DM Talomyr's The Lost City

Game Master Talomyr

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Description
An adventure for levels 1-7

Lost in the sweeping dunes of an expansive desert! Your band, separated from its caravan during a sandstorm, stumbles upon the ancient ruins of a city, mostly buried in the sands. One of the structures, a prominent step pyramid, juts above the sandy wastes, beckoning for exploration. There must be untold riches secluded inside its dusty halls and crypts. But, more importantly, you desperately hope there is water, food, and relief from the unrelenting sun to be found therein. For without those basic necessities, your band will succumb not to some fell beast, but this harsh environment instead. Onward, as all heroes wish to meet their end while swinging a sword or unleashing arcane magic!

So, check your weapons, adjust your armor, and inventory your precious remaining food and water supplies. High adventure awaits in the underground chambers and tiers of a pyramid covered by the sands of time. But what of the peculiar masked humans who rule the upper levels of the pyramid? And what of the dark master that rules these humans from the lower levels of the forsaken halls? An adventure inspired by the classic pulp stories such as Robert E. Howard’s famous Conan story Red Nails….

This tome is an homage to the original dungeon crawl and sandbox setting first explored decades ago as B4: The Lost City.

There's the cliff notes on what it is. That being said, if there is a strong opinion in opposition of this adventure, I would entertain other ideas.

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Starting at 1st Level.

Ability Scores? I am open to debate on that subject. Whether that be point buy or rolled stats.

Allowed Resources:

For classes and archetypes - PHB, Xanathar's, and Tasha's. NOTE: For a number of the archetypes I have updated the earlier published ones to match the power level of the archetypes in Tasha's

Backgrounds - Any WotC published source save for Strixhaven or the Dragonlance UA article.

Races - PHB plus Aasimar.

Deities - Forgotten Realms

As you come up with your characters and their respective backgrounds, please provide a reason why your character would be part of a caravan crossing Anauroch (Forgotten Realms) nominally along the Black Road between Loudwater (in the Silver Marches) and points beyond in the Dalelands.


Hey guys, excited about this. Still pondering a character idea.

I would vote for point buy rather than rolled stats.


Hey all, just checking in. For character idea I might take another shot at a Phantom Rogue, but certainly looking at other ideas as well.

Can go either way on Ability scores. I don't mind going entirely old school and rolling, even though it'll probably totally work out bad for me. :)


I've been wanting to do a Kensei for a while. I think I'll go with that, play up the Kara-tur connection and dip into some Japanese folklore for backstory and such. Should fit with the desert and middle eastern Bedine, right? :)


Female (she/her)

Sounds great to me. I may be a little slow on things until the end of the week. I am a teacher, and this is the very last week of school, AND I have to have my entire classroom packed up and moved out in anticipation of remodeling over the summer. I'll look into details and stuff when I get home.

I don't have strong feelings one way or another about rolled stats vs point buy.


Fem Tiefling Trickery Cleric 2 | 12/12 HP | AC 15 | Initiative: +2 | Spells: 1st - 3/3 | Channel Divinity: 1/1 | Passive Perception: 12 | Saves: STR: +0 DEX: +2 CON: +2 INT: +0 WIS: +4 CHA: +3 | Conditions: none
Spells:
0: Thamaturgy; Guidance; Sacred Flame; Spare the Dying||1: Charm Person; Disguise Self; Cure Wounds; Inflict Wounds; Guiding Bolt|| +2 modifier; +4 SpATK; SSDC 12

I'm thinking of playing a tank-type character, either a fighter or a barbarian, for the record. :)


Ditto to everything Fey said, with the busy last week! I lean point buy but rolling could be hilariously good or bad so that's fine, too.

I am leaning towards a nerdy type who's out there for research purposes anyway. Maybe a wizard, maybe an artificer, depending on what other folks wanna be. Personality a bit like Stephen in Moon Knight or Evie from The Mummy.


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Okay, as there has only been one definitively stated preference in terms of ability scores, let's go with the same 30 point buy that was used in Fern's Witchlight game.


