Jhimas grew up living a pretty standard Triton life, defending the surface world from the horrors of the deep and all that. He became an acolyte of a church that followed the ways of The Ancients, a faith based on the belief in the spirits in all things and following the traditions of your ancestors. It was in this church he met his best friend, they followed the faith and fought together. They made a plan to travel to the surface eventually. Unfortunately only one of them would be making that trip. During a battle one day his friend was grabbed by a tentacle and pulled in to the depths and was never seen again.
Jhimas spoke at the funeral, giving a great speech about how they shouldn't let darkness consume them and should celebrate life rather than dwell on death. It was shortly after this that Jhimas left the ocean to travel the surface, being a protector to those who need it, to try and make up for the friend he couldn't keep safe.
Found and raised by an elven woman named Ilithria, Lin was raised as an equal. She never shy away from her true nature, as oppose to most of her kind. Then again, She has never met another one quite like herself. In terms of elven prospective of time, She was within Ilithria's family and embrace for a mere blink of an eye. The Changeling woman had grown fast, Faster then any human Ilithira had ever seen.
From a mere toddler, she had shown a knack for mimicking others, thus learning a vast variety of skills. It was Ilithria's older daughter, a half elven woman named Narwen, that taught Lin to use the blade, and to fight. Thus, Lin assumed her ever first identity (Identity #1) aside of her own. She found it easier to fight when taking Narwen's shape. Soon, Narwen's character immersed into the technique, turning into a nearly different entity.
When Lin was 14, near adulthood, a party of drows attacked the village. They slaughtered Narwen, and Ilithria, leaving Lin with a rage that would never know peace. Despite her anguish, her survival instincts took the better of her, she turned herself into one of the drows. Soon, She found her second home - Belizinastra - a small drow settlement.
She was taken in by a woman named Soolur'drinith. She hated every moment living under Sool. But she had a plan. She would learn the drow ways. She would become one of them. She would adopt the innate drowish yearn to slaughter their brethren. Only, she had more then one reason to enjoy their slaughtering. There, She adopted her second Identity (Identity #2) - Sool. a Drow rouge, which would take any job offered to her, if it meant to "kill her own".
Within the drow settlement, was a small prison section, filled with elves that were meant to be sacrificed to the spider queen. Among them, was a man that Lin came to love. The two would spend hours playing together all sorts of instruments, Making wonderful music together. When he was sacrificed, she took his identity, to commemorate him (Identity #3)
She left the drow settlement 3 years later, in search of the specific drow that had killed Narwen. The woman she actually had deep feelings for, but never consummated them.
@kingeditor I cut my teeth in older editions and don't mind much what alignment people play. So long as your character has a strong enough reason / motivation to work co-cooperatively with the party, I think having a mix of alignments makes things more interesting and develops some strong interparty dynamics among the characters. That being said I would not accept, say, a chaotic character stabbing other characters in their sleep or looting all their gear, or allowing a player to use their alignment as an excuse to ruin everyone's fun.
Basically if you think a particular action would be particularly dickish or step on some toes, announce it in the OOC first and see what people think. Rule of cool applies ;) I don't think it'll be an issue.
Rolling is 4d6 for each stat and drop the lowest. If you happen to get something utterly abysmal, let me know though.
@kingeditor That would be excellent! You can use whatever sheet generator you are most comfortable with (myth-weavers, dicecloud, dndbeyond, ect). I can also provide a roll20 link or a standard bbcode CS if you like.
Further race/class information generation is all snug in the 1st post. Do you have any questions?
@Duthguy Daniel the Man at Arms recruits the following:
Old Man Smith, 1st level Fighter The Wily Natters Flint, Merchant 0th level Flint the Farmhand's Son, Farmer 0th level Irene the Huntsman, Huntsman 0th level
They do not require a wage for the first month and will look forward to their cut of the treasure in future delves. Daniel accepts Irene's Wish to recruit animals.
Irene's Wish: Train up unusual animals someday.
Old Man Smith: 15% The Wily Natters Flint: 20% Flint the Farmer's Son: 10% The Huntsman Irene: 10%
Your new crew start to get their gear together. Daniel is ready to head out to Old Fort, when a familiar face walks into the village square. It's the Blacksmith Buford, and together you will set out for adventure.
@ShovelBlacksmith Buford becomes an Explorer, and receives the Title: Scout.
