[5e] Secrets of Kreshire (recruitment / interest check)


Recruitment

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Thousands of years ago, the horrible monstrous old gods ruled Kreshire(Kresh-ear-eh). People of all kinds from men and elves to the people of the deep and the sky cowered from their names alone. People sacrificed others and grew mad in reaction to these deities. The old gods commanded fear and reveled in chaos as they took over he world for who knows how long.

But one day, it all ceased. The gods no longer tormented the people, they were replaced by benevolent protectors of Kreshire who had lived in the dark shadow of the monstrous old gods. The reign of terror of the old gods ceased. The new gods had defeated the monstrous tyrants finally and forced them into slumber. A new age has emerged, a new age that may be cut short.

A thousand years after the end of the reign of the old gods(which is the present), signs of impending doom have began to appear. They started slowly; blighted crops here and there; then towns appeared to be cursed; then the moons turned blood red, heat waves and cold spells became more intense. Dogs cursed the moon, fish shunned the surface, and graves would spontaneously summon the souls of the deceased back into their dead bodies to emerge from the soil. Some cities and towns have been afflicted more than others, some places have yet to be afflicted but the creeping doom may come knocking to their door.

Many say the old gods are returning. However a certain mad prophet seems to suggest that while this may be true, it is only a tiny fraction of the real story of Kreshire and the old gods. Kreshire holds many secrets, in ruins on the bottom of the sea, in the basements of estates of nobles, behind unsuspecting trees in the woods. What terrible truths lie in wait? Will they be the key to saving Kreshire?

------

Setting: Kreshire is similar to most fantasy worlds, with pseudo-medieval/renaissance characteristics, however this varies with region. Some regions have a more Victorian feel to them, or maybe an Ancient Greek feel. Technology level is similar to Eberron with airships and trains run by magitech in the most metropolitan places.

Kreshire also has aquatic races that have vast cities underwater and airborne races that live in secluded mountain tops or floating islands.

Unlike most settings, dwarves are relatively rare, elves do dwell in cities, gnomes and dragonborn are more common in some regions, and humans aren't always the most common race.

All races welcome, Kreshire as a setting is still a huge work in progress and I hope to flesh it out better. We can discuss race origins that can accommodate your character if you'd like. There will be other unique races as NPCs, but none have been playtested yet, and one of them is just a re-fluffed drow.

That refluffed drow race are known as "pale elves", they have very pale to even paper-white skin, white, gray, or black hair, vampire-like fangs. Some have eyes that are slitted and common eye colors are red, orange, yellow, purple, white and icy blue.

I also recently contributed another homebrew race to the D&D wiki, but it has not been playtested yet and may have balance issues:

http://www.dandwiki.com/wiki/Dragonfolk

Pantheon of the new gods:

Boreas the cold wind (Tempest)
G'drasill the treant king(Nature)
Hagrok-Ryonis the progenitor of dragons (Life, Knowledge, Tempest)
Hypnos the dreamer (Knowledge, Trickery)
Karakal the benevolent lord of the fey, arts, beauty (Nature, Light, Trickery)
Kib the benefactor of beasts (Nature, Trickery)
Khathid the storm lord (Nature, Tempest)
Lobona the great mother (Life, Nature)
Nodens the hunter of the sea (Tempest, War)
N'tse-Kaambl the strategist (Knowledge, War)
Orryx the high beam from heaven (Light, Tempest)
Ourakranos the nourisher (Life, Nature)
Shavalyoth the silent stalker (Trickery)
Tamash the crafter of the forge (Knowledge)
Thaddag the font of magic (Knowledge, Trickery)
Ulthar the guardian of the hearth (Life, War)
Vorvadross the fiery avatar of justice (Light, Tempest, War)
Zehirete the pure and holy (Light, Life)
Zo-Kalar the shepherd of the dead (Death)

The gods above range from good to neutral, however alignment will take a bit of a backseat here. Any spells or items that count alignment will be based on your character's or character's deity's standards, and furthermore they will only detect alignment at the moment of casting based on a creature's current thoughts and actions. Most people still believe that alignment detection is accurate and objective, however. Yet there are many villainous people who sincerely believe they are good, and can "prove" it with magic.

