Palace of the Vampire Queen, the 5e version (Inactive)

Game Master Terquem

A Simplified, House Ruled, 5th edition D&D Classic Dungeon Crawl


901 to 950 of 2,132 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

1 person marked this as a favorite.
Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

No, don't worry about us, we're absolutely fine, go on, take your time, a voice echoes from the void...


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Were dead Kayne....shsssssh...lol


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Burning through another Warpriest ability and then Channeling my Divinity for the second attack
1d20 + 4 ⇒ (16) + 4 = 201d10 + 2 ⇒ (5) + 2 = 7
1d20 + 4 + 10 ⇒ (2) + 4 + 10 = 161d10 + 2 ⇒ (9) + 2 = 11


Male, old, old, Male

Day 5, Tuesday morning, approximately 8:20 am (turn 55, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 54/2 – second torch,)Current location –Passageway outside of Room 23

Morgrym, Kayne, Myna, and Flint, after being abandoned by two of their new friends, have discovered the lair of another group of Bandits. Charging in to put these villains out of business here, the heroes soon found themselves overwhelmed, with Myna and Kayne falling in battle, unconscious and not dead, the their only hope for recovery lies in Morgrym and Flint overcoming the remaining bandits

Round 6…
When another bandit falls, the two heroes press their advantage and charge the last two

Flint cries out a warning, threatening with his weapon, but not landing a blow

While, the remaining Bandits laugh at Flint’s threat, Morgrym goes into overdrive and with a swing in one direction and another swing in the other direction, he dispatches both remaining bandits

All the bandits are dead

Damage Tracker:
Flint – takes 5 damage
Kayne – takes 10 damage
Morgrym -takes 4( 7 points of damage total)
Myna - tales 12 damage


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

"HAHAHA, YEAH! Now that's a fight! What's the matter, bandits? Couldn't hammer down Flint, eh?!" he taunts at the fallen foes before remembering the unconscious allies.

"Ah hells! Are they dead?" he mutters, and runs up to see if there's anything he can do.

Medicine: 1d20 ⇒ 17


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Cure Wounds of Myna first 1d8 + 3 ⇒ (7) + 3 = 10 yanking on his ear as he heals him. Don't worry knife ears, ye aint gonna go back to da tree spirits yet.

Then Morgrym will straddle Kayne and slap him awake 1d8 + 3 ⇒ (2) + 3 = 5 ...And I ain't healing your donkey either!


Male, old, old, Male

Flint applies pressure to Myna’s wounds, but before his effort can have any real benefit, Morgrym applies the pressure of his faith and a bit of magic.

Then as Myna is coming around, the dwarven warpriest rouses the resting Kayne.

Damage Tracker:
Flint – 5 damage
Morgrym - 7 damage
Myna – 2 damage
Kayne – 5 damage


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Flint looks down at the healed Myna, shocked.

"Was that Magic?!" He yelps, surprised. "Magic to heal, I mean. Why didn't you use it during the fight?!"

He jumps immediately to his own conclusion, almost no time between his last question and next statement. "Ohhhh, I see. Wanted to see what Flint could do, eh? Well I hope you're satisfied now! Four to one, and THEY'RE out numbered when Flints on the field, HAH! Next time, maybe magic them back up so they have a chance to join the fight." he grins ferociously down at Myna.

"Dontcha think, knife-ears? Disappointed Morgrym didn't let you have a second chance at battle?"


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Opening his eyes to look at the jubilant halfling, Myna closes them briefly to give a prayer to the gods of his people, before sitting up.

"I owe you both a great debt, it would seem. Perhaps next time I will be able to account for myself better than I have this time."


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Looking at Flint, he says sternly, Yeah, I covered that when I said I be a Bloodmaiden. Were you not paying attention then?

Followed by a quip.
Don't che know Flint, that's how all knife ears fight, flat on their backs praying to de trees.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

"Bloodmaiden? What's a bloodmaiden? I think I'd remember a thing like a fully bearded dwarf callin' himself a maiden." he says thoughtfully, and a little defensively before chuckling at Morgrym's quip.

"Well, let's check out the plunder then, if we're all up!"

Battles over! Your turn Myna, search your heart out! ;)


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

Kayne blinks rapidly and brings his gauntleted hand up as though to strike Morgrym, but he holds back. "Get. Off." The man's words are surprisingly vicious snarls, given his recent state.

After the dwarf moves, the warlock gets up and dusts himself off while the group banters. Wonderful. Just what you needed, Aetherax. Getting yourself wounded and knocked out in a fight with some bandits. He runs his free fingers along the wounds, wincing slightly at the pain. "Alighieri's likely fine. Aren't you, boy?" He glances to the mule, which stands in the corner, fairly undisturbed. "He's too stupid to know when to run."

Picking up and sheathing his sword, Kayne glances at the bodies. "Once we deal with these corpses, perhaps a short rest is in order. Time to recover from the fight and recharge my arcane energies. Unless you prefer getting your mage killed?"


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

LOL..and search he does!

Still feeling a little shaky, Myna searches the bodies of the slain and lays out their treasures for all to see.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

A Bloodmaiden be a worshipper of Haela Bloodaxe. The lady of luck and battle, and luck in battle. And you call yourself a dwarf.

Looking at Kayne Out of your duo, me thinks the mule has all the brains. At least he has the sense not to strike a fully armed dwarf ready for a fight.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Flint help Myna lay out the items and arrange the corpses.

When the party decides to rest, Flint complains, saying that"I feel fine, and didn't I do all the fighting?" but stick with them in a state of busy and occasionally complaining boredom.

