This is a campaign where you must survive in the wilderness. This game uses the gritty realism rest variant. In this game, every small movement greatly changes the storyline. Remember, anything can happen. Anything except homebrew is allowed for character creation. When you finish your character, link it on the campaign. Make a level five character. Set the level progression to experience points.
Lore:
You've ended up on a strange island. Life is very different there. Survival is very hard, and there is always a challenge on the island. But the question is, will you be able to stay alive?
Format for character creation:
Name:
Class:
Subclass:
Personality:
Backstory (near the end, write how your character ended up on the island):
Background:
Ability Scores (standard array, point buy, or rolled stats):
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
Sounds really interesting, but I have three questions first. How many players will you accept for the campaign? What does "realism rest variant" means? and, will you be the one that create and DM the campaign thread?
Also, the link of the campaign sends me to my campaigns.
Sounds really interesting, but I have three questions first. How many players will you accept for the campaign? What does "realism rest variant" means? and, will you be the one that create and DM the campaign thread?
Also, the link of the campaign sends me to my campaigns.
*1. Five or six. 2. It means that a long rest is seven days and a short rest is eight hours. 3. Yes. 4. I'll try to fix that.*
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The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
Ok, thanks for answering and fixing the link. I have to admit that my first impulse is create a ranger or a druid, since they are the best options to survive stranded in an island, but I'll choose another class. I'll need some time to come up with a character.
This post has potentially manipulated dice roll results.
Name: Shel Vanin
Class: rogue
Subclass: thief
Personality: easy-going, unassuming, accepting of others, nonjudgmental, tries not to stand out or be the center of attention
Backstory (near the end, write how your character ended up on the island):
Shel is a middle-aged balding human who makes his living as a horse thief. He is surprisingly adept at his "profession" despite his fat appearance, and has a bit of a reputation among certain clientele as "the best in the business". Shel enjoys his line of work, mostly because it gets him outside and away from the bustle of the city. He does not like being the center of attention. When he's not busy stealing horses, Shel can pass many an afternoon in a hammock or by the hearth, reading a book (he prefers fiction) or just napping. The adventuring bug has bitten him from time to time, however. He doesn't go on adventures for the rewards, nor does he steal horses for the money. Well, not primarily, though those things are of great secondary importance. He mainly does these things, however, as a chance to test and hone his skills, which brings him the ultimate satisfaction.
Unfortunately, Shel's reputation has grown big enough that certain authorities and those who have been wronged by his actions have sought him out. He has a bounty on his head. Fleeing the area of Neverwinter on a ship, Shel was determined to start anew in a new land across the sea, where he is unknown, just the way he likes it. Unfortunately the ship sank in a great storm, and only Shel survived in a small dinghy which drifted onto a mysterious island...
This post has potentially manipulated dice roll results.
Name: Prowler of Lands (Prowler)
Class: Rogue (4)/Warlock (1)
Subclass: Scout/Aberrant Mind
Personality: Prowler is generally good natured, but shies away from large gatherings or crowded places. Instead, he finds comfort in places that allow him to move in all directions, including up or down. For those he takes liking to, he enjoys playing jokes or finding small gifts in his wanderings.
Backstory (near the end, write how your character ended up on the island): Prowler grew up on the hinterlands between forests and mountains. As such, he was always surrounded by trees, crags, and cliffs. Proximity gave way to proficiency, and his early years were spent exploring the heights and depths of his homeland. When he came of age, he sought out the far lands he'd only seen from cliffs and treetops. His first encounters with civilization were tame - simple villages and hamlets - but Prowler wondered if there was more.
He found the sobering reality in a port city. The hustle and bustle was almost too much, and new feelings overwhelmed him: Disorientation and Claustrophobia. The streets were cramped, the people were everywhere. And everything was so confusingly similar. He quickly ran without heading or sense, and found himself curled in a side alley. With shaking breaths, he willed himself to climb. On the roof of an adjacent building, he saw an ocean for the first time, and his fears washed away. Boarding a ship, he figured was worse than the city streets, but it came with the freedom of the wide ocean all around.
The first days at sea were rough, but Prowler saw them through and grew accustomed to his surroundings. No longer did his head spin below deck with the crew, but he still felt cramped. The first mate gave a wary look, but had no objection to Prowler eagerly volunteering for crow's nest and rigging duties. To the young tabaxi, it was like being home climbing trees again.
