The year is 189 AE almost two centuries after the fall of the Tasanar Empire. In the south, the Republic of Arrochar, democratic remnants of the empire, are at war with Sorcerer Warlords to the east. In the North the Kingdom of Norheim assembles a host of thanes and Elven lords to fight off invading goblinoids. The Dwarven Kingdom of Gah’Zum fights a desperate defense against the forces of the under dark. On the western coast, in the lands of the Darbannon states lies a vast, and for the most part unsettled, swathe of marshland.
Dartsmouth, a trade stop along the coast of the Onja Sea, is a nest of pirates, smugglers, and merchant lords. The city is an independent state, part of a loose confederacy of post-empire cities. The lands surrounding is beginning to darken with neglect, farms failing, sickness rampant, and banditry commonplace. The large swampy marshlands and collection of lagoons, murky forests and sprawling rice patties of the region is known as the Blackmoat. Pockmarked by ruins of ancient civilizations that stood long before the Tasanar Empire.
A large prison during the time of the empire, Two-Jails, known for its size and impenetrability has become a fortress for an evil presence in the last few years. It sits on a sprawling crag to the east on the edge of the Blackmoat, every landowner from the mountains to the coast whispers dark tidings.
A faction known as the Disciples of the Cosmos has dispatched a group of adventurers to the lands of Blackmoat to investigate strange appearances, sightings and omens. These adventurers find themselves travel worn, weary, and restless in these new lands. A small village in the southern border of Blackmoat called Bellwood, known for the odd trees in the surrounding forest is where they have stopped.
~*~
DRAMATIS PERSONAE
Vorkan Steelheart the Mountain Dwarf Paladin
Michael Oaktree the Human Bard
Aerradin the Wood Elf Ranger
Finnegan the Human Life Cleric
Fergus Graysmith the Human Fighter
II'Aria Gate the Half Elf Rogue
NPCs:
Rewis: A guard of Bellwood
Gery: A guard of Bellwood
Elen: Mayor of Bellwood, and owner of The Scoundrel's Cup
https://rolz.org/dr?room=Adventures in Blackmoat <- We will use this for all dice rolling. I will post 1 line messages in the dice chat to prompt everyone to roll (and what we are rolling for) all results and actions will be narrated in this thread. Only dice/rolls for the chatroom please.
BIO: Son of a merchant in a far away city, Michael's mind often wandered on to forgotten realms and sunken tombs but his father refused to feed his dreams of adventure and insisted he learned the secrets of trading so he could take on the family business one day, he escaped the very next day of his 17th birthday after his father gift him a pendant with the family's emblem on it. He then found a wandering troupe that thought him to survive in the city and care for himself, because no one else is going to.
Personality Traits: I'm driven by a wanderlust that led me away from home; I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Ideal: Change. Life is like the sessions, in constant change, and we must change with it. (Chaotic)
Bond: An injury to the unspoiled wilderness of my home is an injury to me.
Flaw: I am slow to trust members of other races, tribes, and societies.
Physical Characteristics: 138 years old in human years, black hair, dark brown skin, emerald green eyes, 5'6", 125 lbs.
Trance, Fey Ancestry, Mask of the Wild, Favored Enemy (Dragons), Natural Explorer (Forest), Wanderer
Equipment:
2 Shortswords (+5 to Attack, +3 Damage)
Longbow (+5 to Attack, +3 Damage)
Leather Armor, a quiver of 20 arrows, dungeoneer's pack(backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet hempen rope), walking staff, bear trap, black and white rabbit's paw necklace, traveler's clothes, a pouch containing 10 gp.
Proficiencies:
Armor: Light, Medium, shields
Weapons: Simple, Martial
Tools: Pan Flute (Instrument)
Languages: Common, Elvish, Sylvan, Draconic
Bio: Aerradin was born to a noble elf family, one of the Eleven Lords in fact, but he never knew that life. his father is an Elven Lord while his mother was a lowly attendant of his. Instead, his parents feared for his safety, as they were threatened by many foes and the controversy that he was born outside of marriage and to another woman than his father's wife was considered scandalous. So when he was born his father forced the wet nurse to take the child outside and smother it. The wet nurse despised him and instead went to an old druid who was visiting the residence at the time. She spoke only 1 sentence "Take this child away from here, to the woods." and he was taken away, with his father and mother thinking he was dead. Once taken into the depths of the Forest, the Druid took him to an old friend of his that lived off the land, deep in the forest. This man was a ranger named Halt who watched over the forest and trained to defeat any threat to the land and nature. He was a legend of the olden times and often played key roles in leading elven armies to victory with stealthy tactics and well-placed ambushes that often decimated unsuspecting foes. Halt took the boy in and raised him as a ranger and defender of the woods. He was taught how to shoot, how to fight, to identify the subtle hints of the woods and the world around him in survival and protection. Halt raised him as best he could like a son while also teaching him about the world. When he turned 10 (eleven equivalent of 60 human years) Halt told him of how he came to be under Halt's responsibility, but when halting expected questions, the boy simply accepted this and said: "It is the way of the world to change and sometimes this change can hurt you, but it won't stop changing. It's like the time when that bear was about to kill me, but you killed it. It had to die for me to live." Halt was impressed by the boy's sparkling wisdom and gave him a special rabbit paw necklace from a rare white-and-black-footed rabbit. Throughout these years he was referred to only as "boy", but eventually, when he turned 18 (eleven equivalent of 100 human years), Halt let him choose his own name. He decided to name himself Aerradin which means Soul of the Wind. He and Halt felt this matched his free spirit and loving attitude of nature. Eventually, when Aerradin turned 21 (eleven equivalent of 120 years), Halt decided it was time for him to travel on his own and find his own purpose. He was getting ready to travel, but the day before he fled, they were called to protect a small village from a massive dragon wreaking havoc. When they got closer, Halt told Aerradin to stay put and watch. Their conversation went like this
Aerradin: That's a Blue Dragon, isn't it.
