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395 posts. Alias of mishima.



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Playtesting.


Hey there, is it possible to change the gameplay thread for an existing campaign? I seem to remember doing this for the discussion tabs somehow, but would like to for the the gameplay tab.


Hey there, I seem to recall at one point moderators/admin here could make inactive a game whose GM has vanished. Is that still a thing? What section can I post for that? Thanks.


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Hey there, as mentioned we need to discuss the party's 'Dark Secret'. The PCs were involved in either a conspiracy, murder, theft, or failed coup attempt (we must choose 1). Once that is chosen we can either roll or hand craft the details.

'Every member of the party is entangled in this dark secret, regardless of how new they are to the city or how incorruptible their morals. Maybe they’re merely witnesses, maybe they’re covering for a friend’s crimes, or maybe they’re deep in denial. Regardless, in the eyes of the law, they’re guilty.'

Thoughts? And welcome.


Welcome to Baldur’s Gate, a veritable nest of rats and vipers clinging to the rocky slopes overlooking the Chionthar River. From their high perches in the Upper City, the local nobles — known as patriars — gaze down with veiled contempt upon the common rabble in the grimy Lower City, which hugs the foggy harbor. The whole of Baldur’s Gate reeks of blood, crime, and opportunity. One can easily fathom why pirates and traders are drawn to this place like flies to a carcass.

Following the river farther east would eventually lead you to Elturel, capital of the holy land of Elturgard — or at least that was the case until a few days ago. The flood of refugees from Elturel has gotten worse since news first arrived that the city has fallen. Everyone is saying Baldur’s Gate is next, but no one truly knows who or what has claimed Elturel.

The patriars pay a mercenary army called the Flaming Fist to protect their interests in Baldur’s Gate, and by extension, the city itself. The Flaming Fist has gained even more power since their charismatic leader, Ulder Ravengard, claimed the title of Grand Duke a few years ago. Apparently, Ravengard is missing. In his absence, the Flaming Fist has sealed the city’s gates to staunch the flow of refugees. No one is allowed in or out.

Unfortunately for you, times like these give the Fist the authority to draft adventurers...

What
I'm committed to running the full chapter 1 from Descent into Avernus, which takes place mainly in Baldur's Gate. I find it an interesting urban adventure with a good mix of intrigue and action.

Who
I've been away from the boards and pen and paper RPGs for a year...but its time to return and game on. I may be a little rules rusty but don't hold it against me. Check out some of my previous games for a sense of my style. Briefly, I like humor in the form of wordplay and exaggeration. Imaginative solutions and quality over quantity in creative writing are what really wow me, and are the reason I do this.

How
★ For backgrounds, I like bulleted lists as a player and DM, but don't let me limit your creativity. But I'm more interested in character than history. Dirty Harry is an awesome character and no one knows/cares about his parents or early life.

★ Combat will be gridless.

★ My games are usually pretty fast paced, I expect 1 post per day from players. During the summer, my work is much less (if nonexistent) and I can post every 10 minutes...but come mid-August it will become 1 per day on weekdays.

★ 27 pt buy, Level 1

★ Sources: PHB, SCAG, Volos, Mords, Xans, TCoE (warning I am pretty unfamiliar with TCoE except for stuff that was popular in Unearthed Arcana before publication). No UA.

★ Variants: variant humans yes, feats during ABI yes, inspiration yes, modified initiative for pbp

★ Having some sort of connection to the Hellriders or Elturgard might be helpful if your own character's motivations aren't enough. You've been 'drafted' by the Flaming Fist for reasons that aren't yet clear.

★ The party will share a 'Dark Secret' (either conspiracy, murder, theft, or a failed coup). We will craft this together after selection, but feel free to get the thoughts flowing now.

Why
I like nerding out on FR lore while rolling nat 20s. Join me.

When
1 week until recruitment is closed and players selected. Probably a year to finish.


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Chime in when done leveling so I can update the tracker, please. Specifically looking for any AC, pp, init, or skill changes.

And once again everyone may refresh inspiration and their healing potion.


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"Wouldst thou like the taste of butter? A pretty dress?
Wouldst thou like to live deliciously?"

