[5e] Saga of the Worm

Game Master mishima


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5e Saga of the Worm

When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers...

Faerun Timeline: This is after Tyrrany and Princes, but doesnt assume anything else from published adventures has happened. Mulmaster is completely destroyed (And there was much rejoicing :D).

Creation Requirements:
★ 17th level (advancing to 20 before the end). I'm not a gestalt, epic power person...good RP is where its at for me. I am just interested in higher level 5e play.
★ 27 pt buy
★ Sources: PHB, SCAG, Volos, Mords, Xans
★ Variants: variant humans yes, feats during ABI yes, inspiration yes, modified initiative for pbp

★ Mundane Wealth: Starting equipment is free. Then 10,000 gold for mundane stuff and RP purposes. Don't be overwhelmed. Keep it as an estate/tower/guild somewhere you can RP, and/or a bank note you can withdraw as needed. Maybe you gifted a prince/princess a 5000 gp necklace for booty calls. 10,000 adult chickens would be a fluckin' cantastic farm. Maybe you spent it all on booze.

★ Magic Treasure: After recruitment, as a group we'll talk about starting magic items. XGtE recommends 56 magic items accumulated by the party at this tier. Thats around 10 per PC for a 6 person party. Some will be player cherry picked, others rolled...I'll give you some options before we start. You will have a bunch, including a few legendaries. I want you to focus on character more now.

★ No UA, but special player's options and magic items from official published adventures on case by case basis

★ For backstory/RP concept...my philosophy is character outweighs historical detail. I know f*!+ all about Dirty Harry's mom or childhood, but he is an awesome character. Communicate your character to me however you see fit. At least a little paragraph or some bullet points. I also enjoy little scene writeups in the character's own voice.

★ Since these were AL mods an AL faction (Harper, Zhent, etc) makes sense and has certain story benefits, but isn't required.

★ Starting in the Moonsea region, but wandering all across Faerun including very distant places...

★ Since these were originally AL modules there are some hooks available. Not required, and discouraged, but you might take a glance for inspiration:

Stock Hooks:

Members of the Cloaks: Any character that has
accepted a role in the Mulmaster-specific faction
the Cloaks receives a summons from Rastol Shan.
The summons is irrefutable, as Rastol Shan is not a
person that is declined – he is a vastly powerful mage,
and purportedly bears powers far beyond those of a
normal arcane caster.

Born in Thay: Any character born in Thay, whether
they are Thayan nationals or escaped slaves, receives
a series of troubling dreams in which they are
drawn to Mulmaster. The dreams become more and
more intrusive until the character is no longer able
to receive the benefits of a rest—though visiting
Mulmaster and seeking out the Thayan District will
relieve them of this malady.

Divine sending: Powerful divine characters like
high-level clerics and paladins are informed by their
god that things are unfolding in the greater Moonsea
region that will spell doom for the world at large.
They are pointed at one of the many new temples
of Ilmater in Mulmaster, though there is a feeling of
dread in each missive.

Factions: The factions are keenly interested in the ongoing
rebuilding efforts in Mulmaster – especially as they know that the Thayans
are leading these efforts. Their respective faction
heads have deployed the characters to Mulmaster to
investigate and report back.

General: All other characters: The region surrounding
Mulmaster has seen devastation unlike that which
can be seen anywhere else in Faerun. Opportunities
abound, and the promise of ample coin and plentiful
fame is too hard to turn down.

Length: All together, the adventure should be the equivalent of slightly less than 4 regular AL modules, or 16 hours actual gameplay (if it were real table). AL modules are slightly longer than PFS modules, for comparison. Perhaps 7 months pbp time. Might be longer dependent on RP of course, these are rich plots and powerful PCs.

Is this homebrew or wtf..?This is 3 adventurer's league modules written by the same dude (Alan Patrick) that are a connected story. I'm not running this as an adventurers league game. Not many have tier 4 characters anyways, and the rules have changed since the modules were created that remove some of the magic item fun to be had. I just want to run a quicker high level 5e game that isnt one of the published slogs...and this looks to be a great one.

Posts per day: I am very good with once per day including weekends. I am currently locked down with the virus however, and have soooo much time it isnt even funny...I could do 4-5 posts per day easily I think. I would love to recruit a party that is in a similar situation and can post multiple times per day. Once a day is still fine, just saying...I'm bored. Really f+#$ing bored. Play with me.

