DM Default: Princes of the Apocalypse (Inactive)

Game Master inxpitter

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Recruitment ends tomorrow, so I'll be making selections during the weekend at some point. Please try to get any final tweaks and such done before then. Thank you for all the submissions and hope to be gaming with you soon.

The Exchange

Krogar:

Krogar
Mountain Dwarf
Darkvision, Advantage for saves v Poison
3 Cleric (Life Domain)
Deity : Moradin
Alignment: LG

str 16
dex 10
con 14
int 10
wis 15
cha 10
HP 24
AC 18

Prof +2
Init +0
speed: 25'

Saves:
str +3
dex +0
con +2
int +0
wis +4
cha +2

Quarterstaff: +5 to hit; 1d6+3 damage
Lv 1 slots(4/day):
Cure Light Wounds, Bless, Healing Word, Guiding Bolt, Detect Magic

Lv 2 slots(2/day):
Silence, Lesser restoration, Prayer of healing, Spiritual weapon

Skill proficiencies
Medicine, Athletics, Persuasion, Intimidation

Class Features

Bonus proficiency : When you choose this domain at 1st level, you gain proficiency in heavy armor

Disciple of Life:
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity: Preserve Life
Starting at 2nd level, you can use your CHannel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. You can't use this feature on an undead or a construct.

Equipment
Chaimail, Quarterstaff, Shield (Holy Symbol Reliquary), Holy Symbol (Amulet), Bedroll, 2 torches, 2 Sacks, Fishing Tackle, Grappling hook, Shovel, 1 Vial, 2 Chalk, 5 Parchment, Miners Pick, 1 Dagger, 10 Pitons, 1 warhammer, 1 hammer, Spear, Explorer's pack, 1 set of bone dice, Signal Whistle, Explorer's Pack

Background
Soldier (Support Staff – Medic)
Personality Trait – I can stare down a hell hound without flinching
Ideal – Our lot is to lay down our lives in the defense of others.
Bond – I would still lay down my life for the people I served with
Flaw – I’d rather eat my armor then admit I’m wrong

Hook
The Fugitive
You are on the trail of a ruthless murderer, Bastian Thermandar. Know as an arsonist who burns his victims to death, he has fled to the Dessarin Valley, where your trail currently leads you. You must bring him to justice

Krogar was out with his mercenary company, the Silver Shields, fighting orcs in the Sword Mountains, and after a successful campaign, he returned to visit his hometown, to find some of his clan dead, many others hurt and their houses burnt down. The cause? A human named Bastian Thermandar, who was given shelter, but repaid the clan’s kindness by going on an arson spree. Krogar has applied for leave from his mercenary company, vowed to hunt the arsonist down and bring him to justice, and has tracked him down to Dessarin Valley.

Krogar is gruff and has no time for polite niceties, like most of his dwarven buddies. He is also as stubborn as a rock. However, once you get to know him better, he is a staunch and loyal friend who will stand beside you no matter what happens. He does not give his word often, but if he does, he always fulfills what he promises, and he detests people who make promises they don't keep. He values family and friends above all else.

Hi, I'm rather new to this 5e character creation business(and 5e as a whole). Please inform me if I've screwed up in any way.


Sorry, will get mine finished and posted today!


OK, all done!

Vikral Ramshaan:

- Human Wizard (Abjurer 3) - Sailor
Strength 8, Dexterity 13, Constitution 16, Intelligence 16, Wisdom 12, Charisma 10.

Human: Feat, Resilient - +1 to 2 Abilities - Proficient Skill - Insight.

Languages - Common & Draconic

Proficiency Bonus - Intelligence, Wisdom & Constitution (Feat)
Sailor Skills - Athletic & Perception
Wizard Skills - Knowledge Arcana & Investigation.

HP = 20.
AC = 11

Personality Trait - I stretch the truth for the sake of a good story,
Ideal - People - I am committed to my crew mates not to ideals.
Bond - In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
Flaw - I can't help but pocket loose coins and other trinkets I come across.

Equipment - Navigator's tools, belaying pin, 50' rope,lucky stone (from sea floor), common clothes, 10 GP.

Special Ability - Abjuration Savant
Arcane Ward - Absorbs Damage.

Spells:

Cantrips 3 (Known) - Blade Ward, Mage Hand,

Spells Per Day 1st - 4
2nd - 2

Known - 1st 8 - Chromatic Orb, Feather Fall, Detect Magic, Sleep, Grease, Mage Armor, Jump, Comprehend Languages
2nd 2 - Gust of Wind, Scorching Ray

Variant Feature - Bad Reputation.

