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[D&D5e] [OOC] Icewind Dale - Rime of the Frostmaiden

The BraysterThe Brayster UKRegistered User regular
edited March 29 in Critical Failures
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In Icewind Dale, adventure is a dish best served cold.

Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night?

Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.


Icewind Dale: Rime of the Frostmaiden is an Adventure for D&D 5th Edition, which will take players through levels 1-12. The Adventure takes place to the Far North of Faerun, beyond Neverwinter and the Spine of the World, in the isolated Ten Towns and their frigid surrounds. This adventure explores themes of Survival, Horror, Desperation and Isolation. There is a very high level of danger to the player characters in this module - they can and will die without the proper mix of preparation and fortune, so please keep this in mind.


I am looking to run this game for a group of four players, for the purposes of a Play by Post on this very forum. As you can probably imagine, a 1-12 adventure can take a while, so I would like to encourage players to please try to post at least once per day to keep the adventure moving. If life gets in the way of this (which we all know full well it can and will), please try to let me know so I can work around this. Even if we don't make it all the way to the end, each chapter of this adventure is filled with enough content that good times will be had by all, and I'm keen to share this journey with you.

Please let me know if you'd like to join in!

I'm also keeping a reserve list for replacements if any player needs to exit, or feels like their character has reached a natural end point (such as death or quest completion) and wants to back out. (I cannot stress enough that there is no shame in saying you are done and passing on the torch).



Active Party:

1) @El Skid
2) @jdarksun
3) @Zomro
4) @Endless_Serpents
5) @Bursar


Reserves:



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Posts

  • The BraysterThe Brayster UKRegistered User regular
    edited May 10
    Resources:

    General Expectations
    1) (Most Important). Subject Matter Warning
    Due to the nature of the Adventure, there are many ways in which elements of Horror and Crisis can and will be leaned into. However, it is SUPER important that, no matter the situation, it is the Characters going through the horror, the pain, the trauma and so on. The Players should always be 100% comfortable and having fun. If at any point we are hitting scenarios or subject matter that really hits you the wrong way, do not hesitate to shoot me a message to address this. To give the best summary I feel I can right now:

    Lines. These elements WILL NOT feature nor be tolerated - Any form of violence towards children. Any form of unwanted/non-consensual sexual contact. Animal abuse. I'll throw in any form of inter-party conflict not explicitly agreed upon by all parties involved.

    Veils These elements, if and when relevant, will occur 'Off-Screen' - Kidnapping, Ritual Sacrifice, Cannibalism, Mental Assault, Consensual Sex, Torture, Incest.

    If you have any other forms of trigger or phobia that will ruin your enjoyment of this adventure, please let me know in advance.


    2) DM Privilege
    I feel like this one tends not to need spelled out too hard, but I'll do it anyway. My job as DM is to facilitate the story, provide the world building, encourage the roleplay, and really just tie it all together in a way that makes sense for everyone involved to get the most out of it. This sometimes means taking a plot point, a combat, a social encounter or whatever else and adjusting it such that it works best for everyone at the table, even if it runs a bit off from or counter to the original plan.

    This is a Published Adventure, which naturally means a massive part of the groundwork has been laid out for me. It is not, however, a holy text, and I absolutely can and will switch things up if I feel that they don't quite make sense as written, or if I just think the party would be better suited by the changes.

    Therefore, if anyone pipes up along the lines of 'Uhm acshually, you're doing this wrong, as the Official Licenced Adventure Module clearly states that XYZ yet you've done ZXY' I'm going to 1) Ask you why you're spoiling yourself on the adventure and then, before you can answer, I'm going to 2) patronisingly boop you on the nose and make flatulant noises at you.


    3) In Character vs Out of Character
    This is pretty much a staple of Play-by-Post across the board, but to make it plain - there will be a separate space for In Character and Out of Character chats. This thread will remain for Out of Character - general chat, rules clarifications, questions etc. A separate In Character thread will be made in which we can concentrate purely on the Roleplay itself.


    4) Resource & Condition Tracking
    We all know this can vary wildly from setting to setting, table to table, so I thought I would make it as clear as possible. The nature of this Adventure necessitates that resources are being tracked to an extent that might be beyond what you'd experience in most games of DnD these days.

    Tracking:

    Rations - We're including rules for hunger and its lead in to exhaustion. Your character can go 3+CON Modifier days without food. Any further days that pass without eating will see you gain a point of Exhaustion per day.

    Exhaustion - This is a survival campaign, and exhaustion can be gained in a whole heap of ways (Staying awake longer than 24 hours, not eating properly, extreme cold etc)

    Madness - Yep. The rarely touched Madness tables may come up. I'll let any afflicted know when relevant.

    Major Spell Components - Anything in your spell list that lists an item with a monetary value (ie is rare/valuable) will need to be acquired before you can use the spell. You need your Diamond before you cast Revivify.

    Special Ammunition - Any special ammunition that yield any special effect beyond standard damage


    Not Tracking:

    Encumberance - I'm basically going to take it on your honour that your bag isn't absurdly laden with 100,000 pebbles. I will only start keeping tabs on the obvious big stuff (No, you cannot carry 7 Halberds)

    Minor Spell Components - Anything that doesn't have a monetary value or a rare value attached to the spell desciption can very feasibly be contained in a component pouch. You don't have to keep going to the shop to buy your 3 peanut shells and a sprinkle of salt

    Standard Ammunition - Run of the mill, regular ammunition.


    5) Private communication
    It's not uncommon for players to want to be able to hold a private conversation with another, away from the group. For example, one player might figure out anothers secret and the pair may deem it necessary to keep it between them. Private conversation is allowed via Private Messages, but if you do so, include me in the conversation.


    Rules & Clarifications:
    Combat Initiative Ties:

    Initiative Ties between Players and NPCs will favour the Players, for I am a kind DM. For ties between Players, I will default list them in the order that they were rolled. If tied players want to change this order at any point, they can do so, but they must announce this to me before any actions are taken on that initiative count in the first round. There will be no changes to this once the first round has passed, for I am frequently very tired and easily confused.

    Theatre of the Mind:

    Theatre of the Mind is basically a method to resolve an encounter without the use of the grid map and/or tokens, just the ol' imagination. I'll do this for occasions where an encounter is not particularly complex, such as facing a single foe and/or when the environment is not particularly complex. The biggest obscurity here is Movement and Positioning, and in these scenarios I consider these elements to be the default:
    1. You are considered in melee range of your nearest opponent until explicitly stated otherwise, either by yourself or by me.
    2. If you want to move out of melee range, state so and confirm how far you are moving away.
    3. Everyone who is in melee range of the same target is able to attack said target in melee, regardless of number or position. There is no bodyblocking as there would be on a grid map, unless explicitly stated so.


