Interest Check: Short 5e Adventure in Southlands {Beginner's Welcome}


Recruitment

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Dreaming Warforged wrote:
Thanks for the feedback. I want the birth to be impossible and defying the known laws of nature, which is why it rattles things, because if those undead can have kids, then what could be the repercussions. I'll review the details later, as you suggested. N'Dateh's motivation to return is to find a cure for her curse. an artifact might be it.

OK, got it. Keep as is then! No problem. I get it now it's really good. Especially because in Per-Bastet it's an honor to return after dying as a serene undead who doesn't decompose and usually works as a civil servant. They are an honored part of society. But it's important that people realize they aren't themselves anymore which is already tough and would have added complications if they were thought to be capable of reproduction.

Sorry I thought you had missed the fact that dude was a mummy. Going over these details as much to familiarize myself as anything else. Cheers.


mishima wrote:

Here's what I'm thinking so far. Human Druid.

** spoiler omitted **

I was sort of assuming for story purposes we were starting at 1st level, is that true?

Looks good! Are you set on Oroborous? He seems a little removed and impersonal compared to some of the deities. There might be one who shows up in both Southlands and Seven Cities but wearing a different mask. 1st level yeah.

I had clipped this notes for you when you wanted to be a local, disregard if irrelevant:
One is a curse but arcane rather than druidic. The other has ancient followers of a goodly Titan deriving druidic power that spiraled out of control.

The Arcane Wasting:
Roughly 100 years ago, a sickness spread like quicksilver through the mage kingdom of Morreg. Called the arcane wasting, this malady passed from one humanoid spellcaster to another, transmitted from caster to target as well as through physical contact. Those infected first suffered dementia and forgetfulness before their bodies wasted away. With just minimal study, the kingdom’s sages learned that the arcane wasting was clearly not a natural ailment. The serpent scholars of Lignas claimed the disease was created during one of the periodic squabbles between Lignas and Morreg. And during its initial outbreak, Morreg certainly blamed Lignas for the wasting. For its part, Lignas claims it was the people of Morreg who unleashed it—to their own sorrow. The truth is more accidental than malicious. More than 2,000 years before Lignas or Morreg existed, sorcerers awakened a colony of apes in the hopes that the sentient creatures would serve as soldiers and laborers as their own people died. The enchantment that awakened the apes inadvertently bleached their fur white, but it also had another unintended effect: it transformed a simple illness into the arcane wasting. The white apes of antiquity were immune to the wasting, but they were natural carriers, and they infected their creators. Ultimately, it led to the annihilation of the apes’ creators. The illness then sat dormant for centuries—until a Morreg explorer stumbled across the apes and brought the arcane wasting back with him. After thousands died, the clerics of Morreg gained the upper hand and believed the wasting was eradicated. However, while any white apes live, the arcane wasting endures.

The Green Walker:

T he Green Walker Rises and Haldaheim Crumbles After fleeing the Abandoned Lands, the followers of the titan Kush settled in the lush forests that would later bear his name. For a time, the world at large honored the Kushites for their druidic powers and their union with nature, but about 400 years ago, their idyll shattered. W hen the Walker arrived, the Kushite druids sensed the crippling wounds it inflicted and suffered along with the world. A cabal of demons masquerading as nature spirits took advantage of the credulous elder druids, who sought to right the world’s imbalance. The elder druids believed these “nature spirits,” and they were so deceived that they summoned a nature-based, highly fertile Walker. T his Green Walker rose out of the earth as a towering spirit of nature unchecked. The Walker’s presence animated and changed both flora and fauna, prompting rampant and unending natural growth and turning modest savannah scrublands into dense jungle. Like a leafy swarm, living vines crept out from the Kushites’ forests, carrying the Green Walker’s touch further and further into the Southlands. Unable to slow the doom they had summoned, the great elder druids sacrificed their entire sect hold the Green Walker in the same time-slowing stasis that binds the northern Great Old Ones. Although it’s now slowed, the Green Walker’s rampage continues through proxies; animated vines, strange poisons, fell plant life, and more make the living jungle of Yawchaka one of the most dangerous places in the Southlands. In addition to tainting the jungles around it, the Green Walker created a massive sinkhole that swallowed the ancient dwarven capital of Haldaheim. Settled long ago by an ancient dwarven line from the north, Haldaheim occupied a peak on the now mostly lost Kushan mountain range. The city’s halls and workshops extended almost a mile below ground. Combining earth magic and the lore of the forge, the dwarves of Haldaheim created wonders, but they fled in panic when the Green Walker’s sinkhole shook their tunnels into dust.


