A city build on the sleeping ruins of an ancient civilisation, both physically and metaphysically. The city has grown and is thriving on the ruins’ wealth of magically and technologically advanced materials and instruments. There is a lot to be gained here, but as the Dwarven sages say; “Dig too deep and you might not like what you’ll find.”
Character creation
A quick rundown of all the resources you are allowed to use for character creation:
- Any official 5e book
- You are allowed to use Tasha’s character creation to escape racial boundaries (just run it by me please)
- Multiclassing is allowed
- Feats are allowed, except for the Lucky feat
- Stats are assigned through Extended Point Buy (see Extended Point Buy), you get 27 points
- Anything outside of these boundaries requires discussion with me first
Introduction
It is the year 1597 AC (After Catastrophe). The world has long restored from the Catastrophe, an event about which we know very little aside from the devastation it caused, even if we go by legends. Researchers think it is likely the Catastrophe was some sort of magical fallout, and that the ancient facility the city Glimbourne is build on served a vital role in cleaning up the aftermath. A remarkable feat for a ruined people at the end of their grandour.
In the year 1401 the ruins were discovered in the country of Aflea, a year later there was a settlement, and now Glimbourne is a thriving city build on research. Many researchers come from all over to grow their knowledge, and in their wake come mercenaries, merchants, craftsmen, and nobles to profit, many of which bring their families along. You are one of the above, whether you were born here or arrived at a later point in life, you have a vested interest in the work done in this city.
Just like the deeper parts of the main facility, the many small facilities strewn around the rolling hills and forests surrounding Glimbourne are all sealed up. Until a month ago that is, when one seemingly opened up by itself. Since then the weather around it has been erratic, and everyone that came close has gone missing. You were scouted to join a small expeditionary force to investigate the disappearances last week, and today is the day that you will head out.
House rules
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Leveling goes by the milestone method
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Grease is flammable and functions like oil
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Potion interaction
- Drinking a potion out of your inventory is a bonus action
- Drinking a potion from anywhere else is an action
- Feeding someone a potion is an action
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If you want something not standard, ask me, we’ll discuss it
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There will be a crafting + learning system based on clocks
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The plot might also progress based on clocks to put some pressure on the party
Downtime and Clocks
You may spend your downtime to roleplay, buy gear, improve your character’s skills, and much more. Some of these might require a clock to signify the time and money spend during the activity.
When starting a clock the DM tells you what the relevant stat and skill or tool is. These are used to calculate the bonus for your rolls when you roll to progress the clock.
Starting a clock takes one downtime during which you can buy or search for any prerequisites necessary for the clock. Every downtime after the first you can roll once to try and fill the clock. These rolls may cost some money or item depending on the clock.
Roll | Segments filled |
---|---|
10 or less | 1 |
11 - 20 | 2 |
21 - 25 | 3 |
26 or more | 5 |
Learning a new tool proficiency
The following are mere indications and may differ during gameplay:
Segments | Cost per roll |
---|---|
8 with teacher | 1 gp |
12 without teacher | 5 sp |
Extended Point Buy
You get 27 points to spend
Ability Score | Point Cost |
---|---|
7 | -2 |
8 | 0 |
9 | 1 |
10 | 2 |
11 | 3 |
12 | 4 |
13 | 5 |
14 | 7 |
15 | 9 |
16 | 12 |
17 | 15 |