Castle Caldwell and Beyond: (A 5e Campaign) - The Wrecking Crew (Inactive)

Game Master Terquem

The Wrecking Crew, a special last chance arm of the Solution Society, is about to take on the first task in a one year long probation.
Can they survive, let alone succeed? | Journal where details of the setting can be learned |

Journey to Limecracker Hovel


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This will be a straight forward, no house rules amended, 5e game, set in the same setting as the Games “The Beginning of All Things” and “Palace of the Vampire Queen, the 5e Edition” games I am running here. What follows is a brief introduction to the game itself, a brief discussion about the setting, and then the requirements for Character Submittals. There are five adventures in the Castle Caldwell and beyond Module, and I will be trying to run a group of adventurers through the entire module.Thank you for your interest

Introduction:
The client has more than adequate resources, Branhilde says as she adjusts the glasses on her nose with one hand while holding a thick piece of parchment in her other hand. She is sitting at the long table in conference room four in the offices of the Solution Society .

Branhilde is a Dwarf, from the island country of Baylor, off the east coast. She has lived in Pawkatukit for ten years, and was one of the original founders of the Solution Society itself. She is forty three years old, but hardly looks it. She keeps her private life a well guarded secret, at least she tries, but it is well known that she is a hot tempered, smart, and determined individual who likes flavored coffees and strong brandy.

You, who are you exactly? Well, you and your associates are members of the Solution Society, members in not so good standing as it seems. You recently joined the society, each of you, paid your dues, took a single assignment, and through no fault of your own, did not fulfill your duties to the standards required by you membership. You didn’t exactly fail, but you didn’t exactly succeed either, in fact each of you was responsible for bills rendered to the society that made the payment for your services a losing transaction. So, you were sent home, with pay for one week, while Branhilde decided what to do with you, terminate you membership in the society, or give you a second chance. Well, it looks like you might get the second chance, but will you take the job?

I asked each of you to come here today to make you this offer. Now, you might have heard the rumors, you might have heard it’s all just a story we make up to try an encourage members to try their best. Well, it isn’t a Story.

Branhilde gets up from the table and walks to a door in the conference room, she taps on the door lightly, then steps aside.
The door opens and a Gnome, in leather armor, with a simple sword on a wide belt around his waist comes into the room. He is old, but looks tough, his face is wrinkled, and he wears a wide brimmed black hat, and tall hard leather boots.

I’d like to introduce you to Mister Nickels, Branhilde says with a flourish of her hand.

The gnome bows, then takes a chair at the table and throws his feet up onto it.

Mister Nickels is the organizer of the Wrecking Crew. Each of you can choose to join the wrecking crew, under his supervision, for the next year. You will be given tough assignments, and he will not tolerate sloppy work, but this group, the Wrecking Crew, has a little more leeway, when it comes to certain jobs, then the rest of our teams, and if you can make it through the year as a member of the Wrecking Crew, then you will be returned to honorable status in the society and given the privilege of bidding on assignments just like everyone else. Until then, you’ll do what he tells you, go where he tells you to go, and fulfill some of our more peculiar, maybe more dangerous assignments, on time and under budget.

If you decline this offer, I will pay each of you a contract closure bonus, and we will shake hands and part ways, nothing further will be said or done.

The first assignment is the clearing of a large estate, south of the city. It’s out in the county, on the edge of Red Root Forest. The estate, a large manner house and grounds, was abandoned years ago, but recently purchased by an Alodoan merchant looking to remodel the place as a winter retreat for his family. You’ll be paid one hundred gold pieces, be given access to the facilities here in Pawkatukit, where you can return and rest and recuperate as needed. But the Castle, as he calls it, must be cleared in no less than two weeks time. The Client, Clifton Caldwell wants to get a working crew in the building before the middle of summer and wants the place ready to move in by the first of fall. We understand that it is occupied, possibly overrun with squatters, including some bandits who have been working the Gillian Road from Gaderston to Seaport, as well as goblins from the Red Root Forest. We don’t have complete details on the place, and we expect you will deal with whatever you encounter in whatever way suits you best. The Duke of Thistle Crown has granted the Society a writ of non interference that expires in twenty days.

Welcome to the recruitment thread for the game The Wrecking Crew

This will be a 5e game of Dungeons and Dragons for Four to Eight Player Characters of First level. There will be no House Rules.

