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Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Audio---------
Non Copyrighted Mystical Music Truth of the Legend (Royalty Free Music)
Music provided by Non Copyrighted Music:
https://youtu.be/rMIdtZBIvgs
Music used: Truth of the Legend by Kevin MacLeod
http://incompetech.com
Middle Earth - Royalty Free Music
by Jason Shaw
http://audionautix.com
Suspense Dark Ambient Music | Tense Instrumental Music | Free Music
by Argsound
https://www.youtube.com/watch?v=00zcGFs1TNw
The World Sleeps - Harp/Background - Royalty Free Music
TeknoAXE's Royalty Free Music
https://www.youtube.com/watch?v=irNUSEA5Rng
This is DoubleTime! My partner and I in this campaign are playing a single Changling character who plays into having a shared mind with two different personalities. This comes with forced changes in control of the body and this puts the pair in many difficult circumstances! One playing the character, the other playing the DM, and those roles switch when the one controlling the body shifts.
Completely improvised, completely hilarious!
Audio-----
Now We Feast
by Alexander Nakarada @ SerpentSound Studios
https://soundcloud.com/serpentsoundstudios/celticmedieval-now-we-feast-free-download
Non Copyrighted Mystical Music Gloomy Night (Royalty Free Music)
Music provided by Non Copyrighted Music:
https://youtu.be/L7_HIKcT5RI
Music used: Marwan Nimra - Gloomy Night by Natentine
http://natentine.com
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
SHOUT OUT-
D&D Misadventures
https://www.youtube.com/channel/UCLt40Ut-xO1NwQ1U2-6O0nQ
Audio---------
[100 FREE] VIKING BATTLE THEME - Instrumental
prod by Gravy Beats
https://www.youtube.com/watch?v=JKl-HjQVjfs
Middle Earth - Royalty Free Music
by Jason Shaw
http://audionautix.com
♩♫ Epic Chase Music ♪♬ - Run (Copyright and Royalty Free)
Ross Bugden - Music
https://www.youtube.com/watch?v=ujsCRw-eA0o
Scary Forest Royalty Free Ambience & Sound Effects
RoyaltyFreeSounds
https://www.dl-sounds.com/royalty-free/scary-forest-ambience/
Non Copyrighted Mystical Music Truth of the Legend (Royalty Free Music)
Music provided by Non Copyrighted Music:
https://youtu.be/rMIdtZBIvgs
Music used: Truth of the Legend by Kevin MacLeod
http://incompetech.com
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Audio---------
Non Copyrighted Mystical Music Ofelia's Dream (Royalty Free Music)
Music provided by Non Copyrighted Music:
https://youtu.be/L4PMlCr1HX8
Music used: Ofelia's Dream by Bensound
http://www.bensound.com
Middle Earth - Royalty Free Music
by Jason Shaw
http://audionautix.com
The Inspector
Johannes Bornlöf - Composer
Epidemic Sound (on behalf of Epidemic Sound)
https://www.youtube.com/watch?v=N3BtAoLuwVo
Ross Bugden - Revelation
By Ross Bugden
https://www.youtube.com/watch?v=0aaopn0jCrk
Moonlore by Tim Beek
Music provided by No Copyright Music:
https://youtu.be/HjSAarCHRfo
Music used: Moonlore by Tim Beek
timbeek.com
The World Sleeps - Harp/Background - Royalty Free Music
TeknoAXE's Royalty Free Music
https://www.youtube.com/watch?v=irNUSEA5Rng
Horror Ambience Music 3 (Royalty Free)
By - ThrillShowX
https://www.youtube.com/watch?v=nUyrTDvA5SY
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Audio---------
[100 FREE] VIKING BATTLE THEME - Instrumental
prod by Gravy Beats
https://www.youtube.com/watch?v=JKl-HjQVjfs
Suspense Dark Ambient Music | Tense Instrumental Music | Free Music
by Argsound
https://www.youtube.com/watch?v=00zcGFs1TNw
The Inspector
Johannes Bornlöf - Composer
