5E Adventure's in Midgard – North (Reaver's Spring)

Game Master Tareth

A small merchant caravan led by Rook Bentknee, a kobold merchant, travels up the coast of the Bay of Ghed to deliver goods and trade with Rook's former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal.

Interactive Midgard Map


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Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Passed one thousand gameplay posts.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex
Trevor the Yellow wrote:
The oath may have nothing to do with his crisis, but it may as well. The Midgard book as an oath for followers of Thor...

Since it seems we're leaning that way, and since comments were welcome, I might act as a sounding board to pipe in with my tagline, which is, "Are you suuuuure?"

That is, I don't have the Midgard book, but I do know about the internet, and the review of the MB says that :"The Oath of Radiance...seem to be a fairly tanky alternative form of cleric."

and

"The Oath of Thunder paladin, interestingly, gains proficiency with stealth when they take the oath, which seems interesting but bizarre, as none of the tenets of the oath seem to relate to stealth. Upon further examination, the oath’s features are designed to encourage you to sneak up on foes and slay them in surprise rounds, which is incredibly interesting for a paladin oath, but doesn’t seem to mesh well with the storm theme."

Wait wut?

I'm not sure how it would work IC to say to Aterro "Oh HELLZ ya let's get on with this Thor badass THANG! Alright, Imma go stealth reel quiet now...."
Like the man says, interesting but bizarre.

It might make more sense (and, of course, IMHO, YMMV) to just -say- the Path of Radiance is the Thunder path. Then Aterro and Trevor could stand shoulder-to-shoulder, with Trevor, I assume, shining light and tossing "a very potent aura which stacks with the base Aura of Protection".

Otherwise, it seems like playing it straight would...bring about even more...weirdness?
Trev: "Hey Aterro, wanna go fight?"
Aterro: "Okay, ya."
Trev: "Alright! See you later...."


The idea with stealth was that you strike like a lightning bolt. Random guy just walking along, then *boom* lightning bolt to the face (in the form of your fist and/or hammer).


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

I think that, in the case of Aterro, they can hear the thunder in the distance.

Waaaaay in the distance... ;)

Thanks Atlas for heads up on Stealth and its potential effect on the game. I read the rest of the oath and it's not very close to what I envision for Trevor. In any case, the choice of Oath doesn't have to fit perfectly with the choice of mentor. In fact, for Trevor, it would be surprising if it did.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

FWIW, I had chat with the GM on the direction of Ibrox to ensure party cohesion...


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

I wonder how Ibrox interprets 'party cohesion.' I'm slightly worried now...


Aterro, thanks for catching the oddity of adding stealth in the Thunderer Oath. I just went back and looked at the write up in the MHH, and I'd agree that Stealth is a really weird choice for both a paladin in general, but also for a paladin of the thunderer. There's nothing really stealthy about either of those, in my opinion. Most of the other powers, spells, abilities, seem fine and much more in line with the concept.

Trevor if that is the route you'd like to go, I think I'd like to find an alternative to the stealth addition. If you, Aterro, or anyone else has an idea, I'd be willing to try a slight rework of the Oath to replace that stealth proficiency and the two stealth related gains at 20th level. One possible solution is to just replace with a more appropriate skill like Intimidation, Athletics, or Religion and if the PC already has proficiency in the selected skill then they get to double the proficiency bonus. Just one idea.

Oddly, none of the other Oaths in either the PHB or MHH seem to offer a new skill proficiency or anything similar at 3rd level. Weird that only this Oath seems to break the pattern.

Anyway, open to thoughts, or to just drop it if Trevor decides on a different Oath. :)


Also, I just noticed that Trevor and Aterro both have Inspiration set to No on their tags. But I don't think either of you have used it since everyone regained it after Trevor's little dive off of the cliff. So both of you do have Inspiration along with everyone else in the party.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft
Trevor the Yellow wrote:
I wonder how Ibrox interprets 'party cohesion.' I'm slightly worried now...

heh heh


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Well as for me I don’t have a clue what to do with Finnigan level three because all these ranger features are coming online so fast and as far as in game time just a short time has passed, so I can’t explain why he’s suddenly able to cast nature spells etc.

I guess the fault is mine for trying a weird concept from the beginning but the other thing is in my home games I’m used to leveling much much more slowly in relationship to game world time transpiring.

I still really like Fin but I’m kinda wishing he was just built as a fighter/rogue now.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
DM - Tareth wrote:
Also, I just noticed that Trevor and Aterro both have Inspiration set to No on their tags. But I don't think either of you have used it since everyone regained it after Trevor's little dive off of the cliff. So both of you do have Inspiration along with everyone else in the party.

Swtiched on!


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

About Oath, I think Devotion fits Trevor best. So I'll likely go for that.


1 person marked this as a favorite.

Finnigan: I understand your dilemma. One thing you might consider while it has only been a week or so in game time, it has been quite intense. Probably more actual life threatening action than Finn has seen ever, or at least since he fled Krakova. He's being forced to survive in this 'alien' environment, so that could inspire some very quick learning and show his ability to adapt.

As for the magic abilites, there are all kinds of reasons Finn might be discovering untapped or unknown powers. From exposure to Zove and her book, being drained by a zombie tick, exposure to the void magic at the sacrifice sight, being around the natural magic of Vrindel, Aterro's clerical aura or ties to Thor and the other northern gods, to getting punched in the face repeatedly by a reaver. All could have triggered some internal self-defense mechanism to help you survive long enough to find the nearest pub. Oh! And let's not forget Ibrox. Who knows what the gnome could have triggered or experimented with while you were sleeping.... ;)

Just some ideas to hopefully inspire something. :)


1 person marked this as a favorite.

I vote for the mentioned repeated face punching to be reason, for what its worth.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex
DM - Tareth wrote:

Aterro, thanks for catching the oddity of adding stealth in the Thunderer Oath. I just went back and looked at the write up in the MHH, and I'd agree that Stealth is a really weird choice for both a paladin in general, but also for a paladin of the thunderer. There's nothing really stealthy about either of those, in my opinion. Most of the other powers, spells, abilities, seem fine and much more in line with the concept.

Trevor if that is the route you'd like to go, I think I'd like to find an alternative to the stealth addition. If you, Aterro, or anyone else has an idea, I'd be willing to try a slight rework of the Oath to replace that stealth proficiency and the two stealth related gains at 20th level. One possible solution is to just replace with a more appropriate skill like Intimidation, Athletics, or Religion and if the PC already has proficiency in the selected skill then they get to double the proficiency bonus. Just one idea.

