Male Ganjus (Wood Elf) LVL 1 (1/2) Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}
Xar stands with the others staring at the tree. "Do you think perhaps this was the lair of the druid we just offed"?
Djal waits, but as no one seems willing to decide one way or another, he starts climbing: "I have a good feeling about this. Let's see what we find, hm? In any case, it will make for a tall tale to tell!"Bardic Inspiration.
"Hmm... May I get a leg up?"Assuming someone helps.
Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status
Iliberos watches Djal, ready with his bow or a spell in case one or the other becomes necessary.
Djal manages to shimmy up the big tree, using the rough bark and limbs to get himself up to the dangling coin purse. With a yank, he pulls the purse from its place in the branches, watching as a long length of brown twine cleverly disguised around the branch snaps off.
There's a loud THUNK inside of the tree followed by the loud buzzing of angry wasps! Dozens of them fly out of the tree trunk and begin stinging everyone around the tree!
Okay, we'll do this with the honor system- everyone within 10 feet of the tree and wasp nest takes 1 point of damage. A Dexterity saving throw will prevent another point of damage as you flee the angry swarm.
Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]
Dex:1d20 + 5 ⇒ (5) + 5 = 10DC? Lhienne flees the nest with an initial scream, followed by giggling - the mighty adventurers fleeing from the terrible bees.
Djal and Lhienne run for it into the trees, getting as far away from the enraged wasps as possible. No more damage for either of you.
DM Screen:
Gold, Silver, Copper:1d10 ⇒ 91d20 ⇒ 201d20 ⇒ 11
Back at camp, Djal opens the purse and counts out the money within- 9 gold pieces, 20 silver pieces and 11 coppers. Are you guys taking a short rest to recover hp?
Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4
Desktop is down so I am writing this using my cellphone. Ok the Unchained was near enough to be stung so he is down to 2 HP and requires a dex
Male Ganjus (Wood Elf) LVL 1 (1/2) Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}
1d20 + 3 ⇒ (2) + 3 = 5 DEX Save
"Ouch! Ouch! Ouch! There better be something good in that purse".
After escaping the wasps DC was 10- I'll put save DCs in from now on if I don't roll myself the party takes their time getting back on the road. Bandages are applied, breakfast is prepared and spoils are counted before the animals are saddled up again.
You can roll for HP recovery after the short rest.
DM Screen:
1d20 ⇒ 3
You wind your way through the Bronze Hills, making light of your wasp encounter earlier this morning. In the afternoon a light rain begins to fall, but it's nothing too serious and after a short time the clouds clear and take some of the afternoon humidity with it. By nightfall, you've reached the edge of the hills- tomorrow will see you into the Devil's March proper toward the Chasm of Flies.
Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status
Even though Iliberos was not close, he runs like hell anyway.
That Watch Order I think should be switched with Iliberos last.
Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]
Lhienne would prefer one of the last watches, she's used to rising early. Technically I think you only need 4 watches, as 5e resting requires 6 hours sleep + 2 hours light activity (or less if you're an elf probably), though adding more watch-shifts does give some time for other activities/relaxing.
Djal is truly amazed by everything the group is going through. This is the second time only he's ever stepped out of the city. And the first time really in the hills. Of course, they had a few days with the family they were escorting, but somehow, this felt more like work, and he did not truly enjoy himself.
Now though, the smells, the tastes, the feeling of the fresh wind on his skin, the cooking of food on the fire, the cleaning of dishes in the dirt, the complexities of finding a tree for relief in an inhospitable land, even the burning of wasps' stings, all of these tell him what it means to be alive!
In the morning, he wakes early and tunes his fiddle, humming an old song. When the others start to stir (perhaps because he's making noise), he helps with the morning choirs, a dumb smile stamped on his face.
We can lump two together, then. Lhienne and Iliberos on the early morning shift, Zukhan and The Unchained on the midnight shift? It's likely that Xar is also up in the middle of the night because Belsameth answers prayers at midnight.
You set a watch after feeding and watering the animals and eating the last fresh game you'll be able to catch for a long while. Spirits are high, not the least because of Djal's fiddling.
The moons are obscured during the midnight watch and it is especially dark while Zukhan, The Unchained and Xar are awake. You're drowsy after a long day of travel and interrupted sleep- The Unchained in particular after raging in the morning and losing a lot of blood.
