Midgard 5E: Heralds of St. Helba (Inactive)

Game Master scranford

Globe spanning 5E campaign based in Midgard. Starting in Zobeck with a gathering of long time, and recent members of the adventuring group... The Heralds of St. Helba.


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Globe spanning campaign made up of bite size individual adventures utilizing the 5E ruleset, based in Midgard. Campaign to begin in Zobeck with a gathering of longtime, and recent members of the adventuring group... Heralds of St. Helba.


Hi Scranford, I have a couple of ideas and I would like to hear your thoughts and those of my colleagues to help me decide. These ideas will likely further evolve as the group takes shape.

Also, what would help me is knowing whether we are to become 'straight adventurers,' meaning a group of people without a set goal except finding Fame and Fortune alongside Trouble, or citizens who find themselves caught in events or pursuing a Cause that lead them to seek Trouble for Some Greater Good.

Idea if Citizen Caught in Events:

The main idea I have is for a Zobeck Kobold that is involved in improving the Kobold condition in Zobeck. I have a few ideas around that basic idea:

The first is that he is a straight Kobold with either Bard, Artificer, or even Paladin for class levels.

The second is that he has been so successful in his activism that someone had him killed, but another party has conveniently arranged for his return as a Gearforged. Again, either Bard, Artificer or Paladin for class levels, but also Warlock perhaps, to represent the Patron (could be Helba even...).

I also have other ideas floating in my head that would work better for 'straight adventuring.'


I didn't have the time to scratch the wizardly itch, and I've seen the Elementalist school in the Midgard book and loved it. A true blaster!

On the other hand, there are new rules for weapon maneuvers there, so a martial would be a nice new taste.

Depends on what you guys want to play.


Hey all, got the invite from our DM. :) Glad to be joining in.

I've got Croaker pretty much ready to go, but I can put something else together if he doesn't work.


Hey guys!

I want to play a centaur of some kind. Still brainstorming the rest.

cheers


Dreaming Warforged wrote:

Hi Scranford, I have a couple of ideas and I would like to hear your thoughts and those of my colleagues to help me decide. These ideas will likely further evolve as the group takes shape.

Also, what would help me is knowing whether we are to become 'straight adventurers,' meaning a group of people without a set goal except finding Fame and Fortune alongside Trouble, or citizens who find themselves caught in events or pursuing a Cause that lead them to seek Trouble for Some Greater Good.

** spoiler omitted **

I also have other ideas floating in my head that would work better for 'straight adventuring.'

I put up a description of St. Helba in the campaign info tab. I would lean towards a "Straight Group of Adventurers"... but it depends on what your group make-up is, and what you decide to do. The first adventure is kind of an urban / underground adventure.


Supreme Being wrote:
The first adventure is kind of an urban / underground adventure.

Hmm. I think my centaur itch will remain unscratched.

There are so many cool Midgard races, archetypes and backgrounds.

cheers


Supreme Being wrote:
Dreaming Warforged wrote:

Hi Scranford, I have a couple of ideas and I would like to hear your thoughts and those of my colleagues to help me decide. These ideas will likely further evolve as the group takes shape.

Also, what would help me is knowing whether we are to become 'straight adventurers,' meaning a group of people without a set goal except finding Fame and Fortune alongside Trouble, or citizens who find themselves caught in events or pursuing a Cause that lead them to seek Trouble for Some Greater Good.

** spoiler omitted **

I also have other ideas floating in my head that would work better for 'straight adventuring.'

I put up a description of St. Helba in the campaign info tab. I would lean towards a "Straight Group of Adventurers"... but it depends on what your group make-up is, and what you decide to do. The first adventure is kind of an urban / underground adventure.

Thanks for the clarifications.

So far we have a warlock, any other strong thoughts on classes? Do I worry too much?


From reading previous posts, it seems some of us are waiting for the others in order to fill in the gaps. That's great, but that also means we're all waiting for one another.

So I'll go ahead with a broad concept I have in mind, but that can be fitted into different classes.

I have in mind a Septime general wannabe that spent the last ten years in a Cantonal prison following a botched insurrection. I can go either with wizard, cleric, bard, rogue, fighter, even barbarian for this concept, and I'd be happy with whichever one of those classes.

