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Ithos Archipelago - A D&D Sailing Adventure [Chat] [Beginner Friendly]

Pineapple

The Rotten Fruit
Ithos Archipelago

The Ithos Archipelago is situated on the globe between the eastern and western sides of the mainland. It is a series of lush islands filled with tropical plants, dense jungles, and serene beaches. It was inhabited by a group of natives known as the Itholan. Tall, strong beautiful with a rich dark skin. These men and woman lived on the archipelago in tribal families and clans. Here they fought back against the creatures of the oceans and the creatures of the land.


The Itholan lived in mostly peace and in a simple way of life. That was until the arrival of a group of strange white skinned humans, the Agyla. These people came from the mainland looking for a new home when their country became afflicted by desertification. Their ships faced many casualties on the way to the islands at the hands of what is known as the Abyssal Lords.


Great power entities, they live in the deepest and darkest parts of the oceans, sending haunting madness or magical powers to sailors above. They are seen by the Itholan as powerful balancers, bringing equality or peace to the islands.


The Agylian people integrated into the islands and the Itholan bringing with them knowledge of the mainland. Black powder, massive ships, cannons and guns. All of these were objects and ideas the native Itholan did not have. The two factions worked together, building ports on the islands, building large ships, and connecting all of the islands together.


However the peaceful times did not last, as before long more people from the mainlands sailed and found the islands, bringing war with them. The Itholan and the mainlanders warred with each other, and when things seemed hopeless a miracle occurred. Two men rose from the sea wielding great power. The rose their weapons and eradicated the mainlanders fleet, saving the Itholan.


When next the mainlands returned, they flew the flags of peace. No longer seeking to conquer the islands, they wished to trade and pass through the islands. At first hesitant, the Itholan saw great possibility with it, and since then the Ithos Archipelago has been central to trade between the east and west coasts of the mainland.


Map of Ithos

RE3opd9.jpg





A Bit More

How? This is going to be a chat game for Dungeons & Dragons 5th Edition (D&D 5e). It will likely occur every Saturday afternoons. The exact time will come at a later date. The players will be Itholan Privateers. Working to maintain peace and order in the islands, performing tasks or hunting bounties.

What do I need?

You should Ideally have D&D 5e Players Handbook. HOWEVER you do not need it. The basic rules have access to the Fighter, Rogue, Cleric, and Wizard classes, allowing one to play one of those. So while the Players Handbook is idea, it's not mandatory.

New Archetypes for each of the classes! These will be custom archetypes one would typically find in the Archipelago. A barbarian who can dive and fight sea creatures, a sorcerer born of man and Siren, or a warlock who hears the whispers of Abyssal Lords on the tides. These archetypes are mostly all ocean folk, gaining many advantages in the water, and being ideal ocean combatants.


New Items can be found on the islands! Armor designed for aquatic and ocean travel. Armor made from the scales of a special breed of shark, or weapons made for a unique coral found in the oceans.


New Mechanics are introduced to the game for ship travel and warfare. Mechanics to attack other ships with cannons and bring them to a water grave, or to board another ship and massacre their crew. How to manage a crew and maintain the morale.


Home brew will be around, so don’t expect everything to be by the book. I will improvise where needed, or make changes to maintain balance for the game and players. The core rule of any game system is that the DM rules above the mechanics. We play for fun, not to win.


Characters are mostly open. However, I will restrict how many of some classes I will allow in the game based on the size of the player base. For example, I will not likely allow more than one paladin, but would probably accept 2 fighters. The first session (session 0) will likely be just a character creation and discussion session, when I will help people create their characters. If a person can’t make that specific session, they will get the leftover classes to choose from and should plan with me to create their character. If by the first play session a person doesn’t have a character, they don’t need to show up, I wont be helping my a character during game play time.


RNG will not affect character creation. I’ll have a predetermined list of statistics for your character to distribute, and we will use average HP progression (Max HP at first level, plus con modifier. Then half the maximum of the dice, plus 1 plus con modifier - Example, a Fighter will have 10+con at level 1 and gain 6+con each level after that.) This is all to make sure characters are on a balanced playing field.




