“Ages ago the Plythmerians worshiped whatever they worshiped; Yilnarabi, Parthmarginus, Yonth, whatever name you want to attribute to the nameless, to the forgotten things a dead nation might care for. Like breath from a corpse, isn’t it? Yes.”
“Still, what there is, is a temple. Or so they say. A great hulking pyramid. Impenetrable, unscaleable—yet the doors are opening again, and here you are. The night of the pursuit is being rung in once more by a mercurial sky and a droplet of blood for a moon, distant, not a guide tonight. No.”
“Don’t tell me why you’re heading there. All the tales get tangled for one of my elderly disposition. Heroes, villains, fools and more have darkened my little abode, and I’ve enough darkness. You’re on the right path, trust me, you’ll get there alright. Ehehehe!”
Perhaps it was a hag in her hut, an owl with an elven face, the cat that isn’t, or the bleached bones of a mermaid in a shallow river.
No matter. You steeled yourself to their gaze, their words, that mocking laughter. You marched on until your aching feet had carried you to the beckoning shimmer of starlight on blackest metal.
The temple awaits. You enter, swallowed by its vastness, and the door behind you melts seamlessly into the walls.
What do you do?
Posts
Welcome adventurers! To the Temple of Yonth!
What are we playing?
It’s a dungeon crawl to the death!
Basically, you all individually start at the outer edge of a terrible dungeon, and must head to the middle.
To survive you’ll have to work together with other adventurers, but ultimately only one can triumph at the heart of the dungeon. You can hinder each other too, if you think it’ll give you the advantage in the long run, but there is safety in numbers.
As for the system, we’ll use Dungeons and Dragons fifth edition, with some modifications to make the game significantly quicker and deadlier.
The changes are as follows:
1. When you make an attack action, be it with a melee weapon, ranged weapon or damaging spell, you hit your target. You don’t roll to hit, and the armour class (AC) of your foe is ignored. All you do is narrate your attack and roll your damage. This works for the monsters too!
2. Since AC is irrelevant for this game, armour is a straight forward boost to your hit points (HP). Shields allow you to negate damage altogether, but they’ll break quickly.
3. Whenever a creature takes damage I’ll be rolling on some massive tables of injuries. HP indicates whether a creature can keep going, but each strike has genuine, lasting consequences as well.
4. As we’re not rolling to hit, having advantage has little meaning for this game. So instead, whenever you would gain advantage to hit, advantage now means I’ll give you a boon, an opening, time, more damage, or a moment to shine. Any rules that use advantage, like the Rogue’s Backstab, still allow all the benefits of having advantage (in that ability’s case, extra damage).
What isn’t changing:
Skill checks, contested checks, and saving throws, and the weird jumping rules are as per the official rules. You know, rolling 1d20 + bonuses. If you’re new to D&D 5E, just ask.
New Armour & Shield Rules
Shields
A basic shield (the one you could start the game with) can be used as a ‘get out of damage card’. Narrate when you use it to take the full force of an attack, then drop it. It’s broken. You’ll likely find stronger shields as you traverse the dungeon.
Armour
Leather — +5 HP
Padded — +5 HP
Studded — +7 HP
Hide — +8 HP
Chain-shirt — +9 HP
Scale-mail — +10 HP
Breastplate — +10 HP
Half-plate — +11 HP
Ring-mail — +12 HP
Chain-mail — +13 HP
Splint— +14 HP
Plate — +15 HP
To answer a question I’m sure is on your mind: This bonus to your HP will be of help at 1st level, but as you acquire new equipment and gain levels the playing field will balance out regardless of your armour.
What can I expect?
This will be a quick game for as many people as I can get. It’ll be Play by Post, right in this thread once folks have signed up. Your character might kick the bucket after a few rooms, or survive until the end.
I estimate it’ll take between two and three weeks.
I’d like you all to start at 1st level using whatever race and class combo you fancy. Whenever you get enough experience to level up, do it instantly (as best you can) and keep going. You might reach 5th level, but 3rd level is more likely.
There’s no particular rush to start, so we’ll do that when everyone is ready. Any questions, ask, now or as we play. You don’t need to know anything about the system or roleplaying in general.
Last one, how are we determining stats?
Place 15, 14, 13, 12, 10, 8 as you like.
When we roll, we’ll do it straight into our posts using Geth, the handy dice machine.
Type something like:
Geth roll 1d20+2 for Perception
Geth roll 1d8 for Damage
And by foul sorcery, it’ll be done.