natloz wrote:

Theater of the mind is good. Im sure some of us could help with mapping if you wanted as well.

Watch ot for that cyclone, heard those could be trouble.

Part of the the task at hand would be stripping PDF's of labels which involves spoilers like secret doors and such. The publisher has only very recently improved it's habits about providing player friendly versions of it fantastic high-quality cartography. With most votes coming in for no maps I think it's the way to go for combat.

I shouldn't need help managing overland and area maps and other graphic files for reference with cloud storage being so accessible these days. If I'm wrong I'll give a shout.


Kobolum wrote:

This looks interesting and the cast of applicants is very colorful. I’m definitely going to make a pitch for this game. A human turn into a gearforged or a mercenary minotaur of some kind. I don’t know I’ll have to think about it but I’m definitely going to pitch something.

I have to admit that I’ve never actually played in a fifth edition game before so the rules would be new to me.

That's what I want, so I'm not the only one who's shaky on rules. We can point things out to one another in discussion thread.

I've only played few sessions of 5e as a player and DM'd few epic all day sessions for my brothers kids who are small children and have unshakeable faith in Rule Zero and the Rule of Cool.

I know many forum posters are of a different ideologically bent which is not so bad sometimes. We can be people of the book if it's what you guys want. We'll see what everyone's playstyle is, I do want to get better at the rules.


DMG, quick question, do you plan to use the 5e feat rules? They are optional so I thought I would check.


Oh yeah, using feats for sure. PHB and Midgard Heroes Handbook (there's feats in there right?).

Other WOTC hardcovers check with me but not all at once and not now I don't want to get into that just yet. I'm gonna probably say yes unless it's like strongly thematically tied to Forgotten Realms or something.

I don't have the system mastery to know what's broken so please just build with an eye to realizing your character and everything should be fine.

I used to allow frequently banned PF content and very high RP races in the hands of players I trusted, it's all how you use it.

I think it's a shame when an option is in print that is perfect for your concept but it's not allowed for being above the curve or having some synergy you weren't going to abuse anyway.

Grand Lodge

Hops:

S-17 +3
D-13 +1
C-16 +3
I-12 +1
W-10 +0
C-8 -1
HP:13 [10+3]

Dwarf Traits:
Ability Score Increase: Your Constitution increases by 2.
Size: Medium.
Speed: 25 feet. Your speed is not reduced by wearing heavy armor.
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 can't discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with one of smith's tools, brewer's supplies, or mason's tools.
Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: You can speak, read, and write Common and Dwarvish.
Mountain Dwarf Traits:
Ability Score Increase: Your Strength score increases by 2.
Dwarven Armor Training: You have proficiency with light and medium armor.
Guild Artisan:
Skills:Insight and Persausion
Tools: Cooking Utensils
Languages:
Equipment:A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp
Benefit: Guild Merchant
As an established and respected member of a guild, you can rely on certain benefits that membership provides.
Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Battle Master:
Profiences:
Armor: All armor, shields
Weapons: All simple and martial weapons
Saving Throws: Strength, Constitution
Skills: Athletics, Perception
Equipment: Chain Mail, Battle Axe and Shield, Two Hand Axes, Dungeoneer's Pack (12 gp, 61.5 lbs): Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Fighter[Battle Master]
Second Wind:1d10+1 per rest
Maneuvers: DC 13 [8+2+3]
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.
Superiority Dice: a die pool of 4 dice, 1d8
Acrobatic +3
Animal Handling +0
Arcana:+1
Athletics: +5
Deception:-1
History: +1
Insight:+2
Intimidation:-1
Investigation:+1
Medicine:+0
Nature:+1
Perception:+2
Persuasion:-1
Religion:+1
Sleight of Hand:+1
Stealth:+1
Survival:+0
Cooking Tools +3
Brewers’ Kit +3

Battle axe:+5 Dmg:1d8+3(1d10+3)
Hand Axe:+5 Dmg:1d6+3 light range 20/60
Armor: Chainmail and Shield [AC 18]


OK Critz I'll check out the crunch later I'm still chugging through the setting these days.


do we have feats at lvl 1?