As a closing thought: Please feel free to ask questions! The game will come with a PDF that will provide the lore of the world in more detail, the items and mechanics of the world written out, and all of the archetypes in detail.
 
Just a few quick questions:


Psionics? I mean, I'm really a fan of the soul knife. I get psionics were op in 4e, and stupid in 2E, and nonexistent in 5e, but they were amazing In 3.5. Can the 3.5 psionic classes be incorporated, or aleast just the soulknife?
 
Sorry, I've no intention of incorporating Psionics into the game, I'll be using only things from the D&D 5e core books as well as any of the home brewed additions for the setting.
 
Ah I figured :P well looks like I'm gonna have Togo Druid :P


 
It's a shame that their isn't more race variation, but I guess I will just have To go with the only one I have
 
Yeah, all players will be human's. While there are other races in the world, they are very rare to find in the islands, and even then, they are never Itholan.
 
Oh man I would love to join, but Chat based games and I have never gotten along. Is there any chance we could make it a more conventional forum game? D:
 
I am interested of course (because you know when are Pineapple and I separated? ). Can't wait to see how the classes and all that work together. Plus the new D&D syste. Definitely curious about the Paladin but all the custom archetypes are really cool.
 
Williamferret said:
Hmmm.... I'm curious, what will Druid be like in this new archetype?
The idea behind them is to turn them into melee combatants that become one with the waters. Here you go!


Druid - Circle of the Sea


Proficient Swimmer


Starting at 2nd level, you have a swim speed equal to your walking speed.


In addition, whenever you wild shape into an animal, the animal gains a swim speed equal to it’s land speed and the ability to breath underwater as the animal gains clearly visible aquatic features.


Water Affinity


Starting at 2nd level, when you are drenched in water you feel protected and secure. Your affinity of water provides you protection while coating your body. Your AC can’t be less than 16, regardless of what kind of armor you are wearing.


Extra Attack


Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Advantageous Combatant


Starting at 10th level, if you are attacking a creature who does not have a swim speed while it is submerged, your melee weapon attacks have advantage against the creature.


Water Weird


Starting at 14th level, you can expend two uses of Wild Shape at the same time to transform into water weird. Your entire body becomes clear water. As a water weird you gain resistance to bludgeoning, slashing, and piercing damage. You can manipulate the your water form at will allowing you to move through spaces as narrow as an inch. You gain an immunity to poison or disease while in water weird form.


When you take damage from a source other than bludgeoning, slashing, or piercing you become infused with that damage type and discharge any currently infused damage type by dealing 2D6 damage of that type to everything within 5 feet of yourself.. Any weapon attacks you use will deal 2D6 bonus damage in the form of your currently infused element.


If a body of water is near you can absorb water into yourself as an action, healing you for twice your Wisdom modifier + your druid level (minimum o f 1).


This form will only last for a number of rounds equal to your druid level. You must finish a long rest before you can use this feature again.
 
JayTee said:
Oh man I would love to join, but Chat based games and I have never gotten along. Is there any chance we could make it a more conventional forum game? D:
Unfortunately, I'm running this game to host a chat game - I haven't hosted one in years and I love to do it. So I'm not looking to run it post by post. however, I'm flexible with it, as long as there is head up about not showing up for a game or anything like that it's fine. Come on, you know you want to :P

Williamferret said:
Hmmmm... This seems awesome! Can't wait to go all aqua man on some sea monsters!
Basically, grab a harpoon and fight some plesiosaurs.
 
Pineapple said:
Unfortunately, I'm running this game to host a chat game - I haven't hosted one in years and I love to do it. So I'm not looking to run it post by post. however, I'm flexible with it, as long as there is head up about not showing up for a game or anything like that it's fine. Come on, you know you want to :P
Yeah, alright, fair enough. I'm in, playing a Human Wizard. Probably a Diviner or Necromancy specialist, unless something else catches my eye. What level will we be starting at? The recommendation seems to be around level 5.
 