Game Type: The modules are written with the 3-pillars philosophy (exploration, social interaction, and combat). There will also be 2 sessions of downtime that could be very fun/interesting indeed. For combats I'd like to try staying with theatre of mind unless there is really something tactically crunchy that is better with maps.

Rebuilds: Since I assume high level play is new to most, Ill allow a few rebuilds...probably during the gaps between the 3 modules. But if something is really wrong we can fix it.

Recruitment Deadline (End of Day April 7th): Honestly not expecting a ton of interest, but want to start soon (very very bored, virus lockdown). So, let's say 1 week with possible extension if not enough interest. 4 minimum, 6 maximum.

If there's any questions at all, fire away. I'm sure I forgot lots.


Going to make a wood elf cleric of Solonor Thelandira with the tempest domain.

The plan is to have a melee based Dex cleric. Will have the feat magic initiate for Prestidigitation, Booming Blade and Find Familiar (a Raven).

In combat he will have advantage on his one melee attack, which will hit for 1d8+5 basic Damage, and 5d8 thunder damage. Which he can use channel divinity to maximize the thunder damage. I’ll get profile and background up tomorrow.


I'm looking at a wood elf as well, but a Archery-focused Monster Hunter Ranger.

Are we assumed to have been adventuring together? Know each other?

At this level, how rare/famous are we?


Hmm.

I think I can have some fun with this. Gonna look into using something I've been eyeing for a while, lemme get back to you later.


I'm gonna make a sorcerer or wizard who sets thing on fire.


Thinking of a druid. Need to read the rules at the end of the charts and the setting. I'm not familar with that end of Faerun.

The Exchange

gyrfalcon wrote:

I'm looking at a wood elf as well, but a Archery-focused Monster Hunter Ranger.

Are we assumed to have been adventuring together? Know each other?

At this level, how rare/famous are we?

Grumbaki here. I’d say that our chances of knowing each other would be really high. Given that my cleric is worshiping the god of the hunt, I’d say even more so. What kind of background do you have in mind?


Oh, a high leveled 5e game! Finally!

All elf, uh? Let me check, I had an Eldritch Blast Warlock in mind... Where was it?

Or... Maybe a Purple Knight?

Damn, too many options!

The Exchange

Test:

Lindaer vs Lvl17 Half Orc Champion Fighter. Fighter has defensive and dueling style, is Str20 Con20, plate and shield. 170hp. Not using spiritual weapon as I want to test how he does in melee without casting anything besides his cantrip

L Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
O Initiative: 1d20 - 1 ⇒ (8) - 1 = 7

Round 1:

L Hit: 2d20 ⇒ (9, 19) = 28
L Hit: 13 + 11 = 24
Damage with channel divinity: 45 + 1d8 ⇒ 45 + (1) = 46

O Hit: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

O Hit: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

O Action Surge: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 3d8 + 7 ⇒ (5, 7, 1) + 7 = 20

O Dex save vs storm of wrath: 1d20 - 1 ⇒ (15) - 1 = 14

Damage: 2d8 ⇒ (2, 6) = 8

Fighter takes 54 damage, Lindaer takes 31

Round 2:

L Hit: 2d20 ⇒ (3, 13) = 16
L Hit: 19 + 11 = 30
Damage with channel divinity: 45 + 1d8 ⇒ 45 + (3) = 48

O Hit: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

O Hit: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

O Action Surge: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Wrath of Storm: 1d20 - 1 ⇒ (14) - 1 = 13
Damage: 2d8 ⇒ (1, 1) = 2

Fighter takes 50 damage (66 left), Lindaer takes 26 (81 left)

Round 3:

L Hit: 2d20 ⇒ (19, 10) = 29
L Hit: 19 + 11 = 30
Damage: 5d8 + 5 ⇒ (6, 2, 6, 2, 5) + 5 = 26

O Hit: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

O Hit: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Second Wind: 1d10 + 17 ⇒ (2) + 17 = 19

Wrath of Storm: 1d20 - 1 ⇒ (17) - 1 = 16
Damage: 2d8 ⇒ (1, 8) = 9

Fighter takes 16 wounds (50 left) Lindaer takes 12 (69 left)

Round 4:

L Hit: 2d20 ⇒ (8, 11) = 19
L Hit: 11 + 11 = 22 (Barely hits)
Damage: 5d8 + 5 ⇒ (3, 7, 2, 5, 8) + 5 = 30

