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And the nail biting commences.

Liberty's Edge

-Karma- wrote:

Alrighty, the idea for the character:

** spoiler omitted **

I think Aldun will be a variant human fighter, specializing in crossbows. The crunch is here, but might change as I figure out the system better. And naturally I'll make PBP-friendlier character sheet here on the boards, should I be chosen.

I got into some other games, so I'll withdraw.

Best of luck to everyone!

Grand Lodge

Can't wait


Just so you know I put in three hopeful's, in hopes one might make the cut.

Antal Firebug Wood Elf Criminal Druid
Antonio Carvatee Human Noble Rouge
Quonx Human Acolyte Paladin

Can't wait

Grand Lodge

.... Drum roll please....


Sorry about the late reply. I'll have a decision up shortly.


Okay, everyone, here is my final decision. This was without a doubt the hardest I've ever had to work selecting a party. And some of the cuts were heart-breaking to me. But in the end I feel like I put together an interesting bunch that will work well as a party.

Kevin O'Rourke 440 -- Hob Teabadger -- Halfling Sage Diviner Wizard
Sapiens -- Ellena Garvaneel -- Human Charlatan ArchFey Pact Warlock
AdamWarnock -- Talliree Yndercook -- Half-elf Barbarian
scranford -- Mitchell Cloudkeep -- Human Noble Paladin
Dreaming Warforged -- Tania Teg -- Half-elf Criminal Rogue

For any who weren't selected, thank you for applying. Believe me, I considered your application quite seriously. And should one or more of the players drop for whatever reason, I may very well send you a PM.

For the players who were selected, welcome to the game. Please head to the gameplay tab to dot the thread, and then report to the discussion tab so we can make final adjustments to PCs and decide how you all know each other.

Grand Lodge

Good luck to the lucky selected!


So, life etc... has depleted our party down to two original members, Talliree Yndercook, a half-elf Barbarian and Mitchell Cloudkeep an human Paladin.

Seeking 2-3 new characters to continue this story.

To keep things fair the original requirements still stands, except for the creation of 2nd level characters.

We will be making 2nd level characters. All official WotC material will be allowed. Waterdeep is a weird place where you can find pretty much anything. I’m not against homebrew, or Unearthed Arcana, but I may need to be sold on it. Please provide a link if you can.

For ability scores roll 4d6 and drop the low. Scores below 8, become 8. If you roll something I deem unplayable, then I will allow a reroll.

Variant humans are allowed, as are feats and multiclassing.

Take the equipment and wealth included in your class and background.

You may then select one Uncommon magic item. After all, your party has already done some adventuring together. Maybe you inherited it, maybe you took it from a memorable enemy, or maybe you found it in some odd dungeon. Or maybe you used it to get past some weird trap, or surpass some insurmountable obstacle. Bottomline, this item should mean something to your character. And not be something you just sell for a quick buck later.

Please do not make a new account unless I confirm that you have been chosen for the game. If you want to write a backstory for your character, that’s great. But please keep it to like a paragraph or two. I need a pitch more than I need a novel.

Those who originally submitted characters are free to do so again, no need to re-roll.

Give a line or two to how you may already know Talliree or Mitchell, to facilitate the incorporation of the new characters into the narrative. Also, think of a reason why your character would want to help run an old tavern...

I'll give this a week or so, and see where we're at...


Pathfinder Lost Omens Subscriber

BUMP!


Hey man I applied for the original here so you want me to reroll or can I use my awesome rolls from above?

stat: 4d6 ⇒ (6, 5, 4, 3) = 18 15
stat: 4d6 ⇒ (6, 1, 4, 3) = 14 13
stat: 4d6 ⇒ (4, 6, 4, 5) = 19 15
stat: 4d6 ⇒ (3, 6, 1, 6) = 16 15
stat: 4d6 ⇒ (1, 3, 1, 3) = 8 8
stat: 4d6 ⇒ (6, 6, 3, 4) = 19 16


Edelsmirge wrote:

Hey man I applied for the original here so you want me to reroll or can I use my awesome rolls from above?

stat: 4d6 ⇒ (6, 5, 4, 3) = 18 15
stat: 4d6 ⇒ (6, 1, 4, 3) = 14 13
stat: 4d6 ⇒ (4, 6, 4, 5) = 19 15
stat: 4d6 ⇒ (3, 6, 1, 6) = 16 15
stat: 4d6 ⇒ (1, 3, 1, 3) = 8 8
stat: 4d6 ⇒ (6, 6, 3, 4) = 19 16

From my post :D

Those who originally submitted characters are free to do so again, no need to re-roll.


Sorry about that got excited lol. What in particular is the group looking for? I am open really to play anything


So...I'm interested but let me tell you...the dice roller just despises the idea of me playing in this game. Uhh...how many rerolls do we get?

The Atrocity:
4d6 - 4 ⇒ (6, 3, 4, 4) - 4 = 13
4d6 - 1 ⇒ (1, 2, 3, 3) - 1 = 8
4d6 - 1 ⇒ (1, 4, 5, 1) - 1 = 10
4d6 - 1 ⇒ (2, 3, 3, 1) - 1 = 8
4d6 ⇒ (1, 4, 2, 1) = 8
4d6 - 1 ⇒ (1, 5, 2, 2) - 1 = 9

4d6 - 1 ⇒ (3, 1, 6, 2) - 1 = 11
4d6 - 2 ⇒ (3, 3, 3, 2) - 2 = 9
4d6 - 1 ⇒ (3, 1, 6, 2) - 1 = 11
4d6 - 2 ⇒ (5, 2, 6, 2) - 2 = 13
4d6 - 1 ⇒ (1, 4, 6, 3) - 1 = 13
4d6 - 2 ⇒ (5, 3, 5, 2) - 2 = 13

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

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

The set above is so far the best I've gotten. I'm going to keep going until I get something that seems at least somewhat relative to the rest of the party.

