Critical Ship

Welcome! [META]

Hey gang!  If you haven't done so already, check out the Front Page for an introduction, then feel free to make a Character and/or visit the Wiki to learn more about the ship/guild/stuff.  This Adventure Log entry is all meta, as I just wanted to start a list of setup-related items to discuss before/during our first game sesh.  If you have ideas for any of the below (or for something else entirely), message me or write them down and bring them to the first game (date TBD):

  • Magic item crafting and cost: 5e treats a lot of magic items like "legendary items" and there aren't a lot of rules for crafting yet, so we're looking at using  this guy's homebrew, which gives a "cost" for each magical item, and skilled workers/special qualities required to make them.  The "cost" can be cut in half if you make the item yourself.  There are also some rules for spending your Inspiration Points on crafting (this decreases the cost/time).
  • The Thrice Sunk, existing facilities/amenities, and future upgrades: we'll start with some basic workspaces and related personnel (e.g. smithy and accompanying craftsperson).  Using the level suggestions from the above item list, we'll give all our craftspeople a "level", and we'll pay to upgrade their workspace/knowledge in order for them to "level up" far enough to be able to create better items.
  • Hirelings: we'd like to try out an optional tactical team/caravan team who can help us to carry equipment or especially large loot.  These would be mercenary-type teams, possibly based on location (e.g. there's a five-person crew in Waterdeep) whom we can hire on occasion to help us (though they may not always succeed in their work).  These would be lower-level characters whom we could develop further as the campaign goes on (personality-wise and stat-wise).
  • DM resources: NPCs/dramatis personae related to our characters will go in the fancy NPC List on the wiki.  Details here should be "for DM use".  The acting DM can use any of these characters, but care should be taken to have some discussion with the involved player(s) before doing anything drastic with the NPC (e.g. killing them, dramatically altering their life/personality, etc)
  • Carried items/weight management: yes, we care about weight, food, spell ingredients, etc.  Since we have most of this stuff available as a guild resource and we can pick-and-choose (Matrix-style!) before any specific adventure, it's worth considering whether we brought rope or not, and who's carrying it.
  • Character death: should your character die unintentionally, you'll have an option to roll on a permanent injurty table rather than suffer death – probably something like this example from Mordheim.  This could apply equally to our hirelings.
  • Rail system: we're adding a (interdimensional) rail network to Faerûn!  FaeRailTM was implemented by the Githyanki, and the Gith still operate the main system.  Not to be outdone, other nations have begun to construct their own systems (which may or may not link up with the FaeRail network).  While FaeRail was largely installed to transport Mystrite (read below), trains now operate to transport passengers and other cargo, too.  Some trains are purely physical, while others may cross dimensions or planes of existence.
  • Mystrite: following the Spellplague, certain areas of Faerûn were "crystallized" by rampant wild magic.  This crystal is understood to be solidified wild magic, and is also said to be the "body of Mystra".  While Mystra is believed dead after the Spellplague, it is believed by some that harvesting and consumption of so-called "Mystrite" will help to restore her to power.  Mystrite shares similar qualities to the "philosopher's stone" – it empowers spells, has certain healing/restorative properties, can be used as fuel or as food for magical entities, and it is consumable.  Harvesting of the crystal is dangerous (read: while magic effects), but the material is valuable, and harvesting helps to rehabilitate the areas that would otherwise be dangerous/inhospitable due to the crystal (can't plant crops where the ground is made of rocks that will turn your family into sheep!).  Various factions are for/against the harvesting and consumption of Mystrite – depending on their religious or political leanings.
  • Reputation: all players/characters will have the option to choose one faction/entity with whom they have "good reputation" (which may give advantage on some rolls when dealing with that entity), and we'll collaborate as a group to choose a few more – both good and bad – for one another's characters.
  • Etc..? More notes to come!

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