| DM Nerk |
The Rules: The last release of the D&D Next playtest. Unfortunately, if you don't have these, they are currently unavailable.
The Adventure: The GDQ series of modules, as adapted by me.
The Point: Dungeon-crawling fun and excitement.
Characters:
Will start at 8th level.
Ability scores will be rolled by rolling 4d6 and dropping the lowest, and arranging them at will. If your total ability bonuses less than +4, you may take a mulligan and reroll.
All classes from the playtest will be available.
All races except Drow and Kender will be available.
Hit Points will be max at first level, you may roll or take the standard half+1 for 2nd through 8th levels.
Gear: Each player starts with 1000gp of mundane equipment, and 2 uncommon magic items.
Background:
This is pretty much a dungeon-crawl, and while roleplaying is certainly encouraged, the world beyond the dungeons is mostly off camera. We have a group that has just begun to scratch the surface of the Steading of the Hill Giant Chief, and could use a little more muscle.
Rather than developing a complex backstory for your character, they simply need a reason to go fight the giants that are wreaking havoc in the Kingdom of Sterich, and enough personality to pass themselves off as more than a stat-block.
Therefore, please interact with each other, and with the groups veterans, and when we have a good party, we will return to the action in progress.
(As of this post, we have a Mage 5/Rogue 3, a Fighter 5/Rogue 3, a Fighter 8 and a War Cleric 8. I'm not likely to turn anyone away for not adding to the balance of the party, but some people care about that stuff.)
| Rasp the Rogue |
I actually applied for this originally, but had to bow out before I could actually join up. My schedule is a lot more forgiving now, and I would be willing to roll up whatever you guys need. I have to admit that a cleric in particular interests me. I was thinking of the Light domain. Would that be amenable?
| Rasp the Rogue |
Welp. Here I go.
Ability Roll: 4d6 ⇒ (6, 1, 2, 1) = 10
Ability Roll: 4d6 ⇒ (5, 1, 5, 2) = 13
Ability Roll: 4d6 ⇒ (4, 4, 5, 5) = 18
Ability Roll: 4d6 ⇒ (5, 1, 5, 6) = 17
Ability Roll: 4d6 ⇒ (4, 6, 2, 3) = 15
Ability Roll: 4d6 ⇒ (2, 4, 5, 1) = 12
So that's 9, 12, 14, 16, 13, 11
That's not too bad, actually. I didn't get anywhere near a 16 when I rolled up Rasp. And with the racial adjustments of a Human, I won't have a single negative ability modifier.
Let me read up on the magic items, to see what equipment I want. I really want a Bag of Holding, if it's possible. I imagine that would be more beneficial to the group than a +1 Mace. Anyways, I need to refresh myself with the play test equipment.
By the way, for those who think 1,000gp is a piddly amount for a level 8 character. You should know that the magic item economy has been gloriously simplified. No more paying a nation's GDP for a +3 item.
Oh, and I'm caught up on your thread. You guys fought like maniacs.
| Rasp the Rogue |
OK, I'm taking a Bag of Holding, and a +1 Shield. I'm going to roll for the properties. But I will reroll if it conflicts with a lawful good cleric of Lathander.
Creator: 1d20 ⇒ 2
Nature: 1d8 ⇒ 4
Minor Property: 1d20 ⇒ 20
OK, according to the play test, since I rolled a 20 I can roll for 2 Minor Properties.
Minor Property 1: 1d20 ⇒ 13
Minor Property 2: 1d20 ⇒ 18
Minor Quirk: 1d20 ⇒ 5
Creator: Ancient Human
Nature: Ornament
Minor Properties: Song Craft, Waterborne
Minor Quirk: Covetous
Ok... A sailor from an ancient past found a shipwreck brimming with gold. He could not recover the treasure alone, so he befriended a Mermaid. And together the two of them brought up the treasure. But the sailor was a greedy man and so he betrayed the mermaid, leaving her for dead. With her last dying breath the mermaid sang a song of vengeance and cursed her murderer. The sailor used the gold and gems to fashion himself a beautiful shield. But the shield cursed him with insatiable greed. And so he went on in a desperate search for treasure after treasure, but never being satisfied with anything he found. He became the first pirate.
Also I'm assuming for now that we're rolling for HP. Let me know if not.
HP: 7d8 ⇒ (6, 6, 3, 1, 4, 8, 5) = 33
| Rasp the Rogue |
Hey, Mal.
