For the past several days, the talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who's ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can't be raised-and neither can anyone else, regardless of whether they've ever received that miracle in the past.
If you're a Harper, these rumors have been troubling you, and you know your masters have been whispering about the Death Curse to one another. If you're from Chult you are expecting the arrival of a small group of Harper's on their way to famed wizard and merchant, Syndra Silvane.
1. Narrate your character's actions with plain black text.
2. Have your character speak, "like this". The speech text should be emboldened and in a color of your choosing.
3. "I can state my inner monologue like this", Charlie thinks to himself. Similar to your speech text, but italicized instead of emboldened.
4. [OOC] Tag out of character text like this. Try to keep OOC chat in Discord for the most part.
5. You can link spells, actions, and skills with a tooltip by putting the name in-between "tags". [ spell]Magic Missile[ /spell] turns into Magic Missile when the spaces are taken out of the brackets. [ action]Disengage[ /action] turns into Disengage. [ skill]Stealth[ /skill] turns into Stealth
6. Thinking ahead and posting rolls you think you might need to make ahead of time is never a bad thing. Sometimes we may not use them. ie. Charlie moves in to examine the statue's butt area more closely. Investigation6
7. Below this is an example of a standard combat turn. You need to include a detailed description of your actions along with your rolls. If I impost advantage or disadvantage after the fact, or you want to expend a bardic inspiration die etc... Just edit the post from your turn, and add the new roll at the bottom of the post. All of this is done using the dice roller, which is the small dice icon in the toolbar.
Charlie runs across the courtyard, towards the goblin (goblin 2) closest to the well, making a heavy two handed swing with his battle-axe Attack Attack: 16 Damage: 8
8. You can also use a spoiler to add extra rolls you think you might need, or other messages. Do this by highlighting the text you want to be in the spoiler, then clicking the exclamation point icon in the toolbar.
I will often post a screen-cap of the current battle map, or loot and XP drops in these spoilers, so make sure to check them.
9. Separating by paragraphs at conversation breaks or at logical action breaks is a good idea. Strive to not post “one-liners.” That is, don’t simply post ‘Joe the Paladin whacks the goblin.’ That’s boring. Try to weave in some narrative. ‘Joe the Paladin ducks under the goblin’s hammer, easily sidestepping the crude swipe. His ornate mace slams against the goblin’s head, delivering a powerful smite in the name of Thor.’ This is by no means quality material, but it is a step in the right direction.
10. Put your character's name in your signature line, with your character's text color denoted there. You have to go to the "Account menu", then click the "Profile" tab to change your signature. VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
Your character starts in Baldur's Gate and you are from the Sword Coast. You are a new agent for the Harper's. You character's backstory needs to include two things. 1. How did you become a Harper? 2. Make up one recent event of personal significance to your character, whether it be good or bad (preferable bad).
(ie. You recently failed a mission for the Harpers and you've been extra hard on yourself...... Or you recently got fired from your day job..... Or a family member recently died.... It could be anything)
-OR-
You are from Chult. You work as a free-lance mercenary company sometimes. The man there that gives you jobs is unfriendly, but he pays decently well. Gordok is his name. He has told you that a small group of Harper's is coming into the city and you must be their guard and their guide. Your backstory needs two things. 1. How did you come to work with Gordok? 2. A recent significant personal event.
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
Krask. The tribes shaman and medicine man, I often spend my time out in the wilds, looking for plants and animals to make potions and turn away natural dangers. While out gathering herbs for some healing potions, as well just wandering the jungles with my worthless clan assigned "apprentice", Shorpa, who I must admit has saved helped me a bit in the past (Shorpa saved my life. They haven't left my side since.) we got a bit delayed. Making us a few days late to return to our village. Coming upon the scene of our village demolished and the inhabitants dead. With nothing else to do, we followed the tracks that appeared to be the attackers, not hidden at all the fools. What easy prey. So we follow them to a weird place called port Nyanzaru, hoping to find those responsible. But of course they got lost in the city. So I find the first group, Gordok, who could have an idea on who these adventurers could be. I work for them while they try to gather information on these adventurers.
Kaslo grew up in a small dwarven community hidden in the Sunset Mountains, located in the Western Heartlands. His family would often make trips to the town of Easting to trade their ale. It was during these trips to the surface that Kaslo developed his love of wandering, and would often take little side trips, much to the dislike of his clan.
As Kaslo grew older, he would take longer hikes, sometimes staying out overnight, sneaking back to his home early in the morning before his family awoke. It was during one of his longer hikes that he came across a curious dwarf by the name Erias Bigtoe, who was tending to an overgrow trail; pruning back overgrown shrubs and refreshing trail markers. They chatted for quite some time while sharing bread and ale and talking about their love for wandering and being outside. Erias gave him a map, and told Kaslo that he was welcome anytime to come visit the trail side hospice he runs, just a few days hike from here.
