Found on each gnoll is a spear, a longbow, 20 arrows, hide armor, and a shield.
How many regular gnolls were there? I want to say 5, but I'm not certain.
Ok, everyone. I've rearranged the group loot document. Hopefully it's easier to read and claim an item. Just mark an X under your name for the item you want to carry.
Please note that we all must aim every item, at the very least as something we're physically carrying. Otherwise it'll be left behind.
I'll come in at the end of the weekend and delete everything that's unclaimed.
All the unclaimed equipment cannot be sold, so if we leave it behind we won't lose anything of value. I've marked the items that have no value with (0gp) on the document.
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
If no one else wants it, I'll claim the chain shirt, but happy for anyone else to take it if they want, so just shout out if you do. I'll also grab all unclaimed arrows. I have 18 currently, so if they're all claimed that's cool too.
Also, if non-finesse combatants can take spears, that means the shortswords will be useful to us Dex warriors. Just sayin' :)
Go ahead and take it. I think the good armor should go to the fighter and paladin first. And then to any melee ranger.
Regarding arrows, there are 8 sets of 20 arrows. So leave some for anyone who wants to grab a longbow - which should be everyone who can use it. That excludes myself and Idril.
Everyone who is melee and can use it should take a shield; at the very least so you have a backup option.
Everyone who can wield one should take a spear. Heck, even I'll take one just so we can have a section of pole that may come in handy. We can always ditch it later.
Hey, hey, guys. We recently hit the 1000 post mark in gameplay. I'm enjoying the ride. To show my appreciation, there are small presents for each of you hidden in this gnoll camp, though you might end up taking different ones than I would have assumed. XD If I forget to tell you what they are, remind me!
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
caster4life wrote:
Hey, hey, guys. We recently hit the 1000 post mark in gameplay. I'm enjoying the ride. To show my appreciation, there are small presents for each of you hidden in this gnoll camp, though you might end up taking different ones than I would have assumed. XD If I forget to tell you what they are, remind me!
well, if you are gonna give me that gem, I think I will go down that path. Make it less likely for my DIVINE SMITES to whiff horribly with 2 1s or 2s... haha.
I think I'll go with dueling, as I don't think I am planning on using great weapon master, as I want the feats Inspiring Leader, and I'm also looking at shield master/sentinel/a weapon mastery
this is assuming RAI answer is your answer.
*looks at all the new oaths for paladins, faints*
I have no idea what oath I want Tibs to take, I'm not even sure what oath to take from the RP I've done D: >.< I'm just hoping someone happens at/near level 3 that can push me in one direction from a character stand point.
Yeah the feats and oaths and all the options are overwhelming. Yes I'll have to go with the RAI answer. I don't think any of the other fighting styles have such crazy strong synergy with class features as GWF would with smite.
Gonna be dipping 2 levels of fighter at some point anyway, so I'll be picking up another fighting style anyway.
the only thing I can think of is the champion getting to crit on 19/18/17 and the GWF working for the crits, and on additional damage die like acid/fire/frost and spells like Hex/hunters mar, but thats it. (ofc, I don't know the game well)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Cyrus, climb speed doesn't negate the need for an athletics check if the GM calls for one...
Climbing, Swimming, and Crawling:
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
well, in PF, having a climb/swim speed negated the need for checks to move normally, and any checks that were "required" due to difficult/extreme circumstances were made with an additional +8.
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Strict rules guy Crawford points out that avoiding ability checks is what monster traits like Spider Climb are for... but loosey goosey Mearls plays with no checks required if you have a climb speed, so I guess it's like most things in 5e - all up to the DM.
That's actually one of the things I like most in 5e over PF. The 5e rulebook isn't a bible, it's left deliberately light so that DMs are empowered to make calls on rules that make sense to them at the time. It's baked into the rules that the system is flexible, at the DM's discretion. PF, on the other hand, seems to have attempted to completely eradicate the GM's ability to fit the rules to the situation by trying to provide for every permutation possible.
actually one of the things I dislike, it makes things way to variable. You can't rely on a solid basis of what to expect when you show up to a game/join one online.
In PF, most things can be expected to be covered.
also, why would having a climb speed, IE, it being as simple to the person in question as walking, make a check every time? Would you have your goblin monkeys or hell, normal monkeys make climb checks every time they climbed up a tree?