In this, ongoing, open ended (for now), adventure, Players will take the roll of adventures of the Solution Society, an organization dedicated to solving complex problems for a fee. Within the Solution Society there is an organization known as

The Wrecking Crew

Who have a reputation for getting things done, the hard way

The game will be set in the Kingdom of Harrispania, a small, mostly landlocked nation on the southern border of the Empire of Alodoa, located in the Gulf of La’Rondelle. It is a nation of mostly human folk, but includes all races of the Empire as well as many people from the island nations to the east.

Harrispania is the county that serves as the border between the Empire of Alodoa and the City States of Tarulle.

The setting is a framework, and will be filled out by the suggestions of the players and as the game is played. Harrispania will begin a s a typical high fantasy setting, magic is well known, the culture is dominated by outspoken and fearless people not afraid to live in a place known to experience frequent invasions and incursions of monsters, and will be played out as a sort of Hollywood idealization of Colonial New England, America, in the early 17th century, though without the presence of gun powder weapons. It is a land of counties, each controlled by a Duke of the Empire where the locals are fierce, free, and independent (even though it is currently under the protection of the Empire).

---

Character Creation

Race – all races listed in the Player’s Handbook are available as Player Choices

Special Note about Dwarves and Elves:
Elves and Dwarves in this setting DO NOT live to be hundreds of years old

I will post specifics about what you should know for any particular race, when an interest in that race is shown – Thanks! But, know that Half-Orcs do not occur in this setting as a result of any form of hostile interactions. Orcs often are hostile, and come from the City States mentioned above, but there will be no “rape” origins allowed

Dragonborn:
Not a fan of this race, but as I am trying to run a no House Rule game, I will include them. How they fit into this setting will be worked out in detail should an interest be shown

Class – All classes are allowed

Level and Hit Points – Characters will begin as first level characters with 51 experience points (to show that you’ve done something already, and whatever it was you did, it got you into enough trouble to be offered a place on the Wreaking Crew). You will have maximum HP at first level, and roll for hit points for each level after that, and always reroll a “1” if rolled for hit points.

Ability Scores – You may choose to roll ability scores as described in the Player’s handbook, or elect to build your character with the 27 point option also described.

Equipment – you begin with the equipment listed for the class you select, plus any additional equipment granted from the selection of a Background (Backgrounds are required) plus a number of Gold Pieces equal to the roll of 3d6 x 10

Alignments – please select an alignment. I would like to discourage the selection of Evil Alignments, but I will not make them a restriction

Languages – Alodoan is the common language, there are also, Halfling, Elven, Orcish, Dwarven, and Gnomish Languages available

Chapter 6 “Customization Options” – Multiclassing, and Feats will be permitted


Dotting to find it more easily later :-)

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4d6 ⇒ (6, 2, 1, 5) = 14 13
4d6 ⇒ (5, 3, 1, 2) = 11 10
4d6 ⇒ (5, 2, 4, 5) = 16 14
4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (5, 2, 6, 6) = 19 17
4d6 ⇒ (4, 6, 4, 6) = 20 16

Shazam! I imagine I could do something with that...

EDIT: Gold: 3d6 ⇒ (3, 3, 2) = 8


4d6 ⇒ (1, 5, 1, 3) = 10 9
4d6 ⇒ (5, 3, 3, 6) = 17 14
4d6 ⇒ (3, 6, 5, 2) = 16 14
4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (2, 2, 6, 1) = 11 10
4d6 ⇒ (3, 5, 5, 1) = 14 13

I am not sure if I can join, but I feel like rolling stats at least.


4d6 ⇒ (6, 6, 4, 4) = 20 16
4d6 ⇒ (4, 5, 4, 1) = 14 13
4d6 ⇒ (6, 4, 3, 2) = 15 13
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (3, 6, 1, 1) = 11 10
4d6 ⇒ (6, 2, 3, 6) = 17 15

I can certainly make a Fighter out of that stat array.

Lantern Lodge

dotting with interest in my previous posts as needed.

Current characters in my stable.

Half-Orc Outlander Barbarian
Half-Elf Hermit Monk/Rogue
Half-Elf Charalatan Bard
Half-Elf or Human Soldier Paladin/Warlock
Human Hermit Spell-less Ranger/Warlock
Human Urchin Sorcerer/Wizard

As you know I can fit whatever role as needed.

I'm electing to go with point buy as all these characters are built using that system already.


Pathfinder Adventure Subscriber

Dwarves War Cleric dotting.