After much pleading, his parent eventually agreed to let young Kaslo spend the upcoming summer there, and so began his apprenticeship as a priest of Marthammor Duin. After 3 summers, Kaslo was offered a full time position at the hospice, which he accepted in a heartbeat though his parent took a bit longer to convince.
So it was there, at the Trail Side Hospice where Kaslo learned the ways of being a Trail Priest; tending to weary travelers, maintaining trail networks, honing his survival skills and nourishing his love of wandering.
1. How did you become a Harper?
Kaslo agreed to guide a (very) lost sorcerer (see character bond) to Baulder's Gate. Once there, Leosin also recruited Kaslo into the Harpers, feeling it would be beneficial to have a set of eyes and ears on the roads and trails. And who would suspect a wandering priest for a spy? Kaslo agreed so long as he wasn't stationed in cities or towns for any extended length of time.
1.5- Character Bond.
Kaslo agreed to guide Rysta, a runaway Sorcerer to Baulder's Gate. She ran away from a Temple in Scornubel, and is pursuing a Vision. Kaslo being a priest himself, knows the importance of visions, and agreed to help.
2. Make up one recent event of personal significance to your character, whether it be good or bad (preferable bad).
Orcs recently clear cut a little valley that Kaslo really loved. It was a quiet valley with a lazy meandering river though it. Not many people knew about it, and Kaslo often camped there whenever he was working in the area. Seeing the valley logged filled him with anger. How could this have happened without his knowing? Why didn't anyone try to stop the orcs? He knew that over time, the valley would regenerate itself, but never to the same degree. Grief stricken, he returned back to the Hospice.
Glyph was born in Calimshan. He remembers the desert fondly, but his parents moved north, to Waterdeep, a few years after his birth. The Tabaxi couple became well respected courtiers to a noble family and were able to provide quite well for their child. Unfortunately, all good things come to an end. An up-and-comer managed to pin an attempted assassination on the pair and they were executed leaving poor little Glyph an orphan.
Still quite young, he found himself being groomed by a small street gang to be their ticket to making it big in the underworld. His natural abilities made him ideal for stalking marks, information gathering, and larceny and this is how he managed to survive for several years.
Then, the real beginning of our tale begins. It started with the appearance of a strange house. Glyph came upon it and staked it out for a few hours, making notes of easy to reach but hidden access points. He brought this information back to his colleagues. None of them believed him, they had all known of every building in the area. The Tabaxi convinced them to come with him so he could show them. When the master laid eyes on the bizarre structure he immediately wanted in. Glyph was quick to volunteer, so he and several other thieves decided to break in that night.
The party got in without a hitch. In fact, it seemed the home wanted them to come inside. It seemed much darker than it should’ve been but that was paid no mind. The group split up to rob the place quicker. Things just got weirder from there as members of the party started to disappear. One by one, Glyph heard each room that the others entered go silent. Gone were the faint sounds of someone rummaging through a stranger’s personal possessions. The catman soon realized his mistake of coming into this cursed place. The shadows moved, strange moans came from near and far, and he was certain he saw something shambling about at one point. Scared, he ran, but the house was pushing him toward something. Every creak, bump, and shifting shadow was used to guide him to an objective. Glyph, scared out of his mind, finally stumbled into a strange room.
A soft glow hung above a podium, inviting the young thief forward. On padded feet he approached. As he neared he could hear a voice inside his head. It encouraged him forward with promises of power, knowledge, and untold of wealth. When he reached the podium he finally noticed what it had displayed. A stone tablet, about the size of a book, covered in engravings that seemed to glow and move. Glyph’s fear was overcome by his curiosity and he reached down to touch the stone. Flashes of unspeakable, indescribable things streamed through his head and then everything went black.
Glyph came to in a dark alley off a side street. He felt different somehow but there was no time to figure that out now. The thief went from haven to haven looking for his comrades, but every one of them he went to were empty. He finally ran into the man who helped him develop his craft. The human was in shock and informed Glyph that he had been missing for a tenday. He continued informing Glyph of the strange things that occurred over that week and how the whole gang had been disbanded. A lot of them were scared straight and were now making an honest living or begging.
Now with nothing to go back to, Glyph decided to head to Baldur’s Gate. During the journey, he learned he had come into new and arcane abilities and was approached by a bard among the caravan he was travelling with. Having seen Glyph’s abilities, he thought someone of his talents could be used by the Harper’s.
Rollback Post to RevisionRollBack
Glyph -- Level 1 Warlock
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Dungeon Master - Princes of the Apocalypse PbP
Dungeon Master - Chopshop PbP - ToA
Dungeon Master - Dungeon Squad Live (HotDQ Live Stream)
Magnus Munch - Level 4 Gnome Necromancer - Shadowguard D&D Stream
Campaign Formatting Guide
1. Narrate your character's actions with plain black text.
2. Have your character speak, "like this". The speech text should be emboldened and in a color of your choosing.
3. "I can state my inner monologue like this", Charlie thinks to himself. Similar to your speech text, but italicized instead of emboldened.