Underdark Scout (On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. Creatures with darkvision gain no benefit when attempting to detect you in dark and dim conditions)
Deep Stalker Magic (Darkvision 90ft, disguise self)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Quote:
Yes I'll only be calling for an athletics check from Cyrus when attempting some particularly interesting climbing or swimming.
Yeah, I think we're all on the same page here... athletics checks are only ever called for if the DM thinks the climbing/swimming is particularly difficult anyway. In which case, a climb/swim speed doesn't negate the need for that.
Here's our excess equipment. If no one claims it by tomorrow, I'll delete it:
Quiver of arrows (20) x8 (Kanzen has one)
Hide Armor x6 (Idril and Galenus have one)
Longbow x8 (Kanzen has one)
Shield x7 (Tiberius has one)
Spear x7 (Tiberius has one)
Leather Armor
New stuff we can keep on there for a bit until everyone has a chance to claim what they want. Remember to look at your spell component requirements, some of this stuff counts.
If you're happy with everything you have, please say so here. Don't leave us in the dark guessing what you may or may not want.
If you can't update the Google sheet yourself, that's ok. As long as everyone mentions what they want here, u can update it later.
And at some point, we should transfer the loot listings to our personal character sheets. Perhaps when we get to the first town and are able to actually stop and rest.
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
We could use one... When I saw that mirror in the loot, I must admit my first thought was 'Basilisk!' While that may not happen, we want to be feeling strong before we venture forth again.
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
I've used both my long rest powers (action surge and second wind), which is not a big deal really, but Galinndan, Tibs, and myself are down 13, 10, and 3 hp respectively, which is probably more the issue. How are we going with being followed by drow, have we lost them yet? If so, there's no real reason not to long rest. If the drow are still chasing, then that's a serious consideration.
DM, how long have we been travelling since our last long rest, in terms of rough hours? Are we nearly due a sleep, or are we way off?
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Yep, they should cover any shortfall from bad HD rolling. Still yet to hear an argument against a long rest though... Can you recall how long we've been travelling for today Galenus? And what the pursuit situation is? If it's been two or so hours, we should definitely press on after a short rest. If it's been 8+, I'd suggest we think about a long rest.
Also, is Eddrikk exhausted? Or has his status line just not been changed?
I also have 2 HD remaining for the day, so I can do that to heal up my 5 missing hp if we just want a short, but I'm running on half my daily stuff, ( 6 healing from LoH and 1/2 spells) not that big of a deal,but a long rest may do everyone good with saving resources and healing up.
Kanzen: Note that those awesome fighter things like action surge and second wind recharge on a long or short rest! Woohoo!
You have been traveling for 4 hours or so today but it's been a busy time! You've talked to goblins and fought gnolls. Also, some of you didn't sleep that well. Galenus woke up paralyzed!
Dare to descend into the Underdark! Discover the fascinating and horrific secrets of that hidden land and the plots twisting within it.
I'm going to run the published 5e adventure Out of the Abyss. Submit level one characters with point buy. More details in campaign info about posting expectations and what I want to see in submissions. I will update campaign info as good questions on here make me realize things I should clarify.
Good with an ax or a hammer. Wears armor. Casts spells. Enjoys the violin.
I used Xanathar's background generator to help come up with his backstory:
Backstory:
Galenus was born on the streets. He never knew his father; his mother didn't talk about him much. Something happened to him, and it just wasn't spoken of. Mom got dissociative whenever he tried to bring it up.
Despite his wretched condition as an infant, he and Mom were brought in by a talented artisan, a dwarf specializing in fine craft brews. His step-father's success allowed Galenus to grow up in a larger home, and as an only child he had lots of space to play. His parents weren't mean, but neither were they that attentive of him. He learned the family trade and how to play the Violin, but other than that they preferred to let him grow and explore on his own. And so he did.
Through his adolescent, Galenus would venture futher and further away from home for longer stretches of time - sometimes on his own and sometimes with one or two of his friends. His preferred locale to explore was the underdark - it was full of dangers and adrenaline-producing events. But more than that, it was full of treasures just waiting to be plucked.
It was the treasure that eventually became Galenus' primary reason for exploring - his primary motivation. He quickly ammased wealth, bought a home, and was a rising name in the hold.
One day, upon returning to his home, he had discovered he had been banished. He was no longer allowed past the walls. He does not know why; he hadn't done anything of considerable consequence to warrant such a reaction, not that he could think of.
