RECRUITMENT CLOSED
Welcome to a Play by Post of the 5th Edition of Dungeons and Dragons. My goal here is to start out simple and then explore both the official adventures and some "unofficial" homebrew settings. We will be starting with the D&D 5th Edition Starter set adventure Lost Mines of Phandelver. If interest is steady, we will continue with Horde of the Dragon Queen.
The adventure takes place on the Sword Coast, home to fabled city-states like Neverwinter, Waterdeep, and Baldur's Gate. You are part of an adventuring company based in Neverwinter. It was at one of the innumerable taverns that your company ran into Gundren Rockseeker.
He has hired your copany to bring a wagonload of provisions to the rough-and-tumble settlement of Phandalin, a couple of days' travel southeast of the city. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found "something big," and that he'd pay you ten gold pieces each for escorting his supplies safely to barthen's Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with a warrior escort named Sildar Hallwinter, claiming he needed to arrive early to "take care of business."
Recruitment
So I'm looking for 4-5 players. Players can roll 4d6k3 (raising all low rolls to 8 min), point buy, or standard array (15,14,13,12,10,8). All races and classes are allowed, including variant human. Characters will actually start at level 2 for a variety of reasons. Recruitment will stay open until Monday, 7pm eastern. I generally post sporadically throughout the day and with mostly be available after 5pm est. If we do get more than 5 players interested, I will try to be as equitable as possible. Please roll in thread, but you are not required to keep the rolls if they are horrendous. For your backgrounds, please try to stick to the PHB or the starter set pregens. I can post those if people would like to see. Feel free to ask me any questions you may have.
In Game Posts
OOC text
is grey. IC will just remain white.
Character sheets
The character sheets can be in any form you want: straight posts, images of
legible Character sheets, etc. If you need help designing your character or how something interacts, let me know. www.pathguy.com/dndnext is great resource for creating a character logically.
Have fun!
Posts
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Also, is there a library of Geth commands somewhere?
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Putting this on page 1 as well: http://orokos.com/roll/?action=dicehelp
General format is (without quotes) "Geth" roll XdY+Z for describe what you are rolling after the word "for"
where X, Y, and Z are numbers
High-elf FIghter 2
Background: Soldier
Alignment: Neutral Good
Str: 12 (+1)
Dex: 17 (+3)
Con: 14 (+2)
Int: 14 (+2)
Wis: 8 (-1)
Cha: 10 (+0)
HP: 20
Hit dice: 2d10
Medium sized (5'6", 130 pounds)
Black hair and eyes, weathered copper skin.
AC: 14 (11 for Leather +3 Dex)
Speed: 30 feet
Proficiency: +2
Initiative: +3
Saves: Strength +3, Dex+3, Con +4, Int +2, Wis -1, Cha +0
Passive Insight: 9
Passive Perception: 11
Languages: Common, Elvish, Draconic
Proficient Skills: Acrobatic (+5), Athletics (+3), History (+4), Intimidation (+2), Perception (+1)
Proficient tools: Gaming set (cards), land vehicles
Racial traits not otherwise noted
High Elf cantrip: True Strike
Fighter abilities
Fighting Style: Archery
Second Wind
Action Surge
Attacks
Rapier (+5 to hit, 1d8+3 piercing, 2lb, finesse)
Dagger (+5 to hit, 1d4+3 piercing, 1 lb, finesse, light, thrown 20/60)
Heavy crossbow (+7 to hit, 1d10+3 piercing, 19 lb, ammunition, range 100/400, heavy, loading, two-handed)
Gear (Carrying capacity: 105 lb/180 lb)
Leather armor (10 lb)
Traveler's clothes (3 lb)
Rapier (2 lb)
2 daggers (2 lb)
Heavy crossbow (19 lb)
Backpack (5lb)
Bedroll (7 lb)
Mess kit (1 lb)
Tinderbox (1 lb)
10 torches (10 lb)
10 days rations (20 lb)
2 Waterskins (10 lb)
50 feet hemp rope (10 lb)
2 cases of 20 bolts each (5 lb)
Deck of cards (0 lb)
Rank insignia (Crossbowman) (0 lb)
Three manticore spines (0? lb)
Tiny figurine of a sour-faced halfling (0 lb)
Belt pouch with 10 gp (<1 lb)
Personality Trait: A humbled optimist, but an optimist nonetheless, with a strong romantic streak
Ideal: The highest nobility dwells in the humblest hearts.
Bond: I would lay down my life for a comrade in arms from His Lordship's Own Quillpigs Company of Crossbow
Flaw: I'm easily led astray by high ideals, grand language, and tales of martial glory. Additionally, though I won't admit it, I'm frightened of manticores and manticore-like monsters.
