The World of Eafphqu: Team "good." (Inactive)

Game Master Hoary and Wizened

Setting Site

Battle Grid

Initiative:

Initiative =
Luna, Jun, Psalm, Nikeisha; BG (Red), BG (Orange), BG (Green), BG (Black); Quint, Hack; BG (Blue), BG (Purple), BG (Cyan), BG (Yellow).


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Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1
Psalm Nackle wrote:
Psalm snores quietly.

Aren't I a tool. Thank you Quint. Also thank you GM for the heads up. I will pay closer attention.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm stands "I'm with it. I'm with it." He stands and moves forward a few paces. "I hate this spell." He casts a sinister sounding spell his words racing. He throws out a hand to his left toward the worm pinched between Jun and Lin. Orange

Poison Spray DC 13 Con: 1d12 ⇒ 6


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

So there is no flanking bonus in 5e?!?!? That just SUCKS! & is NOT realistic by any means in my opinion. - my 2 coppers.

Luna turns to attack the worm between her and Shenkt (Sp?)

Attack on red: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d4 + 4 ⇒ (3) + 4 = 7

Well, good damage roll! Too bad I most likely missed. :-( And probably because of that stupid no flanking bonus! ;-)

"I can't wait to get out of these tunnels and back to the inn! I am going to take the longest bath they have ever known of!" she says loudly to no one in particular.


Battle Grid

Orange Con Save: 1d20 + 3 ⇒ (16) + 3 = 19

Nikeisha once again summons blue-green fire out of the aether and directs it with deadly accuracy at her enemy, charring a hunk off of the worm's rubbery flesh, and bringing the requisite scream that, at this point, is no longer even disconcerting, rather, she relishes it. A flash of happy malice glints across her face as the worm wriggles in searing pain. Lindaer follows up her fire with a piercing stab of his rapier deep into the worm's hide, and just as swiftly withdrawing it, spraying gore in a fountain from the deep wound. Psalm's puff of poisonous magical dust seems to have no effect on the worm whatsoever. Likewise Luna kicks out, but her heel rolls off the beast's rubbery flesh leaving no mark or damage. Fully expecting another round of slumber magic, the entire group is surprised to see that the worm's actually physically attack.

Yellow Slam vs. Lindaer: 1d20 + 3 ⇒ (12) + 3 = 15
Orange Slam vs. Jun: 1d20 + 3 ⇒ (17) + 3 = 20
Red Slam vs. Shenkt: 1d20 + 3 ⇒ (4) + 3 = 7
Red Slam vs. Shenkt Advantage from Reckless Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Jun Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Shenkt Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Lindaer easily dodges the worm's clumsy attack aimed at him, but the group's Tindarese half-elf bard is not so lucky, nor is their Highland warrior. Both feel the brute force of the worms as they undulate their muscle and slam their bulbous bodies against them.

Okay, batter up everybody, worms are done, so you can all take another turn at your convenience. :)

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Hit vs orange: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Dodging the attack, Lindaer jumped back at the worm, silently thrusting with his rapier. He wasn’t the strongest of men to be sure, but he used his momentum to push the steel dip into the creature.


Gom flips her bronze daggers into a backhanded grip before lunging out at the deep horror...

Main Attack Orange: 1d20 + 5 ⇒ (15) + 5 = 20
Off Attack Orange: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 2d4 + 3 + 1d6 ⇒ (3, 2) + 3 + (3) = 11

...piercing its flesh and twisting the blades, she wanted to kill it for certain.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Sighing, Nikeisha got back to her feet. These creatures were persistent, powerful and probably fearless. It would be admirable if they weren't monsters who devoured the minds of children.

As it was it looked like Shenkt and Luna had one to the right cornered, she turned her attention to the otherside and fired a bolt at the one of the beasts accosting the others, the one further away. She could reach it while the others finished off the ones closer.

Eldritch Blast (Yellow): 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Crit): 1d10 + 1d10 + 4 ⇒ (10) + (5) + 4 = 19


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Luna again attacks the worm between herself & Shenkt.

Attack on red: 1d20 + 6 ⇒ (20) + 6 = 26 YAY! :-D

[ooc]5e Crrit? Do we have to re-roll to confirm? Do we roll damage twice or do double damage? And do I also double my + 4?

damage: 1d4 + 4 ⇒ (4) + 4 = 8

[dice damage for crit maybe?]1d4 + 4[/dice]


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm chants again and a thorny whip reaches out toward the same worm.

Thorn Whip Attack Orange: 1d20 + 4 ⇒ (4) + 4 = 8


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

For 5e, crits roll dice twice, static modifiers x2. And ability modifier once. So, you would be 2d4+4.

Round 2, Rage Round 2/10, Reckless Att

Hack attacks recklessly again.

GA Att: 1d20 + 7 ⇒ (9) + 7 = 16
GA Adv Att: 1d20 + 7 ⇒ (20) + 7 = 27
GA Crit Dam: 2d12 + 4 + 4 ⇒ (4, 4) + 4 + 4 = 16


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Oops! I did some of those codes wrong because I was at work & kept getting interrupted by phone calls from customers! How Rude! So here is my second d4 of damage.

second d4 of damage for that previous crit: 1d4 ⇒ 3

Yay 1 short of max!


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Talk about the tide turning!

Jun will call upon his newfound power to curse his enemies!

Casting Bane. They will each need to make a Cha save (DC 14) or take a -1d4 penalty to attacks and saves for the next minute.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Boddy shoots his fire bolt at whatever worm may still be up

to hit: 1d20 + 4 ⇒ (6) + 4 = 10

Sigh


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint steps out from behind the bend in the tunnel and fires off an arrow (at orange, unless he's dead, in which case he fires at yellow), then steps back behind bend.

Arrow @ orange: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7
Arrow @ orange (advantage): 1d20 + 6 ⇒ (19) + 6 = 25
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

Oh, and here's the stealth I forgot to roll last round when I took the hide bonus action, to see if I actually do get advantage this round. If it fails, ignore the advantage roll. Oops.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20


Battle Grid

Okay well a bit of retconning becomes necessary because by the time Shenkt's turn was over, there weren't any enemies left!

Lindaer and Gomdebo make such quick work of the worm between them that it doesn't even have the time to shriek its dying scream. Once again, Nikeisha's power demonstrates itself in spectacular fashion as her ball of blue-green flame explodes in a burst of bright death. Luna kicks the worm that dared attack her friend right to death, and Shenkt charges across the tunnel following the light of Nikeisha's torch to slam his axe in the only remaining worm, severing it immediately in twain. The scream of the last two dying worms echoes across the acoustics of the tunnel, and then, only moments later is echoed by such a terrible, terribly loud, ominous bellow that the very earth trembles with the force of it. Suddenly the wall that was to the north collapses, along with every portion of the tunnel in front of the group. What is revealed is a pit, angled, rough, perhaps climbable, but a pit that descends so far into the darkness that even those with darkvision can't see the bottom. And that pit is the only way to continue on... There are no other tunnels in the vicinity. Did the queen have her brood build this pit? Is it an invitation to death? Those of even average intellect are very awary that if worms attack through the pit's walls while the group tries to make the descent it would result in disaster. This mission becomes more and more treacherous with every passing minute.

