Supreme Being's Tyranny of Dragons (5E) (Inactive)

Game Master scranford

The Tyranny of Dragons story arc using the new 5th Edition of D&D ruleset.


1 to 50 of 106 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

I know it's a little bit early, but I'm looking for 5 players plus a 6th alternate to play the Tyranny of Dragons Story Arc, using the new 5th edition rules. While the PHB won't be out for a while, nor will the adventure, I believe there is enough info out there to start recruiting. Please no crunch yet, just looking for fluff, and a well rounded group.

About me:

I'm all about the story, so well developed characters are number 1

I am a Pathfinder fan...just don't like it for PbP.

Medium paced games...Once per day, and once per weekend are usual.

I will move the storyline along if things get stale.

I count on my players to make the story pop, with interesting actions and dialog, and have been known to reward them for such (Inspiration?)

Time frame:

Character concepts finilized by next Sunday, and players chosen on Monday (Aug. 11th).

Preliminary roleplaying, and player integration...{Week of Aug.18th)

Game begins Monday Aug. 25th (Assuming everything gets delivered as planned).

No character generation rules yet, as I'm waiting for the PHB to do that, but the campaign info tab has some food for thought.

The campaign will begin somewhere on the Sword Coast, probably Phandalin, since it's on the Sword Coast, and already here for 5E, but the campaign will begin in earnest wherever "Hoard of the Dragon Queen" takes us.

So get your thinking caps on, and let's create.


Dotting for interest.


So since we have to wait for the PHB I am assuming any class and race in the PHB is free for character concepts?


The Pale King wrote:
So since we have to wait for the PHB I am assuming any class and race in the PHB is free for character concepts?

Yes. I have them listed in the "Campaign Info" tab.


Okay thanks, I've always loved the thought of the Oath of the Ancients Paladin so I will be considering something in that vein for my character concept.

Dark Archive

Definitely interested in trying out the 5E ruleset - will be getting my copy of the PHB later this week.

In the meantime, I'll do some brainstorming and see what kind of concepts bubble to the surface - probably read up on the current status of the Forgotten Realms also, as it's been a while since I've done so and I'm not intimately familiar with the setting.


Dotting. Thinking sorcerer


Sounds fun, will keep an eye on this.


Either an arcane trickster rogue or a archfey warlock. I want that combination of sneaky and magic, but will need to see how it looks when the PHB arrives.

Probably an elf or something, depending what the races are. From somewhere very poor or very hostile, where the would-be wizard was pushed by circumstance to develop other skills to stay alive.

More when I refresh my acquaintance with the World of Greyhawk. Er, the Forgotten Realms.


I'm thinking an Elven Oath of the Ancients Paladin. It practically writes itself. Keeper of the natural order and destroyer of evil magicks would certainly be against a cult raising Tiamat. Not quite sure on which background yet, I would like to see more details on the Hermit background, but Folk Hero would certainly fit. I'll think on it more, it's been a while since I've read up on the Forgotten Realms.


I don't know when I'm getting the PHB, but I'll dot for interest.

-- Elton --


Dotting for interest; battle master fighter and great old one warlock would be my top choices.


I like the idea of being a human Great Old One warlock. The Old Gods remember the birth of Tiamat, and want to prevent a reemergence at all costs.


SodiumTelluride wrote:
I like the idea of being a human Great Old One warlock. The Old Gods remember the birth of Tiamat, and want to prevent a reemergence at all costs.

"Get out of my mind!"

;)

Seriously, that was the same hook I was toying with in regards to the warlock.

But the concept of a wily fighter, someone who fights smarter not harder is appealing. Or, I could in the other direction and go with a berserker and throw tactics out the window.


I have to say that I am very much interested in trying out a Bard. I like the idea behind the changes they've made for 5E. And I just think it would be cool to be someone following the party, documenting their progress.

I love the idea of playing someone who's a fast-talking, rascal who can back up their BS with swordplay or a spell. I'm not sure on Race yet, but I'm leaning toward a human. Probably the college of Valor, but I might fall in love with the College of Lore, since I'm thinking of being a worshipper of Oghma.


Very much interested in this, I would love the chance to play some 5e as I'm only really able to run it with my group. As of right now, I'm thinking of a human fighter, probably rotating around the folk hero type background, but am not sure just yet. Definitely dotting though for sure lol.


Can I ask how much of a character concept you want before the 11th?


Thanks for the interest. I'd like for some character background fitting him into the setting by then. There is a lot of stuff out there on the Forgotten realms, so if you decide class, race, and background using that material, and fit him into why he is in Phandalin, that should be sufficient.

