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Ovo
Dec 20, 2008

Life Rules
Noon in the summertime. The heat has driven everyone indoors if possible, out of the way of the beating rays of the sun. In the Old Town of Yartar builders lazily work on the demolition of a faded storefront. In the shadows of the Yartar Adventurer’s Guild stray dogs sleep, waiting for night.



Inside the guild the members sit in worn furniture, trading stories, sharpening blades and practicing spell incantations. A few simply are sitting in their bunks, sleeping and awaiting work. The quiet days silence is broken when the owner of the Guild, the ancient Dragonborn Veran Klios, swings open the door to his study and bangs his walking stick on the wall.

Spread the word you lazy dogs, get the chiefs in here for a meeting.

The guild members rouse themselves and move off, searching for the leaders of the guild. Captain, Sergeant, Treasurer, Quartermaster, Trainer and Recruiter. Word of the guilds fortunes has not been good as of late, the members hope that their leaders will be able to guide the guild back to it’s fortunes. If they are up to the task however, remains to be seen.....

-----------------------

Welcome to the Game! Each player please make a post about what you were doing before Veran summoned you and post your finalized character sheet.

Should you want to include them, here are the other members of the guild at the moment, who have split themselves into two adventuring groups.

The Death Hounds

Balgor Strongarm- Half-orc Fighter
Nefirt Elarian - Elf Wizard
Micah Nerol - Human Rogue
Ash Ahmun - Human Sorcerer

Fury of the Skies

*Sound of fingers snapping* - Kenku Monk
Sali Ithim - Aarakocra Bard
Orlo - Goliath Barbarian
John Hudson - Human Ranger

The areas of the guild building are below. All of them are currently in quite poor condition.

- Training Yard
- Forge
- Sleeping Quarters (For Junior members)
- Living Quarters (For Leaders)
- Library
- Offices
- Treasury
- Kitchen
- Dining Hall

As well as 3 abandoned rooms that are in such disrepair that no one is using them for anything.

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Relentless
Sep 22, 2007

It's a perfect day for some mayhem!



Captain Dagmund DeAndhelenstein, Gnome Awakened Mystic
Character Sheet
HP: 46/46 | AC:14 | PP: 27

Dagmund has recruited Nefirt to join him in the office and dig through adventurer logs and contracts, trying to find something that was missed. A bonus not paid out, mention of a blocked passageway or locked door that wasn't explored. Hell, he'd take a rumor of a treasure map at this point.

Never one to miss an opportunity to multitask, Dagmund is also making small talk, trying to get a feel for how the Deathhounds were feeling about this predicament. Especially if they were thinking about leaving for greener pastures, or take a job so far above their capabilities the guild would end up further in the hole patching them up.

Relentless fucked around with this message at 16:35 on Aug 3, 2018

Ovo
Dec 20, 2008

Life Rules
Nefirt shrugs her shoulders. "I cannot speak for the rest of the hounds, but as for me, I am taking a rather long view of this. I still have a few hundred years left to wander this world. I am sure that I will be around to see the rise and fall of many things. The guild is a force for good, so I at least hope it remains for some time." Hearing the ruckes from the main room Nefirt nods at you and says "I believe that Klios is looking for you, Sir."

Ryuujin
Sep 26, 2007
Dragon God

Darrakk Ironfist, Sergeant
The Breaker

HP: 62/62 | AC: 20

Darrakk had wrangled Balgor and Orlo, and anyone else feeling up for a good sweat, out into the training yard for a bit of exercise. This involves a lot of lifting heavy objects, squatting, carrying heavy objects, and heaving heavy objects. Maybe even swinging some cabers around as if they were really really large training swords. His shirt is off and he is working up a good sweat when the commotion starts.

pre:
Name: Darrakk Ironfist
Class: Mountain Brute (5)
Race: Mountain Dwarf
Background: Folk Hero
Base Carry Weight: 540lbs
Base Lift Weight: 1080lbs
Age: 232
Size: Medium (4' 7''), 410lbs 
Alignment: Chaotic Good
Languages: Common, Dwarven

Hit Points: 62
Initiative: +2
AC: 20
Speed: 30, Jump 20 (60 with Ring)

Passive Perception: 11
Passive Investigation: 11
Passive Insight: 11

Attributes (Modifier/Saving Throw)
Strength: 18 (+4/+8)
Dexterity: 08 (-1/+0)
Constitution: 17 (+3/+7)
Intelligence: 12 (+1/+2)
Wisdom: 13 (+1/+2)
Charisma: 10 (+0/+1)

Skills (Proficiency Bolded)
Acrobatics -1
Animal Handling +3
Arcana -1
Athletics Strength +7
Constitution +6
Deception +0
History +1
Insight +1
Intimidation +3
Investigation +1
Medicine +1
Nature +1
Perception +1
Performance +0
Persuasion +0
Religion +1
Sleight of Hand -1
Stealth -1
Survival +4

Armor Proficiency: None
Weapon Proficiency: Improvised weapons
Tools: Smith's Tools, Brewers Supplies, Vehicles (Land)
Instruments: 

Features:
Languages: Common, Dwarven
Brute Path: Mountain

Rustic Hospitality
---Since you come from the ranks of the common folk, you fit in among them with ease. 
You can find a place to hide, rest, or recuperate among other commoners, unless you have 
shown yourself to be a danger to them. They will shield you from the law or anyone else 
searching for you, though they will not risk their lives for you.