And we're out of initiative. Loving all these crits. What is that like three crits on Eldritch Blasts for Nikeisha?! Sweetness. Just in case it wasn't clear, I'm actually adjusting the Battle Grid just to make the dimensions of the pit clear. Black shape is the edges of the pit; it is more than 60' deep. The only way to tell how deep would be to do a sounding of some kind, not even sure if you have enough rope for that...? :D

Also, Quint, just so you are aware, the worms have tremorsense, and therefore within a certain range, that I will not disclose, they cannot be hidden from if both you and they are in contact with the same "surface." That's not something Quint would likely know though, as he's not use to dealing with burrowing enemies. :)

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Wiping his blade clean, Lindaer looked at his companions with newfound respect. He was in the company of warriors. However, what they needed now was an engineer.

”I don’t suppose any of you can fly?” He said dryly. ”Where force of arms has failed to stop us, it looks like gravity will do the trick.”


"Ive a hook, though no telling the depth of this chasm...aiy, give me a moment..."

Gomdebo lights her bottle of oil on fire and tosses it down into the pit.


Battle Grid

Well played Gomdebo. :)

The group watches as Gomdebo's fiery bottle falls down, down, down, and then shatters and splatters over one hundred and twenty feet below the rim of the pit. The light, as it traveled down, also revealed that the pit, while wide at the top, narrows to no more than ten feet in diameter at the bottom, almost like a funnel. In addition, the light from the shattered oil bottle, spread across the floor of the pit, sends flickering shadows into a dark tunnel that heads north out the base of the pit. That tunnel, though it is difficult to tell via the dim flickering light from this distance, looks much narrower than the tunnels the group has been traveling in so far.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

"No way I'm going down there. No way at all"

"Uh, right then. Can't get past that can we? Shall we go back and get reinforcements? Reinforcements with LOTS and LOTS of rope?"


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

"I have 50 ft of rope & 10 Pitons and I am a relatively decent climber as well. Anyone else have more rope or a grappling hook or more pitons? - Also, I have 5 flasks of oil. That fire thing you just did Gomdebo, might be a good idea to use fiery oil on the big momma when we find her?"


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

"Let's start with this: Is anyone significantly injured?" asks Jun.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I am slightly wounded. I have 50 feet of rope to add.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"No harm here. No rope either." Fighting at range was useful that way, and her new magics helped protect her even further. Looking into the pit, Nikeisha frowned. "We should be wary. Those we just thought were probably some kinda warrior breed or royal guard."


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

"Good point Jun! I am not hurt though. I also have both a hammer & a crowbar which may come in useful." as she rummages through her backpack.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"I have rope as well. A little less than 50 as we have use it weapon lashing and tying ourselves together. Still I imagine we've enough to reach the bottom."


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm attends to Shenkt wounds.

Cure Wounds 1st Level: 1d8 + 3 ⇒ (6) + 3 = 9

"Be blessed with the light of Aldellion."


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint speaks up distractedly as he looks down the pit. I brought climbing gear. Rope (also 50ft), pitons, a hammer... Quint looks thoughtful for a moment, then becomes indignant. ...but Boddy's right. We just saw them collapse a tunnel, blocking our way. If they do that in front of us and behind us at the same time, they can just leave us there to die. We'll have no chance of getting out, and that becomes more true the deeper we go. Hells, they could just collapse that shaft as we are climbing down, and those who don't fall to their deaths will be buried alive. We need to come up with a better plan than continuing to do exactly what they want us to do.

He pauses for a moment, looking each of his companions in the eyes in turn. Did anyone even think to bring a shovel? What if they blocked the other path because the queen is right behind it? We don't even know where we're going, and we're not prepared for this!


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"We can certainly come back again but other than the fact I might be able to burrow as a rodent the other problems will remain. The can move through the earth differently than we. How likely is that to change? We can stock up on supplies perhaps raise help from others but matching or surpassing their advantage on their home turf is unlikely. Yet brood mother hatches more worms that can knock out and kill. Are we killing them faster than she can breed them?"


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Thank you, Psalm.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

If you could burrow, at least you'd be able to scout effectively! You could tell us if we were going the right way! I've been walking down these tunnels alone, by myself, looking for dangers like this one before the rest of you come along, trying to give us any advantage we can get, but there is nothing to see! Then the terrain changes at their whim! Why are these tunnels even here?! The worms don't need them! They don't even use them! The tunnels are clear when I scout them, then they burst out of the walls to attack when the rest of you come along! These tunnels are one big trap, and we're just walking deeper into it!

Edit: Note to the GM: Sorry if I'm making things more difficult for you, but I just can't see my character continuing to go along with this.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"Even if I could turn into an animal that could burrow I think I would be slower than they and have little advantage to knowing they are coming. The whole turning into animals is new to me. It is something I have worked for but only recently in my contemplations and granted powers do I dare think its possible."

GM would a mole have tremor sense.


Quint, no apology necessary, on the contrary, I'm loving your role play. It is perfectly valid, and absolutely logical. Quint is right, this series of tunnels is absolutely the worms leading you exactly where they want you and testing your ability to defend. So far you've all proven the better, but, as the worms have shown, that just causes them to adjust their tactics. :) Keep it up, I want to see how everyone reacts! @Psalm. Yes, I would rule that a mole has tremorsense. :)


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Btw, it's not something Quint would know about, but I would think Gomdebo would have something to add at this point about the supply of air (or lack thereof) as we continue down this tunnel with no air shafts. There's also the possibility that it could, at any moment, intersect a pocket of natural gas and suffocate us all.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"Well, I don't think any of us expected this to be anything but a trap, did we?" Nikeisha looked around. "But right now we don't have an abundance of options. Spring the trap and take the cheese is the only choice I can think up. Until we have a better choice pressing ahead is all we can do. Otherwise we walk back out through the same traps...for nothing."


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

What cheese?! Quint asks, exasperated. What are we even trying to accomplish here? We have no reason to believe we're even getting closer to the queen! They're probably sending us in the wrong direction! Everything we know, everything we are seeing, it's just what they want us to see. We should have kept looking for a way to track one, or interrogate it, or to detect them while they're burrowing, or to learn SOMETHING that they don't want us to know!


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"Mouse trap reference. In this case, the cheese would be killing the queen." Nikeisha looked at Quint. "Alright, then. How would we track one, and why wouldn't it lead us straight here? Interrogate one and get told about this place? We ain't moles, so we can't hear burrowers. We didn't have many choices, and as far as I can tell this is the best." She smiled a little. "'Side, we learned they blow up if you hit them enough. Doubt they want us to know that."

Frowning, she paused for a momnent, and added, "You ain't wrong about one thing, though. We need to work out a way to stop dancing to there tune." She paused for a moment. "Reckon they have a second set of tunnels? Be easier than constantly digging, wouldn't it? Just burrow through the wall in to the trap tunnel and pounce..."


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

"My companions, let us examine our options:

First, we can return to town, acquire more supplies, and then return here; during which time more people may be hurt or killed.

Secondly, we can press forward and keep working our way towards the mother of these creatures, or perhaps their den. As some have pointed out, the downside of this is that we could become trapped and killed by their use of terrain.

As I see it, We have those two options, or some variation of either.

I guess now the question is, do we think the passage of time with improve either option to being the 'right' one? I have my opinions, but it is not just my life on the line, but all of yours as well.