- Black Phillip, The Witch


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5e Saga of the Worm

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

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

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

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

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

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

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

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

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

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

Stock Hooks:

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

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

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

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

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

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

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

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

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

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

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

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


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Dot-delete in gameplay.

Let me know when you are finished leveling.

I'll get a real gameplay post up after work today.


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El-ven-floooow....players arrive like butterfli-iiiies....

Yes, this will be stuck in my head for the next few months.


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During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?
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Fire away with any questions as you build characters. Will have a short description soon.


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The theater was drafty, its audience too sparse to warm it up proper. Sparser than expected for the popular acting troupe Legacy Chimera, but it was off season after all. The building was showing its age, the darkly stained wooden rafters stabbed all over with nails both rusty and shiny.

Old dogs of the city knew this place was better cared for under the priests of Khors and their temple of Svarog next door, when it was used for their large congregations. But Khors was fading as Rava rose in Zobeck, and not many were flocking to the shrine these days. It was not a secret the priests finally sold the building in financial stress to new purpose.

Still, under the new tenents, the ale and hot ciders were flowing, and the VIP boxes were filled with the colored smokes of every leaf and crystal save sinister Requiem, perhaps. Socialites might recognize an Armanac or Zeerghast there with the not so obvious courtier and guild-master.

Elsewhere in the copper benches a 30 stone behemoth of a man was having quite a bit of trouble lifting himself to allow a woman with crying child past...much to the chagrin of those around her.

The first act was dangerously political, but the cutting words were wrapped in such tight wit only the most clever could sense it. As intermission came, the audience was quite content to mostly stay seated and chat away the time, knowing the bitter cold waiting outside.


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Such an interesting party!

Feel free to make crunch changes until after the first fight or so. I'll be digging deeper into the crunch over the next few days.

In particular, how you spent your starting wealth. I was really hoping some of that could anchor your characters in Zobeck to some extent. We can flesh out some of those downtime-esque pursuits here.

If you would like to make some character connections before starting, you can but not necessary.

Finally, I had the mind to be using just a single google spreadsheet for everything (xp, treasure, hp tracking, etc). The campaign tab is inconvenient for me. If sheets doesnt work for some people, let me know...I'll still probably be writing out most things in posts as well.


Some say the world is white and featureless. Others say the world is a black abyss.

Half black, half white. Half sorrow, half joy. Half living, half a ghost. The Realm of Shadow is neither one thing nor another; it is a place of halves. One might think of it as half regret, half done, half dead. But it is just as fair to say half rich, half cured, half won. The shadows are a place of neither pure evil nor pure good, but only that muddle where true balance lies, where lives are rich and sad and complicated. Half villains and half heroes, who strive but never win. But who never quite lose.

In the Summer Court she sits on a mirrored throne within her palace of glass and dreams, attended by 1,000 lords and ladies with alabaster skin and hearts of ice.

But there is another world where the last colors of autumn fall, and the first true chill of the year bites at free men...strange rumors tell of elves hunting openly in the streets. With Zobeck's Trade Fair closed for the year, and the caravans all gone, bards fight to secure their winter with melancholic songs and oratory by the fire.

Adventure Types:
Intrigue, Interdimensional Exploration (planar adventure)

Setting:
Kobold Press' Midgard setting. We will start at an indoor theater in Zobeck, where you could be in the audience, a worker, distinguished guest, guard, player, pickpocket, etc...

Zobeck is similar to PF's Absolom or really any big city from any setting, a crossroads and cultural melting pot. Later and for the majority of the adventure we will be in the Shadow Realm, which is Midgard's Shadow plane (but much more interesting imo).

In general, the Midgard setting takes a lot of European/Middle East folklore and jams it all together along with regular d&d stuff. So its Loki and Thor next to Hades and Hermes with Baba Yaga and Tensor's Floating Disk. But of course the setting has been around for more than a decade so the countries have all developed an organic history.

You really don't need to know anything about Midgard to play, but its good stuff if you like to read and imagine.

Combat:
Theater of Mind. In the past Ive used elaborate battle grids, but I think I can post faster and with higher quality without them this time around.