Summer Eladrin; Urchin; Fighter
The look
Yo Someone tag me if this image is totally fuckin up the page (I'm always phone posting so images always scale for me)
The facts and figures
Saves: str and con
Skill proficiencies:
Athletics
Perception
Slight of Hand
Stealth
Survival
Tool proficiencies:
Disguise kit
Thieves tools
Features:
Darkvision
Fey Ancestry
Trance
Fey Step
City Secrets
Fighting Style (dueling)
Second Wind
Equipment:
A small knife, a map of the city I grew up in, a pet mouse (aerin), a token to remember my parents by, a set of common clothes, and a pouch containing 310 gp, leather armor, long bow, 20 arrows, rapier, shield, thieves tools, 20 bolts, dungeoneers pack (Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it). Old spear head. Scimitar, femur club. Reckoning shrapnel bomb. Gith armor.
A gun
Ugullik’s Skipping Stone.
Brightbrand!
Speed: 30
Max HP: 28
Current HP: 23
Rapier Dmg 1d8+5
Longbow Dmg 1d8+3
Experience: 270
Please add only one of the following to your inventory: What adventure lead you to such a prize?
Boots of the Night Worm. When you wear these bright green knee high boot, you leave obvious tracks that last for 5 minutes, regardless of the surface you walk upon.
Ugullik’s Skipping Stone. When thrown this stone continues to travel for up to 100 feet if possible. The further it is thrown the harder the impact, dealing 2 bludgeoning damage per 10 feet.
Tattered Cloak of Cold. Anything wrapped in this cloak remains cool, eventually gaining a layer of frost. When you wear this cloak, reduce fire damage by 1d6, from you and from any hazard or foe.
Geth roll 3d100
Bio
A) An angry goblin barbarian swathed in goat hide a wielding a Ram-skull mace, or
A particularly foul-tempered goat.
The smell prevents most from investigating the truth of the matter too carefully. In any case, a self-propelled sure-footed angry headbutt can be a convenient assistant up mountains and down dungeons, and this particularly stubborn case of bad-temper has seemingly attached itself to the group. Billy is strapped with some sort of rudimentary carry bag and a somewhat disturbing amount of useful items entangled in the long hair of their hide, which at least justifies some sort of usefulness from a companion who otherwise mostly communicates in bleats and occasionally teeth.
Goatblin Barbarian Outlander
Dex 15 (+2)
Con 16 (+3)
Int 9 (-1)
Wis 12 (+1)
Cha 10 (0 [ -1 blisters] )
Saves: str and con
Skill proficiencies:
Animal Handling
Athletics
Perception
Survival
Tool proficiencies:
The Horn
Features:
Darkvision
Nimble Escape
Fury of the Small
Wanderer
Rage
Unarmored Defense
Equipment:
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch, flail, light hammer, 4 javelins, shield, explorer’s pack (Includes a backpack, bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin, hempen rope (50ft))
Morgus Bite. A cold iron clasp fit for keeping hair in a top knot. While wearing this clasp each attack you inflict deals +1 damage, but drains 1 HP from you.
Speed: 30
HP: 26 (including Unarmored Defense bonus)
Ram-headed flail Dmg 1d8+2
Light Hammer 1d4+2
Javelin 1d6+2
XP: 171
Please add only one of the following to your inventory: I imagine someone died in the process of acquiring this...
Morgus Bite. A cold iron clasp fit for keeping hair in a top knot. While wearing this clasp each attack you inflict deals +1 damage, but drains 1 HP from you.
Hat of Hail. While wearing this conical hat you are resistant to cold damage, but vulnerable to fire damage. The hat dries in seconds if soaked by water.
Cracked Cap of Water Breathing. While wearing this cap underwater, a bubble of air instantly appears around your head. It allows you to breathe normally underwater. This bubble stays with you for 5 minutes before dissipating; after an hour its power returns.
Geth roll 3d100
Dragonborn Cleric of the Tempest domain
The sexy:
Bio:
Stats:
Saves: Wis and Cha
Skill Proficiency:
Athletics
Insight
Medicine
Religion
Tool proficiencies:
None
Features:
Spell Casting
Tempest Domain
Wrath of the Storm
Draconic Ancestry: Blue Dragon
Breath Weapon: Lightning
Damage Resistance: Lightning
Equipment:
Backpack, Bedroll, Chain Mail, Common Cloths, Light Crossbow (w/bolts), Emblem of a lightning bolt on a hammer, Mess Kit, 1 day rations, 50 feet hempen rope, Shield, Tinderbox, Torch, Vestments, Warhammer, Waterskin, prayer book of the church of Thor, 5 sticks of incense
Sped: 30
HP: 22 (9 for first level + 13 for Chain Mail)
Warhammer: 1d8+3 OR 1d10+3 (versatile weapon)
Crossbow: 1d8
Breath Weapon: 2d6 Lightning
Spells:
Cantrips:
Light
Mending
Toll the Dead (1d8 OR 1d12 if they are missing HP)
1st Level:
Bless
Cure wounds (Add 1d8+2)
Fog Cloud
Inflict Wounds (3d10)
Thunderwave (2d8)
Ugullik’s Skipping Stone:
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Ashala Mohsen, lizardfolk monk has arrived.