O Hit: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

O Hit: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Second Wind: 1d10 + 17 ⇒ (5) + 17 = 22

Fighter takes 8 wounds (42 left) Lindaer takes 14 (59 left)
Fighter should have a feat, so orcish fury: 59 - 5d8 ⇒ 59 - (8, 6, 4, 6, 4) = 31

Round 5:

Lindaer takes a step back and casts Mass Heal. Both sides are now at full HP. He thanks the fighter for sparring

—————

Just ran that test to see how well the melee cleric can do. Made a pretty generic fighter to go up against, as it seemed like a good benchmark.

My conclusion is that Lindaer can keep up with DPS well enough for the concept to work. He stood up to a lvl17 fighter toe to toe, and probably could have outlast him if he healed himself only. But without stopping to cast spells, the fighter would likely have won. Which, long story short, tells me that the concept works


Quote:

Are we assumed to have been adventuring together? Know each other?

At this level, how rare/famous are we?

You are likely at least aware of each other, give how famous everyone is. Whether or not you have adventured together is up to you, and can be worked out after recruitment

As for how famous... You have already saved nations or even the entire world from threats during Tier 3 (11-16). You may have already built your own castle, founded your own guild, or temple etc. Now Tier 4 you might face challenges that threaten the entire multiverse ('cosmic stage') as you reach your ultimate fate (clerics about to ascend to heaven, wizards about to become immortal, etc).


Quote:
I'm not familiar with that end of Faerun.

By all means enjoy some lore, Moonsea is an interesting place (where baguettes are weapons).

But, we are not there for long at all and will be literally all over...Sword Coast, the North, Damara, Far East...


I'll throw my hat in the ring. Not sure what I'll play yet, but the gears of inspiration are turning.


I'll whip up a monk...


Right now, I'm leaning Rogue, Swashbuckler, or maybe Bard, College of Glamour.


Nice, glad to hear wizards and rogues being considered. Those are definitely the 2 classes I'm most interested to see (but don't let that guide your decision).


Actually, another consideration was to play a Champion Fighter... if only because someone has to play it one day (I only see Battlemasters and sometimes a Purple Knight gets lost around here).

Also, remember that Fighters can attack thrice per round :P


I actually like Champion. With dual wielding and other stuff like sentinel/lucky to give you more attack rolls, the increased crit is nice...no other way to get better crit range as far as I know.


Hey Grumbaki! I don't really know Faerun at all, but the (very rough) sketch I had was that my PC was from a Wood Elf settlement that was wiped out by monsters, where he's one of only a few survivors...and that that led him into his career of monster hunting. Perhaps from somewhere less hospitable?

If we both make the party, I think it would be good for him to have a sibling or close friend to tether him (perhaps with some friendly rivalry). What were your thoughts?

Infinity: I'm not 100% sure I understand what you mean by "No UA, but special player's options and magic items from official published adventures on case by case basis". I'm guessing that means no UA ranger, but figured I should confirm. If not, can you suggest any thematic and useful terrains to specialize in?

Any and all: Faerun's a pretty vast world. I've started poking around the Forgotten Realms wiki...but there's so much there. Do any of you have suggestions for something similar to the Inner Sea World Guide (free or paid) that would be a good place to start?

Thanks!

The Exchange

gyrfalcon wrote:

Hey Grumbaki! I don't really know Faerun at all, but the (very rough) sketch I had was that my PC was from a Wood Elf settlement that was wiped out by monsters, where he's one of only a few survivors...and that that led him into his career of monster hunting. Perhaps from somewhere less hospitable?

If we both make the party, I think it would be good for him to have a sibling or close friend to tether him (perhaps with some friendly rivalry). What were your thoughts?

Infinity: I'm not 100% sure I understand what you mean by "No UA, but special player's options and magic items from official published adventures on case by case basis". I'm guessing that means no UA ranger, but figured I should confirm. If not, can you suggest any thematic and useful terrains to specialize in?

Any and all: Faerun's a pretty vast world. I've started poking around the Forgotten Realms wiki...but there's so much there. Do any of you have suggestions for something similar to the Inner Sea World Guide (free or paid) that would be a good place to start?

Thanks!

How about both of our elves be natives of Suldanessellar?

