While the remaining party is in a somber mood, the town of Greenest is on an upswing. A day later the townsfolk are out and about distributing supplies and working on getting the damaged buildings and bloodied streets back to looking like their home again.
Just from the hustle and bustle, you hear a few activities going on:
The dead are all being brought to the temple of Chauntea and sorted between the cult members and the townsfolk, and blessed so they stay dead.
The market has been converted into a field hospital and kitchen to serve the newly homeless, injured, children, and elderly. The vault and surrounding has minimal damage and has been cleaned and repaired.
There was a sudden influx of foreigners, mostly caravans carrying supplies after rumors of a dragon and the cult in the area. They have been positioned south of the keep - over the river. Some only have gold on their mind, but there have been several that are being paid by the Lord's Alliance to carry much needed supplies around the coast during the raids.
You also hear rumors about several heroic events during the raid - a woman staring down a dragon to save a family, Captain Beltor of the guard being saved by the nobles he sought to protect, Governor Nighthill losing an arm fighting a raiding party that broke through the keep's sally port, a secret entrance that Escobert opened to bring people into the keep in secret, etc. Some are things you recognize, some are obviously fake or have been twisted.
The keep itself has its doors open with people and guard moving in and out at a steady rate. Masons are repairing the stonework the dragon broke, and a red-faced Escobert is yelling constantly to encourage his men to keep the pace up.
It takes a few minutes, but as you walk through the door you are recognized and a pair of guards bring you to Escobert who says, I take you being here means you won! he laughs heartily, Excellent news..! Wait, where are the rest of ye? Seven left on that mission...
Gone? Escobert lowers his head, That's a damn shame. I thought this was going to be behind us, but we began celebrations too soon. I know her household will take the news harshly considering.
Escobert leads you to a meeting hall near the top of the keep where you first went arriving in Greenest. Nighthill is there with some official looking people, nobles, and some others that look like they know their way around a fight.
There is mead and wine in pitchers, and a sizable spread of basic foods from the area that are easily gathered - breads, honey, dried fruit, salted meat. chairs have been pushed to the side, and it appears the table holding the food and drinks was normally in the center of the room as well. The crowd of roughly one dozen is milling about though only Nighthill seems to be speaking.
The dirt, blood, and equipment draw attention when you enter but this crowd seems like they have seen it before.
You are all in this room as Conner and Amber are led in by Escobert - the castellan in the keep positioned in the center of greenest. Governor Tarbaw Nighthill is a tall, dark, and serious looking man whose intimidating until he speaks. He has been very welcoming and smoozes well, meeting everyone who played an important part in defeating the cult's raid personally. You new guys know that this meeting was being held to show appreciation for some of the people who performed acts of heroism in the fight and to discuss the future of Greenest and aiding the various factions working to track down the cult after striking Greenest. It has been about a half and hour since the gathering began.
The most striking individual also just arrived minutes before Conner and Amber, though his dwarven squire has been at the meeting since the beginning asking forgiveness for his master's tardiness. This large shield dwarf wears full platemail, his helmet and gauntlets held in a bundle by his squire - along with a greatsword and fur cloak. One gauntlet is formed from a unique blue metal which is also emblazoned onto his stomach. He wears a blue tabbard at his waist matching the color of the metal.
Since arriving he has spoken to Nighthill exclusively and loudly, the two seem to have a history together. He has also managed to work in sampling all the food available and drinking two of each types of alcohol. When he sees Conner and Amber his eyes linger on Amber for probably too long before a thought seems to come to him. He loudly announces, You two went after the half-dragon, ay? Where is Leosin? Where are any of the Harpers, ay?
The dwarf easily crushes the metal cup in his hand holding the wine, Damn it!
He calms as quickly as he was enraged giving a quick prayer to Torm, Well, like all soldiers we know the risks going in. Even so Leosin's men were young but strong, ay. It must have been an incredible battle, and the death of Langderosa Cyanwrath is an incredible blow in this war.
Turning back to Nighthill, We have a problem if we have lost the entirety of the Harpers forces, Governor-ay. They were sent here to track the carg- er...
Nighthill pinches the bridge of his nose, I must ask everyone in attendance to forget Master Frume's loose lips. Conner, Amber, this is Paladin of the Gauntlet Ontharr Frume... he is hear to see Leosin. He pauses, Wait... does this mean Lady Galanodel has perished as well? I am sorry for the loss, of the heroes who saved the food supply and the temple from a massacre we have been reduced to two...
As Frume pulls his squire aside, Nighthill takes the time to introduce the names of everyone else in the room. You all now know each other's names.
Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4
"Well hello! As the mayor said, my name is Peren. I originally came with the caravans looking for some business endeavors, but after hearing of the battle and the loss of your friends, I think I would like to offer my services to you. Use my skills as you see fit!"
The halfling smiles to the rest of the room, a mischievous glint in his eyes..
"People die, such is the nature of battle. We can only hope to stand for as long as we're able..."
Amber takes s large drink from her glass, draining it in one motion. The bitter taste of the alchohol burns the inside of her throat, a momentary distraction from the day's events.
She sighs, and wipes her mouth with one stout, muscled arm.
"But I won't turn down an offered hand. Peren you say?"