4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12
4d6 - 1 ⇒ (1, 4, 5, 6) - 1 = 15
4d6 - 1 ⇒ (1, 1, 4, 3) - 1 = 8
4d6 - 2 ⇒ (2, 3, 5, 2) - 2 = 10
4d6 - 2 ⇒ (2, 5, 5, 3) - 2 = 13
4d6 - 1 ⇒ (1, 5, 4, 6) - 1 = 15

This set is decent at least.

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

And this set is definitely equivalent to what everyone else has rolled.

I'm cool with you deciding whichever set is the one I'm working with. I just wanted to see how long it'd take for some excellent to roll up after that horrific start.


Edelsmirge wrote:
Sorry about that got excited lol. What in particular is the group looking for? I am open really to play anything

We currently have a Barbarian and Paladin. I have another interested party who is thinking of Druid or Warlock....but really play what you want to play :)


Well I was thinking Druid if they want Warlock


Cue the interested party :) (waves to old sparring partners in Scran and Adam)

Cue the dice rolls...

4d6 ⇒ (4, 4, 5, 3) = 16 15
4d6 ⇒ (5, 2, 5, 3) = 15 13
4d6 ⇒ (3, 4, 2, 1) = 10 9
4d6 ⇒ (2, 4, 5, 6) = 17 15
4d6 ⇒ (1, 2, 6, 3) = 12 11
4d6 ⇒ (6, 1, 5, 3) = 15 14

... that'll do it.

Am actually doing with a Half Orc Bard (College of Eloquence most likely) so have at it Edelsmirge if you fancy Druid or a spot of Warlockage mate


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KingHotTrash wrote:

So...I'm interested but let me tell you...the dice roller just despises the idea of me playing in this game. Uhh...how many rerolls do we get?

** spoiler omitted **

I'm cool with you deciding whichever set is the one I'm working with. I just wanted to see how long it'd take for some excellent to roll up after that horrific start.

LOL

Take the last one, KHT

In fairness to others, make 6 sets of rolls. If none are satisfactory go with the standard 27 point buy.

@edelsmirge, I'll let you know what he decides.


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Nice ninja-ing, BD! ;P

See my last post about rolls....


Awesome. You are a hero and a champion.

I am considering a Halfling Rogue and am going with the "City Watch" background; my character was a detective for Waterdeep that enjoyed unraveling crimes and conspiracies. The monotony of the work has gotten to him and he craves bigger challenges and bigger ideas.

I took a quick look at both characters and I have some ideas for both of them

Talliree Connection: I am thinking that my character and Talliree met each other after she had already parted way with the Crimson Breakers. While she is a criminal, she does well by the common folk and my guy isn't really interested in pickpockets and minor thefts. They may have worked together to eliminate the worst offenders from the neighborhoods; serial killers, super violent gangs, the occasional monster. Having heard she had come into ownership of an old tavern under some strange circumstances and wanting a change of career, he makes his way to offer his services and skills as a detective.

Mitchell Connection: I think, with my guy's skills, we likely would've met paths beforehand. Maybe he helped cover up the scandal than can ruin House Cloudkeep for the greater good? We can build on it if you want. He'd come by for the same reason as Talliree; a chance to start a new venture, help a friend, and challenge himself.


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*waves at Black Dow*
Hey! Great to see ya again!

@KHT: How long we’re you with the guard? You may have known Talliree long enough that she was still in the Crimson Breakers when they first meet. She has only been out a little over a year. Monster slaying would definitely be up her alley. The question is does she know you were in the guard?


This looks interesting.

4d6 ⇒ (5, 3, 5, 6) = 19-3=16
4d6 ⇒ (3, 5, 6, 6) = 20-3=17
4d6 ⇒ (5, 3, 4, 4) = 16-3=13
4d6 ⇒ (4, 2, 3, 2) = 11-2=9
4d6 ⇒ (1, 2, 1, 3) = 7-1=7 (so, 8)
4d6 ⇒ (1, 6, 1, 3) = 11-1=10

Interesting. Definitely some strong stats and some weak ones.


KingHotTrash wrote:

Awesome. You are a hero and a champion.

I am considering a Halfling Rogue and am going with the "City Watch" background; my character was a detective for Waterdeep that enjoyed unraveling crimes and conspiracies. The monotony of the work has gotten to him and he craves bigger challenges and bigger ideas.

I took a quick look at both characters and I have some ideas for both of them

Talliree Connection: I am thinking that my character and Talliree met each other after she had already parted way with the Crimson Breakers. While she is a criminal, she does well by the common folk and my guy isn't really interested in pickpockets and minor thefts. They may have worked together to eliminate the worst offenders from the neighborhoods; serial killers, super violent gangs, the occasional monster. Having heard she had come into ownership of an old tavern under some strange circumstances and wanting a change of career, he makes his way to offer his services and skills as a detective.