Creation:
You have a place in the world. You could be a knight, notorious thief or guildmaster...people depend on you or fear you. Status will become important later in the adventure.

7th level, 27 pt buy. Feats and variant humans in play.

Midgard has some fairly extreme twists on the traditional races, as well as a vast array of non-traditional options. Ill list the non-traditional ones: bearfolk, centaurs, dhampir, gearforged, kobolds, minotaurs, ravenfolk, shadow fey, and trollkin. Even these might be different than you think, for example the gearforged are actual people's consciousness implanted into the construct.

Wealth:

500gp + (1d10*25)gp + normal starting equipment.

Potions of healing, climbing, animal friendship, greater healing, and water breathing are available for 50, 75, 100, 100, and 100 respectively.

Scrolls of 0th, 1st, 2nd are available for 25, 75, and 150 plus component costs. Spells scribed after 1st level must be accounted for.

Sources:
PHB, XGE, Midgard Heroes Handbook (MHH) only. No UA this time.

Background:
I like bulleted lists as a player and DM, but don't let me limit your creativity. I'm more interested in character than history. Dirty Harry is an awesome character and no one knows/cares about his parents or early life.

House Rules/Variants:

Skills with Different Abilities: Rarely I might have you use a non-standard ability for a proficiency check. For example a constitution athletics check for a long run. These are typically helpful and not trying to be 'gotchas'.

Slow Natural Healing: Party needs a healer's kit (or at least something to approximate kitchen sink surgery) to regain hp at all, and must spend HD. Basically, you don't just automatically get all hp back after a long rest. Instead you regain half your HD after a long rest (as usual). I've been interested in this rule both as player and DM, but not played a higher level game with it yet (at lower levels I've never even noticed it).

Post Frequency/Game Duration:
Once per day from all players. I work a 4 day week and will not post at work, but when I'm home can post all night. I've had 40 post bursts in some games before, my activity just depends on your activity really. I will always try to advance things with my posts, or offer something new.

The game could easily go more than a year, it is roughly 4 module length adventures in one. We might complete the first 'Act' and take a week or two breather.

Recruitment:
Looking for 4-6 players and taking applicants until October 5th. Please fire away with any questions or clarifications needed.


So, most of the games I am playing in have halted to a snails pace. Also, Ive had about a years rest from DMing. That means I'm ripe for some DMing. But what to run? I've been mulling it over for a few months and seek input.

Chult Adventures: ToA wilderness adventure, basically chapter 2 of tomb of annihilation with some Isle of Dread feeling. I've run some AL modules in Chult and this would be a spiritual successor of that most excellent setting. I have promised equally excellent players I would return to this setting at some time. I am eager to return to the dino/zombie jungles indeed.

Spelljammer 2e to 5e conversion: I'm willing to run Wildspace converted into 5e. I realize there is maybe only 1 other person in the universe interested in this, but throwing it out there...I am a humor loving DM and Spelljammer is ripe for some WTF.

Yellow Box 2e to 5e conversion: The yellow box adventures run with 5e. For those not familiar, the yellow box was like the Crypt of the Everflame for 2e, or Mines of Phandelver for 5e. An introductory module for 2e...in 5e it would serve a similar purpose. Main reason is nice colorful isometric maps available and totally nostalgiac feel.

AL Stuff: I am not a fan of the seasonal changes to AL...I stopped playing and DMing after a few experiences with season 8. That said, the modules are pretty fun and are totally quality. Willing to run some for credit.

Courts of the Shadow Fey: I love Faerun, but Kobold Press's Midgard setting is also awesome. This is a 5e module that takes players into the Shadowrealm, which I totally dork out for.

Other Classics Converted: Some other 2e classics I think would be quite nice with 5e. A few I have looked into enough to DM: Lost Caverns of Tsojcanth, Castle Amber, or Expedition to the Barrier Peaks. Totally willing for any of those!


So, apparently there are certain words you can include in campaign titles that format text in certain ways. One is the word "red" to make all IC text red:

Red Example

...and another is "tiny" to make text smaller:

Tiny Example

Is this a bug or is there a list of all the "hot" words somewhere?