You may notice a few familiar names in that list (they are the "good" gods from the Derelith part of the mythos)This campaign is going to heavily draw from the Cthulhu mythos. No it will not be exactly like Call of Cthulhu, it will involve investigations, unfathomable monstrosities, and horrid truths, it will also apply the mythos in more unexpected ways! It will also have plenty of dragons, a huge plot, sandbox moments, and whatever you can make of it.

Players I am seeking: People who care about plot and characterization. People who don't mind a few plot twists and would like to be engaged in the storyline.

Starting level: 8

House rules: I am actually a newbie at DMing(but I am getting a lot of help from an experienced friend!) as such I do not have established house rules. I would like to re-introduce the bloodied status of 4e however, but not sure if I should just have the status or also bring back class and race traits that involve the status. Of course the adjustments on alignment are a house rule.

If you are using anything homebrew please let me review it first.


Dotting immediately. Also, how do you want to generate stats? Point buy or array or roll?


Point buy, point buy is awesome. You get 27 points.


Picking up a swashbuckler archetype rogue. Human, I think, with the variant setup.

Str: 10
Dex: 16
Con: 14
Int: 8
Wis: 12
Cha: 14


Dotting, and by all means if you need a filler role I would be more than happy to do so if needed.

Silver Crusade

dotting

I think I may play a dwarf... hehe

unsure on class, but thinking either ranger, fighter or sorcerer (wouldn't be a dwarf)

what are some common terrains :3


The starting area will just be typical forest around towns, but on the continent there are lots of mountains in the middle and up North is pretty damn cold. The Southern part has a lot of desert though, like Saharan Desert. The whole continent(I need to make a better map) is shaped roughly like a cresent moon, with a huge bay with little islands. Some have wondered if something like a meteor or volcano blew a huge gash looong ago.


Rolling for starting wealth, assuming standard for this level.

Starting wealth: 1d10 ⇒ 8x25gp + 500gp = 700gp


I'm thinking of joining with a battlemaster fighter or perhaps a beastmaster ranger. Either way it'll be a frontliner.


Ace linked me over here, I think I'd love to go for this as well. Was thinking of beating stuff up as a naive elf barbarian. That'd be quite fun.


Sounds really fun. Thinking of playing a Goliath cleric or druid, what are they like in Kreshire, and what gods do they worship?


Never really though about it until now.

What domain are you considering?


This looks like a lot of fun, ace linked me here! I'd definitely be interested in this.

I'm thinking a tiefling warlock or something? Probably a Great Old Ones patron. But what sort of Great Old Ones would I be able to have as a patron?


Start Wealth: 1d10 ⇒ 10 x 25 + 500 +25 = 775gp

Loaded.


Okay so I'd love to join. I've never done this before so please let me know if I mess up.


Magic items will go by DMG prices:

Common: 50-100 gp
Uncommon: 101-500 gp
Rare: 501-5000 gp

You can all start out with 1 magic item provided you can cover it's cost.

I will assume the minimum gp but may add more cost depending on it its power.


Threeshades's submission. Still heavily WIP.

Starting Wealth: 1d10 ⇒ 5 x 25 + 500 = 625

Silver Crusade

Crunch For Thorin Thunderstriker:

Cleric of Nodens (or Khathid)
Tempest Domain
Dwarf (mountain dwarf)
Background: Sailor

Ability Score:
Str: 18
Dex: 14
Con: 15
Int: 08
Wis: 16
Cha: 08

Feats: warcaster

Vitals:
HP: 55
AC: 19
Saves:
Str: +4
Dex: +2
Con: +2
Int: -1
Wis: +6
Cha: +2

Offense:
Movement: 25ft

Warhammer: +8
Damage: 1d8+5

Arms and Armor: Splint Mail, Heavy shield, Stormhammer (Warhammer)

Proficiencies:
Insight
Perception
Persuasion
Athletics

spells: 4,4,3,3,2

Domain Abilities:
WRATH OF THE STORM
Also at 1st level, you can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see attacks you, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage
(your choice) on a failed saving throw, and half as much
damage on a successful one.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.

CHANNEL DIVINITY: DESTRUCTIVE WRATH
Starting at 2nd level, you can use your Channel Divinity
to wield the power of the storm with unchecked ferocity.
When you cause lightning or thunder damage, you can
use your Channel Divinity to deal maximum damage,
instead of rolling.

THUNDERBOLT STRIKE
At 6th level, when you deal lightning or thunder damage to a Large
or smaller creature, you can also push it up to 10 feet
away from you.

DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra ld8 thunder damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.

Domain Spells:
1st- fog c1oud, thunderwave
3rd- gust of wind, shatter
5th- call lightning, sleet storm
7th- control weather ice storm
9th- destructive wave, insect plague


Only one magic item?


starting wealth: 1d10 ⇒ 9 x25 +500 = 725

Silver Crusade

1d10 ⇒ 4x25 +500= 625


Rorek55-I'd say Nodens fits best

Also in a typical campaign from level 1-8 how many magic items would one keep by the time they reached level 8?

Silver Crusade

in 5e? the game is designed around assuming the PCs have no to very few magic items. since you can't buy them anymore.

1 is fine for each.


Crunch is done. Fluff to come.


May I present Lorelai, the Arcane Trickster and wearer of many faces.

Gear isn't final, because I haven't rolled for it yet. I've not made a D&D 5 character above 3rd level before, so please excuse me if I've made any mistakes.

Wealth: 1d10 ⇒ 1 x25 +500

Hmm, need to trim down some gear, need to either ditch my fancy armour or start with very little and have to steal it later.

Lorelai:

Lorelai Qisini
CG Female Half-Elf Charlatan Rogue (Arcane Trickster) 8

STR 10
DEX 17
CON 10
INT 16
WIS 10
CHA 16

HP: 43 (8D8)
AC: 16 (12+3DEX+1)

Attacks:
Rapier: +6 attack; 1d8+3dmg; Finesse
Hand Crossbow: +6 attack; 1d6+3dmg; Light
Dagger: +6 attack; 1d4+3dmg; Finesse, Light, Thrown (20/60)

Proficiencies (+3 Proficiency Bonus)
Armour: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Skills: Acrobatics, Deception*, Insight*, Investigation, Performance, Persuasion, Slight of Hand*, Stealth
Saves: Dexterity, Intelligence
Tools: Disguise Kit, Thieves' Tools*
Languages: Common, Elvish +1other
(*Expertise, double proficiency bonus)

Abilities
Darkvision
Fey Ancestry: Advantage on saves vs charm and cannot be put to sleep by magic.
Sneak Attack: 4d6 dmg when have advantage, another ally within 5' of enemy or enemy incapp'd. Only using Finesse/Ranged weapons.
False Identity: Have a second identity and disguises that allow me to assume that persona (Moraia Farstrider, travelling merchant). Additionally can forge documents and personal letters, provided have seen an example of the same type of document at least once.
Thieves Cant: Secret messages to other rogues.
Cunning Action: Bonus Action on each turn in combat used only for Dash, Disengage or Hide.
Uncanny Dodge: When attack I can see hits with an attack, can use reaction to 1/2 damage.
Evasion: When make Dex save for 1/2 damage take no damage on success and 1/2 damage on fail.
Mage Hand Legerdemain: Can make Mage Hand invisible and can perform additional actions (stow object on creature, retrieve object from creature, pick locks, disarm traps) any of these functions can be done without notice on a Dex/Sleight of Hand vs Wis/Perception check. Finally can use bonus action from Cunning Action class ability to control the hand

FEAT: Actor: Advantage on Charisma (Deception) and Charisma (Performance) when trying to pass self off as a different person. Mimic speech of another person or sound of creature, must have heard for 1 minute. Wis/Insight vs my Cha/Deception to detirmine that effect is faked.

Spellcasting (Save DC14; Attack +6)
6 spells known, all except 2 must be from Enchantment/Illusion schools
Cantrips (3) (at will)
Mage Hand
Dancing Lights
Prestidigitation

1st (4/long rest)
Alarm
Color Spray
Find Familiar (Weasel)
Silent Image

2nd (2/long rest)
Phantasmal Force
Suggestion

Gear (spent: 732.4)
Glamoured Studded Leather (+1AC, bonus action to cause armour to assume appearance of any normal set of clothing or other armour. Have full control over appearance including colour, style and accessories). (500gp)

Rapier (25gp)
Hand Crossbow (75gp)
20 bolts (1gp)
2x Daggers (2x2gp)

Backpack (2gp)
Component Pouch (25gp)
Mess Kit (2sp)
Mirror, Steel (5gp)
Waterskin (2sp)

Disguise Kit (25gp)
Forgery Kit (15gp)
Thieves Tools (25gp)