No feats at all in 5e unless DM opts in (its a variant rule). Even if opts in, no feats at 1st level unless variant humans are used. That said I've never played in a group that didn't both use feats and variant humans...even the 'official' D&D Adventurer's League does.

DM, I'm not dead set on Oroborous, I was liking the fact that its shrines were hidden away in caves mainly. Bracchus would also make sense but is a bit too perfect or cliche for my taste. I am fine leaving it as an unidentified power as well.


mishima wrote:

No feats at all in 5e unless DM opts in (its a variant rule). Even if opts in, no feats at 1st level unless variant humans are used. That said I've never played in a group that didn't both use feats and variant humans...even the 'official' D&D Adventurer's League does.

DM, I'm not dead set on Oroborous, I was liking the fact that its shrines were hidden away in caves mainly. Bracchus would also make sense but is a bit too perfect or cliche for my taste. I am fine leaving it as an unidentified power as well.

He said just above that feats were in. I don't think anyone asked about variant humans though.


The PC's I've seen so far didn't have feats at level one but I'm mentioning that they're on the table because it may come up. You never know what the future holds.

I'm just letting you know my general attitudes and philosophies as a DM, and because someone asked.

I'm not running to 5e to get away from player options, I'm happy that area is growing.

We got hammered by cyclone pretty good. No one is hurt.

Getting lots of reading time in.

Mishima, no problem, follow your inspiration.


Croaker Winddancer's (Tareth) stats and crunch and initial background. I've left the personality, flaw, etc. blank for now since I tend to like to have those come out during the game. If you want something there before we start just let me know.

One other note, for the Prophet background you get an exotic language, however, I already get Primordial from my patron, so instead of another exotic I selected Nurian, figuring Croaker's patron would want him to be able to speak the local language if he's to spread the word of Calipha the Scouring Wind.


Okay, so I’ve been thinking about my idea for a character and I come up with a general outline that I like. It’s also non-descriptive since I don’t know much about this campaign setting at all, just what I’ve read on here and what I read in my own time.

Idea:
My idea is a minotaur who wants to create a kingdom for the politically underpowered races in Midgar, Mainly minotaurs, but also other races like elves and gearforged.

In order to do this he would take gearforged and break them apart to build an army of clockwork automatons for him to use, while being careful not to break their soul. He’s not a monster, he’ll give them their bodies back... eventually.

That was the plan until he got caught and forced to run. While wandering through the desert he eventually fell into a pool of molten bronze and burn to death, then he crawl out a gearforged. He has no idea how this happened or why and he doesn’t care. This is good if anything because now he has a new face to resume his work without fear of being caught. He just needs money to get a new forge and tools... and some magic items to help him not get caught like last time.


Well it definitely looks like there's enough interest so I will actively prep for this game. I'll run a recruitment thread when my prep is done. I'll check out Croaker and Hops with the other submissions once I start looking at submisions.

Kobolum, really interesting story but would you be open to having him end up as a gearforged another way? Im not sold on a random molten pool since there's a whole procedure and craft to making these guys usually.

Was there any area that interested you? The city of Zobeck in the Crossroads is ground zero for Gearforged and Rava the Gear Goddess.

You can flesh out details later.

I'm gonna let this thread simmer down a bit, to focus on my prep but everyone feel free to post questions about the setting, it will help me get my familiarity up too.


It’s not like I’m marrying the idea. I was just trying to think of a reason for him to become a gearforged. Considering that this seems like something that the other gearforged would not be okay with and it seems to me like crime and punishment in this world amounts to either slavery or death so I just started thinking, “What would be a good way to explain being turned into a gearforged? A molten pool in the middle of nowhere?”