It is a major Wood Elf city which was sacked by the Drow in 1369 DR (with the help of a black dragon, a demon lord and an exiled wood elf Archmage). I think that this campaign takes place in 1486 DR? So, our two elves could have been young when the city fell, and would have had about a century afterwords to reach their current level. It would have been a suitably catastrophic and destabilizing event to send them into a life of adventure. First to make the Forest of Tethyr safe, then perhaps more skirmishes against the Drow. And when the city and its people finally recovered, they come to realize that they have spent so much time in the wilderness fighting, that they no longer fit in with their own people, and thus leave for adventure and to see the world.


gyrfalcon, indeed FR is massive...people have been writing novels and adventures every year since the late 80s. The FR wiki is good for obscure details found in such novels and products. SCAG, Volos, and Mords and the Monster Manual (yes, there's much FR lore in it) are probably the most concise, up to date sources...but not free.

I'll PM you some info that you might find useful though.

There's also an old video game series called Baldur's Gate that captures the 'feel' of the Realms about perfectly for me. I suppose you might watch some gameplay videos if tired of reading.


Infinity: Are you allowing the monster races from Volo's? Leaning toward a Goblin, Rogue: Swashbuckler, Far Traveler from Zakhara. But want to make sure a PC goblin is okay. Likely N, NG, CG, or CN alignment.


Dotting for interest.


Jubal's 17th level Wood Elf Moon Druid


Tareth, sorry should have been more clear. I intended just the Character races not Monstrous races from Volos. So Aasimar, Firbolg, Goliath, Kenku, Lizardfolk, Tabaxi and Triton.

That said, I'm fine with goblin rogue since Cunning Action negates the Nimble Escape ability. Really you are just trading gnome stuff for Fury of the Small and goblin RP. So that is ok.


Nice Jubal, will be interesting to see Circle of the Moon at that level.

Looks like youd be at CR 5 for the shapes you can get, which includes dinosaurs. Brontosaurus does 5d8+5 with 20 ft reach...wtf? Might consider your character origin to be Chult. Also its an exotic location in FR, so not knowing much about the 'normal' FR areas would make sense. If so, a skim through the intro and chapter 1 of Tomb of Annihilation would give you tons of inspiration I'm sure...well written and exciting stuff there.


Thanks. cheers


Lindaer Elyrien wrote:

How about both of our elves be natives of Suldanessellar?

It is a major Wood Elf city which was sacked by the Drow in 1369 DR (with the help of a black dragon, a demon lord and an exiled wood elf Archmage). I think that this campaign takes place in 1486 DR? So, our two elves could have been young when the city fell, and would have had about a century afterwords to reach their current level. It would have been a suitably catastrophic and destabilizing event to send them into a life of adventure. First to make the Forest of Tethyr safe, then perhaps more skirmishes against the Drow. And when the city and its people finally recovered, they come to realize that they have spent so much time in the wilderness fighting, that they no longer fit in with their own people, and thus leave for adventure and to see the world.

I like that idea a lot! I'll start looking for a bit more of the associated lore.

. . .

Jubal, fun that you're applying with a Wood Elf as well! All Elven party? Though we'll need someone charismatic around somewhere, eh?


gyrfalcon wrote:
Infinity: I'm not 100% sure I understand what you mean by "No UA, but special player's options and magic items from official published adventures on case by case basis". I'm guessing that means no UA ranger, but figured I should confirm. If not, can you suggest any thematic and useful terrains to specialize in?

No UA ranger, correct. Some of the published adventures (like Out of the Abyss, Saltmarsh, etc) have special options for the players like background features and unique magic items that aren't found in the regular source books. I just wanted to make those available, as some are quite flavorful compared to the standards.

For terrains in this series arctic and grasslands will come into play for certain...probably grasslands the most. Mountain and coast are possible to a lesser extent. Caveat to that is teleportation abilities party might have I suppose. Natural Explorer comes into play during overland travel...it tweaks it. As does teleportation.

For Primeval Awareness (your monster detection ability), I play that if you are say underground in some cave or dungeon, the terrain is where the dungeon is located. So a cave in grasslands is grasslands, a floating castle in the desert is desert. The feature interacts with the DMG recommended guidelines for hex grid maps. The province scale you have 1 mile hexes (so ranger could sense within 6 hex radius). On kingdom scale, you could sense monsters in an entire hex since they are 6 mile hexes. Your favored terrain scales up the sensing radius to match the higher map distance scale basically. Some people create additional terrains like dungeon or cave but it doesn't make sense to me considering the above.


