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Into the Greedy Green: Difference between revisions

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== [[Into the Greedy Green/The Story So Far|The Story So Far]] ==
== [[Into the Greedy Green/The Story So Far|The Story So Far]] ==
== House Rules ==
A few variant rules are in place in this campaign, mostly to make it easier and more approachable for those in the community with less D&D experience:
* All directions of movement, including diagonals, '''are 5 feet'''.
* Taking a hit while making life saves is '''1 automatic fail''', not 2.
* '''Ammunition and Carrying Capacity are not tracked'''. Though it may be determined on a case by case basis if you are carrying too much of something.
* It's assumed '''players buy components''' for spells at towns between sessions. Very expensive components (like diamonds) are still tracked and necessary.
* An inspiration point can be used to "'''De-Inspire'''" an enemy's check, save, or attack.
* The '''Flanking''' variant rule is in play, allowing players to get advantage if they attack an enemy from two opposing sides.
[[Category:Campaign]]
[[Category:Campaign]]
[[Category:Into the Greedy Green]]
[[Category:Into the Greedy Green]]

Revision as of 15:19, 17 February 2022

Into the Greedy Green is Quelmar's 3rd community D&D campaign (following Towson Tabletop in 2014 and Ancients Alive in 2018).

Greedy Green began in January 2022, with an expected run time of about 2 years (based on the length and duration of the previous community campaigns).

About

It has been 30 years since The Sundown, the year is 825 PR, and the realm finds itself once again facing endless waves of Dragons, who have all been long released from their prison island of Kiston. While the realm as a whole struggles to come together to face its new common enemy, smaller towns, hamlets, and cities now face a pandemic of robberies.

After centuries of having nothing good to horde, Dragons everywhere begin again---building hordes of treasures, weapons, materials, gems, books, and all other manner of collectibles.

And in this new world, only those brave enough to call themselves Heroes are willing to track down the dens all over Isonhound and recover this loot, as they head....into the Greedy Green.

Players Characters

NPCs

The Story So Far

House Rules

A few variant rules are in place in this campaign, mostly to make it easier and more approachable for those in the community with less D&D experience:

  • All directions of movement, including diagonals, are 5 feet.
  • Taking a hit while making life saves is 1 automatic fail, not 2.
  • Ammunition and Carrying Capacity are not tracked. Though it may be determined on a case by case basis if you are carrying too much of something.
  • It's assumed players buy components for spells at towns between sessions. Very expensive components (like diamonds) are still tracked and necessary.
  • An inspiration point can be used to "De-Inspire" an enemy's check, save, or attack.
  • The Flanking variant rule is in play, allowing players to get advantage if they attack an enemy from two opposing sides.
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