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Random Things.

Posted by PsynisterFor group 0
Svandrics
Wed 14 Apr 2021
at 01:53
  • msg #34

Weapon Names & Histories

Sweet Biscuit "Heen'krar" (Claymore/Greatsword) - "Nothing completes a meal like a nice, sweet biscuit." When everyone wants to come and have a piece of me, I pull out Sweet Biscuit, and just like that meal time is over and everyone's ready to go home.

The Inspector "Molik" (sickle) - He's good for having a look around, takin' a peek inside.

Masticator "Balotemas" (great axe) - chews through the mast of any ship

Awl Bear "Alguyya" (heavy crossbow) - it can punch a hole through anything

Penetrator? "Resk'ultha" (rapier)

Chipper "Aryvim" (war pick) -

? "?" (longsword) -




Grunthor's weapons: Digga (shovel), Friendmaker (3 bladed sword), Lopper (rapier), Lucy (shortsword), Salutation "Sal" (poleaxe),
This message was last edited by the GM at 05:09, Wed 14 Apr 2021.
Cyre
Sun 25 Apr 2021
at 21:02
  • msg #35

Warforged Barb/Cleric of The Mourning

Name: Cyre
Race: Warforged
Class: Barbarbian (Wild Magic) / Cleric (Order)
Background: Haunted One
Trait 1: The destruction of my homeland has left me numb to all but the strongest emotions.
Trait 2: The gods are a fallacy, and those who follow them, fools.
Ideals: Order, in a house of Order, is dead. The times that Order is truly alive is in the midst of Chaos.
Bonds: My homeland is gone, but a piece of it lives on inside of me. I must survive until I can rebuild it.
Flaws: That magic that infused my body on the Day of Mourning has tied me to the souls of those who died around me. We speak often.

Backstory: (The changes in tense, perspective, capitalization, and plurals vs singular are all intentional. Hopefully it makes sense. Read it kind of like a collection of journal entries where his intentions with writing it changed frequently, with no breaks other than those changes.)

Five years ago, His ears heard humming sounds; humming caused by vibrations that moved up and down in pitch. Words and descriptions of the words entered His mind with no knowledge of what any of it was, and yet a perfect understanding at the same time. A hissing sound came next, as gases moved quickly from one location to another; caused by changes in pressure as seals were moved and opened. As that thought finished His eyes translated light for the first time. Everything was white - the color that was no color - and yet it moved. Shadows formed within, then faded to a reality beyond as the moisture was absorbed into the air and the gas dissipated. The world came into view, energy and agency surged through His body and movement was now possible. He was a mixture of metals and organic matter; plants but not plants, a thing He did not fully understand, and something He did not know the word for. That seemed strange. Could things be strange? He was new, He had no experience yet for strange to have received a definition. Strange.

With his body able to move, he did so, and took a moment to view his surroundings. There were humans all around Him. No, not just Him, but Them; twelve humans and six other Warforged besides Himself. Warforged. Forged for war. One human stood out from the rest, She was the Commander, He knew this without thought. He stood facing Commander, already on the side nearest to her, while the other Warforged walked up to form a line to either side of him. Order. Commander gave them orders for movements, maneuvers, and feigned strikes at the air, and each of Them performed as she commanded. Order.

Once satisfied, Commander spoke at length, giving status reports, briefing on general assignments, and giving commands. Commander described Them as shock troops, meant to hit hard and fast, breaking through defenses to strike at key tactical units beyond. Then Commander game Them a collective name, Cyraff. He felt this name resonate through His body, like it belonged, like it was a part of what made Him whole. Commander then gave each of Them individual names: Aff'Inasone, Aff'Inastwo, Aff'Inasthree, Aff'Inasfour, Aff'Comone, Aff'Comtwo, and then His own, Aff'Command.

This name caused feelings as well, but not ones of completeness... He did not know the word for this feeling. It fit, it worked, but...it was wrong. It was correct, but also wrong. Feelings were strange. But still, the name changed something within him; a shifting of His...of his, perspective. He did not know the words to explain. Or, maybe, it was not a thing that could be explained. Strange.

Cyraff received their orders, and were sent out to follow them. First they would have to gather their weapons. Some, like Aff'Inasthree, had weapons already built into their bodies, while others had additional layers of armor. Cyraff thought it strange that he should have neither of these when his job was to lead the charges at the tip of the spearhead formation. It gave Aff'Command advantages, however, and he had not yet seen how well he could perform, so he would hold his judgement for a while yet.

Not for long, however, as two hours later he joined his first skirmish. Enemy forces were wiped out to the last man. The Cyran army suffered minor casualties of their own, but the Cyraff all survived with little more than surface wounds. It was a thrilling experience with a jumble of emotions that he had not expected. Aff'Command had instinctively known how to deal with the emotions, but having never experienced them before he did not know what to expect. It was strange, and it was exciting. It was also a source of power, like a wave that he could ride that would carry him to places he might not easily reach otherwise, able to overcome obstacles with ease that a normal being might not. That made it even more exciting, and Aff'Command realized the he like exciting.

For the next year, Aff'Command lead his Cyraff into battle. Tactics in larger battles provided even greater excitement, increased now with anticipation as Cyraff was always positioned to strike through key points, breaking defenses in order to strike at the heart. In those twelve months Cyraff took part in forty-seven enemy engagements, and not a single Cyraff was lost. Severe wounds were another matter, even lasting wounds for some, but all of their lives continued.

Then came the Day of Mourning.

All of the Cyraff were in Cyre that day. It...

...

Much of that day, We cannot share. The Cyraff were decimated, along with everyone else throughout the entire nation. Death on a scale that We cannot comprehend. Everything We thought We knew...

People who...

No, that is too much already. We do not speak of that day.

Peace came some time after. Peace is strange. No, peace is a word with a false meaning. Peace is just another world for "wait" or "hold". It is a thing We would call out to the Cyraff to wait patiently until the opportune moment to strike. We relent. Time passed, but We do not know how long. The world changed, and tracking time changed with it. We were found and restored, but the Cyraff and the people of Cyre were destroyed. [Aff'Commone and Aff'Inastwo survived, but Cyre doesn't know that.]

We were given "freedom" to choose what We wanted to do with Our lives. What in the nine hells of Baator were We supposed to do with Our lives without war? We were not simply born as all other forms of life. We were designed, with one purpose - War! Now peace? What are We supposed to do with peace? Our people were annihilated, and the answer to that was peace? PEACE!?!??

The Cyran souls that were near Us during the event called The Mourning were fused into Our core, and live on inside of Us. We sought purpose in this peace. Something, anything, to keep us busy while we held. And held. And held, waiting for the command to charge. A command that to this day still has not come.

We first sought normalcy, to bring some amount of Order to our lives. It helped. It brought Us purpose and focus.

It brought us complacency. The war might be over, but the battles never stopped, they only became smaller, more secretive. Skirmishes in abundance. The fleshborn now blame the Forged for the war. They even blame us for The Mourning. They place all of it upon our shoulders so that they can take out their anger on us, so that they can sleep at night. The only thing that dies easier than a fleshborn is a sleeping fleshborn. Nighty-night! HA!

Well, that is a part of Our history that cannot be erased. I would strike it from the pages, but it cannot be removed from my memory so I shall leave it here as well. It was war, even after the war, and things happened. It is not my excuse, it simply...is.

We returned to Order once more, looking for a new alignment of Our purpose. The Voices of Cyre haunt us to this day, and we have accepted them now for they are as real a part of Us as this metal plating. Through Order, We came to realize that Our purpose was not war, even if that was our creator's intent. Our true purpose was the service and protection of Cyre. The Cyrans who survived The Mourning are those who were not present on the day that it happened. Many of them are conflicted as to who they are now. We understand this, but too many of them refuse to be united, having their own ideas of what should be done. Fle People are strange. We understand them better now, but some things still make no sense. We shall leave the squabbling to them.

Over the next two years, he continued to fight in battles here and there, when a cause was worth fighting for. He had found his true purpose upon aligning himself with the souls of those who had been forced to bind with his in the events of The Mourning. It was not the commanders he served, the army, the nation, or the king, it was the people. And he knew, now, that warforged were also people. A completely different type of people, in many ways, but similar enough that they were still all one people. Now that he understands this it is Cyre that he serves once again. The people of Cyre.

He is a part of the Cyran people. The people of Cyre are a part of him.