Mitchell Connection: I think, with my guy's skills, we likely would've met paths beforehand. Maybe he helped cover up the scandal than can ruin House Cloudkeep for the greater good? We can build on it if you want. He'd come by for the same reason as Talliree; a chance to start a new venture, help a friend, and challenge himself.

Another possible angle is that in the past he did work for the Church of Waukeen, and Mitchell met him in that capacity. Waukeen has been known to have a fondness for valuables, and the guard would certainly be helping keep an eye on them.


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Welcome aboard BD...

Dark Archive

Greetings gentlemen! And AdamWarnock.

Alright lets roll some dices!

Really good dice rolls. Totally.:

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

4d6 ⇒ (1, 1, 3, 2) = 7 = 8
4d6 ⇒ (6, 4, 5, 5) = 20 = 16
4d6 ⇒ (1, 4, 3, 2) = 10 = 9

8 8
13 12
14 13
15 16
12 11
12 9

Ooooo. Not so good. Is it as bad as KingHotTrash? Meh, I'll let the historians debate that. Standard point but it is!

I'm thinking Arcanist. A great and versatile class! I even have an old and favorite alias all set.


Ouachitonian wrote:

This looks interesting.

4d6-3=16
4d6-3=17
4d6-3=13
4d6-2=9
4d6-1=7 (so, 8)
4d6-1=10

Interesting. Definitely some strong stats and some weak ones.

I just saw that we can roll more than one set. Spoilered for length.

Spoiler:

4d6 ⇒ (3, 5, 4, 6) = 18-3=18
4d6 ⇒ (3, 2, 5, 6) = 16-2=14
4d6 ⇒ (5, 4, 6, 6) = 21-4=17
4d6 ⇒ (6, 5, 3, 1) = 15-1=14
4d6 ⇒ (5, 5, 5, 3) = 18-3=15
4d6 ⇒ (3, 6, 1, 1) = 11-1=10

4d6 ⇒ (2, 3, 2, 2) = 9-2=7 (8)
4d6 ⇒ (3, 5, 1, 3) = 12-1=11
4d6 ⇒ (5, 5, 4, 5) = 19-4=15
4d6 ⇒ (2, 6, 6, 5) = 19-2=17
4d6 ⇒ (6, 3, 1, 2) = 12-1=11
4d6 ⇒ (1, 4, 4, 1) = 10-1=9

4d6 ⇒ (4, 4, 3, 5) = 16-3=13
4d6 ⇒ (2, 4, 6, 6) = 18-2=16
4d6 ⇒ (3, 6, 6, 2) = 17-2=15
4d6 ⇒ (1, 5, 5, 3) = 14-1=13
4d6 ⇒ (5, 2, 2, 6) = 15-2=13
4d6 ⇒ (4, 1, 6, 4) = 15-1=14

4d6 ⇒ (5, 5, 3, 1) = 14-1=13
4d6 ⇒ (4, 1, 1, 2) = 8-1=7
4d6 ⇒ (6, 5, 6, 5) = 22-5=17
4d6 ⇒ (5, 3, 3, 5) = 16-3=13
4d6 ⇒ (5, 4, 3, 3) = 15-3=12
4d6 ⇒ (5, 2, 1, 1) = 9-1=8

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

So, sets as follows:
17, 16, 13, 10, 9, 8
18, 17, 15, 14, 14, 10
17, 15, 11, 11, 9, 8
16, 15, 14, 13, 13, 13
17, 13, 13, 12, 8, 7
14, 13, 12, 9, 8, 8

I think I'll take door number 2. How would you feel about a Warforged Artificer?


Change of race after doing some creative storming.

Figured that both Scran and Adam have seen me play (very different) Half Orcs, so to avoid being typecast I'm going Half Elf lol.

Background wise I've noted that Waterdeep is pretty rich in flavour, and the power of the guilds piqued me somewhat - as such Tullowvane is a Guild Artisan - a member of the city's Guild of Chandlers and Lamplighters.

Ye Olde Waterdeep lore says of this group:

During the day, members of the guild spent their time maintaining or fixing lamps and producing tallow candles, which they then offered for sale.

At night they used their glow pots and reach poles to light the lamps and lampposts located throughout the city. While they had an official contract with city officials, they also performed this service for the city's nobles and wealthier citizens. Guild lamplighters also offered assistance as guides and torch-bearers for those traversing the city in the evening and night.

As such he'll have likely come across both Talliree, Master Cloudkeep and KHT's City Watchman in some capacity in the past.

Best of all I'll finally be reliving halcyon days of adventure and packing a 10ft. Pole :)


Ouachitonian wrote:
Ouachitonian wrote:

This looks interesting.

4d6-3=16
4d6-3=17
4d6-3=13
4d6-2=9
4d6-1=7 (so, 8)
4d6-1=10

Interesting. Definitely some strong stats and some weak ones.

I just saw that we can roll more than one set. Spoilered for length.

** spoiler omitted **

So, sets as follows:
17, 16, 13, 10, 9, 8
18, 17, 15, 14, 14, 10
17, 15, 11, 11, 9, 8
16, 15, 14, 13, 13, 13
17, 13, 13, 12, 8, 7
14, 13, 12, 9, 8, 8

I think I'll take door number 2. How would you feel about a Warforged Artificer?

Atlas2112 had already approached me in PM about playing an Artificer. He mistyped in his latest post. In case it matters :)

Warforged is ok...as is Artificer.
Both will need a good story as to why they're in Waterdeep.


