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The Savage Frontier The War of the Silver Marches is over. The Dragons have been laid low. The Giants have, mostly, been dealt with. The Sword Coast is for the first time in many years at peace. Well, as at peace as a region like the Coast ever is. It is a time of growing prosperity, a time of rebuilding, and a time for the ambitious to take command. In the fortified and increasingly rich city of Yartar, smack dab in the middle of the coast, there sits a building. While around it the depressed and worn down buildings are demolished and new tall and grand structures are built, this one building still sits, a sad, crumbling structure filled with the grandeur of past glory. The Yartar Adventurers Guild. Once upon a time the Guild was a beacon of strength, but as it’s members fell, or retired, or joined more prosperous groups, the fortunes of the guild sank. Today it lives on the knife's edge. The Waterbaron of Yartar, Nestra Ruthiol, has a contract with the current owner of the property, an elderly Dragonborn by the name of Veran Klios. That contract will come to an end at the end of the year, 30 tendays from today. If Veran cannot come up with 10,000 gold to renew the 5 year contract, the Yartar Adventurers Guild will be no more. For the few remaining staff, adventurers and hanger-oners, it will be the end. Their home, their job, and their hopes for the future will be no more. But of course, this may not be the end. The Coast is a land of fortunes that always rise and fall, and perhaps there is hope for the Guild. Perhaps the few remaining members can save the Guild, and build it up to the great heights it once sat upon...... Hello! This is recruitment for a 5e game that will be taking place in The Sword Coast. This game will in cannon, be post Storm King’s Thunder (I will be using that campaign as the skeleton to build this one, if you have played SKT feel free to apply). All players will be members of the dying Yartar Adventurer’s Guild. In thirty Tendays (300 days) the guild will be out of business and the players home and livelihood will be ended. It will be up to the players to build up the guild, earn 10k gold and save the guild from being demolished. 6 players will be recruited to the guild. Guild Management Each player will need to choose a role in the guild; - Recruiter - Responsible for scouting and recruiting new Guild members. - Trainer - Responsible for the training of new Guild members. - Quartermaster - Responsible for the equipping of all Guild Members. - Treasurer - Responsible for guild payments and growth of the guild treasury. - Sergeant - Responsible for the organization of Adventurer parties. - Captain - Responsible for finding new jobs for the Adventurer parties. Gameplay This game will be a combination of D&D5e campaign and management sim. Each week (a Tenday, made of ten days) choices for each players position will be presented, and the party will embark upon their own adventure that week. Rules - All Wizards published material including UA are allowed - Variant Humans are allowed - Players start at level 5, Standard Array Start - Feats are allowed - Start game with Standard Equipment + 700 Gold + 1 Magic Item (nothing above Rare). 100 for uncommon consumables, 200 for uncommon items - Should have a choice of Guild Management role as well as a back-up role - Bio should explain why you joined the Yatar Adventurer’s Guild, and why you have stuck with it through tough times. - If you have homebrew ideas, I am open to them but let me know before hand. Recruitment will end on July 30th! Discord channel is https://discord.gg/RMvzJUN if you have questions! Ovo fucked around with this message at 06:20 on Jul 23, 2018 |
# ? Jul 21, 2018 06:41 |
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# ? Apr 25, 2024 23:44 |
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Elbeth Harn, Bladesinger Role: (Preferred) Captain, Recruiter; (Back-up) Quartermaster Elbeth was once a scion of Evermeet, a small child traveling with her family to the Realms proper. The ship came under pirate attack during the long voyage and she was, sadly, separated from her parents. She drifted for many days on a piece of flotsam from the wreckage and eventually washed up on the Sword Coast. She was found by a traveling elf, Alaine Moonshadow, who happened to be a rather powerful wizard and, of course, clandestine member of the Harpers. The two traveled together for some time, attempting to learn the fate of Elbeth's parents, but it soon became evident that she was the only survivor of the attack. Alaine, then, began to train her in both the ways of the Bladesinger and as a Harper Agent. Throughout the many trials and tribulations of the Forgotten Realms, there has been one unwavering truth: when there's trouble, there'll be a Harper nearby. Elbeth can hardly claim to be any different, though she does keep her affiliation with the organization under wraps. It's been many years since her mentor assigned her the task to sign on with the Yartar Adventurer's Guild and monitor those who worked with the organization. She's found her own place in the highest ranks of the guild, though that means little enough these days, and she's developed a genuine affection for the plucky group of underdogs that remain. Her reports are filed and dropped like clockwork, though she's started to wonder if this coming trial with the matter of the guild's contract was the reason she was assigned to it. Whatever the case, she's not about to let the Adventurer's Guild fade into history. Her friends depend on it. Her memories of it are precious indeed. And, hells, Elbeth never was one to back down from a challenge. Three-hundred days to get ten-thousand gold? She's faced worse odds and lived to tell the story. Tricky fucked around with this message at 00:03 on Jul 22, 2018 |
# ? Jul 21, 2018 06:48 |
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Whoops, forgot I don't have time for fun. Sorry! Yamtaggler fucked around with this message at 23:13 on Jul 23, 2018 |
# ? Jul 21, 2018 06:54 |
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Bad Seafood fucked around with this message at 07:02 on Aug 1, 2018 |
# ? Jul 21, 2018 08:08 |
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Interested, probably a Ranger/Thief
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# ? Jul 21, 2018 08:21 |
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Sorcerer goes here when I get back from vacation.
