Urister, I've added Mechanist as your devotion along with the Agent of Change and Arcane Schematics feats. These of course have to do with the creation and use of contraptions.
Azure, I've added Red Cloak as your devotion along with the Agent of Change and Bravado feats. Like the Mechanist, you're proficient with contraptions, not because you invent them, but because you realize how much potential they have for leveling the playing field.
Bravado is a handy little feat that helps with crowd control, allowing you to divide a large group of enemies and pick them apart at your leisure. It hasn't been tested, so hopefully (fingers crossed) it will be useful too you without feeling broken.
Here is something for everyone to think about ahead of next week’s session.
Witchborn: The Black Spire
Chapter I: The Rebels of Freeport
The King is dead.
With no male heir to inherit the throne, warring factions have arisen in the Eastern kingdom of Dardania, threatening to plunge the region into civil war.
These are troubled times. The roads are no longer safe for travelers. Night Beast attacks are on the rise. An age of change is coming—one born of fire and rebellion.
***********
You enter the Mariner’s Rest and are overwhelmed by the smell of sweat, cheap ale, and tobacco smoke. Half a dozen small round tables are scattered about the cramped tavern, each occupied by a grizzled looking sailor and his shipmates. The old sailors eye you suspiciously as you push past them, then turn their attention back to their pipes and ale.
It’s a quiet tavern. The talking is low and conspiratorial. A green-scaled Dragonborn stands behind the bar cleaning out a chipped and dirty looking cup. Several bundles of tobacco leaves hang drying above the fireplace. A young elf woman sits in the corner plucking wistfully at a lyre, imagining it seems as she gazes at the wall that she is somewhere else, playing for a much different clientele.
A man in a brown cloak raises his hand upon seeing you and beckons you over to his table, removing his hood to reveal a pleasant, middle aged face with a short, well-trimmed beard and the shorn head of a Cleric of Hephestia.
That works well for me. But I’m fine with any other choices too.
Rollback Post to RevisionRollBack
Have a wonderful day whether you are a peasant, noble, or the disembodied voice in my head that is constantly reminding me to do an Intelligence check. Anyway, have a good day!
I go by they/them and identify as a toaster. I enjoy Dungeon Mastering for my close friends and niece and I hope whatever I said above was helpful, funny, or insightful in some way, shape, or form.
Have a wonderful day whether you are a peasant, noble, or the disembodied voice in my head that is constantly reminding me to do an Intelligence check. Anyway, have a good day!
I go by they/them and identify as a toaster. I enjoy Dungeon Mastering for my close friends and niece and I hope whatever I said above was helpful, funny, or insightful in some way, shape, or form.
GR_Mustang, I think based on the group's responses 2pm seems to be the best time for the overall group. If you can make 2pm work that would be great, however if you can't, I could bring you up to speed on the adventure through a side quest of sorts. I don't want you to feel like you have to change any weekend plans to take part. Are there other weekends in which 2pm would work better for you?
A Little Knowledge (Things you’ve learned during your time in Kamaryst)
The Lionstride
The Lionstride unites the civilized lands of Palagea, Tanistyr, and Dardania, stretching from the steps of Saint Alvers Priory in the West to the cobbled wharfs of Freeport in the East.
The most traveled portions of the “stride” are heavily patrolled, while vast stretches of the roadway pass through desolate quarters, frequented by opportunistic bandits and hungry beasts. Despite these dangers, the Lionstride is the most travelled roadway in the Three Kingdoms and offers the best chance for a successful land crossing.
Way Shrines
A number of way shrines dot the lands of Kamaryst. Many of these shrines are located along the Lionstride and other roads, while others still can be found in remote, out of the way places, and even in the depths of caves and ruins.
A wayshrine is an area under the special protection of the gods, granting travelers a place for a short rest and a momentary respite from the dangers beyond their sacred borders. The magic protecting a wayshrine is sacrosanct, and no creature of evil may enter to disturb that peace. That magic has grown tenuous of late, however. After a short rest its powers may fade for a time only to re-emerge later.
