The City of Splendors

Game Master littlehewy

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Map of Ardeep Forest
Map of Waterdeep
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Grand Lodge

Oh okay thought I started with a feat. I can get rid of it and my associated skills.


GM Hewy, Alias done. Will finalize back story and equipment. On consideration on alignment i think ill go with NG rather than a direct alignment with Torm. The possibility of shifting from this through the campaign or changing deities completely could still be on the cards. This would also reflect that he has only recently found Torm and may not yet have the perfect fit.


Responses to new submissions to come, just wanted to note that I'm still accepting new interest but characters need to be completed by Wednesday midnight GMT. So many good characters put forward so far, this is going to be tough...


Greycastle: Nice job, Discovery as granted by your background is a cool one, and I would work at least something to do with my campaign ideas into that. Your background in general gives me a lot to work with, which is great.

Daniel Stewart: Okay, so that backstory works nicely, could have you based in Mirabar, perhaps you've got a lead in Waterdeep for Falco? Coupled with your need for work, you may have taken on the caravan guard job to kill two birds with the one stone? Looks good, and as previously noted, the only rogue completed thus far :)

Having said that, while party composition is a thing, it will only be one of many factors in choosing characters, and certainly not the most important, so other martials please don't stress.

Critzible: Too easy :)

Beerg: Great, I like the inherent tension, or required character development, or whatever, that gives.


I have run Sunless Citadel (both 3rd ed and 5th) run Forge of Fury (but only in 3rd not the new one - long ago around when it was first released). I have played through Return to the Tomb of Horrors in 2e, but never the original, though my understanding is that it's the same with bits added (that would have been around 2-3 years ago?)


Finally, here is Redjak of the Elk. A Reghedman who will journey south on the word of visions.

http://paizo.com/people/RevjakOfTheElk

Appearance:

Taller than most southerners by a head, Redjak looms over most. He has the fair blonde hair and light blue eyes typical of his people, the Reghedmen. His cheeks, neck, bare chest, and arms are covered in tattoos proclaiming his allegiance to the Tribe of the Elk and to Tempos.

Personality:

Redjak is devoted to his tribe and their ways. His zeal is tempered by a natural inclination towards generosity and protective inclinations. But he does hold grudges tightly, especially if he believes it is the tribe or Tempos whom has been offended.

Background:

Redjak was born to the Tribe of the Elk on a day where a great white elk was seen watching the camp, and strange omens continued to surround him since that day. A wolf suprising him and making him change direction, leading to him finding a dwarf caravan under assault. The gratitude of the dwarf merchants leading to trade for the tribe and a fine glaive for him. He saw the white elk again, on a mountain, and then spied the orcs sneaking down the face. His marathon back to the tribe to bring warning became a thing of legend, though overshadowed by his glaive-work later that day.

When the shamans told Redjak of visions, he of course listened. They spoke of warning, of turmoil. That Redjak must leave for the southern city of 'Waterdeep' and find his destiny there, at least for a time. He accepted immediately and left to protect his tribe, even if in a strange fashion.

Mechanics:

Redjak of the Elk
Male Human (variant) Barbarian (zealot) 1
Chaotic Good
Height: 7', Weight: 298lbs, Age 21
Init +1; Passive Perception 12
XP: 0
Inspiration: 0
--------------------
DEFENSE
--------------------
Armor: Unarmoured (10 +1 Dex +2 Con)
AC: 13
HP: 14
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Glaive +6 1d10+4 slashing — 6 lb. heavy, reach, two-handed
Handaxe +6 1d6+4 slashing 20/60 2 lb. light, thrown

