For this game, we will be using race and class features from the D&D 5e Player's Handbook and one other official D&D 5e book that we choose as a group. We'll discuss and choose that book in another thread Tasha's Cauldron of Everything.
Then, once we know the additional book we will use, each player will use this thread to create a L1 PC:
1) Roll ability scores (4d6dl six times, put them in the order you like)
2) Choose race (apply bonuses)
3) Choose class (add features, selections)
4) Choose background (note skills), and
5) Choose a trinket.
6) Establish a connection between your PC and one or more of the others.
For equipment, each player can choose to take the money and starting equipment from their class and background OR roll for starting money and buy everything at standard prices listed in the Player's Handbook.
This thread will be locked until we decide on the second book reference.
Edit to add a table of characters:
GeneCortess
Princess (human Bard) LEFT THE GAME, LEFT THE SITE
Gunter and Bramlin fought side-by-side in the past, and Gunter is friends with Adran. Moonie fought alongside Bram helping to lead an uprising, and has drank and swapped stories with Princess. Adran and Elowin are siblings, and Elowin and Princess befriended each other swapping stories in the night. Elysia attended some of Elowin's twilight ceremonies for Lunea. Morik enjoyed Eozindra's performances at a tavern and spent time getting to know her and swapping stories about his and Bramlin's exploits. Ishi is respectful of his elders, particularly his "aunty" Elowin, and has used Morik as his totem inspiration. Faith was friends with Eozindra growing up on the estate and so also knew Elysia/Eir. Woody fled to Mara, where he encountered Morik a number of times, and then Grayhaven, where he got to know Eozindra and Eir when they were working at venues where he was pit fighting. Juniper left her grandmother to make her own way in the world as a healer/herbalist, and her first trip was to Grayhaven.
The following options from Tasha's Cauldron of Everything are available. Most of them are not relevant to making L1 PCs, as they are subclasses that characters can access as they gain levels. But it's good to know they're there as options.
Stats: 17, 15, 14, 12, 11, 8 Going female human bard. (Princess) GM. Is the below fine for a background?
She has 100 gp starting gold.
[ +- ] Caravan Specialist
Background: Caravan Specialist
Source: Mulmaster Bonds and Backgrounds
You are used to life on the road. You pride yourself at having traveled every major tradeway in the Moonsea region, including the best back roads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Land Vehicles
Languages: One of your choice
Equipment: A whip, a tent, a regional map, a set of traveler's clothes, and a pouch containing 10gp
Feature: Wagonmaster
You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers who are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.
Caravan Specialist Personality Traits
d8 Personality Trait
1 Any group is only as strong as its weakest link. Everyone has to pull their own weight.
2 There's always someone out there trying to take what I've got. Always be vigilant.
3 Anything can be learned if you have the right teacher. Most folks just need a chance.
4 Early to bed and early to rise; this much at least is under my control.
5 You can listen to me or don't and wish you had. Everyone ends up on one side of that fence.
6 Eventually my hard work will be rewarded. Maybe that time has finally come.
7 A strong ox or horse is more reliable than most people I've met.
8 I never had time for books, but wish I had. I admire folks who have taken the time to learn.
Caravan Specialist Ideals
d6 Ideal
1 Service. Using my talents to help others is the best way of helping myself. (Good)
2 Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil)
3 Wanderer. I go where the road takes me. Sometimes that's a good thing… (Chaotic)
4 Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful)
5 Focused. I simply have a job to do, and I'm going to do it. (Neutral)
6 Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any)
Caravan Specialist Bonds
d6 Bond
1 My brother has a farm in Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people.
2 A caravan I led was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.
3 The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine.
4 The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful.
5 There's always a road I haven't traveled before. I'm always looking for new places to explore.
6 Wealth and power mean little without the freedom to go where and when you want.
Caravan Specialist Flaws
d6 Flaw
1 I have trouble trusting people I've just met.
2 I enjoy the open road. Underground and tight spaces make me very nervous.
3 I expect others to heed my orders and have little respect or sympathy if they don't.
4 I am very prideful and have trouble admitting when I'm wrong.
5 Once I decide on a course of action, I do not waiver.
6 I like to explore, and my curiosity will sometimes get me into trouble.
Alright. Put some thought into it and I'm going to hold off on deciding for now. While we have a good number of players (6), I feel the monoclass builds with no feats puts us more in the realm of older versions of D&D where party composition really mattered.
To that end, I'm going to let the other players pick first, and build my character to fill in any gaps. (And if all the traditional roles are filled, I have a few ideas as an "extra," too.)
So Gunter Gotrekson is a former dwarf soldier who discovered his faith on the battlefield. Unlike so many of his fellows who worship Dreor the Red, he felt the calling of Ellendaed, Goddess of Valor. Who wants to have earned his hard won friendship?
So Gunter Gotrekson is a former dwarf soldier who discovered his faith on the battlefield. Unlike so many of his fellows who worship Dreor the Red, he felt the calling of Ellendaed, Goddess of Valor. Who wants to have earned his hard won friendship?
Bram Braveless, our human fighter, would have come to respect Gunter from fighting alongside him against a foe common to man and stout. Let’s roll with it.
Thanks for the catch on my rolls, friends. I’ll get that fixed up. :)
Yes, that's fine, but I would advise against choosing the "loner"-type personality traits or ideals, because you still have to create ties with the other PCs.
I've reached out to our last player to see if they're going to join us or if I'm going to invite one of the other people who expressed interest to take their spot.
As of right now, we have:
- Gunter Gotrekson (JoshuaMabry), a dwarven cleric who fought alongside Bram in battle and who has befriended MaJunior's PC. He still needs a trinket and a character portrait but is otherwise complete. I assume you went with the default gold & equipment rather than rolling and buying?
- Bram Braveless (WhiteDwarf), a human fighter who knows Gunter as a boon companion, reliable in a fight. He has rerolled two of his attributes, rolled starting gold, trinket, AND randomized his background! It could be all that remains is a character sheet submission, although another connection to a PC would be nice.
- Princess (GeneCortess), a human bard who is a veteran of many caravans traveling through the remnants of the old Empire. She needs to purchase her equipment with the 100 GP (not 110), select spells, get a trinket, document which personality traits, ideal, bond, and flaw have been chosen, and establish a pre-existing connection with at least one other PC.
- MaJunior has rolled stats, and determined that the resulting PC is friends with Gunter. Still needs race, class, background, equipment, trinket, character sheet, character portrait, traits, ideal, bond, and a flaw.
- grifter730 has rolled stats. Still needs race, class, background, equipment, trinket, character sheet, character portrait, traits, ideal, bond, flaw, and a pre-existing connection with at least one other character.
- 6th player has not posted yet.
Let me/us know if you have any questions, or if you have ideas on how characters would know and relate to one aother.
"Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background."
That's from the section on Backgrounds.
The "optional rule from chapter 5" is the starting wealth by class rule.
Hey. You're looking right there @MaJunior. I need to erase off her background stuff. Cool as I haven't actually picked her gear. I think that is all that I need to do to finish up Princess too.
Perhaps on her travels, Princess may have met up others. She can be found frequently in bar, inns, & taverns. Whisky is her friend. She sings, plays the lute, flute and shawm. Some know she muddle herself in some magic too.
[ +- ] Princess
Appearance: Princess is usual found in leather armor over some common clothing. She sports a longsword & dagger combo at her side with a flask and pouch. Around her neck on a cord is shawm. She frequently has a backpack with bedroll, tent and her lute in a leather case. She is ready to travel.
Description Princes looks to be in her early twenties. She is five feet, six inches tall and medium build. From being outdoors a lot, she is slight tanned. Her long wavy black hair goes well with her transparent blue eyes. She sports a rose tattoo on her left arm. She is fairly attractive.
Working on my character now! Morik is a hill dwarf druid, but everyone calls him Moonie on account of his habit for mooning folks while growing up, a fact that he tries to hide.
Morik is a very jolly druid with a zest for life. He hates tyrants and once helped lead an uprising for a small town against a greedy mayor, but his claim to fame (as a folk hero) was saving folks during a natural disaster, leading them through the forest and safely into a hidden cavern to wait out the storm.
Would love to have known all of you, but Bram would be great, as they could've fought together during the uprising in a small town, and Princess would also be great, along with helping out, she could've been the one responsible for spreading the news about their deeds. Are either you open to this?
Anyone else want to be friends? C'mon, who doesn't wanna be friends with a jolly dwarf?
Telling tales is something Princess is good at. She can draw a crowd when she wants to. Hooked up Morik while she was in town. Being her Dwarven isn't too bad made for easier getting together. She isn't too keen on mother nature unless she is traveling through it. Religion isn't highlight for her. You know she can cuss in Dwarven as easily as Orcish. Morik knows she is a wild thing and not keen on settling down.
He also knows she isn't lady like a princess and how she got to be called that is a mystery. You never see her in a dress. She is very much more like one of the guys. Although she is human, Morik knows she can weave magic to make light to see by as she likes the night most of all. And she isn't frail by any means and wields a longsword just fine. She can throw a dagger with the best of anyone too.
Telling tales is something Princess is good at. She can draw a crowd when she wants to. Hooked up Morik while she was in town. Being her Dwarven isn't too bad made for easier getting together. She isn't too keen on mother nature unless she is traveling through it. Religion isn't highlight for her. You know she can cuss in Dwarven as easily as Orcish. Morik knows she is a wild thing and not keen on settling down.
He also knows she isn't lady like a princess and how she got to be called that is a mystery. You never see her in a dress. She is very much more like one of the guys. Although she is human, Morik knows she can weave magic to make light to see by as she likes the night most of all. And she isn't frail by any means and wields a longsword just fine. She can throw a dagger with the best of anyone too.
Awesome, yeah that totally works for me, sounds like a cool character!
He knows well Princess isn't likely to kills some and more likely to leave them hospitalized.
Personal characteristics Traits: Personality: Any group is only as strong as its weakest link. Everyone has to pull their own weight. There's always someone out there trying to take what I've got. Always be vigilant. Ideals: I go where the road takes me. Sometimes that's a good thing. Bonds: A caravan I led was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter. Flaws: I like to explore, and my curiosity will sometimes get me into trouble.
Cantrips: Light (VM a firefly or phosphorescent moss), Vicious Mockery (V) Spells Known: 1st: Comprehend Languages (VSM a pinch of soot and salt, Ritual), Detect Magic (VS, Ritual), Faerie Fire (V Concentration), Healing Word (V, Bonus Action)
@MaJunior have you made up your mind about class and race yet? Wanna make a pair of siblings? You pick the race :)
I got some rather good stats for almost every class - I have had my eye on a twilight cleric for some time. An Aberrant Mind Sorcerer is another possibility
@runekyndig I was letting everyone else pick what they wanted, and planning to fill in any holes in the party.
@MaJunior ok. I'll be the twilight cleric. The mentor died from old age and my character tried twice to hold a cermon, but nobody showed up. So my character wants to be somewhere else now.
Now I picked the class. Your turn :p
@JoshuaMabry I was thinking Bram and Gunter fought together against an enemy common to humans and dwarves. Any thoughts, maybe towards a foe Gunter might have had?
Cheers, my friend.
Goblinoids is always a good choice for a bad guy. Either that or the dragon that slayed my father, drove us from our mountain fortress and stole our treasure hoard! ;-)
@GeneCortess Info for Princess
Folk Hero
- Defining Event: I saved people during a natural disaster.