So with nothing but what was on his back, he turned around and went back into the underdark. His home, his wealth, everything was lost to him.
Well, f~$$ it. It wasn't that hard the first time, it won't be that hard the second time. Let's go, once more, into the breach.
Full character is in the profile, sans equipment.
His background is from Appendix A of OotA; I've chosen underdark explorer.
His backstory isn't fully inclusive; it doesn't explain everything and there are a lot of gaps to explore. For example, it doesn't explain how he learned magic, or the time he got lost in the underdark and a group of Kua-tao helped him out and helped him find his way back home (which considerably changed his opinion on those crazy f*%&ers). And then there's that one big question: why the hell was he banished from his home? He may never discover the true reason.
I have a notion for an elven revised ranger, hunter or deepstalker conclave. He is determined to sweep away the dangers to his homeland, two blades at a time.
As far as character profiles go, I prefer the format found on my character profile, as seen here. It's cleanly laid out, a GM can easily trace where all bonuses and proficiencies come from, and it's easy to edit.
Galenus: Fine to leave questions in the backstory. These can be very satisfying to answer over the course of the game.
ElbowtotheFace: Definitely allowed. Giving up darkvision (like other races would get) in exchange for a feat is not an OP trade in this campaign. Darkvision is worth a LOT.
Okay, thinking drow paladin of Eilistraee, Oath of Vengeance or Devotion. Might pick up a few fighter levels along the way. I'll get something up in the next couple of hours.
Every casting? Every casting of a spell level unless it is 2 levels below the highest spell level I can cast?
I would start with every non-cantrip spell unless it got too tedious or ridiculous. I think the 5% chance and the high probability of a beneficial effect makes it reasonable. At very low level, I would probably ameliorate the "fireball centered on self" options a bit. Perhaps make the spell self only or 5 ft radius or something. Random chance of tpk doesn't sound too fun.
All: Nice to see very active responses. I was thinking of keeping this open for two weeks but if people have their builds ready very fast perhaps I will shorten it.
Warlock could be a very good choice in a campaign where long rests are hard to come by.
I found that long rests we're far more common than I originally expected.
Spoiler:
It all depends on how far ahead the PCs get. My players went full speed ahead and got some distance from the drow, and then some random events closed off their tunnels from the drow, granting them some decent respite until they got to their first city.
I ended up expanding on the nightmare rules so there was a cummulative 10% chance per long rest that your nightmares are so bad that you don't benefit from a long rest. It really helped curb the Nova cheese, since quite often there was only one combat per long rest.
Knowing that you may not get a long rest tonight made my players think about when they wanted to go full Nova.
Warlock could be a very good choice in a campaign where long rests are hard to come by.
I found that long rests we're far more common than I originally expected.
** spoiler omitted **
We'll see how it plays out. I'm inclined to think of long rests as something of a reward that sometimes must be earned when one is trying to survive in the Underdark.
Warlock could be a very good choice in a campaign where long rests are hard to come by.
I found that long rests we're far more common than I originally expected.
** spoiler omitted **
We'll see how it plays out. I'm inclined to think of long rests as something of a reward that sometimes must be earned when one is trying to survive in the Underdark.
Yeah. That's fair. And that's what I was expecting before I DMd the adventure. But it's not how it worked out using the guidelines in Chapter 2. The set up in the book gives you maybe 1-2 encounters per day, with many days having no encounters at all. I had to compensate for that in other ways, and the nightmares was one of the tactics I used.
Of course, sometimes I just brought in more encounters just for the heck of it. And adding extra environmental encounters was a ton of fun. :)
Another suggestion I've seen around the boards is to use the Gritty Realism variant, so short rests are 8 hours and long rests are 1 week (I've also seen people suggest 24 hours). Still allows for the fewer number of encounters in the book while keeping it really dangerous.
Edit: Here is where I got the Bad Dreams idea. There's lots of great ideas in this thread. :)
Let's perhaps move more suggestions of how to run this into PMs to prevent spoilers or accidentally creating expectations of how things will proceed that I might not choose to meet.
Mercenary Veteran
Skills: Athletics, Persuation
Tools: one type of gaming set (dice), Vehicles (land)
Equipment: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)
Feature: Mercenary Life –
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
Personality Trait: I joke too much and have a crude sense of humor, I enjoy being strong and breaking thins
Ideal: He who dies with the most gold wins
Bond: The family you choose is the best
Flaw: I have little respect for anyone not a proven warrior.
