Baldur's Gate, Legacy of Bhaal-A Reimagining (Inactive)

Game Master Shadoven

Whether by birth, travel, or circumstances far stranger, you find yourselves at Candlekeep, summoned by the Mage and Scholar Gorion. Whether seen as a Father, a Friend, a Mentor, or even a Rival, all agree he is a wise man, whom has brought you here and asked you to gather your belonings, and prepare for an unknown, hushed journey into the darkness...


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Greetings and well met everyone! I'm looking to DM a playtest of the most recent DnD Next packet, set in the Forgotten Realms. Details are as follows...

-Standard Roll method of 4d6, drop lowest, arrange as wanted. 1 set.
-No Kender
-All other races and classes are allowed.
-175 Starting Gold, or take Class and Background packages.
-Using current packed from 10-14 I believe.

I encourage heavy roleplay, and believe the rules light system of DnD Next as presented so far would go well over play by post. The year is 1368, and the campaign will begin on the 14th of Mirtul, the first month in Spring.

You will begin in Candlekeep, a secluded fortress along The Sword Coast south of the city of Baldur's Gate. Candlekeep is well known as a center of knowledge and scholars, as well as rumored to house much forbidden lore and ancient secrets...

Each of you must present me with a reason for you to be at Candlekeep, and if you were not born and raised there, must tie your story in with the Mage and Scholar Gorion, an older kindhearted man that some believe may be involved with the Harpers.

I will accept any story or background, though I would prefer characters from this region, especially Candlekeep, or Amn, the country to the south. Characters who are orphans from birth, or at least have never heard or seen their Father, will be seen favorably due to story reasons. If playing Drow, keep in mind the racial prejudice, as it will come up heavily in this area. Warforged are refluffed as Gondsman, arcane and clockwork creations from the Gnomes of Lantan. Dragonborn exist, but are exceptionally rare.

Again, character background and strong story narratives are important to me, as well as a commitment to the game. I except everyone to be able to post 1 a day, with weekends being slower of course. I will post at least 1 a day, though if you are roleplaying heavily amongst yourselves, you may not get much input from me as I want you to interact with each other.

This is a reimagining of the acclaimed PC game Baldur's Gate, by Black Isles and recently Overhaul Games. If you know the plot, know that there will be changes, but the premise will stay the same, so if you cannot refrain from metagaming, please do not apply. I choose to trust my players, but if I suspect anything, I will call it out.

So, to summarize...
-4d6 drop lowest, 1 set, arrange at will.
-No Kender.
-Be from Candlekeep or tied to Gorion there.
-Heavy on background story, make it good.
-Year is 1368, 10 years after Time of Troubles. Start in Candlekeep. Spring weather.
-Parties tied together are more likely to be chosen. Tie stories together!

Have fun, and I look forward to all entries...

Campaign Set Up:

The great sage Alaundo foretold the death of the god of murder, Bhaal, and also of his many children. The prophet's words rang true as always. Before the Time of Troubles, Bhaal saw his death coming as well and forced himself upon the women of every race in Faerûn, hoping to spawn vessels through which he could resurrect himself. In the year 1368 DR, these children of the dead god are now coming of age, unbeknownst to nearly everyone.

Meanwhile, an iron shortage is crippling the southern Sword Coast region. All of the ore coming out of the local mine near Nashkel rots soon after it has been smelted, turning whatever it is made into, be it weapons or armour, useless. The resulting iron shortage has resulted in items made of iron becoming more valuable than gold. Bandits now plague the roads in an attempt to steal what is left from those who paid far more than usual for it in the first place. The city of Baldur's Gate sends out Flaming Fist mercenaries in a near-futile attempt to police the roads but otherwise closes its gates and harbours to all traffic. Accusations are hurled at the state of Amn despite their pleas of innocence and war seems to be on the horizon while a group from the library-fortress of Candlekeep is told to prepare for travel.