Halt: You always did like the idea of fighting dragons. Stay here while I find the guards and take that beast down.
Aerradin: No, I want to help, I think I know how to fight it.
Halt: It's too dangerous, I didn't spend 22 years raising you to only have you die before me.
Aerradin: Fine, I will watch, but just don't die today.
Halt: No promises, an adult dragon is nothing to scoff at.
Then Halt proceeded to run into the fray of guardsmen shooting bolts and arrows at the massive creature. He swiftly drew its attention with a well placed shot to its cheek and it roared down to breath lightning at him. His quick action allowed him to dodge the blast fully and go in for another attack while marking his prey. The dragon knew they were rivals in that instant as he felt the magic target set on him. He came down for a quick word with Halt as he recognized him from years past. The dragons name was Kiret Thunderfang
Kiret: I see now! Halt, my old rival we meet again.
Halt: You won't last as long this time Kiret!
Kiret: Oh, you've only grown older elf, but I've grown stronger.
Halt: We'll see about that.
However, as soon as Halt delivered that cocky line, Aerradin yelled out "Watch Out Halt" and he was struck hard by a swooping tail strike from Kiret and sent flying 20 feet. He got up and ran over to cover to attack back at Kiret, but he heard him say "Oh, so you've got a new apprentice" and Kiret flew back around to use his breath weapon again, this time targeted at Aerradin. Halt, knew that Aerradin was not capable of dodging a full lightning breath from an adult Blue Dragon so he reacted quickly. Halt rushed over and shoved Aerradin out of the way as the Lightning breath came down and destroyed the simple cover that Aerradin was hiding behind. Once the dragon came back around he realized Halt had been hit by the full blast and revealed in his triumph.
Kiret: Well it seems I have finally won, my old friend. This town means nothing to me. I am going.
Aerradin then ran over to his fallen master as the dragon flew away from the scene.
Halt: Well, I told you no promises. (Halt sputtered out in a dying breath)
Aerradin: No, please don't leave me. I can nurse you back to health, I can find the salve and the plants, I-I-I...
Halt: Boy, you need to go off on your own, I was already dying of old age as the dragon had said. He Cough was an old rival of mine Cough Cough I just hope...Cough. Listen. If you can find him, and kill that tyrant you will help me finally rest. I am not Cough surviving this from here. No salve can cure lightning. I probably am fully paralyzed anyways. So go follow the trail. Use your interest in dragons to study them. You know how to sneak up on almost anything and I know that you can learn to kill them. Find where they live and observe them. Then find Kiret when you are ready and kill that dragon. He is easily distinguishable by the large scar I left on his right eye today. Go and do what needs to be done...
At this point Halt passes out from exhaustion and dies two minutes later with Aerradin holding him. Over the next 2 years, Aerradin has been searching for signs of this Kiret across the countryside and any information about Dragons. Now he has decided that civilization might actually have the answers he needs about his query.
Shelter of Faithful, Disciple of Faith, Spell casting, Observant.
Alignment: Neutral Good
Personality: I've spent so long in the that I have little practical experience in dealing with people in the outside world; I quote sacred text or proverbs in any situation.
Ideal: Charity. I always try to help those in need, no matter what the cost.
Bond: I will do anything to protect the temple where I served.
Flaw: I am inflexible in my thinking.
Equipment:
Holy Symbol ( A blazing gold sun, worn around my neck), Prayer book, 5 sticks of incense, vestments, 14 gp, and a set of common clothes
Mace, chain mail, Quarterstaff,Shield, and another holy symbol. ( a small blazing sun worn as a bracelet.)
Priest Pack
Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
SPELLS PREPARED:
1st Level: Bless, Cure Wounds, Shield of Faith, Inflict Wounds.
Cantrips: Sacred Flame, Guidance, Resistance
BIO: I was found on the steps of a temple, an orphan. I was then raised by the temple as a whole, with no distinct parents. The nuns watched over me as a baby, the priests as a toddler, and it became a joke that from then on, they had to unite to raise me. When I was 10, the high Priest had a vision about my future, a vision from Pelor himself. The vision showed me as a Cleric of Pelor, spreading his light across the land. From then on I was no longer being raised, I was trained, it was not often that Pelor chose a Cleric. I was to be the first Cleric to come from this temple despite its rather large size. After six years of training I am going on my first adventure to prove my ready and worth to Pelor, and to my family.
Appearance: A sturdy young man, about 5'11 and 200 lbs. With dark blonde, straw like hair that looks like it has finished growing to a normal length after getting closely cut. With a light tan covering his body and deep chocolate brown eyes.
This is what the vestments look like.
Just imagine a sun on the back.
Personality: Fin is a kindhearted person, so his gods commands come first, but he'll go to any lengths to help someone including strangers. He is constantly nice to those that even insult him as insults wash off him like water. he puts up with it even more so with his friends and family. He is a lot like the god he follows spreading warmth and kindness like the suns rays. Unless you make the mistake of threatening something he loves, then nothing can save you. Humans invented vengeance and he perfected it, his own life doesn't matter as he believes he is below his friends and family. He then embraces the other half of his god, a burning flame of anger that scorches all that have wronged him. While it is common to were the vestments everywhere, fin rather reserves it for holy practices, on a mission sent from Pelor, meeting people from a temple, very important first impressions, or when working as a healer out side his party. He prefers to wear commoners clothes as he sees dirt, stains, and blood getting on his vestments as a insult to his god. He is a bit absent minded and accidentally switches languages sometimes.