An idea:

Replace Stealth by making the 1st CD power ACTUALLY USEFUL. Just replace "ranged or thrown weapon" with "melee weapon". I'd even throw in "weapon returns to my grip at the end of the action." Yeah, that is MUCH more cool. Throwing a weapon, it beats some ass, then comes back, ready for more. Just like THOR at the beginning of Ragnarok.

I don't think that's OP since it's limited by the CD uses anyway. But you could knock the damage down to 2d8 if it's too awesome. =)

For the lvl 20 thing, I'd just take out all that Stealth garbage and write in "I am granted a 60 ft fly speed."
Y'know, just like a certain Son of Odin that wields a weapon and flies.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Anyone mind starting melee now?

I'm asking because, as a rule, I dislike a few party members dictating the pace, so if someone wanted to object strenuously to this, and wanted to try us gritting our teeth and trying to diplo our way around, I'd not be against it, if that's what everyone wanted.

I'm not sure how the adventure is supposed to go. It seems like there's a way for us to just keep walking, but BOY does it seems like they keep dangling the juicy fish of combat in front of us. ^_^


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor, the character, not the player, is scared out of his mind at the idea of fighting these guys, even though he knows it's the right thing to do.

Me, as a player, would wish to find a clever way to help and perhaps save the people, at least those in chains right now, and not go all out against the reavers, but that might not be an option.

So if a fight would start, the important thing is to make sure we leave no witnesses. That way we might be able to continue talking our way in as deep as we can.

Long story short, I'm fine with the fight at this stage, because Trevor has nothing to bring to the table beyond that. One day, I hope he will ;)


I'm fine either way.

For Zove, shes scared of being captured and enslaved. Also unless we get out of this somehow Bentknee won't have a warning, and the caravan will be captured/enslaved. Unless the sheep farmers meet up with him too, I guess.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Ibrox doesn’t see anything wrong with slavery. So, he doesn’t have a problem at the moment.

Me the player see us dragging encounters together. Before we had 2 dwarves and a trollkin. Now we’ve 3 dwarves and 4 trollkins. We might get to a point where we have to fight everyone, all at once.

Nothing against you guys, but Ibrox has Misty Step and Invisibility now and would escape to save himself.

So, roll Initiative big boy.

Cheers

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

I gave myself some time to think about it, and it seems like there are more risks associated with fighting than with not. Hence, I differed to the old adage of "when in doubt, don't."

We can always do something different--turn around and march back the way we came, meet up with Bentknee and take a different approach, or just lay the groudwork for whatever kind of guerrilla campaign we want.

And it seems like there are still clues we haven't seen yet, so I don't see harm in continuing to ferret them out and all of us are more aligned in our appraisal of the situation.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Yeah smart choice.

Hey guys, I really want to MC into rogue.

Any thoughts?

I see a lot of guides say "race to 5" as a lot of features come online then.

I already have a form of second attack though from my crossbow feat from variant human, so I don't mind delaying my second attack so much.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

The first question is why you would want to MC to rogue? What do you think you'll get out of it?

I've been under-whelmed by the rogue class since 1E. 5E seems to continue this course as anyone who can just get proficiency in Thieves Tools already has most of what the class offers. They just don't get a double whammy.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Well bud, the reason is more that it suits the way I envision Finnigan. I really want to delay or altogether avoid him gaining too many magical abilities.

I’ve never been great at figuring out the ins and outs of builds so I just thought I’d run it by you guys in case I was really going to cripple the character or anything.

I’d be totally ok with going fighter as well.

Btw, what’s a double whammy?

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Um, it's a thing that you can do that takes your charater's power up to 11. Like, it's the main punch that you can do. Usually a limited resource.

Like, the Fighter can 2nd Wind and 2nd Attack. A literal double-whammy.

The Cleric gets spells, and Divine Inspiration, that layeth the smacketh downeth, in a manner that you choose when you pick the class from 47 different varieties.

The Ranger, at 3rd level, gets his Archetype.
1) I'm thinking that you could do some mad crazy wild wonderful things with an Animal Companion. Having a smart-ass cougar that follows you around and keeps shrugging at the party to emphasize your odd nature would be hilarious.
2) Going Hunter would make you more a factor in combat. The Horde Breaker gives you -another- attack if there's a body next to a body. With your melee-ranged style you could pick your targets to almost always give you another attack.

Those are double whammies.

The Rogue...gets skill proficiencies. In a party this diverse, that has a high likelihood of just being duplicative and redundant.

The 2nd lvl power lets you...run away better. We've already proved that we're better together, so Dash isn't amazing, and you have a sword, so you don't need Disengage a whole lot. None of that is really blowing my skirt up.

No, Sneak Attack is NOT worth giving up a smart-ass cougar that eats people after ripping their face off with her hind legs. She's named Mr. Eat-A-Lot and she _hates_ that name, but she can't talk so you think she loves it. Anyone who thinks you're dumb gets growled at and wets their pants.


Personally Im a big fan of thief/rogue all editions and would like to see the MC. Its not optimized for sure though if that is a part of your calculus. Beast master would be pretty fun for all of us, too.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Hey GM

Just a point, while we're in the sticks, aren't we technically in Courlandia? It's technically part of the Grand Duchy of Dornig and ruled by a red dragon called the Red Queen.

So, the reavers are trespassing on her land, right?

cheers


Ibrox: Yep, you are right. They are trespassing for sure, but then they are sea raider/slavers and known for exactly this kind of thing.

I should also add there are multiple bands/tribes/nations of reavers, some small like the ones in Nargenthal, others more similar to an actual nation-state like the Wolfmark north of Krakova. But either way most are certainly not united in any real way, although if the right leader should come along who knows.... :)


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Woop, forgot to log in for couple days! Been busy prepping a game for my nieces. Catching up, will post in the morning.


Hey all, I've been swamped at work and have other life stuff to do tonight. Might not be able to post until tomorrow. Sorry for the delay.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

No problem I am similarly pressed for time but enjoying the game and thinking about what's going to happen next.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

What a twist, DM! The reavers think we are all property of Vrindel?! LOL!!


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Hey should I keep the 1 I rolled for HP on a d10 or reroll on a d8 now that I'm taking a rogue level?


1 person marked this as a favorite.
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
Finnigan Calhoun wrote:
What a twist, DM! The reavers think we are all property of Vrindel?! LOL!!

Yes, that made me laugh. Yet, it makes complete sense.


Finnigan: Go ahead and reroll the 1.