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# ? Jul 21, 2018 08:55 |
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I'm always down for additional D&D stuff, I'll see what I can do. I'm thinking either Monk or Wizard. EDIT: Background in progress Darcy "Ironsides" Landown, Human Monk 1st Job: Trainer 2nd Job: Recruiter "Your claims to martial prowess are mere braggadocios horse-apples good sir, I will test the fibre of your fabric!" Years before the chapter of Darcy Landown, master pugilist, lightweight champion and distinguished gentlemen of the squared circle came to light in the town of Yartar, there was the legend of the man known as 'The Marquise'. The Marquise was the first and founding master of what would later be called the "Way of Twin Fists", a Noble adventurer was something that was not exactly common, but a Noble /monk/ was something else entirely, and a monk that only seemed to use his fists and nothing else? Suffice to say for all his adamant critics and rivals that sought to challenge him or discredit him at every turn, The Marquise went down in the books as one of the great Monks of legend, and like it or not his 'style' became the foundation of a new school, right in the heart of Yartar which since then had sprouted off into multiple little clubs in the city proper. Enter Darcy Landown, Darcy was the son of a Cobbler and was looking for something more than a lifetime of making shoes, and on one fateful day took a wrong turn down an alleyway and ended up at the 'Ministry Yard's Pugilism Establishment', just down the street from his home and intrigued he entered the establishment and eventually signed up for the classes every Thursday. What started as curiosity turned to genuine interest, and then turned into a passion, and then turned into a vocation when he hit the city's burgeoning prize fighting circuit and made a name for himself at the end of countless bruised knuckles and rapid fire knockouts. And then the accomplishments turned into routine, and the prize fighting just wasn't doing it for him anymore. He needed something else to sharpen his skills against, and that was when he retired short-term from his prize fighting career, and joined the Adventurer's guild in Yartar, eager to take what he had learned on the road to show the world the Way of Twin Fists was a force to be reckoned with! It was just misfortune that debt was one of the few things he couldn't conceivably punch. TheNabster fucked around with this message at 21:37 on Jul 26, 2018 |
# ? Jul 21, 2018 12:44 |
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Name: Algaress Class: Warlock Race: Variant Human Background: Urchin Base Carry Weight: 150 lbs. Base Lift Weight: 300 lbs. Age: 22 Size: Medium 6'3" 210 lbs. Alignment: Chaotic Good Languages: Common, Elvish Hit Points: 36 Initiative: +2 AC: 17 Speed: 30 Passive Perception: 9 Passive Investigation: 11 Passive Insight: 9 Attributes (Modifier/Saving Throw) / [Modifier including Magic Items]-*Indicates proficiency Strength: 10/0 (+1) Dexterity: 14/+2 (+3) Constitution: 14/+2 (+3) Intelligence: 12/+1 (+2) *Wisdom: 8/+2 (+3) *Charisma: 18/+4 (+8) Weapon Attacks Skills (Proficiency Bolded) Acrobatics +2 Animal Handling -1 Arcana +1 Athletics 0 Deception +7 History +1 Insight -1 Intimidation +7 Investigation +1 Medicine -1 Nature +1 Perception -1 Performance +4 Persuasion +7 Religion +1 Sleight of Hand +5 Stealth +5 Survival -1 Armor Proficiency: Light armor, medium armor, shields (Medium armor and shields from Hex Warrior) Weapon Proficiency: Simple weapons, martial weapons (Martial weapons from Hex Warrior) Tools: Disguise Kit, Thieves' Tools Languages: Common, Elvish Features: Otherworldly Patron-Early in his life, Algaress was chosen by an envoy of The Raven Queen to combat accursed undead. He is considered to use the Hexblade as his Otherwordly Patron. Pact Magic-At level 5, you know 3 cantrips and have 2 spell slots. All spells are automatically cast at third level, if applicable. Eldritch Invocations Thirsting Blade-You can attack with your pact weapon twice, instead of once, whenever you take the attack action on your turn. Improved Pact Weapon-You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. Hexblade's Curse-Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Hex Warrior-At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. Feats: Sentinel-You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Spells: Cantrips Eldritch Blast Booming Blade Mage Hand Spells Armor of Agathys Hex Mirror Image Counterspell Blur Branding Smite Equipment: Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. Rod of the Pact Keeper, +2, attuned While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. Death's Beginning-This is the name of my pact weapon. It tends to take the form of a Morningstar when not directed to a different form, but can take multiple different forms. Breastplate Backpack Crowbar Hammer 10 Pitons 10 Torches Tinderbox 10 days worth of rations Waterskin 50 ft. Hempen Rope Small knife Limburger, my pet mouse My father's signature on the back of a faded map of Waterdeep Beltpouch containing 110 gold 20 Crossbow Bolts Light Crossbow Background: PERSONALITY TRAITS In spite of his history, Algaress is friendly and jovial. He enjoys the finer things in life, and tends to live for the moment. He distrusts authority, having spent a lifetime scrounging to survive. IDEALS Algaress fights to destroy all undead and the Necromancers that create them. BONDS Algaress feels indebted to the guild after taking him in off the streets. FLAWS Algaress is unobservant and is singularly focused on his objective. He objects to the use of any resurrection magic, but will eventually relent so long as it only forestalls death. FriskyBoat fucked around with this message at 04:51 on Jul 22, 2018 |
# ? Jul 21, 2018 15:07 |
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Bang Tremala, Fire Genasi Gunsmith Role: (1) Quartermaster, (2) Treasurer, (3) Trainer Pyle Tremala didn't expect to meet an efreet woman on his journeys as a member of the Yartar Adventurer's Guild. His daughter Jouna would ask him to recount the days of their romance as they swept through the Evermoors for valuable remnants of the war. Sitting in the cellars of the guildhall surrounded by the strange exotic findings, it was easy to be entranced by the adventuring life... even if adventuring was on hiatus for them. When her father left the guild out of frustration, she jumped in despite his best wishes. The artifacts that they collected were salvaged and re-purposed for adventuring. The room where she spent her childhood became the workshop for her professional career. The debt accrued by her father's company became hers to bear. Bang, as she dubbed herself, became obsessed with her own ingenuity and fell in with the guild of artificers. Her initial trinkets had a lukewarm reception, having little practical use. Proper application of guild resources and pulling the reins when necessary led to Bang's finest creation: a gleaming mechanical tube that goes "Pow." Spirited as ever, her mind often runs faster than her mouth and the confidence in her inventions can be somewhat unwarranted. She can often be found in the yard muttering "yeah-yeah-yeah" while preparing her constructed pack beast for field trials. Other guild members warn of approaching Bang in one of her sprees, as her ramblings are as legendary as the creations she talks about. Her passion can be infectious, though, and she often reminds the guild just how it used to be. Double May Care fucked around with this message at 03:20 on Jul 22, 2018 |
# ? Jul 21, 2018 20:18 |
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Okay working on a Mountain Brute not sure if going Human, Dwarf or Goliath yet.
