The Adventurer's Hub Welcome, brave and daring adventurers, to our little far-flung village. Make yourselves at home, enjoy our home-brewed ale and rest from your travels at our local inn. There is plenty of adventure to be had tomorrow, the area here is riddled with monsters, ruins and treasure, all just waiting to be explored. Home away from home A whole new way of running a campaign, suited especially for a larger group of players. We all know it; the more players there are, the more likely someone can't show up to the session. This is no longer a problem. Adventurer's Hub A small village on the outskirts of civilization acts as home for all adventurer's in the region. Here they gather to trade, exchange stories and group up for the next quest. The characters of players who cannot join a quest for whatever reason stay at the village. They cannot be directly interacted with but can spend their time on 'downtime activities' as described in the PHB p. 187. Expenses The village is sponsored by an adventuring guild. You don't have to pay for food, lodgings or ale. Depending on level, you are sponsored a different lifestyle. Level Lifestyle 1st Modest 6th Comfortable 12th Wealthy Shopping All items found in the PHB Chapter 5: Equipment can be freely bought from merchants at the village for the price listed. This includes: Armor, weapons, adventuring gear, tools, mount and vehicles, trade goods and services. Items looted from vile monsters are rarely good enough to fetch any price, but quality loot from humanoids can be sold for half the listed price. Gems, jewelery and art objects can be sold for their full price, as they retain their value. The hub has a wide range of merchants, and there's always someone willing to buy rare or valuable loot. This includes magic items. Common magic items can be purchased freely. Crafting You can hire a craftsman to create any item listed to specific conditions, such as a different appearance, use of different materials or a hidden mechanism only you know how to operate. The price to do so is double that listed in the PHB. This cannot add any combat bonus to the item. Tool services You can hire someone proficient with a tool to pick a lock, apply a disguise or create a forgery. There are different price levels for the skill of the npc. The npc always takes 10, meaning the roll result is automatically 10 + bonus. If the npc determines he's incapable of reaching the required DC to do something, he won't charge you anything. DC Cost x Tool cost 13 0.5x 15 1x 17 2x 19 4x 21 8x Spellcasting services There are spellcaster npc's at the village who will cast spells for you in exchange for gold. Any expensive materials involved must be covered by the player. Spell Level Cost per casting 0 5 gp 1 15 gp 2 50 gp 3 250 gp 4+ Quest Anything else? Anything within the Player's Handbook is good to go. The rules listed above are simply additions to the PHB, filling in the gaps where the original writers left it up to the DM. If you think something is missing here, speak up! We're all in this together, so tweaks and changes are likely to take place.

