Gears
Harbinger of War, Chaos, and Poptarts
The Return of Glass and Obsidian, All will be consumed by the Rot and Ruin- Four Siblings: One Forgotten, Another Indifferent, And One Enraged
Something in the Land of Shai'la-kor has gone wrong. The well known magic-fueled communication network that has allowed the continent to prosper, throwing everything into chaos. Raiders and Bandits storm the farming villages of the South, Rumors of a league of Dark Spellcasters has begun spreading- and a plague is spreading through the North. A group of adventurers has been summoned to the small village of Bordermire, with letters appearing in impossible places- whether they where residing in an impregnable fortress or a separate reality or even universe- they received the summon. There they will receive the quest to gather the Three greatest heroes of the land, long since retired after saving the land years ago- now scattered across the land. The Heroes will experience twists and turns as they pursue their goal, suffering horrors long since forgotten- and the return of an Entity that has waited Millenia to show her face, to bring the world to an endless rotting winter.
Features and Systems:
I have implemented several Homebrew systems to the campaign, if you have any questions just ask, one is Wip but I don't need it ready for a bit. These effect all players and if you want the full information PM me, though some information will be redacted.
Companions
Four heroes relax in a tavern, surrounded by allies. Their companions are many, brothers and sisters in arms with a bond forged in battle. Laughter fills the tavern as the friends celebrate another victory, owed to their friends that have joined them on their quest, all united to save their world.
My companions system allows the party to recruit various NPC's, with a relationship system to determine how much a character likes you- allowing them to assist you better. I will create a separate page for each NPC that you recruit, and at the beginning you will automatically receive two NPC's: The Medic and a Spellcaster. Companions can be gathered by hiring mercenaries or befriending people along your quest. When in combat the NPC will fight with whoever has the highest relationship with them. NPC's can be found in every city, and the more you gather the better prepared you will be for what is to come.
Oaths of Power
Three heroes walk through a strange land, mist surrounding them as they find four stone monoliths- each covered in runes with a larger symbol in the center. One shows a scythe and runes related to death and oath keeping, the other a tarot card with runes of fate, the final an outstretched hand with a serpent, the runes of medicine surrounding it. As each hero approaches a gate they feel an ancient power spread through them, enhancing certain skills and abilities.
Oaths are similar to features, allowing you to gain unique abilities over time- usually related to the underworld. For example: The Oath of The Reaper gives the player a proficiency in Firearms and tinkering, but also giving them a bloodlust against all undead monsters. Oaths can be changed over time, but breaking an oath has consequences. Right now the oaths I have prepared will be available a few sessions into the campaign: The Healer, The Seer, And The Reaper- if we get more players I have more on standby. You can gain multiple Oaths as long as they are not opposites, or if acts you have committed previously do not allow you to gain them.
Godly Interventions and Grim Futures
The Paladin raised his hammer as he felt energy course through him, not the power of his patron, but another being who has shown interest in the party. The Paladin's attack is enhanced as he brings the weapon down on an enemy, immediately destroying the fiend. Across the dungeon, the rogue feels her energy sap from her as she falls to the ground, having attracted the ire of some cosmic entity, crying out before the horde of monsters descend upon her.
Players have access to a certain amount of Interventions, allowing them to either:
the DM possesses their own version of these called a Grim Future, allowing your rolls to be disadvantaged or advantaged depending on their discretion, but every use of a Grim Future grants you an additional Intervention after your next rest.
Greetings, as of late I have taken a break from RPN, but now that I have returned! I have a DND 5E Campaign prepared. The Players have been summoned by unknown parties to carry out a "Simple" Mission, deliver a message to a legendary hero- Sounds simple, its not. I allow homebrew, there will be guns- and a few twists and turns as the parties uncover the lore of an ancient world- will they survive the crushing depths and the return of a long-forgotten God? Respond below with questions.
Something in the Land of Shai'la-kor has gone wrong. The well known magic-fueled communication network that has allowed the continent to prosper, throwing everything into chaos. Raiders and Bandits storm the farming villages of the South, Rumors of a league of Dark Spellcasters has begun spreading- and a plague is spreading through the North. A group of adventurers has been summoned to the small village of Bordermire, with letters appearing in impossible places- whether they where residing in an impregnable fortress or a separate reality or even universe- they received the summon. There they will receive the quest to gather the Three greatest heroes of the land, long since retired after saving the land years ago- now scattered across the land. The Heroes will experience twists and turns as they pursue their goal, suffering horrors long since forgotten- and the return of an Entity that has waited Millenia to show her face, to bring the world to an endless rotting winter.
Features and Systems:
I have implemented several Homebrew systems to the campaign, if you have any questions just ask, one is Wip but I don't need it ready for a bit. These effect all players and if you want the full information PM me, though some information will be redacted.
Companions
Four heroes relax in a tavern, surrounded by allies. Their companions are many, brothers and sisters in arms with a bond forged in battle. Laughter fills the tavern as the friends celebrate another victory, owed to their friends that have joined them on their quest, all united to save their world.
My companions system allows the party to recruit various NPC's, with a relationship system to determine how much a character likes you- allowing them to assist you better. I will create a separate page for each NPC that you recruit, and at the beginning you will automatically receive two NPC's: The Medic and a Spellcaster. Companions can be gathered by hiring mercenaries or befriending people along your quest. When in combat the NPC will fight with whoever has the highest relationship with them. NPC's can be found in every city, and the more you gather the better prepared you will be for what is to come.
Oaths of Power
Three heroes walk through a strange land, mist surrounding them as they find four stone monoliths- each covered in runes with a larger symbol in the center. One shows a scythe and runes related to death and oath keeping, the other a tarot card with runes of fate, the final an outstretched hand with a serpent, the runes of medicine surrounding it. As each hero approaches a gate they feel an ancient power spread through them, enhancing certain skills and abilities.
Oaths are similar to features, allowing you to gain unique abilities over time- usually related to the underworld. For example: The Oath of The Reaper gives the player a proficiency in Firearms and tinkering, but also giving them a bloodlust against all undead monsters. Oaths can be changed over time, but breaking an oath has consequences. Right now the oaths I have prepared will be available a few sessions into the campaign: The Healer, The Seer, And The Reaper- if we get more players I have more on standby. You can gain multiple Oaths as long as they are not opposites, or if acts you have committed previously do not allow you to gain them.
Godly Interventions and Grim Futures
The Paladin raised his hammer as he felt energy course through him, not the power of his patron, but another being who has shown interest in the party. The Paladin's attack is enhanced as he brings the weapon down on an enemy, immediately destroying the fiend. Across the dungeon, the rogue feels her energy sap from her as she falls to the ground, having attracted the ire of some cosmic entity, crying out before the horde of monsters descend upon her.
Players have access to a certain amount of Interventions, allowing them to either:
- Add a D6 to your previous Dice Roll
- Reroll a Dice Roll
- Gain a Temporary Proficiency
- Regain HP
the DM possesses their own version of these called a Grim Future, allowing your rolls to be disadvantaged or advantaged depending on their discretion, but every use of a Grim Future grants you an additional Intervention after your next rest.
Greetings, as of late I have taken a break from RPN, but now that I have returned! I have a DND 5E Campaign prepared. The Players have been summoned by unknown parties to carry out a "Simple" Mission, deliver a message to a legendary hero- Sounds simple, its not. I allow homebrew, there will be guns- and a few twists and turns as the parties uncover the lore of an ancient world- will they survive the crushing depths and the return of a long-forgotten God? Respond below with questions.
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