For everyone, I think we will go ahead and from this point forward institute my groups local house rule that any 1's for HP rolls can be rerolled. Unless there are strong objections.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Level 3 HP: 1d8 ⇒ 3


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Hey folks tomorow i have a long work day doing something a little outside my norms so may not have ability to post, bot me if needed.

Cheers!

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Wellp, time to start combat.

The Doctor is looking for the Thingy of Thor and every moment we wait is another moment when they might find it and things will get...harder.

I no longer see a future where these guys are some kind of work-able allies. Even Stalin could get along to go along during WWII, but these are more like...Nazi's.

(Okay, yeah, I realize that Goodwin's law just came down, but it's a law for a reason.)

Anyway, I hate it when one PC unilaterally starts a direction for the entire party, hence, Imma wanna make sure that we're all (or, at least, more than just me) are on board before I call for Initiative.


Yep, honestly the scene has been sort of a stretch for me, but I'm probably just visualizing it in my mind a different way.


2 people marked this as a favorite.
HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

As the player whose character jumped off a cliff, I'm fine with characters bringing stories to different places. Otherwise, when groups decide everything, we often end up with the best alternative, which is rarely the most interesting one.


Hmmmm....maybe a bit of clarification at this point would be helpful.

So the reavers in this instance are one of the bad guys. According to most of the Midgard materials they are feared along all of the northern coasts. They are basically NE/CN slaver raiders who consider themselves superior to most other peoples and races of Midgard. In this case I've also made them followers of Ouroboros, which is in direct opposition to Thor. They have raided the village, killing most of the able-bodied men and are clearly using the rest as slave labor for...some purpose. (I did deviate from Midgard standard because I've teamed dwarves with trollkin. It was too late by the time I noticed that particular call out box in the Midgard WB. But I figure there's an exception for every rule. And the original kobolds in the adventure were way to weak for this group.)

The doctor, is still a bit of a mystery and is certainly another bad guy. You know he's potentially searching for the same artifact you are and likely an agent of Morgau, but little beyond that.

Then there's the other mysterious perpetrator of the sacrifice and void magic. That's more tied to party actions, randomness, and weird magic books, etc. Otherwise still a complete unknown, but so far not linked to the other two in any meaningful way.

To be honest, you all threw me a curve ball by trying so hard to ally with the reavers, but hey, that's what its all about. :) And with your continued solid Persuasion rolls, they are coming around, however, they won't be easy to work with and they certainly aren't very 'nice' or easy to tolerate.

To use Aterro's example, you might think of what's happening between the Doctor and this particular group of reavers as Russia's non-aggression pact with Germany to allow both to achieve other goals before they go after each other. The big question is if that will last and where the party falls into the puzzle, as allies, in chains, triumphant over all? That is still TBD.

Keep in mind that currently you all willingly marched right in and put yourselves into their hands knowing they had killed and imprisoned villagers and believed in slaves and slave trading. So now you are essentially surrounded in the inn's common room with at least a half dozen dwarf warriors, one trollkin warrior and one trollkin shaman, as well as the chief dwarf. A minimum of four more dwarves are outside of the room. And one of your party is outside of the palisade, and slightly weakened because of the time of day and sunlight.

I actually think the willingness to try and ally with the reavers was/is great RP since all of the characters are actually quite inexperienced or ignorant to the politics and ways of the larger world. Aterro's 'reavers fought Morgau in northern Krakova, so they must all be friends' attitude is right on for the young, direct, single-purposed warrior. Vrindel's peacemaking also fits, as does Trevor's teenaged focus on simply finding a pair of boots; Finnigan's willingness to try anything once, especially if it involves being inside and with a drink; Zove's struggle with adjusting to this world and misunderstanding of most people's motivations; and of course Ibrox and his...well who knows about gnomes. ;)

And Zove, the carriage door is closed so Snicker can shatter the jar, one of the passing guards would likely hear it, but it will take time for them to enter the carriage (if they can) and discover the broken jar. As for the other party members seeing it, they are inside the inn and wouldn't see or hear anything at this point.

So having said all of this, I'm not sure any of it is relevant. :) If you wish to start combat, feel free, but I'd say there is also still a chance to talk your way out or at least into a better tactical situation if you want.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Thanks for the clarifications!

As I wrote above, I'm ok with these weird, yet highly interesting twists. Let's just make sure we're all on board.


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Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Yeah since we kind of walked into a situation that we probably can't win, Vrindel is trying to placate things until we're in a better situation to fight. I'm afraid a TPK might we awaiting us (Or if the DM is nice slavery). Knowledge is what he seeks at the moment, but will have no qualms when the steel and arcane bolts start flying... just trying to get us into a better tactical situation.

And if the Reavers can help us defeat a common evil why not use them as they certainly would use us???


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Nice communication guys :)

I believe in players playing their characters to the hilt, i wouldn’t have resented Aterro acting without OOC party consensus.

I’ll tell you Fin’s position, it case I haven’t succeeded in making it known through gameplay posts.

The moment he saw the slaves on the hill he wanted to start killing reavers... but he wanted to take out small groups of them at a time and hopefully without getting caught.

Fin knows Vadik alone was a match for him one on one and he’s not interested at all in having the party fight the reavers when they outmatch us at least 3 to 1 .

Whatever happens, I won’t be sore with anyone. It’s a game, and a story. I’m down for all kinds of zanyness.


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I'm also definitely not the party planning type. I rarely know what to do in one post let alone the next. My most everlasting memories from RL tables are those wtf crazy moments when my friends or I do something absolutely insane and we all die laughing for an hour straight. Trev's cliffdive is certainly the most memorable thing that's happened so far, imo...and mean it in a good way.

Also having decisive characters act sooner than later helps immensely for PBP. One character can take the reigns if it helps get through a mildly important scene faster...stuff like gathering rumors or investigation go much faster. Then if conflicting things get posted it can always be sorted out, is my philosophy anyways.

Zove had info about reavers from Bentknee conversation way back when, or not so long ago in-game time, that motivated her to be cautious. I thought it might just give me a chance at surprise at the battle and wasn't expecting no battle and to be split from the party for so long, but its all good.

As for the jar and carriage, will post IC.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft
Ibrox Redcap wrote:

Ibrox doesn’t see anything wrong with slavery. So, he doesn’t have a problem at the moment.

Me the player see us dragging encounters together. Before we had 2 dwarves and a trollkin. Now we’ve 3 dwarves and 4 trollkins. We might get to a point where we have to fight everyone, all at once.

Nothing against you guys, but Ibrox has Misty Step and Invisibility now and would escape to save himself.