Perhaps if we each were to vote on which path we believe to be the best one, we can then discuss what we think is the best way to go about pursuing our chosen path?"


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}
Nikeisha wrote:
Frowning, she paused for a momnent, and added, "You ain't wrong about one thing, though. We need to work out a way to stop dancing to there tune." She paused for a moment. "Reckon they have a second set of tunnels? Be easier than constantly digging, wouldn't it? Just burrow through the wall in to the trap tunnel and pounce..."

Quint thinks for a moment. Maybe. It's a better idea than continuing to do what they want us to do anyway. We should go get some shovels so we can find out. Quint then looks around the tunnel. And while we're at it, maybe find some miners to talk to about making sure these tunnels don't collapse on us.

Thinking for a moment, Quint adds, Burrowing isn't magic. Even if the ground they're moving through isn't softer than whatever's holding up the ceiling of this tunnel before they go through it, it must be left softer, easier to dig, after they go through. Even if the passage collapses after they move through, that must leave looser dirt in and above their passage, with compacted dirt below and on the sides. With the right equipment and a little practice, we should be able to follow that path. Of course, burrowing creatures should have an easier time, maybe we could recruit some to help us.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

It feels like we're in Starship Troopers (the book, not the movie) :-). I want my Power Armor

"Quint is absolutely right. Continuing on the way they want to is just suicide. I'm all for being brave and stuff but suicide is silly. We HAVE to come up with a better plan than "Continue until one of their traps succeeds".

Oh, and I have a shovel :-)

There is one thing we can do if we want to spend the time. I've got Alarm in my spell book. I can cast it. A LOT. At least we'll get warned a bit ahead of time. But I'd have to do it as a ritual so its going to take a LONG time

But I think we need to retreat. Fighting them on their own terms just isn't working. "


"Ach! Nay, we cannae stop now, we have to press on! They have us where they want...? No, I don't think so, unless them getting killed is what they want. Yer bein paranoid, ye don't know that collapse was caused by them...much more likely they retreated quickly in fear and the collapse was accidental. And there's no gas, that fire would've sparked it! C'mon, we should at least investigate down there...who else will? Every second we're away more of the slimy suckers pop out 'o the queen's arse...support structure for bare dirt take a very long time, ye can't rush that kind of carpentry, the joints gotta be just so. No! For those reasons I say we press on."


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun looks to the others, waiting to get their take.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

”If we retreat, when we come back what will be different? And will the worms even still be here?”


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Nikesha shook her head. "We don't retreat. That's pointless. We don't wanna have to walk out - and then back through - a bunch of there traps no matter where we come in, just to give them time to breed more and eat more. No, we settle them now."

Pausing, Nikeisha added, "You can bet there real run, if this isn't a simple gauntlet to defend it will be nearby. You don't trap a random hole, right? And that's assuming they're smart enough to build a second burrow just for us. What we need to do is find it." Clicking her toungue, she considered. "OK...other than real good ears, wot we got that might find where the buggers are hiding?" Although she did put her own ears to use listening.

Perception: 1d20 + 1 ⇒ (4) + 1 = 5


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

If you're right, the first thing we should try is digging in the areas where the worms came through the walls. Boddy, can I borrow that shovel?


Battle Grid

Unfortunately even with shovel in hand, there's no conceivable place for Quint to dig. The worms that attacked them most recently popped out of the northern facing tunnel walls, walls that have since collapsed into the pit. Quint stands at the edge of the pit for a moment, examining the ripples in the earth above, below, and all around, and something suddenly strikes him. It's very possible Gomdebo has hit the proverbial nail right on its head. After looking at the lines and shapes in the dirt, Quint comes to the same conclusion; what caused the collapse was not a designed trap, but a quick and massive movement of worms in retreat?! That would explain why the pit tapers at the bottom, and the adjoining small tunnel exiting it to the north... The worms all fled to the appropriate depth, and then dug, single file, as hive minded creatures would, back to safety. Or back to protect their queen. If that is so, it gives great credence to Nikeisha's surmising that the worms the group just defeated were some kind of elite guard, or royal protectorate. Perhaps, rather than trying to further test the adventurers, the queen has become frightened, and recalled all her forces to herself? If that's the case, she just unwittingly provided the very means to find her, albeit another one-hundred and twenty feet below ground, and through another tunnel that is five feet in diameter, a narrow passage for the group's bigger memebers. Thankfully, as Gomdebo pointed out, the flame from her oil-bomb would have sparked any gas pockets, that hazard, at least, is not present, but traversing, single-file, in a passage that most likely leads directly to the queen and every worm in her hive, does not sound pleasant in the least. Quint takes out his hooded lantern, and sparks the wick. He then hands it to Shenkt, and says, "You're going to need this."


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm zones out of the debate. Absently nodding with others echo his sentiments for pressing on.

That was a lot of posts. LOL. GM Question- When the worm and I had our moment of communication. I saw things. Do I feel like we are proceeding toward our goal (ie seeing familiar things from that mental conversation)? Or is this just a vague sense of hey tunnels its probably this way? I think its somewhere between those extremes but I wondered if there was insight that Psalm would have before I went and RPed having or not having insights to share.

As he zones out he holds up his hand grabbing it with his other hand by the wrist. His eyes go wide as for the first time ever he grows fur on the back of his hand and his fingers grow like claws. He rolls back on his feet like he might faint. He lets go of his wrist and shakes his furry hand that seems to revert to gnome regularity. "Whoa."

Forgive my fluff I am trying to figure out how someone suddenly learns to Wildshape mid adventure.

He pipes up, "If we stay and press on. Which I think we should. I can help us do two things." He puts a hand to his chest like he is steadying himself. "I've never done this before. BUT. I can make myself a mole or shrew. It would allow us to get a sense I think when the worms might be on the move or close. I doubt as a mole I will be as fast as the worms but we could explore where they are coming from."


Psalm, you are right that it is somewhere between those two extremes. I'd been fine with you roleplaying some sort of residual, nebulous mental link left over from your mental communication with the worm. Such a residual connection would definitely indicate that you are getting closer to the queen, but provide no solid directional advice. Also! LOVE the roleplay of the newfound druidic ability. If you didn't already have Inspiration, I'd have given it to you right there. :)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

We need to keep after 'em. We came here to kill 'em, and that's what I aim to do.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"I need also to say if it was not clear." He steadies himself. "I touched the mind of that worm. We are getting closer."

"There is a big enormous piece of cheese in this mousetrap if that is what we are racing toward. I am not trying to be melodramatic. This is not a monster who might kill a few more people or animals. This is a exponential environmental threat that will decimate the region killing animals and people. We don't know the breed rate. If its high . . . given time perhaps only elves will remain locked in a struggle against millions of worms. And they will remember those dead races who could succumb to sleep. It could be that serious. That's why the druid is pro-eradication."

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

"Let's get on with it then. The gods have put us here for a reason. And I do not believe that it is to retreat."

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Welcome one and all to a new venture for me.

As the title says, this campaign will be using the 5e rules (full disclosure, it will be my first foray into DMing with these rules), Player's Handbook, Dungeon Master's Guide, and Monster Manual content only, with some extra exclusions because of the setting.