Now, if I had to be the one to break the lock and state my preference in order to help others choose, then I would go with... (it's hard for me to figure this out!) Wizard! Second choice would be... Barbarian!

Ok, I'll need help. Others have strong preferences towards a class that they would like to put out there?

Supreme Being, feel free also to simply tell us not to care about it and that five Warlocks would be fine and to just play whatever we want ;)


I just saw that we need to use the Standard Array, so I'll need to rework a bit. We'll see. I also was just contemplating a disillusioned monk seeking a new god/philosophy to study and work in service to maybe St. Helba is it...maybe not. :)

All this is to say that I'm not set in stone. Croaker was ready to go for a quick start so I dropped him in, but things could totally change based on the party and other ideas.

Seems I also need to work in actually being a member of the Heralds of St. Helba into a background if I'm reading the short description correctly.


Actually, Tareth, you being set in stone would help me. One less option to consider ;)


At this time I'm inclined to ask you all to cover all the bases. Melee, sneaky, Arcane and Divine. It makes it much easier for me to send you on any adventure path. I'll probably add a 5th player if we can come up with a good candidate.

Having said that... I want you guys to play the character that you want to. So as long as you're happy with having holes in the adventuring party, I'll roll with it. Just means you'll either have to find items to fill the holes, or hire help to assist. You're choice. If you find sources friendly to St. Helba... then they will be willing to help.

Tareth>>: The game will start with the annual meeting of the Heralds of St. Helba... so you can either be a long time member, or a new recruit hoping for indoctrination. You could even have stumbled across the meeting accidently. Entirely up to you, as almost any background would have reasons to be in Zobeck.

Sorry not to give more direction, but I'm trying not to pigeon hole this game, and make it follow along what the players both like to do and are good at it.

The first adventure will take parts in and below the streets of Zobeck. After that there will be many leads for your group to follow to determine where you want to adventure next. You should reach 3rd level by the end of the introduction adventure.


Ha! Well I can stick with Warlock for now. Maybe dip a level somewhere along the line if I want a bit more versatility. Still have to adjust for array though. ;)

Thanks for the clarification Supreme, I'll keep my intro as is since he would have been guided to the meeting through his 'grand prophetic visions' OR because some young gutter snipe just happened to point out they were giving away free sandwiches during some meeting being held down the street...either way works.


Okay using the Croaker alias now. I think he's pretty much ready to go. Stat adjustments didn't actually change anything mechanically. Just made that -1 STR bonus more lasting.


I would like to take on the Sneaky role. I'll work on a rogue, most likely, perhaps a bard, as they can sneak quite well too.

If anyone wants to take on that role and it's important to them, I am happy to discuss.


I've overwhelmed with great choices at the minute, so filling the last role would actually help me.


Supreme: Are you allowing spells from the Deep Magic supplement?


Croaker Winddancer wrote:
Supreme: Are you allowing spells from the Deep Magic supplement?

You bet


Standard array... 1st level... I honestly don't know what to do.


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Jereru wrote:
Standard array... 1st level... I honestly don't know what to do.

I know the feeling ;)

Tareth has a warlock and I'm going for rogue. This leaves either divine caster or melee. Is there one of those two you enjoy less? You mentioned earlier the combat maneuvers... (just trying to help.)


Nike character that you want to play I will probably add a fifth player after this for come up with their players that can fill in a hole


OK. I'm zeroing into a Human Light Cleric of Khors Exile of the Black City. So, he would be divine and a secondary face and thieves' tools.

Obviously, suggestions welcome.

Build in WIP

cheers


Okay, so... Would you guys give me another day to see if I can gather strength to go through the whole "1st level again" stuff?


It's fine by me. :) It seems like we could use a bit of a martial type at this point which I think was one direction you were thinking early on.


Jereru wrote:
Okay, so... Would you guys give me another day to see if I can gather strength to go through the whole "1st level again" stuff?

Don’t worry. You won’t be there long


Well, sorry, team. I blew up my build, and now I'm shopping for a new concept. It looked good on the drawing board but didn't work out.

cheers


I’ll post up some ideas that might work later tonight


Just some suggestions that might spur imagination.