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Perhaps Kobolum's minotaur was captured by the Slavers of the Ruby Despotate, and subjected to a super-slave gear-retransmogrification that he/she subsequently escaped from/with. Would give some plot hooks for being an escaped slave and being on the run away from the north generally.

Couldn't help myself, just following along here and there...


Hey I'm not meaning to shoot you down either.

I just want to encourage this kind of collaboration and collective brainstorming.

You know, now I have to go make sure I know what the Ruby Despotate is. This is a good way to get to know this world.

When it goes well it can make for really great party dynamics

I had some games where I'd get busy at work and not be able to make a DM post for a day and a half and I come back and find a page of new gameplay posts as they're happily playing without me!

Hahahaha


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Kobolum here's a bit more information on the Gearforged from the Midgard world book and 5e Midgard Heroes book in case it is helpful:

Additional Gearforged Info:

Gearforged
The gearforged are the children of Rava, the Gear Goddess of Fate and Industry. Her priests were the first to forge bodies of brass and copper with cunningly wrought gears and well-balanced mechanisms to support thought and action. Each such body is the safe harbor of a soul that once lived in flesh; a special ritual transfers a living creature’s soul into the housing that makes it gearforged, and attunes it to the soul gems and memory gears that preserve a soul in a mechanical body. Once created, a gearforged can in theory live forever, though in practice most wind down or are destroyed by the ravages of time and the difficulty of surviving as a well-crafted machine.
All gearforged were once other creatures that now inhabit standardized bodies with cylinders, springs, and articulated joints of varying quality. Each is made of iron, brass, and steel and as distinctive in appearance as other people differ by their hair and eyes. The gearforged are thinking creatures and can serve as city guards and soldiers. Gearforged have free will that separates them
from other mechanical devices, which are no more than simple servants responsive to orders and capable of little more than a limited amount of memorization.

Gearforged mechanisms are more than mechanical, because all gearforged are machines with a soul. Their arms and legs depend on actuators powered by everwound springs. Their minds depend on memory gears, transverse cognition gearing, and the marvel of a soul gem connected directly to a maze of silver and mithral steam, spark, and magical conduits. These elements are all held in a shell of iron, brass, and steel, and the bulk of the entire construct is remarkable. A large and heavily armored gearforged can weigh 400 pounds, since its armor is built in.

Unlike the other major races, gearforged do not have a homeland of their own, instead existing primarily as an influential minority in Zobeck, the Seven Cities, and Nuria Natal. They are not welcome or actively dismissed in many places. The elfmarked of Dornig consider them crass mechanisms and think of them as “vaguely dwarven,” while the nomads of the plains believe them much too delicate for constant travel, and the dragon morza judge them a waste of good metal and potentially sources of discontent, since they do not fit neatly into the empire’s hierarchy. The
Northlands regard them as interesting but hardly paragons of raider courage, and likewise lump them under the category of creation of the dwarves, not a people with a unique and history.

GEARFORGED COMPONENTS
The range of gearforged anatomy in all its variants is remarkable, but all gearforged share some common parts.
Everwound Springs. These magical springs provide energy over long periods, effectively acting as the power sources for most of the gearforged’s moving parts. A broken everwound spring results in the loss of function in that digit or limb.

Soul Gem. The mind of a gearforged creature is as sharp as that of any flesh-and-blood soul, but it is more portable. The animating, vital principle of a gearforged—its will, its personality, its mind—are retained in a soul gem. Its destruction means the death of that gearforged.

Memory Gears. These delicate constructions are scroll‑like ribbons pierced with thousands of pin holes and wound about with tiny enchantments of great complexity. The memory of a gearforged for all the days after its creation lives in the memory gears. Older gearforged have many such gears, and the material component for the magic to create them requires one new gear for every 10
years of life. Installing one requires one day’s work and 2,000 gp.