He'll search the bodies for any signs of who they are, or look at any interesting scraps from their bodies already laid out for more information they might have, and give a general glimpse around the room they were waiting in (Without entering in too far) while waiting for the others to catch their breath.

Perception bodies: 1d20 + 2 ⇒ (11) + 2 = 13
Perception room: 1d20 + 2 ⇒ (11) + 2 = 13


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Spending a hit die to recover
1d8 + 3 ⇒ (2) + 3 = 5


Male, old, old, Male

Day 5, Tuesday approximately 9:20 am (turn 61, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 60/2 – third torch,)Current location –Room 23

Flint takes a moment to drag the bodies of the fallen dwarven bandits into a line in the back of the room, and then he checks them for information about who they are or why they might be here.

All Flint finds are seven belt pouches, each holding a variety of gold, silver and copper coins, totaling 80 gold pieces worth, but no documents of any kind, not even a letter from home!

The bandits had good quality weapons, a couple of short swords, a hammer, and a few axes, two cross bows, 14 bolts, and leather armor.

The robed dwarf has a small wooden flask hidden in his robes.

While Flint searches the bodies, Morgrym takes a moment to recover from his wounds.

When Flint is finished searching the bodies, he takes a look around the room. He notices that there is a small table in the northeast corner of the room, with eight stools, and the table is set with plates, cups and spoons. The plates are clean, and the cups are empty.

Damage Tracker:
Flint – 5 damage
Morgrym – 2 damage
Myna – 2 damage
Kayne – 5 damage

Character Tracker:
being built now


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

Also spending a Hit Die.
Hit Die: 1d8 + 1 ⇒ (5) + 1 = 6 Woohoo! Just enough to get to full.

The warlock takes some time to sit down by his mule, and he smooths out his robes as he closes his eyes. For quite some time, he sits, apparently meditating, while he runs his fingers over the runes on his gauntlet. They glow as his hand passes over each, and occasionally the whole piece lights up for a brief moment before dying back down. After a while, he takes a deep breath--the first visible one you've seen since he started--and opens his eyes again, pushing himself to his feet. "Now. Let's see what's about here. You mentioned a flask, Flint." He takes the container and studies it, wondering what's inside.

Not sure if this would be Arcana or Investigation, but the roll is the same.
What's Behind Flask Number One?: 1d20 + 4 ⇒ (7) + 4 = 11


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Flint tosses the wooden flask to the warlock after he asks, standing and looking at the "junk" pile, the weapons gathered from the fallen that aren't any less notched or battered than his own gear.

"So 20 gold each then?" he says, eying the corpses once more with uncharacteristic melancholy.

'About 10 per corpse. What are these fools doing here, and why so violent? I'm an adventurer, not an assassin.'

"I wondered where the others spirited away to... I liked that Jade girl, for an elf anyway. Something's wrong with this place I think. Three... just vanished in a few hours. Then these idiots..." he says, gesturing absently to the row of bodies.

Adding 20 gold to inventory


Male, old, old, Male

Day 5, Tuesday approximately 9:20 am (turn 61, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 60/2 – third torch, he has 6 remaining). Current location –Room 23

Kayne examines the flask, taking in the details of its common construction, looking for any clues to its contents. He carefully removes the cork in the top of the flask, and smells the contents.

Kayne:
It has a fruity alcoholic smell, tinged with mint, an expensive, imported herb from Harrispania. Most likely, this clue by itself points to the probability that this is a magic potion of some kind, or a very expensive liqueur. You cannot determine anything else from examining it normally. A Sip might give further clues…

Damage Tracker:
Flint – 5 damage
Morgrym – 2 damage
Myna – 2 damage

Character Tracker:
Morgrym – Inspiration: no, War Priest: used 3, Channel Divinity: Used 1, Spells Cast: Cure Wounds x2
Myna – Inspiration: Y
Kayne – Inspiration: Y
Flint – Inspiration, no


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

Kayne frowns over the flask. The smell is pleasant enough, and suggests potency of one kind or another. But smell alone can't determine all the factors at play in a concoction like this.

"Halfling." The warlock turns to Flint and recorks the flask, shaking it upside down to soak the cork, then pulls it out and hands it to the small warrior. "Suck on this, tell me how it tastes, how you feel. And don't go biting or swallowing it."


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna finishes looking over the dwarven corpses and watches as the halfling pockets the money. He raises an eyebrow, but does not say anything.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

"The last time someone ordered that of me, I couldn't afford the brothel's tab..." Flint says with a mild and distracted amusement and does so.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Flint if I could inspiration I would!


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Haha, thanks!


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

HAHAHA...that is priceless!!! Vote for Inspiration for such a great come back!!!


Male, old, old, Male

Day 5, Tuesday approximately 9:20 am (turn 61, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 60/2 – third torch, he has 6 remaining). Current location –Room 23

As a reminder, If a player has Inspiration, they can give it to another player for any reason they thing matters. However, I am awarding Flint Inspiration, for being awesome

Flint takes the cork and puts the wet end in his mouth

Flint:
You feel a zing on your tongue, and for a moment you feel light headed. You could almost swear you felt as if you were rising up in the air, but you are sure your feet never left the ground. The flavor is strong, like a mint lemoncello


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Haha, thanks all, including Kayne for that wonderful set up.

As he sucks the flavor out of the cork, Flint's usual grumpy expression changes back to one of wide-eyed wonder. He swishes the flavor around in his mouth for a moment, before looking down at his feet in amazement and then gives an experimental hop.