The Silent Gods
Four gods watched over the people of Kamaryst, offering wisdom and guidance, and even walking among the people in times of great need. These gods were Hephestia, the forge maiden, Athos, the truth seeker, Thulane, keeper of the dead, and Dwin, lord of the forest.
Zaea was a fifth goddess who gave the gift of Magic to mortals, but chose to shun worship and avoid interfering directly in mortal affairs.
As counterparts to these protector gods were three gods of mischief: Thelos, brother of Thulane, god of undeath, Krag’bol, the mountain shaker, god of giants and calamity, and Shar, the night mother, being notable as the only god or goddess of Kamaryst recognized throughout Faerun as well.
A fourth god of mischief, Drayloth, god of hunger, greed, and destruction, was banished from Kamaryst long ago. Though a small group of fanatics wish to restore Drayloth to power, he is no longer able to grant spells to his followers in his current state, being chained in the form of a great black dragon in a pocket dimension on the border of the Plane of Fire and the Shadowfell.
Each of these gods and goddesses has since fallen silent. Only a select few in Kamaryst still benefit from their powers and claim to be able to hear their words.
The Hedron
Arising in the wake of the great silence, the Hedron is a group of priests dedicated to discerning and interpreting the will of the gods. Their symbol is the twenty spoked wheel of fate.
There are competing views concerning the role and ultimate meaning of the Hedron, even within the organization itself.
Some view the Hedron as an extension of the gods, declaring to the people the ongoing revelation of their divine will.
Others see the Hedron as stewards of the those things belonging to the gods, serving as placeholders until their imminent but unforeseeable return.
Within these two sects are a number of conflicting beliefs about the Hedron and the gods:
The gods have abandoned Kamaryst and now decide all things with the roll of a die.
The gods have turned their back on Kamaryst in shame and will not return until the people purify themselves and turn from all evil.
The gods are testing the faith of true believers and will only declare their will to the truly devout.
The gods have joined with nature and it is in nature that their signs and portents must be read.
The gods are dead and can only be reborn by destroying the black spire.
The Maelstrom
Rising up from the waters surrounding the continent is a tremendous wall of storm clouds and churning waves, pushing back and threatening to capsize any ship that approaches too close.
Many ships are sucked into the maelstrom and deposited into the still waters just a few miles off shore from the mainland. The continent itself is, as it were, in the eye of the storm, subject to normal weather patterns while escaping the wrath of the maelstrom.
The Seal of Dardania
The royal seal of Dardania is a rearing lion with three stars above its head, appearing on coins, shields, banners, and official documents. Sometimes featured below the lion is a ribbon that reads “Glory, Valor, Honor”
Everyone, welcome again. We will begin play at 2 today, or sooner if the majority of players check in ready to play. We can proceed slowly to give everyone time to join.
As I’m learning to DM 5e as a play by post, I’m also taking part as a player on another PBP. The DM there has taken an approach of advancing the story little by little every day in addition to a dedicated play time. Players can chime in throughout the day as they are able, and the story unfolds.
What are everyone’s thoughts on this kind of story progression. Would you like to see the story advance through a prompt once or twice a day outside our regular play time?
You were each summoned to the Home of the Mariner's Rest, a run down tavern in the north of the city, near the Beggar's Court. The tavern is full of old sailors brooding over cups of ale and smoking pipes. They seem a bit put off by the appearance of so many strangers in their already cramped bar.
Two roguish looking young men are standing at the bar, conversing with the Dragonborn barkeep. One is a Tiefling, the other a human with a neatly trimmed goatee. They notice you enter but appear unconcerned.
Teritus, the good natured, middle aged Speaker who summoned you all here, is sitting alone at a table in the corner, nearest the solemn looking elf maiden who is vacantly strumming her lyre.
"My dear friends! How good to see you. Please, sit, sit! Would you care for anything to drink? Some food perhaps?"
Thanks for understanding everyone!
Urister, I've added Mechanist as your devotion along with the Agent of Change and Arcane Schematics feats. These of course have to do with the creation and use of contraptions.