Other gearforged can read memory gears salvaged from a dead gearforged, but it’s a complex, time-consuming process. It’s also viewed with some alarm by most gearforged, since it is akin to peering into the most private details of a creature’s life. Installing a used memory gear into a new or existing gearforged requires a new soulforging and at least one week before the recipient can
interpret and understand the memories.

Clockwork Magic
Gearforged are the product of a specific ritual of soulforging (see MHH or MPG for details), using
components such as memory gears and everwound springs. In addition, their creation is the apex of a school of magic called Clockwork Magic, which offers mastery of machines, time, and constructs. It is especially common in the Free City of Zobeck and in some of the Seven Cities, but rare elsewhere.

Grand Lodge

Think the child I saved should be trollkin... that would definitely make me an ostracised dwarf


Yeah. I was just checking it out. The dwarven hold of Wolfheim in the Northlands sits right on the edge of Trollheim.
It looks like Trollheim has more humans than trolls and they have some of their own dwarves too.

It's not just a hold like Wolfheim is, it's more of a forest kingdom with a capital city with a human king. There are civilized trolls living in the city but there are also troll and trollkin hoards in the forests (along with fey).

So that is Trollheim. Pretty cool. And dwarven Wolfheim is an independent fort sitting on the boarder between that place and a land of giants.

These Wolfheim dwarves seem like madmen. They have a pact with wargs, that's pretty hardcore.

Yeah it says Wolfheim is constantly at war with trollkin hoardes, that should be PERFECT. Plus imagine if there's a trollkin PC in the party?

Instant weird awkward chemistry.


Potential hook for a minotaur PC:

The Moon Periplus:

THE MOON PERIPLUS Among the minotaurs of Midgard, rumors abound that a true heir to the last Moon Queen resides in a land of plenty and safety. Descendants of Roshgazi in Nuria Natal and Saph-Saph are abuzz with stories about a copper tablet called the Moon Periplus, supposedly held within the Temple of Hecate in Roshgazi, whose inscribed glyphs detail an incantation used by one of the last archmages to escape the Mharoti invasion. A representative of the King Thutmoses needs a group of adventurers to find out the truth. Is there a gate to another land in the ruins of Hecate’s Temple? And if it can be reopened, what is waiting on the other side?


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Just a note: the character I’m working on would be hailing from an island ruled by minotaurs. It might be where some of us initially met.


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Being a wandering prophet, Croaker could have met people from the group pretty much anywhere along his travels from the Rothenian plain, through the Mharoti Empire where his preachings to the Jambuka got him run out of several towns and cities just ahead of the Dread Sultan's soldiers.
Following caravan and smuggler routes he continued his wanderings south and east. Avoiding the Sarklan Desert he staying along the coast of the Middle Sea and then island hopping by serving as an oarsman or other low level crewman on a handful of cargo vessels. His final employer kicked him off the ship in Nuria Natal after his ravenfolk nature got the better of him and he was caught with several minor items of interest he had 'acquired' from the captain's cabin. With a bit of luck he was able to make the swim to shore and found himself in Nuria Natal. From the coast the calling to go up river to Per Bastet intensified with visions of unusual events showing opportunities to preach the Word of the Scouring Wind and land a blow against the god-kings.


Midgard Worldmap

Is this link working for you guys?


Worked for me.


DMG wrote:

Midgard Worldmap

Is this link working for you guys?

Yup.


Cool, at first it was redirecting me back into my paizo shopping cart or something.


Worked for me too


So I haven't decided yet if I want to run this thing from India or wait for US.

My devices are not great. Iphone 5c and Blackberry Passport.

The blackberry is actually a fantastic PDF viewer but no apps work on it at all. Like, none. And in a bizaare twist Paizo is almost the only website in the entire Internet that it trusts. It won't load google.com for example, claiming that their certificate is not valid.

The iphone is really showing its age too. Mobile sites don't load correctly at all. Even google drive and docs.

Evernote and Onenote want a newer OS than I can run.

DnDbeyond app just freezes. DnDbeyond mobile site works pretty good but seems to have limited campaign management tools.

