Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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After wrapping up a 2+ years Dark Sun campaign on the boards here, I'm putting together a new game set in another of my favorite classic settings. If adventuring in the birthplace of Iuz, Mordenkainen, Robilar and Iggwilv using 5th edition D&D rules sounds like your kind of fun, read on!

Three players from my previous campaign will be participating and I’m looking to recruit about three more. Enthusiasm and reliability are my top priorities, and will be far more important than character build as I select players. Still, if you want to boost your chances by building a complementary character, the group so far includes a half-elf rogue (duelist), a human warlock and an elf wizard (bladesinger).

I generally expect (and commit to) daily posting, except for Fridays and Saturdays, when I tend to drink beer and do things with friends and family. But Sunday through Thursday you can expect a post from me (a round of combat, or otherwise moving things along) and I hold the same expectation for players. I'm in the U.S. and tend to post about 11 p.m CST, but I don't care where you are or when you post in a given 24-hour period.

Before Jiggy asks: I do generally use maps in combat. I don't think it would prevent you (or anyone else who is link-impaired at work) from participating.

Also note: I'm looking for players who are enthusiastic about Greyhawk and 5E, but that doesn't mean you have to be an expert - just interested in becoming one!

Campaign Pitch:
The game will begin in Common Year 591, in the border town of Hochoch. Once a relatively minor river trading village situated between the Grand Duchy of Geoff and the Gran March, Hochoch has become an important staging area for the armies trying to reclaim Geoff from the giant and humanoid invaders who despoiled the country seven years earlier. As a result, the town is a stew of competing agendas, with displaced nobles, rival knightly orders, loyalists and refugees struggling for space and military support.

The ongoing war will provide a backdrop for your adventures, but you are not military men and women (at least not any longer). Whatever your history in Hochoch (and you should have one), you now find yourself among the outcasts haunting Hochoch's dockside taverns, willing to risk life and limb running delving into dark places or performing tasks for mysterious patrons. You're an adventurer!

Hochoch will serve as a base of operations for your early adventures, which are likely to take you into the nearby Rushmoors, once the seat of lich-god Vecna's mortal realm; the Dim Forest, where sylvan elves fight to retake their homesteads; the gnome warrens and dwarf holds of the Stark Mounds; and the nation of Sterich, where the shadow-haunted capital of Istivin has been reclaimed from the giants but lingers under a mysterious pall.

For a nice overview of Hochoch, check out this Obsidian Portal site: https://against-the-giants.obsidianportal.com/wikis/hochoch. I've also pulled together some information on local groups of note in the town, and links to other Greyhawk background for those new to the setting.

Hochoch Area Power Groups:

The Red Griffons: When Geoff fell to the invading horde, many survivors of its army pledged allegiance to the neighboring Gran March — in part due to the fame of its military — and were among those forces that reclaimed Hochoch from the giant invaders. These soldiers are now vocal supporters of the Gran March’s annexation of Hochoch, and they do their best to influence the general populace to accept the town’s temporary status as a permanent change. The Red Griffons take their name from their habit of displaying the Geoffite griffon in red and black—the colors of Keoland, Sterich, and Gran March.
The Freemen of Geoff: The so-called “Freemen of Geoff ” are farmers and soldiers who blame the monarchy for its inefficiency in defending the realm from the giant threat. Inspired by the nearby Yeomanry, the Freemen of Geoff wish to replace Grand Duke Owen I with an elected official who would better defend the cause of the common folk. One of the more vocal of the Freemen is Wyllems of Pregmere, a blacksmith with a reputation as a troublemaker.
The Loyalists: This catch-all term covers all of Hochoch’s residents who still consider themselves Geoffites under the rule of Owen I. Some of the Loyalists wish to see Owen move his court to Hochoch, while others view such an action as an unnecessary risk, given the Grand Duke’s advanced age and poor health. Many Loyalists actively oppose the Watchers, painting them as interlopers who value their own ambitions more than the welfare of Geoff ’s people. Some Loyalist groups have begun searching for Owen I’s missing heir, Count Hustin, viewing him as a possible rallying figure for the disparate groups of Geoffite society. So far, divinations have revealed him to be alive and “amid the sky,” but his exact location remains unknown.
The Knights of the Watch: This monastic order of knights has long aspired to control Hochoch and use it as a training ground for new Vigils (entry-level Watchers) who would fight the western nomads from beyond the Barrier Peaks (the traditional enemies of the order). When soldiers from Gran March first secured Hochoch, it seemed that fulfillment of the Watchers’ dream was imminent. But political maneuvering by Grand Duke Owen and negative repercussions from the local population cut that dream short. By order of Watcher leader Hugo of Geoff — a personal friend of Owen I — the Watchers became the elite defense force of Hochoch, and no more. While the Watchers perform this duty to the best of their abilities, in accordance with the precepts of their order, some within its ranks doubt Hugo’s capacity to continue leading at such an advanced age. Chief among these dissidents is the Great Honorable Wyvern Darwyck of Hookhill. Unsurprisingly to many, Darwyck would be one of the main candidates for Grandiose Imperial Wyvern if Hugo were to leave office.
The Knights of the Dispatch: Formed in the aftermath of the giants’ invasion, the Knights of the Dispatch is a splinter sect of the Knights of the Watch whose members eschew the Watchers’ strict adherence to codes of conduct in favor of more flexible methods of waging war. The Dispatchers are among the staunchest proponents for continuous raids into Geoff ’s territory, which makes them popular among the lower classes. A small number of Dispatchers have considered forming a new Geoffite knightly order based solely in Hochoch. The local leader of the Dispatchers is the Grim Basilisk Kerwynn of Gorna, a middle-aged swordmage who looks favorably upon adventurers willing to venture into enemy lands.
The Talons: Hochoch’s thieves’ guild has its roots in the bandit gangs that once preyed on river traders in the area, but its current operations bear little resemblance to that violent past. The guild’s leader, the half-elf Onshae, consolidated power after her father, the former guildmaster, was killed during the battle to reclaim Hochoch in 586. Known as the Snow Owl, Onshae has steered the guild away from outright thievery that might bring it into conflict with local military forces. Instead, the guild has engaged in a number of “reclamation” efforts, raiding the occupying forces in Geoff for supplies that can be sold on the black market or recovering valuables lost in the war and ransoming them back to their former owners. Although lucrative, the new approach has been met with grumbling from some within the guild who see more traditional targets ripe for the picking in Hochoch.
The Quiet Cabal: Lacking ancient sites of power or lore that might draw arcanists, Hochoch has never had a formal academy or other school of magic. Instead, a loose fraternity of hedge wizards, alchemists and sorcerers has grown up in recent years, with a majority of its members having been apprenticed one time or another to the sorcerer Icthene. A magic-user of middling power, Icthene has the near-albino complexion indicative of a strong Suel bloodline and is rumored to have once been a member of the Silent Ones. Whether he is or ever was a part of that order has never been confirmed, but the rumor has endured long enough to spawn a nickname -- the Quiet Cabal -- for the mage and his coterie of former students.
The Autumn Court: The humans of Hochoch have always maintained good relations with the high elves of the Oytwood and the wood elves of the Dim Forest, and those olven allies were instrumental in retaking the town in 586. Since then, a former festhall near the central Grove has been set aside for the use of fey visitors, many of whom still struggle to reclaim their own homes. The hall, once used for harvest festivals, has become known as the Autumn Court, as much for the faded decorations carved into its walls as for the red hair of the wood elves who come and go as they seek to free their home from the dire shadow that has claimed it. Aurumthalas the Raven-Prince, a dour high elf noble from the Oytwood, is looked to as an informal leader of the exiled olvenfolk.
Firecrown’s Band: Driven from their hold in the Stark Mounds during the initial invasion, Thorven Firecrown and his rag-tag of dwarven warriors have been fighting the giants and their humanoid allies ever since. With his numbers whittled down to about three dozen, Thorven and his band have laid claim to an abandoned brewery outside the town walls, where they have been stockpiling weapons and trying to attract additional fighters to their cause. Thorven’s booming voice and fiery beard have become a common presence on Watcher’s Hill as he tries to goad the knights into more direct action.

