Which Way to the Well? (5e Lost Lands Campaign)


Recruitment

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Fluff:
approximately 6'10", Aric stands out by standing above the crowd. That and all the weapons he carries normally dissuade most from speaking with the large, heavily tatooed half-orc. Cloaked in the pelt of a large bear that he slew, Aric looks every part of the wild, untamed barbarian, with the exception of his short hair and clean-shaven face.

Leaving his home when he was 18, Aric's reason for seeking a life of adventure was both to seek glory and to escape his greatest shame. Aric grew up as part of a mercenary group. On his first time joining a contract, he watched, frozen in fear, as his company was cut down before turning and running into the wilderness.

Seeking some way to redeem himself, Aric overcame his fears, though the first time he entered battle and fought, his shame returned and sparked a burning rage in his heart. The secret shame burning within him drives Aric with a desire to succeed in everything he does.

1d10 ⇒ 5 silver

Let me know if I'm missing anything.


Helamans submission here... just some last minute tweaking

Silver 1d10 ⇒ 2

Born of villager stock Petyr was exceptionally bright and soaked up such education that could be had from the local priest, learning to read at an early age. His parents wisely decided that the family didn't need an intellectual and when a wizard came through the village managed to persuade Saren Half-Elven to take an apprentice. The next 6 years were good ones but his master was obsessed about rumours of an Elven cabal... rumours that led them to the remote location of the Nine Sisters to examine the giant Elvish statues there. Unfortunately his master met with some mysterious Elves "The Galanduil". Assuming that the boy apprentice spoke no Elvish they expounded to Saren Half-Elven on the eventual doom of mankind and the need for humanity to accept Elvish rule. His master was deeply changed by the meeting and a few months later handed Petyr off to an old adventuring companion turned Mercenary by the name of Bertain the Bastard. Saren returned to the Nine Sisters... never to be seen again.

Then a young man Petyr turned to a new trade, that of combat. He's done well, applying himself to the study of arms with the same discipline he applied to his study of magic. Petyr never turned away from his habits as a wizards apprentice and reads voraciously, earning the nickname "Books". He's now struck out on his own, sick of the constant stream of caravan guard jobs. Adventuring sounds like a promising alternative and one that may help him to find his way back to magical studies.

"Books" looks like a warrior, somewhat beaten, carrying some scars and with a nose that was once broken but didn't heal right but he speaks like a scholar, enjoying intellectual discourse and a good game of chess. People are often struck by his sober and serious manner, his elocution and his propensity to reading while other warriors are arm wrestling, pounding ale jacks on the tables and indulging in heavy drinking.


Here are my traits etc.

I altered one of the soldier traits and replaced the soldier flaw for one of the sage flaws.

Trait
I'm always polite and respectful

Ideal
(Altered slightly) My people are the only ones who matter. You can't count on anyone else besides the man beside you and you don't want the stigma of being the one who wasn't there for your unit.

Bond
Those who fight beside me are worth dying for.

Flaw
(Sage) I am easily distracted by the promise of information or a good book.

I am a worshipper of Belon the Wise. Patron god of travellers, god of knowledge and now coming into vogue as the deity of wizards as well. Given my background as wizards apprentice and caravan guard/mercenary I think it's the perfect choice.

Grand Lodge

Dreaming Warforged has a great personality quiz thing in his character profile... so I'm gonna shamelessly steal and adopt the idea!!


Kolfax is updated with character sheet. I decided he has been in the Tsar area for the last few years, and as the sole survivor of three different excursions into the wastes, he's decided not to push his luck. After all there are other potential great treasures to be found. I know how about Rappan Athuk...


Okay slight issue here, I've been away from Paizo for so long, and the interface has been changed, and I can't for the life of me figure out how to make a Penance alias. Any hints?


