Palace of the Vampire Queen, the 5e version (Inactive)

Game Master Terquem

A Simplified, House Ruled, 5th edition D&D Classic Dungeon Crawl


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NPC: F Dwarf (Baylor) Fighter/2 | HP 22/22| AC 11 | PP 9 | S +5, D -1, C +5, I -1, W +1, Ch +2 |x.p. 590

Gwendolyn points to the south wall where she says she heard the sound of scratching come from.

I think there is a secret door, there


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna moves forward and checks the area Gwen has indicated

Perception: 1d20 + 2 ⇒ (14) + 2 = 16


AC16(18) HP 12/[12] passive perception 13 passive insight 11 Saves: S+3 D+0 Cn+2 I-1 W+3 Ch+5 LoH 5/[5] Adv. vs Charm and Dark Vision Male Half Elf Paladin 1

Aethorduil helps. He taps and feels the walls along side the Elven "specialist".

This should give myna advantage


Amon opts to keep a watchful eye out for now, tail swishing lightly across the ground. He has placed a Light spell on the flat spot where his horns meet, allowing him to see quite well in any particularly dark passages. His fingers rest on a short, stout stick resting in his belt, bearing a carving of a sword along the length of the crude weapon, all while humming a little tune to himself.


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)You are in Darkness and Fog

Myna cannot find the secret stone that releases the door, because now that Beldak has disappeared there is no light!

Okay, I need to complain here, but it isn’t directed at any of you. See, Beldak left the game, and Beldak was carrying the light source. So, now we are relying solely on Darkvision (Gwendolyn, Morgrym, Sir Aethorduil, and Amon) but Myna is now effectively blind and cannot see anything.


Male, old, old, Male

When Amon enters the small cell where Gwendolyn was found the light from his horns fills the room, and Myna, with Sir Aethoduil's assistance immediately finds the secret stone that opens the door.

It reveals another short passageway, only five feet long, and a small room can be seen to the south, just beyond the tunnel.

Again, you will need to stoop, or craw, to go any further here.


AC16(18) HP 12/[12] passive perception 13 passive insight 11 Saves: S+3 D+0 Cn+2 I-1 W+3 Ch+5 LoH 5/[5] Adv. vs Charm and Dark Vision Male Half Elf Paladin 1

Myna - you first?


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Umm myna does have dark vision as a high elf......


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna quietly stoops and moves forward into the dark passageway.

Stealth: 1d20 + 6 ⇒ (9) + 6 = 15


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)The Dungeon is in Darkness with heavy fog: Room 7

Stealth: 1d20 + 1 ⇒ (8) + 1 = 9

As soon as Myna is through the tunnel, and as he begins to stand, he hears a noise, like the tapping of hard shoes on stone, coming from his left. He turns his head and sees an open secret door, very much like the one he just came through, on the east wall of this small, ten foot by ten foot square room. There is something moving this way, from that direction.

Myna, is not surprised


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna continues to move silently and follows this mysterious figure.

Stealth: 1d20 + 6 ⇒ (2) + 6 = 8


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)

The Dungeon is in Darkness with heavy fog: Room 7

As Myna approaches the next secret tunnel, he hears the click clacking sound come closer, and then he sees it!

A strange monster begins coming through the tunnel from the area beyond, it is the size of a large dog, and covered in tufts of coarse hair and knobby armor like plates. It’s head is low to the ground is resembles that of a huge insect. Strange feathery tipped antennae sprout from the front of the thing’s head. Its beady black eyes seem frozen and lifeless. It walks on four legs that end in feet that almost look bird like. The body is barrel shaped, short, from head to tail, but thick, and its tail is long, and ends in a peculiar fin like that of a fish.

Monster initiative: 1d10 ⇒ 4
Party Initiative: 1d10 ⇒ 8

Round 1…

The beast comes at Myna in a burst, lunging at him with its small mouth!
Melee Attack: 1d20 + 3 ⇒ (9) + 3 = 12

Myna steps back, and avoids the bite at the last minute

DM Notes:
Rust Monster, AC 14 | HP 27 | speed 40 | Actions, Bite, or Antennae; Bite, +3, d8+1 | Antennae, DC 11 Reflex save to avoid


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna quickly lets out a yelp and mutters an arcane phrase. A bolt of fire shot from his hand towards the strange creature.

Attack-ranged: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d10 ⇒ 9


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Ugly things still go down the same way.

1d20 + 5 ⇒ (20) + 5 = 251d10 + 3 ⇒ (10) + 3 = 13

You knife ears have soo much to learn!