- Trait: I get bored easily. When am I going to get on with my destiny?
- Ideal: Respect. People deserve to be treated with dignity and respect. (Good)
- Flaw: The tyrant who rules my land will stop at nothing to see me killed.
- Bond: I protect those who cannot protect themselves.
@spaceseeker19 I think I'm completely finished with my character sheet. Please let me know if I'm missing anything else.
@ everyone else, I'm still open to being friends with any/everyone. Never really played a super jolly friendly character before, but I'd be happy to be friends with anyone who needs a connection.
Alrighty... I believe I'm done. The only thing I need to do is hammer out some backstory and add the character history to the sheet. Certainly let me know if I am missing anything though!
(I did alter the background slightly, taking Nature in place of Athletics. It isn't an optional rule or anything, and Nature fit my concept much better.)
@runekyndig, @JoshuaMabry
Adran Galanodel is a male High Elf Artificer with the Wanderer background.
You're all doing great work! I have a few notes on the four character sheets I've seen, which I'll try to post later tonight. We're on the cusp of being able to start...tomorrow, perhaps?
I have really being enjoying seeing my character come together. Stat-wise the highelf does not lend itself to the cleric, but that has its charm. The many restrictions to feats ect moves the characters away from the superhero level or the current 5e norm and that was what appeals to me the most about this game pitch as well.
I have most of my character in my head right now and will start putting on a sheet
@spaceseeker19 do you have more information about Lunae, God of Stars and the Elves? I feel that that is hers her goodness
Also how are we doing with resource management? Do we count each arrow shot? Do we assume that we recover half afterwards?And meet Adran Galanode's sister (@MaJunior). Stille haven't decided on her first name.
[ +- ] avatar
Twilight cleric, but nobody attends her sermons for Lunea
Leatherworker, but she is bored with shoemaking
Herbalist, but the old woman down the street is much better at it, and she just can't compete.
She dated a gnome at some point, but it ended badly
[ +- ] personality traits
Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. Personality Traits: I have a lesson for every situation, drawn from observing nature. Ideals: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) Bonds: My family, clan, or tribe is the most important thing in my life, even when they are far from me. Flaws: Violence is my answer to almost any challenge.
Her life sucks, other than her brother, she has no real reason to stay in this town. When the announcement came, she did her best to convince her brother to leave this town and see the world
OOC:
I have submittet the sheet, and will think of a name. Perhaps tweak a cantrip or two
Gunter and Bramlin fought side-by-side in the past, and Gunter is friends with MaJunior's character. Moonie fought alongside Bram helping to lead an uprising, and has drank and swapped stories with Princess.
I made a quick and dirty diagram of the relationsships
It seems like my character and Princess could do with a relation. Any suggestions @GeneCortess ?
As anything, Princess is easy to hook up as going to a bar/tavern. Perhaps runekyndig's elf Cleric got caught up in her tales of adventure and/or the music of her playing.
As anything, Princess is easy to hook up as going to a bar/tavern. Perhaps runekyndig's elf Cleric got caught up in her tales of adventure and/or the music of her playing.
Elowin, I got her name now, is definitely not a bar/tavern goer. She is easy to provoke into violence. It's more likely that Princess and Elowin meet on the street one evening after one of Princess's shows. Princess complained about the unfairness of elven night vision, and Elowin lent Princess the ability to see in the dark. Finding it much easier to walk home, they chatted along the way. From that day onwards, Elowin made sure to be by the inn at closing time to walk Princess home.
[ +- ] Eyes of Night
1st-level Twilight Domain feature
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
While Elowin is not patrolling the night looking for trouble like batman. She does have rather a strong view on men who pray on women at night.
Connection between Princess and Elowin: The two seems to spend some time together. Princess seems to have minor in interest in Elowin's religion and Elowin shows minor interest in Princess's playing. Both tend to out at night often. A kind of deep-rooted connection.
@spaceseeker19 do you have more information about Lunae, God of Stars and the Elves? I feel that that is hers her goodness
Also how are we doing with resource management? Do we count each arrow shot? Do we assume that we recover half afterwards?
I think that Elowin's observation of worship of Lunae is going to be particular to her and her outlander traditions, so you're free to create details here that suit you.
With regards to resource management, yes, we'll be tracking ammunition, but we'll say that half are always recovered (absent extenuating circumstances like magma terrain, fire elementals, acid creatures, airborne combat, and the like, which I will point out in the relevant encounter). When halving odd numbers, I always round down, so you'll (nearly always) retrieve the one missile you launched. That halving also applies to resistances, saves for half damage....anytime we have to take half of an uneven number.
Thanks for your patience friends, and thank you DM for the kind tips and questions to prompt me. I’ll be finishing up/fleshing out Bram over next 24 hours. Sry to have gotten behind the curve a bit.
Wow - this is a really good arrangement of your character sheet!
Thank you. I enjoy tweaking the charactersheet and automating as much as possible
spaceseeker19 says:
- I strongly recommend that you edit the character label in your characters list, so she will show up as "Elowin Galanodel" in the game listing; right now it's still "5e Elf Twilight Cleric"
Once the character is acceptet, it will be the name that are visible in the red bottom menu. But I'll add it
spaceseeker19 says:
- you should note your ammunition somewhere on the sheet
Added
spaceseeker19 says:
- It would be nice to note Elowin's passive perception - 15 - somewhere, though I realize we can calculate it easily enough.
Never really needed it, but sure. I have added under the skill
spaceseeker19 says:
- I also encourage go to make your PC public, though you don't have to; it just makes it so the other players can see it, too, which is often useful in the long term.
Thx, I forgot that
spaceseeker19 says:
- As you complete your background, consider answering some of these questions. Whatever additional background details you provide will enable me to add more flavor and connections to Elowin in the game threads. Consider: What were the circumstances of Elowin being an Outlander? Was she raised in an outlander culture, or was it just her family? Were Elowin and Adran raised together? Did they part ways at some point, and then later reunite? What has been Elowin's experience of Lunea: was she raised in the faith, or was it something that she rebelled a bit to do? What's Elowin's favorite of the stories that Princess had told her? Is she holding onto the mechanical canary because she looks back fondly on her relationship with the gnome, or as a reminder to not repeat past mistakes? What is the Lunea relic contained in Elowin's reliquary? What is the best thing about Lunea that you wish other people would understand? What early experience taught Elowin that violence was the best solution in many situations? Is Elowin passionate about adventure and being an adventurer, is it just another living, or is it just a way to get out of Mara?
That is a lot of good questions, that I havent desided oppon yet. But I will soon
- I also encourage go to make your PC public, though you don't have to; it just makes it so the other players can see it, too, which is often useful in the long term.
GM: I was having Princess as listed as having a BF. Would that be assumed to be in last town and not on the caravan or should a NPC be developed here. Or best to remove the BF?
@MaJunior I made the first draft to Elowins backstory and included Adran to a point. Does it conflict what you had in mind?
[ +- ] Elowin current backstory
Adran and Elowin was raised in a elven camp by an old Elven temple to Lunea. An hours walk through the forest at they were in Mara
One by one the camp dwindled and its was only their uncle, Adran and Elowin that lived there.
They tried to persevere the temple as it was home to a reliquary of Lunea, the moon goddess, and its defender a mechanical golem. While Adran studied the golem, Elowin studied the dances and practices of Lunea. When their uncle died of old age, they buried him under the full moon as he wanted.
Adran determined that the golem no longer functioned (did he break it?) and with the reliquary around her neck, they had little reason to stay by the temple.
The reliquary is a moon-stone, an actual part of the moon, that is covered in the same amount of shadow as the moon is, at any giving time.
They moved their camp to Mara. At first the city life was amazing to Elowin, but soon she was disappointed by the mediocrity at a grand scale.
She tried setting up shop as a priest, a leather worker and even a herbalist. But nobody were interested in her sermons, and most men were only interested in dancing under the moonlight. There were men who thought that their superior strength allowed them to treat women as they wanted. She left several men bleeding and soon no one came to her rituals. As a leather worker she made shoes, and nothing else and it bored her immensely. Herbalism is apparently a cut-throat-business and the old woman down the street was badmouthing her and discurreged customers from trying Elowins products.
TomTom the gnome was a pleasant enough faller and they had fun for a while, but when he started to talk about settling down, she saw a future of more mediocrity. She still have the mechanical canary, and it reminds her that there are wonders in small things.
The most interesting person she knows in Mara, is Princess the bard. She tells stories about the world outside the forest, and its spark her desire to see more and fight the mediocrity
Lunea embodies moonlight, dancing, and lonely spirits. Dancing is Lunea’s true love, and she encourages her followers to dance often. For some, she is little more than a patron of that art, but Lunea is also a guide, both in spirit and in the physical world. For the living, she leads the lonely out of their difficult times, her lights guiding lost wanderers back to safety. For the dead, her haunting moonlit dances lead lost and lonely spirits onward to their eternal judgment. She encourages her followers to steer those who are lost—whether in the wilderness or in their hearts—to where they need to go. Priests of Lunea are the dancing light that guides the way, but will-o’-wisps are anathema to Lunea, and her followers destroy these creatures wherever they are found.
Edicts: Dance even when there is no music, cast light in places of darkness, lead the lost
Anathema: Intentionally mislead someone, desecrate graves, abandon a creature in darkness
(grabbing inspiration from Pathfinders Ashava https://2e.aonprd.com/Deities.aspx?ID=114)
Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. Personality Traits: I have a lesson for every situation, drawn from observing nature. Ideals: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) Bonds: My family, clan, or tribe is the most important thing in my life, even when they are far from me. Flaws: Violence is my answer to almost any challenge.
Her life sucks, other than her brother, she has no real reason to stay in this town. When the announcement came, she did her best to convince her brother to leave this town and see the world
GM: I was having Princess as listed as having a BF. Would that be assumed to be in last town and not on the caravan or should a NPC be developed here. Or best to remove the BF?
That's totally up to you, though the SO is not an adventurer. Do you want to have a complete history that Princess is leaving behind, or do you want to play out the relationship (and possibly risk rejection/heartbreak/loss) as you're adventuring? What reason would the date have for leaving everything in Mara to go to a new land? How does Princess feel about him tagging along? Or is he a merchant in the caravan himself?
@grifter730. Without that access page address like I did for princess there. I really can't access other player's stuff. I just don't know how otherwise to do it.
I only recently learned how to do that trick with "Princess" too.
You should now be able to see it by clicking on Morik's picture.
Another way to do it, if you're on a desktop browser, at the bottom of the page there are links for "Characters". Click on that, and you should be able to see it.
Oh thanx @grifter730. I didn't know about the picture. LOL. Thanks added that quick look address too.
GM: Below describes Princess's BF situation.
"Princess is a love them and leave them type of woman. Russel was the last victim of it in passing town. Like some she just vanished and left him high and dry. By morning light, she was gone. Also, on a caravan going out too."
No need of a NPC generation unless you're planning on playing with Russel, her last fling.
Yes, you can look up any public character on GP by clicking "Characters" in the top nav, selecting "All Characters" from the pull-down menu, then clicking the red "Character Library" tab (it's below the list of all your characters). That takes you to the GP character library, and you can use the search bar there to find any character that's ever been posted as public on GP, as long as you know its name or the userID of the player who made it.
That's a lot of clicking, though, and not particularly intuitive!
For ease of future reference, you can always refer back to the first post in this "Secrets of the Greenwold Character creation" thread; I'm updating the table with links to the public character sheets as they become available.