Skills: Athletics (+5), History (+3), Persuasion (+4), Intimidation (+4), Gaming Set (Dragonchess), Common Language, Dwarven Language
Features:
Protection Fighting Style; Second Wind
Equipment: Chainmail + Shield, Flail, Light Crossbow + 20 Bolts, Explorer's Pack, Set of Fine Clothes, Signet Ring, A scroll of pedigree, Dagger, Crowbar, Grappling Hook, 10 Pitons, Hammer, 10 Iron Spikes, 2 Person Tent, Extra Waterskin, 3 flask of oil, pouch (14 gp)
SPELLS PREPARED: N/A
Short with a wiry frame, dark hair is close cropped, clean shaven, thin lips, and has a scar under left ear.
BIO: Fergus is a young knight recently recruited by the mysterious Disciples. He is eager to travel into danger and prove his mettle on the glorious field of battle. He comes from a long line of knights you can trace their lineage back to the golden age of chivalry of the once great Tasanar Empire. His clan dream that one day they will be the ones to restore the Empire to its rightful place as rulers of the land.
Welcome aboard TWE. Since you are new I would highly recommend generating a good old fashioned fighter. And you can join me on the front lines smashing heads and saving tails.
Rollback Post to RevisionRollBack
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
I am open to new players. This is going to be a much slow progress game, more roleplaying via expressive writing. I encourage both first person and third person styles of narration. We will do an open round robin style where you can post freely. Once all characters have provided input I will continue to push the story forward with Narration posts. As characters attempt actions, I will PM results so you can either edit your post or repost with what happens. In some cases, I will post actions to characters in my narration. an example of this would be:
Deep in the night Fin stands watch around the cooling embers of the camp fire. Peering into the darkness he hears little but the song of cicadas out on the marshland. Most of the night has been uneventful, the moon slowly dipped over the mountains behind a far off storm in the early parts of the evening. Now, Fin feels the fine hairs on the back of his neck rise, though he cant tell why. He grips the pommel of his mace, the leather strap slipped firmly around his wrist. On the edge of camp, right where the rhythmic snores of the Bard die off, dark shapes rise out of the murky waters. Fin's eyes could barely make out the shapes in the darkness, however thanks to the gods he saw them coming.
EVERYONE ROLL INITIATIVE (PM results to me)
Etc.
As far as characters go, everything looks great. Fighter, Cleric, Bard....2 more would be great at most. We will start when I've given ample time for everyone to start their characters.
Rollback Post to RevisionRollBack
“The harder the world, the fiercer the honour.” ― Steven Erikson, Memories of Ice
I am open to new players. This is going to be a much slow progress game, more roleplaying via expressive writing. I encourage both first person and third person styles of narration. We will do an open round robin style where you can post freely. Once all characters have provided input I will continue to push the story forward with Narration posts. As characters attempt actions, I will PM results so you can either edit your post or repost with what happens. In some cases, I will post actions to characters in my narration. an example of this would be:
Deep in the night Fin stands watch around the cooling embers of the camp fire. Peering into the darkness he hears little but the song of cicadas out on the marshland. Most of the night has been uneventful, the moon slowly dipped over the mountains behind a far off storm in the early parts of the evening. Now, Fin feels the fine hairs on the back of his neck rise, though he cant tell why. He grips the pommel of his mace, the leather strap slipped firmly around his wrist. On the edge of camp, right where the rhythmic snores of the Bard die off, dark shapes rise out of the murky waters. Fin's eyes could barely make out the shapes in the darkness, however thanks to the gods he saw them coming.
EVERYONE ROLL INITIATIVE (PM results to me)
Etc.
As far as characters go, everything looks great. Fighter, Cleric, Bard....2 more would be great at most. We will start when I've given ample time for everyone to start their characters.
So would you just trust us with the rolls? I am a DM myself if you haven't seen my own PbP, but I am using a Dice Room at this site in order to check what the players roll: https://rolz.org/tavern
I just want to know if it matters to you about using a tool like this.
This is my first time playing D&D by post, but this seems like a nice place to try it out! How often do you plan on posting? Will I have to log on at a specific time once a week, or will it be more along the lines of "whenever you can"? I'm trying to get a good handle on the rules, and your expectations of us as players (so I hope I am not asking too many questions.)
As it is, I log on to Beyond most days for at least a few minutes. I'm a uni student, so the in the days before a chemistry exam my ability to post will magically disappear, but I am a big fan of communication, so I'd be sure to let you know if there was anything that would affect the game.
I'll throw this character into the mix, and see what happens. If you need anything changed, please let me know. I am completely open to changing anything you need. Geographically, I am not going to refer to any discrete locations as I don't know your world... yet.
Name: Il'aria Gate
Race: Half Elf
Class: Rogue
Background: Folk Hero
STR: 8 MOD: -1
DEX: 16 MOD: +3
CON: 12 MOD: +1
INT: 10 MOD: +0
WIS: 14 MOD: +2
CHA: 16 MOD: +3
Passive Perception: 11
Armor Class: 14 (leather armor)
HP: 9
Skills:
Thieves' tools (+5)
Brewer's Tools (no idea what the plus is on this one)
Acrobatics (+5)
Deception (XP +6)
Sleight of Hand (+5)
Stealth (XP +7)
Persuasion (+4)
Perception (+3)
Animal Handling (+3)
Survival (+3)
Features:
Darkvision, Fey Ancestry
Expertise, Sneak Attack, Thieves' Cant
Rustic Hospitality
Equipment: Rapier, shortbow w/ 20 arrows, burglar's pack, leather armor, two daggers, thieves' tools, a shovel, an iron pot, brewer's supplies
BIO:
DEFINING EVENT: I stood alone against a terrible monster.