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I think we'll definitely wait for Mord's tome of foes on this one.


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1. Natloz
2. Aeshurra
3. Gnomezrule
4. Filios
5. Dan
6. Tareth

Would you guys like to wait until the Mordenkainan's book comes out to start?


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We can maybe use this temporary gameplay thread for getting everyone together. Please check in here if interested in playing so I can know how many tables to run.


Hi, my 'search this thread' function in my online campaigns doesn't seem to work anymore. For example, it cannot find the names of NPCs I know I have posted before.

Is it possible it can not search back beyond the time of the site update? Not a big deal just curious.


Just a shout out, the new boards seem to have fixed an issue where new posts that I make myself would appear as (1 new post) in 'my campaigns' tab.

Also, love the new design, especially lack of side bars! Thanks.


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You all have been hired by First Seeker Luwazi Elsebo of the Starfinder Society for a secret mission. None of you are yet Starfinders, rather for some reason she has chosen to hire outside mercenaries. You've reached the Lorespire Complex on Absalom Station, the spiraling headquarters of the Starfinders aboard the giant space station. You wait in a lavish meeting room, the walls flanked with large glass panes overlooking space traffic coming and going from the station...your contact should arrive shortly.

Go ahead and post an introduction and start getting into character.


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Gathering and out of character thoughts/questions.


I was wondering if there are enough people here who would be interested in running through the Starfinder Society scenario 1-00: Claim to Salvation.

Now, the reason I have my doubts is that this scenario is run with level 4 pregens and not characters you yourself create. You can still apply the rewards earned to custom characters afterwords, however.

Maybe there's a class you'd like to try out, or just think playing an iconic could be fun? Maybe you are new to Starfinder and don't want to go through the labor of creating a character?

*note: Because of the power of biology in the future, multiple players can play the same pregen. Highlander voice: There can be more than one.

Link to the Pregens


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Discussion thread for discussing.


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A westerly wind picks up as your ship approaches the inner mouth of the Bay of Chult. To the west, mountains of dark gray stone lead to jagged peaks, jutting out from an endless canopy of trees so thick it seems as if the sunlight could only dare beat its way in. Ahead, the tall, stonecast walls of Port Nyanzaru form a stockade barrier between the bay and the city proper.

Your ship passes through the gates, revealing the harbor and land rises marking the city’s districts. Rows of buildings made of multihued patched stonework are decorated by colorful rooftops and murals. Small, winged lizards flitter past the ship’s bow, heading off into the trees as you pull into the harbor. You’ve finally arrived in Chult, and it’s time to get a clear lay of the land


Fortune and Glory. A call has been sent to brave souls who wish to venture to Port Nyanzaru to assist representatives of each faction in exchange for a handsome reward and the chance for untold discoveries and hidden wonders in the exotic jungles of Chult. The party may also have heard of the mysterious “Death Curse” that plagues the populace.

Death Curse:

This is a special thing they are doing for this season:

Quote:


The Death Curse
This mysterious curse has afflicted all creatures, spreading
fear and panic amongst the populace. For informational
purposes, the players can be made aware of the following:
• Any creature whose hit point maximum has been reduced
to 0 (via life draining or similar effect) will die immediately.
• Permanently reduced hit point maximums cannot be
restored.
• The dead cannot be brought back to life by any known
means (resurrection, raise dead, etc.).
• Those that have been previously resurrected begin to
physically wither and eventually waste away.

Adventure:
This is actually 5 mini adventures, each with their own XP and story rewards. It's rated as a 4 hour adventure. So, assuming a good pace, I think we could be done around April.

Characters:
1st through 4th level AL legal. I'll take 7 or however many are here after a week of recruitment time (...end of Valentines day, break up with your boy/girlfriend if you need to).

Meatgrinder Mode:
Also, as an option, you can play in this special game mode. Death saves normally rolled at DC 10 are instead rolled at DC 15. The benefit is that you get 10% extra XP and gold.

Note:
This will be my first time DMing an AL game, but I'm not new to DMing in general.


Hi, I am thinking about running 1-00 and just want to make sure I have this right. If the PCs complete primary and secondary they get 2 fame, 2 rep, and 1350 credits. Before running, if they make a 0 xp character of their own and can have all of this apply to that character?

