A flickering candle in the dark. (Inactive)

Game Master Helaman

This will be a PbP using D&D 5th Edition Rules but set in the Golarian land of Ustalav...

XP Tracker: 152

Obsidian Portal Campaign site
Roll20 Game Map site

The day is: Toilday, 27th Rova, 4714
Day 2


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Grand Lodge

Quote:

Sinaria is one of Ustalav’s northern most Counties, lying east of Odranto and north of Barstoi. Even ignoring the proximity of Sinaria to the Worldwound and Numeria, the county, fertile though it be, is for the most part, an uninviting land filled with ancient, moss draped forests and cold, damp swamps.

Through trial and terror, Sinaria has always been a land of song. Echoing across the algae-thick waters of Lake Prophyria, the voices of downtrodden peasants, mysterious swamp folk, and the virtuosos of Karcau’s famed opera cry to the heavens for lives better than those granted them, and—when those entreaties fail—chant to choirs below for the charity of the damned.

For the moment the Countess Sasandra Livgrace rules Sinaria with a gentle hand and is much beloved by the people – a rarity in the tragic realm of Ustalav. Sasandra holds court in Karcau from her home, Starling House, that overlooks the beautiful Lake Prophyria.

It is to her court that you are summoned to meet with one of her courtiers, a Vennel Endronail, to discuss potential employment...

This will be the starting premise for the game.

Our initial game should take you to level 3 or 4 and we can re-examine the game from there and see if we are still happy with it to continue or if we want to stop or even change it.

I will create an Obsidian Portal site (already very much WIP - just getting neatened up) that will host maps, NPC profiles, treasure etc

Post up your ideas for your characters, your background and why are you seeking employment, quest or a mission (or whatever you want to call your motivation to serve).

I'll accept any of the races and classes in the D&D PHB, as I'll accept any of the backgrounds (Noble will present problems so I'll need to work on that). Please use only the equipment packages. This will represent starting gold and equipment. Don't roll for the traits etc unless you want to - just pick two, and you can pick from ANY of the traits, ideals, boons and flaws you want if you feel it fits your character. You can make one up if you feel the current choices don't fit.

If you want, you can modify an existing background to better fit your needs if you run it by me for approval here before play starts.

To change a background, you can replace the background feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the other sample backgrounds. Pick one of the equipment packages from the background that you best fits. Again, you can pick from ANY of the traits, ideals, boons and flaws you want if you feel it fits your character [pg 126]

If you want to try an alternative to the standard sorcerers or warlocks then let me know. I also am working on adapting a Bard, some clerical domains etc (mostly found over on Enworld). If this is the case, reach to me.

Please leave room in your backgrounds for others. No 'Lone Wolves' please - make characters that CAN and DO want to work with others. Dark is okay but even Rastalin from Dragon Lance worked as part of the group and was invested in its success and failures (though he often had side agendas). I'd prefer if not everyone was an emotional cripple. In fact I'd like the privilege of turning your character into one :)

Once characters are created I'll also create a "Group/Campaign" trait or ideal that you'll all share.

It would work better if you had a shared background or experience but we can work on that later.

Start young(ish).

I love an E6 game where PCs at 1st level can be grizzled veterans but this isn't really supported by the approach in D&D and I don't want to mess with that.

Okay - down to brass tacks.

What are YOU looking for? Its Ustalav so its Gothic Horror - to what degree is yet to be nailed down. It will be Lovecraftian at times... just because.

But do you want High Fantasy? Low Fantasy? Gritty Fantasy?

I think the Bounded Accuracy philosophy would work well with low fantasy or gritty fantasy. I don't plan on giving away a lot of magic at this point (though that may change, its up for discussion here). What else are you wanting in a game?

Grand Lodge

Quick off the cuff, Low to gritty fantasy is fine by me. I suggest using the stat array for everyone's overall balance, but I am not against 4d6 arrange to taste :)

Tentatively looking at a human (possibly) cleric of Sarenrae (Light Domain).


