5E Adventure's in Midgard – South (Survivors of the Delightful Rose) (Inactive)

Game Master Tareth

You are sailing north aboard the Delightful Rose, an old but dependable merchant trader on its way up the Corsair Coast to Mhalmet. The journey so far has been pleasant and the crew friendly and professional. Now storm clouds brew to the east and the captain and crew all wear looks of worry and even outright fear upon their weather worn faces.

Total XP Per PC: 3000


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DM - Tareth wrote:

Gnomezrule: The Corsair Coast runs along the Easterern shore of the southern continent. It runs from Ishadia in the north down to the spice coast and free islands. Unfortunately, the online map cuts the south off.

As for lore, don't worry about it too much. No one will need to be a Midgard lore expert. We'll fill stuff in as needed as we go for the most part. Plus I always reserve the right to change things in order to make the game more interesting. ;)

Nah I found it. . . creating a homebrew version in D&D beyond so I can use the character generator.


Rolling for gold: 5d4 ⇒ (1, 2, 2, 4, 3) = 12 (120 gold)

Presenting Sorala Ironeyes, Kushite knight on the lam from a cruel master. She's fled with her Twilight Blade, a bonded sword of great value to her Oba (sorceress), and fears she is followed by assassins. I still have to choose a feat and some languages, and will probably tweak her avatar and equipment, but she's basically done.

Grand Lodge

Are we rolling starting gold? Bard starting equipment doesn't really match the character...

Let me know if not...: 5d4 ⇒ (4, 4, 4, 3, 3) = 18 x 10 gp = 180 gp? Sweet!


What does a sorcerer roll for gold?


Barbarian 2d4 x 10gp
Bard 5d4 x 10gp
Cleric 5d4 x 10gp
Druid 2d4 x 10gp
Fighter 5d4 x 10gp
Monk 5d4 gp
Paladin 5d4 x 10gp
Ranger 5d4 x 10gp
Rogue 4d4 x 10gp
Sorcerer 3d4 x 10gp
Warlock 4d4 x 10gp
Wizard 4d4 x 10gp

Silver Crusade

moneh: 3d4 ⇒ (3, 4, 4) = 11 110g, almost max. Nice.

Grand Lodge

Studded Leather Armor (45 gp)
Two handaxes (10 gp)
Dagger (2 gp)
Short bow (25 gp)
Quiver w 20 arrows (2 gp)
Explorer's Pack (10 gp)
Healer's Kit (5 gp)
Mead Horn (tankard; 2 cp)
Three sacks (3 cp)
Brewer's Supplies (20 gp)
Lyre (30 gp)
Pouch (5 sp)
Total = 149 gp, 5 sp, 5 cp

Grand Lodge

Question: Can I swap Rustic Hospitality out for Retainers? I was thinking that in his first raid, rather than killing folk, he claimed three to save them and kept them as 'servants'. I am thinking much like Athelstan from the History Channel Vikings series. They have come to the point that he has granted them release, but they have chosen to stay with him.


This is Gnomezrule's submission.

This is mostly crunch. I will work up background and appearance.

I chose the Marine Background. It was an option in D&D beyond. Its from Saltmarsh. It is similar to the soldier/sailor background. I can change it if needed.


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Beordt: Marine background is fine.

Aeshuura: You can switch. I can always use more victims...err npc's. ;)

Grand Lodge

Link to sheet

Here is Toki's sheet. The only thing that may possibly change is the Background Feature, if you approve of the change to Retainers. ^_^ Will make the Alias if chosen.

EDIT: Character sheet changed. ^_^


Tareth, I'm really enjoying what you wrote so far!


Quarterstaff (2sp)
Arcane focus (10gp) (crystal/gem)
Pouchx2 (1gp)
Caltrops x5 (5g)
waterskin x1 (2sp)
10 candles (1g)
Bell (1g)
Potion of healing (50g)
steel mirror (5g)
soap x5 (1sp)
Explorer's Pack (10 gp) Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

leaves me with 26g +25g from background for 51g total.

Silver Crusade

if I can I would make a suggestion.

Crits-
I've seen and played with a houserule where, when you crit, you deal max damage, then roll your normal damage roll. It has worked well, and makes crits feel really special, and deadly as NPCs and enemies get this as well.

Basically-

Lets say we have a barbarian with savage critical.

They have a greataxe, so, they would roll 1d12+7,
Under normal rules they would roll 3d12+7 on a critical hit.

With the modified crit rules, you max out 2d12 for 24, then roll 1d12+7.

Another example
Rogue crits on a sneak attack

Normaly, rogue does 3d6+4 damage with sneak attack
under original rules, they deal 6d6+4 damage.

