Torillan's Untitled Campaign

Game Master Torillan


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WIP


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Thanks for taking an interest. I hope I can make this fun for all, and maybe a continuing campaign!

Here is a link for a free product to help you get familiar with this great setting. Just look for the "Add Preview" link to add it to your downloads.

The others are the 5e character books Kobold Press has published. I linked them in the Recruitment thread, but here they are just in case. Even if you don't use them for Midgard, they are still good 5e references.

Free Preview

Midgard Heroes for 5e

Southlands Heroes for 5e

For character generation:

--You can either use the standard array, or 4d6 drop lowest die x6, however you arrange them. No rerolls tho!
--Start at 2nd level, full HP for each level (and any level ups after).
--Variant humans are allowed, and feats can be taken in lieu of stat advances (hoping we get to that point!)
--Multiclassing is OK to start.
--If you have any questions or aren't sure if a race is OK to use, just ask. I want you to be able to play a character you will have fun with, just within reason in the boundaries of the setting.


I'll get up a character shortly. I think I'm set on a lizardfolk rogue, going to become the custom lizardfolk subclass.
4d6 ⇒ (3, 1, 4, 2) = 10
4d6 ⇒ (2, 6, 6, 3) = 17
4d6 ⇒ (1, 4, 5, 1) = 11
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (4, 2, 2, 5) = 13
4d6 ⇒ (4, 1, 6, 5) = 16


Character stat rolls:

4d6 ⇒ (1, 5, 5, 2) = 13 -1=12
4d6 ⇒ (5, 5, 3, 1) = 14 -1=13
4d6 ⇒ (5, 5, 4, 1) = 15 -1=14
4d6 ⇒ (5, 6, 3, 1) = 15 -1=14
4d6 ⇒ (1, 4, 4, 6) = 15 -1=14
4d6 ⇒ (1, 2, 1, 5) = 9 -1=8

Will have character details up tonight.


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Submitting Tis'kaliss, the lizardfolk former unwilling torturer/healer, now assassin/healer.


I really love Midgard. Thinking of playing an elfmarked fighter. But let's see how the dice fall.

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

Nothing really outstanding, but nothing punishing either. Oh, you know what. I could take the Performer background and the battlemaster sub-class. Yeah, this could be a lot of fun.


What does everyone think abour playing as mercenaries for a more neutral-flavored game rather than being paragons of virtue?


That would be fun. If the DM is ok with it.


Belac93 wrote:
That would be fun. If the DM is ok with it.

I am defintiely OK with it!

Having some pre-established ties can actually help with furthering some adventure designs.

I am very interested to see what you guys come up with.....


Cool. In a Dragon Age game I played in years ago, we came up with a group name that I've always loved. How does the Black Boots Company sound? I always liked the simplicity of it.

The way I rolled and with my racial choice of half-elf I'll have a 16 for my DEX, CON and CHA. I could take on a face roll for the party. I'm looking to make a charismatic swashbuckling fighter rather than a bruiser.


Mutated Animal Turtle Smasher 10

I'd like to throw my hat in as well! I was thinking maybe a trollkin barbarian? Let's see what the dice gods say:
4d6 ⇒ (2, 3, 6, 2) = 13 11
4d6 ⇒ (4, 6, 2, 6) = 18 16
4d6 ⇒ (4, 6, 3, 3) = 16 13
4d6 ⇒ (5, 2, 4, 2) = 13 11
4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6 ⇒ (3, 2, 1, 2) = 8 7

Not terrible!


Black boots sounds fine.
Just a note for the DM, I don't have my books at the moment, but I'm assuming a herbalists kit lets you make healing potions? If so, Tis'kaliss can act as a little bit of healing.


Mutated Animal Turtle Smasher 10

Actually, looking at the make up of the group, I may go Minotaur Cleric.
What do you all think?

Looks like:
Dragonkin Sorcerer
Lizard Folk Rogue
Elven Fighter
Minotaur Cleric or Trollkin Barbarian

Am I missing anyone?