Yeah, that’s fair. I might go for something more standard.


*waves at Atlas*
Heya! How’s it going? Hope you like Talliree as much as Arianna. I do have a thing for playing somewhat bloodthirsty elves it seems. ;)

Now I’m picturing Talliree “borrowing” Tullowvane’s pole and using it to vault around the city. What kind of personality does he have? Talliree is a pretty free spirit, if a bit quenched at the moment.

Dark Archive

Hoi Adam! I dunno, Arianna was lots of fun!

Also, yeah, I meant Arcanist Artificer. Heh, yeah, I'm not good at knowing what words mean. ^_^

I'm also not good at numbers and only just now realized that we all get six tries. Let's try this more betterer!

Dice!:

4d6 ⇒ (6, 5, 4, 4) = 19
4d6 ⇒ (5, 6, 2, 5) = 18
4d6 ⇒ (4, 1, 2, 3) = 10

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

4d6 ⇒ (6, 6, 5, 3) = 20 17
4d6 ⇒ (4, 5, 5, 3) = 17 14
4d6 ⇒ (1, 5, 4, 3) = 13 12
.
.
4d6 ⇒ (3, 1, 3, 3) = 10
4d6 ⇒ (4, 1, 1, 6) = 12
4d6 ⇒ (4, 4, 6, 4) = 18

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

4d6 ⇒ (2, 3, 5, 1) = 11
4d6 ⇒ (6, 3, 6, 1) = 16
4d6 ⇒ (3, 6, 1, 3) = 13
.
.
4d6 ⇒ (1, 1, 4, 4) = 10
4d6 ⇒ (6, 5, 5, 5) = 21
4d6 ⇒ (3, 1, 3, 2) = 9

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


Talliree wrote:
@KHT: How long we’re you with the guard? You may have known Talliree long enough that she was still in the Crimson Breakers when they first meet. She has only been out a little over a year. Monster slaying would definitely be up her alley. The question is does she know you were in the guard?

I am imagining that, much to his family's initial disappointment, that Jasper joined up with the Watch soon after he became an adult. So he has likely been there for maybe 6-7 years now before he retired?

Jasper isn't really much of the run, jump, and tackle kind of guard; he likes putting things together and finding out The Truth. It would be very likely that she knew him as a guard but he may have helped clear her name of a killing that the Crimson Breakers committed.

Mitchell Cloudkeep wrote:
Another possible angle is that in the past he did work for the Church of Waukeen, and Mitchell met him in that capacity. Waukeen has been known to have a fondness for valuables, and the guard would certainly be helping keep an eye on them.

That is easily a way to pull them in together, especially if it was for something especially precious. Jasper is notorious for letting most common thieves and pickpockets go; he's only really interested in the intriguing cases.

Jasper, personality-wise, is always professionally courteous, respectful, and kind. That being said, he is made of sterner stuff than most and rarely backs down out of fear or intimidation. He cares a lot about the common folk and tries to help out his beats as he can and help alleviate some of the more crushing elements of poverty. He's definitely engaged with his community and has helped keep unnecessary blood from being spilled amid small gang fights and what not.

I'm going to try and get a proper background written up for him this weekend, a migraine kicked my butt the last few days. I've used some rolls from Xanathar's Guide to Everything to think of a friend that helped him and a newly arrived adversary hoping to capitalize on his retirement from the force.


So I am looking at a Folk Hero mountain dwarf who is an artisan brewer of honeymead and lives in a small forested village several days from the big city. He became a Folk Hero after a caravan was attacked by a horrible monster and the whole area began to look at him differently. He is a pretty simple guy and a moon circle druid. His connection to the tavern is that he supplies it with his Honeymead and could be convinced to be a in house brewer as long as he got to live in some woods outside of town. Mechanically it will be 10 str 15 con 15 dex 15 int 16 wis 15 cha with the race bonuses so nice balance. I will start switching after five into more casting as most casters do and maybe go a multi class life cleric at three for mega good berry goodness healing

Liberty's Edge

I'm still de-leveling the alias down to 2, but the basic framework is there.

Hey Talliree, wanna connection? I figure as a fellow trouble-causing half-elf we must've crossed paths at least a little bit. =]

Background!

Night:

The boots were soaked with blood.

She took them anyway.

The day before:

"Hi!" Spirit called behind her.

"EEEEEEK!" Allison shrieked in surprise. As usual the silent Spirit had snuck up on her *again*. The lady must be part air elemental.

Not that it would have been hard to sneak up on Allie. Bent over the old suit of armor as she was, she had been focusing on it wholly.

"Watchadoin?" Spirit asked, poking her head over Allie's shoulder.

Allie was doing what she normally spent Rest days doing. The Master of Blackstaff Tower hadn't needed this old ceremonial suit of half-plate, and she really believed if she tried hard enough, she could infuse it with enough magic to...move. But magic this intense only belonged to masters. Everyone said it was folly. Especially--

"That's folly!" Spirit said, echoing Allie's thoughts. "You should be doing something useful, like joining me at the Skulkway, or getting a nickname--"

That was always a sore point with Allie. Everyone else had cool nicknames. Spirit and RockOn not the least among them. Except one boy. He was beyond nicknames. His name was--

"--or getting something for Derrick's Birthday."