Male, old, old, Male

Myna blasts the creature with a bolt of eldritch fire, but Morgrym steps forward and takes the beast head on, slamming it with a critical hit. When he pulls his weapon back he is startled to see the head of his warhammer has turned a dull reddish-green, and is pitted now and badly rusted

Morgrym you can add the roll of another d10 to your damage total!But apply a -1 to hit and damage modifier from now on when you use the warhammer


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

1d10 ⇒ 4


AC16(18) HP 12/[12] passive perception 13 passive insight 11 Saves: S+3 D+0 Cn+2 I-1 W+3 Ch+5 LoH 5/[5] Adv. vs Charm and Dark Vision Male Half Elf Paladin 1

The paladin steps forward to lend his weapon.

Attack 1d20 + 6 ⇒ (7) + 6 = 13 for 1d8 + 4 ⇒ (6) + 4 = 10 damage.


Providing light as he moves with the group through the tunnel, hunched over somewhat, he saw Myna strike through the fog at something, and everyone else follow suit. Keeping back from the melee, Amon mutters to himself and flings a bolt of cold towards the monster, causing a trail of frost to follow in its wake through the fog.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 ⇒ 1

And its movement speed is reduced by 10.


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)

The Dungeon is in Darkness with heavy fog: Room 7

Sir Aethorduil does not notice the effect of the monsters skin on Morgrym’s weapon, and tries to attack the beast as well, but his sword swing comes down just to the side of the beast.

Amon crowds in behind them, into the small room, and launches a bolt of icy magic at the beast. The bolt strikes the creature directly between the eyes, and it drops to the floor immediately, with its legs folded beneath it. It is unmoving, and appears dead, but the alien, insect like black eyes remain open.

Knowledge Arcana DC 10:
You have a recollection of a strange creature, often described in similar terms as this beast, but typically only found deep, deep, underground, and you remember that its eyes and antennae are prized as important components in some magical recipes

The dead creature does not completely block the passageway behind it, but it would be an impediment to anyone thinking to make a quick retreat this way, if it were left here.


The creature falls and Amon gives a soft sigh of relief. He tried to avoid combat if at all possible. Looking the beast over as they push it out of the way, he recalls this particular monster had some valuable bits to it. Producing a dagger, he first cuts the beast's throat to make sure it was dead before cutting off its antennae and removing its eyes. Placing the eyes in a secured vial and the antennae in a separate sack. "Ugh.. Hate what us spellcasters need to make spells happen some times..."

Kn: Arcana - 1d20 + 5 ⇒ (13) + 5 = 18


Male, old, old, Male

Amon, your Dagger, should we say it is ruined?


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

"Well that was a nasty little beast. I wonder where it was going?"

Arcane: 1d20 + 5 ⇒ (4) + 5 = 9


Generic Dungeon Master wrote:
Amon, your Dagger, should we say it is ruined?

No objections. I have two anyway.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Once Amon has finished butchering the creature, Myna will carry along the path.


AC16(18) HP 12/[12] passive perception 13 passive insight 11 Saves: S+3 D+0 Cn+2 I-1 W+3 Ch+5 LoH 5/[5] Adv. vs Charm and Dark Vision Male Half Elf Paladin 1

Aethorduil follows Myna.


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8

Myna hunches over and passes through the short secret passageway, and is quickly followed by Sir Aethorduil. The two discover a long narrow room, just ten feet wide and twenty five feet long, going to the north.

At first it would seem that this chamber is a dead end, possibly the lair of the strange monster, but as Amon, Gwendolyn and Morgrym come in behind the elves, there is a some movement by the elves toward the north, to make room as the others enter, and Myna spots yet another secret door, this one in the east wall almost at the northern end of the room.

A quick examination of the secret door reveals that it is not trapped, nor is it locked, and it can be opened from this side easily.

DM Notes on Character Conditions:

Morgrym - -1 to hit/damage with warhammer


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Morgrym will slide the door open.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna moves forward to the secret door and lets Morgrym open it.

"Whats in there? Can you see?" the elf asks excitedly.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Morgrym will look around cautiously
perception: 1d20 + 3 ⇒ (15) + 3 = 18


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:00 pm (turn 115, turn 3 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8

Morgym lowers his head a bit and peers through the secret door.

Morgrym's perception:
You spot some small piles of a thick powdery substance in the tunnel. it is dark black in color, and blends in with the floor so well it might easily be missed

It reveals a tunnel, only five feet wide and five feet high, but unlike some of these that5 have be found before, this one goes on, and on.
First it goes ten feet to the east, then turns north and immediately turns back to the east and then stretches off into darkness.

Going this way will be difficult for taller folk, but the dwarves should only have to stoop a little bit (Gwendolyn will not have to stoop at all actually as she isn’t wearing a hat or shoes).


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

"Well this tunnel will not explore itself! Come on everyone and lets see where it leads!"