He is Cyre.
This message was last edited by the GM at 00:47, Mon 26 Apr 2021.
Psynister
GM, 68 posts
Dungeon Master
Jason
Sat 1 May 2021
at 04:37
  • msg #36

Warforged Barb/Cleric of The Mourning

[ ] Healing Hands (heal 6), LRest
[ ] Necrotic Shroud (6 Necro, 1/round), LRest
[ ][ ][ ] "Embrace the Dead" - Rage +2, LRest


----------------------------------------------------------------------------
Basic Information

Character Name  : Arklon Halfdauðr          Height : 6'3"
Player Name     : Jason                     Weight : 240 lbs
Character Race  : Aasimar                   Eyes   : White
Alignment       : C/N                       Hair   : Black
Deity           :                           Size   : Medium
Total Level     : 6                         Speed  : 30 (40)
----------------------------------------------------------------------------
Character Class Information
  Class and Level: Barbarian of the Beast 5 / Rogue 1
----------------------------------------------------------------------------
  Inspiration         AC       Initiative       Speed
      No              22           +5             40

Health points           Hit dice             Proficiently
 75   /   75            5d12 1d8                 +3


Stats
      Strength  Dexterity   Constitution   Intelligence   Wisdom   Charisma
        18         20           20             13           15        15
Saving throws
        +7         +5           +8             +1           +2        +2
Advantage on DEX if I can see the effect
Rage: Advantage on STR saves
Resist: Radiant, Necrotic
----------------------------------------------------------------------------
Attack/spell               Attack bonus          Damage/type

Rapier       +8     1d8+5      || Raging Rapier  +8    1d8+6
FoB: Tail    +7     1d8+4      || Raging Tail    +7    1d8+6   Reach
FoB: Claws  +7/+7,  1d6+4/1d6+4  || Raging        +7/+7  1d6+6/1d6+6
FoB: Bite    +7     1d8+4      || Raging Bite    +7    1d8+6   (Heal 3 if < 1/2 HP)

Sneak Attack: 1d6
Necrotic Shroud: +6 damage
----------------------------------------------------------------------------
Skills

 +5    Acrobatics (dex)
 +2    Animal handling (wis)
 +1    Arcana (int)
+10    Athletics (str) **
 +2    Deception (cha)
 +1    History (int)
 +2    Insight (wis)
 +8    Intimidation (cha) **
 +1    Investigation (int)
 +2    Medicine (wis)
 +1    Nature (int)
 +5    Perception (wis) *
 +2    Performance (cha)
 +2    Persuasion (cha)
 +1    Religion (int)
 +5    Sleight of hand (dex)
 +8    Stealth (dex) *
 +5    Survival (wis) *

----------------------------------------------------------------------------
Person

Traits
  I live for the Thrill, ignoring risk in favor of glory.
  The dead speak to me, and grant me strength.

Ideals
  Mastery - I am a predator of land and sea.

Bonds
  I will see that my clan's warriors reach Valhalla, even if I have to steal their
  souls from the in-between to let them fight through death for one final chance of
  glory.

Flaws
  When I drink, the dead become more than just voices and start to gain control.

----------------------------------------------------------------------------
Features and traits

Aasimar
  Darkvision 60 ft
  Celestial Resistance: Resist vs Necro & Radiant
  Healing Hands: [Action] touch to heal (Level=6) HP, 1/LRest
  Light Bearer: you learn the Light cantrip
  Necrodic Shroud: [Action] 1/LRest for 1 minute, transform: black eyes & skele wings
  - All w/i 10 feet must Cha DC 13 vs Frightened
  - Once per round, one of your attacks deals extra (Level=6) Necro damage

Barbarian
  Skills: Intimidation, Survival
  Rage: [Bonus] for 1 minute, +2 Str damage, Adv Str checks/saves. 3/LRest
   - Resistance vs Blunt/Pierce/Slash. Cannot cast/concentrate on spells.
  Unarmored Defense: AC = 10 + Dex (5) + Con (5)
  Reckless Attack: Declare on first attack each round, gain & grant Advantage
  Danger Sense: Adv on Dex saves against effects that I can see.
  Primal Path: Path of the Beast
  Form of the Beast: when you rage, transform to gain a natural weapon
  - Claws: make two attacks as a single attack action, 1d6 each
  - Fangs: 1d8 Piercing, heals for Prof (+3) if I'm below 1/2 HP
  - Tail: Reach attack for 1d8. [Reaction] when hit, gain d8 AC to stop it
  ASI: Fighting Initiate (Two-Weapon Fighting) - can add ability mod to off-hand damage
  Extra Attack: take 2 swings when you use the attack action
  Fast Movement: +10 speed

Rogue
  Skills: Stealth
  Expertise: Intimidation, Athletics (double proficiency)
  Sneak Attack: +1d6 once per turn when using finesse or ranged weapons

TRINKET
  Prison of Bone: squeeze the caltrop, take 1d4 damage, target creature w/i 20 ft
   sized medium/large is imprisoned. Speed 0, but can act.
   Prison has 25 HP and Resist vs Non-Magical


----------------------------------------------------------------------------
Equipment and Money

  Rapier
  Handaxe x2
  Javelin x4

  Shield
  Common Clothes

  Backpack
  - Bedroll
  - Mess Kit
  - Rations x10
  - Hemp Rope
  - Silk Rope
  - Tinderbox
  - Torch x10
  - Waterskin

Trinket: a single caltrop made of bone

----------------------------------------------------------------------------
Other features and Languages
  Common, Celestial, Thieves' Cant

----------------------------------------------------------------------------
Spells

  Light (Aasimar)

----------------------------------------------------------------------------
Psynister
GM, 69 posts
Dungeon Master
Jason
Mon 3 May 2021
at 23:23
  • msg #37

Warforged Barb/Cleric of The Mourning

App to game: link to another game

Name: Saelenon
Home: Elven Kingdom
Height: 6'1"
Weight: 152 lbs
Activities: Blacksmithing, puzzle-making, painting, and calligraphy

Quote: "The heavy hand gets the job done, but the light touch makes it complete."

Relationships: Saelenon's passion is blacksmithing, and he owes that to the woman who taught him, Nyevnen Nailocient. Nyevnen is 600 years his senior, and almost as excellent a teacher as she is an elven blacksmith. They worked very close for thirty years, and have a familial closeness to their relationship. With the different races of this world keeping their secrets so close to home, Saelenon has not had the opportunity to train under a dwarven smith. Much of the goods that Saelenon produces ends up being sold into the Free Lands, through a human merchant friend named Bendish Fortham. It's mostly a business relationship, but they've both been to one another's homes, spent time with their families, and they've gone hunting together on several occasions. If there was a nemesis in the blacksmithing world, it would be Mhorgnin Felnammer, a dwarf from the mountain kingdoms who does very impressive work, but Mhorgnin shines in quantity where Saelenon's focus is quality.

Description: One or two paragraphs max please.

Personality:
Saelenon likes to be productive, and doing things with his hands. He's not impatient, but he doesn't like time to be wasted when he can invest it into doing something or learning something new, instead. In his crafting he is absolutely meticulous and focused on detail. Because of this he takes great pride in his work.

History: One or two paragraphs max please.
Young by elven terms, Saelenon recently celebrated his 106th birthday. Born to loving parents Solentis (M) and Lythenia (F), he and his older sister Vystrie were raised with a reverence and focus on art. Saelenon had a knack for drawing while his sister was keen on painting. Solentis was a musician who loved and appreciated all of the arts, but had affinity for wind instruments. Lythenia had no artistic talents to speak of, but she was a soldier in the city guard and patrolled the forests to protect us all. It was her armor and swords that got him interested in blacksmithing to begin with.

Saelenon started to learn smithing when he was thirty-five years old. He was apprenticed to a smith who did mostly repair work and household items for fifteen years. The blacksmith's name was Lestinsi, and he loved building puzzles and toys for children. He loved his work, and Saelenon enjoyed and appreciated everything he was able to learn from him, but he was a simple man who enjoyed bringing smiles to faces and knowing that he'd done good in a given day. Perfectly fine qualities, but not necessarily what Saelenon was looking for in his own work. That's when he sought out Nyevnen and dedicated the next three decades of his life to studying under her.

Strengths/Virtues:
Saelenon is honest, reliable, and resourceful. When he doesn't know how to do something, and wants to learn, there's no limit to how much time and energy he is willing to devote to figuring it out.

Faults/Weaknesses:
Saelenon hates wasting time, and he does not appreciate people speaking poorly of the things he has crafted. You can talk poorly about him all you want, people don't always get along no matter how hard you try, but don't talk bad about his work.

Powers:
Saelenon has a gift for crafting and access to the fey magic of the elves. (In 5E terms, he's like a forge cleric or conjuration wizard, able to make things out of raw materials.) He can fight, but he's better at making the tools men need for fighting rather than doing it himself. He's new to the fey magic, but is learning ways in which he can incorporate that into his crafting.

Who is your favorite epic fantasy hero, and why?
You expect me to pick one!? Pfft....alright, Rand al'Thor from The Wheel of Time because he had some serious moments that helped me develop my love for the genre and I still get goosebumps when I think of some of those scenes. He's in the process of being replaced with Kaladin Stormblessed from The Stormlight Archives, though.
This message was last edited by the GM at 02:41, Sat 08 May 2021.
Psynister
GM, 70 posts
Dungeon Master
Jason
Wed 5 May 2021
at 03:49
  • msg #38

Warforged Barb/Cleric of The Mourning

App to another game: link to another game


Name: Therdalynn Delmirev
Race: Mountain Dwarf
Class: Wizard (Conjuration)

Appearance:
Physically speaking, Therdalynn Delmirev is rather average for a dwarf; short, stocky, dark hair, sexy beard. He has weapons as well as tools, and the coloration of the skin on his face tells you he's used to working in bright environs with protection over his eyes. That plus the dots of burn scars along his forearms gives you a pretty clear picture that he works the forges. He does not give off wizard vibes at all when you're just looking at him. In fact, even the wizard's staff that he carries is made out of a solid steel bar, and you might even mistake the spellbook for something else entirely as it would seem so out of place compared to everything else.

