My Documents
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Cade's Guide to Farcrest
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### # Contents ###
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Introduction
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1
Campaign
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1
Sessions
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1
FarCrest's History
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Part 1
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4
Chapter 1: Our Community
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4
Our Community Goals
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4
The Guild Goals
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4
Our players are good
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Our characters are complete
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4
We avoid metagaming
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4
In-Game, the DM's are law
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Chapter 2: Table Etiquette
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Courtesy
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5
Questionable Content
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PC vs. PC
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5
Rules and Rulings
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6
On Game Day
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What You Will Need
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After Your Game
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6
Mission Debriefing
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Part 2
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Chapter 3: Character Creation
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How to Get Started
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Editing Characters
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Before reaching level 5
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After level 5
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Supplemental Character Creation Options
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Character Advancement
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Using Checkpoints
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10
Guild Rank
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Chapter 4: Rewards
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Individual Tresure
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11
Buying and Selling
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Magic Items
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11
Gaining Treasure Points
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11
Spending Treasure points
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12
Downtime
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12
Property
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13
Appendix A: Guild Specific Rules
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Character Death
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Crafting an Item
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Rare Materials
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Appendix B: God's of the Realm
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Appendix C: House Rules
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# INTRODUCTION This document will give you all of the background information and instructions that you’ll need to get yourself and character ready to play. If you have any questions about anything in this document, or anything about The Guild at all, please feel free to contact any DMs in “The Guild” Discord text chat.
## How does it work? DUNGEONS AND DRAGONS is a complex game, each table you sit at is going to be different. Let's get you a little more familiar with this one. ### Campaign Our community operates in a Shared Campaign style. The basic premise of such a campaign is that adventures are independent activities from one another. Each session you could be paired up with a whole Party of adventurers and even a new DM. The world will evolve with events in each adventure (NPCs die, legends are made, Myths are broken), and subsequent adventures will reflect the evolving reality. But you can just as easily sit down with no outside information and enjoy a single session of D&D. ### Sessions Each week one of the DMs will put out a call for a game on our Discord, requesting four players from the community to join in on the adventure. As each session can have a maximum of four players, the first four players that respond will get a spot in the game. Any player may sign up for any game, as long as you have a viable character ready to play. You can play in as many or as few adventures as you like. Your character will evolve over time, accumulating Checkpoints, collecting powerful items, and leaving an indelible mark on the world. It is each player’s responsibility to maintain his or her character sheet and come ready to play for each session. It is each DM’s responsibility to prepare interesting adventures for the players to pursue. \columnbreak > My hope is that by creating a shared campaign for this community, we will all have the chance to play D&D on our individual schedules, but still get the rewards of a persistent world! ## FarCrest's History On a far flung world there exists the continent of Aidrix. The eastern half of the continent is controlled by the Falerian Empire. For the past 127 years the Empire has expanded ceaselessly under the assumption that nothing could stop them. The western half of the continent has been known as the Wildlands, untamed by any of the races. One by one the Elves, Dwarfs, even the Dragonborn of the floating city Dalenthir all failed to colonize these danger filled lands. However ten years ago the Falerian Empire pushed deep into the west and built a small settlement known as FarCrest Wardell Dawnbow a man of honest disposition that due to that honesty was relegated to the frontier city of FarCrest has been placed as the Count of the town and region as a whole. Under his leadership the town started to expand, however a warband of hobgoblins attempted to crush the newly formed town. A warrior known as The Glacier was dealing with a local Hydra, the count called in a favor from this peerless fighter. The warband offered a chance to escape death, leave the Wildlands and live or stay and die. Seeing weakness in the honor that these hobgoblins showed The Glacier challenged their champion to single combat, whoever fell in battle would withdraw. They agreed. He lost. As thanks for her efforts in saving the town the count paid for a guild hall to be erected. So that The Glacer and her companions could stay in town, and with their might they will push back the darkness. These events now years past and a new group of adventures push forth to claim the Wildlands and more importantly the treasure for themselves. As the newest member of the guild you will leave an unforgettable mark on this world, that is if you live. Good luck.
