This is a play by post campaign that is ready to recruit four to six players for its first run. The campaign is set in the region from Waterdeep, to well south of Baldur’s Gate, and East to the edge of the Dalelands – a big region, but it won’t necessarily involve all of it.
It is set about 8 years after the events of Baldur’s Gate 3 – though it’s not required for anyone to know anything about that game, I’m just using it as a reference point. Given that it’s set in the same general region, however, there are some BG3 related questions that may come up – I’ve a separate page devoted to ways in which we can handle those questions:
But as for this campaign, it starts in Waterdeep – at least, your characters start there. The adventure doesn’t begin until they arrive in Daggerford, a short distance to the south, in response to a job posting. This job posting, to be precise:
If you’re interested, you can check out the ‘how to join’ link, below, which has important information you’ll want to read about any character you roll for use here. It'll also bring you to the site where I'm keeping most of the information regarding the campaign (Obsidian Portal). But given that it's PBP, we can run the actual campaign right here.
This is a play by post campaign that is ready to recruit four to six players for its first run. The campaign is set in the region from Waterdeep, to well south of Baldur’s Gate, and East to the edge of the Dalelands – a big region, but it won’t necessarily involve all of it.
It is set about 2 years after the events of Baldur’s Gate 3 – though it’s not required for anyone to know anything about that game, I’m just using it as a reference point. Given that it’s set in the same general region, however, there are some BG3 related questions that may come up – I’ve a separate page devoted to ways in which we can handle those questions:
But as for this campaign, it starts in Waterdeep – at least, your characters start there. The adventure doesn’t begin until they arrive in Daggerford, a short distance to the south, in response to a job posting. This job posting, to be precise:
If you’re interested, you can check out the ‘how to join’ link, below, which has important information you’ll want to read about any character you roll for use here. It'll also bring you to the site where I'm keeping most of the information regarding the campaign (Obsidian Portal). But given that it's PBP, we can run the actual campaign right here.
Really? It doesnt just warn you about leaving the site? Strange. Do you have accounts with Obsidian Portal? Like even free ones? Either way, that's sort of lame. Hmm, OK then! Let me post the important details here then.
Sorry for the wall of text - I had this all separated into separate pages in a wiki style for easier viewing, but if people literally can't get to the site without joining or whatever the reason is, that's pretty lame. Until I figure out how to place the data somewhere people CAN access it, I'll just dump it here. If anyone has any recommendations on better ways, please let me know - I'm not new to DMing or D&D but I'm obviously new to this site lol.
The Campaign Overview:
A series of adventures beginning in the sleepy town of Daggerford working for a self-described but mysterious ‘Patriar’ of Baldur’s Gate, promising riches and the potential to become a Baldurian citizen, only to discover that as always, fame and glory comes with complications – as more and more sordid details are discovered about their mysterious employer the party will be forced to decide how much they are willing to overlook should their own curiosity drive them to open any one of the many closets filled with skeletons, and worse things, within their new ‘lord’s’ manor.
A heavily player choice driven narrative that can begin and end with a disciplined party that declines to look into their employer at all, doing their increasingly bizarre tasks without question – or can take the party on a wild ride into the literal depths of hell, should their curiosity overwhelm them, and they open one too many of their new ‘master’s’ closets. Whether or not their employer remains simply an eccentric meal ticket into a life of Baldurian wealth and comfort, or their sworn enemy to oppose, will be a decision that the players will have to come to an accord about, or run the risk of the group becoming enemies to each other, should there be disagreement about what’s worth risking their own lives for, and what they are each capable of doing without losing any sleep at night.
Ground Rules
I’m not a rule monger but there are 3 basic, easy to follow rules that really shouldn’t be too hard to understand:
(1) No bullying, harassing, or otherwise humiliating other players, or myself. I’ll give everyone one warning if they’ve crossed the line into something I consider to be too far – after that there’s no excuses, you knew where the lines were, so you’ll just get the boot.
(2) No politics, no religious debate – no debate period, really, unless its debating on what your character’s should be doing next. If its IN CHARACTER, it’s probably fine – but if I perceive someone is hiding behind their character’s personality in order to break any of these rules (especially the next one), I’ll take it as a violation of the rule, and either warn you or boot you accordingly. It’s not clever or subtle to slip in something mean toward another player or myself, then backpaddle when called out on it, claiming you were just ‘role-playing’; it’s cowardly. While I respect every player’s right to roll an evil character, that won’t give you free reign to be a bigot or so genuinely malicious that it makes people uncomfortable. If you must be evil, be evil in more complex and interesting ways; its less interesting if your character is just always mean – what’s more interesting is that maybe they’ve never had anyone be kind to them, maybe they’ve been forced to do things to survive that has darkened their spirit – but give them room to grow. Alignment changes are interesting – it’s not poor role-playing; it’s really good role-playing to have a character that CHANGES with the situation. If no one’s being hostile to you, there’s no need to be hostile back.
(3) If I see a racial slur, homophobic, transphobic, or sexist remark, no warnings – just the boot.
D&D Beyond Campaign Link For Joining and Making a Character
(Link Removed - Player Limit Reached)
As a member of my campaign, you’ll have access to my source material – please don’t use any of the premade characters (they're NPCs) or any of my Homebrew options for backgrounds or items. See the below areas regarding I Ability Score Limits and Items and Equipment that you can give your character to assist you in making a fresh level 2 character. Be sure to give them a backstory that would place them in Waterdeep, where they encountered the job posting directing them to Daggerford. Please feel free to get creative as you want, and as detailed as you want. Tell me what’s on your mind, and I’ll let you know if I can make it fly with the story. Otherwise, yeah, just focus on why you’d respond to that posting. The more details the better. Once six characters have been collected, the first adventure in the campaign can begin.
Regarding Ability Scores
Your character’s total attribute score, after all bonuses are applied should be in the 80-90 total score range. I know that will likely mean everyone will roll 90, which is fine.
However, any attribute that is over 18 has to be explainable (e.g., feat or racial bonuses).
Therefore, you really should not have more than one score that is 20 – I don’t want to see someone with three 20’s and three 10’s. Please humor me and at least pretend that you actually rolled them.
If that total is WAY higher than you’re used to, and you’re of the sort that gets annoyed by ‘kids these days, and their need to power game’ – let me just stop you right there and mention a couple things:
1. I’ve been playing D&D since the early 80’s – I’m not a ‘power gamer’ nor promoting that kind of gameplay, I love role-playing, but I want people to be happy with their characters so that they’ll be more inclined to want to pretend to be them for a time.