Characters begin game at level 3 (so that everyone will have their archetype). The Wizard archetype that's new is a ship sinker - imbuing magic into cannonballs or other ammo, can use guns and the like, can move across a ships deck with ease and have resistance to ranged attacks when wet.


Wizard


School of the Sea


Wizards of the Sea have been trained to tackle ship to hip warfare. They are masters of the cannon and tactical geniuses. They have adapted to life aboard a ships deck and in the skills needed to sink the oppositions ship with speed and efficiency.


Shipbound Proficiency


Beginning when you select this school at 2nd level, you gain proficiency with Cannons, Pistol (Flintlock) and Pistol (Multi Barreled)


Imbued Shot


When you choose this school at 2nd level, you gain the ability to cast spells onto ammunition. As an action you can cast a spell into a piece of ammunition you can touch, giving it the property of the spell. When the ammunition successfully hits a target after being fired from it’s weapon, the spell effect will go off, with the impact zone being the point of origin. If the attack with the imbued ammunition rolls a 1, the spell discharges onto whoever is firing the ammunition. The imbued ammunition will only stay imbued for 1 minute (10 rounds)


Weather Safe


Beginning at 6th level, you have become used to dealing with water and the sea, and have learned minor magical tricks to improve your situation at sea. A weapon in your hands can not become waterlogged. As well, weather will not induce disadvantage checks onto yourself.


Water Shield


Beginning at 10th level, when you are drenched in water you gain a +2 bonus to your AC. As well, when you are drenched in water you have resistance against small projectiles (bullets, arrows, bolts, etc..).


Capsizer


Beginning at 14th level, when you deal damage to an object with a spell, that spell will deal maximum damage.
 
Would it be alright if I went with one of the default archetypes? I know it sounds odd coming from me, but I like to try to stay as close to the RAW as possible when I'm first learning a system.


(True story: I once turned down the offer to be a Technomancer/Mage hybrid in a Shadowrun game 'cause I wanted to stick to the RAW)
 
Of course, thought there will probably be a lot of water and ship battles that the defaults don't have tools to fight effectively in.
 
Hm, maybe. I think I might be able to manage, though, Wizards are nothing if not versatile.


Also, would it be out of line to start with 2-3 extra spells in addition to the default 6 I'll have for starting at level 3? Justified in character as having copied them from scrolls/other Wizards or just independent research.
 
I'd probably allow it. Though, I may restrict or disallow some spells that I feel are too powerful or negatively effect role play.


at 3rd level wizard I would say you can have the the default 6 1st level spells, 2 second level spells, and I'll probably gift you 2 spells at game time after I review what you have taken
 
Awesome, thanks! What spells would you consider too powerful or gamebreakinig? I'm a munchkin at heart, but I prioritize fun for the group over everything else.
 
A spell like 'Comprehend Languages' I despise because it removes to point of having languages for characters. In this setting though I don't think I would mind it much. The only real languages you will encounter is Common, Itholan, and that's about it. Other languages would be rare so I would probably allow it in this game.


Other spells would be things that make other characters obsolete. 'Knock' is a good example if you have a thief character who focuses on breaking and entering. It feels bad when the wizard does your job better. Though even this seems generally lessened in 5th.


There are not too many spells that I think are very bad (until high levels), so don't worry too much, pick what you want.


The only thing I have reserved is that I may remove a spell if it becomes a problem, but I would always give a replacement. Because much like yourself, I got to prioritize the group. Everyone should have fun, so I got to make sure people can use their skills or puzzles are not just bypassed through magic.
 
Fair enough, I'll try to have a build up for you by tomorrow evening, the weekend at the latest. :smiled:
 
If it helps we're going to be using the average spread of rolls provided in the book and HP will be static (which for a wizard is 6+Con at level 1, and 4+Con each level)


Stat Scores: 15, 14, 13, 12, 10, 8


Weeks out RNG from character creation makes everyone start even-ish.
 
Those are some solid ability scores, no complaints here. Human variant or default human?
 

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