Dhampir - Sword Dancer

Gearforged - Cleric (Clockwork Domain)

Gnome - Wizard: (Clockwork)

Minotaur - Paladin: Oath of Radiance

Ratfolk - Ranger: Zobecker Scout

Shadowfey - Sorcerer (Shadow Bloodline)

Trollkin - Barbarian (Path of the Beast???)

Winterfolk Halfling - Paladin (Oath of Thunder)

Tiefling - Rogue Duelist

Aasimar - Cleric: (Prophecy Domain)

Dragonfolk - Wizard: (Elementalist)

Elf - Elven High Magic

Dwarf - Rune Mage

And some interesting backgrounds that could go several ways.

Amazon of Perunalia

Mharoti Emmisary

Northlands Reaver


What do you think about a Ghoul Imperium deserter?


Jubal Breakbottle wrote:
What do you think about a Ghoul Imperium deserter?

I won't say NO... but keep in mind this would be an ostracized character, that would often be both verbally and physically assaulted. The Ghoul Imperium is nearly at war with all it's neighbors, and is only a rumored treaty with the Vampires of open warfare.

Still, if you want a challenge that would be one. Don't expect me to make it easy however if you play a character against the grain.


OK Final answer. I'm going for fun and hilarity.

Winterfolk Halfling Barbarian Dancing Bear Guide

Build should be up by the end of today

cheers


Alright, yes... well, Imma play something that doesn't rely heavily on spells. Fighter, Hexblade Warlock, Ranger... whatever. Already played a Wizard through the first levels several times, and I don't feel like doing it again.

I'm feeling towards a Hexblade Warlock, using Booming Blade and Lightning Lure to control the battlefield somewaht (helpful for our ranged guys and ouyr little Barbarian friend). Let's see if Paizo stays stable for a while so I can put the alias together.


Everybody's submissions look good for now. I'll invite one more to fill in the gaps after I've got and approved everybody's submissions.

Any suggestions on who you'd like me to invite?

PS: Just figured out how to log back on a few minutes ago.


Whew. That sucked. Got locked out of my account for a couple days

cheers


Same here, just managed back in. I'll work on finalizing my character. Going for rogue still, likely arcane trickster.


So it looks like things are coming together.

We've got muscle, sneakiness (With future Magic), two Warlocks (Good mix of fighting and magic). I'll recruit a Divine Spellcaster, and get things rolling next week.

I'm excited... I think this could be fun. I'll be running some published adventures, but also focusing a bit more than usual on the individual characters wants & Needs.


Oy, I'll give 5e cleric a try. Don't know much about Midgard, but Arcane domain sounds OK if you want someone St. Helba specific.


Welcome Voodoo Chili!


Ahoy DW! It's been a few years since we last adventured together.

What do we have for ancestries so far? Looks like bird and halfling? I think I may try kobold. I get the impression that they're pretty common in this world, no?


Especially in Zobeck.

And yes, it's been a while!


Yay! Good news Voodoo... Yes a Kobold would work just fine in this merry group of ruffians. Do you have any information on Midgard specific information? There is a lot available online, and I have almost anything if there is a concept you're trying to create.

Midgard offers a lot of gods... however most of them are simply "Masks" of other gods. In other words the same god may go by different names in many different places.


voodoo chili wrote:
Oy, I'll give 5e cleric a try. Don't know much about Midgard, but Arcane domain sounds OK if you want someone St. Helba specific.

It's not necessary to be St. Helba specific. She is a new god with limited direct worshipers. Play the type of Cleric you want to play, and I'll come up with a way to work the story around you...


I kinda like the idea of protest chants. (Voodoo's character)


Midgard game with 2nd level characters currently exploring the catacombs beneath the Cartways in Zobeck needs help.

Group of a:

Ravenfold - Warlock
Kobold - Arcane Cleric
Halfling - Barbarian... and maybe
Human - Warlock

Needing 1-2 adventurers to join the fold. This is a 5E campaign, and familiarity with Kobold Presses Midgard campaign are preferable.

Dark Archive

Would you allow me to submit a bard?