"It's... It's kinda tart! Like lemons and mint." he gives another hop, and then shakes his head as if trying to clear it. He takes another pull of flavor from the cork. "I feel kinda... floaty. Like when you're in water. Kinda buoyant, y'know?"


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

"Well, that's enough of that, then." Kayne snatches the cork out of the halfling's hand and sticks it back on the flask, then puts that in a pocket of Alighieri's saddlebags. "Who leaves potent alcohol mixed with narcotics in a dungeon? Last thing we need is a halfling high on hallucinogens... Now I'm alliterating, wonderful." The warlock heaves a sigh and drags a hand across his jaw. "Shall we continue?"

And in case Kayne can deduce what the "potion" does based on Flint's reaction, here's a roll.
Arcana: 1d20 + 4 ⇒ (4) + 4 = 8


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Oh, it looks like mister sleepy is now the leader. After you oh fearful leader. Morgrym gives a sarcastic bow to Kayne.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

"Hey, if you need me to taste test that again, let me know." Flint says, trying to make his surely demeanor prominent again.

In response to continuing... "F$*#in' finally! Let's get to it!" he says and turns away from the dead-end room.

Just to make sure, is everyone taking a split of that gold or did I speak out of turn? It seemed a clear enough split but I guess we've never officially talked about what to do with treasure down here.
Also, Where next? If I remember right, there are a few more doors to be gone through right here in this hallway."


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna moves to the next door and once again checks it.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Male, old, old, Male

Day 5, Tuesday approximately 9:20 am (turn 61, turn 2 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Flint carries a Torch (turn 60/2 – third torch, he has 6 remaining). Current location –Room 28

Myna leaves the room with all the dead bandit bodies, crosses the hall and goes toward a pair of stone doors on the west just a little to the north of the ones on the east wall (where he just came from). He takes a moment to listen at the door…

Character Tracker:
Morgrym – Inspiration: no, War Priest: used 3, Channel Divinity: Used 1, Spells Cast: Cure Wounds x2
Myna – Inspiration: Y
Kayne – Inspiration: Y
Flint – Inspiration: Y


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Do I need to roll perception again?


Male, old, old, Male

No, sorry, was waiting for a PM reply from another player. I will update with significant results from "listening" at the door, soon


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Still savoring the flavor from the cork, Flint quietly takes his place at the left side of the door, holding the torch from earlier but ready to fight if it comes to it.

When Myna puts his ear against the door, facing away from him, Flint grins at Morgrym and taps the point of his ear with his shield hand with a wink, then makes a slight, knife-like thrusting gesture with his torch hand.


Male, old, old, Male

Myna hears a gruff voice, shouting in common. He cannot make out the words, exactly, but through the small space between the two doors, he can definitely hear someone


Vangar/Half-orc, Fighter (3) | AC: 17 | HP: 34/34 | HD: 3/3 | Dark Vision 60' | Pass Perc: 15 | Saves: S+7 D-1 C+5 I+1 W+3 C+1 | Insp: 0 | XP: 1134/2700 | SW: 1, AS: 1, RE: 1

Myna:
A gruff deep voice, ragged from shouting:
"All I need is one hand free and I'll choke the Godsdamned life out of you--I'll tear your f&@#ing throat open with my teeth! When I get loose I'll f&@#ing gut you goatf@%$ing c&!% b$$#+ cowards! You'll f%&#ing piss yourselves!"

Edit: Woops! Ninja-d. Should I delete this?


Male, old, old, Male

No that is fine

Kiril:
It has been some time since you last saw a Dwarf go through the secret door, but you still shout as if you think that they can hear you - I just don't want to set up the situation where you expect that a Dwarven bandit is close by at this moment. Okay?


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

Myna, taken aback by the shouting, moves back to the rest of the group and tells them what he has discovered.

"Well, there sounds like someone in there is quite upset! Lets go and see who it is, shall we?"


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

No! Ye blasted knife-ears. If there is someone upset in this Forsaken place its best to leave them alone. I can't go saving your girly ass again. Let them have fun with each other. We'll clean up the rest.

Sorry, I'm just a priest who has exhausted all my resources nothing against you Kiril.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

"Upset how? A crying victim, or another angry dwarf?"


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

"Someone in there is cursing up a storm! I am not sure that they are not an enemy, but we should at least look and see!"

Myna goes and opens up the door to see who is swearing in the other room


Vangar/Half-orc, Fighter (3) | AC: 17 | HP: 34/34 | HD: 3/3 | Dark Vision 60' | Pass Perc: 15 | Saves: S+7 D-1 C+5 I+1 W+3 C+1 | Insp: 0 | XP: 1134/2700 | SW: 1, AS: 1, RE: 1

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

My first roll of the game :D


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

"Honestly, we could really stand for fewer of these side treks while we're searching for forgotten tomes and ancient treasure. And whatever else you want down here," the warlock adds, glancing sidelong at the dwarf. "But if you think it wise to barge into every room with someone swearing and cursing, far be it from me to stop you."

For now.


EXP 1181/2700 Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

"How else are we going to find things?!" Flint hisses quietly at the warlock (trying to whisper) as he tries to diminish the groups wandering ways.

"We found that dagger by poking our noses into strange cracks, we'll probably find the rest of the maintenance soldiers by doing the same! That could be one of them for all we know, or someone we might want to question for a library or vault or whatever! Unless you have a map, Plate-Fist, quit yer b~$*@in' and let us explore!"