DnD Next Disclaimer:

I will not provide the packet to those who do not have it. Not because im a cranky mean stingy person, but because I suck with computers and do not know how to. Sorry...anyway, I realize some of you probably find the thought of me hosting a DnD Next game on the forums dedicated to Pathfinder to be heresy. In some ways I agree. But I love Pathfinder. It is my favorite system. However, I do not have the time needed to commit to it on a PbP level. DnD Next I have found to be quick to run and easy to learn, and easier for me to commit to. Please forgive me!


Not sure if the problem of heresy as one of NDA. Can you run this?

BTW - I'm still waiting for a reply to my PM about the Verdan game death... ;)


I'll play.
4d6 ⇒ (4, 4, 4, 2) = 14 12
4d6 ⇒ (5, 5, 1, 1) = 12 11
4d6 ⇒ (3, 5, 3, 6) = 17 14
4d6 ⇒ (5, 2, 5, 1) = 13 12
4d6 ⇒ (4, 6, 4, 2) = 16 14
4d6 ⇒ (6, 4, 3, 4) = 17 14


Oceanshieldwolf wrote:

Not sure if the problem of heresy as one of NDA. Can you run this?

BTW - I'm still waiting for a reply to my PM about the Verdan game death... ;)

He can. And the NDA is just that you cannot share the playtest packet with other people. They need to sign up for the playtest themselves.


Outstanding. In that case, game on! Who else is interested? And Oceanshieldwolf, ill respond in a bit. The short version is I do not think I will be able to reboot the Verdan game. Ill explain later.


Ok! Thanks for the heads-up Adjule.

@Shadoven. Fair enough. ;)


I've been in love with most of the D&D Next development. So, yes, I would love to play. A Human Rogue cool with you? If so, I'll roll right here. And check in later once I have a character setup.


Like I said, as long as it is not a Kender, roll whatever you want. Just follow the guidelines I listed for character background, and roll here on the board.


Here I go...
Ability Roll: 4d6 ⇒ (4, 3, 2, 4) = 13 ; 11
Ability Roll: 4d6 ⇒ (1, 1, 2, 1) = 5 ; 4 ... Ouch
Ability Roll: 4d6 ⇒ (4, 3, 6, 2) = 15 ; 13
Ability Roll: 4d6 ⇒ (1, 1, 6, 1) = 9 ; 8
Ability Roll: 4d6 ⇒ (2, 3, 2, 1) = 8 ; 7
Ability Roll: 4d6 ⇒ (2, 3, 3, 3) = 11 ; 9

Hmm... Not awesome. Any chance for a mulligan? Otherwise, I'll just roll with this.


Actually, you know what? Screw it. The scores gave me a great idea for a character concept. So, I'm good. Still human and a rogue.


Well, I will allow the option of using the Standard Array instead.
16,14,13,12,10,8

Though now I am intrigued about what idea those stats gave you...

Contributor

Sounds interesting. All my friends are so set in PF they weren't even willing to do a one-shot of the playtest. Let's get some rolls going.

4d6 ⇒ (1, 6, 5, 6) = 18; 17
4d6 ⇒ (5, 5, 3, 6) = 19; 16
4d6 ⇒ (3, 5, 2, 6) = 16; 14
4d6 ⇒ (2, 3, 3, 4) = 12; 10
4d6 ⇒ (5, 6, 4, 3) = 18; 15
4d6 ⇒ (2, 2, 5, 3) = 12; 10

I'll review the package and come back with a character sometime tonight or tomorrow.

Edit: Very nice rolls! I'll probably get a fighter or a paladin going.


Looking for a basic approval of concept. I banged this out in a couple of hours.

Rasp - Human Rogue 1 CN
Background: Guild Thief
Ability Scores:
STR 9 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 12 (+1)
WIS 8 (-1)
CHA 5 (-3)

HP: 6/6
AC: 13, w/ Leather Armor

Background
If Rasp had a life before the fire, he certainly can’t remember it now. His earliest memory was the stench of his burning flesh and the sound of his own screaming. It’s hard to say how old he was; he was always a small child. But if he had to guess, he must have been 6 or 7.