4d6 ⇒ (3, 4, 4, 4) = 15 12

4d6 ⇒ (6, 5, 3, 2) = 16 14

4d6 ⇒ (6, 6, 3, 4) = 19 16

4d6 ⇒ (5, 3, 1, 1) = 10 9

4d6 ⇒ (2, 1, 1, 6) = 10 9

4d6 ⇒ (2, 2, 1, 2) = 7 6

Oh well. That's a chance you take. I'll get something up soon.


I'd be interested in playing. I'll come up with a class when I get home tonight. I'm also willing to adjust my class to whatever might be needed.

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Oh, a couple of questions:
Will combat rely on tactical maps? (That is, if I mostly post from work and therefore can't see whatever maps you're using, will that be an issue?)
What is the expected rate of posting? (Twice a day, once a day, three times per week, once a week, etc?)

Dark Archive

Dotting. In addition to the questions Jiggy posed, should we expect more of an OSR, kick-in-the-door dungeon delve, or (as the Solution Society setup suggests) something with more of a plot and narrative? Or old-school gameplay with the Solution Society providing a more plausible reason for adventuring than "I'm a murder hobo and get XP for killing things and taking their stuff."


Let's see

4d6 ⇒ (2, 2, 3, 6) = 13 11
4d6 ⇒ (5, 5, 6, 1) = 17 16
4d6 ⇒ (6, 2, 2, 2) = 12 10
4d6 ⇒ (1, 3, 2, 1) = 7 6
4d6 ⇒ (4, 3, 2, 5) = 14 11
4d6 ⇒ (1, 4, 1, 6) = 12 11

Dark Archive

Go ahead and see what the dice have to say:

4d6 ⇒ (2, 5, 6, 6) = 19=17
4d6 ⇒ (6, 2, 5, 2) = 15=13
4d6 ⇒ (2, 3, 5, 5) = 15=13
4d6 ⇒ (3, 6, 2, 3) = 14=12
4d6 ⇒ (6, 4, 3, 1) = 14=13
4d6 ⇒ (3, 2, 5, 1) = 11=10

Extra cash: 3d6 ⇒ (1, 2, 1) = 4x10=40

I can work with that. Rethinking my earlier elf rogue idea, will probably go with a human, either a fighter or a cleric.


I prefer the 27 point buy.
Str 13 (5 pts)
Dex 15 (9 pts) +2 racial = 17
Con 12 (4 pts)
Int 8 (0 pts)
Wis 14 (7 pts) +1 racial = 15
Cha 10 (2 pts)
Total 27 pts.

I'm thinking wood elf monk (acolyte background).


Okay, the most pertinent questions first, and when the swelling goes down and the pain meds kick in I'll try to answer others

Combat won't "rely" on maps and I do not intend to use a grid. I will try to post maps that show the general area, and if you have doubts about movement and combat, just ask and we'll figure something out

The original module, Castle Caldwell and Beyond consisted of five separate adventures (the first two are connected the other three are not), and all are suggested to be set in the same general area. The Solution Society (and the Wrecking Crew) will be the reason you get involved in each one. All the adventures are classic kick in the door type adventures, with a few strange and silly puzzles thrown in for good measure.

Where I will not be using any house rules, I do intend to modify the Module, here and there.

Posting will be once every couple days, or once a day, if we get on a roll, and it would be nice to see individuals not let three or four days go by without posting something.

I have never ended a game because of life interfering with my schedule, I get distracted, at times, but I don't intend to go away for any reason. I have been forced to end games because of lack of player participation, sometimes the premise and the execution do not come together the way I had hoped.

As a reminder, if you didn't see my Interest check thread for this game, I would appreciate it if you are already playing in 2 or more of my games, that you sit this one out (if you are in one of my games and for some reason like my way of playing, then you are invited to join here, naturally)

I have two games that are getting close to resolution, probably a couple to four months from now they are either going to be finished, or if the players in those games are interested, they will finish a story arc and have the option to begin a new one.


Evans Luckbringer wrote:

Let's see

4d6 11
4d6 16
4d6 10
4d6 6
4d6 11
4d6 11

I wouldn't want to see the thread get bogged down with re rolls, but this array sort of calls out for one, or if you would like to default to the 27 point buy that is still an option for you


Pathfinder Adventure Subscriber

Is the 27 point buy an option for my Dwarven War Cleric as well. I don't mind one negative modifier, but three might make it more... well... challenging. If not I'll make something work with what I've got. 16,14,12,9,9,6


I'm going to go for the point buy option.