She looks the small humanoid up and down, not impressed with what she saw.
"You look a bit lean for a fight. What's your expertise?"
Laris does not cut an imposing figure, her body is slender with a lack of muscle and her hands look like they're used to handling nothing harsher than silks and goblets. She wears a sword, but it seems more decorative than useful with a blade little wider than a finger.
She doesn't speak until Peren has finished his introduction,
"I am sorry for your loss, I've heard of your exploits and would add my blade to yours, if you will accept my aid."
Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4
"Well lets see...I am small and easily overlooked..allowing me to get into places some people might not want me to go. Oh, and I have an affinity for mechanical trinkets..locks, bared doors, traps..and the like. Finally, while I am not as powerful as, well, most of you, I do know where to hit to do the most damage, and if I get the drop on a foe, which is almost all the time, I can usually do a fair bit of damage. How does that sound!"
Frume hands his squire a stone before walking back to the rest of the group and staring at Conner, I just talked to Nasim, ay. You gave me a bit of fright saying you two were the only survivors when you are planning to meet Nasim and Jassan later today, ay. They agree with me - especially since you heard that the Harpers and Order are using this to track the treasure to its final destination.
Nighthill turns in interest before Frume continues, We need to find the raider's camp, ay. We lack the necessary resources to find it and rescue Leosin, and we feel like someone attacking their local base will accelerate their movement of loot out of the area, ay. Did we learn anything from the prisoners, Nighthill?
Nighthill responds, No, I'm afraid they have been refusing to speak. However, Escobert will put word out for a reward for the location of the cultist's camp. Let's see if anyone has heard anything. They were not especially cautious. Turning to you all Nighthill says, Most of you have given so much for the town despite being new here, would you be willing to continue to do so? I still can only offer support more than a true reward, but service to the Gauntlet or Harpers does not go unnoticed and offers its own benefits. Conner, I will insist that our contract is suspended until further notice - this takes priority, though I would love you to come back to train the guard at some point. And Amber, I'm not sure what all obligations you have as a mercenary and I'm not sure who your employer was.
Ontharr raise an eyebrow to the last sentence, Amber, ay? Amber Strakeln? It's been years! I hardly recognized you since the last time we met. Nighthill, I requested Amber's service to pay back an old debt. Believe you me that she will join any group looking for a good fight. How have you been, lass?
Frume says, We need to bring Leosin back if there is any possibility, but the primary goal must be to get a now leaderless group to ship the loot as quickly as possible. It must be done quickly before the group recovers their power so that we can abuse the temporary weakness.
Nighthill says, Do you have any idea about where the raider's camp is?
Amber Intelligence:1d20 - 1 ⇒ (16) - 1 = 15 lucky
Amber:
You were not paying close attention after saving that family and their store from kobolds, but you remember that when that blue dragon spoke with you and Jazz he mentioned some clues about where the cultist's were located - the forest to the north of Greenest. He mentioned they have access to some sort of portal or something there.
Laris hovers around listening to the conversation, "Are there any captives, I have a little expertise in loosening people's lips if you are not too worried about the methods used." Laris seems slightly embarrased by this admission, she doesn't like admitting she can use magic to affect people's thoughts.
"Ontharr? Didn't see you there! As for the debt, you can keep half of it. From here on, there's personal vengeance to be had."
Amber knew something about that dwarf reminded her of her savior, but with her mind so muddled by the days events, she had all but put aside her own troubles and commitments for a shot at vengeance. Still, with the old dwarf in front of her now, her cheeks grew red with embarrassment for not noticing.
But back to the conversation at hand.
"Something a blue dragon told me and Jazz, when he was around. They have a camp in the forest north of Greenest. There was something about a portal too....but I couldn't make heads or tails of it then, and I sure can't now.."
Nighthill gives Laris a strange look, If you wish to help, I suppose Escobert would be more than willing to listen. It's not really me you need to convince for such matters.
Ontharr clasps hands with Amber, The Wood of Sharp Teeth? I know the place, but I only know it as a place the undead have some connection with. I had always assumed the Fields of the Dead just extended far enough to corrupt the forest... I suppose the cult has historically been attached at the hip with dracoliches, but we were assuming the latest work they have done abandoned those necromantic roots. We didn't get any reports from the raid of undead, did you encounter any?
"If we have a lead already, I'd just as soon not ply my enemies emotions too much. So, when do we depart?" Laris seems far too enthusiastic about rushing off into danger.
Ontharr excuses himself soon after Conner and Amber arrive, and the social gathering continues for a short time before the sun lowers and it is time to meet Nesim and Jassan
The inn is crowded thanks to the new faces in town, but before the dinner rush it is not difficult to speak and finding Nesim is simple. The large monk is at a table o his own, fending off people trying to find a place to sit in the tavern area. When you walk up he frowns, I am not thrilled at the idea of additional help. he sighs and his face returns to his normal RBF, I suppose it's unavoidable, though. I spoke with Ontharr, he seems satisfied with Nighthill's recommendation and that's where we are.
He drinks briefly extending a hand to invite you all to the table, Jassam is pining for his pet on a hill nearby waiting to hear back. I heard that you have an idea where to go already, though. That's good, we can head north and Jassan can catch up with his pet along the way instead of waiting in town. I must insist we leave immediately, there is a lot of ground to cover.
