WhtKnt |
Into the Borderlands from Goodman Games 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. We have had a couple of openings come up in our game and I need to fill them. Specifically, we have lost our cleric and our rogue. While I won't mandate that the replacements must be from those classes, preference will go to those that can fill such a role.
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 2nd 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 Wednesday, October 31 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.
Galessa |
4d6 ⇒ (6, 3, 6, 2) = 17 15
4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6 ⇒ (4, 5, 6, 4) = 19 15
4d6 ⇒ (1, 5, 5, 6) = 17 16
4d6 ⇒ (5, 5, 4, 5) = 19 15
4d6 ⇒ (3, 2, 2, 2) = 9 7
Race High Elf
Rogue HP: 1d8 ⇒ 2 ->4
Str (7) Dex (18) Con (15) Int (16) Wis (15) Cha (15)
Yeah, a human would be best. Probably a half-elf too. But in D&D5 it seems to me that you need, at most, 3 good stats. The rest are nice, but not needed. That, and I wanted to play an elf.
I'll get the rest up soon.
Gold: 4d4 ⇒ (1, 1, 3, 2) = 7 70 gold
Gothic Trinket: 1d100 ⇒ 35
A necklace formed of the interlinked holy symbols of a dozen deities
Galessa |
Galessa is a young elf who has come to the snowflake mountains on a mission. An elf of Suldanessellar, she has known what loss is at the hands of the drow. For many a century, the elves there thought themselves safe from the incursions of their subterranean kin due to the leadership of Queen Ellesime and her decision to keep the city hidden from the outside world. When the traitor came with the armies of the drow, the elves suffered greatly. And while the city was saved, it was at the hands of outsiders. For most of her life, Galessa had thought that the proper place for elvenkind was within their own lands, safe from the conflicts of the outside world. That belief had been shattered.
She left her home after coming to the conclusion that to wait idly was to invite eventual destruction. The outside world had saved her people, and that meant that there was much to learn from them. Even the humans, whose lives seemed to vanish so quickly, had proven themselves to be innovative beyond imagination, able to accomplish in a decade what an elf what take a century.
She has come to the Snowflake Mountains from Amn due to rumors of the Edificant Library. Said to be a treasure trove of lost arcane knowledge, it must hold the information that she seeks.
-------------------
Build Path:
Rogue -> Arcane Trickster
Background Chosen -> Haunted One (Her city was ravaged by drown, with demonic allies and undead summons)
Party Role -> Sneak attack DPS, Scouting, fairly persuasive
Goal -> To eventually return to her home with the strength and knowledge needed to protect it from the drow returning
Build Path:
Lvl 4: +2 Dex (20)
Lvl 8: Dual Wielder (+1 AC with offhand and can draw both at once)
Lvl 10: +1 Str/Con (8/16)
Lvl 12: +1 Wis/Cha (16/16)
Jubal Breakbottle |
Been working on these painful rolls. Just read the +1 overall average reroll clause.
4d6 ⇒ (1, 1, 6, 1) = 9 8 -1
4d6 ⇒ (2, 5, 6, 6) = 19 17 +3
4d6 ⇒ (3, 2, 3, 2) = 10 8 -1
4d6 ⇒ (4, 3, 5, 3) = 15 12 +1
4d6 ⇒ (4, 1, 3, 6) = 14 13 +1
4d6 ⇒ (4, 6, 1, 6) = 17 16 +3
17, 16, 13, 12, 8, 8
HP: 1d8 ⇒ 4 4.5 is average, so 5?
WhtKnt |
We are recruiting two to three more players for Into the Borderlands. The character creation rules are below.
Into the Borderlands from Goodman Games 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. We have had a couple of openings come up in our game and I need to fill them. Specifically, we have lost our cleric and our rogue. While I won't mandate that the replacements must be from those classes, preference will go to those that can fill such a role.
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 2nd 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 Wednesday, May 1 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.
natloz |
Another 5th ed game? Color me interested!
Rolls to get started:
4d6 ⇒ (3, 6, 1, 6) = 16 15
4d6 ⇒ (5, 6, 6, 6) = 23 18
4d6 ⇒ (4, 6, 2, 1) = 13 12
4d6 ⇒ (1, 5, 5, 4) = 15 14
4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6 ⇒ (4, 5, 5, 3) = 17 14
I might just make a dwarf cleric but I've never played a 5th ed rogue before either. I can't really go wrong either way with those stats. I'll work up a character shortly.
Kara the Silvertongue |
Ah! Excellent! Well with a cleric incoming it looks like there's for someone who can deal damage at range.
I have just the thing!