@spaceseeker19 What is the symbol of Ellendaed? I think Gunter will have it emblazoned on his shield.
The symbols of Ellendaed are as varied as the foundational stories of the valiant faithful. You can come up with your own, or use one of these:
Some peoples use the symbol of a golden fist raised on a red background which represents Brall, who fought the demon horde of Maggotha, slaying the cursed foes until the bodies were stacked in heaps, until his sword and shield broke, and he fought on with his bare fists. Brall's Fury is a constellation that many sailors use to navigate at sea.
Other cultures use the argent ellipse above the three golden stars, which represents Harlathacon, who tore the wing from the great Wyrm Ramfardraxagul and wrapped his shield in it to defend the three orphaned children, Dan, Hin, and Lathe, from the Flame Sorcerers of Dambar. Many cultures claim Dan, Hin, or Lathe as their progenitor. (On a side note: traditional Ellendaed and Greaf lore teaches that it was Ellendaed who guided the hero to occupy the greatest forces of Dambar, the old god of death, long enough that Her brother Greaf could cast Dambar down and take his throne.)
Many societies who claim to be descended from one of the three siblings nevertheless use the ebon rectangle standing vertical on a verdant plane, which represents Tiuroti, who was the son of Gideon and an elven queen. So noble, powerful, and wise was Tiuroti that all the other gods tried to convince him to become their champion.
"Join me and I will give you the stars in the sky!" offered Lunae. Tiuroti said nothing, and the god left.
Seven times Beran came to him, offering him immortality through bounteous progeny. "You will have all the lovers you desire, and your descendants will outnumber the waves on the sea, and all will revere your name!" Tiuroti said nothing, and the god left.
Wise Andgyt came to him: "Join with me and you will have the total knowledge of all things that ever were or ever will be." Tiuroti said nothing, and the god left.
Tilthar came to him and offered: "Stand by my side and you will never want for comfort or know hunger or lack again." Tiuroti said nothing, and the god left.
Glenglean came to him, saying "All the riches of all the worlds I lay at your feet, if only you will join me." Tiuroti said nothing, and the god left.
Red-handed Dreor came to him. "Be my right hand, and you will win every battle. All the worlds will be yours to conquer!" Tiuroti said nothing, and the god left.
Greaf came to him then, promising: "If you but take my hand, you will never die but live forever." Tiuroti said nothing, and the god left.
Crafty Stalian whispered in his ear: "Surely there is something you want. Anything you desire, I will steal it for you and you can keep it in secret." Tiuroti said nothing, and the god left.
Ellendaed came, and she said nothing.
Eventually, Tiuroti said: "What treasure have you come to offer me?" "I offer you only hardship and strife, challenge and struggle, terror and defeat." Ellendaed replied. "These hardly seem worthwhile." Tiuroti replied, intrigued. "To what end do you offer me these things?" Ellendaed smiled. "For the glory. No matter how frightened, how beaten, how opposed you may become, you will be known for your bravery and persistence for all time." And Tiuroti smiled.
Princess does this to mark her friendship with Morik.
She enjoys the simple things with Morik and syntheses with his problems. She does however avoids calling him "Moonie". She takes the effort when in the highlight spins a tale for Morik's efforts among other tales she would give. Making sure others hear about what he has done. And one Gould receives tales that would belittle him, and she makes sure all hearing knows of him to spread further about him. She starts and honor rumors about Gould.
OK, I think we're set. Not everyone took my suggestions, and that's OK. All the characters are public, and linked from the first post in this thread. Thank you, everyone!
Bram met Moonie while working as a mercenary with the Merchant Princes. Passing through dwarven lands, ol’ Bram was able to stop and help his stout prank-loving friend in rebellion against the tyrannical Bryon Gould. Relishing in victory, Bram feels like he surpassed his namesake (Bramlin Braveless), and the experience inspired our fightery fellow, that he can rise above his supposed lot in life, and to keep trying to make a name for his own self! He also picked up a bit of Dwarvish along the way!
[ +- ] Bram’s connection with Gunter
Bram fought alongside Gunter against hobgoblin foes! The team lost several good troops (and a few bad ones lol), and Bram seems to blame himself for the losses, being late in arriving at a rendezvous point as a necessary reinforcement. He doesn’t really talk about it, only occasionally glancing down at a small trinket, a silvery raven icon.
Bram met Moonie while working as a mercenary with the Merchant Princes. Passing through dwarven lands, ol’ Bram was able to stop and help his stout prank-loving friend in rebellion against the tyrannical Bryon Gould. Relishing in victory, Bram feels like he surpassed his namesake (Bramlin Braveless), and the experience inspired our fightery fellow, that he can rise above his supposed lot in life, and to keep trying to make a name for his own self! He also picked up a bit of Dwarvish along the way!
Nice! Morik would, of course, have taught Bram essential dwarven words first: drinks and curse words!
We have a couple of players who will be joining us shortly; would those of you who are using different character sheets than the default GP D&D 5e sheet share which sheet you are using, in case they'd like to use a more complete/better organized sheet?
I was thinking about removing my sheet and re-adding as one of the customs. They’re a fair bit easier for me to read and manage than the standard sheet.
I was thinking about removing my sheet and re-adding as one of the customs. They’re a fair bit easier for me to read and manage than the standard sheet.
Sure, and that goes for anyone. Just let me know when you have the new character sheet ready, and I'll facilitate the addition and remove the old character from the game. I would HIGHLY recommend that you do not ever delete the old sheet, though, because all the posts that you've made in character so far are tied to that character sheet. If the character sheet is deleted, then all the posts in all the threads will show that you - the player - made the posts, and not your character. It gets very confusing to read old threads.
Instead of deleting old characters, always just rename the sheet. In this case, you would rename the old character sheet to something like "Bram (Level 1)."
Happy to have been on the waitlist for this. As I told @spaceseeker19 in PM, I will be out of town for the weekend; actually going to do an in-person dnd gathering with friends of ours and going to be teaching our 10-year-old to play. But in the downtime I have, I will work on building my character to have ready to share on Monday. Rolling stats to see what I get to work with.
OK, as people prepare to advance to level 2 (or make L1 PCs and then advance them to level 2), there is one choice that will be common to all of the players: will you roll for additional HP, or will you take the default "average" amount? You need to declare your choice in this thread and then (with a roll, if you choose to roll) post what you've added to your PC.
This is a choice that you can make at every level after 1st. So if you decide to roll for HP at level 2, you could decide to roll again OR decide to take the average amount when the character advances to level 3.
Here's an example with one of our now-NPCs: Princess.
Princess is a bard. At first level she got her max HP for the class, 8, plus 1 from her high CON. Then, when she advances to level 2, her player could take the "average," which is 5, plus 1 from her high CON, for a total of 6, or the player could choose to roll for a chance to get a 6, 7, or 8 on the die. The player (that's me, now) chooses to roll.
With that roll, Princess gains 8 HP, for a total maximum HP of 17.
In addition to the HP, Princess gets two new features and a spell:
- Jack of All Trades, which increases all unproficient skill checks +1
- Song of Rest, which allows Princess to play music to improve the healing that PCs get from spending hit dice during a short rest
- Dissonant Whispers, a spell that fits well within her theme as a music-powered hero
# Channel Divinity /SR
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
# Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
# Channel Divinity: Twilight Sanctuary 2nd-level Twilight Domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
* You grant it temporary hit points equal to 1d6 plus your cleric level.
* You end one effect on it causing it to be charmed or frightened.
While none of them are really low, half of Redamancy's rolled scores are below average. Question for the group: how do you feel about offering the standard array (15, 14, 133, 12, 10, 8) as an alternative if/when players are really dissatisfied with their ability scores rolls during character generation?
I think players should always have the option to default to standard array if their rolls are truly that bad.
As for the alchemy jug... selling acid would be an in-town activity. Fortunately, there are a myriad of other liquids it can make that will be far more use on the road. Fresh water by itself can be a huge asset... 8 gallons per day. Going to need containers for travel. Honey, vinegar, oil, water... plenty of uses.
I did build a character with those three single digit stats. I made it make sense by placing her as from a Noble background, a very sickly child that was kept indoors for most of her youth and was trained by tutors in private lessons to learn her histories and instrumental abilities. I can play her like that. But you all will quite possibly be picking me up off the floor a lot. Or I can hop to standard array and be less of a drain on the group.
For the sake of the RP, I'm more than willing to be a weakling; because it's fun to have dynamics. But I am not sure if everyone will grow tired of my character failing all physical rolls and constantly needing to be protected like a baby.
I’ve always wanted to play a Face character but I’m so bad at improv, it’s not a class I can play in my in-person games. So I’m excited to give it a go here. :D
One of the things that I recommended for PCs in this game is to create connections with two or more other PCs. So here's an idea for Redamancy and Kilikina (who are making the new PCs) to help with creating connections: ALL of the characters came from Mara and were trying to get out...it's just that Kilikina's and Redamancy's PCs got out a bit earlier (like Biggs in Star Wars). So the PCs will have that shared background in common as a foundation for connections when the "old" PCs meet up with the new ones as we begin the second adventure in the campaign.
Or, if there's another basis for connection between the PCs that you can think of (filial, cultural, backgrounds, shared experience) for the new characters, I'd love to see that instead.
Ooo, I think the other newbie and I could create some bond for our characters as they add-in. Maybe we can have a little chat in private and link our stories in a manner that compliments us both joining the original party in the next chapter of the saga.
I do have some general questions in shaping my character backstory for GM that I will send a PM for.
Morik’s character sheet is viewable publicly (just click his pic to the left of this post), and his background and relationships are at the bottom of the sheet, if you’re curious. I think everyone’s character sheet in this game is viewable publicly actually.
Morik’s character sheet is viewable publicly (just click his pic to the left of this post), and his background and relationships are at the bottom of the sheet, if you’re curious. I think everyone’s character sheet in this game is viewable publicly actually.
I was thinking about removing my sheet and re-adding as one of the customs. They’re a fair bit easier for me to read and manage than the standard sheet.
Sure, and that goes for anyone. Just let me know when you have the new character sheet ready, and I'll facilitate the addition and remove the old character from the game. I would HIGHLY recommend that you do not ever delete the old sheet, though, because all the posts that you've made in character so far are tied to that character sheet. If the character sheet is deleted, then all the posts in all the threads will show that you - the player - made the posts, and not your character. It gets very confusing to read old threads.
Instead of deleting old characters, always just rename the sheet. In this case, you would rename the old character sheet to something like "Bram (Level 1)."
Hey, I’ve finished up a Custom sheet for Bram, to replace the current one. If you don’t mind to delete the existing sheet, and quote back or let me know when, then I’ll add the new sheet. There is no rush.
Thanks so much!
Instead of deleting old characters, always just rename the sheet. In this case, you would rename the old character sheet to something like "Bram (Level 1)."
Hey, I’ve finished up a Custom sheet for Bram, to replace the current one. If you don’t mind to delete the existing sheet, and quote back or let me know when, then I’ll add the new sheet. There is no rush.
Thanks so much!
I've removed "Bram (Level 1);" you may submit the new Bram at your leisure.
Hai guys! So happy to actually be able to play this time! :D I'm going to play a rogue, unless anyone has issues with it. It's a character I can put together easily and I'm fairly familiar with. I'm sorry she wasn't ready today, but I can have her ready to play by tomorrow no problem.