15 (9)
14 (7)
13 (5)
12 (4)
10 (2)
8 (0)

I'm making a Half Elf Warlock.

The game sounds great. Love the concept of the wrecking crew.


4d6 ⇒ (4, 6, 2, 4) = 16
4d6 ⇒ (6, 2, 6, 1) = 15
4d6 ⇒ (2, 4, 4, 6) = 16
4d6 ⇒ (5, 6, 1, 6) = 18
4d6 ⇒ (5, 1, 2, 4) = 12
4d6 ⇒ (5, 5, 6, 2) = 18

That's:14, 14, 14, 17, 11, 16
Pretty darn good.

I'm thinking a monk, but I've been toying with the idea of a 5E wizard as well. (Almost certainly a human, no matter the class).

I'll post a submission later.

EDIT: are variant humans allowed?

Gold: 3d6 ⇒ (4, 5, 3) = 12x10=120gp


Kip84s Half Elf Warlock. For now there is a link to his character sheet in the profile. I will move his character sheet into the profile tomorrow.

3d6 ⇒ (5, 3, 6) = 14 x10= 140gp. That is a lot of extra gold.


4d6 ⇒ (1, 5, 5, 5) = 16=15
4d6 ⇒ (5, 2, 6, 4) = 17=15
4d6 ⇒ (1, 5, 1, 4) = 11=10
4d6 ⇒ (3, 4, 5, 2) = 14=12
4d6 ⇒ (3, 5, 6, 4) = 18=15
4d6 ⇒ (4, 1, 1, 4) = 10=9

Gold: 3d6 ⇒ (1, 1, 6) = 8 = 80gp

I'm now thinking barbarian. Still working on race and background.

I'll try to pull something together tonight.


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I have never played-by-post on the Paizo website so I don't know how to make an alias or character sheet online. Maybe someone can explain how if I get accepted to play. In the meantime I'll post my character background concept here. I can flesh it out more if need be.

Ayita - NG female wood elf Monk 1 (Acolyte)

Ayita is a naïve young book-smart monk. She was raised in a sheltered wood elf community on the outskirts of Harispania. There, under the tutelage of the high shaman, she learned the ways of her people. She was taught to be one with nature; to feel the wind in the air and the vibrations in the earth; to flow like water and love like fire. Ayita loved to study. She memorized most of the holy texts available in her village and practiced until she was able to perform perfect kicks.

Ayita also idolized the local folk legend, Rowtag the Warrior of Fire. Once Ayita reached adulthood, she sought out adventures of her own. Her people warned her about the ways of humans but knew they could not stop her free-spirited nature. And so Ayita made her way to Harispania. Lacking knowledge of human cities or any real direction, she took to street performances, showing off her martial arts skills, and hoping adventure would find her. One of her performances caught Branhilde’s attention and she was offered an introductory assignment for the Solution Society.

Ayita was assigned what the proprietor taught would be a relatively simple task. A local widow had been illegally renting out her upstairs loft to help support herself. She recently found out that the renter was a known criminal and wished for him to vacate her home. Unfortunately, he was not in inclined to leave on his own. Ayita was tasked with quietly removing the squatter without alerting the authorities which she eagerly agreed to do. However, she quickly learned that book-knowledge is not the same as application in a real situation. Her foe fought dirty and the two of them made such a ruckus that the entire block was notified of the struggle. The thief fled but sadly the poor old woman was also arrested by the guard for harboring a wanted man. All of Ayita’s earnings for the mission went to paying the woman’s bail.

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Peachbottom wrote:
I have never played-by-post on the Paizo website so I don't know how to make an alias or character sheet online.

Go up to the top of the page and click "My Account".

You should see some boxes pertaining to various account info, including messageboard aliases. There should be a button or link that says "create a new messageboard alias". Click that button, give the alias a name (which can be changed up until you post 10 times under that alias), and that's that.

Once it's made, you can go click your name (where it says "Welcome, Peachbottom!") at the top of the screen to see your own profile. Click the "Aliases" tab to see all your aliases. Click on one of them to view/create your profile.

Hope that helps!

EDIT: Here is an example of a 5E PbP alias, if it helps.


