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5e Tomb of Annihilation: PreGame

Posted: Mon Nov 13, 2017 2:04 pm
by Tundrra
Journal Writeup: https://www.newoutriders.org/forums/vie ... 162&t=6608

For the past several days, the talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised — and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
You have saved the town of Phandlin, you have retrieved the relics stolen by Keraptis and returned them to the Masked Lords of Waterdeep. Recovering from your adventures here in Waterdeep, rumors of a Death Curse begin to fill the streets.


****

We will be starting with our Team1 toons 10 weeks after where we left off in the White Plume Mountain at level 7. However I will give you have 3 options for the upcoming campaign:
Choices:
  • Retain your toon, gear, treasure and level as is.
  • Change your subclass of your existing toon, retaining gear, treasure and level.
  • Reroll from scratch a new level 7 character
    • with 625 gold and normal starter gear or...
    • with 500 gold, one basic +1 weapon and normal starter gear.
Team 1 Make up:
Campaigns: "Lost Mines of Phandlar"(lvl1-4) > "White Plume Mountain"(lvl 5-7) > "Tomb of Annihilation (lvl 7-?)
  • Baiz "Jilto” Gnome Wizard illusionist (7)
  • Kermit "Kharas" Dragonborn Paladin(2)/Warlock Hexblade(5)
  • Talolan "Lisa Bartin" Human Fighter Samurai(7)
  • Zelldeb "Zildur Groundviewer" Deep Gnome Rogue Thief(7)
  • Ojike “” Elf Grave Cleric
To do list
  • Decide which toon your bringing to Chult.
  • Rebuild your toon in dndbeyond.com
  • Sell your treasure (necklaces, rings etc) if applicable.
  • Read the new Tool details section of Xanathar's Guide. Lots of new uses for tool kits!
  • Select Downtime Activities. (10weeks in Waterdeep)
    • Receiving training in a language or new tool (10wks - INT)
    • Brewing Potions of Healing.
    • Caurosing
    • Crime
    • Gambling
    • Pit Fighting
    • Relaxation
    • Religious Service
    • Research
    • Sell Magical Items.
    • Scribing a Spell Scroll
    • Work
  • List what you bought and trained in below during your 10 weeks in Waterdeep.
  • Update your toon in roll20.net
Notes:
  • Magic items will only be given as loot and rewards so you are unable to buy any out of game.

Re: 5e Tomb of Annihilation: PreGame

Posted: Mon Nov 13, 2017 8:02 pm
by Talolan
Lisa Barten downtime log.

Respec from Champion fighter to Samurai fighter.

9 wks - learn wood carving tools
225 gp

1 wk - relaxation, modest accommodations
7 gp

Purchases
-Woodcarvers tools, 1 gp
-Holy Symbol (amulet, Umberlee), 5 gp
-Spell casting services: 100 gp (50 gp materials, 50 gp services) for "Continual Flame" cast on my amulet.
-50 ft silken rope, 10 gp
-second water skin, 2 sp

Other transactions
-donate 500 gp to the Temple of Umberlee
-donate 500 gp to the City Watch for the family of the officer that died in the faked prison break
-give my father 500 gp
-Bank: store 11,000 gp at the bank in the palace
-Store my nets and manacles at my father's house

Re: 5e Tomb of Annihilation: PreGame

Posted: Tue Nov 14, 2017 9:26 pm
by Tundrra
DownTime example:
many of the downtime activities have some rolling to do and instead of trying to find your DM at the same time your trying to work on your character, we have a roll20 work around:)

first off open up the campaign in roll20 and we will use crime as an example


Downtime activity: Crime

Resources. spend one week and at least 25 gp gathering information.

Resolution. choose the DC according to the amount of profit sought from the crime.

example DC 15

roll: Dexterity (Stealth), with Advantage if using thieves’ tools. (d20+stealth mod) x2 for Advantage.

(use roll20 to make your roll) 20

then roll 2 more checks using your choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).


(use roll20 to make your roll) 14


(use roll20 to make your roll) 22

Results
  • If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.
  • If only one check is successful, the heist fails but the character escapes.
  • If two checks are successful, the heist is a partial success, netting the character half the payout.
  • If all three checks are successful, the character earns the full value of the loot.
Loot Value
DC Value
10 50 gp, robbery of a struggling merchant
15 100 gp, robbery of a prosperous merchant
20 200 gp, robbery of a noble
25 1,000 gp, robbery of one of the richest figures in town
Complications. if the character succeeds on only one check. Roll on the Crime Complications table

roll...

Re: 5e Tomb of Annihilation: PreGame

Posted: Thu Nov 16, 2017 11:04 pm
by Kermit
i'll come back and edit this as we go:

Kharas sells the Black Spider Staff - rare item
Cost to sell: 25gp and 1 week.
I refused the price offered 5 weeks (low rolls) and sold it for 6000gp the 6th week:
Persuasion Rolls:
Week 1(20), Week 2(13), Week 3(17), Week 4 (8), Week 5 (15), Week 6: 21
Net: 5850gp

Shopping:
- exchange his Hemp rope for silk - cost 10gp
- Bought a 5000gp worth gem

Re: 5e Tomb of Annihilation: PreGame

Posted: Tue Feb 06, 2018 12:39 am
by Ojike
Downtime for Teagan

(Downtime rolls made in Roll20)

Week 1 - Carousing with Middle Class (50gp) - Charisma (Persuation) 12 - Gain 1 Allied Contact

Week 2 - Religious Service - Intelligence (Religion) 24 - You earn 2 favors

Week 3 through 10 - Training Herbalism Kit (200gp + Cost of kit)