Epidemic Sound (on behalf of Epidemic Sound)
https://www.youtube.com/watch?v=N3BtAoLuwVo
♩♫ Epic Chase Music ♪♬ - Run (Copyright and Royalty Free)
Ross Bugden - Music
https://www.youtube.com/watch?v=ujsCRw-eA0o
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Audio---------
Now We Feast
by Alexander Nakarada @ SerpentSound Studios
https://soundcloud.com/serpentsoundstudios/celticmedieval-now-we-feast-free-download
The World Sleeps - Harp/Background - Royalty Free Music
TeknoAXE's Royalty Free Music
https://www.youtube.com/watch?v=irNUSEA5Rng
Suspense Dark Ambient Music | Tense Instrumental Music | Free Music
by Argsound
Artem Grebenshchikov (Argsound) - Author
https://www.youtube.com/watch?v=00zcGFs1TNw
[100 FREE] VIKING BATTLE THEME - Instrumental
prod by Gravy Beats
https://www.youtube.com/watch?v=JKl-HjQVjfs
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Photo by sergio souza on Unsplash
Audio-------------
Horror Ambience Music 3 (Royalty Free)
ThrillShowX
https://www.youtube.com/watch?v=nUyrTDvA5SY
[No Copyright Music] Frozen Sky - (Royalty Free Epic Music)
Frozen Sky by Makai Symphony
https://soundcloud.com/makai-symphony...
https://www.youtube.com/watch?v=bK6lmtPyOCU
[100 FREE] VIKING BATTLE THEME - Instrumental
prod by Gravy Beats
https://www.youtube.com/watch?v=JKl-HjQVjfs
Non Copyrighted Mystical Music Gloomy Night (Royalty Free Music)
Marwan Nimra - Gloomy Night by Natentine
http://natentine.com
https://www.youtube.com/watch?v=L7_HIKcT5RI
Relaxing Fantasy Music Teller of the Tales - Kevin MacLeod
Teller of the Tales by Kevin MacLeod
incompetech.com
https://www.youtube.com/watch?v=i-Pg3apUIWA&t=1s
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Photo by sergio souza on Unsplash
Audio-------------
Suspense Dark Ambient Music | Tense Instrumental Music | Free Music
by Argsound
https://www.youtube.com/watch?v=00zcGFs1TNw
[100 FREE] VIKING BATTLE THEME - Instrumental
prod by Gravy Beats
https://www.youtube.com/watch?v=JKl-HjQVjfs
Sneaky, Mystery, Detective Song - Non Copyright, Royalty Free
Composer, Johannes Bornlöf.
Published Youtube Account, Myers Music
Song - The Inspector
Artist - David Celeste
https://www.youtube.com/watch?v=N3BtAoLuwVo
[No Copyright Music] Middle Earth - Royalty Free Music
Middle Earth by Jason Shaw
http://audionautix.com
https://www.youtube.com/watch?v=RR3Z7ztfHK4
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Photo by sergio souza on Unsplash
Audio-------------
Now We Feast
by Alexander Nakarada @ SerpentSound Studios
https://soundcloud.com/serpentsoundstudios/celticmedieval-now-we-feast-free-download
Suspense Dark Ambient Music | Tense Instrumental Music | Free Music
by Argsound
https://www.youtube.com/watch?v=00zcGFs1TNw
Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!
With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:
-1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way.
-2. Players can cast spells without material need except if it is one of monetary value.
-3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it.
https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu
-4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.
-5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.
-6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo
Audio---------
The World Sleeps - Harp/Background - Royalty Free Music
TeknoAXE's Royalty Free Music
https://www.youtube.com/watch?v=irNUSEA5Rng
Teller of the Tales
Kevin MacLeod (incompetech.com)
https://www.youtube.com/watch?v=i-Pg3apUIWA&t=1s
From the publisher's feed