[5e] Spell & Crossbones

I don't find it is an issue... My character is lawful but is just smuggling goods from New France!

Lawful means to him he is true to his word... It is a flexible concept...
 

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Well, I saw the "paladin" part and, ya know, assumed things... it was just my $.02 anyway ;)

Sounds like you'll fit in just fine. :)
 

[MENTION=20005]Matthan[/MENTION] Yes, it sounds like a great concept and background! So the idea is the twin diamond amulets that disappeared with La Gloriosa will allow your PC and the Loa to be separated and for the Loa to exist separately from your PC? Cool!

Btw, don't worry about being exacting with the history. We're playing in the "Golden Age of Piracy" with secret cabals of wizards, seawolves, merfolk, and lost islands after all!

After reading your character's background, I was reminded from something in Green Ronin's Mythic Vistas: Skull & Bones book, which this campaign derives inspiration from....

Saint Domingue is theoretically under the stewardship of the French Knights of Malta. Skull & Bones posits a what-if scenario: what if the Knights of Malta have been corrupted by a cabal of French noble occultists? They practice poisoning of rivals, perform twisted Black Masses, and attempt to seize both land and slaves in a power grab.

There's possibly a tie-in there for your PC's background!
 

Still on phone so still short, but I saw where inter party conflict caused these open slots so I am trying to be extra sure the character fits the game and the party. I think he'll be fine hanging with pirates as long as it furthers his goals and doesn't cross his ideals. So pretty much as long as the group doesn't run slaves, we should be fine.
 

Sounds like an interesting character there, Matthan. If you want to consider roles, you may want to lean towards Master Gunner- if my character takes a role, it would be Surgeon (Half-Dead John, if I go that route, would not be an officer at all; he also has a bucket of hate for slavers, though).

Still ruminating here. I have rolled the Firebrand and Serafina into one concept (an accursed immortal swordsman), running alongside Half-Dead John (who is leaning more barbarian than before). I'll be making a second pass through my builds tonight, I hope.
 

The twin diamond amulets can either free the Loa (if the adventure is coming to a close) or it could just be the next clue to help the Loa find its parents who might know how to free it (if the adventure is going to continue). Also consider the Knights of Malta folded in. That'll help with the Enemy ill fortune that I was looking at as well.

Are you open to us customizing a background or would you prefer us to stick with the PHB and the Player's guide options?
 

Are you open to us customizing a background or would you prefer us to stick with the PHB and the Player's guide options?

That's fine. I'm very open to home-brewing and such, in case that wasn't apparent.

EDIT: Another thing to consider...how might your PC join the party?
 
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I'm working on finishing up the character, and I haven't finished reading the adventure so far. I believe that the group is still on the starting island so I thought that he might over hear some loose talk about the Gloriosa from the initial tavern patrons' gossiping and try to track down the party from there and ingratiate himself to them in order to join their venture.
 

Additional Question: I saw some of the earlier characters reskinned the feat, Crossbow Expert, to deal with firearms. Would that apply to ship's cannons? I'm gearing towards a melee character, but that feat could be a big deal on the boat. I'm wondering if I should give up the ASI to be able to have that for the group.
 

I'm working on finishing up the character, and I haven't finished reading the adventure so far. I believe that the group is still on the starting island so I thought that he might over hear some loose talk about the Gloriosa from the initial tavern patrons' gossiping and try to track down the party from there and ingratiate himself to them in order to join their venture.

I don't expect you to read the whole thread (unless you want to) - lots of detail and characterization, but it's barely even 2 days of in-game time!

Where it stands now: The party is immediately dealing with a captive seawolf, but that's soon to be resolved. Bigger picture, they are gearing up to exorcise a djab (dark spirit) called Yellow Jack / Xekik from The Coral Curse, a beached shipwreck they intend to repair and use to go treasure-hunting. Additionally, they're keeping an eye out for others they can recruit as crew and officers.

Additional Question: I saw some of the earlier characters reskinned the feat, Crossbow Expert, to deal with firearms. Would that apply to ship's cannons? I'm gearing towards a melee character, but that feat could be a big deal on the boat. I'm wondering if I should give up the ASI to be able to have that for the group.

No, Crossbow Expert feat doesn't apply to cannons. Cannons use different loading time rules, and that feat would break them.
 

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