History:
Exile, clanless, without honor, shame bringer - these are but a few of the titles of Eddrikk Redstone a sellsword in the company of the Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes, Eddrikk is one such outcast.
Born to lower class soldiers, Braggrim and Sighilde, who lived in outpost just inside the Underdark, Eddrikk was raised in an ordinary and uneventful manner. His brother, Eriborlig, on the other hand was seen as exceptional and thought to be the savior of the clan. 30 years older than Eddrikk, Eriborlig had been a paladin of Moradin for many years before Eddrikk even first picked up a battldaxe. Eriborlig's warrior status and position in the church was used to help elevate the clan's social status. Where Eriborlig was a tactician and social climber Eddrikk was a brawler, partier, and misfit. This didn’t sit well with his family who were trying to ascend the social hierarchy. Eddrikk loved to fight and tavern brawls were his favorite, but not all fights were his fault. The cause of more than a few scuffles was the lovely but strange Bellin Redstone, Eddrikk’s little sister. Only two years younger than Eddrikk the two were very close. Many thought the young Bellin to be a bit touched, some claimed her to be an oracle – a soothsayer of the gods, others that she was simply mad. No matter what someone thought of her Eddrikk would fly into a fit of fury at the slightest hint of disrespect directed her way. One such incident left one young lad with a broken arm and missing a few teeth after he tried to get a peek up Bellin’s dress.
Bellin always tried to keep Eddrikk grounded and out of trouble, by offering glimpses of the consequences of his actions – she was surprisingly accurate. The real trouble started when he began his martial training in earnest, one of the training missions was an escort to the surface, once he saw the sky Eddrikk knew he never wished to return to within the earth for no gems or treasures of the earth, and no mighty dwarven hall could ever match the majesty of the sun, and stars, and moon. He began regularly sneaking off to the surface world. This exacerbated the divide between Eddrikk and his family, especially with Eriborlig. The decision was made to help the young dwarf settle down.
One day as Eddrikk was sneaking away he was confronted by Eriborlig, “where ya off to?” Eriborlig asked with a half smirk half scowl, knowing full well the answer, “this needs ta stop, ya need ta do yer duty to the family and stop being such a damn screw up.”
“I am no one’s pawn,” Eddrikk spat back, drawing a bottle of whisky to his lips, “nah yers, nah dah’s, and nah yer god’s!” and with that he let fly the bottle in his hand which sailed right of his brother and smashed into the wall, the fight was on. Eriborlig was older and more skilled, Eddrikk was stronger, if only slightly, and faster. The brothers traded blows, Eddrikk landed first splitting Eriborlig’s lip, but the older brother landed better as the younger less experienced dwarf had left himself exposed and off balance. The blow itself wasn’t super powerful but still sent Eddrikk head first into the stone wall, leaving a trickle of blood coming down his face. Seeing red like a wounded boar, Eddrikk foolishly charged headlong at his brother, a quick side step and a toss sent him flying ass over tea kettle, landing flat on his back right where the shards of the bottle lay, to add insult to injury Eriborlig crashed on top of him knocking the wind out of him.
“Foolish,” Eriborlig said, driving his elbow into his brother’s face as he stood up. Regaining his feet Eriborlig turned and walked away.
After Eriborlig vanished from sight, Bellin came skipping down the hallway. Stopping next to Eddrikk, she squatted near his head, placing her elbows on her knees and her chin on her hands, “I coulda told ya that would happen,” Eddrikk opened his mouth to reply but was cut short, “but ya’d nah listen ta me anyway, never do.”
With a groan and cough Eddrikk replied, “Nah I always listen, I just have ta check ta makin sure yer nah wrong, and ya never are.” Bellin bent over and kissed her brothers forehead and returned to skipping down the hall. Eddrikk picked himself up, angry and embarrassed he cleaned up his mess and was able to get the glass out of his back then headed back to his room deciding to forego the trip.
A few hours later his mother came and knocked on the door. “Yer father, brother, and I would like to speak with ya.” Before he could respond she was gone. ‘Here comes the ass chewing,’ he thought as he walked. Arriving in the meeting area he prepared himself. “We… We have…” his mother’s voice trailed off.
“Yer gettin married,” his father barked, “we managed ta come ta an arrangement with Yuri Magmabrew,” Eddrikk’s eyes went wide and tried to interject but his father drowned him out, “for ya ta his daughter Maredith.”