2. This has the potential to be a very challenging campaign. I’m not an unreasonable DM though, and I’d rather not kill the party – but I will. To lower the odds that I’d have to kill anyone, I want the party to be quite capable from the outset. It’s sort of tied into the plot that you’re being specifically selected BECAUSE you’re exceptional.
Regarding Items and Starting Equipment
As for items – everyone can have a +1 item of their choice for free – meaning a +1 weapon, a +1 shield or +1 set of armor.
Alternatively, you can choose one of the following wondrous items of uncommon rarity: Bag of Holding, Boots of Elvenkind, Boots of Striding and Springing, Brooch of Shielding, Boots of the Winterlands, Bracers of Archery, Circlet of Blasting, Cloak of Protection, Cap of Water Breathing, Deck of Illusions, Driftglobe, Efficient Quiver, any 1 of the Elemental Gems, Eversmoking Bottle, Eyes of Charming, Eyes of Minute Seeing, Eyes of the Eagle, Figurine of Wondrous Power (Silver Raven), Gem of Brightness, Gloves of Missile Snaring, Gloves of Swimming and Climbing, Gloves of Thievery, Gray Bag of Tricks, Helm of Comprehending Languages, Keoghtom’s Ointment, Nature’s Mantle, Necklace of Adaptation, Pearl of Power, Periapt of Health, Periapt of Wound Closure, Pipes of Haunting, Pipes of the Sewers, Rope of Climbing, Robe of Useful Items, Quaal’s Feather Token (Fan), Quaal’s Feather Token (Anchor), Quaal’s Feather Token (Tree), Quiver of Ehlonna (same thing as an Efficient Quiver as far as I can tell), Slippers of Spider Climbing, Stone of Good Luck (Luckstone), or a Wind Fan.
If you don’t know what any of those are, don’t pick them – though once you’ve signed up on my D&D Beyond page, we can content share, and you can look them up with my source material. The safest bet is to go with a plus one weapon, shield, or armor, but I wanted to provide an alternative for spellcasting characters that don’t plan on using any of those things much.
If there’s an uncommon rarity item you want not on the list, you can ask me about it, but chances are I’ve left it out for a reason – it either has potential to break certain parts of the adventure, or is something that can abuse the 90 point limit (e.g.; Gauntlets of Ogre Power or Headband of Intellect).
Also, everyone can have two common healing potions, and 1 uncommon potion of any kind they want (perhaps just a Greater healing potion if you can’t decide or don’t know the other options) – OR two common healing potions and 40 +1 arrows / bolts.
Other than the above, outfit them with non-magical common rarity gear only of total value less than or equal to 150 gold, but no mounts If your animal companion at level 2 is also a mount, OK, just don’t spend any of your starting gold on a mount (you’ll see why soon enough). Anything you don’t spend you can keep as coins.
These items represent rewards from the adventure(s) your character has already been on that got them to level 2. The details of which you can include in their backstory if you want, but you don’t have to. Like everything else, this can be a chance to add some interesting depth to their story, and I promise the more depth you add, the harder I’ll try to incorporate into the story.
(The rest of this isn't crucial to read really but it may be helpful to know)
Regarding Coordination Between Players Pre-First Adventure
Up until the adventure starts – meaning up until the time that the entire group has arrived in Daggerford – the people that have gathered can coordinate their item choices to maximize the benefit to the party; in other words, you can change the items you picked without even asking me so long as you pick from the list above. It would be lame if all 6 people show up with the same Wondrous Item, especially if it’s something that confers a groupwide benefit that would be redundant if repeated.
Changes to the Official Attunement Rules:
I’m frankly not a huge fan of the attunement concept. It’s fine and even logical for low level characters – but it seems crazy to me that they didn’t build into the game a way to increase your attunement slots as you rise in level – the idea that a 20th level character can only have three items of reasonable power is kind of stupid IMO. So, for as long as you are playing in one of my campaigns for every 6 levels you gain, you’ll gain a new attunement slot. I have some homebrew items that I will give out to increase the slots as needed so that we can continue to use digital character sheets on D&D Beyond and have the correct stats showing.
Regarding Role-playing Meanness:
If your character has written into their backstory some reason to not like – say elves for instance – and one of the players is an elf, it’s OK for your characters to not get along. There’s no reason for that to be the case OOC (out of character) – as players, you should both be enjoying the little feud between your characters, with the understanding that it’s NOTREAL. If either of you isn’t enjoying it, you can try to politely explain your intent is just to role-play, and maybe that’ll help clear it up so they can enjoy it too. That isn’t ‘racism’, that’s good role-playing.
That said, everyone’s comfort is higher priority than how avant-garde we are with our role-playing, so if they still just aren’t enjoying it, I’ll have to ask you to reign in it and just keep your character’s ‘anti-elf’ feelings to themselves.
Regarding Group Cohesion and 'Alignment Tension'
When playing as a team in a potentially difficult campaign that requires teamwork between strangers, it’s a valid concern that alignment tension could pose a threat to group cohesion. I get that. But look at it this way: it’s a role-playing game, and by creating a character that adds alignment tension, that player has essentially forced you to consider something you should be considering anyway. Namely: why should a group of 4-6 strangers immediately become BFFs, loyal beyond question, even if they’re all Lawful Good? Lawful Good characters differ in their motives too and could just as easily split apart because of disagreements in the course of action.
So, the kinds of things you need to worry about regarding group cohesion are important regardless of any alignment tension. Therefore, whether or not anyone is evil or Chaotic Neutral or whatever, it is ALWAYS very helpful if at least one or two members of the group step up to the plate and try to bring everyone together, so that you’ll be able to count on each other when the shit hits the fan. Don’t be scared to be a leader – someone should try to – and there can be more than one. Being a good leader means understanding what your would-be followers wants and needs are and then trying to make sure they’re not ignored. Don’t leave it to me to lead your own party, I’m just the referee – it’s YOUR party and ultimately your story. I’m going to do my best to make everyone feel a part of things but help me out. Help me to help you. And then I promise, I’ll show you the money… =P
That said, not everyone can lead – it’s equally important to know when to lead as it is to know when to follow. Generally, the person with the best speaking skills, Charisma, and Wisdom makes for the best leaders. But it’s hard to have ALL those bases covered, so there’s no harm in having a pair of leaders, or a #1 and #2 type deal. Maybe an officer and a couple of ‘non-coms’ to anyone familiar with military-speak (don’t worry about it if you’re not). If your character isn’t cut out for leadership, it’s OK – try to write your backstory in a way that leaves very clear ways and reasons to be comfortable following someone else that you may otherwise not normally want to follow. Even if you’re evil, evil doesn’t (always) mean stupid. It’s to your own benefit to have people looking out for you, and you’ll be able to go places, do things, and attain new levels of power much more easily with a group than going solo. Think Raistlin, from the Dragonlance Chronicles, if you read those (don’t worry about it if you didn’t – SPOILERWARNINGFORTHOSEBOOKShe was an evil mage posing as a neutral one that nevertheless found motivation to remain with a group of people, including the equivalent of a LG Paladin type, and allowed himself to be led by a NG/CG Ranger because it was in his best interests. And as a result of swallowing his pride for quite a while, he literally became a lesser god). So, if no other reason, just humor the ‘leaders’ of the group.
