Bodacious presents: Red Hand of Doom (A5E) (Inactive)

Game Master BodaciousGaming

The Red Hand hobgoblins have their sights set on the Elsir Vale. Spurred on by a charismatic leader and backed by extraplanar allies, heroes are needed to defend the Vale.


1 to 50 of 71 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Greetings all!! There seemed to be enough interest for this to put out an official call for adventurers to save the Elsir Vale from the invading hobgoblin forces.

A5E is a system published by EN World that builds some mechanical complexity onto the 5th edition framework. Just about the entire rule set can be found free online at A5E.tools. I’ll be providing the drive link below with the actual Adventurers Guide PDF as well as the current issues of Gate Pass Gazette, which has character options (steampunk or options suitable for the Zeitgeist setting aren’t appropriate for this one). The Elsir Vale is located in Greyhawk, although the only lore relevant to the campaign is going to be the pantheon.

Players will need to create a level 5 character to start and intend on ending the campaign around 10 or 11. Stat generation will be point buy 27 or you can roll 1 set of stats using 2d6+6 in any order. HP is as written for first level and one number greater than average for each subsequent level (ie a D12-er would take 8 HP per level instead of the average of 7; D10 would take 7, etc).

Because this campaign will only go from 5 to 10 I will allow you to commit to your level 6 class selection before taking a feat at level 4 instead of the Ability Score Increase. This will allow you to take one of the synergy feats if you multi class and intend to take the remaining class level at 6. When we hit level 6 I will expect you to follow through on that commitment.

This campaign has a pretty spritely mixture of exploration, social encounter, and combat. As a military oriented campaign you can expect to have your fair share of combats. I might handwave the less exciting ones for time and just summarize them narratively so that it still feels like a complete run through. As a forward, I’ll be utilizing some homebrew rules that I’ll detail in the discussion tab once we’re into character creation. They were originally tooled for 5e, so I need to reread them for applicability before presenting. None of them drastically affect the core rules of A5E, and might even feel familiar to pathfinder alumni.

I intend on starting the adventure in a week or so and will spend the interim time corresponding with everyone on character creation questions. I might even drop a little FAQ if I have the time to do so.

A5E Player Resources

Liberty's Edge

OK here to officially sign up. Wow character generation is very detailed...and lots of fun!! Have a good amount of the crunch sorted out...I think, so will build my avatar soon!!


Missed the last game starting up for a5e, need to take a shot at this.

2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 1) + 6 = 8

Wow, that's a spread!


wanderer82 wrote:

Missed the last game starting up for a5e, need to take a shot at this.

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

Wow, that's a spread!

Wow snake eyes for two rolls. I look forward to seeing what those two dump stats wind up being lol. At least you got some good stuff on the upper end.


Oh and for story reasons I am prohibiting chromatic or evil Dragonborn from playable races.

Liberty's Edge

I am working on a 1/2 elf....will that be ok??


Hi!

I'm still weighing between some options, but the Eldritch Archer feat calls me heavily.

Now, how does that rule about level 6 work? If I understood correctly, the requisite for many Synergy feats is "3 levels of X, 3 levels of Y". If your try to fulfill that by level 6, you won't be level 4 in any class, thus there's no feat there to spend until, at level 7, you pick level 4 in any of the two. Or is there something I am missing?


Daniel Stewart wrote:
I am working on a 1/2 elf....will that be ok??

If you want to do half elf, just pick either the human mechanics or elf mechanics and flavor your character however you like.


Jereru wrote:

Hi!

I'm still weighing between some options, but the Eldritch Archer feat calls me heavily.

Now, how does that rule about level 6 work? If I understood correctly, the requisite for many Synergy feats is "3 levels of X, 3 levels of Y". If your try to fulfill that by level 6, you won't be level 4 in any class, thus there's no feat there to spend until, at level 7, you pick level 4 in any of the two. Or is there something I am missing?

Essentially I’m letting you pick the synergy feat at level 4. You can reap the mechanical benefits of it before you actually satisfy the prerequisite for it. In the case of eldritch archer, you would still only be level 5, so either fighter 3/wizard 2 or vice versa. At level 6 you have to take the remaining level in whatever class you are lacking to satisfy the prerequisite.