He has received the stats: 15, 13, 15, 12, 10, 11. Would you like to accept these stats and automatically have them applied or use the advanced template?
>Accept Stats >Reroll Stats or >Use Advanced Stats
Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: #
You may subtract 2 from one stat to add 1 point to your Prime Stats. The Explorer's Prime Stats are Strength and Dexterity.
The Default Explorer Proficiencies are Precise Shooting(1) and Tracking. Buford gains the Proficiency Craft [Armorer] due to his background and Adventuring from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be provided.
Precise Shooting[1]: Buford may conduct missile attacks against opponents engaged in melee at a -4 penalty to his attack throw. A character may take this proficiency multiple times. Each time the proficiency is taken, the penalty to attack opponents in melee is reduced by 2. Characters without this proficiency cannot attack opponents engaged in melee with missile attacks.
Tracking: Buford can follow tracks with a proficiency throw of 11+. The task may be harder or easier depending on situations like how many creatures are being tracked, whether the ground is soft, whether it has snowed ect. Characters move at half speed while tracking.
Craft (Armorer[1]): Buford the Scout has studied under a guild craftsman armorer. The character is considered an apprentice in his trade, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. He can manufacture 10gp per month of goods. A further point in this craft and he will be considered a Journeyman, manufacturing goods worth 20gp per month, and supervise up to 3 apprentices, increasing their productivity by 50%.
This proficiency can be taken again to develop other crafts.
Adventuring: Buford has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Acccept Default Scout Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Scout Proficiencies
Buford the Scout brings some gear with him. He gains:
• Currency: 20sp • Sturdy Longbow with a quiver and 20 arrows [1d6] • Spear [1d6 / 1d8 two handed] • Short sword [1d6] • Dagger [1d4] • Fine Chainmail, personally made [AC 4] • Boots • Backpack • 2 Weeks' iron rations • wineskin • lantern • tinderbox • 2 flasks of common oil • blanket • 50" rope • 12 iron spikes • small hammer
Hi there. I'm looking for 2 new potential recruits to join our Dungeon of the Mad Mage roleplay. I would appreciate a healer being added to the party dynamic if possible.
My main criteria:
• Must be able to commit to one post every ten days. Counters will be given on day seven and extensions granted, but consistancy is required. • Experience with D&D is not required, just an eagerness to play and learn.
EDIT: Re-organising the CS tab so that active characters are near the front. If a character is removed from inactivity and returned to play, just copy the CS link back over onto a new post in the CS tab.
With this in mind:
There is a short grace period whereby if you post between the end of the deadline and when we get that slot filled, then I'll just shunt you back over. I'd prefer it if you didn't rely on that, and just posted in the week, but I understand that I haven't set a post schedule before on this thread and I know alot is going on IRL.
Further re-organisation will be done once the empty slots are filled.
You have accepted a Key Quest: The Old Fort: Travel to the Old Fort and learn why the Hamlet isn't being protected.
After an hour or so, all potential recruits gather around the well in the middle of the village. You look them over and think about your options. Daniel the Man at Arms can recruit up to 4 henchmen to travel with him.
The Wily Natters Flint
A tiny, potbellied man, Natters Flint is 42 years old. He doesn't seem much cut out for a world of adventuring, and only seems to have put himself forward in the hopes it makes him look good - he's been stuck in the village for a while since his last caravan got raided and he gambled what little he had left away. All that being said, Natters is a skilled merchant, and he's offered to show you the ropes of trading.
In exchange for being your Henchman, he wants 20% of the treasure. Natters clearly wants to get out of town and start selling again, but he's obstinant he's worth this much - once a barterer, always a barterer....
>Recruit the Wily Natters Flint?
If you proove yourself worthy, Natters may have some optional Henchman quests for you later down the line... if he survives.
Gambling: The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Profession: Merchant(1): Natters Flint is highly skilled at a civil profession, namely, being a Merchant. The gentleman is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. Another level in Merchant will allow Natters to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.
Old Sailor Asgor
Asgor is 54 and used to serve on various ships coming out of Porttown back in his youth. He helps around the village with odd jobs these days, but he's never forgotten how to navigate. Mostly, you've seen him hanging around the inn a fair bit, but few people travel through the Village to play cards with him these days.
In exchange for being your Henchman, he wants 10% of the treasure. It's hard to say why Asgor wishes to travel with you, but he's probably just bored.