Unarmored Defense
---Beginning at 1st level, while you are wearing no armor and not wielding a shield, your 
AC equals 10 + your Strength modifier + your Constitution modifier.

Brute Force
---At 1st level, your physical might gives you mastery of the brawling arts that use unarmed 
strikes and improvised weapons.  You gain the following benefits while you are unarmed or 
wielding only improvised weapons and you aren’t wearing armor or wielding a shield:
You can roll a 2d4 (3d4 now) in place of the normal damage of your unarmed strike or improvised 
weapon. This damage changes as you gain Brute levels, as shown in the Brute Force column 
of the Brute table.

Mighty Leap
---Starting at 2nd level, you always count as having a running start when jumping and you can 
jump up to your maximum jumping distance without it counting against your movement.  So 
if you can jump 20 feet and have speed 30 you can move 15 ft then jump 20 feet and still 
move 15 ft.  Or you could make a series of four 5 ft jumps interspersed throughout your 
movement.  
---At 4th level, your maximum Jumping distance is equal to 5x your Strength modifier with a 
minimum of 20 ft.  

Mighty Throw
---Starting at 2nd level, any improvised weapon you can lift can be thrown with a range 
increment equal to your maximum Jumping distance. 

Strength of the Brute
---Starting at 3rd level pick the source of your Strength.

Strongback
---Starting at 4th level, your carrying capacity is doubled (x2) before factoring in spells or 
size increases that might alter your carrying capacity.  Your carrying capacity is doubled 
again (x4) at 10th level and again (x8) at 15th level.

Roots of the Mountain
---Starting when you choose this Strength at 3rd level each Attack you make with an 
unarmed strike or melee improvised weapon targets all enemies in two adjacent squares 
that are within your reach.  You roll once and apply the attack roll against all enemies in 
the two squares.  In addition you can use a Bonus Action upon hitting an enemy to Shove 
one or more enemies that you hit with your attack action up to 5 ft per Str modifier.  
If an enemy pushed by your Shove hits a wall, another enemy, or other hard object, they 
take damage as if they were hit by your unarmed strike.  You deal double damage to objects 
and constructs, and Strength checks to break objects count any rolls on the d20 roll of 9 
or lower as a 10.  You are not impeded by Difficult Terrain.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack 
action on your turn.

Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. 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 gray.

Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison 
damage (explained in the “Combat” section).

Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are 
considered proficient in the History skill and add double your proficiency bonus to the check, 
instead of your normal proficiency bonus.

Dwarven Armor Training
You have proficiency with light and medium armor.

Feats:
None

Equipment: 
Bracers of Defense
---While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Head of a statue
Tree branch
Explorer's Pack 
Brewer's Supplies
Shovel
Iron Pot
Common Clothes
Pouch with 310 gp
Ring of Jumping (bonus action to cast Jump spell)
Cloak of Protection (+1 to saves and AC)

Background: Folk Hero
PERSONALITY TRAITS
---I’m confident in my own abilities and do what I can to instill confidence in others.
---If someone is in trouble, I’m always ready to lend help.
IDEALS
---Respect. People deserve to be treated with dignity and respect. 
BONDS
---I protect those who cannot protect themselves.
FLAWS
---I have a weakness for the vices of the city, especially hard drink.

Ryuujin fucked around with this message at 08:17 on Aug 3, 2018

Wahad
May 19, 2011

There is no escape.

Wilhan Allermoor
HP: 22/22 | AC: 12 | SP: 5 | Slots: 4 / 3 / 2

It wasn't a particularly busy day. But then, there really hadn't been many of those at all lately. So Wilhan was content to mull away the time in the forge. For lack of a proper lab to pursue his alchemical studies, he had a small table set up where he could work without worrying about somebody accidentally swallowing his experiments, or having nothing on hand to dispose of a particularly bad batch. The old man was bowed over his alembic, watching a liquid distill into a bright blue concoction. His familiar, Vette, is perched on his shoulder, the little bat curiously studying its masters process.

It's Snap that comes to get him, the bird jumping up and down excitedly. "You lazy dogs, get the chiefs in here for a meeting," comes the voice of Klios, deep and rich, from the kenku's throat. Wilhan nods. He quite liked the kenku - the mimicry didn't spook him as much as some of the more superstitious members, and Snap was a reliable sort of fellow.

"Oh, very well. Watch this, will you, Snap? If it turns red before the distilling is done, dump the contents in the forge. Otherwise, please put it in one of the free vials."

"Watch this," the bird echoes back to him in his own voice.