A barmaid sets unasked for drinks in front of you and wisks off, it seems like if there are any last minute preparations you need to make no is the time to make them.
You make preparations and leave, the road being nonexistant as you travel northward towards the forest. Jassan reunited with his prized bird and the two made finding the camp effortless - outside the few days travel.
You find yourself near the edge of the Wood of Sharp Teeth, a forest not imposing for the height of the trees but for the density and alien look the woods give. The land is lower here and while there is no body of water the earth is wet and carries a distinct smell similar to a moor or a wetland. The trees are dark and gnarled and the quick shift from green grass to a dense crops of trees you would normally see in a swamp is offputting.
There is also a risk of sinkholes, as the land changes dramatically for one of the many reasons it might - unseen mining, the warping of the world by the whims of Ao, etc. It has left holes ranging from the size of a halfling to the size you hear Jassan describe now.
The camp is sunk into the ground, there is a large sinkhole leaving an area shaped like a horseshoe they have settled in. There is a problem though, there are two distinct camps in this complex. It appears like the heaviest guard is near an entrance to a cave of some kind. On the shallow end, kobolds and men work to gather their caravan. They appear to be preparing to leave with the goods from Greenest. On the deep end there are larger tents and more security. There's also inhuman creatures mingled with the human cultists. I suspect this is a permanent fixture of some kind - they even have guard towers and equipment to sound a proper alarm.
In the evening of the third day you see signs of a campfire nearby your position. What do you do?
"We may need to investigate this new development, it could be the enemy. What did you say your comrades name was? Leosin? Did you see any sign of him when you scouted the camp, Jossen?"
Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1
We could put on the cultist cloaks and walk right in? We could say we were recently recruited by that dragonsworn we just killed. We only need to not be seen by the the solitary guy that got away.
Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4
If you are looking for someone sneaky, look no further! I can move down there and find out who they are and get the number of them. Just say the word."
Peren places his pack on the ground and tightens up anything loose or that might make noise.
Amber shakes her head at Norswain's question. The dampness of dew had all but dried out her tattered mane and it made a slight thwacking sound as it smacked the sides of her face.
"Haven't had the chance to do any real scouting, not with a camp this large. Also, if you haven't noticed, I'm more stocky than limber so I'd rather leave the quiet work to others if possible. I prefer my first encounter with an enemy to start with my axe in their face."
Amber turns her attention to Peren. Odd. It was unusual for her to look down on someone, height-wise anyway.
"Think you can get in and out without getting caught?"
Stealth:1d20 + 4 ⇒ (20) + 4 = 24 Laris heads down a short distance behind Peren, but finds a hiding place outside the camp, and watches over Peren's infiltration.
Peren and Laris move in a direct line to the larger camp in the evening providing low light, and they find what makes this area to well protected quickly. After a sparse cropping of trees, Peren nearly falls into a sudden cliff that drops several dozen feet with a negative grade.
Something long ago must have nearly swallowed this chunk of land entirely, perhaps something deep in the underdark or some sinkhole caused this sharp crater. Whatever it was, descending into the camp is impossible while remaining hidden from sight.
Taking the lengthy route north and west you begin to notice the social structures of the camp. The deeper you go into the crater, the more lavish the tents and the more purple and elaborate those walking the grounds are dressed. At the mouth of this crater the camp is solely kobolds, drakes, and men in leather armor with the occasional purple robed figure barking orders.
The walls of the cave are dotted with caves, and rubble and boulders cover openings close to the floor of the crater save fora few of the largest ones. There are two large guard towers: one is positioned on the opposite side of the crater to the North at the top of the cliffs, and the other is at the entrance to the crater in the North West standing two stories above the kobold camp.
Most of the activity is near the entrance. A series of wagons with hide coverings are being prepared for travel, with men and kobolds scurrying around prepping them with wrapped objects and sacks.
Some other notable things is a stake with a man tied to it at the bottom of the crater, and a very large cave opening at the deepest point of the crater.
I labeled anything I mentioned here, let me know if you have any questions about them.
The smoke you saw earlier is to the south and west of the crater camp, and there is no brush or long grass to hide you at the entrance to the crater. To proceed deeper into the camp would risk being discovered. You would have to make additional check(s) to proceed into the camp itself, but you got a good look with your initial checks.
Laris speaks to Peren quietly "I assume the man tied to the stake is the one we need, we may be able to get to him, but I'm not sure how we'd get him back out again?"
"Maybe a distraction at the main route in could distract the camp long enough for someone to pull the man out? risky though."
Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4
"Well I am sure I could set something on fire. That should bring people running. Can you make him invisible like you and sneak him out during the confusion? Also the rest of the group will lose any surprise that might gain now...is that going to be ok?"
This is coming from my interest check thread on a 5e game, where the crowd was 50/50 split on a OSR module and a one of the 5e adventures.
Details about my game:
System - 5e
Setting - This game will start in Forgotten Realms. I am not super knowledgable about FR, but there's a great Wiki.
Players - I'm looking for 5.
Additional resources - I will be posting images for maps, and we will be using theater of the mind.
Starting level/resources - level 3, standard equipment
Available races/classes/etc. - Anything and everything. Anything not produced by WotC is subject to my approval, while UA/published material is not.