Kara's a fun girl who likes setting things on fire, pina colades, setting things on fire, gettin' caught in the rain, and settings things on fire. In that order. When she's not setting things on fire (oh, she likes that, did I mention that?) she likes to keep up party moral with a constant optimistic conversation about the happy things in life.
First, with, the dices:
4d6 ⇒ (4, 6, 1, 1) = 12 11
4d6 ⇒ (2, 6, 2, 6) = 16 14 +2
4d6 ⇒ (1, 1, 3, 4) = 9 8 -1
4d6 ⇒ (6, 3, 6, 2) = 17 15 +2
4d6 ⇒ (2, 3, 2, 2) = 9 7 -2
4d6 ⇒ (4, 4, 5, 4) = 17 13
Well that sucks the buttocks. Let's try that again.
4d6 ⇒ (4, 4, 3, 5) = 16 13
4d6 ⇒ (4, 6, 1, 1) = 12 11
4d6 ⇒ (5, 3, 4, 5) = 17 14
4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (4, 4, 3, 5) = 16 13
4d6 ⇒ (1, 3, 6, 2) = 12 11
That's better.
Roll for lvl 2 hit points!: 1d6 ⇒ 6
Hollah!
Now. Shall we begin? =)
natloz |
HP roll: 1d8 ⇒ 1
Average it is...
Cleric 2
Init +2; Senses Perception +4 (passive 14);
Trackable:
HP: 21/21
inspiration: 0/1
HD: 2/2
==DEFENSE==
AC 18 (10+ 2 dex +4 armor +2 shield)
hp 21 (2d8+8)
Str +2, Dex +2, Con +3, Int +1, Wis +6, Cha +1
Special Defense: Advantage on saves vs poison, poison damage resistance
==OFFENSE==
Spd 25 ft
Melee Warhammer +4 (1d8+2)
Ranged Light Crossbow +4 (1d8+2) 30/120 ft
==STATISTICS==
Str 15, Dex 14, Con 16 (14+2) , Int 12, Wis 19 (18+1), Cha 8
Proficiency +2
==Skills==
Athletics +4
Acrobatics +2
Sleight of Hand +2
Stealth +2
Arcana +1
History +3
Investigation +1
Nature +1
Religion +3
Animal Handling +4
Insight +4
Medicine +4
Perception +4
Survival +4
Deception -1
Intimidation +1
Performance -1
Persuasion -1
==Spells==
DC 14 Attack: +6
Cantrips: Guidance, Sacred Flame, Thaumaturgy
1st: Command, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Shield of Failth; Bonus Spells: Bless, Cure Wounds
==Features==
Dwarf Features:
• Within 60 feet of you, treat dim light as bright, darkness as dim light
• Advantage on saves vs poison, poison damage resistance
• Double proficiency bonus to History checks concerning stonework (even if not proficient)
• Battleaxe, handaxe, throwing hammer, warhammer proficiency
• Gain 1 extra hit point per level
Soldier Feature:
• You have influence within your former army/organization
Cleric Features:
• Cleric Archetype: Life
• Healing spells of at least 1st level heal an additional 2 + spell level
• Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
• Preserve Life: 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 am ong them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Antonio Carvartee |
I will try for this table also if you don't mind. (Ya'Bo) on table 1
Stats: 4d6 ⇒ (5, 2, 5, 2) = 14 12
Stats: 4d6 ⇒ (3, 5, 4, 2) = 14 12
Stats: 4d6 ⇒ (4, 3, 1, 4) = 12 11
Stats: 4d6 ⇒ (4, 4, 1, 5) = 14 13
Stats: 4d6 ⇒ (1, 6, 1, 4) = 12 11
Stats: 4d6 ⇒ (1, 2, 1, 3) = 7 6
Re-roll due to not enough +1's
Stats: 4d6 ⇒ (3, 3, 3, 6) = 15 12
Stats: 4d6 ⇒ (6, 6, 4, 2) = 18 16
Stats: 4d6 ⇒ (2, 5, 6, 4) = 17 15
Stats: 4d6 ⇒ (1, 4, 4, 1) = 10 9
Stats: 4d6 ⇒ (3, 6, 4, 4) = 17 14
Stats: 4d6 ⇒ (5, 4, 6, 2) = 17 15
With those roll I can make anything, But I think I will try lower the level of one that I have which is a Rouge/Cleric
HP 2nd level started as cleric: 1d8 + 3 ⇒ (3) + 3 = 6
Critzible |
Gimble Undershale
Rock Gnome Rogue
Small Humanoid(Gnome) NG
Hgt.3’1” Wgt.45 Age: 44
Init:+1 Perception 15 Investigation 15 Insight 13
XP:
Defense:
Armor: leather
AC:14
HP:15
Offense:
Speed:25ft.