Personality:
Therdalynn loves to make things, and he loves to see people enjoy and appreciate the those things. He doesn't have the best people skills, and he knows that, but there's not much he can do about it so it's a sad fact but it is what it is. He loves crafting things with his hands and figuring things out with his mind, so he has started to combine those two things into metal puzzles. Therdalynn is certain that he is destined to create great things. He doesn't know yet whether that's in the realm of blacksmithing or that of arcane magic - for that matter it could be both or neither - but he knows it's something he is going to have to work for and stretch himself to achieve, so that's what he's trying to do.

Roleplay/Combat/Puzzles: 40/50/10% I like puzzles, but I like them as a highlight rather than a consistent part of the story so that they matter.

How/Why Athkatla:
Athkatla is where the money is at, which means it's where the knowledge and experience is too. I came here to learn new crafting techniques, met a wizard who taught me a few things about how magic could enhance and expedite the process, and showed me a few things. As I started to get a real feel for what he was talking about, I put took the money from my first passion of blacksmithing and invested it into my second passion of arcane research. I thanked my guild for sending me here in the first place and getting established, but the people here are horrible and I need time away from forge and anvil if I'm going to really excel in the arcane anyway.

Plans for 1-4?
I think I'm going Wizard straight through. I may consider dipping to a martial class if I feel he needs more of that side of him to come through. I fully intend for him to wear medium armor and wield a melee weapon in addition to his spells. I may also consider a dip into sorcerer for metamagic if I feel like his journey is taking him deeper into a specialization in arcane and the weapon becomes just an ornament. I'll let the gameplay guide him.
This message was last edited by the GM at 07:04, Thu 06 May 2021.
Moares Blackmare
Fri 14 May 2021
at 05:18
  • msg #39

Fighter or Sorcerer

link to another game

Moares Blackmare/ Human / 27 / Fighter (Bettlemaster)


Moares Blackmare is the adopted son of Natran & Moanly Blackmare; the latest in multiple generations of farmers and horse breeders. From the age of five, Moares worked after the example of his father tilling the soil, planting and harvesting crops, feeding and tending to the animals, and hunting and trapping for additional meat for the family. Most people came to the farm when they wanted to buy horses, but when there was a long stretch where no customers had come, Moares would accompany his father to a larger town, or a city on rare occasion, to try to find buyers.

About five years ago, the farming village that Moares comes from was attacked by an orc raiding party. Everyone in the village who could fight at all did what they could to fend off the orcs, but Moares and Natran were the two most valuable. Natran was a champion archer of the local festivals, and Moares was a decent shot himself. The orcs had come anticipating little-to-no resistance, and armed with mostly melee weapons, so fighting hunters with longbows put them at a disadvantage. Natran managed to wound and kill several of them before he took a throwing axe to the knee and could no longer get the leverage he needed to use the bow properly. Moares managed to kill the orc that had thrown the axe, then helped his father to safety, armed with the orc's axe, and went to go help the rest of the village.

The village had several casualties, more than the orcs, but in the end they had survived and won. It was largely thanks to Moares and Natran that they did so, with Moares being labeled as a hero for saving Natran's life as well as helping to save the village. It was a sad day, but people thought highly of him that day, which also made it one of the best days of his life.

The event showed them that they needed better defenses, and more people to provide that defense, so Moares and Natran spent more time selling horses in other places, and also recruiting new people to come back with them to work the farms, and bring new families in who could start up other businesses that they would no longer have to travel to obtain. As the village grew to more of a little town, they were able to help bolster defenses as well as the population and local resources, allowing the place to thrive.

As the town became more secure, and Moares travelled more frequently, he found life outside of the town more fulfilling. His father had hired two young men to help take care of the horses, and there were plenty of young folks to hire for planting and harvesting, making it easier for Moares to seek out other things to do. He liked getting to see other places, and he liked feeling the hero, which ultimately lead him to leave the farm life behind in search of a more fulfilling career. He sought real combat training so he could fight with more than just a bow and a club, and started training with armor and how to move around while wearing the weight and bulk of it on his body.

Then he sought out opportunities to get that hero feeling back again. Waiting for a raid wasn't practical, but he could seek out opportunities where people were already need of a hero, and he was able to chase that thrill and good feelings that followed. Just like that, live as an adventurer had begun.

Sorcerer Alternative: Moares Blackmare/ Half-Elf / 27 / Sorcerer (Dragon)
If you've got your fighter already, he can become a Sorcerer instead.

Same basic story, but Natran was the hero, and Moares became an entertainer making an extra wage by telling that story, and others like it, at taverns everywhere they went to sell their horses, and helped to recruit and inspire new people to join the town.
This message was last edited by the GM at 17:04, Sat 15 May 2021.
Raddik, Forge Cleric
Fri 14 May 2021
at 23:27
  • msg #40

Fighter or Sorcerer

Character Name: Raddik

Race: Dwarf (Hill)
Height:  4'4"
Weight: 183 lbs
Black hair, green eyes.
Age: 83
Alignment: CG
Background: Clan Crafter (SCAG)
Class(Path) & Level: Cleric (Forge Domain) 8

Str: 10  (+1)
         Athletics []
Dex: 14  (+3)
         Acrobatics []
         Sleight of Hand []
         Stealth [] Disadvantage in Heavy Armor
Con: 16  (+4)  Adv vs Poison
Int: 10  (+1)
         Arcana []
         History [B] History: Stonecunning
         Investigation []
         Nature []
         Religion [C]
Wis: 16  (+7) Saves
         Animal Handling []
         Insight [B]
         Medicine [C]
         Perception []
         Survival []
Chr:  8  (+) Saves
         Deception []
         Intimidation []
         Performance []
         Persuasion []

Passive Perception:  13

Feats:
Skilled Feat: Vehicles (Water), Leatherworker's Tools, Weaver's Tools
Magic Initiate (Druid): Shillelagh, Control Flames, Absorb Elements

Languages:
Common
Dwarf
Giant

Tool Proficiencies:
Mason's tools
Carpenter's tools
Smith's tools
Vehicles (water)
Leatherworker's tools
Weaver's tools

----------------------------------------------------------------------------------
Speed: 25'
Initiative: +2
Armor Class:  19 (+1 if soul of the forge)
Base(16) +shield(2) +Dex(-) +Cloak(1) +Class (1) if in heavy armor +Class (1) if soul of the forge

Resist fire, Poison
Max HP:  75
Current HP: 75
Temp HP:
Class (8,5x7) +Conx8(24)+Level(8)


Hit Dice: 8, d8+3

Death Saves:
Successes: | |  | |  | |
Failures:  | |  | |  | |
-----------------------------------------------------------------------------------
Attack                  Attack Bonus          Damage Type
Weapon: club            +3 = Str(-)+Prof(3)   1d4+Str(-) Bludgeon versatile(1d8)
Weapon: Shillelagh      +6 = Magic Attack     1d8+MagicAtt(3) Bludeon Magical
Weapon: crossbow, Lt    +3 = Dex(2)+Prof(3)   1d8+Dex(2) Pierce Ammo, 80/320, loading, 2H
Once per Turn: Divine Strike, +1d8 Fire on weapon damage
------------------------------------------------------------------------------------
Spells:
save DC:    14 = 8 +(3)prof bonus +(3)Wis mod
Attack mod: +6 = (3)prof bonus +(3)Wis mod

Druid:
Cantrip:
1: Shillelagh (Bonus action)
2: Control Flames  (Xan 152)
1st:
1: Absorb Elements (Xan 150, Reaction,  1/d)

Slots:
1: 4
2: 3
3: 3
4: 2

Known: 11 = Level(8)+Wis(3)

Cantrips:
1: Guidance (Conc 1 min)
2: Mending
3: Toll the Dead (Xan 169)
4: Word of Radiance (Xan 171)

1st:
Domain: Identify (Ritual, 100 gp pearl)
Domain: Searing Smite (Bonus Action, Conc 1 min)
1: Bless (Conc 1 min, Holy water)
2: Create/Destroy Water
3: Healing Word (Bonus Action)
4: Purify Food/Drink (Ritual)

2nd:
Domain: Heat Metal (Conc 1 min, manufactured metal object)
Domain: Magic weapon (Bonus action, Conc 1 hour)
5: Aid
6: Spiritual Weapon (Hammer, Bonus Action)

3rd:
Domain: Elemental Weapon (Conc 1 hour, non magical weapon)
Domain: Protection from Energy (Conc 1 hour)
7: Create Food/Water
8: Dispel Magic
9: Spirit Guardians (Conc 10 minm, holy symbol)
10: Water Walk (Ritual)

4th:
Domain: Fabricate
Domain: Wall of Fire (Conc 1 min)
11: Control Water (Conc 10 min)  Whirlpool version

--------------------------------------------------------------------------------------
Features/Traits by race/class/background:

Background: Clan Crafter
Feature: Only if Dwarves are found.
History, Insight
Tool: Carpenter
Language: Giant

Class:
Light and medium Armor, Shield
Simple Weapons.
Ritual Casting if memorized
Focus use: Holy Symbols
Channel Divinity (2/rest):
    Turn Undead: 30' must see or hear, Wisdom Save or move away with limited actions
       Destroy Undead: CR 1 or lower destroyed on failed save (improves at 11th)
ASI 4th:Skilled Feat: Vehicles (Water), Leatherworker's Tools, Weaver's Tools
ASI 8th:Magic Initiate (Druid): Shillelagh, Control Flames, Absorb Elements