Starting ability scores - Standard array or 27 point buy.
Alignment restrictions - None, but don't abuse it.
Optional rules in play - Multiclassing and Feats (Ch 6, PHB), Action Options (pg 271, DMG), Hitting Cover (pg 272, DMG), & Cleaving through Creatures (pg 272, DMG). I may pick up some variants to meet a situation, like adjudicating spell areas of effect. I might also add some depending on the adventure in question.
Tis'kaliss (Belac93 here). I went with an elf Paladin of Mask. I kept the name from a previous character who's game died, but they were totally different (lizardfolk rogue torturer). Equipment, backstory, and personality needs work, but I'm going to have dinner and watch a movie with the family soon, so I don't really have the time.
For an adventure, I'm fine with anything, but I would rather not Curse of Strahd or Rage of Demons, as I'm already playing them. I would prefer a classic adventure.
Introducing Elena D'Augustino, Swashbuckler Rogue and adventurer extraordinare!
Elena D'Augustino:
Human (Variant) Female Rogue (Swashbuckler) level 3
Alignment: Chaotic Good
Background: Noble
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Str: 10, Dex: 16, Con: 14, Int: 10, Wis: 8, Cha: 16
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Rapier: +5 Attack | 1d8 + 3 (+2d6 Sneak Attack) damage
Short Sword: +5 Attack | 1d6 + 3 (+2d6 Sneak Attack) damage
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Saving Throws: Dex: +5, Intelligence: +2
Skills: Athletics +2, Acrobatics +7 (EX), Stealth +5, Perception +3 (EX), History +2, Deception +5, Persuasion +5
Senses: Passive Perception 13
Languages: Common, Dwarven, Elvish
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Class Features: Expertise (Acrobatics, Perception), Sneak Attack (2d6), Thieves' Cant, Feat (Athlete), Cunning Action, Fancy Footwork, Toujours l’Audace
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Personality Traits: "Sorry, I got distracted, what were you saying?" - "First we dance, and then we FIGHT!" - "Shall we negotiate?"
Ideals: Glory, Honor, and a glass of the finest wine
Bonds: "I have to protect my people with everything I have."
Flaws: "Please, there's nobody better at what I do." And "One drink? Why not two for good measure?"
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The black sheep of the D'Augustino family, while she's famed for going on wild adventures, she's also famed for embarrassing her family with her parties. A daring swordswoman, she has a reputation for her swashbuckling attitude, and her excuse for many of her escapades is "I was bored, and it seemed like a good idea at the time." She is a skilled adventurer seeking more excitement, because parties with her fellow nobility get boring after a while.
My preferences: She can fight, she can do intrigue, this is a character with a lot of options, I'm up for what everybody else wants.
The difference is timing: your game doesn't close recruitment until June 10th, this one closes recruitment in seven days. ;) If I get the character in for this one, I'd send in a different submission for yours. If I don't get the character in on this one, it stays the same for yours.
My preference is Hoard of the Dragon Queens or one of the modules, and his backstory is centered around it. Though he does have other goals and motivations in case we play something from another season. Some goals and motivations are not relevant to any story.
Tiamat will want him dead or turned evil, if Tiamat discovers his secret of who he is, Tiamat's grandson. He will want to destroy Tiamat and her minions to protect his secret, or even himself, as he would be prime target if the evil villains discovered who he was. Or his other motive could be revenge. I did however, name one main villain indirectly involved in his secret/birth from each of the other two Forgotten Realms books, Out of the Abyss and Prince of the Apocalypse. Offing them and any minions or followers they have, especially ones that helped would be just as important.
I submit Conner Hawthorne for consideration. His alias was already created. So, please feel free to review his completed character sheet in the profile.
1) Conner is a Dual Wielding (Longsword and Flail) Fighter (Champion Archetype) - Please see profile for details
2) He is a former infantry soldier in the Purple Dragons who has left the ranks with honor and now seeks individual adventure and the protection of the good-folk of the realms.
3) I would prefer a module by module approach, but I would not withdraw my submission if a larger 5E adventure were selected. I am already participating in a Curse of Strahd and Hoard of the Dragon Queens PbP.
Tis'kaliss is finished. I went with a character who wanted to be a tortured hero and rebel, but everyone was too supportive. He uses 2 scimitars, and is a priest/thief type character.
And a paladin.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
Quote:
•Additional resources - I will be posting images for maps, and we will be using theater of the mind.
Can you elaborate on this? How vital is it to be able to view the map regularly?
I'm running a Curse of Strahd game right now (and will be hosting one soonish), so it's getting another down vote from me. I wouldn't mind running Horde of the Dragon Queen, so long as you all realize it's by far the most linear adventure.
@Jiggy: I have been posting maps like this:
hiiamtom wrote:
Emron enters the room and positions himself in front of the stained glass doors. Balandusk swings the doors open wide, and Bazim swiftly steps into the portal armed for anything... only to find a balcony outside the house.
The balcony itself was 8-10 foot square, but the stranger parts was the wall of mist swirling in front of his eyes. The mist is standing in place at the edges of the balcony, with tendrils probing the air briefly before dissolving to nothing. There is a little bit of mist spilling a foot or two over the railing and onto the floor or of the balcony.