After three weeks at sea, a storm struck Prowler's ship, and he was thrown overboard. Among swirling flotsam, he grasped for whatever anchor he could find in the maelstrom. After what seemed like an eternity, he began to believe a voice called through the currents. It nagged and probed at his mind while it whispered self-musings as though Prowler were a tiny enigma which passed before the voices' awareness. In this swirling, chattering madness, Prowler succumbed to darkness and let currents of fate take him where they pleased. When the tabaxi awoke, the sun beared down on him as he looked about at a beach strewn with wreckage.
Background: Outlander
Ability Scores (standard array, point buy, or rolled stats): Prefer Rolled with an option to select Standard if the dice gods aren't pleased with deeds in a past life. (Rolling 4d6, reroll 1s once, just to get it out of the way)
Ability scores: 131312111714
Race: Tabaxi
Link to Character Sheet: Limited DDB access, can share a Google Sheets file with character sheet as well if content sharing is not available.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Personality: Prowler is generally good natured, but shies away from large gatherings or crowded places. Instead, he finds comfort in places that allow him to move in all directions, including up or down. For those he takes liking to, he enjoys playing jokes or finding small gifts in his wanderings.
Backstory (near the end, write how your character ended up on the island): Prowler grew up on the hinterlands between forests and mountains. As such, he was always surrounded by trees, crags, and cliffs. Proximity gave way to proficiency, and his early years were spent exploring the heights and depths of his homeland. When he came of age, he sought out the far lands he'd only seen from cliffs and treetops. His first encounters with civilization were tame - simple villages and hamlets - but Prowler wondered if there was more.
He found the sobering reality in a port city. The hustle and bustle was almost too much, and new feelings overwhelmed him: Disorientation and Claustrophobia. The streets were cramped, the people were everywhere. And everything was so confusingly similar. He quickly ran without heading or sense, and found himself curled in a side alley. With shaking breaths, he willed himself to climb. On the roof of an adjacent building, he saw an ocean for the first time, and his fears washed away. Boarding a ship, he figured was worse than the city streets, but it came with the freedom of the wide ocean all around.
The first days at sea were rough, but Prowler saw them through and grew accustomed to his surroundings. No longer did his head spin below deck with the crew, but he still felt cramped. The first mate gave a wary look, but had no objection to Prowler eagerly volunteering for crow's nest and rigging duties. To the young tabaxi, it was like being home climbing trees again.
After three weeks at sea, a storm struck Prowler's ship, and he was thrown overboard. Among swirling flotsam, he grasped for whatever anchor he could find in the maelstrom. After what seemed like an eternity, he began to believe a voice called through the currents. It nagged and probed at his mind while it whispered self-musings as though Prowler were a tiny enigma which passed before the voices' awareness. In this swirling, chattering madness, Prowler succumbed to darkness and let currents of fate take him where they pleased. When the tabaxi awoke, the sun beared down on him as he looked about at a beach strewn with wreckage.
Background: Outlander
Ability Scores (standard array, point buy, or rolled stats): Prefer Rolled with an option to select Standard if the dice gods aren't pleased with deeds in a past life. (Rolling 4d6, reroll 1s once, just to get it out of the way)
Ability scores: 141212121412
Race: Tabaxi
Link to Character Sheet: Limited DDB access, can share a Google Sheets file with character sheet as well if content sharing is not available.
*1. Isn't aberrant mind a sorcerer subclass? 2. You can share a google sheets file.*
Rollback Post to RevisionRollBack
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
You are very right, not sure why I put Warlock there. Rogue/Sorcerer was the intent.
As a fellow lover of gritty rulesets, I just wanted to throw out Grit & Glory for your consideration. Not suggesting for this campaign, but just in case you hadn't heard of it before. Lots of additions to bring out a sense of danger and realism. Revised Resting mechanics, expanded combat Actions, overhauled Weapons & Armor, Exploration tools, and even a system for lingering Wounds are all presented. Again, I'm not trying to push it for this campaign since there's a lot to pull from, but if you're interested in having a look I can send you the link.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Personality: Noldoran is lawful good, strong, independent, and resourceful. He normally works alone, but is happy to be a team player.
Backstory: Noldoran grew up in a family that served Solonor Thelandira. They lived far even from other elves, in the deepest darkest part of the woods. Noldoran became a Ranger like his father before him, he had considered becoming a cleric like his mother, but he had the wanderlust. He eventually met Finndaryl a cleric Artificer of Darahl Firecloak, the Seladrine god of the forge, fire, and earth. With whom he studied to become an Artificer. Now his wanderlust has taken him to the sea, looking for exotic lands, and exotic materials for his infusions, and to make potions with. He is trained as a Boyer Fletcher, Herbalist and in medicine.