    Skill Checks
    Skill checks will be carried out as illustrated below. Please do not edit posts in which you roll dice, make a separate post specifically for rolling dice if you must.

    Examples:

    Geth, roll 1d20+2+3 for Perception

    Geth, roll 1d20+2 for Con Saving throw

    Geth, roll 1d8+2 for Damage
    Format

    XdY to roll X dice of Y sides.
    Prefix N# to roll the dice N separate times.
    Operators allowed are +, -, *, and / which follow order of operations. Division rounds down. Use parentheses if needed. Full format is any number of terms combined with the operators, where term is a literal number or a roll. N can be a term itself.
    Combinatorics are possible as well. N-choose-K results can be of the form NcK, the value will be the number of combinations to choose K items from a set of N items, and return a random one of these sets in the details. (i.e. 4c2 might result in 6 [4c2=1,3]) Permutations are possible in the form NpK. These terms are useful for generating sequences.


    Options

    Append the following modifiers as desired, if using multiple then they must be added in the order below. Some combinations may be invalid.

    rZ - reroll die if result is Z or lower
    roZ - reroll die only once if result is Z or lower
    mZ - count result as Z if roll is lower than Z
    eZ or oZ - extra / open roll when the die is Z or higher, extra grants one bonus roll only
    kZ or lZ - keep the highest / lowest Z rolls, drop others
    tZ - target number Z, count rolls that meet or exceed Z as successes (if Z > Y, implicit oY)
    hZ - hits Z, count rolls that meet or exceed Z as successes, max roll grants bonus roll (implicit oY) (WoD)
    xZ - hits Z, count rolls that meet or exceed Z as successes, max roll grants bonus success (Exalted)
    uZ - under Z, count rolls that are equal to or under Z as successes
    ! - when at the end of any roll, turns on verbose mode (shows all dice rerolled and modified)


    Some D&D roll examples:

    2d20k1+5 for a roll with Advantage and a +5 modifier
    2d20l1+5 for a roll with Disadvantage and a +5 modifier
    1d12ro2+3 for a Great Weapon Fighting style damage reroll where you reroll once if the first result is a 1 or 2 (in this example the character has a +3 modifier to their damage roll)
    1d20+1d4+5 for a roll with Bless and a +5 modifier
    1d20-1d4+5 for a roll with Bane and a +5 modifier
    5#1d20+1 for rolling 1d20+1 five times
    Daylight:
    Originally thought to put this under tracking, but I think it deserves its own emphasis. As we play, the DM posts will feature the Time of Day which I will be tracking by the hour on average. Some instances might call for me to refer to a half-hour, but more often than not I will just round to the next hour if I feel it is close enough. There are a number reasons for this directly related to quest structure and surivival mechanics, but there is one big one that you should all be aware of.

    Anyone who has spent at least 24 hours in Icewind Dale will be aware - natural light has been hard to come by in the last couple of years since Auril saw fit to make Icewind Dale her new home. The bright light of the Sun barely creeps through cloud and snow. There is no Direct Sunlight. As such, the following schedule is important to be aware of:

    10am-2pm, when the sun is at it's peak, the full might of the sun just about cracks through the heavy cloud cover - This provides Dim Light

    11pm-2am, a bright aurora appears in the sky, complemented by the grace of the moon - This provides Dim Light

    All other hours - The Dale is covered in darkness, save for any light an individual might create or carry.

    Currency:
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    Ten Towns
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    Like the famous drow Drizzt Do’Urden, many people who come to Ten-Towns are outcasts, fugitives, or pariahs in search of a place where they can be tolerated, if not accepted. Some came here determined to make their fortunes. Others come for the solitude, or to escape notice and stay out of the reach of the law of the southern cities. Today, four hundred years after the formation of Ten-Towns, most folk are here because they were born here, grew up here, and expect to die here. They’re fishers, loggers, miners, hunters, trappers, furriers, and traders accustomed to the harsh climate, the slow pace, and the isolation. Like the hardy lichens and determined reindeer of the tundra, residents endure and do what’s needed to survive.

    Icewind Dale has few trees, so lumber is cut from the slopes of the Spine of the World or the depths of the Lonelywood Forest. Stone from the hills and valleys surrounding Kelvin’s Cairn supplements wood as a building material in Ten-Towns. Homes have sharply pitched roofs to prevent snow from accumulating on them.

    The people of Ten-Towns wear layers of woolen clothing often topped off with fur cloaks. Under these heavy clothes and cloaks, one resident looks very much the same as another. Outdoors, it’s hard to tell the people of Ten-Towns apart—and easy for clever monsters to hide in their midst.

    Perception:
    1d20+2+3 12 [1d20=7]
    Con Saving throw:
    1d20+2 22 [1d20=20]
    Damage:
    1d8+2 8 [1d8=6]

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  • The BraysterThe Brayster UKRegistered User regular
    edited May 10
    The Party:

    Thorkel Stormborne - Half-Orc Barbarian
    Image:
    u5p0koefdht0.png

    Background is rough draft, and may be subject to edit / change

    Years ago, a goliath brought a young child to Ten-Towns, a half orc with icy blue eyes and pale gray skin. Though bearing resemblance to the Reghed, the child claimed no membership of any tribe. The child only introduced himself as Thorkel, with no family name, and would not speak of what happened to him; and the goliath who had brought him left without so much as a word. The locals of Ten-Towns took to calling the half-orc Stormborne, as if he had been birthed by the fierce ice storms known to the region. After a time, Thorkel Stormborne ventured back into the fierce wilderness, finding life within Ten-Towns to be stifling. Thorkel made his living as a trapper, hunting local fauna for food and trading hide and furs for coin. Though he prefers the wilds to the "civilized" life within Ten-Towns, Thorkel remains close, hoping to once again lay lies on the goliath who had brought him. Though he dare not speak of his childhood before his arrival, Thorkel owes a great debt to the goliath who had saved his life.

    Thorkel is a blunt, brusque man, finding little use for words, at least those that are more than necessary. Though he is guarded and mistrusting of strangers, Thorkel is fiercely loyal to those who have earned his trust and has a soft spot for the children of Icewind Dale and Ten-Towns, probably due to his own lonely childhood. Auril's wintry spell threatens both nature and civilization, and survival dictates to Thorkel that it must be put to an end. He also has a feeling that by pursuing this adventure, he will have the chance to settle his debt to his savior, and to pay someone from his past back in blood.


    Eskatan Hillspring - Half-Elf Paladin
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    I'm planning for Oath of the Ancients; on the frontier is where we see how for as great as the strides made by civilization, they pale in comparison to the raw majesty of Nature. But here in Icewind Dale, the balances of the world have been not just tipped, but the scales tossed aside and the table kicked over.