PERSONALITY TRAIT: I get bored easily. When am I going to get on with my destiny?
IDEAL: Tyrants must not be allowed to oppress people.
BOND: I protect those who cannot protect themselves.
FLAW: I am convinced of my destiny, and blind of my shortcomings and the risk of failure.
Appearance: Dark hair pulled back into a braid, tanned skin, and piercing green eyes that twinkle with mischief
Backstory:
At the gates of an orphanage in a walled town, a basket arrived. Inside said package lay a half-elven baby girl, who was named Il'aria (because it just sounds elf-ish) Gate (well, that's where we found her) by the person who found her. She was raised in said orphanage until the ripe old age of 10, when she decided she would be better off on her own in the streets. Swiping a dagger on her way out, the half-elf left the dreary orphanage.
Stealing to get by, the young thief eventually grew up to be right at home amongst the various low-lifes of the town. Despite her classification as a no-good street-rat, her general disposition and winning smile ingratiated her towards many of her fellow village-people. Besides, she was nowhere near as large of a crook as the town's petty tyrant, who ruled with an iron fist and greasy palms.
One day, a dire wolf began to attack the farms on the outskirts of the town, stealing livestock and threatening lives. The tyrant refused to do anything, choosing only to close the town's gate to protect himself inside the walls. It was a dangerous time for everyone, especially someone who's only place to sleep is in the treetops.
A nineteen year old Il'aria was caught outside the gate one sundown, which wasn't wholly spectacular as she slept outside the gate many nights. This night, however, was different. Her sleep, in the branches of a tree, was interrupted by a growling below. As she stirred back to consciousness, the shock and fear of the situation suddenly gripped her. A wrong move led to her tumbling to the ground, practically directly into the maw of the great wolf.
By some miracle, when the sun rose the following morning, the townsfolk found the teenage half-elf alive, although just barely, clutching her dagger tightly. With tooth and claw marks littering her body, the villagers worked together to nurse her back to health. She was lauded as a hero for killing the beast.
As soon as the tyrant heard news of the brave hero, he paid her a visit. He came with a deal, although Il'aria did not know it at first. He gifted her a gilted rapier with the town's insignia, a pelt taken from the beast she had slain, and the promise of an easier life from that moment forth. He wanted to turn her into a figurehead, a hero of the people that he could control.
After only three days of being the tyrant's trophy, Il'aria realized just how terrible and corrupt he truly was. She took her belongings, which wasn't much and immediately fled. She knew that if she ever returned, the tyrant would want her head, so she ran as far as she could. The half-elf continued running for months, racing ahead of the wanted posters until she had left the region.
In that moment, she swore that she would one day be strong enough to rid her land (and beyond) of the many corrupt politicians, crooked nobles, and bloody tyrants that held power.
Personality:
Il'aria would like to think that she looks out for the little guy, but after two decades of looking after herself, self-preservation is her largest goal. She has never truly had anything, so her few belongings she is very protective of, and gold will certainly motivate her. A thief at heart, she has a wandering hand that tends to pick up exciting trinkets. Still, deep down, she wants to leave the world a better place, and hopes to defend the people.
Miss Gate naturally distrusts nobility, especially rulers. She believes that fate has chosen her to rid the world of tyrants, and can be almost single minded in her pursuit of her destiny. Precocious, bored easily, and not necessarily one to always think things through, the half-elf can be hot-headed and rush into dangerous situations. Plans are not her strongest suit.
The rogue grew up learning that only two things could get her out of trouble: her swift feet and her even swifter tongue. Any situation that she couldn't sneak her way out of, she has found that she can usually talk her way out of. This strategy has served her well, and for the most part, kept her out of the region's jails.
Il'aria also knows the power of a good story, and tales of the "The Wolf Slayer" have spread far and wide, mostly thanks to her. Only some know that she is the hero of the story, but after glancing at the dire wolf pelt she always wears, villagers begin to suspect... And spread rumors. The half-elf hopes, when she eventually fulfills her destiny, that bards will song of her exploits for generations.
This is my first time playing D&D by post, but this seems like a nice place to try it out! How often do you plan on posting? Will I have to log on at a specific time once a week, or will it be more along the lines of "whenever you can"? I'm trying to get a good handle on the rules, and your expectations of us as players (so I hope I am not asking too many questions.)
As it is, I log on to Beyond most days for at least a few minutes. I'm a uni student, so the in the days before a chemistry exam my ability to post will magically disappear, but I am a big fan of communication, so I'd be sure to let you know if there was anything that would affect the game.
I'll throw this character into the mix, and see what happens. If you need anything changed, please let me know. I am completely open to changing anything you need. Geographically, I am not going to refer to any discrete locations as I don't know your world... yet.
Name: Il'aria Gate
Race: Half Elf
Class: Rogue
Background: Folk Hero
STR: 8 MOD: -2
DEX: 16 MOD: +3
CON: 12 MOD: +1
INT: 10 MOD: +0
WIS: 12 MOD: +1
CHA: 15 MOD: +2
You did not calculate your stats correctly, you should have a 14 in either Wisdom or Constitution because the standard array is 8, 10, 12, 13, 14, 15 and Half-Elves get +2 to Charisma and +1 in two stats of your choice.
no her stats are correct. the array the DM told us to use is 15,13,12,11,10,8. If the dex was 15, that would be increased by 1, the cha was 13 and increased by 2, and then either con or wis was an 11 and increased by one.