Background: Acolyte of Solonor Thelandira, Tasha's custom background, 2skill/2tools Outlander for features and characteristics
Ability Scores (standard array, point buy, or rolled stats): Rolled 11,16,14,16,16,10
Just want to make sure -- do you allow winged characters? I have half a mind to make a winged tiefling character but I'm asking beforehand because I don't want to invalidate the campaign.
You are very right, not sure why I put Warlock there. Rogue/Sorcerer was the intent.
As a fellow lover of gritty rulesets, I just wanted to throw out Grit & Glory for your consideration. Not suggesting for this campaign, but just in case you hadn't heard of it before. Lots of additions to bring out a sense of danger and realism. Revised Resting mechanics, expanded combat Actions, overhauled Weapons & Armor, Exploration tools, and even a system for lingering Wounds are all presented. Again, I'm not trying to push it for this campaign since there's a lot to pull from, but if you're interested in having a look I can send you the link.
I will consider lingering wounds and exploration tools if the others agree.
Rollback Post to RevisionRollBack
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
Just want to make sure -- do you allow winged characters? I have half a mind to make a winged tiefling character but I'm asking beforehand because I don't want to invalidate the campaign.
*I do.*
Rollback Post to RevisionRollBack
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
Just want to make sure -- do you allow winged characters? I have half a mind to make a winged tiefling character but I'm asking beforehand because I don't want to invalidate the campaign.
*I do.*
Alright that's terrific.
CHAR BEGINS HERE:
name: Dmitriy Fyodorovich Mostov
winged tiefling wizard 5 (chronomancer)
personality: TN. Dima
backstory: Did you know: you can make a pact with [unspecified fiendish being] to get straight As? True story. Dima was originally a mediocre elf from a mediocre background, born to medicore parents under a mediocre day under the sign of a mediocre star, in a mediocre village in a mediocre kingdom. Through a combination of sheer luck and many sleepless nights of crunching exams, Dima made it to one of the most prestigious colleges in the western continent. After a freshman year where he was almost kicked out for drunken antics, failing grades, and getting in fights, Dima resolved to permanently advance himself. Using a stolen scroll, he opened up a portal to [unspecified demonic realm] and requested power. Unfortunately for him, that wasn't exactly how demonic power worked, and he left with wings, a somewhat heightened intelligence, and a motivational speech, with the expectation that one day in the future, he'd be called on for a major favor. Also, even more unfortunately for him, one of the rules in the school code (which he never bothered to read) was that demonic pacts are strictly forbidden.
Kicked out of school and disowned by his (pious) family, and faced with the gravity of his actions, Dima resolved to make the best out of a bad situation and started enlisting with various guilds and knightly orders, employing his magical know-how and wings to make him a useful asset. Accompanying a small ship to an excavation site, it was met with disaster when a large storm destroyed it. He was finally saved from the brink by demonic intervention, with the knowledge that this is the last bailout he will get, and if he dies before he can be assigned (and can complete) his favor, he will face eternal torment. So lots of incentive to survive, right there.
I'll link my full built character soon in a docs I can't have in to DndB because I'm not willing to shell out my hard earned money to pay for something I already bought.
*Thread Announcement: I'm going to be using grittier rules unless somebody says that it's a problem for them. I decided to try them because campaign is based on survival. Overall, I hope that we can still have a great time.*
Rollback Post to RevisionRollBack
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
*Thread Announcement: I'm going to be using grittier rules unless somebody says that it's a problem for them. I decided to try them because campaign is based on survival. Overall, I hope that we can still have a great time.*
thats cool do you know what the rules in question are? i want to at least prep my spells for it. dont want to be caught without create water if thirst is a need. and if we need food guess we'll need a druid as well.
*Thread Announcement: I'm going to be using grittier rules unless somebody says that it's a problem for them. I decided to try them because campaign is based on survival. Overall, I hope that we can still have a great time.*
thats cool do you know what the rules in question are? i want to at least prep my spells for it. dont want to be caught without create water if thirst is a need. and if we need food guess we'll need a druid as well.