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# ? Jul 21, 2018 20:40 |
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Syprien "Fateless" Ryc The World's Strongest Syprien was called "Fateless" by his mountain clan because he was born smooth-skinned and without the winding patterns his people were known for. They called him cursed, an ill omen, but their sense of fairness and justice would not permit them to leave a child to die. Instead they waited until he was old enough to feed himself and then banished him from the tribe forever. He was not a skilled hunter, but managed to make his way down the mountains to a small human village where he was taken in by the local smith. He ate enough for four men, but worked harder than anyone to prove that he was worth something. He grew tall as a horse and twice as strong, able to lift an anvil by the horn and toss it across the street. These and other feats of strength gained him a reputation and he took to performance as well as smithing to help pay his way. Eventually the village was attacked by orcs, and Syprien was forced into combat. A gentle soul by nature, he flew into a rage when the orcs speared his adoptive mother in the arm. When he was done there was nothing left of that orc by a bloody carcass, barely attached to the arm he had used to wield the creature like a weapon against his attackers. That is when he decided to join the adventure's guild, to help fight problems like this. When times were good he paid to move his adoptive parents into Yartar. They, with his patronage, started and orphanage to help the street children of the city learn trades and have hopes for a better life. Now the guild has fallen on hard times, and Syprien has been forced to go back to his performances to help make ends meet. The World's Strongest! Watch him bend bars of iron over his head! Able to lift a bench of audience members overhead and hold them with one arm! Watch as the World's Strongest Man plays the World's Smallest Violin! But he believes in the guild and he knows that if they work together, the remaining members can get the job done! Job: Quartermaster Side Job: Trainer pre:Name: Syprien "Fateless" Ryc Class: Totem Barbarian (5) Race: Goliath Background: Entertainer Base Carry Weight: 1080lbs Magic Carry Weight: 2160lbs Base Lift Weight: 2160lbs Magic Lift Weight: 4320lbs Age: 35 Size: Medium (8' 2''), 410lbs 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. professor_curly fucked around with this message at 04:12 on Jul 29, 2018 |
# ? Jul 21, 2018 20:47 |
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Naeseth Thurnoc, Paladin of Torm Role: Trainer, Sergeant, Quartermaster Naseth Thurnoc fought in the War of the Silver Marches with the Rampant Lions, rising to the rank of Sergeant during the fighting, he still has the haft of an orc axe that nearly finished his career. When the war came to a close he returned to his home town of Yartar, and joined the local Adventurer's Guild, sure that the Guild would flourish in the coming years. As a youth he had learned the basics of martial training from the Adventurer's Guild, and sought to repay them for their tutoring. The current state is somewhat dismaying, but Naseth is sure that Torm will see that justice prevails for the Adventurer's Guild of Yartar. Mykkel fucked around with this message at 16:37 on Jul 25, 2018 |
# ? Jul 21, 2018 22:26 |
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Dagmund DeAndhelenstein, Gnome Awakened Mystic Character Sheet Role: Captain/Sergeant/Any Dagmund has been with the guild for 80 some-odd years now. He never fit in with his village, always knowing what people were thinking and speaking into their heads. Unlike the other kids his age, his parents actively pushed him to go adventuring. They're halfway across Faerun, he hasn't talked to them for at least 70 years. It's probably better this way. He adventured a bit, fought some goblins, then joined up with the Order Of The Blue Boar. Made friends, fought in a small war, watched them die. Joined Mindulgulph Mercenary Company for better pay. Made new friends. Fought in another small war. Watched them die. Then, at the ripe old age of 30, Dagmund realized he shouldn't be working for someone else. Or at least he should be higher up on the totem pole. Mercenary companies didn't mind his odd talents, and kept his belly full, but there was no real room for advancement. He happened to be serving with a young man by the name of Murdil Dustguard, from the Elk Tribe of Flint Rock. It sounded like a shithole, but Yartar was nearby and Murdil had apparently gotten his start at the adventurer's guild there, and gave him a recommendation. Well, it was a rabbit skull necklace, but Murdil said they'd know it was from him. The Guild was slow to accept him at first. They don't get a lot of gnomes this far north, nevermind ones that can read minds. But he took a few jobs, got paid, started taking on bigger responsibilities. He got stuck quartermastering for a decade, not his favorite. Helped the old treasurer for a few years. Coulda had the job when the ancient elf retired, but some upstart wizard wanted it, and Dagmund was happy to pass along that headache. Spent a dozen years helping the recruiters, ferreting out those with less sincere intentions or just weren't cut out for the job. Even helped train the casters for a few winters. Couldn't teach them poo poo about spells, but most of staying alive while facing down a dozen orcs involves thinking on your feat and hiding behind a paladin anyway. Lately he's been organizing some of the new guys. Making sure everybody going out remembers to pack their healing potions and somebody among them knows how to heal, that sort of thing. He still goes out on some of the more dangerous missions, tries to drum up business where he can. The recent financial troubles have been weighing on him heavily. He took a paycut, and then another. He doesn't have much of a nest egg, but he could sell off some of his gear and retire and farm somewhere. Maybe even move back to Algarond and reconnect with his family. But that wasn't what he wanted. He wanted to bring back the glory. Trick another minotaur into charging off a cliff. Mind blast a harpy from 100 feet and watch her splat in front of the wizard and stain his robes. Hell, he's never even fought a dragon before! Relentless fucked around with this message at 00:59 on Jul 24, 2018 |
# ? Jul 21, 2018 23:40 |
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FriskyBoat posted:Name: Algaress Forgot one of my features, this is the fix.