Bent over, Myna starts down the narrow passage.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Ye daft knife ears! Morgrym exclaims as he grabs Myna, Don't ye see it. I betcha this is a hazard of this tunnel and why it's so low.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

"What are you talking about fur-face?'

Myna looks down the path to see what the dwarf is talking about.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

"I don't see anything...what is it?"


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Oh, then by all means, after you master knife ears Morgrym will let Myna go by but will not follow until he is clear.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna starts to move forward, then stops and looks back.

"Ok, what is it? What do your dwarven eyes see that I cannot?"


Male, old, old, Male

The map is updated to show that Myna has advanced into the tunnel a short distance, but even here, with some light coming from around the corner, from Amon, he does not see anything unusual. Remember Myna must stoop over a good ways to access this tunnel


NPC: F Dwarf (Baylor) Fighter/2 | HP 22/22| AC 11 | PP 9 | S +5, D -1, C +5, I -1, W +1, Ch +2 |x.p. 590

What do see down there, Myna? Is it safe. Morgrym did you see something dangerous?


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

what roll do I need to identify it?
1d20 ⇒ 9


Male, old, old, Male

Investigation or Nature, intelligence skills would solve the mystery, but even with those skills, and that roll, you would not know exactly what it is, only that it is not something you normally see in a built stone work underground setting. It looks out of place, but you don't know exactly what it is. You can, of course, always make a guess.


Male, old, old, Male

Will the party proceed through the short, narrow tunnel to see what is at the other end?

Liberty's Edge

Male Historian/Curator

Well, I know I probably should not, but what the heck...Myna does not know any better..

Myna shrugs when the dwarf does not answer him, and continues to 'duck' walk down the corridor.


(Got neither of those skills, so Ill just make a straight Int check. 1d20 + 3 ⇒ (12) + 3 = 15)

Amon grumbled to himself as he had to stoop somewhat through this particular tunnel. He had been scanning the darkness his Light couldn't reach, and had been looking for any other threats he could blast with cold before they got in too close. Upon arriving at the sorter corridor, he calls to Myna, "You sure you want to head that way, Myna? I don't like the idea of having to head through an even smaller passage..."


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:10 pm (turn 116, turn 4 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8

Myna, bent over almost in half, makes slow progress along the narrow passageway. He advances a short distance, before he hears the voice of the newcomer, Amon, behind him, and is relieved, somewhat, when a little light floods the fog filled passageway.

Gwendolyn and Morgrym follow behind Amon. Ahead of Amon, Myna suddenly turns southward, and then immediately to the east again and he finds himself in what appears to be a dead end. The passageway goes east another 20 feet or so and then ends in a solid wall.

Stopping about halfway along the dead end passageway, Myna at first feels foolish, and turns around to try and stop the others from coming any further, when something catches the corner of his eye.

Myna:
As you turn around to face back the way you came, toward the west, you notice unusual stone work on the south wall exactly in the middle between the last turn in the passageway and the dead end. It is another secret door. You examine it quickly, before Amon catches up to you, and find that there are no traps or locks on this side of the door.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Smiling, Myna opens the hidden door.


male

Day 3, Monday Evening, after Sunset, approximately 7:10 pm (turn 116, turn 4 of 6)The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8

When Myna opens the secret door he hears a distinct sound
*sproing*

The door was trapped, but there was no way to detect or disarm the trap from his side of the door. A heavy crossbow is set up against the far wall of the room with a tight rope strung from the door to the trigger and when the door is opened it fires!

Crossbow Trap Attack Roll: 1d20 ⇒ 10

A crossbow bolt sails passed Myna and strikes the wall behind him.

Please make Perception Checks at this time


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

perception: 1d20 + 3 ⇒ (10) + 3 = 13


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

perception: 1d20 + 5 ⇒ (4) + 5 = 9


Perception: 1d20 - 3 ⇒ (5) - 3 = 2

Yeah, I just supply the magical know-how.


Male, old, old, Male

Day 3, Monday Evening, after Sunset, approximately 7:10 pm (turn 116, turn 4 of 6)
The Dungeon is in Dim Light due to a Light Spell cast by Amon, in turn 115. Today there is heavy fog: Room 8

The startle of the crossbow bolt distracts Myna and Amon for a moment, but Morgrym, creeping closer to the open door hears a faint sound coming from the room beyond

Morgrym:
You hear the sound of a birds feet scratching on a metal surface, somewhat like a large bird in a small cage


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Do large birds like knife ears. Us dwarves are made of hardier stuff.

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I would like to try to run a D&D fifth edition game. What I am thinking of running is Palace of the Vampire Queen, exactly as it is printed, with no modifications.

I have some ideas for incorporating some House Rules, to give this game more of a first edition feel.

If I could get 4 to 6 Players interested in creating characters, I will launch this game.