Zukhan and Xar:
You both hear something out in the dark. Light footsteps, rather brazen in their approach from either side of the camp. Zukhan even thinks he sees a small humanoid crossing the dim moonlight outside of the firelight. It's about Lhienne's size, dressed in form fitting leather with a goblin-like face and opalescent eyes. It grips a curved dagger and advances toward The Unchained before disappearing into the shadows. You both hear another footstep approaching Zukhan and get just the barest glimpse of another of the creatures in the moonlight. You two can act in the surprise round.
Male Ganjus (Wood Elf) LVL 1 (1/2) Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}
Dies Xar have back his spells, and HP's from the earlier rest, or is he still spelless?
Xar jumps up and rouses the camp, grabbing his weapons as he goes. "Ware the camp! Danger is afoot"!
Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4
No, you have to roll your Hit Die and add your Con bonus for regained HP after a short rest. After a long rest you're back to full, but you haven't been able to complete a long rest yet.
In retaliation, the invisible goblin-like creature slashes Zukhan twice across the leg and abdomen! 6 damage to Zukhan.
The Unchained grunts as sharp pain lances up from his back before rolling away to avoid the next cut! 4 damage to the Unchained.
The party is up, Xar just woke you all with his shout. Two invisible attackers are after you, one wounded by Zukhan. It's a dark night with a lot of cloud cover- a little bit of moonlight and the light from the fire to see by.
Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]
Lhienne blinks to clear her eyes, not entirely sure what's going on... her confusion only lasts a second as she grabs her rapier and moves to her companions aid. Rapier:1d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (5) + 5 = 10dmg:1d8 + 3 ⇒ (4) + 3 = 7
Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4
Warden of Doors wrote:
No, you have to roll your Hit Die and add your Con bonus for regained HP after a short rest. After a long rest you're back to full, but you haven't been able to complete a long rest yet.
HP regained:1d12 + 3 ⇒ (9) + 3 = 12
Will post actual action later; need some sleep; past midnight where I am
Male Ganjus (Wood Elf) LVL 1 (1/2) Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}
Xar becomes a whirling dervish, slashing and stabbing with abandon at where he thinks these things might be.
Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status
Round 1
Iliberos frowns at the sight, or lack thereof, of the enemy.
He draws his sword from his bedroll and attempts to attack the one already struck by Zukhan.
Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4
The Unchained, being an orc, uses his darkvision to get an easy fix on the wounded attacker.
Xar catches the invisible attacker with his shortsword, eliciting a bit more fresh blood. But the rest of the party flails in the darkness, hunting for their attackers.
Zukhan feels a knife in his ribs, wielded by an invisible hand. 6 damage to Zukhan. A thrown blade flies past Lhienne's ear, but makes no sound as it hits the earth. In what scant moonlight is available, you see bits and pieces of your attackers' leather-clad forms- but oddly they disappear in the shadows and firelight both.
Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4
Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status
Round 2
Iliberos closes his eyes and begins to use his Arcane senses to divine the location of the invisible foe.
Casting True Strike, at least for a round, that should cancel out Disadvantage and give me a chance to hit.
The Unchained hears a nasty snickering laughter on his left side and sidesteps just in time, only taking a light slash to his arm instead of a dagger buried in his back.
4 damage to the Unchained and you're all up again!
Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status
Round 3
Iliberos spins and strikes at the area near where the Unchained was stabbed
Djal stops attacking and rushes over to the fire to put it out. He kicks the big log first, then stomps on the rest, hoping his newish boots will survive the heat.
Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4
Djal stomps out the fire, sending ashes and embers drifting into the air. In the ensuing darkness those blessed with darkvision can see a pale, squat goblinlike creature in leather armor and large milk-white eyes- but only in the shadows. In the direct light of the moon he is invisible.
Reroll for Iliberos' true strike, now that the fire is out:1d20 ⇒ 15
Guided by inborn magical talent, the Forsaken elf's blade cuts into the creature's flesh! With a bellow, The Unchained hacks at the little ambusher, sending its clear blood into the dirt!
Yes, Lhienne would have disadvantage without Darkvision. But she still hits!
The invisible goblin thing looks about ready to run, backing away from the party as it becomes visible. Fumbling in the dark, Lhienne jabs toward the dark shape and pierces it through the throat! It falls to its knees and slumps to the ground.