*I'm using a lot of Grit and Glory rules. Also, you don't need either spell despite the fact it's useful because in this campaign, you can gather and hunt for food. The Grit and Glory rule are mainly conditions, injurys, and heroic things.*
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The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
I'm one of the creators of Grit and Glory. If you're interested in the ruleset and its derivatives, then I suggest that you stop by the community discord for the most up to date information. :)
I know you hoped for 5 players and put the upper limit at 8, but how few are you willing to start with? I can post some today, but I have a business trip tomorrow where my ability to post is going to be limited??? So other than wanting to get started, it would be fine with me to wait to collect the whole party.
I have a question about focus? Is this going to be an undead/zombie/survival flavor? Or more like "Surviver" or "Lost" tv shows flavor? Or gritty grim dark kinda OSR hex crawl survival game, a little more cooperative... Rather than competitive? If it is more zombie survival, I can take undead as my favored for, as it is I took the generic humanoids: orcs and goblinoids... And as far as player preference, I would rather a cooperative game...
The other questions were about equipment and resources? Being shipwrecked are we going to have our full kit? And being 5th level how much extra equipment do you feel is appropriate?
I have tool proficiencies but the standard equipment doesn't add anything like that? I have Wood Carving tools (specifically bowyer Fletcher's tools) to make bows and arrows. I also took proficiency with an Herbalism kit, and Medicine. So a healer's kit would be appropriate. And with Artificer I'm proficient with thieves tools and tinkers Tools???
I'm one of the creators of Grit and Glory. If you're interested in the ruleset and its derivatives, then I suggest that you stop by the community discord for the most up to date information. :)
It has been summoned ;)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This is a campaign where you must survive in the wilderness. This game uses the gritty realism rest variant. In this game, every small movement greatly changes the storyline. Remember, anything can happen. Anything except homebrew is allowed for character creation. When you finish your character, link it on the campaign. Make a level five character. Set the level progression to experience points.
Lore:
You've ended up on a strange island. Life is very different there. Survival is very hard, and there is always a challenge on the island. But the question is, will you be able to stay alive?
Format for character creation:
Name:
Class:
Subclass:
Personality:
Backstory (near the end, write how your character ended up on the island):
Background:
Ability Scores (standard array, point buy, or rolled stats):
Race:
Link to Character Sheet:
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
Sounds really interesting, but I have three questions first. How many players will you accept for the campaign? What does "realism rest variant" means? and, will you be the one that create and DM the campaign thread?
Also, the link of the campaign sends me to my campaigns.
Half orc monk Khaddim- Lost Mine of Phandelver (modern setting), Variant human ranger Frekor- The Darness Below, Half elf bard Callon, Aasimar life domain cleric/blood hunter Idris- Hunt for the 7, Tiefling warlock Charis- Ghosts of Saltmarsh, Goliath fighter Garrett- Ghosts of Saltmarsh
*1. Five or six. 2. It means that a long rest is seven days and a short rest is eight hours. 3. Yes. 4. I'll try to fix that.*
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
Ok, thanks for answering and fixing the link. I have to admit that my first impulse is create a ranger or a druid, since they are the best options to survive stranded in an island, but I'll choose another class. I'll need some time to come up with a character.
Half orc monk Khaddim- Lost Mine of Phandelver (modern setting), Variant human ranger Frekor- The Darness Below, Half elf bard Callon, Aasimar life domain cleric/blood hunter Idris- Hunt for the 7, Tiefling warlock Charis- Ghosts of Saltmarsh, Goliath fighter Garrett- Ghosts of Saltmarsh
Name: Shel Vanin
Class: rogue
Subclass: thief
Personality: easy-going, unassuming, accepting of others, nonjudgmental, tries not to stand out or be the center of attention
Backstory (near the end, write how your character ended up on the island):
Shel is a middle-aged balding human who makes his living as a horse thief. He is surprisingly adept at his "profession" despite his fat appearance, and has a bit of a reputation among certain clientele as "the best in the business". Shel enjoys his line of work, mostly because it gets him outside and away from the bustle of the city. He does not like being the center of attention. When he's not busy stealing horses, Shel can pass many an afternoon in a hammock or by the hearth, reading a book (he prefers fiction) or just napping. The adventuring bug has bitten him from time to time, however. He doesn't go on adventures for the rewards, nor does he steal horses for the money. Well, not primarily, though those things are of great secondary importance. He mainly does these things, however, as a chance to test and hone his skills, which brings him the ultimate satisfaction.
Unfortunately, Shel's reputation has grown big enough that certain authorities and those who have been wronged by his actions have sought him out. He has a bounty on his head. Fleeing the area of Neverwinter on a ship, Shel was determined to start anew in a new land across the sea, where he is unknown, just the way he likes it. Unfortunately the ship sank in a great storm, and only Shel survived in a small dinghy which drifted onto a mysterious island...