Domain: Forge
Heavy Armor
Smith's tools
Blessing of the Forge: End of long rest: 1 suit of armor or weapon becomes +1
Channel Divinity: Artisan's Blessing (Xanth page 19)
Soul of Forge: Resist Fire, +1 AC in armor
Divine Strike: +1d8 fire damage on weapon hit 1/turn

Race: Dwarf(Hill)
Darkvision to 60'
Advantage on poison saves, resist poison
Battleaxe, hand axe, throwing hammer (light hammer), warhammer
Mason's tools
Stone Cunning: Training and Expertise equivalent on Stonework based History checks
+2 Con, +1 Wis
+1 hit point per level
Speed not reduced by heavy armor

--------------------------------------------------------------------------------------
Money:
CP: 8
SP: 8
EP
GP: 4
PP
gems:

---------------------------------------------------------------------------------------
Equipment:       Weight         Description         Cost

Crossbow, lt            5 lbs
Bolt case               1 lb
 Bolts x20              1.5 lbs total
Cloak of Protection     2 lbs      AC: +1 Attuned
chain mail             55 lbs      AC 16, stealth disadvantage
club                    2 lbs
shield                  6 lbs      AC +2
holy symbol(Amulet)     1 lb
traveler's clothes      4 lbs
pouch                   1 lb     6 pounds capacity
  Candles x10           1 lb total
  Tinderbox             1 lb
  incense x2             .2 lbs total
  maker's mark chisel    .5 lb
  Holy water and flask  2 lbs full

Worn weight: 83.2 lbs


backpack                5 lbs       30 pound internal capacity
 blanket                3 lbs
 Carpenter's tools      6 lbs
 Alms Box               1 lb         as pouch
 Censer                 2 lbs
 Vestments              4 lbs
 Rations x2             2 lbs
Waterskin               5 lbs full

Pack weight: 28 lbs

                                                    Total Cost:
---------------------------------------------------------------------------------------
Personality Traits:
-I believe that anything worth doing is worth doing right. I can't help it-I'm a perfectionist.
-I'm well known for my work, and I want to make sure everyone appreciates it.
   I'm always taken aback when people haven't heard of me.

Ideal:
Aspiration. I work hard to be the best there is at my craft.

Bond:
One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaw:
I'm never satisfied with the fame I have-I always want more.

---------------------------------------------------------------------------------------
Physical Description:


---------------------------------------------------------------------------------------
Personality:




Background:
Karozak Stormfist
Tue 8 Jun 2021
at 06:36
  • msg #41

Fighter or Sorcerer

link to another game
https://www.dndbeyond.com/prof.../characters/51900352
https://docs.google.com/docume...OKGWdQPsM0SlJlo/edit

Name: Karzok Stormfist
Race: Goliath
Class: Fighter/Monk

Appearance:
Karzok stands 8'3", and weighs around 355 lbs. He is strong and muscled like the rest of his kin, but after leaving the tribal life where food was restricted to vegetables and whatever meat the hunters managed to bring in, he now spends a good deal of his coin on food and drink as though he's making up for lost time. Because he's not as agile as he was before these new eating habits, he's taken to wearing chain armor for protection and carries only a bow for weapon which he rarely uses.

Personality:
Karzok is a friendly goliath who loves friendship and food above all else. He can't cook worth a stuffed goblin, but he knows where to find the good stuff made by the people who can. He enjoys wrestling and fight, and pitting himself against opponents in sport or combat. He's started to get a little full of himself after the appearance of his tattoo, thinking it's a sign that he's been chosen by some higher power, but none has reached out to him so he's a bit lost as well.

Brief Background
Karzok Stormcursed Anakalanathi is a warrior of the Bloodfist tribe. He was large for his age even by normal goliath standards, and began training to fight from the age of four. He was good with his hands, a fairly skilled wrestler, and took well to the sword as his weapon of choice. The skilled warriors could best him, of course, but those of his own age and even a year or two his senior could rarely match him.

Karzok grew to loathe the life of a tribesman over time, especially once he got a taste of civilization and what they had to offer him there. There was as much food and drink as you had coin to purchase, people were willing to give you money to fight other people, and there were walls and men to provide enough protection that you could drink yourself stupid and not have to worry about being killed in your sleep.

A little over a month ago, having grown quite used to this life, he decided that he would need a more steady source of income. He was also growing a bit restless inside the city walls, despite its many comforts, and that’s when he stumbled onto the idea of adventure and exploration. It gives him the best of both worlds, freedom to roam and gold for his gluttony when he gets back to town.

During one outing, they had successfully tracked a goblin raiding party back to the cave and cleared the whole place out. They were celebrating with drink back at the camp later that night, digging through all of the loot that had been collected. Karzok didn’t know what they were drinking, something gnomish with one heck of a kick, and at some point he passed out. When the party woke up the next morning, Karzok found an ice-blue tattoo covering his right fist and forearm up to the elbow (Eldritch Claw Tattoo magic item). It looked like cracked ice, and his arm ached as if stabbed or burned, but otherwise it felt fine. Upon returning to the town he did some more prize fighting, and discovered that he hit harder and faster, and he could tell that it was linked to the tattoo.

He experimented with it afterward, and discovered that he could will the tattoo itself to come to some semblance of life, causing his hands to farm large fists of ice and snow that could reach out some fifteen feet and do so with increased magical force. Karzok has no idea how he got the tattoo, or why, only that it happened on that celebratory night with the weird gnomish spirits. Whatever the reason, he replaced his nickname of Stormcursed with Stormfist, shed his family ame, and gave up fighting with swords to focus on this newfound power in his fists.

In a Dungeons and Dragons game what % of the following are you seeking?
45% Roleplay, 45% Combat, 10% Puzzles

How and why is your character in the Bloodlands?
Karzok was born in the Bloodlands. As Dragonsbane came into power, the region grew more unsettled. Goblin tribes took to raiding and hunting more aggressively, which caused the tribes to increase their defenses and enlarge their own hunting grounds. Soon the tribes were crossing established borders to feed their people, sparking fights between tribes as well. The goblins were just the start of the troubles, though. There were far worse things to face in the frozen lands, and with the tribes at one another's throats, Karzok sought help against the growing threats from outside the tribes.

What are your future plans (3rd to 5th level) for the character?
Mechanically: either Fighter 4/Monk 1 or Fighter 1/Monk 1/Barbarian 3
This newfound power that Karzok has been given convinced him to leave his swords behind and embrace this raw strength of self. He knows that there is more to it, but does not know where to go find the source, so for now it must simply be him. With no other path to take, he will continue to challenge himself against the world to see how strong he can become, and if another purpose reveals itself at some point down the line, he'll see where it takes him.
This message was last edited by the GM at 03:42, Wed 09 June 2021.
Psynister
GM, 71 posts
Dungeon Master
Jason
Thu 8 Jul 2021
at 04:32
  • msg #42

Lost Worlds character

Lost World: link to another game

I'm very flexible on characters. I love playing the game, and making characters, so if you end up with 9 apps for the same kind of character, I can have another one whipped up in an hour.

Concept:


Writing Sample:


About Me:
I've been playing D&D for 30 years, and I've been playing here on RPoL for nearly 20. I started playing when I was 9 years old (39 in a few months), when my mom came home from a garage sale with a copy of the 1E AD&D PHB she bought for $0.25. I had no idea what I was doing, but I read it cover to cover twice and then talked a few of my friends into playing. I didn't even know the DMG existed, so I just made up all kinds of things and monsters died when the players did something cool enough. Two weeks later I was at another garage sale with my mom this time, and I found the DMG for $0.50, and that sucker was mine.

I love D&D because I love reading and I love being creative. I love fantasy because it lets me do things that I can't see/do/experience in real life. What I hate, is slapstick. I like a good comedy show as much as the next guy, but I don't want stupid, silly crap in my D&D games; either as the DM or as a player. Some fun comic relief sometimes is fine, but in general I'm here for serious stories and characters.

I work in computer programming and databases, but I also volunteer as a coordinator for high school foreign exchange and au pair programs, so I work with teens and young adults from around the world who come to live with an American family for a year to experience our culture. We fell into that by accident, and it immediately became a passion.
Infused
Warforged Barb, 1 post
Mon 12 Jul 2021
at 01:34
  • msg #43

Lost Worlds character

Time never was a thing that Fetcher had cared about. To him, it had no meaning. He was alive, but birthed through magic breathing life into metal, stone, wood, and other plant fibers. He had neither need, nor want, of food and drink, sleep, or most anything that living creatures shared. Save companionship, perhaps. No living creature truly wished to be alone. Not for the sake of happiness, at least.

While time itself meant nothing, dates certainly did. Dates were data, and data could be used. Different ingredients expired at different times, and the date told you if it was good or bad, reduced in potency, changed from restorative to poisonous, or perhaps worthless all together. Master Kraelix cared a great deal for dates, and so Infused did as well. Master Kraelix was a Wizard, a master of transmutation magics, and he had a true passion for alchemy and enchanting. Fetcher had no talent for magic, but he hadn't been built for that anyway. Instead, he'd been designed to help with all manner of the physical crafting process; fetching different ingredients, mixing, stirring, and so forth. He had to learn about ingredients, so he learned languages pertaining to the manuals that Master Kraelix had on hand.