-Personality Profile-
Primary Motivator: Pursuit of knowledge
Secondary Motivator: Loyalty
Emotional Disposition: Sober
Moodiness: Stable
Outlook: Optimistic
Integrity: Trustworthy
Impulsiveness: Level headed
Boldness: Cautious
Agreeableness: Agreeable
Interactivity: Engaging and curious
Conformity: Somewhat conformist
Sense of Humour: Both crude and high brow but prefers intellectual humour.
Favorite Topics of Conversation: History, the arcane, philosophy or any other intellectual topic.
Quirks, Habits, and Oddities: Avoids engaging with Elves but seeks to eavesdrop on their conversations, a night owl whenever duties allow, talks to self, especially so when engaged in an intellectual activity. Has two 'modes', soldier and scholar.
Hobbies and Enjoyments: Chess, reading, discussion.
Favourite Quotes: "That would be less than prudent", "I think taking a few moments to think about the situation would be a good idea", "If we're going to do this, let's do it properly" "That's very interesting! Let's discuss that further..."


Helaman wrote:
Dreaming Warforged has a great personality quiz thing in his character profile... so I'm gonna shamelessly steal and adopt the idea!!

I took the idea from Ash's Guide to RPG Personality and Background.


Blue Symbiote wrote:
Okay slight issue here, I've been away from Paizo for so long, and the interface has been changed, and I can't for the life of me figure out how to make a Penance alias. Any hints?

You need to click on "My Account" in the top right corner (or click on the three lines that opens up the menu that has "My Account" if you're on mobile).

From there, click on "Account Settings." From there, you will be able to see your Messageboard Aliases and can create a new one.


Haha! Thank you sir!


Happy to help!


Question: Would you prefer that we list from the list of personality traits, ideals, etc. from the background we choose, or would it be okay to mix and match personality traits from different backgrounds?

Sovereign Court

Hi all, Aumukua is having issues accessing his Paizo account and is waiting for Paizo CS to help him out. He will be back shortly!


Thanks Red.

It's me in disguise not sure how long they will take but hopefully it is soon though.

Let me go through the threads and get back to you...

Grand Lodge

Are multIple submissions possible? I am very happy with my submission but if the group needs something else I am up for something else.


@Tazo You can change out one personality traits, ideals, etc. from the background you choose with another but please explain it in your backstory.

@Helaman Kind of you to ask. If you wouldn't mind making a healer type that would be good I bet *big WINK*.


Here is what we have so far...

Valghaz Ironhammer | Dwarf Cle

Herreck the Vile | Human Ftr

Penance | Tiefling Sor

Mistra Aldbrooke | Human War (Hexblade) | Still needs to pick a Criminal Specialty, Personality Trait

Tania Teg | 1/2 Elf Monk | Still needs to pick a Criminal Specialty

Aladair | High Elf Rog | Still working on it

Aric Forthin | 1/2 Orc Barb

Petyr "Books" Oerson | Human Ftr

Kolfax Darkraven | Wood Elf Ran

Malthus | Human Bard |Still need Background information

STILL TO COME
CrusaderWolf | Likely to play Human knight (Ftr or Pal presumedly)

Tazo | Likely to play Gnome Rogue

If I missed your entry please let me know, but I do believe I captured everyone.


1 person marked this as a favorite.

Oops - Thanks for catching that! Mistra was a burglar, and personality would be "Rather make a new friend than an enemy". She has enough troubles with the path she has chosen; she doesn't need to complicate it further with unneeded enemies.


The players that have already in are a Paladin and Bard, correct?


Generic Malefactor wrote:
The players that have already in are a Paladin and Bard, correct?

Bard Yes

Paladin Potentially he has to still do his sheet.


Ok. And if we do decide "Hey, I think I have a different character idea that will fit the potential party better," do you want us to roll new stats or keep the ones that we rolled for our first character?

Grand Lodge

Cleric coming up :)


Generic Malefactor wrote:
Ok. And if we do decide "Hey, I think I have a different character idea that will fit the potential party better," do you want us to roll new stats or keep the ones that we rolled for our first character?

New character New rolls

Also lets keep the character submissions to 2 max. This is the Lost Lands it's always good to keep a character on standby.