Let's see how this roll turns out, and then see if I'm going to go standard myself lol
In previous, it is entirely possible someone may have run into Elysia and Eozindra; the pair travel together to keep each other company, and watch out for one another. It’s dangerous to be a lone woman on the road!
Eozindra is a performer and will pick up gigs in taverns or set up to busk in market streets where appropriate. She most frequently performs with a flute. She usually picks shaded spots when she plays outside since she was born with albinism. She’s very noticeable when she is trying to be seen and heard (and sometimes when she isn’t trying), and it definitely gives her an edge when she is performing.
The half-elf bard is very thinly built, barely breaking triple digits for her weight and stands about 5’4". It looks like a moderate breeze might knock her over. She has pallid porcelain skin though she generally uses a little rouge to make sure her cheeks shine with a lively blush. Her eyes are a pale lilac and her hair is let loose and free to fall in a mess of platinum, silvery white curls. She wears simple traveling attire, all very nondescript and bland in comparison to her complexion and pigmentation. Breeches, boots, a light bodice for some protection, a blouse with swashbuckler sleeves that billow, and a light cloak for sun protection. Pretty standard traveling bard gear.
I will update with an image once I finish it.
If anyone would like to build a connection, let me know if you have an idea!
Morik is a lover of stories and legends and the like. If the bard has those to share, it’s likely that he would’ve bought her drinks/meal in exchange for stories. Might be that her tales (maybe with her albinism made her stick out in his mind).
Absolutely! She would definitely accept a meal and beverage in exchange for stories. She would have recited epic poetries and told stories of adventure. Think like Princess Bride, with pirates and giants and sword fights! She is extremely personable and would also ask for any interesting anecdotes or quirks she could add to her repertoire. She would also have been extremely interested in hearing about Morik’s life on the outskirts and everything happening beyond the city. She’d absolutely recognize him if she saw him pass by again.
Thanks! Here's the writeup I included in Morik's sheet:
Morik ran across Eozindra while she performed at a tavern. He bought her a meal and beverage in exchange for some stories, reciting epic poetries and stories of derring-do adventures. He told her of his time spent with Bramlin overthrowing Byron Gould, a corrupt small town mayor who's been chasing him ever since.
She is an elf?
Elowin tried to give ceremonies the elven goddess in Mara, but no one showed up and that is why she quit.
Perhaps Eozindra attended as the only one?
She is half-elf, would that make a difference for Elowin’s ceremonies?
Based on the way Eozindra left Mara, it would be unlikely that she would be able to attend a ceremony as such … Elysia could have attended and then told Eozindra about it — and Elowin — later on, though.
She is half-elf, would that make a difference for Elowin’s ceremonies?
Based on the way Eozindra left Mara, it would be unlikely that she would be able to attend a ceremony as such … Elysia could have attended and then told Eozindra about it — and Elowin — later on, though.
Elowin follows Lunae, God of Stars and the Elves. Halfelves would be welcome. In the end, everyone would be welcome. One of the reasons why Elowin left the city is that she couldn't justify being I'm Mara as nobody attended. And she wanted to see the world.
Let us just say that Elysia attended a few ceremonies. Its enough for Elowin to remember her fondly :)
Eozindra will definitely be interested in what Elowin has to say, especially if Elysia went to any and told stories about it. So many E names, this is going to get wild. Very excited :D
lol; sorry yes. Elysia is half-elf rogue. Not sure what her appearance is as of yet. They travel together so I just know that stories could reach Eozindra from Elysia.
@spaceseeker19 Would you allow me to expend some of my currency to equip Eozindra with some of the things I feel she would have acquired by now in her journey? Mainly the flute that she uses (since her lyre is a family thing) and journals/extra ink for writing/composing in?
@spaceseeker19 Would you allow me to expend some of my currency to equip Eozindra with some of the things I feel she would have acquired by now in her journey? Mainly the flute that she uses (since her lyre is a family thing) and journals/extra ink for writing/composing in?
Yes, that's fine. How long have the two half-elves been in Grayhaven at this point (realizing that the caravan has been traveling to the city from Mara for the last 18 days)?
Here's some questions to consider for each of the characters, as they have all advanced to level 2. Feel free to answer them in the thread or just consider them and incorporate answers into the game when it feels natural. Or, if they don't grab you, don't answer them; they're just meant to help flesh out how your characters are growing in their own and each others' eyes.
Adran: You've started in with infusions. Thematically, what is the makeup of your artifice? How have infused items changed your appearance/presentation?
Bramlin: You've learned to push yourself even further than with your second wind ability. When you Surge, what does that look like? Is it a hyper-focused thing, a burst of speed, a brief contact with a timeless sublimity, or what?
Elowin: You've developed a deeper connection to Lunae that has empowered you to rebuke undead or provide succor in the sweet dimness (Twilight Sanctuary). How did this develop? Was Elowin visited in a dream, or did she discover part of the mystery of the relic she bears? How does the power of Lunae register to the senses when Elowin channels it: is there a smell, a taste in the air, a particular vision or tactile sensation?
Elysia: What is one situation where your ability to cunningly act saved you and/or your friend Eozindra from worse trouble?
Eozindra: Has your song of rest been more beneficial in helping you and your companion Elysia recover from escapades, or in building relationships with contacts in the City who have been healed by your music?
Morik: You have worked hard at it, and have finally mastered the art of changing shape into a beast. So far, you're seen a giant spider and a bear, and you can transform into either. We know about how you saw the spider in part 1. What was the circumstance where you first observed a bear close enough to understand how they move/act?
Second-level questions:
... Elowin: You've developed a deeper connection to Lunae that has empowered you to rebuke undead or provide succor in the sweet dimness (Twilight Sanctuary). How did this develop? Was Elowin visited in a dream, or did she discover part of the mystery of the relic she bears? How does the power of Lunae register to the senses when Elowin channels it: is there a smell, a taste in the air, a particular vision or tactile sensation?
Elowin had for at long time a theoretical and theological connection with Lunea. But on the road she had real need to work Luneas magic to save lives and vanquish a real moon-called monster. People died because she could not protect them. This was focus of her meditations over her reliquary. That is how her new powers developed
Her temper and the direct relationship with Lunea is something we can work on to the next level
When she channels Luneas magic, there is the smell of moist and the air is a bit clammy - like in the evening just before dew would fall.
OOC:
I really like these kinds of questions. It lets me connect to my character even more
I had my pet AI whip up a starstruck Elowin just off the 4'oclock wagon.
OOC:
Your pet is much better behaved than mine. I’m still trying to get a decent image of my character that isn’t some weird duck-lipped freak.
@Redamancy what look are you going for? I found using the "comic book style" sat a tone that I really liked and the AI had plenty of source-material to work with so the result is pretty good
This was my promt
Quote:
pale female albino elf bard. Long curly hair. White shirt, green cloak, comic book style
Morik also fought wolves, would they be available as well?
What kind(s) of spiders were encountered? Was it just the big ones, or would small spiders be allowed as well?
Yes, you have added Wolf and Giant Spider to Morik's repertoire as well. In addition, there are several common <CR1 beasts that Morik has seen in everyday life: Cat, Dog, Frog, Mastiff, Mule, Riding Horse, Spider, Rat. What other normal, non-monstrous beasts has he observed during his life in and around Mara? He saw the brown bear, yes: do you have an idea what the situation was in which he saw it? That's just an opportunity to flesh out the character a bit more.
pale female albino elf bard. Long curly hair. White shirt, green cloak, comic book style
I think "comic book style" is the phrase I needed. I do enjoy that look. I appreciate you looking into it for me. :D Ultimately, I combined a couple different images I pulled from AI and did some recoloring to get something I liked. She’s sort of a Lady Amalthea (Last Unicorn) variant. Pale, lilac eyes, but with insane curly hair instead of sleek and straight. I’ll dabble more with art just for funsies in the future.
@spaceseeker19
Quote:
How long have the sisters been in Grayhaven at this point (realizing that the caravan has been traveling to the city from Mara for the last 18 days)?
Maybe a few months? Not terribly long, I’d think, but long enough to start building relationships would be nice. I was going to ask: how long does it take to get from Mara to Grayhaven? As in, how far away is it? If it’s far enough away that they would feel comfortable settling in a bit, then I’d like to think they have done so which will lead directly in to …
Quote:
Eozindra: Has your song of rest been more beneficial in helping you and your sister recover from escapades, or in building relationships with contacts in the City who have been healed by your music?
If they’ve been there long enough to settle in, I’d like to think she uses her music to help others. She could perform to help people recover from their hard days, soothe their spirits and lighten their emotional loads a bit. If doing so would enable them to form connections within the city, it would definitely be something Eozindra would want to do. Given her history, she would look for every opportunity to meet and interact with others. If she came to realize that her music was actually helping others in a real sense, she would seek out any sort of hospital or convalescing spaces to play for patients as well.
High on their initial priority list would have been finding a secure space for sleeping at night. I don’t think it would even have to be the same place every night; perhaps there are a few inns that will provide a room for a night whenever she performs? Or maybe they’ve made a connection with a sweet old widow with lodgings to let for cheap, offsetting the cost by running errands and whatnot.
OOC:
I agree with these sorts of questions being super helpful in building the character in question. I appreciate the direction in considering how the level-up skills change the character herself and what those changes mean for her personally.
Hai, sorry! So here's Elysia. She's Eozindra's bestie, but has a bond with her that no one else knows about. She's about 5'6 and while she's got a narrow build, it's an athletic one. Since there are so many characters with E names, she can be called Sia, that's fine.
As a rogue, it's not uncommon for her to be skulking in shadows or snatching up small things, especially things she can give to Zin. She's kind and diplomatic in her speech, a product of her raising, but she sees herself no better than anyone else and typically won't have a mean thing to say about anyone until they say something bad about someone she cares about or herself. She's also very protective of Zin, but she doesn't hover or restrict her.
I don't see why Elysia wouldn't have met Elowin at ceremonies and she definitely would've told Zin about them. That gives her ties to both Eozindra and Elowin.
As far as the second level question, I would say that would be when we were almost discovered for who we actually are. A noble in another city nearly recognized Eozindra for who she is, leading to the possible exposure neither were looking for. Elysia was able to divert their attention to herself with some well crafted deceptions and misdirections. Once the attention was off of them, she "borrowed" two cloaks that were hanging just low enough between two buildings and snuck her sister and herself out of the city and away from whoever the person that recognized them was.
How long have the two half-elves been in Grayhaven at this point (realizing that the caravan has been traveling to the city from Mara for the last 18 days)?
Maybe a few months?
Good; we'll say that they've been in the City for at least a full season, arriving in the Fall and have been in Grayhaven through the Winter. It is Spring now; Dugal's caravan was one of the first after the snows.
Redamancy says:
How long does it take to get from Mara to Grayhaven? As in, how far away is it?
Well, it took the caravan nearly three weeks (as you quoted, above), but that was a heavily-laden caravan that traveled about 20 miles a day. The distance is between 350 and 380 miles. That would take 9 or 10 days on horseback, 14 or 15 on foot for people in good shape.
Quote:
If they’ve been there long enough to settle in, I’d like to think she uses her music to help others. She could perform to help people recover from their hard days, soothe their spirits and lighten their emotional loads a bit. If doing so would enable them to form connections within the city, it would definitely be something Eozindra would want to do. Given her history, she would look for every opportunity to meet and interact with others. If she came to realize that her music was actually helping others in a real sense, she would seek out any sort of hospital or convalescing spaces to play for patients as well.
