
DM Critic |

This is a recruitment for a 5E game.
Deep Carbon Observatory
You are a group of adventurers who have heard of the legends of lost treasure just beyond Carrowmore and have set out to find it. However, you may not be the only ones interested...
“Once, long ago there was a Kingdom of unspeakable wealth that traded in dark wonders, secrets and death. And many of the strange things now on earth were theirs. They drew their power and magic from a place, and guarded it fiercely against all. Then, out of spite (somehow) as their kingdom slowly died, they hid their treasure palace in a lake, and set there: sleepless and indestructible guards. Everyone knows where it is, on the Lock, upriver of Carrowmore. No-one who goes there has ever come back.”
“The adventure takes players from a town devastated by an unexpected flood, through a drowned land where nature is turned upside down and desperate families cling to the roofs of their ruined homes, hiding from the monstrous products of a disordered world, through the strange tomb of an ancient race, to a profundal zone, hidden for millennia and now exposed, and finally to the Observatory itself, an eerie abandoned treasure palace, where they will encounter a pale and unexpected terror which will seek to claim their lives.”
“The adventure is suitable for a lucky mid-range party, a stupid high-level party or an exceedingly clever low level party. It is difficult, with a meaningful possibility of character death. Should you find them, and defeat their guardians, the treasures of an ancient culture will be yours.”
This is a medium-length adventure (~80 pages) written by Patrick Stuart (the not-Picard one), one of the co-authors of Maze of the Blue Medusa which I’m currently running on these boards. It’s a surreal adventure contains unique creatures and human threats and relies on player cleverness and problem-solving skills.
The Setting
The setting is indeterminate, but closer to Greyhawk with bits of Vornheim and A Red & Pleasant Land. It’s grittier and lower-fantasy than Forgotten Realms. This is a world where magic is uncommon and strange. Spellcasters and nonhuman characters may be greeted with fear, suspicion, awe and/or hostility and will by necessity try not to attract attention. Keep that in mind when you build your character.
- Stats: 27 point buy or standard array.
- Characters start at Level 1, max HP + CON for class.
- Standard starting equipment and wealth by class/background plus 3d10 GP (roll below) for additional supplies. Characters should start with several days rations on hand and several healing kits (see house rules below).
- Sources: Official WotC, but no winged/flying races. No Homebrew/DM’s Guild. Most UA is allowed, provided it can fit in a Greyhawk-like setting. I’ll allow the 5e version of the Alice class from A Red & Pleasant Land because it fits in this world and I’ve run it before.
- Optional rules allowed: Variant Human, Feats, sub-race options from SCAG (except winged Tieflings). Check with me first for races from Volo’s Guide.
- Any alignment is allowed, but don’t blame me if the rest of the group decides to use you as a shield.
- I will award Inspiration for exceptional RP.
- All stats and abilities must be posted in your character’s profile. This BBCode 5E character sheet may be useful.
- Please include at least the following bits of information in the Race or Class field in your profile: Hit Points, Armor Class, Initiative, anything “consumable” (points, spell slots, etc.).
Some rules, some clarifications and tweaks for Play-by-Post:
Backgrounds
You may use backgrounds from any published WotC sources or create a custom one. Custom backgrounds are limited to 2 skills, plus 2 languages or tool proficiencies or combo thereof. Starting equipment can only be mundane items with no armor or weapons and max 15 GP wealth.
Experience/Level Advancement
I will award experience based on milestones completed. Characters should advance a few levels by the completion of the adventure. Level advancement requires a short or long rest to complete.
Initiative
I now use group initiative since I find it’s more efficient in PbP games. I will roll init for each character and monster/npc, and average each side. The side with the higher average wins. Characters may go in any order during their turn.
Lucky Feat
Some GMs have an issue with the Lucky feat in PbP. I don’t. There’s a detailed post here about how I handle it.
Maps
I use a combination of theater of the mind, Google Drawings and Roll20 as needed.
Saving Throws
I will roll saving throws for characters.
Skill Checks
Skill checks are not replacements for actions. They are in support of actions. Please include a brief description of the action you perform that warrants a skill check.
For this adventure I'm considering using the following optional rules from the DMG to make the setting grittier and more dangerous.
Healing & Injury
Short Rest: Spending hit dice requires use of a healer's kit.
Long Rest: Full hit points are not recovered at the end of a long rest. Instead characters may spend remaining hit dice to recover hit points.
If a character misses a death save by 5 or more, and/or drops to 0 hit points twice between long rests, roll 1d20 for a lingering injury.
Posting Frequency
I can be lenient. If you have IRL stuff going on and need to be away for a while just let me know. Likewise if things are at an impasse and require GM action or clarification, let me know. My own posting frequency varies by day of week, workload and access to a proper computer. I strive for one post per day, but I'll take short breaks to let players catch up.
Recruiting is open until Monday, April 3. Players will be selected on April 4, gameplay will begin on or around April 5.