    Uma - Kobold Artificer
    Backstory:
    Uma never really fit in among her brethren, who liked to classify everyone into pretty boxes: Labourer, warrior, priest. Uma was drawn to mechanical things..she wanted to tinker. To learn. To create things that weren't just copies of what everyone had always made.

    So she decided at a young age to run away. She had always heard that humans were chaotic and surly, and she felt could use a bit of chaos... so she found herself a human village and did what she could to fit in. After a lot of trouble and quite a bit of discrimination she found a human who needed her skills with making tools and mending broken things and got room and board above a blacksmith's shop, along with her own table and whatever scrap materials she could scrounge. Rakar (the smith who took her in) was kind enough- at least in comparison to most of the bigger folk she had dealt with, but when the darkness came Rakar's business dried up, and Uma decided to move on before Rakar was forced to kick her out.

    (I'm open to interfacing with any or all of the party at this point. Seems like we may have a lot in common...)

    Image:
    c1m3e8w9gdik.png


    Mortilocian of the Coast - Human Druid
    "Oi! New kid!" The dwarven captain stomped down the gangplank towards a scrawny human with close cropped hair and no beard whatsoever. Mortilocian of the Sea, who was fishing off the pier, reeled in a fish, slipped the hook from its mouth, and dropped the fish in a bucket by their side. The dwarf cleared his throat. "You about finished up there, child?"

    Morti shrugged, and picked up the bucket and began to walk towards the ship. "This will do. Which port is this?"

    The dwarf furrowed his brow. "You don't recognize Luskan? I thought you said you were from Neverwinter Wood?"

    The two walked across the deck, moving between sailors as they prepared for launch. "No, I said I came out of some woods near Neverwinter."

    "Same thing, innit?" The captain turned from Mortilocian to holler at the poor sap who wasn't quick enough with the rigging. Morti continued on their way, sure the captain would catch up momentarily. The captain did. "No matter. You've everything you need?"

    Morti gestured to the bucket. "Enough to stretch the rations for a bit. I'll catch more on the way. Where are we going?"

    "Grimbrik said you were a strange one." The captain furrowed his brow. "You really signed on to a ship you had no idea where it was going?"

    The question caused Mortilocian to pause for a moment, and consider. "I like this ship, and I like the sea. What's more to know?"

    The dwarf chuckled. "Can't argue with that. Stow your gear, and check the crew. You see any signs of plague, you pitch them overboard first and tell me after."

    Morti raised an eyebrow at their new captain, and gave a meaningful glace to the sailors around them - all of which had at least half a foot of height and several stones of weight over their new cook and surgeon.

    "Do what yer told, new kid. Don't give me that look. You know your business, and you can't fool me. Get to work."

    Mortilocian got to work. Each and every crew member got an examination; it didn't matter if they were cleaning or hauling or operating a winch. Morti climbed right up into the crow's nest to give the mate his exam. The crew muttered and asked questions and tried to make conversation, but Mortilocian made noncommittal sounds and carried on with their duties. This crew would do the work that was needed and rise to the occasion, or this crew wouldn't and they would have to find another. Maybe Morti would start to care about their shipmates, or maybe they wouldn't. That didn't matter. Some would live, some would die. That didn't matter either. It was all part of the grand cycle; one leads to the other, and back again.

    For now, Mortilocian liked this ship. And that was enough.

    Autumn slipped into winter, which bloomed into spring, then blossomed into summer, and finally waned back into autumn. The grand cycle continued, over and over and over again.

    Mortilocian of the Coast pulled in their net, and dropped the catch of the day into the little fishing boat. Out on the horizon, a ship slipped silently along the water, its sails full with wind. Morti stood and shielded their eyes, straining to make out the ship’s exact details. “Correct number of sails, wrong shape of the main mast, no anchor on the forecastle. Not the right ship.”

    They adjusted the rigging of their boat, and the wind caught the sails. Mortilocian headed back to shore, wondering when the grand cycle would return what was lost. After all, nothing was ever truly gone. It was just changed into something new.

    Character Sheet

    Mortilocian is a short, wiry human with faded hair, light skin, and pale eyes. Their whole aesthetic could be called "clothes left too long in the sun," if any part of it was intentional. Early in life, Morti showed an affinity for nature magic and was basically raised among a circle of druids. They never learned to care about "city folk" stuff (like fashion or, frankly, proper grooming habits) growing up, and Mortilocian spends too much time on the water to change that now anyway.

    Morti loves to fish and cook, and will happily try to make a meal out of whatever ingredients they can get their hands on. Unlike some druids, Mortilocian is not a vegetarian - but they do insist on using every part of any animal killed for food. Morti's quarterstaff is decorated with odd bits and pieces they find interesting - a tooth here, a feather there - and more often than not, those pieces have come from something that wound up in the stew pot.

    Mortilocian is not outgoing, and slow to make friends. However, they are fiercely loyal to the friends they do make. This is not to say Morti isn't kind to strangers, but an outside observer might consider Mortilocian to be capricious. Morti might offer a fish to one beggar, but then let another starve in the street. If pressed for their reasoning, the druid might offer something along the lines of "The vulture, too, must eat."



    The Graveyard:

    Flint Herdsman - Human Ranger (Lvl. 2)

    Cause of Death: Surprise Duergar attack on Easthaven Ferry, 17th Nightal: 1489DR

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  • ZomroZomro Registered User regular
    edited March 26
    Posting to show my interest. I've got a few character concepts I've had in mind, but I'm also the type to fill in if there's a role or archetype that needs filling.

    For the moment, leaning towards a martial type, Fighter or Barbarian. Leaning more towards Fighter, since I've been wanting to try out the Rune Knight.

    I am also a huge Paladin fan, so I'm not ruling that out.

    Zomro on
  • The BraysterThe Brayster UKRegistered User regular
    edited March 27
    Awesome! That's three so far, so ideally one more to round out the party.

    While we wait for our last player, feel free to start thinking about and/or discussing the kind of character you want to play. Before you go too far into creating your characters,however, there are two things specific to this Adventure Module that will demand your attention.


    1) Character Secrets

    I am going to issue each of you a Character Secret, which will serve to help tie your character to Icewind Dale and Ten Towns in particular. These are varied to say the least, and for the most part serve as recent history as to why you're present in the area and/or why you never tried to leave before Auril the Frostmaiden made that all but impossible. These are known only to you, to do with as you see fit. These have every opportunity of having consequences in the adventure, and loose lips on the secrets may have further unforseen consequences.

