[5E] [OOC] JM's A Bit of Trouble (Recruiting 2-3 PCs)

jmucchiello

Adventurer
Alright, I stuck with the gnome. Writing her story now, and I'm wondering if you have any canon fey entities for her patron (especially one that might pop up in the Groaning Forest), or if I should just make that stuff up.
You are welcome to makeup your own archfey if you wish. You can be as detailed as you want. Just a name? I'll make up the rest. A back story for how the fey will expect you to serve? We can use it if doesn't disrupt other things. I'll give you as much rope as you need. :)
 

jmucchiello

Adventurer
Amarok grew up and formed his own pack and has long since passed away, but Perin still sees Amarok’s legacy patrolling the Groaning Forest.
Does this mean Perin doesn't start with a wolf, but instead bumps into a legacy wolf later in the game? That could be arranged.

eayres33, did TallIan's meeting with Perin make sense for Veit?
 

jmucchiello

Adventurer
Speaking of Veit, I approve the character. I'm waiting to open the RG thread until more of the character back stories are worked up.
 

TallIan

Explorer
Does this mean Perin doesn't start with a wolf, but instead bumps into a legacy wolf later in the game? That could be arranged.

eayres33, did TallIan's meeting with Perin make sense for Veit?
Yeah I was thinking the ritual to summon him would call Amarok 2nd (probably III). It started sounding like a hassle to have a wolf before level 3.

And yes sorry, I meant to ask that same question of Viet.

Sent from my HTC One using Tapatalk
 

eayres33

Visitor
Does this mean Perin doesn't start with a wolf, but instead bumps into a legacy wolf later in the game? That could be arranged.

eayres33, did TallIan's meeting with Perin make sense for Veit?
That works for me, sounds like something Veit would be doing, leading the lost back to a path forward.
 

Charwoman Gene

Adventurer
Valeria
Human(Variant) Bard
Criminal CG
XP: 0 / 300
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 16 (+3)
A reformed thief turned teller of tales and righter of wrongs, Valeria is a multitalented person with the gift of gab.​

[sblock=Appearance, Personality and Backstory]Age 19
Gender Female
Height 5'9""
Weight 165 lb.
Hair Black
Skin Fair
Eyes Grey

Description
A raven-haired beauty, Valeria tries to dress in outfits that combine fashion with utility.​

Traits
Valeria moves with a swan's grace and talks with a tongue of silver.​
Valeria is fussy about her own comforts and appearance.​
Ideal
People should be free to live their lives to the fullest!​
Bond
Valeria owes Veit her life, and would do anything he asked of her. She also has a price on her head in solace after running out on their theives' guild before a major heist​
Flaw
Valeria is addicted to gambling, she knows it is a problem but still can't stop herself​

Backstory
Born to a poor peasant family, Valeria was raised on a farm. Her parents were killed during a terrible snowstorm that wiped out her family.​
Making her way to Solace, she could not find work and was taken in by Fitz, a common thief and brigand who thought she might have some talent. She proved to be quite succesful and was poised for a fine career in crime.​
One night, her life changed. A gruff dwarven bounty hunter tracked her down while she was about to play her part in a major heist. The plot foiled, she was surprised when the dwarf let her go, but there was no profit in it in taking her in, and her pleas softened his heart. He allowed her to go free if she swore an oath to stay on the right side of the law.​
She traveled around, first attaching herself to a performing troupe, who let her in on the secrets of being a bard, then on her own. Her niche was sword and dagger tricks and heroic poetry. Veit kept in touch with her, to make sure she kept her oath.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +2