Umbungo |

Rolling for wealth:
cash: 3d10 ⇒ (9, 1, 9) = 19
Questions for DM:
- Are you okay with my druid taking Sylvan as the language he gets from his background (hermit)?
- Can we work together to come up with my 'discovery'? I've got some ideas on how to tie into my backstory, which I should have up in the next day or two.

DM Critic |

This is starting at level 1.
Which specialist are you looking at for artificer? I'm mulling over whether I really want firearms in this campaign, and I'm leaning toward no. I'm fine with the alchemist though.
Umbungo, I'll look over your background and see what I can come up with. Today's been busier than I anticipated.

Vrog Skyreaver |

Here is my submission:
Kortin
LN Human Artificer 1
STR 12
DEX 14
CON 12
INT 16
WIS 12
CHA 9
HP(HD): 9 (1d8)
AC: 14
Prof: +2
Init: +0
Saves: Str: +1; Dex: +2; Con: +3; Int: +5; Wis: +1; Cha: -1
Speed: 25'
Alchemical Attack: +5 to hit
DC: 13
Skills: Athletics +3, Persuasion +1, Perception +3, Investigation +5, Medicine +, Arcana +5
Feats: Warcaster
Tools: *: Indicates that it came from Artificer Class
*Thieve's Tools
*Brewer's Supplies
*Alchemist's Supplies
Dice
Vehicles (Land)
Magic Item Analysis, Artificer Specialist (Alchemist; Alchemist's Satchel, Alchemical Formula: Alchemical Fire, Alchemical Acid, Thunderstone)
Equipment: Handaxe, Light Hammer, Light Crossbow, 20 bolts, Scale Mail, Thieve's Tools, Dungeoneer's Pack, Rank Insignia, Dice, Alchemist's Satchel, pouch with 10 gp
Background: Mercenary Veteran
Personality Trait: I have yet to have a place I am defending fall.
Bond: I believe in the things that I make and stand by them 100%
Ideal: I say what I mean and do not mince words.
Flaw: I would rather die than turn my back on an enemy and run.
Kortin is a Human who was abandoned in the hills to die, but was rescued by a band of adventurers lead by a human woman named Helga the Black. Helga raised Kortin as her own, and when he came of age she hired him into her company, which by that time had become a mercenary company named The Band of The Black.
Kortin became an siege engineer, who specialized in fighting from fortifications. As a mercenary, he lead squads of engineers in protecting several towns from destruction by roving groups of bandits, monsters, and more.
It was during the siege of Kimbardu that he lost most of the squad assigned to him, although they managed to hold the town until reinforcements arrived. In the aftermath of the battle, he discovered that the "bandits" who were attacking the town were members of the Band of the Black. Not being able to process this, he took his pay and then left the country, headed for places where his adopted mother's mercenary army did not travel.