Quests & Adventuring Itching for an adventure? Can't wait to go out there for a thrilling tale of danger and exploration? Then read on, this is how quests work. Just one little rule; no fighting in the hub. Outskirts and farms are fine, but questing within the hub itself only leads to conflicts and problems. It's well guarded by soldiers. Players In every quest, one player acts as the Dungeon Master, while all the other players currently present play their characters. Who takes up the DM role must be determined at the end of the previous session, so the DM has one or two weeks time to prepare. Because not everyone can always join every session, every quest will see an unique combination of characters in the party, leading to a variety of interesting tactics. Duration Every quest must start and end at the Adventurer's Hub, so all characters that survive the quest end up safely home and can ready themselves for the next quest. A quest should be designed to last only one real life session, though as is often the case, it may be required to split up the quest into 2 parts as the night draws near. If so, be prepared to have characters drop-out and retreat in the middle of the quest while others join in as reinforcements. Getting stronger Each monster defeated awards exp to the party. How much exp is gained differs per monster type, though the stronger they are, the more is awarded. Defeating a monster can be by killing them, capturing them, sneaking past them or some other way of 'overcoming' the challenge they pose. At the successful completion of the quest, the DM may choose to increase exp gain to 150% if there were sufficient non-combat encounters that posed a real challenge. All exp awarded is added together. This total experience pool is split between the players equally at the end of the quest, rounded down. You can only level up during a long rest. This should usually be within the Adventurer's Hub. The Days pass by The amount of days that pass between quests varies , depending on the current running DM. There aren't many things players could do between sessions, so whatever date or season the game world is in is completely irrelevant to the story. When not playing, time is treated as an unknown flux, unmentioned and ignored. There must be at least 1 night, and thus 1 long rest, between two quests of differing DM's. Multi-Quest Storyline A quest can be a simple one-shot session without any larger plot or story involved. One-shots provide a lot of flexibility and variety in the type of challenges faced. However, some DM's might wish to establish a longer lasting narrative, where each quest follows up on leads from the last. The story eventually leading up to an epic conclusion with high value loot and dangerously powerful bosses. Distance and Travel As all quests begin and end within the same village, quests should take place within a day's travel time. In D&D, this covers a 24 mile radius around the town. After a larger number of quests, the whole party could move to a different Adventurer's Hub, located in another region of the continent, so a whole new land is open to be explored within a new climate, biome and culture. Where the party should travel to is to be determined democratically by all players involved. Any mix of options is possible. Roll if you want to randomize. Biomes d8 Cultures d8 History 2d8 1. Artic 1. Human 1. Human 2. Coast 2. Dwarven 2. Dwarven 3. Desert 3. Elven 3. Elven 4. Forest 4. Gnome 4. Gnome 5. Grassland 5. Dragonborn 5. Dragonborn 6. Mountain 6. Halfling 6. Giant 7. Swamp 7. Goliath 7. Orc 8. Jungle 8. Tabaxi 8. Wilds

The Adventurer Whether you're a brave Human Fighter, a quick Wood-Elf Monk or a deceptive Dragonborn Warlock, you are well and truly welcome to the Adventurer's Hub. Any character or class from the following sources is allowed: The Player's Handbook

Unearthed Arcana

Elemental Evil

Volo's Guide to Monsters

Xanathar's Guide to Everything

Greater Dragonborn Any alignment is allowed, but full-scale Player vs Player should be avoided as the DM can never be fully impartial. Creation When creating a new character, you can have the character start at level 3, with 200 gp starting coin in addition to your class and background equipment. Roll each attribute with the highest 3 rolls of 4d6.

You may reroll your attributes when they together are less than 72, or all your attributes are lower than 15. Reroll all until your attributes are valid. You can immediatly spend any of your 200 gp in the Adventurer's Hub for any items or services. Death As with most D&D campaigns, death is final. If your character dies, it is permanent, and you must create a new character in order to continue playing. If the deceased character can be looted by the party, it is possible coin or items are passed on to your new character. To do so, there must be a background connection between your old and new character. The law of whatever land the hub is within demands a 50% tax on the inventory of the deceased character. The players cannot refuse this without becoming unwelcome in the hub due to the npc hostility. Other players could steal coin and items for themselves, preventing the tax or the new character from receiving it. This might go against the morals of good aligned characters, however. Revival Certain spells such as Raise Dead are capable of restoring a deceased character back to life. Magic of this level is not available within the hub itself, and must come from either a player, or a difficult and risky quest. There is a 25% chance the body has damaged vital organs and such a spell is impossible. Roll a 1d4 on character death. On a 1, the death is well and truly permanent. Retirement A character can decide to give up the adventuring life. You retire the character, having it move out of the Adventurer's Hub. It will become inactive, freeing a new character slot up for you. You could return the character after some time, as long as you can explain its reasoning behind the choice. Multiple Characters Players aren't limited to playing a single character. Everyone is allowed to have up to 2 active characters in the Adventurer's Hub. They level and act fully independantly, and having multiple characters is not recommended for new players. You can only play a single character on a quest, but you can swap between them while in the Adventurer's Hub. Figure it out together As everyone can be both DM and player, there is a real possibility of system abuse. Theoretically, you could give players an obscene amount of magic items and coin as a quest reward for minimal effort, if they in return give part of it to your character. Don't do stuff like this, it ruins the fun for everyone involved. If anyone's caught metagaming to this level, it will be up to the group what happens to that person and his characters. If you're not sure if a certain reward or challenge is fitting for a certain quest, just ask what the others think! Keep being open and clear about things and everything will work out just fine.