Edit - ninja'd again

Yes, anyone can switch from rolls to a 27 point buy if the dice are not kind

Variant Humans as listed in the Player's handbook are allowed

peach - there are a few really helpful guides here to help you get started in PbP gaming, I recommend Baldwin the Mercifuls suggestions as well as Doomed hero's Guide to PbP Gaming

Read the tab at the bottom of the box (where you type in your post) that reads "How to format your text" just mouse over and click the "show" button

To create an alias go to the tab at the top of the page that says "My Account" and there you will find options for creating two kinds of alias profiles, one is for Pathfinder Society games

Obviously this is not a pathfinder society game :)

the other is for standard alias profiles - once you choose a name and a suitable icon for the alias, simply go to the profile tab of that alias to fill in the blanks about the character and you can use the Notes box to post all the detail of a Character Sheet, now there is a special set of boxes in the profile, the class and race boxes will list whatever is filled in under your alias name in game threads, when we open this game thread, I show you more about how that works.

For everyone else, I will try to compile a list of applicant today to see where we are at with race and class choices


Thanks guys. I'll start working on that.


4d6: 4d6 ⇒ (3, 4, 6, 5) = 18 = 15
4d6: 4d6 ⇒ (2, 4, 6, 1) = 13 = 12
4d6: 4d6 ⇒ (4, 5, 4, 4) = 17 = 13
4d6: 4d6 ⇒ (6, 5, 1, 3) = 15 = 14
4d6: 4d6 ⇒ (3, 6, 5, 6) = 20 = 17
4d6: 4d6 ⇒ (3, 1, 4, 3) = 11 = 10

Holy smokes, those might be the best rolls I've ever gotten on this board.

Precious, precious loot: 3d6 ⇒ (2, 4, 2) = 8 *10 = 80gp


My submission will have to be tomorrow, but it'll be a variant human wizard. Sage background and with the skilled feat (basically all the lore skills he can get).
Lawful neutral - tunnel vision about acquiring power=magical knowledge.
Probably heading towards abjuration.


Tada!
Monies!: 3d6 ⇒ (2, 3, 1) = 6x10 = 60 gp


I will have my human fighter submission complete today.

Dark Archive

It's been 25 years since the longships of the Vangar came raiding Harrispania's coast. The Vangar who remain within the country's borders have long-since integrated into frontier society, but a few follow the old ways. Magnus Ravenson is one such. Born at sea during the rain-soaked crossing, he was indoctrinated into the secrets of the Crow God at an early age. He learned to fight from the veteran Vangar who stayed behind as sellswords, and joined Harrispania's army for a time. But the other soldiers were uncomfortable with his pagan faith, which included his refusal to bury the dead, preferring to leave the bodies to feed the crows as his god once did.

A tall, dark man with a forked beard, Magnus strikes an imposing figure. His arms are covered in elaborate tattoos and he often paints a stripe of dark woad across his eyes to symbolize the blindness of his god (an Odin-like god of storms and prophecy).

Brief crunch (I'll fill out a full character sheet tonight)
Human Cleric
Str 18 Dex 14 Con 14 Int 11 Wis 14 Cha 13
Domain: Tempest
Background: Soldier (healer)
Trained skills: Athletics, Intimidate, Medicine, Religion


Nice backgrounds, all of you, I'll start trying to build those into the setting

Hay, Steve Geddes, help me out (I am as new to 5e as the rest of you I suppose). Let me know which two ability scores will you increase (instead of all of them) to be able to take the Variant feat bonus?

Tribeof1 - If you do get a spot in this game (likely) will it be acceptable to what you have in mind if Vangar is an island kigdom similar to Baylor and Urandoma?

By the way - this is the world map we are using in the Beginning of All Things Campaign and the Palace of the Vampire Queen, the 5e edition games

The World (Mare Alod)

right now I am building a camp site map for a big battle in the Beginning of all things game, and when that is done I will build a map showing the southern coast of Alodoa

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Couple more questions:

What's the deadline for making a character?

If someone has an armor proficiency not accommodated by their starting armor choices, can we take the "starter" armor for a different category? For instance, fighters are proficient in all three categories of armor (light, medium, heavy) but their starting gear only offers them light or heavy. Similarly, clerics are offered light or medium starter armor, but some domains grant heavy armor proficiency from 1st level. Or if someone uses the variant human, they could start with a feat granting better armor proficiency than their class grants (heavy for a ranger, etc). In those situations, could the character elect to take the starter armor for a category they're proficient in but that the starter package doesn't accommodate?