4. [OOC] Tag out of character text like this. Try to keep OOC chat in Discord for the most part.
5. You can link spells, actions, and skills with a tooltip by putting the name in-between "tags".
[ spell]Magic Missile[ /spell] turns into Magic Missile when the spaces are taken out of the brackets.
[ action]Disengage[ /action] turns into Disengage.
[ skill]Stealth[ /skill] turns into Stealth
6. Thinking ahead and posting rolls you think you might need to make ahead of time is never a bad thing. Sometimes we may not use them.
ie. Charlie moves in to examine the statue's butt area more closely. Investigation 6
7. Below this is an example of a standard combat turn. You need to include a detailed description of your actions along with your rolls. If I impost advantage or disadvantage after the fact, or you want to expend a bardic inspiration die etc... Just edit the post from your turn, and add the new roll at the bottom of the post. All of this is done using the dice roller, which is the small dice icon in the toolbar.
Charlie runs across the courtyard, towards the goblin (goblin 2) closest to the well, making a heavy two handed swing with his battle-axe
Attack
Attack: 16 Damage: 8
8. You can also use a spoiler to add extra rolls you think you might need, or other messages. Do this by highlighting the text you want to be in the spoiler, then clicking the exclamation point icon in the toolbar.
I will often post a screen-cap of the current battle map, or loot and XP drops in these spoilers, so make sure to check them.
9. Separating by paragraphs at conversation breaks or at logical action breaks is a good idea. Strive to not post “one-liners.” That is, don’t simply post ‘Joe the Paladin whacks the goblin.’ That’s boring. Try to weave in some narrative. ‘Joe the Paladin ducks under the goblin’s hammer, easily sidestepping the crude swipe. His ornate mace slams against the goblin’s head, delivering a powerful smite in the name of Thor.’ This is by no means quality material, but it is a step in the right direction.
10. Put your character's name in your signature line, with your character's text color denoted there. You have to go to the "Account menu", then click the "Profile" tab to change your signature.
VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
Dungeon Master - Princes of the Apocalypse PbP
Dungeon Master - Chopshop PbP - ToA
Dungeon Master - Dungeon Squad Live (HotDQ Live Stream)
Magnus Munch - Level 4 Gnome Necromancer - Shadowguard D&D Stream
Your character starts in Baldur's Gate and you are from the Sword Coast. You are a new agent for the Harper's. You character's backstory needs to include two things.
1. How did you become a Harper?
2. Make up one recent event of personal significance to your character, whether it be good or bad (preferable bad).
(ie. You recently failed a mission for the Harpers and you've been extra hard on yourself...... Or you recently got fired from your day job..... Or a family member recently died.... It could be anything)
-OR-
You are from Chult. You work as a free-lance mercenary company sometimes. The man there that gives you jobs is unfriendly, but he pays decently well. Gordok is his name. He has told you that a small group of Harper's is coming into the city and you must be their guard and their guide. Your backstory needs two things.
1. How did you come to work with Gordok?
2. A recent significant personal event.
Dungeon Master - Princes of the Apocalypse PbP
Dungeon Master - Chopshop PbP - ToA
Dungeon Master - Dungeon Squad Live (HotDQ Live Stream)
Magnus Munch - Level 4 Gnome Necromancer - Shadowguard D&D Stream
Ability scores: 13 13 9 12 12 12
Glyph -- Level 1 Warlock
Dungeon Master - Princes of the Apocalypse PbP
Dungeon Master - Chopshop PbP - ToA
Dungeon Master - Dungeon Squad Live (HotDQ Live Stream)
Magnus Munch - Level 4 Gnome Necromancer - Shadowguard D&D Stream
oh sweet! you got those. i noticed something weird with the final roll. it had 5 dice and dropped the lowest 2 but all the rest had 4
I think i'll just keep the 10 though... unless you want it rerolled
Glyph -- Level 1 Warlock
Dungeon Master - Princes of the Apocalypse PbP
Dungeon Master - Chopshop PbP - ToA
Dungeon Master - Dungeon Squad Live (HotDQ Live Stream)
Magnus Munch - Level 4 Gnome Necromancer - Shadowguard D&D Stream
Ability scores: 13 15 16 16 12 16
Krask-ToA Lizardfolk druid lvl 1
Krask-ToA Lizardfolk druid lvl 1
Ability score rolls: 14 13 12 16 13 16
*crosses fingers*
rerolling the lowest: 10
sighs-
Are those rolls low enough to warrant a mulligan Charlie?
EDIT: Please ignore this post.