    I will draw these at random and issue you one each in secret. If you don't like the secret, whether you don't like the content itself or you can't make it work for the character you have in mind, I will permit you to redraw once. I will issue these BEFORE you make your characters, so keep an eye on your Inbox.


    2) Backgrounds

    The module book for this campaign provides a list of modified character hooks tied to the Background options from the PhB. Feel free to use these if you wish, to give yourselves a stronger tie to the setting

    Acolyte - Auril the Frostmaiden, the god of winter’s fury, has cast an evil spell over Icewind Dale. You can bring hope and faith to the people of Ten-Towns or, even better, free them from winter’s cold embrace in the name of your god.

    Charlatan - Your cons and deceptions nearly got the better of you. You needed to disappear for a while, and Icewind Dale was the perfect place to do so. Nothing could prepare you for the cold and the dark desolation, but at least there’s money to be made.

    Criminal - You are wanted for crimes in the cities of Luskan and Mirabar, but no one will think to look for you in Ten-Towns, the cold heart of Icewind Dale. Thankfully, nobody in Ten-Towns cares who you are—or what you’ve done.

    Entertainer - You came to Icewind Dale three years ago seeking inspiration for a new song or poem, drawn by tales of the land’s harsh beauty and the legendary exploits of Drizzt Do’Urden. Since then, Auril the Frostmaiden has cast an evil spell over the dale, preventing you from returning home.

    Folk Hero - Your name is synonymous with heroism throughout Ten-Towns. Did you save a fisher who fell into the ice, scare away a yeti armed with only a fishing pole and a basket, or beat a drunk goliath at arm wrestling?

    Guild Artisan - You came to Icewind Dale to start a business. Your shop was doing well until Auril the Frostmaiden cast her evil spell to banish the sun. Now, businesses throughout Ten-Towns are suffering, yours included. To avoid hardship, you might need to supplement your income.

    Hermit - You’ve never felt at ease in civilized society, and there’s no place farther from the trappings of civilization than Icewind Dale. This is a land without pretense, and the people of Ten-Towns pay you little mind. To them, you’re just another silly old fool.

    Noble - Your wealthy grandfather or grandmother sent you to Icewind Dale to learn a hard lesson. Perhaps the cruel indifference of this frozen land will prepare you for the cruel indifference of Waterdeep’s politics.

    Outlander - You’re a child of the icy wilderness, born and raised in one of the Reghed tribes. Imagine, after following herds of migrating reindeer your whole life, getting a taste of what life in Ten-Towns has to offer

    Sage - You came to Icewind Dale in search of ruins and artifacts left behind by the giants who ruled the ancient empire of Ostoria. To find even one Ostorian relic would fulfill a lifelong dream and make your rivals back home green with envy.

    Sailor - You’ve sailed ships up and down the Sword Coast, but a shipwreck made you reevaluate your life choices. Two years ago, you headed north, bought a house and a fishing boat in Ten-Towns, and became a fisher. You were told that the summers here are beautiful, but you have yet to see one.

    Soldier - You are a soldier of Ten-Towns, trained to fight orcs and other threats lurking in the Spine of the World mountains. Auril the Frostmaiden has cast an evil spell over Icewind Dale, and you struggle to see how your soldier’s training can save this land from so terrible a doom. Still, you are not about to give up on the people of Ten-Towns.

    Urchin - Because you grew up in Ten-Towns, your familiarity with the residents makes you useful to Harper spies and Zhentarim bounty hunters who are looking for criminals and other ne’er-do-wells hiding in your midst. Ratting out these newcomers keeps coin in your pockets.

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  • El SkidEl Skid The frozen white northRegistered User regular
    Hmm. I’ve never played an artificer before, but this might be a good time to try playing one… will investigate- put me down as a tentative artificer. :)

  • jdarksunjdarksun Struggler CORegistered User regular
    1) Character Secrets

    I am going to issue each of you a Character Secret, which will serve to help tie your character to Icewind Dale and Ten Towns in particular. These are varied to say the least, and for the most part serve as recent history as to why you're present in the area and/or why you never tried to leave before Auril the Frostmaiden made that all but impossible. These are known only to you, to do with as you see fit. These have every opportunity of having consequences in the adventure, and loose lips on the secrets may have further unforseen consequences.

    I will draw these at random and issue you one each in secret. If you don't like the secret, whether you don't like the content itself or you can't make it work for the character you have in mind, I will permit you to redraw once. I will issue these BEFORE you make your characters, so keep an eye on your Inbox.
    This is WILD and I have never been so invested in a character before having any idea what I was going to make. I love it.

  • ZomroZomro Registered User regular
    Any character creation options (species, class, subclass) that are off limits or we should avoid? And are we using standard array for stats?

    I'm currently eyeing the Path of the Giant Barbarian. Seems like a nice fit for the setting and I really like it for my character secret.

  • The BraysterThe Brayster UKRegistered User regular
    Yes, by all means, if you are all happy enough with your secrets you can start making characters. While we're waiting on another player sign-up I'll make a more detailed post for the expectations of the game, but to get CC underway:

    1) Yes, go by Standard Array (i.e. 15, 14, 13, 12, 10, 8, applied to stats as you please).

    2) Any Species/Class/Subclass covered by PhB/DMG/Xanathar/Tasha/SCAG is good by virtue of this being Faerun/Forgotten Realms. Material from other official sources is fine as long as they aren't directly tied to their source (for example, Warforged are A-OK). I prefer to avoid UA in general but if there's something you really want we can work that out case by case.

    3) Feel free to use Tasha's rules for Racial stats (i.e. if your race comes with a +2 to CON and +1 to STR, for example, feel free to redistribute that +2 and +1 to something you feel is more relevant).

    4) The only thing I will rule out is the 'Lucky' Feat. There are times where this can be fine but I think it clashes with the feel of this adventure a bit.

    5) Take your Class/Background equipment as presented, however you should also each start with a full set of Cold Weather Clothes*


    *
    This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see “Extreme Cold”).

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  • The BraysterThe Brayster UKRegistered User regular
    edited March 28
    General Expectations

    I kinda want to just go down a list of things that I feel are worth mentioning before we get into the game proper. These are a general mish-mash of what is occurring to me right now, I'll add more as necessary and better structure it in one of the reserved posts.

    1) (Most Important). Subject Matter Warning
    Due to the nature of the Adventure, there are many ways in which elements of Horror and Crisis can and will be leaned into. However, it is SUPER important that, no matter the situation, it is the Characters going through the horror, the pain, the trauma and so on. The Players should always be 100% comfortable and having fun. If at any point we are hitting scenarios or subject matter that really hits you the wrong way, do not hesitate to shoot me a message to address this. To give the best summary I feel I can right now:

    Lines. These elements WILL NOT feature nor be tolerated - Any form of violence towards children. Any form of unwanted/non-consensual sexual contact. Animal abuse. I'll throw in any form of inter-party conflict not explicitly agreed upon by all parties involved.