Quest Creation Tips Some matters to keep in mind when designing a quest of your own. These aren't rules set in stone, ofcourse, but may act as guidelines to get you started. Before you read into this, however, a good place to start is the Dungeon Master's Guide! It covers everything you need to run a session. Page 81. covers the creation of encounters, the most essential part in creating a one-shot. One-Shot If this is the first time you take on the role of dungeon master, start off with a simple one-shot where not that much is at stake. You can think of a simple problem in the local environment; such as a troll under a bridge, a group of goblins harassing farmers or tracking down a thief into his cave hide-out. Monsters In order to create a balanced combat encounter, you should setup your encounter in the Kobold Fight Club. Use this tool to add your players and their levels, and which monsters you'd like to add into your quest. Important is to note that there are only few encounters in a single quest. A quest lasting 1 session will likely contain only 3 - 4 encounters, of which 2 - 3 include combat. D&D is designed to see a large number of encounters between each short rest, and even more between each long rest, so the tool estimates are a bit off. Going for mainly Hard encounters, or just into Deadly territory adds a real sense of danger for the players, and puts their skills to the test. Players are usually clever enough to use terrain, spells and other abilities to their advantage, tilting the fight largely in their favor and denying the monsters from gaining significant ground. Treasure See Dungeon Master's Guide page 136 on randomized treasure. The challenge rating of each monster determines what kind of treasure they might drop. Hoard treasure can be added to the end of the quest, or split up in parts across the whole duration of the quest. This is a good guideline of how large of a reward to give your players. Stages A quest can usually be split up in multiple stages that build up on one another. Stages can really be anything you want them to be, the following is simply an useful template. Intro Within the intro stage, players learn what's going on and why they should care to resolve the issue. It might be a simple bounty, an old man sharing a legend, or a frightened villager running into town. Players gather information, prepare and head out. Investigation Players take up on the first lead thrown at them, inspecting the area, searching for sounds or monsters, trying to figure out what's truly at stake. At this point, they could run into a small group of enemies such as an ambush, a patrol, guards or something else. Alternatively, they could find the lead ends at a crime scene, a trapped ruins entrance, a cryptic message or vague tracks leading further. Either way, the players have to overcome their first challenge together while learning more on the situation at hand. Confrontation Following up on what they found, the players travel deeper into dangerous territory, more confident on what they can expect. It's important that the players have the sense of real danger, either with powerful monsters, a dangerous deadly environment, or both at the same time. It's in the confrontation where the players can go all-out with their abilities. Conclusion After the main confrontation, the most obvious threats are eliminated and players can work towards resolving the quest. One final challenge might stand in their way; a single boss to defeat, a riddle to puzzle out, or an npc to persuade. Something short yet powerful. Aferwards, the players will have completed the quest and can return home with their rewards and experience points.

Additional House Rules As the Player's Handbook and the Dungeon's Master Guide only gets the game going so far, there are some house rules to include within these pages to expand upon the basics. Inspiration Inspiration is normally given away by the Dungeon Master when a character accomplishes an extraordinary feat, executes roleplay of high quality or thinks of a very creative and often odd way to resolve a problem. With the lack of a consistent DM, giving away inspiration becomes an issue. It might be given away too often, or not often enough, and for inconsistent reasons. So, inspiration is gained in only 2 ways. The Dungeon Master can choose one of his or her characters to award inspiration, as a proper reward for preparing and running a one-shot Quest. At the end of every one-shot session, all players together vote on what player character deserves inspiration. Who was the MVP, or who got the 'Play of the Game' in your evening? Call out options, discuss and point your fingers to shower them with praise and inspiration well deserved. Experience Bond Two characters might form an inseperable pair, always fighting side by side, rarely taking on quests when the other is not there. When one levels faster than the other, the duo becomes split up, and the pair is sadly forced apart. To remedy this, experience bonds allow characters to share exp with each other. If two characters have a deeply connected and shared background story, they can choose to become closely attached to each other. The bond causes 50% of the earned exp to be shared with the other player, rounded down. If one of the two players already has less experience than the other, 100% of the experience gained by either player is awarded to that player until their experience points match up.