Regarding In-fighting and Group Cohesion Failure
Having said everything I said in the page above about Alignment Tension, there are no saved games in real tabletop D&D, and sometimes by attempting to be a good role-player, you may have put your character into a tight spot where it becomes in their best interests to split from the group – maybe you were hoping the other person would back down, but they doubled down instead, and now you’re stuck between deciding to do something your character wouldn’t, or walking way. If this happens, or should your character die and you’re not happy about it, let me know – you can always decide to hand control of your character to me (if still alive), and roll a new one that I will then find a way to introduce into the group, while your old character (if alive) will then become a potential adversary for the group later-on (or may just never be heard from again, depending on what happened and why they left).
Alternatively, if you ARE okay with that result (of leaving, not dying), I can provide the group with a replacement NPC guaranteed not to stir the pot, until such a time comes that maybe your character finds a reason to rejoin the group. Your character and I will have to begin our own private continuation of what they decide to do – I’ll probably not be subtle about trying to steer you back into the group, giving your character new motivations to do so, etc., because I’d rather not maintain separate adventures simultaneously for TOO long. For a short time can be an interesting twist that I’d be open to, but let’s not AIM for that result from the start, okay? If it happens organically, so be it. But I’ll probably be able to tell if you’re jockeying to be the one that gets to walk away and come back again later, and if I sense you are, your character may find themselves the victim of a freak accident instead =P. Not because I’m a tyrannical DM, but because while splitting from the group CAN be interesting, it CAN also be campaign-ending behavior.
Most importantly, I will not allow you to just start killing each other. It may be good role-playing, but it’s definitely campaign-ending behavior that no one player should have the power to do, role-playing be damned. If an active fight breaks out between players, I’ll determine the one that was the biggest ‘troublemaker’ as far as cohesion (probably the first person to make an attack), and something will happen that will break up the fight before it starts, forcing you to either make-up or runaway. If your character attempts to poison someone or do something that could lead to one or more of the others to die, you’ll find that everything just stops going your way all of a sudden. A branch will snap while you are sneaking around placing the poison, or a little fly will go up your nose and cause you to sneeze, waking everyone up, and you’ll be forced to flee the group. You won’t get away with it.
For characters that have died, you will be allowed to role new ones with the same amount of experience that you had at the time you died, approximately equivalent items, etc., and I’ll work them into the story ASAP, but it may mean sitting out for a little bit if the group is deep into some location that doing so would be impossible without breaking emersion. Alternatively, if the party is able to return the deceased to life, that’s even better. Rolling new characters will be a last resort, for when you’re too low level to be able to afford or perform the kind of divine magic that can restore someone to life.
Last but not least, BALDURS GATE 3 RELATED QUESTIONS
There are a few ways we can go about handling the Baldur’s Gate 3 (BG3) ‘issue’. I don’t have any strong opinion about how to handle it; it’ll depend entirely on the group of players, and whether or not you are ALL familiar with the game, or at least ALL willing to be spoiled about its details or not – this campaign does not require any knowledge of the game and by default has virtually nothing to do with it – but it CAN, if its decided that that’d be preferred. I propose three ways to approach this:
1. Full spoilers of Baldur’s Gate 3 included + the group votes on one of their own playthroughs to be ‘cannon’. This will obviously require that everyone either have played the game, or at least be okay with being spoiled about it – AND – it will require a lot of group communication that may be hard with people that don’t know each other. I’ll only allow this method if it’s a unanimous decision amongst the players, and so long as the playthrough selected isn’t one that dramatically alters the geopolitical landscape of the area.
2. Spoilers included, using what Wizards of the Coast has deemed to be cannon from the game only (no one from the group’s playthrough).
3. Minimal references to the events from the game, using what Wizards of the Coast has deemed to be cannon from the game ONLY IN THEVAGUESTWAYPOSSIBLE to avoid spoiling the details for anyone. (This is what we’ll do by default unless I hear from the group otherwise).
If I don’t hear from the group anything about it, I will assume (3); don’t wait for me to pose this question to everyone, if you are excited about options 1 or 2, you’ll have to bring it up with the other players and work it out with them.
My current thought is a Lawful Neutral Human Rogue (planning to take the Swashbuckler subclass at level 3) with likely either the Faction Agent (Zhentarim) or Urban Bounty Hunter Background who's joined up because he thinks the job might get him an "in" with the nobility he can exploit for his own ambitions.
Should I make a character sheet to show what my character would be or hold off until you've accepted all the players you plan to take?
Sounds great - go ahead and roll them if you want. Use my D&D beyond link above to get into the campaign here, as I described above. You can alter them all you want up until the adventure starts, so as others join, you can coordinate items and perhaps may even decide to roll something else entirely, but since you're the first one and since every party benefits from a rogue type, I don't see why you'd have to do that lol.
Thanks for your thoughts on public/private thing - I swore I set it to public multiple times but let me go check that out....
EDIT: AHA - it somehow slipped back into 'Friends Only' mode... SO weird. Problem solved (methinks). The links should hopefully work now. But I'll leave the info up here anyway just in case.
Would it fit with the campaign for characters to have had contact with Devils/Hell? That determines whether I go with Magic Initiate or Skill Expert for my Variant Human's bonus feat.
Also in terms of BG3 I'd be interested in 1 but 2 would be my second choice.
Hmm, I don't want to give too much away, but I don't see a problem with contact with MOST devils in hell. It won't hurt to have familiarity with the Hells in general, that's for sure. It's not required though, and won't really come into play until at least a few adventures in, possibly quite a few. There's really only ONE fiend that would pose a problem to the campaign narrative if your character had somehow contacted before, but I don't see how they would have been able to, as they're not someone that would deign to talk to a 'lowly level 2 mortal' lol. And as for the BG3 thing, sounds good - as other people join, we'll have to see how they each feel about it. I will say that Swashbuckler is not a bad idea though (there will be boats, arrrr).