    Veils These elements, if and when relevant, will occur 'Off-Screen' - Kidnapping, Ritual Sacrifice, Cannibalism, Mental Assault, Consensual Sex, Torture, Incest.

    If you have any other forms of trigger or phobia that will ruin your enjoyment of this adventure, please let me know in advance.


    2) DM Privilege
    I feel like this one tends not to need spelled out too hard, but I'll do it anyway. My job as DM is to facilitate the story, provide the world building, encourage the roleplay, and really just tie it all together in a way that makes sense for everyone involved to get the most out of it. This sometimes means taking a plot point, a combat, a social encounter or whatever else and adjusting it such that it works best for everyone at the table, even if it runs a bit off from or counter to the original plan.

    This is a Published Adventure, which naturally means a massive part of the groundwork has been laid out for me. It is not, however, a holy text, and I absolutely can and will switch things up if I feel that they don't quite make sense as written, or if I just think the party would be better suited by the changes.

    Therefore, if anyone pipes up along the lines of 'Uhm acshually, you're doing this wrong, as the Official Licenced Adventure Module clearly states that XYZ yet you've done ZXY' I'm going to 1) Ask you why you're spoiling yourself on the adventure and then, before you can answer, I'm going to 2) patronisingly boop you on the nose and make flatulant noises at you.


    3) In Character vs Out of Character
    This is pretty much a staple of Play-by-Post across the board, but to make it plain - there will be a separate space for In Character and Out of Character chats. This thread will remain for Out of Character - general chat, rules clarifications, questions etc. A separate In Character thread will be made in which we can concentrate purely on the Roleplay itself.


    4) Resource & Condition Tracking
    We all know this can vary wildly from setting to setting, table to table, so I thought I would make it as clear as possible. The nature of this Adventure necessitates that resources are being tracked to an extent that might be beyond what you'd experience in most games of DnD these days.

    Tracking:

    Rations - We're including rules for hunger and its lead in to exhaustion. Your character can go 3+CON Modifier days without food. Any further days that pass without eating will see you gain a point of Exhaustion per day.

    Exhaustion - This is a survival campaign, and exhaustion can be gained in a whole heap of ways (Staying awake longer than 24 hours, not eating properly, extreme cold etc)

    Madness - Yep. The rarely touched Madness tables may come up. I'll let any afflicted know when relevant.

    Major Spell Components - Anything in your spell list that lists an item with a monetary value (ie is rare/valuable) will need to be acquired before you can use the spell. You need your Diamond before you cast Revivify.

    Special Ammunition - Any special ammunition that yield any special effect beyond standard damage


    Not Tracking:

    Encumberance - I'm basically going to take it on your honour that your bag isn't absurdly laden with 100,000 pebbles. I will only start keeping tabs on the obvious big stuff (No, you cannot carry 7 Halberds)

    Minor Spell Components - Anything that doesn't have a monetary value or a rare value attached to the spell desciption can very feasibly be contained in a component pouch. You don't have to keep going to the shop to buy your 3 peanut shells and a sprinkle of salt

    Standard Ammunition - Run of the mill, regular ammunition.


    5) Private communication
    It's not uncommon for players to want to be able to hold a private conversation with another, away from the group. For example, one player might figure out anothers secret and the pair may deem it necessary to keep it between them. Private conversation is allowed via Private Messages, but if you do so, include me in the conversation.


    6) Time of Day
    Originally thought to put this under tracking, but I think it deserves its own emphasis. As we play, the DM posts will feature the Time of Day which I will be tracking by the hour on average. Some instances might call for me to refer to a half-hour, but more often than not I will just round to the next hour if I feel it is close enough. There are a number reasons for this directly related to quest structure and surivival mechanics, but there is one big one that you should all be aware of.

    Anyone who has spent at least 24 hours in Icewind Dale will be aware of this, so I'm happy to share now - natural light has been hard to come by in the last couple of years since Auril saw fit to make Icewind Dale her new home. The bright light of the Sun barely creeps through cloud and snow. There is no Direct Sunlight. As such, the following schedule is important to be aware of:

    10am-2pm, when the sun is at it's peak, the full might of the sun just about cracks through the heavy cloud cover - This provides Dim Light

    11pm-2am, a bright aurora appears in the sky, complemented by the grace of the moon - This provides Dim Light

    All other hours - The Dale is covered in darkness, save for any light an individual might create or carry.

    The Brayster on
    Steam: TheBrayster
    PSN: TheBrayster_92
  • Endless_SerpentsEndless_Serpents Registered User regular
    I’m rusty on my Ds and Ds, but this is a great batch of people to play with, so I’m in.

    I’ll be something like an outlander — human — ranger — monster slayer.

    I like bows, reindeers and reindeer accessories.

  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    I'd be interested in joining this, or adding to the reserves if a fourth has posted while I'm drafting this!

    I like to fill out my experience in playing classes I've never made characters for, so a Sorcerer, Druid, or Paladin. My mind reels with the possibilities!

    GNU Terry Pratchett
    PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
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  • Endless_SerpentsEndless_Serpents Registered User regular
    Give Bursar a shot over me. But maybe we could stretch it to a five man band?

  • The BraysterThe Brayster UKRegistered User regular
    We can absolutely stretch to a five man band @Endless_Serpents @Bursar

    Steam: TheBrayster
    PSN: TheBrayster_92
  • The BraysterThe Brayster UKRegistered User regular
    Okay everyone, that's the game filled, and all secrets sent out (pending approval by our final joiners).

    Feel free to make your characters, and feel free to discuss them to give the other players an idea of who they are travelling with. Please also provide a picture of how you envision your character to look

    Once I know everyone is set up and ready to go, I'll get the ball rolling. Feel free to ask me any questions in the meantime.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • ZomroZomro Registered User regular
    edited March 28
    Just made his appearance in BG3, since I wasn't finding something I was happy with online, but here's my character, Thorkel Stormborne, the Half Orc Barbarian. I went ahead and uploaded a PDF of his level 1. I'm going with a battleaxe over something like a greataxe, since I will leave myself open to either a) getting a shield or b) doing some grappling. For subclass, I am aiming to do the Path of the Giant from the Glory of Giants book, but I could also do Path of the Storm Herald (Tundra), or even the tried and true Totem Warrior.