Stats
dex base 15. =+2 Mod
con base 12 (+2)= 14.= +2 mod
int base 10 .=+0 mod
wis base 13 (+1) =14. = +2 mod
cha Base 8. =-1 mod
Profiencies
Animal Handling +2
Arcana 0
Athletics +4
Deception -1
History 0
Insight +4
Intimidation -1
Investigation 0
Medicine +2
Nature 0
Perception +4
Performance -1
Persuasion +1
Religion 0
Sleight of Hand +2
Stealth +2
Survival +4
Languages
Common, Draconic
Tool Proficiencies
Leatherworker's Tools, Land Vehicles, Dragonchess Set
Weapon Proficiencies
simple, Shortsword
Class,background, Race Features
Martial Arts-Make an extra unarmed strike when you take Attack action.
Features, Traits, and Feats
Attacks
Martial Arts.Unarmed strike or monk weapon, melee, 1d4+2 damage
Bite-Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + 2 (your Strength modifier), instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan-As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath-You can hold your breath for 15 minutes.
Hungry Jaws-In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Hunter's Lore-proficiency with two of the following skills of your choice: Perception and Survival.
Mercenary Life-You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle .
Equipment
Spear
melee, 1d6+2 damage
Thrown Range:20/60 ft.
Versatile:1d8+2 damage
Bite, 1d6+2 damage
Dart
ranged, 1d4+2 damage
Other Equipment
Pouch 1
Waterskin 1
Bedroll 1
Rations (1 day) 10
Rope, hempen 1
Tinderbox 1
Clothes, traveler’s 1
Mess kit 1
Dragonchess Set 1
Backpack 1
Torch 10
Mercenary Emblem 1
Treasure
Gold Pieces (GP) 10
Gonna have to make use of those darts
I'm enjoying the mental optimization challenge of this. I honestly think some sort of heavy armor cleric is probably the safest bet - you can pick up a decent set of skills, Wis is always good, you get heavy armor to keep you safe... and you get cantrips. A ranged cantrip seems incredibly useful in general in this, given it cant miss.
If you wanna get real optimziy, Nature Cleric seems really solid as a choice, as you can take Shielgah To let you beat shit up effectively using a staff (d8+wis mod in melee, while wearing heavy armor, and having a free hand to boot).
Annnnnd this is part of why i\m not palying, because i'd tie myself in knots way too easily
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Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I spent a good long dog walk trying to come up with ideas, and once I dropped from "3 Goblins in a trenchcoat" to "1 Goblin in a goatskin" to "Just an actual goat" and started cackling out loud I knew I had my winner.
Appearance:
Bio:
Stats:
Saves: CON. and INT.
Proficiencies:
Light and Medium Armors
Simple Weapons
Skills:
Arcana
Deception
Medicine
Tool Proficiency:
Thieve's Tools
Smith Tools
Tinker's Tools
Features:
Low-light vision
Languages, Common, Gnomish
Gnome Cunning (INT. WIS. CHA. Saving throws vs. Magic)
Magical Tinkering
Spellcasting
Equipment: Satra's Journal (containing a running history, observations, maps, scientific notes), Scale Mail, a simple dagger, a small coin purse containing 5gp, a light hammer, a light crossbow with 20 bolts, "Problem Solver" (Satra's Thunder Cannon), an Arcane Magazine (contains powder, lead shot, cleaning and maintenance tools for the pistol), simple shield, Dungeoneer's Pack (Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)
Speed: 25
HP: 20 (8+ 2 constitution mod. +10 scale mail)
"Problem Solver", Ranged, 2D6 piercing
Light Crossbow, Ranged 1D8 piercing
Light Hammer, 1D4+2
Light Dagger, 1D4+2
Spells:
Cantrips:
Dancing Lights
Fire Bolt
Level One:
Detect Magic
Identify Object
?
Alright, this took some significant reading throughout today, but I hope this character works. My one remaining question I couldn't find a good answer to was how level One spells work- as I understand it, Artificer's "have access to all level One spells like a cleric would, but has to have them prepared like a cleric would". Is this accurate, and if so, what does that mean and how does it work? I just research X number of spells during a rest I will have access to for the next section?
