[5e] Hoard of the Dragon Queen (Inactive)

Game Master GM Red

Maps
Loot Tracker

Initiative:

[dice=Eska]1d20+3[/dice
[dice=Brax]1d20+2[/dice
[dice=Arianna]1d20+5[/dice
[dice=James]1d20+3[/dice
[dice=Met-Anoia]1d20+2[/dice


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Welcome! I'm DM/GM Red, and I've run a couple dozen play-by-post games for Pathfinder, PFS, and Starfinder on these boards, but recently have taken up interest in 5th edition. I would like to recruit 3 brave players to take part in Hoard of the Dragon Queen. I already have 1 spot filled for the 4th player.

Adventure Background:

The Cult of the Dragon has been active in Faerun for centuries. It has focused on making undead dragons to fulfill a prophecy most of that time, but that’s changing. In an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.

Expectations
- A post a day is a good rule of thumb, but if you want to post more, go for it. Less, and it might slow down the game. You may be botted in that case. I usually post between 5pm and 11pm eastern on weekdays and more frequently on weekends. There are times when I cannot post at all for a day, but I'll let you know. I also understand you may have times you can't post too, and I'm totally flexible in that regard!

- What about you, GM Red? I am by and large a fluff GM rather than a mechanics GM. I run games for storytelling and imagination rather than obsession over rules and tactics. I expect that players I recruit to put more effort into their posts rather than just a die roll.

- Be warned that this campaign can be deadly. You might die. Are you going to complain if you're fairly KOed? Are you okay with your PC dying? If not, this might not be the right campaign for you.

Character Creation
- Please create two PCs.
- The first one should include full fluff and backstory. The second can be a stat page of crunch with a concept in mind, but doesn't need to be fully fleshed out yet (unless you'd like for it to be). The second PC can always be changed later.

Ability Scores:

Taken from DM Aukumua, thank you!

Step 1. Roll 4d6 drop the lowest number
For example, I roll 4d6 and get 4, 5, 2, 3. I would drop the ‘2’, since this is the lowest number, leaving me with 4+5+3 = 12.

Step 2. Repeat Step 1 seven more times. This will give you a pool of 8 numbers.

Step 3. Use 6 of these to fill in your ability scores. No stat (even after adding your racial bonus) can be higher than 18.

Just so you are clear you will use 6 of these numbers to fill in your ability scores. So 2 will not be used at all.

All rolls must be generated in your post on the recruitment thread.

Classes:

Anything in PHB.

Races:

Pretty flexible here. Anything in PHB, any subraces, and variant humans are fine.

Background:

Please include a personality trait, ideal, bond, and flaw. For bonds, please choose one of the below. You may alternatively roll a d10 and use that as the starting point for your character concept. Option 10 is highly recommended for one PC.

1. Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt.

2. When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.

3. Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.

4. Ontharr Frume, a crusading warrior and champion of good, is your friend and mentor. He has asked you to travel to Greenest in search of rumors of increasing dragon activity.

5. You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!

6. Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges. You’re hoping to lie low in a sleepy little town called Greenest until this blows over.

7. On his deathbed, your father confessed that he had become involved with a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged you to investigate the cult and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.

8. The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.

9. You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it’s next on the cult’s list of targets.

10. You have a secret. You once were a gold dragon who served Bahamut. You were too proud and vain, to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.

Alignment:

Evil alignments can get dicey, so I'd prefer you not choose them. I'm also not a huge fan of Lawful Good, but it technically is allowed. Whatever alignment you choose should definitely influence your character's actions during the campaign.

Backstory:

Give me a 3 or 4 sentence summary of your PC's history and why they decided to become an adventurer. You may write more if you'd like. Also answer these questions:

1. What are you intolerant of?

2. What is the most satisfying thing about being an adventurer?

3. Three words to describe your personality.

Bonus questions! *Optional* but fun :)
4. PC's favorite food

5. PC's theme song

6. Your PC empties their pockets. What's inside?

Equipment:

Equipment is determined by your Background and your Class. You will see a portion in each section of the PHB which describes what equipment your character begins with.

You as a player:

1. What are you looking for in this campaign? The travel through an interactive narrative, the interactions with other players, challenging combat, massive loot......

2. Link me to a post you feel best represents your writing style.

There will be no house rules, by the way.

I believe that's it. Recruitment will be open for 3-4 days, so I'm looking to start on April 30th. I'll extend it if not enough players apply. My criteria for shortlisting players is based on how they answer the questions above. If more than three make that list, I will roll to determine who gets in.


Sounds like fun. I'll put together the 2nd PC after I'm done with the first, I work better that way.

Probably a Warlock to for the first character, but let's see what I get...
Woops forgot to take out the 'perception' when copy/pasting the code.

1) Perception: 4d6 ⇒ (4, 4, 2, 2) = 12 -2 -> 10
2) Perception: 4d6 ⇒ (3, 2, 5, 5) = 15 -2 -> 13
3) Perception: 4d6 ⇒ (2, 2, 4, 4) = 12 -2 -> 10
4) Perception: 4d6 ⇒ (1, 4, 6, 1) = 12 -1 -> 11
5) Perception: 4d6 ⇒ (4, 6, 2, 3) = 15 -2 -> 13
6) Perception: 4d6 ⇒ (3, 4, 1, 2) = 10 -1 -> 9
7) Perception: 4d6 ⇒ (2, 2, 2, 1) = 7 -1 -> 6
8) Perception: 4d6 ⇒ (5, 5, 4, 5) = 19 -4 -> 15

So 15,13,13,11,10,10

Not terrible, by a long shot.

Silver Crusade

dotting. I have an idea for a dragonborn paladin or sorcerer. Reddish gold scales. (his parents were a red and gold dragonborn). I may well decide based off what else is submitted.


I'm interested but certainly inexperienced with pbp. Only recently discovered this was a thing you could do. So long as you'll accept no history submissions I'll get to work on a couple characters.

Silver Crusade

rolls:

4d6 ⇒ (6, 4, 4, 3) = 17 14
4d6 ⇒ (4, 4, 2, 4) = 14 12
4d6 ⇒ (6, 5, 5, 4) = 20 16
4d6 ⇒ (5, 5, 5, 6) = 21 17
4d6 ⇒ (3, 3, 3, 1) = 10 09
4d6 ⇒ (6, 1, 6, 3) = 16 15
4d6 ⇒ (5, 2, 5, 3) = 15 13
4d6 ⇒ (1, 4, 3, 3) = 11 10

17, 16, 15, 14, 13, 12. I LOVE IT. Countdown boys.

background and bond:

Bond: 4 is likely the choice if I go paladin. Not sure about sorcerer.. I'll just write up the pally for now.

1. What are you intolerant of?
Giving up. Whether its mentally, physically, or emotionally.

2. What is the most satisfying thing about being an adventurer?
Getting to see the joy on the faces of those you help.

3. Three words to describe your personality.
Empathetic, Gallant, philosophical, hopeful.

Bonus questions! *Optional* but fun :)
4. PC's favorite food
huma- er, uh um, Potatoes? The most versatile food. If you meant a particular type/dish.... He probably doesn't. Food is one of the best things in life, why pick one dish!? Though seafood is the best.

5. PC's theme song
But, of course it is.

6. Your PC empties their pockets. What's inside?
A flute,

me, the lowly player:

1. What are you looking for in this campaign? The travel through an interactive narrative, the interactions with other players, challenging combat, massive loot......

All the above? I enjoy the "mechanical" part of PF, but the joy of PbP is that you get to really see the character(s) come out in ways even some of the best Face to face groups can't get.

2. Link me to a post you feel best represents your writing style.

Here is one for a shy druid character feel free to browse through it/her posts)

A dwarf, one of my attempts at a humorous post.