Male hungerseed barbarian 1
Helix Moltaran wrote:
My concept would be a CN sorccerer who thinks that in battle might makes right but in cities respect is everything. Also do anything to insult him and he will attempt to destroy you, ruin your name, and salt your friends. He is a bit crazy (will make him a wild mage) and is half elf. And will bounce in fits of rage, happyness and try to be hilarious (i want him to fail) so he will say stupid things. He won't be good in melee but he will be great with spelld, unless of a wild surge. He was born into poverty, and was an urchin, though he left the city he was born in at the age of 12 and well has survived for the last 4 years. (yes he will be very young). So please people treat him like a kid. The character at least. He might also grow to see one party memer as a mother or father figure so, ehh will see where that goes. maybe itll be to a poor goblin. But yeah im for the gothic theme. He will be comic relief, but he will be a serious caster and quick to anger. while he will be prone to fit of emotion, when he calms down he will be brillant and cunning and show people something compleately diffrent. While he is chaotic nuetral, he hates evil.

Going along with what you were saying i do understand the entire crazy thing so i will move from gn to cg, which i think will help more with the hate of evil. Yes i was planning on him to be very attached and loyal to the group, because he feels like he needs some one he can depends on. He does need to be accepted, and to be honest he feels left out because he is just a kid. He is sometimes scared to use his power becuse he knows it can blow up in peoples faces. His anger comes from the fact he doesnt know who he is exactly and ill hapily tune it down. i think that he will have some internal issues that he may act on, but i do not want it out of control, so i will just have him make snap sometimes irrational dessisions that a kid might make, like hey this person is living the life i did, let me try and help him, and give the poor person advice and some money.

I do think it would be interesting to roll play this character because he could be increadably powerful for a low level character but he will be afraid of his own ability. He may develop a view that his power is against him at times, but he will care for the group alot as he thinks they are family. He may have an imaginary friend, like many kids, who he thinks has helped him survive the last 4 years. He will be a kid and will both like, and need advie on what to do when at an inn, a persons home, and even in the market. he wont be needy but he would ask for advice, be cause he is "scared his magic might go off, or a monster could be around and I doesnt want people to be hurt". Yeah.... he isnt gonna be that good with grammer.... but he didnt have much of an education either

What i am looing for is something like ravenloft, though we will work in Ustalav, i think maybe a ravenloft feel would make it seem more gothic. High fantasy would work as would gritty. i played ravenloft and i like the feeling you get when suddenly the bravest person in the room is scared and the dealiest dragon seems easy when up against even the weakest foe, if that foe is smart and cunning. I do like the unexpected and that is what i think of when thinking gothic.

SO yes the unexpected i think is important, and any kind of fanatsy would work for me but griity would probably work best in my opinion.

Grand Lodge

Okay.

Its all good. I am looking forward to your play.

Do me a huge favour though will you? Neaten up your posts a bit.

I am not a grammar nazi and I do understand people may come from non English as a native language backgrounds and so I try to be tolerant but seeing

Quote:
i think that he will have some internal issues that he may act on, but i do not ant it out of control, so i may just have him make snap sometimes irrational dessisions like hey this person is living the life i did, let me try and help him, and give the poor person advice and some money

will drive me insane if its posted in the gameplay thread regularly.

Immersion is tough enough on PbP games, language and format of posts help or hinder that.

Please do try to make an effort use a grammar/spell check when posting in the game thread (here in discussion its not so important but its good practice). I also refer you to Doomed Heros Guide to Play by Post. I'd like you to use the formatting outlaid there such as Bold for speech, Italics for thoughts for formatting in the game play thread.

I don't mind the odd slip here and there but I can't deal with it if its going to be a regular thing.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

First off, thanks for having me. Ravenloft and to a point Ustalav are some of my favorite settings.

Some things I'm particularly interested in when I play are little trophies I find/gain. Things that have spiritual or emotional attachment, but may or may not have any particular use or bonus. For instance, a weapon that is a relic in the sense that a great hero or something once used it for something special, but it might not be any more mechanically special than a normal weapon or a +1. Or a holy symbol actually created and blessed by a deity, (but does nothing special.

Likewise, I tend to like to collect little bits of things throughout a game, and if the game is set in Ustalav, I might try to collect various things from "movie monsters" we encounter, (a vampire's fang, a mummy's hand, a werewolf's claw), but I have no intention of having them be used for anything, even rituals or spell components.

