Seeker's 5e Reign of Winter (Inactive)

Game Master seekerofshadowlight

It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?

A Reign of Winter game played with D&D 5e rules


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I already picked a trinket, because I wanted something to work into my backstory.


Crunch:

Tursk Krune
Human (Ulfen) Outlander Cleric of Erastil 1
HP: 10/10, HD 1d8+2
AC: 18 (with shield)
Speed: 30 feet
Initiative: -1
Perception: +3, Pass. Perception: 13

Abilities
STR 15 (+2)
DEX 9 (-1)
CON 14 (+2)
INT 13 (+1)
WIS 16 (+3)
CHA 11 (+0)

Weapons
Mace: +4 (1d6+2)
Spear: +4 (1d6+2), versatile (1d8+2)

Spells
Cantrips
light, sacred flame (1d8, Dex. save), thaumaturgy

Spells per Day
1st (2/2)

Spell DC: 13
Spell Attack: +5

Prepared Spells (4)
Domain bless, cure wounds
1st create or destroy water, guiding bolt, healing word, protection from evil and good

Proficiency (+2)
Armor: light, medium, heavy and shields
Weapons: simple
Tools: pan flute
Languages: Common, Celestial, Sylvan, Ulfen
Saving Throws: Wisdom, Charisma
Skills: athletics (+4), insight (+5), medicine (+5), survival (+5)

Class Features
Domain (Life)
Disciple of Life: add spell level +2 to healing spells

Background Features
Origin: Pilgrim
Wanderer: can feed up to 5 people with survival when in the wild.

Personality Traits: I watch over my friends and would do anything for them.
Bond: My home is the most important thing in my life.
Flaw: I am slow to trust those who are different.

Equipment
On Person: mace, chain mail, spear, explorer's pack, shield, holy symbol, staff, hunting trap, trophy (bear tooth necklace), traveler's clothes, belt pouch
Trinket (69): a crystal knob from a door
Wealth: 170gp


Working on a Paladin right now, should have him up in a few hours.


Here's my warlock (so far). I was having trouble finding a background that fit my original concept, but with a bit of reworking that concept, I think I can make the urchin background work. Backstory and final adjustments for the rolls below will follow tomorrow.

Coin: 4d4 ⇒ (4, 4, 1, 3) = 12 (x10)
Trinket: 1d100 ⇒ 14

Maeri's Crunch:

Maeri
Female Half-Elf Warlock (Hag of Winter)

Height: 5'2", Weight 115 lbs, Age 17
HPs (d8) 10 / Current: 10
Proficiency Bonus: +2

Initiative: +2
XP: 0 / 300

Abilities & Skills:
Ability:
Str: 10 (+0)
Athletics +0

Dex: 14 (+2)
Acrobatics (P) +4; Sleight of Hand (P) +4; Stealth (P) +4

Con: 14 (+2)

Int: 10 (+0)
Arcana (P) +2; History +0; Investigation +0; Nature +0; Religion +0

Wis: 12 (+1)
Animal Handling +1; Insight +1; Medicine +1; Perception +1; Survival +1

Cha: 17 (+3)
Deception (P) +5; Intimidate +3; Perform +3; Persuasion (P) +5

---------
DEFENSE
---------
Armor (Proficient Light): Leather
AC: 13 (12 unarmored)
HP: 10

Saving Throws (Proficient Wisdom and Charisma):
Str: 0
Dex: +2
Con: +2
Int: +0
Wis: +3
Cha: +5

--------
Offense
--------
(Proficient Simple Weapons)
Speed: 30 ft.
+4 Light Crossbow: 1d8+2 (P); Crit 2d8+2 Range: 80/320
+4 Dagger (2 carried): 1d4+2 (P); Crit 2d4+2 Range: Melee or 20/60
+2 Quarterstaff: 1d6 (Bludg); Crit 2d6; Range Melee

----------
Magic
----------

Spell Slots: 1 - lvl 1
Spell DC: 13
Spell Attack: +5

Cantrips:
Eldritch Blast
Minor Illusion

Level 1:
Armor of Agathys
Sleep

Background Features
Origin: Urchin

Personality Trait: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
Ideal: I help the people who help me - that's what keeps us alive.
Bond: I escaped my homeland after stealing an item and inadvertently witnessing an event I shouldn't have. I owe my life to the friend who helped me escape the North.
Flaw: If a fight can't be avoided, I'd rather kill them in their sleep than fight fair. "Fighting Fair" gets you killed.