Yeah, but what I'm saying is if I build for Fighter 3/Wizard 2 I have 0 feats, because none of my classes have reached level 4 (the level at which you get an ASI/Feat).

Anyway, let's roll and see what we get...

2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16

Fair enough.

EDIT: Another question - the only stat bonuses you get now are +1/+1 from your background, right?


Jereru wrote:

Yeah, but what I'm saying is if I build for Fighter 3/Wizard 2 I have 0 feats, because none of my classes have reached level 4 (the level at which you get an ASI/Feat).

Anyway, let's roll and see what we get...

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

Fair enough.

EDIT: Another question - the only stat bonuses you get now are +1/+1 from your background, right?

I take your point. I neglected to account for the multiclassing impacts to ASI/Feat progression. Let's go ahead and have everyone take one free starting feat at character progression. If you take a synergy feat it comes with the same conditionals as above.

And as far as I know that's correct. There are a few "half-feats" that give you half an ability score increase along with some other features. Starting ASI's are no longer tied to race. It's a background feature, which makes a ton of sense to me.


wanderer82 wrote:

Missed the last game starting up for a5e, need to take a shot at this.

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

Wow, that's a spread!

If anyone rolls under what would be attainable with 30 point pathfinder point buy they can roll once more or choose point buy.


wanderer82 wrote:
Missed the last game starting up for a5e, need to take a shot at this.

If you mean the recruitment by Narrator Sebecloki, I think there are still slots available, as some who expressed interest did not follow through.


To repeat what I posted in the first interest check recruitment thread, I intend to develop a female (Wood or Eladrin) elf druid. She has been living with the community since she married a human and had a few half-elf children. The children are adults now and her husband has passed on. [If the person creating the half-elf wants to, the PC could be my characger's son or daughter.]

She lives in a cabin in the woods and has been finding the community increasingly hostile to her, now that her husband is no longer alive to give her a reason to be part of the community. She is contemplating leaving the community to adventure some more, perhaps return to her family, although that door may have been closed when she chose to marry a human. Her destiny will be Slayer, once the hobgoblin threat materializes. Prior to that it was Devotion.

Rolls:
2d6 + 6 ⇒ (3, 4) + 6 = 13 Cost = 3
2d6 + 6 ⇒ (3, 4) + 6 = 13 Cost = 3
2d6 + 6 ⇒ (3, 3) + 6 = 12 Cost = 2
2d6 + 6 ⇒ (5, 4) + 6 = 15 Cost = 7
2d6 + 6 ⇒ (2, 5) + 6 = 13 Cost = 3
2d6 + 6 ⇒ (2, 2) + 6 = 10 Cost = 0
Cost would be 18, so I'll do the point buy.

Do we use the 5E point buy @ 27 points or the Pathfinder point buy @ 30?

I'm debating between two cultures: Wood Elf or Eladrin. Is the Eladrin heritage available? I ask because it seems to be based more on the Celtic and Arthurian concepts of Faerie living in a nearby plane who can sometimes pass from one to the other. I rather fancy that view, but it is different from the Tolkien elves as depicted in the Hobbit and LOTR.


Luanna Raumolossë wrote:

To repeat what I posted in the first interest check recruitment thread, I intend to develop a female (Wood or Eladrin) elf druid. She has been living with the community since she married a human and had a few half-elf children. The children are adults now and her husband has passed on. [If the person creating the half-elf wants to, the PC could be my characger's son or daughter.]

She lives in a cabin in the woods and has been finding the community increasingly hostile to her, now that her husband is no longer alive to give her a reason to be part of the community. She is contemplating leaving the community to adventure some more, perhaps return to her family, although that door may have been closed when she chose to marry a human. Her destiny will be guardian of the community she has been living with.

Rolls:
2d6 + 6 Cost = 3
2d6 + 6 Cost = 3
2d6 + 6 Cost = 2
2d6 + 6 Cost = 7
2d6 + 6 Cost = 3
2d6 + 6 Cost = 0
Cost would be 18, so I'll do the point buy.