Deadline is Sunday/Monday-ish I hope to open the discussion thread and game threads at the beginning of the week coming up - but if someone needs more time, and really wants a shot at this, I'll put it off a little longer

HOW DARE YOU SUGGEST A HOUSE RULE!

just kidding, but I am going to say no, for now - and see if we can at least get started using only what is described in the Player's Handbook, is that okay?


What deity pantheon are you using?
I'm familiar with Golarion's, Greyhawk's, and Forgotten Realms'. Or is it homebrew. Or does it not matter?

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Terquem wrote:
just kidding, but I am going to say no, for now - and see if we can at least get started using only what is described in the Player's Handbook, is that okay?

No problem at all! I just like knowing what parameters to work within before I make decisions. :)

Next question: suppose I used my starting cash to buy better armor/weapons/whatever. Can I sell off my starter armor/weapons/whatever? If so, would it be sold for half price, or something else?


I want to play a rogue with a soldier background.
I wanted to ask if it possible to choose my own ideals/bonds/flaws and not roll.

4d6 ⇒ (3, 1, 2, 5) = 11
4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (3, 5, 6, 4) = 18

4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (3, 3, 4, 5) = 15
4d6 ⇒ (2, 4, 2, 5) = 13

rogue gold
4d410 ⇒ (87, 278, 59, 22) = 446


rogue gold (sorry for the mistake, still new to this forum reading the guides you mentioned but didn't see a dice guide
4d4 ⇒ (1, 2, 2, 4) = 9 multiply by 10


I think I will review the pantheons of the Player's Handbook and pick one of those, and apply some of the things we've already established in those other two games, and then do a little building up of the Aladoan pantheon out of those.

Jiggy - yes you can sell starting equipment as normal per the guidelines set out n the phb

Wonder - you can select from the tables (instead of rolling)


Terquem wrote:
Hay, Steve Geddes, help me out (I am as new to 5e as the rest of you I suppose). Let me know which two ability scores will you increase (instead of all of them) to be able to take the Variant feat bonus?

It'll be the 17 (intelligence) and 11 (strength). My stats are so good it doesn't really matter though. :o


For the shear hell of it. I am gonna roll and see what I get.
I think I am gonna go human warlock here. I'll go ahead and roll my gold below the stat rolls.

4d6 ⇒ (4, 2, 1, 2) = 9 = 8
4d6 ⇒ (6, 5, 1, 3) = 15 = 14
4d6 ⇒ (5, 3, 4, 6) = 18 = 15
4d6 ⇒ (4, 5, 5, 3) = 17 = 14
4d6 ⇒ (6, 4, 6, 2) = 18 = 16
4d6 ⇒ (3, 4, 1, 5) = 13 = 12

Edit: Other than that 8, not bad at all.

starting gold
Ignore this roll 4d4 ⇒ (1, 2, 3, 4) = 10

Opps did not see the 3d6 there
3d6 ⇒ (6, 6, 1) = 13


Pathfinder Adventure Subscriber

I'm away on business, but should be back near my books Friday evening... so character finished on Friday or Saturday.

3d6 ⇒ (1, 2, 3) = 6 = 60 GP


My character sheet is complete.

I rolled 60 gp.
Spent it on shortbow (25 gp), 20 arrows (1 gp), lyre (30 gp).
4 gp remaining.


Tossing my proverbial hat into the ring (while hoping there's not yet too many hats...)

4d6 ⇒ (1, 1, 2, 6) = 10 = 9
4d6 ⇒ (5, 6, 5, 5) = 21 = 16
4d6 ⇒ (1, 4, 6, 6) = 17 = 16
4d6 ⇒ (6, 6, 4, 4) = 20 = 16
4d6 ⇒ (2, 2, 2, 6) = 12 = 10
4d6 ⇒ (5, 3, 3, 2) = 13 = 11

Coins:3d6 ⇒ (6, 5, 6) = 17 = 170g

Erm... wow. With those rolls, I really hope there's room left for Hegg Half-Giant the (soon to be finished) grumbly, stingy Dwarven Bard!