[spoiler=Equipment]
Light Crossbow / 20 bolts
Leather Armor
2 Daggers
Staff
Arcane Focus (Orb) - stolen - shortly after which, Maeri's powers 'awakened'.
Map of "City" (hopefully to be determined w/ DM if chosen)
Belt Pouch
Common Clothes
"Whiskers"?? the mouse.


Aneirin here, submitting Olybrius Naercroft, Paladin of Iomedae and minor noble from a recently raised Senatorial family.


Updated list


    Completed
  • Victor "Vic" Lofliss-- Half-Elf, Rogue (Filios)
  • Barl “the Boulder” Skein--Golarith(Ulfen), Fighter (Jam412)
  • Tursk Krune--Human,cleric (wicked_rayman)
  • Maeri--Half elf,warlock (Jenrah)
  • Jack Speed-Runner--wood elf, Rogue (DoubleGold)
  • Olybrius Naercroft--Human, paladin (Aneirin Rhodri.)
    WIP
  • Unnamed--?? Ranger (Torillan)

So far we have, 2 rogues,a fighter, warlock, paladin and a ranger(WIP)

On backgrounds, a few of you lack them. I would like at lest a paragraph of background. I will not be choosing characters based off stats alone.


I'm currently filling out Olybrius's background now. I just want to make sure it fits his Background and class.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

seekerofshadowlight wrote:
On backgrounds, a few of you lack them. I would like at lest a paragraph of background. I will not be choosing characters based off stats alone.

What's the general premise/location/setup? Can you tell us where the PCs are when the AP starts? That way, I can come up with a reason why I'm there and make an appropriate backstory. Or is that information contained in some sort of document related to the AP that I can look at?

Also, you left my work-in-progress wizard off your tally. :)


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Jiggy wrote:
seekerofshadowlight wrote:
On backgrounds, a few of you lack them. I would like at lest a paragraph of background. I will not be choosing characters based off stats alone.

What's the general premise/location/setup? Can you tell us where the PCs are when the AP starts? That way, I can come up with a reason why I'm there and make an appropriate backstory. Or is that information contained in some sort of document related to the AP that I can look at?

Also, you left my work-in-progress wizard off your tally. :)

Here's the players guide to the AP Jiggy

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Jam412 wrote:
Jiggy wrote:
seekerofshadowlight wrote:
On backgrounds, a few of you lack them. I would like at lest a paragraph of background. I will not be choosing characters based off stats alone.

What's the general premise/location/setup? Can you tell us where the PCs are when the AP starts? That way, I can come up with a reason why I'm there and make an appropriate backstory. Or is that information contained in some sort of document related to the AP that I can look at?

Also, you left my work-in-progress wizard off your tally. :)

Here's the players guide to the AP Jiggy

Ah, that looks like what I needed! I'll peruse it tonight and come up with a suitable backstory. Thanks!

Also: LINK to my character, still a work in progress, but getting close to done. :)


I'll need to adjust my flaw since Heldren is actually a pretty tolerant place. I'll have a background paragraph up along with an adjustment to my sheet by tonight. I still plan on being a local.