Perhaps you should read what the DM of THIS game wrote before you try to correct someone. The stats we started with were no 8,10,12,13,14,15! They were 15,13,12,11,10,8. So given that it appears that the rookie did right and you owe a couple of someone's an apology. Because if this DM wants to trust his players to be mature adults who are you to question?? I am going to stop now before I say something rude.
Rollback Post to RevisionRollBack
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Yeah, sorry my mistake, I overlooked a simple fact as in part because I expect the standard array since I am DM myself and so far on this site, I have only seen the standard array. The way they were set up also didn't help, but I apologize for misreading. I was not meaning to come across as rude or mean in any way as I do make these mistakes often myself with misreading. I have absent-mindedness so I do this often and was only correcting because I thought I was helping.
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Blackmoat Campaign
Starting at level 1
The year is 189 AE almost two centuries after the fall of the Tasanar Empire. In the south, the Republic of Arrochar, democratic remnants of the empire, are at war with Sorcerer Warlords to the east. In the North the Kingdom of Norheim assembles a host of thanes and Elven lords to fight off invading goblinoids. The Dwarven Kingdom of Gah’Zum fights a desperate defense against the forces of the under dark. On the western coast, in the lands of the Darbannon states lies a vast, and for the most part unsettled, swathe of marshland.
Dartsmouth, a trade stop along the coast of the Onja Sea, is a nest of pirates, smugglers, and merchant lords. The city is an independent state, part of a loose confederacy of post-empire cities. The lands surrounding is beginning to darken with neglect, farms failing, sickness rampant, and banditry commonplace. The large swampy marshlands and collection of lagoons, murky forests and sprawling rice patties of the region is known as the Blackmoat. Pockmarked by ruins of ancient civilizations that stood long before the Tasanar Empire.
A large prison during the time of the empire, Two-Jails, known for its size and impenetrability has become a fortress for an evil presence in the last few years. It sits on a sprawling crag to the east on the edge of the Blackmoat, every landowner from the mountains to the coast whispers dark tidings.
A faction known as the Disciples of the Cosmos has dispatched a group of adventurers to the lands of Blackmoat to investigate strange appearances, sightings and omens. These adventurers find themselves travel worn, weary, and restless in these new lands. A small village in the southern border of Blackmoat called Bellwood, known for the odd trees in the surrounding forest is where they have stopped.
~*~
https://rolz.org/dr?room=Adventures in Blackmoat <- We will use this for all dice rolling. I will post 1 line messages in the dice chat to prompt everyone to roll (and what we are rolling for) all results and actions will be narrated in this thread. Only dice/rolls for the chatroom please.
― Steven Erikson, Memories of Ice
Name: Michael Oaktree
Race: Human
Class: Bard
Background: Urchin
STR: 11 MOD: +0
DEX: 12 MOD:+1
CON: 13 MOD:+1
INT: 14 MOD:+2
WIS: 8 MOD:-1
CHA: 16 MOD:+3
Passive Perception: 9
Armor Class: 11
HP: 9
Skills: Desception(+5), performance (+5), persuasion(+5), sleight of hand (+3), stealth (+3).
Features:
Bardic inspiration, spellcasting
Equipment:
rapier, entretainer's pack, lute, leather armor, dagger, a pendant with an oaktree on it, and Mordekai (pet mouse), 10 gp
SPELLS PREPARED:
cantrips: friends, vicious mockery
spells: disguise self, charm person, illusory script, cure wounds.
BIO: Son of a merchant in a far away city, Michael's mind often wandered on to forgotten realms and sunken tombs but his father refused to feed his dreams of adventure and insisted he learned the secrets of trading so he could take on the family business one day, he escaped the very next day of his 17th birthday after his father gift him a pendant with the family's emblem on it. He then found a wandering troupe that thought him to survive in the city and care for himself, because no one else is going to.
- - -
What do you do?
- - -
Name: Aerradin
Race: Wood Elf
Class: Ranger (Beast Master)
Background: Outlander
Alignment: Chaotic Neutral
Personality Traits: I'm driven by a wanderlust that led me away from home; I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Ideal: Change. Life is like the sessions, in constant change, and we must change with it. (Chaotic)
Bond: An injury to the unspoiled wilderness of my home is an injury to me.
Flaw: I am slow to trust members of other races, tribes, and societies.
Physical Characteristics: 138 years old in human years, black hair, dark brown skin, emerald green eyes, 5'6", 125 lbs.
STR: 10 MOD: (0)
DEX: 17 MOD: (+3)
CON: 14 MOD: (0)
INT: 12 MOD: (+1)
WIS: 14 MOD: (+2)
CHA: 8 MOD: (-1)
Passive Perception: 14
Darkvision: 60ft
Movement: 35ft
Armor Class: 14
HP: 12
Skills: Athletics(+2), Investigation(+3), Nature(+3), Perception(+4), Stealth(+5), Survival(+4)
Features:
Trance, Fey Ancestry, Mask of the Wild, Favored Enemy (Dragons), Natural Explorer (Forest), Wanderer
Equipment:
2 Shortswords (+5 to Attack, +3 Damage)
Longbow (+5 to Attack, +3 Damage)
Leather Armor, a quiver of 20 arrows, dungeoneer's pack(backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet hempen rope), walking staff, bear trap, black and white rabbit's paw necklace, traveler's clothes, a pouch containing 10 gp.