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As far as timing goes for the start of the game, I am flexible. Given feyrial's and Evriani's busy last week of school schedule, I'm guessing we'd be looking at sometime next week for the actual start of play.

Thoughts so far - obviously, not binding:

mishima: Monk (Way of the Kensai)
Tareth: Rogue (Phantom)
feyrial: Martial Tanky Type (Fighter/Barbarian)
Evriani: Researcher Type (Wizard/Artificer)
Jereru: PM'ed interest, but has not checked in yet.


Not really sure I want Aasimar, but have you heard about the Legacy changes in 5e? A lot of the race stuff from Volo's and Mord's is getting redone for a new sourcebook (that combines the two) and no longer current. DnDBeyond has the updated versions, so wondering if I went Aasimar, I could use that version.

Updated Aasimar:
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Aasimar Traits
As an aasimar, you have the following racial traits.
Creature Type
You are a Humanoid.

Size
You are Medium or Small. You choose the size when you select this race.

Speed
Your walking speed is 30 feet.

Celestial Resistance
You have resistance to necrotic damage and radiant damage.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Healing Hands
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.


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mishima wrote:

Not really sure I want Aasimar, but have you heard about the Legacy changes in 5e? A lot of the race stuff from Volo's and Mord's is getting redone for a new sourcebook (that combines the two) and no longer current. DnDBeyond has the updated versions, so wondering if I went Aasimar, I could use that version.

** spoiler omitted **...

The Monsters of the Multiverse version is fine. Should have put that in the sources allowed for the aasimar, but it slipped my mind as that's only non-PHB race I'm allowing at the moment.


So I'm clear, are we using the racial ability modifiers per the PBH or are we using the newer rules where you get to assign ability bonuses regardless of race?


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Let's go with the newer rule. Corner case it slightly hurts half-elves and mountain dwarves, but overall is beneficial.

Standard humans still get +1 to all stats, standard rule for variant humans apply as well. No custom lineage from Tasha's.


Okay. Will work on crunch and background this week and should have something ready to go by start time next week.


Hey there everyone! If you're all still looking for folks, I am considering joining in. I'm thinking of a classic; a young cleric of Lathander escorting travellers and merchants and giving blessings of the Rose & Gold God. Go with the Light domain because it is awesome.


So, allow me to bounce a few ideas. There's this wacky spirit in Japanese folklore called a tsukumogami. Basically, objects like containers, tools, and instruments after a service life of 100 years receive souls. Like this lantern. People usually don't want this to happen, so are encouraged to get rid of old clutter. Some objects on their 99th year sense this impending doom and become evil in an effort to save themselves etc.

But rather than be a character in a spiritual story of that sort, I was going to actually play the tsukumogami of something, probably an old katana. The sword is literally a body the spirit inhabits and animates, so they are one...kensei. Basically he came into existence from the celestial realm (aasimar) when the sword turned 100. (if someone else really wants to play aasimar I can change, no biggie)

He'd be loving/faithful to humans since they created him. He might also be bitter after serving for 100 years. I thought it would be funny if he had a strange attraction to old objects, too. Like, maybe he spotted a certain something on the caravan (a comfy old pair of rice sandals, zori) and is totally smitten, waiting for 'her' to wake up.

He would have a strange otherworldly appearance with reflective silver skin and softly glowing blue eyes, and of course a strong Japanese accent. Kozakura is the part of Kara-Tur that resembles Sengoku period Japan, so that would be his homeland. If we are crossing from east to west, he would be going back home via the Golden Way.


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And with KingHotTrash aboard, that's everyone from the Witchlight game accounted for and the game is now full (assuming Jereru does join us as indicated).

@mishima - I could see something like that. Effectively all you are doing is flavoring the type of celestial heritage you have. You are indeed heading east to west. Spoiler alert: You won't make it across Anauroch. :D


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Rolling gold is fine.