Born to a tribe in the Anaurachs that traded frequently with the Dwarves of Citadel Adbar, Hnefa was a devote believer in the prophesies of the Skywatcher shamans. Those who read her skin patterns foretold a fate tied up in the Sword Coast. Eager to meet her destiny, she became a bodyguard for one of the caravans until it reached Waterdeep, where she took a job in the city watch. The City of Splendors can be overwhelming and she had little talent for economizing a guard's meager pay. Upon performing a walkthrough of the Skewered Dragon a particular flyer caught her eye. Hnefa resigned from her post and offered her services to a caravan headed to Daggerford.
I suppose you can use either set of rules - I'm frankly not entirely familiar with the differences yet. All the NPCs have been made with 2024 rules, as those are the books I own digitally. You can use any of the races or backgrounds that appear in my source material, except for the Homebrew ones. I'd generally prefer it if people chose to be races that are more common, but if one or two of you are something exotic, that's okay. It should make sense for having come from Waterdeep - you don't have to be FROM there, maybe you were just passing through. I'm sort of hoping for a more traditional makeup though tbh - at least for the campaigns first run. So, like humans, half-elves, dwarves, halflings, elves, and gnomes, with tieflings, dragonborn, and aasimar being what I'd call 'exotic'. That said, if you've got your heart set on being a bugbear and it won't be fun unless you're that, then you can be a bugbear :).
EDIT: correction (sort of a caveat really) - if you choose Noble for a background, please write into your backstory that you were BORN into nobility but have for some reason lost whatever title or rank that your family name carried. Maybe you were the second eldest or born into a family of a lesser noble - such as a Knight, who married a commoner. In that case, none of their kids would technically be nobility, as Knighthood (IIRC) doesn't inherit. It's not until you're the equivalent of a Baron, I think, and thus 'landed gentry' that it would inherit, but even then, I think only the oldest gets the title, as the Sword Coast powers, to the best of my knowledge, all follow some variation of Primogeniture. The other kids are often treated like nobility, but I'm not sure they technically are, given they don't have a 'rank' or title. Of course, in more powerful noble families of higher rank than Baron, the eldest would often name any of their more competent siblings into positions under them, making them their vassals, but securing them into landed gentry. ANYWAY - that's all beside the point - the point is that your character may come from nobility, but they shouldn't have any claim to it at the moment.
Second Caveat - if you choose Knight of the Order - which is technically nobility, that's okay, but they must have been given leave by their liege to essentially go do mercenary work, which would be sort of odd but not unheard of. Hedge Knights were essentially that - knights whose lieges didn't have any specific duties for them for the moment, so instead of just sitting around in their castle waiting for a war to break out, they'd roam the countryside of some other noble's territory, and cause mayhem because commoners couldn't really do anything to stop them from doing anything they wanted to them. But if you don't want to be a hedge knight lol, you could think outside the box a little. Maybe you're just posing as one, but you're on an assignment to investigate this Mr. V. character, who has been gaining notoriety in the region. Not so much that random adventurers in Waterdeep would have heard of him, but definitely enough so that people in roles of leadership in Waterdeep, and as far south as Athkatla, have been hearing about him (and potentially as far East as Zhentil Keep for sure, given they've got pretty long hearing).
This is great....I'd love to play. I can just click the link above and make my character and from there you will choose who gets in or would you prefer me to post here after making the character using your link?
I'm going to just go with the first 6 people to have posted here. No rush to make a character once you've gotten a message here, and it looks like you'd be the 4th. We've room for two more, assuming everyone that's posted remains interested.
As for what you do with your character, any way that you can get it to me is fine - posting here works. If you know another way, that's fine too. I'm learning this site as I go, same with Obsidian Portal, but you can post it here. I think its fine if you PM it to me too, if you'd rather, but it's not a bad idea for everyone to see what everyone else is, so you can start to get to know what you're working with, maybe choose a kind of unofficial leader or two, maybe coordinate equipment (you won't need TWO bads of holding, probably).
I'll start adding them into the campaign's list of players, so that you can see each other's sheets that way, I think.
Alright, I submitted Old Eltra Wibblerobble...I didn't do the items yet or story to see if anyone wants to know each other/travel together, but he is a gnome warlock
(OOC - okay, so each of you is going to get a similar chance at this but I'm going in order of who posted first: consider this the prologue. The post will apply to everyone, but I want to do a brief one to one with each of you as you come in, starting with Garren).
It is the first day of Midsummer, and there is a palpable energy of enthusiasm in the air in the otherwise quiet town of Daggerford. Finding the Lady Luck Tavern is no trouble at all, regardless of how you arrived. Maybe you asked one of the guards at the northern gate, or one of the dockworkers in the harbor. Maybe you just stumbled upon it, as it’s clear to see from the town’s main market district - something anyone that asked directions would have been told.
“Well it’s right there in the middle of the Markets, innit?”
Yes, of course, silly me, thank you kindly good sir, or something to that effect.
As you each step into the establishment, you are met with the same sight. The instructions had been clear. The only question was which one was the Barkeep? Upon a moments worth of considering, the answer is obvious - the bald, aging hulk of a man staring right at you as your eyes adjust to the darker setting. The other person behind the bar, a hurried looking half-elven girl, is busily cleaning, and filling the occasional tankards to then deliver to people sitting in the room’s various occupants, and didn’t so much as glance at you coming in. But the big guy seemed to instantly be sizing you up - for what reason, one can only guess, but regardless, he must be the person to deliver the line to.
(OOC: Starting with Garren - Please post what you do as you enter into the Lady Luck Tavern, along with any details you would like the other players to know about your journey there, your motivations, your curiosity regarding the strange post, etc. You’ll have a chance to talk to each other more before it really starts so you don’t need to drop everything here - the only thing I need, though, is what you do when you come in).
(OOC - loving all your submissions so far btw. Don't be shy to develop them further though, personality traits and such, if you haven't already. If you want to sort of develop them as you go, that's okay too.)
(OOC - definitely okay if you want to have previous knowledge of each other in some way - let me know if that's the case, and I'll pose the prologue question to both of you at once, etc).
Okay so I've made a separate thread for IC posts - this will be for OOC discussion (thanks for the idea Masqueraider).