Same dwarf, having a talking too to old Omast. Was a bit of a close to home issue with Ivan, having lost a large portion of his family to this point. Dice liked it too.

I'll have a paragraph or so of backstory up within the weekend.


You know what, Grohr? I love it when new players join PbP! Why don't you go ahead and roll up a character or two and we'll go from there?


I'd like to express interest also. I've been away from PBP for a fair while. Life sometimes gets in the way and has forced me to abandon it for a time, but it will be fine as a player.

I like to roll stats in (rough) order and then come up with the character, so if it's all the same to you I'll just post that bit now and come up with the rest by the end of the weekend.

Rolls:
Strength: 4d6 ⇒ (1, 3, 4, 4) = 12
Dexterity: 4d6 ⇒ (3, 1, 1, 6) = 11
Constitution: 4d6 ⇒ (4, 1, 5, 4) = 14
Intelligence: 4d6 ⇒ (6, 1, 4, 5) = 16
Wisdom: 4d6 ⇒ (1, 4, 4, 5) = 14
Charisma: 4d6 ⇒ (5, 6, 6, 4) = 21

First 'Spare': 4d6 ⇒ (2, 1, 4, 5) = 12
Second 'Spare': 4d6 ⇒ (6, 5, 1, 2) = 14

Strength: 4d6 ⇒ (3, 6, 6, 4) = 19
Dexterity: 4d6 ⇒ (3, 3, 2, 5) = 13
Constitution: 4d6 ⇒ (6, 2, 4, 2) = 14
Intelligence: 4d6 ⇒ (6, 6, 1, 3) = 16
Wisdom: 4d6 ⇒ (4, 4, 2, 2) = 12
Charisma: 4d6 ⇒ (3, 2, 4, 3) = 12

First 'Spare': 4d6 ⇒ (5, 6, 1, 3) = 15
Second 'Spare': 4d6 ⇒ (6, 4, 4, 6) = 20

First PC:
Strength - 13
Dexterity - 11
Constitution - 13
Intelligence - 15
Wisdom - 13
Charisma - 17

(Using the two spares in place of Strength and Dexterity)

Second PC:
Strength - 16
Dexterity - 16
Constitution - 12
Intelligence - 15
Wisdom - 14
Charisma - 10

(Using the two spares in place of Dexterity and Wisdom)


I'm currently at work but have decent downtime so I'll roll stats now and start working out my options.

Stat Rolls:
Stat Roll 1: 4d6 ⇒ (6, 5, 6, 5) = 22
Stat Roll 2: 4d6 ⇒ (6, 5, 4, 5) = 20
Stat Roll 3: 4d6 ⇒ (1, 6, 4, 1) = 12
Stat Roll 4: 4d6 ⇒ (4, 6, 6, 3) = 19
Stat Roll 5: 4d6 ⇒ (2, 6, 2, 4) = 14
Stat Roll 6: 4d6 ⇒ (2, 1, 1, 5) = 9
Stat Roll 7: 4d6 ⇒ (3, 2, 2, 3) = 10
Stat Roll 8: 4d6 ⇒ (3, 3, 6, 6) = 18
2nd Char Stat Rolls:
Stat Roll 1: 4d6 ⇒ (4, 5, 5, 4) = 18
Stat Roll 2: 4d6 ⇒ (3, 6, 3, 3) = 15
Stat Roll 3: 4d6 ⇒ (5, 1, 1, 4) = 11
Stat Roll 4: 4d6 ⇒ (4, 1, 4, 4) = 13
Stat Roll 5: 4d6 ⇒ (4, 3, 4, 5) = 16
Stat Roll 6: 4d6 ⇒ (1, 1, 5, 4) = 11
Stat Roll 7: 4d6 ⇒ (4, 4, 4, 5) = 17
Stat Roll 8: 4d6 ⇒ (5, 3, 3, 6) = 17
So 1st character has 17, 16, 16, 15, 12, 11
Second character has 14, 13, 14, 13, 12, 12

These aren't allocated yet, to reduce spam I'll update this as more is fleshed out.


I'll be creating a Stout Halfling Barbarian named Frederick Bottleberry for my first character. The second will be a warlock, though I'm currently debating dragonborn, gnome, or tiefling.

Stat: 4d6 ⇒ (3, 1, 2, 6) = 12 - 1 = 11

Stat: 4d6 ⇒ (1, 1, 6, 2) = 10 - 1 = 9

Stat: 4d6 ⇒ (2, 6, 1, 1) = 10 - 1 = 9

Stat: 4d6 ⇒ (5, 6, 3, 5) = 19 - 3 = 16

Stat: 4d6 ⇒ (3, 5, 3, 2) = 13 - 2 = 11

Stat: 4d6 ⇒ (3, 5, 2, 1) = 11 - 1 = 10

Stat: 4d6 ⇒ (6, 6, 3, 3) = 18 - 3 = 15

Stat: 4d6 ⇒ (6, 5, 1, 1) = 13 - 1 = 12

I'm writing up the other info requested and will convert it to digital this weekend.

Grand Lodge

Character 1:

Stat Roll: 4d6 ⇒ (4, 6, 3, 3) = 16
Stat Roll: 4d6 ⇒ (5, 4, 6, 4) = 19
Stat Roll: 4d6 ⇒ (6, 5, 2, 4) = 17
Stat Roll: 4d6 ⇒ (2, 3, 1, 4) = 10
Stat Roll: 4d6 ⇒ (2, 3, 5, 4) = 14
Stat Roll: 4d6 ⇒ (6, 2, 3, 1) = 12
Stat Roll: 4d6 ⇒ (3, 2, 5, 4) = 14

Character 2:

Stat Roll: 4d6 ⇒ (4, 6, 6, 2) = 18
Stat Roll: 4d6 ⇒ (6, 2, 2, 1) = 11
Stat Roll: 4d6 ⇒ (4, 6, 6, 1) = 17
Stat Roll: 4d6 ⇒ (3, 2, 1, 3) = 9
Stat Roll: 4d6 ⇒ (5, 3, 5, 5) = 18
Stat Roll: 4d6 ⇒ (1, 5, 1, 1) = 8
Stat Roll: 4d6 ⇒ (5, 4, 6, 6) = 21

Character One:13,15,15,12,11,12
Character Two:16,10,16,8,15,17

Grand Lodge

Half-Orc Tempest Cleric for the 1st character Might do Wizard of some kind for the second.


Settled on a Tiefling for the 2nd character. Rolling some dice -

Stat: 4d6 ⇒ (4, 2, 6, 1) = 13 - 1 = 12

Stat: 4d6 ⇒ (5, 3, 3, 5) = 16 - 3 = 13

Stat: 4d6 ⇒ (3, 5, 6, 4) = 18 - 3 = 15

Stat: 4d6 ⇒ (4, 5, 6, 5) = 20 - 4 = 16

Stat: 4d6 ⇒ (6, 2, 4, 3) = 15 - 2 = 13

Stat: 4d6 ⇒ (2, 4, 6, 3) = 15 - 2 = 13

Stat: 4d6 ⇒ (2, 1, 4, 1) = 8 - 1 = 7

Stat: 4d6 ⇒ (5, 6, 5, 4) = 20 - 4 = 16


@Gohr: Just a heads up, the boards here lock all editing after 1 hour. You're not going to be editing that post again.

Okay, I've got some ideas, so let's see what I get.