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# ? Jul 22, 2018 04:54 |
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Edit: Withdrawn. Buzzed me overestimates my free time in the near future. Watching with interest.
Not Alex fucked around with this message at 23:08 on Jul 22, 2018 |
# ? Jul 22, 2018 05:15 |
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Will put up a bio and such in a bit, but wanted to get this posted. https://www.dropbox.com/s/9vtabyalu9lt9lw/Farrin.pdf?dl=0 Haven't played 5e before, but have played every edition pre-4th (none of my friends wanted to play 4 ) Tabaxi Swashbuckler. Looking at Recruiter/Sergeant. I'll dig around for a portrait but after I looked at what I'd made I feel the current is appropriate. As Hero Lab's equipment format is a mess: Rare- Cloak of Displacement Purchased 3 uncommons: Bag of Holding, Shortsword of Warning, Luckstone
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# ? Jul 22, 2018 08:17 |
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Darrakk Ironfist The Breaker Darrakk Ironfist is larger than life, a local hero and a fixture of Yartar for longer than most have been alive. And a member of the Yartar Adventurer's Guild from the very first. He has been many things but he was not always of Yartar. Long ago he lived in a far off mountain, towering over his fellow dwarves and not quite feeling at home. He was the son of a blacksmith, a warrior, a champion of his people. And he was an oddity, his father knew not what to make of him. Yes he proved quite capable at smithing, but he disdained wielding weapons and wearing armor. He never managed to learn the traditional art of battle and he could very well have been an embarrassment. Yet while he eschewed the traditional dwarf art of combat he did prove a capable warrior. He would go into battle flinging armor and weapon away at the first opportunity and then begin to slam hook horrors with his bare fists, smashing them into walls and each other. Tearing them apart with his bare hands. His skin, bronzed from the fires of the forge, managed to shrug off even the mightiest of blows. Even unarmed and unarmored he was more than a match for the mighty warriors he accompanied. No traditional dwarf style, but how could one look down upon what he accomplished? Still Darrakk grew bored of the tunnels, of the caves, of the hook horrors and drow, he was filled with a wanderlust and wanted to see the world. And so he left. He set out into the world, he traveled the lands, he fought monsters and bandits, he got into brawls, and he got drunk. Oh boy did he get drunk. And he spent his coin rather freely. And he didn't exactly know how to make money in the surface world. As time went on he began running low on supplies, and coin, and was beginning to go hungry. As he was starving he stumbled upon Yartar, he collapsed in the street and perhaps that would have been the end of Darrakk. Yet a kind young man found him, took him in, fed him. The man proved to be the local blacksmith, perhaps in an ironic twist of fate. He was strong, compassionate, and quite capable. He gave Darrakk room and board, helped Darrakk figure out the proper way to live in the surface world. And in exchange Darrakk began helping him around the forge. He introduced Darrakk to the locals, and Darrakk took quite an interest in the tavern. As time went on Darrakk learned quite a bit about brewing, and officially started working as the blacksmith's apprentice. Darrakk became so focused on helping the blacksmith and the local populace that he forgot about his wanderlust for a time. Time passed and Darrakk grew into a local hero as he performed various tasks, driving off bandits that made the mistake of attacking the town, killing a few wild boar that rushed throw the town. That day there was much feasting. When the blacksmith grew old and infirm Darrakk took on the work of the forge, becoming the new blacksmith. He settled into a fairly peaceful life, going out and about to the local areas to deal with problems when he could find the time. Over the years Darrakk was truly becoming well known in Yartar, a local hero, and a figure many looked up to. Then one day he found a young lad, collapsed and weak from hunger. Much like the blacksmith before him he took the boy in. Fed him, clothed him, gave him room and board. The young lad was very grateful and wished to help out. So Darrakk taught him the forge, the art of smithing, and the lad became his own apprentice. Over time the lad grew strong, and Darrakk once more began to grow quite restless. His wanderlust was back. And so when he was sure the lad was ready he passed the forge onto him. He later learned that history would repeat itself again, the new blacksmith would eventually come across another young man and teach him the ways of the forge as well. But in the meantime he joined the new Yartar Adventurer's Guild. He went out with them on missions, doing good for the world and having a good time. Time continued to pass and the Yartar Adventurer's Guild swelled, then receded. It hit its peak glory, then began to fall by the wayside. In the meantime the blacksmith he had trained grew old. Many he had once known around town had died, still he was a bit of a legend, more for what he had done before those who still lived were born than for his work with the guild. Now the Guild is on the verge of collapse. Soon the building will be sold if the remaining members cannot raise the funds needed. Darrakk still has that spirit of adventure, and as one of the founding members he could hardly allow the guild to collapse on his watch. So of course he will do all he can to bring the Yartar Adventurer's Guild back to the glory it once had. Job: Sergeant Side Job: Recruiter, Trainer 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 Ryuujin fucked around with this message at 08:47 on Jul 25, 2018 |