Skills
  • Acrobatics +5
  • Animal Handling -1
  • Arcana +0
  • Athletics +0
  • Deception +5
  • History +0
  • Insight -1
  • Intimidation +3
  • Investigation +0
  • Medicine -1
  • Nature +0
  • Perception -1
  • Performance +5
  • Persuasion +5
  • Religion +0
  • Sleight of Hand +5
  • Stealth +5
  • Survival -1
Proficiencies
Armor Light Armor
Weapons Simple Weapons, Hand Crossbows, Rapiers, Longswords, Shortswords
Tools Dice, Thieves' Tools, Lute, Flute, Drum
Languages Common, Dwarven[/sblock][sblock=Combat]AC 15
Initiative +3
Speed 30 ft
Passive Perception +9
HP 10
Hit Dice 1/1
1d6+2

Saving Throws
  • Strength +0
  • Dexterity +5
  • Constitution +2
  • Intelligence +0
  • Wisdom -1
  • Charisma +5
Attacks
  • Rapier Melee +5 / 1d8+3 piercing finesse
  • Dagger Melee/Ranged +5 / 1d4+3 piercing [20 / 60] light, finesse, thrown
  • Dagger(Off-hand) Melee/Ranged +5 / 1d4 piercing [20 / 60] light, finesse, thrown
Cantrips
  • Vicious Mockery Ranged +5 / 1d4 DC Wis DC 13 psychic [60] disadvantage on the next attack roll
[/sblock][sblock=Features]Background: Criminal(Criminal Contact)
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.​
Feats
Dual Wielder
  • +1 bonus to AC while you are wielding a separate melee weapon in each hand
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Bard Features
Bardic Inspiration
Use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.​
  • Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
  • Cha Mod [3] times per LR



Human Features
Bonus Feat
Bonus Skill
[/sblock][sblock=Spellcasting]
Bard Spells
  • Spell Attack Bonus: +5
  • Spell Save DC: 13
Bard Cantrips
Light, Vicious Mockery​
Bard Spells Known: 4
Healing Word, Faerie Fire, Tasha's Hideous Laughter, Unseen Servant​

[/sblock][sblock=Money and Equipment]Money
0 pp, 3 gp, 0 ep, 3 sp, 0 cp​
Carried
  • Leather Armor
  • Rapier
  • Dagger(2)
  • Thieves' Tools
  • Backpack
  • Bedroll
  • Rations (5 days)
  • Waterskin
  • Costume (2)
  • Traveler's Clothes
[/sblock][sblock=Notes][/sblock]
 

jmucchiello

Adventurer
Backstory
Born to a poor peasant family, Valeria was raised on a farm. Her parents were killed during a terrible snowstorm that wiped out her family.​
Making her way to Solace, she could not find work and was taken in by Fitz, a common thief and brigand who thought she might have some talent. She proved to be quite succesful and was poised for a fine career in crime.​
One night, her life changed. A gruff dwarven bounty hunter tracked her down while she was about to play her part in a major heist. The plot foiled, she was surprised when the dwarf let her go, but there was no profit in it in taking her in, and her pleas softened his heart. He allowed her to go free if she swore an oath to stay on the right side of the law.​
She traveled around, first attaching herself to a performing troupe, who let her in on the secrets of being a bard, then on her own. Her niche was sword and dagger tricks and heroic poetry. Veit kept in touch with her, to make sure she kept her oath.​
Some minor issues here. Most minor:

Snowstorm: I failed to mention that Cade-Crable is comparable to Virginia Beach weather-wise. Granted, the existence of Empire Bay would mean lake-affect snow happens to the 5 eastern settlements. But snowstorms would still be rare. The point I guess is that if you told people how your family died they would think it was a freak accident.

Criminal background has a "specialty" selection. I'm guessing Burglar.

Solace is a very Human only city. So how did the dwarf Veit run into you? There is a caravansarai and trade grounds outside the city where non-humans can trade with the city. So that could work. But you would have to work out with eayess why Veit was even near Solace.

Fitz is your criminal contact, right? Human rogue in Solace. Is that all you want to control of his background? Up to you.

You might want to describe where and how you learned to play musical instruments.
 

jmucchiello

Adventurer
So, Veit is turning into a great savior. I think I have to ban the other two characters from being rescued in some manner by Veit. :)
 

SunGold

Visitor
Hah, fair.