Almost finished with crunch, just need inventory. Mind if I roll gold? If so...: 5d4 ⇒ (4, 2, 4, 3, 3) = 16


I will definitely have this done by the end of the weekend, if not sooner <3


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Female (she/her)

I'll have it put together before the weekend. I will be playing a half-orc fighter. She's going to smash foes with a big freakin' hammer.


Gnome artificer, working on her now =D


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Thoughts so far - obviously, not binding:

mishima: Aassimar Monk (Way of the Kensai)
Tareth: Rogue (Phantom)
feyrial: Half-Orc Fighter
Evriani: Gnome Artificer
Jereru: PM'ed interest, but has not checked in yet.
KingHotTrash: Cleric of Lathander


Female (she/her)

I'm solidly the half-orc fighter. I always forget that they don't have two-handed big freaking hammers, so I'm rolling with a greataxe.


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feyrial wrote:
I'm solidly the half-orc fighter. I always forget that they don't have two-handed big freaking hammers, so I'm rolling with a greataxe.

You want a big freaking hammer? Done. Call it a maul. 2d6 Bludgeoning damage.


Female (she/her)
DM Talomyr - The Lost City wrote:
feyrial wrote:
I'm solidly the half-orc fighter. I always forget that they don't have two-handed big freaking hammers, so I'm rolling with a greataxe.
You want a big freaking hammer? Done. Call it a maul. 2d6 Bludgeoning damage.

I don't know why it didn't occur to me to ask. <3 You da best.


A few other thoughts, since Kensei eventually has a bunch of Kensei weapons and it isn't just one. The first two would be longsword and blowgun. RP wise, this would be a katana and his shakuhachi, a Japanese flute made of a length of bamboo. Then at 6th, he would take warhammer...flavor wise that would be him fighting with the katana sheathed.

A second spirit would be related to the flute, and live in his chest...come out creepily like a little face or something. It might be the Zen master that trains him in further monk-ness.

One issue is that I don't have the starting gold for both katana and flute/blowgun. So, I was thinking perhaps in some desperation he sold his flute to the caravan master, or lost it in a bet to him or such. That way its still there for him to buy back at some point (hopefully right after we find the first bit of gold). Otherwise it would be difficult to get an exotic item like that.


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Additional note on classes: We will be using the modifications to the classes that were made in Tasha's (i.e. additional class features/alternate class features). If a feature listed in Tasha's is listed as an alternate feature rather than an additional feature, you may take either the Tasha's feature or the PHB feature (your choice).


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@mishima - You're building these two weapons into the essence of what your character is. You are not likely to see the caravan master again (anytime soon anyway) after the start of the game, so go ahead and take the flute/blowgun and be at 0 cash at the beginning of the game.


付喪神 ★ 9/9 hp 16 AC ★ 12.16.12.12.16.10 ★ str, dex, Acro, Ath, Reli, Med, herbs, flute, callig ★ ki:- ★ Inspiration

Sounds good, thanks.

Crunch:

Utsuri
12.16.12.12.16.10
male aasimar monk (kensei)

hp: 9
AC: 16
spd: 30
pp: 13 (darkv 60)

Languages: Common, Kozakuran

Abilities:
Celestial Resistance (necro/radiant), Darkvision (60), Healing Hands (prof*d4), Light Bearer (light), Unarmored Defense, Martial Arts

Proficiencies:
class: str, dex, Acrobatics, Athletics, calligrapher's
bground(Far Traveler): Religion, Medicine, herbs, flute(shakuhachi)

Creation Inventory:
longsword (katana)
blowgun (shakuhachi)


Female (she/her)

I will be doing my best to finalize things tonight. I have my character made up on dndbeyond, I just need to plug everything in here...and it's all blocked on my work computer :D


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No worries, take your time. We'll start when everyone is ready.


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Female Rock Gnome Artificer 1 (Sage Background) HP 10/10 | AC 16 | Saves: Str -1, Dex +2, Con +4, Int +5, Wis +0, Cha +1 | Perception +0, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

Meet Meebo!