Character 1:

4d6 ⇒ (5, 3, 6, 5) = 19 => 16
4d6 ⇒ (2, 3, 3, 2) = 10 => 8
4d6 ⇒ (6, 5, 1, 4) = 16 => 15
4d6 ⇒ (3, 3, 6, 1) = 13 => 12
4d6 ⇒ (5, 6, 5, 1) = 17 => 16
4d6 ⇒ (5, 3, 2, 5) = 15 => 13
4d6 ⇒ (4, 3, 5, 2) = 14 => 12
4d6 ⇒ (1, 5, 4, 1) = 11 => 10

Character 2:

4d6 ⇒ (4, 1, 3, 4) = 12 => 11
4d6 ⇒ (6, 1, 6, 1) = 14 => 13
4d6 ⇒ (1, 2, 4, 2) = 9 => 8
4d6 ⇒ (4, 3, 5, 2) = 14 => 12
4d6 ⇒ (3, 3, 1, 4) = 11 => 10
4d6 ⇒ (2, 5, 2, 2) = 11 => 9
4d6 ⇒ (2, 2, 2, 6) = 12 => 10
4d6 ⇒ (2, 6, 1, 3) = 12 => 11

Ouch. Can I call a mulligan on this one?


Character 1: 16, 16, 15, 13, 12, 12 (Tentatively, I'm pondering if I should throw in the 10 or 8 that I rolled to add some flavor.)
Character 2: 13, 12, 11, 11, 10, 10 (Ayep. Tempted to ask if this one can be a kobold that gets squashed if I can't reroll.)

So, off to think about what I would like to play. I've got an idea for a couple of characters.

Grand Lodge

Krusk Stormbringer, Cleric of Valkur:
Krunk Stormbringer
½ Orc Cleric of Valkur[ Tempest]
Medium Humanoid(½ Orc) N
Hgt.7'1” Wgt.285 Age: 16 hair: Black Eye: Amber Deity: Valkur
Init:+1 Perception 14
XP:
Defense:
Armor: Chain Mail and Shield
AC:19
HP:11
Offense:
Speed:30ft.
Melee:
Warhammer +5 1d8+3 (1d10+3) Bludgeoning
Handaxe +5 1d6+3 Slashing
Belaying Pin[Club]+5 1d6+3 Bludgeoning
Ranged:

Statistics:
Str:17 Dex:12 Con:16 Int:12 Wis:17 Cha:13
Proficiency Bonus:+2
Saving Throws: Str+3 Dex+1 Con+3 Int+1 Wis+5 Cha+3
Skills: Athletics+5,Perception +5,Insight +5,Religion +3, Intimidate +3
]Tools: Navigator's’ Tools, Vehicles[Water]
Language: Common, Orc
Gear: 50 ft. Silk Rope, Common Clothes, a pouch of 10gp, Holy Symbol[Valkur], Trinket; Brass ring that never tarnishes,
Priests Pack: Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

PP: GP:10 SP: CP:
Feat:

Ritual Casting:
-Can learn a number of spells to cast as a ritual. It is recorded in a ritual book and thus allows you to use it to cast the spell with no issue.

Racial Traits:
Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Menacing:
You gain proficiency in the Intimidation skill.

Relentless Endurance:
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damages dice one additional time and add it to the extra damage of the critical hit.

Size: Medium.
Speed: 30 feet.
Background: Sailor
Skills: Athletics, Perception
Languages: Common and Orc
Traits:
-My Language is as foul as an Otyughs nest
-My Friends know they can rely on me, no matter what

Ideals:
-Respect: The thing that keeps the ship together is mutual respect between captain and crew
-Aspiration: I wish to own my own ship someday and chart my own destiny

Bonds:
-The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near-fatal wounds you sustained in the attack, you seek revenge.

Flaw:
-Once I start drinking it's hard for me to stop

Background Feature:
Ships’ Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Spell-
Spell DC:13
Spell Attack:+5
Cantrips-3 1st-2
Cantrips: Sacred Flame, Thaumaturgy, Mending
1st- Fog Cloud*, Thunderwave*, Cure Wounds, Guiding Bolt, Shield of Faith, Purify Food and Drink
Ritual Spells”:

Class Traits:
Tempest Domain:
1st: Fog Cloud, Thunderwave
3rd: Gust of Wind, Shatter
5th: Call Lightning, Sleet Storm
7th: Control Water, Ice Storm
9th: Destructive Wave, Insect Plague

Bonus Proficiency: Martial Weapons and Heavy Armor

Wrath of the Storm:3/day(Wisdom)
A creature within five feet that attacks you, you can use a reaction to deal Thunder or Lightning damage of 2d8 damage. Dexterity saves for half.

Background:
An Adopted ½ Orc, who was bitten by the sailing bug due to his father, Agnor Stormbringers’ profession, he studied and learned all there was to be a sailor. In the end not only did he become a sailor but a devoted worshipper of Valkur! Eventually, he was allowed on the Ship called Beshabas’ Bountiful Beauty a supposedly cursed vessel, under the Captain Veris Sig. Captain Sig as a petite woman who strangely commanded the vessel with respect and compassion. Her sailors were loyal and hearty, they worked hard and were rewarded for it. Krusk worked his way from cabin boy to a full-fledged member. Unfortunately, the Lad was unlucky as the ship was attacked by a Black Dragon, the Roar, and Unnatural fear still haunt him, as does the huge disfigured scars that remain form the wickedly acidic breath it spewed on him. Valkur however spared Krusk from dying in the sea, instead, he awakened in a boat with his gear and a new mission, to Avenge the Crew of the Beauty, and spread the power and word of Valkur!

What is Krusk intolerant About; Well being raised by a sailor and basically a ship, he doesn’t tolerate slacking off when a job is needed to be done. Even watching from the crow's nest requires you to be vigilant and do the job. Slackers got corded or worse reduced rations.

2. What Is the most Satisfying thing about being an adventurer: Well Krusk is not satisfied with his current lot, the pain and horror of his past, which basically his reason for his current adventuring, is put aside. Krusk enjoys the freedom it brings, its chance to let him prove himself to Valkur and spread his god's name. Otherwise, if he truly could adventure at sea he would be ecstatic spreading his word and victories far and wide while exploring and trading to his heart's content!

3. Brave, Pious, Haunted

4.Krusks favorite food: Would have to be freshly caught fish, seared with lemon and lime over rice, or a nice hearty Pork stew with fresh vegetables. Washing it all down with Mead or Grog.

5. Krusks’ Theme Song would be obviously Survivor

6. Whats’ insides Krusks’ pockets!!![Sounds like a fun Game Show] A pennant form the Beauty, some spare change, probably a key, a cork, and obviously wet lint. Oh and a pamphlet about the glories of Valkur and what you need to do to let him into your heart

Grand Lodge

oops I shorted myself
Character one: 4d6 ⇒ (6, 5, 6, 5) = 2217
Character two: 4d6 ⇒ (2, 1, 2, 6) = 1110

Krusk is gonna get an upgrade as the 17 is nice

and so is Character two is losing a 8


Critzible Looks great so far, I think you're nearly good to go here other than the 'You as a player' questions above!

AdamWarnock I can just imagine the second kobold PC charging into a dragon fight with a dagger :) I'm reluctant to say mulligans are okay, as it may make other applicants also want to reroll.

rorek55 I enjoy your dwarf, Ivan's, posts! Good stuff here. I've played GS myself and that was a good way of handling Omast.

Everyone else, I'm fine with you rolling stats now and then later posting the details over the next few days as you flesh out your characters.


Pathfinder Adventure, Adventure Path Subscriber

My 5E experience is really limited, but I think I'm going to toss my dice in the tray for selection. First stat rolls will be for a dwarf fighter and the second one may go toward a human cleric concept.