Each corpse has a small suit of leather armor and two steel daggers. The pooling blood isn't red like a terrestrial creature's, however.
More info can be gained with an Intelligence (Nature or Religion) roll.
You reignite the fire and tend to your wounds before returning to sleep/watch. At the touch of sunlight, the bodies rapidly dry and dissolve into a gritty dust.
Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status
Iliberos inspects the corpses as they begin to decompose in the daylight.
Iliberos reaches the conclusion that these are fey known as Belsamaugs- murders and stalkers sworn to Belsameth's patronage during the Divine War, though it is believed that she did not create them. They are naturally invisible in all but the shadows of Belsameth's moon and turn into small basalt stones while the sun is about the horizon.
Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]
"Well, I aint seen nothing like this back at the farm." Lhienne tries not to think too much about invisible creatures stalking in the darkness and gets back to sleep.
Hey everybody! After enjoying the Scarred Lands setting when it was published in the early 2000s and seeing the successful update of the line through Kickstarter I've got a hankering to run a game in the setting again and I think the Spiragos adventures will be a good way of going about it, since it's an adventure trilogy and not a whole Adventure Path.
The Setting: The Scarred Lands is a semi post-apocalyptic campaign setting set 150 years after the Gods overthrew their parents the capricious and primordial Titans in a catastrophic war known as the Divine War. While the Gods and their followers (the Divine races) were victorious over the Titans and their Titanspawn, the land itself was poisoned and ruined in many places where the battles raged and the Titans' blood rained onto the land. Furthermore, since the Titans are so tightly woven into the fabric of the world, they could not be destroyed outright- only imprisoned or banished. In the years after victory, the Gods announced a Divine Truce to prevent any further destruction on such a grand scale, leaving mortals to mostly sort out their own disagreements. Now the Divine races have returned to rebuilding their nations and renewing their disputes against one another, all while the Titanspawn driven into the wild and remote corners of the world seek methods of freeing their masters or enacting revenge on their persecutors.
This thread is to see if there's enough interest in the setting and the 5th edition rules to run a game here on the boards. I'm choosing 5E because it's the system I'm most comfortable with at this time and because I think that it will provide an easier pbp experience for me to run. I would want 4-5 players, 6 maximum, that are at least familiar with the 5th edition rules. You don't have to own the Scarred Lands player's handbook, just be willing to read up on the basics of the world a little bit.
About me- I've been on the boards for a while, though I mostly stick to online campaigns these days. I'm currently running a Trail of Cthulhu campaign that's going on 2 years next month (so risk of me disappearing is low). As a DM, I try to post at least once a day and err on the side of keeping things moving. If there's enough interest, I'd like to start recruiting at the end of the month or beginning of September should there prove to be enough interested players.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Awesome! I remember having a Scarred Lands Bestiary back in the 3.0 days with some pretty gross monsters in it.
It's orientation week at my university, so I can't read up much right now. Next week I should have some time though. If that timing is alright, consider me in.
Also, is this what we should be reading? Scarred Lands
Very interested. I even kickstarted the Scarred Lands 5E book coming out soon. My first 3.0 campaign was run in SL, and I have all the books. Never played the modules however.
Cool! And hey, Atlas- yeah, since the Fallout game we've been running into each other pretty often.
Jam- that is the latest incarnation of the game, yeah. If you don't want to shell out the $20 for the PDF, there's also the old Ghelspad Gazeteer which can give you a short rundown on the continent and the setting. For the most part, I don't think much has changed setting-wise between then and now.
The newest trilogy focuses on Fangsfall and the surrounding peninsula- it's a remote city-state built using materials quarried from the fallen teeth of the Titan Gaurak the Glutton.
As a big fan of 5E, and with interest but little knowledge of the setting, I'll throw my hat in the ring here. (Also, hello to the familiar faces here!)
Cool, looks like we have enough interest to pivot into a recruitment thread. Let me think about character creation guidelines and write up a little 'player's guide' for the setting and I'll post it up here.
Ability Score Generation As a change of pace, I'd like to do 4d6 drop the lowest for ability score generation. If you prefer not to use that, I'm fine with using the point buy method or ability score arrays from the PHB. No stats can be over 18 at level one.