Shopping
Dragon Scale = 500gp
Silver Mace = 105gp
Javelin x20 = 10gp
Acid x2 = 50gp
Adventurer's Kit = 9gp
Antitoxin x2 = 100gp
Bucket = 0.05gp
Caltrops x20 = 20gp
Chain (10 feet) x3 = 15gp
Crowbar = 0.20gp
Component Pouch = 25gp
Grappling Hook = 2gp
Hammer = 0.20gp
Hammer, Sledge = 0.50gp
Healer's Kit = 5gp
Holy Symbol = 5gp
Holy Water = 25gp
Manacles x4 = 8gp
Mirror, Steel = 5gp
Oil Flask x5 = 0.50gp
Ram, Portable = 20gp
Shovel = 0.50gp
Spike, Iron (10) = 0.20gp
Tent = 2gp
Total Gold Spent: 880.95
| DoubleGold |
Um, in D&D next. Druids are no longer prohibited from wearing metal armor, but they are only proficient with certain ones. However, they can get around this by multiclassing, yes I have the playtest myself too as well and I know how multiclassing works. Would you allow a multi-class Druid to wear metal armor? After all, D&D next does not prohibit a Druid from doing so.
stats: 4d6 ⇒ (1, 5, 3, 2) = 11 10
stats: 4d6 ⇒ (6, 1, 4, 6) = 17 16
stats: 4d6 ⇒ (4, 6, 6, 5) = 21 17
stats: 4d6 ⇒ (5, 2, 5, 6) = 18 16
stats: 4d6 ⇒ (1, 6, 4, 3) = 14 13
stats: 4d6 ⇒ (6, 1, 5, 5) = 17 16
I'm taking the average+1 on all HP rolls.
Also, I'm not entirely sure how magic items work, but can you have no minor quirks if you have no minor properties?
| Roman Andari |
Okay, this is my character. He's a Cleric of Lathander who once defeated a Pirate Captain. From him he took a Bag of Holding and the Maiden's Song. A magical shield which is still partially cursed. Although occasionally he does lick his lips at the thought of treasure, he mostly manages to repress these feelings of avarice.
| Zahmahkibo |
Abilities: 4d6 ⇒ (3, 1, 5, 1) = 10 9
Abilities: 4d6 ⇒ (6, 2, 2, 1) = 11 10
Abilities: 4d6 ⇒ (4, 6, 3, 5) = 18 15
Abilities: 4d6 ⇒ (4, 2, 3, 2) = 11 9
Abilities: 4d6 ⇒ (4, 3, 6, 4) = 17 14
Abilities: 4d6 ⇒ (5, 3, 5, 2) = 15 13
Only +3 total, so taking that mulligan.
Abilities: 4d6 ⇒ (3, 4, 2, 3) = 12 10
Abilities: 4d6 ⇒ (2, 3, 5, 3) = 13 11
Abilities: 4d6 ⇒ (5, 4, 1, 4) = 14 13
Abilities: 4d6 ⇒ (5, 5, 6, 2) = 18 16
Abilities: 4d6 ⇒ (1, 5, 3, 5) = 14 13
Abilities: 4d6 ⇒ (3, 1, 4, 4) = 12 11
A bit better.
Still rereading the playtest doc, but I remember the new bard being pretty interesting.
| Roman Andari |
Ok, DM, thanks. I went ahead and dotted. I can't wait to start playing. For those who want to read up on the game so far, here's the link.
By the way, I've always thought it was kind of hilarious that Druids wouldn't wear metal but leather was okay. You know, the flesh of the animals you care about. That's totally fine. :-)
| DoubleGold |
Max Gain
Fighter 6, Druid 2
Alignment NG
Human so +1 to all stats and one extra language
Ability score improvements, Alert (+5 init and perception skill) and althlete, 3 str or dex skills and 1 str
Path of the Warrior, Moon circle
Languages, Common and Gnoll
Background, Guide
Cantrips: Guidance, Read Magic
Init: 9
18 Str
18 Dex
14 Con
11 Int
17 Wis
17 Cha
Equipment: 84 Platinum, 2 Gold and 5 Silver left over
Longbow: 50 GP
20 Arrows: 1 GP
Wooden Wand: 10 GP
Spellbook: 75 GP
Common Clothes 5 SP
Crowbar: 2 SP
Miner's Pick 5 SP
Bedroll: 1 GP
Adventure's Kit: 9 GP
1 Flask of Oil: 1 SP
Hammer: 2 SP
Maul: 10 GP
Uncommon Magic item 1: Glamoured Studded Leather (looks like a common shirt right now, white in color).
Uncommon Magic item 2: Ring of Water Walking
Proficiency's:
All weapons and armor
Str, Con, Wis saving throws
Healer's kit, mounts (land), herb kit, climber's kit, navigator's tools
Acrobatics, animal Handling, althletic, intimidation, nature, perception, sleight of hand, stealth, survival.
| DM Nerk |
@ Roman: excellent. We'll be picking up the action in a day or so it looks like. Feel free to post in the discussion thread (and gameplay)
I always thought leather armor was OK because it was less processed than metal armor, rather than because it was a dead animal. Like somewhere between tanning and smelting is a line that must not be crossed.
@ Max Gain: Looks good. Just a reminder that your physical stats become those of the animal you transform into when you wild shape. Feel free to post in the discussion thread (and gameplay)