Do we use the 5E point buy @ 27 points or the Pathfinder point buy @ 30?

I'm debating between two cultures: Wood Elf or Eladrin. Is the Eladrin heritage available? I ask because it seems to be based more on the Celtic and Arthurian concepts of Faerie living in a nearby plane who can sometimes pass from one to the other. I rather fancy that view, but it is different from the Tolkien elves as depicted in the Hobbit and LOTR.

Do pathfinder point buy 30. I don't see an Eladrin heritage, but there is an Eladrin culture. Eladrin


I meant culture. I noticed the error and editied after you posted this.

What I meant by my question is whether the Eladrin elves are known in the world. If so, how common are they? Are they treated the same as high elves or wood elves by non-elves?

Thanks for the info on the point buy.

Eventually, we'll need guidelines for equipment purchases.


We’ll go with the recommended starting wealth for 5th level. Everyone gets EITHER 700 gp to spend on equipment and magic items or they can take the Tier 2 package of starting equipment for their class.

Starting Equipment past 1st level


I’m interested in A5e it seems neat. I’ll probably end up going with some type of warlock, since they are my favorite class from 5e. Will do some reading when I can and post more of an idea later, but I’ll get some rolls done.

stat 1: 2d6 + 6 ⇒ (2, 2) + 6 = 10
stat 2: 2d6 + 6 ⇒ (4, 1) + 6 = 11
stat 3: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stat 4: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stat 5: 2d6 + 6 ⇒ (3, 1) + 6 = 10
stat 6: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Very meh, guess I’ll take the point buy.


Oh my, a somewhat familar pointset with rolled dice? Dont mind if I do!

STATS: 2d6 + 6 ⇒ (4, 5) + 6 = 15
STATS: 2d6 + 6 ⇒ (2, 3) + 6 = 11
STATS: 2d6 + 6 ⇒ (5, 5) + 6 = 16
STATS: 2d6 + 6 ⇒ (5, 2) + 6 = 13
STATS: 2d6 + 6 ⇒ (1, 2) + 6 = 9
STATS: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Oh my, not my best effort!

STATS: 2d6 + 6 ⇒ (3, 6) + 6 = 15
STATS: 2d6 + 6 ⇒ (5, 4) + 6 = 15
STATS: 2d6 + 6 ⇒ (2, 5) + 6 = 13
STATS: 2d6 + 6 ⇒ (5, 4) + 6 = 15
STATS: 2d6 + 6 ⇒ (5, 2) + 6 = 13
STATS: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Now, with some racial adjustment this seems like a pretty good jack of all trades character!

Maybe a more martially oriented bard?


BodaciousGaming wrote:
I take your point. I neglected to account for the multiclassing impacts to ASI/Feat progression.

Totally not your fault. The requisites for the Synergy feats seem to go against the logical development of a practical character (as do, for example, the survival of feats like Crossbow Expert and Polearm Master). But still, I am eager to try them.

BodaciousGaming wrote:
Let's go ahead and have everyone take one free starting feat at character progression. If you take a synergy feat it comes with the same conditionals as above.

Thank you. With this irresistible offer, I finally decided to try with the Eldritch Archer feat and see how it goes.


I suppose I will cast the dice.

2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 1) + 6 = 13


Pathfinder Adventure Path Subscriber

Thanks for the invitation here. Gonna be interesting.

2d6+6: 2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6+6: 2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6+6: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Guess that's a reroll, since it's only 19 points. Hoping for some more!

2d6+6: 2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6+6: 2d6 + 6 ⇒ (5, 2) + 6 = 13

Well, 28 is a bit better. The dice here are never really with me.


Luanna Raumolossë wrote:

I meant culture. I noticed the error and editied after you posted this.

What I meant by my question is whether the Eladrin elves are known in the world. If so, how common are they? Are they treated the same as high elves or wood elves by non-elves?

Thanks for the info on the point buy.

Eventually, we'll need guidelines for equipment purchases.

I also neglected to comment that Eladrin might not be commonly encountered, but they are absolutely a part of the world of Greyhawk. They would probably be regarded as eccentric cousins by the other elves with an even mixture of being looked down on or celebrated for their uniqueness. By non-elves they would be more akin to a circus attraction. Not necessarily in the exploitation aspect, but in the attraction to to the curiosity.