Introduction
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# PART 1 ##### The Community
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\pagebreakNum # Chapter 1: Our Community As with every gaming group there are different Goals and Rules. You can use Dungeons and Dragons to really play any kind of game you want. You can play it as a dungeon crawl, espionage & intrigue, political intrigue, a colonization, basically anything you can think of. Characters can be good, weak, evil, powerful, and every shade of gray in between. Because of that, it’s important to clarify what this gaming community is all about. ## Community Goals The goal of The Guild community is to create a persistent environment where people can play D&D with cooperative players and work together to have organized, unique, and fun gaming experiences. ### The Guild Goals Within the context of the game, The Guild has goals as well. * To establish a foothold in the wilderness of the Western Wild Lands. * Map the Unknown World around the City of FarCrest. * To explore the area for opportunities at wealth and power. * To seek adventure in all forms. ### Our players are good You don’t have to be obnoxiously chivalrous (although you’re welcome to be!), but we expect that everyone will cooperate. PvP is restricted. Share the spotlight. Foster creativity. Be a good teammate. Our community is important and we want to make it the best possible. Please keep sex, politics, racism and anything else your grandmother would frown on out of our community. ### Our characters are complete It’s important that your character be more than a collection of abilities and items. You’ll be expected to flesh out your character’s bonds, ideals, and flaws, and let those motivations drive your character’s actions. Power-gaming is not strictly prohibited, but make sure you’re playing a character, not a collection of numbers. ### We avoid metagaming “Metagaming” is the act of choosing to act with your character in a way that relies on information that the character would not know, but the player does know. We want our games to be immersive, and metagaming pulls us out of that immersion. ### In-game, the DMs are law The DM of any given game is the supreme ruler of that game. If you have a question during a game, great! That means you’re playing D&D! Just make sure you’re polite, patient, and respectful. If you have rules questions about the setting, or D&D in general, any DM should be able to assist.
Part 1 | The Community
\pagebreakNum # Chapter 2: table etiquette This is where you’ll find the “rules of engagement” for playing at the table. These are not all inclusive and subject to change due to the eventuality of the unknown. Please read this section as too many or a severe infraction can lead to being asked to leave the table temporarily or permanently. As a rule of thumb, avoid things that impede people’s enjoyment of the game. ### Be Courteous The nature of playing games means that there will be jokes and jibes thrown about. If at any time these get out of hand or begin to become inappropriate, the DM will step in and kindly ask people to cool it. If at any time you feel uncomfortable, please let that person know (preferably in private) or if that is not possible, let the DM know and they will defuse the situation. ### Dark or Gory Content There will be gory descriptions. However, if it gets too much for your taste, let the DM know and they will do what they can to dial it back a bit. We ask all of you to be considerate to your fellow players in this regard and if you must deal in darker themes, make them brief. DMs reserve the right to “fade to black” on anything they deem too rough for play. \columnbreak ### PC vs. PC DMs do not like player characters attempting to take action against or take agency away from other player characters and it rarely is fun for everyone. The way we deal with it is simple: if you want to do something, like throw a punch at another player character, we simply ask the other player if that indeed happens to their character. No roll, no argument. If it makes sense to them for the narrative, they will allow it, otherwise, let it go. We are here to have a good time together. This is a group game. ### Rules and Rulings Players are responsible for knowing each DMs “House Rules”. If a DM gets something wrong, contact them privately in Discord. However if you feel that the rule is important enough and you can bring it up politely, just tell the DM. Let them make a ruling. But if you disagree, make a note and bring it up to a DM after the session via Discord or in person. You can research it together and they will either amend the rule and endeavor to do it differently in the future or explain why they’re doing it their way. But please remember in-game, the DMs are law.
## Starting or Joining a Game Chapter 3 of this book will help you in making a character to play with, this section will lay out what you need to do to join a game. When you want to play in a game just follow the below steps! 1. Check Discord "D&D The Guild" for an already existing Game. 2. If there is already a Game: Send a response that you want to Play! *-Note: There should only be 4 players per Game, so if they are full watch for the next Game!* *-Note: You Can Not Sign Up For More Than One Game At A Time! Please wait until you finish your game to sign up for another.* 3. If you have played in the Last Game please be courteous to others and wait one (only one) Game before you Start or Join another Game. ##### **Remember! Have fun!**
> ##### "Don't I Need a Character?" > Character Creation > > Yes! You can find all the info you need in the PHB pg.11-15 and Guild Rules in chapter three of this Book.