I wasn't going to have Breealee rescued by Veit, but did intend for him to be her connection to the party, since he's spent decades in the forest she lives in. She's a friendly sort, and would be curious about the lone dwarf who showed up in the woods, especially since she feels a bit like an outsider herself.

If it's alright with both of you, I'll stick with that.
 

jmucchiello

Adventurer
I'm glad you went with the forest. The roaming city of Ys should be a bit of mystery. :) (Somehow I missed you comment about it a few pages back.)


I think I'd like most everyone to have two connections within the party. I don't like the idea of one character being a lynchpin. The second connection can be more casual than the first connection. ("Valeria was introduced to Breealee once by Veit" is almost sufficient.) And you aren't limited to two connections (or one either).

I realize making two connections at the moment might be hard as we only have 2 full charsheets and 3 full backgrounds fleshed out at the moment. So this might take a few rounds of OOC posts. Please get at least a rough draft of a background up if you haven't done so already.

Okay, so we have
  • Perin, a Male Halfling Wolf-riding Ranger (TallIan), helped "escape" slavery by Veit
  • Veit Ironfist, a Male Dwarf Barbarian (eayess33), knows everyone :)
  • Valeria, a Femalle Human Bard (Chairwoman Gene), stopped criminal ways by Veit
  • Breealee, a Female Forest Gnome Fey-Warlock (SunGold), friendly with Veit
  • a Conjurer of unknown race (Thateos)

Hopefully, now that the weekend is over, Thateos will have time to contribute more information about this conjurer.

I've also updated the thread title to indicate we are no longer recruiting.

I also need to make some changes to the first post at some point. The measurements I gave in the first post don't really line up with the map I drew. :)
 

TallIan

Explorer
So, Veit is turning into a great savior. I think I have to ban the other two characters from being rescued in some manner by Veit. :)
I meant it much more casually than that, more along the line of "look, a dwarf. He probably won't kill me on sight. Excuse me mister dwarf, do you know the way to the nearest town...north?... that's great, thanks, I owe you a beer or three." I thought of having them cross paths again since then, but not sure how to work an urban bounty hunter and a wilderness ranger together very easily.

As for the second connection I think that Valeria or Breealee or both could know Perin from their wandering in and around the groaning forest. Certainly with Valeria, it could build on the relationship with Viet - it was only one meeting 20 years ago. The three of them could be well acquainted , if not best friends.

And lastly, my dream of a mounted archer died yesterday when I realised what they did with the action economy of the UA beastmaster. The extra attack comes directly from the companion now, and you have no option for the PC to have 2 attacks. It's built around the assumption that your companion attacks. Making him a lancer doesn't work either, as the lance has disadvantage when within 5ft and a wolf doesn't have reach :(
 

SunGold

Visitor
I'm happy for Bree to be acquainted with anyone who's spent a decent amount of time in the Groaning Forest (or anyone Veit brought out there once or twice). She probably wouldn't know anyone well unless they actually lived there, but she's got a warlock's cha, so she'd be friendly to anyone she crossed paths with on a regular basis.

I'll get my full stats & background up by the end of the day.
 

TallIan

Explorer
What's your favored enemy? You should put the revised ranger class features in the character sheet to reduce how often we need to find the PDF.
Done, Somehow I left off half the ranger abilities and all the folk hero ones. Goblinoids would be my choice, but you now get all humanoids.

I haven't put in a Defining Event because i hadn't envisaged a single major one but lots of little ones. I will think on it though. I will also tweak the back story to include an introduction to Bree.
 