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
Ability Scores: 15 13 10 17 18 14
Rerolling the 9: 15
Ryndar Shadowsbane - Lvl 3 Eldarin Fighter | Kassar - Lvl 2 Lizardfolk Druid (Circle of Stars) | Finnegan (Finn) Taggert - Lvl 1 Human Cleric (Peace Domain) |
Verdan Schmidt - Lvl 2 Half-Elf Bard | Grithik - Lvl 5 Deep Gnome Warlock (Celestial)
Dungeon Master - Princes of the Apocalypse PbP
Dungeon Master - Chopshop PbP - ToA
Dungeon Master - Dungeon Squad Live (HotDQ Live Stream)
Magnus Munch - Level 4 Gnome Necromancer - Shadowguard D&D Stream
Copy that
Test 12
trying out in phone
8
tedius af but it does work
sacred flame
light
Ability scores: 10 13 17 9 12 10
Shorpa - Lvl 1 awesome lizardman Monk
Cool. I'll drop that in my sheet
Shorpa - Lvl 1 awesome lizardman Monk
Krask. The tribes shaman and medicine man, I often spend my time out in the wilds, looking for plants and animals to make potions and turn away natural dangers. While out gathering herbs for some healing potions, as well just wandering the jungles with my worthless clan assigned "apprentice", Shorpa, who I must admit has saved helped me a bit in the past (Shorpa saved my life. They haven't left my side since.) we got a bit delayed. Making us a few days late to return to our village. Coming upon the scene of our village demolished and the inhabitants dead. With nothing else to do, we followed the tracks that appeared to be the attackers, not hidden at all the fools. What easy prey. So we follow them to a weird place called port Nyanzaru, hoping to find those responsible. But of course they got lost in the city. So I find the first group, Gordok, who could have an idea on who these adventurers could be. I work for them while they try to gather information on these adventurers.
Krask-ToA Lizardfolk druid lvl 1
Kaslo Stormbrew. Dwarf Cleric.
Backstory
Glyph was born in Calimshan. He remembers the desert fondly, but his parents moved north, to Waterdeep, a few years after his birth. The Tabaxi couple became well respected courtiers to a noble family and were able to provide quite well for their child. Unfortunately, all good things come to an end. An up-and-comer managed to pin an attempted assassination on the pair and they were executed leaving poor little Glyph an orphan.
Still quite young, he found himself being groomed by a small street gang to be their ticket to making it big in the underworld. His natural abilities made him ideal for stalking marks, information gathering, and larceny and this is how he managed to survive for several years.
Then, the real beginning of our tale begins. It started with the appearance of a strange house. Glyph came upon it and staked it out for a few hours, making notes of easy to reach but hidden access points. He brought this information back to his colleagues. None of them believed him, they had all known of every building in the area. The Tabaxi convinced them to come with him so he could show them. When the master laid eyes on the bizarre structure he immediately wanted in. Glyph was quick to volunteer, so he and several other thieves decided to break in that night.
The party got in without a hitch. In fact, it seemed the home wanted them to come inside. It seemed much darker than it should’ve been but that was paid no mind. The group split up to rob the place quicker. Things just got weirder from there as members of the party started to disappear. One by one, Glyph heard each room that the others entered go silent. Gone were the faint sounds of someone rummaging through a stranger’s personal possessions. The catman soon realized his mistake of coming into this cursed place. The shadows moved, strange moans came from near and far, and he was certain he saw something shambling about at one point. Scared, he ran, but the house was pushing him toward something. Every creak, bump, and shifting shadow was used to guide him to an objective. Glyph, scared out of his mind, finally stumbled into a strange room.
A soft glow hung above a podium, inviting the young thief forward. On padded feet he approached. As he neared he could hear a voice inside his head. It encouraged him forward with promises of power, knowledge, and untold of wealth. When he reached the podium he finally noticed what it had displayed. A stone tablet, about the size of a book, covered in engravings that seemed to glow and move. Glyph’s fear was overcome by his curiosity and he reached down to touch the stone. Flashes of unspeakable, indescribable things streamed through his head and then everything went black.
Glyph came to in a dark alley off a side street. He felt different somehow but there was no time to figure that out now. The thief went from haven to haven looking for his comrades, but every one of them he went to were empty. He finally ran into the man who helped him develop his craft. The human was in shock and informed Glyph that he had been missing for a tenday. He continued informing Glyph of the strange things that occurred over that week and how the whole gang had been disbanded. A lot of them were scared straight and were now making an honest living or begging.
Now with nothing to go back to, Glyph decided to head to Baldur’s Gate. During the journey, he learned he had come into new and arcane abilities and was approached by a bard among the caravan he was travelling with. Having seen Glyph’s abilities, he thought someone of his talents could be used by the Harper’s.
Glyph -- Level 1 Warlock