Part 1 | Table Etiquette
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## On Game Day On game day, you have a couple of important responsibilities: * **Be prepared.** Have your character sheet filled out and be ready to go. * **Be on time.** The session start time is the session start time. Obviously real life happens, but do your best to be in your seat and ready to play promptly at starting time. * **Work together.** This may sound like a broken record, but it’s really the most important thing a player can do. * **Pay attention and take notes.** DMs often create very interesting and complex stories for the players to follow, and will almost always provide clues for future riddles during the game. * **Share the spotlight.** It’s important that when we play D&D, everyone gets a chance to actually play. Don’t hog the DM’s attention, and do your best to work as a team. * **Defer to the DM.** DMs are subject to mistakes just as anyone, but before you start quoting rule after rule to a DM, make sure A) it matters and B) you’re respectful. ### What You Will Need * **Dice!** It's not polite to always borrow dice from others! * The rules of D&D: * [Wizards 5E Systems Reference Document](http://dnd.wizards.com/articles/features/systems-reference-document-srd "title") * [Elemental Evil Player’s Companion PDF](http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf "title") * It is strongly recommended that you invest in a copy of the Player’s Handbook. The amount of information not included in the SRD is considerable. ### After Your Game After you’ve finished your mission (hopefully alive), your DM will inform you of your Rewards (Checkpoints, Treasure Points, Ect.). We require you to update and maintain your character sheet and spend your Treasure Points before the next game you play. We also recommend keeping a second copy of your character’s sheet as well. You never know what could happen to your sheet. ### Mission Debriefing We encourage players to share their in game experiences with the community. Hearing the Stories from adventures that players are not able to take on themselves either because it is outside their Characters Rank or if they just miss a session can be fun. After a session please post a summary of the game from your character’s perspective in Discord “D&D The Guild”, this is optional. Just have fun with it!
Part 1 | Table Etiquette
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# PART 2 ##### Your Character
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\pagebreak # Chapter 3: Character Creation This chapter will lay out what you need to know for making a character with The Guild, including what books to use and where to find the information that you will need. Remember to make a character you want to play, and if you find out later you want to change or even make a new character just speak with one of the DM's we can help you. ### How to Get Started After you’ve familiarized yourself with the basic rules of D&D, the most important thing you’ll need is a character. In order to create your character, the easiest thing to do is to message one of the DM’s to see when they are available to help you directly, if you need it. You can also find information on how to create a character in the Player's Handbook (Pg.11-15). If you have questions you can always contact any of the DM’s. Once you’ve decided your general idea for how to build your character, use the following guidelines to create your character. 1. We allow any officially published content from Wizards of the Coast, such as the Player’s Handbook, Sword Coast Adventurer’s Guide, Xanathar’s Guide to Everything, etc. 2. Variant human characters, feats and multiclassing are allowed (you filthy power-gamer). 3. Characters will begin at level 2 and level up by Checkpoints. You can find the details of The Guild’s Members (Class/Race/Rank) on the [Character Roster](https://docs.google.com/spreadsheets/d/1ky_SHFuhmMEBqKW6HULzDlMivHYLu2zSu2Y2Jz9UWHc/edit#gid=0 "title"). 4. Characters begin with standard starting equipment and a bonus Feat. 5. After you have generated your starting equipment, you may buy and sell weapons, armor, and shields only (not other starting equipment) for 100% of the PHB price at the time of character creation. This option is **only** available at the time of character creation. 6. Characters must use the Standard Array (15 , 14 , 13 , 12 , 10 , 8) for their Ability Scores, and when leveling up they may use either the Average for determining HP or Roll for it! However you may only use one of these methods, chosen when you first make you character! Afterwards you can not change this! **So Think About It.** 7. ***Evil and disruptively chaotic characters are not allowed.*** 8. If you wish to use one of the villainous class options such as a Death Domain Cleric, you will need to speak with a DM beforehand to explain how you justify the evil class choice for a non-evil character. As mentioned above, evil characters are not allowed. And understand that the default answer will be “no,” so please don’t get angry at a DM for simply holding to the default answer. 9. You may reflavor an existing game mechanics to fit your character’s purpose but you must use the mechanic. Ex: Flavoring a mace as nunchaku. 10. ***No matter your alignment, class, or race, you are expected to work as a team with other players.*** \columnbreak ## Editing Characters Mistakes happen. We’ve all looked at our character sheets after a few levels and thought, “What was I thinking?” We know that’s not a fun experience, so we allow some adjustments after the fact. Here are the rules regarding that: ### Before reaching level 5 Players may rebuild any aspect of their characters before reaching level 5 except for equipment. You do not need to speak to a DM about this. ### After level 5 Some rebuilding is allowed after level 5. We strive for consistency and persistence, but we understand if you’ve made a choice that just doesn’t work for you. We’d rather help you work it out than force you to start your character from scratch. * If you wish to change something from your most recent level up: You will be required to give up all Checkpoints accumulated in your current level. * If you wish to change something from an earlier level up: You will be required to give up all Checkpoints accumulated in your current level, **PLUS** an additional full level’s worth of Checkpoints. ## Supplemental Character Creation Options ### Classes * UA - Revised Ranger * Homebrew - The Necromancer, The Exorcist, and The Re-Revised Ranger. ### Races * Homebrew - Oni. ### You're Ready to Play. To join a game, stay tuned to Discord “D&D The Guild”. You will see Session requests posted by DMs, the first four people that respond to these Game requests will join! However in order to join a game you need to have already verified that you’re eligible: a DM must have personally verified your character, added it to the roster and it is the appropriate level. If you have questions you can always contact any of the DM’s. > ##### Supplemental Information! > UA - Any of the material other than the Revised Ranger from the official Unearthed Arcana will only be allowed at the discretion of one of the DMs within The Guild.
