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The Nomads of Faerun Campaign Rules and Information
The Nomads of Faerun Campaign Rules and Information
The Nomads of Faerun Campaign Rules and Information
The Nomads of Faerûn are desert Nomads who call the Anauroch Desert their homeland. Almost
without exception, the tribe remained in the region of the vast Desert and lived on the Plain of
Standing Stones for many years. However, food and water became scarce and they were forced to
start the Great Migration in search for a new location that will support their way of life. Now they
have crossed the Anauroch Desert to the West and face the dangers that lay ahead.
The Nomads of Faerûn is a D&D community where GMs run daily text only Hack&Slash Encounters of
1-2 hours and weekly scheduled voice & text Sidequests of 3-4 hours. Our aim is to support the D&D
Community with a place to hang out, roleplay on Discord and play on Roll20. We run the encounters
whenever a GM is online at their own discretion and scheduled one-shot Sidequest adventures
within the Nomads world.
Campaign rules
This campaign is a D&D 5e campaign. With Player Handbook (PHB), Xanathar's Guide to Everything
(XGE), Volo's Guide to Monsters (VGM) and Mordenkainen's Tome of Foes (MToF).
Furthermore:
• No flanking
• No mounted combat
• No PVP, stealing or sexual conduct between Nomads
• No evil characters or being a douche
• No raping, bestiality, slavery or cannibalism (I should not even have to mention this)
When do we play?
Normal encounters will be run whenever a GM has the time to do so, there is no schedule. They will
announce an encounter will start on Discord, you sign up and we play within 15 minutes on Roll20. In
no way do we encourage players to sit around and stare at Discord for something to happen as GMs
are online at random times. We all have jobs and families. Sidequests will be scheduled and you can
sign up for them in advanced on Discord.
Making a character
To get a sheet type !charsheet in the Roll20 gamechat. Players are only allowed to have one
character. A second sheet will be removed by a GM.
All Nomads have the same xp and level. Type !xp in #the-elders to find out at which level you can
make a character.
PHB: https://drive.google.com/file/d/1We_0mqG_U7b_lERnuadXQkuidM05y5nV/view
XGE: https://drive.google.com/file/d/1JurNOBlVoBG-6aBU8f45M9nADGXfglmE/view
VGM: https://drive.google.com/file/d/179W4V2JwsPNdLRqlO9kpnr_TvBBxG1xI/view
MToF: https://drive.google.com/file/d/1bqnSwvUwWul_-bfCU04-F_60K0w51kiy/view
Magic items list: https://drive.google.com/file/d/1H4lcZyK_rWpl7-oB5lx5SHy-qTCCIUNg/view
Outlander background
Skill proficiencies in Athletics and Survival, one language of your choice, one instrument or tool
proficiency of choice, equipment: staff, hunting trap, a trophy from an animal you killed, a set of
travellers clothes and a pouch containing 10gp.
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout
of terrain, settlements, and other features around you. In addition, you can find food and fresh water
for yourself and up to five other people each day, provided that the land offers berries, small game,
water, and so forth.
You can create a new character but the class can no longer contain the first class of your previous
character(s) (the class you started with at level 1 before levelling up). For example, you started as a
rogue and added fighter multiclass levels, but he dies. Your new character can no longer be a rogue
or have rogue multiclass levels. Your new character starts with a starting capital equal to half the
value of the magic gear and gp of your dead character, instead of the normal starting capital. If that
amount is lower than the normal 6000gp starting capital you start with 6000gp.
Want to roll a new character? Make a post in #the-dead on how your character left and request a
new sheet with !charsheet. Same rules as when you die, you lose your character, base class and
starting capital equal to half of your magic gear and gp associated with it.
Game-time
Game-time is different than Real life-time. Only when a GM is online Game-time will pass by. For
every Game-hour to pass by a 1d4 will be rolled and on a rolled 1 a free encounter occurs. Check
#journal for the current Game-time and location of the Nomads.
Travelling
The Nomads are constantly on the move. Most of the day the Nomads are walking at normal pace
making a good 20 miles. Then they set up camp and sleep for the night. The next day they pack
things up again and continue walking.
We ask a mandatory donation of 5 euro per session for participating in our Sidequests to keep the
Nomads walking. The amount can be transferred to our Paypal donation site:
https://paypal.me/pools/c/8jRhSQKgeQ
Transfers should be made 24 hours in advanced with a mention of your Nomad name and scheduled
Sidequest. There are no refunds if you don’t show up or cancel within 24 hours of the Sidequest. If
you cancel before 24 hours or a GM needs to cancel due to personal reasons your donation will be
valid for another Sidequest at a later date.
Persistency
Your HP/dmg and spent spellslots are persistent between encounters unless you get healed or there
was a short/long rest. Only after a short rest (1PM and 6PM Game-time) can you roll hitdice for HP
and after the long rest (6AM Game-time) do you get full HP and spellslots back. After playing in an
encounter or Sidequest you are required to log your remaining HP, spellslots and other usables in the
#encounter channel with the current Game-hour mentioned (check #journal for time).
Out of session actions
All actions or casting of spells, such as rolling for hitdice after a short rest or casting a healing spell
should be logged in #downtime with the current Game-hour mentioned (check #journal for time).