The concept I'm looking at right now is probably a human or dwarf Cleric. Might go Life, Light, or War. Likely either LG or NG, (going to take a look through the Alignments), and likely somewhat similar to a Paladin. Sort of in the Jedi sense, where I'd like to try to negotiate, and dislike combat, but if it comes to that, then it comes to that. General philosophy is that the last thing I want to do is draw my <sword>, but if I do, I am prepared to use it.

I'm probably going to draw some inspiration from King Arthur from Arthur, a bit from Kingdom of Heaven, and I'd like a major aspect of the character to be trying to attain "knighthood".

I'm okay with High/Low Fantasy as well as Gritty Fantasy, but everyone also seems to have their own takes and views on what those mean.

Would it be possible to give a few rules and ideas on what you mean more specifically with those?

Personally, I'd like a sort of mixture of all of them. Magic exists, and is well known enough that no one freaks out when they see a fireball, but there are no real magic shops. Outside of maybe potions and scrolls, most magic items are really only gained by being extremely rich or by finding them, but are not at all common. A +1 weapon is uncommon, but not unheard of. A +2 or +3 weapon though, are starting to get into the very rare area, while a +5 is basically (to most people) an artifact and has a name and history. There might be a handful of them throughout an entire nation, and most have been lost during quests and wars.

There might be 2-3 spellcasting mages and priests in an entire village of 500 (rather than 20 or 30), so magic exists, and is to a point knowable, but it's not something you just see around every corner.

Disease, poison, curses are all real threats, but not something that <the players> can not deal with. Traps can be <nearly> lethal, and many monsters, well people know a bit about them, but they probably have never seen on face to face (and lived). Probably 50% of the things most people "know" is fully superstition, inaccurate, partially false, or flat out wrong.

That's kind of what I would like to go for, where the players get to be maybe village or even heroes of an area, but not superheroes.

I'd also like to have some connections with the area and the NPC's. So sort of a blend of RP and combat.

Grand Lodge

I did a random background and got the Acolyte, which seems fine for a cleric. Omens and faith guide my cleric, as well as loyalty to a priest who saved me. Of course, no cleric would be complete without being obsessed/single minded about things :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I was thinking something along the lines of receiving a divine call to travel to Ustalav and do some good, (and possibly an unknown other mission) for my general reason for being here, but as for why we are all together, a few ideas we could go with:

1.) We where all (in the past) travelling to Ustalav on the same road, (or with the same caravan), and attacked. Nearly everyone was slaughtered and we managed to survive, (and likely a bit more than that, like taken to a Ghoul's cave for later), and managed to fight our way free and run. Like a slap to the face, these lands are dangerous and untamed, and we decided to join together. For some, it's to try to do good, for others, strength in numbers and allies to help further your own agendas, but either way, glory and treasure are an added bonus.

2.) New to town, we where sort of picked out as being responsible for something plaguing the area, and essentially impelled to prove our innocence (if in fact we where all innocent), and as we did so, found various reasons to stick together and continue to fight against the darkness afterwards.

3.) We could steal the basic principle of the Pathfinder Society, and literally be professional adventurers. Alternatively, sort of combining #2 and #3 we could be attempting to create our own organization, which could also play a bit into the Kingmaker idea.

Just a few general ideas, all of which could be expanded upon or altered.

The stat array I'm kind of looking for is around
Str: 12-14
Dex: 10-12
Con: 12-14
Int: 10
Wis: 14+
Cha: 14ish
based on Pathfinder stats.

I'm not familiar with how 5E stats work yet, and I do not want to be superheroic, but at the same time (especially with the Die Roller here), I'd actually like to be able to accomplish what I'm supposed to be good at somewhat regularly. I'm not sure if these numbers are high or low for 5E, but I'd like to be able to say benchpress 100 lbs, drink a few mugs without passing out, and at least have the capacity to negotiate with others and quote philosophy and religious things when appropriate. In the sense I'd like the numbers to be able to match up with the basic concept I have, but not be an world-class expert on it.


