Nov 28, 2025 11:11 pm
Let's be honest I know almost nothing about the Forgotten Realms or the module that is Princes of the Apocalypse but that's exactly why I won't claim to.
This games will pay homage occasionally to the idea of the Princes of the Apocalypse Module but with a high likelihood of getting things wrong, or changing something entirely as is seen fit, the game is not:
- Serious: I will take whatever opportunities present themselves for humor
- Plot Driven: In that a plot doesn't exactly exist yet, I have a starting point and expect players to drive much of what happens after that point.
- Rules over Fun: Who really wants to take the time to look up how to do something only to find out you can't, just figure out something within reason-ish.
And with everything that is isn't there should probably be some promises I try and make for what the game is or at least some sort of basic description...
You've tried and failed to start an mercenary company, perhaps it's because you suck at marketing or more likely it's location nobody goes to Amphail to look for mercenaries when Waterdeep is next door, and as such you come so close to needing to file bankruptcy until another group of mercenaries who are way better than you pay your offered reduced rate because they don't want to even attempt the mission they've just been given and they believe there's a chance however slim that you might succeed.
I'm attempting to run a delicate balance here between serious chances of death and wild illogical actions, and this will require full buy in from all the players, characters that have wild ideas perhaps even foolish. Things that maybe don't make sense in their backstories because they aren't supposed to. Gaping plot holes that may or may not be filled mid game with whatever random ideas people want. The goal is to make something feels like it's an off brand version of something that could in theory have been perfect.
Gameplay: I will be using a discord server as both a notification system to allow us to know when others have posted and as the primary means of any form of our of game updates.
Character Creation: You all grew up in Amphail and in this same small town you learned all that you know, perhaps you made the journey to Waterdeep at one point or another in your life but most of you life up to now was spent in this one small town with the same few people.
Level: We'll be starting at Level 3 D&D5.5e and using milestone based experience to level up fairly quickly with hopes of if you don't die reaching at least level 8 before the story wraps up.
Variant Rules
Group Initiative: Initiative will be run in groups, PC's then NPC's/Monsters or vice versa.
Plot Inspiration: Inspiration that can be used before you make a roll that replaces whatever you might end up rolling with a 20, this 20 does not activate any special features like a critical would but is still a 20.
I expect some sort of explanation something fluff, that explains why in that moment there is no chance that your character could possibly fail.
Horseback Riding: As you are from a horse breeding capital of the region, horseback riding will be treated in combat as Identical to if you weren't on a horse expect with a speed increase to 60ft.
This games will pay homage occasionally to the idea of the Princes of the Apocalypse Module but with a high likelihood of getting things wrong, or changing something entirely as is seen fit, the game is not:
- Serious: I will take whatever opportunities present themselves for humor
- Plot Driven: In that a plot doesn't exactly exist yet, I have a starting point and expect players to drive much of what happens after that point.
- Rules over Fun: Who really wants to take the time to look up how to do something only to find out you can't, just figure out something within reason-ish.
And with everything that is isn't there should probably be some promises I try and make for what the game is or at least some sort of basic description...
You've tried and failed to start an mercenary company, perhaps it's because you suck at marketing or more likely it's location nobody goes to Amphail to look for mercenaries when Waterdeep is next door, and as such you come so close to needing to file bankruptcy until another group of mercenaries who are way better than you pay your offered reduced rate because they don't want to even attempt the mission they've just been given and they believe there's a chance however slim that you might succeed.
I'm attempting to run a delicate balance here between serious chances of death and wild illogical actions, and this will require full buy in from all the players, characters that have wild ideas perhaps even foolish. Things that maybe don't make sense in their backstories because they aren't supposed to. Gaping plot holes that may or may not be filled mid game with whatever random ideas people want. The goal is to make something feels like it's an off brand version of something that could in theory have been perfect.
Gameplay: I will be using a discord server as both a notification system to allow us to know when others have posted and as the primary means of any form of our of game updates.
OOC:
In pursuit of honesty I've been out of playing games in general since around the time 5.5e came out, if that's what they're still calling it, so there might very well be things that I forget, but as I sorta said at the start I don't have love for the mechanics any more than they can be used to tell a story.Character Creation: You all grew up in Amphail and in this same small town you learned all that you know, perhaps you made the journey to Waterdeep at one point or another in your life but most of you life up to now was spent in this one small town with the same few people.
Level: We'll be starting at Level 3 D&D5.5e and using milestone based experience to level up fairly quickly with hopes of if you don't die reaching at least level 8 before the story wraps up.
Variant Rules
Group Initiative: Initiative will be run in groups, PC's then NPC's/Monsters or vice versa.
Plot Inspiration: Inspiration that can be used before you make a roll that replaces whatever you might end up rolling with a 20, this 20 does not activate any special features like a critical would but is still a 20.
I expect some sort of explanation something fluff, that explains why in that moment there is no chance that your character could possibly fail.
Horseback Riding: As you are from a horse breeding capital of the region, horseback riding will be treated in combat as Identical to if you weren't on a horse expect with a speed increase to 60ft.