Grand Lodge

4d6 ⇒ (3, 1, 1, 2) = 7
6 not using
4d6 ⇒ (6, 4, 6, 1) = 17
16
4d6 ⇒ (3, 6, 4, 6) = 19
16
4d6 ⇒ (1, 2, 5, 1) = 9
8 not using
4d6 ⇒ (5, 1, 1, 2) = 9
8
4d6 ⇒ (4, 2, 3, 2) = 11
9
4d6 ⇒ (6, 4, 3, 6) = 19
16
4d6 ⇒ (2, 5, 6, 2) = 15
13

16, 16, 16, 13, 9, 8

Variant Human

16, 16, 16, 13(14), 9(10), 8


Sounds good. Thanks for the info!

Grand Lodge

I can't help it... I want to play Lord Melchitt as a cleric!

Meeeeeeeahhhhh

Gimme about an hour or two...


I have plenty of backup character ideas, but I think I'll just roll for backup's stats for now.

4d6 ⇒ (6, 4, 5, 5) = 20
4d6 ⇒ (3, 2, 4, 5) = 14
4d6 ⇒ (4, 6, 4, 5) = 19
4d6 ⇒ (6, 3, 6, 1) = 16
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (5, 5, 4, 1) = 15
4d6 ⇒ (3, 4, 5, 1) = 13
4d6 ⇒ (5, 3, 5, 3) = 16

16, 15, 15, 12, 14, 13
BRUH, what is with my stat rolls!? I'm making some wunderkind over here!


Eh? Well, for a backup character I think I would like to go with an Elven Gloom Stalker Ranger (Revised) using the double-bladed scimitar from Wayfinder's Guide to Eberron, if that's acceptable?

Dice Rolls:

Stat Roll 1: 4d6 ⇒ (2, 4, 6, 3) = 15
Stat Roll 2: 4d6 ⇒ (2, 6, 6, 4) = 18
Stat Roll 3: 4d6 ⇒ (5, 5, 5, 4) = 19
Stat Roll 4: 4d6 ⇒ (2, 6, 5, 4) = 17
Stat Roll 5: 4d6 ⇒ (3, 3, 6, 2) = 14
Stat Roll 6: 4d6 ⇒ (5, 4, 3, 2) = 14
Stat Roll 7: 4d6 ⇒ (1, 4, 3, 5) = 13
Stat Roll 8: 4d6 ⇒ (5, 2, 5, 4) = 16

EDIT: So that would be 16, 15, 15, 14, 13, 12, 12, 12

Grand Lodge

Okay... I have the character built but will post after I write up his background.

But he's a burly war cleric in the mode of Brian Blessed/Stephen Fry (in their respective black adder roles).


Oh, what the hey.

Dice rolls:

4d6 - 3 ⇒ (4, 6, 3, 5) - 3 = 15
4d6 - 1 ⇒ (2, 1, 5, 1) - 1 = 8
4d6 - 2 ⇒ (2, 6, 6, 5) - 2 = 17
4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14
4d6 - 2 ⇒ (3, 5, 6, 2) - 2 = 14
4d6 - 1 ⇒ (1, 6, 4, 4) - 1 = 14
4d6 - 1 ⇒ (4, 2, 1, 4) - 1 = 10
4d6 - 2 ⇒ (2, 5, 2, 5) - 2 = 12

Class is being rolled randomly, classes given a number alphabetically.

Class choice: 1d12 ⇒ 12

And it looks like my secondary character will be a wizard!

17, 15, 14, 14, 14, 12


1 person marked this as a favorite.

Picked my criminal specialty: highway robber.

Grand Lodge

Silver: 1d10 ⇒ 4

Character is in final tweaking but here comes Gilhaut DeFoere.


Here is Malthazar Coronidante, high elf wizard and discredited academic.

Fluff:
Perhaps it's the shoddy way the elf is dressed in contrast to his otherwise noble features. Constantly looking ruffled and wrinkled, Malthazar often has a distracted look in his eye, as though he's seeing something just on the horizon or just out of reach. Passers by might hear the elf mutter or curse under his breath. Something was missing. He knew it, something had happened, and Malthazar had to remember what it was.

Tossed from his studies for "endangering others" and "reckless behavior," Malthazar as he was now is a shell of the elf he used to be. But why? All he could remember was his tenure being ripped from his hands and his spellbook being confiscated as he was sent away from the academy in disgrace. Even the magics he once knew had slipped from his mind, leaving him in possession of only a few basic spells.