Male hungerseed barbarian 1

I wouldnt be giving money constantly, i might to one person in a large city, then not do it because i kow that the street holds horrors to thoes with money. so to one person very rarely i would give them money. I wouldnt do much.
What i am looking for in stats is

str 10-11
Dex 14-16 depending
con 12-14
Int 10-11
Wis 12-14
Cha 14-16

i ned the ac and the charisma, and well dont want to be un prepared

Grand Lodge

Lets do the following then

15,14,13,12,10 and 8 = thats the suggested array.

Adjust for race.

Humans we'll allow for the alternate build. Two stats at +1. 1 bonus skill. 1 feat (needing approval AND to be a center piece of your background).

I will have alternative feats available soonish too.

Gritty magic to me is:

No magic shops. Healing potions (which cost a whopping 50gp) and some divine scrolls are available through the temples but would require introductions and discussion - not sold on the side of the church. Arcane Scrolls, potions etc ARE purchasable but not off the street. You need to know the right mage to approach and how. Trade may be in favours as well as coin. You really aren't a journeyman until level 3.

Magic - everyone knows about it. At least they think they do but just about everyone is scared of it - particularly arcane magic. This is the realm of one of the greatest necromancers that ever lived. That scar is not going to go away. Priestly magic is invoked cautiously. etc

People will be nervous about beneficial magics, terrified of fireballs etc

Superstition runs high.

2-3 casters to a small settlement at the most, and likely not high level or even practicing openly (even the priests may find it easier just to hide it). Arcanists tend to gravitate to the cities where people are better educated, where rulers and patrons may find a use for them and where the rule of law, (not the rule of the mob) MAY protect them. That's not always the case - just a rule of thumb.

The church of Pharasma is the major faith of Ustalav. They really don't have a strong ANTI view on magic (except necromancy) but would be deeply suspicious of warlocks. Thats not to say they encourage arcane magic though.

The churches are (depending on local leadership) may not be supportive of arcanists. The shadow of the whispering tyrant still lingers but more importantly? Magic is power - if they are the major broker of that power then all the better for them. Having devout (at least openly) devout wizards 'loyal to the faith' is a useful in itself. It is possible for Lay clergy with Little or even NO magical ability to be in the churches as well.

As the churches may seek to put arcanists at a disadvantage? So do Wizards seek to put sorcerers (and warlocks) at a disadvantage. Whats the point of studying for 10 years when some kid just ... picks it up? Or some feckless fool barters his soul for power that took so much effort to acquire. They make convenient scape goats "Us wizards would never do something so dangerous. It could only be a sorcerer". Wizardry is studied in various schools/academies and rulers/the rich understand that magic is a source of power and seek to attract NOTED wizards to their employ. Wizards would be semi-legitimate where-as sorcerers and warlocks would be regarded (and painted) as 'wild cards lacking our deep respect of the Craft and its responsibilities' at best, and "dangerous" in general.

Again, not always the case - just painting a general picture.

As such casters will have influence and power.

Trophies are cool - you have a vampire tooth and a good story? You may get a few free drinks out of it. They add character. Collect them as you will. Any monster hunter (false or genuine) worth their salt would have some.

+1 weapons non magic weapons/armour are a big deal. I'd be naming that if it were me. Most master smiths would name their work if only because its good for business.

A +0 MAGICAL weapon is a big deal too. +1 is very cool. When it comes to +2 (and even +3) its going to be artifact level stuff. The D&D bounded accuracy rules would likely break down after +2. I am thinking they may not show up in this adventure. We'll play this by ear, okay? If it turns out that I've misread the power curve I'll re-visit this.

Money will come in slow - adventuring will make you richer than many jobs and you never know when you may hit the big score but its dangerous work and comes with its own expenses. Getting plate armour / low range magic items / masterwork items will be something you work at (and will be as much a status symbol as a means of enhancement)

Grand Lodge

The most important question though, do we get a roll on the trinket table? :)

Grand Lodge

Human / regional Languages: Common = Taldane.
Varisian (spoken by common majority of the gypsy like decendants of Ustalav's people) and is the most common regional language.
Skald (an introduced language from raiders/settlers from the Ulfen)

and Hallit. This is the language of the original Kellid settlers of Ustalav. They are mainly now in the north and in Numeria but some tribes still linger and the language also persists with some of their decendants even after they moved to civilisation. It is not uncommon in the part of Ustalav you are in. Particularly in the country side.