With the modified rules you take the max of the 3d6 (18) and then roll an additional 3d6 before adding the +4.

Grand Lodge

Tiberius Vorrack Kerrhylon wrote:

Quarterstaff (2sp)

Arcane focus (10gp) (crystal/gem)
Pouchx2 (1gp)
Caltrops x5 (5g)
waterskin x1 (2sp)
10 candles (1g)
Bell (1g)
Potion of healing (50g)
steel mirror (5g)
soap x5 (1sp)
Explorer's Pack (10 gp) Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

leaves me with 26g +25g from background for 51g total.

I do believe that the rolled starting gold replaces both starting equipment & background equipment.


If you are still looking for a player, I would like to put my name in the hat. This character's game ended so it is free to re-make. I like the pirate background but I will change the class (the Exhaustion was too high of a tax) and maybe the race, just not sure. I will need to look at my books to be sure.


So I have been trying to get my head around a new setting.

I read a little bit and I am looking at the map. Its a huge world it looks like. Most Bearfolk come from the north. I was looking at what normal trade or travel might be like and its a bit bonkers. Exciting adventure locals but its a harrowing place. Trying to figure how my little bear guy might have travelled a few thousand miles to even find a shore that a boat that sails the Corsair Coast.


Perhaps he is looking for something? An artifact stolen from his people, perhaps


Beordt: There's certainly quite a bit of fodder for an interesting tale. ;) Just a reminder that there's no need to have it all detailed up front. It's totally fine to have it develop over game play. And don't get too locked into bearfolk being only in the north. There could certainly be a contingent living in the mountains of the far south. Also there's travel by the 'shadow roads' which are the ley lines of Midgard and can reduce travel times substantially but not without risk. There's nothing like a nasty shadow road incident to put someone on the opposite side of the world from where they wanted to be.

Grand Lodge

Beordt Stormchaser wrote:

So I have been trying to get my head around a new setting.

I read a little bit and I am looking at the map. Its a huge world it looks like. Most Bearfolk come from the north. I was looking at what normal trade or travel might be like and its a bit bonkers. Exciting adventure locals but its a harrowing place. Trying to figure how my little bear guy might have travelled a few thousand miles to even find a shore that a boat that sails the Corsair Coast.

Maybe Beordt and Toki travel together? Toki is from the North as well, and I am reminded of Beorn Ironsides, who even traded as far South as the Mediterranean. Maybe we traveled down to a comparable trade port and wandered to where we are in the adventure?


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That could definitely work Aeshuura.

Grand Lodge

Plus it provides a bond for the characters...


I'll play drums for you any time. Got any honey?


Pathfinder Lost Omens Subscriber

Well Hero Lab is good for making characters... not so good for BB output. Here are some more details about the character.

Appearance: 6'8", 245 lbs, Black fur, and skin with some ritual scaring, Black mane and red eyes. Horns are gently curved and sweep away from her head and up instead of being wide.

Background: Seer
Personality Traits: Signs in the Details I see signs in every little detail of life.
Uncontrolled Visions: When a Vision is upon me, I have little control over what I say.

Ideal: Freedom:Knowledge of what may come allows for greater choice (Chaotic).

Bond: Fortunes of the Powerful I'm driven to read the fortune of powerful people.

Flaw: Nightmares: I have terrible nightmares about the dark futures I've glimpsed.

Feature: Glimpse of Fortune: Using a minor method of divination, you are able to see glimpses of a target’s future. You must spend one hour in conversation with the subject and consultation with your divination method. At the end of this time you can offer insight into the subject’s possible future. These details are always vague, but the reading affords you the chance to gain insight into your subject, and possibly enter their good graces. After giving a reading you can expect a client to be more relaxed and willing to favorably consider any proposal you make (Treat them as one category more favorable for purposes of social interaction.

Additionally, you can receive minor favors of consideration from past subjects in a variety of locations. Assume you can find at least one friendly contact in a city that you have spent at least some time in the past.

Cleric domain: Travel: Voyages across oceans, over mountain ranges, through streaming jungles, and from one world to the next all have an aspect of the sacred to them. The wisdom, knowledge and prosperity gained through furthering one's experience of the world also venerates the gods who made such places and those who watch over such journeys. An agent of such deities finds themselves in some demand as a charm for safe travel, though the wise know the gods often consider an easy journey to be less beneficial to the traveler's spirit.

Born to the road Proficiency in Survival

Bonus Proficiencies (2) Languages and Cartographers Tools.

Cleric Spells
0-Level
* Benediction
* Mending
* Sacred Flame

2-Level
* Comprehend Languages (D) (Ritual)
* Cure Wounds
* Guiding Bolt
* Longstrider (D)
* Speak with Inanimate Object

Grand Lodge

Beordt Stormchaser wrote:
I'll play drums for you any time. Got any honey?