"Good lad." With a sigh, Wilhan grabs his staff, and starts hobbling his way over to the meeting.

quote:

Name: Wilhan Allermoor
Class: Storm Sorcerer (5)
Race: Human (Variant)
Background: Sage (Alchemist)
Guild Management: Treasurer/Recruiter/Captain
Age: 73
Size: Medium (5' 4''), 120 lbs.
Alignment: Lawful Neutral
Languages: Common, Draconic, Dwarvish, Primordial

Hit Points: 22
Initiative: +2
AC: 12
Speed: 30

Passive Perception: 11
Passive Investigation: 12
Passive Insight: 14

Attributes (Modifier/Saving Throw)
Strength: 8 (-1/-1)
Dexterity: 14 (+2/+2)
Constitution: 10 (+0/+3)
Intelligence: 14 (+2/+2)
Wisdom: 12 (+1/+1)
Charisma: 18 (+4/+7)

Skills (Proficiency Bolded)
Acrobatics +2
Animal Handling +1
Arcana +5
Athletics -1
Deception +7
History +7
Insight +4
Intimidation +4
Investigation +2
Medicine +1
Nature +1
Perception +1
Performance +4
Persuasion +7
Religion +1
Sleight of Hand +2
Stealth +2
Survival +1

Armor Proficiency: None
Weapon Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Artisan Tools (Alchemist Supplies)
Instruments: None

Features:
Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. You regain all spent sorcery points when you finish a long rest. You can use your sorcery points to gain additional spell slots. or sacrifice spell slots to gain additional sorcery points. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Feats:
Ritual Caster: You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spells:
Spell Save DC: 15
Spell Attack: +7
Sorcery Points: 5
Spell Slots: 4 / 3 / 2

Cantrips:
Mending
Message
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level:
Catapult
Shield
Sleep

2nd Level:
Crown of Madness
Misty Step

3rd Level:
Lightning Bolt

Rituals (Wizard):
Find Familiar
Unseen Servant

Equipment:
Quarterstaff
Arcane Focus (Crystal on the staff)
Explorer's Pack
Dagger (2)
Bottle of Ink
Quill
Small knife
A letter from a dead colleague posing a question you have not yet been able to answer
Common Clothes
Alchemist Supplies
Cloak of Displacement
Immovable Rod
Wand of Magic Missiles
260gp

Personality Traits:
- I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
- I'm willing to listen to every side of an argument before I make my own judgment.
Ideals:
- Self-Improvement. The goal of a life of study is the betterment of oneself.
Bonds:
- My life's work is a series of tomes related to a specific field of lore.
Flaws:
- Most people scream and run when they see a demon. I stop and take notes on its anatomy.

professor_curly
Mar 4, 2016

There he is!

Syprien "Fateless" Ryc
HP: 50/50 | AC: 18 | Rages: 3 / 3 | Rage Dam: +2

Where Darrak was asking for Volunteers, a few moments later the entirely too cheerful voice of Syprien would follow to gather all the members not currently engaged in official business for their daily Physical Training!

"Hoho comrades! It is no longer time for sleeping, now it is time for the best time! And that is morning physical training time!"

The angry groans were of no use, as he gathers up the staff with Darrak. But while Darrak was focused on physical strength training, Syprien runs the recruits through a more balanced regimen.

"First we stretch!"

"Now strength training!"

"It is time for cardio fellows!"

A few protest at this in the heat, but as Syprien runs alongside them he gives a short laugh, "Question! How fast do you have to be to escape a dragon!"

Without a moments hesitation he answers his own question, "Faster than everyone else! Haha!"

"Yoga is good for flexibility!"

Midway through the flexibility training, the call for a meeting comes out which seems to visibly upset Syprien that the routine would be interrupted, but it is a momentary thing, "Now is time for free time! Remember afternoon bi-weeky mandatory book club meeting is today!"

Syprien will then march off to the meeting, whistling a jaunty little tune as he goes.
pre:
Name: Syprien "Fateless" Ryc
Class: Totem Barbarian (5)
Race: Goliath
Job: Trainer
Background: Entertainer
Base Carry Weight: 1080lbs
Magic Carry Weight: 2160lbs
Base Lift Weight: 2160lbs
Magic Lift Weight: 4320lbs
Age: 35
Size: Medium (8' 7''), 450lbs 
Alignment: Lawful Good
Languages: Common, Giant

Hit Points: 50
Initiative: +3
AC: 18
Speed: 40

Passive Perception: 15
Passive Investigation: 10
Passive Insight: 12
Barbarian Rages: 3 / 3
Rage Damage: +2

Attributes (Modifier/Saving Throw) / [Including Magic Items]
Strength: 18 (+4/+7) / [+5/+8] 
Dexterity: 14 (+2/+2) / [+3/+3]
Constitution: 14 (+2/+5) / [+3/+6]
Intelligence: 8 (-1/-1) / [+0/+0]
Wisdom: 12 (+1/+1) / [+2/+2]
Charisma: 10 (+0/+0) / [+1/+1]