Elvish, orc, goblin, dwarvish are as they are. No changes.

Insanity:

This is off my site - link to be posted later.

It is important to note that fear and horror are different things, the latter being a deeper sort of emotion that has a lasting impact on a person. Fear is something that passes after the event. Horror is something that sticks with you. Too much exposure can change a person and ultimately drive them insane.

When the DM calls for a horror check, make a Wisdom saving throw. The DM will set the DC based on the situation. If the scene of horror represents some corruption of your established ideal, you make the save with disadvantage. If it somehow plays into your established flaw, you make the save with advantage.

Horror checks are much the same as death saves, with a maximum of 3 horror points. 3 Check boxes can be added to your character sheet if you wish.

If you succeed on the save, you are not horrified and may act normally. If you fail, mark 1 Horror and you are Horrified (see new Conditions).

If you accumulate 3 Horror Points, you must make another Wisdom Saving Throw. If you succeed you can you fight off the horror for just a bit longer, remaining at 3 horror… If you fail, you reset Horror to 0 but replace a trait, ideal, or bond with a flaw based on a corruption of the given trait, ideal, or bond. Horror then resets to 0.

Alternatively the player can replace the trait, ideal or bond with a minor insanity or phobia. Aversion, Revulsion, Obsession, Senseless Rage, Mental Shock, and Fear-struck are the six choices to Role Play the effects of failed horror saves.

When you no longer have traits, ideals, or bonds and only flaws, you give into insanity and despair. This may lead to the character being retired or becoming suicidal.

The effect of this is a longer-term descent into madness with a player increasingly playing to flaws in order to get Inspiration. Obviously, these flaws will have to be something the players find fun in play.

Immunity to fear grants an advantage on Horror saves but does not provide immunity.

So let’s take the example of Red Creek Rufus.

Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideal: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bond: An injury to the unspoiled wildnerness of my home is an injury to me.
Flaw: I am too enamored of ale, wine, and other intoxicants.

After accruing 3 Horror and based on the context of the game thus far, he decides that civilization is an actively corrupting influence on the world. He replaces his ideal with a flaw: “Civilization is the root of all evil and it is time for deliverance.” His Horror resets to zero. Next time he accrues 3 Horror, he replaces his trait with “I hate wealthy and well-mannered folk – they’re the ones responsible for civilization.” Horror resets to 0. Finally, he acquires another 3 Horror and replaces his bond with “All civilization is an injury to me.” At this point, he’s done and becomes a villain or the like, getting drunk all the time, killing wealthy or noble people in an effort to bring down civilization.

Its at this point the GM discusses what permanent insanity means to the character and if the character is still playable. Under certain situations they may well still be. The GM may add a new flaw – some form of insanity

Removing Horror Conditions: You can remove 1 Horror Point by spending 1 Inspiration Point or by receiving a Lesser Restoration spell. Insanity is cured slowly. Restoration restores one of your corrupted traits, ideals, or bonds. Corrupted traits, ideals, or bonds can also be restored by time under medical care in a mental asylum.


Male hungerseed barbarian 1

Name: Rex Tolkis , Race: Half-Elf , Class:Sorcerer (wild mage)

Combat Stats:
HP: 8/8 Init: +3, Perception + 2
Speed: 30 ft ( 6 sqs), Passive Wis: +0 (passive perception 12)
Inspiration: +, Proficiency Bonus: + 2

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

Offense:
1.) dagger +3, 1d4+1 2.) spell +5, <see spell>

AC: 13:
Armor: Shield: Dex:+3 Other:

Saves :
+2 = Proficiency Str:+1 Dex:+3 Con:+4 Int:-1 Wis:+0 Cha:+5

Skills:
+2 = Proficiency Acrobatics (Dex) +3 Animal Handling (Wis) + 0 Arcana (Int) + 1 Athletics (Str) +1 Deception (Cha) + 5 History (Int) -1 Insight (Wis) +0 Intimidation (Cha) + 3 Investigation (Int) -1 Medicine (Wis) + 0 Nature (Int) -1 Perception (Wis) + 2 Performance (Cha) +3 Persuasion (Cha) + 5 Religion (Int) -1 Sleight of Hand (Dex) + Stealth (Dex) +3 Survival (Wis) +0 Languages: Talder, Elven, Draconic

Gear:
3 daggers, component pouch, explorers pack

Personality Traits:
I ask a lot of questions. Also, I bluntly say what other people are hiding or hinting at.