Part 2 | Character Creation
\pagebreakNum ## Character Advancement In a shared campaign, characters gain levels not by accumulating experience points but by reaching experience checkpoints. This system rewards every character (and player) for taking part in a play session. A character gains 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventures projected playing time, rather than the actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it. A character receives 1 Extra checkpoint for being the Leader of a mission. (This is determined by the group before the quest begins) Also if a character completes a quest above their Rank the checkpoints earned from the Adventure are doubled! Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to work. A character played for 10 hours reaches the same number of checkpoints, whether the character went up against a dragon or spent all that time lurking in a pub. This approach ensures that a player's preferred style is neither penalized nor rewarded. Whether someone focuses on role playing and social interaction, defeating monsters in combat, or finding clever ways to avoid battles, this system gives credit where credit is due. ### Using Checkpoints The number of checkpoints needed to gain the next level depends on a character’s level: * At levels 1 - 4, reaching 4 checkpoints is sufficient to advance to the next level. * At level 5 or higher, reaching 8 checkpoints is needed to advance to the next level. At the end of a play session, characters must level up if they have reached enough checkpoints to do so. The required number of checkpoints is expended, and any remaining checkpoints are applied toward the next opportunity for advancement. Here is a table of the leveling progression:
| Level | Checkpoints | |:------:|:-----------:| | 1 | -- | | 2 | 4 | | 3 | 8 | | 4 | 12 | | 5 | 16 | | 6 | 24 | | 7 | 32 | | 8 | 40 | | 9 | 48 | | 10 | 56 | | Level | Checkpoints | |:------:|:-----------:| | 11 | 64 | | 12 | 72 | | 13 | 80 | | 14 | 88 | | 15 | 96 | | 16 | 104 | | 17 | 112 | | 18 | 120 | | 19 | 128 | | 20 | 136 |
\columnbreak ## Guild Rank Your character has a Rank within the guild based on your characters total level. The Guild Quests are also ranked in accordance with the difficulty of the Quest, the Ranks are the same as the ones listed below. To help characters decide what quests they wish to invest their valuable time into. | Guild Rank | Character Level | |:-----------------:|:---------------:| | Copper Rank | 1-4 | | Silver Rank | 5-8 | | Steel Rank | 9-12 | | Gold Rank | 13-16 | | Adamantine Rank | 17-20 | You will be able to accept any mission equal to your Rank plus or minus one Rank **Example:** Clide Hilltopple is a Steel Ranked Adventurer, he **can** take on any quest of *Silver, Steel, or Gold Rank*. However he **can not** take *Adamantine or Copper* Ranked Quests.
Part 2 | Character Creation
\pagebreakNum # Chapter 4: Rewards As players complete Quests and gain renown they will gain Treasure, Downtime, and Treasure Points. As your character gains wealth and power you may wish to interact with or change the world, you could want to find or forge a powerful magic item or build a following for your "Religion" (Cult! looking at you Warlocks). Within this section you will find the tools you need to make all these things happen. ## Individual Treasure In a shared campaign, each character receives a fixed number of gold pieces upon completing a Quest based on the Characters Rank. (This gain represents the treasure a character might find in a standard adventure.) Also if you are the Leader of the Quest then you get bonus treasure. As an additional benefit, characters are not required to put out gold to maintain a lifestyle. Instead, each character begins with a modest lifestyle, which improves as the character attains higher levels. These benefits are summarized on the below table. Ways for characters to spend their treasure are covered in the “Buying and Selling" section below. | Rank | Lifestyle | Reward (Leader Reward) | |:-----------------:|:-------------:|:----------------------:| | Copper Rank | Modest | 75gp (100gp) | | Silver Rank | Comfortable | 150gp (200gp) | | Steel Rank | Wealthy | 500gp (600gp) | | Gold Rank | Wealthy | 1500gp (2000gp) | | Adamantine Rank | Aristocratic | 5500gp (6000gp) | ### Buying and Selling Characters can use their monetary treasure to purchase anything from the equipment lists in chapter 5 of the Player’s Handbook. In addition, The Guild allows characters to purchase potions and spell scrolls, as detailed below. Players must announce what they buy in Discord. #### Potions for Sale
| Potions of... | Cost | |:---------------------:|:-----:| | Healing | 50gp | | Climbing | 75gp | | Animal Friendship | 100gp | | Greater Healing | 250gp | | Potions of... | Cost | |:-----------------:|:---------:| | Water Breathing | 100gp | | Superior Healing | 2,000gp | | Supreme Healing | 5,000gp | | Invisibility | 1,000gp |