Cererithil |

In status bar
AC15 HP 10/[10] passive perception 16 passive insight 12 Saves: S+1 D+5 Cn+2 I+2 W+2 Ch-1 HD 1/[1] Immune vs Charm and Sleep. Dark Vision.
Character
AC 15
HP:10
Background:
Outlander
Skills/Tools:
Acrobatics +5, Athletics +3, Survival +4, Perception (expertise) +6, Stealth (expertise) +7, Investigation +2. Other: Thieves Tools +2 to attribute check and Musical Instrument (Flute) + 2 to attribute check. Poison kit, disguise kit.
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. You can’t discern color in darkness.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action
Sneak Attack: +1d6 Damage. Once per turn, you can deal an extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Assassinate: Starting at 3rd level, you are at your deadliest when you
get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Expertise: At 1st level, choose two of your skill Profiencies, or one of your skill Profiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen Profiencies.
At 6th level, you can choose two more of your Profiencies (in skills or with thieves’ tools) to gain this benefit.
Equipment
Leather armor
Shortsword
Shortbow + 20 arrows
2 daggers
Thieves tools
Explorer Pack [Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.]
Staff
hunting trap
a trophy from an animal you killed (boars tooth necklace)
set of traveler’s clothes
belt pouch containing 10 gp
Background
Cererithil has always been protective of his people lands and took to the path of wilderness warrior even before he was an adult. He liked the peace of the woodlands even as he hunted those things that sought to bring his people harm. His tribe have were victorious against an orcish warbands invasion thanks to to Cererithils running from woods to village all day but since then this tribe has lived in peace until recently when animals and forest dwellers, including two of his tribe had gone missing. Cererithil knows something is amiss - it is too much of a pattern to be mere chance. He has decided to head into human lands to see if similar things are happening there, or to confirm if they are root of the problem!
Background traits, bonds etc
Traits:
I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.
I’m driven by a wanderlust and a sense of duty that led me away
from home.
Ideal:
Glory. I must earn glory in battle, for myself and my clan.
Bond:
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaw:
I am slow to trust members of other races, tribes, and societies. I am blunt and honest in my speech with them and hope they will be truthful as well - I have little time for lies.

Gnomezrule |

Here is Cade Whistler
Race: Human Background: Folk Hero Class: Sorcerer 1
STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 10 (+0) CHA 16 (+3)
HP 8 (HD:) d6
AC 13 (16 Mage Armor)
Initiative 3
Speed: 30
Proficiency +2
Alignment: Chaotic Good
Skills: Animal Handling, Arcana, Insight, Survival
Weapons: Dagger
Armor: None
Tools: Calligrapher Tools, Land Vehicles
Languages: Common, (Suggestions)
Spellcasting DC: 13
Spell Level: 1
Spell Slots: 2
Spells Known: 0 Level; Dancing Lights, Fire Bolt, Mage Hand, True Strike, 1st Level; Color Spray, Mage Armor
Spells Prepared: The words have lost all meaning.
Saves: Constitution, Charisma
Skills: Arcana, Insight
Class Features:
Spellcasting
Spell slots: finishing a long rest restores any expended spell slots. When gaining a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must be of a level for which you have spell slots.
Sorcerer Origin (Wild Magic)
Sorcerer Origin Feature (Wild Mage Surge): Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect (See PH). If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration it doesn’t require concentration in this case; the spell lasts for its full duration.
Sorcerer Origin Feature (Tide of Chaos): You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Ability Scores: +1 All
Skills:
Languages: Common (Bonus)
Other:
Coins & Gems:
GP
EP
SP
CP
Armor: None
Weapons: Dagger Crossbow
Readied Items:
Trinkets:
Other Items: Spell Focus
Explorer's Pack (10 gp); Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hemp rope
strapped to the side of it.
Carpentry Tools
Background: Folk Hero
Prof: Animal Handling, Survival
Lang:
Speciality: Carpentry Tools, Land Vehicles
Feature: Rustic Hospitality: Since you come from the ranks of the common folk,
you fit in among them with ease. Vou can find a placeto hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk
their lives for you.
Trait: 1- If someone is in trouble, I always try to help. 2- I misuse big words in an attempt to sound smarter.
Ideal: Freedom. Tyrants must not be allowed to oppress the people.
Bond: I protect those who cannot help themselves.
Flaw: Tyrant who rules my land will stop at nothing to see me killed.
I need to come up with a narrative for my background and come up with an alis but I wanted to get the bones up right away.
Essentially Cade is a salt of the earth do gooder.