# ? Jul 22, 2018 09:34 |
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Merric Havenridge Halfling Divine Soul Sorcerer Role: Treasurer (Primary), Quartermaster (Secondary) Merric is a travelling business consultant on a pilgrimage visiting villages whose economy has been devastated by the War, helping merchants get back on their feet and re-establishing trade routes. Merric came to the city of Yartar to ensure the local barge industry was healthy as it is crucial for river trade routes. While staying in the tavern he heard stories of the heroic deeds performed by the Yartar Adventurer's Guild, as well as its dire financial situation. While Merric's area of expertise is in mercantilism, the Church of Waukeen still teaches about the brave adventurer's that rescued Waukeen from Graz'zt the Abyssal Lord in 1370 DR. Merric sees saving the Yartar Adventurer's Guild from bankruptcy as a Divine imperative to repay the debt all followers of Waukeen owe to adventurers. code:
Reik fucked around with this message at 17:21 on Jul 27, 2018 |
# ? Jul 22, 2018 23:43 |
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I'm interested. Just trying to solidify a character.
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# ? Jul 23, 2018 03:28 |
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The old discord link expired because I choose one that did! If anyone was having trouble getting in it should be fixed.
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# ? Jul 23, 2018 22:54 |
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Interested, going to try to put together a Tiefling Sorcerer.
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# ? Jul 24, 2018 17:33 |
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I'm sorry. Phineas Tempus (P.T.) Barbnom, trainer, treasurer, quartermaster, Phineas Tempus (P.T.) Barbnom didn't join the Yartar Adventurer’s Guild, he was born into it. Third generation adventurer, but who's counting, right? Which answers your question about why he would stick with them during these dark times: the adventury code, as his grandfather put it. It evolved out of necessity. As his father put it, "you’re a stranger in every town you go, so we only have each other." The rule has been reinforced through experience. The guild and its denizens are exactly as "good" or "bad" as the locals want it to be. The townies draw that line, wherever you go. The fine upstanding church-going citizens of Anytown, Faerun always look with justified suspicion on these weird people showing up in their town. The adventurers will be here today and gone without a trace tomorrow, it says so prominently on all the posters. Adventurers have no stake in the local community, they have no fixed address, they look like they just got out of prison yesterday, they certainly don't play by your rules, and they've come for the express purpose of getting your money. Surely they'll cheat you and if you're lucky you'll get a stuffed kobold. The suspicion is mutual, for good reason. If you're an adventurer, the locals have no reason to treat you fairly (you've got a pocketful of the citizens' money, surely the city guard could find some way to make you give it back), and many of the things about you and your co-workers that make the locals suspicious are true. On the other hand, the guild is a place where a person can work for a living even if he's lost most of the resources society likes a person to have. Try to get a job anywhere else when you've lost your moorings ... maybe you're not content settling down in one place, maybe you have a troubled past, maybe the road is better than whatever you've left behind, maybe you just aren't cut out for the nine-to-five life. All those things could be viewed as signs of a free spirit, or they could be marks of someone who's just not fit to be among decent people. It all depends which side of the fence you're looking from. So an adventurer needs some rules to be able to get along in such company: don't nose into anyone else's business, don't screw up anyone else's game, and when the wagons leave the lot all debts are paid. And you need to band together to protect yourselves: don't give 'em your real name (after all, there was that little disagreement in the last town just a few miles away), and stand by your fellows (shout 'hey rube' and rowdy locals quickly find that you have more and bigger and meaner friends on your side). I'm sure I've forgotten something, but in essence that's "the guild code": it's us against the world, and it'll always be that way, so deal with it. Folk Hero -- I stood alone against a terrible monster. The War of the Silver Marches. The Dragons. The Giants. It's been a tough couple years for the Sword Coast, obviously. Yartar survived the ordeals, mostly unscathed. There are a lot of people to thank for that, some dead, some retired. I wouldn't say I did anything heroic during the recent struggles, because I didn't sacrifice anything. If you put my contributions beside someone who gave their life defending Yartar or the surrounding settlements, it isn't even a comparison. Hell, I was barely an adolescent when things really kicked off. I held my own, though. I normally keep my cards pretty close to my chest, but a few of the townsfolk know what I'm really capable of, for better or worse. It was an unfortunate circumstance. I was helping a farmer on the outskirts of town deal with a wild boar that had been troubling him, and a monstrosity the size of a house descended upon us. There hadn't been any reports of wartime threats in the area, so I'd come alone, and there wasn't any other support for miles. The only way to intervene was to reveal myself, and truly test my limits. As an adventurer with family ties to the region, I usually get the benefit of the doubt from the locals. They know the name, and they know we've got a reputation for certain skills involving wild animals, tracking, and the like. It's a whole separate ballgame to actually witness the sort of savagery I'm capable of when my hand is forced, though. In order to protect the farmer and his family, I gave up all pretense of being a novice guild member with access to a few minor magical talents. I tore the beast in half, and then I found its master and ended him. I learned later that the creature was called a manticore, with its vaguely humanoid head, body of a lion, and the wings of a dragon. It had been the hunting companion of a hill giant chieftain. The farmer was grateful, but I think part of him remains terrified of me to this day. The concern in his eyes that I saw is something that I still wrestle with from time to time. When you need to become a monster to fight monsters, what are you