Speaking of the setting... As mentioned, this is a homebrew setting, somewhat fantasy cookie cutter, but with a few splashes of intrigue here and there. Name of the setting is Eafphqu, pronounced Ee-off-coo. All the particulars are navigable here at the Google site. Please let me know immediately if you have trouble accessing any of the material. I tried to make sure everything was available for public viewing, but I may have forgotten to click that button on a few things. Also on the topic of setting, it is my intent that the PCs chosen for the campaign will be a large part of fleshing out this world, and mapping its "history." Which is my way of saying the players in this campaign will take an active role in the continued creation and manipulation of the world of Eafphqu.

That goal is exactly why the title also makes clear that I'd like players who are ready, willing, and able to contribute to a deep and complex narrative. I’m hoping to get players with a mind for creative role-playing, and a desire to contribute to a long-running story. It is also why I desire to have players that are capable of posting on a very frequent basis, minimum of once a day, and then with time enough to post more than just a quick snippet of character action and requisite dice rolls. As I said, I want those ready and willing to partake of a grand narrative. Which is not me saying that the campaign is all about social interaction and nothing else. Certainly there will be combat, and sometimes, as it should, combat will be the very way that the narrative is fulfilled, but my imagining of the campaign is that even combat will be displayed creatively with flourishes of colorful writing.

Still here? Good.

First thing you'll need to do is familiarize yourself with the setting materials as it may (read: should) influence your character creation decisions. I'm looking for characters aligned along the neutral to good spectrum of the alignment grid. As I mentioned before, only PHB, DMG, and MM material allowed, with the extra exclusion that only PHB races are allowed, and even then no Dragonborn or Tiefling. As a friend recently put it, only "humans" with various degrees of ear-pointedness. :P

For stats you have options, all of which are laid out in the PHB. The three choices are: taking their standard array: 15, 14, 13, 12, 10, 8; using the 27 point buy method (described in detail on page 13 of the PHB), remembering that if you use point buy, as the rules say:

PHB pg. 13 wrote:
Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.

Or, the third, and by my way of thinking the preferred, though don't let that sway your choice, method, rolling 4d6 and dropping the lowest. I personally like rolling for stats so much that I throw in the bonus of allowing you to roll three sets of six numbers (4d6, drop the lowest, eighteen times total, but each consecutive set of six represents its own array). Rolling does provide the bonus of the potential to have an ability score of 20 at character inception.

For starting gear you can either use their choices for starting equipment as listed under the class headings, or you can roll for starting wealth and purchase as desired. The starting wealth table is on page 143 of the PHB. If you choose to roll for wealth, you are obligated to stick with purchasing equipment with whatever amount of wealth you roll. Once you’ve rolled for starting wealth, that’s how you have to go, no take-backs.

We are starting at level one and following the character advancement table found on page 15 of the PHB. The campaign will most likely start in Rydwyrna, the capital city of the Republic of Byrthelm, though, depending on the makeup of the party, I might change that. Certainly, if the majority of the characters are members of one of the six Orders, Rydwyrna will be the primary choice for starting point.

It will be of utmost importance that character background, including ideals, bonds, and flaws, are not simply chosen at random, but are deliberate decisions by the player in order to create a character that will be both fun and interesting to role play. If there are choices you the player would like to make for any of those items that are not in the stock lists, just ask! I’m very open to creating new and different ideals, bonds, and flaws. I will, very much, be basing my final decisions for inclusion in the campaign on how fleshed out I think a character’s background is. Part of that process will include reading a background for the character written as a narrative. It doesn’t have to be a novella, but if it’s anything less than a well thought out paragraph, I won’t even give the character consideration. Like I said, heavy narrative focus. :)

It is my experience that a well displayed set of data in the Race, Class/Levels, and Gender portions of the alias profile make things run much more smoothly and easily for all participants. Therefore I will also be giving preferential treatment to submissions that have that done already. HOWEVER!! I do not want to stop people who are new to Play by Post from submitting. It is my strong desire to increase the number of participants in this great hobby, including the venue of play by post, so I strongly encourage and welcome those who have never participated in a play by post game before to apply. I will do my best to try and help in whatever way I can.

I'm hoping to find players that have the perseverance to stick with this for the long haul, keeping those that were recruited going strong for years to come. Of course, I'm also a pragmatist, and know that the best laid plans of mice and men...

I'm excited to hear from those that would like to participate. I will have quite a bit of downtime over the coming U.S. Thanksgiving holiday (four days), and will be checking back often to address any questions that might pop up. Hope to hear from you soon!

Note to the players of my currently running Pathfinder campaign that were so excited they couldn't wait to roll stats for this new venture: please include a link to the post in the previous thread where you rolled for stats. Thanks!

Silver Crusade

Definitely interested. Rolling up stats :

4d6 ⇒ (3, 5, 1, 5) = 14
4d6 ⇒ (6, 6, 4, 1) = 17
4d6 ⇒ (6, 6, 6, 3) = 21
4d6 ⇒ (2, 3, 2, 4) = 11
4d6 ⇒ (6, 1, 4, 3) = 14
4d6 ⇒ (3, 6, 4, 2) = 15

So 13,16,18,9,13,13

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

14,8,15,14,9,13

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

16,10.10,16,10,11

Pretty obvious which array is best :-). Is that array TOO good ? If it is, I'm quite willing to reduce it a little to bring it into line.

Also, can one rearrange the stats or do I take them in order (with that roll, I'm very tempted to take them in order anyway :-))


Array one? Too good? Is there such a thing? :P I'm fine with you using: 13,16,18,9,13,13 before racial bonuses. The nine provides a low enough number that it could create some interesting role play opportunity. As to rearranging, yes, you are allowed to assign the stat rolls into the stat of your choosing. Go to it!

Liberty's Edge

Potentially interested. Will roll for stats just to see what I get.

Stat Rolls:

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

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

4d6 ⇒ (1, 6, 4, 2) = 13
4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (4, 4, 4, 4) = 16
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (2, 2, 1, 1) = 6
4d6 ⇒ (1, 1, 5, 2) = 9
12, 3, 12, 15, 5, 8


I am definitely interested. Cole Hillman is one of my characters in the Crypt of the Everflame that I play with your PC, Adelenna Dusksong. Therefore, I imagine that you are familiar with my posting frequency and playing style.

4d6 ⇒ (4, 3, 2, 2) = 11 = 9
4d6 ⇒ (2, 3, 6, 4) = 15 = 13
4d6 ⇒ (6, 1, 2, 5) = 14 = 13
4d6 ⇒ (4, 3, 6, 5) = 18 = 15
4d6 ⇒ (4, 5, 2, 5) = 16 = 14
4d6 ⇒ (5, 3, 2, 2) = 12 = 10

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

4d6 ⇒ (3, 6, 5, 6) = 20 = 17
4d6 ⇒ (1, 5, 3, 1) = 10 = 9
4d6 ⇒ (1, 2, 4, 2) = 9 = 7
4d6 ⇒ (4, 1, 4, 1) = 10 = 9
4d6 ⇒ (2, 5, 5, 6) = 18 = 16
4d6 ⇒ (4, 3, 4, 1) = 12 = 11

I will be using the second (middle array). I am thinking of a rogue of some sort. I assume that the new Xathander's Guide to Everything cannot be used based on your reference to only the core books.