Here is my dot. Not sure what I'll be yet but I'm going to think on it.


Here is my submission.

Where is the damn thing, I know I left it in here... A middle aged dark haired woman digs around under her bed in a fashionable Waterdeep apartment overlooking the bay. Marth, MARTHA! Did you move my pack, I am sure it was in here. A ruddy faced halfling woman pokes her head around the door. Madam, you know your broher was very clear, there is to be no more running off, your duties here to the Alliace, she cuts her off, Bugger my brother and to botheration with the Alliance! The Thayans are on the move again and who knows what they have found or woken up on that damn glacier. Now, get my PACK! I cannot go hiking into the wilderness without provisions.

Gathering her equipment the woman heads downstairs muttering, No, Mulmasters circle is no good, the place doesnt exist any more, the Zhents, I think not. Maybe Phlan, thats probably close enough. She strides into a circular room lit by shafts of sunlight from several high windows. The halfling woman silently hands her a backpack as she enters. What should I tell your brother My Lady? She scowls, Tell him, oh bother, nevermind, just tell him I've gone and send a message to Laeral. I should be back within the tenday I hope...

With that she sweeps away a rug, revealing the outline of a teleportation circle inscribed into the floor with runes of silver and gold. She adds several more notations and a shimmering portal appears floating in mid air. Be good Martha she shouts as she hops through.


I'm interested!

I'll see if I can come up with an interesting concept.

EDIT: Current idea is a Damaran Aasimar ambassador barbarian with a noble heart but serious anger issues.


Here is Vrog's submission. I went with team sorcerer, as twinned disintegrates are insane.


Alrighty, I am working on a Half-Orc Fighter (Samurai). Leader of an effective group of mercenaries and warriors, has cut his teeth on some of the worst things in the world. The idea is that while he isn't usually the hero of the story, he is usually there to have helped all the latest and greatest heroes succeed.


Let me recap what we have, so I can easily choose what do I want to play. I have many character concepts I'd like to try, both in fluff and in crunch!

Melee Wood Elf Tempest Cleric
Archery Wood Elf Ranger
Sorcerer or Wizard
Wood Elf Moon Druid
Monk
Goblin Swashbuckler Rogue or Glamour Bard

2 Melees
1 Arcane
1 Ranged
2.5 Divines
1 Skilled

That makes me room to play whatever I want, which was actually the total opposite intention of my recap (that is, help me decide :P)

Let's see what I like right now, maybe listing it here helps me decide or you guys can give me ideas

Bear Barbarian: never played a barb, and would be nice to check if a martial stands his ground at higher levels. That would break the Elven Party, though :(
Eldritch Blast Warlock: Again, something I've never played (other than a 1 dip level). Seems heluva flexible character, and would allow me to stay elf (or half elf at least).
Eldritch Knight/Champion Fighter: One of those archetypes that I never see played. Eldritch would use spells as buffs and reactions (Shield, etc). I'm not sure it's the most optimal, but it's highly Elvenizable :P

Of course, there are infinite multiclass combinations, but those would be the basics. Now I just need to read what I've written...


You missed me


Melee Wood Elf Tempest Cleric
Archery Wood Elf Ranger
Sorcerer or Wizard
Wood Elf Moon Druid
Monk
Goblin Swashbuckler Rogue or Glamour Bard
Human Abjurer Wizard

2 Melees
2 Arcanes
1 Ranged
2.5 Divines
1 Skilled


Melee Wood Elf Tempest Cleric
Archery Wood Elf Ranger
Sorcerer or Wizard
Wood Elf Moon Druid
Monk
Goblin Swashbuckler Rogue or Glamour Bard
Human Abjurer Wizard
Melee High Elf Bladesinger Wizard (with some Fighter added, probably)


Cool concepts all, was worried I wasn't even going to get 4 applicants.

Still a few days to create and tweak. Looking forward to reading backstories/character concepts.

The Exchange

Background:

”Bhaalspawn? No. Never saw ‘em.” Lindaer looked at the speaker with an annoyed look on his face. It was always the same when anyone asked about him and they had a modicum of learning. It was, afterall, quite a contentious time. Seeing the disappointment, he sighed.