It also occured to me that I'm playing a fighter and a barbarian in two of my other games. Should probably switch it up a little. :-P


Minotaur Tempest Cleric of Mavros could be pretty cool. Or even Thor if we're in the Northlands.

And, yes, herbalist kits let you make potions and antitoxins.


@Jam
Let me know which way you're going. I was working up a cleric, but I'm fine going barbarian if you want it. I really don't have a preference. :)

H


Mutated Animal Turtle Smasher 10

I was actually thinking of Mavros! Using either the Tempest or War domains.

Haldhin wrote:

@Jam

Let me know which way you're going. I was working up a cleric, but I'm fine going barbarian if you want it. I really don't have a preference. :)

H

Okay, sounds good. I'll figure on going cleric then.

Also DM Torillan: Once we've rolled, we are stuck with those numbers and can't opt for the array, right?


If it helps, you will be starting on the road from Zobeck to Triolo.

And if you want to, I'm OK with switching your rolls for the array. Just be sure to say so here.


My Dwarf Fighter/Barbarian:

Spoiler:

-----
Floren Tordeksson
Dwarf (Mtn) Fighter/Barbarian, Master Craftsman
S: 16 (+3)
D: 14 (+2)
C: 16 (+3)
I: 08 (-1)
W: 12 (+1)
C: 13 (+1)

HP: 13+7=20
HD: 1d10, 1d12

Spd: 25'
Saves: Str (+5), Con (+5)

Racial Abilities: Darkvision, Dwarven Resilience, Dwarven Combat Training, Tool Proficiency (mason's tools), Stonecutting, Dwarven Armor Training
Skills: Athletics, Intimidation, Perception
Languages: Trade Tongue, Dwarvish, Minotaur

Fighter Abilities: Fighting Style - Great Weapon Fighting, Second Wind

Barbarian Abilities: Rage, Unarmored Defense

Rage: 2/day

Maul melee +5 to hit, damage 2d6+3
Longbow ranged +4 to him, damage 1d8+2

Not much is known about Floren's history. He joined the Black Boots at a small town near Zobeck, and has never looked back. Floren disdains armor, choosing instead to enter combat without any armor at all. His arms, chest, and back are scarred from the many battles he's seen.

Floren is heavily muscled, and stands close to 4 feet tall. He covers his skin in a dusty powder immediately after his morning training regimen. Powder gets into his black hair and beard, turning them into a streaky gray mess. He then dabs red and yellow paint across his forehead, around his eyes, and down his cheeks, creating an eerie visual for those who are unaccustomed to his face. Floren claims the powder helps heal his skin, while the decoration on his fact is simply war paint. He insists that just because he puts it on every day doesn't mean he's looking for a fight. Dwarves just likes to be prepared.
-----

I may change his name before I create an alias.

I'm also good with the mercenary company idea, and I think Black Boots is great name for it. Thanks for the suggestions!


Okay, here's Arturien Denaal. My swashbuckling, elf-marked, soon-to-be battlemaster fighter. I gave him the Entertainer background, so he'll feel like a bard, except he doesn't cast spells so much as slice baddies to ribbons.

Crunch:

Arturien Denaal
Male half-elf fighter 2
Medium , neutral

--------------------
Armor Class 16 (leather armor, shield)
Hit Points 22 (2d10+6)
Speed 30 ft.
--------------------
STR 12 (+1), DEX 16 (+3), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)
--------------------
Saving Throws Str +3, Con +5
Skills Acrobatics +5, Athletics +3, Intimidation +5, Perception +3, Performance +5, Persuasion +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Elvish

Actions
--------------------

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+3 slashing damage in melee or 1d6+1 slashing damage at range..

Longbow. Ranged Weapon Attack: +5 to hit, range 150 ft./600 ft., one target.
Hit: 1d8+3 piercing damage.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+5 piercing damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., .
Hit: 2 bludgeoning damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.


Is it alright is Tis'kaliss is NE? He will still be a good person to the party, and most people, but I feel like paid assassinations is an evil act, but getting rid of that would take away a big part of his character. I can play evil fine, and I'm not at all a murderhobo.