It was the year of the Avatar Crisis, and a homeless, burned waif wasn’t going to garner much sympathy in Baldur’s Gate, even at the best of times. And if not for the spontaneous sympathy of a band of half-orc thieves, he might never have survived at all. But he did. At least long enough until he could take care of himself, which by the half-orcs’ estimation wasn’t long at all.

He had burns covering every inch of his body and a voice that sounded like nails scraping down a chalkboard. In retrospect, the nickname “Rasp” was practically a kindness from his fellow misanthropes.

Alas, he wasn’t cute enough to make any coin begging. But a growing boy had to eat, so he soon learned the tricks of the trade. He wasn’t the strongest, the fastest, or even the smartest. But he was patient. And when needs must, he could be as still as a shadow, and as silent as a grave.

He was a tiny thing, and frail, so when he picked the wrong pocket he was easily overcome. It turned out the old man he had pegged for an easy mark was made of sterner stuff. When Rasp awoke from his thrashing, he was laying in a bed in a nondescript tavern inn -- one of the many that dotted the wharf of Bauldur’s Gate.

The old man, Gorian, was a Mage, a Scholar and more formidable than he looked. And while Rasp fully expected to be turned into the city watch, he was pleasantly surprised to find himself being fed a good meal. The only thing Gorian asked for in return was that he answer a few questions.

He didn’t want to know much; small things really. Who were the local toughs, what were the names of the most influential Thieves’ Guilds, where could one find a bed for a night in a pinch -- things of that nature. Rasp answered him. These weren’t exactly closely guarded secrets, and it wasn’t as if he was in a position to argue, even if they were.

Afterward, time and again, Rasp would come back for a meal, and he would provide Gorian with whatever he asked about. And after a while, Gorian stopped asking things. It occurred to Rasp, years later, that Gorian may have been his first friend.

Then one morning, about a year after he met the old man, Rasp arrived at the tavern for his weekly meal. But Gorian was gone. His equipment was missing, his bed had been ransacked, and a trail of blood led out the window. But no matter what, Rasp could find no further sign of the old man. And if anyone knew anything, they certainly weren’t telling.

Rasp joined a guild about a year later. He was resourceful, and competent. And if he wasn’t liked, he was certainly at least respected after a measure.

But he wasn’t happy. But then he never had been. Except perhaps...

Years later, on a chilly winter morning he received a letter. It was from Gorian. His hands shook as he read it. The old man was alive and well, and asked him to meet him in Candlekeep. Candlekeep! It turned out he had left him some money. Nothing much, but at least enough to charter a boat.

Rasp balled up the letter, threw it to the ground and spat on it. He ranted, and cursed the old man and all the Gods. All these years. All these years! To the bloody Abyss to Gorian and Candlekeep! He hoped that… He hoped…

He hoped he was well.

The next week, Rasp was on a boat to Candlekeep.


Sounds good. I like it!


"In that case, allow me to introduce myself. I am Rasp. It is the only name I will accept. Call me by any other, and I'll have your tongue."

Looking forward to the game.

I took the equipment packages from the Guild Thief Background and the Rogue Class. I have some money left, so I might buy a few extra things. I'll start loading my character sheet info to my profile.


Quick Nightly Update!

So far we have 1 ready, and 1 interested...
-Rasp the Rogue-CN Human Rogue
-Donato, possible Fighter or Paladin?

Keep the interest coming!


Okay my profile is pretty much ready. Look it over to see if I'm missing anything. Like I said before I might still do a little shopping later. I have a whopping 44 Gp left. I'll be sure to post any purchases here.


Dotting this for interest once the kiddo goes to bed.


Just checked my carrying capacity. 90 freaking pounds!

So, yeah, I want to upgrade to studded leather armor, which would give me an AC of 15. And with my rolls, I need all the help I can get.