In addition if it helps you with your concept you can go ahead and roll for stats, and add the racial bonuses as they are revealed. There's a list of available races somewhere (Phb Table of contents?) so I'll look for that and post it.

I'm probably going with the 4d6 drop lowest and arrange as wished, as I really don't care about party balance. It will be fun for all.


Note that I intend for this to be an immersive role playing experience for all of us. Those chosen will be expected to go one step above. It' not enough to tell me that you're a Human from Sembia with a folk hero background, who worships Illmater. I want your characters to understand what it means to be from Sembia. Who your countrymen hate, and love, how they dress, favorite foods, background tied into your origin.

If you're a Folk hero...why? What village are you from, and what is unique or special about it? Did you finally kill the Troll that has been extorting from the villagers for years?...and how did you do it...an accident...a planned encounter? Did you use the recently unearthed Pike of Corynth that defeated the Orc Marauder Fangskull 200 years ago?

Help me write this story, and it should be fun for us all.

Note that I don't expect this to all be done at once. If your chosen, an outline will be enough, with a tied in background, but as you add to your story and legend, there will be inspiration points provided.


4d6 ⇒ (5, 2, 4, 3) = 14
4d6 ⇒ (2, 2, 5, 5) = 14
4d6 ⇒ (6, 6, 4, 6) = 22
4d6 ⇒ (3, 6, 2, 3) = 14
4d6 ⇒ (5, 4, 2, 4) = 15
4d6 ⇒ (6, 1, 5, 3) = 15

Okay, so that's 12, 12, 18, 12, 13, 14

Okay, that's just, wow. Those are amazingly good rolls. Perfect for a Bard. I still might go non-human, but I love the idea of a bored Cormyrean noble who becomes a bard of valor. I'll need a house name, something suitably pompous.


4d6 ⇒ (6, 4, 3, 5) = 18
4d6 ⇒ (1, 4, 2, 3) = 10
4d6 ⇒ (2, 4, 6, 4) = 16
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (3, 3, 6, 2) = 14
4d6 ⇒ (4, 3, 3, 4) = 14

So: 15, 9, 14, 12, 12, 11

Doesn't exactly rule anything out. I still like the idea of sly fighter, combined with the criminal or urchin background - pragmatic, jaded, unconcerned with fighting fair.


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

Still not sure, depends on the races available when we can see


Available races added to Campaign Info. We'll make final adjustments after the PhB makes things official, but we're not aiming for crunch until then anyway.

Dwarf
Elf
Halfling
Human
Dragonborn
Gnome
Half Elf
Half Orc
Tiefling


Dragonborn Sorc or Paladin then :)


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

So: 11 10 13 17 12 5

Hmm. Can I reroll that last one? Not to minmax, but playing a character with a 5 in any attribute is... troubling. I'm willing to do it, but it could be tough.


4d6 ⇒ (1, 6, 3, 3) = 13 12
4d6 ⇒ (4, 1, 1, 4) = 10 9
4d6 ⇒ (5, 1, 6, 3) = 15 14
4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (1, 3, 3, 5) = 12 11
4d6 ⇒ (4, 6, 3, 1) = 14 13

An orphan from Mistshore in Waterdeep, struggling to survive in a place so bleak even the guard stayed out, Sai was fascinated with magic from a young age. Unfortunately, the business of survival interfered with his studies, and while others would have been studying wizardry, Sai was stealing food and hiding from the monsters and gangs (and gangs of monsters) that prowled his home. Still, his natural inclination towards magic caught the attention of certain powers, that gave him a taste of their power and sent him towards Phandalin.

"What's in Phandalin?" he asked.

"Your destiny, if you should find it."

12, 9, 14, 16, 11, 13

I am not 100% on anything, because I don't yet have the Player's Handbook in front of me, but I'm pretty sure he'll be a human warlock (archfey) urchin. I may go back to an elf rogue (arcane trickter) or something else, if it gives a more satisfying combination of stealth, trickery and magic.


Bor Bersk, Male Damaran Human Fighter [archetype TBD](Folk Hero)

Deity: Chauntea (loose affiliation with any specific church offering prayers but not familiar with formal service)

Defining Moment:

backstory:
The village of Blumberg was a tiny establishment nestled in the foothills of the Nether Mountains. It is said "was" because Blumberg was sacked by Gnolls. It was during this attack that Bor Bersk had been grazing his cattle and oxen by the River Rauvin. The grasses grew more lush north of the High Forest.