Other Greyhawk Resources:

If you’re looking for information about a specific nation, NPC or group, the GreyWiki on Canonfire.com is a fantastic resource.

There’s also a relatively comprehensive list of Greyhawk deities on Wikipedia.

This fansite also has some good resources, including a timeline and a fan-made Player’s Guide to Greyhawk that provides a great primer to the setting (there’s almost no rules content, other than suggesting which core rules options link to Greyhawk fluff).

The Sorcerer’s Scroll also has some good Greyhawk 5E resources that would help with putting together a character concept and background.

I expect to keep the recruitment thread open at least a week, through December 13, before making selections. If I decide to close it earlier or later than that, I will give at least 24 hours notice so folks can get in their entries.

Character Creation:

Format: Please format your character’s description and stats in an alias similar to this.
Starting level: 4
Ability Scores: Use the standard array (15, 14, 13, 12, 10, 8) or point-buy with 27 points using the costs in the PHB.
Hit Points: Max at 1st, average after that, as per the book.
Exotic Choices: Certain races and classes count as an exotic choice. Each character can include only one exotic choice, and any exotic race or class may appear no more than once in the party.
No pets: As a general rule, avoid taking animal companions or familiars. With PbP these can bog down play and I want the focus to be on the PCs. Six personalities will be enough!
Races: All of the races from the Basic Rules (available free online) and PHB are allowed, except drow elves and dragonborn. Variant humans are allowed. Tieflings are allowed as an exotic choice, as are aasimar (from the DMG).
Classes: All classes and archetypes from the Basic Rules and PHB are available (except the beastmaster ranger, due to the no pets rule).
Backgrounds: All backgrounds are available. Custom backgrounds also will be allowed - feel free to change skills and swap background features or equipment; however, no background should ever grant more than two skill proficiencies, plus two tool proficiencies or bonus languages, and background features should not grant a mechanical benefit.
In addition to choosing a trait, ideal, bond, and flaw, answer these questions:
What’s one magic item your character would go to great lengths to attain?
What’s one thing your character wants that money can’t buy?
Name and describe one person in Hochoch who would do you a favor (and might ask one in return).
How does your character spend his or her money? Does he blow it at brothels and bars as fast as he earns it? Invest it in a business? Purchase expensive antiques? Support a family? Support an addiction to exotic drugs? Note: This is mainly a flavor choice, but I plan to allow you to “spend” money on your lifestyle if you want to gain various mechanical benefits, such as “fate point” style re-rolls, minor permanent abilities or to ensure a future treasure hoard contains an item that would be useful to you.
Multiclassing and Feats: Are allowed (but see the House Rules for changes to a few feats). In addition to the feat you might select instead of your 4th level ability boost, all characters will get a bonus feat at character creation selected/designed by the DM to reflect your character concept and background.
Equipment: Choose normal starting equipment from the packages available from your class and background. You then gain 100 gp to upgrade or purchase additional equipment.