Azure, I've added Red Cloak as your devotion along with the Agent of Change and Bravado feats. Like the Mechanist, you're proficient with contraptions, not because you invent them, but because you realize how much potential they have for leveling the playing field.
Bravado is a handy little feat that helps with crowd control, allowing you to divide a large group of enemies and pick them apart at your leisure. It hasn't been tested, so hopefully (fingers crossed) it will be useful too you without feeling broken.
GR_Mustang and Pennymandu, if you're both still interested in playing let me know what Devotion you'd like to be as well and upload your characters.
Here is something for everyone to think about ahead of next week’s session.
Witchborn: The Black Spire
Chapter I: The Rebels of Freeport
The King is dead.
With no male heir to inherit the throne, warring factions have arisen in the Eastern kingdom of Dardania, threatening to plunge the region into civil war.
These are troubled times. The roads are no longer safe for travelers. Night Beast attacks are on the rise. An age of change is coming—one born of fire and rebellion.
***********
You enter the Mariner’s Rest and are overwhelmed by the smell of sweat, cheap ale, and tobacco smoke. Half a dozen small round tables are scattered about the cramped tavern, each occupied by a grizzled looking sailor and his shipmates. The old sailors eye you suspiciously as you push past them, then turn their attention back to their pipes and ale.
It’s a quiet tavern. The talking is low and conspiratorial. A green-scaled Dragonborn stands behind the bar cleaning out a chipped and dirty looking cup. Several bundles of tobacco leaves hang drying above the fireplace. A young elf woman sits in the corner plucking wistfully at a lyre, imagining it seems as she gazes at the wall that she is somewhere else, playing for a much different clientele.
A man in a brown cloak raises his hand upon seeing you and beckons you over to his table, removing his hood to reveal a pleasant, middle aged face with a short, well-trimmed beard and the shorn head of a Cleric of Hephestia.
This is Brother Teritus, a trusted friend.
Oz is ready, I’ve been too busy though 😁
Oz will take Hunter. Thanks
D&D since 1984
I'm thinking 2 PM EST Saturday for our first session.
What does everyone think about that? Is there a time that would work better for you?
That works well for me. But I’m fine with any other choices too.
Have a wonderful day whether you are a peasant, noble, or the disembodied voice in my head that is constantly reminding me to do an Intelligence check. Anyway, have a good day!
I go by they/them and identify as a toaster. I enjoy Dungeon Mastering for my close friends and niece and I hope whatever I said above was helpful, funny, or insightful in some way, shape, or form.
No slouching!
Can’t wait for the first session!
Have a wonderful day whether you are a peasant, noble, or the disembodied voice in my head that is constantly reminding me to do an Intelligence check. Anyway, have a good day!
I go by they/them and identify as a toaster. I enjoy Dungeon Mastering for my close friends and niece and I hope whatever I said above was helpful, funny, or insightful in some way, shape, or form.
No slouching!
Would it be possible to start at 5pm EST on Saturday, if not Ill make 2pm work
D&D since 1984
2 PM will work best for me.
GR_Mustang, I think based on the group's responses 2pm seems to be the best time for the overall group. If you can make 2pm work that would be great, however if you can't, I could bring you up to speed on the adventure through a side quest of sorts. I don't want you to feel like you have to change any weekend plans to take part. Are there other weekends in which 2pm would work better for you?
A Little Knowledge (Things you’ve learned during your time in Kamaryst)
The Lionstride
The Lionstride unites the civilized lands of Palagea, Tanistyr, and Dardania, stretching from the steps of Saint Alvers Priory in the West to the cobbled wharfs of Freeport in the East.
The most traveled portions of the “stride” are heavily patrolled, while vast stretches of the roadway pass through desolate quarters, frequented by opportunistic bandits and hungry beasts. Despite these dangers, the Lionstride is the most travelled roadway in the Three Kingdoms and offers the best chance for a successful land crossing.
Way Shrines
A number of way shrines dot the lands of Kamaryst. Many of these shrines are located along the Lionstride and other roads, while others still can be found in remote, out of the way places, and even in the depths of caves and ruins.