Races Dwarves, elves, halflings, half-elves, half-orcs and humans allowed. The Scarred Lands setting has some adjustments for the core races to give them some setting flavor, which I will detail shortly (mostly as a list of swaps or additions to the SRD descriptions). If you have the Player's Guide and want to play a Redeemed Slitherin or Asaathi character, I'll allow them as well. We'll use the variant human abilities on the SRD since I think that gives humans a boost in terms of uniqueness (and this means we'll be using feats in this campaign).
Classes Core classes and options from the Scarred Lands Player's Guide are allowed as appropriate and we can re-skin things as necessary if there isn't a suggested analog in the campaign setting.
Alignments Any good or neutral alignment is accepted.
I'd like a brief background on your PC, their personality and what brings them to the Fangsfall Peninsula if they aren't originally from there. To work best with the adventure trilogy you should be the type of character that's willing to retrieve Titan artifacts in the interest of destroying them (you don't have to immediately feel that way, but it will help keep the adventures on track while we're playing and prevent "why would my character do that" situations from cropping up).
The action starts at Creagfort in the Bronze Hills. I prefer that you're all acquainted at the start- whether as recent companions/co-workers or old friends is up to you.
My suggestion for why you're in the remote mining settlement is that your party was hired by a group of refugees to escort them there: since entrance to the city itself is often held up in days long lines and checkpoints, a few families pooled their meager resources to pay your party to escort them north where they might be able to find work in the mines near Creagfort. We'll open with you finishing off that job only to be presented with a new opportunity.
You sure can! The setting hasn't changed drastically- Hollowfaust is still around, Calastia is still in a hot/cold war with Vesh and Burok Torn, the Forsaken elves are still forsaken etc.
You sure can! The setting hasn't changed drastically- Hollowfaust is still around, Calastia is still in a hot/cold war with Vesh and Burok Torn, the Forsaken elves are still forsaken etc.
Great!
I once ran a Cleric of Chardun that was constantly trying to convert PCs and NPCs alike. Fun times!
This time around I think I'll submit a Human or Forsaken Elf Wizard (Necromancer) from Hollowfaust.
I'll dig out my books and out together a submission over the weekend. From next Monday to the Monday after I'll be away and off the boards just an FYI.
The dice roller hates me so I'll probably just use the point buy method.
Dwarf
The only changes to the dwarf base race is replacing Dwarven Combat Training with Dwarven Armor Training: You have proficiency with light and medium armor.
Sub-races
Charduni Dwarves Originally from the continent of Termana to the South, at their apex before the Divine War the Charduni Empire ruled a vast amount of Ghelspad before their decline. As the name suggests, Charduni dwarves revere Chardun but they are not a universally evil race. They have a brutally strict hierarchical society with social mobility only accomplished through conquest, violence or political cunning. Slavery (especially of non-Charduni) is widely practiced but like Chardun himself, the Charduni do not treat their slaves cruelly without good reason, nor do they tolerate such behavior from their peers.
Charduni have dark or ruddy skin, usually some shade of charcoal gray with just a hint of reddish or amber; they have light-colored hair ranging from pure white to dirty blonde. Their eyes range from flint grey to dark hazel.
Ability score increase Your Strength score increases by 1.
Charduni combat training You have proficiency with the light hammer, warhammer, warscepter and spiked chain.
Dense Flesh Your hit point maximum increases by 1 and it increases by 1 every time you gain a level.
Kelder Dwarves The majority of dwarves on Ghelspad trace their roots to the Kelder Mountains and the city-state of Burok Torn currently besieged by the forces of King Virduk of Calastia. Kelder dwarves often worship their hero-god Goran, though you can find them amongst almost every god's worshippers.
Ability Score Increase Your Wisdom score increases by 1.
Dwarven combat training You have proficiency with the battleaxe, handaxe, light hammer and warhammer.
Steadfast You have advantage on saving throws against being charmed and frightened.
Elf
In addition to the default elf racial traits, elves in the Scarred Lands gain the following traits.
Elf Poise When you select skill proficiencies from your class during character creation, add Acrobatics and Persuasion to your list of options.
Tattoo Mystic You have proficiency in tattooist's supplies. You can activate one magic tattoo you possess one extra time per day without completing a rest, provided that tattoo can be used again after you complete a short or long rest.