So, roll Initiative big boy.

Cheers

Umm. Not to say I told you so....

Heh heh


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Yup, I remember when you said that! I was attempting to express related concerns but in an IC fashion, I’m not sure whether or not that came across successfully :)

Anyway, I’ve had a poke around in dndbeyond, I’ll be sure to get my profile leveled up in case Aterro swings his hammer!

As for Finnigan he wants to kill reavers when their guard is down and their numbers are low!


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Great amount of detail in the spoiler you left for me Targets, thanks for taking the time to write such excellent DM posts.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Wow, who needs fantasy novels with these posts from Zove!


Agreed. Zove, great posts these last few times. Gain Inspiration if you don't have it already.

Aterro can gain inspiration as well for having to hold back on killing an oh so deserving enemy.


Thanks, my other games have slowed almost to a stop so I'm putting everything into this one. Also reading a lot of fantasy novels on my summer vacay.

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Hello all.

Inspired by some of the other 5E games being run on this site, I thought I would go ahead and take my turn as a DM for a bit. Right now I'm looking at a medium length (guessing about 60 days PbP timeframe, but could go longer) introductory adventure along the Bay of Ghed in the north central realm of Courlandia in Midgard. This will be a mix of published encounters with a dose of GM modification.

Would start at 1st level and likely end up at 3rd. If players are active, have a good time, and wish to continue, we can venture on from there.

The simple initial hook is that everyone is a member of a small caravan traveling the western coast of Courlandia. PC's can be caravan guards, refugees fleeing Krakova, simple travelers visiting distant relatives, running from enemies, scholars seeking folk magic, whatever, as long as there is a reason to be part of the small merchant group.

A couple of other things to note. I'm looking to run this without many (or any) maps, so much more “theater of the mind” focused. In light of that I'll be using a zone system for combat encounters. More details to follow if this whole idea looks like it will fly.

For those not familiar with Midgard there are several additional common PC races from bearfolk, to ratfolk, to trollkin and ravenfolk. These are in addition to those in the PHB. A map of the world is available here and some additional information on regions can be found here.

Don't worry if you don't know much about the Midgard setting, I'm happy to share PC vital data and stats during recruitment and character development as well as in-game as needed. Those unfamiliar with Midgard are certainly welcome. If you do happen to own the Midgard Heroes Handbook, all options from the book will be accepted into the game. The PHB and XGE are the other two accepted sources for PC's options. Unfortunately content from options beyond those three sources will not be allowed.

Posting expectations will be a least once per day. I will commit to the same. If life happens, please let the group know and we can bot for short periods of time.

About Me:
I've GM'ed and played all kinds of RPG's from 1E to GURPS to Pathfinder and a few others sprinkled in to the mix. I'm still fairly new to 5E but have really enjoyed the system and lighter rule set.

I like the PbP format for the better RP opportunities it can offer and the way characters can really become something more than just stats and die rolls. So with that in mind as a GM I do try to work with PC backgrounds, hooks, and character goals. I've also learned to keep the length of each PbP adventure or campaign element much shorter than the typical Adventure Path. (See my previous Kingmaker game for something that is much to long for PbP.) So even if this game ends up continuing beyond the first adventure, the additional story lines will be of similar length to allow for PC's to come and go as needed

If it looks like there is enough interest, I'll open a recruitment thread later in the weekend or after the New Year.


Always happy to game with you, time to read up on the North now. :)


I’m interested.


Pathfinder Lost Omens Subscriber

Dottage


If you don't mind a recycled character from another game that never started and died.


Antonio: Recycled characters are fine.

Mishima: Cool deal. Enjoy a bit more setting lore. I'll post more info with recruitment in a few days.:)


Sweet. We have a 5e Midgard club hahahah!


Pathfinder Lost Omens Subscriber

Reading through stuff last night I was considering a Trollkin Druid of the Circle of Stone. Way outside my norm.


Scranford: Sounds good. Let me know if you need the crunch for either of those and I'll post them in the campaign info tab.

More recruitment info should be coming later this morning.


Officially opening recruitment for this....

Game Name: Adventure's in Midgard – North (Reaver's Spring)

Party Size: 4-6 PCs.

Starting Level and Stat Generation: 1st , 27 point buy no stat lower than 8, no higher than 18.

Setting and Sources: Midgard from Kobold Press. The initial adventure begins in the wilds of the Barony of Courlandia in north-cental Midgard along the Bay of Ghed and is modified from existing published material but with several GM modifications. A world map can be found here.

Game Action Types: “Theater of the Mind” with no or very few tactical maps. A mix of RP and combat . The initial adventure will be rural and small village oriented with opportunities for stealth, NPC interactions, a potential chase or two, and straight up, get the bad guys, combat.

Lethality: PC death is always possible, but this isn't meant to be a meat grinder. Most encounters will be appropriate for lower level characters unless the party bites off more than they can chew at any one time.

Story Types: Emphasis will be on the characters actions, goals and growth within the region or world setting if we move beyond lower PC levels. The hope is to have a good story with the focus being on character and group development and growth with fun and interesting combat highlights and NPC encounters. Choices will often have consequences. Finally, the group should be good or neutrally aligned, no evil PC's please. (Chaotic alignments are fine.)

Common Initial PC Hook: Each PC has joined a small merchant caravan led by Rook Bentknee, a kobold merchant traveling up the coast to deliver goods and trade with a former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal. PC's can be caravan guards, fellow travelers, refugees, etc., but all are current members of the caravan.

Allowed Character Classes and Options: All from PHB, XGE, Midgard Heroes Handbook (MHH)

Allowed Races and Options: All regular PC races from PHB, XGE, and MHH – except Centaurs

Allowed Backgrounds: All from PHB, XGE, MHH

Additional Character Background Details: Characters should have a rough background with at least one or two hooks to offer RP or other adventure opportunities to either other party members or NPC's. These can expand on existing Ideals, Bonds and Flaws, or be something additional. A few simple bullets are fine, no long written novels are necessary. Whatever works to get your own creative energy flowing.

PBP Posting Expectations: Please post at least once per day. I will plan to do the same. As mentioned in the interest thread, I'm estimating this initial adventure will run about 60 days, maybe a little longer.

Recruitment Time Frame: Recruitment will last until January 8th unless things really fill up fast.

See the Campaign Info tab for additional Midgard background material and a few rule variants that will be used.


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Pathfinder Lost Omens Subscriber

Here is my preliminary work on my Trollkin Druid...