House Rules We’ll be Using:

House Rule: The rogue’s Sneak Attack ability can be used with any light weapon, as well as those with the finesse or ranged descriptors.
House rule: Remove the ability in the Great Weapon Master feat to take a -5 penalty to hit with melee attacks to gain a +10 bonus to damage. The feat instead grants a +1 increase to Strength. Remove the ability in the Sharpshooter feat to take a -5 penalty to hit on ranged attacks to gain a +10 bonus to damage. The feat instead grants a +1 increase to Dexterity.
House Rule: Minor refluffing of weapons is fine. If you want a saber that does slashing damage but is otherwise identical to a rapier, that’s almost certainly fine. Just ask.
House Rule: You can use your Strength modifier for attack and damage rolls instead of Dexterity when attacking with a properly reinforced longbow.
House Rule: Power Attack action option -- When making a melee or ranged attack action on your turn, you may make a power or precision strike that sacrifices accuracy for increased damage. You take a penalty equal to your proficiency bonus on your attack roll but gain a bonus to damage equal to twice your proficiency bonus. You cannot make a power attack with a spell or with an attack taken as a reaction or bonus action.
House Rule: We will be using the Disarm, Overrun, Shove Aside and Tumble action options from the DMG.

Additional Rules and Resources
WotC hasn’t published a lot of supplementary material for 5E, but there have been quite a lot of good 3rd-party and fanmade options published. I am willing to take a look at most anything, but will be picky about game balance and Greyhawk flavor, so I make no promises. Some things that are definitely allowed include:

Sword Coast Adventurer’s Guide and web previews:

I have the Sword Coast Adventurer's Guide and will consider allowing most of the options included. If you are interested in something, let me know. Options that would be appropriate for Greyhawk include:
* New barbarian totems (elk and tiger)
* An arcane domain for clerics
* The purple dragon knight fighter archetype, which is similar to 4E's warlord and would transfer fine to another knightly order
* A couple of monk paths, which could fit with some work
* The Oath of the Crown for paladins, which would fit in very well
* The swashbuckler and mastermind rogue archetypes
* The storm sorcerous origin
* The Undying warlock patron, which is a death-focused power source
* The bladesinger specialization for elf wizards.

The mastermind rogue archetype from the Sword Coast Adventurer’s Guide was previewed online and is allowed.

All options contained in the Unearthed Arcana: Light, Dark, Underdark column are available, including the deep stalker ranger archetype (which might require flavor changes), the shadow sorcerous origin and the Undying Light warlock patron. All count as an exotic choice.

The favored soul sorcerous origin from the Unearthed Arcana: Modifying Classes column is allowed as an exotic choice.

Spells from the Elemental Evil Player’s Companion are allowed, as well as the svirfneblin and genasi races (both count as an exotic choice).


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This is a game you want to get into.

The DM's last campaign was a great success, it came to a complete close (which i think is kinda rare on the boards). We had a great time scraping by in Athas and now we are going to give Greyhawk a go.


I will definitely be presenting a character for consideration. I have beee a dedicated tabletop and PbP player for a long time. I am old enough to have played and enjoyed Greyhawk for many years, and I pretty much am playing 5E exclusively, at this point. I love the simplicity of the rules system as a throwback to earlier D&D editions. I am a reliable poster, and I can confirm that I will post daily.


This is Filios, and I submit Anders Buckman, Male Barbarian 4 for your consideration. The questions that required answers can be found in his profile, along with a brief history tying Anders to the area.


Count me interested in kicking around in Greyhawk! I'll be putting forth Amon Iados, Tiefling Bladelock, for consideration. Since it sounds like a fun idea to play with. But I'm open to shifting classes in order to fill needed gaps in a party.

Liberty's Edge

YES..I must play this!!! Everything I am looking for in 5th Edition looks like it will be here!! Will work up a character ASAP...

Looks like the regulars are about too...Hi Filios and Tenro!!


Hey Daniel! I do see that most of the 5E junkies are here...stoked about Greyhawk. I am running my weekly tabletop 5E game in that setting, and it is outstanding!


Howdy!

Haven't played official Greyhawk (we just used it as slang for 3.5 vanilla) but it sounds great! Already have an interesting theme for my character but i just need to put it on paper.


I branched out elsewhere for some 5E pbp and have had a few games flounder and never get off the ground. I'd love to try it here on the Paizo boards. Thank you for the opportunity!

Sovereign Court

This looks really amazing. I miss Greyhawk so much and I was always especially fond of the Sheldomar Valley. I think it is great how much reference material you have linked to. The only thing stopping me from applying to this campaign is the fact I know nothing about 5E at this time. I have downloaded the free Basic Rules from the WoTC website. I'll read that and see if I can pull together a Cleric of Heironeous from Gran March or maybe a scout for the Knights of the Dispatch.

Even if I don't get to play, my hat is off to you for keeping Greyhawk alive!


*waves* I'm the Half-Elf Rogue. So uh... howdy! Complete noob to greyhawk, but stuck with it for the quality GM/storytelling :)


I've actually read a lot of the mentioned Dark Sun game and used some of your house rules as a basis for my current Dark Sun Pathfinder game I GM for my wife and friends.

I've been wanting to play some 5e so this is a great chance to give it a go. I plan on submitting a character soon.

Dotting.

Grand Lodge

I'm in a number of 5th ed PbP games and a very consistent poster. I'll be posting a mercenary greatsword using champion shortly. I need to make sure the backstory is consistent.

Quick question - what does a properly reinforced longbow cost? When you mention upgrading equipment does it mean just bridging the gap between armour costs etc?