I am fairly sure that's right except for the credits part. Thanks.

edit: Another thread here says its only 720 creds? And what about XP, does the new custom character get 1 XP?


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Encounter testing.


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Dot through the dark, and you're insane...you give Lloth, a good game.


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Heya, I'll get a first post up shortly. Feel free to make mechanical adjustments.


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Captured by the drow! You wouldn’t wish this fate upon anyone, yet here you are — locked in a dark cave, the cold, heavy weight of metal tight around your throat and wrists.

You are not alone. Other prisoners are trapped in here with you, in an underground outpost far from the light of the sun. Your captors include a cruel drow priestess who calls herself Mistress Ilvara of House Mizzrym. Over the past several days, you’ve met her several times, robed in silken garments and flanked by two male drow, one of whom has a mass of scars along one side of his face and neck.

Mistress Ilvara likes to impress her will with scourge in hand and remind you that your life now belongs to her. “Accept your fate, learn to obey, and you may survive.” Her words echo in your memory, even as you plot your escape.

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This is the first half of the 5e Out of the Abyss adventure. You will be hunted across the Underdark as you try to find a way back to the surface. Along the way, a bunch of crazy stuff happens that might drive your character insane, Alice in Wonderland style. Finally, there is a certain wilderness survival element to the game.

I'm not one of those drow experts and it doesn't matter if you aren't either. I'm attracted to the bizarre landscape/creatures and expect it will go many months.

Character Creation:
Crunch for a level 1 using official 5e sources (no UA). All races welcome. You'll reach 6 or 7 by the end. If you have a UA thing that's in Xanathar's but dont have a copy yet, I can fill you in.

You may use standard array or 27 point buy.

Hp max 1st, will be rolled later.

Alignment open but need to be a group player.

Roll a d10 that represents how many days you have already been captive.

A brief in character description including where your character last slept (before being captured).

Wealth = 0 gp. Dont bother with inventory. Instead, roll a d20 for what you have scavenged. Add it to the d10 roll above and consult the table in spoiler. Note you'll not have anything like a spellbook or focus to start with, but still have prepared spells from before capture.

Scavenged:

Result Item
2–9 —
10–12 A gold coin
13–15 A living spider the size of a tarantula
16–18 A 5-foot-long strand of silk rope
19–21 A flawed carnelian gemstone worth 10 gp
22–24 A rusted iron bar that can be used as a club
25–27 A flint shard that can be used as a dagger
28–30 A hand crossbow bolt coated with drow poison

Other Stuff:
Looking for 4-6.

One post per day minimum. During combat, you lose actions if >24 hours lapses between posts.

I'm not a hardass and want an entertaining time for all at all times.

I use Google Slides for maps and info, which I have heard is more PC friendly than phone friendly.

Recruitment open a week or until enough good submissions. Thanks!


Hi, we are looking for 2 new players for 5e Storm King's Thunder. We just completed chapter 2 of 12 and it's a great time to get some new people in with the group.

Maybe it goes without saying, but its a giant themed adventure that rolls all over the Sword Coast and beyond. Current group is 6th level and consists of:

Half-elf Druid (of the Moon)
Wood Elf Ranger ("giant" hatred, literally and figuratively)
Halfling Rogue (arcane trickster)

Here are the rules for creation, if interested:

Level: 6
Stats: 4d6 drop lowest, arrange to taste
Setting/Pantheon: Faerun (Sword Coast)
Wealth: 500 gp plus 1d10 x 25 gp, one uncommon magic item, +normal starting equipment/background
HP: Max first level, then roll. If roll is higher than average take roll. If less, take average.
No Unearthed Arcana, all other official sources ok.
Few sentences character idea.
Most of the optional rules are ok, but check.
1 post per day at least

We are currently located in Triboar, but they are about to strike out around the Sword Coast, so you could possibly drop in elsewhere if desired.

It's a big adventure, but even if you only commit to one chapter that's okay.


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Otlaipantili. Nahuatl dot.


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If you guys want to know each other before hand, that makes things a bit smoother. Not required though.