Downtime
Downtime are the hours the camp is set up (5PM-10PM Game-Time). During this period Nomads can
choose to spent their time for a short rest to attune/un-attune to magic items or roll hitdice for HP.
Nomads can also choose to use the downtime to craft or gather components. Consult a GM on how
to do so.
Your downtime activities need to be logged in the #downtime channel. When you make a log always
mention the Game-time you are doing it.
Trading
Trading between players is allowed. Sometimes the Nomads come across Merchants and during this
time trades are open between the Nomads and the Merchants.
Merchants sell all armor from PHB page 145, all weapons from PHB page 149 and all adventure gear
on PHB page 150 for the prices listed. Merchants will have only certain random magic items
available. While all Common and Uncommon items will likely be available, the availability of items
will match their rarity. Type !merchant in #the-elders channel to see which items are available when
Merchants arrived.
Merchants buy back armor, weapons and adventure gear for 50% of selling value.
All trades and transactions should be logged in #trade in the following format:
This can be done without running it by a GM. If you didn’t post the transaction it did not happen. A
GM will approve your transaction when he comes online by adding a thumbs up reaction.
Want to make nice deal with the Merchants? Try roleplaying it in #the-merchants-rp with a
Merchants (GM). Sometimes the Merchants sell magical items.
Enchanting Magic Items
Its allowed to buy different weapon variation for known magic weapons. For example, a Frost
Brand Greataxe or a Flame Tongue Shortbow. This purchase is not considered an
enchantment but an item.
Its allowed to put a + enchantment on magic weapons or armor. For example, you can put a
+2 enchantment on an Axe of Wounding.
+ enchantments do not stack. For example, putting a +2 enchantment on a +1 weapon will
replace the +1.
Adamantine and Mitral armors do not combine. They are both made of different materials.
Roleplaying
There are several RP-channels on Discord to hang out in and roleplay. While roleplaying try to keep
track of the time and place we are to keep it real. Certain RP channels will be locked when the
Nomads are not there at that time. For instance, the-camp-RP will be closed while traveling.
Sometimes an RP event pops up in a channel in which you can earn extra gp for contributing to the
roleplaying.
City
The Nomads will camp for a few days next to cities if they find one on their path. The Nomads will be
forced by city guards to pay a daily fee to go into the city. A City will offer more items for sale then
merchant groups and special encounters and activities. Keep in mind you are unable to answer the
Guards Bell in camp when you went to the city. Or can not participate in a city event if you are still in
camp.
Known NPCs
There are several recurring NPCs in the Nomads campaign.
Elder Bacrah – He is the most respected Elder and all Elders listen to his advice and
guidance, making him the unofficial leader of the Nomads. If a hard decision needs to
be made the rest of the Elders first ask the opinion of Elder Bacrah.
Elder Peppy – He is the oldest Nomad in the tribe and has done several Great Migration
in his lifetime. He mostly spends his time taking naps in the Elders Tent and sipping
from his secret booze stash.
Elder Sharu – She is the “mom” of the tribe. She is in charge of the wellbeing of the
tribe and looks after the young children. She is often seen playing with the young boys
or braiding hair of the young girls, helping the mothers in their daily chores.
Elder Kalikasan – She is more of a loner, always exploring near the camp and staying
in touch with mother Nature. She is the holder of all knowledge about Nomad
traditions and customs.
Bartender Bob – Famous for his nightly drinking contests and weird drinks on tap.
Bartender Bob joined the Nomads at the city of Evereska .
a SkyGuy – The Nomads are sometimes visited by a Celestial being from the sky with
unlimited magic power that can alter time and space.
Discord channels
INFORMATION
#become-a-nomad Rules and info
#announcements Announcements about the campaign
#donate Details for donating to The Nomads of Faerûn
THE NOMADS
#welcome The channel you first arrive in.
#introduce-your-nomad Introduce your character to get Nomad status and access to all channels
#the-nomads General chat
#the-bazaar The channel to put items you own up for sale. No chatting
#the-elders Location of the Discord bots to roll dices
LOGS
#journal The log of the time, location and events of the Nomads ingame
#trade The log of all transactions in the format posted in rules. No chatting
#encounter The log of your persistent HP and spellslots after an encounter. No chatting
#downtime The log of out of session actions, like healing, attuning, ect. No chatting
#the-dead To post dead or leaving Nomads with a token picture and reason. No chatting
THE GUARDS
#guardsbell To sign up to an encounter by posting "On Duty". No chatting
#guards-on-duty For Guards on Duty to talk during encounter
ROLEPLAYING
#travel-rp To roleplay while we are walking (open 8AM-5PM)
#the-camp-rp To roleplay while we are in camp (open 5PM-8AM)
#the-elders-tent-rp To roleplay with the Elders (GMs)
#the-merchants-rp To roleplay with the Merchants (GMs, open when Merchants are near)
SIDEQUESTS
#sidequests Scheduled Sidequests are posted here
#sign-up Sign up for donation based Sidequests
FAQ
#phb-talk To discuss all things concerning D&D 5e rules
#questions-to-dm To ask a question to the GMs
#feedback Give feedback or suggestions for the campaign
FRIENDS OF NOMADS
#friends Roll20 campaigns of Friends of the Nomads are posted here
#stuff Offtopic channel