GM Niles' 5E Experiment (Inactive)

Game Master nilesr

The Lost Mine of Phandelver 5E module levels 1-5

Map of Phandalin

Inspiration
Lyle


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Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

Lyle smirks at Morgran and takes off to find Elmar Barthen. "Big hearts require big meals. I'll go find this Barthen fellow."

Lyle heads off to find Elmar Barthen doing a little bow after finding Gundren's brother.

"Elmar, Lyle Twigstep - my companions and I appear to be in the business of solving some trouble. Gundren hired us as guards for his caravan, and then rode ahead. We guarded the caravan fine, but Gundren was kidnapped by goblins while riding ahead. The goblins are handled but Gundren was taken to Cragmaw Castle. We head out today to free him."

assuming that Elmar isn't hard to find.


Encounter Map

I'm not certain who Elmar Barthen is.....I think you mean the earlier NPC you encountered named Barthen Rockseeker, one of the Rockseeker brothers.

The gruff dwarf says Gundren always was one to git into trouble. and then softening only a bit he says But he is kin...What did ya need from me? I've got no weapons nor armor to sell ya. I might have some sundries you could have. No charge, seeing as you are helping kinfolk.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Having finished speaking to the traders, Duncan returns to the tavern to await the others.


Human Fighter

Bec uses some of this money to buy some rations Buying for 20 days.

"Ready when you are." he says, the following day, as he meets the others. "We going to that castle?"


Male Elf Bladesinger/6 AC14 HP 32/[32] pass. percept 13 pass. insight 13 Init +4 Saves: S+1 D+4 Cn+1 I+4 W+3 Ch-1 HD 6/[6] Adv. vs Charm and Sleep. Dark Vision. Spell Recovery 3/3 Bladesong 3/3 Inspiration: N

Andrei returns to the group. So the reward for the return of the Blue Lions goods was 50 gold eh? Not bad - thats 10 gold each. We could double that if we choose to deal with the orcs - we can get more details after we fetch Gundrun back.

Andrei asks if the dwarf can provide some food and waterskins for the trip.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

"RIght, but let us not forget our primary duty....saving Gundrun! Let's get our supplies and go before something else distracts us!"


Encounter Map

Barthen will indeed part with rations and waterskins for free!

The party sets off that morning, with the Goblin Kreemuk leading the way to the "Cragmaw Castle"

The first half of the trip takes place along the Phandalin road and the Triboar Trail and is very uneventful, the party passes a few farmers in carts bringing their goods to Phandalin.

The road and trail takes them nearly 15 miles north of Phandalin. Suddenly Kreemuk directs the party to leave the Triboar and head directly into the forest due North.

1d20 ⇒ 171d12 ⇒ 101d4 ⇒ 1
After an hour or so of heading in a northerly direction through the tangle of woods

Suddenly an Orc bursts from the nearby treeline!

Initiative:

Bec: 1d20 + 1 ⇒ (18) + 1 = 19
Andrei: 1d20 + 0 ⇒ (18) + 0 = 18
Morgran: 1d20 - 1 ⇒ (7) - 1 = 6
Lyle: 1d20 + 3 ⇒ (1) + 3 = 4
Duncan: 1d20 + 3 ⇒ (15) + 3 = 18
Orc: 1d20 + 1 ⇒ (16) + 1 = 17

The Orc is about 30' away from the party.

Round 1
Bec
Andrei
Duncan
Orc
Morgran
Lyle

No map for this one. Bec, Andrei and Duncan are up


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Sprinting forward, Duncan overtakes the orc and pummles it with a multitude of punches and kicks.

Using 1 Ki point for flurry of blows

Attack-melee: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Attack-melee: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Attack-melee: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

Lyle starts as the orc jumps out.

"Careful! Just one orc attacking a well-armed party? There may be more!"


Human Fighter

"More? They want more?" Bec yells as he moves to attack the orc.

Atk: 1d20 + 6 ⇒ (12) + 6 = 18
Dmg: 1d8 + 4 ⇒ (6) + 4 = 10

"The little devil walked us into the trap!" he says blaming the goblin for leading them directly into the orc.


Encounter Map

Round 1
Bec moves forward swiftly and smacks the Orc hard!
Andrei
Duncan
Orc
Morgran
Lyle

Just Andrei now...


M Hill Dwarf (spell slots 1/4-1st, 2/3-2nd per day) Cleric 4 |33/34 HP 4/4 HD| AC16 (18) |
Saves:
+3 Str, -1 Dex, +3 Con, +0 Int, +4 Wis, +0 Cha, Passive Perception 15

Agreeing with Lyle's assessment Morgran looks to their flanks for other orcs. Although, he laughs at Bec's statement. "Thought you wanted to bring the little devil along Bec, pick him up and use him as a sheild."


Male Elf Bladesinger/6 AC14 HP 32/[32] pass. percept 13 pass. insight 13 Init +4 Saves: S+1 D+4 Cn+1 I+4 W+3 Ch-1 HD 6/[6] Adv. vs Charm and Sleep. Dark Vision. Spell Recovery 3/3 Bladesong 3/3 Inspiration: N

Andrei draws his sword and moves up ready to attack any further orcs.

Beware!, these things are tough.

I recall from somewhere I have a movement penalty of 5ft from heavy armour unless I am mistaken


Encounter Map

It's a 10' penalty unless you have the STR required to wear it without penalty. 5E is VERY martial friendly.

Round 1
Bec moves forward swiftly and smacks the Orc hard!
Andrei moves up and readies an action to engage any newly arrived Orcs
Duncan sprints forward and with a dropkick to the head the Orc goes down!
Morgran
Lyle

Combat Over everyone gets 25XP


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

Lyle points out with his rapier mightily, and sees the orc collapse under a flurry of dropkicks and smacks.