Born into a family of minor nobility, Keeadrae spent her childhood deep in the history books of the library, reading of great armies and the heroism of the common soldier. Though she was raised for the intricate courtly dances of the High Elves, she dreamed of standing with her comrades under bright banners. Stealing away from home, she joined a human army as a crossbowman and fought in a series of bloody campaigns. Her regiment gave her the nickname Dray, as the sergeant who signed her up couldn't spell her full name. The terrible bloodshed tempered her lust for war and glory, though it could never quench it, and in the end she had her moment when the Quillpigs brought down a rampaging manticore; she and many of her comrades kept some of its spines as souvenirs. Not long after that the campaign came to an end and she mustered out of the army. Skilled with crossbow and sword, and with no desire to go home yet, she takes to the road as an adventurer.
Geth roll 6#4d6k3 for my ability scores
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Male Half-Elf Urchin Bard 2
Chaotic Neutral
Representing silence1186
Base Stats (Standard Array + Racial Bonuses):
Strength 8 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 16 (+3)
Size: Medium
Age: 24
Height: 6' 0"
Weight: 165 lb
Skin: Pale
Eyes: Green
Hair: Red Straight; Beardless
Maximum Hit Points: 17
Hit Die: 2 (1d8+2)
Speed: 30 feet
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saves against being charmed; immune to magical sleep.
You can guide companions through urban areas at twice the normal speed.
Languages: Common Elvish Goblin
Proficiencies:
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, flute, lute, lyre, disguise kit, thieves' tools
Proficiency bonus: +2
Dexterity save: + 5 = + 2 [proficiency] + 3 [dexterity]
Charisma save: + 5 = + 2 [proficiency] + 3 [charisma]
Skills (trained): Acrobatics (+5) Animal Handling (+2) Arcana (+2) Athletics (+0) Deception (+5) History (+1) Insight (+3) Intimidation (+4) Investigation (+1) Medicine (+2) Nature (+1) Perception (+3) Performance (+4) Persuasion (+4) Religion (+1) Sleight of Hand (+5) Stealth (+5) Survival (+2)
Insight (passive): 13 (18 with advantage)
Perception (passive): 13 (18 with advantage)
Attack and Defense
Armor Class: 14 = 10 + 1 [leather] + 3 [dexterity]
Initiative modifier: + 4 = + 3 [dexterity] + 1 [Jack of all Trades]
Unarmed strike [+1 to hit; 1 bludgeoning]
Dagger [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Crossbow, light [+5 to hit; 1d8+3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Bard features:
Bard spells (Cha/DC:13/+5 SAB):
Cantrip(s): Minor Illusion, Vicious Mockery
1st Level (3 spell slots): Dissonant Whispers, Faerie Fire, Healing Word, Heroism, Sleep
Ritual caster.
Bardic Inspiration -- on your turn as a bonus action, you can give one creature a d6 for 10 minutes, to add to one d20 attack roll, ability check, or saving throw already rolled but before results are known. Use this feature 3 times/long rest
Level 2: Jack of all trades. Add half your proficiency to ability checks if you are not already proficient in.
Level 2: Song of Rest (d6). The first time a player in the Bard's party spends a hit dice each short rest, that player rolls 1d6 and adds it to his recovery
Equipment:
Dagger, Light Crossbow, Leather armor, Crossbow bolts (quiver of 20) x1, Backpack, Bedroll, Candle x5, Costumes x2, Rations (1 day) x5, Rope (50', hempen) x1, Waterskin, Disguise kit, Lute, a small knife, a map of my home city, a token from my parents, a set of common clothes, and a belt pouch with 10g
Background:
Personality Traits: I change identities like some people change clothes
Ideal(s): There's an awful lot of money out there that isn't mine - yet
Bond(s): My loyalty is unfailing - as long as you're paying me
Flaw(s): I've worn a mask so long, sometimes I forget who I am underneath
More about Okane:
Okane was like any other orphan on the street, until he was taken in as a prospect by the Quintus Vir Guild, a guild of all sorts that "knows a guy" for any task. A few years training, combined with his experience from the street, turned him into a multi-talented Bard for hire. Not the best at anything, but passable at everything, he can fulfill any role required of him. Tending to change identities to best suit the job he's currently on, there's no task he's not willing to try, as long as someone is willing to pay him for it.