Rappan Athuk or...something in the area...somewhere out there was the answer for the great gap in Malthazar'z memory. Somewhere out in the wilds, the lonely places, knowledge could be found that could restore him.

*Malthazar's secret is that he used to be a very powerful wizard. He got greedy (not in a world domination way) but his experiments with harnessing power increased, and eventually he summoned a devil, hoping to gain more power. The result destroyed half the building he was in and severely injured Malthazar. His magical abilities were drained, leaving him with a novice understanding of magic and a gap in his memory for how he got this way.

1d10 ⇒ 10 silver


Some Notes:
Replaced warhammer with Longsword (weapon of god).
Added Acoylte flaw instead of soldier flaw
While my god is nominally a Life domain, you can't really be a god of nobles without a degree of might makes right, additionally life clerics don't get access to Longswords (martial weapon) which is the chosen weapon so I don't think I'm stretching too much to make Him have a minor as war domain.

-Background-
Born the nephew of the Mayor-Palantine of Aixe (also Baron of Tharhold and Kavredal), and a second child, he was moved into the clergy, the conservative faith of Archeillus, God of Nobility. He was uninspiring as a student (regarded as a bit of a dull wit who had to have Literacy beaten into him) but made up for it with enthusiasm for physical pursuits and training and once the concepts of faith were driven home, a tenacious belief in the nobility and his God. Unfortunately the church of Archeillus is at a critical juncture - they are in danger of being politically marginised with both rulers and commoners alike as their influence wanes due to increased popularity of other faiths. This situation could not possibly be improved by a young enthusiastic priest with no understanding of the meaning of nuance. The Church prevailed on the Mayor-Palantine and his family to appoint him to a military commission.

His time as an officer was marked by cheerful condescension of his troops and his "Shout, shout and shout again" style of leadership. Paradoxically he was popular with his men. His one combat engagement was when he led his outnumbered soldiers in a charge against a large group of bandits with the battle cry of "Last one at 'Em is a weedy Susan". The battle was unexpectedly won but the fight cost him half of his unit. As a result he was promoted and then shuffled around training positions until his five years of service were completed.

His Church didn't particularly want him back, and his uncle regarded him as a gormless idiot. There was a brief meeting of minds and it was decided that Gilhaut would be told he would act as a travelling priest and told to be an adventurer to better understand them and their views while preaching to them the importance of loyalty to the Ancien Regime.

Primary Motivator: Heroism - To find valor and honor through battle or self-sacrifice
Secondary Motivator: Proselytization - To spread a belief system; indoctrinate others
Emotional Disposition: Extrovert
Moodiness: Stable
Outlook: Optimistic (Idealistic, confident, trusting, hopeful, upbeat)
Integrity: Trustworthy
Impulsiveness: Hyperactive
Boldness: Dauntless, audacious, overconfident
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Orthodox, down-to-earth, mainstream, traditional
Sense of Humour: Crude
Favorite Topics of Conversation: Soldiering, the right of nobility to rule, religion
Quirks, Habits, and Oddities: Laughs Loudly, misquotes religious texts and proverbs
Hobbies and Enjoyments: Drinking, Gambling, Wrestling
Piety: Devout
Favourite Quotes: "Tally-ho, yippety-dip and zing zang spillip! Looking forward to bullying off for the final chukka?", "Oh, dash and blast all this hanging about! I'm as bored as a castratoes wedding tackle. When are we going to see some action?", "If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through."

-Religion-
Archeillus once stood below only Thyr himself in the pantheon of the ancient Kingdoms of Foere. Though the first overking, Macobert, claimed familial descent from the sea god Quell, it was by virtue of the laws and customs of Archeillus that he claimed rightful rule over all the kingdoms and their client states. Despite these once heady heights of influence across the whole of Akados, with the decline of Foere, so too has the worship of Archeillus seen its decline. This has arguably been furthered by the slow increase of support for the foreign deity Mitra as the divine patron of the Foerdewaith sovereignty, a trend whose beginnings can be traced back to the time of the great, great, grandson of Macobert, Osbert II, some seven centuries ago.