And we’re starting to really accumulate some interest. I’m looking to keep the party around 5 tops, so we’ll see who all has characters ready by the beginning of the week and go from there for selection. There is a little overlap in the players from the other A5E campaign, so if it comes to it I might preferentially place one or more of those players in a backup slot so as to get the system the most exposure it can get. I’m sure we won’t get everyone who showed an initial interest, so it might not come to that.

By end of weekend I’ll start looking through the completed characters. Please check out the discussion thread for a couple rules clarifications for those not used to 5e and then post here with your finished character.


I've got most of Luanna's crunch in her profile. I still have to do equipment, background, and other fluff. Should have it done in a day at most.


I have been mulling my scores (18,17,15,12,8,8) and have decided It will make a great old school, classic barbarian. Just debating now whether I want to go human/Conan style, or dwarven battlerager.

The option to get Con to AC allows the thematic unarmored barbarian, but a mad dwarf in plate with axe and hammer sounds pretty appealing as well.


Pathfinder Adventure Path Subscriber

I'm thinking halfling burglar rogue here and probably taking the 30 point buy, that's 2 points more than i rolled last.


I am gonna bow out of this one, too much on my plate! Good luck everyone!


This is Daniel. Here is the crunch for my submission...still need to work on the fluff.

@Luanna - What are your thoughts of Sten being a related...perhaps a grandson??


Elsir Vale Map

Here’s a map and some introductory information about the Elsir Vale.

The setting of the adventure is a thinly populated human frontier known as Elsir Vale and the surrounding wilderlands. The vale stretches almost 250 miles east to west and averages
about 70 miles north to south. Several small mountain ranges and dense forests form the vale’s borders. Elsir Vale lies in the subtropical latitudes. Summers are hot and dry (although punctuated by the occasional intense thunderstorm), and winters are warm and rainy. Large stretches of the area are quite arid, and the vale is flanked by vast savannahs stretching for mile after dusty mile. The forests that stretch across most of the vale’s northern reaches are stifling and swelteringly hot in the summertime, with not a breath of wind to relieve the oppressive heat. We’ve set this adventure in the middle of a hot, dry summer. The default temperature for the season is hot (85° to 110° F) during the day and warm (60° to 85° F) at night.

HISTORY OF THE VALE:

The scattered human towns and villages of the area grew up along the Dawn Way, an important east-west trade road linking the heavily settled lands that lie northwest across the Endless
Plains with the exotic kingdoms and goods of the coastal lands lying to the southeast. Much of the Dawn Way was built by an ancient dwarf-kingdom that spanned the Wyrmsmoke and Giantshield Mountains more than a thousand years ago. While the dwarves are long gone, their roads, bridges, and cisterns remain in use to this day. After the dwarf-realm passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those times - Only Scattered settlements of Druidic folk who left behind little more than grassy barrows and stone circles on the hilltops.

About five hundred years ago, the nearby city of Rhest
came to control the vale and a large swath of land north of the Giantshields as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants. Under the kingdom’s shield, the towns along the Dawn Way—Brindol, Talar, Terrelton, and the rest—grew up from tiny hamlets or lonely soldiers’ posts to flourishing human settlements.
The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost two hundred years ago, the city of Rhest was burned by a savage horde out of the Wyrmsmoke Mountains. Although the warriors of Rhestilor killed many of the goblins and their kind, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens swallowed the ruined city.
In the years since the kingdom’s fall, the towns of Elsir Vale have come to look after themselves. Most of the local lords, such as Jarmaath of Brindol, still hold titles derived from the old kingdom of Rhestilor. While everybody knows that the kings of Rhestilor are long dead, no new realm has arisen in the Vale.


Stensan Feyson wrote:

This is Daniel. Here is the crunch for my submission...still need to work on the fluff.

@Luanna - What are your thoughts of Sten being a related...perhaps a grandson??

I'm working on a first draft of Luanna's background story. I'll post it later tonight or tomorrow so we can collaborate on details, if you want. I think it would be an interesting relationship to role play.