really doing? Does it even make a difference? A few of the locals seem to think so, I suppose, but sometimes I don't really know. The worst part is, they skinned the manticore and made it into a suit of armor for me as a gift. It makes me pretty easy to spot in a crowd, at least for the locals who know the story of the guy who ripped the thing in half during the war. It's a mixed blessing, I guess. pre:------------------------------------------------------------------------------------------------------------------------------ Name: Phineas Tempus (P.T.) Barbnom Alignment: Chaotic Neutral Race: Human Background: Folk Hero Class: Druid (5) Size: Medium STR 19 (+4) [ 8 base / =19 item] INT 10 (+0) [10 base] DEX 14 (+2) [13 base + 1 racial] WIS 14 (+2) [14 base] CON 16 (+3) [15 base + 1 racial] CHA 12 (+1) [12 base] HP 43 / 43 [28 druid + 15 ability] AC 14 [ 2 ability + 12 armor] Speed 40' [30 racial + 10 mobile] Initiative +2 [ 2 ability] ------------------------------------------------------------------------------------------------------------------------------ Skills: Athletics + 7 Background* STR [3 proficiency + 4 ability] Acrobatics + 2 --- DEX [0 proficiency + 2 ability] Sleight of hand + 2 --- DEX [0 proficiency + 2 ability] Stealth + 5 Background* DEX [3 proficiency + 2 ability] Knowledge (arcana) --- --- INT [0 proficiency + 0 ability] (history) --- --- INT [0 proficiency + 0 ability] (investigation) --- --- INT [0 proficiency + 0 ability] (nature) --- --- INT [0 proficiency + 0 ability] (religion) --- --- INT [0 proficiency + 0 ability] Animal handling + 5 Human WIS [3 proficiency + 2 ability] Insight + 2 --- WIS [0 proficiency + 2 ability] Medicine + 2 --- WIS [0 proficiency + 2 ability] Perception + 5 Druid WIS [3 proficiency + 2 ability] Survival + 5 Druid WIS [3 proficiency + 2 ability] Deception + 1 --- CHA [0 proficiency + 1 ability] Intimidation + 1 --- CHA [0 proficiency + 1 ability] Performance + 1 --- CHA [0 proficiency + 1 ability] Persuasion + 1 --- CHA [0 proficiency + 1 ability] Equipment: Arms Druid [Druid] Armor Light / Medium / Shield [Druid] Tools Herbalism kit [Druid] Smith’s tools [Background] Vehicles (land) [Background] Languages: Common / Sylvan [Human] Druidic [Druid] Saves: Strength + 4 --- [0 proficiency + 4 ability] Dexterity + 2 --- [0 proficiency + 2 ability] Constitution + 3 --- [0 proficiency + 3 ability] Intelligence + 3 Druid [3 proficiency + 0 ability] Wisdom + 5 Druid [3 proficiency + 2 ability] Charisma + 1 --- [0 proficiency + 1 ability] ------------------------------------------------------------------------------------------------------------------------------ Inventory: Campaign bonus, rare magic item Staff of the woodlands [Attunement: yes] Purchases, uncommon magic items Decanter of endless water [200 gp] [Attunement: no] Waador fucked around with this message at 06:52 on Aug 1, 2018 |
# ? Jul 25, 2018 02:19 |
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Wilhan Allermoor, Human Storm Sorcerer Sorcerers, as a general rule, are braggadocious, larger than life, and love to show off. And why wouldn't they? Power surges through their very being. At a flick of their wrists, the elements respond. Reality bends itself through their merest whims. That sort of thing tends to go to one's head. One might be surprised, then, to learn that quiet old Wilhan counts himself among their numbers. He is a fragile old man, hobbling along with a cane, his voice easily lost among a crowd of boisterous adventurers. But while his physicality fails him in his elder days, his mind is still sharp as a tack. He is a shrewd manipulator and always seems to know more than he lets on, preferring to apply his force of will as a scalpel rather than as a hammer. A single well-placed word can achieve more than a fearsome cry. He plays up his senility among strangers, but most people know him to be far from it. Among friends, he is patient, resourceful, and always willing to give advice or explain a better strategy. His command of magic is similarly subtle; he rarely pulls out the big guns, preferring effects that let the stronger members of the Guild apply their force more effectively. But incur his wrath truly, and one will be on the wrong end of a terrible fate. Being so old, Wilhan Allermoor has been with the Guild for many years. He joined for the reason many others did; he was young, looking for work, and adventure seemed as good a reason as any. In his earlier days, he was a simple clerk. Prone to the folly of youth, at times, he would occasionally venture out in the field, though his power wasn't nearly effective enough compared to others, and so he was more confined to the headquarters, helping out the treasurer or other management. In his spare time, he pursued alchemical creations. People saw promise in his smarts, though; and eventually, even though the guild was declining, Wilhan tried to keep it afloat for as long as possible. His superiors long since dead or moved on to better pastures, he stuck with the Guild because it was all he knew; and he is nothing if not loyal. Using his skill at manipulating people to stave off a payment here, find a quick bounty there, he did everything he could to keep the Guild going, watching adventurer after adventurer leave for better offers, but refusing to give in out of sheer stubbornness of age. But now the deadline looms. It seems Wilhan must limber up his tired bones, and pull the entire Guild up from what seems an all-but-certain death. Fortunately, he's not alone yet. Mostly straightforward, except I swapped one language from Sage background to proficiency with Alchemist's Supplies. quote:Name: Wilhan Allermoor Wahad fucked around with this message at 18:53 on Aug 2, 2018 |
# ? Jul 25, 2018 08:41 |
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Man, I have a concept for a celestial pact tome warlock that I really like for this, but my personal life is way too busy to support a game like I should. Good luck guys,
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# ? Jul 26, 2018 17:58 |
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Still looking for the perfect game to play out the spear fighting guy I've had bouncing around so interest post for now. Gotta figure out the details, I'll try to have something up by Sunday!