Background: criminal
Ability Scores (rolled stats): Ability scores: 11 13 13 14 15 10
Race: variant human (skulker feat)
Link to Character Sheet: https://www.dndbeyond.com/profile/T0dd0/characters/47786722
Name: Prowler of Lands (Prowler)
Class: Rogue (4)/Warlock (1)
Subclass: Scout/Aberrant Mind
Personality: Prowler is generally good natured, but shies away from large gatherings or crowded places. Instead, he finds comfort in places that allow him to move in all directions, including up or down. For those he takes liking to, he enjoys playing jokes or finding small gifts in his wanderings.
Backstory (near the end, write how your character ended up on the island): Prowler grew up on the hinterlands between forests and mountains. As such, he was always surrounded by trees, crags, and cliffs. Proximity gave way to proficiency, and his early years were spent exploring the heights and depths of his homeland. When he came of age, he sought out the far lands he'd only seen from cliffs and treetops. His first encounters with civilization were tame - simple villages and hamlets - but Prowler wondered if there was more.
He found the sobering reality in a port city. The hustle and bustle was almost too much, and new feelings overwhelmed him: Disorientation and Claustrophobia. The streets were cramped, the people were everywhere. And everything was so confusingly similar. He quickly ran without heading or sense, and found himself curled in a side alley. With shaking breaths, he willed himself to climb. On the roof of an adjacent building, he saw an ocean for the first time, and his fears washed away. Boarding a ship, he figured was worse than the city streets, but it came with the freedom of the wide ocean all around.
The first days at sea were rough, but Prowler saw them through and grew accustomed to his surroundings. No longer did his head spin below deck with the crew, but he still felt cramped. The first mate gave a wary look, but had no objection to Prowler eagerly volunteering for crow's nest and rigging duties. To the young tabaxi, it was like being home climbing trees again.
After three weeks at sea, a storm struck Prowler's ship, and he was thrown overboard. Among swirling flotsam, he grasped for whatever anchor he could find in the maelstrom. After what seemed like an eternity, he began to believe a voice called through the currents. It nagged and probed at his mind while it whispered self-musings as though Prowler were a tiny enigma which passed before the voices' awareness. In this swirling, chattering madness, Prowler succumbed to darkness and let currents of fate take him where they pleased. When the tabaxi awoke, the sun beared down on him as he looked about at a beach strewn with wreckage.
Background: Outlander
Ability Scores (standard array, point buy, or rolled stats): Prefer Rolled with an option to select Standard if the dice gods aren't pleased with deeds in a past life. (Rolling 4d6, reroll 1s once, just to get it out of the way)
Ability scores: 13 13 12 11 17 14
Race: Tabaxi
Link to Character Sheet: Limited DDB access, can share a Google Sheets file with character sheet as well if content sharing is not available.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
*1. Isn't aberrant mind a sorcerer subclass? 2. You can share a google sheets file.*
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
You are very right, not sure why I put Warlock there. Rogue/Sorcerer was the intent.
As a fellow lover of gritty rulesets, I just wanted to throw out Grit & Glory for your consideration. Not suggesting for this campaign, but just in case you hadn't heard of it before. Lots of additions to bring out a sense of danger and realism. Revised Resting mechanics, expanded combat Actions, overhauled Weapons & Armor, Exploration tools, and even a system for lingering Wounds are all presented. Again, I'm not trying to push it for this campaign since there's a lot to pull from, but if you're interested in having a look I can send you the link.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Class: Ranger3/Artificer 2
Subclass: Hunter/(Battle Smith)
Personality: Noldoran is lawful good, strong, independent, and resourceful. He normally works alone, but is happy to be a team player.
Backstory: Noldoran grew up in a family that served Solonor Thelandira. They lived far even from other elves, in the deepest darkest part of the woods. Noldoran became a Ranger like his father before him, he had considered becoming a cleric like his mother, but he had the wanderlust. He eventually met Finndaryl a cleric Artificer of Darahl Firecloak, the Seladrine god of the forge, fire, and earth. With whom he studied to become an Artificer. Now his wanderlust has taken him to the sea, looking for exotic lands, and exotic materials for his infusions, and to make potions with. He is trained as a Boyer Fletcher, Herbalist and in medicine.