"Well that was an anticlimax. Wonder why that mad blighter attacked?"

He pads over and searches the body.


M Hill Dwarf (spell slots 1/4-1st, 2/3-2nd per day) Cleric 4 |33/34 HP 4/4 HD| AC16 (18) |
Saves:
+3 Str, -1 Dex, +3 Con, +0 Int, +4 Wis, +0 Cha, Passive Perception 15

"Doesn't make sense, goblin! You .. know .. this .. orc?" Morgran asks slowly so the goblin can understand.


Male Elf Bladesinger/6 AC14 HP 32/[32] pass. percept 13 pass. insight 13 Init +4 Saves: S+1 D+4 Cn+1 I+4 W+3 Ch-1 HD 6/[6] Adv. vs Charm and Sleep. Dark Vision. Spell Recovery 3/3 Bladesong 3/3 Inspiration: N

Andrei keeps watch for new threats.


Human Fighter

"I say cut'em some fingers. Let the bugger know what is waiting for him for betraying us!" Bec yells doing his best 'I'm-a-mad-warrior-face'.
Intimidation: 1d20 + 2 ⇒ (20) + 2 = 22 Damn, and it's a 20! >.<


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

Lyle says nothing, folding his little arms as he raises his eyebrows, obviously impressed at Bec's performance.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan goes and searches the area that the orc was hiding in.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13


Encounter Map

Kreemuk squeaks and squeals and says Kreemuk not know stupid Orc! Kreemuk likes humans, help humans. No Eat!

The Orc had 1d10 ⇒ 5 GP worth of coins, a rusted greataxe, two javelins and smelly hide armor.

Duncan sees that the Orc had a small campsite set up...there are four spots for sleeping.

Continue on or something else?


M Hill Dwarf (spell slots 1/4-1st, 2/3-2nd per day) Cleric 4 |33/34 HP 4/4 HD| AC16 (18) |
Saves:
+3 Str, -1 Dex, +3 Con, +0 Int, +4 Wis, +0 Cha, Passive Perception 15

"Sounds like we have 3 more trouble makers coming back. Shall we wait for them and rid the countryside of 4 more orcs, Andrei didn't you say something about the town master mentioning orc raiders on the Triboar Trail? Could these be part of that same group?"


Human Fighter

"Let's get'em before they get us." Bec says looking around for any sign of where the orcs could have gone to. Of course he doesn't find anything. If tracking was easy, he wouldn't be a warrior.


Male Elf Bladesinger/6 AC14 HP 32/[32] pass. percept 13 pass. insight 13 Init +4 Saves: S+1 D+4 Cn+1 I+4 W+3 Ch-1 HD 6/[6] Adv. vs Charm and Sleep. Dark Vision. Spell Recovery 3/3 Bladesong 3/3 Inspiration: N

Anyone can try any skill in 5th Ed.

Andrei attempts to do some simple tracking.

1d20 + 2 ⇒ (9) + 2 = 11


Encounter Map

Andrei can tell that the orcs went West but that is all.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

"Well I guess the choice is do we stay and try to ambush the 3 other orcs, or do we continue on. I vote we continue. We do not know how much time Gundren might have."


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

"Stop it stop it, you're mussing any tracks you big oaf," complains Lyle. "I once entered into a drinking contest with a wizened half-elven ranger by the name of Bim. Naturally I drank Bim under the table - as a reward for my incredible constitution he showed me a few ancient tricks of true hunters. Watch and learn."

Survival: 1d20 - 1 + 1 ⇒ (12) - 1 + 1 = 12

After a moment he stands and dusts his hands.

"I have come to the conclusion that hunter was an idiot. What Andrei said. Let's continue. Maybe we can leave the orcs a helpful sign pointing away from the town."


M Hill Dwarf (spell slots 1/4-1st, 2/3-2nd per day) Cleric 4 |33/34 HP 4/4 HD| AC16 (18) |
Saves:
+3 Str, -1 Dex, +3 Con, +0 Int, +4 Wis, +0 Cha, Passive Perception 15

"We should move on and quick like, hide that guy though, maybe his buddies will think he bailed on them for something better.If they find him dead though they may follow us."


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan grabs the dead orc by his feet and drags him off the path and covers the body with some brush. He then goes back over the area with a leafy branch, attempting to brush away the signs of battle.

Not sure what skill this might use, but I thin survival might be best?

Survival: 1d20 + 2 ⇒ (12) + 2 = 14


Encounter Map

Lyle looks for tracks and determines the same as Andrei while Duncan hides the body as best he can.

After some time, the party decides to keep moving with a cowed Kreemuk in tow. The little goblin whimpers that We get close. Humans see, Kreemuk help humans. No Eat!

As the party arrives near the abandoned town they see some evidence of where it once stood. A dilapidated half wall stands where once a home might have been...a hedgerow grows in defiant obstinance to the encroaching forest. And soon...

The Castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all in various states of collapse. A short flight of stairs leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway , with dark arrow slits looking down on the terrace.

Duncan does a little scouting from the safety of the forest and finds a smaller entrance on the side of the building.
On the south side of the building, an overgrown path leads to a passage that climbs up into the wall. A large iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path

Nothing stirs while the party watches the building from afar.

Map updated


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

Lyle wanders along in the middle of the party, and pauses to take in the collapsing castle.

"I was about to complain that evil never sets up in a nice castle. But I suppose the point of a castle is that they're hard to get in to. So lousy castles will suffice for our purposes. So... front door or south door?"