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Utsuri 映り wrote:

Sounds good, thanks.

** spoiler omitted **

Crunch looks good. Can't wait to see the background.


Male Forest Gnome Rogue| AC: 14 | HP: 9/9 |PP: 15 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+5 (1d6+3)

Gnome rogue. Will get some background put together soon. Likely on the run after unwittingly pilfering from some temple/noble/cult that would really like to have back whatever he took. Was kind of thinking it would be a really old item harboring multiple spirits that would ultimately be his connection to the spirit world.


付喪神 ★ 9/9 hp 16 AC ★ 12.16.12.12.16.10 ★ str, dex, Acro, Ath, Reli, Med, herbs, flute, callig ★ ki:- ★ Inspiration
Quote:
really old item harboring multiple spirits

You rang?


Female Half-Orc Fighter 1 (Soldier) HP 11/12 | AC 16 | Initiative +2 | MOV 30ft | Saves: STR +5, DEX +1, CON +4, INT/WIS: +1, CHA +0 | Perception +3 | Conditions: none
Skills:
Athletics +5, Intimidation +2, Nature +3, Perception +3, Survival +3, Stealth Disadvantage

heeeeeeeeeeeeeeere's Myev!


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Tekumbray Forsythe Cobblepot wrote:
Gnome rogue. Will get some background put together soon. Likely on the run after unwittingly pilfering from some temple/noble/cult that would really like to have back whatever he took. Was kind of thinking it would be a really old item harboring multiple spirits that would ultimately be his connection to the spirit world.

Looks good mechanically. I look forward to seeing what you come up with for the backstory. Old item harboring multiple spirits, works for me. I'll leave the details up to you.


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Meebo Biddybink wrote:
Meet Meebo!

Fantastic! Looks great!


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Myev Hellmark wrote:
heeeeeeeeeeeeeeere's Myev!

Looks great! That's two characters ready to go, and they even did me the favor of tying their backstories together!


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Complete:
feyrial: Myev Hellmark - Half-Orc Fighter
Evriani: Meebo Biddybink - Rock Gnome Artificer

Mechanically Complete, waiting on backstory:
mishima: Utsuri 映り - Aassimar Monk (Way of the Kensai)
Tareth: Tekumbray Forsythe Cobblepot - Forest Gnome Rogue (Phantom)

KingHotTrash: Cleric of Lathander

Jereru: PM'ed interest, but has not checked in yet.


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付喪神 ★ 9/9 hp 16 AC ★ 12.16.12.12.16.10 ★ str, dex, Acro, Ath, Reli, Med, herbs, flute, callig ★ ki:- ★ Inspiration

Thanks for opening gameplay, I dot deleted.

For backstory I usually just do a few bullet points and let things play out in game. Here's what I'll start with:

★ Androgynous Yokai - The spirit's skin is a solid silver, reflective enough to see yourself in when his tendons flex and it stretches in just the right way. A face that could be either male or female, made more otherworldly by the faint glowing blue light radiating from his otherwise featureless eyes. Adding to the gender enigma is a lump on one side of his chest, resembling very much a woman's breast. He wears a simple cloth vest, with loose capris shorts just past his knees...below which are highly stained, almost tarnished feet. Oddly, around his neck is a spotless pair of rice sandals like a necklace.

★ Kozakuran Steel - The sword that ultimately became Utsuri was crafted by a reclusive master of the Soshu Kitae style (7 layer method): a soft, flexible steel core flanked by 2 intermediate grades, with edge, back, and 2 blade ridges of the hardest grades...7 layers merged into one blade. He was worn by 3 generations of Todahiro samurai...a proud family of warriors ultimately wiped out during the Hojo War by another branch of their own family. It was a battle for succession to the shogun's throne the Todahiro lost...and lying in the fields of blood, as the cherry trees blossomed, the blade gained sentience -- became a tsukumogami.