Character 1:

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

Character 2:

Stats: 4d6 - 1 ⇒ (1, 4, 4, 1) - 1 = 9
Stats: 4d6 - 2 ⇒ (6, 5, 2, 2) - 2 = 13
Stats: 4d6 - 4 ⇒ (5, 4, 6, 6) - 4 = 17
Stats: 4d6 - 3 ⇒ (3, 6, 6, 4) - 3 = 16
Stats: 4d6 - 2 ⇒ (3, 4, 6, 2) - 2 = 13
Stats: 4d6 - 3 ⇒ (4, 6, 3, 5) - 3 = 15
Stats: 4d6 - 4 ⇒ (5, 4, 5, 4) - 4 = 14
Stats: 4d6 - 1 ⇒ (4, 2, 1, 3) - 1 = 9

I'll add details for the dwarf fighter in based on the rolls and hold the stats and concept for the human cleric in reserve.

Liberty's Edge

Ok, I can't resist. I love 5e games and have started this one a few times (but only seem to get to the first encounter then the game ends!!)

Rolls:

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

Set Two
4d6 ⇒ (4, 2, 5, 5) = 16 14
4d6 ⇒ (5, 1, 5, 3) = 14 13
4d6 ⇒ (1, 4, 6, 5) = 16 15
4d6 ⇒ (5, 5, 4, 6) = 20 16
4d6 ⇒ (1, 1, 5, 2) = 9 08
4d6 ⇒ (6, 1, 1, 5) = 13 12
4d6 ⇒ (6, 4, 3, 2) = 15 13

Results
Well looks like Set 2 is the winner. Will get all the other info done up ASAP!!

Silver Crusade

oh. I completely read over the part about making 2 PCs.

second PC rolls:

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

15, 15, 14, 14, 13, 12

huh, not too shabby.

Dark Archive

Hi there!

Hey guys! Daniel!

Hey, quick question for the DM...I know you wanna stick to the PHB...
but...
Can I make a compelling argument for adopting the UA Ranger?

Reasons!:

The 2nd half of the 1st paragraph states it right there, that they needed to start "addressing the class’s high levels of player dissatisfaction and its ranking as D&D’s weakest class by a significant margin."

Maybe some people saw their first UA Ranger attempt, which was some craziness with a 1E level of bofo 2d8 hp to start. Yeah, that's all gone. This iteration of the class is more on par with the fighter in most things, and is now sort of like a "fighter with Archery/Two Weapons that explores it more in-depth and gives up the two big advantages for several smaller ones."

The PHB Ranger, is, simply, not playable. It's double-whammy super powers are about over-land movement that get glossed-over 95% of the time anyway. It's in all ways inferior to a archery-specced fighter. The UA Ranger simply evens out the playing field and makes it more in line with what should have been in the first place.

You are, of course, free to say no, but I love Love LOVE the new Ranger I'd really like a chance to weigh in with one.

What do you think? =)

Also, rolls.

rolls!:

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

4d6 ⇒ (3, 4, 1, 1) = 9 8
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (6, 4, 5, 6) = 21 17
4d6 ⇒ (5, 2, 4, 1) = 12 11


DM Red wrote:
AdamWarnock I can just imagine the second kobold PC charging into a dragon fight with a dagger :) I'm reluctant to say mulligans are okay, as it may make other applicants also want to reroll.

Perfectly understandable. I just figured that if anything deserved a reroll it would be stats that average out to just over 11. :P

I'm having a little trouble coming up with a background for my character, Are you okay with custom backgrounds? (I was thinking about a cross between the Folk Hero and Entertainer backgrounds.)


Greetings DM Red. Here are my rolls. Character selection will be dependent upon how the dice fall.

rolls Character 1:

Str: 4d6 ⇒ (1, 5, 5, 1) = 12...11
Dex: 4d6 ⇒ (4, 1, 1, 1) = 7...6
Con: 4d6 ⇒ (4, 6, 4, 1) = 15...14
Int: 4d6 ⇒ (4, 1, 5, 2) = 12...11
Wis: 4d6 ⇒ (1, 6, 3, 5) = 15...14
Cha: 4d6 ⇒ (2, 5, 5, 5) = 17...15
Alt1: 4d6 ⇒ (2, 5, 5, 6) = 18...16
Alt2: 4d6 ⇒ (6, 1, 4, 5) = 16...15
Bond option: 1d10 ⇒ 10

rolls Character 2:

Str: 4d6 ⇒ (5, 6, 1, 3) = 15...14
Dex: 4d6 ⇒ (4, 4, 6, 4) = 18...14
Con: 4d6 ⇒ (2, 2, 4, 4) = 12...10
Int: 4d6 ⇒ (3, 4, 2, 1) = 10...9
Wis: 4d6 ⇒ (4, 5, 3, 2) = 14...12
Cha: 4d6 ⇒ (2, 2, 6, 4) = 14...12
Alt1: 4d6 ⇒ (1, 4, 3, 6) = 14...13
Alt2: 4d6 ⇒ (2, 4, 6, 4) = 16...14
Bond option: 1d10 ⇒ 1

I think the first character is either going to be a Fighter following the Eldritch Knight path or a Monk later following the path of the Four Elements. Both tap into an inherent magical force within the character.

Second character will be a thief following the assassin path more modeled as a bounty hunter rather than a hired killer.

Will write up both.


1 person marked this as a favorite.

AdamWarnock I think I would be - can you show me a summary of the features/proficiencies you're thinking of in the customized background?

Atlas2112 has done a great job convincing me that the PHB Ranger, well, kind of sucks. The UA Ranger is allowed for selection!


Cannot resist 5e PBP:
4d6 ⇒ (6, 6, 3, 5) = 20
4d6 ⇒ (6, 4, 4, 1) = 15
4d6 ⇒ (2, 3, 1, 2) = 8
4d6 ⇒ (2, 3, 2, 6) = 13
4d6 ⇒ (3, 2, 3, 4) = 12
4d6 ⇒ (6, 3, 5, 3) = 17
4d6 ⇒ (2, 5, 3, 2) = 12
4d6 ⇒ (1, 4, 6, 6) = 17
17, 15, 14, 14, 11, 10

4d6 ⇒ (2, 2, 6, 5) = 15
4d6 ⇒ (6, 4, 2, 6) = 18
4d6 ⇒ (4, 4, 4, 5) = 17
4d6 ⇒ (1, 3, 1, 4) = 9
4d6 ⇒ (5, 6, 1, 4) = 16
4d6 ⇒ (2, 2, 4, 2) = 10
4d6 ⇒ (4, 3, 3, 2) = 12
4d6 ⇒ (6, 4, 1, 5) = 16
16, 15, 15, 13, 13, 10


Hi DM

In terms of the 2PCs - do you want us to use the first roll for the starting PC and the second for the backup? Or can we pick which set is our starting roll and which one is our backup character?


DM Red wrote:
AdamWarnock I think I would be - can you show me a summary of the features/proficiencies you're thinking of in the customized background?

Skills: Performance, Survival

Tools: Smith's Tools, Woodcarver's Tools

I was thinking of the Rustic Hospitality feature with the modification that I can also get leads on taverns that are looking for entertainment, but it's limited to common taverns and inns and I'd have to negotiate payment instead of getting free room and board by default.

I'll have a more detailed background tonight or tomorrow.


Good question, Steve Geddes...

Everyone, the first set of rolls you post should be for your primary PC and the second for your backup.

AdamWarnock, sounds good to me. You can run with that custom background.


Alright. First Character concept is more or less complete. It could certainly use some more detail, but I'm not quite sure where/what setting the game is taking place, also Bond #5 felt like a natural fit, but I don't know anything about this Talis person's background.

Navarre Oleander, NG Male Half-Elf Warlock(Celestial)

Background etc.:

Background: Folk Hero

Personality Trait: I’m confident in my own abilities and do what I can to instill confidence in others.

Ideal: Respect. People deserve to be treated with dignity and
respect.

Bond: 5. You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!

Flaw: I’m convinced of the significance of my destiny, and
blind to my shortcomings and the risk of failure.