Also, whoever rolled the human wizard (Agustus) - you should be level 2. Also, by my calculations, you're a tad over the 90 total limit for Attribute scores. Please tone down a few areas - you don't really need to be strong, for example, and unless you're planning on trying to step into a leadership role for the party, you can cut back on Charisma and Wisdom - just suggestions if you don't want to sacrifice stats that are generally the most useful to wizards (Int, Dex, Con). But yeah, please make the total 90 or less. Thanks! :)
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This is a play by post campaign that is ready to recruit four to six players for its first run. The campaign is set in the region from Waterdeep, to well south of Baldur’s Gate, and East to the edge of the Dalelands – a big region, but it won’t necessarily involve all of it.
It is set about 8 years after the events of Baldur’s Gate 3 – though it’s not required for anyone to know anything about that game, I’m just using it as a reference point. Given that it’s set in the same general region, however, there are some BG3 related questions that may come up – I’ve a separate page devoted to ways in which we can handle those questions:
Baldur’s Gate 3 Related Questions
But as for this campaign, it starts in Waterdeep – at least, your characters start there. The adventure doesn’t begin until they arrive in Daggerford, a short distance to the south, in response to a job posting. This job posting, to be precise:
If you’re interested, you can check out the ‘how to join’ link, below, which has important information you’ll want to read about any character you roll for use here. It'll also bring you to the site where I'm keeping most of the information regarding the campaign (Obsidian Portal). But given that it's PBP, we can run the actual campaign right here.
How to join / Important info about rolling a character for this campaign
The link says not allowed to view…
Yes, I can't view the link either.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Really? It doesnt just warn you about leaving the site? Strange. Do you have accounts with Obsidian Portal? Like even free ones? Either way, that's sort of lame. Hmm, OK then! Let me post the important details here then.
Sorry for the wall of text - I had this all separated into separate pages in a wiki style for easier viewing, but if people literally can't get to the site without joining or whatever the reason is, that's pretty lame. Until I figure out how to place the data somewhere people CAN access it, I'll just dump it here. If anyone has any recommendations on better ways, please let me know - I'm not new to DMing or D&D but I'm obviously new to this site lol.
The Campaign Overview:
A series of adventures beginning in the sleepy town of Daggerford working for a self-described but mysterious ‘Patriar’ of Baldur’s Gate, promising riches and the potential to become a Baldurian citizen, only to discover that as always, fame and glory comes with complications – as more and more sordid details are discovered about their mysterious employer the party will be forced to decide how much they are willing to overlook should their own curiosity drive them to open any one of the many closets filled with skeletons, and worse things, within their new ‘lord’s’ manor.
A heavily player choice driven narrative that can begin and end with a disciplined party that declines to look into their employer at all, doing their increasingly bizarre tasks without question – or can take the party on a wild ride into the literal depths of hell, should their curiosity overwhelm them, and they open one too many of their new ‘master’s’ closets. Whether or not their employer remains simply an eccentric meal ticket into a life of Baldurian wealth and comfort, or their sworn enemy to oppose, will be a decision that the players will have to come to an accord about, or run the risk of the group becoming enemies to each other, should there be disagreement about what’s worth risking their own lives for, and what they are each capable of doing without losing any sleep at night.
Ground Rules
I’m not a rule monger but there are 3 basic, easy to follow rules that really shouldn’t be too hard to understand:
(1) No bullying, harassing, or otherwise humiliating other players, or myself. I’ll give everyone one warning if they’ve crossed the line into something I consider to be too far – after that there’s no excuses, you knew where the lines were, so you’ll just get the boot.
(2) No politics, no religious debate – no debate period, really, unless its debating on what your character’s should be doing next. If its IN CHARACTER, it’s probably fine – but if I perceive someone is hiding behind their character’s personality in order to break any of these rules (especially the next one), I’ll take it as a violation of the rule, and either warn you or boot you accordingly. It’s not clever or subtle to slip in something mean toward another player or myself, then backpaddle when called out on it, claiming you were just ‘role-playing’; it’s cowardly. While I respect every player’s right to roll an evil character, that won’t give you free reign to be a bigot or so genuinely malicious that it makes people uncomfortable. If you must be evil, be evil in more complex and interesting ways; its less interesting if your character is just always mean – what’s more interesting is that maybe they’ve never had anyone be kind to them, maybe they’ve been forced to do things to survive that has darkened their spirit – but give them room to grow. Alignment changes are interesting – it’s not poor role-playing; it’s really good role-playing to have a character that CHANGES with the situation. If no one’s being hostile to you, there’s no need to be hostile back.
(3) If I see a racial slur, homophobic, transphobic, or sexist remark, no warnings – just the boot.
D&D Beyond Campaign Link For Joining and Making a Character
(Link Removed - Player Limit Reached)
As a member of my campaign, you’ll have access to my source material – please don’t use any of the premade characters (they're NPCs) or any of my Homebrew options for backgrounds or items. See the below areas regarding I Ability Score Limits and Items and Equipment that you can give your character to assist you in making a fresh level 2 character. Be sure to give them a backstory that would place them in Waterdeep, where they encountered the job posting directing them to Daggerford. Please feel free to get creative as you want, and as detailed as you want. Tell me what’s on your mind, and I’ll let you know if I can make it fly with the story. Otherwise, yeah, just focus on why you’d respond to that posting. The more details the better. Once six characters have been collected, the first adventure in the campaign can begin.
Regarding Ability Scores
Your character’s total attribute score, after all bonuses are applied should be in the 80-90 total score range. I know that will likely mean everyone will roll 90, which is fine.
However, any attribute that is over 18 has to be explainable (e.g., feat or racial bonuses).
Therefore, you really should not have more than one score that is 20 – I don’t want to see someone with three 20’s and three 10’s. Please humor me and at least pretend that you actually rolled them.
If that total is WAY higher than you’re used to, and you’re of the sort that gets annoyed by ‘kids these days, and their need to power game’ – let me just stop you right there and mention a couple things:
1. I’ve been playing D&D since the early 80’s – I’m not a ‘power gamer’ nor promoting that kind of gameplay, I love role-playing, but I want people to be happy with their characters so that they’ll be more inclined to want to pretend to be them for a time.
2. This has the potential to be a very challenging campaign. I’m not an unreasonable DM though, and I’d rather not kill the party – but I will. To lower the odds that I’d have to kill anyone, I want the party to be quite capable from the outset. It’s sort of tied into the plot that you’re being specifically selected BECAUSE you’re exceptional.
Regarding Items and Starting Equipment
As for items – everyone can have a +1 item of their choice for free – meaning a +1 weapon, a +1 shield or +1 set of armor.
