the war?
Are you idealists or opportunists siding with the side you think will win? Have you lost people in the hands of rebels or loyalists?
Other rules: For fear, horror and madness, I plan to use the ... readily made rules in 5e DMG. Short and long term madness are horror checks. Indefinite madness is ... madness.
Keep in mind that horror checks (i.e. madness) have occasionally some very adverse effects.
Do you guys agree to include the quite-harsh horror rules of D&D next, or play this adventure without them?
For Power checks, I'll use secret rolls. There are some pretty "interesting" choices the PCs may have to make in this adventure that would require power checks.