High on their initial priority list would have been finding a secure space for sleeping at night. I don’t think it would even have to be the same place every night; perhaps there are a few inns that will provide a room for a night whenever she performs? Or maybe they’ve made a connection with a sweet old widow with lodgings to let for cheap, offsetting the cost by running errands and whatnot.
I like any of those options; create the details of the locations and NPCs as you like. I'll adjust as needed, but I don't think I'll need to.
Yes, you have added Wolf and Giant Spider to Morik's repertoire as well. In addition, there are several common <CR1 beasts that Morik has seen in everyday life: Cat, Dog, Frog, Mastiff, Mule, Riding Horse, Spider, Rat. What other normal, non-monstrous beasts has he observed during his life in and around Mara? He saw the brown bear, yes: do you have an idea what the situation was in which he saw it? That's just an opportunity to flesh out the character a bit more.
Okay, this is a really cool prompt for me to delve deeper into the character. I'll have a think about some of this stuff.
@forkbeard - the first post in this thread lists the different characters AND their initial relationships (how they know and trust each other). If you do decide to stick with making an outlander barbarian, that person doesn't have to be from Mara, but your character should have had enough interactions with some of the other PCs to know them and join them. As @runekyndig mentioned, both Elowin and Adran are outlanders, so you could have met them in the wilds. Or you could be a black sheep from Elysia/Eozindra's family, outcast long ago. You could know Bramlin and/or Morik from combat trials, military engagements, or from tavern excursions. You might even know Findal the gnome sage (the party's current NPC employer) from past interactions, though I'd recommend against that being the only connection. These are just some ideas for how you and the PCs know each other; you are by no means limited to just those.
My idea was to have a wood elf barbarian. The barbarian part came because he was raised by wolves or maybe savage humanoids like gnolls or orcs or something.
His family and tribe were killed when he was maybe a toddler so he could speak the Elvish language but still have a lot of influence by the ones who raised him. The actual individuals who raised him would have died of old age while he was still a young man by Elvish standards and then he would meet other people other wood elves in the forest or whatever.
You have read a bit about where the group are at the moment. It is fair to expect that the next chapter of the adventure would be a city adventure. How do you think a raised-by-wolf character would fit into the group?
A "barbarian" doesn't have to be a snarling beast of a warrior. It could be a sophisticated warrior who fight with elegant grace (unarmed combat) and with passion & reckless abandon (rage) throws himself into a conflict.
if I changed my character to a more city friendly one could I keep that roll? thinking of maybe high elf eldritch night with maybe a soldier background . maybe stereotypical haughty elf personality
if I changed my character to a more city friendly one could I keep that roll? thinking of maybe high elf eldritch night with maybe a soldier background . maybe stereotypical haughty elf personality
You can do whatever you want with your character, within the confines of the rules. You're certainly not locked to playing your initial idea from before you rolled - make what you like! I'll edit the table when you decide.
With regard to barbarians...while I do enjoy the archetypal, Slaine-style barbarian, I also appreciate atypical barbarians. One of my favorite characters I've played in the last ten years I generated randomly using the Xanathar's Guide background tables. She is a middle-aged human woman with greying hair, shy, kind, polite, speaks softly, but she's had such a life of frustrated dreams and lost opportunities that she sometimes explodes into terrifying rages of repressed emotions: a barbarian.
All that's to say that you don't need to stick to archetypes (though they are fun). The barbarian class refers to the mechanical things that the character is capable of doing, but you don't have to stick to the idea of a primitive outlander any more than a cleric has to be an acolyte. For myself, I often like to choose race, background, and class randomly, which can result in interesting combinations that are then fun to explain. How did the urchin become a wizard, or the criminal a paladin, or the sage a barbarian?
Ishi last of his Tribe
Sort of a cross between the real Ishi and Jungle Book
I've decided he's not literally raised by wolves but by a savage race that wiped out a clan or village or something not literally a tribe.
When he was a toddler and he could speak Elvish, he was given his Child name Ishi. Shortly thereafter his village was wiped out by marauders. Later he felt responsible, somehow as children often are. He was saved from being killed by a half orc woman, wife of the orc chief, who had recently lost a child. She adopted him and taught him common speech, She had a short lifespan and when she died he had no protector so he fled into the trees and met some elves. They thought he was rude and uncouth but they took him back to their village and the elder said they might be distantly related and sent out messages. The replies came back from some people in Mara, so he sent him down to Mara33
when a guide was available
Possibilities
• the PC's were not involved it was other elves
• PCs were involved but they had already left for Grayhaven
• The PCs were there
Raised by orcs might explain his incredible strength
Psycological trauma can be dealt with later
Places where the action could happen
• the Nubetanya mountain range
• the Trollfell Forest
• the Tanglebrier Forest
I like the idea that Ishi was raised in the Nubetanya Mountains. How's this? The village was sacked by giants. Basically a rival village was going to be crushed by the giants themselves, but their chief fast-talked the giants into a deal: the giants would spare them, and in return, the chief would offer up the location of a bigger, more prosperous village to be sacked instead. The giants accepted this deal, and they attacked Ishi's people, who fought back desperately enough that a few of the giants were mortally wounded. After trampling all the warriors and most of the buildings, the giants left, and the chief of the smaller village and his people picked over the remains of Ishi's village, looking for salvage and/or survivors, because they were always looking to swell their ranks and improve their lot. The chief's wife, a half-orc, saw the orphan and adopted him. As a small group of hardy survivors, the adoptive village led a nomadic existence, always ready to strike camp and move out in face of a serious threat, so Ishi grew tough as well. Does that work with the traits/bond/ideals you had in mind?
How old do you think Ishi is, relative to the other PCs? Has he been wandering the region for a few years, or for many decades? Who among the PCs might have met Ishi in their day-to-day life? Would he have been viewed as an older "uncle" by some, or as a young "nephew"? Was he used as a scout for the military (and so might know Bramlin, Gunter, and/or Morik)? Did he visit the ancient Lunean temple where Adran and Elowin were raised? Was he sent into Mara by some elves and tried to enter into the circles of Maran high society, and so come into contact with Elysia and/or Eozindra, or did he meet either or both of them in the less couth areas of the city as he was struggling to make a living in this strange urban environment?
What other ideas do people have?
Edit: As an alternative, if you don't come up with connections, we can always just have circumstances in the game push you all together; I'm not averse to that. But it will be easier to know how to do that once you submit the character to the game (at which point I can see the ideal & traits you've selected).
My idea of a "raised by wolves" kind of upbringing would require the original village to be mostly elves so he lived a few years with his family so he knew something about the customs (like child names) and Elvish language. When his village was attacked he thought it was his fault like kids who think thee the divorce of their parents is their fault. He he would be brought up by wolves in the sense of savage humanoids where he would be treated very badly,
He was only about 20 years old when he met some elves. They thought of him as a "nephew" but not closely related.
Quote:
Was he used as a scout for the military (and so might know Bramlin, Gunter, and/or Morik)? Did he visit the ancient Lunean temple where Adran and Elowin were raised? Was he sent into Mara by some elves and tried to enter into the circles of Maran high society, and so come into contact with Elysia and/or Eozindra, or did he meet either or both of them in the less couth areas of the city as he was struggling to make a living in this strange urban environment?
i like all of these.
revenge
Earn an adult name
See the note section at the bottom of the character for more description and bond flaw kind of stuff
@forkbeard Very good. I've accepted the character. There's four things I'd like you to do to complete him:
1) Choose that additional language
2) Make the character public
3) Rename the character in your character library so that he shows up as "Ishi" or "Ishi last of his tribe" rather than "wood elf barbarian"
4) Decide why you're in Grayhaven now
The rest of the group can suggest ideas for that last one.
@forkbeard I see you've done the first and third: great! I'll be inserting Ishi into the scene now (you can explain in character why Ishi is in Grayhaven as we proceed).
Just a reminder: making the character public involves clicking "Characters" in the GP top nav, then clicking "My characters" in the drop-down menu. On the page listing your characters, the little "book" icon will make Ishi public...but I think you know that, as you have a bunch of public PCs already (I love "oook," by the way).
I'm not sure I explained it recently: I encourage people to make their characters public in public games primarily because it can help players coordinate and cooperate when they have a way to quickly remind themselves of what the other characters are, as well as what they can do. Many players participate in several games at once, and being able to click on a character name and see the character sheet really can help people get their bearings. "Oh, that's right - this is the druid talking to the hag!"
I might bea little slow and short because we will be watching the Den stora älgvandringen
the big moose migration, 24/7 Slow TV
https://www.svtplay.se/den-stora-algvandringen
• Ishi was born into a wood elf village in the Nubetanya mountains
• he lived happily for a few years with his family so he knew something about the customs (like child names) and Elvish language
• his village was destroyed by marauding orcs almost all were killed
• he thought it was his fault, like kids who think their parents' divorce is their fault
• Was saved by the half orc wife of orc Chieh she had just lost a child and adopted ishi
• He he would be "raised by wolves" in the sense of savage humanoids where he would be treated very badly
• when his adopted mother died he fled the orcs because he had no one to protect him
He was only about 20 years old when he met some elves in mountains. They thought of him as a "nephew" but not closely related.
Quote:
Was he used as a scout for the military (and so might know Bramlin, Gunter, and/or Morik)? Did he visit the ancient Lunean temple where Adran and Elowin were raised? Was he sent into Mara by some elves and tried to enter into the circles of Maran high society, and so come into contact with Elysia and/or Eozindra, or did he meet either or both of them in the less couth areas of the city as he was struggling to make a living in this strange urban environment?
i like all of these.
Was he sent into Mara by some elves and tried to enter into the circles of Maran high society, and so come into contact with Elysia and/or Eozindra, or did he meet either or both of them in the less couth areas of the city as he was struggling to make a living in this strange urban environment?
If your knowing of her goes back that far, you wouldn’t have met Eozindra. You would’ve met Elysia in the less couth areas of Mara. She might’ve been a familiar face at high society gatherings if you ever entered them, but you wouldn’t know her true name so you probably wouldn’t have put two and two together.
Okay, now I can make the post I want now that I know how we know each other.
Well, most of the party doesn't know her REAL identity, but most can know her from her performances. I actually thought it was pretty elegant way to have secrets and still be familiar to others.On an unrelated note, I really hope that Ishi - who is probably at least as old as Elowin and Adran - continues to refer deferentially to Elowin as "Auntie" and for Elowin to get flustered about what she perceives as an implicit impugning of her age. It has all the makings of a wonderful comic tension.
I actually thought it was pretty elegant way to have secrets and still be familiar to others.
Thank ye sir! I was proud of it.
spaceseeker19 says:
On an unrelated note, I really hope that Ishi - who is probably at least as old as Elowin and Adran - continues to refer deferentially to Elowin as "Auntie" and for Elowin to get flustered about what she perceives as an implicit impugning of her age. It has all the makings of a wonderful comic tension.
On an unrelated note, I really hope that Ishi - who is probably at least as old as Elowin and Adran - continues to refer deferentially to Elowin as "Auntie" and for Elowin to get flustered about what she perceives as an implicit impugning of her age. It has all the makings of a wonderful comic tension.
Alrighty... outside of cleaning up the sheet a bit (*cough*SteelDefender*cough*) I should be good.