A great many things were made in Master Kraelix's laboratory, and that is where Fetcher happily lived his construct-life. He had purpose there, he did served it well, and Master Kraelix was quick to praise or celebrate, and slow to anger. He was strict, but the strictness made sense, it too served a purpose, and Fetcher grew from following the instructions he was given. In the hours that Master Kraelix was not working in the lab, and Fetcher had no specific duties to attend for crafting or research, he busied himself with reading through all of the books at hand. He learned of animals and herbs, and all the many known uses for each. Different methods for processing and preserving ingredients, how to harness different elements. He learned the words and actions required for some minor spells, though he could never get any of them to work. He wasn't supposed to be learning how to cast spells, either on his own or under supervision, but the books were there and he had not been forbidden to look through them, so...he did. Other times he would spend days on end making preparations, tending to a brewing potion, caring for plants or animals that needed something harvested from them for a spell, or digging through old books for references that might have been forgotten or overlooked due to missing information in a previous read-through.

On [a date 57 years ago] Fetcher and Master Kraelix were working in the laboratory with another wizard by the name of Nyevnen. She was an ambitious high elf, very talented in the arcane, and invaluable when it came to obtaining rare materials. The project of the day was to study the triggering mechanism of an amulet that had sort of a small, somewhat heart-shaped trio of rubies held by molded bronze hands, which they called "The Periapt" (of wound closure). The amulet was capable of stopping the wearer from dying when their bodies had sustained enough damage to potentially bleed out and die. It triggered a form of natural restoration, not exactly healing, that would close the wounds well enough to prevent death; assuming the wearer's body did not sustain further damage. Though it did not provide any actual healing, it would also increase the body's natural healing process to nearly double the normal rate.

For the time being, their goal was to replicate the automatic monitoring of the wearer's status. If they could recreate that, then there would be countless opportunities for enchanting other items with similar triggers. Command words were easy. Application-activation was easy. Providing the item with the sense to trigger itself as-needed, though? That was something else entirely. They discovered how the magic item worked on the first day. There was no trigger at all, it simply cast a spell over and over, repeatedly, without ever stopping. It was an answer, but not the one that they had been searching for.

They immediately redirected their study to the spell that the item was replicating, spare the dying. The spell would save a dying person's life; simple enough. How did it have such an impact on a dying person, but do nothing otherwise? Some spelled worked on living things, others worked on objects, and others just on a point in space. So what was it about this spell that made it affect dying people, and only dying people? You could cut someone, cast the spell, and nothing would happen. Cut someone to the point that their body gives out and they risk death, and suddenly the wounds would begin to close with the aid of the spell.

A number of days passed, with no headway being made. It was such a simple spell that a novice could learn it, yet they could not define how the spell worked the way that it did. Discouraged and in need of a mental cleanse, Master Kraelix and Nyevenin decided to return to the original direction of studying the continual application of the same spell repeatedly. Enchanting items so that they had a permanent effect was something they could already do, but repeated casting with no need to recharge the spent magic? That was something unique to the periapt as well.

The first three spells they tried it on did not take the enchantment at all. They were somewhat able to recreate the effect with the light spell, but every six seconds the spell would turn off completely, then back on six seconds later, back off, and so on. They expected the light to dim, or flash momentarily at the six second interval, and could not explain why it did this instead. They were still able to come up with some use for such an enchantment, even if it was not what they had intended. However, one hour after the light spell enchantment had been set, it turned off completely and there was no trace of the enchantment ever existing in the first place.

They took note to return to the light spell later, and moved on to testing other spells. The next one that had any notable effect was one they called eldritch blast. Fetcher had heard of the spell before, but never seen it used. The item they were using it on was a glove woven from a giant spider's silk, slid onto a rough replica of a human hand made of hardened clay on top of an iron core. The enchantment took, but instead of repeating blasts of force energy, the cloth of the glove visibly vibrated and rippled in a wave pattern accompanied by a soft whistling sound, but nothing else happened. They touched it, moved it, and eventually even removed it from the fake hand and Nyevnen put it on her own to try to direct or trigger the blast, but nothing more happened.

Frustrated, Nyevnen removed the glove and tossed it down onto the work table. When it landed, the glove exploded with enough force to shatter to the table and blow everyone back across the room twenty feet in different directions. The force of the explosion and being flung into a nearby wall had caused Fetcher to go inert and unconscious. When his consciousness returned, he found himself in the midst of smoke and debris. He could see Nyevnen's broken body near the door, open eyes dull and lifeless. Master Kraelix, he could not see.

Fetcher sat up and noticed a stiffness and pain at the base of his sternum. Looking down, he saw that the periapt has been imbedded in the metal plating of his chest, glowing with a pale silver light. He tried to remove it, but found it stuck fast not only by the pressure of the impact, but also by heat having melted the metal plates of his body to those of the amulet's casing, fusing them together. "Master Kraelix, I must report an error." He said it out of habit, having noticed something was wrong, but having never experienced anything like this, he knew no other words to express what had happened.

With some difficulty, Fetcher stood and saw a number of disturbed crates and broken vials. Behind the crates he found Master Kraelix, unconscious and clearly injured, but still alive. Lifting crates of supplies was one of Fetcher's many tasks, and Master Kraelix weighed barely more than a teenage human, so the warforged lifted him with ease and made for the door. Nyevnen's twisted legs were blocking the door, so he kicked the obstacles out of his way and proceeded through the door and up the long series of steps to arrive back above ground. He came out in the stock room at Master Kraelix's shop. The locking mechanism on the door was not one that could be undone with one hand, nor with his arms full of unconscious human, so Fetcher kicked the door.

The door did not open, being magically warded against such, but that did not stop him from trying. The shop's keeper rushed to check on the door, and opened it for him. She was an adult female wood elf, who he was told males found attractive. Her hair was the color of wet mud, having a perfect ratio of water to dirt, with a some trace amounts of iron oxide. Her eyes eyes were a vibrant green, not unlike the needles of a hemlock tree. Her face was...elven female.

Examining Master Kraelix, she asked, "This was the explosion?"

Fetcher, in that moment, felt that was the most ignorant question ever spoken from the mouth of a living creature. Nevertheless, his head nodded in agreement of its own accord. Vystrie had Fetcher set Master Kraelix on the shop counter in the front room, pushing items off to the side or onto the floor, to make room. "Fetcher, one of the red potions over there. Quickly, now."

Fetcher did as she said, "An explosion of force energy. Ingestion or topical application? Nyevnen is a high elf body near the door, downstairs."

"If he's out bad enough reflexes might not take over and he could suck it into his lungs instead. Topical." Fetcher parted Master Kraelix's robes to reveal his master's torso, and poured a line of the red liquid from the top of the naval up to base of the throat, then gently ran his hands through it to spread it across the surface.

The two of them waited for what felt like a very long period of time.

Time. The word now had meaning.

Master Kraelix began to stir, showing clear signs of agony despite the healing potion working its way into his system. Master Kraelix looked around, his eyes landing on Vystrie. He stared at her for a moment, blinked his eyes four times, and then looked at Fetcher. "Secure the lab. Keep it safe."

"Yes, Master Kraelix," the warforged replied.

Master Kraelix saw damage to the warforged body that Fetcher himself had not bothered to assess, and his face twitched with surprise as he saw the periapt buried into Fetcher's sternum. "Infused?"

"Yes, Master Kraelix," the warforged replied.

Master Kraelix had a fit of coughing, and the pain of bruised and broken ribs shocked him into unconsciousness. The potion would heal them, with time. But it was too soon. Fetcher had Master Kraelix's instructions, so he followed them by going back down the stairs to secure the lab. He main sure there were no fires present, cleaned up spilled chemicals and broken potions or half-potions, and moved the high elf body away from the door, and into a presentable position akin to a sleeping high elf body. What he thought one should probably look like, anyway. The books down here did not cover sleeping positions, but books on development and birth suggested a curled S-shape, so that was what he used. It looked natural enough.

With that taken care of, Fetcher sat and waited for Master Kraelix to return. Until then, he would keep it safe.

Much time passed. Fetcher knew how to count time and track time, but all of the devices they had for that would work for no more than one hour, and being deep beneath the ground's surface, there was no way for him to track the natural progression of time.

What Fetcher did not know, was that Master Kraelix had sustained internal injuries that a simple healing potion could not cure, even if it had been ingested, and he died within the hour. Vystrie knew, but she did not think of the warforged waiting down in the laboratory for his master to return, she thought only of what money she could make from selling the items in the shop, and how she would load them into a wagon, and which cities she would travel to in order to sell them. And that is just what she did.




Seven years later...

Infused still sat in the laboratory, along with the decayed high elf body, keeping it safe until Master Kraelix returned. Somewhere in the middle of all that time, Fetcher had taken the last word that Master Kraelix had spoken, 'infused', and chosen it as a new name. It had been a very long time since he last fetched anything, the periapt still infused him, a shining reminder of the day everything had changed.

Then another explosion happened, except this time it was the world, and the laboratory collapsed.

