WhtKnt |
I haz it! Into the Borderlands from Goodman Games! Into the Borderlands updates two classic old-school adventures to 5th edition rules and combines them for even more fun! I will be running these in 5th edition format. I'm looking for six characters interested in undertaking these classics, with the possible addition of some other classic adventures later on. Here are the character creation rules:
- The only sources permitted are the Player's Handbook, the Sword Coast Adventurer's Guide, and Xanathar's Guide. No Unearthed Arcana, no Tortles, or any 3rd party stuff.
- All races and classes are permitted, except variant humans.
- All characters begin at 1st level.
- To preserve the "old school" feel, we will roll stats in the recruitment thread. Use 4d6, drop the lowest, and place them in the order desired. If you don't have at least a +1 overall stat bonus average, you may scrap the character and reroll.
- Hit points are maximum at 1st level and rolled thereafter, but if you don't get at least the average, take the average.
- Roll for gold in the thread, or you may start with equipment based on class and background, not both!
- You may roll your background traits randomly, or you may choose them. The choice is yours.
- No chaotic evil PCs! Lawful evil and neutral evil may be permitted, but I'll be looking at party harmony in making my decisions, so if there is a paladin chosen, don't expect that your LE monk will get picked.
- Recruitment will run until Saturday, April 21 at 11:59 PM CDT. Characters submitted after that time will not be considered.
- My choice will be based on those characters that I find most intriguing and that make for the best party.
- You are not required to write a background, but if you do, expect me to mine it for ideas and plotlines.
- The campaign is set in the Forgotten Realms, in the region of the Snowflake Mountains, a range of mountains in West Faerûn forming the borders between Tethyr, Amn, and what was once the barony of Impresk. The adventure begins at a small keep in the Shilmista forest.
One last thing... I'm going to be very upfront about this. My wife is legally blind and I am her eyes. As a result, my games tend to move a bit slowly because I cannot devote as much time as I would like to make moves every day. That said, I will try to update at least as often as all the players update and will try to check in at least once a day except on weekends, which are very busy for me.
LazyFisherman |
Hi! This looks like a fun time.
A down on his luck, broke-ass fighter. A knight without a horse and no hope to get hired by a respectable lord or even a rich merchant.
4d6 ⇒ (1, 6, 3, 1) = 11
4d6 ⇒ (2, 2, 3, 3) = 10
4d6 ⇒ (3, 2, 1, 1) = 7
4d6 ⇒ (5, 6, 4, 1) = 16
4d6 ⇒ (3, 1, 1, 5) = 10
4d6 ⇒ (3, 4, 1, 6) = 14
Captain Moonscar |
I'm assuming 'all races' means from the source books listed. So no Volo's guide races and no Genasi or Aarakocra then? (Also most ppl ban the flying tiefling trait from sword coast so I'll ask about that one too.)
Roll: 4d6 ⇒ (6, 2, 2, 2) = 12
Roll: 4d6 ⇒ (6, 3, 1, 6) = 16
Roll: 4d6 ⇒ (6, 6, 3, 6) = 21
Roll: 4d6 ⇒ (4, 2, 5, 5) = 16
Roll: 4d6 ⇒ (1, 2, 3, 2) = 8
Roll: 4d6 ⇒ (3, 2, 4, 1) = 10
Interesting... Low->high: (7, 9, 10, 14, 15, 18)
I'll mull over a few ideas and come up with something soon.
WhtKnt |
I'm assuming 'all races' means from the source books listed. So no Volo's guide races and no Genasi or Aarakocra then? (Also most ppl ban the flying tiefling trait from sword coast so I'll ask about that one too.)
Correct, the limitation is from the listed sourcebooks, and yes, kill the flying tiefling trait as well. I've got a flyer (aarakocra) in my tabletop group and it's nothing but grief for me as a GM.
Daniel Stewart |
Here I am...
4d6 ⇒ (5, 2, 3, 3) = 13 = 11
4d6 ⇒ (2, 5, 2, 2) = 11 = 09
4d6 ⇒ (3, 3, 2, 5) = 13 = 11
4d6 ⇒ (2, 1, 2, 4) = 9 = 08
4d6 ⇒ (2, 4, 3, 4) = 13 = 11
4d6 ⇒ (6, 6, 5, 3) = 20 = 17
Bwwwhaaa...these I think are the worst rolls I have made for a character...well except for the 17. Hoping I might get a re-roll or two..lol
Daniel Stewart |
try again I suppose!!
4d6 ⇒ (4, 1, 2, 4) = 11 = 10 (+0)
4d6 ⇒ (2, 1, 1, 4) = 8 = 07 (-2)
4d6 ⇒ (3, 6, 3, 1) = 13 = 12 (+1)
4d6 ⇒ (2, 5, 3, 4) = 14 = 12 (+1)
4d6 ⇒ (1, 5, 3, 1) = 10 = 09 (-1)
4d6 ⇒ (2, 6, 1, 1) = 10 = 09 (-1)
Really...twice in a row!! ok..one more and let's see if the dice gods have completely abandoned me!