I totally forgot to say in the original post that if you roll for stats, you have to pick one of the arrays. No rolling, and then deciding to point-buy because you didn't like any of the arrays.

Second, Filios, welcome, glad to have you apply, and you are correct that anything outside of the PHB, DMG, and MM is not allowed. Thank you for asking.


Thanks, I should have a character created over the next couple of days.


Checking in. Stats rolled here: link.

I finished statting-out my rogue as a half-elf after you said no gnomes, and now I have to decide whether I want to go back. The half-elf version is probably mechanically stronger (as a rogue headed for Arcane Trickster who is also a solid party face), but I had more RP ideas for the gnome version, so I'll probably end up switching back to gnome, which will mostly weaken the party face aspect. I'll have to read the setting info before deciding. Decisions, decisions...


This is Filios. It took less time than I thought. Please accept Shenkt "Hack" Corchran, Male Human Barbarian (Outlander) for consideration. All information is found in his profile.


Shenkt "Hack" Corchran wrote:
This is Filios. It took less time than I thought. Please accept Shenkt "Hack" Corchran, Male Human Barbarian (Outlander) for consideration. All information is found in his profile.

Wow, that was fast. I do have one question, your background story mentions Taldor. I'm guessing that was just a misnomer as you have several other mentions of actual setting places in your background. Did you mean Rydwyrna, the capital of the Republic of Byrthelm? Or did you mean Tindar, the "feudal China" themed island empire?


Sorry about that. I deleted that reference. It was a holdover from an older background.


Hello, you mentioned in your opening post that you were open to players that were new to Play by Post, that would be me. :)

I have played/run 5e and Pathfinder campaigns via Roll20 using Skype and Discord for the past 2-3 years. I'm fluent in both 5e and Pathfinder, and am interested in jumping into a Play by Post campaign. I'm on the computer regularly for work and home, so posting multiple times throughout the day would not be an issue. While my schedule is too busy to allow for another "sit down" game, play by post would fit in quite nicely, and give me the chance to actually play (as I DM currently.)

I'm happy to roll stats, and put together a character prior to being accepted, but figured I'd introduce myself first and see if you'd consider me. Thanks!


Sylphreni wrote:

Hello, you mentioned in your opening post that you were open to players that were new to Play by Post, that would be me. :)

I have played/run 5e and Pathfinder campaigns via Roll20 using Skype and Discord for the past 2-3 years. I'm fluent in both 5e and Pathfinder, and am interested in jumping into a Play by Post campaign. I'm on the computer regularly for work and home, so posting multiple times throughout the day would not be an issue. While my schedule is too busy to allow for another "sit down" game, play by post would fit in quite nicely, and give me the chance to actually play (as I DM currently.)

I'm happy to roll stats, and put together a character prior to being accepted, but figured I'd introduce myself first and see if you'd consider me. Thanks!

YES!! Welcome! Please, roll some dice and look for a seat at our digital "table." Glad to have you apply. Dice luck to you!


Awesome! Look forward to it. Stat Rolls Below:

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

Result: 10, 16, 9, 17, 9, 11

4d6 ⇒ (4, 2, 3, 6) = 15
4d6 ⇒ (6, 6, 6, 4) = 22
4d6 ⇒ (1, 6, 1, 4) = 12
4d6 ⇒ (1, 2, 2, 1) = 6
4d6 ⇒ (1, 2, 2, 2) = 7
4d6 ⇒ (5, 4, 3, 5) = 17

Result: 13, 18, 11, 5, 6, 14

4d6 ⇒ (4, 2, 2, 6) = 14
4d6 ⇒ (6, 3, 1, 4) = 14
4d6 ⇒ (5, 1, 1, 2) = 9
4d6 ⇒ (2, 2, 4, 2) = 10
4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (6, 3, 1, 5) = 15

Result: 12, 13, 8, 8, 3, 14

I've stared at these rolls for far too long, trying to figure which one I like the most :) I'll be going with the second set, and be putting together a Bard, which I should have together for you to look over soon. Thanks again!


Wow, there are some insanely low stats in those sets. A 4 on a 4d6 in the third! Of the three, I would have gone for the first, but it will be interesting to see how you roleplay the 5 and 6 stats in the second!


4d6 ⇒ (5, 3, 4, 5) = 17 14
4d6 ⇒ (6, 4, 1, 2) = 13 12
4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6 ⇒ (4, 2, 5, 6) = 17 15
4d6 ⇒ (5, 1, 1, 1) = 8 7!
4d6 ⇒ (3, 3, 6, 3) = 15 12

——

4d6 ⇒ (1, 4, 6, 1) = 12 11
4d6 ⇒ (4, 3, 5, 6) = 18 15
4d6 ⇒ (5, 6, 5, 3) = 19 16
4d6 ⇒ (6, 3, 5, 5) = 19 16
4d6 ⇒ (2, 6, 4, 6) = 18 16
4d6 ⇒ (2, 1, 6, 5) = 14 13

——

4d6 ⇒ (4, 2, 4, 3) = 13 11
4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (4, 3, 1, 1) = 9 8
4d6 ⇒ (6, 4, 6, 3) = 19 16
4d6 ⇒ (4, 2, 3, 2) = 11 9
4d6 ⇒ (5, 1, 3, 1) = 10 9

——

Second slot. Definitely.

16/16/16/15/13/11

Can do a lot with that!

Thinking a half-elf paladin.

Str (16) Dex (16) Con (16) Int (11) Wis (14) Cha (18)

Or...maybe a monk of some type?

Will think about it.


Jace Nailo wrote:

Potentially interested. Will roll for stats just to see what I get.

4d6 ⇒ (1, 6, 4, 2) = 13
4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (4, 4, 4, 4) = 16
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (2, 2, 1, 1) = 6
4d6 ⇒ (1, 1, 5, 2) = 9
12, 3, 12, 15, 5, 8

I think those stats actually cause my brain to hurt when I look at them! DEFINITELY hurts my gamer's heart!

*************************************************************

Stormstrider here Mended. You also know me as Dolok in your current "PBP for beginners" campaign. (And a few others from my campaign as well!) DEFINITELY interested, still need to read all your info here. I will read your info first and then work on a character concept and post asap.

Link to my stats dice rolls which oddly/funnily enough you can also see in whosawhatsis link! Hahaha!


Grumbaki wrote:


Second slot. Definitely.

16/16/16/15/13/11

Can do a lot with that!

Hah, that's exactly the same array that Stormstrider rolled.


Will be traveling, but hope to have a character made in about 3 days. In the meantime, the possibilities when not worried about being MAD...


Grumbaki wrote:

...

Thinking a half-elf paladin.

Str (16) Dex (16) Con (16) Int (11) Wis (14) Cha (18)

Or...maybe a monk of some type?

Will think about it.

Do what you like of course, but I am almost certainly going with an elf Monk, just to let you know. Maybe we could be related somehow if you want? Though I plan to trace my lineage all the way back and include a distant relationship to a queen possibly.

*************************************************

Mended? The maps section on your google site had no info currently. I just want to confirm that is correct.

Silver Crusade

Are you allowing humans to grab a feat at first level ?


whosawhatsis wrote:
Wow, there are some insanely low stats in those sets. A 4 on a 4d6 in the third! Of the three, I would have gone for the first, but it will be interesting to see how you roleplay the 5 and 6 stats in the second!