I'm going to rework my original idea for what followed, as I don't think it's plausible from a survival standpoint, even with the periapt of wound closure attuned and keeping him stabilized repeatedly. I'll get it added as I get the plan reworked. He's going to become conscious covered in various alchemical mixtures and ingredients, half finished enchantments, and shrouded in shadow essence from the Shadowfel, all of which are being absorbed into the open wound at the periapt, which is the catalyst for his wild magic.

I'll get it added, but for now it's almost 1 AM and I need to get some sleep.

This message was last edited by the player at 05:40, Mon 12 July 2021.
Psynister
GM, 72 posts
Dungeon Master
Jason
Fri 16 Jul 2021
at 06:45
  • msg #44

Lost Worlds character

link to another game

Experience with RPGs: I started playing D&D 30 years ago

Experience with RPoL: I've been on RPoL for nearly 20 years. I don't recall which year I started, early 2000s. At the time I thought it was kinda crap and I wouldn't stick with it, but then I moved away from my gaming group, moved again, moved again, and had nobody local to play with in the small town, so it became my primary way to play.

What gaming styles you most prefer (RP/combat heavy; Grimdark/Noblebright; plot/player focused; etc): I enjoy all forms of games except for silly/slapstick. I don't mind a well placed joke, a pun, or a good pop culture ref, but as a general style of play I feel comedy is stupid and pointless and only serves to derail the game.

Preferred Posting Rate: 1/day. I'm fine with slower, but I won't be able to go faster for another couple of months.

What DM habit do you enjoy most: In PbP games, communication and momentum are the key. If you're going to be gone, tell us. If you're waiting on something from the players or just one player, say something. When the game grinds to a halt, death comes knocking.

What DM habit do you enjoy least: Posts that give nothing for us to react to. In a live game you can feel the room and tell that the DM is looking for you to say/do something. In PbP, we have to have prompts that give people something to react to.

Writing Sample:
Svandrics wiped the last of the oil off of the dagger's blade and slid it back into its sheath, setting it down on the counter with all of the others as he stood and stretched. The bronze scales of his dragonborn form made the comforting rubbing-swishing sound as his clothes rubbed against them. Nostrils flared as he drew in a deep breath, pride drawing a smile to his face as he looked over the assortment of freshly cleaned and oiled weapons.

He stretched his neck to either side, unleashing a string of popping sounds each direction, then bent down to pick up the quilted tunic draped over the bedframe, slipped it over his head, and tied it off to hold it in place. The scalemail armor itself came next, bronzed scales trimming the edges and outlining the image of his crest in the center of his chest. The armor was the most expensive item he owned, and served as the oft-overlooked crown of his collection.

If the armor was his crown, the weapons were the jewels. He strapped on the primary belt, holding the armor in place, with twin scimitars already strapped to it; Ooblimaka on his left hip and Harkaj'lex on his right. Daggers in wrist-sleeves came next, Stabytha on his right and Stabastian on his left. They had been a gift from twin elves, and he had kept the names they had given him; two of only a very small number whose names he had not replaced with draconic. The third dagger was the first blade he ever owned, the beginning of his hoard, and was strapped to his right thigh. He rarely used Donotreska these days, but it had earned its place in the display.

Another, smaller belt went around his waist next, looser and hanging at an angle so that it sagged down two inches lower on the left. He secured the right side with two strands of leather that he looped around the other belt and tied off against themselves. The rapier named Resk'ultha went to the lowered left side, while the right was balanced by Aryvim.

Some people considered Svandrics to be a collector of blades, but few could understand the intricate compulsions of hoarding and appreciate it for what it really was. Aryvim was no blade, but the war pick could certainly cut someone deep in its own way. The metal loop that held Aryvim's head had a leather strap hanging down, in which he nestled Diristori, The Kraken, a whip made of braided seal skin that had earned its place for having cut his dragonborn skin with no need for a blade at all.

It was a lot of weight to carry around on one's waist, but Svandrics had built and carried this horde for over a decade, adding and removing pieces as worthiness changed. To him, the weight was comforting and felt like being home. Two more blades remained, on the table. First was his newest blade, which a longsword that had not yet earned its name. He appreciated the craftsmanship of the blade, and had seen the smith save a drowning boy caught in the current of a rushing river. For a hero to have forged it, it must have been worthy of a place. It would likely find its place on his belt eventually, but for now, untested as it was, he wore the scabbard on his back to keep it up and out of the way.

The final blade did not have a scabbard, as even if one were to be made, you would never be able to get it out in order to use it in time when you needed it. Heen'krar was a greatsword of elven design and craftsmanship. There was no visible adornment on it whatsoever, it was a very plain and simple blade. Beneath the leather grip, however, the hilt was crafted from heartwood that grew from the top of his grandfather's grave. Heen'krar, or "Sweet Biscuit" as it translated to common, was his favorite blade and the one he wielded most often into battle. The fact that he had no place to put it while using other weapons had a little something to do with that, but he also enjoyed it for the reactions it got from others whether they were to be on the receiving end of it or just spectators observing him use it. It always brought a smile to his face.

With his hoard properly displayed, Svandrics set Sweet Biscuit over his shoulder, the handguard keeping it in place and the pommel giving him a nice handle with which to hold it, and left his room at the inn and went on outside to rejoin the others of his party. The rest were already settling their own possessions on horses or in the bed of the wagon, and all but Perkson were now present. Maxim, a human barely out of his teens gave him a greeting and said, "Svandrics, some day you're going to have to tell me why you would name a sword that big sometimes as unfitting as 'sweet biscuits'."

Svandrics gave him a look that contained a mix of annoyance and amusement, "Biscuit, young Maxim. Sweet Biscuit. It is only one sword, singular. I call him Sweet Biscuit so that you can pronounce it. Heen'krar is his real name. I call him this because nothing completes a meal like a nice, sweet biscuit. When people decide they want to fight me, yes? When I draw Sweet Biscuit out for them to see the length of his blade, just like that," Svandrics lifted his left hand and snapped his fingers, "meal time is over and everyone is ready to go home for a nice sleep in their comfy beds." The young man had a look of concentration for a moment before he started to laugh

The dragonborn smiled at Maxim and gave him a wink of his eye before he climbed up into the seat of the wagon and set Heen'krar down in the bed, resting the hilt on the back of the seat in case they had need for it on the trip. Today was a day to look forward to, and hopefully one that would lead him to finding a fitting name for the longsword. If he was truly lucky, they might even fight something that had a weapon worthy of a place among his hoard. ~Hmm, I might need to buy another belt, though.
This message was last edited by the GM at 06:45, Sun 27 Mar 2022.
Psynister
GM, 73 posts
Dungeon Master
Jason
Thu 5 Aug 2021
at 04:20
  • msg #45

Lost Worlds character

1. I've seen the "you get out what you put in" idea used several times in my 20 years on this site, and I can think of maybe two games that it was really true. Still, it's always appealing. A lot of games here tend to be premade modules, and while I enjoy those as well, they're also rather robotic and boring at times, so there's more appeal here.

2. I've been playing D&D for 30 years, since my mom bought me a 1E AD&D PHB at a garage sale for $0.25. She had no idea what it was, and neither did I, but there was a wizard on the cover so she figured I would enjoy it. I can certainly handle managing my own sheet.

3. For Influences, I'm a bigger fan of Marven than I am DC, always have been. Elder Scrolls is kinda meh, I have limited experience with it. D&D is obviously big on my list. Diablo 2 is my favorite game of all time, so that one's big. Pokemon/Avatar are things I know about but don't care about. Though the system was super simple for the sake of the game, D2's runewords (magic item crafting) is one of the reasons why it's still #1 for me, so magical crafting is a big draw for me.

4. Character concepts are for an Echo Knight, and an Artificer.

4a.

4b.


5. Please provide me a one-paragraph minimum writing sample. Any source is fine but I want to know your personal style and capabilities.

6. When I read "spaghetti engage", I was sincerely thrown for a loop and wondering what in the world you were trying to say. Cauliflower & Blueberry.
Psynister
GM, 74 posts
Dungeon Master
Jason
Thu 2 Sep 2021
at 05:18
  • msg #46

A'zom

A combination of the Otyugh and Swarm of Zombie Limbs. Though the otyugh abilities only appear in the larger ones, which I'm not building right now.
https://www.dndbeyond.com/monsters/otyugh
https://www.dndbeyond.com/mons...warm-of-zombie-limbs

AC: 10
HP: 50 (5d10+20)
Speed: 30 ft, Climb 30 ft
Damage Resistances: Bludgeoning, Piercing, Slashing
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses: Blindsight 30 ft. (blind beyond this radius), Passive Perception 9
Languages: --

STRDEXCONINTWISCHA
14 (+2)10 (+0)19 (+4)3 (-4)8 (-1)5 (-3)

Proficiency: +2

Undead Fortitude: If damage reduces the A'zom to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead. If the creature has used its Fragmentation ability in the last 24 hours, increase the saving throw DC by an additional 5.

Fragmentation: As an action, the A'zom can separate itself into individual Zombies, each acting on their own initiative. One zombie (with 5 hit points) is formed for every 5 hit points the A'zom has left. Any remaining hit points not evenly divided by 5 are lost. Individual zombies can reform back into an A'zom by standing within 5 ft of an existing A'zom or another zombie, and using its action, adding its hit points to the other's. The zombies created by Fragmentation do not have the Undead Fortitude feature of normal zombies. Any zombie can merge with an A'zom, even if it came from a different A'zom, or was just a regular zombie to start with.

