"Flint, at your service! I'm from Citadel Adbar. Was a Corporal in the city garrison and saw action defendin' the city til I was recruited by the Lord's Alliance an tasked wit gatherin' a group ta scout dis region for threats ta civilization, "Tip o' the spear" so to speak. So I tells 'im, "Ye daft fool! Canya see this is a WAR-hammer!? Go fin ye someone o' yer own kind ta use a spear." Well, 'e let me in anyways. So, tell me, are YOU a threat ta civilization?"
I can add them now actually. I just tend to leave those blank unless requested.
Yeah, this is a good point to discuss. The character info such as alignment, personality, etc is for you as a player. BUT it does two things:
Alignment is a bit of both how you see the world and how the world sees you. Your outlook is a component, but also you are known by your deeds, if that makes sense. So your alignment should match how you interact with the world. If you value personal freedom above societal norms, you might well be "chaotic." If you are altruistic in your motives, you are probably "good." Just some things to think about. Roguish & tricksy types tend towards the "Chaotic" end spectrum, for example; so (hypothetically) if you are a Lawful roguish person, or a Chaotic Neutral Paladin, there's gotta be a good story element there. The question there is, "What happened??" So use the opportunity to tease that out.
Personality traits & Ideals, and especially Bonds and Flaws, are your way of expressing your character, and if you do a good job of this, then you get Inspiration! Yay! So...choose a good Bond and a good Flaw, things that you feel like you can play up when the timing is right. If you "always have a contingency plan," then play like it! If you "always have one drink too many," then do that! And when you do, you'll get a nice shiny inspiration d6 to add to the roll of your choice :) And possibly a wicked hangover.
Dramatis Personae: Metamongoose as Braddok, Folk-Hero Human Warlock DarthAvarice as Flint, Dwarven Cleric of Moradin BeefLaRoux as Jorji, "Spirit of the Woods," Gnome Ranger Gimpster as Rip Dangerfield, Adventurer Extraordinaire, Halfling Bard BriceJTodd as Seviari, High Elf Rogue, Harper Agent AmazingAmazon as Solace Celaeno, Tiefling Paladin of Tymora
Faerûn, 1490 DR. West of the Ardeep Woods, along the Sword Coast.
You've been travelling along the High Road now for four days, and it's been rain all the way since you left Waterdeep. Finally, as evening approaches, you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. One, marked "Waterdeep," is pointing back north, and another, marked "Daggerford," is pointing south. The third, marked "Nightstone," beckons you to follow the trail up into the hills. If memory serves, Nightstone is roughly 10 miles past this signpost.
// At this point, just give a quick physical description of your character (what they look like, how they're acting after the 4th day of steady rain) or have them say something. //
Seviari is standing in the back of the group, hood up and covering most of his face and his deep black hair. All that can be seen is an almost childlike smirk, like someone that did something but knows they won't be caught. His cloak covers the rest of his body from the rain, but it's loosely hanging there, almost as if he is more concerned about being hidden than actually stopping the rain. A rapier can be seen poking out from underneath his cloak, and the outline of a shortbow is pressed against his back. He speaks, an almost carefree voice asking, "Shall we continue on out of this rain? I am rather eager to indulge in a mug of ale tonight."
"Alright minions... er I mean, comrades, we are almost there! hopefully we can get out of this rain. the least it could have done was toss in some thunder and lightning for effect" *guess I'll do it later*
Rip is average in height and weight for a gnome, and refuses to give exact numbers. Brown hair with striking eyes of purple. He seems to always be upbeat as any good hero should be. Most of you have read some of his works (he was rather insistent) and found them enjoyable enough if not rather exaggerated.
Flint is a youngish dwarf of 70 years, very tall at 5'even and very stocky. He keeps his head shaved and his beard full. Most of his observances to Moradin involve a tankard and a toast. "By Moradin, this is some fine ale!" This rain has him grumpy tho, "This weather ain't fit fer an elf! If I ever get dry again it'll be a fortnight 'fore I get the rust off me mail!" you've heard for at least the 4th time today. None of this has slowed his stride tho as he stays near the front of the group, pounding out a rhythm with his gear shifting at every footfall. "This the place Rip?"