I will admit, the hand crossbow sort of changed my plans a bit. Swapped out a cantrip -- Green-Flame for Prestidigitation. Also swapped out an infusion -- Homonculous for Repeating Shot. (Realized both Homonculous and Steel Defender take a bonus action to direct, and while I dig the versatility of having both I'm trying to not overcomplicate things too much. Plus, only 1 bonus action.)
Took the average for HP. Not feeling lucky today. Lol
One question: Does anyone have some glass vials or something similar? I'd like to at least use the Alchemy Jug before I make that infusion not active, but if I can't it's NBD.
OK, so I think what we have from advancing to level 3 is the following:
Ishi becomes a Totem Barbarian (bear), gaining 10 HP to (35/35).
Elowin advances as a Twilight Cleric, taking average HP for (24/24).
Adran is a Battle Smith Artificer, taking average HP for (26/26).
Eozindra isn't listed as L3 yet, but advanced as a College of Eloquence Bard and gained 5 HP (15/15).
Elysia is a Thief Rogue, taking the average HP for (24/24)
Morik is a Circle of the Moon Druid, but hasn't increased HP yet.
Morik's HP should be updated to level 3 now, taking the average (5 Avg + 4 Con +1 Dwarven Toughness). I've also added a new spell prepared. I'm pretty sure that's all that druids get at level 3.
@MaJunior, I'm assuming that Adran is cobbling together his new mechanical companion - the "Steel Defender" - from various bits and bobs that he and the rest of the party supplies. If you like, each player could suggest an item that their PC is contributing for him to incorporate into it (just for flavor).
In addition to that, what is its completed appearance? How many legs does it have? What will you call it?
So, I figured it would start as a construct made more of salvage (based on what was happening in the story). Adran has a long rest, so I was thinking he could wander around and see what he could find. Maybe "salvage" some armor and shields from fallen foes for the body and so on. Harkening back to all the time he spent taking apart the construct from his backstory.
I'm thinking it will have 4 legs, more of a canine-esque build. As for what to call it... I don't know yet. Lol
Eozindra isn't listed as L3 yet, but advanced as a College of Eloquence Bard and gained 5 HP (15/15).
Whoops, my bad! Fixed that now. Accurate summary for the bard. Bring on the discussions!
Looking through what I have to proffer for the defender build. I think we were supposed to start the game with some kind of trinket? I never added one so … can I add one now and offer it up for the sake of robobuddy?
Looking through what I have to proffer for the defender build. I think we were supposed to start the game with some kind of trinket? I never added one so … can I add one now and offer it up for the sake of robobuddy?
Sure, that's fine. Some people like to play up their trinket into their PC background - witness Bramlin and his silver bird - but I think your character has plenty of backstory already, so if you're willing, go for it!
MaJunior says:
Adran has a long rest, so I was thinking he could wander around and see what he could find. Maybe "salvage" some armor and shields from fallen foes for the body and so on.
I think incorporating a shield makes a lot of sense, particularly with the "Deflect Attack" reaction ability. We can say that, in addition to his own gear, Adran managed to cadge two shields, a spear, and a brace of daggers from the fallen guards when his group returned to the Inn. There's also the clockwork frog, and the various gears and springs that Kilikina already mentioned. In addition, @Kilkina and @Redamancy could provide some details about the abandoned basement that they've found: what is in the building above? What might have been stored and forgotten in this basement?
@spaceseeker19 I'm starting to feel that Elowin has become a bit flat in her character. I would like to get some more depth to her. Ideally it could be plot-relevant but I'm open for suggestions, before I make up something myself.
@spaceseeker19 I'm starting to feel that Elowin has become a bit flat in her character. I would like to get some more depth to her. Ideally it could be plot-relevant but I'm open for suggestions, before I make up something myself.
There is a pretty major character development coming for each of the characters at the end of this module, but I appreciate that that is probably still weeks away in real-world time.
In the meantime, do you want a change in motivation, backstory, or personality, or do you want more opportunities to express character in conversations?
Conversation - a primary way that character is expressed - depends a great deal on player-to-player interaction, but I could provide more talkative NPCs, possibly including making Lunea a bit more chatty. The goddess is very real to Elowin, so I could make her more of a interactive character.
1) Roll ability scores (4d6dl six times, put them in the order you like)
2) Choose race (apply bonuses)
3) Choose class (add features, selections)
4) Choose background (note skills), and
5) Choose a trinket.
6) Establish a connection between your PC and one or more of the others.
For equipment, each player can choose to take the money and starting equipment from their class and background OR roll for starting money and buy everything at standard prices listed in the Player's Handbook.
Trinket: An invitation to a party where a murder happened.
OOC:
Cool!
As a girl, she was thief in Grayhaven. Running under the name Shade She knew Eozindra Arilyra (@Redamancy) and Elysia Nightthorn (@Kilikina)
She tried to steal from a church and was caught by a kind and stern priest. She had the choice of prison or community service in the church. She resented it at first, but found peace and meaning in the teaching of Ellendaed, Goddess of Valor or Bealdor the High, God of the Sun.
She took the name Faith and began training as a paladin in the church.
She attended a party in an official church capacity, and this was where dark smoke began rolling out around her (as her sorcerer powers manifested in fog cloud). Everyone saw it came from her - wearing church clothes, but a tiefling. Someone was murdered and she fled the scene. While innocent people still thought that she was responsible for the murder or at least an accomplice, even if the evidence says otherwise.
Horrified she fled to the undercity.
- She is still a suspect in the murder
- She has manifested demon power of fire and smoke - something she needs to come to terms with.
- She can't take her paladin oath without the churches blessing
I got an AI to make me an image of Faith and found two new art forms that I like. Pencil Sketch and Ink and Wash
That is perfect for Faith! Thank you. Blessed are the light! And what is not said, but she thinks: cursed is the darkness causing her to have conflicted feelings towards her newfound magic
Hello! I'm new but playing a character already in the compaign! I'm friends with Red, and I'll be playing her sister! Will do a proper introduction but wanted to roll stats in case I was supposed to if updating her character. Excited to get to know you all!
Rolls
Stat Roll - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
Hello! I'm new but playing a character already in the compaign! I'm friends with Red, and I'll be playing her sister! Will do a proper introduction but wanted to roll stats in case I was supposed to if updating her character. Excited to get to know you all!
Welcome, welcome, @idylliceffie! I'm looking forward to continuing our fun (and sometimes nail-bitingly tense) adventure with you!
It hadn't occurred to me, but it makes sense that you could choose to customize the character for yourself. Unfortunately in this instance, I cannot just reassign the character to another player, nor can I copy the character and give you your own copy.
So, to start with, I recommend you do three things:
1) Given your question, decide to either:
a) keep her existing scores (and derived characteristics such as AC and initiative modifier),
or
b) use your rerolled ability scores (and adjust the derived characteristics)
For reference, you can (possibly) look at the existing Elysia character sheet (that's a clickable link). The ability scores of the original are: STR: 11, DEX: 18, CON: 15, INT: 11, WIS: 12, CHR: 14, which gives that version of the character an AC of 15 (leather armor), HP of 24, and an initiative modifier of +4.
You can also choose to make her human, elf, or half-elf (any of those three make sense narratively); the original Elysia is a half-elf.
2) Before you make a character sheet for Elysia on GP to record your choices, however, I recommend that you look at the character sheets of the other players. There's a fairly wide variety of formatting available just in this party. The characters are all linked from this post at the beginning of this thread (another clickable link). Find a character sheet that you like, and ask that player what template they used. Elysia's original player used the default D&D 5e character sheet provided by Gamers Plane, which may not be your preference. Once you've found a template you like, use your preferred template to create your Elysia's character sheet.
3) On the new Elysia character sheet, if you can view the existing Elysia character sheet (you should be able to, as I asked everyone to make their characters public), you can copy the equipment (the equipment will remain the same) and notes. If you can't view it for some reason, let me know and I'll copy it myself and send it to you.
Wondering if @MaJunior has the identify spell or if Zin should pick it up? I think it’s only available to us. I didn’t take it at level 1 so it would be a step back in gaining a spell, but I know in the long term it is handy for a party to have.
I am down to keep an eye out on the hunt for a pearl. If you’re picking it up, I’ll get some other communication based spell. Zone of Truth or Suggestion or something that seems very Zin-like to whip out in dealings with Lord Mayor type shitheads. Maybe Silence. Hmmm.
Whoops my bad. I shall correct it immediately. I will be updating the sheet this weekend; first week of new job has been hectic and I’m losing about 12 hours per day to the commute and everything
Thanks for accepting the invitation, Eyes, and welcome!
You're free to make a character of any class you like, but if you're interested in knowing what the other characters are, you can refer to the party roster.
Thanks for accepting the invitation, Eyes, and welcome!
You're free to make a character of any class you like, but if you're interested in knowing what the other characters are, you can refer to the party roster.
Thanks. I'm sending you some notes in a separate message.
Just a reminder to everyone: I encourage you to make your characters publicly visible.
@Eyes - I like the background details of your character, Woody. Feel free to name the high elven city; it would have been another vestige of the Drakall Empire, further east than Mara (so Woody would have come west to Mara). Share some elements of your background so that the other players can brainstorm with you to figure out how your PCs know each other. It could be in Mara, it could be in Grayhaven.
We'll introduce Woody to the party as soon as it reaches the surface in Grayhaven again. How/why did Woody come to Grayhaven?
First, you can tell whether your own character is public by going to the Character Library and typing in the name of the character that may or may not be public. If the character shows up there, it's public. If it doesn't, it's NOT.
How do you make a character public? Click/tap on the "Characters" link in the top nav (appears at the top of every page on Gamers Plane), then select "All Characters." You'll be taken to a page listing all of the characters you've made. For each one, there are a series of four icons on the right: a gear, a pencil, a book, and an X. If the book is RED, that means the character IS public. If the book is grey, that character IS NOT public.
In the picture above, the character on top is NOT public, but the character underneath IS public.
Right now, as I check this, the following characters who are/were part of this campaign are public:
Adran
Elysia
5e2014 Faith
Gunter Gotrekson
Morik
Princess (though it is my recreation of the character; GC systematically deleted all of his characters when he quit the site)
These characters are NOT public:
Bramlin Braveless
Elowin
Eozindra
Ishi
Woody the Kid
The reason I encourage characters to be public in play-by-post is that the rate of posting is so much slower that people can forget which characters do what/did what/have what/are capable of what. Removing an impediment to knowing that reduces some of the delay inherent in PbP: if a person on your team can look up something about your character, then there doesn't have to be time (days) spent on a discussion asking for those details.
But it is an encouragement; no one is required to make their PCs public.
I'll be posting the first part of chapter four later today.
I like the campaign tracker, too. The special abilities that the party has acquired haven't really been used so far; does anyone have any suggestions on how we could remember those unlocked abilities in play?
As for Feats, we're not using Feats in this game. It's an optional rule in 5e (or at least it is in the 2014 version that we are using in this campaign). We have a list of 5e optional rules we are using in this game; Feats is not on the list.
Hello! I'm new but playing a character already in the compaign! I'm friends with Red, and I'll be playing her sister! Will do a proper introduction but wanted to roll stats in case I was supposed to if updating her character. Excited to get to know you all!
Welcome, welcome, @idylliceffie! I'm looking forward to continuing our fun (and sometimes nail-bitingly tense) adventure with you!
It hadn't occurred to me, but it makes sense that you could choose to customize the character for yourself. Unfortunately in this instance, I cannot just reassign the character to another player, nor can I copy the character and give you your own copy.