Derrick. As usual at the mention of his name Allie's cheeks went bright red in desire and embarrassment of that desire. That he was in love with Spirit didn't help things.

"I thought you were getting something for him at the Three Pearls," Allie said, bending over her suit with renewed vigor to cover her crimson complexion.

"I was. But I found something. Better."

Spirit wasn't one for serious thought. Or talk. So the even tone in her voice made Allie stop and stare at her in eager anticipation.

"You know the bottle? The. Bottle?" Spirit asked.

Allie nodded. All of Derrick's friends knew the tale that his grandfather had some magical bottle of the High-Arch-Mighty Somethingorother that had been in the family for generations, but had lost it. It was currently in the hands of some minor lord of Waterdeep, which put it out of their hands.

"He's going away. For a month! And taking his guard with him. We can just waltz in tonight and grab it! RockOn heard it from a Red Sash, practically from the man himself!" Spirit almost shrieked as she described her plan.

Allie bent over the armor as she thought. Did a finger move? Maybe a little? Allie didn't want to cause trouble. She was just another urchin, some street chaff pulling off small crime until she got a chance in here. Making full Arcanist was like a dream come true.
On the other hand, Spirit's plan sounded good. IF it was true...but lords went away all the time, so why not this one? And her info had always panned out in the past. And it _was_ Derrick's birthday. As long as she didn't get caught, maybe it would be okay, just this once.

"Tonight works for me."

"Great! Derrick will be at the Tower of Luck when we're done."


Night:

True enough, the plan was a good one.

A skeleton crew of guards sulked around the grounds, but Spirit went by them like a shadow and opened doors for them from the inside. In no time at all they were looking at...an entire wall of bottles.

"Soz whitch izit?" RockOn asked. "Muz be an 'undred."

According to the legend, the bottle was magical, and all these bottles couldn't have magic in them, so Allie enhanced her sight for magical detection. She didn't have many spells, but this seemed like a good time to use one.

"Wiz-ard!" she cried as one amongst the throng of bottles lit up. She grabbed it and put it in her sack.

"Sweet," said Spirit, spinning around quickly and silently, "Let's--"

"OH. WHAT. THE. FRAG?" came a booming voice. The voice of a lord. The lord who owned both palace and bottle. Lord Borak the Despoiler.

"U ain't z'possed t' be here," RockOn grunted as he closed the distance, ready to break this obstacle. They didn't bring him along just for his witty conversation.

Half-orc fighter closed the distance to Orc Wizard and Lord and RockOn, just, dropped. He hit the ground and went from an is to a was.

"RUN!" Spirit cried, running for somewhere. Anywhere. Anywhere but here.

Allie squatted down, dropping behind a granite pedestal as fast as gravity could take her.

Spirit got a few steps and Borak cast some kind of spell. It was like a fireball, but instead of growing flames, several concentric metal rings swiftly expanded from a common center, each one razor sharp. It was like a dozen throwing chakram suddenly enlarged from one point in space.

Spirit was cut into a dozen pieces, the momentum of her movement flinging her parts across the room. Most of her legs landed in front of Allie, still quivering behind her hiding spot.

"There were three of you thieves," Borak growled, scanning the room but seeing no movement. "Come out now and I promise to make it painless. But make me work and you will beg for something as sweet as mere pain."

Allie forced herself not to cry. She bit down on her tongue hard enough to draw blood. She tried not to stare at the bits of Spirit that bled freely not a foot from her.

Her vision was still sensitive to magic, and the shoes on what had once been Spirit's feet glowed with enchantment and deception.

'That's how she did it!' Allie thought, years of curiosity suddenly satisfied and breaking through her fear and grief.

Footsteps heading away from her told her she had a brief reprieve. He'd be back, of course. Probably doing a box search. She'd do the same thing.

Quietly, quietly as she could, she reached over and peeled the boots off the stumps of legs.

The boots were soaked with blood.

She took them anyway.

Though her feet squelched and her mind reeled and her stomach threatened to empty she kept low and walked out, her steps surreally silent.

Keeping to the shadows even out in the city, afraid his agents might be looking for her, she wondered at how quiet she was. Mostly she thought this to not think about what had just happened, but still, she was very quiet. Kind of like a ghost, or a shade, or a...

Dawn:

Wraith handed the bottle over to Derrick. And told him what happened. She wasn't sure why. Maybe that she had lived, and brought him his treasure, he would take him in her arms and kiss her fiercely and tell her--

He threw the bottle at the wall, shattering it utterly.

"Spirit is DEAD because of you!" he spat in odium. And left.

Morning:

Allison skulked back to the tower. At least things couldn't get worse.

"Greetings, Ms. Whiteangel."

'Oh no!'

"Your excursions to the Golden Horn and New Olamn notwithstanding, Blackstaff Tower has a reputation for, if not being a place of sublime goodness--after all, we're not the Spires of the Morning--of being at least not a pain to powerful forces. This little foray, valuable thought the lessons learned may be, can not be condoned. Gather your things. I'll have one of the Moonstars sort you out, elsewhere. Perhaps the Yawning Portal."

"Yes Master Arunsun," was all she could say.

Silver Crusade

Rolling for stats!