When Bor so the pillars of smoke rising from his village he rushed home and took up arms defending those trying to escape. Battering Gnolls aside he was unable to stem the tide yet many survivors were able to flee to shore. Bor followed soon after knowing the river to be their only means of escape.

The remaining townfolk were jumping into the river and swarming rafts unable to hold but a few at most. When Bor arrived he quickly yolked his oxen and secured lines to several rafts. A merchant vessel heading to Lhuvenhead saw the panic and was netting people who had haphazardly swam out into the river.

Knowing the Gnoll raiders would be along shortly, Bor had one last chance to save the remaining survivors. With uncanny strength he dislodged the small dock from the shore and shoved it into the shallows. Climb aboard QUICKLY! The whimpering leftovers needed no further instruction as they rushed to the makeshift barge. Bor quickly wrangled his remaining cattle and leashed them to the dock swimming out with them into the River Rauvin.

It was said that Bor Bersk brought the shores of Rauvin closer together that day. He now travels across the land lending his strength and agricultural knowledge to those in need. His heroic deed precedes him in the land of the Rauvin Vale. He is commonly referred to by the people as The Bridge.


Personality Traits: If someone is in trouble, I am always ready to lend help. I'm confident in my own abilities and do what I can to instill confidence in others.
Ideal: Respect
Bond: I protect those who cannot protect themselves
Flaw: I have a weakness against the vices of the city having little experience with them prior makes me naive to their ways.

This is a loose beginning to say the least. Who knows what other options the PHB will yield? Also, Hello. I'm interested.


Forgot to do this after writing that mess...

4d6 ⇒ (2, 6, 3, 6) = 17 15
4d6 ⇒ (4, 5, 6, 5) = 20 16
4d6 ⇒ (4, 1, 6, 3) = 14 13
4d6 ⇒ (6, 4, 1, 4) = 15 14
4d6 ⇒ (2, 3, 6, 6) = 17 15
4d6 ⇒ (1, 1, 4, 2) = 8 ...7

human +1 across the board 16,17,14,15,16,8


Yes please, this is my character from another game that's DOA.


Roscoe Took wrote:
Yes please, this is my character from another game that's DOA.

I know that game :-)

You'll need to roll for your abilities, and take him back to level 1. Also start a little background...where you're from, how you got here etc. then you'll be in consideration for this immerse game.


Bor Bersk wrote:

Bor Bersk, Male Damaran Human Fighter [archetype TBD](Folk Hero)

Deity: Chauntea (loose affiliation with any specific church offering prayers but not familiar with formal service)

Defining Moment: ** spoiler omitted **
Personality Traits: If someone is in trouble, I am always ready to lend help. I'm confident in my own abilities and do what I...

This is good. This is the kind of submission I can sink my teeth into and run with.


Everybody keep in mind, that I know we can't finalize the characters till the PHB comes out...but the story is what gets you into the game at this time.


Will work on a story


Ffordesoon wrote:

4d6

4d6
4d6
4d6
4d6
4d6

So: 11 10 13 17 12 5

Hmm. Can I reroll that last one? Not to minmax, but playing a character with a 5 in any attribute is... troubling. I'm willing to do it, but it could be tough.

Sorry no re-rolls, but correctly played that 5 can give you the opportunity to collect a lot of inspiration points. The feel I get from 5E is that with the ability cap, scores have a lot less effect on character effectiveness. The group is the strength of the adventure, more than items or scores. Much less math dependent.


I'm trying to decide which stat to "dump" with my 8. I had been milling over Wisdom. Upon rereading these descriptions though, I think maybe Intelligence is better suited. I kind of liked the idea of Bor knowing 5 languages from the get go though. Based on the back story I think Wisdom and Charisma will need better than an 8 stat. Any thoughts??

A character with high Intelligence might be highly
inquisitive and studious, while a character with low
Intelligence might speak simply or easily forget details.

A character with high Wisdom has good judgment,
empathy, and a general awareness of what’s going on.
A character with low Wisdom might be absent-minded,
foolhardy, or oblivious.

A character with high Charisma exudes confidence,
which is usually mixed with a graceful or intimidating
presence. A character with a low Charisma might come
across as abrasive, inarticulate, or timid.

Of course, this is all contingent on whether this character is accepted to the party or not.


Having played some 5E, I can definitely concur with SB on that.


Anyone got a decent fillable character sheet pdf that doesn't reset inputted data when you save it? ModNecros pathfinder sheet was a work of art but I haven't found anything comparable for 5e yet.