Adventure Hook - Shatterkeel’s Trail

Months ago, Gar Shatterkeel destroyed the your ship by conjuring a powerful storm. Dozens of sailors died, and now the character intends revenge. Hunting him down has proven difficult, but you have heard he hides somewhere along the shores of the Dessarin River.

Backstory: Vikral grew up in the city of Luskan an orphan in the streets of that rough city. Living in the shadows of the Captains and their dark allies the drow, Vikral quickly learned that power only respects power.

Once old enough he joined crew to sail the seas and perhaps even profit from piracy if it came to it. Soon enough he realized that he was not cut out for the intensive labor the life of a sailor would require. While tireless his frail frame had difficulty performing some of the functions on the ship.

Still he made sure that his toughness shown through never backing down from a fight. His reputation for a being a tough, if not competent, fighter grew and he was able to avoid fights through intimidation via a silver tongue rather than actual fisticuffs.

That silver tongue caught the eye of the weather wizard, Aldous Marouf. An aging bachelor wizard, Aldous had no one to pass his legacy on to, at least until he met Vikral. After a few years on the crew of a Kurth ship, Vikral was brought under the wing of Aldous. Six years was a long time to be apprenticed and to serve on a crew that changed personnel so frequently.

Now nearly 30 sitting in a tavern in an Inn at Red Larch, Vikral thinks fondly of that crew, his sponsor in the Art, and laments the bastard that sunk the ship, Gar Shatterkeel. He is around here, somewhere in this area of the Realms and Vikral will find him and give him pay back to be certain...


Wealth: 2d4 ⇒ (4, 4) = 8

So I had this idea and just basically ran with it from beginning to end. Took a while to track down a 5e reference book. I've played the system once before but unfortunately had to stop. (Had a bard duelist in that one who was so much fun!)

Here is Zeek, an Aarakocra Barbarian. I went with the Defeat the Skyriders option but with a twist. Zeek can already fly! And naturally he's a Barbarian with the Eagle totem. Could not resist that. He'll be ducking in and out of combat when he can but that doesn't mean he can't stand his ground if he needs too.

He won't be as strong as a race with strength as a bonus, but the whole culture just speaks to undisciplined warriors, and the moment I saw the eagle totem I knew what I had to do. Outside of combat I see him as a scout and hunter. Especially thanks to his background. He can provide for the group in lots of areas!

Character:

Zeek
NG Aarakocra Barbarian (Totem Warrior)

DEFENSE
AC 14 (16 with shield)
hp 32 (3d12+6)

OFFENSE
Speed 25ft, 50ft. flying
Melee Greatsword +4 2d6+2 (+4 while raging)
Longsword +4 1d8+2 (+4 while Raging)(1d10 with no shield)

STATISTICS
Str 15, Dex 14, Con 15, Int 8, Wis 14, Cha 8
Skills Athletics +4, Perception +4, Stealth +4, Survival +4
Languages Common, Aarakocra, and Auran

SPECIAL ABILITIES
Rage 3/day (Damage +2), Unarmored Defense, Reckless Attack, Danger Sense, Primal Path: Totem of the Eagle, Wanderer

EQUIPMENT
Greatsword
Longsword
Shield
Explorer’s pack
Trumpet (+2)
Bear Skin (Worn)
Traveler’s clothes (Worn)
4 Javelins
Hunting Trap
Staff
4 Nets

GOLD
65 gp

PERSONALITY & BACKGROUND
Ideals
-Respect
-Family (Modified. Less about blood and more about bonds)

Bond
The Daawsun (Dawson when pronounced right) family is the family that saved Zeek and gave him a home for a few years. He is more then just grateful to him. They are his family now.

Flaw
Naive and unlearned, Zeek can be easily tricked or swayed that certain things are 'the way they are' with ground folk. He's very adept at surviving and fighting but he was young when his tribe was killed, barely a hunter, and though his time with the Daawsun family has taught him a few things he has never been to a settlement larger then the one the Daawsun family is at.

His high wisdom does mean he'll likely learn in time, with help, so I may end up having to trade this flaw out for another flaw. Or it might come to represent a more natural sort of intuition that doesn't translate to socializing.

Zeek's Story:
Chaos. Nothing but chaos. This is the last memory Zeek has of Zeek's clan. It came so quick, like a storm of blades and monsters. Then he was falling. The Fall. The End. The Ground.

How Zeek survived he knows not. The ceiling should have killed him. The Fall should have killed him. The hay could not save him. And yet... it did. With some help from those who owned it.

Zeek will start at the beginning. Before... before the Fall. Before the End.

Zeek was flying with his tribe, hunting for food. We had learned to avoid taking from the ground folk. They got angry when we did. Came at Zeek and his family with bows. It was strange how they 'herded' these creatures but we learned to watch for the signs and in the end there was plenty for all in this land.