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

Rofl. 12 11 10 10 10 9. Well, with a max modifyer of +1 I don't feel that confident in getting a good adventurer of of that :(

If this would be re-roll allowed:

4d6 ⇒ (3, 3, 2, 1) = 9
4d6 ⇒ (1, 3, 4, 3) = 11
4d6 ⇒ (2, 4, 5, 2) = 13
4d6 ⇒ (3, 1, 1, 6) = 11
4d6 ⇒ (2, 2, 3, 6) = 13
4d6 ⇒ (2, 6, 6, 4) = 18

Well... that also has one score of +1 or above, so technically not unplayable... but apparently the rest of the party had god rolls as implies in other posts above?

4d6 ⇒ (1, 2, 1, 6) = 10
4d6 ⇒ (1, 6, 5, 5) = 17
4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (2, 5, 3, 5) = 15
4d6 ⇒ (6, 1, 4, 2) = 13
4d6 ⇒ (2, 2, 6, 1) = 11

16, 13, rest 11 or below. Not great but slowly getting better?

4d6 ⇒ (6, 5, 4, 2) = 17
4d6 ⇒ (6, 4, 5, 3) = 18
4d6 ⇒ (3, 4, 6, 6) = 19
4d6 ⇒ (2, 3, 6, 4) = 15
4d6 ⇒ (4, 3, 6, 4) = 17
4d6 ⇒ (2, 6, 4, 1) = 13

K, that works, finally! 15, 15, 16, 13, 14, 12.


@KHT: Okay, there’s a guy named Farlo Hen in Talliree’s backstory that was her friend until he betrayed her trust and tried to beat her to a pulp. Maybe he killed someone and she stumbled on the crime shortly before he turned on her. She was caught and accused, but it was thanks to Jasper that her name was cleared. Perhaps when Jasper left he had learned who was behind the murder and wonders if Talliree has some knowledge about the young man’s whereabouts. Talliree doesn’t even know it was him, but that just gives the GM another hook hang some character drama on.

@Allison: I can see that. How old are you? Talliree is about 16-20 years old. Would Allison have been an independent, or could she have been a member of the Crimson Breakers?


With the plethora of Half-Elves, I'm tempted to rebadge Tullowvaen as a full High (Sun) Elf... Will mean some rejigging of stats etc, but makes for more diversity of races and abilities?


For ability scores roll 4d6 and drop the low. Scores below 8, become 8. If you roll something I deem unplayable, then I will allow a reroll.

4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17
4d6 - 1 ⇒ (2, 6, 1, 5) - 1 = 13
4d6 - 2 ⇒ (5, 2, 3, 6) - 2 = 14
4d6 - 1 ⇒ (3, 3, 1, 4) - 1 = 10
4d6 - 1 ⇒ (1, 4, 3, 5) - 1 = 12
4d6 - 1 ⇒ (6, 3, 1, 1) - 1 = 10

17/14/13/12/10/10

Will get the background up shortly, but this crunch is in profile. Lvl2 Hill Dwarf Forge Cleric of Moradin. The plan is at lvl 4 to take Magic Initiate for Booming Blade. And at lvl 8 he will get Divine Strike, meaning that while he will only ever have 1 attack, it will at least hit for some very decent damage. Mainly at lvl8 he will do 1d8+5+1d8 (fire) + 1d8 (thunder) damage. It’s not crazy high damage, but it’s respectable enough. Throw on plate and a shield, and he’ll be certainly able to stand with the martials.

At this level he will drop Bless on party martials and then save his magic for healing.

Question; Background gives me insight as a skill. Can I switch it for perception?

Background:

Ankhef is a descendent of the fallen fortress of Dorn’s Deep. In the 10th century the great hold fell due to the machinations of the Drow, the pride of the elves and the fury of the orcs. Ankhef is a descendent of the refugees of the lost city, who for generation after generation have told the tale of their exile as a cautionary lesson about the many enemies of the Dwarven people. Unlike his forefathers, Ankhef takes the story to not be a lesson, but rather a goal. To raise enough gold to fund an expedition to retake their lost home! While he has never even seen the lost city, let alone been to the Spine of the World where it lies, he still holds onto this dream. And it is for this reason that the Cleric of Moradin has left his people to search for as much gold as he can get his hands on in as little time as possible. He hopes that in a century or two he might have raised enough, though he has always been an optimist!


@Black Dow: I’ve been curious. What would Tullowvaen’s connection to Mitchell and/or Talliree be?

@Ankhef: As interesting as the character is, I’m not sure how he’d be connected to Mitchell or Talliree or why he’d want to be a part of running a tavern in a haunted house. Could you clarify that for me?


A good point...here. A cleric of Hanseath with the War Domain (brawling!) Will change to the name Kurgan Kegstalker.

Background:

Who is he? It depends on who you ask. Some call him the Hero or Kragg’s Gate, for when he held back a tide of the walking dead for fifteen minutes. Some call him a dangerous madman, who it was he who unleashed said horde of restless dead looking for ingredients within their tomb. He admitted that it wasn’t worth it, as the vampire dust he was looking for wasn’t there (and probably wouldn’t have worked anyways).

Kurgan is a dwarf on a mission. He comes from a long line of experimental brewers. Each and every brewmaster or his clan has created a beverage that made their name. His great grandfather made Ogdin’s Howl. Brewed with werewolf blood, his ale would literally put hair on your chest. His grandfather made Kazzok’s Challenge. The mead, made within the skullpan of a troll, would refill itself of not drunk fast enough. His father made Beardling’s March. He didn’t know what his father made the beer with, but it requires a trip to the plane of fire, and once drunk it made the poor dwarf unable to sit due to a fire being lit under his arse. It sold well with the army.