A wayshrine is an area under the special protection of the gods, granting travelers a place for a short rest and a momentary respite from the dangers beyond their sacred borders. The magic protecting a wayshrine is sacrosanct, and no creature of evil may enter to disturb that peace. That magic has grown tenuous of late, however. After a short rest its powers may fade for a time only to re-emerge later.
The Silent Gods
Four gods watched over the people of Kamaryst, offering wisdom and guidance, and even walking among the people in times of great need. These gods were Hephestia, the forge maiden, Athos, the truth seeker, Thulane, keeper of the dead, and Dwin, lord of the forest.
Zaea was a fifth goddess who gave the gift of Magic to mortals, but chose to shun worship and avoid interfering directly in mortal affairs.
As counterparts to these protector gods were three gods of mischief: Thelos, brother of Thulane, god of undeath, Krag’bol, the mountain shaker, god of giants and calamity, and Shar, the night mother, being notable as the only god or goddess of Kamaryst recognized throughout Faerun as well.
A fourth god of mischief, Drayloth, god of hunger, greed, and destruction, was banished from Kamaryst long ago. Though a small group of fanatics wish to restore Drayloth to power, he is no longer able to grant spells to his followers in his current state, being chained in the form of a great black dragon in a pocket dimension on the border of the Plane of Fire and the Shadowfell.
Each of these gods and goddesses has since fallen silent. Only a select few in Kamaryst still benefit from their powers and claim to be able to hear their words.
The Hedron
Arising in the wake of the great silence, the Hedron is a group of priests dedicated to discerning and interpreting the will of the gods. Their symbol is the twenty spoked wheel of fate.
There are competing views concerning the role and ultimate meaning of the Hedron, even within the organization itself.
Some view the Hedron as an extension of the gods, declaring to the people the ongoing revelation of their divine will.
Others see the Hedron as stewards of the those things belonging to the gods, serving as placeholders until their imminent but unforeseeable return.
Within these two sects are a number of conflicting beliefs about the Hedron and the gods:
The Maelstrom
Rising up from the waters surrounding the continent is a tremendous wall of storm clouds and churning waves, pushing back and threatening to capsize any ship that approaches too close.
Many ships are sucked into the maelstrom and deposited into the still waters just a few miles off shore from the mainland. The continent itself is, as it were, in the eye of the storm, subject to normal weather patterns while escaping the wrath of the maelstrom.
The Seal of Dardania
The royal seal of Dardania is a rearing lion with three stars above its head, appearing on coins, shields, banners, and official documents. Sometimes featured below the lion is a ribbon that reads “Glory, Valor, Honor”
Everyone, welcome again. We will begin play at 2 today, or sooner if the majority of players check in ready to play. We can proceed slowly to give everyone time to join.
As I’m learning to DM 5e as a play by post, I’m also taking part as a player on another PBP. The DM there has taken an approach of advancing the story little by little every day in addition to a dedicated play time. Players can chime in throughout the day as they are able, and the story unfolds.
What are everyone’s thoughts on this kind of story progression. Would you like to see the story advance through a prompt once or twice a day outside our regular play time?
That sounds good to me.
D&D since 1984
You were each summoned to the Home of the Mariner's Rest, a run down tavern in the north of the city, near the Beggar's Court. The tavern is full of old sailors brooding over cups of ale and smoking pipes. They seem a bit put off by the appearance of so many strangers in their already cramped bar.
Two roguish looking young men are standing at the bar, conversing with the Dragonborn barkeep. One is a Tiefling, the other a human with a neatly trimmed goatee. They notice you enter but appear unconcerned.
Teritus, the good natured, middle aged Speaker who summoned you all here, is sitting alone at a table in the corner, nearest the solemn looking elf maiden who is vacantly strumming her lyre.
"My dear friends! How good to see you. Please, sit, sit! Would you care for anything to drink? Some food perhaps?"
Oz thanks him and says “waters fine since I’m on duty”. He sits down.
D&D since 1984