Alternatively, you can choose one of the following wondrous items of uncommon rarity: Bag of Holding, Boots of Elvenkind, Boots of Striding and Springing, Brooch of Shielding, Boots of the Winterlands, Bracers of Archery, Circlet of Blasting, Cloak of Protection, Cap of Water Breathing, Deck of Illusions, Driftglobe, Efficient Quiver, any 1 of the Elemental Gems, Eversmoking Bottle, Eyes of Charming, Eyes of Minute Seeing, Eyes of the Eagle, Figurine of Wondrous Power (Silver Raven), Gem of Brightness, Gloves of Missile Snaring, Gloves of Swimming and Climbing, Gloves of Thievery, Gray Bag of Tricks, Helm of Comprehending Languages, Keoghtom’s Ointment, Nature’s Mantle, Necklace of Adaptation, Pearl of Power, Periapt of Health, Periapt of Wound Closure, Pipes of Haunting, Pipes of the Sewers, Rope of Climbing, Robe of Useful Items, Quaal’s Feather Token (Fan), Quaal’s Feather Token (Anchor), Quaal’s Feather Token (Tree), Quiver of Ehlonna (same thing as an Efficient Quiver as far as I can tell), Slippers of Spider Climbing, Stone of Good Luck (Luckstone), or a Wind Fan.
If you don’t know what any of those are, don’t pick them – though once you’ve signed up on my D&D Beyond page, we can content share, and you can look them up with my source material. The safest bet is to go with a plus one weapon, shield, or armor, but I wanted to provide an alternative for spellcasting characters that don’t plan on using any of those things much.
If there’s an uncommon rarity item you want not on the list, you can ask me about it, but chances are I’ve left it out for a reason – it either has potential to break certain parts of the adventure, or is something that can abuse the 90 point limit (e.g.; Gauntlets of Ogre Power or Headband of Intellect).
Also, everyone can have two common healing potions, and 1 uncommon potion of any kind they want (perhaps just a Greater healing potion if you can’t decide or don’t know the other options) – OR two common healing potions and 40 +1 arrows / bolts.
Other than the above, outfit them with non-magical common rarity gear only of total value less than or equal to 150 gold, but no mounts If your animal companion at level 2 is also a mount, OK, just don’t spend any of your starting gold on a mount (you’ll see why soon enough). Anything you don’t spend you can keep as coins.
These items represent rewards from the adventure(s) your character has already been on that got them to level 2. The details of which you can include in their backstory if you want,
but you don’t have to. Like everything else, this can be a chance to add some interesting depth to their story, and I promise the more depth you add, the harder I’ll try to incorporate into the story.
(The rest of this isn't crucial to read really but it may be helpful to know)
Regarding Coordination Between Players Pre-First Adventure
Up until the adventure starts – meaning up until the time that the entire group has arrived in Daggerford – the people that have gathered can coordinate their item choices to maximize the benefit to the party; in other words, you can change the items you picked without even asking me so long as you pick from the list above. It would be lame if all 6 people show up with the same Wondrous Item, especially if it’s something that confers a groupwide benefit that would be redundant if repeated.
Changes to the Official Attunement Rules:
I’m frankly not a huge fan of the attunement concept. It’s fine and even logical for low level characters – but it seems crazy to me that they didn’t build into the game a way to increase your attunement slots as you rise in level – the idea that a 20th level character can only have three items of reasonable power is kind of stupid IMO. So, for as long as you are playing in one of my campaigns for every 6 levels you gain, you’ll gain a new attunement slot. I have some homebrew items that I will give out to increase the slots as needed so that we can continue to use digital character sheets on D&D Beyond and have the correct stats showing.
Regarding Role-playing Meanness:
If your character has written into their backstory some reason to not like – say elves for instance – and one of the players is an elf, it’s OK for your characters to not get along. There’s no reason for that to be the case OOC (out of character) – as players, you should both be enjoying the little feud between your characters, with the understanding that it’s NOT REAL. If either of you isn’t enjoying it, you can try to politely explain your intent is just to role-play, and maybe that’ll help clear it up so they can enjoy it too. That isn’t ‘racism’, that’s good role-playing.
That said, everyone’s comfort is higher priority than how avant-garde we are with our role-playing, so if they still just aren’t enjoying it, I’ll have to ask you to reign in it and just keep your character’s ‘anti-elf’ feelings to themselves.
Regarding Group Cohesion and 'Alignment Tension'
When playing as a team in a potentially difficult campaign that requires teamwork between strangers, it’s a valid concern that alignment tension could pose a threat to group cohesion. I get that. But look at it this way: it’s a role-playing game, and by creating a character that adds alignment tension, that player has essentially forced you to consider something you should be considering anyway. Namely: why should a group of 4-6 strangers immediately become BFFs, loyal beyond question, even if they’re all Lawful Good? Lawful Good characters differ in their motives too and could just as easily split apart because of disagreements in the course of action.
So, the kinds of things you need to worry about regarding group cohesion are important regardless of any alignment tension. Therefore, whether or not anyone is evil or Chaotic Neutral or whatever, it is ALWAYS very helpful if at least one or two members of the group step up to the plate and try to bring everyone together, so that you’ll be able to count on each other when the shit hits the fan. Don’t be scared to be a leader – someone should try to – and there can be more than one. Being a good leader means understanding what your would-be followers wants and needs are and then trying to make sure they’re not ignored. Don’t leave it to me to lead your own party, I’m just the referee – it’s YOUR party and ultimately your story. I’m going to do my best to make everyone feel a part of things but help me out. Help me to help you. And then I promise, I’ll show you the money… =P
That said, not everyone can lead – it’s equally important to know when to lead as it is to know when to follow. Generally, the person with the best speaking skills, Charisma, and Wisdom makes for the best leaders. But it’s hard to have ALL those bases covered, so there’s no harm in having a pair of leaders, or a #1 and #2 type deal. Maybe an officer and a couple of ‘non-coms’ to anyone familiar with military-speak (don’t worry about it if you’re not). If your character isn’t cut out for leadership, it’s OK – try to write your backstory in a way that leaves very clear ways and reasons to be comfortable following someone else that you may otherwise not normally want to follow. Even if you’re evil, evil doesn’t (always) mean stupid. It’s to your own benefit to have people looking out for you, and you’ll be able to go places, do things, and attain new levels of power much more easily with a group than going solo. Think Raistlin, from the Dragonlance Chronicles, if you read those (don’t worry about it if you didn’t – SPOILER WARNING FOR THOSE BOOKS
he was an evil mage posing as a neutral one that nevertheless found motivation to remain with a group of people, including the equivalent of a LG Paladin type, and allowed himself to be led by a NG/CG Ranger because it was in his best interests. And as a result of swallowing his pride for quite a while, he literally became a lesser god). So, if no other reason, just humor the ‘leaders’ of the group.Regarding In-fighting and Group Cohesion Failure
Having said everything I said in the page above about Alignment Tension, there are no saved games in real tabletop D&D, and sometimes by attempting to be a good role-player, you may have put your character into a tight spot where it becomes in their best interests to split from the group – maybe you were hoping the other person would back down, but they doubled down instead, and now you’re stuck between deciding to do something your character wouldn’t, or walking way. If this happens, or should your character die and you’re not happy about it, let me know – you can always decide to hand control of your character to me (if still alive), and roll a new one that I will then find a way to introduce into the group, while your old character (if alive) will then become a potential adversary for the group later-on (or may just never be heard from again, depending on what happened and why they left).