Hey DM, I know this goes against class norms but I have to ask because some DMs say no.
Druids are no longer forbidden to wear metal. Will you allow a Druid/Fighter to wear metal? 5th addition is broken, one reason it can be fun and also not so fun.

stats: 4d6 ⇒ (3, 4, 1, 6) = 14 13
stats: 4d6 ⇒ (2, 4, 3, 5) = 14 12
stats: 4d6 ⇒ (6, 3, 6, 5) = 20 17
stats: 4d6 ⇒ (4, 2, 6, 2) = 14 12
stats: 4d6 ⇒ (3, 2, 6, 2) = 13 11
stats: 4d6 ⇒ (5, 4, 5, 5) = 19 15


DoubleGold wrote:

Hey DM, I know this goes against class norms but I have to ask because some DMs say no.

Druids are no longer forbidden to wear metal. Will you allow a Druid/Fighter to wear metal? 5th addition is broken, one reason it can be fun and also not so fun.

[dice=stats]4d6 13
[dice=stats]4d6 12
[dice=stats]4d6 17
[dice=stats]4d6 12
[dice=stats]4d6 11
[dice=stats]4d6 15

I'll have to wait till I see the finished Druid in the PhB before I can make a ruling on that. Should have it this Friday.


stats: 4d6 ⇒ (4, 5, 3, 3) = 15
stats: 4d6 ⇒ (4, 5, 5, 1) = 15
stats: 4d6 ⇒ (3, 3, 2, 2) = 10
stats: 4d6 ⇒ (1, 5, 4, 2) = 12
stats: 4d6 ⇒ (3, 6, 2, 3) = 14
stats: 4d6 ⇒ (3, 2, 5, 4) = 14

Tycandus Southall, 1/2 CG Elven Eldritch Knight
Deity: Tymora

Backstory:
Tycandus was born of the meeting between an Elven Wizard and his mother, a rogue who seemed to rely on luck more than planning, most of the time. A trait which Tycandus seemed to adhere to during his younger years.

Growing up in Amphail, Tycandus learned what he could of weapons from passing guards from Waterdeep, who seemed to take a liking to the boy. In Tycandus' defense, he did offer to do chores to help the soldiers as much as he could when they were around, so weapons lessons seemed to be the least they could do. As he grew older, he learned what he could about wearing armor, and various weapons, finding that he preferred lighter weapons that allowed him some freedom of movement.

At the same time he was learning about weapons, armor and tactics of battle from the passing guards, his father was trying to teach him the rudiments of magic. While intrigued, Tycandus found himself too impatient for his father's instruction. Always with the long view of things, his father's method of teaching just didn't show the results Tycandus craved. Theory, history and formulae were just something that Tycandus didn't want to learn, when he could see results when he simply DID magic. He understood the incantations and somatic gestures, and could see what they did. That was good enough for him, the rest would find its place. It just always did.

After a fight one evening with his mother, Tycandus retreated to the woods near the cliffs nearby, where he and his friends often retreated, to seek out adventure. Which usually consisted of maybe seeing a badger, or if they were lucky, a wolf or wolverine, which usually led to both sides running from the other, in opposite directions. Tycandus followed the cliff wall for a bit that night until he heard the cracking of branches, and wondered if he might spot the wolverine again. Being careful to not make (much) noise, he crept around the bole of an ancient tree, careful to avoid the deadfall nearby, ready to make his retreat, once the wolverine spotted him. He turned the last bit of the tree, keeping his eyes low, so as to not miss his prey and was surprised by the site of what looked like a green, knotty tree branch. Even more surprising was when the branch moved. Tycandus slowly raised his eyes following the branch, which joined another and thickened. He winced as he kept moving his gaze up to the bulbous nose and dead black eyes that were just above the fang filled maw. The troll roared at the young man and struck with both claw tipped gangly arms, and Tycandus managed to narrowly avoid the blow by stepping backwards out of reach. He tried to calm himself to remember any of the basic spells his father taught him, as the troll leapt at him. The spell came to mind as the troll impacted Tycandus and bore him into the deadfall he'd avoided earlier. Branches snapped and scratched at him and the troll, as the two were separated in the fall. Tycandus landed with a breath stealing impact, and scrambled. Backward, out of the deadfall, he hoped, and more importantly, he hoped away from the troll. He heard the roar of the beast, and splayed out his hands, thumbs touching and shouted the command for a basic spell. A fan of fire burst out from his hands and lit the area where he heard the roar from. Dead branches cracked and lit on fire, and the whole of the area burst into flames. Tycandus raised his arms in front of his face and stumbled through the branches away from the fire, falling prone once he'd cleared the brush.