Navarre's earliest memory is from the orphanage; he never knew his parents, and always put more stock in friends as the family you choose than in parentage and blood relations.

He lived most of his life taking odd jobs where he could get them, helping tend farms or ranches, being a day laborer, and so on. One day he caught the eye of a Deva and was granted celestial powers for some mysterious purpose. He doesn't know why he was chosen instead of someone else, or what he is expected to do with these powers, but when a celestial taps you for a destiny, you don't argue.

His only regret is Talis. She was a friend of his, and, while in his immaturity he could never bring himself to say it to her, the love of his life. When he heard she might have been kidnapped, he all but literally dropped everything to go find her.

1. What are you intolerant of?
Cruelty and abuse. Navarre was born poor and knows how much good could be done if those with wealth and power used it to help those who didn't have it.

2. What is the most satisfying thing about being an adventurer?
Helping others solve problems that they cannot solve. He has been granted a power and a destiny, and he must help those who cannot help themselves if he is to be worthy of it.

3. Three words to describe your personality.
Kind, cheerful, down-to-earth.

Bonus questions! *Optional* but fun :)
4. PC's favorite food
Fresh baked bread.

5. PC's theme song
October Project/Where You Are

6. Your PC empties their pockets. What's inside?
Breadcrumbs, a bauble gifted to him by a child in the last village he helped, and a yarn bracelet that Talis made for him when they were young.

Me as a player:

1. What are you looking for in this campaign?
I'm a sucker for a good storyline, particularly the interactions of PCs with it and the small conflicts that arise from slightly differing goals and how they get resolved. I also enjoy combat (tactical or Theater of Mind), puzzles, and problem solving.

2. Link me to a post you feel best represents your writing style.
It's been a while since I was in traditional party-based PbP, so these are from a Savage Rifts game I was in a few years ago.
Pure Roleplay
Note that this was the aftermath of some party in-fighting, my character was assigned (not by choice) to lead a newly formed quasi-military unit. One of the other players was a pro-human bigot and talked down to numerous non-human squad members. Little did he know that my character only appeared to be human...

A combat post.
The same character, breaking free of a vampire's mind control just before attacking a subordinate.

Character mechanics:

Navarre Oleander
NG Male Half-Elf Warlock (Celestial)
5'6" 146lbs. Age: 24 Dark Brown hair, Hazel Eyes Deity: none

Init:+2 Passive Perception 12
XP: 0

Defense:
Armor: Leather Armor
AC:13
HP:10

Speed:30ft.

Melee:
Spell +5 (varies)
Dagger +4 1d4+2 Slashing
Staff 1h +2 1d6 Bludgeoning
Staff 2h +2 1d8 Bludgeoning

Ranged:
Spell +5 (varies)
Dagger +4 1d4+2 Slashing 20/60
Crossbow +4 1d8+2 Piercing 80/320, loading, 2h

Statistics:
Str:10 Dex:14 Con:14 Int:10 Wis:11 Cha:17
Proficiency Bonus:+2
Saving Throws: Str+0 Dex+2 Con+2 Int+0 Wis+2 Cha+5

Proficient Skills:
Animal Handling +2
Arcana +2
Insight +2
Perception +2
Survival +2

Proficient Tools:
Cook's Utensils
Vehicles[Land]

Language: Celestial, Common, Elvish

Race Features:
Darkvision 60'
Fey Ancestry: Advantage on charmed saves and immune to sleep magic.

Theme Features:
Rustic Hospitality:
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Class Features:
Otherworldly Patron: Celestial (Deva)

[Patron] Bonus Cantrips:
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

[Patron]Healing Light [2d6,3]:
At lst level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish along rest.

Pact Magic: (slots refresh on short or long rest)
C [unl]: Eldritch Blast, Light, Sacred Flame, Minor Image
1 [1/1]: Cure Wounds, Hex

Gear:
Arcane Focus(Crystal), Common clothes, Cook's Utensils, Iron Pot, Shovel
Dungeoneer's Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Coin: 10gp

2nd character:

Probably a fighter or monk, or maybe ranger.

Stat rolls:
1: 4d6 ⇒ (4, 1, 5, 6) = 16 -1 15
2: 4d6 ⇒ (3, 1, 2, 5) = 11 -1 10
3: 4d6 ⇒ (6, 1, 6, 1) = 14 -1 13
4: 4d6 ⇒ (3, 4, 2, 1) = 10 -1 9
5: 4d6 ⇒ (2, 6, 2, 3) = 13 -2 11
6: 4d6 ⇒ (3, 6, 2, 5) = 16 -2 14
7: 4d6 ⇒ (5, 1, 6, 1) = 13 -1 12
8: 4d6 ⇒ (5, 2, 3, 6) = 16 -2 14

15,14,14,13,12,11
Broadly above average without a single exceptional score. Good for what I was thinking.


Character 1:
Race: Human
Class: Fighter / Eldritch Knight
Background: Noble / Knight
Bond: 6. Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges.
Alignment: Neutral Good
Backstory: Coming soon
Player: Experienced, answers soon

Character 2:
Race: Wood elf
Class: Monk / 4 Elements
Background: Outlander
Bond: 10. You have a secret. You once were a gold dragon who served Bahamut. You were too proud and vain, to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.
Alignment: Lawful Good
Backstory: Coming later


Will throw my hat in as well..

Rolls:

Set 1

4d6 ⇒ (6, 2, 6, 4) = 18 16
4d6 ⇒ (6, 6, 4, 5) = 21 17
4d6 ⇒ (6, 6, 3, 6) = 21 18
4d6 ⇒ (4, 4, 2, 3) = 13 11
4d6 ⇒ (1, 1, 4, 1) = 7 13
4d6 ⇒ (2, 5, 6, 2) = 15 16
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (3, 1, 6, 2) = 12 11

Set 2

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

Nice first set.. Ill get back later with concepts.


stats 1:

4d6 - 2 ⇒ (5, 2, 6, 6) - 2 = 17*
4d6 - 1 ⇒ (1, 3, 6, 6) - 1 = 15*
4d6 - 1 ⇒ (2, 1, 5, 3) - 1 = 10*
4d6 - 1 ⇒ (5, 3, 2, 1) - 1 = 10
4d6 - 3 ⇒ (3, 5, 6, 4) - 3 = 15*
4d6 - 1 ⇒ (5, 2, 1, 5) - 1 = 12*
4d6 - 1 ⇒ (6, 1, 2, 1) - 1 = 9
4d6 - 1 ⇒ (4, 6, 6, 1) - 1 = 16*

stats 2:

4d6 - 1 ⇒ (1, 1, 5, 5) - 1 = 11
4d6 - 3 ⇒ (5, 5, 3, 6) - 3 = 16*
4d6 - 3 ⇒ (4, 4, 3, 6) - 3 = 14*
4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15*
4d6 - 5 ⇒ (5, 6, 5, 6) - 5 = 17*
4d6 - 2 ⇒ (6, 6, 2, 4) - 2 = 16*
4d6 - 3 ⇒ (4, 3, 6, 5) - 3 = 15*
4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9


Are you allowing the plane shifted races/class features?