Background
Lorelai begin life with virtually nothing except a sense of self-importance. Her mother was a simple tavern girl, impregnated by some dashing elven "lord" she never saw again. Lorelai was not content to stuck with the same fate, her quick hands and mind earned her coin, through theft when necessary, though she much preferred to trick her marks out of their coin.
Moving on early and with scarecly a farewell to her mother she kept moving through her young life, staying in one place too long made people get suspicious, every new town she'd alter her appearance a little and give herself a new name. The scams got bigger as her skills increased, managing to learn a few spells from from people she managed to dupe only added to her repertoire, but she's growing disatisfied. She can take whatever she wants, but no-one even knows her real name - she'll never be remembered by future generations and her deeds won't live on in legend - no-one knows about them.

And so she has split down a new path, she still wears disguises, no sense in trialling new tricks with your own name, get some practice in first, but it's a start on the journey to recognition and heroism.

Appearance
Lorelai is nondescript, she can pass for a slightly heavy elf or slim human, with preparation and materials she can adjust her body more-so, with padded clothes, or tight-wrapping. Her natural hair is a mid blonde-brown, though she is adept at changing it's colour, her eyes are blue. She stands a around 5'6".

Personality
Lorelai is so used to imitating other people, that she scarcely knows who she is any more. She has a vague idea that she wants to become a hero, but she's not quite sure how to go about it. She distances herself from her own actions, referring to herself in the third person, as she does with her many other persona's.


Alright, still going to limit it to one item. Also Arcane Tricksters are awesome.

It seems we have enough players by now, right?

Also a few things:

-What do you people think of the bloodied status of 4e? Should we adopt it here?
-Can you justify having your character on a boat heading to a basic fantasy town?
-What do you think of initiative clumped into groups and then ordered by who posts first?


I wouldn't mind having the bloodied status be a thing, myself. Slashiir could easily have been on a boat heading off somewhere as well, yeah. Lastly though, I think I'd preferred it dictated by classic Initiative rolls entirely, though monsters/npcs could probably get away with it.

Silver Crusade

My cleric is a sailor so... yeah.

I never played 4e so IDK.

I run group initiative for most of my games as well.


I have never played 4e so i'm nopt sure what bloodied status is :0

I could justify my character being on a boat if needed, definitely!

Uhhh the initiative thing? Im fine with whatever direction we go relating to that. Im excited to just play a game :'3


What a coincidence, I picked up the Pirate background. I didn't do it up as nice and still need to grab some gear, but here's my sheet. Been a bit busy, so sorry for the delay.


Oh yes, I thought I should share my sheet. Hopefully it should be all set unless I'm missing some gear!


And mine as well, though I think I might need to get a bit more gear. So much gold you don't even know what to buy with it!


Background:

Robin Avers was never the type to shirk from adventure. Freedom remained his greatest desire even as a small boy. So where others were wary the day that Captain la Fleur's crew sailed into the small port town, Robin saw only opportunity. With his demeanor and hopefulness, the boy actually asked how to join up with the scoundrels of the sea as they were counting up the booty ill-gotten from some previous catch. To him, at least the ship was a way out. His eagerness did catch the captain's eye, however. Leaving his family behind, he set sail for a freedom he had never known before. Trained by the quartermaster and boatswain, Robin could take his own in a fight with a flourish that few could match.

Personality:

Robin is pigheaded and stubborn, but overly outgoing and personable. He's apt to go into details of a half remembered story or generally be overly dramatic in every sentence he spouts. Even those who know him are curious if his demeanor is just one gigantic act or if he's truly meant for life on the stage instead of the seas.


Okay the following people have their characters ready:

rorek55-Thorin Thunderstriker
DominoMasque-Lorelai Qisini
aceDiamond-Robin
MetteusAtoll-Pursuit
Uret Jet-Lady Slashiir

If you want in, there is still some room. I should probably cap it at 6-7. Shaani I am still waiting for yours.

In a typical tabletop setting 7 is a pretty high number, but people leaving happens.

Silver Crusade

do we have an arcane casters?


My wizard is nearly done and I'll be submitting him in a couple of hours.


Money: 1d10 ⇒ 7x25+500=675


rorek55 wrote:
do we have an arcane casters?

We have a warlock and arcane trickster and we're getting a wizard now.


There's my wizard, Eldon Scheppen. Backstory to come.