DM Critic |

Characters that are completed or in-progress so far:
Umbungo- Shannaira Starflower, Wood Elf Druid
Vrog - Kortin, Human Artificer
Helaman - Cererithil, Elven Rogue
Gnomezrule - Cade Whistler, Human Sorcerer
Dotted/expressed interest, but no builds yet:
RyckyRych
Filios
Kip84
I'm going to hold recruitment open for another day or so if anybody else wants to jump in, but no later than Thursday.

Gnomezrule |

Cade Whistler
Cade was born less than 20 years ago. His family were farmers living off the land near a small village to the south. His father taught him the value of hard work and instilled on him the drive to serve the people of the community over the demands of petty politics or the whims of those in power. 10 years ago a plague that some say was diabolical in nature swept through the land. Many people died. Including the daughter of the local lord that had jurisdiction over the small village were Cade lived. Cade like many in the village developed signs of the disease. A strange woman came through the village asking for the Whistler farm. Folks in town set the woman on her way and that evening the old woman paid a visit to Cade's home. Never one to turn folk away the woman was invited in for a meal and in thanks for the families kindness the woman looked in on the young Cade and kissed him on the forehead. If Cade's parents are to be believed there was rustling of feathers under the woman's thick cloak and light shown out from her and lit up Cade as well. The dark sores on his skin disappeared leaving Cade in a restful sleep. The woman stood thanked Cade's parents and left despite offers to stay the night. the woman simply encouraged the parents to let the boy share what he was given. No sign of the old woman was seen again. Cade's parents argue about whether the woman was some sort of benevolent Fey, angel, or worse some contractual entity who will one day return for payment for the healing given to their son.
In the morning Cade woke hale and whole. He came to breakfast his skin almost shining. He spoke to his parents and asked that he go to town. "I must visit the sick." At first his father argued but remembering the words of the woman he readied the wagon and took the child to town. Stopping on the way at houses Cade would knock on the door and ask to see the sick. Each time going in and touching the infected. Just as it was with his own healing light would shine and be shared dark marks would disappear and the infected would wake healthy. Cade visited many and as word spread people flocked to the small town. Each time Cade would share the gift of his healing until the plague seemed gone. Though his powers of healing faded Cade developed strange magical powers over time he learned to contol the powers and is capable of casting a handful of spells usually under control.
In the week that followed the glow that touched Cade's skin faded and life began to return to normal. Word reached the village that the Duke's daughter died sadly on the way to the small town. The young girl was not able to be healed. In the coming days rumors of dark tidings came to the village. The duke was neglecting things, making harsh and irrational judgements when his determination was sought by citizens. The small town dealt with the new reality of things much as it always had save it was left to its own leaders to look after itself. News reached the family that the Duke was growing thin, his temper was arbitrary and cruel. Worse the Duke blamed the gods for his loss and turned from them. Rumors that he made dark pacts with evil powers became tavern tales. Strangers appeared in town asking questions about the boy who healed people. For most it was a happy tale and news was easily shared but a friend of the family was not so sure and went to the Whistler farm to share the news. Over the next few days it became clear that the family was watched and the strangers where scouting out the farm. Late the following night Cade's father lead the family away leaving their life behind. They made a cross country trek north and left the Duchy behind them. That was a decade ago. The family took up life in the woods near another sleepy town. Cade and his father would gather wood and bring it into town selling the kindling for cook fires and warmth. They continue to hope the shadow of the Duke's rage is behind them.
News and a job transporting some goods to town has brought Cade here for whatever awaits.
I left details light not knowing the setting. If the flood already happened Cade is the sort to be brinnging food and relief supplies. Otherwise he likely took a job running a wagon from his sleepy little burg here.