Frederick Bottleberry Small but Mighty Barbarian:
Frederick Bottleberry
Stout Halfling Barbarian 1st
Small Humanoid(Halfling) NG
Hgt.3’3” Wgt.43 Age: 26 hair: Dark Brown Eye: Green
Init:+2 Perception 10
XP:
Defense:
Armor: None
AC:15
HP:15
Offense:
Speed:25ft.
Melee:
Battleaxe +5 1d8+3 (1d10+3) Slashing
Ranged:
Shortbow +4 1d6 (80/320) Piercing
4 Javelins +4 1d6 + 3 (30/120) Piercing
Statistics:
Str:16 Dex:14 Con:16 Int:10 Wis:11 Cha:11
Proficiency Bonus:+2
Saving Throws: Str+5 Dex+2 Con+5 Int+0 Wis+0 Cha+0
Skills: Animal Handling +2, Athletics+5,Perception +2, Survival +2
Tools: Pan Flute
Language: Common, Halfling, Orc
Gear: Staff, hunting trap, chimera tooth, traveler’s clothes, belt pouch
PP: GP:10 SP: CP:
Feat:
Racial Traits:
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Size: Small.
Speed: 25 feet.
Background: Sailor
Skills: Athletics, Survival
Languages: Common, Halfling and Orc
Traits:
-I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde, Id do it again if I had to.
Ideals:
-It’s each person’s responsibility to make the most happiness for the whole tribe.
Bonds:
-When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.
Flaw:
-There’s no room for caution in a life lived to the fullest.
Background Feature:
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Class Traits:
RAGE
________________________________________
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
UNARMORED DEFENSE
________________________________________
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Background:
Frederick Bottleberry grew up as an outrider for the Bottleberry clan. It was his job to patrol and scout ahead of and behind the main caravan of Bottleberry wagons to deal with any danger that threatened. The caravan travelled from their vineyard in a hidden valley where they harvested the berries for their wine around a number of nearby villages and cities.
Once, when he was on patrol, he spotted a horde of approaching orcs. They killed his wolf mount right out from under him and he ran all the way back to the caravan to warn them. He arrived just in time and the Bottleberries changed course, making their way to Greenest where the good people there took them in and gave them shelter until the orcs grew bored and left.
Frederick continued with his family until recently, when he heard that a threat had come to Greenest. Feeling that he owed them a debt for the service they once paid his family, he has now made his way there to help them as they once helped the Bottleberries.
1. Frederick is intolerant toward bullies. He can’t watch people with more size and strength pick on the smaller and weaker.
2. The most satisfying thing about being an adventurer for Frederick is helping people when they are in need.
3. Rowdy, Honest, Resilient
4. Frederick’s favorite food is pretzels. Preferably accompanied by plenty of ale or beer.
5. Frederick’s theme song is “Broken, Beaten, Scarred” by Metallica
6. Frederick’s pockets would contain a bit of string, a tooth from some predatory animal, a love note, and a single 6 sided die


Randal Drakebreaker:

Race: Chondathan Human, Variant
Class: Fighter / Eldritch Knight
Str 18, Dex 10, Con 16, Int 12, Wis 14, Cha 14
Skills: Athletics, History, Perception, Persuasion
Feat: Heavy Armor Master
Background: Noble / Knight
* Personality trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
* Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me.
* Bond: Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges.
* Flaw: I hide a truly scandalous secret that could ruin my family forever.
Alignment: Neutral Good
Backstory: Randal grew up in the lap of luxury of Baldur’s Gate, a grandson of Darvin Drakebreaker, the renowned dragon slayer. His family’s wealth comes from many sources, including a magic shop that his grandfather opened when he retired with the dragon’s hoard. Randal grew up listening to his grandfather’s exploits and training to be a knight.

A week ago, Randal turned 18 and enjoyed a lavish ceremonial knighting among the rich and famous of Baldur’s Gate. At the end of the night, the elderly Darvin reveals a family secret to Randal. He didn’t kill the red dragon. He found it dead among his dead adventuring companions who had left him unconscious to recover from the dragon’s last guardian. Darvin asked Randal to go to Greenest where Darvin grew up, so Randal could start in the same place and become a real dragonslayer earning the renown already attributed to his name and family.

He travels to Greenest with his young cousin Avin who acts as his squire and two family servants who are a couple: Frath Stormwood and Navarra Ulmokino. Navarra is a middle-aged Rashemi with dusky skin, dark eyes, and thick black hair and cares for the horses. Her husband Frath is a middle-aged Illuskan with fair skin, blue eyes, and raven black hair and handles everything else of Randal’s nascent household. Both have been in the service of the Drakebreaker family for over a decade after retiring from a hard life at sea.

After leaving Elturel turning south toward Greenest, they were attacked by a gang of ruffians. They barely escaped with their lives. As they fled, the ruffians told them that the Cult of the Dragon never forgets and always avenges the death of red dragons.

1. Randal is intolerant of hypocrites, so he had to escape his grandfather and his family in general
2. The most satisfying thing about being an adventurer is the opportunity to earn the moniker of his family
3. The three words to describe Randal are Ambitious, Idealistic and Disillusioned
4. Sea of Swords grilled lobster
5. Theme song
6. Emptying Randal’s pockets, you would find leftovers from his knighting ceremony: an embossed card with his name bent several ways, a perfumed scarf from a hopeful debutante, and a silver button from his tunic that he accidently ripped off when his grandfather told him the truth.

Player:
1. I’m looking for good story that lasts. I play for the long haul and match the depth of my posts and story with the campaign. I want to continue to develop a character beyond his game mechanics based on the encounters of the story.
2. My posts are active voice with description in passive voice. I’ve gotten out of the habit of posting much of what my characters are thinking, because I’ve had too many experiences with player-characters acting on information from that internal monologue, which annoys me.


Ok I have my two mostly fleshed out.

First option is an Elf Wizard(Bladesinger) if that is permitted. One question though, would you allow longswords to be considered finesse for the bladesinger? It is their weapon of choice and with such an agile class option background it makes sense to me.

Second option is probably a Halfling Rogue(Swashbuckler).

Grand Lodge

Me as a Player:
Well honestly all those are great. I have fallen in love with this newest edition of 5e as it seems to be story driven and flexible enough for player and DM to craft a story they will all enjoy and not really have to look up so many references or obscure rules. So I am excited to get back to that collaberative story telling of old! With the chance for combat and as always a way to win Fabulous cash and Prizes

Excerp Number One"I understand Master Boggel he is afraid. Kreed has power and the means to put pressure on a man. I too have skills in which I will use to ensure my safety. Ergin is a decent man, he does not wish to cross Kreed." He says looking at the grippli softly before looking back at Ergin his eyes going back to the intensity he had before.

"Besides Ergin will be a good man and inform Kreed he did exactly as asked no more no less." Wulf held the man's gaze. Unlike many here he had seen a few things in his small span as a Soldier. Combat was never pretty, but Wulf was more comfortable striking at an enemy he can see than dancing about the town waiting for the cloaked dagger to leap forth and stab him in the night![Sir Wulf Fighter 2nd Human Farmer/Quarterstaff Master, gruff family-oriented folk hero, current campaign]

excerp two"Oh hey...Why aren't you guys hanging from the ceiling? Did one of you set the trap? I swear what good is it telling you all to be careful there is a trap when you set OFF the Trap!"Pris says falling to the ground and pointing down the possible paths.

"East is a dead end, straight is pitch black and west the pavement rejoins some of the natural stone so which way the natural cavern or into the 'hey I;m dark but its cool Its not like I'm hiding deadly halfling eaten monsters' tunnel" she says as she looks up at her companions a little miffed at having her skills blatantly ignored.[Priscilla 3rd level halfling rogue, good at what she does, nervous humor, not a fighter but a lover. One of my First Campiagns]


Pathfinder Adventure, Adventure Path Subscriber

Here's the profile for my character, Brax Dougan and his stats. I've only played 5E twice, the last time being almost two years ago, so please tell me if I'm missing anything or if certain stats are incorrect.