Flint rushes past Myna into the room before Kayne has time to get much of a response out, drops his torch in the doorway and draws his scimitar as he does so. "Surrender!" he barks to the room before he fully takes in everything, looking around for anyone armed.


AC 16, HP 20/22, Darkvision 60 Passive Perception 13; saves s 2, d 0, con 3, i -1, w 5, cha 3

Kayne we are not here for forgotten tomes or ancient treasures. This is a rescue mission for the dwarven princess. He points the head of the warhammer at the warlock, Don't ye forget that or I won't be saving your ass again.

Morgrym sighs as the halfling and elf rush into the room to cover them as best he can.


Warlock 3 | HP 22/22 | AC 16 | Str 0, Dex +3, Con +1, Int +2, Wis +1 (+3 save), Cha +4 (+6 save) | Passive Investigation 14, Perception 11, Stealth 13

"Maintenance? Dwarven...?" Kayne pauses for a moment, recalls snippets of past conversations, and shakes his head. "We are all here for the same reason--to find lost and precious things. People, secrets, it's all the same. We all desire more, and we go to seek it out."

The warlock does sigh along with Morgrym, and steps up to the doorway, rapier in one hand and the gauntlet ready, prepared to attack any enemies in the room beyond. Plate-fist indeed.


Vangar/Half-orc, Fighter (3) | AC: 17 | HP: 34/34 | HD: 3/3 | Dark Vision 60' | Pass Perc: 15 | Saves: S+7 D-1 C+5 I+1 W+3 C+1 | Insp: 0 | XP: 1134/2700 | SW: 1, AS: 1, RE: 1

Inside, an olive skinned native of southern Vayangurr, massive with bold spiraling red tattoos covering his arms. He has a strong, serious face with a prominent jaw and pointed orc-like ears.

He locks eyes on Flint, baring sharp canines and preparing to unleash another torrent of swearing--but stops when Flint shouts 'surrender', brow furrowing. "You're not a dwarf."

Hope this post fits smoothly into the incoming scene description.


Male High Elf Rogue 2 AC:14(15) HP 17/[17] passive perception 15 passive insight 11 Saves: S +1 D+4 Cn +2 I+3 W+1 Ch+2 Adv. vs Charm and Dark Vision

"Well he seems to be smarter than the dwarf, I see!", the elf says as he follows the halfling into the room.

1 to 50 of 2,132 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Palace of the Vampire Queen: The 5th Edition Version All Messageboards

Want to post a reply? Sign in.
1 to 50 of 141 << first < prev | 1 | 2 | 3 | next > last >>

I would like to try to run a D&D fifth edition game. What I am thinking of running is Palace of the Vampire Queen, exactly as it is printed, with no modifications.

I have some ideas for incorporating some House Rules, to give this game more of a first edition feel.

If I could get 4 to 6 Players interested in creating characters, I will launch this game.

But,

Here are some things that might turn some players away

Turns:
Time will be tracked in ten minute “Turns”

Combat Maps:
There will be no combat maps. The only dungeon maps that will be available will be ones the players choose to create and share with each other. All combat will be “approximated” and questions or disputes about position will be negotiated

Combat Rounds:
Combat rounds will be One Minute long (not six seconds). Spell durations that will be adversely affected by this changed will be reworked to be compatible with this house rule

Initiative:
When combat occurs I will roll one d10 for the monsters and one d10 for the players. The die that scores lowest will win Initiative, and this will be the “segment” (one of ten, six second periods during a Combat Turn) that the combat begins. When a Character is not “Surprised” (a Reflex Check), and has lost Initiative, that Character can apply their Dexterity Modifier to the Initiative Roll, as a Negative Modifier, bringing that Character’s Initiative down to but not below monster Initiative. Spell Casting times will still be counted in six second periods, called Segments. A more detailed explanation of how this will work will be posted to the Campaign Info tab

Dying:
There will not be Death Saves. Characters reduced to 0 hit points are conscious and stable. Damage that reduces a Character’s Hit Points below 0, render the Character Unconscious, and Dying. Constitution Checks must be made each Combat Round (one minute period) to stabilize. Attending a Dying Character with a healing Skill (a roll will be required if combat is still going on), grants Advantage to the Constitution Check. Death occurs at a Hit Point total equal to your Constitution Score as a negative number

Opportunity Attacks:
There will not be Opportunity Attacks. If your Character has a special Ability that can only be used as part of an Opportunity Attack, that ability can still be used, just remember to ask the DM if a situation (one that would normally trigger the ability) warrants the use of the ability

Resting:
A Party must rest for at least one turn, in every six full Turns of exploring/adventuring. A short Rest is treated as normal. A Long Rest DOES NOT recover all Hit Points, but does recover all Hit Dice (which can be used immediately, or saved for later). A rest of 24 hours, recovers One Hit Dice worth of Hit Points at maximum roll, in addition to the benefits of a Long Rest.

Experience Points:
Experience awarded for monsters defeated will be based upon First Edition Values (a Goblin is worth 5 experience points).

Character Creation Guidelines

Ability Scores – roll 4d6 four times, and 5d6 twice (keep the highest three scoring die from each roll). Arrange the scores as desired.

Races – No Dragonborn, No Drow (ever)

Classes – any from the Player’s Handbook

Alignment – Any (Evil, please play responsibly, Evil Characters are fine, Evil Players will not be tolerated).

Starting Wealth – 3d6 x10 GP for all Characters

Backgrounds – Yes, please choose a background

The adventure will be set on the same world as the Woodbridge Campaign Setting (The Beginning of all things – another game I am running).