Proficiencies:
Armor: Light, Medium, shields
Weapons: Simple, Martial
Tools: Pan Flute (Instrument)
Languages: Common, Elvish, Sylvan, Draconic
Bio: Aerradin was born to a noble elf family, one of the Eleven Lords in fact, but he never knew that life. his father is an Elven Lord while his mother was a lowly attendant of his. Instead, his parents feared for his safety, as they were threatened by many foes and the controversy that he was born outside of marriage and to another woman than his father's wife was considered scandalous. So when he was born his father forced the wet nurse to take the child outside and smother it. The wet nurse despised him and instead went to an old druid who was visiting the residence at the time. She spoke only 1 sentence "Take this child away from here, to the woods." and he was taken away, with his father and mother thinking he was dead. Once taken into the depths of the Forest, the Druid took him to an old friend of his that lived off the land, deep in the forest. This man was a ranger named Halt who watched over the forest and trained to defeat any threat to the land and nature. He was a legend of the olden times and often played key roles in leading elven armies to victory with stealthy tactics and well-placed ambushes that often decimated unsuspecting foes. Halt took the boy in and raised him as a ranger and defender of the woods. He was taught how to shoot, how to fight, to identify the subtle hints of the woods and the world around him in survival and protection. Halt raised him as best he could like a son while also teaching him about the world. When he turned 10 (eleven equivalent of 60 human years) Halt told him of how he came to be under Halt's responsibility, but when halting expected questions, the boy simply accepted this and said: "It is the way of the world to change and sometimes this change can hurt you, but it won't stop changing. It's like the time when that bear was about to kill me, but you killed it. It had to die for me to live." Halt was impressed by the boy's sparkling wisdom and gave him a special rabbit paw necklace from a rare white-and-black-footed rabbit. Throughout these years he was referred to only as "boy", but eventually, when he turned 18 (eleven equivalent of 100 human years), Halt let him choose his own name. He decided to name himself Aerradin which means Soul of the Wind. He and Halt felt this matched his free spirit and loving attitude of nature. Eventually, when Aerradin turned 21 (eleven equivalent of 120 years), Halt decided it was time for him to travel on his own and find his own purpose. He was getting ready to travel, but the day before he fled, they were called to protect a small village from a massive dragon wreaking havoc. When they got closer, Halt told Aerradin to stay put and watch. Their conversation went like this
Aerradin: That's a Blue Dragon, isn't it.
Halt: You always did like the idea of fighting dragons. Stay here while I find the guards and take that beast down.
Aerradin: No, I want to help, I think I know how to fight it.
Halt: It's too dangerous, I didn't spend 22 years raising you to only have you die before me.
Aerradin: Fine, I will watch, but just don't die today.
Halt: No promises, an adult dragon is nothing to scoff at.
Then Halt proceeded to run into the fray of guardsmen shooting bolts and arrows at the massive creature. He swiftly drew its attention with a well placed shot to its cheek and it roared down to breath lightning at him. His quick action allowed him to dodge the blast fully and go in for another attack while marking his prey. The dragon knew they were rivals in that instant as he felt the magic target set on him. He came down for a quick word with Halt as he recognized him from years past. The dragons name was Kiret Thunderfang
Kiret: I see now! Halt, my old rival we meet again.
Halt: You won't last as long this time Kiret!
Kiret: Oh, you've only grown older elf, but I've grown stronger.
Halt: We'll see about that.
However, as soon as Halt delivered that cocky line, Aerradin yelled out "Watch Out Halt" and he was struck hard by a swooping tail strike from Kiret and sent flying 20 feet. He got up and ran over to cover to attack back at Kiret, but he heard him say "Oh, so you've got a new apprentice" and Kiret flew back around to use his breath weapon again, this time targeted at Aerradin. Halt, knew that Aerradin was not capable of dodging a full lightning breath from an adult Blue Dragon so he reacted quickly. Halt rushed over and shoved Aerradin out of the way as the Lightning breath came down and destroyed the simple cover that Aerradin was hiding behind. Once the dragon came back around he realized Halt had been hit by the full blast and revealed in his triumph.
Kiret: Well it seems I have finally won, my old friend. This town means nothing to me. I am going.
Aerradin then ran over to his fallen master as the dragon flew away from the scene.
Halt: Well, I told you no promises. (Halt sputtered out in a dying breath)
Aerradin: No, please don't leave me. I can nurse you back to health, I can find the salve and the plants, I-I-I...
Halt: Boy, you need to go off on your own, I was already dying of old age as the dragon had said. He Cough was an old rival of mine Cough Cough I just hope...Cough. Listen. If you can find him, and kill that tyrant you will help me finally rest. I am not Cough surviving this from here. No salve can cure lightning. I probably am fully paralyzed anyways. So go follow the trail. Use your interest in dragons to study them. You know how to sneak up on almost anything and I know that you can learn to kill them. Find where they live and observe them. Then find Kiret when you are ready and kill that dragon. He is easily distinguishable by the large scar I left on his right eye today. Go and do what needs to be done...
At this point Halt passes out from exhaustion and dies two minutes later with Aerradin holding him. Over the next 2 years, Aerradin has been searching for signs of this Kiret across the countryside and any information about Dragons. Now he has decided that civilization might actually have the answers he needs about his query.
This is what the vestments look like.
Just imagine a sun on the back.