During your four day trip there hasn't been many topics Solace has not tried to talk about with the group. The seemingly always in a good mood young paladin you've decided is one of two things. She's either becoming your new best friend or the most annoying humanoid you've ever met! Since there's been mostly bad weather Solace wears a burgundy cloak with the hood up and beneath is decent looking chainmail with dark leather accents and straps. Solace only wears the hood however to combat the ever falling rain but isn't trying to hide herself beneath it! At times around the campfire when you're able to seek better shelter you've seen the hood down. With the hood down you see a pretty tiefling, if you're into that sort of thing, in her early twenties. She is confident in her ethereal appearance which she knows is often off putting to small minded people. Solace doesn't hide what she is like many of her kind. Solace seems to wear the set of large ram-like opalescent horns that sprout from her forehead curling back proudly. You've caught her primping too before getting back on the road, a force of habit. Wearing her mane of ash blonde hair loose around her shoulders she always wears a ready smile. If you've been paying attention you've noticed too that she keeps everything she owns from her armor to her weapons and gear meticulously well kept as well as clean. Her traveling clothes are of fine quality but are worn. She most noticeably carries a longsword with a black leather wrapped hilt and a round metal shield with the crest of the Lord's Alliance emblazon upon it. You've also seen her make use of a dagger with a glinting golden ornate hilt that has aided her with tasks on the journey that doesn't quiet seem to fit with the paladin's modest belongings. She doesn't seem too guarded but she talks more casually to the two companions she arrived with, Flint and Rip, than she does with anyone else. Solace takes times it seems, you've noticed, to ask curious questions about everyone and seems genuinely interested in lives of each new party member as well as her companions. She's curious about your life so far as well as what brought you to their aid clearing goblins out of Nightstone. Oddly enough though she's never once mentioned her own past or background. Then when pressed about herself she quickly and jovially changes the subject! All you really know about her is she's in the Lord's Alliance because of their crest she bares and that she seems earnest about her abilities as well as her devotion to Tymora, Lady Luck. Solace is always smiling but sometimes when she thinks no one's watching you notice she absentmindedly strokes a gold coin on a chain she wears around her neck with distant, sad look. When she notices you looking however she quickly tucks the coin out of sight and her smile returns anew.
"It looks like the rain is going to follow us all the way to Nightstone gents," Solace quips daring to still sound jovially. She shifts in her saddle, a little weary from the riding as well as the wet chainmail weighing her down more than she's used to and yet she still seems keen to be on the road!
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DM - Shepherds of Truth
DM - Dumat's Institute of Higher Magic
DM - Order of Medusa
Wallis Bernotto - Dzenda: The Cracks
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
((Just a heads up, I'm at a convention from now until Sunday night. You guys can carry on without me if you want. I vaguely remember how this adventure starts so if you want to add me in later when you get to the ruined city or something something goblins, etc....))
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Beneath his hood, Jorji is a mess of red; light red skin and huge red eyes, topped with a mess of brick red hair. He appears almost child-like, which is certainly not helped by his height, nor by his genuine sense of wonderment at every new thing he encounters. Those who are more accustomed to the rock gnomes of Faerûn consider him odd, almost fey-like. He wears a green cloak, fastened with a leaf-shaped clasp. Underneath the cloak he carries his short swords, sheathed in an X-shape on his back. Much too large to fit under his cloak, he wears his longbow in a sheath, which also acts as a quiver for his arrows.
The small gnome's forest green cloak looks almost black from the days of rain as he silently sidles alongside his companions. Never one to participate much in conversation--he's been particularly perplexed by Solace's obsessive interest in his life--Jorji is particularly quiet on the fourth day of their journey. The words of his comrades and the rain all seem to bleed together in his ears as he looks out to the east. He parts his wild and wet hair to try and see the forest--Ardeep Forest, as he had learned it was called--in the distance. It's been years since he was so close to home. He begins to wonder if it was such a good idea to return.
Too lost in his own thoughts, Jorji fails to notice that the rest of his group has stopped, and almost walks right into one of them. "Sorry," he says, and that's the most they've heard out of him all day.
//Just for fun, a die roll to see who he almost bumped into; 1-4 Braddock, 5-8 Flint, 9-12 Rip, 13-16 Seviari, 17-20 Solace// 13
After following the trail 10 miles, you hear the ringing of a distant bell. The rain lets up, and the sound grows louder as Nightstone comes into view. A river flows around the settlement, creating a protective moat. As the rain recedes, you see that the village itself is contained within wooden palisades, beyond which you can make out a tall steeple, a windmill, and the high-pitched roofs of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail ends at a lowered drawbridge, and two silent stone watchtowers flank the gap in the palisade where the drawbridge lay.
South of the village and surrounded by the river-moat is a cone-shaped, flat hill upon which stands the stone keep of Nightstone, enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. In the failing light, you can just make out a bridge that once connected the keep to the village, which has also partially collapsed.
// At this point, you are free to make a Perception or Insight check, if you wish, or can simply roleplay your reaction to the initial scene. You may also brave an Investigation check, and if you do so, please specify how close you are getting to the town. //
Seviari becomes uneasy, knowing that bells are commonly used as alarms. He places one hand on his rapier and examines the broken keep and bridge, which is fairly obviously not in their proper shape. While still about half a mile out he says to the group "Perhaps we should take this cautiously and see if there is a route inside that does not walk us directly in through the front gates. If some force has collapsed the keep and captured the town, those watchtowers would be the perfect spot to ambush anyone coming into the town." Seviari begins to look for any place to sneak down towards the city and to see if he can see any signs of invasion or invaders themselves.
From your vantage point, you can see that the only place to get into the city seems to be at the drawbridge. (Climbing gear could be used to get over the palisades, once one swam across the flowing river-moat and climbed the steep, muddy embankment—but that doesn't seem very appealing after your journey).
There are no signs of active intruders. The towers look abandoned.
Sharing Seviari's unease, and knowing the reason they were called to Nightstone in the first place, Jorji moves ahead of the group just enough to try and get a better vantage point, drawing his bow as he does so, and scans for any signs of goblin activity in the area.
//Perception roll is 11, or, if it is alright, Survival with advantage to see signs of goblins: 21//