Victor von Gladden (Gordon Philistine)

Human Soldier Charlatan

Background

Gordon grew up in Koth, a city far to the west of Iarishea. His parents were farmers who lived a simple life as their farmer parents before them and so it went on for as long as anyone culd remember, which was not that far back. Gordon dreamed of a life far more rich, with the key word being rich, than that of a farmer. Why should he toil the field all day? After all he was smarter and more skilled than anyone he knew in the countryside. As a young man, still working the farm and dreaming large, a Bard from Iarishea passed through town. Seeing the town for what it was, he planned to stay only one night, but that night was all that Gordon needed. Speaking to a few of the local toughs, Gordon convinced them that the Bard had riches beyond their wildest dreams and that it was all theirs for the taking. In the dead of night, they struck and attacked the rooms of the Bard, Cornelus Milus. No doubt Cornelius would have perished had Gordon not arrived with the authorities in tow, he himself wielded a sword and cut off his hair and thick beard. After all, he wanted to make sure that no one confused him for another person right? The toughs were brought down and Cornelius was saved, all thanks to Victor von Gladden.

Cornelius thanked Victor profusely. Victor explained to Cornelius how his ancestors grew up in Iarishea. His grandfather, Ryborn von Gladden and was down on his luck because of heavy gambling debts owed to the Crime Lords of Urandoma. Those debts forced him to flee taking his family with him here to Koth. “You see Cornelius, if I could just get back I could claim my rightful place in Iarishea’s aristocracy! Imagine the story you could weave from that?”

Cornelius seemed to find the idea invigorating. He agreed to bring Victor to Iarishea to reclaim his birthrite. As they arrived in the capital city Victor with Cornelius’ assistance, began poring through the Hall of records to find the land and titles that belonged to Victor. After a day of studying the official forms, Gordon worked feverishly through the night to forge the correct papers to lay his claim to a keep fallen into disrepair!

For five years, Victor (Gordon) was able to keep up the charade. His time was well spent learning history and perfecting sword forms he could only dream of as a commoner. Like all good things, this too came to an end as the family who truly owned the land that Victor stole returned from captivity in far off Vangar where they were taken by a raiding party.

Victor was arrested and was about to face a trial when he was sprung by a dwarf named Branhilde. On her travels to Iarishea searching for recruits for the Solution Society she heard the local gossip about Victor, if that was his real name, and offered to buy the criminal for a song. She found his angle one that the Society could use, and he was handy with a weapon!

Victor’s first stint did not go too well and Branhilde has been rethinking her decision. Still, he showed some promise with his elaborate scheme so she will give him, and the rest of the misfits who botched a few jobs a chance to sink or swim, literally right off of the island of Baylor!

Crunch forthcoming..


Gold 3d6 ⇒ (5, 5, 6) = 16

Nice, 160 GP.

Dark Archive

Terquem wrote:
Tribeof1 - If you do get a spot in this game (likely) will it be acceptable to what you have in mind if Vangar is an island kigdom similar to Baylor and Urandoma?

Sure. I figured there would be room for some Viking-inspired islands somewhere across the sea. And the idea of playing a tattooed pagan priest in colonial America was just too good to pass up. I'll come up with a name for the Crow God at some point, too. I was thinking that the god's myth included being killed and eaten by crows at some point, then returned to his Sky Throne when the crows flew into the clouds, with the god gaining secret knowledge from his journey to the realm of the dead. Typical creepy stuff I can use strike fear in the hearts of my foes!

Statistics:

Magnus Ravenson
Human Cleric 1
Alignment Neutral
Init +2; Senses Perception +2
DEFENSE
AC 18
hp 10 (1d8+2)
Saving Throws Strength +4, Dexterity +2, Constitution +2, Intelligence +0, Wisdom +4*, Charisma +3*
OFFENSE
Melee Longsword or warhammer +6 (1d8+4) or handaxe or spear +6 (1d6+4)
Ranged Handaxe or spear +6 (1d6+4; 20/60)
STATISTICS
Str 18, Dex 14, Con 14, Int 11, Wis 14, Cha 13
Proficiency Bonus +2
Proficiencies Light, medium, heavy armor and shields; simple and martial weapons; Wisdom and Charisma saves; dice, land vehicles
Skills Athletics +6, Intimidate +3, Medicine +4, Religion +2
Languages Common, Dwarven
Class Abilities Cantrips, spellcasting, ritual casting, divine domain (Tempest), domain spells (fog cloud, thunderwave), wrath of the storm (2/day when struck, use reaction to do 2d8 lightning or thunder damage to attacker w/in 5 ft.; Dex DC 12 for ½)
Spells (+4 to hit; DC 12 with holy symbol)
Cantrips: guidance, spare the dying, thaumaturgy
1st: (2 slots) bless, cure wounds, fog cloud*, guiding bolt, thunderwave*
Background Soldier (healer). Feature: Military rank
Equipment scale mail, shield, dagger, (2) handaxes, warhammer, longsword, spear, common clothes, explorer’s pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50’ hemp rope), holy symbol, insignia of rank, belt of scalps, set of bone dice, belt pouch with 28 gp.
Traits
Personality: I can stare down a hell hound. My god will choose the time of my dying.
Ideal: Live and let die - we're all going to die some day.
Bond: Those who fight beside me are worth dying for
Flaw: My hatred for my enemies is blind and unreasoning.