Which one of these do you own?
97. Belladonna’s Flame. Held in an enchanted brass lamp, this purple flame produces dim light out to 20 feet. If the lamp is opened the flame will reanimate the nearest corpse for 5 minutes. Once released the flame dies.
77. Kiss and Tell. A pair of silver knuckle dusters. While wearing these knuckle dusters your unarmed damage becomes radiant damage. If one is separated more than 30 feet from the other, it returns at 30 feet of flying speed.
45. Black Elephant Figurine. Perhaps once part of a chess set, it has since been enchanted to subtly move its trunk. When you place the figurine on a flat surface, it begins to lightly rain above it out to 15 feet for 5 minutes. Afterwards it goes dormant for 1 hour.
—
O’ Lialeth, the temple welcomes you!
I’m sure it was necessary, but regrettable, how you came to own one of these items...
72. Lesser Spotted Mandrake. Harmless while dormant, as a bonus action, you can shake or throw the mandrake to awaken it. Once awake the mandrake will harass the nearest creature, and produces a high pitched shriek out to 200 feet, which has been known to deafen victims.
85. Caspima’s Net. A net woven from still living seaweed, blessed by a druid. Anything caught in this net has all spells, be they good or ill, dispelled from them. [martial ranged weapon, thrown (5/15), magic]
20. Thieving Gloves. These light brown velvet arm length gloves have a will of their own. While wearing these gloves you have proficiency in the Sleight of Hand and Stealth skills, but must make a 15 DC saving throw whenever you see an object made from a precious metal or gemstone, or be forced to move 30 feet towards it on your next turn.
—
Welcome to the temple of Yonth, Ashala!
Why did a certain someone gift you this singular present?
84. Little Nightmare. This iron ring with a horse shaped inset is possessed by a dark spirit. As an action, you can turn the ring around your finger to summon a tiny sized nightmare. The nightmare follows your commands to the best of its ability, but is without a doubt evil in its intent.
2. Goo Wand. A battered elm wand, 7 inches, with a manticore barb core. As a bonus action, you can flick this wand to create a 5 foot cube of inanimate goo out to 30 feet. The goo is sticky, but pops under any significant pressure. [4 charges, recharged 1d4 on a short rest]
92. Bubble Pipe. A fine willow pipe with a crack down it. As a bonus action, you can blow down this pipe to produce a cone of bubbles out to 15 feet. The bubbles are harmless, popping against any surface and affected by wind. [6 charges, recharges 1d6 on a short rest]
—
Satra, you have been welcomed.
How will you prove you deserve that which you took by force?
1. Spider Eye. You have a glass eyeball of alchemical design. As an action, you can remove your glass eye and click a button on the back. Legs unfurl from the eyeball like a spider. You can instruct your eyeball to wait and watch, or return to you. Once returned to you, you gain the memories of what it has seen.
78. Crimson Dagger. This dagger is fabulously extravagant, with a gold handle and steel blade dyed red. However, it is in fact a stage dagger, and the blade enters the handle if used to stab something.
70. Angel’s Tear. A genuine angel’s tear kept in a mason jar. Properties unknown.
—
Geth roll 12d100
@Vigil_Leads_You Plunk those numbers down, then add your racial modifiers on top.
Did I miss anyone?
Totally, and I got those stats in there
A teacher of my order, collects such evil spirits, and distributes them as guidance in our martial path. A touch of madness to inspire a breakthrough in the spear. I have accustomed to training in my sleep with the nightmare. I still awake with tears, and a feeling of seeking vengeance and martial dominance against it.
Not gonna lie, Spider-Eye is some *definite* [Distracted Boyfriend Meme] Energy gameplay wise-...but, Satra discovered that Angel's Tear , through some shady experiments, year's ago, and it's part of why she's *pretty* sure she's got this all figured out now, so...
What sourcebooks are we allowed to use? I'm just kindof assuming no 3rd-party stuff, but I do have a thoroughly stuff folder full of fun races like Giff and such just awaiting your ruling, LOL.
—
I’m okay with anything reasonable. You’re not going very high level, so I’m happy so long as what you’re after doesn’t break the low level math. You can be a British mercantile hippopotamus if you really wish to.
—
Given the number of folks now involved we could easily start in a day’s time. I’ll call it after the next one or two sign ups.
To clarify, there’s no set time to post, and while this is a race we can easily make up lost time if you’re busy some days.