\columnbreak #### Scrolls for Sale
| Spell Level | Cost | |:-----------:|:-----:| | Cantrip | 25gp | | 1 | 75gp | | 2 | 300gp | | Spell Level | Cost | |:-----------:|:-------:| | 3 | 750gp | | 4 | 3000gp | | 5 | 5500gp |
### Selling Items In a shared campaign, characters are not entitled to sell items they find on adventures or equipment they purchase with their personal funds. Weapons, armor, and other gear used by enemies are considered too damaged to have any monetary value. ## Magic Items Characters earn treasure points from adventures, then redeem those points in exchange for magic items. The list of available magic items is agreed to and compiled by the DMs running the campaign. We also reserve the right to remove any items we deem disruptive or overpowered. A list of Items will be available at each session. ### Gaining Treasure Points Each character earns treasure points based on their Adventurers Rank: * 1 treasure point is awarded for each adventure successfully completed as Copper through Steel Ranked adventurer. * 2 treasure points are awarded for each adventure successfully completed as Gold through Adamantine Ranked adventurer. ### Spending Treasure Points Players must spend treasure points before the next game that your character plays, after determining whether their characters have gained a level. Players are entitled to choose any approved item from one of the magic item tables available at your level. Treasure points can be spread across multiple items, many items cost more treasure points than a character can earn in 2 or 3 adventures. To buy such an item, the following table is your reference to use your choice of magic items in FarCrest: **Players must announce how they spend their Treasure Points in Discord “D&D The Guild”.**
Part 2 | Rewards
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| Xanathars Guide | Minimum Level | Point Cost | |:---:|:-----------:|:-----------:| | All Magic Items | 1 | 2 | | Magic Item Table | Minimum Level | Point Cost | |:---:|:---:|:---:| | A | 1 | 4 | | B | 1 | 4 | | C | 1 | 4 | | D | 6 | 8 | | E | 11 | 8 | | F | 1 | 8 | | G | 6 | 10 | | H | 11 | 10 | | I | 11 | 8 | ## Downtime Characters earn downtime as they adventure: for each Checkpoint a character earns 10 days of timedown. Some activities will require special materials, trainers, or other circumstances in order to pursue them and many downtime activities require a gold investment. All downtime activities must be approved by a DM. You may save up your downtime and spend it at your leisure. You must declare how you spend your downtime in Discord “D&D The Guild”. Standard downtime activities are available in the Player's Handbook, Dungeon Master's Guide, and Xanathar’s Guide to Everything. However the guild has its own rules for the downtime activity of Crafting an Item (Mundane or Magical) listed in Appendix A. But all activities are subject to DM approval or rejection. Specifically, gaining levels via downtime is not available. Here are some sample activities! \columnbreak
| Activity | Gold Per Downtime Day | Time | |:-------------------------------------:|:-------------------------------------:|:---------:| | Working with a skill/tool/feature | +5gp | Varies | | Training Skill/Tool/Language | -1gp | 100 days | | Training Feat (Max: 1) | -2gp | 200 days | | Training an Apprentice (Max: 1) | -3gp | 300 days | ### Property As your character gains wealth and renown, you may want to purchase property. Such as a Wizards Tower or Keep! All property actions must be approved by a DM. Prices for buildings will be drawn from the table below or from the Dungeon Master’s Guide, with adjustments for special requests. The following are some of the options available to build inside the town of FarCrest: | Building Type | Total Cost | Build Time (Downtime) | |:-------------:|:----------:|:---------------------:| | Hut | 1000gp | 20 | | Small House | 2000gp | 60 | | Medium House | 3500gp | 120 | | Manor | 5000gp | 200 | > ##### Magic Items? Yes Please! > Permitted Magic Items > > [Magic Item Tables for the Sgr Guild](https://docs.google.com/spreadsheets/d/1bGOSJW0Jbyf5dTaPPobYmQrxBpcRiLWwEcR4p_2ZF3U/edit#gid=0 "title")
Part 2 | Rewards
\pagebreakNum # Appendix A: Guild Specific Rules The following rules are specific to the guild and the games run by our DM's. These rules apply to All games for the Guild community, players must still become familiar with each DM's personal House Rules. Every community is going to have its own quirks. Here are ours. ### Character Death The Western Wild Lands are a dangerous place. They have claimed the lives of many brave adventurers, some with long noble histories, others only on their first or second missions. In the event that your character was slain during the adventure, you may speak with your DM immediately about your intentions. If your character has an extensive history and has accumulated considerable wealth and reputation, it’s possible that opportunities exist inside your very