Yea, some rough rolls..... Hence why I just stared at em for so long XD


Assuming you are still accepting submissions, I would like to toss my fedora into the squared circle.

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

Set 2:
4d6 ⇒ (1, 2, 4, 2) = 9 8
4d6 ⇒ (2, 4, 5, 1) = 12 11
4d6 ⇒ (2, 3, 6, 4) = 15 13
4d6 ⇒ (6, 5, 6, 4) = 21 16
4d6 ⇒ (5, 4, 3, 2) = 14 12
4d6 ⇒ (4, 4, 4, 1) = 13 12

Set 3:
4d6 ⇒ (6, 5, 5, 1) = 17 16
4d6 ⇒ (2, 3, 5, 1) = 11 10
4d6 ⇒ (1, 1, 6, 3) = 11 10
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (6, 1, 1, 2) = 10 9
4d6 ⇒ (3, 5, 4, 5) = 17 14

I'll take set 2, and I will be making an Tindar Merchant (not sure on class yet; I'm guessing their social structure is similar to feudal Japan?)


Stormstrider wrote:
Grumbaki wrote:

...

Thinking a half-elf paladin.

Str (16) Dex (16) Con (16) Int (11) Wis (14) Cha (18)

Or...maybe a monk of some type?

Will think about it.

Do what you like of course, but I am almost certainly going with an elf Monk, just to let you know. Maybe we could be related somehow if you want? Though I plan to trace my lineage all the way back and include a distant relationship to a queen possibly.

*************************************************

Mended? The maps section on your google site had no info currently. I just want to confirm that is correct.

Heh, my other idea was a wood elf monk. But as that’s what you are going for there is no need to be twins. But more than happy to have our characters be related. Mind posting your backstory?


This sounds like exactly the kinda game I like. I wonder if my wife would like this one too...I'll send her a link and let her read, at least.

I've done lots of Play by Post, as my profile will attest. I've only got a limited amount of experience with 5th, but my wife plays quite often, so I can at least get advice.

Dice Rolls:

4d6 ⇒ (6, 4, 5, 5) = 20 - 16
4d6 ⇒ (3, 4, 2, 5) = 14 - 12
4d6 ⇒ (6, 3, 2, 6) = 17 - 15
4d6 ⇒ (5, 2, 6, 1) = 14 - 13
4d6 ⇒ (2, 4, 5, 2) = 13 - 11
4d6 ⇒ (4, 1, 5, 5) = 15 - 14

4d6 ⇒ (6, 5, 5, 2) = 18 - 16
4d6 ⇒ (6, 5, 1, 3) = 15 - 14
4d6 ⇒ (5, 2, 2, 6) = 15 - 13
4d6 ⇒ (6, 6, 6, 6) = 24 - 18
4d6 ⇒ (6, 3, 4, 3) = 16 - 13
4d6 ⇒ (1, 5, 5, 1) = 12 - 11

4d6 ⇒ (1, 6, 6, 5) = 18 - 17
4d6 ⇒ (2, 4, 3, 5) = 14 - 12
4d6 ⇒ (1, 2, 1, 4) = 8 - 9
4d6 ⇒ (3, 2, 3, 6) = 14 - 12
4d6 ⇒ (5, 4, 5, 5) = 19 - 15
4d6 ⇒ (4, 2, 3, 3) = 12 - 10

Well, set two is pretty damned amazing...

I'm thinking a Spellcaster of some kind, maybe. A Wizard or Sorcerer, maybe.


Alright. Me and stormstrider roller identical stats. And I have an idea...if the GM allows it.

He rolls an elven monk.
I roll an elven barbarian. With this...
https://www.reddit.com/r/UnearthedArcana/comments/3qklc3/5e_barbarian_path_ of_the_brawler_v30/

Fluff wise, my character would also be a “monk”, but if a very different stripe. He has replaced enlightenment with the love of fight and drink. To quote the pathfinder archetype...

Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting. A drunken master has the following class features.

Would match whatever type of elf stormstrider picks.

Liberty's Edge

Ok, well this sounds very interesting. I think I will roll for my stats then see what I can put together.

Rolls:

Array 1

Roll 1: 4d6 ⇒ (5, 2, 6, 3) = 16 = 14
Roll 2: 4d6 ⇒ (3, 2, 1, 4) = 10 = 09
Roll 3: 4d6 ⇒ (4, 1, 5, 3) = 13 = 12
Roll 4: 4d6 ⇒ (6, 4, 6, 1) = 17 = 16
Roll 5: 4d6 ⇒ (3, 1, 4, 2) = 10 = 09
Roll 6: 4d6 ⇒ (1, 4, 2, 3) = 10 = 09

Array 2

Roll 1: 4d6 ⇒ (6, 1, 2, 6) = 15 = 14
Roll 2: 4d6 ⇒ (4, 4, 1, 1) = 10 = 09
Roll 3: 4d6 ⇒ (5, 4, 1, 3) = 13 = 12
Roll 4: 4d6 ⇒ (5, 2, 3, 1) = 11 = 10
Roll 5: 4d6 ⇒ (1, 4, 2, 4) = 11 = 10
Roll 6: 4d6 ⇒ (3, 3, 1, 4) = 11 = 10

Array 3

Roll 1: 4d6 ⇒ (2, 2, 1, 6) = 11 = 10
Roll 2: 4d6 ⇒ (2, 4, 2, 2) = 10 = 08
Roll 3: 4d6 ⇒ (2, 5, 2, 3) = 12 = 10
Roll 4: 4d6 ⇒ (5, 5, 6, 3) = 19 = 16
Roll 5: 4d6 ⇒ (1, 6, 6, 5) = 18 = 17
Roll 6: 4d6 ⇒ (4, 6, 4, 5) = 19 = 15

Wow...those were some brutal rolls...lol. I will probably go with Array 3. Now to decide what I want to be!!


Starting Gold: 5d4 ⇒ (3, 1, 3, 3, 3) = 13x10=130 gp. I should have my character up shortly.

EDIT: Here he is:

Jun Valanthe:

LN Half-Elf Bard 1

Str: 8
Dex: 12
Con: 12
Int: 14
Wis: 12
Cha: 18

HP (HD): 9 (1d8)
AC: 15
Proficiency Bonus: +2
Initiative: +1

Spell Attack: +6
Spell Save DC: 14

Speed: 30'

Skills: Deception +6, History +4, Insight +3, Intimidation +6, Perception +3, Performance +6, Persuasion +6

Tools: Lute +2, Piano +2, Lyre +2

Languages: Tindaran, Common, Elven, Dwarven, Orcish

Class Features: Bardic Inspiration (1d6; 4/day)

Spells:
Spells/Day: 2
0: Vicious Mockery, Message
1: Cure Wounds, Disguise Self, Longstrider, Charm Person

Equipment: Armored Silks (Leather) -10, Katana (Rapier) -25, Wakizashi (Shortsword) -10, Cote (Shield) -10, Fine Clothes x2, 35 GP in trade Goods, 10 GP

Background: Guild Merchant
Personality Trait: A time for everything and everything in it's time.
Ideal: A rising tide floats all ships.
Bond: I pursue wealth to secure the hand of a daimyo's first daughter.
Flaw: I must maintain my reputation at all costs.