Looking to his right, Bazim sees a small window into the room behind the door not taken (door F). The room appears empty except for a bassinet, and a mobile of spiral shapes dangling above it. Pressing his ear to the glass he can here the cries coming from inside.
And only use the maps when it's a dungeon or some other detailed piece of the adventure - and it's only for relative position and clarifying door labels and such.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
Let me re-frame my question: If I'm only able to view the map a couple of times per week, and therefore have to do most of my posting "blind", would you—as the GM—consider this a problem?
I already know that I can go maples; I'm trying to be considerate of you. :)
In a Horde of the Dragon Queen now, and it is the most linear - I agree.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
Alright, I think I'm gonna try putting together an elven fighter/wizard—sort of a re-vamp of a character I tried to play in another game that fizzled. How high of a level are we likely to eventually reach?
Im putting together a way of shadow monk wood elf. Sort of tortured soul seeking redemption for the orders he followed by his former masters.
I vote horde of the dragon queen. My second vote is for starhd
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
For the record, I'd be totally fine with a "linear" adventure; in PbP, the slower pace can often mean that a more "sprawling" adventure runs the risk of players getting a little lost.
Also, I'm already playing Curse of Strahd in a meatspace group, so there's that.
Question. Since, we are starting higher level, do combats and other challenges get adjusted? Or is the beginning going to be the same? We will breeze through the first chapter or two if no adjustments are made, but with the way leveling goes, and the fact that leveling is non linear it will probably catch up to us no later than the start of chapter three and it ultimately won't matter. We will just be 900 experience ahead of the game which is negligible in later levels, unless you aren't using xp and instead milestones.
Edit: In other words I'm okay with either, but if we are always two levels ahead of the game with no adjustments it makes the game too easy,.
I'm using milestones, and I'm going to adjust the adventure accordingly. I'm decently familiar with HotDQ, so I already know things I would change - it really lags in the middle and picks up to a good conclusion.
I'll use milestones because it's easy and allows better encounters with some of the more open-ended goals later in the book.
Arden Moonshade Male wood elf monk 3
Medium humanoid, lawful neutral
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Armor Class 15
Hit Points 24 (3d8+6)
Speed 45 ft.
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STR 10 (+0), DEX 16 (+3), CON 15 (+2), INT 10 (+0), WIS 15 (+2), CHA 8 (-1)
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Saving Throws Str +2, Dex +5
Skills Acrobatics +5, Deception +1, Insight +4, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Undercommon
Actions
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Dart. X10Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.
Dart.Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.
Quarterstaff.Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6+3 bludgeoning damage or 1d8+3 bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike.Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d4+3 bludgeoning damage.
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Abilities
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MartialArts
Unarmored Defense
Ki
Unarmored Movement
Deflect Missles
Shadow Arts
Background:
The Moonshade Wood Elves were more than just protectors of the forest, they were shapers of destiny or so they thought.
Arden was born a monk into the Moonshade clan sworn to protect their forest from all outside forces. Including taking care of those whom they considered potential threats. Arden had stolen for the clan and killed for the clan and he did it out of duty it was who he was and what he was meant for.
A local hamlet leader decided to start harvesting wood from the forest. The man was poor he had nothing but his village and his family. Arden was sent to send a message. Arden killed the very young son of this leader, the fear and the boy's eyes and the anguish that tore through the father and the town over this innocent lose tore into Arden. Arden watched as the father withered and died of sorrow his wife soon following and the hamlet slowing withered to nothing with the loss of the only true leader in a generation. Arden was changed.
Arden does not know what he is except he's no ones pawn and that everyone deserves the right to find a way to live with out forces manipulating the world crushing the spirit to keep on living.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
What's the basic opening premise of the adventure? I want to make sure I make the type of character who would get involved.
EDIT: Also, a few other questions:
How do you feel about tweaking backgrounds, per the guidelines in the PHB?
Can unwanted starting equipment be sold back for half price, and that gold (along with the little bit of gold from the background) be used to buy other stuff?
I kind of have a thing for straight-bladed slashing swords, but there's no such thing among the martial finesse weapons (scimitar is curved, shortsword and rapier are piercing). It may seem trivial, but can I use a sword that's identical to the rapier except for dealing slashing damage instead of piercing? (Maybe call it a "longblade" or something?)
The premise of Horde of the Dragon Queen is that a party that has either A) stumbled onto information about the Cult of the Dragon or B) has some sort of invested knowledge or interest about dragons that could be used to aid the factions taking arms against the Cult of the Dragon.
There are specific background features available to customize backgrounds to this campaign (LINK) that allow you to exchange the bonds or feature of any background. I fully support tweaking backgrounds to fit the character, using the guidelines in the PHB. I should have linked these earlier.
At the start of this adventure, you have been invited to the town of Greenest by the monk and scholar Leosin Erlanthar and have been traveling in a small caravan south from Waterdeep, the City of Splendors where you all gathered from where ever you hail from. You have known each other for a little over a fortnight, and are being accompanied by a few faction members who are also traveling to Greenest with supplies for the fortification there.
Again, I should have posted this earlier and meant to.