I got the brewer's supplies, I must have some honey somewhere... just hold on, Pooh Bear! ^_^


I think it is done if you would like to take a look.

Backstory:

Growing up, Dacknar was a bright fun loving and adventuress. His small village was on the coast and he spent many days walking on the beach watching the sea life and collecting sea shells. Being an elf, he learned the basics that all elves learn, including that it is a dangerous world and you must be able to defend yourselves. So he learned how to use the sword and bow. He showed most of his skill with the bow. and being such a bright child, he picked up on the use of the arcane arts. I was a childhood that most elves dream of, warm weather, loving family and friends, plenty to eat, and just living in peace with nature.
Then the day that the ships flying the flag of the black skull and crossed swords came over the horizon. The village fought bravely but, in the end, they were defeated by the rampaging pirates. To this day Dacknar was not sure what the pirates were after, gold, magic items, or slaves. Young Dacknar did not care since he was dragged on board and forced to work one of the ships called “The Reaper”. For two years he was beaten and forced to work, watching his love ones and friends die or get sent off somewhere. After some time, the beatings lessen as Dacknar became more of a fixture or a pet to the crew. Some of the crew started to teach him the skill on board a ship. On human in particular, Verdan, was nice to him. He was the 2nd mate and many of the crew liked him. But the most brutal and greedy of the crew lead by a half-orc named Flax hated the 2nd mate. And one-night Flax and his men killed the captain and tried to take over the ship. A bloody fight ensued. Flax was about to finish off Dalron, who was laying on the ground bleeding, when Dacknar holding a dagger stepped in between the two, pointing his dagger at the large half-orc. Flax just laughed at the young elf then taunted Dacknar. But Dacknar did not backdown, pointing at Flax saying some arcane words that he remembered. He then threw the dagger at Flax. Everyone on board was shocked and stunned as Flax slowly sank to the deck, with the dagger sticking from the center of his chest. With Flax dead on the deck, Dacknar quickly grabbed another dagger, pointing to one of Flax’s men saying those arcane words and let that dagger fly. Again, another died just as fast as Flax did. Holding a third dagger Dacknar just ask “Who’s next?” and that was the end of the munity onboard that ship.

For the next few years Dacknar became a valued member of the crew. After sometime Dacknar left The Reaper and tried his luck in adventuring which lead him to join a new crew and set sail on the "Delightful Rose", but some reputations are never far behind.

I will do the basic starting Equipment, unless I need to roll for starting GP like the others.

From the Rouge:
rapier
shortbow and quiver of 20 arrows
burglar’s pack
Leather armor, two daggers, and thieves’ tools

From the Sailor:
A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of
common clothes, and a belt pouch containing 10 gp
The charm will be a sea shell.


One more day! Which may or may not contain more unbearable puns.


Dawn of the final day!


And the finger nail biting begins


Hello all. So I'm going to officially close recruitment since we've got nine players by my count. If I've missed anyone, please give a shout.

(1) Rilkus Ironhand: Gearforged (former dwarf) Paladin of Rava
(2) LylRothic: Minotaur Cleric of Eshu
(3) N'Dateh: Human Moon-Druid
(4) Tiberius: Dragonborn Red Dragon Sorcerer
(5) Dur Roundrat: Ratfolk Fighter (archery)
(6) Toki: Human Bard
(7) Beordt Stormchaser: Bearfolk Barbarian
(8) Sorala Ironeyes: Human Eldritch Knight
(9) Dacknar: High Elf Rogue

Now I've been doing a bit of thinking about PbP selection. Rather than the usual first come, first in or DM picks, both of which usually leave people disappointed (DM's included), I'd like to propose something a little different and a little old school. For those who might be familiar with the Dungeon Crawl Classics RPG, I'm thinking about using the first scenes as a mini-funnel.

For those who don't know, the 'funnel' in DCC is basically a 0-level adventure where every player begins with four weak, unskilled characters. The adventure typically has a very high 'death' rate. Those who survive move to 1st level. It's actually a blast and since character stats are generated old school via roll 3d6 in order, its surprising how often the characters with the crappy stats actually survive making for interesting level 1 class choices.

Not to digress too much, for this game we already have level 1 characters and I don't want to change that. Instead I propose bumping up the difficulty level a little bit. Not enough for a auto TPK or anything, but more like an old school adventure where PC death was a real possibility. Basically make it more challenging and to set the expectation that one or more PC's likely won't survive the first couple of scenes. (Or we see the usual PbP attrition where real life forces someone to drop early on.) This way every one gets a chance to play the character they've spent some time developing. Instead of DM fiat or lucky timing deciding who goes forward; clever play, teamwork and luck of the dice gods will make the determination.

