Looking for players › Calisade - The Tales from Blackwater

Calisade - The Tales from Blackwater

Dungeons & Dragons 5E
Dungeons & Dragons 5E
Online
Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
Horror
The game leans into fear, tension and dark themes.
LGBTQ+ friendly
The table is openly welcoming to LGBTQ+ players.
Adult
The table is for players who are 18 or over.

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Description

Looking for 1 to 2 players for a gritty hard mode dnd campaign. The players are currently lvl 3. The game is online using foundryvtt and discord. Let me know if you're interested. Game time: Weekly Wednesday 5pm EST til 10pm EST Total players: 5(6max) (we have 4) Module: 5e 2014 homebrew Style: roleplay heavy, horror campaign in a frontier setting where your choices will shape how the town is rebuilt. More information:  Rules im running:  ⚔️ Blackwater Homebrew Rules (Player Version) 1. Mortality & Damage Everyone can die. Be careful—no safety nets. Critical Hits are brutal with “Crunchy Crits”: roll your normal damage + max on initial die, then double the dice for added damage. Example: 2H Longsword + Smite → 1d10+10 + 2d8+2d8 Lingering Wounds: Catastrophic injuries happen. Broken limbs reduce movement or effectiveness. Lost limbs require prosthetics or magic to restore. Eye or organ damage has mechanical penalties. 2. Healing & Potions Potions: In a bag → drinking = Action Easy access (bandolier, hand, etc.) → drinking = Bonus Action Potion types: Herbal = half normal Magical = normal Charged = double normal (requires spellcaster enhancement) If you drink as an action while potion is easy access → max HP restored. Resting: Short Rest → 1d4+Con per hour can be none a number of times per day as proficiency bonus Long Rest → 3HD+Con (if sleeping outside → 1HD+Con) Resting does not fully heal. 3. Leveling & Health Health stops increasing after level 6. Class features and feats still advance normally. 4. Magic Magic is rare. Common items are almost non-existent. Item rarity is shifted: Common → Rare Uncommon → Ultra-Rare Rare → Legendary Ultra-Rare → Practically unheard of Legendary → Legendary Artifact level Artifact → does not exist Magic items have limited charges and may break when depleted. Recharging costs spell slots and takes days. Magical Exhaustion: Sacrifice 1 level of exhaustion to boost a spell by 1 level, or 3 levels to cast without a slot. Unused spell slots: Chance for wild magic (10%) or mana burn (1 damage per unused slot). 5. Combat & Mechanics No racial darkvision. All races get +1 feat instead. Inspiration: Given at Session 0 (+1), then after each session for participation in end-of-session feedback. NPC Affinity: NPCs react to your actions. Skill & Save Degrees: Rolls matter: Nat 20 = extreme success, DC+5 = great success, DC met = success, DC-5 = severe fail, Nat 1 = extreme fail. Crits on Saves & Skills: Crit Success → no damage / best outcome Crit Fail → full damage / worst outcome Flanking: Canceled if party also flanks the same target. Dying Status: Downed players are in Dying state (think Gears of War): detriments of unconscious, 5ft movement. Hidden HP & Death Saves: Players do not announce them. Breaking this rule = warning → damage. 6. Sanity & Fear All characters must have a fear. DM-approved only. Sanity Track: Horrific events → sanity checks. Nat 20 = lose 1, Nat 1 = gain 2. 6 sanity lost → risk of long-term madness. Potential for Insanity: Character goes berserk, cannot be played normally. 7. Resurrection Requires a Resurrection Challenge. Party members contribute skill checks to help. Each resurrection increases base DC by +1 for that character. Failed resurrection → “Death Curse” (quest, borrowed time, etc.). 8. Flavors & Setting Fear & Roleplay Matter: Players encouraged to embrace fears and the world’s gritty reality. Rule of Cool: Beats all other rules. Caliburn Coins: Trickster god coins can: Buy items Roll on loot tables Automatically Nat 20 once per coin (may have funny consequences) 9. Crafting, Proficiencies & Languages Proficiency Training: Spend time between adventures to learn tools, languages, or cantrips. Teacher rolls DC 15; self-study DC 20 at disadvantage. Languages: 3 custom languages exist. Players can know 1 at start (Yak-ta). 10. Survival Rations: Last 30 days. Eat 1 per long rest. Skipping → 1 level exhaustion. Fishing: Roll d20 + modifiers for rods, bait, and environment to determine catch. 11. Session Rules & Conduct Respect players. No politics, discrimination, or harassment. Hirelings available: max level < party, 2–10 gold/day. 12. Optional Rules Homebrew content must be approved. Monsters & encounters are balanced for fun, not raw book stats. Weather, crafting, and modified spells exist—ask the DM for details.
Dungeons & Dragons 5E

Dungeons & Dragons 5E

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  • Location: Online
  • Game frequency: Weekly
  • Timezone:
    EST
    Eastern Standard Time (GMT/UTC -5)
  • Organizer: Gloo Gloo
  • Discord: Log in to view
  • Players: 5/6
  • GM: 1/1
  • Language: English
  • Added: 19. February 2026
  • Last edit: 19. March 2026
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