Male Elf Bladesinger/6 AC14 HP 32/[32] pass. percept 13 pass. insight 13 Init +4 Saves: S+1 D+4 Cn+1 I+4 W+3 Ch-1 HD 6/[6] Adv. vs Charm and Sleep. Dark Vision. Spell Recovery 3/3 Bladesong 3/3 Inspiration: N

South I think - best to not risk a frontal approach


M Hill Dwarf (spell slots 1/4-1st, 2/3-2nd per day) Cleric 4 |33/34 HP 4/4 HD| AC16 (18) |
Saves:
+3 Str, -1 Dex, +3 Con, +0 Int, +4 Wis, +0 Cha, Passive Perception 15

"The last frontal assault was a washout if I remember correctly, I'll second the southern entrance approach although it will no doubt be well guarded as well." Morgran muses from his position watching the castle...


Human Fighter

"I'm not that good into being silent." Bec states to make everyone knows of his bad points.

"Point me to where we should go."
South entrance?


Encounter Map

Ok, someone needs to post an action...


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

Nodding, Lyle begins to creep towards the south entrance. As he walks, he is heard to curse as he fulfils his namesake, stepping on a twig and breaking it.

Stealth: 1d20 + 5 ⇒ (3) + 5 = 8


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan follows the halfling towards the south enterence
stealth: 1d20 + 5 ⇒ (17) + 5 = 22


Encounter Map

Lyle and Duncan creep forward and as they get close to the wall they hear the sound of crockery being broken and voices arguing coming from the arrow slits.

Dishes need wash! You wash! and then a different voice YOU WASH! I WASH LAST TIME!

Lyle arrives at the door, and finds it locked. Thieves Tools Dexterity DC 15


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan motions Lyle to signal the others to move up while he tackles the locked door.

Perception? (looking for traps): 1d20 + 2 ⇒ (16) + 2 = 18

Thieves' Tools: 1d20 + 4 ⇒ (16) + 4 = 20
DO you get your DEX bonus for this roll?


Encounter Map

Yeah if you are proficient with Thieves Tools you get your Prof bonus and Dex bonus. If not you are at disadvantage and no prof bonus....

Duncan fiddles with the door using his thieves tools and the door unlocks! Duncan sees into the "castle" but his vision is limited by the poor light. He hears sounds coming from his left, probably the same voices that were arguing earlier.


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

"Since when do goblins wash dishes?" muses Lyle before he sticks his head out and motions for the rest of the group to approach.


M Hill Dwarf (spell slots 1/4-1st, 2/3-2nd per day) Cleric 4 |33/34 HP 4/4 HD| AC16 (18) |
Saves:
+3 Str, -1 Dex, +3 Con, +0 Int, +4 Wis, +0 Cha, Passive Perception 15

Seeing Lyle's signal, Morgran taps the others on the shoulder before moving to join the others at the southern entrance.


Male Elf Bladesinger/6 AC14 HP 32/[32] pass. percept 13 pass. insight 13 Init +4 Saves: S+1 D+4 Cn+1 I+4 W+3 Ch-1 HD 6/[6] Adv. vs Charm and Sleep. Dark Vision. Spell Recovery 3/3 Bladesong 3/3 Inspiration: N

Andrei forms up.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Quietly he creeps forward to the junction, keeping to the shadows and darkness.

Moved on map

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


Encounter Map

Duncan moves forward and pauses at the closed door, he notices that it is unlocked. He still hears the two creatures, probably goblins, arguing about who has to do the dishes.


Bard 4 | 3/19 HP | AC 15 | 2/4 0/3 Spells | 2/4 Inspiration
Saves:
+1 Str, +5 Dex, +1 Con, +1 Int, -1 Wis, +6 Cha

Stealth: 1d20 + 5 ⇒ (17) + 5 = 22

Lyle draws his sword, and nods over at Duncan. He slips into the door to look at the room, and ideally creep up behind the unsuspecting goblins.


Male Elf Bladesinger/6 AC14 HP 32/[32] pass. percept 13 pass. insight 13 Init +4 Saves: S+1 D+4 Cn+1 I+4 W+3 Ch-1 HD 6/[6] Adv. vs Charm and Sleep. Dark Vision. Spell Recovery 3/3 Bladesong 3/3 Inspiration: N

Andrei impatiently waits for the action... he knows its impossible to be stealthy in mail.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan keeps Lyle in sight as he moves forward into the room; ready to come to his aid if needed.


Human Fighter

Bec whispers from behind "Shouldn't I go first? After you know, you work with your toys and tool and hearing?" to complement, he does that stuff here he pretends to be fixing his shield in his arm, you know, to illustrate he is better protected..


Encounter Map

4d20 ⇒ (3, 20, 12, 12) = 47 Egads! A 20!

Lyle creeps into the room silent as death....four goblins stand arguing about who's going to do the dishes and none of them notice him at first, however one lucky goblin turns around at the most inopportune moment and stares at Lyle slackjawed, not understanding how this little human got into the castle.

Lyle has a full round worth of surprise, then

Initiative:

Bec: 1d20 + 1 ⇒ (14) + 1 = 15
Andrei: 1d20 + 0 ⇒ (18) + 0 = 18
Morgran: 1d20 - 1 ⇒ (13) - 1 = 12
Lyle: 1d20 + 3 ⇒ (5) + 3 = 8
Duncan: 1d20 + 3 ⇒ (1) + 3 = 4
Goblins: 1d20 + 2 ⇒ (1) + 2 = 3

Round 1
Andrei
Bec
Morgran
Lyle
Duncan
Goblins

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Howdy folks.

I'll be running an experimental game over the summer months using the Dungeons and Dragons 5E ruleset. I'll run the Lost Mine of Phandelver module from the boxed set which covers levels 1-5. No guarantees on anything past that.

I am a very post contentious GM, I post reliably at minimum once per day and I demand my players do the same. I won't hesitate to bot your character and/or move the action along if you don't post for 24 hours. I usually let my guys know if I'll be out and I expect others to do the same.

So, I'm looking for 2-3 more players to join the 2-3 of my friends here on the boards that are already in the game. I'm going to reserve one spot for someone who is BRAND NEW to PbPs, so new people please post!