This day, the Hunters flew. We needed more meat for the young ones who could not fly. Zeek had hunted before but never for so many. Then they came. One moment the skies belonged to Zeek and the birds. Then there were... Others. Creatures like the Pony's that the ground folk road but with wings. Atop their back rode ground folk in metal and carrying metal.

Warriors.

We tried to fly around but they gave chase. The Hunters were not to be hunted. We spun about to deal with these would be hunters, but found our simple wooden spears ineffective against their metal. Their mounts even wore it. It slowed them but the advantage it gave was undeniable.

They retaliated.

Zeek Fell. His Tribe Fell. Then there was blackness. Then pain.

Pain meant life. Zeek survived! Only Zeek survived...

The Barn. The hole in it was Zeek Falling. The Ground Folk... They found Zeek... and they took him in. They healed him, though it took many months for his wings to recover. Zeek knew pain... Many pains. Word of other Hunters found. None alive. All dead. The tribe must know. Zeek worked hard to regain his strength. The Ground Folk, so kind, helped him.

Reluctant but needful, Zeek left Ground Folk and returned to nest. All dead. Feathers found. Hair found... Metal found. The would be Hunters. Ground Folk that Flew. They had tracked Hunters back to Zeeks nest and... and...

Zeek felt anger. Such anger. And pain. Such pain. Alone, he flew, wishing to Fall. Without realizing he flew to the Barn. The Ground Folk were still there. Hearing Zeeks tale, they wept with Zeek, and offered him a new nest in the Barn.

In return, Zeek hunted for them, for his new tribe, the Ground Folk tribe known as the Daawsun family. He earned his keep. He learned the land. And he grew happy again.

Then they came. The Ground Folk that Flew. The Daawsun hatchlings called them... Feathergale Knights.

Anger. Such Anger. Zeek flew as they landed. Waited for them to separate. Watched as they came to each farm in the area to take, to kill. One by one Zeek killed the Knights. His talons tore their throats. Then his hands took their weapons and he used those to pierce their metal.

Three died. Most escaped. Zeek intends to follow. The Daawsun family says Zeek should not, should stay and hide. Zeek cannot. His new tribe was attacked. He must... Must protect them. Now he has a metal disk and metal weapons too.

No more family will Fall.


Is this still open? I really want to play some 5e but no one near me plays :( so I heard about pbp and decided to give it a try


Thank you all for your submissions. Recruitment technically finished on Friday night, but really that just means until I wake up on Saturday. That being said, I'm willing to accept Marko's submission for consideration.

Now, recruitment is officially closed.

Up for consideration are:
Dessarin the Deveived - Half elf Druid Warlock
Ken's unnamed - Half elf Sorcerer Barbarian
Abu Al'Her - Deep Gnome Rogue
Vikral Ramshaan - Human Wizard Abjurer
Jamenas - Half elf Paladin Druid
Darwin - Human Fighter
Gauls Marcus Arvitus - Human Battlemaster (willing replacement)
Krogar - Dwarven Cleric of Life
Zeek - Aarakocra Barbarian

Expect a decision by Tuesday. Once again, thank you all for applying.


Awesome! Yeah, sorry about that late submission. Passed out on Friday sometime during the day. It had been a looong morning. Thank you for considering Zeek!


Sorry I didn't finish my submission (Taradin Stormfury). Truckload of life hit this week with a family member in the hospital. If my Sorc/Barb would fill a niche that no one else would, I can finish him up pretty quick, but otherwise it looks like you have plenty of other great submissions. So good luck to the rest of ya!


After careful consideration, I have decided on group. Thank you all for applying, and if you have any questions feel free to PM me. Would the following characters please report to the discussion thread.

Dessarin the Deveived
Vikral Ramshaan
Abu Al'Her
Krogar
Darwin
Jamenas


I will create my profile tomorrow, thanks for the selection DM!


Popping in, yes I know con is slightly off, I'll fix it when I get to a comp. I also made a minor tweak, switching proficient skills from Persuasion to Insight. Also, my background gives proficiency in one type of land vehicle, but I don't know what options there are for land vehicles...

Thanks for invite!

Also please be paitent with me if I happen to ask too many questions as I've only played a single 5e game before this and all I know from Forgotten Realms is from R.A Salvotore's books - Companions of Mithral Hall, The Cleric Quintet and the video game Neverwinternights 2 (which is not considered canon).


I should have a profile up shortly, if my work computer will ever finish updating.


Hola, I am very interested in this campaign, but I was curious if you are allowing feats at the requisite levels. Also I was interested in using the variant human stats where you gain a feat and pick only two scores to get a +1.

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