At a bare minimum I need NPC statblocks at my fingertips. I tried using Paizo aliases but the important "About" field in the alias profile is not accessible from mobile (at least not with iOS 10 or blackberry). So there's nowhere to fit a statblock and notes.

I'll muck around with Myth-weavers and obsidian portal but if it's too tough to get organized from mobile I'll have to spend this time reading the pdf's and hold off til USA.

Visa is good through Feb so that's the latest I could return.


Ok, thanks for the heads up.


I've had to change my mobile browser to request the desktop site in order to modify my characters from my phone. Not sure if you're able to do that though.


I don't think I can do it. At least I can't find any option for that.


Happy Holidays guys.

Just to give a quick update for anyone curious:

I figured out what's up with my blackberry. I simply had to fix the date and time settings. That was what was causing it to not trust any website certificates.

I now have a really solid posting and campaign management device.

With dndbeyond, evernote and pdf's all on one device I am now getting really substantive prep work done at a steady pace.

I'm still happy I had mentioned late Feb as a target date because it's just more comfortable for me to get thoroughly prepped.

I might seem crazy for making such a big thing out of a short adventure but I've done a lot of PbP before and when I burned out and couldn't finish a game it really haunted me with guilt. If you look around the boards you can see the same thing happening as much as ever. DM's get overwhelmed I guess, and just disappear!

I think it will be really good if I do a ton of work on the front end so the game won't be stressful for me to run even if I'm having a busy day.

And ditto for player characters, you know, even a short adventure is measured in months of time in PbP and takes more time out of your day then watching a TV show, so I figure it's worth it to take our time and let a nice interesting group of PC's form.

Anyway, true to my nature I couldn't quite be content with something as short and linear as a PFS scenario, so I've sorta pulled apart a couple of short low-level modules and stitched them back together into something a little more freeform where even I'm not sure what order things will happen or how it will turn out. That sort of thing is more fun for me.

It's going quite well. I'll just keep at it.


Thanks for putting in work while you're over there. I think we're all on pins and needles waiting!


Thanks again for the heads up. Happy Holidays!


Hey its absolutely my pleasure. It's a lot more fun reading RPG books when you know you'll be using them soon.


Pathfinder Adventure Subscriber

Throwing my hat into the ring for this game. Have been playing and running in Midgard since it was first released. Just off the top of my head I'm considering a Dhampir Paladin or Warlock. Got to re-read some of the Southlands lore, and figure out where he might originate, but this idea inspires me.

Happy Holidays to all!!!


Cool Scranford.

I do see there's a pretty fleshed out warlock already on the table. Not to say I'm guaranteeing Tareth a spot or that I 100% wouldn't allow two warlocks but it's worth noting.

Paladin territory seems maybe a little less crowded.

Maybe be from somewhere else in Midgard, with a reason for coming to the Southlands. I think I'll be shooting for only one or two native locals in the party.

Feel free to school me on some lore. I'm not a Midgard veteran, but I'm super into it.

Also just take your time. I haven't even settled on a lot of details yet.

Guys by the way, as this shapes up it's looking more like starting level 2 and expect to level up to 3 before reaching the conclusion.

That makes it a lot cooler.


I actually considered pitching my guy as a paladin same backstory but he was a devotee of Volund and the bronze pool was a curse by Rava. “Hay! Remember all those gearforged you dismantled, than left their souls to gather dust on a shelf? Well now you're going to figure out what it’s like to be one. As my paladin.”


Cool man. That's a nice little twist.


Pathfinder Adventure Subscriber

After reviewing the source material again, I'm thinking that the Dhampir is still cool, but perhaps a Bard working towards College of Lore. Perhaps "Dhampir of Morgau" background, that has traveled to the Southlands to look for something important to his noble vampire background... or someone.

DM Spoiler

Spoiler:

Or college of Whispers


OK well rumours might have reached all the way to Morgau about a wealthy court of vampires who operate openly in high society in Per-Bastet. They are bound by oath to only feed on citizens within certain conditions and parameters but there is one lawless district where anyone who enters is fair game.

I don't know if you can work that into a hook.