I'm looking to begin the game by the end of May so I'll leave recruitment open until Friday the 22nd.

All you need for this thread is to post your interest and a basic idea of what type of character you want to play. I'll probably respond to your post with a bunch of question to help me pick the ideal people I want to virtual game with.

The setting will be Golarion and the module will be set in Varisia.
We will be rolling for stats 4d6 6 times drop lowest d6.
Anything from the PHB, DM Guide or Elemental Evil is fair game as far as what is allowed (as long as I can justify it in Golarion/Varisia). Stuff from the UA articles might be allowed, just ask me about it first.


I see no one has expressed interest. Perhaps it is because I left out some information.

Adventure Locale: Phandalin is a small town on the headwaters of Conquerors Bay, Northwest of Korvosa

Adventure Hook, Meet me in Phaldalin:

The characters begin in the city of Korvosa and when their Dwarven patron Gundren Rockseeker sends them to escort a wagon to Phandalin, a small town of humans and gnomes on the headwaters of Conquerors Bay, along the Crimson Coast road. Gundren has gone ahead to take care of business in the town while the characters follow with the metalware and supplies. The characters will be paid 10GP each to deliver the wagon of supplies safely to Barthen's Provisions in Phandalin.


4d6 ⇒ (5, 6, 4, 3) = 18 15
4d6 ⇒ (1, 5, 3, 6) = 15 14
4d6 ⇒ (2, 4, 5, 6) = 17 15
4d6 ⇒ (6, 5, 5, 4) = 20 16
4d6 ⇒ (3, 6, 6, 5) = 20 17
4d6 ⇒ (6, 6, 5, 2) = 19 17

Sweet baby Ray!

Maybe a sorcerer for me, maybe a half-elf, I am away from books right now, with my exceptional stats would you suggest something else?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Hmm... I'm already in another PbP of this same adventure, and I've just applied to a couple of other PbPs so I might end up at my limit.

On the other hand, I can't resist the curiosity of what stats I would roll, so...

4d6 ⇒ (1, 2, 5, 2) = 10 9
4d6 ⇒ (4, 2, 6, 3) = 15 13
4d6 ⇒ (6, 4, 6, 1) = 17 16
4d6 ⇒ (6, 5, 1, 2) = 14 13
4d6 ⇒ (1, 4, 1, 6) = 12 11
4d6 ⇒ (1, 4, 1, 1) = 7 6

Wow. That is a total modifier of +2. Huh.

Well, a human would end up with 17/14/14/12/10/7, which is doable I suppose. Maybe I could come up with something. But I'll wait until closer to the end of recruitment, when I have a better idea of what my current load looks like.

Dark Archive

4d6 ⇒ (3, 6, 2, 2) = 13 11
4d6 ⇒ (2, 3, 2, 4) = 11 9
4d6 ⇒ (5, 5, 3, 5) = 18 15
4d6 ⇒ (4, 5, 6, 3) = 18 15
4d6 ⇒ (5, 4, 2, 5) = 16 14
4d6 ⇒ (1, 5, 1, 3) = 10 9

Hmm, interesting. Thinking a human, probably a fighter with the criminal or urchin background.


Humm

1st: 4d6 - 1 ⇒ (1, 3, 2, 2) - 1 = 7
2nd: 4d6 - 5 ⇒ (6, 6, 6, 5) - 5 = 18
3rd: 4d6 - 1 ⇒ (4, 3, 1, 5) - 1 = 12
4th: 4d6 - 3 ⇒ (3, 5, 3, 5) - 3 = 13
5th: 4d6 - 1 ⇒ (5, 1, 4, 1) - 1 = 10
6th: 4d6 - 1 ⇒ (1, 4, 4, 3) - 1 = 11

Haha, one good roll and them bleh! :D

I'll think of something.


So, Niles, how this sounds?

My full name is Becarus Delaurentis Corbin, but everybody calls me Bec. I’m a simple farm boy in a six-foot-six-inch, 250-pound frame! I’m not the sharpest tool in the shed, and I lack basic social skills and etiquette. But what I lack I make up for in brute strength and endurance. If there is heavy labor or a menial task to be done, I’m the man. Tasks that require finesse and dexterity, on the other hand, aren't my forte; I often break tools with my gnarled, powerful hands. Such duties are best left to others. Papa once asked me to shear a sheep, and the poor creature needed to be put down shortly thereafter! Ever since, I shy away from such delicate creatures.

Shortly after my 18th birthday, I joined the local militia. I enjoy taking orders, and have no desire to climb the ranks of leadership. Although not very skilled at wielding many weapons besides my spear, I make up for formal training with the strength of a bull. The militia taught me the basics of wearing and caring for armor, but I disdain most forms of armor. They are always tight in the chest and arms, and downright uncomfortable.

I’m boisterous, but prefer to use short sentences and simple words. Other folks often confuse me with fancy words and such. Often I feign understanding, and do my own thing anyway, One flex of a powerful arm, and they tend to leave me be. I’m naïve and trusting, and quite shy around pretty women.

Edit: The background is from Dungeon Crawl Classics #0: Legends are Made, not Born, however I found it really cool and wanted to give it a try.


Hey! Why didn't you respond to my PM...I thought you didn't want in.

Aku jump in the discussion thread you are already accounted for.


Ouch, I did! Several days later, I think! Or I thought I did.


Doesn't matter, I already accounted for you as one of the original 4 that I invited.

To everyone else who wants to apply or play in this game. I'll be taking 2 more players for a total of 6, I already have 4 people in the game.

Liberty's Edge

Well I would not mind giving a go....hey Aku!!