session to bring your character back to life. Sessions may change dramatically after the death of a hero, as their companions race across the countryside to try to revive them. If, however, you are using a very new character, or if you are eager to move on from the slain character, then your character’s end may simply serve to advance the story of the dangers of the Western Wild Lands. If your characters die you may create a new character with half as many Checkpoints as the previous, although any and all gold and gear is lost with them. #### Resurrection Each time creatures are brought back to life, a piece of their soul remains in the outer plains. Characters may only return from death three times, before their souls are permanently anchored in the afterlife. On the first death any spell that returns the soul to the body will work. On the second death the Revivify and Raise Dead spells are no longer powerful enough to revive the character. On the third death only a True Resurrection or Wish (If you’re brave enough) spell will return the Character to life. #### Retiring A Character Each character has its own story and sometimes that story is completed before you thought it would be. If you want to retire a character you may do so, when you take this path you may create a new character with half as many Checkpoints as the previous character. ### Wizards To attempt to be consistent with the spirit of the PHB, spells cannot be copied from fellow PCs’ spellbooks. Scrolls may be copied into spellbooks per the PHB. \columnbreak ### Crafting an Item A character who has the time, money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. **Resources and Resolution.** In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many work weeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it, (Maximum of 4 characters) each character must pay an equal amount of downtime with any remainder paid by the main crafter. However depending on the item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four workers. A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. The following table provides some examples of equipment. | Proficiency | Example Items | |:-------------------------:|:------------------------------:| | Herbalism kit | Antitoxin, potions of healing | | Leather worker’s tools | Leather armor, boots | | Smith’s tools | Armor, weapons | | Weaver’s tools | Cloaks, robes | **Masterwork Weapons and Armor.** A character may wish to make a “Masterwork” version of a set of armor, shield, or a weapon. Each character may create only one Masterwork version of each type of armor, shield, and weapons. To do so the cost of the materials needed doubles and the character must make a Crafting check with the appropriate equipment DC 20; on a failure all of the gold, material, and downtime are wasted. The statistics for Masterwork armor, shields, and weapons are in Appendix C. (The Masterwork benefits cannot be added after the creation of the item) **Exotic Materials.** Some characters may wish to create items out of non-standard materials such as chitin or Adamantine. Statistics for exotic materials that grant properties to weapons and armor can be found in Appendix A. If the exotic material does not grant the item any unique properties then the cost of the item is 10% higher than the base price. However if the exotic material does give the unique properties then the cost increases by 500 gp or 50% of the base price whichever is higher. These bonuses can be applied after the item is created, however if the item is a Masterwork then the gp cost for the exotic material factors in the Masterwork cost.
Appendix A | Guild Specific Rules
\pagebreakNum If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price. **Crafting/Enchanting Magic Items.** Creating a magic item or enchanting one requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item. Potions of healing and spell scrolls are exceptions to the following rules. For more information, see “Brewing Potions of Healing” later in this section and the “Scribing a Spell Scroll” section, below. An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material will take place as part of an adventure. The Magic Item Ingredients table shows the challenge rating of a creature that the characters need to face to acquire the material for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to. (Each character can gain only one Material from each quest) #### Magic Item Ingredients | Item Rarity | CR Range | |:-----------:|:--------:| | Common | 1-3 | | Uncommon | 4-8 | | Rare | 9-12 | | Very Rare | 13-18 | | Legendary | 19+ | The Material must be a thematic fit for the item to be crafted. For example, creating mariner’s armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic – a stone now guarded by a suspicious androsphinx. In addition to facing a specific creature, creating or enchanting an item comes with a gold piece cost covering other materials, tools and so on, based on the item’s rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost Table. #### Magic Item Crafting Time and Cost | Item Rarity| Workweeks* | Cost* | |:----------:|:----------:|:-------------:| | Common | 1 | 50 gp | | Uncommon | 2 | 200 gp | | Rare | 10 | 2000 gp | | Very Rare | 25 | 20,000 gp | | Legendary | 50 | 100,000 gp | ###### **Halved for a consumable such as potion.