>Recruit Old Sailor Asgor?
Navigation: Asgor can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel.
Gambling: Asgor has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. Old Sailor Asgor can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Clint the Burly
Clint is 40, with plenty of musculature though a bit of a belly developing. He used to adventure but left it all behind for a mining contract that went sour. These days he works the lumbermill, but he's no good at it.
In exchange for being your Henchman, he wants 15% of the treasure travelling with you. He's hoping to get ahold of his own mine one day and covets a good chance to prove his worth. He looks at you hopefully.
>Recruit Clint the Burly?
>[Accept | Decline] Henchman's Wish: Help Clint get his own mine one day.
Labor(Mining): Clint is highly proficient at Mining. He can make a living from mining, earning 3-12gp per month. With a proficiency throw of 11+, Clint can use his skill to interpret information from his field of specialisation.
Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Flint the Farmhand's Son
Flint's 17 and for as long as you can remember, he's always been following you around the farm. He's a big lad, a little dense, but good-hearted. He knows how to throw his weight around and he's fiercely loyal to you.
In exchange for being your Henchman, he wants 10% of the treasure travelling with you. He clearly just wants to stay by your side and seems excited for adventure.
>Recruit Flint, the Farmhand's son?
Labor (Farming): Finn is highly proficient at Farming. He can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Finn can use his skill to interpret information from his field of specialization.
Lip Reading: Finn, the Farmhand's son can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. Finn receives a +1 bonus to carousing and spying hijinks.
Katya the Blacksmith's Daughter
Katya is 22 and has grown very tired of constantly being kidnapped by goblins. She'd really like to stick it to them. Her constant need to think on her feet and sneak her way out of goblin burrows has led to her developing a necessary set of skills.
In exchange for being your Henchman, Katya wants 10% of the treasure travelling with you. However, she will only join you if she gets a chance to kill goblins.
>Recruit Katya, the Blacksmith's Daughter? >[Accept | Decline] Henchman's Wish: Kill some Goblins.
Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Disguise:Katya, the blacksmith's Daughter can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Old Man Smith
You were surprised to see Old Man Smith turn up. Closing in on 70 years old, Old Man Smith is ex military and lives with the Miller's family. Supposedly Old Man Smith has made it through several viscious campaigns in the past. He might be old but he's giving you a very intense look. Seems like he's serious about adventuring with you.
In exchange for being your Henchman, Old Man Smith wants 15% of the treasure travelling with you. >Recruit Old Man Smith?
Manual at Arms[2]: Old Man Smith can train up to soldiers in military discipline. At skill level 2, Smith can earn 50gp per month training up light infantry or heavy infantry. It takes 1 month to train recruits into light infantry or heavy infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Old Man Smith to train up crossbowmen, bowmen and longbowmen. • Riding allows Old Man Smith to train up Light Cavalry or Heavy Cavalry. • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Old Man Smith can train up Horse Archers as well as Cataphract Cavalry.
Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month. Old Man Smith can train up to 50 soldiers per training period.
Tendo the Weaponsmith
50 years of age and working hard in the forges, Tendo is a journeyman weaponsmith who moved into the Village when he got sick of being hounded in Old Fort nearby. He now perfects their orders in relative solitude, but it seems he's concerned with the amount of correspondance he's receiving from them these days.
In exchange for being your Henchman, Tendo wants 20% of the treasure travelling with you. >Recruit Tendo the Weaponsmith?
Craft (Weaponsmith [2]): Tendo the Weaponsmith has studied under a guild craftsman weaponsmith. The character is considered an journeyman in his trade. He can manufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. Afurther point in this craft and he will be considered a Master Craftsman, manufacturing goods worth 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%, and may take the role of Specialist.
The Huntsman Irene
Irene is 35 and can best be described as eccentric. Supposedly she was raised in the woods, and she lives on the outskirts of it. She's good with animals, a little obsessed in fact, and has a way with training them.
In exchange for being your Henchman, Irene wants 10% of the treasure travelling with you. She is hopeful you will one day let her unusual animals she can't find safely by herself.
>Recruit Irene the Huntsman? >[Accept | Decline] Henchman's Wish: Train up unusual animals someday.
Animal Training (Bears):The Huntsman Irene knows how to breed, groom, and train a particular type of animal (Bears). The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.
The Huntsman Irene knows how to breed, groom, and train a particular type of animal (Dogs). See above for more information.
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