Backstory:

While Jun considers himself Tindaran, he was born in Tradebay City, to an Elven performer mother and a Samurai father who ran caravans from the city to all ports.

Jun's parents loved him and raised him to be a warrior, performer, and (what he best excelled at) a merchant. By the age of 10 he was running the books for his father, insuring that the bribes and taxes were all paid on time and that all money owed was collected. As Jun grew older, however, he decided that he wanted to be an adventurer. He left the business in the capable hands of his younger brother, who was a math genius, bid his parents farewell, and set off into the world to make his fortune.


Hmm...


Certainly interested.

Stat Rolls:

4d6 ⇒ (3, 3, 1, 2) = 9
4d6 ⇒ (5, 4, 1, 4) = 14
4d6 ⇒ (4, 1, 6, 5) = 16
4d6 ⇒ (1, 2, 1, 3) = 7
4d6 ⇒ (3, 2, 6, 2) = 13
4d6 ⇒ (4, 1, 6, 3) = 14

4d6 ⇒ (3, 3, 3, 1) = 10
4d6 ⇒ (2, 3, 4, 1) = 10
4d6 ⇒ (1, 1, 2, 4) = 8
4d6 ⇒ (1, 1, 5, 6) = 13
4d6 ⇒ (2, 4, 2, 3) = 11
4d6 ⇒ (5, 5, 5, 5) = 20

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

edit: Are abnormal races allowed in party? I was considering a hobgoblin or yuan-ti. Thought I should ask since its a home world.


More backstory to write, but I think it's ready to share.

Quint Rue, Gnome Rogue:
Quintavelxaq "Quint" Rue
Forest Gnome Rogue 1 CG

AC 15 HP 8 Speed 25ft

Str 14 (2) Dex 19 (4) Con 11 (0) Wis 8 (-1) Int 17 (3) Cha 15 (2)

Attacks
rapier +4 1d8+4 P
shortbow (range: 80/320) +4 1d6+4 P
2 daggers (range: 20/60) +4 1d4+4 P
Sneak attack +1d6

Darkvision 60ft
Natural Illusionist (minor illusion)
Speak with small beasts
Advantage on INT, WIS, CHA saves vs. magic
Expertise: Stealth, Perception (double prof bonus)
Sneak Attack +1d6
Thieves' Cant
City Secrets

Backstory (incomplete):
Quint's father was a tinker, and he travelled with him from town to town in an old wagon that had been repaired so many times that it if you parked it in front of a trash heap, it could go completely unnoticed. Quint's favorite part of that life was negotiating trades with people they met on the road, because it gave him the chance to meet new and interesting people and acquire new and interesting things.

One of his favorite items that he acquired in trade was a narrow dueling sword blade with a triangular base and elven markings. The hilt of the sword had been crushed and the blade broke near the base (raising doubts that it was actually of elven construction), but it was an interesting piece nonetheless. Quint's father noticed his interest in the item, and convinced the down-on-his-luck courtier who carried it to hand it over as payment for reshoeing his horse. Over the course of a few months, the pair forged a new hilt over the base of the blade, turning it into a small rapier.

Quint would play with the weapon, pretending to be this or that great hero that people told stories about. His favorites were those who blended swordplay with magic, and Quint dreamed of joining the Arcane Order when he was older. Quint had a bit of a knack for magic himself. At a very young age, he learned to create small illusions. When he played with his sword, he would create and subsequently vanquish illusory monsters like the ones in the stories. His sword always found its mark, at least when his wild red hair didn't get in his eyes.

His father didn't like the way he played with the sword. It was a real weapon, not a toy, and he was afraid that Quint might hurt himself. Quint would wander deeper and deeper into the woods so that he could play with his sword, free from his father's objections.

One day, when he was 9 years old, Quint was returning when he heard boisterous voices coming from camp. He picked up his pace, eager to meet the new people and trade. As he got closer, he got the feeling that something was amiss. He didn't hear his father's voice among those coming from around their fire. He approached from the other side of the wagon, and when he got close enough, he could see their possessions scattered around the ground around the wagon.

He saw something glint on the ground under the wagon. It was the tin that his father always kept in his pocket. He used the grease he kept inside for everything from lubricating the wagon's axles and other mechanisms that he was repairing to shaving and keeping his hair out of his face while he worked. When Quint crouched down to pick up the tin, he was startled by a bloody hand that shot out toward his. The face attached to it was pale from blood loss, and its eyes were wide. It was Quint's father.

"Run." He said, in a hoarse whisper that was all he could still muster. Quint stood perfectly still. "RUN!" his father repeated, coughing up blood. The voices at the fire fell silent, and Quint ran, more out of fear than obedience. He heard his father cry out, and heavy footsteps crashing through the bushes behind him but Quint didn't look back.

He ran and ran, until he didn't think he could run anymore, then he found a hollow log that he could just squeeze inside. Then he waited. He listened to the footsteps and muffled voices as they grew closer, and closer, until they eventually grew further away, but he didn't move or make a sound. Quint fell asleep in that hollow log, and didn't climb out until morning.

Quint searched, but he couldn't find his way back to camp. It was two days before he found his way back to the road. Or maybe it was a different road. He couldn't be sure. By the time he made it to the gates of Rydwyrna, he was half dead from walking, and sick from eating some bad berries. He knew eating strange berries wasn't safe, but by then he was too hungry to worry about such things.


Quick question: Are the variant human, eladrin and aasimar races allowed? The first is in the Player's Handbook and the other two are in the Dungeon Master's Guide, but since they are presented a little separately when compared to the other races, I thought it best to ask.


I consider Mended to be a friend of mine, and seeing there have been a few people asking about other races, I just thought I'd try to help out by pointing out something he said.

MendedWall12 wrote:
As I mentioned before, only PHB, DMG, and MM material allowed, with the extra exclusion that only PHB races are allowed, and even then no Dragonborn or Tiefling. As a friend recently put it, only "humans" with various degrees of ear-pointedness. :P

And in his other campaign when he was talking with us he also said no Aasimar. I know because otherwise I would most likely go with Aasimar.

I don't know his position on Eladrin though.

On a personal note directly from me (Mended has no knowledge of any part of this post yet, so if you have an issue with this post it's not his fault. It's me.): I am a DM in another PBP on here. I know how hard it gets when someone is asking for something to not give in and let them have it just to make everyone happy. Please don't make it harder on Mended by asking for something he has already said no to. Thank-you.


So, unless otherwise stated, the aasimar is not allowed. Cool. Cool cool cool.

Just waiting on the variant human (I am thinking it is allowed, but I prefer to hear from the GM about it...) and the eladrin then.

Also, just to clarify, but I am not asking to use something that the GM is not allowing per his (or her) character creation guidelines. Just a bit of clarification is all. Besides, I am still trying to decide whether I will be submitting something or not, given that my knowledge of 5th Edition is a bit limited. :-)


Since Eladrin is not a PHB (sub)race, I would assume that it is not allowed.