* Each Item crafted this way can only have either a +1 to +3 enchantment or Effect enchantments not both. For example a character could craft a +1 longsword or a FlameTongue Longsword, but you could not make a +1 FlameTongue Longsword. The item cannot handle the stress put onto it by the combination of enchantments. However you can stack Effect enchantments (you can find examples in the DMG for common enchantments) or increase the power of the + enchantments. This however also has a limit, each item can only have a total of 3 levels worth of enchantments. The power levels for enchantments are shown in the Enchantment Power Level Chart. #### Enchantment Power Level | Enchantment Rarity | Power Level | |:---------------------:|:-----:| | Common/Uncommon | 1 | | Rare | 2 | | Very Rare/Legendary | 3 | ***Limit Break!*** If a character wishes to combine +1 to +3 enchantments and Effect enchantments, it can be done! A Limit Break Gem can allow an item to hold both types of enchantments. It takes 6 workweeks to complete the Limit Break Gem, to craft one of these Gems you must have the following materials. * 1 Uncommon Material (CR 4-8) * 1 Rare Material (CR 9-12) * 1 Very Rare Material (CR 13-18) * 1 Gem (1500 gp) With this Gem attached to an item it can then hold up 6 levels of enchantments, three levels for a +1 to +3 enchantment and three levels for Effect enchantments. ***Brewing Potions of Healing.*** Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table. #### Potion of Healing Creation | Type | Time | Cost | |:----------------:|:-----------:|:---------:| | Healing | 1 day | 50gp | | Greater Healing | 1 workweek | 200gp | | Superior Healing | 3 workweeks | 2000gp | | Supreme Healing | 4 workweeks | 20,000gp | #### Scribing a Spell Scroll With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. Resources. Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the spell scroll works as if the caster were 1st level.
Appendix A | Guild Specific Rules
\pagebreakNum ##### Spell Scroll Cost | Spell Level | Time | Cost | |:-----------:|:------------:|:----------:| | Cantrip | 1 day | 15gp | | 1st | 1 day | 25gp | | 2nd | 3 days | 250gp | | 3rd | 1 workweeks | 500gp | | 4th | 2 workweeks | 2,500gp | | 5th | 4 workweeks | 5,000gp | | 6th | 8 workweeks | 15,000gp | | 7th | 16 workweeks | 25,000gp | | 8th | 32 workweeks | 50,000gp | | 9th | 64 workweeks | 250,000gp | ### +1 to +3 Enchantments Not all enchantments are made the same, +1 to +3 weapon and armor enchantments are some of the most powerful enchantments. These enchantments have the following properties. * +1 through +3 enchantments always take up 3 levels of enchantments * Can be upgraded to higher versions at the full cost of the higher enchantment * Can only be applied to weapons and armor ## Rare Materials ### Adamantine Unprocessed adamantine, termed adamant by some sages, is hard but brittle, and unsuitable for use as a weapon. It has a glossy black appearance, and has the unique property that reflections seen in it glow with rainbow edges. Once it has been cooled, adamantine cannot be deformed or bent by mundane means. Weapons made from adamantine do not dull or chip with use. #### Adamantine Armor *Armor (medium or heavy, but not hide)* This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit, unless the weapon is made of Adamantine. #### Adamantine Weapon *Weapon (any melee weapon or ammunition)* Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit, as well as ignoring any Damage Threshold that the target of your attack has. \columnbreak ### Arcadian Wood Arcadian Wood comes from a very rare tree that grows high on mountain cliff faces. While being wood it can be worked like iron and it is as strong, heavy, and resistant to fire as steel. #### Arcadian Wood Armor/Weapons *Armor/Weapon (medium or heavy armor, but not hide/any melee weapon)* Arcadian Wood can be worked and forged as if it was iron. Weapons or Armor made from Arcadian Wood are not considered to be metal. ### Mithril Mithril, known as truemetal among the dwarves, a glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor. This precious metal is produced from ore found in the Underdark as well as a few mountain ranges. #### Mithril Armor *Armor (medium or heavy, but not hide)* Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Armor made from Mithral weighs half what a normal version of the armor. #### Mithril Weapon *Weapon (any melee weapon)* Mithril Weapons gain the Finesse property unless it already has the Heavy property. Weapons made from Mithral weigh half what a normal version of the armor weighs.