Can I substitute the full-value of the leather armor (10 Gp)? Or do I need to sell it for 1/2 price instead. All of this is academic since I have the gold anyway.


4d6 ⇒ (1, 2, 6, 1) = 10: 9
4d6 ⇒ (2, 3, 5, 2) = 12: 10
4d6 ⇒ (1, 6, 2, 2) = 11: 10
4d6 ⇒ (4, 2, 5, 5) = 16: 14
4d6 ⇒ (2, 2, 5, 2) = 11: 9
4d6 ⇒ (3, 2, 1, 3) = 9: 8

Booo, well here's Dagoliir Forestrider

Stats:

Chaotic Good Male Wood Elf
HP 10 AC 14
Speed: 35ft Init: +2

Melee Spear +1 (1d6 [1d8 two-handed])
Range Spear +1 {20/60} (1d6)
Shortbow +3 {80/320} (1d6 +2)

STR 10
DEX 15
CON 10
INT 9
WIS 10
CHA 8

Proficiencies
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics (from Athletics overlap), Athletics, Nature, Perception, Stealth, Survival
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Climber’s kit, mounts (land), navigator’s tools

SQ:
Fleet Foot (Wood Elf): +5ft movement speed
Mask of the Wild(Wood Elf): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Low-­‐Light Vision (Elf): You can see in dim light as well as you do in bright light.
Keen Senses (Elf): You have advantage on Wisdom (Perception) checks.
Fey Ancestry(Elf): You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance (Elf): Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Tracking (Ranger): You can spend 1 minute to track other creatures.
Wanderer (Guide): 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.

Equipment:
Shortbow, Spear, Hide Armor, Backpack, bedroll, hempen rope (50 ft.), navigator’s tools, tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 4 gp, and 8 sp

Background:

Dagoliir grew up in the scholar city of Candlekeep, but his Elven heritage gave him an itch to get out and explore. His parents were historians at the keep, researching tomes on the natural order and the spirits that give life to all things. It didn't take him long to finally breach the outer gates and make his way down the Way of the Lion. As he headed towards Cloakwood, several quicklings began tracking him and luring him into the woods. Dagoliir realized it was a trap just in time to get a good head start fleeing from the monsters, but he couldn't outrun them. Tackled to the ground, one of the vermin was about nip off the tip of Dagoliir's fingers when the ground around him erupted with barbed vines that lashed out and ripped the quickling off him. Turning around, he found his parents calmly fighting off the rest of the creatures and sending them fleeing into the dark shadows. Escorted back to the keep by his parents, he kept quiet. He was both too scared and to ashamed to say anything. After spending several hours alone in his room, his dad came in with a hand held behind his back. "If you are going to sneak out and explore the world, you should at least be prepared for the type of creatures that want you for supper." From behind his back he revealed a lovely shortbow and quiver full of arrows and handed it over to Dagoliir. "I will see if I can't find someone to have you trained with that thing." It took no time at all before Dagoliir was out in the woods, hunting the various creatures of the wild. As he grew older, he developed a reputation as a guide for those traveling to and from Candlekeep while passing Cloakwood and the Wood of Sharp Teeth. His parents were glad to have him stay close to home, but the recent call to arms may change that.


Rasp the Rogue, you can substitute.

I will keep recruitment open until next Wednesday, though if I find enough players before then I will go ahead and start. Im looking for 4 players, though I will accept 5, and can work with 3.


4d6 ⇒ (3, 6, 2, 2) = 13 = 11
4d6 ⇒ (4, 2, 6, 4) = 16 = 14
4d6 ⇒ (5, 6, 6, 5) = 22 = 17
4d6 ⇒ (5, 2, 1, 1) = 9 = 8
4d6 ⇒ (4, 1, 6, 6) = 17 = 16
4d6 ⇒ (5, 6, 4, 3) = 18 = 15

Lets see what I get. I'm leaning towards a Dragonborn... something. Either a Barbarian or a Valor Bard.