Then elsewhere in Nuria Natal hidden in dunes is the City of Crimson Pillars. This is Anu's town, God of Death. They say you won't be able to find it unless you're a killer of some kind. This is where the embalming for the God Kings goes down and if you woke up as a mummy the market here is where you'd want to come to get amulets and charms to preserve your unblemished form.

They don't explicitly call out a vampire connection but it's like a blood theme with all this death stuff and gates to the underworld. Maybe something of interest to an undying bloodsucker type.

What do you know about Red Portals? You heard of those in Midgard?

The Bard direction seems way better and the spoiler is good.


Are you okay with reskinning fluff? I plan on multiclassing warlock and like the Raven Queen patron but want to make it a small ibis instead and involve the emerald tablets


Hi Comp0sMentis,

So I'll announce the allowed material in the first post when I start a recruitment thread. I can tell you what I have loosely in my mind is to use PHB, Midgard Heroes Handbook and Xanathar's Guide to Everything. But don't hold me to it please because I'm not at that point yet.

Unearthed Arcana:
I'm pretty new to 5e splat but as far as I can tell the options you've been asking about are from a blog where WOTC puts playtest material? That's a little outside the scope of what I'm trying to do here. I'm not saying I would never consider allowing some mechanic from UA if I can get a good sense for it, but this def isn't the first place you should be looking for your class features.

Raven Queen Patron:
I did a quick search for the raven queen patron and found a lot of disagreement between people saying it was OP and others saying it was trash. The disagreement seems to revolve around different understandings about whether or not it grants invulnerability. According to my reading it definitely was not intended to grant invulnerability, but I still have some concerns about how the kind of scouting this thing provides might effect the narrative. I mean maybe that's fine, so you have a way to deal with challenges that the module writer didn't think of, that's not a bad thing. Its just a different capability then I'm used to at that level and as such I have to go back and see if the material is still challenging and interesting and appropriate or if I have to rework things. Which could be more work :)

Please don't take this as discouragement, because the character you're pitching has really strong thematic ties to the adventure I'm planning.

I fully understand that some people like to build the crunch first and let the personality follow, in fact I do that more than half the time myself. The re-skinned fluff here is no problem, and I'd like to see you get an ibyss sitting on your shoulder too. To be honest though, I'd rather not shift gears into looking too closely at PC mechanics yet, because I'd rather get a firm handle on the prewritten content in front of me first of all. Then I know what to ask for in PC's. Then finally I can tweak and add content specially tuned for the batch of PC's I end up with.
If you disagree with my first impression about the class feature in question, you can let me know but I won't make a decision right away because that's not where my focus is yet.

That's all I've been trying to say. I hope everyone thinks this is reasonable.

tldr: I dunno, maybe.

And also everyone else who posted a statblock and i didn't say anything it doesn't mean I don't think your dude is cool. I'm just stickkng loosely to a certain order of operations.

I especially liked Tareth's account of Croakers travels.


I'm definitely not looking for invulnerability (or even know what you're talking about), just a bird friend and the right type of theme


Hey dude sorry I got carried away writing that long post because I hate saying no but these playtesty things make me nervous and I don't real feel rules savvy enough to evaluate them myself from a cold take so I got pulled down a rabit hole reading forum posts discussing that feature you asked about.


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Comp0s lots of ways to get a familiar from official sources. Any class can get one from feats just by taking either Magic Initiate or Ritual Caster. Warlock though could simply take it as his 1st level spell. Pact of the Chain at 3rd is where its at however, as it focuses the Warlock on the familiar a bit more...even giving it a few special abilities wizards never get.


Thanks for the rules assist Mishima! I feel like a noob haha. I'll get in rules gear soon. I have been reading up on 5e encounter design at least.

Don't worry guys I know what I'm doing. My 9-11 year old play group back home will give me a glowing reference.


Can anyone else weigh in about unearthed arcana? Is it commonly used? What are your preferences?

I was thinking with a new system in front of me and prewritten modules as a starting point I'd just as soon stick with a few hardcovers.

Xanathar's Guide and Midgard Heroes Handbook gives you a pretty good spread of crunch to realize most concepts, no?

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