Thateous

Explorer
WIP

I quite like this sheet so I'm adapting this from another character of mine.
41d633f108c3975e3d98fa723e8496ec.jpg

[sblock=Everett CG ♂ High Elven Wizard 1]

[sblock=Appearance]
Size: Medium
Height: 6' 2"
Weight: 165 lb
Skin: fair
Eyes: Green
Hair: Sandy
[/sblock]

[sblock=Background/Noble]
This six foot tall blonde haired, green eyed, fair skinned, dream boat of a man has success written all over him. One look at this handsome fellow makes men cuff their ladies and ladies cuff their men. Very knowledgeable in matters of the arcane, he regularly gets himself into trouble and has been knocked on his arse on more than one occasion. A mayoral decree forced him to put a glove on his "invisible hand", a cloak on his "unseen servant", and keep his "familiar" on his person to ease the civil unrest amongst the community. Frequents mid-range to upscale establishments and is regularly seen schmoozing unwed noble daughters and bar wenches alike. Despite his unruly behavior he is still popular among the common folk and is not above helping the less fortunate among them with a spell or two. With a loveable (sometimes read "punch-able") face you will spot from across the courtyard, you sure to want him involved in any adventuring schemes you have planned.
[/sblock]

[sblock=Ability Scores]
Strength 8 (-1)
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 14 (+2)
[/sblock]

[sblock=Essentials]
Total Hit Points: 7
HD: 1
Speed: 30 ft
Armor Class: 12 = +2 [Dex]
Initiative modifier: 2 = +2 [Dex]
Str save: -1 = -1 [Str]
Dex save: +2 = +2 [Dex]
Con save: +1 = +1 [Con]
Int save: +5 = +3 [Int] +2 [Prof]
Wis save: +3 = +1 [Wis] +2 [Prof]
Cha save: +2 = +2 [Cha]

Languages: Common, Elven, Infernal, Draconic

Quarterstaff [1d8, 4 lb, bludgeoning]
[/sblock]

[sblock=Spells]
[sblock=Level 0]
Acid Splash
Create Bonfire
Mage Hand
Poison Spray
[/sblock]
[sblock=Level 1]
Find Familiar
Fog Cloud
Grease
Ice Knife
Tenser's Floating Disk
Unseen Servant
[/sblock]
[/sblock]
[sblock= Abilities]
Arcane Recovery: Once per day after a short rest, you can choose expended spell slots to recover equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.


Trance: You meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
[/sblock]

[sblock=Skills]
Acrobatics +2 = +2 [Dex]
Animal Handling +1 = +1 [Wis]
Arcana 5 = +3 [Int] +2 [Prof]
Athletics -1 = -1 [Str]
Deception +2 = +2 [Cha]
History +5 = +3 [Int] +2 [Prof]
Insight +3 = +1 [Wis] +2 [Prof]
Intimidation +2 = +2 [Cha]
Investigation +3 = +3 [Int]
Medicine +1 = +1 [Wis]
Nature +3 = +3 [Int]
Perception +3 = +2 [Prof] +1 [Wis]
Performance +2 =+2 [Cha]
Persuasion +4 = +2 [Cha] +2 [Prof]
Religion +3 = +3 [Int]
Sleight of Hand +2 = +2 [Dex]
Stealth +2 = +2 [Dex]
Survival +1 = +1 [Wis]
[/sblock]

[sblock=Equipment]
Gold 4gp 7sp
Total 50 lb

10 lb Leather Armor
10 lb Rations (1 day) x10
5 lb Water-skins x1
1 lb Quiver w/ Arrows x20
7 lb Bedroll
5 lb Rope (50', Hempen)
5 lb Backpack
2 lb Lantern (hooded)
3 lb Oil flasks x3
2 lb Horn
[/sblock]
[/sblock]
 
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SunGold

Visitor
Alright, here's Breealee.