But what of poor Kurgan? He is seeking to make a name for himself that will earn him as much respect as his ancestors. And for this, he has heard of a tavern in a haunted house. Where better to practice his craft and to find the most exotic of ingredients?

Can work on intercharacter connections in a bit.


@Adam: Good question chief. Tullowvaen is a driven creature - by day a perfectionist who crafts fantastical candles for his Guild, at night he is a dogged maintainer of the lamps and lights that provide the denizen's of Waterdeep illumination...

Talliree I see as someone whose either targeted the Lamplighters (or those they guide) during her criminal days running with the Crimson Breakers... Perhaps she admired his stubborn determination to fix vandalised street lamps in the gang's territory and they have struck up an unlikely acquaintance as he undertook his shift.

Mitchell is somewhat easier (in principal) as the Lamplighter's often come into direct contact with the city's nobles. I see the Guild as fashioning bespoke candles to noble or ranking patrons. Likewise the Lamplighters illuminations provide less opportunity for larceny and shadowy nefariousness, so I'm hoping a Paladin of Waukeen would see merit in their work.


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@Tullowvaen: I can see Talliree getting curious about someone who keeps fixing stuff that gets smashed over and over again. Maybe she accompanied him on his lighting rounds and chatted with him as he worked.

@Kurgan: Oh, now I’m really curious as to how you got to know Mitchell and/or Talliree. Any thoughts?


Been reading up on them. I think that I could see the following connection.

As an outsider in Waterdeep, Kurgan operated out of the poorer quarters for the most part, seeking work where he could. Unfortunately this put him in the territory of the Crimson Breakers. While he never ran with them, he was victimized by the group, with their enforcers demanding a tithe of his product. Something they would do in large enough groups for the dwarf to know better than to be obstinate about. He could well have remembered Talliree as the only decent one out of them, and would see her as something of a hero for breaking free in the way she did. Her being part of the tavern could have well been part of why he would seek it out.

As for Mitchell, not quite sure yet.

Also, I’m thinking that as a follower of Hanseath, Kurgan would use this Battleaxe

Liberty's Edge

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AdamWarnock wrote:
@Allison: I can see that. How old are you? Talliree is about 16-20 years old. Would Allison have been an independent, or could she have been a member of the Crimson Breakers?

1) I didn't see an age on Tullowvaen (really the secret of my success is to just try to do everything that Black Dow does and hope I'm 50% as good =) so and hence Allie is just on the cusp of her first score of winters. Though a magical prodigy, she has not yet enough time under her tunic to master the 'why' of the 'if'.

2) Ach, now, lad, you know I hate to answer a question with a straight answer if I can do it in story form.

I hope to do you honor. If you like, we can work with it. If no, just pay it no mind....

Allie, Talliree, and Farlo go shopping. And enjoy each others' company.:

"Alrigh' maggots, listen up," said Nick "Ironsaw" Dunn, Block Chief of the Crimson Breakers, to the three raw newlings before him. Rumor had it Ironsaw had once been a den boss with the Shadow Thieves, but had a falling out over missing displacer beasts. The story was believable but anyone who questioned it was found face-down the next day.

"We gots a little tip," Nick continued, "that a certain place with a certain thing is gonna go missing tonight. And that yous is gonna be the ones t' make it go missing."

"With specific info like that I don't see how it can fail!" Allison chirped up sarcastically.

"Allll-eeeee," Talliree chided in a sisterly way. She knew Ironsaw's temper and didn't want to be -anywhere- nearby when it went off. So best to not make him mad.

"Listen t' Talli," Ironsaw said. "Move yer mouth again I'll nail it shut." After no further interruptions he went on. "Ol' Mister Laeral Silverhand needs to lose a certain book from his library. It's called, ah, um" he took out a scrap of parchment and squinted at it. "Um, The Lonesome Lord's Ceremony of the Decrepit Annihilation," he uttered with some difficulty.

"Sounds cheery," Talli said. Farlo, behind her, couldn't hold back a snicker.

"Why that particular book of funness?" Allie asked, heedless of the danger of talking again.

"Cause we got a bloke what's gonna pay uf big coin fer it is why!" Ironsaw blared back. "So's we gotta have it, but we can't get anyone better on it, so this is you guys, uh, initiation, yeah? So, ah, do it good, an mebbe we got big plans fer ya, yeah?"

And with that the three urchins-turned-thieves, not a one of them past 15 winters, were turned out and pointed toward House Silverhand.

They skulkled as best they good, none of them too well but none too bad, and wordlessly found themselves at a door secreted in an alley. Ironsaw hadn't given them many clues, but at least a way that didn't involve the front door was one of them.

"I got dis'," Farlo grunted, pulling back a hand to smash the door open.

"No wait!" Talliree said between a shriek and a whisper. Farlo stopped just in time and stared at her.

"Let's at least try the knob first." She held out a thin hand and the knob turned freely. The door swung open noiselessly on well-oiled hinges.

The three stepped in to a darkened hallway, with barely enough light to see by.

Ironsaw said it was on the third floor. And that was the last of his help.

There were guards on the first floor, but not sober and not bright. They got past them.

There were guards on the second floor. They were at least sober, but not many. Almost too easy.

"This is almost too easy," Farlo said, his mind already on the glittering rewards to await them on a successful return.