Downtime Activities Between the grand quests and adventures, where brave heroes and crafty oppertunists risk their life for gold and glory, many days pass with relative peace. To many, a time to relax, practice, read a book, visit the blacksmith or plan their next move. For others, an intensive process as they spend countless hours on various alchemical or magical items, granting various benefits to themselves and their closest allies. The types of downtime activities you can start on: Brewing a Potion

Scribing a Spell Scroll

Crafting a mundane item Brewing a Potion Potions are beneficial magical liquids contained within a variety of glass vials. Crafting Process To craft the potion, you must make a herbalism kit (Intelligence) check with a DC as shown on the Potion Crafting Table. You expend the core ingredient, crafting time and crafting costs, even if the check fails. If it succeeds, you gain the potion. You can only spend up to 8 hours per day on crafting the potion. Another character with proficiency in the herbalism kit can help you craft the potion, granting advantage to the check. Herbalism Kit Creation of a potion requires proficiency with the herbalism kit, and you must have access to a herbalism kit for the entire duration of the crafting process. If you don't have a herbalism kit, you might borrow one from another player character. Ingredient To craft a potion, you need a core ingredient for it. Such an ingredient can be used to craft a specific type of potion. Only one type of potion can be crafted with a certain type of ingredient, which you can learn by passing a DM determined nature check. While each core ingredient can be used for only one kind of potion, many different ingredients can exist that are used for the same type of potion. For example, two different kind of berries could both be used to craft Potions of Healing. There are very rare exceptions where a core ingredient offers a choice over what potion can be crafted with it. Perhaps a fire flower bulb offers the choice between a potion of Fire Resistance and a potion of Fire Breath. The Dungeon Master must determine this as the encounter is created, and clearly state this as the ingredient is identified. Very Rare and Legendary potions possibly require the collection of multiple different core ingredients. Crafting Costs Other more mundane ingredients are required for the process, which can be easily purchased from any general store where they sell herbalism kits. The cost of attempting to craft a potion is 1 / 10th of the potion's value. Potion Crafting Table Rarity DC Time Value Req. Level Common 12 1 day 50 gp 3rd Uncommon 13 4 days 250 gp 3rd Rare 15 12 days 2500 gp 6th Very Rare 18 35 days 25,000 gp 11th Legendary 22 100 days 250,000 gp 17th DM determines The Dungeon Master decides the effect of their ingredients, and what potions can be crafted from them. Most of the time, 1 ingredient portion leads to 1 magical potion. Variations are rare and must be considered carefully to avoid complexity for players. Scribing a Spell Scroll You must have the spell prepared or among your known spells in order to scribe a scroll, and you must have proficiency in the Arcana skill. Creating a scroll is a process requiring an understanding of the mechanics of magic within the world, which is represented with the Arcana skill. Any material components required by the spell are used up once. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level. Spell scroll crafting Spell Level Creation Cost Creation Time Cantrip 15 gp 1 day 1st 25 gp 1 day 2nd 250 gp 4 days 3rd 500 gp 8 days 4th 2,500 gp 16 days 5th 5,000 gp 28 days 6th 15,000 gp 44 days 7th 25,000 gp 64 days 8th 50,000 gp 88 days 9th 250,000 gp 116 days