However it will be set on the Dwarvish Island of Balor, to the South of the “Beginning of all Things” campaign. The party will set out from the Village of Cippeny, just nine miles to the south of the mountain where the palace of the Vampire Queen can be found.

The Introduction to the adventure:
For three centuries the peasants of the Dwarvish island of Balor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrouded peaks of the island, they range ever farther in their search for blood. And not only blood – the children of Dwarf peasants often disappear if they are so unfortunate as to be out at night. Even cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of Ar Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, defeater of the Ten Orc Tribes is afraid in his heart to face the Vampire Queen


Just started reading the 5th Ed PHB, so this seems like a good way to try it.

Think I'll just go human fighter.

5d6 ⇒ (3, 2, 3, 5, 2) = 15 =11
5d6 ⇒ (2, 3, 1, 5, 6) = 17 =14
4d6 ⇒ (1, 1, 5, 1) = 8= 7
4d6 ⇒ (1, 6, 1, 6) = 14= 13
4d6 ⇒ (1, 6, 6, 6) = 19= 18
4d6 ⇒ (1, 5, 4, 4) = 14= 13

Well that's different. Will need to get back to you on background.

wealth: 3d6 ⇒ (2, 2, 4) = 8 ick

The Exchange

Will we get to meet Marceleen the Vampire Queen or...

Just joking, but I do want in on this. I have the 5E books and I am looking to play the classic Half-Elf Rogue.

Will roll scores in a bit when I get home.


I hope to see more players willing to try a different sort of game


I am thinking a dwarven cleric, let's get a roll.

4d6 ⇒ (3, 1, 6, 2) = 12 = 11
4d6 ⇒ (1, 6, 5, 5) = 17 = 16
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (6, 4, 1, 6) = 17 = 16
5d6 ⇒ (5, 5, 1, 2, 3) = 16 = 13
5d6 ⇒ (6, 4, 2, 6, 2) = 20 = 16

wealth: 3d6 ⇒ (2, 1, 3) = 6 = 6

hmmm, pretty damn even spread. Okay, time to think about some details.

Liberty's Edge

4d6 ⇒ (3, 1, 6, 1) = 11 = 10
4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6 ⇒ (5, 4, 4, 1) = 14 = 13
4d6 ⇒ (2, 6, 3, 4) = 15 = 13
4d6 ⇒ (5, 1, 5, 6) = 17 = 16
4d6 ⇒ (5, 2, 3, 5) = 15 = 13

Wealth: 3d6 ⇒ (6, 1, 6) = 13 = 130gp

No too bad....will have to think this over...can we use the variant rules for Human characters?

The Exchange

4d6 → [6,3,1,2] = (12)
4d6 → [6,3,3,6] = (18)
4d6 → [6,2,1,4] = (13)
4d6 → [1,1,3,4] = (9)

http://invisiblecastle.com/roller/view/4647851/

5d6 → [1,3,4,6,2] = (16)
5d6 → [3,2,5,5,3] = (18)

http://invisiblecastle.com/roller/view/4647853/

So,

11
15
12
8
15
13

3d6*10 → 100

http://invisiblecastle.com/roller/view/4647855/

It's okay, I will think of something a little more original if that's okay. I have a few characters in the back of my mind that should fit in here.


Daniel - if you drop the 10 and the 16, and re-roll those as 5d6, you might have a better set of numbers, or you could try to roll all six again, remember it is 4 rolls of 4d6 and 2 rolls of 5d6


Hey, Terquem, it is me, Dieredon. I am going to go with a Human barbarian. I will complete the build this evening. Thanks for the heads up on recruitment. Also, is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat?

4d6 ⇒ (4, 3, 1, 1) = 9 = 8
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
4d6 ⇒ (2, 5, 1, 3) = 11 = 10
4d6 ⇒ (5, 1, 1, 5) = 12 = 11
5d6 ⇒ (1, 6, 5, 6, 4) = 22 = 17
5d6 ⇒ (3, 2, 6, 3, 1) = 15 = 12

wealth: 3d6 ⇒ (5, 5, 2) = 12X10 = 120GP

Liberty's Edge

Ok, will re-roll the 16 and 10 with 5d6.

5d6 ⇒ (3, 4, 3, 4, 4) = 18
5d6 ⇒ (6, 6, 1, 2, 1) = 16

new stats = 14 14 13 13 13 12

hmmm...well again not too bad...

Was thinking of a human monk....will get something up later today

Sczarni

1: 4d6 ⇒ (1, 3, 5, 4) = 13 12
2: 4d6 ⇒ (1, 2, 3, 1) = 7 6
3: 4d6 ⇒ (6, 6, 6, 4) = 22 18
4: 4d6 ⇒ (2, 1, 2, 2) = 7 6
5: 5d6 ⇒ (5, 3, 5, 4, 6) = 23 16
6: 5d6 ⇒ (2, 1, 6, 5, 2) = 16 13

Sczarni

gold: 3d6 ⇒ (1, 4, 5) = 10x 10 =100


Actually given the setting, I'm likely to go dwarf fighter. Still need to check out the background section in the PHB.


@Generic GM: Just want to confirm that as we are rolling gp, we do not get any of the equipment under class or background - is that correct?


I assumed the same...


1 person marked this as a favorite.

Let's do this

You get Class starting Equipment, and Background Equipment, plus the rolled starting gold - plan for a long stay away from the city (at least two weeks, to start).

The Setting of the Woodbridge Campaign has a decidedly "Hollywood Idealization" of Ireland feel to it, and I was thinking that this island, Baylor, might have a "Hollywood Idealization" of Black Forest Germany kind of feel

How does that sound?