So, to start with, I recommend you do three things:
1) Given your question, decide to either:
a) keep her existing scores (and derived characteristics such as AC and initiative modifier),
or
b) use your rerolled ability scores (and adjust the derived characteristics)
For reference, you can (possibly) look at the existing Elysia character sheet (that's a clickable link). The ability scores of the original are: STR: 11, DEX: 18, CON: 15, INT: 11, WIS: 12, CHR: 14, which gives that version of the character an AC of 15 (leather armor), HP of 24, and an initiative modifier of +4.
You can also choose to make her human, elf, or half-elf (any of those three make sense narratively); the original Elysia is a half-elf.
2) Before you make a character sheet for Elysia on GP to record your choices, however, I recommend that you look at the character sheets of the other players. There's a fairly wide variety of formatting available just in this party. The characters are all linked from this post at the beginning of this thread (another clickable link). Find a character sheet that you like, and ask that player what template they used. Elysia's original player used the default D&D 5e character sheet provided by Gamers Plane, which may not be your preference. Once you've found a template you like, use your preferred template to create your Elysia's character sheet.
3) On the new Elysia character sheet, if you can view the existing Elysia character sheet (you should be able to, as I asked everyone to make their characters public), you can copy the equipment (the equipment will remain the same) and notes. If you can't view it for some reason, let me know and I'll copy it myself and send it to you.
Thank you for all of this! And I am very sorry for the delay. Real life took over but I'm not able to fully commit and Red helped me with setting up everything for my character. Her stuff is pretty much the same except some stat stuff. PLEASE let me know if you require me to change anything, as I honestly don't mind whatsoever! Thank you for allowing me to join!
Also, I don't know if this is where we do proper introductions, but HI AGAIN!
I am sorry for the delay. Real life just took over but I'm ready to fully participate! So be ready to see my character in the chat!
I will be player Eir, formally Elysia (Red and I thought it best to change bc we're in another campaign where her characters' name is Elysia, and it just gets too confusing with the amount of DnD campaigns I'm in haha). She's a half-elf rogue (thief), who's very protective of her sister, Eozindra. My icon is what Eir looks like, which is almost the same as before but slightly different.
Thank you again for your patience while I figured out IRL stuff before joining!
I've been playing DnD for about 2 years consistently now, but this is my first time in this format! I'm excited to get to know you all and your characters!
I will be player Eir, formally Elysia (Red and I thought it best to change bc we're in another campaign where her characters' name is Elysia, and it just gets too confusing with the amount of DnD campaigns I'm in haha). She's a half-elf rogue (thief), who's very protective of her sister, Eozindra. My icon is what Eir looks like, which is almost the same as before but slightly different.
I've accepted Eir into the game, after adding some items to her inventory that Elysia had already collected. Thank you for jumping in and starting to play already: I don't want to hold you up any longer! Three things remain for you to do, in order from least to most important:
1) Decide whether or not Eir is currently wearing the magic spider ring.
2) Upload Eir's picture to the character sheet, so that her picture appears when you post in-character.
3) Advance Eir from level 3 to level 4.
If you choose to roll for HP, do the roll in a post in this thread.
I will be player Eir, formally Elysia (Red and I thought it best to change bc we're in another campaign where her characters' name is Elysia, and it just gets too confusing with the amount of DnD campaigns I'm in haha). She's a half-elf rogue (thief), who's very protective of her sister, Eozindra. My icon is what Eir looks like, which is almost the same as before but slightly different.
I've accepted Eir into the game, after adding some items to her inventory that Elysia had already collected. Thank you for jumping in and starting to play already: I don't want to hold you up any longer! Three things remain for you to do, in order from least to most important:
1) Decide whether or not Eir is currently wearing the magic spider ring.
2) Upload Eir's picture to the character sheet, so that her picture appears when you post in-character.
3) Advance Eir from level 3 to level 4.
If you choose to roll for HP, do the roll in a post in this thread.
Thank you, and welcome!
Thank YOU! As I have been messaging you SO MUCH lately to get everything in order, which I appreciate and apologize ... I tend to forget to mention something and then end up spamming lol. To answer your questions:
1. Is the Spider Ring an attunement item? I think she would have it, so if there's a way I can get further details on it to add to my DnD Beyond sheet, that would be amazing! No rush!
2. Eir's picture has been uploaded and should be appearing. It's the current one right now. She hasn't changed much other than she has purple eyes, a white streak in her hair, and has a faint scar over her right eye (and miscellaneous ones all over from learning to do rogue things).
3. Thank you! I will advance her shortly! I believe I did roll for HP so I will post that here. My CON is a +3 so I believe I am supposed to add 7 to my HP, as I rolled a 4 here.
Red also reminded me (thank you!) that we used ASIs for the level feats. So I made sure to NOT add a feat for my level 4 level up and did the ASI.
1. Is the Spider Ring an attunement item? I think she would have it, so if there's a way I can get further details on it to add to my DnD Beyond sheet, that would be amazing! No rush!
I added it to the GP character sheet for you. It's a ring that looks like a spider that enables the wearer to crawl at their full movement speed. It does not require attunement, it just needs to be worn.
idylliceffie says:
I believe I did roll for HP so I will post that here. My CON is a +3 so I believe I am supposed to add 7 to my HP, as I rolled a 4 here.
Yeah, that's correct. Eir's max/current HP should be 31 now.
1. Is the Spider Ring an attunement item? I think she would have it, so if there's a way I can get further details on it to add to my DnD Beyond sheet, that would be amazing! No rush!
I added it to the GP character sheet for you. It's a ring that looks like a spider that enables the wearer to crawl at their full movement speed. It does not require attunement, it just needs to be worn.
idylliceffie says:
I believe I did roll for HP so I will post that here. My CON is a +3 so I believe I am supposed to add 7 to my HP, as I rolled a 4 here.
Yeah, that's correct. Eir's max/current HP should be 31 now.
Thank you! I'll keep the ring, as it seems fun lol! Is there anything in particular about the sword with the insignia? or is it a regular sword? and the coin bag, is there anything in particular about that as well? if not, i might remove it if that's okay.
And her original HP was 27, so if it's +7 (rolled 4 + the 3 from my CON), shouldn't it be 34?
NOTE: I just noticed in DND Beyond I had 27 but here I put 24 HP. So I will make it 31 and change my DnD Beyond sheet. I must have pressed 4 instead of 7 when i was typing things over. Sorry about that!
With regards to the coins that the party found in the rat's nest in the sewer: Eir/Elysia had picked up the sack and pocketed it without counting. At any time during one of the rests since then, Eir has pulled it out and counted it (I apologize; I lost track of that): there is 1 krugerrand, 70 argents, and 100 bits. For reference, when we started this campaign, everyone suggested names for the different denominations of currency. The coins are named and described in this linked thread: Government and Currency.
Had I remembered to provide those details, the money would probably have been divvied up during whichever rest it was counted. However, if you want to say that Eir didn't count it until now, you can divide it among the current party members as you wish at the next opportunity (ie, including Woody and Faith, rather than Ishi and Elowin).
With regards to the sword: it is not magical, nor does it have any unusual mechanical features. It is a trophy that Eir kept after defeating one of the Duke's guards in Chapter Two: a standard-issue short sword forged for the guards in the capitol city of Grayhaven.
I had Woody in beyond. I deleted the sheet when his game fell apart. But i liked his character concept so I recycled the gp sheet with some new stats, less money, and no magic items and voila no necromancy involved.
Just to confirm from the character preparation page (this thread page 1), we can only use spells, races, classes, and equipment from the Player's Handbook (2014) and Tasha's Cauldron of Everything, correct?
Side Note: ... should've taken the average for HP. Two 1's is brutal! Oh well haha!
Just to confirm from the character preparation page (this thread page 1), we can only use spells, races, classes, and equipment from the Player's Handbook (2014) and Tasha's Cauldron of Everything, correct?
@idylliceffie - Yes.
Everyone should note that, every time a character gains a level, you can choose whether to roll or take the "average" for hit points - you're not locked in to one option or the other by previous choices.
I'll look over the character sheet and provide my comments as I resume today.
Just to confirm from the character preparation page (this thread page 1), we can only use spells, races, classes, and equipment from the Player's Handbook (2014) and Tasha's Cauldron of Everything, correct?
@idylliceffie - Yes.
Everyone should note that, every time a character gains a level, you can choose whether to roll or take the "average" for hit points - you're not locked in to one option or the other by previous choices.
I'll look over the character sheet and provide my comments as I resume today.
Hello! Thank you very much (and sorry for the spam of emails ... I got more done than I thought thanks to @Redamancy !)
I was wondering if there's a place to see the characters' races, classes, ages, and character art. I can view most through the Characters tab, but some of them aren't viewable. Don't worry, I'm not looking up secret backstory information! I wanted to have a head start on Juniper's details regarding everyone's characters that are visible.
Good. Anyone could help be choose between two character concepts by telling which could you suggest possible connections to (or which do you think would better fit the team). Thanks.
1. Half Orc shaman who's tribe have been eliminated and he has been traveling around the world looking for place to accept a half-orc. I guess his travel brought he to Mara some months ago and he could have met or worked for/with anyone who don't mind hiring half-orc. Since he is shaman it would also be nice if any of your druid circles had invited him live among them for a while
2. Rock gnome researcher doing research in military field (artificer - battle smith), may have been involved in tailoring weapons and armor for any PC or their patrons, probably not good to connect with druids though...
I think two are much, 3 is a charm:)
Jokes aside yes I think so. That's why I insist my character would be shaman not a druid. Barbarian-druid multi-class is just the mechanics/paperwork. For example I swear to never wild shape and to never talk about balance nature or other druid stuff. Wildspirit is the reason I want that PC to be druid on the paper.
And thanks for fast feedback. Will wait what other players have to say. In my books battle smith is the devil himself for a 5e druid. There should be a reason it is written in the rules that druid would never wear metal armor...
From a connections point, a shaman would be much easier to at least start a conversation with for my druid. I'm not opposed to either character, but I love barbarians, so that's my pick. It's true that we have 2 druids already, but hey, who cares lol
I've reconsidered my choices putting emphasis on integrating my PC.Looking at the number of elves you had in the party:
Young Wood Elf who is trying to integrate human society under cover of wanderlust and world exploration (while he is still young). Even idylliceffie despite being outlander may have reason to meet local wood elf wanderer.
Spoiling my PC background to be spy he wouldn't be shy to get secretly involved in business with PCs having criminal background. Or try to establish contact with a noble.
FYI: DMs don't get notified when characters are submitted for their games, so please make sure to post to this thread when you have your character ready.
I will. Not started working on character details yet. I'd like first to hear from players if we can get our PCs to be friends. It appears to be harder than I thought to get 2 out of 3 so different PCs to be friend with mine.
@idylliceffie - I see your character is professional wanderer and just though she may have had a reason to stay/live for a month or so in a wood elf clan located near Mara, that's would be were my PC is from and were could have become friends
@runekyndig since your PC is criminal by background would you like to consider my PC hired your's for a few missions of breaking into some properties (but surprisingly taking no valuables).
@grifter730 I'm am not sure I could see way to connect my wood elf spy with your character and my hopes are with other two players, but maybe you have an idea? Maybe it was wood elves who trained your PC as druid, not the dwarfs ? My PC would be seeking the same druid guidance with his psionic powers (to no avail).
@runekyndig since your PC is criminal by background would you like to consider my PC hired your's for a few missions of breaking into some properties (but surprisingly taking no valuables).