But,

Here are some things that might turn some players away

Turns:
Time will be tracked in ten minute “Turns”

Combat Maps:
There will be no combat maps. The only dungeon maps that will be available will be ones the players choose to create and share with each other. All combat will be “approximated” and questions or disputes about position will be negotiated

Combat Rounds:
Combat rounds will be One Minute long (not six seconds). Spell durations that will be adversely affected by this changed will be reworked to be compatible with this house rule

Initiative:
When combat occurs I will roll one d10 for the monsters and one d10 for the players. The die that scores lowest will win Initiative, and this will be the “segment” (one of ten, six second periods during a Combat Turn) that the combat begins. When a Character is not “Surprised” (a Reflex Check), and has lost Initiative, that Character can apply their Dexterity Modifier to the Initiative Roll, as a Negative Modifier, bringing that Character’s Initiative down to but not below monster Initiative. Spell Casting times will still be counted in six second periods, called Segments. A more detailed explanation of how this will work will be posted to the Campaign Info tab

Dying:
There will not be Death Saves. Characters reduced to 0 hit points are conscious and stable. Damage that reduces a Character’s Hit Points below 0, render the Character Unconscious, and Dying. Constitution Checks must be made each Combat Round (one minute period) to stabilize. Attending a Dying Character with a healing Skill (a roll will be required if combat is still going on), grants Advantage to the Constitution Check. Death occurs at a Hit Point total equal to your Constitution Score as a negative number

Opportunity Attacks:
There will not be Opportunity Attacks. If your Character has a special Ability that can only be used as part of an Opportunity Attack, that ability can still be used, just remember to ask the DM if a situation (one that would normally trigger the ability) warrants the use of the ability

Resting:
A Party must rest for at least one turn, in every six full Turns of exploring/adventuring. A short Rest is treated as normal. A Long Rest DOES NOT recover all Hit Points, but does recover all Hit Dice (which can be used immediately, or saved for later). A rest of 24 hours, recovers One Hit Dice worth of Hit Points at maximum roll, in addition to the benefits of a Long Rest.

Experience Points:
Experience awarded for monsters defeated will be based upon First Edition Values (a Goblin is worth 5 experience points).

Character Creation Guidelines

Ability Scores – roll 4d6 four times, and 5d6 twice (keep the highest three scoring die from each roll). Arrange the scores as desired.

Races – No Dragonborn, No Drow (ever)

Classes – any from the Player’s Handbook

Alignment – Any (Evil, please play responsibly, Evil Characters are fine, Evil Players will not be tolerated).

Starting Wealth – 3d6 x10 GP for all Characters

Backgrounds – Yes, please choose a background

The adventure will be set on the same world as the Woodbridge Campaign Setting (The Beginning of all things – another game I am running).

However it will be set on the Dwarvish Island of Balor, to the South of the “Beginning of all Things” campaign. The party will set out from the Village of Cippeny, just nine miles to the south of the mountain where the palace of the Vampire Queen can be found.

The Introduction to the adventure:
For three centuries the peasants of the Dwarvish island of Balor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrouded peaks of the island, they range ever farther in their search for blood. And not only blood – the children of Dwarf peasants often disappear if they are so unfortunate as to be out at night. Even cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of Ar Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, defeater of the Ten Orc Tribes is afraid in his heart to face the Vampire Queen


Just started reading the 5th Ed PHB, so this seems like a good way to try it.

Think I'll just go human fighter.

5d6 ⇒ (3, 2, 3, 5, 2) = 15 =11
5d6 ⇒ (2, 3, 1, 5, 6) = 17 =14
4d6 ⇒ (1, 1, 5, 1) = 8= 7
4d6 ⇒ (1, 6, 1, 6) = 14= 13
4d6 ⇒ (1, 6, 6, 6) = 19= 18
4d6 ⇒ (1, 5, 4, 4) = 14= 13

Well that's different. Will need to get back to you on background.

wealth: 3d6 ⇒ (2, 2, 4) = 8 ick

The Exchange

Will we get to meet Marceleen the Vampire Queen or...

Just joking, but I do want in on this. I have the 5E books and I am looking to play the classic Half-Elf Rogue.

Will roll scores in a bit when I get home.


I hope to see more players willing to try a different sort of game


I am thinking a dwarven cleric, let's get a roll.

4d6 ⇒ (3, 1, 6, 2) = 12 = 11
4d6 ⇒ (1, 6, 5, 5) = 17 = 16
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (6, 4, 1, 6) = 17 = 16
5d6 ⇒ (5, 5, 1, 2, 3) = 16 = 13
5d6 ⇒ (6, 4, 2, 6, 2) = 20 = 16

wealth: 3d6 ⇒ (2, 1, 3) = 6 = 6

hmmm, pretty damn even spread. Okay, time to think about some details.