Basics:

Name: Eldon Scheppen
Class: Wizard
Race: Rock Gnome
Background: Sage
Height: 4'3"
Mass: 50 lbs
Age: 28
STR: 10
DEX: 14
CON: 11+1
INT: 15+2+2+1
WIS: 12
CHA: 10

Combat:

Hit Dice: 8d6
Hitpoints: 42
AC: 12
Initiative: +2

Skills, Feats and Proficiencies:

Proficiency Bonus: +3

SKills: Investigation, Arcana, History, Insight

Languages: Common, Gnomish, Primordial, Draconic

Proficienceies:
Armour: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom

Feats:
Keen Mind: You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.

Class and Race abilities:

Gnome:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

Sage
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Wizard
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

School of Conjuration
Conjuration Savant: The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration: You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
Benign Transposition: you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Spellscasting:

Spell save DC: 16
Spell attack modifier: +8

Spellbook
1st: Comprehend Languages, Detect Magic, Find Familiar, Mage Armor, Sleep, Magic Missile, Identify, Unseen Servant
2nd: Suggestion, Invisibility, Knock, Shatter
3rd: Counterspell, Lighning bolt, Fly, Tongues
4th: Conjure Minor Elementals, Polymorph, Dimension door, Locate Creature

Cantrips: Light, Mage Hand, Presdigitation, Mending

Possessions:

Money: 174gp
Equiptment: Dagger, Wand, Scholar's pack, Spellbook, Wand of Lighning bolts
Other:

Personality:

Traits: There is no self-preservation, only opertunity-cost. I will give anything for the knowledge I seek.
There is a time for thought and a time for action. I decide which it is mostly based on mood.
Ideal: Field work is what real research is about, all else is just book-keeping.
Bond: I feel the force causing these disturbances. It is a magic I have never seen before. It is ancient, it is powerful, and it scares me.
Flaw: When faced with immense danger my first thought is one of admiration to they who have bested me, And my second is how to use their tactics as my own later.


Aeosianna, are you still accepting players or is your party full?

Sounds like fun.


With all these front-line types, I guess I didn't really need the swashbuckler archetype after all. But still, I like the idea too much to change now.

Also forgot

Appearance:

Robin sports a tan from his days at sea and a light beard and dark hair. He primarily uses the Glamoured Studded Leather he plundered to give him the look of a (oft half unbuttoned) captain's shirt. This is despite the fact that he is currently without ship or crew.


Decided to drop my Glamoured Leather, as my minimal gold roll didn't really support it, after much umming and arring settled on having a Bag of Holding to store her ill gotten gains in (though the hat of disguise was tempting.

Also changed the name slightly as 'Lorelai' was already taken as an Avatar name.


Hope no-one minds but I've just taken the liberty of trying to work out what you're all playing:

rorek55 - Mountain Dwarf Cleric (Tempest)- Thorin Thunderstriker
DominoMasque - Half-Elf Rogue (Arcane Trickster) Laurelai Qisini
aceDiamond - Human Rogue (Swashbuckler) - Robin
MetteusAtoll - Tiefling Warlock (Old Ones) - Pursuit
Uret Jet - High Elf Barbarian (Berserker)-Lady Slashiir
Sacraz - Rock Gnome Wizard (Conjurer)- Eldon Scheppen

We seem to have all the bases covered anyway.

Silver Crusade

aye lad ye be right.

cleric is gonna be a melee combatant, but spells and his magic hammer O' thunder make him capable at range as well

not particularly a healing cleric by the by, more about... calling lightning and storms to smite his enemies at sea.


Laurelai wrote:
Decided to drop my Glamoured Leather, as my minimal gold roll didn't really support it, after much umming and arring settled on having a Bag of Holding to store her ill gotten gains in (though the hat of disguise was tempting.

To be fair, those are all good items. I just like the idea of "Wear armor even though it doesn't look like you're wearing armor" which is why I went for the glamour.


We're certainly a very diverse party, if anything. This'll be interesting, in a good way of course.


Dale Lee wrote:

Aeosianna, are you still accepting players or is your party full?

Sounds like fun.

Unfortunately we're getting pretty full so I'll have to decline anyone new posting here while waiting for those who posted earlier to get ready. If anyone drops out I can notify you.


dotting


Pesha/Gandren I need your character sheet

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