Ranged
Handaxe +6 1d6+4 slashing 20/60 2 lb. light, thrown
Javelin +6 1d6+4 piercing 30/120 2 lb. thrown
--------------------
STATISTICS
--------------------
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 8 (+1), Wis 10 (+0), Cha 8 (-1)
Proficiency Bonus +2
Saving Throws: Strength, Constitution
Skills Acrobatics +1, Animal Handling +0, Arcana -1, *Athletics +6, Deception -1, History -1, Insight +0, *Intimidate +1 / +6, Investigation -1, Medicine +0, Nature -1, *Perception +2, Performance -1, Persuasion -1, Religion -1, Sleight of Hand +1, *Stealth +3, *Survival +2
Languages: Common, Dwarven, Orcish
Gear: Glaive, Two Handaxes, Four Javelins, Explorer's pack, hunting trap, set of tattoos, a set of traveler's clothes, Leatherworker' tools
Coin: 0 PP, 10 GP, 0 EP, 0 SP, 0 CP
-----------------------------
RACIAL TRAITS
-----------------------------
Ability Score Increase: Two different ability scores of your choice increase by 1. (Str, Con)

Skills: You gain proficiency in one skill of your choice. (Stealth)

Feat: You gain one feat of your choice. (Polearm Master)

-----------------------------
CLASS FEATURES
-----------------------------
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

L1: 2 rages

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

-----------------------------
FEATS
-----------------------------
Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

----------------------
BACKGROUND - Uthgardt Tribe Member
----------------------
Overview
Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe. Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument or artisan's tools (Leatherworker' tools)
Languages: One of your choice (Dwarven)
Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp

Feature: Uthgardt Heritage
You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.

Origin: Pilgrim

Personality Trait 1: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.

Personality Trait 2: I watch over my friends as if they were a litter of newborn pups.

Ideal: Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)

Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.

Thinking about it, the 2nd and 3rd edition D&D that I've played has all been homebrew settings or adventures.


So far we have...

    Martial
  • Filios: Carric Amastacia - wood elf ranger
  • Decimus Observet: Redjak of the Elf - human barbarian
  • Vrog Skyreaver: Piety - warforged martial
  • scranford: Vinter Klodge - human fighter
  • ScrappyG: Beerg - half-orc paladin
  • WerePox47: Kraz Thadoom - half-orc barbarian
  • Daniel Stewart: Jack of Shadows - human rogue
  • Greycastle: Sorin Greystone - half-elf monk
    Arcane
  • critzible: Joxi Wigglefits - gnome bard (needs fluff)
  • Faelyn: Reynwyn - half-elf warlock
  • mishima: Nilelane - high elf illusionist
    Divine
  • spinningdice: Signey - human cleric
    Concepts/Ideas
  • DeviousDevious: halfling monk
  • GM Ash: dwarf battlerager
  • DM Greaek: human paladin
  • Daynen: rogue
  • roreck55: dwarven cleric (tempest/forge)


Decimus Observet: All looks good, vision quests give GMs plenty to work with :)


My Halfling Monk:

Ore Thornstick:
Background:
Far Traveler: See Backstory, below.

Bond:
3- I hold no greater cause than my service to my people.

Flaw:
3-I have a weakness for the new intoxicants and other pleasures of this land.

Ideal:
1- Open. I have much to learn from the kindly folk I meet along my way. (Good)

Personality Trait (2x):
5- I honor my deities through practices that are foreign to this land (Mischief, Good-Hearted)
3- I have a strong code of honor or sense of propriety that others don't comprehend.

Backstory:

Ore took himself seriously, as much as a halfling can, anyway. He appreciated the finer things in life, and he enjoyed his leisure time heartily and often, but perhaps not as much as he might have. Gifted with a sharp mind, not for figures so much as for philosophy, he was a bit less exciting than some of his friends would have liked. To be sure, he had plenty of friends, and plenty of fun. However his friends, for better or worse, were a lively crowd, and enjoyed practical jokes and mischief a bit more than did most. So Ore, who generally spent most of his time reading at the library or debating the monks just outside of town, found himself increasingly their target.

Wise as he was, Ore generally saw through most pranks before they could come to fruition. His keen sense for lies and misdirection rendered him relatively immune to the majority of his friends’ misdirection. They came to treat it as a game, and one that truthfully Ore quite enjoyed playing. His friends would invest time, often days or weeks, into more and more complex bits of mischief, and the onus would be on him to figure out what was real and what was not. As time passed they all matured, some more than others.