The Mayor of Cipenny will be Otto Grunfragutten

The city is eclectic, as far as population is concerned, with members of all races represented

Elves will be from the continent to the west, a country called Ishea, part of the Alodoan Empire (a human controlled empire) but they have a strong presence on Balor

There are native halflings on Balor (that is they have been on Balor for centuries) and there are also Alodoan Halflings (who are more hot tempered, and fiercely independent having had a history of oppression under the Ishean Elves, but now freed from those bonds by the absorption of Ishea by the Alodoan Empire).

Orcs (called Tafganor by the people on the island to the north) are found on Baylor, both living in villages above ground, and in underground settlements. King Arman defeated a coalition of Ten tribes of Tafganor in a war seventy years ago, and currently the orcs live in a semi-sort of land bondage (a kind of limited feudalism that is not applied to the Dwarven people) under the Dwarven King. Half-orcs are common, and do not arise out of any negative stereotypical “rapey” behavior.

There is a Human girl in Cipenny who runs an all purpose shop for explorers (she also crafts strange inventions of her own) she is considered quite mad by the Dwarven population, but harmless, her name is Abigail

Cipenny has a small Wizarding Association (a sort of prestigious club that has only seven members). This club is controlled by a seventh level Wizard named Hilda VonRotterwuld

There is a large inn that is also part theater/tavern where a strangely not exactly human “person” performs every night. This person’s name is Waglinde Howard Claire (it is not clear if this person is a woman or a man). Some Dwarves think Waglind also rules over a gang of small time thieves who do not practice their trade in Cipenny, but who travel to other towns and villages around the area, collecting protection payments, and harassing travelers.

Any questions so far?

Liberty's Edge

Would a monk fit in this setting, or should I maybe look at a different character class (was thinking going Shadow Monk)


I think we could work in a Human, Elf, or Halfling Way of the Shadow Monk (a foriegn spy, young, untrained, assigned to the Dwarven kingdom). But I don't see a Dwarven Shadow Monk in this setting, could easily see other Dwarven Monks though

In fact, it could even be that a Human, Elf, or Halfling Shadow Monk joins this party because of bad information, suggesting one of the other party members is a Dwarven Noble in disguise and needs to be trailed. I could see that.


We have, what appears to be, 6 interested players only, so all of you are a sure thing to play, if you decide this is what you want to do.

Liberty's Edge

I think I might go with a halfling...I kinda like their background in this world (being slaves to the elves) and gives me some ideas for her background....and if possible I might multi-class with rogue...will get on creating the crunch and fluff now

edit: we are starting at 1st level, right?


I'll dot as well. I enjoy 5th edition.

4d6 ⇒ (3, 5, 2, 1) = 11 10
4d6 ⇒ (6, 2, 3, 3) = 14 12
4d6 ⇒ (2, 5, 6, 6) = 19 17
4d6 ⇒ (6, 2, 6, 4) = 18 16
4d6 ⇒ (1, 4, 1, 1) = 7 6
4d6 ⇒ (3, 2, 5, 6) = 16 14

4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (5, 3, 6, 5) = 19 16
4d6 ⇒ (4, 4, 1, 2) = 11 10
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (5, 3, 2, 1) = 11 10

4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (6, 3, 6, 1) = 16 15
4d6 ⇒ (2, 4, 6, 2) = 14 12
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (6, 6, 4, 3) = 19 16
4d6 ⇒ (1, 3, 3, 1) = 8 7

4d6 ⇒ (4, 6, 2, 4) = 16 14
4d6 ⇒ (5, 2, 4, 3) = 14 12
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (4, 1, 4, 5) = 14 13
4d6 ⇒ (1, 5, 6, 3) = 15 14
4d6 ⇒ (4, 4, 1, 5) = 14 13

then the 5d6 sets:
5d6 ⇒ (6, 1, 5, 2, 4) = 18 18
5d6 ⇒ (1, 1, 3, 6, 3) = 14 14
5d6 ⇒ (3, 3, 5, 1, 2) = 14 15
5d6 ⇒ (5, 5, 2, 2, 6) = 20 12
5d6 ⇒ (2, 1, 3, 2, 2) = 10 11
5d6 ⇒ (1, 4, 1, 5, 3) = 14 15

5d6 ⇒ (6, 4, 1, 5, 4) = 20 15
5d6 ⇒ (5, 1, 4, 1, 1) = 12 10
5d6 ⇒ (6, 3, 4, 4, 5) = 22 15
5d6 ⇒ (2, 4, 6, 4, 4) = 20 14
5d6 ⇒ (2, 4, 1, 1, 4) = 12 10
5d6 ⇒ (3, 1, 6, 4, 2) = 16 13

18, 14, 15, 12, 11, 15 it is. I'm leaning towards either a wizard or cleric, cause we have no healing and a surprising derth of arcane submissions.


Is the Human Variant Trait avaialable where you only get two ability score increases, but add a feat, instead of +1 to all Ability Scores?


Yes, first level, but expect slower progression that what the new 5th edition rules describe

Vrog, welcome, but seriously, what is going on with all the rolls

Did I say something stupid? it is supposed to be 4 rolls of 4d6, and 2 rolls of 5d6 and only use the highest scoring three dice from each roll. I am confused


Filios - yes

Liberty's Edge

Ok, here is crunch for my submission...will get fluff up later today!!