Alternatively, if you ARE okay with that result (of leaving, not dying), I can provide the group with a replacement NPC guaranteed not to stir the pot, until such a time comes that maybe your character finds a reason to rejoin the group. Your character and I will have to begin our own private continuation of what they decide to do – I’ll probably not be subtle about trying to steer you back into the group, giving your character new motivations to do so, etc., because I’d rather not maintain separate adventures simultaneously for TOO long. For a short time can be an interesting twist that I’d be open to, but let’s not AIM for that result from the start, okay? If it happens organically, so be it. But I’ll probably be able to tell if you’re jockeying to be the one that gets to walk away and come back again later, and if I sense you are, your character may find themselves the victim of a freak accident instead =P. Not because I’m a tyrannical DM, but because while splitting from the group CAN be interesting, it CAN also be campaign-ending behavior.
Most importantly, I will not allow you to just start killing each other. It may be good role-playing, but it’s definitely campaign-ending behavior that no one player should have the power to do, role-playing be damned. If an active fight breaks out between players, I’ll determine the one that was the biggest ‘troublemaker’ as far as cohesion (probably the first person to make an attack), and something will happen that will break up the fight before it starts, forcing you to either make-up or runaway. If your character attempts to poison someone or do something that could lead to one or more of the others to die, you’ll find that everything just stops going your way all of a sudden. A branch will snap while you are sneaking around placing the poison, or a little fly will go up your nose and cause you to sneeze, waking everyone up, and you’ll be forced to flee the group. You won’t get away with it.
For characters that have died, you will be allowed to role new ones with the same amount of experience that you had at the time you died, approximately equivalent items, etc., and I’ll work them into the story ASAP, but it may mean sitting out for a little bit if the group is deep into some location that doing so would be impossible without breaking emersion. Alternatively, if the party is able to return the deceased to life, that’s even better. Rolling new characters will be a last resort, for when you’re too low level to be able to afford or perform the kind of divine magic that can restore someone to life.
Last but not least, BALDURS GATE 3 RELATED QUESTIONS
There are a few ways we can go about handling the Baldur’s Gate 3 (BG3) ‘issue’. I don’t have any strong opinion about how to handle it; it’ll depend entirely on the group of players, and whether or not you are ALL familiar with the game, or at least ALL willing to be spoiled about its details or not – this campaign does not require any knowledge of the game and by default has virtually nothing to do with it – but it CAN, if its decided that that’d be preferred. I propose three ways to approach this:
1. Full spoilers of Baldur’s Gate 3 included + the group votes on one of their own playthroughs to be ‘cannon’. This will obviously require that everyone either have played the game, or at least be okay with being spoiled about it – AND – it will require a lot of group communication that may be hard with people that don’t know each other. I’ll only allow this method if it’s a unanimous decision amongst the players, and so long as the playthrough selected isn’t one that dramatically alters the geopolitical landscape of the area.
2. Spoilers included, using what Wizards of the Coast has deemed to be cannon from the game only (no one from the group’s playthrough).
3. Minimal references to the events from the game, using what Wizards of the Coast has deemed to be cannon from the game ONLY IN THE VAGUEST WAY POSSIBLE to avoid spoiling the details for anyone. (This is what we’ll do by default unless I hear from the group otherwise).
If I don’t hear from the group anything about it, I will assume (3); don’t wait for me to pose this question to everyone, if you are excited about options 1 or 2, you’ll have to bring it up with the other players and work it out with them.
I have an Obsidian Portal account and got:
"Sorry, you are not authorized to view that page. (403)
The GM of that campaign has restricted its visibility. It is not publicly viewable."
So I think you have to make it public.
The campaign sounds great and I'd like to apply.
My current thought is a Lawful Neutral Human Rogue (planning to take the Swashbuckler subclass at level 3) with likely either the Faction Agent (Zhentarim) or Urban Bounty Hunter Background who's joined up because he thinks the job might get him an "in" with the nobility he can exploit for his own ambitions.
Should I make a character sheet to show what my character would be or hold off until you've accepted all the players you plan to take?
Sounds great - go ahead and roll them if you want. Use my D&D beyond link above to get into the campaign here, as I described above. You can alter them all you want up until the adventure starts, so as others join, you can coordinate items and perhaps may even decide to roll something else entirely, but since you're the first one and since every party benefits from a rogue type, I don't see why you'd have to do that lol.
Thanks for your thoughts on public/private thing - I swore I set it to public multiple times but let me go check that out....
EDIT: AHA - it somehow slipped back into 'Friends Only' mode... SO weird. Problem solved (methinks). The links should hopefully work now. But I'll leave the info up here anyway just in case.
Would it fit with the campaign for characters to have had contact with Devils/Hell? That determines whether I go with Magic Initiate or Skill Expert for my Variant Human's bonus feat.
Also in terms of BG3 I'd be interested in 1 but 2 would be my second choice.
Hmm, I don't want to give too much away, but I don't see a problem with contact with MOST devils in hell. It won't hurt to have familiarity with the Hells in general, that's for sure. It's not required though, and won't really come into play until at least a few adventures in, possibly quite a few. There's really only ONE fiend that would pose a problem to the campaign narrative if your character had somehow contacted before, but I don't see how they would have been able to, as they're not someone that would deign to talk to a 'lowly level 2 mortal' lol. And as for the BG3 thing, sounds good - as other people join, we'll have to see how they each feel about it. I will say that Swashbuckler is not a bad idea though (there will be boats, arrrr).
interested, are you using the 2014 or 2024 character creation rules? Do you have any restrictions on races/species?