“Ye... yer marring me off… I am 23, no dwarf gets in their 20’s… and to plain Mary… are ya fookin kid…..” Eddrikk began to yell but suddenly stopped when he notice all three of them were holding cudgels in their hands, and that really ended the conversation. From that moment Eddrikk realizing his family’s seriousness reigned it in a bit he would still slip off to the surface world every now and then but would limit the brawling and excessive drinking to the world above. His courtship with Maredith was going well, he actually found her to be very enjoyable company and a good cook, and found that she wasn’t as plain as people thought. As well as things were going there was still one problem he loved the world above more than he loved his bride to be.
The night before the wedding, after the drinking and roughhousing was finished, and the others were asleep, Eddrikk wandered alone, stopping on a bridge over an underground river he leaned against the stone wall watching the water rush by. Suddenly he felt presence behind him, he turned to see Bellin, “It’s a long way down,” she said with a smile, Eddrikk chuckled and returned the smile.
“Why are ya here, sweet girl,” he asked his beloved sister, “ta tell me o’ me fate?”
“Yay and nay, I can nah tell ya what ya will do, but I can tell ya what I see.” Bellin pauses. “Iffen ye stay da clan will grow stronger and wealthier, our numbers will grow, ye will get ta see me see me married, but yer life will be uneventful. Yer wife and children will love ya, and their children will love ya to the third and fourth generations, but after that you will be forgotten. But iffen ya abandon us, me, for the world above, ya will perform great deeds, which may be etched in the stars and echo for eternity, but it could be the end of our clan.” When she finished she hugged her brother and departed. Eddrikk lingered on the bridge for a bit then headed for home.
The next morning Eddrikk was nowhere to be found, his bed was made, his room was clean, but his arms and armor were missing. Then Clan never heard from him again.
By the time Eddrikk reached the surface it was daybreak. The miles long trek was difficult but uneventful, thankfully. He found his way to his favorite inn, well the closest one he hadn’t been banned from yet. The inn keeper recognized him and was shocked to see him so early. Eddrikk explained the situation and paid for one weeks stay. During his stay he performed odd jobs and would check for caravans needing guards or other ways to move further away from his former home. On the last day he had paid for a well-guarded caravan arrived. Eddrikk inquired as to how to join up with it. The guards had been provided by the Bloodaxes, when he asked how to join up he was told, “First we drink, and then we fight.” Later that night once everyone was good and liquored up, Eddrikk got his interview. In the middle of a ring of mercenaries and he would have to fight his way through them. The first three he handled with ease, the fourth and fifth he was able to squeak by, and after that he didn’t have much left. The last three warriors all put him through the paces knocked him flat on his back, but he kept coming back for more and earned his way in. That was five years ago.
Gathering around the evening fire Eddrikk address a small group of his fellow Bloodaxes, “This new contract we are about to take it short on details but long in gold, three times our normal rate, with a minimum charge of 15 days, meaning we are going to try and get it done early. All I know now is that they want us to retrieve some religious relic and return it to them and our contact is a two days march from here. So we will strike camp at dawn.” As the words came out of his mouth one bolt whizzed by his head and a second struck him in the neck. The world seem to slow as he pulled the it from his neck, “Fookin Dro…..” unable to finish his curse Eddrikk fell to the ground unconscious.
scratch that, I'm going with a a dragon born paladin, Soldier background he was captured while defending a town from a raid, most of his comrades were slaughtered. He has turned ever more to Bahamut in these dark times, and desires to overcome the stigma of his Dark red scales.
He was a solider that got captured defending a small town from a raid. He has been a slave for almost 2 years now, and has picked up much of the undercommon tongue. I'll be tweaking him and adding in more background over the next few days.
Ok thanks, Rorek. It's always nice seeing people who's posting frequency and quality I know I can count on.
I tell you, guys. This adventure looks pretty awesome to me. Like I said, I bought it Sunday and now I've read the first two chapters and could probably start running it, especially since PBP gives me time to look things up. I'm stoked. I think it looks brutal but exciting.
Here's my feedback on the submissions so far. It's quite positive and I include it so others can see what kind of things I'm looking for. Target would be to start with 6 PCs as things happen and we'd want to make sure we weren't too short-handed.
Feedback for Eddrikk:
Love the backstory. A very interesting premise for this adventure: a Dwarf who hates being underground. The sense of destiny in your backstory is also quite interesting.