Ideals:
Respect. All people, rich or poor, deserve respect.

Bonds:
My companions are my only friends.

Flaws:
i have a need to be accepted, and will go out of my way to be accepted by my group of friends

Class Features and Racial Traits:
Fey ancestry, SKill versatility (perception and deception) darkvision

Spells:

Spellcasting Ability: cha
Special:
Cantrips: light, shocking grasp, ray of frost, Fire bolt
1st: shield, Magic missile

Grand Lodge

Helix, take the spaces out after the code ie [b]Bold [/ b] ie [b]Bold[/(this space here)b]. There is a link on how to format at the bottom of the empty space you type in in the spoiler for "How to format your text"

Grand Lodge

Mark Garringer wrote:
The most important question though, do we get a roll on the trinket table? :)

Roll or pick. Just make it a part of your backstory (even it its "found it and thought it was too nifty to throw away")

Grand Lodge

Looks good Helix.

You may want to create a new profile (and portrait) for your new character. Copy and paste your stuff into the new profile and write up a background and outline - why are you an 'adventurer'? (or what ever it is you think you are doing), what are your short term goals? What are your long-term goals?

You also get two traits, not one.

--- Okay another note ---

Inspiration - I'll award it for RP.

I'll award it at levelling. You can have inspiration = to your proficiency bonus. Unspent inspiration goes away at your next level.

I'll look to your RP and how you play your traits, flaw etc and either award full or partial points. So roleplay of traits etc is something you will feel is rewarded.

You start with no inspiration.

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

hows this

Grand Lodge

Love it :) Looking good.

Just a few more things.. Open your profile and put the following format in your Gender field (You can add 'Male' to your Race field so you get Male Half Elf')

AC13(18) HP 8/[8] Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm

This will show as a status bar once I open the game thread that I can read at glance to keep the game flowing without needing to refer to your character sheet constantly.

I'd like others to use the same format.

If warriors etc are using a shield then AC would be expressed as 13(15) If using Mage Armour spell or Shield spell then they can do the same. First number is base AC. Brackets is adjusted AC.

Then update your traits to add a second trait...

And finally? Give me a background about your character. A bit about your goals and what drives you.

And at that point you should be done.


I do not know if will be able to get a char together today, but I am going to make a paladin who will take the oath of the ancients. However, if we REALLY need it, I am willing to switch to a rogue.

Grand Lodge

Rogue would probably work better but ultimately your call.

No rush on characters - we likely wont get started for 2-3 days and I want everyone chatting to everyone else in that time.


I have had an idea for a former rat catcher.

Liberty's Edge

Male Historian/Curator

woot...slid in by the skin of my teeth!! thanks! I guess I will make the 'Tank' for the party (ie. fighter)...will get his rolled up and a profile created asap

Hey...Hi Mark..we meet again!! lol


For a rat catcher,does it make more sense to re skin outlander or urchin?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I think I'm pretty close to done. Can someone point me to that list of Fan Backgrounds. I'm looking for something that sort of combines Alcolyte and Soldier for more of a chaplain/medic type or maybe crusader type.

I'm holding back on the actual background story a bit to see about incorporating other players and any additional setting info or instructions we might get, but I have a general idea.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Secondly, unless I'm missing something, it looks like Concentration basically ruins spellcasters, or at least divine spellcasters. Is this right, if I cast something like Bless, I basically have to stand there, can't cast anything else, can't attack, cant do anything really or I risk loosing the spell? Even then if I get hurt, I still might loose it?

Liberty's Edge

Male Historian/Curator

You can attack and such without worry, but if you take damage you need to make a CON check with a DC = 10+ 1/2 damage taken. Also if you cast another spell...tou can only concentrate on one spell at a time (PHB pp.203-204)

Grand Lodge

Daniel! We are going to be on the same side of the table? That's strange :D


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Ok I think I have the basics up (crunch)...just need to work on background and appearance. Submitted for your approval.
(This is Daniel, BTW)


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

I know Mark...we can work together!! poor old Dobin still not too sure what he has got himself into...lol


You can maintain 1 spell and still act - don't get hit is all.