I promise to play nice. :)


Supreme Being! A lot of my games ended up ending and I would adore the chance to play with you all again if possible. Let me look through characters and then I'll post something?

Grand Lodge

I have a lovely straight up and down rogue ready to throw in, as well as a bog standard mercenary fighter.

Any tweaks or house rules I need to know? I have the Midgard materials.


Hi Helaman. Feel free to run with either concept. Might want to review the Midgard races and backgrounds before deciding. If you come up with a concept that you like, I can make some guided recommendations of what might work with the type of character you want to play.

Grand Lodge

Let me know if this passes 'muster'...

As he's level 2 I just upgraded chainmail to splintmail and left other equipment as per 1st level.

Lorqiroth / "Lorr"
Male Dragonborn Fighter 2
Medium humanoid, neutral good
--------------------
Armor Class 17 (splint)
Hit Points 20 (2d10+4)
Speed 30 ft.
--------------------
STR 17 (+3), DEX 8 (-1), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 14 (+2)
--------------------
Saving Throws Str +5, Con +4
Skills Athletics +5, Intimidation +4, Perception +3, Persuasion +4
Damage Resistances fire
Senses passive Perception 13
Languages Common, Draconic
Fighting Style: Great Weapon Fighting

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

Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Heavy, Two Handed.
Hit: 1d10+3 slashing damage

Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your glaive’s hook and disarm them. Make an attack roll with your glaive. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.

Trip. As an attack while you are wielding a glaive, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.

Longsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 slashing damage. 1d10 + 3 if using two hands

Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.

Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.

Light Crossbow. Ranged Weapon Attack: +1 to hit, range 80 ft./320 ft., one target.
Hit: 1d8-1 piercing damage.

Shrapnel Shot. As an action, make a single attack with your crossbow against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options:
• Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
• A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.

Patient Shot. You carefully align your crossbow’s sights over your target. As an action in a turn that you have not moved, you may make a single crossbow attack with advantage.

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

--------------------

A 'refugee' of sorts of the Mharoti Empire, in particular from the ranks of their lauded Edjet. Discipline is good, military order is good... blind obedience to brutal orders is no better than being a slave. 'Deserter' is an ugly name for someone who took early departure from the army so getting out of The Dragon Empire was an adventure in itself but along the way he realised his only skills that he had to offer were the skills honed within the Edjet. There was nothing else to do but lean into it. His first job after getting to safety was as a bouncer for a frontier brothel-bar, but that lasted two days before he signed onto a mercenary troop after walloping the owners brother.

Mercenary life is... satisfying. He enjoys the martial lifestyle but also some of its freedoms. At least he can pick who he takes orders from, and what causes he fights for. Now he's taking a stab at adventuring to see if its more enjoyable.

Lorqiroth, (or "Lorr" to his associates) is very large and strong, even compared to others of his kind. Unfortunately he is also quite clumsy and slow. Fortunately being able to hit like a thunder clap and being like a rolling ox cart when moving towards enemy lines sort of cancels that out...

Equipment Battleaxe, Light Crossbow, shield, splint, backpack, bedroll, clothes, traveler's, dice set, mess kit, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin, 10 gp


Helaman wrote:

Let me know if this passes 'muster'...

As he's level 2 I just upgraded chainmail to splintmail and left other equipment as per 1st level.

Lorqiroth / "Lorr"
Male Dragonborn Fighter 2
Medium humanoid, neutral good
--------------------
Armor Class 17 (splint)
Hit Points 20 (2d10+4)
Speed 30 ft.
--------------------
STR 17 (+3), DEX 8 (-1), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 14 (+2)
--------------------
Saving Throws Str +5, Con +4
Skills Athletics +5, Intimidation +4, Perception +3, Persuasion +4
Damage Resistances fire
Senses passive Perception 13
Languages Common, Draconic
Fighting Style: Great Weapon Fighting

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

Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Heavy, Two Handed.
Hit: 1d10+3 slashing damage

Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your glaive’s hook and disarm them. Make an attack roll with your glaive. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.

Trip. As an attack while you are wielding a glaive, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.

Longsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 slashing damage. 1d10 + 3 if using two hands

Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.

Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This...

Looks good. I’m assuming you took the Mercenary background?

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