Vrindel

Spoiler:

Vrindel
Male Night Whisper Trollkin Druid 1
Medium humanoid, neutral good

--------------------
Armor Class 13 (leather armor, shield)
Hit Points 10 (1d8+2)
Speed 30 ft.
--------------------
STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 9 (-1), WIS 16 (+3), CHA 12 (+1)
--------------------
Saving Throws Int +1, Wis +5
Skills Deception +3, Intimidation +3, Perception +5, Persuasion +3, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Druidic, Northern, Sylvan

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4+2 piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4+2 slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+2 slashing damage.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 3 bludgeoning damage.

Equipment leather armor, Scimitar, shield, backpack, bedroll, druidic focus (wooden staff), mess kit, pan flute, pouch, rations (8), rations (2), rope, hempen (50 feet), tinderbox, torch (10), waterskin

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

In my initial thoughts Vrindel lived in the Wormwood, and served as a messenger and delivery person for the Gnomes. While never really comfortable with them, he was trusted... at least as much as they trust any non-gnome. Vrindel remembers very little about his early years, but feels a strong connection with the fey, and has often been visited, and pranked by the fey of the Wormwood.

Lately he's been having strange dreams however. Dreams of humans, and elves, and dragonkin, and Minotaurs, and even strange mechanical beings. Something is drawing him elsewhere, and with trepidation he determines it is time to leave his home and pursue his destiny. Following a trip from one of his gnome acquaintances he signed on as a guide for a caravan led by a strange Kobold named Rook Bentknee. He had met and traded with Rook in the past, so it made since to tie himself to Rooks travels as a first step.


Awesome.

I think I'll do a shadow fey wizard who is just starting to crack the secrets of ley lines and shadow roads, perhaps having stolen a book of elven high magic. Since there isn't much detail on where the race has been until recently, I was going to make up some sort of alternate reality Courlandia region that's existed on the shadow side. I'll get something substantial shortly.

Also I like the zone ideas in campaign tab. I am fine either way with slow healing, I've noticed it doesn't make much difference at least at low levels.


I'm thinking of exploring ley lines, potentially through a wizard's geomancy arcane tradition. However, I have other ideas as well. Would this fit well into what you have in mind for the story?

The character would a consummate scholar, travelling with caravans mainly as a mean to study ley lines as they course through the land.


Mishima: Sounds good. I'll get shadow fey crunch posted sometime today or tomorrow. As for origin region, whatever you come up with works. There is also a recent shadow fey community in Zobeck which is a little south of Courlandia if that helps.

We'll give the zones a try. If it doesn't work, we can always switch to something else.

Scranford: Looks good. Might be some interesting crossover or RP opportunities with Mishima's shadow fey wizard.


Dreaming if you want to go that route as well I can do a rogue instead, I love rogues. I kind of wanted to try a bearfolk rogue like Honey Heist...setting appropriate of course.


Is there any way to PM the game mechanics of the MHH for races? And any other changes?

thanks


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mishima wrote:
Dreaming if you want to go that route as well I can do a rogue instead, I love rogues. I kind of wanted to try a bearfolk rogue like Honey Heist...setting appropriate of course.

Dear me, no! I had not read your post. My complete and sincerest apologies.

Never mind, I have an idea for a teenager paladin with a heart of gold but a small frontal lobe :)

Or something else ;)


Oh no worries at all, hehe. Feel free, I still don't have my heart set on anything just yet. Looking at the crunch, I'm more attracted to elven high magic than the geomancy tradition anyways (geomancy looks similar to wild magic, which I love dearly but am not really in the mood for).

Dark Archive

Oh ho!

Hi everybody! =D

What is this? A midgard party without a cleric of THOR to yell of joy STEEL in GLORIOUS COMBAT!?

*hee* I'll be submitting a WarCleric that swings a mighty HAMMER of WAR for the glory of THOR the THUNDERER. X)

(FWIW, I find WarClerics eminently versatile. If they reserve their spells for themselves, they can hold the battle line at least as good, and perhaps even better than, a sword and board fighter. Conversely if there is a plethora of shield of the meat variety, they can dole the spells out and take the roll of a normal cleric just as easily.


Well, let us know. I'll probably work on two ideas anyway, for a bit.


DM - Tareth wrote:
Mishima: Sounds good. I'll get shadow fey crunch posted sometime today or tomorrow.

Shadow Fey:

SHADOW FEY TRAITS
Shadow fey are a subrace of elf. They enjoy the base elven racial traits, along with the following subrace traits. Ability Score Increase. Your Charisma score increases by 1. Alignment. Although they have a malevolent reputation, the shadow fey are not inherently evil. They tend toward chaotic neutral, though every variation exists.
Shadow Fey Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and longbow.
Path of Shadows. When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.
[bTraveler in Darkness.[/b] You have advantage on any Intelligence (Arcana) check to learn about a particular shadow road and how it functions.
Extra Language. You can speak, read, and write Umbral.

;)


I’m going to submit a gnome. Dont know what but this take on the race reads awesome.

Cheers


Happy New Year all! Will look to get back to people on questions tomorrow. Seems like things are shaping up though.

Jubal, I've posted a bunch of race crunch into the campaign info tab. I think full info for gnomes is there.

Grimmy, thanks for the shadow fey update. :)


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So the was talk of cross game contamination either in this thread or the southlands thread. Jubal, I'm submitting a gnome for the other game. They could be partners in the quest to free the gnomes from the demons. They just went in opposite directions to seek ways to do so.

I want to submit a meaty character for this one too but I think you'll have enough interest without me.


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Yeah, after reading the chapter on the Shadow Realm...wow. This is definitely my favorite part of Midgard, glad its so integrated in the setting.

Zove
CN Female Shadow Fey Wizard

Bulleted Story:

*Zove was raised in the Shadow Realms' illicit capital of Dalliance. There she rose to the position of attache quickly, mostly due to her aqueous morality.

*Most recently she resided in the spiral downs of the Court of One Million Stars. Here she was competing against 4 peers for an apprenticeship to one of the Court's ambassadors: Usior.

*On the shadow side, Courlandia is a desolate apocalyptic ruin. Usior and Zove had found themselves lost on assignment within the shifting, crumbling brick when an event in Midgard pierced their dimension. Zove would never realize it but a heartless murder caused a distortion to ripple across their location, in an instant morphing the ruins into a technological metropolis...and Usior completely disappearing in the process.

*When the shadows settled, only one thing remained of the ambassador's possessions...a book of elven high magic, indecipherable and and tainted with the whirling darkness of time.