Scratched, bleeding and still barely able to breathe, he failed to see several of the guards who were now coming to the area.

"Good work, Ty, you killed it."

Tycandus looked around, not sure what was being said, but getting helped up, and patted on the back by the guards. "Wha...? I didn't mean to. It just..."

"A tale to tell for sure! What a fight you must of put up."

"No, I didn't. I mean it fought, but... It's dead??"

Tycandus took the moment to look back at the dying fire, that had cleared out the deadfall, only to see one of the guards standing over the dead body of the troll. The neck of the troll had been torn, most likely from the fall and an errant, and lucky branch. He stood, dumbfounded.

"Looks like he cut its throat, and then burned it. Smart lad, fire or acid are the only things'll finish these buggers off."

"Wha...? I didn't... I mean, it wasn't..." Tycandus struggled for the right words.

"Don't be so modest, lad." The guardsman put a companionable arm around his shoulder, "Come on, first drinks on me!"

From that day forward, Tycandus has found himself caught up in a swell of expectations from locals who believe he's the "youth that killed a troll by himself."

Personality traits: Relatively unsure of himself or what he can do at times, and at others, full of bravado. He wants to do the right thing, but cannot picture himself as a hero, at all. Tends to be modest, and downright embarrassed when people think of himself as a hero.

Has an absolute thirst for knowledge and to make himself to be the best that he can, so he can live up to what people think of him. Which at times gets him in over his head.

Flaws: Sometimes he believes too much in his own luck, and takes unnecessary risks.


Supreme Being wrote:
Ffordesoon wrote:

4d6

4d6
4d6
4d6
4d6
4d6

So: 11 10 13 17 12 5

Hmm. Can I reroll that last one? Not to minmax, but playing a character with a 5 in any attribute is... troubling. I'm willing to do it, but it could be tough.

Sorry no re-rolls, but correctly played that 5 can give you the opportunity to collect a lot of inspiration points. The feel I get from 5E is that with the ability cap, scores have a lot less effect on character effectiveness. The group is the strength of the adventure, more than items or scores. Much less math dependent.

Fair enough. I haven't played enough 5E to see if that bears out, but screw it, we'll find out together. ;)

EDIT: Assuming I get accepted, obv.


Finally got a chance to put together a Backstory and such. I decided on the Criminal Background.

Specialty: Fence

Feature: Criminal Contact

Personality Trait: I don’t pay attention to the risks in a situation. Never tell me the odds.

Ideal (Freedom): Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond: Someone I loved died because of a mistake I made. That will never happen again.

Flaw: When I see something valuable, I can’t think about anything but how to steal it.

***

Background:

Dorn always had a way with words and a shortage of coin. And his circumstances occasionally lead to him being a thief and a liar. Of course, as far as he was concerned, that didn’t necessarily mean he also wasn’t a good man. One could toe the line, without ever needing to cross it. It was all a matter of skill. And as long as you were never boring, it didn’t even matter wholly, if you faltered occasionally. A rakish smile and a dash of daring could skirt you past a lot of trouble.

There were only ever two pure things about Dorn – his music and his younger sister, Dalia. They were the shining points of light in the darkness of his bad choices. And as long as he could come home to his sister and play her a song on his flute, it felt like he could do no wrong.

But eventually he made a mistake. He ended up the middleman for the sale of a magical relic that a powerful, ruthless nobleman wanted badly. He thought he could negotiate a fair deal and come out the other side with a healthy bag of coin. But he misread the nobleman, and his home was burnt down – with his sister still inside it.

Dorn wanted vengeance, but there was little to be done. The nobleman was powerful and well protected by wealth and magic. And getting killed would not bring his sister back. But magic could. Or more importantly money to buy magic could.

Resolved, he left his home for Waterdeep. He had to scrimp and save, and do a few shady things along the way, but he managed to get enrolled into a Bardic College. He did not “technically” graduate. But he certainly learned enough to get started. And he was confident he could pick up the rest along the way.

Now he just needed a way to make a little coin to get started.


Hi scranford. I like what you said about 5E being more appropriate for pbps. The whole theatre of the mind that Wizards are promoting suits this environment so colour me very keen to give it a go. It may lead me back to DMing on the boards, something I miss. As for the Savage Worlds game you ran, I hope that that will not be held against me, but if it does than just let me know.