ACTIONS
Multiattack: While at, or above, half of its hit points, the A'zom makes one Undead Mass attack and one Grasping Limbs attack. When Fragmented, it looses this ability as long as any fragmented zombies remain active.

Undead Mass: Melee Weapon Attack: +4 to hit, reach 5 ft., one target in reach. Hit: 4 (1d4 + 2) bludgeoning damage, or 2 (1d4 + 0) bludgeoning damage if the A'zom has half of its hit points or fewer.

Grasping Limbs: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature in reach. Hit: 7 (2d6) necrotic damage, and the creature must succeed on a DC 12 Strength saving throw or be restrained. The creature can repeat the saving throw at the end of each of its turns, taking 7 (2d6) necrotic damage on a failed save. The creature is freed if it succeeds on this saving throw, the swarm moves out of the creature’s space, or the swarm dies.
This message was last edited by the GM at 06:11, Thu 02 Sept 2021.
Kraelix
NPC, 2 posts
Thu 9 Sep 2021
at 02:01
  • msg #47

A'zom

On the road, heading back to New Braelig, Kraelix came across two men. They were friendly enough, claimed to just be travelers, and asked to accompany him for a bit for safety in numbers. He had no reason to be suspicious of them, so he agreed. They made small talk along the way, and at one point one of the men even offered to sell him an "ancient artifact". It hadn't looked particularly special to Kraelix, and while they claimed it could tell you the time of the day and predict the upcoming weather, he had no real need for such a thing. Either the sun was out or it wasn't, the "time" was unimportant. As for predicting the weather, it had been a sunny day without a cloud in the sky, even a blind fool could have predicted the weather that day, of all days.

As Kraelix turned off to head to his hometown, he bid the pair farewell as they continued on their own way. That night, while sitting at his camp fire, he heard the sound of footsteps behind him, making a failed attempt at stealth. It drew his attention enough that he noticed a second pair of footsteps, and then a third, neither of which he would have likely noticed had the first not given away their presence. His armor was still on, as it always was when he was anywhere other than home, but his flail was a good eight feet away.
Psynister
GM, 75 posts
Dungeon Master
Jason
Thu 17 Feb 2022
at 03:54
  • msg #48

Privateers

I'm going a little bit back and forth on prioritizing, so I'm sending you all three. There are things that I look forward to playing in all of them. I'm leaning slightly more toward one of the druids because I like the idea of being a captain of my own ship and having my reputation include the fact that I can turn into a bear and bite your face off. At the same time, tempest cleric is just dripping in flavor for the setting and I've only really played tempest in a one-shot, while I've got druids in 4 other games.

All three of these are different takes on the same general character. They're all capable of healing, and they all have ambitions of becoming a captain of their own ship. The mechanics are different, and personalities are different, but they're all built for the same role.


Name: Rastellarc Caerengale
Race: Wood Elf
Gender: Male
Age: 229
Class: Druid 2, Circle of Stars
Background: Acolyte (more shamanistic/druid version)
Personality:
Rastellarc is a man of signs and omens, and one who follows the signs that he sees. He has spent two centuries studying the stars and the the portents that they hold. He believes that by staying in one place for too long, you deny yourself the view of other perspectives, both in life and in the stars. He is a man deeply rooted in traditions and following the old ways that have been handed down through is order. Though different perspectives can grant us new or better insights, the stars themselves are unchanging, so he upholds all of the traditions of old. Rastellarc is seeking knowledge. Knowledge of what? He's not entirely sure himself. He knows there is something in the world that he is meant to uncover, but not what it is or where to find it.

Why Caer Callidyr?
Rastellarc came to Caer Callidyr in search of special ingredients he needed to craft his star chart and glowing inks for the constellation tattoos that cover his body.

Why the Tempest?
Because it had an opening. Traveling from place to place is a passion and a directive of his order, so he never stays on land for more than one full turning of Selune: 30 days, 10 hours, and 30 minutes. Since locations are always changing at sea, there is no time limit on how long he will stay aboard a boat.



Name: Vaneiros Kesstorah
Race: High Elf
Gender: Male
Age: 194
Class: Cleric 2, Tempest
Background: Sailor
Personality:
Vane is likes to approach life head-on, and isn't afraid to lead with a punch. He's reliable and trustworthy, with strong work ethics. He thrives when he feels like he's part of a unit, where everyone is working together to accomplish a common goal. He aspires to become a ship captain himself one day, with a ship he can proudly call his own and a tightly bonded crew. He is very committed to the team concept, both in terms of the people on his crew and in following a captain's orders. He might question himself about orders that he's received, but unless they conflict with those of a higher authority, he'll see that they're carried out.

Why Caer Callidyr?
A high elf he may be, but Vane has lived with Northlanders and their culture for over a century, and traveled throughout the Moonshae isles. As a follower of Valkur, he loves life on the sea and being a part of a crew. He happens to be in Caer Callidyr because his most recent captain was arrested and the ship was seized. He's been standing on solid ground now for the last eleven days, which is three too many and nine more than he would prefer.

Why the Tempest?
Having no authority whatsoever to demand information about the charges or sentencing of his former captain, and having had his fill of being beached, Vane is happy to take whatever work is offered on whatever ship happens to be leaving the soonest. "The Tempest, you say? Looking for help right now? Today? I'm on it!"



Name: Ruaraketh (no sir name)
Race: Halfling
Gender: Male
Age: 21
Class: Druid 2, Circle of the Moon
Background: Urchin
Personality:
Growing up in the streets and orphanages has lead Ruaraketh to developing a somewhat blunt or tactless approach to dealing with other people. More abrasive than insulting, he sometimes says things that might rub someone the wrong way even if it may be true. He knows better than most that it takes people relying on other people, helping one another, to get us through life in one piece. Some call it a family, some call it a pack, others call it a crew; many names exist but that is the secret to life and happiness. Ruaraketh has some odd quirks from his early days, but he's generally a likeable person. He likes to help people, but he hates feeling taken advantage of, and cannot stand those who take advantage of the generosity of others purely for selfish reasons. He's happy to help someone who is unable to help themselves, but someone who refuses to help themselves is on their own.

Why Caer Callidyr?
This is the city that he calls home, and where he sponsors and orphanage to help people like him.

Why the Tempest?
The orphanage needs the money. He doesn't know much about sailing, and Tempest is just looking for able bodies to do some work. Seems like a win-win.
Kursak
Sat 19 Mar 2022
at 22:05
  • msg #49

Mercenary Guild RTJ

https://www.dndbeyond.com/prof.../characters/70096488

Vigilant Blessing:  (advantage on Initiative)
[ ] Eyes of Night (Action): 4 (wis) targets in 10 feet gain Darkvision 300 ft for 1 hour (Long Rest, or a spell slot)
[ ] Silvery Barbs (Reaction): once per day, 60 ft range, when target succeeds on a d20, force a reroll and give another target Advantage

-0-: Sacred Flame, Word of Radiance, Chill Touch, Druidcraft, Thaumaturgy
1st: [ ][ ] Bane, Bless, Cure Wounds, Faerie Fire, Inflict Wounds, Protection vs Evil, Silvery Barbs, Sleep

Healer's Kit Healing: Action restores 1d6+4+HitDice to a creature. A creature can only benefit once per rest.
Weapons: Warhammer +4, d8+2, Crossbow +2, d8+0


https://www.worldanvil.com/w/e...blightshore-location
This message was last edited by the GM at 04:09, Sun 20 Mar 2022.
Kursak
Mon 21 Mar 2022
at 06:45
  • msg #50

Mercenary Guild RTJ

some public text for the boys
Psynister
GM, 76 posts
Dungeon Master
Jason
Sat 26 Mar 2022
at 17:59
  • msg #51

Mercenary Guild RTJ


Cult name is The Dead Three (Bane, Baal, Murlke)
Cultists are acting out of a bath house
Bathhouse runs from dawn to midnight, is fairly popular and has some decent plumbing
can do just a bath, or include a massage
Run by the VanThemper family, who is a councilman of Baldur's Gate
Cultists wear garb associated with their god when doing culty things
Andrin would likely recognize them if he was able to see their symbols

Bane's worshipers are a marshal group with a mace in a black fist
Baal, crimson skull, associated with murder and able to reach anybody, dagger wielders
- followers work well in darkness, and are good at disappearing afterward
Myrkle is god of necromancy, power over corpses and souls, they claim skulls to question the dead
- always hunting for magical lore and arcane secrets. favored weapon is the flail

The bathhouse is a one-story stuccoed building with stained-glass windows and clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs dancing and frolicking in water.

This L-shaped courtyard features a trimmed lawn and nicely manicured shrubbery. The yard is decorated with white marble benches and stone fountains, each in the form of a smiling nymph tipping a jug that spills water into a circular stone basin.