Helaman here. I need to know who is the owner of The Streamview Tavern - I want him to be my contact. Dragomir currently works as a bouncer for The Streamview Tavern. He is largely apolitical but has sympathy for “Freemen of Geoff” movement.

He gives money to his mother and sister.


No worries for those new to 5E. I have been dedicated to it since its inception, and it is very straight forward and easy to master quickly.

Liberty's Edge

Ok...going to play a wizard, but am unsure what kind. I am looking at a human envoker with healing ability (healer feat), or an elven blade dancer. What do you all think? Which would you (possible) want in your party?


This is Siriak. I posted a few days ago. I have read the Basic Rules and feel that I have a good beginner's grasp on 5e. I have rolled Kierdan, a cleric of Pelor from Geoff. I am still hammering out some details for the background and appearance, but, everything else looks pretty good.

DM, I have answered the four background questions you listed above on Kierdan's page. Thanks for considering my character for your campaign.


Helaman: No extra cost for a Strength bow, just note that it has a heavy draw, as others won't be able to easily use it. When upgrading equipment, just pay the difference between your starter equipment and the new item. (Note, however, that you can't get refunds from selling starter equipment). I'll let you know later about the tavern owner.

Daniel: I'd go with the evoker idea, since we already have an elven bladesinger in the group.


Submitting: Hedgerow, the hill dwarf druid of the moon

*Full stats are in profile. Background and traits/campaign questions provided here for convenience.*

Background:

The dwarf now known as Hedgerow was once known by a different name, though it has been lost to time and likely will not be remembered. The young lad was part of a merchant clan of hill dwarves that made good coin by spearheading trade opportunities between the peoples of Geoff and Ulek, and the many villages between. The young dwarf remembers little of his father, save his fierce devotion to the dwarven god of battle - Clangeddin.

On a fateful day the father's caravan was traveling through the great Dim Forest when they were assaulted by a raiding party of giants. The hill dwarf clan were not prepared for such an onslaught and were no match for the invaders. Shoving the young dwarf into the woods, his father shooed him to safety with a few hasty parting words, then returned to the clan to buy his son adequate time to disappear into the woods. The dwarf child ran into the woods with tears streaming down his face, unsure of his father's fate, unsure of where he would go, unsure of his next meal.

The child traveled all day, finally sleeping in the nook of a sturdy tree branch. The next lonely day turned into days and the days revealed nothing but unending trees. His rumbling stomach combined with his fierce determination to survive (so that his father had not perished in vain) led him to an inner strength that he never knew existed. There was something about the woods that sparked an inner fire -- a fire that quite literally manifested as flames that erupted from his palm. Not comprehending the 'how', the young dwarf intuitively pointed the flames at a coney hiding under a hedge.

FOOM!

He stood wide-eyed for a moment, staring in disbelief. Not only had he conjured flame from nothingness, but he had claimed an animal for dinner with it! The inviting savory smell of roast rabbit snapped him out of his moment of clarity, and he dove to the forest floor, thrusting the burned coney into his starving mouth.

A few short minutes later he stood up to regain his bearings, and met the gaze of a sylvan elf bowman who stood a mere ten feet from where he had feasted upon his kill. The elf spoke to him in the common tongue of men.
"What is your name? What are you doing here?"

---------------

He and the elf spent the next several years together. After going back to the boy's father's caravan and finding nothing but burned wreckage and death, Yistlian and the child decided the child's future was uncertain. The elf took the dwarf boy in, adopted him as his own, and taught him the ways of the woods. Yistlian had witnessed the druidic magic used by the boy and knew it was a unique and special opportunity to influence a youth in a profoundly positive way. The elf was an avid ranger but did his best to instruct the child on how to survive in the wild and how to find his center. Yistlian was confident that further druidic power would manifest in time - and he was right.

Named for the place where they first met, the elf began addressing the boy as "Hedgerow", gifting him with a new name to go along with his new life.

----------

Many years went by and eventually Hedgerow went off on his own, though he never forgot his beloved mentor and adopted elven father. Having heard about increased giant activity in the region, Hedgerow felt an inner fire burning pushing him in a desire to help. He made contact with a scout group led by a half-elf name Vex, hailing from the nearby city of Hochoch. He made a friendship with several scouts, aiding them with information, tracking, and recent intelligence regarding the movements of giant warriors. After the war ended, his good friend Vex and his fellow war scouts invited Hedgerow to their city to share in the victory celebrations.

In the last seven years since the war, Hedgerow has made a home both inside the town and in its nearby woods. He is often seen coming and going, bringing in furs and fresh meats to be sold to local merchants. He is also known to get into fights over perceived slights about his heritage, or the blatant mistreatment of people and animals. He suffers no fools when it comes to intentional abuse. Though he is more at home in the wilds, he has developed an admiration for the peoples of Hochoch in their fight for freedom and spends an increasing amount of time within the city's walls.

Hedgerow mostly avoids the recent politics of Hochoch, sticking to his inner code for guidance.

----------------

Traits:

Traits:
Personality: Values other people's happiness over his own.
Ideal: Liberty. He places utmost importance on self-sufficiency and he suffers no tyranny. He knows that man and beast both thrive under freedom.
Bond: Feels it is his duty to protect the weak from those who would exploit them. Animals and people alike.
Flaw: Tends to react with violence more often than he should.
-----------

Campaign questions:

What’s one magic item your character would go to great lengths to attain? -Something that would enhance his shapeshifting (ability to shift more often, longer durations, more powerful animal options, greater strength/dex, etc)
What’s one thing your character wants that money can’t buy? -The identity and location (or the head...) of the giant(s) who slew his father.
Name and describe one person in Hochoch who would do you a favor (and might ask one in return). -Vex, the half-elf scout leader who he met in the woods outside Hochoch in the years during the giant war. Vex is a outspoken member of the "Freemen of Geoff". (see Background for brief history)
How does your character spend his or her money? -He has a taste for wine due to his elvish upbringing. He enjoys purchasing land (not for ownership's sake, but to keep it from being deforested and/or pushing animals out of their habitat) and purchasing exotic animals (so that they can be released and/or rehabilitated).