Feedback for Tiberius:
So far so good. Let me know when you have a little more backstory and/or character description.
Galenus:
I have to admit the mountain dwarf wizard has a special place in my heart. I think your speed should be 25 ft, btw. You have it listed correctly in one place and incorrectly in another. Fun to have a secret to possibly uncover later.
Cyrus:
Gotta love goblin PCs. There's an interesting tension between the lawful and chaotic sides of your PC as he greatly values loyalty but is also very greedy.
Hi caster, does rorek's paladin affects my chances of participating if I submit the drow vengeance paladin mentioned above? Or should I create something else if I want a chance to play?
Hi caster, does rorek's paladin affects my chances of participating if I submit the drow vengeance paladin mentioned above? Or should I create something else if I want a chance to play?
It might a little bit but yours would also affect his chances a little bit as well as a diverse party tends to be more fun and successful. However I'm not necessarily opposed to two paladins so I'd emphasize that this is a somewhat small difference.
The character is a concept I've been wanting to try for a while. Combat is regulated to dwarven weapons and armor, while spells are used for boosts and utility.
Also...
DM Only:
Since I know what happens at the beginning, I chose wizard for the extra challenge. I fully expect not to have access to his spell book for a while. If he does get it, cool. If not, he'll have to make one along the way or when they get to one of the population centers.
I kind of wanted this character to be an explorer first, so all of his abilities and spells are focused on that. Notice that he does have any combat spells at all.
The character is a concept I've been wanting to try for a while. Combat is regulated to dwarven weapons and armor, while spells are used for boosts and utility.
Also...
** spoiler omitted **
I kind of wanted this character to be an explorer first, so all of his abilities and spells are focused on that. Notice that he does have any combat spells at all.
Okay, thanks caster. What I could do, in the interest of minimising clashing for everyone, is begin as a fighter, then multiclass to paladin or cleric in a level or three, depending on what works better with the party. Wouldn't change my character concept at all, as I was thinking a drow noble, trained as a fighter, who found Eilistraee and was sold into slavery. He can discover his connection to the divine after the start of play.
Okay, thanks caster. What I could do, in the interest of minimising clashing for everyone, is begin as a fighter, then multiclass to paladin or cleric in a level or three, depending on what works better with the party. Wouldn't change my character concept at all, as I was thinking a drow noble, trained as a fighter, who found Eilistraee and was sold into slavery. He can discover his connection to the divine after the start of play.
I'll start over now :)
Ok that works if you'd like. Multi-classing certainly decreases party overlap.
All: My first goal is for a fast-paced game. I check in (and post if there's anything applicable) at least twice a weekday usually once per day on the weekend. With that context, I like to get one post per day from players during the week and one post on the weekend. If it's not the players turn in combat or something, it's nice to at least get a comment in the discussion thread ("Oh this is an interesting fight") because this shows engagement and keeps the momentum rolling for everyone. Exceptions will occur, of course, but they should be communicated about and they should be exceptions.
Unfortunately, I'm with Demon Lord of Paladins here as well. I'm just getting into it and wouldn't want to take a space for someone who can definitely keep up. Have fun everyone!
If you picked the Sailor background *because* of the skills it grants you, know that backgrounds are fully customizable within the rules. You don't have to pick that background to get the skills you want.
I'd be okay with that rate on a normal day, or being botted. Creating the character takes me the most time. ;) I hope to have my ranger up in a day or so.
Statistics: Ability Scores Str 13, Dex 17, Con 12, Int 8, Wis 10, Cha 15
AC: 13 (+3 Dex)
HP: 11 (1d10+1)
Speed: 30'
Init: +3
Proficiency Bonus: +2
Saves: Str +3, Dex +3, Con +3, Int -1, Wis +0, Cha +2
Proficiencies: (+2)
Saves: Strength and Constitution
Skills: Acrobatics, Atheltics, Perception, Persuasion, Stealth
Languages: Common, Elven, Undercommon
Items: All armour, shields, simple weapons, martial weapons, one gaming set
Abilities:
Racial Abilities:
Darkvision (120')
Keen Senses
Fey Ancestry (advantage on saves vs charmed, magic can't put you to sleep)
Trance
Sunlight Sensitivity
Drow Magic (dancing lights at will)
Drow Weapon Training
Class Abilities:
Two Weapon Fighting
Second Wind
Background Feature:
Deep Delver: You have a knack for making your way in the deep places of the worlrl. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You're also well-acquainted with foraging and survival in the Underdark, and can determine when sources of food and water are safe to consume. You can always find sufficient food and water for yourself and up to five other people in the Underdark. as long as sustenance is available in the area.