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# ? Jul 27, 2018 03:57 |
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Salvynius Morina, "Arsonist" Roles: Recruiter, Trainer, Captain For as long as she could remember, it had always been Morina and her brother, Korbys. Growing up in an orphanage, dropped off there as hatchlings, they only had one another for support. He had always been a painfully naive idealist, believing in truth and justice like something out of the most idealistic depictions of adventuring. She, meanwhile, held far more down-to-earth views, looking only to ensure that her and her brother would not just survive, but thrive. As they grew, they discovered a shared natural showmanship, and in their adolesence dabbled in what would become their favored performance styles, Morina betting on herself in tests of strength and her brother earning some coin performing small stunts of dexterity. As adults, this became a respected career as an acrobat for Korbys, and an equally respected career as a Gladiator for Morina. They were both happy, for a time, especially as the spectacle of their performances earned them more than enough to live comfortably. She carefully managed their funds, and negotiated with those who would hire them, and he served as an approachable, friendly face to draw in employers and crowds. But despite this, Korbys was unhappy, and one night revealed his true plans. He had been practicing the bardic arts in secret, and had arranged membership in the Yartar Adventurer's Guild. Morina was furious with his deception, but by then it was too late to talk him out of it. Not willing to let him get involved in it by himself, she joined the Guild in a minor bureaucratic position, doing odd jobs both for coin, and to ensure she could keep an eye on him. He was never necessarily a storied hero, but his bravery and skill were notable even with his relative inexperience with the profession. Unfortunately, in the end, her worst fears came to fruition, her brother dying in the line of duty. He died a hero's death, saving the rest of his party and others beside, but it was cold comfort to the bereaved Dragonborn. For a time, she became aimless, continuing her busywork at the Guild only because she had grown accustomed to it and because she knew he would have wanted her to do more than lie around grieving for him... but grieve she did, even as she tried to bury herself in the tasks she had learned to do by heart. Now, the Adventurer's Guild he had worked so hard for, the people he had seen as brothers in arms, were in trouble. Reduced to a shell of their former glory, at risk of being wiped from the very face of this world through troubling times and unfortunate twists of fate. But Morina refused to allow it, knowing that he would have fought tooth and nail to preserve this place, to preserve its ideals. She has taken up his arms, learned the ways of Bardic Magic that he had once so cherished, and intends to save the Guild by any means neccessary. Not for them, not for herself... But for Korbys. quote:Name: Salvynius "Arsonist" Morina Probe 17 fucked around with this message at 00:01 on Jul 31, 2018 |
# ? Jul 29, 2018 03:58 |
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Hey, due to some family illness I am going to push the end of recruitment back to August 1st.
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# ? Jul 30, 2018 00:52 |
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Anvil Role: Quartermaster (Backup: Trainer) Strike. Strike. Strike. Fold. Strike. Strike. Examine. Strike. Fold. Strike. It will suffice. I put the blade down and set to work on the hilt. I am Anvil. I do not recall where I came from. I was found by dwarves. I was repaired. I was put to work in the forges. I did good work. I became famed for ability and work ethic. I was sent to Yartar by Oleg Ironfist. Begin recitation: "Find the Adventurer's Guild there. You'll be their new Quartermaster. Moradin has blessed you with a skill none of us ever imagined we would see in a creature like you. But I owe a debt to Veran and I am not one to forget my debts. Tell him this makes us even. Goodbye Anvil." I arrived in Yartar. I found the guild. I set to work. The other members watch me. I do not mind. I am here to work. And I do good work. At times I set aside my tools and spar with the others. It keeps them sharp. That is my duty. Hone and craft the tools of the guild. I take pride in completing my task. I need nothing else. Still. Where did I come from? A question that loops. I have no answer. Yet. Strike. Strike. Fold. Examine. Strike. Strike.