Liberty's Edge

4d6 ⇒ (3, 1, 6, 1) = 11 = 10
4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6 ⇒ (5, 4, 4, 1) = 14 = 13
4d6 ⇒ (2, 6, 3, 4) = 15 = 13
4d6 ⇒ (5, 1, 5, 6) = 17 = 16
4d6 ⇒ (5, 2, 3, 5) = 15 = 13

Wealth: 3d6 ⇒ (6, 1, 6) = 13 = 130gp

No too bad....will have to think this over...can we use the variant rules for Human characters?

The Exchange

4d6 → [6,3,1,2] = (12)
4d6 → [6,3,3,6] = (18)
4d6 → [6,2,1,4] = (13)
4d6 → [1,1,3,4] = (9)

http://invisiblecastle.com/roller/view/4647851/

5d6 → [1,3,4,6,2] = (16)
5d6 → [3,2,5,5,3] = (18)

http://invisiblecastle.com/roller/view/4647853/

So,

11
15
12
8
15
13

3d6*10 → 100

http://invisiblecastle.com/roller/view/4647855/

It's okay, I will think of something a little more original if that's okay. I have a few characters in the back of my mind that should fit in here.


Daniel - if you drop the 10 and the 16, and re-roll those as 5d6, you might have a better set of numbers, or you could try to roll all six again, remember it is 4 rolls of 4d6 and 2 rolls of 5d6


Hey, Terquem, it is me, Dieredon. I am going to go with a Human barbarian. I will complete the build this evening. Thanks for the heads up on recruitment. Also, is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat?

4d6 ⇒ (4, 3, 1, 1) = 9 = 8
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
4d6 ⇒ (2, 5, 1, 3) = 11 = 10
4d6 ⇒ (5, 1, 1, 5) = 12 = 11
5d6 ⇒ (1, 6, 5, 6, 4) = 22 = 17
5d6 ⇒ (3, 2, 6, 3, 1) = 15 = 12

wealth: 3d6 ⇒ (5, 5, 2) = 12X10 = 120GP

Liberty's Edge

Ok, will re-roll the 16 and 10 with 5d6.

5d6 ⇒ (3, 4, 3, 4, 4) = 18
5d6 ⇒ (6, 6, 1, 2, 1) = 16

new stats = 14 14 13 13 13 12

hmmm...well again not too bad...

Was thinking of a human monk....will get something up later today

Sczarni

1: 4d6 ⇒ (1, 3, 5, 4) = 13 12
2: 4d6 ⇒ (1, 2, 3, 1) = 7 6
3: 4d6 ⇒ (6, 6, 6, 4) = 22 18
4: 4d6 ⇒ (2, 1, 2, 2) = 7 6
5: 5d6 ⇒ (5, 3, 5, 4, 6) = 23 16
6: 5d6 ⇒ (2, 1, 6, 5, 2) = 16 13

Sczarni

gold: 3d6 ⇒ (1, 4, 5) = 10x 10 =100


Actually given the setting, I'm likely to go dwarf fighter. Still need to check out the background section in the PHB.


@Generic GM: Just want to confirm that as we are rolling gp, we do not get any of the equipment under class or background - is that correct?


I assumed the same...


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Let's do this

You get Class starting Equipment, and Background Equipment, plus the rolled starting gold - plan for a long stay away from the city (at least two weeks, to start).

The Setting of the Woodbridge Campaign has a decidedly "Hollywood Idealization" of Ireland feel to it, and I was thinking that this island, Baylor, might have a "Hollywood Idealization" of Black Forest Germany kind of feel

How does that sound?

The Mayor of Cipenny will be Otto Grunfragutten

The city is eclectic, as far as population is concerned, with members of all races represented

Elves will be from the continent to the west, a country called Ishea, part of the Alodoan Empire (a human controlled empire) but they have a strong presence on Balor

There are native halflings on Balor (that is they have been on Balor for centuries) and there are also Alodoan Halflings (who are more hot tempered, and fiercely independent having had a history of oppression under the Ishean Elves, but now freed from those bonds by the absorption of Ishea by the Alodoan Empire).

Orcs (called Tafganor by the people on the island to the north) are found on Baylor, both living in villages above ground, and in underground settlements. King Arman defeated a coalition of Ten tribes of Tafganor in a war seventy years ago, and currently the orcs live in a semi-sort of land bondage (a kind of limited feudalism that is not applied to the Dwarven people) under the Dwarven King. Half-orcs are common, and do not arise out of any negative stereotypical “rapey” behavior.