    Image:
    u5p0koefdht0.png

    Background is rough draft, and may be subject to edit / change

    Years ago, a goliath brought a young child to Ten-Towns, a half orc with icy blue eyes and pale gray skin. Though bearing resemblance to the Reghed, the child claimed no membership of any tribe. The child only introduced himself as Thorkel, with no family name, and would not speak of what happened to him; and the goliath who had brought him left without so much as a word. The locals of Ten-Towns took to calling the half-orc Stormborne, as if he had been birthed by the fierce ice storms known to the region. After a time, Thorkel Stormborne ventured back into the fierce wilderness, finding life within Ten-Towns to be stifling. Thorkel made his living as a trapper, hunting local fauna for food and trading hide and furs for coin. Though he prefers the wilds to the "civilized" life within Ten-Towns, Thorkel remains close, hoping to once again lay lies on the goliath who had brought him. Though he dare not speak of his childhood before his arrival, Thorkel owes a great debt to the goliath who had saved his life.

    Thorkel is a blunt, brusque man, finding little use for words, at least those that are more than necessary. Though he is guarded and mistrusting of strangers, Thorkel is fiercely loyal to those who have earned his trust and has a soft spot for the children of Icewind Dale and Ten-Towns, probably due to his own lonely childhood. Auril's wintry spell threatens both nature and civilization, and survival dictates to Thorkel that it must be put to an end. He also has a feeling that by pursuing this adventure, he will have the chance to settle his debt to his savior, and to pay someone from his past back in blood.

    Zomro on
  • Endless_SerpentsEndless_Serpents Registered User regular
    edited March 28
    I will be playing the part of Flint Herdsman, a human ranger with a variety of mundane skills and little combat prowess.
    3rwzwtp0ow3p.jpeg
    m05381f3r1d5.jpeg

    7xkz0fqrzkc1.png


    Flint is a member of a local nomadic tribe of reindeer herdsmen, the lesser known Marmot Tribe. Mostly oblivious to his status as a ‘barbarian’, he’s always been the one sent to Ten-Towns as required and usually he doesn’t run into trouble with the townies. Despite his ease fitting into town, he’s loyal to his tribe and the broader nomadic people of this land. He acts now to ensure his people and their herds survive.

    Endless_Serpents on
  • jdarksunjdarksun Struggler CORegistered User regular
    Gonna keep the Wild theme going and toss my shillelagh into the ring with the intent of playing a druid. Still finalizing Description stuff, but I'm happy to play a Half-Orc or a Human with some connection to either Thorkel or Flint.

  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    edited March 29
    Okay everyone, that's the game filled, and all secrets sent out (pending approval by our final joiners).

    Feel free to make your characters, and feel free to discuss them to give the other players an idea of who they are travelling with. Please also provide a picture of how you envision your character to look

    Once I know everyone is set up and ready to go, I'll get the ball rolling. Feel free to ask me any questions in the meantime.

    Oh ho ho, I approve my secret.

    Eskatan Hillspring, half-elf paladin and acolyte of nature:
    Zu9UVtW.jpeg
    Link to Beyond character sheet

    I'm planning for Oath of the Ancients; on the frontier is where we see how for as great as the strides made by civilization, they pale in comparison to the raw majesty of Nature. But here in Icewind Dale, the balances of the world have been not just tipped, but the scales tossed aside and the table kicked over.

    Background:
    Eskatan grew up in the Neverwinter region, and spent his middle-class childhood running out into the wilderness to explore while his older siblings would train to take on the family business in due time. The business went under, as many do, and Esk went out to find his own fortune in his early teens to save his family from having to pay for his schooling.

    It was while spending a cold night under the stars that Esk met a collection of hermits and other castoffs that had formed not just a respect for the nature around them but a religion. Esk respected their beliefs and eventually came to share them. While he lacked the strength of mind to carry out the Weave-backed powers many of them were able to display, he could rely on his own force of personality and a strong arm to fight off the occasional bandit who would prey on a bunch of folk hiding in the trees.

    Circumstances dictated that Esk set out for the North as news of the Frostmaiden's strengthening grip over the region north of the Spine grew louder. Finding himself stuck in this frigid extremity of Faerun, Esk seeks to find out what has driven Auril to such devastating fury against the area and, hopefully, convince her to restore Nature to balance.

    Pertinent stats:
    Ability Scores:
    STR: 17
    DEX: 12
    CON: 14
    INT: 10
    WIS: 9
    CHR: 14

    HP: 14
    AC: 18

    Proficiencies
    Armor: Light, Medium, Heavy, Shields
    Weapons: Martial, Simple
    Tools: None
    Languages: Common, Elvish, Giant, Primordial, Sylvan

    Skills: Deception, Insight, Nature, Persuasion, Religion, Survival

    Racial Traits
    Darkvision: 60ft
    Fey Ancestry: Adv. against being Charmed, cannot be put to sleep by magic

    Starting Class Features
    Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it.
    You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
    This feature has no effect on undead and constructs.

    Bursar on
    GNU Terry Pratchett
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  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 30
    I will be playing Uma, a Kobold Artificer.

    Backstory:
    Uma never really fit in among her brethren, who liked to classify everyone into pretty boxes: Labourer, warrior, priest. Uma was drawn to mechanical things..she wanted to tinker. To learn. To create things that weren't just copies of what everyone had always made.

    So she decided at a young age to run away. She had always heard that humans were chaotic and surly, and she felt could use a bit of chaos... so she found herself a human village and did what she could to fit in. After a lot of trouble and quite a bit of discrimination she found a human who needed her skills with making tools and mending broken things and got room and board above a blacksmith's shop, along with her own table and whatever scrap materials she could scrounge. Rakar (the smith who took her in) was kind enough- at least in comparison to most of the bigger folk she had dealt with, but when the darkness came Rakar's business dried up, and Uma decided to move on before Rakar was forced to kick her out.

    (I'm open to interfacing with any or all of the party at this point. Seems like we may have a lot in common...)

    Image:
    c1m3e8w9gdik.png

    Details:
    Stats:

    Str: 10
    Dex: 14
    Con: 13
    Int: 17
    Wis: 12
    Cha: 8

    Level: 2
    HP: 15
    AC: 19

    Age: 20
    Alignment: Neutral
    Size: Small
    Speed: 30 ft
    Proficiency bonus: +2

    Proficiencies:

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons
    Tools: Thieves’ tools, tinker’s tools, smith's tools, leatherworker's tools
    Saving Throws: Constitution, Intelligence
    Skills: Arcana, History, Insight, Persuasion

    Abilities:

    Darkvision 60'
    Grovel, Cower and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
    Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
    Sunlight Sensitivity: Suffer disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
    Languages: Common, Draconic, Dwarfish

    Magic Tinkering (Artificer 1):
    At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

    The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
    Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
    The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
    A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
    The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

    You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    Infuse Item.
    Infusions active: Repeating shot, enhanced defence.
    Infusions known: Repeating shot, enhanced defence, mind sharpener, homunculus servant