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Definitely interested. I'm a newb to Greyhawk, so there's a lot to absorb in order to put together a backstory that links the concept to the setting, but I think I'm getting there. I'm imagining a talented swordsman who was involved in the fight against the giants back in the day, and earned himself a folk hero background (though I'll probably customize out the Animal Handling proficiency, because that makes no sense to me as part of being a folk hero). Class will be fighter, specifically the battle master. I'm picturing a commoner who rose up led a militia during the fighting when the captain was slain, and now has close ties to the Knights of the Dispatch, due to being martially-inclined and on good terms with commoners.

Something like that. More details later.

EDIT: And feel free to check out my active campaigns. I'm currently GMing one that's on the verge of 5th level and has a very good posting rate, and I'm a player in a couple others. I can handle 1/day posting, easy-peasy. :)


DM Under a Dark Sun wrote:

Helaman: No extra cost for a Strength bow, just note that it has a heavy draw, as others won't be able to easily use it. When upgrading equipment, just pay the difference between your starter equipment and the new item. (Note, however, that you can't get refunds from selling starter equipment). I'll let you know later about the tavern owner.

Daniel: I'd go with the evoker idea, since we already have an elven bladesinger in the group.

Thanks. Have tweaked the background some to include personality etc. If you click on his profile you'll find a complete character.

Hey Jiggy - would be good to stand side by side with you in combat.

Liberty's Edge

Envoker it is. Had not noticed someone else had made a blade dancer. Will have him up tonight


Jiggy's character here. Unless I've forgotten something, the profile should be all finished.

Ander has spent his whole life in Hochoch. He spent his youth apprenticing to be one of the many carpenters and woodcarvers of the area, but always felt a draw toward the martial disciplines. Unfortunately, as a commoner, he had little hope of ever becoming a knight. When he was twenty, he tried joining the town guard, but soon decided there was no room for him to push himself and see what he was truly capable of, so he quit and went back to his woodworking, where at least he could push himself toward excellence, even if not in his preferred field.

Everything changed when the giants attacked. Militias were organized, and he volunteered, eager to stretch his aching wings and fly, so to speak. During what little training he and the other commoners were given, he absorbed the techniques and strategies like a sponge, with time to spare to assist some of his comrades.

When it came time to fight, he was the only eager man amid a troop of terrified farmers, led by a tiny handful of actual soldiers. They soon clashed with a group of the giants' humanoid allies, and for a moment their spirits lifted as they saw before them a group small enough that, with their leaders' help, they just might survive to see their homes again. However, treachery was in the air, and two of the four soldiers leading the group killed the other two by surprise, then led the charge of the enemy against the villagers.

But the first person they swung at was Ander.

Much to the trained soldiers' surprise, Ander parried the blow and retaliated with such a quick, fluid cut that one of the traitors was on the ground before the other could even slay a villager. The second soldier abandoned his first target just in time to block Ander's blade, but much to his horror, his defense couldn't keep up with Ander's assault, and the traitor died with a look of wide-eyed shock frozen on his face.

Though the militia's resolve had been shattered by the betrayal, they were emboldened at the sight of the woodcutter from down the street cutting his way through the enemy in a deadly dance, and they rallied to the fight. Though most of them still died, it could not be denied that what was intended to be a slaughter had instead become a battle, and a victorious one at that.

In the grand scheme of things, Ander's battle was so small that it's not recorded in even the most exhaustive records of the war, but to the people who came back alive, it was enough to make Ander a hero. In the years since, Ander has turned to a life of adventuring in an effort to further develop his skill with a blade and see just what he's capable of. Nowadays, he has a certain fondness for the Knights of the Dispatch, since they seem to genuinely care for the common people of his hometown, but he has consistently resisted all urges for him to actually join. In the back of his mind he has a fear that someday he might be called upon to defend his countrymen once again, but this time fail to deliver, and let Hochoch down. Even so, if he were ever to see his friends and neighbors in trouble while he has a sword at hand...

--------------------------------

Here are the answers to the campaign questions; or do you want these in the profile too?

What’s one magic item your character would go to great lengths to attain? Probably a particularly fantastic sword. But honestly, he probably doesn't know much of what could even be out there to dream of getting.

What’s one thing your character wants that money can’t buy? For Hochoch to finally be at peace.

Name and describe one person in Hochoch who would do you a favor (and might ask one in return). A dwarf among Firecrown's band named Torgun Volhallun. Ander has assisted the band on a couple of excursions and fought alongside Torgun both times, developing a good brothers-in-arms rapport.

How does your character spend his or her money? He puts a good deal of it toward helping the poorest of the poor, seeing them primarily as victims of all the political nonsense going on in the city. He also occasionally puts some toward helping to equip the Dispatchers, and similarly donates some of his time toward teaching sword techniques and basic first aid to their new recruits.

EDIT: Oh yeah, I should probably also tell you how all that's represented; half-elf fighter (battle master) with the folk hero background (slightly customized). Details in profile. :)


Here is my background write-up:

Background:

Background (Acolyte)
Kierdan was born in 561CY in a small village in the Grand Duchy of Geoff, west of the Oytwood and north of Gorna. He had a happy childhood. He lived with his parents and his siblings on their moderately prosperous farm. He was the second oldest, with an older brother, a younger brother and two younger sisters.