Male: STR -1, DEX +2, CON +3, INT +0, WIS +1, CHA +5/ PER +3 Dragonkin (Flame) Sorcerer 2, AC15, HP 16/16, SOR Points 2/2, Init +2, SPD 25

Whoops! Missed the discussion thread somehow. I'll work on getting Belzakk finished now.


Male: STR -1, DEX +2, CON +3, INT +0, WIS +1, CHA +5/ PER +3 Dragonkin (Flame) Sorcerer 2, AC15, HP 16/16, SOR Points 2/2, Init +2, SPD 25

"You mean in this land, the people actually eat dirty roots, that grow below the ground, when there is these lovely stalks and leaves growing above the ground? Do wonders never cease"?


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

"Who eat plants? That hurt Tis'kaliss's stomach."


Belac93 wrote:
Is it alright is Tis'kaliss is NE? He will still be a good person to the party, and most people, but I feel like paid assassinations is an evil act, but getting rid of that would take away a big part of his character. I can play evil fine, and I'm not at all a murderhobo.

That sounds more like a neutral character than a Neutral Evil one. But I personally don't have a problem with it.


Its mainly because there are very few people he won't assassinate. Its pretty much just children, his friends, and other lizardfolk who are off limits.

Plus, I feel like playing evil. I'm pretty much always good or neutral, and a former torturer seems like the perfect character for it.


It sounds like he has a personal code. So maybe Lawful Evil?


I can't believe I didn't consider that. LE plays better with others as well. Thanks.


AC: 18 HP:20/20 Passive Perception: 15

Should have the stats for Wobloom the Minotaur Cleric of Mavros finished up this afternoon.


Here's my characters back story.

Back story:

Arturien Denaal was born in Dornig. He was the illegitimate first-born son to Lesser Duke Methilious Grang. A fact of which he is currently unaware since his mother took the secret to her grave. His mother had been a well-regarded traveling minstrel and so Arturien, or Artie to his friends, learned the family trade. He became a singer and a musician. When pushed he could even do showy acrobatics.

Life on the road can be dangerous, so Artie picked up fencing. He was uncannily good at learning fencing routines. It came as easily to him as music did. And from then on, while he was never one to start a fight, he would always be the one to end them.

Years passed, and Artie’s mother eventually took ill and died. And with her, went all of Artie’s ambition to be a famous musician. But he found that he still craved fame. He just needed a different path. And after a time it donned on him – swordplay. That’s how he could make his mark. And so Arturien Denaal, son to Rebecca Denaal and Lesser Duke Grang, went South to find his fortune.

Artie became a fixture in the fencing clubs of the Free City of Zobeck. He trained dutifully, using his talents as a musician to fuel his growing swordplay addiction. When he felt he had learned enough he joined a mercenary company. He rose up the ranks relatively well, but soon spotted that others weren’t so well rewarded for their efforts. He flitted from one mercenary group to another, and yet he always seemed to find those who were under-valued.

Artie saw an opportunity. He would form his own mercenary company – the Black Boots. He would recruit those undervalued souls who had been left on the sidelines. In fact to make the deal sweeter, he offered them a partnership, a real partnership. Full and equal shares in the business. Something no mercenary company would ever give any of them. After all, money was nice, but it was fame that Artie truly craved. And surrounded by powerful competent warriors, it was only a matter of time.


Looking good guys!

No pressure to finish...you have some time. I'm looking at starting by the weekend.


AC: 18 HP:20/20 Passive Perception: 15

DM: Cool! I ended up using the stats that I rolled, by the way. Rolling then taking an array felt like sort of a cop out, ha ha.

Raygun: Thanks for maing such an easy hook in for the Black Boots. I'll plan on tying Woblooms backstory in with it.


I'm looking forward to seeing the back stories come together...


Male: STR -1, DEX +2, CON +3, INT +0, WIS +1, CHA +5/ PER +3 Dragonkin (Flame) Sorcerer 2, AC15, HP 16/16, SOR Points 2/2, Init +2, SPD 25

I'm thinking that Belzaak was somehow involved in a Mhorti Empire raiding squad, and captured by the black boots. After being around them a while he discovered that he liked being a mercenary much better than being a war mage in an organized army, and decided to swear his allegiance. Maybe he's still not entirely trusted due to his background and strange ways.


