With several of my games coming to a close, another another 2 halfway through, I'd like to DM Curse of Strahd.
Character Creation rules, 27 point buy, and all 5e books produced by wizards of the coast are allowed. Starting gold and equipment by background.
When you sign up, answer the question. Do you want to do the Death house introduction and gain a whole bunch of stuff, couple hundred of gold potential and a chance to discover a cloak of protection? Or do you want to skip the deadly and tedious Death house introduction, you will start with 50 extra gold, key items you will need found in the death house, at level 3 and with no magic items as if you did it.
I would be okay with doing the Death House introduction, but only because I've not had the chance to play Curse of Strahd (or many 5e games for that manner).
I'm going to try making a spellcaster of some sort! I've only played a Paladin for a Horde of the Dragon Queen campaign so I want to see how the finger twidling characters play.
I made the character, but I didn't buy anything gear wise. I have him otherwise set up.
Half-elf Sorcerer 1
Medium humanoid, neutral good
Armor Class 16
Hit Points 9 (1d6+3)
Speed 30 ft.
STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 10 (+0), WIS 10 (+0), CHA 17 (+3)
Saving Throws Con +4, Cha +5
Skills Arcana +2, Deception +5, Insight +2, Investigation +2, Perception +2, Persuasion +5
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, Common, Draconic, Elvish, Sylvan
0-Fire Bolt, Green Flame Blade, Prestidigitation, Silent Image
1-Chromatic Orb, Thunderwave
Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
I'm definitely interested! I can go either way on the beginning. I haven't read it, but if it is a bit of a slog and the meat of the story doesn't start until level 3, I'd lean that way - mostly because slogs tend to get sloggier in PbP than in face-to-face. Best but right to it.
But it's only a slight lean. I just like playing, and have been wanting to try Curse of Strahd someday.
I'm toying with possibly a fallen aasimar warlock, but I usually have more concepts that opportunities to play them. So I'm flexible.
2 for start at 3: Madcaster and Ragnagon
1 don't care: Ken Marable
1 for do it: Rungok
If the votes come out evenly split or close to it, I'll just quickly run through death house, like 2 fights out of the whole thing, a small story about it, and roll for traps at the end.
AL Core+1, but backgrounds can come from any book and don't count against you as your +1. When you record Death house, it would be recorded as if you played through the whole thing, starting at 0 xp and you will be at 900 when you finish, downtime gained is 10 and renown gained is 1, gold gained is 50 or more if you actually do part of it.
|GM Red Box|
|The Pale King|
|GM Red Box|
I will work on on Agotaras Springsmith, a dwarf fighter over the weekend. Herolab is not so good for 5e so the crunch will take me a bit of time.
Backstory is he is a former mercenary who's group disband after suffering heavy losses in a job gone bad, basically they brought swords to a magic fight. The loss of his company hit him hard, many were killed, and he wishes he could have done more to protect them. To that end he is adopting a more defensive style fighting relying on a shield to protect both him and any with him.
Orsik Ungart, Life Cleric of Helm. He left his temple to travel and gain experience. And cleric can always find some work, so lately he's been adventuring alongside a few other dwarves.
Str 14, Dex 10, Con 16, Wis 16, Int 10, Cha 8
HP 12/12 (1d8 +3 Con +1 Hill Dwarf)
Speed 25 ft
AC 18 (16 chain mail +2 shield)
Saves Str +2, Dex +0, Con +5, Wis +5, Int +0, Cha +1
Skills History +2, Insight +5, Medicine +5, Religion +2
+4 Warhammer 1d8+2 bludgeon, versatile (1d10)
+2 Light Crossbow 1d8 piercing (range 80/320)
Channel Divinty: 1/1 use
Spell Save DC 13
Spell Attack Modifier +5
1st (2 slots) - Command, Guiding Bolt, Healing Word, Sanctuary
1st - Bless, Cure Wounds
Guidance, Sacred Flame, Spare the Dying
Weapons: Simple, battleaxe, handaxe, throwing hammer, warhammer
Armor: Light, medium, heavy, shields
Tools: Brewer's Supplies
Saving Throws: Wis, Cha
Skills: History, Insight, Medicine, Religion
Languages: Common, Dwarvish, Celestial, Elvish
Feature: Shelter of the Faithful
Personality: I see omens in every event and action. The gods try to speak to uso we just need to listen.
Ideal: Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.
Con +2, Wis +1
Speed: 25 ft., not reduced by wearing heavy armor.
Darkvision: 60 ft.
Dwarven Resilience: advantage on saving throws against poison; resistance against poison damage.
Dwarven Combat Training: proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Dwarven Toughness: +1 HP per level.
Tool Proficieney: proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: Common, Dwarvish.
Cleric class features:
1 - Spellcasting, Divine Domain
Divine Domain - Life
Bonus Proficiency - proficiency with heavy armor.
Disciple of Life - Whenever you use a spell of 1st level or higher to restore HP to a creature, the creature regains additional HP equal to 2 + the spell's level
Chain mail (16 AC)
Shield with Holy Symbol of Helm (+2 AC)
Warhammer (1d8 bludgeon, versatile (1d10))
Light Crossbow (Ammunition (range 80/320), loading, two handed)
Priest's Pack: backpack, blanket, 10 candles, tinderbox, alms box, holy symbol, 2 blocks of incense, censer, vestments, 2 days of rations, waterskin.
Prayer book, 5 sticks of incense
Vestments, Set of common clothes
Belt pouch (15 gp)
oh, oh, oh! more 5e! =D
I'm dotting (obviously).
So is this going to be an Adventurer's league game, or are you just using the creation rules?
As far as voting goes, I'm for skipping straight to level 3. Not only will we skip a slog, but by 3rd level most classes have their customization options, to help keep fighters from being more or less the same.
This is AL, everyone will start at level 3, I will run two encounters in the death house, the shambling mound for one, and another encounter and briefly tell the story. A will ask everyone to give me one perception check, this will represent your average perception throughout the place and how much gold and other stuff you found. DC 20 to find everything. I will ask everyone to give me one reflex check to avoid a trap, this happens after the 2nd combat which you don't get a rest on. Everyone will have exactly 1000 exp when this finish, just slightly above level 3, as well as 10 downtime, 1 renown.
|The Pale King|
|GM Red Box|