Personality: Fin is a kindhearted person, so his gods commands come first, but he'll go to any lengths to help someone including strangers. He is constantly nice to those that even insult him as insults wash off him like water. he puts up with it even more so with his friends and family. He is a lot like the god he follows spreading warmth and kindness like the suns rays. Unless you make the mistake of threatening something he loves, then nothing can save you. Humans invented vengeance and he perfected it, his own life doesn't matter as he believes he is below his friends and family. He then embraces the other half of his god, a burning flame of anger that scorches all that have wronged him. While it is common to were the vestments everywhere, fin rather reserves it for holy practices, on a mission sent from Pelor, meeting people from a temple, very important first impressions, or when working as a healer out side his party. He prefers to wear commoners clothes as he sees dirt, stains, and blood getting on his vestments as a insult to his god. He is a bit absent minded and accidentally switches languages sometimes.
Myron Craw- Isles of Famine
Name: Fergus Graysmith
Race: Human
Class: Fighter
Background: Noble (Knight Variant)
STR: 16 MOD: +3
DEX: 9 MOD: -1
CON: 15 MOD: +2
INT: 13 MOD: +1
WIS: 11 MOD: 0
CHA: 14 MOD: +2
Passive Perception: 10
Armor Class: 18
HP: 12
Skills: Athletics (+5), History (+3), Persuasion (+4), Intimidation (+4), Gaming Set (Dragonchess), Common Language, Dwarven Language
Features:
Protection Fighting Style; Second Wind
Equipment: Chainmail + Shield, Flail, Light Crossbow + 20 Bolts, Explorer's Pack, Set of Fine Clothes, Signet Ring, A scroll of pedigree, Dagger, Crowbar, Grappling Hook, 10 Pitons, Hammer, 10 Iron Spikes, 2 Person Tent, Extra Waterskin, 3 flask of oil, pouch (14 gp)
SPELLS PREPARED: N/A
Short with a wiry frame, dark hair is close cropped, clean shaven, thin lips, and has a scar under left ear.
BIO: Fergus is a young knight recently recruited by the mysterious Disciples. He is eager to travel into danger and prove his mettle on the glorious field of battle. He comes from a long line of knights you can trace their lineage back to the golden age of chivalry of the once great Tasanar Empire. His clan dream that one day they will be the ones to restore the Empire to its rightful place as rulers of the land.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
I'm completely new to DnD (just bought Player's Handbook today). Have room and patience to have me on board?
Welcome aboard TWE. Since you are new I would highly recommend generating a good old fashioned fighter. And you can join me on the front lines smashing heads and saving tails.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
I wouldn't make a fighter, if its your first time the easiest to make is a barbarian, and you get to fight on the main lines.
Myron Craw- Isles of Famine
And you don't have to worry too much about using magic, wich was difficult for me at first to grasp.
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What do you do?
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DM:
I am open to new players. This is going to be a much slow progress game, more roleplaying via expressive writing. I encourage both first person and third person styles of narration. We will do an open round robin style where you can post freely. Once all characters have provided input I will continue to push the story forward with Narration posts. As characters attempt actions, I will PM results so you can either edit your post or repost with what happens. In some cases, I will post actions to characters in my narration. an example of this would be:
Deep in the night Fin stands watch around the cooling embers of the camp fire. Peering into the darkness he hears little but the song of cicadas out on the marshland. Most of the night has been uneventful, the moon slowly dipped over the mountains behind a far off storm in the early parts of the evening. Now, Fin feels the fine hairs on the back of his neck rise, though he cant tell why. He grips the pommel of his mace, the leather strap slipped firmly around his wrist. On the edge of camp, right where the rhythmic snores of the Bard die off, dark shapes rise out of the murky waters. Fin's eyes could barely make out the shapes in the darkness, however thanks to the gods he saw them coming.
EVERYONE ROLL INITIATIVE (PM results to me)
Etc.
As far as characters go, everything looks great. Fighter, Cleric, Bard....2 more would be great at most. We will start when I've given ample time for everyone to start their characters.
― Steven Erikson, Memories of Ice
Thanks mate. If anyone else wants to i am fine with discord.
Myron Craw- Isles of Famine
Got it!
whenever you are ready
- - -
What do you do?
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This is my first time playing D&D by post, but this seems like a nice place to try it out! How often do you plan on posting? Will I have to log on at a specific time once a week, or will it be more along the lines of "whenever you can"? I'm trying to get a good handle on the rules, and your expectations of us as players (so I hope I am not asking too many questions.)
As it is, I log on to Beyond most days for at least a few minutes. I'm a uni student, so the in the days before a chemistry exam my ability to post will magically disappear, but I am a big fan of communication, so I'd be sure to let you know if there was anything that would affect the game.
I'll throw this character into the mix, and see what happens. If you need anything changed, please let me know. I am completely open to changing anything you need. Geographically, I am not going to refer to any discrete locations as I don't know your world... yet.
Name: Il'aria Gate
Race: Half Elf
Class: Rogue
Background: Folk Hero
STR: 8 MOD: -1
DEX: 16 MOD: +3
CON: 12 MOD: +1
INT: 10 MOD: +0
WIS: 14 MOD: +2
CHA: 16 MOD: +3
Passive Perception: 11
Armor Class: 14 (leather armor)
HP: 9
Skills:
Thieves' tools (+5)
Brewer's Tools (no idea what the plus is on this one)
Acrobatics (+5)
Deception (XP +6)
Sleight of Hand (+5)
Stealth (XP +7)
Persuasion (+4)
Perception (+3)
Animal Handling (+3)
Survival (+3)
Features:
Darkvision, Fey Ancestry
Expertise, Sneak Attack, Thieves' Cant
Rustic Hospitality
Equipment: Rapier, shortbow w/ 20 arrows, burglar's pack, leather armor, two daggers, thieves' tools, a shovel, an iron pot, brewer's supplies
BIO:
DEFINING EVENT: I stood alone against a terrible monster.