I think you mentioned wanting to approve custom backgrounds, so:

[sblock=Forest Explorer]Feature: Wanderer (from Outlander)
Skills: Stealth, Acrobatics
Languages: Elvish, Sylvan

Trait: I feel as comfortable around animals as I do around people.
Trait: I'm quick to make friends with most who cross my path.
Ideal: I am a free spirit--no one tells me what to do.
Bond: I owe my newfound abilities to the spirit of the Groaning Wood, and don't yet know what they might cost me.
Flaw: I can become overexcited and act without thinking.[/sblock]
-------

Breealee ("Bree") Topps, Fey-Warlock 1

Breealee is a touch small even for a gnome, but her diminutive frame doesn't stop her from chasing adventure. Her mousy brown hair and moss-green eyes make her seem a living piece of the forest she so enthusiastically explores.

[sblock=Basics & Proficencies]Race: Forest Gnome Gender: Female Class: Fey-Warlock 1 Background: Custom - Forest Explorer Alignment: CG Age: 20

HP: 10 HD: 1 (d8) AC: 15 (12 studded leather +3 dex) Initiative: +3 Passive Perception: 10

Str: 8 (-1) Dex: 16 (+3) Con: 15 (+2) Int: 10 (+0) Wis: 10 (+0) Cha: 15 (+2)

Proficencies:

Skills: Nature (+2), Arcana (+2), Stealth (+5), Acrobatics (+5)
Saving throws: Wis, Cha
Weapons: Simple weapons
Armor: Light armor
Tools: None

Languages: Common, Gnomish, Elvish, Sylvan

Gnome features:
Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Gnome Cunning - You have advantage on all Int, Wis, and Cha saving throws against magic.

Natural Illusionist - You know the minor illusion cantrip. Int is your spellcasting ability for it.

Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Warlock features:
Fey Presence - As an action, you can cause each creature in a 10-foot cube originating from you to make a Wis saving throw against your Warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. 1/ short or long rest. [/sblock]
[sblock=Spellcasting]Spell attack mod: +4
Spell save DC: 12

Cantrips known: Eldritch Blast, Prestidigitation, Minor Illusion (Minor Illusion cast w/ Int)
Spells known: Hex, Protection from Evil and Good

Spell slots: 1 (1st)[/sblock]
[sblock=Equipment]Dagger x2 (+5 atk, 1d4+3 dmg)

Studded leather armor, staff, explorer's pack, traveler's clothes, tent, pouch containing 16 gp 5 sp[/sblock]
[sblock=History]Breealee grew up in a secluded village of gnomes in the Groaning Wood. She was happy in her youth, but as she grew older, it became increasingly clear that she didn't quite fit in with her fellow gnomes. While her peers took to subjects like the arcane arts or engineering, Bree had no talent for such things, and no amount of study seemed to help. She preferred to spend her days exploring the Groaning Wood, befriending the animals and people she crossed paths with.

One day, after a particularly frustrating afternoon of lessons, Bree packed her knapsack and left the village to clear her head. In her travels she met a fey spirit, an ancient man with a mossy beard and joints like gnarled roots. He listened to her worries, and after a long silence, he spoke. "If you're unhappy here, then leave the forest, little one," he told her. "And take a bit of home with you," he added with a smile. He reached a crooked finger out to her forehead, and she felt the rush of magic in her veins. Too excited for words, she hugged him tightly, and then scampered from the clearing. "And you can always come home!" he called after her with a laugh as she ran.

As Bree approached her village to pack and say goodbye, anxiety began to mingle with her excitement. As much as she enjoyed exploring the forest, she was apprehensive about adventuring beyond its borders. She was glad to have a few acquaintances who lived outside the forest, and hoped to see a familiar face or two when she headed toward town.[/sblock]
 
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jmucchiello

Adventurer
TL;DR on the rest - she'll meet the spirit of the Groaning Forest, who'll take pity on the little black sheep and grant her a bit of magic. She'll decide to head out into the world and use it to find her place.
Shouldn't that be TL;DW? :)

I find it odd that Forest Explorer wouldn't give you Survival but I'll allow it.
 

SunGold

Visitor
That would've worked too. Ultimately I liked stealth for staying safe from predators (and large blundering folk she just doesn't know yet), and acrobatics for nimble escapes when stealth fails.
 

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