*Nearby she also found a passage into Midgard, her realm being drawn to strong outbursts of memory and emotion. It was the basement corner wreathed in a black void, the murderer nearby and covered in blood...she did not realize at first she had even crossed over.

*Her nearly perfected diplomatic greeting was met with surprised and insane babble, but otherwise she found no apparent danger and could pass and wander the streets of another Courlandia. This one neither ruin nor metropolis, but something in between and at least by initial appearances much safer.

*As far as Zove knows, she is still on assignment and being watched and evaluated. When Bentknee approached her about further travels, she winked knowingly (to Bentknee's confusion) and readily agreed.

Dreaming, Ill get a backup character in the works as well.


mishima wrote:

Yeah, after reading the chapter on the Shadow Realm...wow. This is definitely my favorite part of Midgard, glad its so integrated in the setting.

Zove
CN Female Shadow Fey Wizard

** spoiler omitted **

Dreaming, Ill...

No worries. I’m pretty much set on my teenager paladin. Perhaps a very low noble who, witnessing the fall of Dornig, recognizes the cost of idleness and seeks redemption, his own way.


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Dotting for interest - Midgard in the North... how can I resist :)

Am feeling the lure of the Ravenfolk with one Kráku Keenfeather - a Rogue and aspirational duelist, my first pass at a concept.

Will get something more concrete up later today/tomorrow for your delectations :)


Quick update to let everyone know that I've posted the additional 5E race crunch from the MHH in the Campaign Info tab for those who don't have access to the material. Also even though they aren't mentioned, Dragonkin, Tieflings, and Half-orcs are playable races. Stats are simply the same as in the PHB.

Keeping track of who we have interested so far:

Mishima: Shadow Fey Wizard (or Bearfolk Rogue)
Dreaming Warforged: Paladin (or Leyline Wizard)
Black Dow: Ravenfolk Rogue
Scranford: Trollkin Druid
Jubal Breakbottle: Gnome
Antonio Carvertee: Human Bard
Atlas2112: Cleric of Thor
Grimmy: ???
Natloz: ???

I think that is everyone to this point.


Some possible 5E Midgard backgrounds for those who want something different from the PHB or XGE. Tried posting these in the Campaign Info tab, but I think I'm running up against text limits so I'm putting them here.

Background - Neimhiem Gnome:

You hail from the gnomish kingdom of Neimheim: a place of skilled craftsmen, close families, and blood stains so deep they’ll never wash out. Your homeland labors under a generations-old curse laid by Baba Yaga. Today, your people exist because of a pact struck with a great devil from the Eleven Hells. The pine forests of your home survive because of blood sacrifice paid to the forces of Hell, so the devils hold Baba Yaga’s wrath at bay. You are no stranger to the necessity of keeping up appearances to cover your desperate situation.
Skill Proficiencies: Arcana, Deception
Tool Proficiencies: One set of artisan’s tools of your choice
Languages: Infernal
Equipment: A set of artisan’s tools (matching your chosen proficiency), a roll of remarkably fine vellum, a set of traveler’s clothes, five candles, and a pouch containing 5 gp
Feature: “Special” Leather Growing up in Neimheim, you have learned not to waste any useful resources. After all, there’s always a market for fine leather, new candles, carved bone jewelry, or soap. You can spend 2 hours salvaging useful materials from a dead humanoid. A Medium humanoid yields enough materials to make 5 pieces of soap, 10 candles, 1 sheet of parchment, or a delicious meat pie that can sustain up to a Medium creature for one day (1 sp worth of goods). With your GM’s permission, you can also create small goods such as belts, pouches, and shoes.
Suggested Characteristics Gnomes of Neimheim are jovial, gregarious, and hospitable—at least on the surface. While many are genuinely bright individuals, their cultural darkness runs deep. Even the best among them know they must spill blood to survive. Some embrace this harsh truth, putting on a friendly face only to lure strangers under the knife to spare their families. Others reject the infernal darkness clouding their home.

Background - Krakovan Rebel:

You were a loyal citizen and supporter of King Eynryk, rightful ruler of the Electoral Kingdom of Krakova, when the undead army of the Principalities invaded. Still living within the borders of the Province of Krakovar, your loyalties now lie with the exiled Queen Urzula, and you despise the vampires who conquered your homeland.
You have joined the ranks of the resistance to Morgau’s rule, taking part in ambushes and small acts of sabotage against the undead. You may have rescued innocents enslaved as thralls or due to be sacrificed on the altars of the Blood Goddess, and smuggled them over the border into New Wolfheim or Dornig. Perhaps you denounced the government during a service to Mavros or stole coins from the tax man’s coffers to buy weapons for the struggle. You know the undead rulers are outnumbered nearly eight to one and are beset by enemies on all sides, so you are hopeful that they can be overthrown.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Forgery kit, Thieves’ tools
Equipment: A bag of ball bearings, 50 feet of silk rope, a set of dark common clothes including a hood, and a belt pouch containing 10 gp.
Feature: Rebel Network You have secret resistance connections throughout Krakovar that you can call upon for assistance when you identify yourself to them with the correct code word. These agents and sympathisers will do their best to provide you with a safe house or other place to hide, keep you out of trouble with the authorities, and give you useful information, but they won’t risk their own lives for you.
Suggested Characteristics The rebel numbers include a mixed bag of diverse personalities and character traits. Some fighters experienced the horror of seeing their families killed by the undead and have sworn to carry out swift and violent revenge. Others adopt a more considered approach, acting with subtlety and only after careful planning. Resistance fighters are dedicated to the overthrow of the vampires and the restoration of the Electoral Kingdom, and this is nearly always reflected in their ideals and bonds.

Background – Haunted Villager:

Life is bleak and relentless under vampire rule for the common folk of the Blood Kingdom. You were a hard-working peasant or craftsman living in one of the villages or small towns in Morgau, Doresh, or Krakova. The days were long and only fleeting moments of joy punctuated your miserable existence. What little money you made was barely enough to keep your family clothed and fed, and the menacing presence of the elders and the priestesses of the Red Goddess made true happiness elusive.
Then one day, things took a sudden turn for the worse when a traumatic incident changed your life forever. In the aftermath of the tragedy, you turned your back on your village and headed out into the wider world to begin your adventuring career. Perhaps you felt your destiny lay elsewhere, or maybe you needed to escape from a place filled with bad memories.
Terrible IncidentWhat was the tragic event that led you to leave home and take up a life of adventure? Come up with your own or roll on table.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a token from a deceased family member, a set of common clothes, and a belt pouch containing 10 gp.
Feature: Born of the Soil You are familiar with the fields, forests, and mountains of the Blood Kingdom and have no problem finding your way in the countryside, with or without a map. When you arrive at a village in the Principalities, you receive a warm welcome from the local peasants and can readily find someone willing to give you a good meal and a bed for the night.
Suggested Characteristics Haunted villagers are shaped by dark events in their past, and the loved ones they lost still haunt their dreams every night. Sometimes the tragedy they experienced leads them to seek revenge on the vampires and other dark forces that cause so much misery, and to fight for freedom and for the common people against oppression. Family, friends, home, and village are most often important bonds to haunted villagers.