When Kiernan was 16, his older brother married and brought his new wife to their family farm. It was always taken for granted that his older brother would one day inherit the farm. This was, in fact, a blessing for Kierdan, for he had always felt the call of service to Pelor. In 579CY, on his 18th birthday, Kierdan’s father brought him to the local priest of Pelor, who accepted Kierdan as a novice in their village’s small chapel.

For several years, Kierdan was content, growing in his faith and spending his days in introspection, study and service to his community. He could not imagine ever leaving the village of his birth. That all changed in 584CY

The giant invasion took everyone by surprise. Local defenses were quickly overwhelmed and the panicked residents of Kierdan’s village began to flee. After gathering up the old priest and the other workers in the chapel, Kierdan quickly headed to his family’s farm. The scene was pure chaos when he arrived, with his parents and brothers and sisters grabbing whatever precious items they could carry and loading them in wagons. As they left the farm, he saw a large boulder thrown by a giant demolish his older brother’s cart, killing him, his wife and their baby boy. All seemed lost until suddenly the sky filled with arrows. The elves of the Oytwood had arrived to offer resistance to the humanoid hordes. With the protection and assistance of the elves, the rest of Kierdan’s family and most of his fellow villagers were able to flee into the woods.

For the next 18 months, Kierdan stayed with the elves of the western Oytwood, aiding them in their resistance and serving as a liaison between the elves and humans seeking refuge in their lands. The elves helped the refugees through the Oytwood and over the Javan and Realstream Rivers to the border of the Gran March. Eventually, it was time for Kierdan, also, to depart and in mid-586CY, he rejoined his surviving family in a refugee settlement outside of Orlane. Kierdan will never forget the kindness the elves showed his family and he will hear no ill spoken of them.

Life in Gran March was more difficult. Most Gran March citizens offered as much assistance as they could, but, waves of refugees, limited resources, and Gran March’s own problems meant most of the time, the Gyri refugees were on their own. Nevertheless, Kierdan was thankful. He was with his family and was able to serve the refugee community as a priest of Pelor. When The Knights of the Watch and Gran March forces undertook the liberation of Hochoch in 588CY, Kierdan volunteered to accompany them as a chaplain, healer, guide and liaison. For the next two years, he continued to serve in this capacity, both at Hochoch and in sorties into the Oytwood. He still maintains friendly relations with Gran March forces, including the more tolerant members of the Knights of the Watch and Dispatch.

Kierdan now resides at the Grove, along with other priests and servants of the Old faith. He serves as a priest of Pelor, healer and an advocate for the displaced. He maintains good relations with Aurumthalas, the Raven-Prince of the Autumn Court and does whatever he can to aid the Autumn Court’s activities in the Oytwood. He is also a regular at the The Streamview Tavern. He tries as best he can to avoid the Geoff vs Gran March and yeoman vs loyalist politics, instead doing what he can to help the common man, remembering the kindnesses shown him and his family when they were refugees.

Appearance:

Kierdan is a tall, sturdy, handsome human of about 30 years of age. He stands at six feet tall and weighs around 180 pounds. His lightly bronzed skin and wavy black hair speak of his Flan heritage; but, his blue eyes show his mixed background, a product of the cultural melting pot of western Geoff. He wears chainmail and carries a shield, mace and crossbow and his holy symbol of Pelor hangs around his neck, plain for all to see. He is generally a cheerful man and loves to share a pint and a story with others. He takes pride in his appearance and in the cleanliness of his clothes and gear, though he never hesitates to get his hands dirty helping those in need.

Traits:

Personality: Nothing can shake my optimistic attitude.
Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: Everything I do is for the common people.
Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.

Background Questions: :

What’s one magic item your character would go to great lengths to attain? An item that would increase my Wisdom attribute
What’s one thing your character wants that money can’t buy? To see all the giant and humanoid invaders driven from Geoff
Name and describe one person in Hochoch who would do you a favor (and might ask one in return). If possible, I would name Aurumthalas the Raven-prince of the Autumn Court or one of his lieutenants. The Elves took my family in during the giant invasion of 584CY and eventually helped my family escape to Gran March. During this time, I formed a bond with the elves of the Oytwood and I have never forgotten their kindness to me and my family.
How does your character spend his or her money? Kierdan spends much of his money on assistance to the poor and displaced. He also sends what he can to his family in a refugee camp in Orlane. He does, however, enjoy a good meal and a pint or two in the local tavern, listening to tales from both locals and travelers.


Lots of cool concepts coming - you guys are going to make this tough!

Just as a reminder, I am recruiting for three slots, to join three players from my last campaign. Their characters are a human warlock, a half-elf rogue (duelist), and an elf wizard (bladesinger).


Putting my swordsman in the front lines alongside the duelist sounds super-fun. Stabbing monsters, making half-elf "in-jokes", talking shop about swords while the mages roll their eyes... sounds like fun times. :D


Ok here is my wizard submission for Daniel Stewart. Still need to work on a background, but I thought I would get the crunch up for you to check.
Thanks


These ARE some very good concepts with a little overlap. I do not envy your decisions, DM Under a Dark Sun. Good luck to everyone.


Wait, we've got one submission named Ander and another named Anders?

THERE CAN BE ONLY ONE

*throws down gauntlet*


Sorry, Jiggy, I was here first...LOL!