Their last prank was arguably their best or their worst. Ore had been spending more time at the monastery than usual for the last few months, and his friends hadn’t seen him in weeks when they got their idea.

They started off subtle, trying getting into his head. Sneaking into his rooms at night, they’d do little things, like moving his bookmarks, and leaving new texts on top of the piles of borrowed books. They’d have just-loud-enough-to-overhear conversations about some far off injustice taking place in the Western half of the world. Each bolder than the last, they spread out their actions over the course of a few weeks before the final act: impersonating the voice of Yondalla herself while Ore was nodding to sleep. Calling Ore to service, they gave voice to The Protector, expecting their friend to come to them in the morning having seen through their ruse. They were partly right, he did come.

The next morning, Ore found them all at breakfast, a large smile plastered across his face and a pack strapped to his back. He’d hear none of his friends claims that his experiences calling him to wander West were anything but divine. They begged him to stay, confessing to their machinations and apologizing over and over, but Ore wouldn’t budge; he believed it his holy duty, he said, and pilgrimage West and better the world. And so, he bid his family, friends, city, and country all farewell, and set out, not sure what he was looking for, but looking forward to the journey all the same.

As he waved the last wave to his friends he turned to look at the road in front of him, and burst out laughing. That’d teach them!.

Physical Description:
Ore stands about 3 feet tall, and is ruggedly built- for his size anyway. He’s got a perennial smile, bright jade-green eyes, and mousy brownish hair that he keeps tied back behind his head. He tends to wear simple clothes, emphasizing comfort over style, though he’s much better described as casual as opposed to ascetic. He takes measured steps, rarely rushing into anything, and tends to look around a lot as he walks: some of this is wisely-measured caution, but mostly he’s on the lookout for things he might find interesting as he travels through a strange land. He’s got a pair of appropriately-sized weapons tied to his pack, but prefers to leave them there as he walks about. The reasoning is twofold: firstly, he knows he’s more likely to makes friends without a blade in-hand, and secondly, he knows he’s just as capable a defender without a weapon as he is with one.

Personality:
Ore’s time with the monks, reading on ethics and social responsibility and the like, gave him a broad appreciation for the works of good folk. As he became more aware of the goings-on in the world, he asked himself: why am I not doing something? And unable to find any good reasons against it, he decided to pack a bag find some good to do. That he was able to turn a prank around on his friends and let them think they’d convinced him to run away from home was a hilarious bonus. Ore appreciates humor, maybe more than people realize. He loves a good joke, though he’s not willing to make one at another’s expense if he thinks they might be harmed by it.

Ore subscribes wholeheartedly to Yondalla’s values of defense, and embraces that aspect of his God as he travels, hoping to help people both where they know they need it and where they don’t.

Like most of his people, Ore appreciates the heck out of a good meal, and travel in a strange land has so far been an exciting culinary adventure.


38 hours to go, bump for all those who haven't completed their submissions! No more new interest, so only those who have already dotted and are on the list above from here on. Thanks folks.


DeviousDevious: Nice character, love the idea of a ripped little halfling. Just a reminder to get Ore's crunch together before submissions close.


Ore, completed:

Character Name: Ore Thornstick

Class: Monk
Level: 1
Background: Far Traveler
Race: Halfling - Strongheart (Stout)
Alignment: LG
Deity: Yondalla
Homeland: Luiren

Basic Stats: (27 pt buy, +2 Dex, +1 Con)
Strength: 10
Dexterity: 17
Constitution: 12
Intelligence: 10
Wisdom: 15
Charisma: 10

Proficiency bonus: +2

Saving Throws:
Strength Save Total:+2
Dexterity Save Total: +5
Constitution Save Total:+1
Intelligence Save Total: +0
Wisdom Save Total: +2
Charisma Save Total: +0

Combat Stats:
Armor Class: 15 (10+Dex+Wis)
Initiative: +3
Speed: 25
Hit Dice: 1d8
Max HP: 9
Current HP: 9/9

Attacks:
Unarmed Strike +5 -- 1d4+3 bludgeoning
Hand Axe(20/60) +5 -- 1d6+3 slashing
Darts (20/60) +5 -- 1d4+3 piercing

Ki Abilities:
Save DC = 13 = 8 + your proficiency bonus + your Wisdom modifier.
None yet though!