★ Winds of Basho - A much older companion spirit lives in Utsuri's shakuhachi (bamboo flute), and manifests itself as the lump on Utsuri's chest...calling itself Basho. The comical perverted riddle master is nevertheless a sage of the Eight Million Gods, an ancient faith constituted more of a variety of rituals as opposed to a clear formal doctrine. Their relationship is blurred between that of being one single entity, being student and teacher on the path of enlightenment, and being close drinking buddies.


Male Forest Gnome Rogue| AC: 14 | HP: 9/9 |PP: 15 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+5 (1d6+3)
Utsuri 映り wrote:
Quote:
really old item harboring multiple spirits
You rang?

Heh...I thought that might catch your eye.


付喪神 ★ 9/9 hp 16 AC ★ 12.16.12.12.16.10 ★ str, dex, Acro, Ath, Reli, Med, herbs, flute, callig ★ ki:- ★ Inspiration

I like the cult idea. Maybe they needed a spirit to sacrifice for one of their cult rituals, and Tek sorta inadvertently saved him by stealing him and Basho. They can't complete the ritual without it so are hunting us down etc.


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Male Forest Gnome Rogue| AC: 14 | HP: 9/9 |PP: 15 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+5 (1d6+3)

Tekumbray's Draft Background:
The Forsythe Cobblepots were wizards. Not layabouts and wastrels like so many others within the Cobblepot clan. Most especially not like those with a peculiar fetish for birds. No. Tekumbray's line of Cobblepots were wizards. Since his great, great, great, great, great grandfather Ogglby Ripple Forsythe Cobblepot set the first stones of Cobblepot Manor within Gulthmere Forest upon the shores of the Sea of Fallen Stars every member of Tekumbray’s family were wizards. His great uncle Reginald Mortimer Forsythe Coppblepot discovered the formulation for the Excellent Effervescent Elliptoid while his father developed the arcane machinations known as Ripplebrook’s Roiling Recluse. For centuries Cobblepots have served as advisors, seers, scryers, battlemages, and, of course, academic instructors. That is until Tekumbray Forsythe Cobblepot came into the world. Barely able to manifest minor illusionary conjurations any gnomish toddler is capable of, Tekumbray was and continues to be a frustration, embarrassment and source of speculation as to the fidelity of his mother Marigold.

In an effort to ‘force the Cobblepot wizardry’ to kick in, Tekumbray’s father forced him to hire on to an expedition heading deep into the heart of mysterious Zakhara and the deadly City of Eternity. As with all expeditions to the long lost necropolis of Sokkar, this one was ill-fated and doomed from the beginning.

For seven years, seven months, and seven days (and too many Goodberrys to fathom), Tekumbray found himself trapped with the three remaining members of the expedition. A Damaran wizard. An overly pious and moribund priest of Ilmater, and a half-elven sneak thief with a talent for cards and an eye for gems. Being what and who he was, Tekumbray immediately hit it off with the half-elf. Elias eventually took the young gnome under his misguided wing. With plenty of undead to practice on, young Tekumbray learned the forty-seven practical maneuvers to disable, kill, or maim your enemy. Being a city of tombs built by a paranoid people who valued the afterlife more than living, he grew quite adept at navigating and disabling locks and traps of a startlingly wide variety. Over the long, long nights trapped within the confines of the Al-Amzija, the Black Cloud of Sokkar, he learned all of Elias’ many cons and scams. It was, in fact, quite an education, just not the one originally anticipated by his family.

Blessed escape was finally granted when the four stumbled upon a tomb not far from the ancient Plaza of Eternity within the heart of the city. Perfectly preserved within the confines of the perpetually storm shrouded city, there the four discovered the treasures of Wahli a-Wahib the 32nd Seer of Sokkar. Gold, platinum, gems, blades and items of magnificent workmanship. It was Tekumbray who quietly discovered the small jade statuette tucked into an alcove. Immediately enraptured by the delicate feminine beauty of the piece and the subject herself. It was the only thing he took from the tomb. The wizard, Gregor von Fritter, was the one who discovered the Eye of al-Wahib and the djinn trapped within. It was by this boon that the four were able to escape the infernal trap of the city. A wish granted. A djinn serving a new master.