Background - Bemmean Scholar:

Bemmea, capital city of the Magocracy of Allain, is the jewel of magical study in Midgard. You walked its ley‑infused streets and studied among the gleaming spires that touch the sky. During your time in the arcane city, you ate, drank, slept, and breathed magic, and now you carry that legacy into the world. Students with no arcane aptitude are rare, but nonmagical scholars do arise from Bemmea’s crackling skyline.
Skill Proficiencies: Arcana, Investigation
Languages: Two of your choice
Equipment: A book of lore, a set of fine clothes, five sheets of parchment, a quill and inkwell, and a pouch containing 15 gp
Focus of Study Years of study at one of the many prestigious academies in Bemmea has earned you specialized knowledge of one exotic subject. You can work with your GM to determine the exact nature of your focus or choose one from the table below.
Feature: Esoteric Education When you encounter an example of your focus, you automatically recall some useful fact about it. Even subtle phenomena or hidden creatures don’t escape your notice for long. If you spend 8 hours in the vicinity of your focus of study, you pick up on telltale clues and signs that reveal its general presence. This doesn’t pierce disguises or reveal its exact location, and you must investigate by normal or magical means to pinpoint it.
Suggested Characteristics The citizens of Bemmea are fiercely proud of their accumulated knowledge, and many are reluctant to share their hard-won prize with outsiders. Bemmeans are keenly aware of laws and often exhibit strange quirks of behavior or speech that seem almost superstitious but have an actual, legal basis in their home.


Well now that I'm looking at the rest of the heroes handbook, I'm thinking of a minotaur barbarian or minotaur fighter. Im leaning more towards the barbarian though. Originally I wanted to make a bearbarian because it's a fun name but a bunch of the features are redundant.


So many cool characters to make. I'll start with Ibrox Redcap

PERSONALITY:
Personality Traits
1. I love to haggle with merchants and to debate with friends.
2. I size people up like they’re livestock.

Ideal = Duty. A sacrifice in time saves nine.

Bond I’m searching for a way to lift Baba Yaga’s curse so we no longer need the devils.

Flaw Helpful people make me immediately suspicious.

BACKGROUND:

• Ibrox is how he introduces himself. It’s a shortened version of the devil who he serves. Redcap describes his distinctive headgear. His true name is known only to his infernal patron and immediate family.
• His infernal patron does not enjoy how the balance of power is changing in the Eleven Hells. It wants to release the gnomes from their Infernal Bargain. The patron maneuvered Ibrox to get one of the first redcaps.
• Ibrox trained as a cartographer, because his infernal patron suggested that it was good cover to travel outside the Wormwood.
• He joined the caravan as a merchant to sell his maps on fine vellum that he makes, too.
• Ibrox believes that his infernal patron has a plan for him.

Race Gnome
Class Warlock
Background Neimheim Gnome
Alignment Lawful Neutral
Gender Male

Silver Crusade

Tally ho! =)

Character submission from Atlas2112!

(this is...probably the alias I'll use. I reserve the right to change to something like Magnus VerMagnusson. =)

I...started out knowing nothing about this setting, but as I read more I realllllllllllllly like the whole Korkavian struggle. Man, F vampires amirite?

So, I worked up a backstory similar to that of the Krakovian Rebel, but not quite. I greatly like the thought of having a counterattack against the undead horde as a long-range goal in the back of my head.


Jubal's gnome


Here we go


1 person marked this as a favorite.

Dreaming Warforged here.

Male, Elfmarked, Paladin, Soldier background. Soldier is the closest I could find to being an enforcer/thug/muscle for a small time crime lord.

Please do not hesitate if you have questions, comments, and suggestions.

If paladin is an issue, Trevor could also be build as a fighter.


Things are coming together from a background standpoint. It looks like there's some possible common ground/synergies among the Krakovan rebels along with a contingent from the Wormwood which could also include the shadow realm.

Trevor the Yellow: Elfmarked Paladin of Khors or maybe Dornig/Imperatrix (Krakova/Dornig)
Brother Aterro: Human Cleric of Thor (Krakova)
Ibrox Redcap: Gnome Warlock (Neimhiem/Wormwood)
Vrindel: Trollkin Druid (Wormwood)
Zove: Shadow Fey Wizard (Courlandia/Shadow Realm)

Antonio Carvartee: Human Bard (Courlandia?)

Still in development
Kráku Keenfeather: Ravenfolk Rogue (???)
Natloz: Minotaur Barbarian (???)
Grimmy: ???

It'll be interesting to see what the others end up putting together.

I've no problem with paladins or LG, could make for some really interesting RP possibilities with the gnome, trollkin, and shadow fey. ;)


Nice to hear. As I see it, we can discuss the details and figure whether it would be too much of an issue, and require some adjustments, if I get selected for the game.

Liberty's Edge

Ok, hope I am in time for this one....will read up and come out with a design asap


I have a bit of tunnelvision with my Southlands prep but I'm definitely going to try to squeek in at the last minute.


I will try with this one as well


Hey Tareth what's a good favored enemy for a ranger?


Im not sold on the mechanical background of mercenary veteran but that's what's in the stat block for now. I'm trying to find something more interesting but that's what stuck.

crunch:

Thargad the Unstopable Minitaur Barbarian 1
Init +2; Senses Perception +2 (passive 12);
Trackable: 
HP: 15/15
inspiration: 0/1 
HD: 1/1
==DEFENSE== 
AC 15 (10+ 2 dex +3 con) 
hp 15 (1d12+3) 
Str +5, Dex +2, Con +5, Int +0, Wis +0, Cha-1
Special Defense: Add con mod to AC when not wearing armor
==OFFENSE== 
Spd 30 ft 
Melee Greataxe +5 (1d12+3)
Maul +5 (2d6+3)
Horn +5 (1d6+3)
Ranged Javelin +5 (1d6+3) 30/120 ft
==STATISTICS== 
Str 16 (14+2), Dex 14, Con 16 (15+1) , Int 10, Wis 10, Cha 8
Proficiency +2

Skills: 
Athletics +5
Acrobatics +2 
Sleight of Hand +2 
Stealth +2
Arcana +0
History +0
Investigation +0
Nature +0
Religion +0
Animal Handling +0
Insight +0
Medicine +0
Perception +2
Survival +2
Deception -1
Intimidation +1
Performance +0 
Persuasion +1

Features:
Minotaur Features:
• You can use your horns as an unarmed attack for 1d6+str piercing damage
• If you move at least 10 feet toward a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can apply this extra damage once per turn. At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can
use this ability a number of times per day equal to your Constitution modifier, and you regain all expended uses when you finish a long rest

• Labyrinth Sense. You can retrace without error any path you have previously taken, with no ability check.