Proficiency:
-Armor: None (class)
-Weapons: Simple Weapons & Short Swords (class)
-Tools: Flute (background)
-Skills: Acrobatics (class), Stealth (class), Insight (background), Perception (background)

Equipment:
Hand Axe 2 lb 5 gp
Explorer's Pack
Darts (10x)

Gold on Hand:
0

Carrying Capacity:
STR x 15 = 150 lb

Features and Traits:
-Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
-Brave: You have advantage on saving throws against being Frightened
-Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
-Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
-Unarmored Defense: See ‘Monk’.
-Martial Arts: See ‘Monk’.

Languages Known: Common, Halfling (race), Undercommon(background)

Experience Points:
0

Background:
Far Traveler: See Backstory, below.

Bond:
3- I hold no greater cause than my service to my people.

Flaw:
3-I have a weakness for the new intoxicants and other pleasures of this land.

Ideal:
1- Open. I have much to learn from the kindly folk I meet along my way. (Good)

Personality Trait (2x):
5- I honor my deities through practices that are foreign to this land (Mischief, Good-Hearted)
3- I have a strong code of honor or sense of propriety that others don't comprehend.

Backstory:

Ore took himself seriously, as much as a halfling can, anyway. He appreciated the finer things in life, and he enjoyed his leisure time heartily and often, but perhaps not as much as he might have. Gifted with a sharp mind, not for figures so much as for philosophy, he was a bit less exciting than some of his friends would have liked. To be sure, he had plenty of friends, and plenty of fun. However his friends, for better or worse, were a lively crowd, and enjoyed practical jokes and mischief a bit more than did most. So Ore, who generally spent most of his time reading at the library or debating the monks just outside of town, found himself increasingly their target.

Wise as he was, Ore generally saw through most pranks before they could come to fruition. His keen sense for lies and misdirection rendered him relatively immune to the majority of his friends’ misdirections. They came to treat it as a game, and one that truthfully Ore quite enjoyed playing. His friends would invest time, often days or weeks, into more and more complex bits of mischief, and the onus would be on him to figure out what was real and what was not. As time passed they all matured, some more than others.

Their last prank was arguably their best or their worst. Ore had been spending more time at the monastery than usual for the last few months, and his friends hadn’t seen him in weeks when they got their idea.

They started off subtle, trying getting into his head. Sneaking into his rooms at night, they’d do little things, like moving his bookmarks, and leaving new texts on top of the piles of borrowed books. They’d have just-loud-enough-to-overhear conversations about some far off injustice taking place in the Western half of the world. Each bolder than the last, they spread out their actions over the course of a few weeks before the final act: impersonating the voice of Yondalla herself while Ore was nodding to sleep. Calling Ore to service, they gave voice to The Protector, expecting their friend to come to them in the morning having seen through their ruse. They were partly right, he did come.

The next morning, Ore found them all at breakfast, a large smile plastered across his face and a pack strapped to his back. He’d hear none of his friends claims that his experiences calling him to wander West were anything but divine. They begged him to stay, confessing to their machinations and apologizing over and over, but Ore wouldn’t budge; he believed it his holy duty, he said, and pilgrimage West and better the world. And so, he bid his family, friends, city, and country all farewell, and set out, not sure what he was looking for, but looking forward to the journey all the same.

As he waved the last wave to his friends he turned to look at the road in front of him, and burst out laughing. That’d teach them!.

Physical Description:
Ore stands about 3 feet tall, and is ruggedly built- for his size anyway. He’s got a perennial smile, bright jade-green eyes, and mousy brownish hair that he keeps tied back behind his head. He tends to wear simple clothes, emphasizing comfort over style, though he’s much better described as casual as opposed to ascetic. He takes measured steps, rarely rushing into anything, and tends to look around a lot as he walks: some of this is wisely-measured caution, but mostly he’s on the lookout for things he might find interesting as he travels through a strange land. He’s got a pair of appropriately-sized weapons tied to his pack, but prefers to leave them there as he walks about. The reasoning is twofold: firstly, he knows he’s more likely to makes friends without a blade in-hand, and secondly, he knows he’s just as capable a defender without a weapon as he is with one.