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# ? Jul 30, 2018 08:48 |
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Tilden Wavestaff So why did I join the Adventurer's Guild? That's a good question, actually. So, it might come to your attention that I don't look exactly like other people. For one thing, my nose has a little bump in it. That's what most people notice. Then, if they're very observant, they might notice the green skin and hair and the ears that look vaguely finned. I don't blame you if you don't see it. It's subtle. My mother was human, like you. My father...well, I didn't know him, but it's my understanding that he was a genie of the Plane of Water...a Marid, they're usually called, although I don't know the derivation of the word, and that's not a term they call themselves, as far as I know. I don't know how they met, although as I understand it, powerful genies can often disguise themselves as humans or demihumans, and they tend to be casual with their affections. Anyway, in case you noticed, genasi, as we're so called, aren't particularly common, especially in northern Faerun. I've heard there are more of us in Calimshan, but here, not so much, and so my mother and I were shunned. She raised me in the Greenfields, and largely it was just us, Then she died, and it was just me. I spent a lot of time out there, alone, thinking. There's a lot of time to think when you're by yourself. If you don't mind, I'll skip the whole story of my awakening as a druid. It's not that it's not interesting, I suppose, but it's a little off point. Anyway, I spent a lot of time thinking and watching, and what I came up with is that nature is largely indifferent. Humans, and dwarves and elves and goblins and such impose moral frameworks on things, but the world goes on being the world. But, nevertheless, we create heroes and villains. And if you look at history, this whole push to make heroes and villans; whenever somebody builds up great power and decides to turn it to some sort of noble or ignoble cause, things usually right themselves in thCalimshane end, but there's a whole lot of mess getting there. That's why I'm a member of the Adventurers' Guild. They don't work perfectly, but an adventurer's guild at least tries to set up some sort of framework to help guide those who are growing powerful against excessive and unnecessary disruption for the sake of a cause. Get rid of the Adventurer's Guild, you don't get rid of adventurers, and without guidance, they can get in all sorts of trouble. PERSONALITY TRAITS I tend to think before acting. I have a sarcastic streak. IDEALS Fanaticism towards moral causes is dangerous, and usually causes more harms than good BONDS The Yantar Adventurer's Guild is my home, and Veran Klios is my friend. I don't want to let it or him down. FLAWS I have trouble trusting and getting close to people. pre:Name: Tilden Wavestaff Class: Druid of the Land (Grasslands) 5 Job: Quartermaster, Recruiter Race: Water Genasi Background: Hermit Base Carry Weight: 120lb Base Lift Weight: 240 lb Age: 32 Size: Medium Alignment: Lawful Neutral Languages: Common, Primordial, Elven, Druidic xp: 6500 Hit Points: 43 Initiative: +0 AC: 14 Speed: 30 Passive Perception: 13 Passive Investigation: 11 Passive Insight: 13 Attributes (Modifier/Saving Throw)-*Indicates proficiency Strength: 8 (-1) Dexterity: 10 (0) Constitution: 16 (+3) *Intelligence: 12 (+1/+4) *Wisdom: 16 (+3/+6) Charisma: 13 (+1) Weapon Attacks Skills (Proficiency Bolded) Acrobatics 0 Animal Handling +6 Arcana +1 Athletics -1 Deception +1 History +1 Insight +3 Intimidation +1 Investigation +1 Medicine +6 Nature +4 Perception +3 Performance +1 Persuasion +1 Religion +4 Sleight of Hand 0 Stealth 0 Survival +3 Armor Proficiency:Light Armor, Medium Armor, Shield Proficiency Weapon Proficiency: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sicles, Slings, Spears Tools: Herbalism Kit Languages: Common, Primordial, Elven Features: Acid Resistance Amphibious Swim Can cast Create or Destroy Water as a 2nd level spell Wild Shape Druidic Circle: Circle of the Land Feats: Savage Attacker Cantrips Shape Water Shillelagh Primal Savagery Gust Guidance Druidcraft Spells 1st level: 4 slots 2nd Level: 3 slots 3rd Level: 2 slots Bonus Land Druid Spells Invisibility Pass Without Trace Daylight Haste Equipment: Herbalism Kit Scroll Case stuffed full of notes Winter Blankets, Common Clothes Wooden Shield Quarterstaff Leather Armor Explorer's Pack Druidic focus Staff of the Woodlands Studded Leather 655 GP Epicurius fucked around with this message at 05:29 on Aug 1, 2018 |
# ? Jul 31, 2018 04:58 |
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Thanks to everyone who applied, it was a tough choice. To those who have joined the guild, welcome to the Yartar Adventurer's Guild! Captain - Relentless as Dagmund DeAndhelenstein Sergeant - Ryuujin as Darrakk Ironfist Treasurer - Wahad as Wilhan Allermoor Quartermaster - Mr. Humalong as Anvil Trainer - professor_curly as Syprien "Fateless" Ryc Recruiter - Tricky as Elbeth Harn Game thread will be up tomorrow in the evening EST time. If you have any changes to make to your character now that you know the line-up now is the time so long as it is not massive changes.
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# ? Aug 2, 2018 05:32 |
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Game Thread is up! https://forums.somethingawful.com/showthread.php?threadid=3864911
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# ? Aug 3, 2018 00:46 |
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# ? Apr 25, 2024 23:44 |
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Missions and Jobs Missions - Missions require a full adventurer's party, 4-5 members. Two of the skill checks that will be tested are revealed, two more randomly selected ones will be chosen. Success of the mission ranges from; 0 Success - Total failure 1 Success - Poor Mission 2-3 Success - Good Mission 4 - Great Mission Rewards, and possible problems, will arise from what ranking the party gets. The skill checks will be against an unknown DC. If no members of the chosen party are proficient then no bonus is given to the d20 roll. Profieciency adds +2 to roll. Gear adds plus' as per the chart. Bonus effects are temporary plus modifiers (or minus) that will eventually expire. Small Jobs For the most part, these are jobs that are simple and guarenteed income. There are no skill checks for most of them (that may change as you progress) but they pay far less. Ovo fucked around with this message at 05:53 on Aug 8, 2018 |
# ? Aug 8, 2018 05:45 |