House rules are here!! I'll post the link additionally in the front page of the campaign, but here it is for your convenience.

RHOD House Rules


BodaciousGaming wrote:
I also neglected to comment that Eladrin might not be commonly encountered, but they are absolutely a part of the world of Greyhawk. They would probably be regarded as eccentric cousins by the other elves with an even mixture of being looked down on or celebrated for their uniqueness. By non-elves they would be more akin to a circus attraction. Not necessarily in the exploitation aspect, but in the attraction to to the curiosity.

I think the Eladrin are modeled on the elves of Poul Anderson's The Broken Sword. I'm starting to reread that remind myself about how the elves are depicted.

I'll have background finished tonight and will be ready to play.


This isn't something that I really require, but its a resource I have so I might as well share it. This link is to an assortment of pre-made VTT tokens. You're more than welcome to pick one and whatever mapping system I come up with I'll use that token. Given I run off mobile most often, I'm more than likely to run primarily Theater of the Mind, and occasionally fall back to maps and tokens when the need arises.

VTT Tokens


BodaciousGaming wrote:

This isn't something that I really require, but its a resource I have so I might as well share it. This link is to an assortment of pre-made VTT tokens. You're more than welcome to pick one and whatever mapping system I come up with I'll use that token. Given I run off mobile most often, I'm more than likely to run primarily Theater of the Mind, and occasionally fall back to maps and tokens when the need arises.

VTT Tokens

Of the tokens available, I would pick the Chromaturgist.

Could we construct our own tokens, using VTT Token Maker? Luanna would also need a token for her primary wild shapes that would be used in battle: tiger and brown bear.

Luanna is ready to go, by the way. If anyone wants to mix backgrounds with prior PC interactions, read the background and suggest a connection.


Pathfinder Adventure Path Subscriber

Tokens are easily made with Tokenmaker.

Right now i'm torn between playing another elf or a halfling. Got to think about it for a while.


Luanna Raumolossë wrote:
BodaciousGaming wrote:

This isn't something that I really require, but its a resource I have so I might as well share it. This link is to an assortment of pre-made VTT tokens. You're more than welcome to pick one and whatever mapping system I come up with I'll use that token. Given I run off mobile most often, I'm more than likely to run primarily Theater of the Mind, and occasionally fall back to maps and tokens when the need arises.

VTT Tokens

Of the tokens available, I would pick the Chromaturgist.

Could we construct our own tokens, using VTT Token Maker? Luanna would also need a token for her primary wild shapes that would be used in battle: tiger and brown bear.

Luanna is ready to go, by the way. If anyone wants to mix backgrounds with prior PC interactions, read the background and suggest a connection.

You’re by no means limited by this list. If you want to make your own go for it. These came with some drive thru rpg bestiaries so I figured I’d include them for people to pick from.


I've added a spoiler on Luanna's profile page with tokens for her and her four wild shapes.


So far I’m looking at 2 completed characters. One other is working with limited computer access, but has reached out about the technical difficulties and I’m working with them on it. Besides luanna and stenson, who else is manning progress on their characters? Trying to get an idea for a start day.


Posting my character here; will make a profile when I get a chance. If there’s anything wrong or any ideas for changes let me know.

Crunch:

Valen Yrensher
Level 5 warlock
Heritage: Human
Culture: Lone Wanderer
Background: Noble
Destiny: Underdog
————————————
Speed 30 feet
Languages: Common, Infernal, Dwarven, Elven
Spell DC: 15 (8+4+3)
————————————
STR 11 DEX 14 CON 16 INT 10 WIS 18 CHA 10
Trained saved INT/ WIS
HP: 57 (8+6*4+3*5+2*5)
HD: 5d8+3
Fatigue 0, Strife 0
AC 14+2= 16 (steel Breastplate)

Proficiency: light and medium armor

————————————
Melee: +7 Hunllef (“Nightmare”, Masterwork Bastard sword) 1d8 (parrying once per turn add d4 to AC) Versatile d10/ 19-20