Okay, I switched out the leather armor for studded leather -- paying for the difference, of course. I also purchased a crowbar for 2 Sp because you never know.

To MightyDuck,

I personally think Dragonborn work better as fighters personally. But a Barbarian could certainly be fun. But a dragonborn bard is also pretty intriguing. No real bad choices here.


Rasp the Rogue wrote:

Okay, I switched out the leather armor for studded leather -- paying for the difference, of course. I also purchased a crowbar for 2 Sp because you never know.

To MightyDuck,

I personally think Dragonborn work better as fighters personally. But a Barbarian could certainly be fun. But a dragonborn bard is also pretty intriguing. No real bad choices here.

I'm leaning towards a Copper Dragonborn Bard at this point. The Call to Battle performance and the Brass' inherent desire to impress people appeal to me. I was trying to stay away from fighter since donato might be making one.


MightyDuck wrote:
I'm leaning towards a Copper Dragonborn Bard at this point. The Call to Battle performance and the Brass' inherent desire to impress people appeal to me. I was trying to stay away from fighter since donato might be making one.

Oh, that's some good flavor. My vote goes for the Bard, now.


4d6 ⇒ (3, 4, 3, 6) = 16 13
4d6 ⇒ (6, 1, 5, 1) = 13 12
4d6 ⇒ (6, 1, 2, 5) = 14 13
4d6 ⇒ (1, 5, 1, 5) = 12 11
4d6 ⇒ (1, 1, 2, 3) = 7 6
4d6 ⇒ (1, 5, 4, 6) = 16 15

Pretty average stats.


Well, I do love me some random rolls, and I was very sad to see Verdan end.
I'll give it a go. I'm keen to see if the Next/5e Monk is fun. Either that or a Druid.

4d6 ⇒ (2, 4, 1, 2) = 9
4d6 ⇒ (5, 5, 2, 3) = 15
4d6 ⇒ (3, 1, 5, 3) = 12
4d6 ⇒ (4, 6, 2, 3) = 15
4d6 ⇒ (4, 6, 3, 3) = 16
4d6 ⇒ (3, 6, 4, 3) = 16

Not bad. [Heads off to reread the final playtest packet]


Oops - forgot to drop lowest.

6, 13, 11, 13, 13, 13. Exceedingly average.

Ok thinking of a Kemek, Gondsman (Warforged) Monk gifted to Mage and Scholar Gorion as a present/bodyguard-in-training by Lantanese Gnomes that Gorion once very ably assisted

OR perhaps Rasp has stolen Kemek and brought him to Gorion.

Going to make either Int or Cha the 6 - either really out of touch with the workings of the world or a personality-less drone. I think I'd prefer the latter - being stupid is a lot less fun than being a bit distant.

Thoughts GM Shadoven?


Oceanshieldwolf, Bearded Ben, glad to see you! Indeed, I did not want to drop Verdan, but I failed and let too much time pass. That shall not happen again.

I like the concept Ocean. In the live version of this im running one of my players is a Gondsman sent to Candlekeep over 20 years ago to be a caretaker.


My other Gondsman plays a Druid


Finished crunching my half-orc Barbarian bounty hunter. Background will take a bit since I don't know Forgotten Realms that much. He'll probably be at Candlekeep on business, perhaps picking up a bounty, and he'll know Gorion because the old man helps him in his search for his father. Because how many half-orcs know their father? Mum said he was some kind of chief of the raiders that sacked her village... Anyway, it's just a rough sketch just now.