4d6 ⇒ (6, 5, 2, 3) = 16 = 14 (+2)
4d6 ⇒ (3, 2, 5, 6) = 16 = 14 (+2)
4d6 ⇒ (5, 2, 1, 1) = 9 = 08 (-1)
4d6 ⇒ (4, 3, 2, 6) = 15 = 13 (+1)
4d6 ⇒ (1, 3, 4, 4) = 12 = 11 (+0)
4d6 ⇒ (1, 2, 3, 6) = 12 = 11 (+0)
Much better with a +4 overall..better than the -2 from above...lol
Hmmm...now what to be???
E. Nygma |
4d6 ⇒ (3, 6, 5, 4) = 15 (+2)
4d6 ⇒ (2, 2, 2, 3) = 7 (-2)
4d6 ⇒ (6, 4, 1, 4) = 14 (+2)
4d6 ⇒ (3, 1, 3, 6) = 12 (+1)
4d6 ⇒ (3, 4, 2, 1) = 9 (-1)
4d6 ⇒ (3, 6, 5, 4) = 15 (+2)
4d6 ⇒ (3, 6, 5, 4) = 15 (+2)
Half-Elf, Cleric (Knowledge, Mystra), Sage
Despite his voracious lust for knowledge, the apprentice seemed to lack any special knack for the arcane. He wasn't incompetent; he knew all the incantations, gestures, and preparations. In fact, he excelled at the "legwork"; thumbing through dusty tomes, agonizing over the angles of a rune. The results of his spells just seemed to lack that extra "umpf" that comes from the truly prodigious casters. Those who just "get it".
Given his mediocrity compared with other students, our apprentice was often left with the grunt work. Less a wizard in training and more a glorified housekeeper. This only served to slow his progress further. Of course, that was the point. The Master had no use for mundane proteges that couldn't bolster his legacy.
This wasted potential was more than the goddess Mystra could stomach. Taking pity, She reached out into the dreams of the young apprentice. She opened his mind to arcane secrets his master couldn't have fathomed. She answered questions he hadn't thought to ask yet. Finally, the Arcane Mistress offered the apprentice the two things he needed most; a purpose and the power to see it through.
Yo, can the new kid get in on this action?
Shianni Fadrick |
Since I'm insane, I'm going to keep what I roll in the order I roll it and use that to determine what I will be playing.
4d6 - 2 ⇒ (4, 3, 3, 2) - 2 = 10
4d6 - 1 ⇒ (5, 3, 4, 1) - 1 = 12
4d6 - 1 ⇒ (1, 4, 1, 6) - 1 = 11
4d6 - 1 ⇒ (2, 1, 5, 1) - 1 = 8
4d6 - 5 ⇒ (6, 5, 6, 5) - 5 = 17
4d6 - 2 ⇒ (3, 4, 3, 2) - 2 = 10
Looks like a Druid!
EDIT: Here is my submission.
ElbowtotheFace |
How is resting handled in the adventure, I ask because if there are few encounters per day the short rest classes will feel very weak as the daily classes nova their way to victory?
Also you say no Vhuman, does that mean the game will not have feats or do you just not want the Vhuman?
And last question (for now) what level is this expected to go to?
WhtKnt |
Resting is possible, but if not done from a place of relative safety, there is a chance of being disturbed. Generally, there will be one long rest per day, with several short rests between encounters. There should be enough encounters per day that no class will suffer overmuch, so long as the party doesn't try to take a long rest every two or three encounters.
There will be feats, just not at first level. While we're on that subject, multiclassing is permitted as well.
I expect that the initial two adventurers will carry the group to between 5th and 6th level, and I may expand it to go further than that if everyone is having fun and is willing to press forward. I have an entire collection of classic modules that I can easily convert to 5e.
E. Nygma |
4d6 ⇒ (3, 6, 5, 4) = 15 (+2)
Cha: 4d6 ⇒ (2, 2, 2, 3) = 7 (-2)
Con: 4d6 ⇒ (6, 4, 1, 4) = 14 (+2)
Str: 4d6 ⇒ (3, 1, 3, 6) = 12 (+1)
Dex: 4d6 ⇒ (3, 4, 2, 1) = 9 (-1)
Wis: 4d6 ⇒ (3, 6, 5, 4) = 15 (+2)
Int: 4d6 ⇒ (3, 6, 5, 4) = 15 (+2)
Forgot to mark my scores.
These scores don't reflect racial or class bonuses, either.
https://www.myth-weavers.com/sheet.html#id=1556391
EDIT
How the hell did I manage to do 7 rolls last night and not notice? Fortunately, by some cleric-esque miracle, the extra roll was literally identical to my top roll. No harm no foul?