Spell casting:
10 mana points
Points per level
1/2
2/3
3/5

Known spells
cantrips - Dancing lights, chill touch, friends
1st - Hex, Calculated retribution, inflict wounds
2nd- hold person, mirror image
3rd - crushing haymaker

Darkness Expanded Spells
1st detect poison and disease, inflict wounds
2nd acid arrow, blindness/deafness
3rd bestow curse, phantom steed
4th black tentacles, blight
5th cloudkill, contagion 

Eldritch blast- Eldritch scythe

Invocations -
- Courts of the outer realms
- Eldritch warrior
- Lifedrinker
- Thirsting blade
Secrets -
- Mirror mirror

DARK BLESSING
- When you reduce a creature to 0 hit points, or when a creature under a spell effect you control is reduced to 0 hit points, you gain a number of temporary hit points equal to your spellcasting ability modifier + your warlock level (minimum 1).

Feats:
- Hardy Adventurer
- Surgical Combatant L4

——————————-
Acrobatics (T)
Animal handling (T)
Arcana (T)
Athletics (T)
Culture (T)
deception
Engineering
History (T) - expertise in legends
Insight (T) - expertise in reading emotions
Intimidation (T)
Investigation
Medicine (T) - expertise in treat wounds
Nature
Perception (T)
Performance
Persuasion (T) - expertise in negotiation
Religion
Sleight of hand
Stealth
Survival
Proficiency in dragon’s chess

Racial abilities
- Intrepid - once per rest can use an expertise die on an ability check, attack, or saving throw
- Ingenious Focus - Inexorable Concentration: When you fail a Constitution saving throws to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest. 
- Resident Expert: You have a reputation for painstaking detail on certain tasks and subjects. When you make a check with arcana and the d20 shows a natural result of less than 10, you can count the d20 result as being 10. 
Destiny
- Source of Inspiration: Defiance. You draw inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit against a creature larger than you are, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds.

- Inspiration Feature: A Nose for Trouble. Get kicked around long enough and you start to know when trouble’s brewing. Whenever you or an ally you can see fails an Insight check, you can use your reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check.

———————————————————

Masterwork bastard sword, worn but fine clothes, signet ring with the symbol a blade wreathed on fire held high. Steel breastplate with a the symbol of a burning blade on the right pec. 2 potions of healing basic explorers pack, contract of indentured servitude.
24 gold

Backstory:

Family servant and ex adventurer
Noble memento - named sword Hunllef (Nightmare)
Swept up - Your life spiraled out of control as you struggled against a plethora of sudden changes.

Valen was born to a promising noble family in Brindel. He was the prodigy the family needed to propel themselves to greater heights. His father Durrun was a local power holder having control of a large portion of knights and lands to the east. Affluent and powerful no expense was forgotten in Valen’s tutors and teachings.

He learned from multiple people but one that stuck with him the most was his favorite teacher. An old hero from decades ago by the name of Sedric the Red. Known as one of the best with a sword he taught Valen everything he knew about sword fighting, and lessons he had learned in life. This fresh perspective different from the ones he heard from his other tutors began to shift Valen’s point of view. What he once saw as his birthright he realized was simply tyranny by another name. The people who served his father had little sag in their lives and were at his mercy.

As the day of his coming of age ceremony crept closer he planned to run off and sever ties with his family. Not wishing to be apart of this scheme his father had. On the eve of the ceremony however hai father caught him packing and an argument ensued. His father threatened to disinherit him in a fit of rage.

This changed everything as Valen soon realized that his family carried a dark secret. His grandfather a sorcerer who had been elevated to their current title had also made a dark pact. After summoning a powerful devil he had damned his family and his descendants. When his father uttered those words a clause in the contract shifted the power of the pact to Valen. And a massive fiendish creature burst forth in a brimstone and fire proclaiming him as his recipient. It then turned on his father and sneered saying his folly grand.

With this happening Valen made the decision to leave but his father in a fit of rage forbid it. A fight broke out and trying to defend himself Valen free the family blade. Seeing the Devil’s red eyes sting at him and speaking in his mind, he felt a surge of power and rage. Striking out at his father he fell, unsure of what to do and feeling increasingly afraid Valen left.