4d6 ⇒ (2, 6, 2, 5) = 15 = 13
4d6 ⇒ (2, 6, 1, 2) = 11 = 10
4d6 ⇒ (2, 2, 4, 6) = 14 = 12
4d6 ⇒ (5, 1, 3, 1) = 10 = 09
4d6 ⇒ (5, 3, 5, 4) = 17 = 14
4d6 ⇒ (5, 4, 5, 2) = 16 = 14

Not too bad....will see what I can come up with!

Liberty's Edge

I think a monk might be interesting to play in this game! Do you want the crunch and fluff written up? I was leaning towards a human monk with a criminal background and the healing feat, so he will be useful as a fighter, backup healer and backup thief (being able to use thieves tools!)


@Daniel Stewart Yeah go ahead and post a background. Crunch can come later as long as you have an idea in your head for the character.


Hm... Well, I enjoy 5E and I'm always curious to see what the dice have to say, so I'll give them a roll.

4d6 ⇒ (1, 1, 1, 6) = 9-8
4d6 ⇒ (4, 3, 6, 1) = 14-13
4d6 ⇒ (4, 1, 4, 1) = 10-9
4d6 ⇒ (1, 2, 1, 6) = 10-9
4d6 ⇒ (5, 3, 4, 3) = 15-12
4d6 ⇒ (1, 6, 2, 6) = 15-14

Well, that's... That's really something. I think I'm gonna stay out of this one.


What classes do you already have?


Nothing firm now, but the four that are already in are

Fangdragon (no character idea yet)
CharlesJ (Dwarven Cleric)
Barvo Delancy (Bard or Druid)
Aku (Probably a fighter)

However, I'll say this once more in this thread like I have in discussion...5E is MUCH more forgiving of an unbalanced party. With different backgrounds and races, you can have a party of 5 fighters that can pretty much cover everything. So, play whatever you like...and we will take some time in discussion to hammer out character crunch specifics so the party will work well together.

Dark Archive

Me? Oh, I'm Caulder. Caulder Fell, actually, if you ask my mother, but you can't, 'cause she's dead. Well, I reckon she's dead - haven't seen her since I came to Korvosa as a boy. When was that? Ten years ago, I guess. I was on my first raid, just 13, part of a crew from the Ironbound Archipelago. Korvoso turned out to be a bit less soft than we'd been led to believe. Most of the crew were killed and the older survivors executed. They let me keep my head but threw me in an"orphanage" with bars on the window for a year. After that I was reformed - no, really, I haven't been on an honest-to-goodness raid since - and shoved out on the streets.

Learned quite a bit in the gutters, and quick, too. Found a place for myself as a, uh, bouncer, of a sort. Oh, all right, you've got me. I've knocked a few heads, and climbed a few walls when necessary to help haul out the loot. But mostly I'm the guy with knife, or the club, or when things get really bad, the guy who swings his sword around and tries to get the other guys to wet their trousers. Usually that's enough, although I can mix it up when it needs to be done. Prefer not to, though, I don't much care for spilling blood - my own, at least.

Really, if you think about it, my job's not much different from yours. I keep watch, keep people in line, knock a few heads when needed. What? Don't get all high and mighty - Hey, what's that coming up the alley? Crack! Ok, down you go. Think I'll just slide you over here out of the way so you can have a nice little nap.

I'd be going human fighter with the criminal (enforcer) background, Athletics, Deception, Perception and Stealth as trained skills, plus thieves' tools, so I could serve as a backup thief. Fighting style to be determined based on party makeup, either sword-and-shield (if a tank is needed) or two-weapon-fighting.
Taking the +1 to all stats human option, for scores that look like this:
Str 16 Dex 15 Con 16 Int 10 Wis 12 Cha 10

Liberty's Edge

Sorry for the wall of text...it just evolved that way!! Hope it is ok.

"Well it started out in a slum in the worst part of Korvoso. I never did know who my parents were, but it really did not matter. Like most of the homeless kids, I was only looking for someplace to be safe, and maybe a bit of food. I got a lot more than I bargained for when I decided to break into a weird old temple.

I was sure the place was empty, and did not believe the stories of ghosts and stuff the other street people told of the place. I guess I was just too desperate to care. If I remember correctly I had just lost the few possessions I was able to scrounge to one of the local gangs. A few days in the cold rain with no food will do wonders for your courage. Anyway, I decided I was either going to find a hidden treasure, or die trying.
Most of the place was a wreck, but at the very back someone had cleaned it out and made quite a nice little home. The rooms opened onto a little courtyard that the inhabitant had sculpted into a marvelous garden. The place looked like heaven, and it took me some time to realize that I was not alone.

The woman was off to one side of the garden, in a little gravel pad. She was just sitting there, her eyes closed. At first I thought she was dead, because she was not moving, but as I moved closer I could see her breathing. I know I should have run, but watching her just sitting there, well it kind of entranced me. Next thing I know I am sitting beside her, eyes closed and just listening to our breathing. When next I opened my eyes, it was night, and the courtyard was lit with many small candles. The lady was sitting and eating a meal, and she motioned me to join her. From that moment on I was her "boy".

She taught me many things, but never once spoke. I thought to call her mother, but figured she would never have left me on my own, so she became Auntie. Auntie taught me how to do many things: move without being seen, fighting with a small, wavy-bladed sword or even with no weapon, healing wounds, and much more. I stayed with Auntie for 6 years, and in that time I had to fight off a number of bandits and gangers who attempted to invade our home, but Auntie taught me not to hate them, for they were just part of the life in the city. I tried to copy her attitudes and calmness, and sometimes it would work, but I was a hothead and would always be showing off for some pretty girl.
One day I returned home to find the place ransacked. None of our precious gear was taken, but the place had been tossed and Auntie was nowhere to be found. I waited for several day, in the hope she would return, but as the story got out, some of the stronger thugs begin to show signs of moving in. So I packed the few belongings we had, left a note in a secret place only the two of us knew about, and headed off into the big, wide world."