With only 9 players, it might be a little clunky at first, but not horribly unwieldy via PbP. Which also means if you all end up surviving then hey, congrats are in order and we just keep going.

If you all are willing to give it a try, go ahead and confirm here and then post your final character in the discussion thread. I'll plan to start actual game play tomorrow.


I'm fine with it, the couple of things I would say though-

I know 5e made casters more combat centric, but for many levels melee oriented classes are superior in most cases. That said, the only one this effects to a great extent is me, and I'm fine with it.

Divine casters are incentivized to be more stingy with their healing, why should they heal joe, when they may need it to save themselves later? (not saying people will, just that it may affect thought process with the "competitive' aspect.)

Likewise, those more offensive casters with precious few spells will be tempted to save them for situations that threaten them, potentially letting the melee combatants take extra hits.

Its goes without saying honestly, but no PvP.

What happens if the party does TPK due to the dice gods wrath?


I proudly keep the stats of PCs who have died in campaigns with DECEASED written in the tag line. Having PCs facing death makes the game much more rewarding. I have no problem with this plan.


Absolutely no PvP. This is definitely not supposed to be a competition between players.

Combat likely won't be the biggest challenge faced early on. There might be a little, but not a ton.

And yes, I suppose healers could go self centered, but again if they do, then they likely wouldn't get the help they need as things go on.

Finally, there's always the possibility of a TPK. (Or at least in any game I run) Whether from bad luck or bad party decisions or whatever. If it happens then the game ends and we move on.

I guess I'll add if people aren't up for it or see it as too unfair to one class type or another, then I'll go ahead and make selections and we just go from there.

Again, it is an idea that I was thinking of and willing to give a try. If people aren't interested, I can use the usual method. :)

Grand Lodge

I am good with this! It will be a glorious death! ^_^ Will work on the alias now.


If it wasn't obvious due to the cynicism in my last post. I am good with the idea.


Here is Aesh's submission!


Pathfinder Lost Omens Subscriber

Love the DCC version of this... not so sure about using it to choose characters... My biggest issue is it's basically based on luck. Sure you can make bad decisions, but even good decisions can be eradicated by bad luck with dice... However since most seem to be in favor of it Lilly will play along, and hope for some success.

I'll get the profile up soon.


I think the point is that it makes the selection process random, and since we have so many good submissions, it is easier for the DM than having to make the 'hard choices', as it were... ^_^


I am willing to give it a try. Not sure how well I will do, but why not, lets do it.


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Toki: Haha! Yes, it's a bit about the DM eliminating hard choices. This is definitely a group with awesome submissions. Which is one reason I thought to give this a try. But really it's about which randomness poison would one prefers. DM or dice gods?

Also, everyone keep in mind the you all could survive. Especially with good teamwork and a bit of luck. That could also make for an interesting game going forward. A bit more work for me. With 9 we may need to tweak things like initiative slightly just to make the PbP manageable, but as long as it's fun, I don't mind. ;)


Here is Lilly's Character. For some reason the forum's won't let me change the image... so just imagine this with horns :-)


Lilly wrote:
Here is Lilly's Character. For some reason the forum's won't let me change the image... so just imagine this with horns :-)

You need to go into your account to change the avatar, rather than the avatar profile. This should require you to log in again.


Toki Sigurdson wrote:
Lilly wrote:
Here is Lilly's Character. For some reason the forum's won't let me change the image... so just imagine this with horns :-)
You need to go into your account to change the avatar, rather than the avatar profile. This should require you to log in again.

I did. It says that "That avatar name is already in use by another account." or something silly like that. I've reached out to Paizo.


Confirming! Looking forward to session 0, GM!


Lilly wrote:
Toki Sigurdson wrote:
Lilly wrote:
Here is Lilly's Character. For some reason the forum's won't let me change the image... so just imagine this with horns :-)
You need to go into your account to change the avatar, rather than the avatar profile. This should require you to log in again.
I did. It says that "That avatar name is already in use by another account." or something silly like that. I've reached out to Paizo.

Ah, that blows... Hopefully it gets resolved...


I'm in.


Sounds interesting! I'll get an alias up in a bit; however I will admit that I'm a bit concerned about playing an archer when the goal is to survive. Don't want to have an unfair advantage over the melee and caster types.


There is a deep rumbling sound that cracks like a peal of thunder that lingers in the ear like laughter, "Ha ha . . .worry not small ones. Beordt Stormchaser will brave the hazard with you."


@DM, let us know when you want us to begin posting on the Gameplay page...


So Toki are you and Beordt long allies or was I one of your rescues?

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