Crunch:

Half-Orc Barbarian Bounty Hunter
Str 16 +3
Dex 14 +2
Con 15 +2
Int 11
Wis 12 +1
Cha 12 +1

AC 15 (in armor) 14 (not)
HPs 14

Melee: Maul +4 (2d6+3)
Ranged: Heavy Crossbow +3 (1d10+2)

Rage 2x/day (1 minute: +2 temp HP, Advantage on Str checks* and Saves, +1 melee damage) *Does this include attack rolls?
Thick Hide: add con mod as well as dex to AC when unarmored & no shield

Proficiences (+1)
Saves: Str & Con
Skills: Intimidation (advantage), Perception, Search, Stealth
Tools: Mounts (Land)
Languages: Human, Orc, Elf, Dragon
Armor: Light, Medium, Shield
Weapons: Simple and Martial

Racials:
Darkvision (60')
Menacing (advantage on intimidation)

Equipment: 88#
Wanted Posters, Manacles (2), Silk Rope 50', Climbers Kit , Adventurers Kit (Healer's Kit, Mess Kit, Tinderbox, 10 day's rations, waterskin, 10 torches) Maul, Heavy Crossbow, Studded Leather, 42.5gp


Oceanshieldwolf wrote:
Going to make either Int or Cha the 6 - either really out of touch with the workings of the world or a personality-less drone. I think I'd prefer the latter - being stupid is a lot less fun than being a bit distant.

Oh, definitely drop the Int. An idiot savant monk sounds awesome.


Qorin, rage advantage on str checks does not affect attack rolls.


Oh well, I still like it.
Thinking on backstory, will post full details when I get a chance to sit down again.


One thing I haven't been able to find an answer on:

Are vocals considered an instrument as far as proficiency goes or are they specifically instruments? I'll add the other two instruments he's proficient with once I work the answer out since vocals will be one if its an 'instrument' when it comes to singing and whatnot.

Torrinaraxis:

Chaotic Good Male Copper Dragonborn
HP 8 AC 14
Speed: 30ft Init: +4

Rapier +4 (1d8+3 [Finesse])
Dagger+4 (1d4+3 [Finesse]) {20/40}
Light Crossbow +4 {80/320} (1d6 +3)

STR 9 (-1) [8+1]
DEX 16 (+3)
CON 14 (+2)
INT 15 (+2)
WIS 11 (+0)
CHA 18 (+4) [17+1]

Saving Throws: Intelligence, Charisma
Skills: History, Performance, Persuasion, Deception, Search, Insight
Armor: Light armor
Weapons: Simple weapons, Hand Crossbows, Light Crossbowns, Longsword, Rapier, Shortsword
Tools: Musical Instruments (Lute, , )

Background - Minstrel:
Noted Performer- Perform at inn/tavern for free room & board.

Racial Abilities:
Draconic Ancestry- Copper
Breath Weapon- 2d6 Acid, 5x30ft line vs Dex, 1/2 dmg on save.
Resist Acid

Class Features:
Bardic Knowledge- Treat Arcana, History, Nature, & religion checks below 9 as 10.

Bardic Performance-
Call to Battle- +1d4 melee/ranged damage within 25ft
Inspire Competence- +prof bonus to all checks with one ability within 25ft

Equipment:
Leather armor, rapier, (3x)dagger, musical instrument(lute), adventurer's kit, light crossbow, bolts (40)

Wealth: 69gp

Note- Torrin can easily run into Rasp on the way to Candlekeep, shieldwolf's Gondsman during his stay at Candlekeep, or anything else someone can think of. I left the time vague so I could worm Torrin into someone's history or them into Torrin's.

Backstory:

Torrinaraxis was hatched to a Bronze named Akrisanasessis on an isolated peak in the Cloud Peaks above Amn. Not knowing his father or even if he was another dragon or one of the smaller races, Torrin was raised entirely by his mother and her stories in his formative years. He was regaled with stories of daring humans his mother had met over her lifetime. He learned of humanity through tales of valiant soldiers, cunning rogues, and powerful wizards. He avoided humanity at his mother's request and for fear of being mistaken for a monster until he was old enough to venture forth on his own, a path his mother firmly approved of. His departure was hastened when his mother arrived with news that she too would be leaving. The blue drake Iryklathagra had discovered her lair and did not approve of the metallic dragon living so close. Torrin descended from the Cloud Peaks on dragonback and was introduced to a traveling minstrel his mother had known on his way to Crimmor.