Crunch:

Tursk Krune
Human (Ulfen) Outlander Cleric of Erastil 1
HP: 10/10, HD 1d8+2
AC: 18 (with shield)
Speed: 30 feet
Initiative: -1
Perception: +3, Pass. Perception: 13

Abilities
STR 15 (+2)
DEX 9 (-1)
CON 14 (+2)
INT 13 (+1)
WIS 16 (+3)
CHA 11 (+0)

Weapons
Mace: +4 (1d6+2)
Spear: +4 (1d6+2), versatile (1d8+2)

Spells
Cantrips
light, sacred flame (1d8, Dex. save), thaumaturgy

Spells per Day
1st (2/2)

Spell DC: 13
Spell Attack: +5

Prepared Spells (4)
Domain bless, cure wounds
1st create or destroy water, guiding bolt, healing word, protection from evil and good

Proficiency (+2)
Armor: light, medium, heavy and shields
Weapons: simple
Tools: pan flute
Languages: Common, Celestial, Sylvan, Ulfen
Saving Throws: Wisdom, Charisma
Skills: athletics (+4), insight (+5), medicine (+5), survival (+5)

Class Features
Domain (Life)
Disciple of Life: add spell level +2 to healing spells

Background Features
Origin: Pilgrim
Wanderer: can feed up to 5 people with survival when in the wild.

Personality Traits: I watch over my friends and would do anything for them.
Ideal: Greater Good. We have a responsability to those around us.
Bond: My home is the most important thing in my life.
Flaw: I am intolerant to those who do not share my ideals.

Equipment
On Person: mace, chain mail, spear, explorer's pack, shield, holy symbol, staff, hunting trap, trophy (bear tooth necklace), traveler's clothes, belt pouch
Trinket (69): a crystal knob from a door
Wealth: 170gp

Okay, fixed my crunch. Added my ideals, which I somehow forgot the first time. And I changed up my Flaw to be a more accommodating of someone who grew up in Heldren.

Working on my back story now.


Back Story:
Tursk was thrust screaming into the world, when his father cut him from his dying mother. His parents were tracking game in the Border Wood, when they were attacked by a dire bear. His mother had killed the deadly animal with her spear but could not avoid a vicious mauling to her throat. She died saying a prayer to Old Dead Eye to watch over her newborn babe. As a memento, his father took a tooth from the dead animal and wore it as a necklace until he himself died thirteen years later from the red cough.

Having lost so much so early, Tursk yearned for family and wed early to a Qadiran woman named Holana – his mountain blossom. He moved to Demgazi, and was blissfully happy for three years before tragedy struck. A freak fire took his wife’s life while he was out on a hunt. A crystal door knob survived the fire, and he keeps it with him to this day as a reminder of his lost love.

He returned to Heldren determined to be as good a man as his wife thought him to be. He wanted to protect his hearth and home. And soon thereafter he felt the call of Old Deadeye, and opted to serve as his cleric. Some in town ponder why the ever smiling, good-natured Tursk would ever serve such a dour god as Erastil, but they do not know of his pain. Only a select few have ever seen him so unguarded.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Trinket: 1d100 ⇒ 36
A vest with 100 tiny pockets. Interesting.

Helen Gardamum:

Backstory
A native of Irrisen, Helen Gardamum is petite for an ulfen, meaning she is of a size that others would consider normal. With her less viking-esque size also comes a more bookish temperament, inclining her to the study of all things written. When she was in her late teens, she traveled to Oppara in Taldor to study languages and wizardry, both of which she picked up with ease, graduating ahead of schedule. Wanting a break from the big city, Helen has now traveled to Heldren, where she can enjoy a small-town atmosphere while within a reasonable distance of Zimar (and particularly its libraries). She's been in town for a few weeks, and is just settling in for a comfortable chapter of her life... or so she thinks.

Racial Abilities
Speed 30ft
Proficient in one skill of choice
Gain one feat (Linguist)

Feats
Linguist - Increase INT by 1 (max 20). Learn 3 languages. Can create written ciphers; to read, must either be taught by me, succeed on INT check (DC = INT score + prof, currently DC 18), or use magic to decipher.

Class Abilities
Cantrips Known: 3
Spells prepared per day: 4
Arcane Recovery: Once per day during a short rest, I can recover spent spell slots of levels totalling half my wizard level (rounded up).
Ritual casting: I can ritual-cast any ritual spell in my spellbook, even if I don't have it prepared.

Background
(Pending GM approval) Linguist: Gain 4 languages.