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Unwanted equipment can be sold back at full price and be exchanged for equipment for that build. I myself have built DEX paladins and STR rangers and it's hard to do, so I understand the need for flexibility. Don't sell the individual items from your equipment pack, they must be sold as the entire pack.
I have no issue refluffing a rapier to be slashing, I am a big fan of single edged swords myself. You can call it whatever you want, but if you want my limited expertise Germans swordsmen used single edged sword frequently - they were known as "messer" which means "knife" - due to a technicality in German laws. Two appropriate for what you are describing is the "fechter messer" (fencing knife) or "langes messer" (long knife).
Larissa Galanodel was nobody special, just an amateur elven adventurer. She knew how to handle herself with a sword well enough, and was beginning to dabble in magic after an expedition with an ill-prepared freelance group nearly cost her life. She had saved up some money, and wanted to enroll in a wizarding academy in Waterdeep. However, on her way there, she passed through an alleyway and saw a man threatening a family of four (one of whom was already on the ground). She intervened, swords were drawn, and when the dust settled, the man doing the threatening and the father of the threatened family were both dead.
Guards arrived, and Larissa soon learned that the common thug was in fact a local noble who had merely been "disciplining" his servants. Thus, Larissa was taken into custody for murder, and the survivors from among the fatherless family were taken into custody for "causing a ruckus". After two days in prison, she fully expected the lot of them to be headed for the gallows, but what happened next surprised her.
Instead of being hanged, she was released. The officer who returned her effects to her mentioned something about how she should have mentioned her knighthood sooner. Among the belongings that were returned to her were a signet ring she'd never seen and a scroll of pedigree with her name on it. Though confused, Larissa thought quickly and asked that the servants be handed over to her as "compensation", and to her surprise, her request was granted.
Larissa then experienced a change in lifestyle. She gained something of a reputation, and townsfolk who wouldn't have given her the time of day before would now offer polite nods when passing her in the street. The academy she had hoped to have enough money to get a few lessons from instead took her on for free because of her rank and reputation. In the meantime, the human family she had rescued (a woman in her late thirties named Bella, her teenage son Tord, and ten-year-old daughter Lia) came to live with her as her "retainers", thus shielding them from further persecution from their former employer's family.
Larissa never found out where her newfound nobility had come from, though she thought she saw someone wink at her when she left the guardhouse on the day of her release; unfortunately, the person was across the street in a crowd and she didn't get a good look at them. Larissa fears that one day she will be found out, risking not only her own life but also those of Bella, Tord, and Lia. As a result, when monk and scholar Leosin Erlanthar invited her to the smaller town of Greenest, she jumped at the excuse to get out of town and try to get back to the lifestyle she knew. She brings her "retainers" with her, hoping to earn enough cash to support them for a while and hopefully set them up for a new life, out of the shadow of their old masters.
Hey Larissa! There's actually a really cool Wizard Archetype in the Sword Coast Adventurer's guide that's literally "I'm a Wizard with Fighter Type Melee Sword options." :D Have you seen it? It's my new favorite thing, and it allows you to be a really fighty wizard. ^_^ I just got the book, and I'm in love with it.
I was considering giving a Druid a try and was looking at some of the possible wild shapes when I came across Cirlce of the Swarm from Kobold Press's Southland Heroes. What would you think about this?
Cirlce of the Swarm:
Variant Druid: Circle of the Swarm (Circle of the Moon)
Insectoid Forms
Your wild shape feature works as the Circle of the Moon’s Circle Forms with the following changes.
Your choice of forms is limited. You may use Wild Shape to change into any insectoid, arachnid, or similar beast (such as a crab), though you must still have seen the creature to do so. In addition, you gain access to the following list of non-standard forms (you must follow the same CR and ability restrictions as outlined in Circle Forms): ankheg, carrion crawler, death wasp (use wyvern stats), giant rhinoceros beetle (use triceratops stats), and swarm of insects (all variants). Other insectoid forms may be available at your DM’s discretion.
Monstrous Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a bullette, chuul, phase spider, or umber hulk. This ability replaces Elemental Wild Shape.
I haven't played enough 5e to be confident on the balance issues, but it actually fit the concept I was considering perfectly.
I'll allow it. It looks like it would be cool, and I can't call it broken knowing how long it will take to get to those CR levels. If things go wonkier than a brown bear before level 6 we might need to adjust.
If it helps, I was about to edit my post to include what forms are possible at which levels. I think this is a complete list of possible wild shape forms:
Level 2: Crab, spider, giant centipede, giant crab, giant fire beetle, giant wolf spider, swarm of insects/beetles/centipedes/spiders
Here is G-units submission. The below info is also in his alias.
Spoiler:
Aemon Stormsinger Male Half elf Bard [College of Valor] 3
Medium humanoid, neutral
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Armor Class 15
Hit Points 24 (3d8+6)
Speed 30 ft.
Initiative +4
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STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 10 (+0), WIS 10 (+0), CHA 16 (+3)
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Saving Throws Dex +5, Cha +5: (Advantage vs. being charmed, and magic can’t put you to sleep)
Skills Athletics +1, Acrobatics +4, Animal Handling +1, Arcana +1, Deception +5, History, +1, Insight +2, Intimidation +5, Investigation +2, Medicine +1, Nature +1, Perception +4, Performance +4, Persuasion +5, Religion +1, Sleight of Hand + 4, Stealth +8, Survival +1
Proficiencies Simple Weapons, Martial weapons, Light Armor, Medium Armor, Shields, Gaming Set[dice], Thieves tools, Lute, Drum, Horn
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Elvish
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Attack Actions
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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 creature.