Dark Archive

4d6 ⇒ (6, 2, 2, 2) = 12 = 10 Str
4d6 ⇒ (3, 4, 6, 2) = 15 = 13 Con
4d6 ⇒ (5, 3, 5, 4) = 17 = 14 Dex
4d6 ⇒ (1, 4, 6, 5) = 16 = 15 Wis
4d6 ⇒ (1, 3, 3, 3) = 10 = 09 Int
4d6 ⇒ (1, 5, 5, 1) = 12 = 11 Cha

Elf (Wood) Druid
Urchin background

Starting gear by Background and Class if allowable, else:

2d4 ⇒ (3, 4) = 7 = 70 gold

Gear: Just scimitar, stick, shield and leather armor (sick for Druidic Focus)

Plan - +2 Wis, +2 Wis, Feat (Alertness), Feat (Lucky)

Link to full Stat Block in other thread

Note: The Stats will change marginally based on the fact my rolls are amazingly close to the 15.14.13. etc used to build the linked sheet.

Grand Lodge

4d6 ⇒ (2, 6, 2, 4) = 14 12
4d6 ⇒ (3, 3, 5, 5) = 16 13
4d6 ⇒ (1, 4, 5, 5) = 15 14
4d6 ⇒ (6, 5, 1, 3) = 15 14
4d6 ⇒ (1, 4, 3, 2) = 10 9
4d6 ⇒ (5, 6, 5, 4) = 20 16

I would very much like to play if there is a spot still open.

I could do a Paladin - fills healer and combat slots. Are Human optional rules being used?

I run 1 PbP and am steadily participating in 3 others (all are long running) where I maintain a healthy post rate... I did have to drop one or two other games due to some personal and work issues but these have stablised. I'm very much interested in playing.


@Helaman Yep, variant rules for humans are OK.

Grand Lodge

Notes from the Pathfinder Wiki that I can possibly build upon... :

One of the largest temples in all of Magnimar this fortress like building is dedicated to Iomedae, the goddess of justice and honour. The temple occupies a central location within the city, it is located in Keystone, the central district where the Avenue of Sails and The Ascent. The temple is run by chaplain Tira Ronnova.

Worshipers and Clergy Edit

Iomedae's priests are composed of clerics and paladins. Personal cleanliness as well as an honorable demeanor are both very important for her followers. An hour of prayer a day is practiced, in addition to a weekly public worship service. [2]
Temples and Shrines Edit

The temples of Iomedae function as both a church and living space for her holy knights. Also commonly used are former temples of Aroden. These buildings are often painted white and feature arched entrances, pillared courtyards, fountains, and statues. [7]
Holy Texts Edit

Her holy text recounts the 11 miraculous Acts of Iomedae.[7]
Holidays Edit

The Inheritor's Ascendance is celebrated on the first of Arodus every year.[7] On the 19th of Rova is the Day of the Inheritor and the 6th of Lamashan is Ascendance Day.[8]


Helaman here.

Still working on background but here is my Paladin of Iomadae (half elf) who is suffering from PTSD and dealing with the loss of his comrades in arms who fell while he was in command because he failed to spot an ambush and issued orders that put his men into the midst of the enemy... his horse taking him away from his men, who died to a man, a secret he has buried deep and never wants to come out. His turn to adventuring is a way to escape this blemish.


Crap - just lost all my text. Will do it up later.


The air left the coppery taste of blood in his mouth and the screams of dying horses filled his ears as he plunged through the forest on a horse mad with pain

Nooo... turn you stupid horse! TURN, he screamed as he sawed at the bit in his horses mouth. With each moment his steed carried him further from the bandit ambush - an ambush he had stupidly led his men into

And he could hear them crying out behind him...

He awoke jerking, covered in sweat and with a scream of his own dying on his lips.

It was the same dream he had at least twice a week and a burden he'd carried for four months. And again he was asking himself the same question - "How could I be so foolish and yet have others pay the price".

He rose, washed his face in the basin, lathered up his shaving brush and took out his razor - he'd get no more sleep this night.

The mirror, a small circle of burnished copper showed his furrowed brow, wreathed by prematurely grey white hair and troubled eyes. He sighed and got down to the careful business of shaving as he reflected on the path that had led him to Korvosa.

A trained warrior of Iomadae he'd taken great pride in his skill at arms and his burgeoning leadership abilities, training constantly in the Great Temple in Magnimar to both serve his Goddess in both peace and at war. From time to time the temple hierarchy were approached for aid and they would respond by sending a single warrior or small detachment of the faithful under arms to respond.

It was under this authority that he'd been put in place at the head of a detachment of young men to take care of banditry in the countryside.

He'd been so proud to finally be given an assignment - a test of his abilities... a test that he had spectacularly failed at.

He winced as the razor nicked his neck and began to bleed.

Maybe I should finish the job - end it all, he thought briefly before dabbing at the cut with a small cloth. No easy escape for you - no. The Inheritor had no use for disciples who committed suicide to avoid their burdens. If I fall, it must be in battle - defending the helpless or my comrades else I will be an unworthy servant.

It was a simple enough call. He'd spotted what he thought was a lone bandit with a bow at the edge of the woods and ordered his men in to capture the men, taking the bait of the bandit trap. Before he knew it there was a hail of arrows plucking his men from their saddles. His own horse had been hit as well but instead of falling, it ran unheeding of any commands from the battle until Andrei had been swept from his saddle by a low hanging bough and knocked unconcious.

Andrei looked over at the dagger next to his bed where he had gotten into the practice of leaving it while he rested.

When he had come to his senses he ran through the woods to find his men and found them stripped bare - all left naked for the crows that fought over the cool white skin and blood red flesh - their possessions taken, all taken except this dagger which must have fallen unnoticed from the bandits possessions. He'd buried them all after digging a shallow hole with it and he carried it still to remind him of his failure.