Still an important god of the Foerdewaith, his religion is now often seen as old-fashioned or outdated, though he remains revered among many of the old noble families, especially in the more backwater areas. This devotion often even includes noble families that are not of Foerdewaith descent or rulers of lands outside Foere’s sphere of influence. This is in large part because veneration of Archeillus is traditionally seen as a support of the current ruling class and serves to justify maintenance of the status quo of power among adherents. As a result of this common understanding, despite the fact that Archeillus is inherently a god of law and good, his religion is used by many a less-benign tyrant as means to consolidate and hold power with a veneer of legitimacy. The established church of Archeillus officially finds this practice repellant but also finds it prudent to not try and identify those who should or should not rule because of the inherent risk of opposing a true believer who has merely been mischaracterized by his subjects or, even worse, finding themselves forced to choose sides and ending up on the losing end of a political power struggle.

With its loss in influence over the last few centuries and the inevitable reduction in the number of followers, the clergy of Archeillus has learned to step carefully and walk a fine line between clearly upholding the morality and rule of just law represented by Archeillus and stepping cautiously to avoid upsetting the apple cart of local politics that could result in them being completely removed from the halls of power and spheres of influence altogether. Many priests of Archeillus take comfort in the oft-quoted axiom, “he that rules does so but by the will of Archeillus,” allowing responsibility for the issue of rightful rulership to fall squarely upon the shoulders of the god himself. They trust that Archeillus’s wisdom will sort out the details rather than muddying the waters by the machinations and inevitable disasters wrought by imperfect mortals, which is perhaps what the god has intended all along.


Looking good everyone loving the backstories. 4 more days till I close the applications so you got over the weekend for anyone who might be lurking.

Grand Lodge

In the likely event of character death :) do we bring in our 2nd (unpicked) character?

Also any chance of at least providing at least a high level view of the house rules?


Helaman wrote:

In the likely event of character death :) do we bring in our 2nd (unpicked) character?

Also any chance of at least providing at least a high level view of the house rules?

Yes in the event that you die your unpicked character would be brought in.

House Rules are almost done I will try to post them today when I free up time at work.


Sight unseen so this may be premature, but if the house rules would impact our character I assume we can revise the concept where needed?


Hi GM/DM Aumakua,

This is Tazo's submission at last, a Forest Gnome Rogue with the Cloistered Scholar background. Per my earlier request, the one tweak I did with my background is my bond, which, instead of taking something scholarly, is "I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about." The story behind that is in my backstory in my profile!

Rolling for spare change!
SP: 1d10 ⇒ 10

A few notes: I'm not super familiar with the setting, so if Gnomes need to be happier characters than Muziel actually is, I could just as easily take another race. Half-elf, for example, would fit the background okay too. Also, if there's a major nearest city in the area that has an actual name, I would be glad to integrate that into the background.


Here are the House Rules for the campaign. One thing to note is I have not included my modified Inspiration rules because I am still fleshing these out.

Disclaimer

The purpose of these House Rules are not to hamstring PCs or the party - nor do I feel they do this in any way – but to provide more grit to the campaign.

I am willing to clarify any of my House Rules you may not understand but as it stands now these rules will be what we will run the campaign with. If we run into an issue with any of the House Rules then I will look it over and see how it can be modified.

Enjoy the read.

DM Aumakuma's House Rules:

1. Gaining a level

When a character levels up they are granted any additional features as detailed in their class description (i.e., spells, new abilities) but they must have a long rest before being able to use newly gained spells (and spell slots) or daily use abilities.

A character rolls their Hit Die and adds their Constitution modifier to determine new hit points. In certain cases a character may choose to reroll (see Longevity below). The result of the reroll must be used regardless of what the previous result was. Any new hit points gained are added to the character’s maximum hit points but are not added to the character’s current hit point total.

Longevity. This is only used for rerolling hit points when a new level is gained. A character’s Longevity is equal to their permanent Constitution modifier (Longevity is not affected by temporary Constitution modifiers). A character is allowed one reroll per level provided they have Longevity left.