Background Info:
Personality: Despite my noble blood, I do not place myself above other folk. We all have the same blood. My exile has made me lonely, and I long for friendship.
Ideal: I must prove that I can handle myself without my family, and that my beliefs are more worthwhile than theirs.
Bond: My loyalty to Eilistraee is unwavering.
Flaw: The slavery I have endured has left me anxious about my freedom, and quick to react if that freedom is threatened. My shame about my people makes me angry when others presume I am like other drow.
Story:
Kanzen grew up as any male noble in Menzoberranzan. He learnt the way of the warrior, and the way of the drow. Kanzen attended Melee Magthere, and was one of the quickest students of his year. His skills at two weapon fighting were highly regarded, and during his senior years he spent many a month on distant patrol within the Underdark.
However, Kanzen found that the way of the drow weighed heavily on his soul, and through his childhood and adolescence he was forced to hide the way he thought and felt. While not particularly studious, during his enforced stint at Sorcere he studied as directed, and it was while enduring this period of study that he came across reference to Eilistraee in a manual on how to defend against and defeat drow clerics. While the text vilified the goddess, it described the beliefs of her followers and their likely powers. Kanzen was intrigued, and hungered to know more. A fire was lit within his soul.
This yearning to learn more of Eilistraee was Kanzen's undoing (or his salvation). His plan to convince a duergar trader to find him more books on Eilistraee was discovered by his family, and he was very nearly sacrificed to Lloth. However, he was shown "mercy", and instead sold for a hefty price into slavery. He is now houseless, a nameless drow warrior, as often as not engaged in manual labour, occasionally used to guard, or kill.
Personality:
Kanzen is angry: angry at his people, angry at his family, and angry at the world he lives in. However, his faith in Eilistraee tempers this anger, and gives it purpose. He wishes to serve her, and somehow defy his heritage and make the world a better place. He doesn't know how he can ever possibly achieve this, given his current situation, but he stays alert and ready for an opportunity to escape bondage, or at least manipulate his way into a more advantageous position. There is a constant war within him between the basically good nature of his soul, and the evil that he was raised to think, do, and be. His instincts are as a drow, even though his heart is good.
Above all this, Kanzen hungers for companionship. As a drow noble, friendships were treated as alliances, and as a slave he is an object, not a person. Kanzen wants above all else to belong to a group of people who think about more than power, deceit, and the Spider God.
If you picked the Sailor background *because* of the skills it grants you, know that backgrounds are fully customizable within the rules. You don't have to pick that background to get the skills you want.
I'm aware. I even changed a tool proficiency. I wanted to be a pirate so I picked pirate.
@ShadNo: Yes Death Domain is allowed. I'm fairly permissive unless something seems overly cheesy. I'd even allow things like sentinel-polearm master-tunnel fighter. It's just my job to keep encounters interesting for everyone.
@Those bowing out: Totally fine. I understand that a more casual pace is preferable for many. Good to get this figured out now before you spend too much time on character creation.
@Littlehewy: Nice! I like it! Swapping out skills to customize a background is fine with me.
If you picked the Sailor background *because* of the skills it grants you, know that backgrounds are fully customizable within the rules. You don't have to pick that background to get the skills you want.
I'm aware. I even changed a tool proficiency. I wanted to be a pirate so I picked pirate.
Awesome!
Sorry; I didn't mean to imply anything. I've just run into enough people who were surprised that they could customize backgrounds and have always chosen that particular one for the perception skill. It happens often enough that I like to give a heads up, just in case. :)
So we have 5 characters all ready to go. If no one else expresses interest before Decimus' ranger is ready to go, I say we start. Sound good? I'm really surprised and amused at the prospective party composition being:
1 fighter who will probably add paladin levels
1 paladin
1 dwarf wizard who wants to hit things in melee
3 rangers
I guess the "survival" part of survival horror really got people's attention. Fair enough. Hopefully at least one of our rangers will be an archer. Is that your plan Cyrus? Hard to tell since you don't pick a fighting style until level 2.
Regarding starting equipment, don't worry about it. ;)