Alder Tiller:

Male Halfling Criminal Monk 1
True Neutral
Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 14 (+2)
Charisma 13 (+1)

Size: Small
Height: 3' 1"
Weight: 32 lb
Skin: Light
Eyes: Green
Hair: Black Curly

Maximum Hit Points: 10
Speed: 25 feet
Armor Class: 15 = 10 + 3 [dex] + 2 [monk wisdom]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [dexterity]
Attack (missile / finesse): + 5 = + 2 [proficiency] + 3 [dexterity]
Unarmed strike [+5 to hit; 1d4+3 bludgeoning]

Strength save: + 3 = + 2 [proficiency] + 1 [strength]
Dexterity save: + 5 = + 2 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 1 = + 1 [charisma]

Insight (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 180 lb or less unencumbered
Languages: Common Halfling

Skills:
Acrobatics Dex 5 = +3 + 2
Animal Handling Wis 2 = +2
Arcana Wis 1 = +1
Athletics Str 1 = +1
Deception Cha 1 = +1
History Int 1 = +1
Insight Wis 2 = +2
Intimidation Cha 1 = +1
Investigation Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 4 = +2 + 2
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 1 = +1
Sleight of Hand Dex 5 = +3 + 2
Stealth Dex 5 = +3 + 2
Survival Wis 2 = +2

Halfling
• + 1 dexterity (already included)
• Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
• Brave: Halflings have advantage on saves against being frightened.
• Halfling Nimbleness: Halflings can move through the space of any larger creature.

Stout Halfling (subrace)
• Stout Halflings receive +1 constitution (already included).
• Stout Halflings have advantage on saves against poison, and resistance to poison damage.

Criminal
• You have underworld contacts.
• You are an accomplished forger.
• Consider bringing thieves tools and gaming set / playing cards.

Monk
• Level 1: Flurry of blows -- spend a ki point to make an additional unarmed attacks as a bonus action
• Level 1: Unarmed strike damage 1d4
• Level 1: Unarmored defense -- if no armor or shield, add wisdom and dexterity bonuses to armor class

Equipment:

Backpack
Bedroll
Mess kit
Rations x10
Rope (50', hempen)
Tinderbox
Waterskin
Flute
Thieves' tools (proficient)


a discussion thread is open, and house rules (so far) are posted in the campaign info tab


you may have already answered this, but are you using the playtest or the finished version? I have access to both.

stats: 5d6 ⇒ (4, 4, 4, 6, 5) = 23 16
stats: 5d6 ⇒ (3, 5, 5, 6, 3) = 22 16
stats: 4d6 ⇒ (2, 5, 5, 4) = 16 14
stats: 4d6 ⇒ (3, 5, 5, 5) = 18 15
stats: 4d6 ⇒ (3, 3, 4, 5) = 15 12
stats: 4d6 ⇒ (6, 1, 3, 1) = 11 10

wealth: 3d6 ⇒ (2, 6, 5) = 13 X10=130


Haarold the Rigid:

Male Dwarf Soldier Fighter 1
Lawful Neutral

Strength 20 (+5)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 11 (+0)
Wisdom 13 (+1)
Charisma 7 (-2)
Size: Medium
Height: 4' 4"
Weight: 220 lb
Skin: Pale
Eyes: Dark Brown
Hair: Light Brown Wavy; Thick Beard / Hirsute
Maximum Hit Points: 13

Speed: 25 feet

Inspiration:

Armor Class: 19 = 10 + 6 [chain mail] + 2 [steel shield] + 1 [defense style]

Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 7 = + 2 [proficiency] + 5 [strength]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 7 = + 2 [proficiency] + 5 [strength]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 5 = + 2 [proficiency] + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: -2 = -2 [charisma]
Insight (passive): 13 (18 with advantage)
Perception (passive): 13 (18 with advantage)

Carry: 300 lb or less unencumbered

Languages: Common Dwarvish

Unarmed strike [+7 to hit; 1+5 bludgeoning]

Crossbow, light [+3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

Battleaxe [+7 to hit; 1d8+5 slashing, 5 lb, versatile (1d10 slashing)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]

Steel Shield [+2 AC; 8 lb.]

Feats:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 1 =
+1
Animal Handling Wis 1 =
+1
Arcana Wis 0 =
+0
Athletics Str 7 =
+5
+ 2
Deception Cha -2 =
-2
History Int 0 =
+0
Insight Wis 3 =
+1
+ 2
Intimidation Cha -2 =
-2
Investigation Int 0 =
+0
Medicine Wis 1 =
+1
Nature Int 0 =
+0
Perception Wis 3 =
+1
+ 2
Performance Cha -2 =
-2
Persuasion Cha -2 =
-2
Religion Int 0 =
+0
Sleight of Hand Dex 1 =
+1
Stealth Dex 1 =
+1
Survival Wis 3 =
+1
+ 2
Dwarf

Dwarves receive +2 constitution (already included).

Can move 25 feet even if in heavy armor

Darkvision (see 60 feet black-and-white in pitch-dark)

Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage

Tool proficiency: With the artisan tools of your choice -- smith, brewer, or mason

Stonecunning (advantage on history checks related to stonework; cannot become lost underground)

Mountain Dwarf (subrace)

Mountain Dwarves receive +2 strength (already included).

Armor Mastery: Proficiency with light and medium armor; +1 on armor class while wearing medium or heavy armor.

Soldier

Other military folks will defer to your rank.

Consider bringing a gaming set / playing cards.

You know how to ride a horse.

You are proficient with a gaming set / playing cards, mounts and land vehicles.

Fighter

Most fighters are proficient in riding a mount.

This fighter selected the defense style, giving +1 on armor class while wearing armor.

Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.

Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.

Level 5: Extra attack on any round that includes an attack.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 11: Two extra attacks per round.

Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.

Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.

Level 17: Two action surges between rests, but not on the same turn.

Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.

Level 20: Three extra attacks per round.

Champion Fighter (martial archetype)
Level 10: You will choose a second fighting style.
Level 3: Improved critical -- score in 19 or 20.

Level 7: Remarkable athlete -- add half your proficiency bonus, rounded up, to any strength, dexterity, or constitution check that does not already use your proficiency bonus. Running long jump adds your strength modifier number of feet to distance.

Level 15: Superior critical -- 18-20.

Level 18: Survivor -- at start of each turn, if at half hit points or below, regain 5 + constitution modifier hit points.

Class HP rolled
Level 1: Fighter 10

Death Saving Throws:

Successes
Failures
Haarold's Equipment:

74 lb

2 lb

5 lb
1 lb
1 lb

20 lb
10 lb
1 lb
5 lb

1 lb
_____
120 lb Weapons / Armor / Shield (from above)

Crossbow bolts (quiver of 20) x1

Backpack
Gaming set (proficient)
Mess kit
Playing cards (proficient)
Rations (1 day) x10
Rope (50', hempen) x1
Tinderbox
Waterskins x1

Healer kit

Don't much have a big background in mind. Likely just a member of the local army. He strength likely makes him somewhat noteworthy.


drbuzzard - best to avoid a "background" if you know what I mean (I'm not fond of fledgling heroes having extensive tales of their past heroic deeds. I meant, "Background" as one of the mechanical aspects available to characters in the Player's Handbook, you know; select a "Background," (from page 125)

DoubleGold – you cannot have an ability score of 191, no, no, not this time, maybe next time. And I will be using the hard copy of the Player’s handbook, and the PDF DM’s supplemental download (for now, until I can pick up the other books)


yeah, it has been fixed, I was having troubles editing to show my final scores and made typos along the way.


if we take the alert feat, how will you apply that to init?


The other benefits (not being surprised, and not allowing enemies to have advantage against you when they are hidden) are pretty good by themselves.

How does this sound to replace the +5 initiative modifier

If you are leading the party, or at a door when it is opened, all party members, who can see or hear you, will have “Advantage” when rolling to check if they are surprised.


I like that, so if I take alert I'll makes sure to play a melee character.


Daniel – how do you feel about me reworking the “Ki” system so that you have “Ki Slots” And you prepare a certain number of Monk abilities each day, then use the Slots to execute those abilities. I’m thinking of having the Monk’s special abilities work more like the rest of the game’s “magic” system.


1 person marked this as a favorite.

Good I agree about the silliness of people making 1st level characters and writing pages about their backgrounds. At that level the story is ahead of you, not behind you. I did use the soldier background in the build.


sorry I misread the post.


no worries!


Here is Anders! I will build out the character profile this evening.

@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules?

Liberty's Edge

That might work....will it be like spells that you "know" a certain number of spells and can cast any conbiniation upto the total of "slots" you have available?? (So you do not have to pre-decide what skill you want for the slot, but can fill them on the fly, as it were)


4d6 ⇒ (5, 6, 1, 1) = 13 12
4d6 ⇒ (5, 2, 1, 4) = 12 11
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (2, 5, 3, 5) = 15 13
5d6 ⇒ (5, 2, 3, 6, 1) = 17 14
5d6 ⇒ (1, 3, 5, 6, 3) = 18 14


I'm thinking, you "Know" a given number of "Monk Skills" (Level plus Wis modifier?) can Prepare a "few" of them (Fixed) then during the game day, execute a limited number of those Monk Skills by using "KI Slots" (this gives you some versitility, while also keeping the "Got to choose what to prepare" feel of the basic game. Some Monk Skills will "Scale up" when higher level slots are used to execute certain Skills (Dragon Ball "Z" Style).

Edit - we have the Cleric/Druid, Sorcerer, Wizard, and Warlock "Slot" systems to model the "Ki" Slot system on, which do you think fits it the best?


@Generic DM: It says that Rage lasts for 1 Minute. Without House Rules, that is 10 Turns. What is the translation of duration of the rage under the House Rules - 100 Minutes?


Just read the new rage rules for the first time, very tricky. A rage can end quickly!

But, the fix is simple, a Rage lasts 10 combat rounds (ten minutes) and ends under the same conditions.


Keep in mind that when I use the word "Turn" I will be talking about a ten minute (in game world time) period, a Round (Combat Round), is One minute long, and a Segment is Six seconds long


Understood - Anders is complete. Please review for approval. I think that I captured the House Rules in the Rage description. Thanks


what level are we starting at? I know that they often recommend 3rd level (as that is the level by which all classes will get their path/source/etc).


Anders - I like the character a lot, and you are definitely in!

Can we say the 10 gp, in the pouch you start with as an Outlander, are foreign currency, and you keep them for reasons you keep secret, not wanting to trade them for their gold value and not able to use them to buy things from Dwarven merchants? They are not Alodoan currency either!?


Vrog - First Level! and note, as I have warned before, progression will not be as fast as you would expect under the current 5e rules, as I will be using first edition experience awards for monsters (plus I will occasionally throw in story awards, role playing awards, and very rarely, treasure awards).


okay, no worries. I just wanted to be sure.


I'm excited to see the rest of the party come together

1 to 50 of 141 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Retro Style 5e Dungeon Adventure Recruitment (now with more House Rules!) All Messageboards

Want to post a reply? Sign in.