For example: Fred is a 1st lvl Fighter who has 14 Con giving him 2 Longevity points to begin with. At 2nd level Fred rolls a 3 for his new hit points and chooses to use a Longevity point. This now leaves him with 1 Longevity point. Fred now rolls a 2. Since Fred has already used his Longevity point this level he cannot reroll again even though he still has 1 Longevity point remaining. He must use this 2 for his new hit points.
At 3rd lvl Fred regains the ability to reroll his hit points. If he did so he would have no more Longevity points left and would only get new Longevity points if he somehow permanently raised his Constitution to 16 or higher.

2. Long rest

The amount of hit points a character regains following a long rest has been modified to:

At the end of a long rest, a character regains lost hit points numbering half their total Hit Dice (min 1 Hit Die and rounded down). For each Hit Die, the player rolls the die and adds the character’s Constitution modifier to it.

For example: A sixth level character would roll 3 Hit Dice and add their Constitution modifier for each Hit Die rolled following a long rest.

3. Dropping to ‘0’ Hit Points

When a character is reduced to 0 hit points, they gain one level of exhaustion. If you recover and are dropped to zero again, you gain another level of exhaustion. If you roll a 1 on your death saves, you gain another level of exhaustion.

4. Firing into melee

You can hit your friends and unintended targets (with rays or ammunition). When firing into melee through another target (friend or foe), cover bonus is added to the normal fumble threat range of 1. If you roll within that range, you make another attack roll against the target that granted cover.

For example: Barry the Barbarian sees a goblin and moves to engage it in melee. Webster the Wizard is standing directly behind Barry and fires a ranged magic attack at the goblin. Webster must add the half cover bonus of +2 to his normal fumble range of 1. This becomes a fumble chance of 1-3. If Webster rolls a natural 1, 2 or 3 on a d20 he could potentially strike Barry instead of the goblin. Webster must now make an attack roll against Barry's AC.

5. Magic item identification

Identifying a magic item requires an Arcana check depending on the rarity of the item. If you are not proficient in the Arcana skill, you may still attempt the check but suffer disadvantage on this roll.

When using the Identify spell it will grant a +5 bonus as well as advantage on the Arcana roll rather than automatically providing the results.

An Investigation check may also be used in lieu of an Arcana check, but you suffer disadvantage on this Investigation check.

On any failed roll, the character must wait at least 24 hours before attempting a new Arcana or Investigation check to identify the item. A failure with Identify causes the spell component to be lost (i.e., 100 gp pearl).

Common > Arcana DC 10
Uncommon > Arcana DC 15
Rare > Arcana DC 20
Very Rare > Arcana DC 25
Legendary > Arcana DC 30+

6. Spell recovery

All spell casters may choose to spend Hit Die (i.e., Recovery Dice gained during long rests) to recover spells at a cost of 1 Hit Die per spell level. (Example: 1st lvl spell = 1 HD; 2nd lvl spell = 2 HD,etc.)

The spell caster must make a successful DC check (10 + highest spell level recovered) and rest for at least one hour. If check fails the caster can rest another hour and make a reroll. Failure after this causes the caster to lose any Hit Die spent in this manner. Following the failure, no spells may be recovered this way until after the character’s next long rest.

For wizards this is in addition to their Arcane Recovery feature.

7. Creature knowledge

Skills can be used to identify as indicated:

Arcana | DC 15 + CR | aberrations, celestials, constructs, dragons, elementals, fey, fiends, monstrosities, oozes and undead

History | DC 10 + CR | humanoid creatures

Nature | DC 10 + CR | beasts, giants and, plants

Religion | DC 15 + CR | celestials, fiends and undead

Skill checks may be made even if you are not proficient however you will have disadvantage on these checks.

A successful check allows you to remember a bit of useful information about that creature. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Information will be determined by DM.


Muziel Moreau wrote:

Hi GM/DM Aumakua,

A few notes: I'm not super familiar with the setting, so if Gnomes need to be happier characters than Muziel actually is, I could just as easily take another race. Half-elf, for example, would fit the background okay too. Also, if there's a major nearest city in the area that has an actual name, I would be glad to integrate that into the background.

Gnome is fine. The Lost Lands setting seems a tad more grim than other settings so I don't think there is a need for you to be the happier than happy gnome.