    Spells (Spell save=13):

    Cantrips known: Mending, Guidance
    1st level prepared(3 slots): Absorb Elements, Faerie Fire, Identify

    Background

    Guild Artisan

    Gear:

    Light Hammer
    Dagger
    Light crossbow (infused: repeating shot and 18 bolts
    Scale mail (infused: enhanced defence)
    thieves’ tools

    Dungeoneer’s pack containing:
    (Backpack
    Crowbar
    Hammer
    10 pitons
    10 torches
    Tinderbox
    10 days rations
    Waterskin
    50 foot hempen rope)

    Cold weather clothes
    Set of Forging tools
    Letter of introduction from Blacksmith's guild
    pouch with 4 gold and 2 silver coins
    Snowshoes
    Bloodstone worth 50gp
    Shield

    El Skid on
  • Endless_SerpentsEndless_Serpents Registered User regular
    byvjfkn0npn7.png

  • The BraysterThe Brayster UKRegistered User regular
    That's awesome, and also gives me the vibe of that one image of the animated Sinister Six for some reason

    Steam: TheBrayster
    PSN: TheBrayster_92
  • ZomroZomro Registered User regular
    I definitely like the idea of having a connection to one or more characters at the start, and it makes sense it would one of the other wilderness people, but a 6'2" half orc barbarian being close friends with the tiny kobold would also be awesome.

  • El SkidEl Skid The frozen white northRegistered User regular
    I like the unlikely friendship between giant and small creature too. Perhaps the half-orc was at the Smith’s shop and he overheard that she was setting out on her own, so he offered to travel together for a while, and they became fast friends?

  • jdarksunjdarksun Struggler CORegistered User regular
    Mortilocian of the Coast (Morti to their friends)

    (a touch of background)
    "Oi! New kid!" The dwarven captain stomped down the gangplank towards a scrawny human with close cropped hair and no beard whatsoever. Mortilocian of the Sea, who was fishing off the pier, reeled in a fish, slipped the hook from its mouth, and dropped the fish in a bucket by their side. The dwarf cleared his throat. "You about finished up there, child?"

    Morti shrugged, and picked up the bucket and began to walk towards the ship. "This will do. Which port is this?"

    The dwarf furrowed his brow. "You don't recognize Luskan? I thought you said you were from Neverwinter Wood?"

    The two walked across the deck, moving between sailors as they prepared for launch. "No, I said I came out of some woods near Neverwinter."

    "Same thing, innit?" The captain turned from Mortilocian to holler at the poor sap who wasn't quick enough with the rigging. Morti continued on their way, sure the captain would catch up momentarily. The captain did. "No matter. You've everything you need?"

    Morti gestured to the bucket. "Enough to stretch the rations for a bit. I'll catch more on the way. Where are we going?"

    "Grimbrik said you were a strange one." The captain furrowed his brow. "You really signed on to a ship you had no idea where it was going?"

    The question caused Mortilocian to pause for a moment, and consider. "I like this ship, and I like the sea. What's more to know?"

    The dwarf chuckled. "Can't argue with that. Stow your gear, and check the crew. You see any signs of plague, you pitch them overboard first and tell me after."

    Morti raised an eyebrow at their new captain, and gave a meaningful glace to the sailors around them - all of which had at least half a foot of height and several stones of weight over their new cook and surgeon.

    "Do what yer told, new kid. Don't give me that look. You know your business, and you can't fool me. Get to work."

    Mortilocian got to work. Each and every crew member got an examination; it didn't matter if they were cleaning or hauling or operating a winch. Morti climbed right up into the crow's nest to give the mate his exam. The crew muttered and asked questions and tried to make conversation, but Mortilocian made noncommittal sounds and carried on with their duties. This crew would do the work that was needed and rise to the occasion, or this crew wouldn't and they would have to find another. Maybe Morti would start to care about their shipmates, or maybe they wouldn't. That didn't matter. Some would live, some would die. That didn't matter either. It was all part of the grand cycle; one leads to the other, and back again.

    For now, Mortilocian liked this ship. And that was enough.

    Autumn slipped into winter, which bloomed into spring, then blossomed into summer, and finally waned back into autumn. The grand cycle continued, over and over and over again.

    Mortilocian of the Coast pulled in their net, and dropped the catch of the day into the little fishing boat. Out on the horizon, a ship slipped silently along the water, its sails full with wind. Morti stood and shielded their eyes, straining to make out the ship’s exact details. “Correct number of sails, wrong shape of the main mast, no anchor on the forecastle. Not the right ship.”

    They adjusted the rigging of their boat, and the wind caught the sails. Mortilocian headed back to shore, wondering when the grand cycle would return what was lost. After all, nothing was ever truly gone. It was just changed into something new.

    Character Sheet

    Mortilocian is a short, wiry human with faded hair, light skin, and pale eyes. Their whole aesthetic could be called "clothes left too long in the sun," if any part of it was intentional. Early in life, Morti showed an affinity for nature magic and was basically raised among a circle of druids. They never learned to care about "city folk" stuff (like fashion or, frankly, proper grooming habits) growing up, and Mortilocian spends too much time on the water to change that now anyway.

    Morti loves to fish and cook, and will happily try to make a meal out of whatever ingredients they can get their hands on. Unlike some druids, Mortilocian is not a vegetarian - but they do insist on using every part of any animal killed for food. Morti's quarterstaff is decorated with odd bits and pieces they find interesting - a tooth here, a feather there - and more often than not, those pieces have come from something that wound up in the stew pot.

    Mortilocian is not outgoing, and slow to make friends. However, they are fiercely loyal to the friends they do make. This is not to say Morti isn't kind to strangers, but an outside observer might consider Mortilocian to be capricious. Morti might offer a fish to one beggar, but then let another starve in the street. If pressed for their reasoning, the druid might offer something along the lines of "The vulture, too, must eat."

    Regarding shared backgrounds; I could definitely see Mortilocian and Eskatan sharing a connection through a collection of hermits.

  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    edited March 29
    jdarksun wrote: »
    Regarding shared backgrounds; I could definitely see Mortilocian and Eskatan sharing a connection through a collection of hermits.

    Mortilocian would definitely remind Esk of the crew he used to live with! Their willingness to not just survive but participate in the natural order shines though.

    Edit: D'oh, I'm just realizing that you're suggesting that they come from the same wilderness collective! Also a fine idea.

    Bursar on
    GNU Terry Pratchett
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  • The BraysterThe Brayster UKRegistered User regular
    Good stuff everyone! With everyones characters locked down we are free to get underway, so I will get to work on our opening scenario when I'm next sat down properly. Please keep an eye out for the appearance of the IC thread in due time (later today I imagine).