There is a feat that helps with combat acting... Accessible at 1st if human.


Nohwear wrote:
For a rat catcher,does it make more sense to re skin outlander or urchin?

A modified Urchin works best I think but create your own if it fails. Or guildsman may work.

I have some examples if anyone wants a link...

Okay

So we've a cleric, a wild sorcerer, a warlock, a fighter I think...

What else? An Elven ranger was touted at one point (FYI I am giving rangers a small house ruled boost... TBA)

Liberty's Edge

My character is going to be sort of an Indiana Jones type. Why is he a warlock? As well ask why Indiana takes a .45 with him on his expeditions. :-)

Grand Lodge

Love it! I have an archeologist background if you want it PMed. You touched the wrong artefact or read the wrong text it would seem... Oh, this will be fun.

Grand Lodge

So we also want to find out how everyone is looped together.


AC: 11 HP: 9/9 INIT: 0 Pass Percept: 12 Pass Insight 10: Saves: S +2 D 0 Cn +1 I +2 W +2 Ch +4 Darkvision. Immunity Sleep. Adv vs charm Male Moon Elf Warlock/1

This is Cutlass. Getting the character profile up. Work in progress.

Silver Crusade

Male HP 11/11, AC: 16/18, Saves: Str +2, Dex +0, Con +2, Int -1, Wis +5, Cha +3 Perception +3, Speed: 25ft (5 sqs), Passive Wis: 13, Passive Insight: 15 Proficiency Bonus: +2, NG Dwarf Cleric 1, Warhammer: +4, 1d8+2 or Sacred Flame (Dex Save or) 1d8 Radiant

Mostly done, I believe.

Grand Lodge

Well, I had originally said that I am playing an elven ranger in my local game and I would be up to play anything else.

It looks like Beckett and I are both on the cleric path at the moment. I'll just wait till everyone else is decided and pick something after that.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

We can't both be Clerics? I thought you where going with the more spellcaster variety, so I went more healy/melee. Sort of solves the issue of what happens when the Cleric goes down. The other one steps in.

Liberty's Edge

Male Historian/Curator

Hey Mark if you would rather be a fighter, I would build something else..maybe a ranger or druid...or if we still need some fighting umph, maybe a monk?? So many decisions and characters....I am giddy with the possibilities! lol

Grand Lodge

With a warlock and a sorcerer, it probably makes more sense to have 2 true fighter types than 2 clerics? I just don't want to have a bad party balance :)

Grand Lodge

This is good - everyone get talking about what you want to play and how to come up with a satisfactory combo.

Anyone for a bard maybe? A criminal bard gives you a spy type that gets the rogue stuff done (although rogues are pretty descent in this edition) and still some access to healing magic.

Grand Lodge

Okay - characters I see as more or less complete

Half elf sorcerer
Dwarven fighter
Dwarven cleric

WIP
Half elf warlock

No humans so far... Interesting.

Grand Lodge

Beckett Hammerguard wrote:
Mostly done, I believe.

Thanks!

The current portrait is throwing me off. Think you can throw a dwarven portrait in?

I hope everyone can see that he has saves, hps etc under his character name. I'd like you all do something similar.

Silver Crusade

Male HP 11/11, AC: 16/18, Saves: Str +2, Dex +0, Con +2, Int -1, Wis +5, Cha +3 Perception +3, Speed: 25ft (5 sqs), Passive Wis: 13, Passive Insight: 15 Proficiency Bonus: +2, NG Dwarf Cleric 1, Warhammer: +4, 1d8+2 or Sacred Flame (Dex Save or) 1d8 Radiant

I actually went with a beardless dwarf, and I'm not really finding any pictures that kind of fit that I liked. Ill keep looking.

Grand Lodge

Keep it if you want - I added the change in portrait because there is a link to a picture of a bearded dwarf in your profile and I was trying to reconcile the two mentally.


Okkkay

Obsidian portal site is up. Roll 20 site is up.

BOTH are Work in Progress but quite far along. In that section I'll add day and date later. I like to track these as Ustalav does not stand still even if you may. Stuff will be churning along.