Brax Dougan, Character 1:

Brax Dougan (Clan Dougan, Of The Hill People)
Dwarf Champion Fighter 1
Medium Humanoid (dwarf)
Neutral Good
Height: 4' Weight: 122 Age: 102 Hair: Black Eyes: Blue Deity: Moradin
Init: +1 Perception: +14
XP: 0

Defense
AC: 16 (+6 armor)
HP: 12 (1d10 +2)

Offense
Speed: 25 ft.
Melee: battleaxe +3 (1d8 +1 S), two-handed (1d10+1 S)
Ranged: light crossbow +3 (1d8+1 P)

Statistics
Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 11
Proficiency Bonus +2
Saving Throws-Str +3, Dex +1, Con +4, Int 0, Wis +2, Cha 0

Skills
+1 Acrobatics (Dex), +2 Animal Handling (Wis), 0 Arcana (Int) , +3 Athletics * (Str), 0 Deception (Cha), +0 History (Int), +4 Insight * (Wis) , +2 Intimidation * (Cha), 0 Investigation (Int), +2 Medicine (Wis), 0 Nature (Int), +4 Perception * (Wis), 0 Performance (Cha), 0 Persuasion, (Cha) 0 Religion (Int), +1 Sleight of Hand (Dex), +1 Stealth (Dex)
+2 Survival (Wis)

Gear
chain mail armor (AC 14), shield (AC +2), battleaxe, light crossbow (20 bolts), gaming set (playing cards), vehicle (land) tools, [wagon], belt pouch, set of common clothes, an insignia of rank, a trophy taken from a fallen enemy (broken blade), dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, hempen rope [50 ft.])

Coins & Gems
PP:0 GP:10 SP:0 CP:0

Racial Traits
*Ability Score Increase. Your Constitution score increases by 2. Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
*Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
*Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
*Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
*Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
*Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
*Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
*Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
*Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
*Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
*Sub-Race (Hill Dwarf)
*Ability Score Increase. Your Wisdom score increases by 1.
*Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Class Features
*Fighting Style (Dueling)-When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
*Second Wind-You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Background Features
*Military Rank-Officer

Armor Proficiency: light armor, medium armor, heavy armor, shields
Weapon Proficiency: simple weapons, martial weapons, battleaxe, handaxe, throwing hammer, warhammer
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Insight, Perception
Languages: Common, Dwarvish
Background: Soldier
Personality: I have a crude sense of humor.
Ideal-Responsibility: I do what I must and obey just authority.
Bond: Ontharr Frume, a crusading warrior and champion of good, is my friend and mentor. He has asked me to travel to Greenest in search of rumors of increasing dragon activity.
Flaw: The monstrous enemy we faced in battle still leaves me quivering with fear.

Backstory: Brax Dougan of Clan Dougan can give a strong oratory of his ancestral heritage all the way back to his clan’s original home near the Great Rift, but his origins as a child and youth are in Highcastle, between Cormyr and Sembia. The son of a wheelwright, Brax grew up learning his father’s trade and held no higher ambitions until he became of age and volunteered to serve in the Pegasus Archery Company, a militia group tasked with keeping the area surrounding Highcastle safe from monsters and bandits. Already instilled with a knack for organization from his wheelwright apprenticeship, militia life fit Brax like a glove and he soon rose to the rank of captain within the company, due to outliving most of his human superiors. Other than the occasional missing person or caravan ambush, the militia knew peace during Brax’s tenure.

Three years ago, Highcastle suddenly came under attack from an unlikely enemy: a white dragon singled out the home of Olidya Ruestav, a reclusive former adventurer. The dragon had already razed Olidya’s home and slain her when the group arrived. Mounting a charge against the beast, Brax found himself overcome with dragonfear, and found himself unable to follow his comrades into battle. The dragon fled the scene, clutching a sword in her claws but not before unleashing its breath weapon of icy death, killing three members of the company and injuring five others.

The psychological impact of losing people under his command took its toll on Brax as he continued to relive the tragedy in his nightmares. He resigned his commision in the company, stopped working in his father’s shop and sought solace in the bottle. He quickly ran through what little money he had and eventually became homeless. Trying to pull himself out of the gutter, he convinced a passing caravan to hire him on as an extra guard and thus began a new career as a caravan guard, but what money he made was quickly spent either on booze or replacements of clothing and equipment.

Recently, the wayward dwarf found himself in the city of Scornubel at the end of his most recent contract-for-hire. Paid late and looking for a watering hole to tie one on, Brax stumbled upon a gang of street thugs armed with clubs and chains surrounding a middle-aged human male in resplendent plate armor and wielding a longsword and shield decorated with the gauntleted symbol of Torm. Not thinking twice, Brax came to the aid of the man in distress and together, they were able to drive away the street gang. The man, Ontharr Frume, thanked his rescuer and offered to reward him for his effort, which Brax took him up on immediately in the form of all the hard liquor he could drink in one night. At first appalled at this act of self-debauchery, Ontharr quickly realized that it only masked a deeper level of pain, horror, or both. Through the last few weeks, a very tense relationship between slowly grew to one of mutual respect to a budding friendship. Recognizing his military prowess, Ontharr helped Brax to find work with the city watch and in turn and Brax returned the favor by passing his history of Moradin and other dwarven worship of faiths to Ontharr. Brax, despite his difference in years and his drinking habit, has come to admire what Ontharr stands for both as a man and his devotion to his faith. During their last conversation together, Brax told Ontharr his tale of the white dragon that attacked Highcastle and the sword that the dragon purloined from its foray into the city. While Ontharr neither passed judgement nor offered forgiveness for Brax, he wisely conveyed that while such an event could make the first easy step toward a road of living misery, it could also be the first tough step on a path to self-redemption. Piqued by Brax’s dragon story, Ontharr confided in Brax of reports of increasing dragon activity near Greenest. While unable to go himself, Ontharr offered to pull strings to get Brax a leave of absence from his city guard duties if he would travel to Greenest on a reconnaissance mission to verify these reports. Not willing to say no to someone he’s come to look up to and admire, Brax accepted the mission.

Background
1. What is Brax intolerant of? Disorganization & races with whom his ancestry has a long-standing racial hatred of (ex. orcs)
2. What Is the most satisfying thing about being an adventurer? Neutralizing enemies that threaten the well-being of civilized people as a whole.
3. Crude, determined, and protective
4. Brax's favorite food (and drink): Chicken & whiskey
5. Brax’s theme song: The Battle Of New Orleans (Johnny Horton)
6 What would be in Brax’s pockets?: Whittling knife, house keys, militia meal chit, and a small chunk of semi-edible cheese.

Player Expectations
What are you looking for in this campaign? Just to be able to play and if I’m lucky enough to be selected, all I want is for a campaign that will be well-rounded in terms of what I get to experience in all areas of the game with my fellow players and that will tell a great story through both social and personal narrative as well as through the combat encounter challenges.

Example of PbP Play
GM Ladile's Pathfinder Society Table 'The Night March Of Kalkamedes'(as Marcel Lafitte)


Werepox's submission. All thing's asked for are in his profile. A couple thing might change depending on your answer to above questions.

As a Player:

I am looking for a faster pace campaign and I've seen some of your other games go well in that regard. I myself have GMed a 6 book campaign on these boards, so I understand how hard it can be to finish one. Took 4 years lol.. I do enjoy nice interactions between the party and npc's, as well as combat. Loot is nice but overly needed, especially in 5th edition.

Link to a post..

Link to another short one I that always made me laugh..


I've always been a big Dragon geek, so this one has always appealed to me, to the point where I tried to run it with a tabletop group - unfortunately the group couldn't be reliable and disbanded just after the first set of encounters :(

I am very well aware of how deadly this one can be.