Crimmor and later Athkaltha introduced Torrin to the side of people his mother had neglected to tell him about. Traveling with the minstril Kellen and learning to entertain crowds with his exotic appearance and a gift for weaving stories in the caravan capital of Amn introduced him to all manner of people and temperaments. He trained with Kellen in the rapier, learned to play instruments, and bolstered the man's income by adding an exotic touch to his performances few bards could match. Torrin loved the attention and thrived on it for several years as he and Kellen swapped roles as age took its toll on the man. The Dragonborn was a regular performer at several taverns in Crimmor and he had a decent, stable life.

But Torrin was restless. The people he met were by and large common traders and few matched the stories his mother had told him. He wanted to be one of those heroes, to learn more about them and eventually have his name recorded alongside similar great names. He left Crimmor when Kellen passed, his old age finally claiming him and ventured for Candlekeep. He'd heard of the fortress-library several times while in Crimmor and assumed that if he was to find heroes, some would certainly be visiting the halls. His arrival and his unique appearance were noted by Gorion.

After his entrance was secured, several of the tales his mother had told him (spiced up a bit to make them more interesting, of course) and his unique heritage serving as a replacement for a valuable tome, Gorion approached him. The scholar seemed intrigued by some of his stories but had always been more interested in the more mundane stories and information he'd learned in Crimmor and the focus had always puzzled Torrin. They visited several times, always infrequently, as Torrin poured over histories and legends in search of some legendary item he could find or a task to fulfill to add his names to those among the stories he'd heard from Kellen and his mother. If he was going to go on an adventure, he wanted it to be an epic thing.


Vocals dont seem to count as an instrument, only actual instruments do.


GM_Shadoven wrote:
Vocals dont seem to count as an instrument, only actual instruments do.

Then Torrin is completely done unless someone wants to work out if they've ever run into him before.


Vocals, dancing, etc. Are handled through the Perform skill. So long as you are proficient in that, you're golden. The Musical Instruments are tools to facilitate perform.

For example, you can sing, dance, etc. with a Charisma (Perform) check. If you want to play the lute, you still use the Charisma (Perform) check, you just also need to be proficient with the Lute.


Or you could just make a Charisma check and use the Lute, thus giving you a prof bonus for using a tool your trained with. It works out the same. Where Bards need instruments is spellcasting, to get your prof bonus to spell dcs by holding your instrument while casting.

Also bumb for more interest...


Goes back and rereads play test material.

Yep, the GM is correct.

Looking at my backstory. I'm going to guess Rasp has been in Candlekeep for maybe a month or so. So unless the GM says otherwise, I'm going to go with that.

He probably has been skulking around Candlekeep, with his letter in his pocket, trying not to draw attention to himself. He probably hasn't seen Gorion since arriving.

So if someone wants their character to bump into the little misanthrope, feel free to do so.


GM_Shadoven wrote:
My other Gondsman plays a Druid

Weeeeelllllll, I always was inspired by the picture of the Druid Warforged in the 3.5 Eberron Campaign Setting, and Monks still look like they suck supremely in terms of fun things to do - as you know I'm less about optimization and more about options. So:

Kemek the Gondsman Druid - strangely (or not so strangely) able to tap in to the elemental realities of the natural world, Kemek was designed initially as a straight bodyguard for Gorion. Surprisingly Kemek displayed a rare flair for magic, as if inspired by the Gods. The Gnomes, curious and inventive were at first surprised and a little envious of their new creation, but true to their initial word they gifted Kemek to Gorion.

Gorion was both amazed and intrigued and though it meant he would lose a valuable asset he "freed" Kemek from his bond as bodyguard, realizing that Kemek represented an unusual facet of magic and agency on the face of Faerun, and that Kemek possessed a spirit that deserved to experience the world and express a personality.