There is a Human girl in Cipenny who runs an all purpose shop for explorers (she also crafts strange inventions of her own) she is considered quite mad by the Dwarven population, but harmless, her name is Abigail

Cipenny has a small Wizarding Association (a sort of prestigious club that has only seven members). This club is controlled by a seventh level Wizard named Hilda VonRotterwuld

There is a large inn that is also part theater/tavern where a strangely not exactly human “person” performs every night. This person’s name is Waglinde Howard Claire (it is not clear if this person is a woman or a man). Some Dwarves think Waglind also rules over a gang of small time thieves who do not practice their trade in Cipenny, but who travel to other towns and villages around the area, collecting protection payments, and harassing travelers.

Any questions so far?

Liberty's Edge

Would a monk fit in this setting, or should I maybe look at a different character class (was thinking going Shadow Monk)


I think we could work in a Human, Elf, or Halfling Way of the Shadow Monk (a foriegn spy, young, untrained, assigned to the Dwarven kingdom). But I don't see a Dwarven Shadow Monk in this setting, could easily see other Dwarven Monks though

In fact, it could even be that a Human, Elf, or Halfling Shadow Monk joins this party because of bad information, suggesting one of the other party members is a Dwarven Noble in disguise and needs to be trailed. I could see that.


We have, what appears to be, 6 interested players only, so all of you are a sure thing to play, if you decide this is what you want to do.

Liberty's Edge

I think I might go with a halfling...I kinda like their background in this world (being slaves to the elves) and gives me some ideas for her background....and if possible I might multi-class with rogue...will get on creating the crunch and fluff now

edit: we are starting at 1st level, right?


I'll dot as well. I enjoy 5th edition.

4d6 ⇒ (3, 5, 2, 1) = 11 10
4d6 ⇒ (6, 2, 3, 3) = 14 12
4d6 ⇒ (2, 5, 6, 6) = 19 17
4d6 ⇒ (6, 2, 6, 4) = 18 16
4d6 ⇒ (1, 4, 1, 1) = 7 6
4d6 ⇒ (3, 2, 5, 6) = 16 14

4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (5, 3, 6, 5) = 19 16
4d6 ⇒ (4, 4, 1, 2) = 11 10
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (5, 3, 2, 1) = 11 10

4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (6, 3, 6, 1) = 16 15
4d6 ⇒ (2, 4, 6, 2) = 14 12
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (6, 6, 4, 3) = 19 16
4d6 ⇒ (1, 3, 3, 1) = 8 7

4d6 ⇒ (4, 6, 2, 4) = 16 14
4d6 ⇒ (5, 2, 4, 3) = 14 12
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (4, 1, 4, 5) = 14 13
4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (4, 4, 1, 5) = 14 13

then the 5d6 sets:
5d6 ⇒ (6, 1, 5, 2, 4) = 18 18
5d6 ⇒ (1, 1, 3, 6, 3) = 14 14
5d6 ⇒ (3, 3, 5, 1, 2) = 14 15
5d6 ⇒ (5, 5, 2, 2, 6) = 20 12
5d6 ⇒ (2, 1, 3, 2, 2) = 10 11
5d6 ⇒ (1, 4, 1, 5, 3) = 14 15

5d6 ⇒ (6, 4, 1, 5, 4) = 20 15
5d6 ⇒ (5, 1, 4, 1, 1) = 12 10
5d6 ⇒ (6, 3, 4, 4, 5) = 22 15
5d6 ⇒ (2, 4, 6, 4, 4) = 20 14
5d6 ⇒ (2, 4, 1, 1, 4) = 12 10
5d6 ⇒ (3, 1, 6, 4, 2) = 16 13

18, 14, 15, 12, 11, 15 it is. I'm leaning towards either a wizard or cleric, cause we have no healing and a surprising derth of arcane submissions.


Is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat, instead of +1 to all Ability Scores?


Yes, first level, but expect slower progression that what the new 5th edition rules describe

Vrog, welcome, but seriously, what is going on with all the rolls

Did I say something stupid? it is supposed to be 4 rolls of 4d6, and 2 rolls of 5d6 and only use the highest scoring three dice from each roll. I am confused


Filios - yes

Liberty's Edge

Ok, here is crunch for my submission...will get fluff up later today!!

Alder Tiller:

Male Halfling Criminal Monk 1
True Neutral
Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 14 (+2)
Charisma 13 (+1)

Size: Small
Height: 3' 1"
Weight: 32 lb
Skin: Light
Eyes: Green
Hair: Black Curly

Maximum Hit Points: 10
Speed: 25 feet
Armor Class: 15 = 10 + 3 [dex] + 2 [monk wisdom]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [dexterity]
Attack (missile / finesse): + 5 = + 2 [proficiency] + 3 [dexterity]
Unarmed strike [+5 to hit; 1d4+3 bludgeoning]

Strength save: + 3 = + 2 [proficiency] + 1 [strength]
Dexterity save: + 5 = + 2 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 1 = + 1 [charisma]

Insight (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 180 lb or less unencumbered
Languages: Common Halfling

Skills:
Acrobatics Dex 5 = +3 + 2
Animal Handling Wis 2 = +2
Arcana Wis 1 = +1
Athletics Str 1 = +1
Deception Cha 1 = +1
History Int 1 = +1
Insight Wis 2 = +2
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 4 = +2 + 2
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 5 = +3 + 2
Stealth Dex 5 = +3 + 2
Survival Wis 2 = +2

Halfling
• + 1 dexterity (already included)
• Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
• Brave: Halflings have advantage on saves against being frightened.
• Halfling Nimbleness: Halflings can move through the space of any larger creature.