Spying, information gathering and getting access to places she should not be, that is defently something that Shade would have done before she was caught by the church and changed her name to Faith
Pardon me as I interject with ideas. Take what you like and leave the rest.
GreyWord says:
I will. Not started working on character details yet. I'd like first to hear from players if we can get our PCs to be friends. It appears to be harder than I thought to get 2 out of 3 so different PCs to be friend with mine.
Woody is still with the group, and he might be a good fit, too. He's not from Mara - of the current party, only Morik and Eozindra are from the Drakalli Empire - but he is a wood elf who has traveled extensively and grew up on the streets, leading up to his earning a living as an underground pit fighter here in Grayhaven. A fun character note: at 18 years old, Woody is prepubescent in elf terms, which is why he is called "the Kid."
Eozindra is also a possibility, depending on how long your character has been in Grayhaven (her player is intermittent but not absent during her pregnancy). "Zin" is naturally gregarious, so nearly everyone has met her or at least heard her play at any of a variety of dive bars, pubs, and inns where she's busked. Her sister, Elysia/Eir, has extensive underworld contacts, so it could be that your spy met her through Eir.
GreyWord says:
@grifter730 I'm am not sure I could see way to connect my wood elf spy with your character and my hopes are with other two players, but maybe you have an idea? Maybe it was wood elves who trained your PC as druid, not the dwarfs ? My PC would be seeking the same druid guidance with his psionic powers (to no avail).
As I mentioned, Morik is from the Mara region and fought in a rebellion with Bramlin Braveless (a previous PC) against a authoritarian rural noble. Depending on whether your spy is an official government actor or a mercenary free agent, you might have been hired to help with the uprising or could even have infiltrated the rebellion's ranks in the employ of the noble (in which case, now that the noble has been deposed, you recognize how stalwart Morik is - a staunch ally and a formidable opponent). Similar to Woody, however, Morik has lived a LOT in his very short life; at 25, he is a teenager in dwarf eyes.
After going back and forth I'm back to shaman idea. Hope to get Zaraz (still subject to DM' s review) into the story soon and he would have been fighting woody in the pit fights quite a lot and if you don't mind he is at least good acquaintance if not a friend and adorer of Eozindra because Zaraz seldom works as Bouncer in the pub(s) where she perform.
Casting time: 1 action Components: SV Duration: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a {@dice d4} and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
[b]Casting time[/b]: 1 action
[b]Components[/b]: SV
[b]Duration[/b]: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a {@dice d4} and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Casting time: 1 action Range: self Components: SV Duration: 10 minute
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: SV
[b]Duration[/b]: 10 minute
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting time: 1 reaction Range: self Components: S Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra {@damage 1d6} damage of the triggering type, and the spell ends.
[b]Casting time[/b]: 1 reaction
[b]Range[/b]: self
[b]Components[/b]: S
[b]Duration[/b]: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra {@damage 1d6} damage of the triggering type, and the spell ends.
Casting time: 1 action Range: point 30 feet Components: VSM Duration: 24 hour
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 30 feet
[b]Components[/b]: VSM
[b]Duration[/b]: 24 hour
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Casting time: 1 action Components: VSM (a morsel of food) Duration: 10 minute
You establish a telepathic link with one beast you touch that is friendly to you or {@condition charmed} by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
[b]Casting time[/b]: 1 action
[b]Components[/b]: VSM (a morsel of food)
[b]Duration[/b]: 10 minute
You establish a telepathic link with one beast you touch that is friendly to you or {@condition charmed} by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Casting time: 1 action Range: point 30 feet Components: SV Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was {@condition charmed} by you.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 30 feet
[b]Components[/b]: SV
[b]Duration[/b]: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was {@condition charmed} by you.
Casting time: 1 action Range: point 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration: instant
You either create or destroy water.
Create Water.
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water.
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 30 feet
[b]Components[/b]: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
[b]Duration[/b]: instant
You either create or destroy water.
Create Water.
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water.
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Casting time: 1 action Components: SV Duration: instant
A creature you touch regains a number of hit points equal to {@dice 1d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
[b]Casting time[/b]: 1 action
[b]Components[/b]: SV
[b]Duration[/b]: instant
A creature you touch regains a number of hit points equal to {@dice 1d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Casting time: 1 action Range: self Components: SV Duration: 10 minute
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its {@book school of magic|PHB|10|The Schools of Magic}, if any.', 'The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: SV
[b]Duration[/b]: 10 minute
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its {@book school of magic|PHB|10|The Schools of Magic}, if any.', 'The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Casting time: 1 action Range: self Components: V, S, M (a yew leaf) Duration: 10 minute
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.', 'The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: V, S, M (a yew leaf)
[b]Duration[/b]: 10 minute
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.', 'The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Casting time: 1 action Range: point 10 feet Components: SV Duration: instant
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 1d6} bludgeoning damage and is knocked {@condition prone}. If the ground in that area is loose earth or stone, it becomes {@quickref difficult terrain||3} until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 10 feet
[b]Components[/b]: SV
[b]Duration[/b]: instant
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 1d6} bludgeoning damage and is knocked {@condition prone}. If the ground in that area is loose earth or stone, it becomes {@quickref difficult terrain||3} until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Casting time: 1 action Range: point 90 feet Components: SV Duration: 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into {@quickref difficult terrain||3}.', 'A creature in the area when you cast the spell must succeed on a Strength saving throw or be {@condition restrained} by the entangling plants until the spell ends. A creature {@condition restrained} by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.', 'When the spell ends, the conjured plants wilt away.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 90 feet
[b]Components[/b]: SV
[b]Duration[/b]: 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into {@quickref difficult terrain||3}.', 'A creature in the area when you cast the spell must succeed on a Strength saving throw or be {@condition restrained} by the entangling plants until the spell ends. A creature {@condition restrained} by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.', 'When the spell ends, the conjured plants wilt away.
Casting time: 1 action Range: point 60 feet Components: V Duration: 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.', "Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 60 feet
[b]Components[/b]: V
[b]Duration[/b]: 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.', "Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}.
Casting time: 1 action Range: point 120 feet Components: SV Duration: 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 120 feet
[b]Components[/b]: SV
[b]Duration[/b]: 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Casting time: 1 action Components: V, S, M (a sprig of mistletoe) Duration: instant
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.', 'The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (a sprig of mistletoe)
[b]Duration[/b]: instant
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.', 'The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Casting time: 1 bonus Range: point 60 feet Components: V Duration: instant
A creature of your choice that you can see within range regains hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
[b]Casting time[/b]: 1 bonus
[b]Range[/b]: point 60 feet
[b]Components[/b]: V
[b]Duration[/b]: instant
A creature of your choice that you can see within range regains hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Casting time: 1 action Range: point 60 feet Components: S, M (a drop of water or piece of ice) Duration: instant
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 60 feet
[b]Components[/b]: S, M (a drop of water or piece of ice)
[b]Duration[/b]: instant
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Casting time: 1 action Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (a grasshopper's hind leg)
[b]Duration[/b]: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
Casting time: 1 action Components: V, S, M (a pinch of dirt) Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (a pinch of dirt)
[b]Duration[/b]: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
Casting time: 1 action Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: 10 minute
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.', "The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be {@condition charmed}, {@condition frightened}, or possessed by them. If the target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (holy water or powdered silver and iron, which the spell consumes)
[b]Duration[/b]: 10 minute
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.', "The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be {@condition charmed}, {@condition frightened}, or possessed by them. If the target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Casting time: 1 action Range: point 10 feet Components: SV Duration: instant
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 10 feet
[b]Components[/b]: SV
[b]Duration[/b]: instant
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Casting time: 1 minute Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hour
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
[b]Casting time[/b]: 1 minute
[b]Components[/b]: S, M (25 feet of rope, which the spell consumes)
[b]Duration[/b]: 8 hour
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Casting time: 1 action Range: self Components: SV Duration: 10 minute
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: SV
[b]Duration[/b]: 10 minute
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Casting time: 1 action Range: cube 15 feet Components: SV Duration: instant
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.", "In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
[b]Casting time[/b]: 1 action
[b]Range[/b]: cube 15 feet
[b]Components[/b]: SV
[b]Duration[/b]: instant
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.", "In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
OOC:
feel free to copy past this if you want
2) I see that you have connections to Woody and Ezi, both are characters that are GM-controlled and are being written out of the story.
I see that Zaraz is a wildfire druid. Perhaps he and Faith have had long talks about fire. She is after all a tiefling with an affinity for fire, ash and smoke (her fog cloud spell, is a smoke cloud, but that is just flavour)
Anyways I'm just suggesting a connection to an active player character.
@runekyndig thank you very much for suggestion.
While my PC is trying to hide his connection to fire I guess my Trinket (A glass orb filled with moving smoke) would alone be a good reason for our PCs to start a conversation. And let's be honest - half-orc would share his secrets - it's just a question of how much he would drink until.
I'd like to introduce him ASAP. @WhiteDwarf, I see that you've submitted the reworked Bramlin Braveless for consideration. But you haven't posted any of the details here in this thread. I'll start with what we know from the original Bram, and provide feedback:
I'm referring to this character sheet, which I believe you've already made public: thank you.
He's human, so those stats each increase by 1: 18, 17, 14, 14, 13, 11. The ability scores look good, assuming that you added 2 to STR with the level 4 increase. Since you didn't post your rolls for HP, you've taken the "average" HP increase for 3 levels: 13 at L1, plus 27 makes 40. Good.
Most everything looks good. I'd recommend listing Bram's proficiencies in the "Notes" section instead of the Resistances text that is there now.
It looks like you calculated Encumbrance at L1 but didn't update it with the STR increase; Bram's max weight should be 300# now. Bram should also still have Inspiration.
Dugal paid Bram 25 krugerrands at the end of the caravan journey. If you didn't already add that in, you should. Since then, 6 days have passed. Determine what Lifestyle he's been supporting himself at for the last 6 days, deduct that, and add any remainder to Bram's cash.
Otherwise, I'm approving the character and you can roll initiative.
@WhiteDwarf - here's a suggestion for how to introduce Bram; take what you like, rework or replace what you don't, and post it in the game thread with your initiative roll.
I'd like to introduce him ASAP. @WhiteDwarf, I see that you've submitted the reworked Bramlin Braveless for consideration. But you haven't posted any of the details here in this thread. I'll start with what we know from the original Bram, and provide feedback:
I'm referring to this character sheet, which I believe you've already made public: thank you.
He's human, so those stats each increase by 1: 18, 17, 14, 14, 13, 11. The ability scores look good, assuming that you added 2 to STR with the level 4 increase. Since you didn't post your rolls for HP, you've taken the "average" HP increase for 3 levels: 13 at L1, plus 27 makes 40. Good.
Most everything looks good. I'd recommend listing Bram's proficiencies in the "Notes" section instead of the Resistances text that is there now.
It looks like you calculated Encumbrance at L1 but didn't update it with the STR increase; Bram's max weight should be 300# now. Bram should also still have Inspiration.
Dugal paid Bram 25 krugerrands at the end of the caravan journey. If you didn't already add that in, you should. Since then, 6 days have passed. Determine what Lifestyle he's been supporting himself at for the last 6 days, deduct that, and add any remainder to Bram's cash.
Otherwise, I'm approving the character and you can roll initiative.
Thanks so much! :)
Edit - Will roll Initiative and enter the fray later this afternoon or this evening. Glad to be back!