Weapon Attacks (Not Aided by Luckstone)
Longsword +1
To Hit: +8 (Strength)
Damage: 1d8+5 / 1d10+5
Special: Versatile 

Skills (Proficiency Bolded)
Acrobatics +6
Animal Handling +5
Arcana +0
Athletics +11 [exp]
Deception +1
History +0
Insight +2
Intimidation +1
Investigation +0
Medicine +2
Nature +0
Perception +5
Performance +4
Persuasion +1
Religion +0
Sleight of Hand +3
Stealth +3
Survival +2

Armor Proficiency: Light armor, medium armor, shields
Weapon Proficiency: Simple weapons, martial weapons
Tools: Smith's Tools
Instruments: Viol

Features:
Languages: Common, Giant
Barbarian Path: Totem Warrior

Bear's Rage
While raging, you gain the following benefits if you aren’t wearing heavy armor:
---You have advantage on Strength checks and Strength saving throws.
---When you make a melee weapon attack using Strength, you gain a bonus to the damage roll 
that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the 
Barbarian table.
---You have resistance to damage except psychic damage. 
---If you are able to cast spells, you can’t cast them or concentrate on them while raging.
---Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and 
you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also 
end your rage on your turn as a bonus action.
---Once you have raged the number of times shown for your barbarian level in the Rages column of the 
Barbarian table, you must finish a long rest before you can rage again.

By Popular Demand
---You can always find a place to perform, usually in an inn or tavern but possibly with a circus, 
at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a 
modest or comfortable standard (depending on the quality of the establishment), as long as 
you perform each night. In addition, your performance makes you something of a local figure. 
When strangers recognize you in a town where you have performed, they typically take a liking 
to you.

Danger Sense
---At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge 
when you dodge away from danger.
---You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. 
To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Mountain Born
---You’re acclimated to high altitude, including elevations above 20,000 feet. 
---You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Powerful Build
---You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Stone's Endurance: 
You can focus yourself to occasionally shrug off injury. 
---When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the 
number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until 
you finish a short or long rest.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 
---When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you 
advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have 
advantage until your next turn.

Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. 
---At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals 
spells, but only as rituals, as described in the Spellcasting section.

Unarmed Defense
---While you are not wearing any armor, your Armor Class equals 10 + your Dext modifier + your Con modifier. You 
can use a shield and still gain this benefit.

Feats:
Brawny: 
You become stronger, gaining the following benefits:
---Increase your Strength score by 1, to a maximum of 20.
---You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your 
proficiency bonus to checks you make with it.
---You count as if you were one size larger for the purpose of determining your carrying capacity.

Equipment:
Bracers of Enhanced Strength
---While attuned the user has advantage on Strength checks and doubles their carrying capacity.

Longsword +1
---Attacks with this sword gain +1 to hit and +1 damage. 

Luckstone
---While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Winged Boots
---While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots
to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from 
the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Scale Mail Armor
Shield 
Adventurer's Pack Kit
x4 Javelins 
x2 Hand Axes
Bag of Gold (55)


Background: Entertainer
PERSONALITY TRAITS
---I’m a hopeless romantic, always searching for that “special someone.”
---I can never resist a friendly wager and love to gamble. 
IDEALS
---People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. 
BONDS
---I sponsor an orphanage to keep others from enduring what I was forced to endure.
FLAWS
---I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
---I’m a sucker for a pretty face.

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Elbeth Harn, Bladesinger
HP: 32/32 | AC: 17 | Slots: 4 / 3 / 2
Ring of Spell Storing: Shield x2, Fireball


Elbeth is in the offices — if they can really even be called that — writing a few missives when Sali pokes his beaked head in. The aaracocra says, "Chief Harn? The owner wishes to speak with you." The elf doesn't seem to notice, at first, intent on finishing whatever it is she's writing. Elda hoots softly from her roost in the exposed beams above the rough collection of desks and tables. Sali is, clearly, used to this, as he waits patiently. A moment later, she rolls up the parchment, applies her seal, and tucks them away in a drawer.

Looking at Sali, she says, "Of course. I'll be there momentarily." Sali, as politely as he can, does not leave. There's a brief, awkward pause, then Elbeth sighs and rises to her feet. "Or, I suppose, I can be there now. I take it he's in a mood?"

Sali, ever diplomatic, simply says, "...It seems important." The elf laughs at that, the melodious sound echoing through the room, and begins walking with the aaracocra to the meeting.

Mr. Humalong
May 7, 2007


Anvil
HP: 48/48 | AC: 22 | Slots: 4 / 3 / 2

Anvil was in the forge as usual, working on another piece of damaged armor a member had brought back when Snap came running into the room and repeated Veran's message to Wilhan. Anvil finished the last strike needed on the breastplate, set it aside, and began cleaning the work area. By the time the cleaning was finished Wilhan had left the room and Snap was attentively staring at the alchemist's latest concoction, the little kenku's head tilted in curiosity.. Anvil glanced toward the bird. "Statement: If you throw that in the forge, ensure you do not miss. The stains do not come out of the stone." Then the warforged left the room and headed towards Veran's study.