Of course old Gregor wished them out of there, but forgot to wish them forgotten to the undying guardians of the city. Thus his three other companions have all fallen victim to those desert hunters over the past year. Their treasures dutifully returned to their rightful place. Only Tekumbray still lives. He believes this is because of his cleverness and deft ability to stay several steps ahead of any potential pursuit. It is, in fact, the ka figure or spirit statue that he rescued from the tomb of Wahli al Wahib. For rescue is what he did. Unknown to the gnomish rapscallion, the figure contains the spirit of Wahli’s youngest concubine and her two sisters. All three were unfortunately sacrificed when the old Seer died and his mortal remains entombed. Needless to say, this generated an eternal bitterness and hatred for the old man. Freed of the tomb and the seer’s spiritual grip, the three spirits have no desire to return. They have often shrouded Tekumbray’s whereabouts from the scrying eyes of the Undying or have offered him subtle warnings or fortuitous sparks of intuition in the form of a word or two whispered within his mind. For better or worse, Tekumbray has so far simply written off the voices as his own imagination and subconscious manifesting itself. But the bond between the four grows and the pull of the ka figure slowly draws the gnome closer and closer to the realm of Death. For the three spirits believe the only way to defeat the Undying of Sokkar is to follow Death’s Path.

And so, Tekumbray’s ‘intuition’ guided him to the market square and the caravan crossing the great northern desert. Things had gotten to ‘hot’ in the Dalelands. It was time to move on before some member of the Watch from a half dozen different cities caught up to him. Using the last of his meager savings, he purchased passage agreeing to help stand watch for meals and scry the weather to help insure safe passage. The first offering an excellent opportunity to rebuild his coin through a few card games, the later getting him a spot on a wagon rather than astride a camel or pony. Of course, he wasn’t very good at either…

Utsuri: Shoot, just saw your post.


付喪神 ★ 9/9 hp 16 AC ★ 12.16.12.12.16.10 ★ str, dex, Acro, Ath, Reli, Med, herbs, flute, callig ★ ki:- ★ Inspiration

No worries, what you got there is way cooler imo. If you are going phantom rogue no doubt the dynamic between our characters will be strong no matter what the history, hehe.


Male Forest Gnome Rogue| AC: 14 | HP: 9/9 |PP: 15 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+5 (1d6+3)

One thing I was just thinking is that if you wanted a tie in with the Sokkar background, you could have encountered the wizard or the cleric from Tek's party after they escaped but before they are caught by the undead of Sokkar. The djinn scattered everyone to the four winds while fulfilling the wish. (Just because a djinn would likely do such a thing.) So Basho could have been from Wahli's tomb. You acquired it from said wizard/cleric prior to the Undying catching up to them. Perhaps the transfer of ownership put undead off the trail for a while because they would mostly track through the thief since any who spend a day and night within the city are marked and usually prevented from leaving. It isn't until later the forces of Sokkar discover the flute is still missing and set upon the more difficult task of seeking it out. Does Basho want to return to Sokkar or remain outside? Is it ultimately trying to draw you back to the city along with Tek and the Ka Statue?

Of course this is only if you want. Totally fine not having things tied together because I agree, it seems there'll be plenty of future RP possibilities. :)


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Utsuri 映り wrote:
For backstory I usually just do a few bullet points and let things play out in game. Here's what I'll start with:

That works for me.


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Complete:
feyrial: Myev Hellmark - Half-Orc Fighter
Evriani: Meebo Biddybink - Rock Gnome Artificer
mishima: Utsuri 映り - Aassimar Monk (Way of the Kensai)
Tareth: Tekumbray Forsythe Cobblepot - Forest Gnome Rogue (Phantom)

Base idea in place:
KingHotTrash: Cleric of Lathander

Jereru: PM'ed interest, but has not checked in yet.

If Jereru does not chime-in in the next few days, my inclination is to recruit a 6th player. Thoughts?

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