”I was young, when the exile returned. My family and I hid when the defenses were breached. Our city was supposed to be hidden. There were...let us say, magical defenses. Defenses that had kept the city safe from the eyes of both man and drow. And yet, they failed. In a single night everything was lost. Demons stalked the streets, an ancient black dragon decimated an entire quarter, and all strategic parts of the city were held by rakashas, golems, or Drow soldiers. Even the Tree of Life was taken. And of our forces, we could do little but fall back or hide. In our hubris, the majority of our warriors had been sent to hold back the Drow forced from reaching the surface. Little did we know that it was a ruse, paid for with a lake of blood. I...we...lost much.” A pained look crossed his face. Even after a century the grief was there.

”The occupation was not long, but it was violent. Yes, the Bhaalspawn et all cut a bloody swath through the city. They killed the dragon, the demons, and the exile. Though it was Rillifane Rallathil‘s power that drove the invaders out in the end. Of the Bhaalspawn? Well, they left soon after. They were the queen’s guests. A common youth such as myself, what chance would I have in seeing them as they recuperated in the palace? Well, they left quite soon. And their story is their own. But for myself? Well, let us just say that the events of that month left an impression on me. My brother and I, we lost many whom we were close to. And we learned a lesson. A lesson about not being helpless.”

He tapped the blade that hung from his belt. ”Initially, I took up the way of the sword. With our numbers so reduced, and with the region in upheaval, the city needed every elf who could carry a weapon. Many a monster and many a neverdowell took advantage of our weakness to move into our woods. Reclaiming our sphere of influence took many a year. I learned how to fight in that time.”

With a distant look in his eyes, he continued. ”I might have mastered the sword, the way my brother mastered the bow. But as the years went on, I found something else. My faith. My faith in Rillifane Rallathil. He is the god of our people and the patron of our city. When the blood became too much, when I could not wash it off my hands, he was there. He was there for me.” He looked at his hands with a slight smile. ”He spoke to me, you know? He spoke to me during a thunder storm. It was the first time that I had truly felt his presence. And it was the first time that I had truly known peace since the...occupation. Through him I learned how to put aside vengeance and how to live with grief. And for the past century I have done his work. Bringing healing to the wounded, and his wrath upon his enemies. And the more that I have done, the better I have learned how to listen to him. How to see his signs. His signs that led us to many a, how do you say? Many an adventure. We have cleared out a temple of Amanautor of the shadows which lurked within. We have halted a hill giant migration whose path would have taken it into a druid grove. We have both explored and created ruins, all from the messages sent by The Leaflord. And now? And now the portents have led us all here. Whether you can feel it or not, something stirs here. Something which has called those such as myself. I do not know the purpose, as of yet. But I do know that my God wishes for me to be here, and I trust him with more than my life. I trust him with my soul. For that is my comfort. My comfort is knowing that this life we live now is but a test, a test for a much more meaningful one that it to come. And I am merely fortunate to have had the privilege in experiencing the truth of that fact while still living this life.”

I’m making a change to the character. He is going to be Arcane Trickster (3) Tempest Cleric (14)

This will give me (a) more skills which I really want (b) 2d6 sneak attack and (c) save me from needing to take magic initiate. So I’ll get those changes done soon. And the cost? (A) fly speed (B) 2 levels of spellcasting.

Is it worth it? I say so, because it better reflects his story. So it should work out.

——

New damage:

To Hit: +11 (advantage)
Damage: 1d8+5 (base) + 2d6 (sneak attack) + 5d8 (thunder, can maximize 2x per short rest)


Gonna throw together a roguish ranger and see what comes out of it.


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Here's Tarn's initial intro/background story, I got a little carried away so I've gone ahead and spoilered it. Still filling out some of the crunch in the character sheet. Will wait on magic items and equipment for now.

Tarn Neekapper:

Tobacco and hashish smoke fill the air of the Golden Djinn like a Waterdavian fog. The smoke mixes with the heady smell of the hundred different perfumes worn by the lords and ladies of the cities upper crust, and those of the lower that could find their way in to try an take advantage of the former. They say the Djinn hasn’t closed for over two hundred years and judging by the constant sounds of dice rolling, cards shuffling, and wheels spinning, the clatter of glasses clinking, the rising and falling murmur of conversations and fortunes lost and won, it wouldn’t be closing any time soon. A six-piece band played the latest and hottest music coming out of the colleges on the stage for the couple of dozen dancers who swayed, shimmied, and cavorted around the dance floor to an upbeat, rhythmic dance number with hints of Chultan samba intertwining with a more traditional Zakharan riff.