With all that in mind, here is my application effort.

Zennor was raised in the Phalorm capital, Delimbryr. At that time the kingdom was under attack from orcs and so the dwarves decided to leave. The Endless War continued for over fifty years with the humans, gnomes and halflings bearing the brunt.
Meanwhile the dwarves headed higher into the mountains until they reached a secluded vale with good mineral prospects. Mining began and a series of walls and forts were began. However the Hearthguard soon came under attack from orcs. As word spread so the orcs followed. Zennor joined the soldiers as a medic, providing support whenever the Sanjust Clan came under attack.

Race: mountain dwarf

Background: soldier (healer specialist)

The young female dwarf found herself often taking risks she shouldn’t, not following orders to save fallen comrades. The thane made an example of her behaviour since it did not conform to his rigid and highly organised beliefs. However Zennor found he lacked common sense, just like many of his orders.

Flaw: Nobility and authority must be tempered with
practicality for it to be respected. Otherwise do not listen.

Personality: Zennor will never leave a fallen or wounded in need without trying to save their life, even if that puts her in danger.

Her time in the Temple of Life taught her to value people, to heal and care for all. She also developed a hatred for the acts of necromancy and the magicians and sorcerers involved. Worse still are the temples of death and undeath which promote such awful faith.

Personality: Zennor hates necromancy and its creators.

One day Zennor came upon a wounded orc among the remains of an attack. No dwarves survived but true to her beliefs she healed the humanoid and took the resulting anger calmly. Her thane had her exiled for that act and no defence could overturn his Oath despite the words of the Temple. She headed south and west towards the great city of Neverwinter in the hope of finding a new life. She hoped that one of the Blessed Temples would take her faith and knowledge and give her a chance. Eventually she wanted a place of her own, with a shrine and infirmary to care for the common people.

Bond: She is bonded to her religion and faith. Comrades at arms become her family and clan so she will defend them to the hilt of her hammer.

Trinket Zennor’s chainmail contains more than a dozen white silver rings, all made by her in the Temple Forge. They form a circle of life and represent her holy symbol of sunlight and morning glory.


I have the new players handbook in the first adventure Dragons demand in my grubby hands to ask any questions you might have.


Sorry, dragons demand and the new phb? Or did I misunderstood


SB: Can you list available fighter archetypes? I'm in Canada on vacation on an island and not likely to have service til Monday. I don't think I'm getting my book til late in the month also. I had rolled for a trinket also ... I remember rolling a 77 and forgot what the trinket was. I think drawing of complex mechanical device.

Bor pulls out a small folded piece of cloth. Highly detailed sketches fil its entirety. A great mechanical beast with rakes for legs and giant turbines beneath it , a score of yolk stretched out before and a lone seat atop.
I know not what it means but I have a sense that it can be used to great advantage in cultivating land. The craftsmanship involved is beyond my understanding.

Sczarni

Would for sure like to get in on this. I am leaning toward warlock, but possibly Arcane trickster or bard. Will need to see the book to make my decision.


4d6 ⇒ (5, 5, 1, 2) = 13=12
4d6 ⇒ (1, 6, 3, 5) = 15=14
4d6 ⇒ (4, 6, 3, 4) = 17=14
4d6 ⇒ (4, 2, 2, 3) = 11=9
4d6 ⇒ (3, 6, 4, 6) = 19=16
4d6 ⇒ (4, 2, 4, 2) = 12=10

So that is 16, 14, 14, 12, 10, 9. Not too shabby at all. Looks like a typical gruff dwarf in the making.

Cheers


Bor Bersk wrote:

SB: Can you list available fighter archetypes? I'm in Canada on vacation on an island and not likely to have service til Monday. I don't think I'm getting my book til late in the month also. I had rolled for a trinket also ... I remember rolling a 77 and forgot what the trinket was. I think drawing of complex mechanical device.

Bor pulls out a small folded piece of cloth. Highly detailed sketches fil its entirety. A great mechanical beast with rakes for legs and giant turbines beneath it , a score of yolk stretched out before and a lone seat atop.
I know not what it means but I have a sense that it can be used to great advantage in cultivating land. The craftsmanship involved is beyond my understanding.

Looks like:

Champion
Battlemaster
Eldritch Knight


Seth86 wrote:
Sorry, dragons demand and the new phb? Or did I misunderstood

Dragons Demand and the new Players Handbook.

1 to 50 of 106 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Supreme Beings Tyranny of Dragons (5E) Pbp All Messageboards

Want to post a reply? Sign in.