I submitted a Goliath Fighter
Born to a tribe in the Anaurachs that traded frequently with the Dwarves of Citadel Adbar, Hnefa was a devote believer in the prophesies of the Skywatcher shamans. Those who read her skin patterns foretold a fate tied up in the Sword Coast. Eager to meet her destiny, she became a bodyguard for one of the caravans until it reached Waterdeep, where she took a job in the city watch. The City of Splendors can be overwhelming and she had little talent for economizing a guard's meager pay. Upon performing a walkthrough of the Skewered Dragon a particular flyer caught her eye. Hnefa resigned from her post and offered her services to a caravan headed to Daggerford.
I suppose you can use either set of rules - I'm frankly not entirely familiar with the differences yet. All the NPCs have been made with 2024 rules, as those are the books I own digitally. You can use any of the races or backgrounds that appear in my source material, except for the Homebrew ones. I'd generally prefer it if people chose to be races that are more common, but if one or two of you are something exotic, that's okay. It should make sense for having come from Waterdeep - you don't have to be FROM there, maybe you were just passing through. I'm sort of hoping for a more traditional makeup though tbh - at least for the campaigns first run. So, like humans, half-elves, dwarves, halflings, elves, and gnomes, with tieflings, dragonborn, and aasimar being what I'd call 'exotic'. That said, if you've got your heart set on being a bugbear and it won't be fun unless you're that, then you can be a bugbear :).
EDIT: correction (sort of a caveat really) - if you choose Noble for a background, please write into your backstory that you were BORN into nobility but have for some reason lost whatever title or rank that your family name carried. Maybe you were the second eldest or born into a family of a lesser noble - such as a Knight, who married a commoner. In that case, none of their kids would technically be nobility, as Knighthood (IIRC) doesn't inherit. It's not until you're the equivalent of a Baron, I think, and thus 'landed gentry' that it would inherit, but even then, I think only the oldest gets the title, as the Sword Coast powers, to the best of my knowledge, all follow some variation of Primogeniture. The other kids are often treated like nobility, but I'm not sure they technically are, given they don't have a 'rank' or title. Of course, in more powerful noble families of higher rank than Baron, the eldest would often name any of their more competent siblings into positions under them, making them their vassals, but securing them into landed gentry. ANYWAY - that's all beside the point - the point is that your character may come from nobility, but they shouldn't have any claim to it at the moment.
Second Caveat - if you choose Knight of the Order - which is technically nobility, that's okay, but they must have been given leave by their liege to essentially go do mercenary work, which would be sort of odd but not unheard of. Hedge Knights were essentially that - knights whose lieges didn't have any specific duties for them for the moment, so instead of just sitting around in their castle waiting for a war to break out, they'd roam the countryside of some other noble's territory, and cause mayhem because commoners couldn't really do anything to stop them from doing anything they wanted to them. But if you don't want to be a hedge knight lol, you could think outside the box a little. Maybe you're just posing as one, but you're on an assignment to investigate this Mr. V. character, who has been gaining notoriety in the region. Not so much that random adventurers in Waterdeep would have heard of him, but definitely enough so that people in roles of leadership in Waterdeep, and as far south as Athkatla, have been hearing about him (and potentially as far East as Zhentil Keep for sure, given they've got pretty long hearing).
Okay, my character sheet is complete and my character's backstory and personality are in the notes part of it.
This is great....I'd love to play. I can just click the link above and make my character and from there you will choose who gets in or would you prefer me to post here after making the character using your link?
Thanks!
I'm going to just go with the first 6 people to have posted here. No rush to make a character once you've gotten a message here, and it looks like you'd be the 4th. We've room for two more, assuming everyone that's posted remains interested.
As for what you do with your character, any way that you can get it to me is fine - posting here works. If you know another way, that's fine too. I'm learning this site as I go, same with Obsidian Portal, but you can post it here. I think its fine if you PM it to me too, if you'd rather, but it's not a bad idea for everyone to see what everyone else is, so you can start to get to know what you're working with, maybe choose a kind of unofficial leader or two, maybe coordinate equipment (you won't need TWO bads of holding, probably).
I'll start adding them into the campaign's list of players, so that you can see each other's sheets that way, I think.
Alright, I submitted Old Eltra Wibblerobble...I didn't do the items yet or story to see if anyone wants to know each other/travel together, but he is a gnome warlock
(OOC - okay, so each of you is going to get a similar chance at this but I'm going in order of who posted first: consider this the prologue. The post will apply to everyone, but I want to do a brief one to one with each of you as you come in, starting with Garren).
It is the first day of Midsummer, and there is a palpable energy of enthusiasm in the air in the otherwise quiet town of Daggerford. Finding the Lady Luck Tavern is no trouble at all, regardless of how you arrived. Maybe you asked one of the guards at the northern gate, or one of the dockworkers in the harbor. Maybe you just stumbled upon it, as it’s clear to see from the town’s main market district - something anyone that asked directions would have been told.
“Well it’s right there in the middle of the Markets, innit?”
Yes, of course, silly me, thank you kindly good sir, or something to that effect.
As you each step into the establishment, you are met with the same sight.
The instructions had been clear. The only question was which one was the Barkeep? Upon a moments worth of considering, the answer is obvious - the bald, aging hulk of a man staring right at you as your eyes adjust to the darker setting. The other person behind the bar, a hurried looking half-elven girl, is busily cleaning, and filling the occasional tankards to then deliver to people sitting in the room’s various occupants, and didn’t so much as glance at you coming in. But the big guy seemed to instantly be sizing you up - for what reason, one can only guess, but regardless, he must be the person to deliver the line to.
(OOC: Starting with Garren - Please post what you do as you enter into the Lady Luck Tavern, along with any details you would like the other players to know about your journey there, your motivations, your curiosity regarding the strange post, etc. You’ll have a chance to talk to each other more before it really starts so you don’t need to drop everything here - the only thing I need, though, is what you do when you come in).
(OOC - loving all your submissions so far btw. Don't be shy to develop them further though, personality traits and such, if you haven't already. If you want to sort of develop them as you go, that's okay too.)
(OOC - definitely okay if you want to have previous knowledge of each other in some way - let me know if that's the case, and I'll pose the prologue question to both of you at once, etc).
Okay so I've made a separate thread for IC posts - this will be for OOC discussion (thanks for the idea Masqueraider).
Also, whoever rolled the human wizard (Agustus) - you should be level 2. Also, by my calculations, you're a tad over the 90 total limit for Attribute scores. Please tone down a few areas - you don't really need to be strong, for example, and unless you're planning on trying to step into a leadership role for the party, you can cut back on Charisma and Wisdom - just suggestions if you don't want to sacrifice stats that are generally the most useful to wizards (Int, Dex, Con). But yeah, please make the total 90 or less. Thanks! :)