He has ventured for the past few years now coming to 22 seasons old. He has started to learn more about this pact and the history behind it from the Devil that controls his life. He’s found he has become more powerful and has been gifted another reminder of the Devil’s power. A contract holding the soul of his one time teacher. This unease balance is precarious as Valen has taken the opportunity to do good when he can despite the Devil’s temptations. But the entire time the uneasiness of knowing his father is out there in some way or another has kept him moving from town to town never truly settling down.

Liberty's Edge

BodaciousGaming:

I was looking for a special weapon for my character which I have seen in other games, a bowstaff. I di find this example for 5e and was wondering what you thought...it would work perfectly with the spell shillelagh.

BowStaff - 5e

Attuned Longbow / Staff
+1 Long Bow - Two Handed / Ranged
+1 Staff - Versatile
Damage: 1d8 Piercing / Bludgeoning
Range: 150/600

A simple, 6 ft tall, long dark brown wooden staff carved with elven runes that glow silver when activated. Upon activation, the staff bends and shifts into a long bow. Tendrils of ivy form the bow string. When the bowstring is drawn, an arrow grows from the bow itself, and ammunition shot from this bow is considered magical for overcoming resistances.
The Shillelagh spell affects the attack and damage rolls of the bow form as well as the quarterstaff form.
The staff has 5 charges, all charges regained at the end of a long rest. If all charges are expended, temporarily loses magic and becomes a regular quarterstaff until the end of a long rest.
Charge Uses:
Shift Staff into a Bow / Bow into a staff - 1 charge - 1 bonus action *
Cast Faerie Fire - 2 Charges - 1 Action *


Daniel Stewart wrote:
** spoiler omitted **

I sent you a PM to discuss.


Ok have the better part of my background done. Luanna do you want to take a look and see what you think? His relation is the son of your daughter...I gave her a name if that is ok...I did not see one in your


Stensan: Will do. I didn't develop anything about the descendants because they are not important to Luanna's story but I doubt I'll have a problem with anything you've created. I'll not have time to read anything until later tonight. I'm looking forward to it.

BodaciousGaming:
Luanna has an element of her origin you may want to play with. Her background feature is this:
Inner Voice.
You occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)

I incorporated a little of that into her background. Feel free play with that feature, perhaps using it as a nudge when the character needs it or as a way to steer the overall adventure.

Her destiny prior to this adventure would be Devotion to the surrounding forest and to some extent the humans who live in the larger area. She would use magic to promote forest growth and health, but also secretly improve farmer's crops yields or share healing herbs with people who needed them. But the inner voice directed her to learn the Goblin language and has given her premonitions of events to come. She will officially be running the Slayer motivation as things develop.


Alright folks. Right now I’m looking at 3 completed characters. What I have are as follows:

Luanna - Eladrin Druid
Stenson - Half Elf Ranger
Valen - Human Warlock

Also has some early interest from wanderer82 and HayatoKen. Haven’t heard from either of them in a few days.

I’m looking to start the first post Thursday evening, so I’d like to have any other characters ready by then. I will run the campaign with just 3 and if any finish later I can work them in organically.


Thank you. I'm looking forward to getting started.
Stenson's background looks fine. I'll amend Luanna's a bit so their stories are consistent with each other.


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


I played the beginning parts of the Red Hand of Doom ages ago. Let's see what we roll up.

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14

Not bad at all, not bad at all. I'll have to think on it for a bit. I have a fighter ruminating in my head at the moment.


Hi BodaciousGaming, I am still here, working my way slowly through the a5e rules. I've had minimal experience with basic 5e, so it's taking me a bit to wrap my mind around everything. Should hopefully today have submitted a human berserker, Though I'm still working out the archetype. I have been going back and forth between using a heavy, two-handed weapon, a weapon and shield, or two weapons, and trying to piece together all the differences. It looked like Great Weapon Master in 5E was a pretty awesome feat, but with its replacement in HIV giving disadvantage on the attack role, not sure it is really worth it. Any thoughts?

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Advanced 5th Edition: Red Hand of Doom All Messageboards

Want to post a reply? Sign in.