Pffft, I could totally take you! ;)

EDIT: Though having both of us in the party could actually be kinda fun, roleplay-wise. Heh. Alternatively, since this alias has less than 10 posts, I could always change the name.


Here's another question for folks to consider as they hone their character concepts and backgrounds:

Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants? (Or, why are you not among the rank and file in the barracks waiting for those orders, but instead holding down a bar stool somewhere in the Shingles, looking for dangerous work?)


DM Under a Dark Sun wrote:

Here's another question for folks to consider as they hone their character concepts and backgrounds:

Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants?

I'm a gifted and cunning swordsman, but that doesn't make me a battle-planner or a large-scale strategist. Different talents, different jobs. Know what I mean?

Quote:
(Or, why are you not among the rank and file in the barracks waiting for those orders, but instead holding down a bar stool somewhere in the Shingles, looking for dangerous work?)

If the troops move out and I decide to go with them, they're not gonna turn down my help just because I wasn't already waiting in the barracks. While waiting for that to happen, I can also be looking for more "independent" uses of my skills. So really, there's more chance to do what I do this way. It's not "instead of", it's "in addition to". (I hope nobody figures out that the real reason is that I'm scared of having my countrymen die because I failed to protect them; they expect so much now... I mean, it's one thing if I'm with a small group of real combatants who know the risks and can handle themselves. But a militia of farmers with pointy sticks, all telling their wives "Don't worry, Ander's with us, I'll be back in time for dinner" and marching foolishly to their deaths? They're safer if they can't assume I'll be there.)


Hmm, I am really loving 5E so I am interested. I don't know Greyhawk as well as I'd like though, so I will do some reading and consideration.


DM Under a Dark Sun wrote:

Here's another question for folks to consider as they hone their character concepts and backgrounds:

Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants? (Or, why are you not among the rank and file in the barracks waiting for those orders, but instead holding down a bar stool somewhere in the Shingles, looking for dangerous work?)

Anders is an outlander, and his tie to Hochoch is through trade and the brewing dwarves also displaced by the acts of the Giants and humanoids, who themselves have re-established themselves on the outskirts of town. Anders is at a crossroads where he needs to latch onto and develop a new clan so as to transfer his loyalties. Maybe that clan is the dwarves of Thorven Firecrown, maybe it is the people of Hochoch threatened by the same enemies that have taken his clan from him, or maybe it is a small group of adventurers bonding together to fight for a common cause. In any event, he will certainly involve himself in any war or battles raged against his common enemy.


Dragomir Vuk wrote:
Hey Jiggy - would be good to stand side by side with you in combat.

Oh hey, took me a bit to figure out who you were! I just know you as Thyra Fireforge. :)

You know, it's funny: people talk about how 5E is "limiting" with a "lack of options", and yet here I am with the same class and even the same archetype as Thyra, but a completely different feel of a character.


DM Under a Dark Sun wrote:

Here's another question for folks to consider as they hone their character concepts and backgrounds:

Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants?

The druid only played a secondary role in the war (aiding the city's scouts with added intelligence) and so he didn't have the clout, influence, or opportunity to serve in any official capacity. More to the point, Hedgerow is still considered a bit of an outsider by many townsfolk but he would certainly join any initiatives taken to assault the giants.

DM Under a Dark Sun wrote:
(Or, why are you not among the rank and file in the barracks waiting for those orders, but instead holding down a bar stool somewhere in the Shingles, looking for dangerous work?)

He is more inclined toward guerrilla tactics than rank and file battles. He has enjoyed the relative peace in recent years and usually gets his kicks by hunting down small groups of goblins on his own, though if a greater opportunity for adventure were to rear its head he would surely be on board.


Ahhhh...the beauty of simplicity...


Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants?

Well I think I should! But others do not. No one want to hear what the apprentice of a dishonoured wizard has to say....believe me I tried!

Why are you not among the rank and file in the barracks waiting for those orders, but instead holding down a bar stool somewhere in the Shingles, looking for dangerous work?

Well, where to begin! They are going about it all wrong and will end up losing this whole war if they are not careful! I can not subject myself to be commanded by people who have NO idea what is really happening. If they only knew how deep this went....umm..never mind. I don't really know you well enough...I have to be going now...
(moves off quickly to loose himself in the crowded streets)


DM Under a Dark Sun wrote:

Here's another question for folks to consider as they hone their character concepts and backgrounds:

Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants? (Or, why are you not among the rank and file in the barracks waiting for those orders, but instead holding down a bar stool somewhere in the Shingles, looking for dangerous work?)

Ar the moment Dragomir is supporting his Mother and Sister via his living as occassional merchant guard and often working bouncer-security at a tavern. While he misses the action he had as a mercenary and is looking for a bigger better paying short term job, he doesn't see himself as a hero and taking back the lands around Hochoch hasn't really occurred to him as a task that falls on his shoulders - he is not a man of vision or great thought when it comes to lofty goals.


Welp, since you already have a pair of Arcane casters, one even a Warlock, I'll change my entry into a Divine caster. Specifically, Dwarven Cleric Morvas Silverhand.

Character Background:

Morven Silverhand was born to parents he has long since forgotten. After being left on a scared hillside after a recent battle, he was recovered by the man who adopted him, Korben Stoutheart. He had been helping a group of Clerics, healers, and undertakers recover identifying items of dead soldiers, when he found the abandoned infant. One reason may have been that the child was covered in a thin layer of scales, despite clear Dwarven features.