He was too ashamed to return, to admit failure, to front the wives and mothers of those men and so instead of returning he turned his face from Magnimar and wandered, ending up at last at Korvosa. He'd face them one day - the fruits of his arrogance and failure but... but not now, no, not now.

He was fortunate after a fashion, he was not known in the city and he wore plain clothes to religious services instead of his livery and armour, bearing only his sword and his holy symbol he'd been taken as one of the faithful among caravan guards, soldiers and the like - and he'd not lingered afterwards instead rushing back to his inn.

Needing to eat, he needed to serve and so was fortunate in finding his Dwarven patron Gundren Rockseeker - he'd done some simple guard work before being asked to escort a wagon of supplies to a mining town. It seems simple enough and was worthy of the 10 gold coins Rockseeker offered for the service.

Grand Lodge

Was very tempted to make an inquistor style character with criminal/spy background or a Paladin of vengence Ragathiel Paladin but settled on the relible Iomadae that fits the 'standard' paladin model.


I will toss my hat in the ring.
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (3, 1, 4, 3) = 11
4d6 ⇒ (3, 1, 6, 1) = 11
4d6 ⇒ (5, 1, 6, 4) = 16
4d6 ⇒ (6, 4, 6, 6) = 22
4d6 ⇒ (2, 6, 5, 2) = 15
Looking at Wizard maybe gnome with a guild back ground. GM Niles would you be willing to let me use the Artificer School for PC? I know its for Eberron but I thought it might add some flavor the game.
I will post the full sheet later


Let's see how we roll
4d6 ⇒ (5, 4, 2, 4) = 15 15
4d6 ⇒ (5, 4, 3, 1) = 13 12
4d6 ⇒ (2, 1, 5, 3) = 11 10
4d6 ⇒ (3, 2, 1, 6) = 12 11
4d6 ⇒ (6, 2, 1, 4) = 13 12
4d6 ⇒ (3, 6, 3, 5) = 17 14

Hmm, thinking a Genasi (just because...) or maybe Tiefling if you don't like Genasi.

Hmmm, Air Genasi Rogue maybe


Quickly genned character, went Fire Genasi Wizard in the end:

Ynara Cediro

Fire Genasi Wizard (Urchin):

STR: 10
DEX: 12
CON: 13
INT: 16
WIS: 12
CHA: 14

HP: 7
AC: 11

Proficiencies (+2):
Combat: Daggers, darts, slings, Quarterstaffs, Light Crossbows
Saves: Int Wis
Skills: Insight, Medicine, Sleight of hand, Stealth
Tools: Disguise Kit, Thieves Tools
Languages: Common, Primordial

Abilities;
City Secrets: Not in combat travel between 2 locations in city at double speed.
Darkvision: dim becomes bright and dark becomes dim within 60'. Darkvision seen in shades of red.
Fire Resistance
Reach to the Blaze: Produce Flame Cantrip (Con-based)

Spellcasting (DC13/At+5)
Catrips(3):
Mage Hand
Minor Illusion (30ft range, sound or image)
Prestidigitation
1st level (6):
Burning Hands
Charm Person
Detect Magic
Disguise Self
Silent Image
Sleep

Gear:
Dagger
Arcane Focus
Explorer's Pack
Spellbook
Small Knife
Map of Magnimar
pet mouse
A coin on a leather cord
common clothes

10gp

backstory:

Ynara grew up on the streets of Magnimar, always wondering where she came from, with her hot red skin and hair that writhed like living flame. Served her little though, other street-rats threw stones at her and made signs to ward off evil, anyone above saw her as street-filth first and whatever strange race she was second.

She thought that had ended when she met him Feldis Whitelock, a minor wizard, in the scheme of things, but he needed an assistant to help him as his body started to fail and saw a glimmer of potential in the young girl, even taught her the name 'Ifrit' a reference for her species.

It lasted little however, three short years she spent in her apprenticeship, she was a quick learner, but there still seemed so much to learn, she awoke to find her master had passed on, slipped and fell in the night. Ynara panicked, packed up what she owned, took her notes of spells of what she learned and fled the city, perhaps she could pass herself off as a wizard, she kind of was, almost...

Dark Archive

I've been accepted into one game and likely will be joining a second, so I better withdaw Caulder from consideration. Not sure I could keep up with the rate of posting you're after. Good luck!


Ok quick bump to the thread and a recap of people who have submitted or shown interest.

Choant rolled stats but that's it
Jiggy rolled stats but that's it
Daniel Stewart submitted a Monk
Mike Andersen submitted a Druid
Helaman submitted a Paladin
Ashman rolled stats and asked me a question to which the response is "Sure but I reserve the right to change my decision at a later date for completely arbitrary reasons that you will just have to trust."
AlexM submitted a Wizard

Recruiting ends this Friday May 22nd. I'll get my 4 guys to pick two others from the thread and I'll let the people chosen know by Saturday. The following Week May 25-29 we will spend in the discussion thread hammering out crunch and making sure the party will work together well. And then the first week of June we begin adventuring in Varisia.

(Timetable subject to change based on how quick the players chosen decide to get their crunch together and post in the discussion thread)


I am backing out, not feeling a character at this time, too bad with those stats!

Grand Lodge

Choant wrote:
I am backing out, not feeling a character at this time, too bad with those stats!

Man - you had some incredible rolls there.


I am keeping the same stats but will change my class option to a rogue maybe the new pirate one that just came out. I know its subject to the DM choice and I will trust you.