I may add other links.

For the Obsidian Portal site feel free to navigate around. Its a FREE site so if one of you want to house your own campaign info on this site you can register. Its easy to do what you need to once you play with it a bit as a new GM. I recommend it.

It will form the basis of your clues, NPC logs etc. Its easy to lose track of the story - hopefully this will make it easier to stay connected.

In the house rules section I have some sample backgrounds stolen from other parts of the net (likely, but not always ENworld) which includes the archeologist, the rules on inspiration, the rules on sanity and horror.

Of interest to the human players will be the feats section.

I am working on alternate races and class archetypes as well - a lot (but not all) stolen from the ENworld site. These are generally not available as yet but if you see something that really tickles your fancy send me a PM.

An adventure blurb has been put in the Campaign Info tab.


AC: 11 HP: 9/9 INIT: 0 Pass Percept: 12 Pass Insight 10: Saves: S +2 D 0 Cn +1 I +2 W +2 Ch +4 Darkvision. Immunity Sleep. Adv vs charm Male Moon Elf Warlock/1

And the gears are still grinding merrily away. I also have two questions.

1) Adran gets the ability to cast one cantrip as if he were a wizard because he is a High Elf. I have chosen light as the cantrip that he can cast that way. Should he choose to cast light on an item being held or worn by somebody who doesn't want it to glow in the dark that person will get a saving throw. The question then is whether or not Adran is considered to be "proficient" with casting the cantrip.

2) Coming straight from the handbook based on class and background Adran doesn't have any tool proficiencies. But given his background as a Sage and his specialty of Astronomy I would think that he should be able to use Navigator's tools. Would you agree to that?

Grand Lodge

Sure on the Nagivation tools - Or you could go big - Astronomy tools? Maybe Telescope, star charts, astrolab etc?

If you want check out the backgrounds on the obsidian portal site: Academian / academy graduate. It may also fit.

On the issue of proficiency with light spell, it won't change the save DC - I'd treat it like any other cantrip that is known, there wouldn't be a proficiency bonus. I believe.

[edit]I was wrong. DC is 8 + proficiency + attribute modifier... I'd treat it like any normal spell you knew and so, yes, light gets the proficiency modifier.

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

The sites are great. Hmm... well, why we are connected is a good question. Why would a run away child urchin be connected to the group. Then again maybe they heard of me and found me, considering how arcane magic is considered... near evil. So maybe they found me, and I joined them when they realized I was a kid and not at all evil...


AC15 HP 10/10 Init -1 Pass Perception +5 Pass Insight +5 Saves: Str +2 Dex -1 Con +2 Int +0 Wis +5 Ch +3. Female Human Cleric 1

(This is Mark)

It's been a while since I've used Obsidian Portal. I'm signed in to my account but I don't see how to be joined to this campaign?

I'm all set on roll20, no problems there.

I think I am going to go ahead an roll with my human cleric of Sarenrae (Light domain). I was thinking of taking the Healer Feat, but may go Elemental Adept instead.

Tentative build on this profile. I haven't included the background yet, but I have a good idea who Mala is based off her background ideals, bonds, etc.


AC: 11 HP: 9/9 INIT: 0 Pass Percept: 12 Pass Insight 10: Saves: S +2 D 0 Cn +1 I +2 W +2 Ch +4 Darkvision. Immunity Sleep. Adv vs charm Male Moon Elf Warlock/1

As far as the navigation tools go, I wouldn't want to get stuff that was too big or bulky. Given the level of technology available I'm not sure if sextants exist. I'm pretty sure that astrolabs were used for stellar navigation back in the day, and that the ones intended for shipboard use were not too horribly heavy and oversized.

As far as Rex is concerned, maybe he met Adran first and Adran decided to help him out. While in some respects that would be limited because they're different classes, nevertheless they are both charisma based arcane casters. When casting would be called for Adran would do most of it because he's not subject to wild magic surges. Rex would then only have to worry about casting when it was really needed.

It would have to be determined what the exact nature of their relationship was. Also given the way arcane casters are frowned on a cleric would probably make the best party "face". Thus we would have the slightly strange situation that the two characters who likely have the highest charisma scores are letting somebody else do the talking.

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