Appendix A | Guild Specific Rules
\pagebreakNum # Appendix B: God's of the Realm
| Deity | Alignment | Domains | Symbol | |:-------------------------------------:|:---:|:-------------------:|:------------------------------------------------------------------------------------:| |Auril, goddess of winter | NE| Nature, Tempest | Six-pointed snowflake| |Azuth, god of wizards | LN| Knowledge | Left hand pointing upward, outlined in fire| |Bane, god of tyranny | LE| War | Upright black right hand, thumb and fingers together| |Beshaba, goddess of misfortune | CE| Trickery | Black antlers| |Bhaal, god of murder | NE| Death | Skull surrounded by a ring of blood droplets| |Chauntea, goddess of agriculture | NG| Life | Sheaf of grain or a blooming rose over grain| |Cond, god of craft | N | Knowledge | Toothed cog with four spokes| |Cyric, god of lies | CE| Trickery | White jawless skull on black or purple sunburst| |Deneir, god of writing | NG| Knowledge | Lit candle above an open eye| |Eldath, goddess of peace | NG| Life, Nature | Waterfall plunging into still pool| |Helm, god of protection | LN| Life, Light | Staring eye on upright left gauntlet| |Ilmater, god of endurance | LG| Life | Hands bound at the wrist with red cord| |Kelemvor, god of the dead | LN| Death | Upright skeletal arm holding balanced scales| |Lathander, god of birth and renewal | NG| Life, Light | Road traveling into a sunrise| |Lliira, goddess of joy | CG| Life | Triangle of three six—pointed stars| |Loviatar, goddess of pain | LE| Death | Nine-tailed barbed scourge| |Malar, god of the hunt | CE| Nature | Clawed paw| |Mielikki, goddess of forests | NG| Nature | Unicorn’s head| |Milil, god of poetry and song | NG| Light | Five-stringed harp made of leaves| |Myrkul, god of death | NE| Death | White human skull| |Mystra, goddess of magic | NG| Knowledge | Circle of seven stars, or nine stars encircling a flowing red mist, or a single star| |Oghma, god of knowledge | N | Knowledge | Blank scroll| |Savras, god of divination and fate | LN| Knowledge | Crystal ball containing many kinds of eyes| |Selune, goddess of the moon | CG| Knowledge, Life | Pair of eyes surrounded by seven stars| |Shar, goddess of darkness and loss | NE| Death, Trickery | Black disk encircled with a border| |Silvanus, god of wild nature | NN| Nature | Oak leaf| |Sune, goddess of love and beauty | CG| Life, Light | Face of a beautiful red-haired woman| |Talos, god of storms | CE| Tempest | Three lightning bolts radiating from a central point| |Tempus, god of war | NN| War | Upright flaming sword| |Torm, god of courage and self-sacrifice| LG| War | White right gauntlet| |Tymora, goddess of good fortune | CG| Trickery | Face-up coin| |Tyr, god of justice | LG| War | Balanced scales resting on a warhammer| |Umberlee, goddess of the sea | CE| Tempest | Wave curling left and right| |Waukeen, goddess of trade | NN| Knowledge, Trickery | Upright coin with Waukeen’s profile facing left|
Appendix B | God's of the Realm
\pagebreakNum # Appendix C: House Rules This section will list all of the House Rules for each of the DM's in the Guild, you must know these rules if you want to play D&D with the respective DM. Also it is just polite to know how the DM wants to run their Game. Good luck and have fun! ## Cade's (Billy) House Rules ### Da Rules * **Critical Hits:** When you score a critical hit, you get to add extra damage or roll extra dice for the attack’s damage against the target. > * **Weapon Attacks:** critical hits gain extra damage equal to the maximum damage done by the weapon without modifiers. **(I.E. a critical hit with a shortsword will gain a +6 to damage due to it having a D6 for its damage die)** > * **Spell Attacks:** critical hits roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. **(To speed up play you can roll all the damage dice at once)** * **Masterwork Weapons:** Once per attack if you roll maximum damage with a Masterwork Weapon you may roll an additional damage die/dice for the weapon. * **Masterwork Armor:** You gain a Damage Threshold of 5 + Proficiency bonus vs non-magical damage. * **Masterwork Shield:** If you are wearing Masterwork Armor you increase your Damage Threshold by +2. * **Inspiration:** Each player may award inspiration to each other, subject to veto by the DM, for good roleplaying, relevant humor, high drama or general good play. Players may only award Inspiration to someone other than themselves and only once per session per player. * **Awesomeness:** Thinking outside the box, or doing something I think is awesome could mean being awarded with advantage. ### Optional Rules #### Cleaving through Creatures #### (Pg. 272 DMG) When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. \columnbreak ### Optional Actions #### Climb onto a Bigger Creature #### (Pg. 271 DMG) If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use. #### Overrun (Pg. 272 DMG) When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn. #### Shove Aside (Pg.272 DMG) With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
Appendix C | House Rules
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Prepare your Self
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