    In the meantime, feel free to keep the OOC discussions going in this thread, that is what it's here for.

    I have also updated the first couple of posts of this thread over time, so be sure to go back and skim over them if you haven't in the last day or so.

    Finally, if you have any questions about *waves hand* any of this, hit me up and I'll do my best to answer.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • ZomroZomro Registered User regular
    El Skid wrote: »
    I like the unlikely friendship between giant and small creature too. Perhaps the half-orc was at the Smith’s shop and he overheard that she was setting out on her own, so he offered to travel together for a while, and they became fast friends?

    Thorkel probably traveled with Uma at first out of a protective instinct, confusing her small stature for being a child as I imagine she's the first kobold he's met this far North. But after getting to know each other, they became friends after a short while.

    In fact, I will say that Uma knows a fraction of Thorkel's past, the specifics still being hidden by him as they are a) potentially dangerous and b) pretty emotional for him

    For Uma:
    Thorkel, after finally letting his guard down around you, once let slip that he was 'abandoned' by his tribe, but that's all he said about it and never elaborated beyond that.

  • The BraysterThe Brayster UKRegistered User regular
  • Endless_SerpentsEndless_Serpents Registered User regular
    I like to think Flint was in the most traditional sense ‘looking for group’. He needs to stop the blizzards or else his people and their herds will die, and to do that he’s after strength and magical know-how. He’s probably met everyone in passing at some point, as he’s kinda the tribal liaison to the towns.

  • ZomroZomro Registered User regular
    For reference, I'm pulling this from a previous PbP, a layout of different roll stuff you can make Geth do (shoutouts to Endless_Serpents for collating it):

    Last thing for now. If you aren’t aware already, this very forum has a built in dice roller named Geth. Just type something like…

    Geth roll 1d6 for Damage
    Geth roll 1d20+2 for History
    Geth roll 1d4+1d8 for Deranged Laughter

    And they’ll shake it out for you. What’s more, the results won’t change if you edit your post!

    Further Examples:

    Format

    XdY to roll X dice of Y sides.
    Prefix N# to roll the dice N separate times.
    Operators allowed are +, -, *, and / which follow order of operations. Division rounds down. Use parentheses if needed. Full format is any number of terms combined with the operators, where term is a literal number or a roll. N can be a term itself.
    Combinatorics are possible as well. N-choose-K results can be of the form NcK, the value will be the number of combinations to choose K items from a set of N items, and return a random one of these sets in the details. (i.e. 4c2 might result in 6 [4c2=1,3]) Permutations are possible in the form NpK. These terms are useful for generating sequences.


    Options

    Append the following modifiers as desired, if using multiple then they must be added in the order below. Some combinations may be invalid.

    rZ - reroll die if result is Z or lower
    roZ - reroll die only once if result is Z or lower
    mZ - count result as Z if roll is lower than Z
    eZ or oZ - extra / open roll when the die is Z or higher, extra grants one bonus roll only
    kZ or lZ - keep the highest / lowest Z rolls, drop others
    tZ - target number Z, count rolls that meet or exceed Z as successes (if Z > Y, implicit oY)
    hZ - hits Z, count rolls that meet or exceed Z as successes, max roll grants bonus roll (implicit oY) (WoD)
    xZ - hits Z, count rolls that meet or exceed Z as successes, max roll grants bonus success (Exalted)
    uZ - under Z, count rolls that are equal to or under Z as successes
    ! - when at the end of any roll, turns on verbose mode (shows all dice rerolled and modified)


    Some D&D roll examples:

    2d20k1+5 for a roll with Advantage and a +5 modifier
    2d20l1+5 for a roll with Disadvantage and a +5 modifier
    1d12ro2+3 for a Great Weapon Fighting style damage reroll where you reroll once if the first result is a 1 or 2 (in this example the character has a +3 modifier to their damage roll)
    1d20+1d4+5 for a roll with Bless and a +5 modifier
    1d20-1d4+5 for a roll with Bane and a +5 modifier
    5#1d20+1 for rolling 1d20+1 five times

  • El SkidEl Skid The frozen white northRegistered User regular
    Aaaand of course my first roll of the campaign is a 1 haha

  • BursarBursar Hee Noooo! PDX areaRegistered User regular
    Kind of Geth to get it out of the way quickly!

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  • jdarksunjdarksun Struggler CORegistered User regular
    Is it OK if I swap the Navigator’s tools Tool Proficiency from Sailor to Cook's utensils? I figure Morti didn't do much navigating, and did a lot of cooking.

  • Endless_SerpentsEndless_Serpents Registered User regular
    jdarksun wrote: »
    Is it OK if I swap the Navigator’s tools Tool Proficiency from Sailor to Cook's utensils? I figure Morti didn't do much navigating, and did a lot of cooking.

    To go with this post, how are we using tool proficiency? I know there’s been a lot of amendments and ideas slung around over the years, official and otherwise. Advantage to a relevant roll? Used like a skill—as in you’d make a “cooking skill” check?

  • The BraysterThe Brayster UKRegistered User regular
    You can absolutely switch those, no problem.

    As for tool proficiency use - yeah, ideas are all over the place. In my case, to keep it simple, I just say it grants advantage to related checks (food/cooking for cooks utensils, naturally)

    Steam: TheBrayster
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  • jdarksunjdarksun Struggler CORegistered User regular
    ...lol, ok, I should probably ask this - I expect I'll be trying to do a lot of cooking with Morti, but is that something you want rolls for? I'm happy to roll Survival (or whatever) every time they put together a meal, but if you'd rather skip that I can just describe what's going on or whatever.

  • The BraysterThe Brayster UKRegistered User regular
    Yeah, there can be rolls but only as needed. If you're in comfortable surrounds with time on your hands then there is no reason to roll - if you know what you're doing there's no reason to fail in those conditions.

    The rolls I'm referring to are ones wrought with failure opportunity. For direct cooking, maybe trying to cook in the wild in poor conditions, or trying to make very limited quantity or poor quality food suit your needs.

    There's other rolls you could make too, like identifying poison in food you have been served.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • El SkidEl Skid The frozen white northRegistered User regular
    Do you want all the rolls in the main thread, or can rolls such as these be in OOC @“The Brayster”?

    I’ll roll this one here as Uma is the party historian anyway.

    Geth roll 1d20+5 for the history of sacrifices

    the history of sacrifices:
    1d20+5 6 [1d20=1]

  • El SkidEl Skid The frozen white northRegistered User regular
    Damn it Geth

  • The BraysterThe Brayster UKRegistered User regular
    You can do the rolls in the main thread, maybe just do them in a spoiler

    Steam: TheBrayster
    PSN: TheBrayster_92
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