Tapping his toe softly to the music, Tarn kept his red eyes lazily focused on the cards in front of him. Tiff and Taff, the halfling Stonefoot twins stood to each side. Their lowcut, slinky dresses, one black, one a deep indigo, drawing eyes from the table and beyond. Tiff runs a delicate finger along the upper cleft of his long pointed ear causing it to twitch and tremble as he suppressed the urge to sigh. He’d have to tell her not to pour it on so much next time. She actually was distracting him a bit with that particular move. Her sister, Taff, draped a well tanned and trim arm around his neck as she leaned forward to place another Flaming Efreeti next to his stack of clay chips.

”Two of wands, Nine of Stars…possible straight, Queen of Coins for a pair, and another Bishop.” The dealer called out the cards as they dropped to the table. The game was interesting now, with the second bishop showing and a third in the hole.

”Fold.” Dasim, the human ambassador from some small nation in Kara-Tur tossed in his hand. To disgusted with the two and his luck most of the night, to bother waiting for his turn to pitch it all in.

”Queens bet.” The dealer says in that typical elven lilt that makes even the most mundane things statements sound arrogant.

Tarn hadn’t seen the half-blooded orc who held the queens in the Djinn before. But he was no rookie. The two had battled back and forth all evening. It’d taken him most of that time, but he’d finally worked out the half-blood’s tell. Whenever he was bluffing he stared at Tiff. When he wasn’t the half-orc’s eyes watched Taff. ”A thousand.” The half orc says in his rough accented voice dropping two silver and gold five hundred dinar chips onto the table. Tarn watched and smiled inside as the half-orcs eyes looked straight at Tiff who still maddeningly swirled her fingers along his ear

That moved things to the Eminent Lord Faruque, one of Huzuz’ most prominent silver and wool merchants, and he feeble attempt to draw to a straight. The bulky merchant, rubbed his nose and ran a soft hand through his long beard before finally tossing a pair of five hundred dinar chips into the pile at the center of the table. His eyes flicked back and forth between his cards, Taff, Tiff, Tarn, and the dealer never landing on any one for more than a nervous second.

Tarn tossed in a stack of chips. ”I’ll see that. And raise you another two thousand.” This caused a few ohhs and ahhs from the other onlookers. High stakes games weren’t that unusual at the Djinn, but they never ceased to entertain. There was more than ten thousand gold on the table. A fortune to most folks.

Lord Faruque rubbed his beard furiously as sweat began to bead on his forehead. ”Call.” He said, dropping in most of his remaining chips.

The half-orc stared across the table at Tarn, his yellow eyes meeting Tarn’s red along with a toothy goblin grin as the little gambler blew out the blue flame on his Efreeti and took a long pull from the spicy crimson beverage. ”Call.” Adds the half-orc, as the chips clatter onto the table.

”Last card.” Calls the dealer and lays out the final round of cards. Faruque swears as he draws another nine blowing his straight, which was a fools run to begin with. The half-orc pairs up his Seven of Coins with the Seven of Stars. While Tarn draws the Ten of Swords.

”Two pair has the high hand.” The dealer says.

”Two thousand.” The half orc says pushing a pair of blue chips along with tall stack of less valuable red and gold into the center of the table. Tarn watched as his opponents eyes flick once again to Tiff. His three bishops should be enough.

The goblin holds back a toothy smile. ”See and raise another three thousand.” He says pushing what amounted to the last of his chips. Faruque flips over his cards and tosses them to the dealer with a curse. Tarn felt the excitement of the win building. The half-orc leans back in his chair and releases a lip stretching grin as he tosses in the additional chips and pointedly looks over at Taff. Wait?! Taff?! That's not right! Tarn's heart sudden begins to match the bands pounding rhythms as it tries to crawl up his throat.

”Call.” The half-orc says, that grin still plastered on his ugly mug as he slowly flips over another Seven. ”Queens and Sevens…full.”

Murmurs and whistles pierce the air and all eyes turn toward Tarn’s drooping ears and growing frown as he stares at the cards on the table. He played me! The green skinned $#!% played me! He felt Tiffs touch on his ear suddenly pinch as she realizes he can’t beat the half-orc and her cut of the nights winnings is still lying out there on the table. Taff simply snorts at Tarn’s side and continues to smile across the way at the half-orc.