This thread will become the in-character thread for everyone once we’re ready.
https://m.youtube.com/watch?v=G02wKufX3nw
Lialeth always felt a tinge of regret when he held Caspima's Net. He remembered the feeling of relief as it extinguished the flames that left his body so badly scarred. He remembered the young druid that taught him how to use it, and the pain of loss when the war finally found its way to the druid's cottage. Now Lialeth carries the net and the memory of the druid's kindness, both powerful reminders of his time at war, and why he strikes out in search of new evils to fight.
Magnus of House Mulligan, Paladin
"Us small folk must stand together, or else fall apart."
The race is Quillen, from Old Gus' Errata: Beastfolk, one of my favorite homebrewers. Let me know if it's a problem. I have a notoriously bad sense for numbers and balance, but Old Gus' stuff seems to be pretty well-designed and respected in the community.
BIO
RACE, CLASS, BACKGROUND
Ability Scores. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Size. Quillen stand between 3½ and 4½ feet tall and average about 60 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read and write Common and Quillen.
Poor Eyesight. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when the target of your attack, or whatever you are trying to perceive is not in bright light or direct sunlight.
Keen Smell and Hearing. You have advantage on checks you make with the Wisdom (Perception) skill that rely on smell or hearing.
Wilderness Living. You are proficient with the Survival skill.
Quills. Portions of your body are covered in hard, sharp quills. When a creature you can see hits you with a melee attack that lacks the reach property or attempts to grapple you, you can use your reaction to deal piercing damage to your attacker equal to your proficiency bonus. You can poison your spines as if they were a weapon.
Natural Affinity. You know the druidcraft cantrip. You can cast the speak with animals spell once with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the cordon of arrows spell once with this trait, and regain the ability to do so again when you finish a long rest. Wisdom is your spellcasting ability for these spells.
PALADIN
Divine Sense. As in PHB.
Lay On Hands. As in PHB.
ACOLYTE
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you
entered the priesthood), a prayer book or prayer
wheel, 5 sticks of incense, vestments, a set of common
clothes, and a belt pouch containing 15 gp
STATS
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 12 (+1)
Charisma: 13 (+1)
PROFICIENCIES
Saving Throws: Wisdom, Charisma
Skills: Athletics, Insight, Medicine, Religion, Survival
Languages: Common, Quillen, Gnome, Halfling
SPELLS
1st: speak with animals (once/long rest)
EQUIPMENT
Shield
5 javelins
A priest's pack
Chain mail
a holy symbol (a tiny pendant in the shape of a spiked shield)
a prayer book
5 sticks of incense
vestments
15 gp
Starting HP should be 10 (Paladin) + 1 (CON) + 13 (chain-mail) = 24, yeah? Did I do all that right?
Welcome Magnus, the temple awaits you.
Who wants this item from you?
62. Transient Orbs. Orbs of sheer yellow crystal, perfectly smooth. As an action, you can roll an orb out to 30 feet. The orb vanishes when it comes to a stop, but leaves a perceptible arcane presence behind. When you roll the other orb away at the time of your choosing, it creates a 10 foot by 10 foot portal connected to the point the first orb vanished.
75. Gudstaff’s Robes. These layered robes are covered in gawdy stars and crescent moon patterns, and are larger than you’d like. The sleeves of these robes act as a Bag of Holding. While wearing these robes you reduce any Acrobatics and Athletics check you make by 10.
82. Grossenlord’s Fat. A chunk of purple, wobbly blubber. Eating this blubber fully restores your HP, and may have adverse side effects. [1 use]
Geth roll 3d100
BIO
STATS
I have
97. Belladonna’s Flame. Held in an enchanted brass lamp, this purple flame produces dim light out to 20 feet. If the lamp is opened the flame will reanimate the nearest corpse for 5 minutes. Once released the flame dies.
I found it locked deep in a forgotten cave in the first adventure I ever had. This little lamp has helped me light the way in many dire situations.
Welcome, Mr. Grungle, the time is at hand
Welcome, Mr. Grungle, to join this gallant band...
Geth roll 1d100
What terrible thing did you do, nasty old Grungle you?
Phoenix’s Other Egg. A palm sized, ivory white egg that is surprisingly weighty. The egg cannot be born, and so can never die. Its use is a mystery.
Penance Crown. A crown made to appear like a wreath of thorns, it is in fact cushioned inside. While wearing this crown your alignment is hidden from divination magic, and insight checks against you are reduced by 5.
Malikino’s Acid Keys. These alchemical keys are a masterpiece of engineering. Each fits into any lock, and when turned releases a potent acid that melts the inner workings of the door, opening it permanently. [3 uses]
Geth roll 2d100