PERSONALITY TRAIT: I get bored easily. When am I going to get on with my destiny?
IDEAL: Tyrants must not be allowed to oppress people.
BOND: I protect those who cannot protect themselves.
FLAW: I am convinced of my destiny, and blind of my shortcomings and the risk of failure.
Appearance: Dark hair pulled back into a braid, tanned skin, and piercing green eyes that twinkle with mischief
Backstory:
At the gates of an orphanage in a walled town, a basket arrived. Inside said package lay a half-elven baby girl, who was named Il'aria (because it just sounds elf-ish) Gate (well, that's where we found her) by the person who found her. She was raised in said orphanage until the ripe old age of 10, when she decided she would be better off on her own in the streets. Swiping a dagger on her way out, the half-elf left the dreary orphanage.
Stealing to get by, the young thief eventually grew up to be right at home amongst the various low-lifes of the town. Despite her classification as a no-good street-rat, her general disposition and winning smile ingratiated her towards many of her fellow village-people. Besides, she was nowhere near as large of a crook as the town's petty tyrant, who ruled with an iron fist and greasy palms.
One day, a dire wolf began to attack the farms on the outskirts of the town, stealing livestock and threatening lives. The tyrant refused to do anything, choosing only to close the town's gate to protect himself inside the walls. It was a dangerous time for everyone, especially someone who's only place to sleep is in the treetops.
A nineteen year old Il'aria was caught outside the gate one sundown, which wasn't wholly spectacular as she slept outside the gate many nights. This night, however, was different. Her sleep, in the branches of a tree, was interrupted by a growling below. As she stirred back to consciousness, the shock and fear of the situation suddenly gripped her. A wrong move led to her tumbling to the ground, practically directly into the maw of the great wolf.
By some miracle, when the sun rose the following morning, the townsfolk found the teenage half-elf alive, although just barely, clutching her dagger tightly. With tooth and claw marks littering her body, the villagers worked together to nurse her back to health. She was lauded as a hero for killing the beast.
As soon as the tyrant heard news of the brave hero, he paid her a visit. He came with a deal, although Il'aria did not know it at first. He gifted her a gilted rapier with the town's insignia, a pelt taken from the beast she had slain, and the promise of an easier life from that moment forth. He wanted to turn her into a figurehead, a hero of the people that he could control.
After only three days of being the tyrant's trophy, Il'aria realized just how terrible and corrupt he truly was. She took her belongings, which wasn't much and immediately fled. She knew that if she ever returned, the tyrant would want her head, so she ran as far as she could. The half-elf continued running for months, racing ahead of the wanted posters until she had left the region.
In that moment, she swore that she would one day be strong enough to rid her land (and beyond) of the many corrupt politicians, crooked nobles, and bloody tyrants that held power.
Personality:
Il'aria would like to think that she looks out for the little guy, but after two decades of looking after herself, self-preservation is her largest goal. She has never truly had anything, so her few belongings she is very protective of, and gold will certainly motivate her. A thief at heart, she has a wandering hand that tends to pick up exciting trinkets. Still, deep down, she wants to leave the world a better place, and hopes to defend the people.
Miss Gate naturally distrusts nobility, especially rulers. She believes that fate has chosen her to rid the world of tyrants, and can be almost single minded in her pursuit of her destiny. Precocious, bored easily, and not necessarily one to always think things through, the half-elf can be hot-headed and rush into dangerous situations. Plans are not her strongest suit.
The rogue grew up learning that only two things could get her out of trouble: her swift feet and her even swifter tongue. Any situation that she couldn't sneak her way out of, she has found that she can usually talk her way out of. This strategy has served her well, and for the most part, kept her out of the region's jails.
Il'aria also knows the power of a good story, and tales of the "The Wolf Slayer" have spread far and wide, mostly thanks to her. Only some know that she is the hero of the story, but after glancing at the dire wolf pelt she always wears, villagers begin to suspect... And spread rumors. The half-elf hopes, when she eventually fulfills her destiny, that bards will song of her exploits for generations.
PBP: DM of Titans of Tomorrow
PBP: Lera Zahuv in Whispers of Dissent
PBP: Evaine Brae in Innistrad: Dark Ascension
PBP: Cor'avin in Tomb of Annihilation
no her stats are correct. the array the DM told us to use is 15,13,12,11,10,8. If the dex was 15, that would be increased by 1, the cha was 13 and increased by 2, and then either con or wis was an 11 and increased by one.
Myron Craw- Isles of Famine
Sorry, I assumed standard array, that is kinda shit though with less than standard array.
UoN -
Perhaps you should read what the DM of THIS game wrote before you try to correct someone. The stats we started with were no 8,10,12,13,14,15! They were 15,13,12,11,10,8. So given that it appears that the rookie did right and you owe a couple of someone's an apology. Because if this DM wants to trust his players to be mature adults who are you to question?? I am going to stop now before I say something rude.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Yeah, sorry my mistake, I overlooked a simple fact as in part because I expect the standard array since I am DM myself and so far on this site, I have only seen the standard array. The way they were set up also didn't help, but I apologize for misreading. I was not meaning to come across as rude or mean in any way as I do make these mistakes often myself with misreading. I have absent-mindedness so I do this often and was only correcting because I thought I was helping.