Wiki | TJTW

The Jewel That Was

Contents

1 - Synopsis

Brief overview or summary of each 'chapter' of the story.

2 - Locales

Below is an online, interactive map of Sharn & information from the Sharn handout.



3 - PCs

4 - NPCs & Factions

Short description of SOME NPCs and/or factions that may come in handy as the story progresses!

5 - Journals & Handouts

Link to a google drive to handouts, but only the ones that all PCs have? This section might be difficult to maintain? Also links to player's journals?

6 - Quest Tracker

Brad plz publish the quest tracker & update the iframe below :)

7 - Custom Equipment & Rules

This section consists of buttons revealing rules documents that are not part of the usual D&D 5e package, and are used throughout this campagin.




***BRAD PLZ DOUBLE CHECK - THIS IS JUST FROM MY NOTES***

THE RULES OF THE DUEL

A duel is a series of wagers.

Before each round, each combatant will 'wager' an integer number of their vitality (see "stats" below), and then choose either "Attack" or Defence". If a combatant is out of "Attack" options, then they must defend.

Each duelist has a number of stats:

  • Vitality: Equal to the creature's Constituion score.
  • # of Attacks: Equal to the creature's proficiency bonus + either their Dex/Str modifier, whichever they prefer.
  • # of Challanges: Equal to one???

The match-ups for attack versus defence are as follows:

  • Atk VS Def: The attacking party rolls to attack (1d20+prof. bonus + Str/Dex Mod), VS the opponent's AC. If they hit, then they win th 'pot' - their own + their opponents wager.
  • Atk VS Atk: Both parties will roll for attack (1d20+prof. bonus + Str/Dex Mod), and the winner will take the 'pot' - their own + their opponents wager.
  • Def VS Def: Both parties will recover either 2 attacks or Challenges back.

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