For GM Niles Review

Crunch:

Name: Darksea Crystalfist
Race: Svirfneblin
Background= Charlatan
Algn= N
Class: Rogue
Level 1
Speed: 25
Proficiency Bonus=+2
Abilities
STR=10/0
DEX=19/+4
CON=13/+1
INT=12/+1
WIS=10/0
CHA=15/+2
Saving Throws
DEX=+6| INT=+3
Skills
Deception=+4
Persuasion=+4
Sleight of Hand=+6
Stealth= +6
Combat Info
Offense
Rapier ATK +6 DMG 1d8+4 (P)
Dagger ATK +2 DMG 1d4 (P)
Short Sword +6 DMG 1d6+4 (P)
Defensive
AC=15
HP=9
Features and Traits
Expertise=At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack= 1d6 Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with
an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged w eapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Thieves Cant- Language
Superior Darkvision. Your darkvision has a radius of 120 feet.
Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Background Features

False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you
are trying to copy.
Personality: I’m a born gamble who can't resist taking a risk for a potential payoff.
Ideal: Aspiration. I’m determined to make something of myself.
Bonds: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaws: I can’t resist swindling people who are more powerful than me.
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Languages
Common
Deep Gnome
Gear
Leather Armor
Rapier
Short Sword
Explorer Pack
Daggers (2)
Thieves Tools
Disguise Kit
signet ring of an imaginary duke
Weighted Dice
Money: 15 GP


Backstory:

Darksea was found an orphan and raised in Magninmar. Seeing his difference in the community of Gnomes who raised him, he felt alone. He eventually ran into Ziago DarkFey a half-elf of the Sea. Ziago took a liking to the young gnome and started training him on the ways of thief. Ziago noticed that Darksea had good reflexes and was likable. So Ziago in one of scams sent the young gnome to play a game dice with local one of the local gangs. As Desnea would have it the game turned on Darksea and the Tiefling boss vowed to kill the gnome. Ziago seeing his pupil causing trouble abandoned him to a Pirate ship that sailed along the Varisan coast. Darksea not being able to resist made a game of chance with Captain. Teach him to be a Pirate as winnings instead of the gold. That lasted for 10 years but after 10 years of troubles caused by Darksea the Captain abandoned the young gnome in Veledriane. It was there that with last 30 gp, he charmed a young lady into letting him meet Gundren


Ok, so I know I said any race is ok...but the game will be set in Varisia and as such Svirfneblin isn't a race that I'm comfortable adding in, I mean they don't really exist in Golarion at all do they?

Would a different Gnomish subrace make a big difference?


Not a big deal. I will make him a forest Gnome. His background does not change much. I can say he is deep tan gnome for right now. I will edit the crunch.


Updated Crunch:

Name: Darksea Crystalfist
Race: Gnome (Forest)
Background= Charlatan
Algn= N
Class: Rogue
Level 1
Speed: 25
Proficiency Bonus=+2
Abilities
STR=10/0
DEX=19/+4
CON=13/+1
INT=12/+1
WIS=10/0
CHA=15/+2
Saving Throws
DEX=+6| INT=+3
Skills
Deception=+4
Persuasion=+4
Sleight of Hand=+6
Stealth= +6
Combat Info
Offense
Rapier ATK +6 DMG 1d8+4 (P)
Dagger ATK +2 DMG 1d4 (P)
Short Sword +6 DMG 1d6+4 (P)
Defensive
AC=15
HP=9
Features and Traits
Expertise=At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack= 1d6 Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with
an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged w eapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Thieves Cant- Language
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often
keep squirrels, badgers, rabbits, moles, woodpeckers,
and other creatures as beloved pets.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Background Features

False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you
are trying to copy.
Personality: I’m a born gamble who can't resist taking a risk for a potential payoff.
Ideal: Aspiration. I’m determined to make something of myself.
Bonds: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaws: I can’t resist swindling people who are more powerful than me.
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Languages
Common
Deep Gnome
Gear
Leather Armor
Rapier
Short Sword
Explorer Pack
Daggers (2)
Thieves Tools
Disguise Kit
signet ring of an imaginary duke
Weighted Dice
Money: 15 GP

Backstory
Darksea was found an orphan and raised in Magninmar. Seeing his difference in the community of Gnomes who raised him, he felt alone. He eventually ran into Ziago DarkFey a half-elf of the Sea. Ziago took a liking to the young gnome and started training him on the ways of thief. Ziago noticed that Darksea had good reflexes and was likable. So Ziago in one of scams sent the young gnome to play a game dice with local one of the local gangs. As Desnea would have it the game turned on Darksea and the Tiefling boss vowed to kill the gnome. Ziago seeing his pupil causing trouble abandoned him to a Pirate ship that sailed along the Varisan coast. Darksea not being able to resist made a game of chance with Captain. Teach him to be a Pirate as winnings instead of the gold. That lasted for 10 years but after 10 years of troubles caused by Darksea the Captain abandoned the young gnome in Veledriane. It was there that with last 30 gp, he charmed a young lady into letting him meet Gundren Rockseeker. Darksea needing a job and way out from the eyes of Tiefling boss who had heard rumors of a dark gnome running dice games in the East. Darksea made his way to Korvosa. It was here Darksea though to reinvent himself as simple sword hand. He is taking a simple job for now hoping Desena’s smile falls on him once again.


Update of who has submitted or shown interest

Jiggy rolled stats but that's it
Daniel Stewart submitted a Monk
Mike Andersen submitted a Druid
Helaman submitted a Paladin
Ashman submitted a Rogue
AlexM submitted a Wizard

Recruiting ends tomorrow. I'll go light a fire in the discussion thread for the guys to start thinking about who to add.

Grand Lodge

Looking forward to this. Hoping I make it


Ok, after some consideration and consultation with the preexisting 4 members.

Helaman and AlexM please go over to discussion so we can start banging out our party.

Liberty's Edge

congrats people who were picked. Dm- please keep me in mind if you are looking for another player! (assuming my character was ok in the first place)
thanks

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