Personality:
Ore’s time with the monks, reading on ethics and social responsibility and the like, gave him a broad appreciation for the works of good folk. As he became more aware of the goings-on in the world, he asked himself: why am I not doing something? And unable to find any good reasons against it, he decided to pack a bag find some good to do. That he was able to turn a prank around on his friends and let them think they’d convinced him to run away from home was a hilarious bonus. Ore appreciates humor, maybe more than people realize. He loves a good joke, though he’s not willing to make one at another’s expense if he thinks they might be harmed by it.

Ore subscribes wholeheartedly to Yondalla’s values of defense, and embraces that aspect of his God as he travels, hoping to help people both where they know they need it and where they don’t.

Like most of his people, Ore appreciates the heck out of a good meal, and travel in a strange land has so far been an exciting culinary adventure.


Good luck to all! Some great submissions - I do not envy the selection process, GM Hewy.


There's not a character yet that I wouldn't like to DM for. In a way, I'm kind of hoping no more submissions get made. I guess there are worse dilemmas to be faced with!


I agree with Carric and Hewy, there are so many fantastic submissions here! I wish you all the best of luck and definitely do not envy Hewy, I have been there myself as a GM/DM.


Last minute call folks... Nine and a bit hours to go! If you've dotted, feel free to make a submission.


Good luck to all, and good game to those who make it.


Good luck, everyone!


Good luck all!


Heres' Joxi without the fluff working on the fluff now


background:
Born in Ieirithymbul in the Sword Mountains north of Waterdeep, she was raised by Norri and Luxaunna who were humble miners. She was raised under the faith of the gnome pantheon many of who had members that kept them safe. Illusions, blessed traps and a variety of other countermeasures designed to keep out the orcs and trolls that plagued the mountains. Even after their Secret Guardian brought by Garl Glittergold himself kept them safe.

Joxi grew up like many Rock gnomes learning to craft and build as well as mine and what not. She eventually learned a bit of subterfuge magic from the village's priest of Baravan Shadowcloak, He was Named Rori Rockscrabble. Rori taught her how to harness her natural talents of spell casting and even how to skulk about.
Eventually, she began to master her training and with it she left the quiet village to seek out and aid gnomes elsewhere.This lead her to Waterdeep, where she spent her time as a tinkerer, fixing things here and there.while doing so she'd help her fellow gnomes against the other races.

The worst to date was the death of a known black marketer, and slaver for Xanathar. His specialty was gnomes and halflings. She teamed up with a few other gnomes and halflings and fought him, taking down his business. Unfortunately for her she was caught with the knife in her hand over the body. Instinctually she used the magic given to her to appear as a halfling woman from the washing well she frequented and ran off. Now that woman Maddie Tenderheart was sent to Undermountian for her crime. She lives with the fact as she saved more of her kinfolk than her compatriots ever dreamed as well as the ability to do more while remaining semi hidden trying to do the works of Cloakshadow and protecting her people from the injustice they receive.While also earning a living as a performer!


Good luck to all!!


Okay folks, thanks for your submissions, I'll let you all know very soon.


Hi folks, thank you all for the characters you put forth. Unfortunately, I can only choose five, but honestly I'm sure that I could have picked any five and had a great time running this campaign.

The discussion page is now up, and there's a little bit of "session zero" stuff that I'd like us to get through as quickly as possible (the next day or so) so that we can start gameplay. Those who have been selected can check in there and get discussing :)

So, I'm happy to announce that the party for the City of Splendors campaign is:

  • Reynwyn - half-elf warlock
  • Redjak - human barbarian
  • Signey - human cleric
  • Piety - warforged fighter
  • Carric - wood elf ranger

    Again, thanks everyone for your time, and apologies for those who weren't selected.


  • congrats to the chosen; happy gaming ya'll!

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