Ovo
Dec 20, 2008

Life Rules
The Yartar Adventurers Guild Roster: Tenday #1

Veran Klios sits in his chair, rubbing his bad leg. Without looking up he growls “Sit down, I got things to talk to ya about.” He rummages around in his desk and eventually pulls out a worn scroll of paper, laying it out on the table.

As you all know, the guild is in throuble. In 30 Tendays our lease on the land” he taps a finger on the scroll, “will expire. We need to have 10,000 gold in our treasury on that day, we can’t pay beforehand due to some legal nonsense in the contract, so we have 300 days to save this up. On top of that, we are bleeding money and we have neighbors breathing down our necks trying to get us out of here. Here is the situation....

code:

Treasury Balance: 2,210 Gold

Gains

15% of Guild Members rewards each mission.

Expenditures

Food: 100g each tenday
Cooks Salary: 1g each tenday
Adventurer Supplies: 55g each tenday
Debt to Gregoir Salazin, Blacksmith: 50g each tenday, 400g remaining in debt.

And on top of those debts we have the" Klios voice takes on a sneering tone, “Society of Yartar Business’ who have it out for us. Evidently our ‘Ramshackle’ building is bringing property values down and they are considering some kind of petition to the waterbaron to have us tossed out, so we need to make this place look the part of this now expensive neighborhood. So, let's get down to each of our business..."

Recruitment- Elbeth Harn

Choice One: Hire a bard to tell tales of the past glory of the guild to the people, perhaps inspiring would-be adventurers to join (-25g)
Choice Two: Post notices around town that the guild is looking for recruits (-2g).
Choice Three: Personally go to taverns and inns that mercenaries and adventurers hang out in and try to recruit them. (0g, Skill checks will be required)

Trainer - Syprien "Fateless" Ryc

Choose one of the current guild members; you will work with them to become proficient in one skill that they are able to based on Race/Class.

Quartermaster - Anvil

code:

Gear ranges from;

Poor Quality +0
Adequate Quality +1
Average Quality +2
Decent Quality +3
Good Quality +4
Great Quality +5
Epic Quality +6
Legendary Quality +7

Choice One: Focus on making equipment that will help all members of the guild (Choose two guild members to increase gear rank by 1.
Choice Two: Focus on one member to improve their gear (Choose one guild member to increase gear rank by 2.)
Choice Three: Spend time bartering and trading with merchants to source better supplies, increasing your future work (Increase the amount of work you can do for Choice 1 by 1 member, -250g)

Treasurer - Wilhan Allermoor

Choice One: Focus on finding high paying jobs for the guild (+0g, next Tendays jobs will pay better)
Choice Two: Sign an agreement to house and protect a shipment of lapus lazuli for the next Tendays within the guild (+100g)
Choice Three: Pay fee to join the Yartar Mercantile Association (-150g, opens more lucrative options to make money, though it will come with more responsibility)
Free Option: Cut payments for one of the guild expenditures.

Sergeant - Darrakk Ironfist

Choice One: Repair the bounty board outside of the guild (Unlocks higher paying but riskier small jobs)
Choice Two: Take the guild members out for a night on the town (-20g, +1 Bonus to all members for this Tenday)
Choice Three: Choose leaders who will be in charge of the two adventurer parties (+1 Bonus for three Tendays to the leaders chosen).
Free Choice: rearrange adventuring parties.

Captain - Dagmund DeAndhelenstein

Choose which jobs the adventurers and party will depart on

Mission One: Two wizards in neighboring hamlets have a competition each year. This year is a owlbear race, with a winner-take-all pot. 600 gold to the team that wins, nothing for the rest. (Skill Checks: Animal Handling, Athletics)

Mission Two: A young black dragon is harrasing the town of Newfort. The villagers have gathered what little they have as a reward for driving it off. 100g reward, and the dragon's hoard. (Skill Checks: Arcana, Stealth)

Mission Three: A group of archaeologists need to be escorted to a elven ruin that is within the grounds of a particularly troublesome group of Uthgardt Barbarians. 250g reward. (Skill Checks: Nature, Athletics)

Small Jobs

Escort a merchant from Yartar to Calling Horns - 25g, 1-2 members required.

Work as the bouncers for a gala that a noble is throwing - 30g - 2-3 members required.

Drive of some small-time bandits that are bothering local farmers - 20g - 2-4 members

Ovo fucked around with this message at 05:55 on Aug 8, 2018

professor_curly
Mar 4, 2016

There he is!

Syprien "Fateless" Ryc
HP: 50/50 | AC: 18 | Rages: 3 / 3 | Rage Dam: +2

"Well friends, I say that we go hunting for dragons! I believe we can attempt to cover all of these jobs should we choose, but it would require a bit of special training from me and a bit of swapping around in the teams. If Ash and Orlo trade places, that could work! I will do some training with Snaps and then we should have our bases all covered."