Stout Halfling (subrace)
• Stout Halflings receive +1 constitution (already included).
• Stout Halflings have advantage on saves against poison, and resistance to poison damage.

Criminal
• You have underworld contacts.
• You are an accomplished forger.
• Consider bringing thieves tools and gaming set / playing cards.

Monk
• Level 1: Flurry of blows -- spend a ki point to make an additional unarmed attacks as a bonus action
• Level 1: Unarmed strike damage 1d4
• Level 1: Unarmored defense -- if no armor or shield, add wisdom and dexterity bonuses to armor class

Equipment:

Backpack
Bedroll
Mess kit
Rations x10
Rope (50', hempen)
Tinderbox
Waterskin
Flute
Thieves' tools (proficient)


a discussion thread is open, and house rules (so far) are posted in the campaign info tab


you may have already answered this, but are you using the playtest or the finished version? I have access to both.

stats: 5d6 ⇒ (4, 4, 4, 6, 5) = 23 16
stats: 5d6 ⇒ (3, 5, 5, 6, 3) = 22 16
stats: 4d6 ⇒ (2, 5, 5, 4) = 16 14
stats: 4d6 ⇒ (3, 5, 5, 5) = 18 15
stats: 4d6 ⇒ (3, 3, 4, 5) = 15 12
stats: 4d6 ⇒ (6, 1, 3, 1) = 11 10

wealth: 3d6 ⇒ (2, 6, 5) = 13 X10=130


Haarold the Rigid:

Male Dwarf Soldier Fighter 1
Lawful Neutral

Strength 20 (+5)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 11 (+0)
Wisdom 13 (+1)
Charisma 7 (-2)
Size: Medium
Height: 4' 4"
Weight: 220 lb
Skin: Pale
Eyes: Dark Brown
Hair: Light Brown Wavy; Thick Beard / Hirsute
Maximum Hit Points: 13

Speed: 25 feet

Inspiration:

Armor Class: 19 = 10 + 6 [chain mail] + 2 [steel shield] + 1 [defense style]

Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 7 = + 2 [proficiency] + 5 [strength]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 7 = + 2 [proficiency] + 5 [strength]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 5 = + 2 [proficiency] + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: -2 = -2 [charisma]
Insight (passive): 13 (18 with advantage)
Perception (passive): 13 (18 with advantage)

Carry: 300 lb or less unencumbered

Languages: Common Dwarvish

Unarmed strike [+7 to hit; 1+5 bludgeoning]

Crossbow, light [+3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

Battleaxe [+7 to hit; 1d8+5 slashing, 5 lb, versatile (1d10 slashing)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]

Steel Shield [+2 AC; 8 lb.]

Feats:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 1 =
+1
Animal Handling Wis 1 =
+1
Arcana Wis 0 =
+0
Athletics Str 7 =
+5
+ 2
Deception Cha -2 =
-2
History Int 0 =
+0
Insight Wis 3 =
+1
+ 2
Intimidation Cha -2 =
-2
Investigation Int 0 =
+0
Medicine Wis 1 =
+1
Nature Int 0 =
+0
Perception Wis 3 =
+1
+ 2
Performance Cha -2 =
-2
Persuasion Cha -2 =
-2
Religion Int 0 =
+0
Sleight of Hand Dex 1 =
+1
Stealth Dex 1 =
+1
Survival Wis 3 =
+1
+ 2
Dwarf

Dwarves receive +2 constitution (already included).

Can move 25 feet even if in heavy armor

Darkvision (see 60 feet black-and-white in pitch-dark)

Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage

Tool proficiency: With the artisan tools of your choice -- smith, brewer, or mason

Stonecunning (advantage on history checks related to stonework; cannot become lost underground)

Mountain Dwarf (subrace)

Mountain Dwarves receive +2 strength (already included).

Armor Mastery: Proficiency with light and medium armor; +1 on armor class while wearing medium or heavy armor.

Soldier

Other military folks will defer to your rank.

Consider bringing a gaming set / playing cards.

You know how to ride a horse.