I like those rules... Very interesting! The spell recovery mechanic is really cool, even if I won't get a chance to play with it as a Warlock. (and assuming Mistra is selected).


Thanks Or considering, but I’m going to withdraw Kolfax. Sorry but not a fan of the house rules. I play 5e for its simplicity, and though these rules are sound, they’re just not my cup of tea. Good luck and have fun!

Grand Lodge

I like the house rules and may steal a few of them for a campaign still in draft form.


I'm also not keen of house rules in 5e (your rules are fine and make sense, to be clear), especially when playing in different games simultaneously. Given that I'm a fair number of games already, I prefer to bow out. Happy gaming!


...I'm good. Let's roll. :)


@Scranford and Dreaming Warforged
No worries happy gaming to both of you.

Hopefully the House Rules work with the rest of you. On Monday I will go through the submissions and have decision for all of you within a day or two.


Bring it! The fact that you use these in your live game makes me think they'll be awesome.


Stlll need to update the equipment but this should be the bulk of the character. Looking forward to playing with you all.

Character sheet:

Proficiency:+2

[Defense]
HP: 11
AC: 18
Resistance Fire

[Saves]
Wis: 2
Cha: 5

[Skills]
Animal handling +2
Insight +2
Intimidation +5
Survial +2

[Abilities]
Divine Sense
Lay on Hands
Darkvision
Thaumaturgy

[Armor, Weapon & Tool Proficiencies]
Artisitan's tools (pick one)
Weapons: All simple & martial
Armor: All armor and shields

[Equipment]
Long Sword
Quaterstaff
Shovle
Iron pot
Atristan's tools
Shovel
Explore's pack
holy symbol
shield
Chain mail
still to be updated...

Personality / ideals / bond / flaw:

I judge people by their actions, not their words
----
Freedom: Tyrants must not be allowed to oppress the people
----
A proud noble once gave me a horrible beating and I will take my revenge on any bully I encounter
----
Secretly: I believe that things would be better if I were a tyrant lording over the land
----
Defining Event: I stood up to a tyrant's agents

Background: folk hero:

Marked as an outcast at birth by virtue of his Tiefling heritage Nesserin is well antiquated with hardship and the loathing of strangers. Having grown up in a small village hardly worthy of a name bordering the Outlands, the value of hard honest work brought forth an amicable relationship with the village-folk earning small kindnesses found only in such remote places. For a time things were peaceful...

One day a young nobleman seeking to grow his prestige arrived with a small retinue. He conscripted few of the village's hardest men; hunters and retired warriors (Nesserin's adopted father) among them and demanded that they hunt down a Witch of the Wilds. Nesserin beaten black and bloody at the whim of this nobleman's contempt was not among them.

Despite impassioned protest these men were duty-bound to serve. The village conscripts traveled deep into the forest beyond reason and sense on the hunt for this Witch. The Darkheart of the forest spat out only a few survivors, batter and worn by the experience they told tales of the Witch but were ultimately empty-handed. The Nobleman had these men executed for their failure and demanded yet another group go and hunt the Witch.

Nesserin having just witnessed his father's execution volunteered in hopes of seeing no more innocence die needlessly. The noble having taken offense to Nesserin's presence gleefully took the opportunity to doom the young Tiefling either during his adventure or on return.

Of course Nesserin returned empty-handed but also possessed of dark-purpose. He slew the nobleman's retinue and and gravely disfigured the man himself. His blade hesitating for the briefest moment with the knowledge that ending the other man's life would mean the end for all of the village folk. Having exacted his vengeance and liberated the village there was no way he could stay any longer and so the open-road was now his new home...

People would speak of this day only among their small community and even then only in hushed tones. They would say Nesserin's blade glowed; midnight-black with the sheen of moonlight. That he met with the Witch and since he arrived alone with no intention of harm she granted him a spirit of vengeance and the Blackblade to smite his enemies. Others would say the Darkheart of the forest welcomed him and that he met with his demon half that was expelled at birth, the man that walked among them was Nesserin no longer.


Ok closing submissions now. Will let you know likely by tomorrow who I have selected.

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