Lawful Neutral
Background: Folk Hero (Elves Only)
Age: 137
Ability Scores
STR 9 (-1)
DEX 18 (+4)
CON 11 (+0)
INT 16 (+3)
WIS 8 (-1)
CHA 11 (+0)
AC: 17 [12 (Studded Leather) + 4 (DEX) + 1 (Fighting Style)]
Initiative: +4
HP: 14
Hit Dice: 2 (1d10, 1d6)
Proficiencies
Proficiency Bonus: +2
Saving Throws: STR (+1), CON (+2)
Armor: Light, Medium, Heavy, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Cartography, Vehicles (land)
Skills: Acrobatics (+6), Animal Handling (+1), History (+5), Perception (+1), Survival (+1)
Fey Ancestry: Immunity to Magical Sleep, Advantage vs. Charmed Saving Throws
Class Features
Second Wind: Regain 1d10+1 hp once per short/long rest as a bonus action.
Arcane Recovery: Regain 1 expended spell slot level once/day at the end of a short rest.
Fighting Style (Defense): Gain +1 AC while wearing armor.
Senses: Darkvision (60 ft.)
Languages: Common, Elvish, Sylvan
Speed: 30 ft.
Known/Prepared Spells
Cantrips: Blade Ward, Light, Mending, Ray of Frost
Level 1: Feather Fall, Fog Cloud, Jump, Magic Missile, Shield, Sleep
Level 1 Slots: 2 (Fog Cloud, Jump, Shield, Sleep)
Melee Basic Attack
Attack: +6
Damage: 1d6+6 slashing
Spell Attack
Attack: +5
Spell Save DC: 13
Equiment
13 gp 7 sp 5 cp / Antitoxin, Backpack, Belt Pouch, 3x Case (Maps/Scrolls), Component Pouch, Holy Water, Ink (1 bottle), Ink Pen, 3x Rations, Scimitar, Set of Fine Clothes, 5x Sheets of Paper, Short Sword, Spellbook, Studded Leather Armor, Tinderbox, 2x Torch, Waterskin, Whetstone
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
(kidding)
Geth roll 6#4d6k3 for my ability scores
Geth roll 1d8 for my second level hit die
I host a podcast about movies.
LN Human Rogue 2
Background: Acolyte
Ideal: "They'll never call me a criminal again."
Bond: St. Cuthbert
Flaw: Pride
HP: 16
AC: 14
10/16/13/10/8/16
Saves: Dex, Int
Acrobatics +5
Deception +5
Insight +1
Intimidation +7
Perception +7
Religion +2
Stealth +5
Expertise: Intimidation, Perception
Sneak Attack: 1d6
Cunning Action
Feats:
Crossbow Expert
Equipment
Rapier
Dagger
Hand Crossbow w/ 60 Bolts
Leather Armor
Thieves' Tools
Explorer's Pack (backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
Holy symbol
Prayer book
5 sticks of incense
vestments
common clothes
belt pouch
25 gp
Hirsham Polk made his living by sitting outside of buildings that good, honest folk had no business frequenting. He made his money collecting debts from the bad and the dishonest. Sometimes he threatened people, threatened breaking things; goods, furniture, kneecaps. A lot of times, threatening didn't work. Polk liked it when he could make people squirm with nothing but a few well-emphasized words, but he liked it even more when the threats turned into promises he had to fulfill.
In short, Hirsham Polk was a crook, and an asshole. It shouldn't surprise you that no one shed a tear when he was sentenced to 80 years of breaking stones.
Luckily for Polk, he had a plan for just such an occasion. The ledger of debts he had failed to return (and had well hidden) to his then boss was worth enough for a faked suicide and disappearing act. The plan was simple, pose as a Cuthbertine priest from some backwater town for a few years, and leave when people stopped remembering your name. It was easy enough at first, Cuthbert's priests were known for their fire and zeal, not their memorization of scripture. The other priests didn't even bat an eye at the phrase "Brook No Insult" tattoo'd across his neck.
No, the problem for Hirsham Polk was not the loss of all his possessions and reputation, or having to abstain from the fine drinks and less fine women. His problem was the sheer weight of his guilt. Polk's job at the monastery was simple enough, feed the animals and serve in midnight confessional. At first he had to hold back his laughter when half-drunk peasants wandered in and told him of their whoring, drinking, gambling, and the debts they'd taken. Soon after, he started feeling sorry for them, even offering up tips on how to dodge the debt collectors, and how best to repay their debts. It did not take much longer, however, for Hirsham to understand how much damage he had done as a loan shark, and how much suffering he had caused.
Unable to bear the weight of his soul any longer, he confessed his past to his fellow priests. They took him and brought him before Saint Cuthbert's alter, and lashed him. Six lashes for lying to the six priests, five for consorting with criminals, four for running from just law, three for missed tithe, two for late confession, and one for each year of his sentence, 101 in all. When the lashes were over, Hirsham stood tall with conviction, and asked for the priests' help in delivering the law to money lenders in town. The priests were shocked that the man was speaking, let alone standing, and wiped the blood from his back. His body was seemingly untouched by the whip, leaving not even so much as a red welt; truly a sign of Cuthbert's pleasure with this man.