Ryuujin
Sep 26, 2007
Dragon God

Darrakk Ironfist, Sergeant
The Breaker

HP: 62/62 | AC: 20

Darrakk nods. "Yes that can work. I'll switch the two out. I wouldn't mind taking on a dragon." He looks at the softer members of the main group. "Though we may want some precautions to avoid being torn apart."

He thinks for a bit more, "And you know what? I'll take the lot of them out drinking with me one night. Get their courage up for some owlbear racing and protecting against a group of barbarians."

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!



Captain Dagmund DeAndhelenstein, Gnome Awakened Mystic
Character Sheet
HP: 46/46 | AC:14 | PP: 27

Dagmund nods, chewing on the end of a quill. "Alright, yes yes yes, dragon hunting, should be fun! Need to buy some healing potions... Black dragon. Acid? I think acid. Gotta figure out what we're doing about acid... Note to self, don't get hit by acid. Hounds will go owlbear racing, Fury will go guard some bookworm. Punching angry shirtless men, good exercise. Builds character. Snaps probably doesn't need more character. Oh well."

He trails off before stopping himself and looking around at the group. "Always wanted to fight a dragon. No time like the present, boys!"

Immediately after that he starts talking to himself again. "Also might need to hire a cart. Elbeth might need to find us a fence in Waterdeep if this actually works. Fifteen percent of 850 minus 55 rounded down... just might work... I should get some jerky for the trip... Newfort is old dwarven, if I recall, resale on scrap mithril is down in Waterdeep but up in Amn..." He trails off, muttering to himself and scratching numbers on a pad.

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Elbeth Harn, Bladesinger
HP: 32/32 | AC: 17 | Slots: 4 / 3 / 2
Ring of Spell Storing: Shield x2, Fireball


Elbeth says, "A dragon, you say? I'll be sure to prepare my defenses wisely. I'm sure that when faced with our respective skills, this foe shall fall like so many before them." She is, of course, quite confident in her arcane prowess. Perhaps a blade won't be the ideal tool for this job, but a ball of flame does tend to do the trick. "I'll be putting out the word that we're looking for new recruits. I can sweep the docks and taverns, see if I can't spot a gem or two hidden in the rough."

Using Choice 3 for Recruitment. Hit me with those skill checks!

Mr. Humalong
May 7, 2007


Anvil
HP: 48/48 | AC: 22 | Slots: 4 / 3 / 2

Anvil listens as the group decides on attacking the dragon. "Statement: I will require 250 gold pieces from the guild treasury to source better materials from the local merchants. This will allow more guild members to obtain better equipment."

"Clarification: I am requesting 250 gold pieces from the guild treasury."

Wahad
May 19, 2011

There is no escape.

Wilhan Allermoor
HP: 22/22 | AC: 12 | SP: 5 | Slots: 4 / 3 / 2

"Eh? A dragon?" Wilhan cups his ear, as if he didn't hear it right, then taps his staff on the ground. "Well, I suppose, if you young'uns feel like it, old Wilhan will tag along. A race is probably too rough for these old bones, anyway." He falls silent for a long moment, until the little bat on his shoulder coos. "What's that, Vette?" Another coo. "Oh! Yes, that's quite right, I'd almost forgotten," he takes out a small book, his shorthand version of the guild's ledger, and flips it open, scanning the page for a moment. "For better equipment, I think 250 gold will do just fine, my mechanical friend." The old man nods slowly, making a few marks on the page. "On the topic of outstanding costs, I should like to resolve our debt to master Salaizin as soon as possible. Given that I have some gold left over from some of our previous adventures, I am perfectly willing to donate half the debt to keep the treasury a little more padded. Is there anyone that feels similarly? The remainder of the debt would come out to about 200 gold." He lets the conversation run a while, seeming to fade away in thought for a moment.

"Oh! That's right. My own responsibilities. I am a little wary of the Mercantile Association; I should like for our guild to remain as independent as possible for as long as possible. So I shall head out and attempt to find some more lucrative chances myself! The fresh air will do me good, I think." Wilhan nods sagely, then falls quiet again.

Option 1 shall be mine for this tenday!

Ryuujin
Sep 26, 2007
Dragon God

Darrakk Ironfist, Sergeant
The Breaker

HP: 62/62 | AC: 20

Darrakk nods again. "I can put up 200 gold for that."

professor_curly
Mar 4, 2016

There he is!

Syprien "Fateless" Ryc
HP: 50/50 | AC: 18 | Rages: 3 / 3 | Rage Dam: +2

"It sounds like a plan fellows!"

He stands up and nods with a smile, before stomping off to find the kenku monk, "Snaps! Come! It is time for you to start lifting!"

I will train Snaps the Monk in Athletics this week. That should let us cover all the bases for the jobs right now with some swapping around.