Melee:
Shortshort +4 1d6+2
Dagger +4 1d4+2
Ranged:
Shortbow +4 1d6+2
Dagger +4 1d4+2
Statistics:
Str:11 Dex:15 Con:14 Int:17 Wis:13 Cha:13
Proficiency Bonus:+2
Saving Throws: Str+0 Dex+4 Con+2 Int+5 Wis+1 Cha+1
Skills: Deception +3, Insight +3, Investigation +5, Perception +5*, Stealth +6*, Sleight of Hand +4
]Tools: Tinkers’ Tools, Thieves’ Tools
Language: Common, Gnome, Draconic, Goblin
Gear:
PP: GP:15 SP: CP:
Feat:
Class Features:
Sneak Attack:+1d6
Expertise: Perception and Stealth
Thieves’ Cant: Able to converse with other rogues through a simple conversation, that others without do not know.
Cunning Action: Can as a bonus action Disengage, Dash or Hide
Racial Traits:
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificers’ Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 GP worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song’s end or when it is closed.
Size: Small.
Speed: 25 feet.
Background:Faction Agent[Harper]
Skills:Insight,Investigation
Languages: Draconic, Goblin
Traits:
-I idolize one of my fellow Harpers, and constantly try to live up to my lofty expectations of them.
Ideals:
-I try to strive to adhere to the codes and edicts of the Harper Code. As they must be upheld and preserved to continue doing good throughout the realms
Bonds:
-I seek to preserve the Harpers’ Mission and artifacts that our enemies would use to destroy or control the world.
Flaw:
-I am suspicious of strangers and often think the worst about them.
Background Feature:
Safe Haven:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room, and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
-Karma- |
If 5e newbies are welcome, I'm interested!
4d6: 4d6 ⇒ (1, 2, 5, 2) = 10 =>9
4d6: 4d6 ⇒ (1, 3, 3, 2) = 9 =>8
4d6: 4d6 ⇒ (4, 1, 2, 3) = 10 =>9
4d6: 4d6 ⇒ (6, 3, 6, 2) = 17 =>15
4d6: 4d6 ⇒ (6, 6, 1, 5) = 18 =>17
4d6: 4d6 ⇒ (2, 4, 3, 5) = 14 =>12
A very interesting spread...
I'm planning a walking cliche of a halfling rogue.
2nd level HP: 1d8 ⇒ 1 => average, then
-Karma- |
And here's Quinrick Gobblewright, a rising star in the Cartographer's guild. He ventures out into the uncharted lands in look for adventure. He shall leave no blot of land, sea or underground undrawn in his maps. Fame awaits!
Quinrick Gobblewright
Male Halfling(Swiftfoot) Rogue 2
Medium humanoid, neutral good
--------------------
Armor Class 15 (leather armor)
Hit Points 15 (1d8+1)
Speed 25 ft.
Initiative +4
--------------------
STR 8 (-1), DEX 19 (+4), CON 12 (+1), INT 9 (-1), WIS 15 (+2), CHA 10 (0)
--------------------
Saving Throws Str -1, Dex +6, Con +1, Int +1, Wis +2, Cha 0
Skills Acrobatics +6, Insight +4, Perception +4, Persuasion +2, Sleight of Hand +6, Stealth +8
Tools : Cartographers Tools +2, Thieves Tools +4
Senses: Passive perception +16
Languages Common, Elvish, Halfing
Halfling
-Brave
-Halfling nimbleness
-Lucky
-Naturally Stealthy
Rogue
Expertise (Thieves' tools, Stealth)
Sneak attack +1d6
Thieves' Cant
Cunning action
Actions
--------------------
Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+4 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
Short sword. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. one target.
Hit: 1d6+4 piercing damage
Equipment Dagger, Dagger, leather armor, shortbow, shortsword, etc, etc...
Background Guild artisan
Background Feature
*Feature: Guild membership
Personality Traits
*I always want to know how things work and what makes people tick.
*I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
Ideals
*I’ll do anything to get my hands on something rare or priceless.
Bonds
*One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaws
*I’ll do anything to get my hands on something rare or priceless.
WhtKnt |
Apologies all around, folks. I got a bad case of sun sickness over the weekend and was out of it yesterday.
Great submissions all around, but here's why I made the decision I did. Atlas and Buckshot Bob are both in my other table of this same game, and I would like to give the slots to people who are not already playing this adventure. I hope that you guys can understand. So...
Critizible, natioz, and karma, welcome aboard. For convenience, and to get you guys in on the game quickly, you three have been come to the Caves area and enter the goblin cave shortly after the others. We'll go ahead and say that you have met up and pick up at that point. Go ahead and introduce yourselves.