Tlaezicuilolli (a painting made with blood) is the slides for the game. Not much there now, but if you can verify that you can open it and see the blood splatter that would be appreciated.

Also feel free to dot into gameplay.


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The ancient ruined city of Tamoachan is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld...

Originally written in 1979, this is a 5E conversion from WotC's Tales of the Yawning Portal. It is an Aztec themed dungeon, and definitely old-school style exploration.

I would love to get some strong intra-party RP going on, but am not expecting us to write a novel or anything here. It's what you might expect, some creative encounters and traps in a huge sprawling layout.

I'm thinking it will take 8 months to a year to complete. It looks just a tad bigger than Crypt of the Everflame. Id like 4 players, but if more want to play I'll probably take you.

Stuff
Level: 5th
Setting/Pantheon: Faerun (Maztica)
Stats: 4d6 drop lowest, reroll if 2 or more stats are below 8
Wealth: 500 gp plus 1d1O x 25 gp, one uncommon magic item, +normal starting equipment/background
No Unearthed Arcana, all other official sources ok.
Few sentences character idea.
Most of the optional rules are ok, but check.
1 post per day at least

If it fills fast, we'll start fast. Otherwise I'll leave recruiting open 2 weeks.


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Dot away.


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So, a few questions to start out with, would like some feedback:

1. Keep characters or reroll? (we are moving to Faerun)
2. Start at 1st or 5th? (no real preference on my end)


I'm close to getting my first character from 2/3 to 3/3. I was wondering if I am still able to remake my character freely before the next game, or what exactly the cutoff time for that is. Thanks.


AvernusArt 2Grid

You are just from Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.

You’ve heard rumors that one of the sealed siege castles has been laid open by a minor earthquake. Word on the street is that no one has yet entered the tower, which folks are calling the “Fallen Fortress.” What better way to start a life of excitement and adventure than by exploring its long-abandoned, dusty halls and perhaps claiming its ancient treasures?

You've all gathered for different reasons, or perhaps you already know each other. Absalom's Eagle Garrison is responsible for scouting any possible threats in the Cairnlands. You might've convinced the commanding officer to give you the spearpoint. Religious organizations believe valuable artifacts are inside following rumors of the undead and are offering a fortune for any such relics. Multiple historians are likewise interested in collectible pieces, you might've been hired to liberate them.

The ruined siege castle now being called the Fallen Fortress rises out of the churned earth of the Cairnlands perhaps 300 feet before you. No doors or windows mar the otherwise smooth expanse of the tower’s walls. The tower is quatrefoil in plan; its eastern wing has largely collapsed, exposing the interior floors to the open air. Only the topmost level seems whole, though its eastern portion hangs precariously over the mountain of rubble left by the collapse. At ground level, the rubble frames a gaping hole in the side of the building that provides access to the tower’s darkened interior.


AvernusArt 2Grid

Any OOC stuff here of course.

Since I'm a bit unfamiliar with everything, I'll politely ask you take a look at your fellow players crunch along with me for any mistakes.

Also once I get the slides up, if you could verify that you can both access the site and move a pawn.


AvernusArt 2Grid

4708 AR

Warm, moist air fills your lungs as the sun sets behind the purple Aspodell Mountains. People always seem on edge out here, so close to the border with Cheliax. The might of the Andoran army sets you at ease, however. Indeed, the force assembled here at the crossroads seems equipped enough to demolish the countryside at whim. But of course no honorable Andoran general would do such a thing...

You all received a covert missive a few nights ago inviting you forward to General Dakovya's encampment, and the promise of 2500 gold should an agreement be reached. After a few nights travel, you enter a region heavily controlled by Andoran forces, and can only proceed with escort.

Making your way past the blazing bonfire you reach what seems to be the General's modest temporary lodging, a 2-story wooden cabin carved of hard ash wood...still wet with sap. Your courteous escort shows you the way through, and eventually you meet Dakovya across from a small scale model of a walled hamlet.

"Ah, excellent...you've made it a bit early even. So, coffee?" he offers. He is an immaculately groomed man in his late 30s, sporting a fashionable mustache and equipped with small arms decorated in excellent taste.

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