Ovo
Dec 20, 2008

Life Rules
Elbeth makes her way down to the docks, always a likely place in Yartar to find those awaiting work of all kinds. Near a tavern, The Baron's Keep, seems as good as any a place to begin looking...

Choice 1: Gathered in front of the tavern near a board with faded job postings is a varied crowd of mercenaries and adventurers, mostly ones who seem down on their luck. Though not perhaps the most capable members, they are doubtless on the lookout for possible work (Make a Perception or Insight check to gauge the assembled crowd and find some decent recruits).

Choice 2: In the tavern a group of roguish men and women are huddled around large ornate silver box that is sitting on a table. The group appears to be in discussion on the best way to crack the box open, as there is no obvious mechanism. (Make an Investigation or Arcana check to offer assistance to the group)

Choice 3: The simplest methods are sometimes the best, buy a round of drinks on you and make a speech to the patrons that you are looking for recruits. (-10g, Persuasion check)

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Elbeth Harn, Bladesinger
HP: 32/32 | AC: 17 | Slots: 4 / 3 / 2
Ring of Spell Storing: Shield x2, Fireball


In the tavern, Elbeth nurses a rather cheap mug of supposedly Elvish wine — it wasn't, not by a long shot — and scans the room for likely recruits. The mercenaries by the board might have some promising candidates... or, no, the lot seem a little less than competent. Not that her outfit is much better, at the moment, but the group examining the silver box seem much more intriguing. She wanders over, waiting for a brief break in the conversation to interject, and says, "Pardon me. I couldn't help but notice your find. That's an authentic Banite puzzle box, if I'm not mistaken, and you can open it with a simple sigil drawn with fresh blood."

Option 2 - Arcana Check: 1d20+7 17

Ovo
Dec 20, 2008

Life Rules
The table peers at Elbeth with a confused mood, but one of the men at the table pulls out a dagger and pricks his hand. With some guidance from Elbeth the sigil is drawn and the puzzle box cracks open. Greedy hands across the table quickly pull it open, revealing a small figurine of an elven man and women that are embracing. Music begins to waft out of the box and the figures twirl and a collective groan goes across the table. Most of the people crowded around the table disperse, but two nearly identical dwarves remain. They introduce themselves as Havi and Navi Coldiron, brothers and treasure hunters, this music box being their latest find. After some discussion Elbeth is able to convince the pair that digging through old ruins for scraps may not be the best use of their talents, and the pair agree to head over to the guild and give Adventuring a try.

https://docs.google.com/spreadsheets/d/1gyWKo8HOWw_pIfDMyb-x7nHOVQVeAsnN7zNcvoFZMzY/edit?usp=sharing

Two new recruits have been hired on!

With the Deathhounds heading off to race Owlbears, and the Fury of the SKies heading to meet the archaeologist the party is left to make their way to Newfort and deal with a dragon. The town is several days journey and after a few unevental days of travel along the well worn trade route, and then a days tavel on rougher roads near the town, you find yourselves on the outskirts of a motte and baily fort.



A few dozen wood-frame cottages stand outside the stockade, as does a tavern called the Hero’s Reward. Townspeople are markedly missing, and the few people you see outside are making their way to their destination as quickly as they can, paying your group no attention.

Ovo fucked around with this message at 21:04 on Aug 16, 2018

professor_curly
Mar 4, 2016

There he is!

Syprien "Fateless" Ryc
HP: 50/50 | AC: 18 | Rages: 3 / 3 | Rage Dam: +2

Syprien marches with almost a spring to his step, his armor nicely polished and his cloak bearing the sigil of the Yartar Adventurer's Guild. He is smiling as he walks to the tavern, ducking his head below and walking in, half-bent to avoid the rafters.

"What ho friends! We hear that you are having dragon problems?"

Wahad
May 19, 2011

There is no escape.
Wilhan Allermoor
HP: 22/22 | AC: 12 | SP: 5 | Slots: 4 / 3 / 2

Wilhan hobbles along at the back of the group. He is quiet, save for a bit of wheezing as he tries to keep up with the more vigorous pace of the rest, but he doesn't complain. Vette the familiar is perched on his shoulder, content to simply rest there, occasionally chirping as it dozes off. Syprien's loud greeting leaves the old man twitching his eye, but he does not correct the goliath. He had found it hard pressed to teach the man some tact in days past; today would not be the day he would remember those lessons either. So, instead, he leans on his staff for a moment, catching his breath, and looks about the town square and across the fort. Some people were missing, yes, but what about the local defenses? Were there still guards? Anything more in the defenses than wooden stockades?

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!


Captain Dagmund DeAndhelenstein, Gnome Awakened Mystic
Character Sheet
HP: 46/46 | AC:14 | PP: 27

Dagmund was walking with Wilhan, but hurries himself along to keep pace with Fateless. Keeping an eye on the "crowd" in the tavern, he takes a brief moment to concentrate on Aura Sight, hoping to get a read on them. (Advantage on Insight checks).