Hit: 1d8+3 piercing damage.
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Bonus Actions
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Bardic Inspiration Uses: 3/ long rest, Range: 60, Benefit: 1 creature that can hear you gains one Bardic Inspiration die, a d6 usable once within the next ten minutes. Which can be added to one ability check, attack roll, damage roll, saving throw it makes or to its armor class for one attack. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
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Abilities
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Spell Casting, Bardic Inspiration (d6), Jack of All Trades (+1), Song of Rest (d6), Bardic college (Valor), Expertise (Stealth, Perception), Bonus Proficiencies, Combat Inspiration, Darkvision 60, Fey Ancestry, Skill Versatility, Criminal Contact,
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Spells
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Spell DC: 13
Spell attack: +5
Background: Criminal [Spy, Variant]
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Feature: Cult of the Dragon Infiltrator [Optional ToD]
You have infiltrated the ranks of the Cult of the Dragon. Having spied on the organization for quite some time, you are familiar with its inner workings and customs. You have a second identity as an initiate of the cult, enough of a façade to blend in as a simple grunt or servant.
Bond You and your family were members of the cult of Dragon, until your fivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest knowing it’s next on the cult’s lists of targets.
Personality Trait I always have a plan for what to do when things go wrong.
Ideal People: I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Flaw An innocent person is in prison for a crime that I committed. I’m okay with that.
Story
Aemon quickens his pace as he notes the rapidly darkening skies that herald the approach of evening. Adjusting his pack he looks around at his traveling companions and is thankful for their company these last few days. There is safety in numbers when traveling along the sword coast, he thinks. Not that he was a stranger to the dangers along the Coast Way road having made his living traveling between Nashkel and Waterdeep as a wandering minstrel and teller of tales. That was one of the covers he used to help him gain information on the Cult of the Dragon.
Finally my efforts are paying off, Aemon thinks as he remembers the chain of events that have led him on the road to the town of Greenest.
It was a little over a half a dozen years ago when Aemon’s father told the family about the glorious Dragon Cult and how it would change their lives. Aemon’s father was right joining the cult changed their lives, unfortunately the biggest change was in making his families lives much shorter. For a short while the family became more prosperous as Aemon’s father rose through the ranks of the cult. However, his father’s quick ascension through the ranks of the cult led to jealousy on behalf of some of the other cult members.
The morning his family was killed was the culmination of that jealousy. Aemon remembers that his family was heading to one of the cult meetings when they were joined on the road by some other cult members. Aemon recognized them as Frulam Mondath, Bog Luck, and Rezmir some of his father’s closest associates within the cult. The attack by the three traitors was quick and bloody and his family was dead before they had a chance to utter a scream. Aemon was left for dead in a ditch and as fortune had it he avoided the fate of his family. As he dragged himself from the ditch Aemon swore his vengeance on his family’s murderers and the twisted dragon cult.
In the beginning he had to beg, borrow, and steal for his survival as he couldn’t risk returning to his home. Eventually, he was able steal enough coin to purchase a lute and place the blame some unsuspecting townsman in Beregost. Over the past three years he has traveled the Sword Coast as a wandering bard looking for information on the Dragon Cult and those who slayed his family. Recently he was able to infiltrate the organization and learn that the town of Greenest was high on the cults target list.
Aemon shakes his head at the memories while eyes adjust to the approaching gloom of evening. He looks down the road toward Greenest and whispers with a smile on his lips, I’m coming for you.
Appearance
Whether you find the half-elf Aemon Stormsinger sitting in the corner of a tavern or as a traveler along the Coast road he usually has a song on his lips, a lute in his hands, and a sword strapped to his back. He is tall and thin with a pleasant face covered with unruly red hair and sapphire blues eyes that seem to laugh at the world. Aemon is usually adorned in leather armor and well-worn boots.
For submission, Amber Strakeln, Dwarven Barbarian. Though not the brightest apple in the meat pantry, Amber is always up for a good fight, romping trough nature, and racing everyone to the bottom of the ale barrel.
Hey Larissa! There's actually a really cool Wizard Archetype in the Sword Coast Adventurer's guide that's literally "I'm a Wizard with Fighter Type Melee Sword options." :D Have you seen it? It's my new favorite thing, and it allows you to be a really fighty wizard. ^_^ I just got the book, and I'm in love with it.
Thanks, but that looks like "full wizard with a minimum level of fighting tacked on" - kind of the reverse of the Eldritch Knight's "full fighter with a minimum level of spellcasting tacked on". I'm going for something closer to an even split. Also, for this character, I'm not too keen on the performance/dance theme.
Here is my submission. Also cross-posting to your other recruitment thread.
Stats:
Ama
Female earth genasi druid (Circle of the Swarm) 3
Medium humanoid, neutral good
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Armor Class: 13
Hit Points: 24 (3d8+6)
Speed: 30 ft.