MrStr4ng3 |
This Sounds interesting, lets roll the dice and see what the options look like.
roll4 keep 3: 4d6 ⇒ (1, 3, 4, 2) = 10 = 9
roll4 keep 3: 4d6 ⇒ (6, 4, 4, 4) = 18 = 14
roll4 keep 3: 4d6 ⇒ (6, 5, 6, 5) = 22 = 17
roll4 keep 3: 4d6 ⇒ (2, 2, 4, 4) = 12 = 10
roll4 keep 3: 4d6 ⇒ (5, 3, 2, 6) = 16 = 14
roll4 keep 3: 4d6 ⇒ (3, 6, 1, 1) = 11 = 10
Sort of a beefed up standard array. I have a Wood Elf Kensi I am interested in playing
Daniel Stewart |
Ok, here is the crunch for my submission...
Merlos Mulberry
Lightfoot halfling Rogue 1
Small humanoid, neutral
--------------------
Armor Class 14 (leather armor)
Hit Points 7 (1d8-1)
Speed 25 ft.
--------------------
STR 11 (+0), DEX 16 (+3), CON 8 (-1), INT 13 (+1), WIS 11 (+0), CHA 15 (+2)
--------------------
Saving Throws Dex +5, Int +3
Skills Acrobatics +5, Deception +4, Investigation +3, Perception +2, Sleight of Hand +5, Stealth +5
Senses passive Perception 12
Languages Common, Halfling
Actions
--------------------
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+3 piercing damage.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
Equipment Dagger (2), leather armor, Rapier, Shortbow, 10 feet of string, backpack, crowbar, hammer, piton (10), rations (5), rope, hempen (50 feet), thieves' tools, tinderbox, waterskin
DeviousDevious |
4d6 - 2 ⇒ (5, 2, 3, 2) - 2 = 10
4d6 - 1 ⇒ (1, 4, 6, 5) - 1 = 15
4d6 - 1 ⇒ (2, 3, 4, 1) - 1 = 9
4d6 - 3 ⇒ (6, 4, 3, 6) - 3 = 16
4d6 - 1 ⇒ (4, 1, 5, 2) - 1 = 11
4d6 - 2 ⇒ (4, 2, 3, 2) - 2 = 9
That's better. Here's a link to my submission: Ore Thornstock, a halfling monk, who's journeying across the world to make it a better place, but also because he pranked his friends into thinking that they accidentally convinced him to do it.
Been looking for an opportunity to get back into one of your games since our Giantslayer ended. Hope things are going well!
WhtKnt |
Okay, so far we have...
Rolled Stats
LazyFisherman (rolled stats)
Spazmodeus (rolled stats)
Demon Lord of Paladins (rolled stats)
mishima (rolled stats)
BeastMasterFTW (rolled stats)
rorek55 (rolled stats)
Possibles
The Nine (ranger?)
Captain Moonscar (tiefling paladin)
Scranford (1/2 elf warlock hexblade)
Dragoncat (tiefling sorceress wildmage)
ElbowtotheFace (dwarf shadow sorcerer)
MrStr4ng (wood elf kensai?)
Junelee (wood elf ranger)
Completed (or mostly so)
Unnamed [ShadNo] - Half-elf Cleric Sage
Shaianni Fadrick [Vrog Skyreaver] - Wood Elf Druid Urban Bounty Hunter
Garret Goodbarrel [Umbungo] - Halfling Rogue Entertainer
Baern Holderhek [KingHotTrash] - Dwarf Cleric Clan Crafter
Merlos Mulberry [Daniel Stewart] - Halfling Rogue
Ore Thornstock [DeviousDevious] - Halfling Monk Far Traveler
Did I miss anyone?
Eddrikk |
ElbowtotheFace's Dwarf Shadow Sorcerer
Eddrikk
Far Traveler Mountain Dwarf Shadow Sorcerer
LN Medium Humanoid
--------------------
Armor Class 15 (Scale Mail)
Hit Points 9 (1d6+3)
Speed 25 ft.
--------------------
STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 11 (+0), WIS 13 (+1), CHA 16 (+3)
--------------------
Saving Throws: Con +5, Cha +5
Skills: Arcana, Insight, Perception, Religion
Tools: Mason tools,
Senses: Darkvision 120ft, passive Perception 13
Languages Common, Dwarven, Undercommon
Actions
--------------------
Battleaxe: +5 (1d8+3)
Battleaxe (Two Hands): +5 (1d10+3)
Light Crossbow: +3 (1d8+1)
Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerun, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp.
Explorer’s Pack: Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope
Scale Mail, Battleaxe, Component pouch, 2 daggers, light crossbow, 20 bolts.
Spells Known:
Cantrips: Chill Touch, Ray of Frost, Green-Flame Blade, Minor Illusion
1st: False life, Ray of Sickness