Wow! Super excited about all the interest. Thank you all. Some questions directed at me. First, yes Stormstrider, the maps tab is empty because I will most likely be filling that with "handout" maps during the course of the campaign. For example if a ranger sketches you a map to an ancient ruin in the forest, then I'd post that sketch map in that section of the Google site. The Google site allows me to keep everything lore-wise in one place, which also makes it easy for people to see and enjoy even if Paizo should be down. :D

Next, Sylphreni, I've been gaming since right around 1987, and I've NEVER seen rolls that bad. I will be very interested to see what you come up with, and, not to tip my hand or anything, but I think having to play a character with two such low stats could provide great opportunity for role play that stretches the norms. :D

Next, Pauljathome/F. Castor, yes, I think using the variant option for humans to up two ability scores, add another skill choice, and taking a feat would be fine by me.

Vrog, yes, Tindar is very much like a feudal Japan, I wanted some fluff/flavor like that in the world because I know a lot of people enjoy that sort of thing. It's not really my cup of tea, but I certainly understand why other people like it. Obviously, since I included it in the world building, I am very open to people playing around with that flavor. :)

Lastly, to those asking for things outside of the PHB, DMG, and MM, and or asking for races outside of the PHB, the answer will always be no. Not because I want to restrict your character choices, but because I don't have enough experience with the basic rules yet, and expanding beyond that would be a recipe for disaster in my opinion. So, no brawler path for monk, no Aasimar, no Eladrin, no Hobgoblin or Yuan-ti. Thanks for your intuitive advice about that topic Walker on the storms. :D

On the topic of races, I realized I never mentioned Drow, which is actually a playable subrace allowed in the PHB. I am not opposed to drow, and I do think there is a place for drow in Eafphqu, but if any one wanted to go that way it would absolutely create a situation where every surface race would immediately think you evil and want to burn you at the stake. Aldellion forbid you ever actually ran into a party of surface elves... Point being, picking drow would create all manner of opportunity for harrowing narrative, but it would also create intense difficulty for the party. Take that for what you will.

That said, I am very hopeful when I look at the characters submitted already. :D

Did I miss any questions? Keep up the good work all, looking forward to seeing everyone's submissions. As of now I have no deadline set for closing recruitment, and with the U.S. holiday happening this weekend, I plan on leaving it open well into next week, so those that those who don't check over the holiday will have a chance to check when they get back into their normal routines. Speaking of... Happy Thanksgiving everyone!!!


Happy Thanksgiving to you, and everyone. Looking forward to this one.


Good copy


MendedWall12 wrote:
... Walker on the storms. :D

Hahahaha! Literal LOL!!! Thanks! I almost didn't catch it, I was like, whose Walker and what did he say that I didn't? So even better when i realized you meant me!

The Exchange

Grumbaki here. Starting to put together my profile.

Gold: 5d4 ⇒ (3, 3, 2, 4, 1) = 13 130


Is anyone else having trouble viewing things on the google site? I've heard that some of the pictures might not be showing up properly? Is anyone seeing broken icons? Just about every entry should be a split page with a document on the left and a picture on the right. The deities should all have two pictures, the left of a screenshot from Hero Lab that gives the particulars of the deity, and the right an image of their holy symbol.

Let me know if there's trouble. When I go to the site everything works fine, even if I'm not logged in to my profile, but that's obviously not the case for everybody? Please help me to make sure the site is complete and completely viewable for everyone. Thanks!


Submission by Daniel Stewart. Still need to add history, which I am working on now. Thanks

Liberty's Edge

Just realized we are in a game together...Venssa says HI!!


I love 5E and the game idea. I do with Xanathar's Guide to Everything was an option. I've been reading it and LOVE the character options, it has given me so many ideas. I will see what I can come up with the core though!

4d6 - 1 ⇒ (4, 3, 4, 1) - 1 = 11
4d6 - 5 ⇒ (6, 6, 5, 6) - 5 = 18
4d6 - 1 ⇒ (2, 6, 1, 6) - 1 = 14
4d6 - 2 ⇒ (4, 2, 6, 4) - 2 = 14
4d6 - 3 ⇒ (5, 5, 3, 3) - 3 = 13
4d6 - 1 ⇒ (4, 1, 4, 2) - 1 = 10

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

4d6 - 2 ⇒ (2, 3, 2, 3) - 2 = 8
4d6 - 2 ⇒ (5, 2, 3, 4) - 2 = 12
4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14
4d6 - 1 ⇒ (3, 3, 1, 5) - 1 = 11
4d6 - 4 ⇒ (6, 4, 4, 6) - 4 = 16
4d6 - 1 ⇒ (5, 2, 1, 3) - 1 = 10

The first set and the second set are both great, but the question is, a 20 at level 1? Or at an 18 and two 16s. Probably the second one.


MendedWall12 wrote:

Is anyone else having trouble viewing things on the google site? I've heard that some of the pictures might not be showing up properly? Is anyone seeing broken icons? Just about every entry should be a split page with a document on the left and a picture on the right. The deities should all have two pictures, the left of a screenshot from Hero Lab that gives the particulars of the deity, and the right an image of their holy symbol.

Let me know if there's trouble. When I go to the site everything works fine, even if I'm not logged in to my profile, but that's obviously not the case for everybody? Please help me to make sure the site is complete and completely viewable for everyone. Thanks!

I see broken image icons on the embedded images, but it looks like clicking through to the full-size versions works.


Sorry about overlooking race info which was clearly stated, I read the setting info but just skimmed through the main post last night. Hopefully lack of ability to read isn't disqualifying. ;)

I had another question about custom backgrounds. The ones in the basic rules and PHB don't quite fit what I had in mind, and I was wondering if you are allowing others. I'd like to modify the Archeaologist background a bit using the customizing rules from PHB.

Gold Roll: 4d4 ⇒ (2, 1, 3, 3) = 9


Love the setting, i want to see if I can come up with something fitting:

4d6 ⇒ (6, 6, 4, 2) = 18
4d6 ⇒ (4, 5, 1, 4) = 14
4d6 ⇒ (4, 5, 1, 4) = 14
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (5, 3, 4, 6) = 18
4d6 ⇒ (2, 5, 4, 4) = 15

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

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


The website is working fine for me. Maybe it's because my laptop is ancient and unbreakable.


Here is the character, getting inventory together still. I had a question about languages, I would like her to be fluent in an ancient language of Iewiuf and wasnt really sure what would be appropriate there. Also, I made the PHB Sage background work, just switched out the skills.

Gomdebo Blackbuster
Hill dwarf Rogue

Story:
After being petrified by a medusa for 2000 years, Gomdebo has only recently been stone to fleshed by the Arcane Order. Struggling to piece back together her psyche, she tires of their historical inquiries and seeks to escape. She is fascinated by "modern" technology and has a knack for artifice and construction. However, her main motive is to piece together whatever became of her clan.

Stats/Profs:
12/12 hp, 13 AC
11.16.16.15.10.12 Took 3rd array above

Dex save [Class], Int save [Class], History (Expertise) [Background], Investigation (Expertise) [Background], Thieve's Tools [Class], Stealth [Class], Persuasion [Class], Deception [Class], Mason's Tools [Race]

Languages:
Common, Dwarven, Elvish [Background], Giant [Background]

Background:
Sage

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Trait: I am horribly, horribly awkward in social situations.
Ideal: Beauty. What is beautiful points us beyond itself toward what is true.
Bond: I’ve been searching my whole life for the answer to a certain question.
Flaw: I overlook obvious solutions in favor of complicated ones.


Two very different rogues. Which archetype are you planning on going into? Mine is headed for Arcane Trickster.

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