Kemek still possesses some of the initial martial orientation he was created with, favoring offensive spells like thunderwave and entangle. His distant mien, a result of his mechanical nature leaves him to be often inscrutable - there is a mind and personality within, but it is difficult to warm to the constructed Kemek.

Gorion still sees Kemek as a kind of surrogate child/ward and advises him as much as possible - if there is one person in the world who understands Kemek's soul/state it is Gorion.


LOL

I think my Charisma is lower than even the magical construct automaton. Our two characters should sit in a corner and have a Brood Off.

Contributor

I'm going with a human fighter. He left Candlekeep a few years ago to join the Flaming Fist Mercenary Company. However, with his mother ill, he recently returned to spend her last days with her. An only child, and with a father he never knew, he spiraled into a depression. Lately, he finds himself in the Candlekeep Inn, drinking his woes away.

Here's his stat block. If something needs to be moved around or clarified, let me know.

Garrick Lomus:

NG Medium Human Fighter 1

DEFENSE
AC 18 (chain mail and shield)
hp 13 (1d10+3)

OFFENSE
Speed 25 ft.
Melee long sword +5 (1d8+4 slashing)
Ranged longbow +4 (1d8+3 piercing)

PROFICIENCIES
Proficiency Bonus +1
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Gaming set, mounts (land), vehicles (land)
Saving Throws Strength, Constitution
Skills Acrobatics, Athletics, Intimidation, Survival

STATISTICS
Str 18 Dex 16 Con 17 Int 11 Wis 11 Cha 15
Feats N/A
Skills Acrobatics +4, Athletics +5, Intimidation +3, Stealth +3 (disadvantage), Survival +1
Languages Common, Dwarvish
SQ fighting style, second wind

SPECIAL ABILITIES
Protection (fighting style) When a creature that you can see attacks you or a target within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll if you are wielding a melee weapon, a shield, or both.
Second Wind You have a limited well of stamina that you can draw upon to protect yourself from harm.
As an action, you can gain temporary hit points equal to 1d6 + your fighter level. These hit points can exceed your hit point maximum, and they cannot be regained. If you take damage, these hit points are lost first, and they go away after 5 minutes.
Once you use this feature, you must complete a short rest or a long rest before you can use it again.

EQUIPMENT
Current GearChain mail, shield,long sword, longbow, adventurer's kit, ammunition (100 arrows), bed roll, clothes–traveler's, 8 gp.
Current Load 132 lbs; Total Load 180 lbs


donato wrote:
Here's his stat block. If something needs to be moved around or clarified, let me know.

You should add your Hit Dice. As a fighter you get 1d10 per level to spend on a short rest. It's a resource you should add to your Defenses.


Ok so far we have...

Qorin-Half Orc Barbarian-TN

Rasp the Rogue-Human Rogue-CN

Torrinaraxis-Dragonborn Bard-CG

Garrick Lomus-Human Fighter-NG

Kemek the Gondsman-Warforged Druid-?

Dagoliir Foreststrider-Wood Elven Ranger-CG

And Bearded Ben has rolled stats but nothing else as of yet...am I missing anyone?

Please get Aliases ready to go, and if you do not mind, include offense and defense essentials under your alias name so I do not have to click on your sheet to glance at useful info.

Any questions so far? At the rate we are going, I may close recruitment early depending on players.


Dagoliir here.


Ahh... Candlekeep. "Heya! It's me, Imoen!"
Memories... ^_^

I have my hands full, but this looks like a neat concept. I was just thinking the other day how much I still want to run a campaign based on Planescape: Torment, the PC game. Good stuff! I'll have to peek in and read your story.


My question was already answered, so I'm good to go!


Here is Garrick, ready to go.


To all who have expressed interest. Originally I wanted 4 players, 5 if I must. Do any of you have a preference for party size? I may be willing to consider 6 at max, as that was the party size in the pc game. Thoughts, Opinions?

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