Fast forward a few years, Polk finds himself traveling the open road, looking for seedy characters to share his story with (or occasionally beat the wrath of a just god into them).
Seriously. Teach me your ways, master.
Alternatively, tell me the bribe Geth command.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
it...involves an input/output port
Geth roll 1d8 for my second level hit die
Heavily draped in a protective coating composed of equal parts ice-rimed beard hair, chainmail rings, and vulgar tattoos, Rogar Ice-Breaker is a former privateer for a powerful dwarven trade guild, who found a calling in the aftermath of a near-drowning during a ship-board battle...
Having fallen into the storm-tossed seas, he called out to the cosmos to let him die with a belly full of steel instead of seawater...and Valkur listened, sending a celestial walrus to nudge him back to the surface and fling him back onto the enemy longship.
After the battle, Rogar found he'd somehow managed to cheat himself of a place in the Warrior's Roost by surviving, and resolved to take up the three-bolted banner of Valkur and spread the word as to how he was touched by the tusk of the divine.
His skeptical shipmates thought the "celestial Walrus" looked an awful lot like the keg of grog Rogar had been trying to sneak back to his berth when the enemy pirates struck, but thought better of mentioning it when their shipmate's prayers were answered with bonafide acts of healing and thunderbolts called to heel.
Now he's a free agent, an able-bodied seaman for hire to any "crew" that needs a hand - even if that crew sails on land, or through dungeons - bringing his uniquely rum and dried herring-scented religious bellowing to all who will listen, and hitting with a big hammer those things which won't.
Sheet:
Rogar Ice-Breaker, Hill Dwarf Cleric of Valkur (tempest domain, CG)
4’5”, 159 and three quarters pounds
Stats:
Str 14 (There’s no room on a ship for a preacher that can’t pull an oar)
Dex 09 (Ain’t really had the depth perception fer spearfishin’ since losin’ me eye)
Con 18 (ah’ll be lashed to wheel long after you lot ‘ave washed overboard)
Int 12 (Ain’t as dumb as a’ look)
Chr 12 (Aye, I clean up awright)
Wis 17 (Might as well be 7 or 8 for all ye’ll listen with yer painted on ears)
HP 24 (8+5,6+5)
Proficiencies:
Saves
Charisma
Wisdom
Arms And Armor:
L, M, H Armors
Martial and Simple Weapons
Skills
Athletics
Perception
Insight
Religion
tools and misc
Navigator’s Tools
Water Vehicles
Smith’s Tools (Fer fixin’ things)
Traits:
Stonecunnin’
Dwarven Resilience (Poison is mae likker, and likker is mae water!)
Darkvision
Magic: (Spell DC 13)
Cantrips: Spare the Dying, sac. flame ( a “sacred bolt” w/ Gm’s indulgence), Resistance
First Level Prepared List (normal day) (3 casts)
Cure Wounds
Shield of Faith
Guiding Bolt
Bane
Healing Word
Cloud of Fog
Thunderwave
Channel Divinity 1/day
- Turn undead
- Destructive Wrath (max damage on thunder or lightning)
Wrath of the Storm 3x
Background - Pirate
Feature: Ship’s Passage
Trait: I enjoy sailing inta new perts and meetin new friends o’er a flagon a’ ale
Ideal: Freedom - the Sea is freedom - the freedom to go annawhere anna do annathing
Bond: The “ship” is what matters. Crew and Captains come and go
Flaw: Once I start drinking....
Quartermaster's Report: (80 gp)
Belayin’ Pin (club)
fiftae feet o silke roop (not unlike Charles Bronson)
My lucky doodad (a clockwerke fishy)
A sextant.
Common Clothes
Belt Pouch
Shield
Holy Symbol
Chain Mail
Warhammer
handaxe
Holy Symbol
Explorer’s Pack
https://www.youtube.com/watch?v=qGyPuey-1Jw
I host a podcast about movies.
For your second level hit die, you can just take the standard result, you don't have to roll it. (i.e. 1/2 your die, +1+con)
Got it, thanks. Polk is updated now.
Geth roll 6#4d6k3 for Amazing Cleric Scores
Edit: Not amazing, but more than passable. Probably fit a druid a little better.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Geth roll 6#4d6k3
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
No to encumbrance. It's just a stupid rule in a world of magic. Just don't become a mobile forge or something. There's no realistic limits in my game, so definitely carry the weapons you're proficient/good in.
Geth roll 6#4d6k3