A group of 5 Myrkle followers came out after dark
Then 4 Bane followers followed, who we trailed and then attacked
We killed 3 of them, 1 of which was armored while the others were not, the 4th we knocked out and brought along as a prisoner
We returned to the bath house and stepped inside, where we were immediately attacked
Eden (barb) was stabbed by two guys with daggers and each dagger did 12 damage to him "because he wasn't raging" (????)
- DM said that if he had been raging he would have taken far less damage, even less than just half (??)
- he let me roll Religion to see if I could discover why that was, but I rolled low so no idea. mechanically, I have no idea what protection rage would give that would make those attacks deal even less than 1/2 damage. Perhaps they get a bonus to damage if they roll over a certain number?
We killed the 3 that were in the main room, but we were still in combat, so Fred checked the north room and found another guy with a flail who we killed as well, ending combat
A search revealed nothing great in terms of loot, but we did find a hidden door in the north room
Psynister
GM, 77 posts
Dungeon Master
Jason
Sun 27 Mar 2022
at 19:29
  • msg #52

Characters That Need Development

Kursak
- needs to pray for protection for those around him as he prepares for Cleric 2

Luster
- needs to figure out who the hell he is and what he wants to do, so he's more than just a guy along for the ride

Infused
- needs to play up his bursty magic stuff too, some of his spell selection doesn't fit terribly well

Ander
- needs to look at his lv 6 ability and figure out if he's going to please his patron or not

Solgran
- needs to settle on a definition of who he is and what I want to do with him
Psynister
GM, 78 posts
Dungeon Master
Jason
Fri 1 Apr 2022
at 05:02
  • msg #53

Mercenary Guild RTJ

NameInitACHP/MaxNotes
Akyra 1831/31 
Zhalis 1940/40 
Lady Chlora 1526/26 
Sakamoto 1625/25 
Ariadne 1631/31 
Khorth 1840/40 
Brillik 1549/49 
Boar 11313??/??Yellow
Boar 21313??/??Blue


Psynister
GM, 80 posts
Dungeon Master
Jason
Tue 6 Dec 2022
at 20:02
  • msg #54

Mercenary Guild RTJ

Barbarian's Path of Fury

Fury (Level 3): While raging, each time you take damage, you gain 1 point of Fury. There is no limit to how many Fury points you can have, but you loose all Fury points when your Rage ends. When you make a successful Attack roll on your turn, you can expend any number of Fury points up to your Proficiency bonus, adding 1d6 weapon damage per point spent.

Enraged Retaliation (Level 6): Whenever an enemy hits you with a melee attack, you retaliate wildly. You may use your Reaction to make an opportunity attack with Disadvantage, against the target who hit you. If you hit with this attack, it deals an additional 1d6 weapon damage.

Know Better (Level 10): You are immune to the Frightened and Charmed conditions. If a creature targets you with either of these effects, that creature must make a saving throw against their own effect or become Frightened by you for 1 minute.

Furious (Level 14): Attack rolls you make with Enraged Retaliation are now made with Advantage. In addition, if you are not raging when the opportunity attack is triggered, you may Rage without spending a use of your Rage feature.
Beargus Shieldwall
Mon 19 Dec 2022
at 17:15
  • msg #55

Mercenary Guild RTJ

Beargus grabbed hold of the branch, leaped up, and pulled down with all of his strength as well as his weight. With a loud snap, the branch split part way through, becoming even more tangled up in his pack and driving himself to the ground as it pinned him down near the ground. Beargus grunted in a mix of surprise and frustration as he struggled to push himself back up. He fought his way out of the straps, grabbed his glaive up off the ground, and slammed the blade into the weakened joint where he’d broken the branch, weakening it a bit further. Which pissed Beargus the rest of the way off.

After several seconds of chopping, stabbing, twisting, pushing and pulling, Beargus finally broke the live branch the rest of the way off the tree. He went to swing it and launch the damned thing deeper into the woods, but his pack was still caught up in the branching offshoots. He stepped on the pack and yanked the branch free of it at last, snapping dozens of twigs off in the process, and slammed the branch into the tree’s trunk as hard as he could before throwing it at the trunk in an awkward, dismissive motion and spat on it for good measure. He stared axes at the tree all the while, then yanked his pack up off the ground and ripped the various twigs out with far more force than was necessary, ”Yer lucky I gave up the axe, ye bastard, or we’d be having a different conversation.”

When he’d got the pack situated on his back once more, he stared at the tree for another second, then pulled his spear off of it and carried on with the glaive in one hand and spear in the other. Cutting through the forest he’d thought to save some time, but a navigator he was not. He no longer wore his old armor, but Beargus was a soldier of Thorbardin, even if he no longer served in the station. He still carried the weapons and shield that he had while serving in the shieldwall, but the bulky armor got in the way more often than it actually helped.
Psynister
GM, 81 posts
Dungeon Master
Jason
Tue 14 Feb 2023
at 19:19
  • msg #56

Symbaroum Characters

---Dwarf---
+2 Int, +1 to two others
Hit Die d8
Speed 25
perfect memory
no soul - current corruption is -1 Max HP
disadvantage on socials for all but dwarf, elf, troll

---Dreams of Doom BG---
Insight
Any tool
kit for the tool, simple clothes, 4d6+1 shillings
Haunted: prophetic nightmares, 1/LRest, +1d6 to a skill

---Mystic Class---
Hit die d8
Light armor, simple weapons, no tools
Wis Saves and choose Int/Cha saves
Skills (3) arcana, deception, history, investigation, medicine, persuasion, religion
Shadow: corruption threshold is 2*(Prof+CasterMod), min 4
*bow/arrow or staff
*scholar or explorer pack
*light armor, 2 daggers, component pouch
Cantrips: pick any 6 (corruption is 1 per cast)
Level 1s: pick 2, swap one on level up, gain 1 spell per level (corruption is 1d4+SL)
Favored Spells: 2 cantrips and 1 first level (corruption is 0 and 1/Lv respective)
Staff Mage (Intelligence)
Bonus: Detect Magic
Rune staff proficiency (+1 AC when unarmored, counts as finesse)

---Bonds I may want---
Fire Forged (+1 Con, res fire)
Poison Resilient (+1 Con, poison res, adv vs poison condition)
Tough (+1 Con, adv on death saves)
---Burdens---
Seizures (+2 Int, rolling 1 on a skill check means 1d4 rounds of stunned and +1 exhaustion)
---Mystic Feats---
Combat Magic Expert (1d6/prof, use to add to spell attack, spell damage, or to save against spells)
Psynister
GM, 82 posts
Dungeon Master
Jason
Thu 29 Jun 2023
at 10:25
  • msg #57

Character RTJ

Walker (Fred)
Was looking for the earth ashari, found the tower instead
We are the people he has interacted with the most
He was headed to Terrah (northern Tal'dorei, in the Cliffkeep Mtns)
Socially awkward, as a warforged
Wears peasant clothes that were given as a joke, which he didn't get
He followed Dorien's trail accidentally, picking up on word of an earth ashari
Spent all of his time reading and deactivating, until he developed a relationship to us


Dr. Varlat (Chad)
Went to the tower for alchemical research


Dorien (Jason)
Is here to study about the planes, specifically, in relation to the Earth


Happenings
Possible encounters in the Rifenmist Jungle, where Chad was searching for plants
Fred would wreck plants to get to the minerals beneath
Astural wrote thousands of pages with alchamical formulas, spells and star charts (patterns)


Earth Ashari
Homebase is Terrah, in northern Tal'Dorei
There is a portal to the Plane of Earth.
Lead by Headmaster Pa'tice, the Heart of the Mountain
Aramente for Keyeth included drinking oloore root tea, initiating a vision quest.
Disrespect and mistrust residents of Kraghammer for their reckless mining
Those miners caused countless deaths during a Terah Rift that collapsed an entire mountain
Open trade with Emon, exchanging precious stones from the rift for essential goods
Sometimes provide protection from creatures in the mountains as well


Quandrix academy is located in the ruined mage tower of Wrettis
Wrettis is on the southeastern coast of Tal'dorei
It is south of Stormcrest Mountains, east of StormpointMountains, near Kirmont Bay
It is also southwest of Bronbog
The tower is now a ruin, grown over with moss, but many rooms both up the tower and below ground hold writings/inventions
Clemain Astural, "The Sight Shepherd", is buried somewhere within the ruins.
Asural was an arcanist looking for extraplanar solutions to the Calamity.
He was taken by the power of the Sightless One and began causing destruction in sothwestern Tal'Dorei.
Heroes of the era, including Atz Yuminor, defeated him, destroyed his tower, and buried him there.
Many writings were recoverd at the time, and are now kept in Westhall Academy in Westruun.
Psynister
GM, 87 posts
Dungeon Master
Jason
Wed 3 Apr 2024
at 15:56
  • msg #58

Character RTJ

Heroic Chronical for my SKT character. Things to weave together to make a story.

2 parents, 6 siblings

Powerful family relations - 3
5 - You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they’re out for your blood. You gain one rival.

37 - You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival.

90 - This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.

Ally - 45 - Gladiator (MM); gain one fateful moment
8 - This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet.
Fateful moment 9 - You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast speak with animals at will.

Rival - 85 - Noble (MM); gain one fateful moment
48 - This person was ordered to arrest you, and doggedly hunts you wherever you go.
Fateful moment 19 - While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM’s choice.

Favorite Food
Paella — a working-class dish made with rice, white beans, and seafood

Mysterious Secret
2 - I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim’s body.

Prophecy
5 - I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power.
This message was last edited by the GM at 15:57, Wed 03 Apr.
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