Subraces
Forsaken Elves Far away on the northern side of the continent of Termana, the Forsaken Elves fought against the Charduni Empire for thousands of years. The elves were skilled both in martial pursuits and arcane knowledge, blessed with the wisdom of their learned god. The Divine War brought all of that crumbling down, however, after the Titan Chern fled south toward Termana. Legions of elves struck out at the Titan, only for Chern to loose his plagues upon them- the Forsaken elves' own god being betrayed by his Herald after succumbing to Chern's mind-altering sickness. The Elves slew Chern, but their god and his name are lost to them forever. Furthermore, the lingering curse of Chern has left 99 out of 100 Forsaken elves infertile.
Ability score increase Your Intelligence score increases by 1.
Elf weapon training You have proficiency with the longsword, shortsword, shortbow and longbow.
Darkvision (30 ft.) Forsaken elves are accustomed to working and traveling at night in dark forests.
Chern's Curse You have advantage on saving throws against disease. However, there is a 99 percent chance that you are infertile and even if you aren't your offspring are very likely to be born with some birth defect, should they even survive birth.
Languages You can speak, read and write Elduran (the modern Termana dialect of High Elvish) as well as any two other common, exotic or old languages.
Ganjus Elves Denev's most beloved creations, the wood elves can be found far and wide across Ghelspad in small numbers but only in the Ganjus Forest and their nation of Vera-Tre beneath its boughs can they be found most commonly. While the wood elves remain on good terms with the rest of the Divine Races, they tend to be wary of former titanspawn like the asaathi and ironbred.
Ability score increase Your Wisdom score increases by 1.
Speed Your speed increases to 35 feet.
Darkvision 30 ft. Ganjus elves are accustomed to working and traveling at night in dark forests.
Ganjus combat training You have proficiency with the longbow, quarterstaff, shortbow and spear.
Natural stealth You have proficiency in the Stealth skill. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
Language You can speak Elvish and any one other language.
Halflings A largely rootless people with a lost history, halflings throughout Ghelspad are used to keeping their heads down and staying underfoot among the larger races. King Virduk's overtures to found an halfling homeland in Virduk's Promise has lead to many of the small folk signing up for indentured servitude and military contracts with the Calastians for status as full citizens and all the accompanying rights. A small number remain skeptical of Virduk's overtures and see only his ruthless exploitation of their hopes. Some halfling travelers pay homage to Enkili or Tanil, while many communities have altars to Madriel. In the Heteronomy of Virduk, the halfling hero god Hwyrdd is revered alongside Hedrada.
In addition to the SRD Halfling racial traits, halflings in the Scarred Lands receive the following:
Halfling Combat Training Halflings are proficient with the blowgun, dart, sling and spear.
Halfling stealth You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Halfling talent When you select skill proficiencies from your class during character creation, add Acrobatics, Deception, Persuasion and Stealth to your list of choices.
Languages You speak Ledean (Common) as well as one other language.
Half-elves and Half-orcs These two races remain largely unchanged from their SRD entries, though Half-Orcs may replace Menacing with Unobtrusive- you gain proficiency in the Deception skill.
I'll leave recruiting open until Monday September 4th, 6 pm U.S. Eastern time and choose 5 or 6 players after that.
A note before anyone makes an alias, just in case it's a sticking point: I don't plan on using battle maps for combat, preferring a theater of the mind approach. Since attacks of opportunity are simplified in 5E, I think it's easier to approach the game that way and it allows me to avoid the extra labor of updating a map for every combat round. I will put up visual aids when they're helpful and if there's a misunderstanding I'm happy to retcon for the sake of fairness. Hopefully that's cool with everybody.
4d6 ⇒ (1, 1, 1, 1) = 4 4d6 ⇒ (2, 5, 2, 3) = 12 4d6 ⇒ (5, 4, 2, 5) = 16 4d6 ⇒ (4, 6, 5, 6) = 21 4d6 ⇒ (6, 3, 6, 6) = 21 4d6 ⇒ (2, 6, 6, 5) = 19
I have 18 17 17 14 10 and 3
Can I turn one of my 17's into a ten and the 3 into a ten. Or even two 8s.
now this makes for some interesting RP possibilities
Keegan, where do half-orc barbarians usually come from in the Scarred Lands?
just watched this Youtube video about the russian mafia and a guy called the machine, and though my character is a barbarian i see him speaking like a russian ganster, which would warrant a Charisma 6
Quick question: How do you feel about unearthed arcana or other WOTC supplements (like the sword coast adventurer's guide or elemental evil companion?)