He took the child with him and adopted him, teaching his son his militant traditions, as well as intentionally dodging any questions about Morvas' parents. But the Dwarf hit that rebellious age and fled the care of his adopted father, falling in with a group of street urchins, and joining a Thieves' Guild for a period of time. Thanks to his heritage, he could find hidden passages in stone and foundation, causing him to be invaluable when raiding noble's homes. This time was cut short when Korben found out about his escapades, causing him to be forcibly ejected from the Thieves' Guild by his adopted father, and pushed into becoming a Cleric to 'put him on the straight and narrow'.

Morven has since then grown into a somewhat angry, abrasive person. He follows the laws before him, but will pick a fight when he knows he can get away with it, or to prove a point. Despite his rough nature (and what he calls Dragonic appearance) he's a very capable Cleric. Preferring to wade into combat, hammer and shield at the ready, and unleashing divine thunder onto anyone who try to stand against him. Despite his gruff nature, he's highly creative and skilled with his hands, having apprenticed as a Mason in his time as a Cleric-in-training, and even learning needlepoint form the wife of a Noble he visited with his Master, Tarig Stonemeld.

Now, out on his own and armed with his years of training and experiences, he wishes to make a name for himself, despite his penchant for fighting and swinging at any who bring up his appearance. He wants to know about his parents and blood family, as well as wishing to carve a kingdom from the stone he learned to shape, to harbor, shelter, and protect aberrant folk like himself.

Unique Feature:

Another Deity: This ghost has not identified itself to you, but has given you solid advice more than once. (open the left door here first instead of going down the right corridor saved your bacon, etc...) It appears as a human woman. Once you saw here sitting on a stone reading and she did not speak to you. That one was weird.

Questions Answered:

What’s one magic item your character would go to great lengths to attain? - An artifact from his god, Sobek.

What’s one thing your character wants that money can’t buy? - Respect.

Name and describe one person in Hochoch who would do you a favor (and might ask one in return). - Rocall. A Gnome pickpocket that's as handy with a blade as his is with Illusion magic. Morvas stuck his neck out for the pint-sized magician, flashing his Clerical status to add some weight to his defense. He mainly saved the little brigand to use his knowledge of magic, and his web of contacts, to identify magic items and keep eyes and and ears open for specific developments out in the world.

How does your character spend his or her money? Does he blow it at brothels and bars as fast as he earns it? Invest it in a business? Purchase expensive antiques? Support a family? - He stashes it away to help fund the creation of his kingdom. A future carved in stone and ruled with power.

Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants? - Fear. Any big organization or group of bodies in power don't like me because they're scared of me. There's stories and legends of Dwarves that fight following rules laid down by one outside our kingdom, none of 'em end well. I could care less; Their loss when I become King by my own hand.


Why are you NOT among the Big Damn Heroes(TM) sitting around a table at Hochoch Keep making a plan to retake Geoff from the giants? (Or, why are you not among the rank and file in the barracks waiting for those orders, but instead holding down a bar stool somewhere in the Shingles, looking for dangerous work?)

Why am I not up at the Keep, making big plans for the liberation of Geoff? Why I am not in the barracks, awaiting orders and preparing for the attack? I will tell you, my friend. I am a Priest of Pelor, the Sun Father. Seven years ago my only aspiration was to be a simple village priest, with no desire to travel far from my home county. That all changed when the Giants came. In the times since then, when I hid in the Oytwood and aided the Elven resistance, when I settled my family and tended my flock in a Gran March refugee camp, when I rode with the Knights of the Watch in the liberation of Hochoch, I learned one thing. In the great ebb and flow of history, it is the common man who suffers. It is Pelor’s will that I give whatever assistance I can render and alleviate any suffering I am able to. These are things that must be done in the street and in the camps; amongst the people, not in the antechambers of the Keep. I care not if you are for Owen or for the Gran March, if you are a Loyalist or a Freeman, as a follower of the Shining One, I seek to protect and nurture the downtrodden and the refugee, the widow and the war-injured, no matter their origin. But I will tell you this as well, my friend, as Gyri born and bred; I am for the liberation of Geoff from the corrupt humanoid hordes. When the time comes I will fight and inflict Pelor’s holy wrath on those who would spread darkness.


If we don't get any more submissions in the next day or two I may make my choices early. But until then, here's the list submitted so far:

Martial
Anders Buckman (Filios): Human Barbarian (Totem Warrior)
Dragomir Vuk (Helaman): Human Fighter (Champion)
Ander Meliamne (Jiggy): Human Fighter (Battlemaster)

Divine
Kierdan (Siriak): Human Cleric (Life)
Hedgerow (Zedth): Dwarf Druid (Moon)
Morvas Silverhand (Tyeal): Dwarf Cleric (Tempest)

Arcane
Alistair Orm (Daniel Stewart): Human Wizard (Evoker)

I know a couple of others have expressed interest but haven't submitted a character yet. Let me know if I missed anyone.


I was hoping you would say that...good luck everyone!


Yeah, good luck everyone!

Well, except that Anders guy; get that poser out of here!

Feint Attack! (ADV+6): 2d20 ⇒ (11, 17) = 28=23, Damage: 1d10 + 1d8 + 4 ⇒ (2) + (6) + 4 = 12

;)


Seems like you lack a skilled applicant. I will put together a halfling rogue, though I am curious what the swashbuckler archetype looks like! Care to PM me the details?


Best of luck to all!!


Ander Meliamne wrote:

Yeah, good luck everyone!

Well, except that Anders guy; get that poser out of here!

[dice=Feint Attack! (ADV+6)]2d20=23, [dice=Damage]1d10+1d8+4

;)

LOl! "Poser" to what, a mere fighter...PAH! Don't make me enter a rage and pummel you to oblivion!

;-)


Good luck to you all!


Fingers crossed.

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