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Tis'kaliss backstory.

Spoiler:
Tis'kaliss was raised in a location even he does not know by a group of slavers, who he cannot find. He was set to work torturing and healing, but eventually managed to escape by murdering a weaker slaver.

He eventually, by hiding in ships and carriages and killing or threatening all who tried to stop or hinder him. He eventually heard of a mercenary group, called the Black Boots company, being formed, and decided to sign up. Once he was accepted, he worked for them as a part time healer and scout. Along the way, the group picked up Belzakk, who he identified with as a fellow reptilian. He has been traveling with them ever since.

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

Alright!

Character submission for Atlas2112

I really like how 5E turned up the clerics to 11 with their versatility and abilities. I mean, of course having said that this is a healing with healz cleric, but he does it way whole bunch more betterer! =)


Bannock wrote:

Alright!

Character submission for Atlas2112

I really like how 5E turned up the clerics to 11 with their versatility and abilities. I mean, of course having said that this is a healing with healz cleric, but he does it way whole bunch more betterer! =)

I agree about the cleric. I think overall balance between most classes is good. I especially like the dropping of reliance on magic items to stay televant.

I'll be reviewing all submissions later today and tomorrow. I figure even if I have six characters, since it looks like the party is already established as a merc troupe (I really like that idea!)


Alrighty...

Looks like we have the following:

Bannock Balliol - Male Human Cleric (Life) 2 - Atlas2112

Tis'kaliss - Male Pygmy Lizardfolk Rogue 2 - Belac93

Belzakk - Male Dragonkin (Flame) Sorcerer 2 - scranford

Wobloom - Male Minotaur Cleric of Mavros 2 - Jam412

Floren Tordeksson - Male Dwarf (Mtn) Fighter/Barbarian 1/1 - Haldhin

Arturien Denaal - Male half-elf Fighter 2 - wicked_raygun

This looks like a good group! And I love the idea of being a mercenary company.

Well, I'm going to go ahead with all six of you, so, thank you for the interest! I truly hope I can make this fun for all of us!

I'll PM each of you to let you know that we are going ahead, and I'll be sure to include the above list in case you missed it here.

Thanks again, and stay tuned!


Thanks for the selection, looking forward to playing with everyone.


Is this actually going forward or not?


AC: 18 HP:20/20 Passive Perception: 15

Excited for the game! I just realized though, that none of the last edits that I made to Woblooms sheet saved. It was mostly equipment related stuff, I'll get in there and redo it when I have a minute today.

Liberty's Edge

M| Atk:+4/2d6+4 |Bless: 4/4| FX: Dwarf WarPriest 1 | AC:18 | HP: 11/11 | Per: +3 | 1st: 2/2 | F:+5 R: +1 W:+5 | Init: +5

Tally ho!


Yes! We are going forward!

Just a crazy-busy weekend, so I never had the opportunity to start the gameplay thread.

I should have the intro post up tonight. Thank you for your patience!


Sorry for the delay gang!

I couldn't get onto Paizo's site last night. The first post is up in the Gameplay thread.

Onward!


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Well, the funny thing is, I'll still beat the passive perception of a zombie.


Having some intermittent connection issues here at home. Bear with me.


Hey guys...next posting will be on Sunday. I'm out of town right now (unexpected trip...all is OK tho).


Combat:
Rapier +5 (1d8+5), Longbow +5 (1d8+3) | Action Surge 1/1 | Second Wind 1/1
Stats:
HP 22/22 | AC 16 | STR +1* DEX +3 CON +3* INT 0 WIS +1 CHA +3 | Init +3 | Perc +1, Pass. 11
Male Half-elf Fighter 2 | Inspiration: 0 | Effects: None

Enjoy your trip.


Apologies for the delay.

New post is up in Gameplay thread.


DM, three of the characters have darkvision - does that change what we can see in the cavern?


Floren Tordeksson wrote:
DM, three of the characters have darkvision - does that change what we can see in the cavern?

It will...

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