Background: The Unchained’s earliest memory is that of being branded with the mark of his master, who deemed him fit only to do farmwork. Years of hard toil strengthened his body and his master considered selling him to the arena for sport. But that did not happen as fate intervened and a beast out of the wilds emerged to slaughter his master, his family, his guards, his servants, and his slaves, all except The Unchained who shattered his bonds and broke the beast’s back.
Thereafter, he left his former master’s estate and went on to become a monster hunter, offering his service to mostly poor communities beneath the concern of their distant overlords. The people call him The Unchained on account of this rusted chains dangling broken about his body.
Appearance: The Unchained is a large, grime-stained half-orc. His former owner’s mark is branded on his forehead. Rusty, broken chains dangle from his neck and wrist. No armor hides his muscled physique and the only protection he carries shield on his left arm. A longsword is strapped across his back ready to be drawn at a moment’s notice.
Quick question: How do you feel about unearthed arcana or other WOTC supplements (like the sword coast adventurer's guide or elemental evil companion?)
I'll consider Unearthed Arcana stuff and I actually prefer the UA Ranger rebuild WoTC put out a few months ago. I don't have access to my Sword Coast book right now, but let me know what you're looking at and I'll think it over. The campaign companions I'm less inclined to go for since they're made with a specific campaign in mind that isn't this one.
Keegan - I was looking at making a human arcane archer. Will that fit within your story? He will probably go rogue after 4th level to pickup sneak attack...and maybe assassin as archetype. Will work background to reflect this, if allowed. Thanks
now this makes for some interesting RP possibilities
Keegan, where do half-orc barbarians usually come from in the Scarred Lands?
just watched this Youtube video about the russian mafia and a guy called the machine, and though my character is a barbarian i see him speaking like a russian ganster, which would warrant a Charisma 6
Half-orcs are spread out all over. The main orc population is far to the northeast in the Plains of Lede, but given that half-orcs are social outcasts for the most part they tend to bounce around. Dunahnae northwest of Fangsfall is a great choice for where your character could be from- it's a mostly human and charduni dwarf country that worships Chardun and keeps slaves. A half-orc would be very prized as humans and halflings make up most of the slave population.
Working on a Lore Bard who collects and retells lore about the Divine War. We'll see if I can come up with something that catches me.
Let me know if you have more on half-elves. I thought I might be a bastard son of a noble. Does that make sense? Would Noble be a fitting background, or do you have something else to suggest?
here is the rough crunch for my submission. I hope it is ok.
Rook:
Rook the Hooded
Human Fighter 1
Medium humanoid, neutral
Armor Class 13
Hit Points 13 (1d10+3)
Speed 30 ft.
STR 14 (+2), DEX 17 (+3), CON 16 (+3), INT 13 (+1), WIS 14 (+2), CHA 11 (+0)
Longbow. Ranged Weapon Attack: +7 to hit, range 150 ft./600 ft., one target.
Hit: 1d8+3 piercing damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8+2 slashing damage or 1d10+2 slashing damage if used with two hands to make a melee attack.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 3 bludgeoning damage.
I'm building an Elven Cleric of Arcana if that works (Or magic in the Scarred lands book).
Came from a normal cultured Ganjus (Wood Elf) who was kidnapped by pirates, and kept as a laborer. Met a cleric of Belsameth, who converted him to the worship of the Goddess. Live became much easier after this conversion, so he took up the worship of this goddess, and has found his calling... unfortunately he crossed the wrong pirate captain, and is now on the run... What better place to hide out then in the hills away from the sea.
He is a lightly armored cleric who fights with a dagger and shortsword, and his magic. Athletic, Acrobatic, and reliable if not always predictable.
I would like to make a Chardun worshipping mystic who uses his power to control people (specifically would be going order of the avatar).
I'm not a huge fan of adding another whole class with unique rules to the game, and the concept skirts evil alignment too much for me. So I'm going to say no on the mystic.
Keegan - I was looking at making a human arcane archer. Will that fit within your story? He will probably go rogue after 4th level to pickup sneak attack...and maybe assassin as archetype. Will work background to reflect this, if allowed. Thanks
I'll allow the revised arcane archer for submission.