Shadows of Bingtown Campaign Primer in Drass | World Anvil
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Shadows of Bingtown Campaign Primer

The next leg of our adventures takes place on the continent of Blightfall, within the city of Bingtown. A colony on the verge of great change, your party will have the opportunity to sway the people either for or against independence, and help to decide whether the cursed Changelings will have a future in this new citystate. Or perhaps you will use the political upcertainty to secure your own legends, amassing great wealth by plundering new and forgotten ruins deep within the swampy jungles of the Cursed Shores.   The choice is yours to make. Choose wisely.  

Player Details:

This is a lower level adventure, with your characters starting at level 1. The tone of the campaign is one of a frontier being expanded, similar to revolutionary era America. Players can choose to get involved in the greater political landscape of the City, or devote their time to plundering long forgotten ruins in hopes of becoming wealthy beyond measure.  

Races

Due to the metropolitan nature of Bingtown, most races can be found here. Such as: Aasimar, Dragonborn, Dwarves, Eladrin, Elves, Genasi, Gnomes, Goliaths, Half-Elves, Half-Orcs, Halflings, Humans, Orcs and Tieflings.   The Bingtown setting also has a special race than can only be found here, as a result of the ancient magics of the Cursed Shores. Every time a birth takes place, there is a chance that the child is born as a changeling. As a result, choosing to play as a changeling will require you to also be a native of Bingtown. Note: The changeling race can only be found in this setting.  

Classes

For reasons you may remember, Clerics of Pelor are strictly forbidden. On account of being dead.  

Things to Discuss at Session Zero

  There are a handful of variant and homebrew rules I wish to introduce this time around. As some of these will change the tone of the adventure, I wanted to give you an opportunity to think on them before we convene.

Critical Bonus Damage

When you roll a crit, you no longer double the damage die. Instead, you do maximum damage on your standard damage die, and roll critical bonus die on top of that. For example, a crit with a maul would do 12 + 2d6 damage, plus any modifers that may be applied (for both the maximum and bonus damage die).  

Critical Initiative

Rolling a natural 20 or 1 on an initiative roll now results in advantage/disadvantage for the first action taken during the combat. Note: In the case that your action grants you multiple attacks, this applies only to the first attack.  

Health Potions

These now only take a bonus action to use. If administering to someone else however, it still takes an action.  

Homebrew Inventory

I would like to swap to using this method for handling inventory. This is one that mainly needs discussing in person.  

Gritty Rest Variant

Okay don't panic.
With that said, to fit the tone of less seasoned adventurers and getting more involved in a single city, I propose we use the variant rules for long and short rests. This would make a short rest 8 hours, and a long rest 7 days (duration can be adjusted following discussion). The setting would feature more healing opportunities (as seen with the adjusted potion rules). Again, we can discuss this in person.  

DnD Beyond

So last time around we all became pretty reliant on DnD Beyond (for good reason), but I would like to see more of a pen and paper approach this time around. I propose using DnD Beyond for character creation and levelling, but pen and paper sheets for the actual sessions. I realise those of you with spells may be at a disadvantage here, but we can work to minimise the negative impacts. This is one I feel strongly about, but I will not impose it on the party if there is a clear preference against it.

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