Vistra |

I submit Vistra.
Vistra is a female dwarf who made her pact in order to see that she and her fellows survived battle. However, her unnatural survival was discovered. Rather than cause a great scandal, she was quietly "retired." Now she's willing to do anything to regain the trust and respect of others and herself, and has little to lose.
Race: Mountain dwarf Background: SoldierWarlock: dark one
STR 16 (+2) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 8 (-1) CHA 14 (+2)
HP 10 (HD: d8)
AC 16
Initiative
Speed: 25
Proficiency +2
Alignment: LN
Skills: athletics, intimidation, deception, arcana
Weapons: simple and dwarf
Armor: light, medium
Tools: smith’s tools, land vehiciles, dice
Languages: Common, dwarven
Spellcasting DC: 12
Spell Level: 1
Spell Slots: 1
Spells Known: 2
Coins & Gems:
GP
EP
SP
CP
Armor: scale mail
Weapons: battleaxe
Readied Items:
Trinkets:
Other Items:
[/spoiler]
Background: Soldier
Prof: athletics, intimidation, dice, land vehicles
Speciality: Officer
Feature: Rank
Trait: I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
Ideal: Responsibility. I do what I must and obey just authority. (Lawful)
Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
Flaw: I’d rather eat my armor than admit when I’m wrong.

DM Critic |

Characters that are completed or in-progress so far:
Umbungo- Shannaira Starflower, Wood Elf Druid
Vrog - Kortin, Human Artificer
Helaman - Cererithil, Elven Rogue
Gnomezrule - Cade Whistler, Human Sorcerer
Filios - Carric, Wood Elf Ranger
blashimov - Vistra, Dwarven Warlock
Dotted/expressed interest, but no builds yet:
RyckyRych
Kip84
Gnomezrule, the flood is a slight spoiler. Your characters won't know about it going into the initial setting.
Carric, nice to see you up and about again. :)
We've got 6. If anybody else wants to jump in I can squeeze one or two more for consideration.

Vistra |

gold roll: 3d10 ⇒ (1, 7, 2) = 10
whomp whomp retired soldier is poor
Equipment chosen:
light crossbow 20 bolts
component pouch
scholars pack
leather armor, two daggers, shortbow
background:
insignia, torn banner, bone dice, clothes
10 gp
Sell the shortbow and the light crossbow for 25 total, sell leather for
5, leaving me 60 gold. I sell the scholars pack for 20 and buy a dungeoneer's pack and profit 8 gp,
Spend 50 on scale mail and 10 on a battleaxe which leaves me the 8, minus 1 healer's kit leaving 3, buy 3 javelins and save 1.5 gp.

Cade Whistler |

If the flood hasn't occurred then it is likely that the small town is the one my family lives near and brings firewood to each night. Ah the glamourous life of a kindlin' seller.
If that's too close to home and it might not do to have me asking if I know local NPCs. My recent hustle has landed me 16 gold. Likely driving a wagonload into town for a local merchant. This lets me use my handle animal and vehicle skill. The only thing that sucks about delivering a wagon load you don't own to town is the walk home.

DM Critic |

Since we don't have any other submissions, we'll move forward with the current characters.
Cade, the PCs are strangers to Carrowmore. The opening paragraphs of the recruitment provide most of the background known. You're basically hunting for treasure, but you may also be seeking to do some business.
The discussion thread is open if you need to finish builds and check in. The first gameplay post will be up possibly as soon as tonight, if not, then this weekend.
Umbungo, I haven't forgotten about you. Expect a PM before the end of the weekend.