Victor von Gladden (Gordon Philistine)

Human Fighter 1 - Charlatan

Languages – Alodoan, Dwarven

Alignment Lawful Neutral
Init +1; Senses Perception +2
Speed 30’
DEFENSE
AC (Leather Armor, Shield)
HP 11

Saving Throws
Strength +5, Dexterity +1, Constitution +3 , Intelligence +2, Wisdom +0, Charisma +2

OFFENSE
Melee +5 – Longsword 1d8+5
Ranged +3 – Longbow 1d8+1 [20 Arrows]

STATISTICS & SKILLS
Str 17 (+3)
Athletics (+5)
Dex 13 (+1)
Acrobatics (+1), Sleight of Hand (+3), Stealth (+1)
Con 13 (+1)
-
Int 15 (+2)
Arcana (+2), History (+4), Investigation (+2), Nature (+2), Religion (+2),
Wis 10 (+0)
Animal Handling (+0), Insight (+0), Medicine (+0), Perception (+2), Survival (+0)
Cha 12 (+1)
Deception (+3), Intimidation (+1), Performance (+1), Persuasion (+1),
Proficiency Bonus +2 (Strength, Constitution, Athletics, Deception, History, Perception, Sleight of Hand)
Proficiencies All Armor and Shields & Martial Weapons.
Racial abilities +1 Strength & Charisma Ability Scores +1 extra skill proficiency (History), +1 feat
Fighting Style – Dueling – When Fighting with a melee weapon in one hand, gain +2 to damage rolls with that weapon.
Second Wind – On my turn use a bonus action to regain hit points equal to 1d10+Fighter level.

Feat: Martial Adept
Maneuvers 1 – Sweeping Attack (hit one creature can expend superiority die to strike second creature within 5’ damage equal to roll of superiority die)
2 – Riptose (if a foe misses, expend superiority die and use reaction to attack back)
Resist DC = 13
If have one superiority die (d6), gain another. Fuels maneuvers, when expended regained when finish shor or long rest.

Tool Proficiencies: Disguise Kit, Forgery Kit

Equipment: Set of Fine Cloths, Disguise Kit, Signet Ring of Imaginary Nobleman (House Sigil Two Snakes with Eyes which Appear to Wink), Belt Pouch 15 GP, Explorer’s Pack, Two Handaxes.

160 GP

False Identity: Victor von Gladden

Scam - I forge documents.
Personality Trait - I lie about almost everything, even when there is no good reason to.
Ideal – I’m determined to make something of myself.
Bond – I fleeced the wrong person and I must work to ensure that this individual never crosses paths with me or those I care about.
Flaw – I can’t resist swindling people who are more powerful than me.

Appearance

Handsome but not stunningly attractive, Victor uses clothing to accentuate his best angles. His hair is still close cropped though he has regrown a beard (not to change his appearance or anything, it is just cold with this brisk wind about these islands!). His eyes are a hazel green color and he stands 6’ even and weighs 200 lbs. his build is rather muscular. His hands are a bit coarse despite spending several years doing as little as possible. He is 28 years old.

Will finish up tomorrow getting late and I am tired..


Steve Geddes' human wizard. Background is still a work in progress, I'm afraid - I'm on vacation until next week and I'm struggling to make time. :)


These characters look great, really great

Storyteller - we would need to change the reference in your story to "south" of Iarishea, instead of west, as it is on the west coast to begin with, and that makes Victor an Alodoan, okay?


Sort of recovering from an emergency tooth extraction, ugh, everything is fine, but I'll only be checking in a coupe of times today


Terquem wrote:

These characters look great, really great

Storyteller - we would need to change the reference in your story to "south" of Iarishea, instead of west, as it is on the west coast to begin with, and that makes Victor an Alodoan, okay?

Not a problem, sorry bout the confusion there. I will have my equipment done likely tomorrow night as I am running my table top game tonight, the characters are in Undermountain Level 1, should be a blast! :-)

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