Skill and Tool Proficiencies
Arcana +5
History +5
Investigation +5

Total Cantrips Known: 3
Fire Bolt (120ft, VS): Ranged spell attack, 1d10 fire damage.
Light (Tch, 1hr, VM): Target glows bright20/dim20.
Prestidigitation (1 action/10ft/VS): You create one of the following magical effects within range:
- Instantaneous harmless sensory effect (sparks, wind, faint music, smell, etc)
- Ignite/snuff a candle/torch/campfire
- Clean/soil object up to 1 cubic ft
- Chill/warm/flavor up to 1 cubic ft nonliving material for 1hr
- Make a color, small mark, or symbol appear for 1hr
- Create nonmagical trinket/illusory image in hand for 1 round
Can have up to 3 running at once.

Spellbook
Comprehend Languages (ritual, VSM): Understand all language for 1hr, but for writing I have to be touching it.
Detect Magic (ritual, VS, conc:10min): Sense magic within 30ft, can spend action to see aura and know school.
Identify (ritual, VSM, 100gp pearl, 1min): Learn magic properties of something I touch during the whole casting. Magic item, I learn how it works, charges, etc. Object/creature affected by spells, I learn which spells.
Mage armor (VSM, 8hrs): Touch an armorless creature, its AC becomes 13+DEX for duration.
Magic Missile (120ft, VS): Shoot 3 darts for 1d4+1 force damage each.
Sleep (90ft, VSM, 1min): Pick a point of origin for a 20ft radius. 5d8 HP worth of creatures (center first) fall asleep. Does not affect undead or creatures immune to charm.

Spellcasting
Save DC: 13
1st-level slots per day: 2
Spells Prepared (4): comprehend languages, mage armor, magic missile, sleep

Inventory
Dagger
Component pouch
Scholar's pack (backpack, book of lore, bottle of ink, inkpen, 10x parchment, bag of sand, small knife)
Spellbook
Pearl worth 100gp
Vest with 100 tiny pockets
Cash: 10gp

I'm sure I've probably forgotten something, but there it is. The backstory's somewhat basic, but the player's guide didn't offer much more than "be in Heldren", so I didn't know what other tie-ins I could make. I'm open to feedback. :)


Trinket: 1d100 ⇒ 47

A metal can that has no opening but sounds as if it is filled with spiders.


As far as backstory goes, I went with my character is completely new and foreign to Heldren and its neighboring cities. I decided to just create a character out of personality instead of just creating a character that knows much about the city he is in or any of the nearby locations.


Let's see what trinket Barl ends up with. Trinket: 1d100 ⇒ 100

Whoa..100 A metal urn containing the ashes of a hero.


Jenrah here. I changed her name, and I'm not sure if this is the final avatar I'll use (not that it matters at this point), but here is "Maeri", including backstory. Let me know if I'm missing anything.

Rolled Trinket was #14 - "An enormous scale, perhaps from a dragon"


Olybrius now has a backstory and appearance image!


@seekerofshadowlight: Are we still on pace to close recruitment on Friday, the 19th, with decisions regarding party make-up to be made? Just curious...


Yeah it will close Friday as we seem to have reached our limit of interest. I will be out Friday night so I likely will not post up the group selected until Saturday.


G'luck all. :)


Yep, best of luck all!


Indeed...good luck to all!


At this time I am gonna close recruitment. I have plans for Saturday but I will let you guys know who is in By Monday at the very latest.


Hope everyone is having a fun and safe Father's Day!


We only had seven complete PCs submitted And they were.


  • Victor "Vic" Lofliss-- Half-Elf, Rogue (Filios)
  • Barl “the Boulder” Skein--Golarith(Ulfen), Fighter (Jam412)
  • Tursk Krune--Human,cleric (wicked_rayman)
  • Katarina "Kat"--Half elf,warlock (Jenrah)
  • Jack Speed-Runner--wood elf, Rogue (DoubleGold)
  • Olybrius Naercroft--Human, paladin (Aneirin Rhodri)
  • Helen Gardamum--Human,wizard (Jiggy)

As such I am taking you all The OOC thread can be found here. Welcome aboard all.

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