"Way to jinx it," Talliree remarked.

"Meh," said Allie, sort of agreeing with the human Farlo.

"Now which way?" Farlo asked as they at last placed feet on the third floor and were greeted by a hallway going in two equally depressing directions.

"What was that?" Talliree followed as a distinctly human-like sound came from the hall going East.

"We should split up and cover more ground," Allie suggested. "You go East and I'll go West. If you see anyone just try to...blend in."

"And how am I supposed to do that?" the other half-elf asked back.

"You could wear that cloak," Fargo said helpfully pointing to forlorn and dark piece of outerwear on a peg. Strange that they hadn't noticed it. "If there's one here they might all wear them."

"Fine. But you're with me Farlo," Talli answered back, donning the cloak. Oh by the powers it was a good'un! Stuck on the skin like a mud-soaked pig. Like, a really friendly mud-soaked pig.

Talliree and Farlo went East, and found...nothing. They walked for what seemed like several minutes seeing nothing like a library or treasury, and the hall just ended at a rather loud and well-lit barracks. The sounds of roisting and baudy songs were the exact opposite place a sacred tome might be.

"Let's head back," Talli suggested, with Farlo in tow.

They got back to the stair in time to hear the sound of running steps and Allie screeching "I GOT IT!" while brandishing a rust-colored book a foot thick in her hands.

*CLANG*

A concealed portcullis crashed down in front of Allie, arresting her progress mere yards away from the stairs and safety.

"Oy! Hello? What's all this?" came shouts from the East, with the sound of booted feet that always heralded approaching guards.

"Take it!" Allie called, tossing them the book through the bars.

"RUN!" Farlo called. Talliree scooped up the book and stared desperately at Allison. It seemed just...wrong to leave her here.

"Just go," Allie whispered with a look that understood. She was dead, but she needn't drag anyone else with her.

"Go. GO!" Farlo yelled, all but dragging Talli back to the stairs, to the street, to safety.

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

"Only two a' you?" Ironsaw said as they returned and gave him the requested book.

"Allie...didn't make it," Talliree said, still not settled with the unfairness of the whole situation.

"Well, that jus' means you two are the ones worth a spit. Good work. See me in th' mornin'."

Talliree nodded and turned away.

"Just who wanted this thing, anyway?" Farlo asked. Talliree grimaced. It was a newling question.

"Normallys we don't hand out that kinda information, les' it's need t' know. But, seeing as yous did so well, and since yous guys 'ill never meet this bloke, don't see no harm in it.

It's just some minor lord.

Got too much gold and not enough books.

Some nobody named Borak."


I don't think it's necessary for the chosen characters to have ties to both Mitchell and Talliree. Perhaps either is good for integration. After all they have always moved in different circles anyway.

NOTE: I'm moving my office this week, so posting will probably be spotty. I'll do my best to keep things current.


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Tullowvaen wrote:

@Adam: Good question chief. Tullowvaen is a driven creature - by day a perfectionist who crafts fantastical candles for his Guild, at night he is a dogged maintainer of the lamps and lights that provide the denizen's of Waterdeep illumination...

Talliree I see as someone whose either targeted the Lamplighters (or those they guide) during her criminal days running with the Crimson Breakers... Perhaps she admired his stubborn determination to fix vandalised street lamps in the gang's territory and they have struck up an unlikely acquaintance as he undertook his shift.

Mitchell is somewhat easier (in principal) as the Lamplighter's often come into direct contact with the city's nobles. I see the Guild as fashioning bespoke candles to noble or ranking patrons. Likewise the Lamplighters illuminations provide less opportunity for larceny and shadowy nefariousness, so I'm hoping a Paladin of Waukeen would see merit in their work.

Definitely. And in his rounds of morning worship, Mitchell might have met up with and had repeated "Top of the Day" conversations with one particular Lamplighter.


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Here is KHT's alias for the game! I like that hook Adam so if you're down with that, I think I'll take that one for Jasper for how he knows of Talli and him and Mitchell could've met during his case for the Church of Waukeen. I'm thinking Mitchell brings him in to help get things sorted since the halfling has an eye for business and Jasper knows enough about Talli that it could flavor future roleplay for sure.

EDIT: The character sheet is officially all done now. I was lazy and simple with the background but I hope it gets the points across.


Looking deeper at the party and also the other pitches there is plenty of high CHA characters also, so I'm further evolving Tullowvaen - ditching the Bard option and going Wizard (Blade Dancer). Means he brings arcane oomph to the team and I can play him more to type as a haughty uptight Gold Elf :)


Almost there with Tullowvaen - drew on some of the online/FR references that mentioned Sun Elves being somewhat haughty, frail, deliberate and proud.

His CON is only 9 so he'll not be a damage sponge by any stretch, but if required to fight his Blade Dance tradition makes his a potent foe (for as long as he stands). With his frailty in mind I've picked Periapt of Wound Closure as his Uncommon Magic Item.

Tried to select spells that only he has access to/or aren't present in the group to compliment what's already in place.

Toyed with the idea of his Arcane Focus being his 10ft pole, but that would be folly and render him powerless at the first goblin warren :)

Will finish him on the morrow as its creeping late here in UK...


I did not realize that we also got an uncommon item! I got the Goggles of Night, a good ol' classic. I'm thinking maybe it was being used by one of the thieves that were involved in the Waukeen case and reminds him of his first major case he solved. That and they're neat.

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