You are proficient with a gaming set / playing cards, mounts and land vehicles.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the defense style, giving +1 on armor class while wearing armor.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Champion Fighter (martial archetype)
Level 10: You will choose a second fighting style.
Level 3: Improved critical -- score in 19 or 20.

Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.

Level 15: Superior critical -- 18-20.

Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.

Class HP rolled
Level 1: Fighter 10

Death Saving Throws:

Successes
Failures
Haarold's Equipment:

74 lb

2 lb

5 lb
1 lb
1 lb

20 lb
10 lb
1 lb
5 lb

1 lb
_____
120 lb Weapons / Armor / Shield (from above)

Crossbow bolts (quiver of 20) x1

Backpack
Gaming set (proficient)
Mess kit
Playing cards (proficient)
Rations (1 day) x10
Rope (50', hempen) x1
Tinderbox
Waterskins x1

Healer kit

Don't much have a big background in mind. Likely just a member of the local army. He strength likely makes him somewhat noteworthy.


drbuzzard - best to avoid a "background" if you know what I mean (I'm not fond of fledgling heroes having extensive tales of their past heroic deeds. I meant, "Background" as one of the mechanical aspects available to characters in the Player's Handbook, you know; select a "Background," (from page 125)

DoubleGold – you cannot have an ability score of 191, no, no, not this time, maybe next time. And I will be using the hard copy of the Player’s handbook, and the PDF DM’s supplemental download (for now, until I can pick up the other books)


yeah, it has been fixed, I was having troubles editing to show my final scores and made typos along the way.


if we take the alert feat, how will you apply that to init?


The other benefits (not being surprised, and not allowing enemies to have advantage against you when they are hidden) are pretty good by themselves.

How does this sound to replace the +5 initiative modifier

If you are leading the party, or at a door when it is opened, all party members, who can see or hear you, will have “Advantage” when rolling to check if they are surprised.


I like that, so if I take alert I'll makes sure to play a melee character.


Daniel – how do you feel about me reworking the “Ki” system so that you have “Ki Slots” And you prepare a certain number of Monk abilities each day, then use the Slots to execute those abilities. I’m thinking of having the Monk’s special abilities work more like the rest of the game’s “magic” system.


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Good I agree about the silliness of people making 1st level characters and writing pages about their backgrounds. At that level the story is ahead of you, not behind you. I did use the soldier background in the build.


sorry I misread the post.


no worries!


Here is Anders! I will build out the character profile this evening.

@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules?

Liberty's Edge

That might work....will it be like spells that you "know" a certain number of spells and can cast any conbiniation upto the total of "slots" you have available?? (So you do not have to pre-decide what skill you want for the slot, but can fill them on the fly, as it were)


4d6 ⇒ (5, 6, 1, 1) = 13 12
4d6 ⇒ (5, 2, 1, 4) = 12 11
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (2, 5, 3, 5) = 15 13
5d6 ⇒ (5, 2, 3, 6, 1) = 17 14
5d6 ⇒ (1, 3, 5, 6, 3) = 18 14


I'm thinking, you "Know" a given number of "Monk Skills" (Level plus Wis modifier?) can Prepare a "few" of them (Fixed) then during the game day, execute a limited number of those Monk Skills by using "KI Slots" (this gives you some versitility, while also keeping the "Got to choose what to prepare" feel of the basic game. Some Monk Skills will "Scale up" when higher level slots are used to execute certain Skills (Dragon Ball "Z" Style).

Edit - we have the Cleric/Druid, Sorcerer, Wizard, and Warlock "Slot" systems to model the "Ki" Slot system on, which do you think fits it the best?


@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules - 100 Minutes?


Just read the new rage rules for the first time, very tricky. A rage can end quickly!

But, the fix is simple, a Rage lasts 10 combat rounds (ten minutes) and ends under the same conditions.


Keep in mind that when I use the word "Turn" I will be talking about a ten minute (in game world time) period, a Round (Combat Round), is One minute long, and a Segment is Six seconds long


Understood - Anders is complete. Please review for approval. I think that I captured the House Rules in the Rage description. Thanks


what level are we starting at? I know that they often recommend 3rd level (as that is the level by which all classes will get their path/source/etc).


Anders - I like the character a lot, and you are definitely in!

Can we say the 10 gp, in the pouch you start with as an Outlander, are foreign currency, and you keep them for reasons you keep secret, not wanting to trade them for their gold value and not able to use them to buy things from Dwarven merchants? They are not Alodoan currency either!?


Vrog - First Level! and note, as I have warned before, progression will not be as fast as you would expect under the current 5e rules, as I will be using first edition experience awards for monsters (plus I will occasionally throw in story awards, role playing awards, and very rarely, treasure awards).


okay, no worries. I just wanted to be sure.


I'm excited to see the rest of the party come together

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