Just then a commotion erupts near the front entrance. Several royal guards come streaming into the room, pushing and shoving their way through with little regard to wealth or status. At first there are a few grumbling or fiercely worded retorts. But those are soon quenched as everyone starts to drop to their knees, at the sight of a tall woman, dressed in the finest silk and gold embroidered robes. Her long dark locks are braided and pinned up in a towering swirl that makes her seem even taller than her already ample six feet plus a span. For the first time in Tarn’s ten years of frequenting the Golden Djinn, the place comes to a complete stop and near quiet as Her Royal Highness, Inheritor of the Enlighted Throne, soon to be Defender of the Faithful, Confidant of Genies, and Scourge of the Unbelievers, Potentate of Huzuz, Most Delightful of the Golden City of Delights and Tarn’s Most Beloved and Watchful Spouse, Khadija al-Assad al-Zahir had entered the building.

Tarn’s long neck bobs as he swallows down his beating heart. The lost gold, not to mention the Stonefoot twins, completely forgotten.

”Come Tarn.” She says in her oh, so royal voice, punctuating the simple statement with a clap of her hands, which is followed by the jangle of the numerous bells sewn into the sleeves of her robe. Her blue eyes as icy cold as a mountain glacier and quick to pick him out of the crowd despite his attempt to slink down in his seat like a caught child. ”Enough foolishness for today. I don’t know why, but father wishes to you. Something about the barbarians in the north stirring up things that are best left alone and needing the Hero of the Lost Crucible and Savior of the Silver Sphinx, Bearer of the Golden Justice to deal with it.”

His ears nearly touching the floor Tarn slaps his feathered hat atop his bald head and starts toward the door. For a brief moment his gaze longingly lingers on both gold and twins. An annoyed sigh from Khadi gets him moving again quickly. There was no way around it, he was caught fair and square.

”It’s good to see you to Khadi.” He says working his face into what he hopes is a friendly grin. ”No need for such dramatics. A simple message would have worked just fine.”

”Pfft! We both know that isn’t true. You’d have avoided a royal messenger as if he were a hash-addled giant. And you know not to call me Khadi in public.” She says waving her hand in the air drawing the power around them.

”Must we, Khadi?” He says with a heavy sigh. ”Couldn’t we just, you know, walk, hire a carriage?” But he knew she wasn’t listening and could already feel the growing tingle of power as it wrapped itself around his body. He hated teleporting. Worst way to travel ever. Period. Always turned his stomach inside out and upside down. Made his head feel like a gods bedamned bongo be played by a gorilla, was like being ripped…”$#!@##....”

Moments later Tarn Neekapper and his loving wife, the Princess Khadiji disappear from the Golden Djinn with little more than a puff of spice-scented smoke, a flash of golden light, and a curse drifting on the smoke filled air. Moments after that moment, business in the Djinn spins back to life as Taff and Tiff slink up beside the smiling half-orc as he counts out his winnings.


Lots of great applications! I'll have my backstory soon.

Concept remains a woodsy, stealthy, wood elf archer (and brother to Lindaer), but it's possible I'll move some or all levels into Rogue (maybe Scout?) Gotta play with it!


I'm making progress. Still going for an Aasimar barbarian from Damara. Trying to get a grip of the character still, but the crunch is more or less figured out.


I'm definitely a Damara fan. Cleric Quintet and the Sellswords are some of my favs from Salvatore (set there).


Since I am set on the chassis (the High Elf Bladesinger), I now need to read a bit and see where could the character come from and write a bit how he is and how did he become a 17th level wizard. Will take me a day or two, it depends.


Cleric Quintet is pretty entertaining.


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Sorry, what was the year the game was supposed to take place?


We are certainly after 1491 DR. Other than that, its sort of agnostic. Lets just go with 1492 DR. If you have a strong character reason to want something else, I'm fine making it later.


This is KingHotTrash's submission. A nice and simple 17th level fighter that is ready to finally have his own destiny discovered in the depths of this forsaken glacier. Left his gear and stuff untouched, though he is definitely going to be a two-handed warrior running around in the heaviest armor he can get away with.


Cool, no worries on the gear and stuff untouched.

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