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Elbeth Harn, Bladesinger
HP: 32/32 | AC: 17 | Slots: 4 / 3 / 2
Ring of Spell Storing: Shield x2, Fireball


Elbeth easily keeps pace with the rest of the group, Elda tucked away and resting in her cloak. She turns her attention to any sign of damage on the buildings. It was clear that these were a harried people from the way they were acting. Perhaps this supposed dragon had begun raiding the town itself?

Ovo
Dec 20, 2008

Life Rules
The tavern patrons, an assorted group of mostly human peasants, gentry and soldiers, stare silently at Syprien for a moment before exploding into a chaotic melee. People crowd Syprien crying out and telling their tales of woe; "The dragon took my prize bull!" exclaims one man, "My caravan was raided by the beast, it took everything!" cries another, and so on. A large Half-Orc wades through the crowd and shouts down the group eventually.

"Leave the man alone! I'll deal with the dragon hunter. Good people, our wait is finally over, but he does not need to hear our every greviance." he bellows. The crowd begins to move back to their seats, though everyone is still buzzing, telling of sightings of the dragon and wagering if this towering goliath will be able to deal with it.

The Half-Orc guides Syprien to a corner of the bar where an elven man stands behind the bar, toying with a chess set and watching with interest. "Greetings friend, says the Half-Orc, I am Jorok Narm, village constable. I see our call for help finally reached someone, a dragon is far beyond me and my deputies abilities. I know 100 gold is not much, so thank you for coming. Any information or assistance you need, I will be happy to help.".

professor_curly
Mar 4, 2016

There he is!

Syprien "Fateless" Ryc
HP: 50/50 | AC: 18 | Rages: 3 / 3 | Rage Dam: +2

"Let us start with where the dragon comes from. Do you have any idea where its lair might be?"

Ovo
Dec 20, 2008

Life Rules
"It has taken up in a ruined keep a in a swamp a few hours east of town. Ages ago it was taken care of by some order of Knight's, but they vanished and the swamp took over the lands. The dragon has so far has kept clear of the town proper, been raiding the roads nearly everyday, laying in wait in the woods before charging out at caravans and travellers. People are certain it's just a matter of time till it attacks." Jorok shifts uncomfortably in his chair before continuing, "One of my scouts followed it to it's lair. If you need me and my men will lend you our aid, though I don't know how much we can help outside of guiding you there."

-------

Wilhan scans the fortifications of the town, eyeing up the guards and walls. Most of the guards are sporting worn and obviously handed down equipment. A few archers are posted at intervals on the wall, but the vast majority of guards carry clubs and axes only. All in all it is a force that would be able to deal with bandits and perhaps some goblinoids. Should the dragon choose to raid the town, it would easily overpower the defenders.

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!


Captain Dagmund DeAndhelenstein, Gnome Awakened Mystic
Character Sheet
HP: 46/46 | AC:14 | PP: 27

Dagmund pushes his glasses up and looks at the man.

"Jorak, guiding us to the lair would be a great help. Give us a bit to make some final preparations and we will handle this problem.

Assuming you'll have the posted reward ready for us upon our victorious return, of course."

Wahad
May 19, 2011

There is no escape.
Wilhan Allermoor
HP: 22/22 | AC: 12 | SP: 5 | Slots: 4 / 3 / 2

"Hrm," the old man grumbles, before hobbling back towards the inn. He stands in the entrance, a little confused seeming, before spotting the rest of the group and approaching the table. "We ought to get this thing done quickly, I think. Afore the critter decides hunger must be sated on human flesh, instead of cattle." Wilhan takes Vette off his shoulder, letting the familiar rest on his hand as he coos at it and gently strokes its cheek with a finger.

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Elbeth Harn, Bladesinger
HP: 32/32 | AC: 17 | Slots: 4 / 3 / 2
Ring of Spell Storing: Shield x2, Fireball


Elbeth says, "I'm of the same mind. A quick strike of overwhelming force from a hidden ambush point... that may well turn the tide in our favor and end the matter before it truly begins."

Mr. Humalong
May 7, 2007


Anvil
HP: 48/48 | AC: 22 | Slots: 4 / 3 / 2

"Statement: I agree with this course of action."


(Not sure what else to add haha, but wanted to get a post in so people don't think I've disappeared.)

professor_curly
Mar 4, 2016

There he is!

Syprien "Fateless" Ryc
HP: 50/50 | AC: 18 | Rages: 3 / 3 | Rage Dam: +2

"If I can get my hands on that lizard I will teach it a lesson it will not soon forget! If you can lead us to the creature then that will be enough, I think. I hope it is not too far! I would hate to divert you from your day."

Let's go wrassling.

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Ryuujin
Sep 26, 2007
Dragon God

Darrakk Ironfist, Sergeant
The Breaker

HP: 62/62 | AC: 20

Darrakk nods, "aye lead the way and we will deal with the beastie." Darrakk is not sure how tough the dragon will actually be, but he is certainly willing to try and wrestle it to the ground.

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