Mercenary Veteran Feature:
• You have broad knowledge of mercenary companies, the ability to find local mercenary hang outs, and you are able to find work as a mercenary
Barbarian Features:
• 2/day you gain advantage on Str checks and saves, deal +2 damage on strength based melee attacks, and resistance vs bludgeoning, piercing, and slashing damage
• Add Con mod to AC when not wearing armor

As for a background, I'm thinking he lost one horn in a challenge vs a rival on Kyprion. He left the island due to the embarrassment. He's been taking on random jobs as a tough for various people in order to survive. The latest job is as a caravan guard heading north.


Grimmy: Some useful favored enemies will likely be undead, beasts, aberrations, maybe giants, and humanoids (kobolds, goblins, trollkin, humans, ratfolk, dhampir, or dwarves). Not sure all of those will appear in this first adventure, but some definitely will and all are very probable if we continue.

Liberty's Edge

Looking to play a ravenfolk monk. Have the raw crunch here, and will work on the fluff.

Silent:

Silent step in the forest
Male Ravenfolk Monk 1
Medium humanoid, neutral

--------------------
Armor Class 15
Hit Points 9 (1d8+1)
Speed 30 ft.
--------------------
STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 15 (+2), CHA 12 (+1)
--------------------
Saving Throws Str +2, Dex +5
Skills Acrobatics +5, Deception +3, Insight +4, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages Huginn’s Speech, Northern

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

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d4+3 bludgeoning damage.


What if I was a krakovan rebel posing as a wilderness guide (dancing bear), but actually I know nothing whatsoever about the woods and can't so much as tell which way is north or cook my own eggs having spent my whole life in taverns having heated drunken debates that usually end up in brawls with my poorly educated political club buddies?


Here's the latest roundup.

Trevor the Yellow: Elfmarked Paladin of Khors or maybe Dornig/Imperatrix (Krakova/Dornig)
Brother Aterro: Human Cleric of Thor (Krakova)
Ibrox Redcap: Gnome Warlock (Neimhiem/Wormwood)
Vrindel: Trollkin Druid (Wormwood)
Antonio Carvartee: Human Bard (Courlandia?)
Natloz: Minotaur Barbarian (Kyprion)

Still in development
Zove: Shadow Fey Wizard (Courlandia/Shadow Realm)
Kráku Keenfeather: Ravenfolk Rogue (TBD)
Grimmy: Human? Ranger/(Fake Dancing Bear Guide) (Krakova)
Silent: Ravenfolk Monk (TBD)

So right now we've got 10 interested. I'll give everyone through the weekend to work on backgrounds and any remaining details. Then, unfortunately, I'll have to try and take things down to 6 or maybe 7 or 8 at the most.


Here you go, didn't realize you wanted crunch as well:

Zove crunch:

CN F elf (shadow fey) wizard
8.16.12.15.10.14

hp: 7
AC: 13
slots: 2/2

Languages:
Common, Elvish, Umbral, Sylvan, Celestial

Race Abilities:
misty step (2/long rest)
sunlight sens (dis on atk/perc bright sun)
adv arcana on shadow road lore

Proficiencies:
class: Int, Wis, Arcana, Investigation
race: Perception
backg(Courtier): Persuasion, Insight

Background Feature:
Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

trait: I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.
ideal: Aspiration. I work hard to be the best there is at my craft. (Any)
bond: The Court of One Million Stars where I learned my trade is the most important place in the world to me.
flaw: I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

Spells: atk: +2; save: 12
c: fire bolt, minor illusion, message
known: illusory script, comprehend languages, alarm, detect magic, snare, sleep
prepped: snare, sleep, detect magic

Creation Equipment:
class: dagger, focus(book), scholar's pack(backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife), spellbook
backg: A set of fine clothes and a pouch containing 5 gp


DM - Tareth wrote:

Here's the latest roundup.

Trevor the Yellow: Elfmarked Paladin of Khors or maybe Dornig/Imperatrix (Krakova/Dornig)
Brother Aterro: Human Cleric of Thor (Krakova)
Ibrox Redcap: Gnome Warlock (Neimhiem/Wormwood)
Vrindel: Trollkin Druid (Wormwood)
Antonio Carvartee: Human Bard (Courlandia?)
Natloz: Minotaur Barbarian (Kyprion)

Still in development
Zove: Shadow Fey Wizard (Courlandia/Shadow Realm)
Kráku Keenfeather: Ravenfolk Rogue (TBD)
Grimmy: Human? Ranger/(Fake Dancing Bear Guide) (Krakova)
Silent: Ravenfolk Monk (TBD)

So right now we've got 10 interested. I'll give everyone through the weekend to work on backgrounds and any remaining details. Then, unfortunately, I'll have to try and take things down to 6 or maybe 7 or 8 at the most.

If I may make a comment, as there is another recruitment coming up in Midgard, there will be another opportunities to apply to a 5e Midgard game. It might help feeling ok with cutting down the number of players. In my experience, having many players has pros, but also cons.


Yeah I think six is usually perfect. Seven if you're taking a chance on a couple of flight risks.

Guys does anyone want to make any character connections? Black Dow are you still in here?

I don't know if my idea is cool or really annoying.

I was gonna be a guy who is completely used to urban life but he's posing as a wilderness guide to escape from retribution for fomenting revolution in a "secret" club that meets in taverns and always gets loud and drunk and flips over tables by the end of the night. But the next afternoon they go back to hushed tones and think no-one's the wiser.

Now he's on the run, and believes some one must have betrayed him.

I would play him as completely uncomfortable and lost in the woods but mechanically he will in fact have ranger levels... it's just that like, when his animal companion shows up it is just inexplicably following him. He is in fact completely terrified of the thing!

I don't know if it's too much of a "bit" for this crowd, but that's my idea so far.

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