Background: Acolyte of Solonor Thelandira, Tasha's custom background, 2skill/2tools Outlander for features and characteristics
Ability Scores (standard array, point buy, or rolled stats): Rolled 11,16,14,16,16,10
Race: High Elf
Link to Character Sheet: https://ddb.ac/characters/49571596/JefuA1
Just want to make sure -- do you allow winged characters? I have half a mind to make a winged tiefling character but I'm asking beforehand because I don't want to invalidate the campaign.
"h"
I will consider lingering wounds and exploration tools if the others agree.
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
*I do.*
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
Alright that's terrific.
CHAR BEGINS HERE:
name: Dmitriy Fyodorovich Mostov
winged tiefling wizard 5 (chronomancer)
personality: TN. Dima
backstory: Did you know: you can make a pact with [unspecified fiendish being] to get straight As? True story. Dima was originally a mediocre elf from a mediocre background, born to medicore parents under a mediocre day under the sign of a mediocre star, in a mediocre village in a mediocre kingdom. Through a combination of sheer luck and many sleepless nights of crunching exams, Dima made it to one of the most prestigious colleges in the western continent. After a freshman year where he was almost kicked out for drunken antics, failing grades, and getting in fights, Dima resolved to permanently advance himself. Using a stolen scroll, he opened up a portal to [unspecified demonic realm] and requested power. Unfortunately for him, that wasn't exactly how demonic power worked, and he left with wings, a somewhat heightened intelligence, and a motivational speech, with the expectation that one day in the future, he'd be called on for a major favor. Also, even more unfortunately for him, one of the rules in the school code (which he never bothered to read) was that demonic pacts are strictly forbidden.
Kicked out of school and disowned by his (pious) family, and faced with the gravity of his actions, Dima resolved to make the best out of a bad situation and started enlisting with various guilds and knightly orders, employing his magical know-how and wings to make him a useful asset. Accompanying a small ship to an excavation site, it was met with disaster when a large storm destroyed it. He was finally saved from the brink by demonic intervention, with the knowledge that this is the last bailout he will get, and if he dies before he can be assigned (and can complete) his favor, he will face eternal torment. So lots of incentive to survive, right there.
Background: haunted one. survival, infernal, monster hunter's pack
I'll link my full built character soon in a docs I can't have in to DndB because I'm not willing to shell out my hard earned money to pay for something I already bought.
"h"
*Thread Announcement: I'm going to be using grittier rules unless somebody says that it's a problem for them. I decided to try them because campaign is based on survival. Overall, I hope that we can still have a great time.*
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
thats cool do you know what the rules in question are? i want to at least prep my spells for it. dont want to be caught without create water if thirst is a need. and if we need food guess we'll need a druid as well.
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*I'm using a lot of Grit and Glory rules. Also, you don't need either spell despite the fact it's useful because in this campaign, you can gather and hunt for food. The Grit and Glory rule are mainly conditions, injurys, and heroic things.*
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
I'm one of the creators of Grit and Glory. If you're interested in the ruleset and its derivatives, then I suggest that you stop by the community discord for the most up to date information. :)
The Chronicles of Arden: Sheercleft - DM for Aiden, Bründir, Jex, Thurston, Valaith and Vark
The Chronicles of Arden: Hunters - DM for Alaris, Astrid, Caio and Shiva
I know you hoped for 5 players and put the upper limit at 8, but how few are you willing to start with? I can post some today, but I have a business trip tomorrow where my ability to post is going to be limited??? So other than wanting to get started, it would be fine with me to wait to collect the whole party.
I have a question about focus? Is this going to be an undead/zombie/survival flavor? Or more like "Surviver" or "Lost" tv shows flavor? Or gritty grim dark kinda OSR hex crawl survival game, a little more cooperative... Rather than competitive? If it is more zombie survival, I can take undead as my favored for, as it is I took the generic humanoids: orcs and goblinoids... And as far as player preference, I would rather a cooperative game...
The other questions were about equipment and resources? Being shipwrecked are we going to have our full kit? And being 5th level how much extra equipment do you feel is appropriate?
I have tool proficiencies but the standard equipment doesn't add anything like that? I have Wood Carving tools (specifically bowyer Fletcher's tools) to make bows and arrows. I also took proficiency with an Herbalism kit, and Medicine. So a healer's kit would be appropriate. And with Artificer I'm proficient with thieves tools and tinkers Tools???
It has been summoned ;)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I have PBP games on RoleGate and discord, I hopefully won't forget I now have one on DDB...