Stat rolls for my two characters:

Ability Score Character 1: 4d6 ⇒ (4, 2, 3, 3) = 12
Ability Score Character 1: 4d6 ⇒ (3, 4, 6, 2) = 15
Ability Score Character 1: 4d6 ⇒ (4, 1, 2, 4) = 11
Ability Score Character 1: 4d6 ⇒ (5, 2, 4, 2) = 13
Ability Score Character 1: 4d6 ⇒ (1, 4, 1, 2) = 8
Ability Score Character 1: 4d6 ⇒ (6, 1, 3, 5) = 15
Ability Score Character 1: 4d6 ⇒ (5, 1, 3, 5) = 14
Ability Score Character 1: 4d6 ⇒ (6, 3, 4, 2) = 15

So 15, 15, 15, 14, 13, 12 for Character 1.

Ability Score Character 2: 4d6 ⇒ (2, 2, 5, 2) = 11
Ability Score Character 2: 4d6 ⇒ (1, 5, 5, 2) = 13
Ability Score Character 2: 4d6 ⇒ (3, 2, 5, 3) = 13
Ability Score Character 2: 4d6 ⇒ (2, 1, 3, 6) = 12
Ability Score Character 2: 4d6 ⇒ (3, 5, 2, 5) = 15
Ability Score Character 2: 4d6 ⇒ (5, 1, 1, 2) = 9
Ability Score Character 2: 4d6 ⇒ (4, 1, 4, 4) = 13
Ability Score Character 2: 4d6 ⇒ (2, 2, 5, 4) = 13

and 15, 13, 13, 13, 13, 12 for Character 2

I'll roll these out then do the characters in a different post.


Rolls:

Character #1
Stat: 4d6 ⇒ (2, 3, 3, 2) = 10 8
Stat: 4d6 ⇒ (6, 2, 4, 3) = 15 13
Stat: 4d6 ⇒ (3, 5, 5, 3) = 16 13
Stat: 4d6 ⇒ (4, 2, 3, 2) = 11 9
Stat: 4d6 ⇒ (6, 3, 4, 5) = 18 15
Stat: 4d6 ⇒ (3, 2, 6, 1) = 12 11
Stat: 4d6 ⇒ (1, 6, 6, 5) = 18 17
Stat: 4d6 ⇒ (5, 1, 6, 3) = 15 14

so: 13, 13, 15, 11, 17, 14 Human Paladin
Bond roll: 1d10 ⇒ 10

Character #2
Stat: 4d6 ⇒ (5, 4, 6, 5) = 20 16
Stat: 4d6 ⇒ (3, 4, 5, 1) = 13 12
Stat: 4d6 ⇒ (5, 3, 3, 2) = 13 11
Stat: 4d6 ⇒ (5, 2, 3, 2) = 12 10
Stat: 4d6 ⇒ (2, 2, 4, 5) = 13 11
Stat: 4d6 ⇒ (1, 1, 4, 5) = 11 10
Stat: 4d6 ⇒ (6, 1, 3, 1) = 11 10
Stat: 4d6 ⇒ (6, 1, 2, 5) = 14 13

so:16, 12, 11, 11, 10, 13 Hafling Rouge (ranged/Scout)
Bond Roll: 1d10 ⇒ 8

Sovereign Court

I've gotta close recruitment since I see about 10 submissions at this point. With only 3 openings, I think that's a fair amount.

If you have posted here already, you are part of the pool and can continue to fill out your character submissions.

I'll answer some specific questions others asked in a bit.


WerePox47 wrote:
Are you allowing the plane shifted races/class features?

I think we should stick to the PHB (other than the UA Ranger) for this campaign. I have much more experience in PF/SF than I do with 5e so to expand to other books would require me to get comfortable with those ones too, wouldn't be familiar with many of those racial features...

WerePox47 wrote:
One question though, would you allow longswords to be considered finesse for the bladesinger?

Your alternative is a rapier, is it? Both are 1d8 but different damage type and longswords have versatility. I would be fine with this.

WerePox47 wrote:
I am looking for a faster pace campaign and I've seen some of your other games go well in that regard. I myself have GMed a 6 book campaign on these boards, so I understand how hard it can be to finish one. Took 4 years lol..

Thank you! :) I don't run games quite as fast as I once did, but I try to be as consistent as I can be with daily posts. I have been running Hell's Rebels for about 2 years now and we're just finishing up Book 2, so 6 books in 4 years is quite fast.

___

Everyone - I'll give you another day or two to finish up submissions, then I'll make some selections. I like several of your characters so far so this won't be easy...!


GhostInTheMachine wrote:
I don't know anything about this Talis person's background.

You were childhood friends, but haven't seen her in some time. You recall her deep fascination with dragons as a child, and how she looked upon them with awe - near reverence. She was raised by Galvan, a Wyrmspeaker in the Cult of the Dragon, but years later, she's disappeared, and rumored to be kidnapped by these same dragon cultists? It all seemed so strange. And so you make haste to Greenest...


Please find Jubal's Character 1 submission in the profile; character 2 stands as is. A couple of tweaks to the post above:
1. He took Arcana with Draconic and Dwarvish languages
2. The grandfather was revealed to be an Arcane Trickster, instead of an Eldritch Knight.

== SUBMISSION OPTION ==

I've noticed that there are quite a few martial submissions (fighters, barbarian, and rangers). I would be completely happy switching this character to a Cleric of War, if it would allow him to be selected. There would only be a few changes:
1. Switch Wis to Con, so 16 Wis and 14 Con
2. Replace Fighter / Eldritch Knight with Cleric of War
3. Switch his backstory from Eldritch Knight to faith in Bahamut who supposedly saved/guided his grandfather
4. Replace Arcana with Religion
5. Replace longsword with warhammer and gain a holy symbol

cheers


I'm going to withdrawal from the drawing. I'm glad you would consider my application despite no history, but a factor I didn't consider was my character creation process. I was working with a deadline, and though I did churn out more than I thought I could, I realize that this character will be played for a long while, and I'd rather not rush something that may go for years. Good luck on your campaign!

Liberty's Edge

I too am going to withdraw. So many great players here already! Have fun everyone.


So then you would allow longsword to be finesse? I am fine with removing the versatility as he would not be using it with two hands anyway. Perhaps a variant elven longsword that loses it's 1d10 damage two handed to gain the finesse property?

If the answer was no he would either use a scimitar or rapier. His strength and con will probably be switched as well..

I guess we shoulda asked what class the reserved spot was playing.


Thanks for your interest, Grohr and Daniel!

Vermathus, yes, I would be fine with it for the variant elven longsword, with the changes you proposed here (finesse and no 1d10 2h damage).

The reserved spot is DM Aumakua, who said above he will play a Fighter or Monk. Most submissions are martials with some wizards and warlocks sprinkled in.

I really wish I could run 2 tables since there are so many great submissions here, but I know that I would not be able to keep up with all the posts :)

What I will do though is take 5 players instead of 3, so we'll have a bigger group of 6 total. This campaign is already deadly enough... I think a group of 6 will round it out a lot better!


Well thanks for being open minded to things that make sense! In 3.5 there was a elven thinblade that was basically a longsword with finesse so.

Vermathus will very much be ranged support and only enter bladedance when melee support is needed or someone get's in his face. Im hoping to stay at range with him.

Could you perhaps suggest two languages based on his background that make sense. I chose Draconic, but still need two more. Additionally I can expand on his backstory if you would like to see more. I tried to stay within the few sentences format you laid out.


I like what you've got. 3-4 sentences is what I had in mind but you can write more if you like - it's up to you. My goal there was to get an idea of who your character was, what drives them now, and also to provide yourself with some background on your PC beyond a stat sheet so you have an idea of how your character acts/reacts once in game.

Language wise, these may not necessarily fit Vermathus' background (I'm not overly familiar with the Zhentarim's history) but Infernal and Giant are two good ones for this campaign. Maybe Vermathus picked these up during his journeys because knowing additional languages aided his progress up the Zhentarim's ladder.

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