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STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 15 (+2), CHA 10 (+0)
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Saving Throws: Int +1, Wis +4
Skills: Perception +4, Sleight of Hand +4, Stealth +4, Survival +4,
Tool Proficiencies: Herbalism Kit, Disguise Kit, Thieves' Tools
Senses: normal, passive Perception 14
Languages: Common, Primordial, Druidic
Actions
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Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1d6+2 slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target.
Hit: 1d4+2 bludgeoning 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.
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Abilities
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Earth Walk, Merge with Stone, Wild Shape (Insectoid Forms variant, 1 hour, expend spell slot heal 1d8/spell level), City Secrets
Spells
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Prepared: 5, Save DC: 12, Attack: +4
Cantrips
Magic Stone, Mold Earth
Equipment
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Leather armor, explorer's pack, Druidic focus (dead scarab tied to a rock), small knife, map of Calimshan (heavily featuring back alleys and the Undercity sewer system), common clothes, pet beetle, belt pouch, thieves' tools
10 gp
Background and Personality:
Background: Urchin
Personality Trait: I like to squeeze into small places where no one else can get to me.
Ideal: Aspiration - I'm going to prove that I'm worthy of a better life.
Bond: I owe a debt I can never repay to the person who took pity on me.
Flaw: It's not stealing if I need it more than someone else.
Ama's earliest memories are of struggling for survival on the streets of Calimport. Her early years are a blur of endless scavenging with each day a repeat of the last. All this changed when she was found by Bashir the Elder, Archdruid of Calimport. Mocked by many as vagrant beggar, Bashir was actually a powerful druid and self-appointed protector of the city, especially the destitute masses living on the streets. Bashir initially taught her the basics of surviving - how to steal enough to not rise the ire of the merchants, which inns provided the best cast off scraps, and where to hide from city guards and those who would prey on the street urchins.
Soon, however, Bashir began to notice Ama mirroring him as he patrolled the city. In particular, her unnatural ability to move about the city in ways that often left him unable to find her impressed the ancient druid. Studying her closer, he realized that she was touched by the dao, and that perhaps even genie blood ran through her veins. Taking her as his apprentice, he began to teach her how to listen to the city as a living thing. Its health could be measured in the vitality of its vermin, as they were first to show signs of infection. The lowest merchants were its pulse, showing signs of oncoming hardship long before it strikes the nobility. Urchins like her were the nerves sensing all aspects of the city and only needing a central spirit to gather that information. Bashir had been that spirit, and now he trained Ama, his "Alley Gnat." Ama learned quickly and became a devoted apprentice, carrying out his work throughout the city.
Just over a year ago, Bashir informed Ama that he had received a summons to assist former companions of his in the North. Ama could tell the threat was dire if Bashir was willing to leave the city he protected. Ama continued his work, but soon found she felt more concern for her mentor than for the city. Over the months, she found herself realizing that it was Bashir alone who has cared for her, and the city had left her to starve and die. As it came to the first anniversary of Bashir's departure with still no word from him, Ama turned her back on the only city she ever knew. After stealing a sword from a drunken guard, she left and traveled north to search for word of her mentor and learn of the world beyond Calimport's walls.
Personality
Ama is a deeply conflicted person still trying to find her place in the greater world. On the one hand, she is caring and seeks to protect the weak. On the other hand, she is quick to turn her back on those who don't appreciate her. She dreams of greatness rivaling the stories Bashir would tell off his exploits, but also feels she isn't worthy unless she proves herself. However, she has grown quite fond of her current companions and has begun to worry about the day she receives word of Bashir's whereabouts and face the dilemma of searching for her mentor or remaining with her newfound friends.
Not sure if you'd be okay with that, so only going to post a bit of crunch until I get a thumbs up. Criminal background, I do have traits and stuff picked out and a general idea as to his personality and a bit of background. (More than likely was accidently plane shifted years ago and has been wandering the Sword Coast. Made a pact with one of the elder gods after being promised a way home, isn't sure yet what is expected of him as payment.)
Crunch: Jin Steelgleam:
Jin Steelgleam
Male (usually) changeling warlock (The Great Old One) 3
Medium humanoid, lawful neutral
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Armor Class: 13
Hit Points: 24 (3d8+6)
Speed: 30 ft.
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STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)
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Saving Throws: Wis +3, Cha +5
Skills: Arcana +2, Deception +5, History +2, Perception +3, Stealth +4
Tool Proficiencies: Dragon Chess, Thieves' Tools
Senses: Passive Perception 13
Languages: Common, Elven, Draconic
Shapechanger: As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance
Actions
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Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft
Hit: 1d10+3 force damage
Quarterstaff. Melee Weapon Attack: +1 to hit, one creature.
Hit: 1d6-1 (Vers. 1d8-1) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+2 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
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Abilities
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Agonizing Blast
Book of Ancient Secrets*
Pact of the Tome*
Awakened Mind
Spells Known
Witch Bolt
Tasha's Hideous Laughter
Invisibility
Ritual Spells in Tome
Alarm*
Detect Magic*
Equipment
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Leather armor, dungeoneer's pack, shortbow with 20 arrows, spear, daggers (2), an arcane focus (a ring set with a bloodstone) a crowbar, a set of dark common clothes including a hood, belt pouch, a gold coin minted in an unknown land