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Post by GravityEmblem on Apr 6, 2018 5:27:18 GMT -8
Name: Fosco Moss
Equipment Weight (Carrying Capacity: 150 lbs)
Rapier 2 Lbs Dagger 1 Lb Leather Armor 10 Lbs Flute 2 Lbs Entertainer's Pack
Backpack 5 Lbs Bedroll 7 Lbs Candles (5) Negilgible Rations (5 days) 10 Lbs Waterskin (full) 5 Lbs
Cook's Tools 8 Lbs Iron Pot 10 Lbs Shovel 5 Lbs Pouch w/5 gp 1 Lb
Total 66 Lbs
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Post by Daos on Apr 6, 2018 10:44:01 GMT -8
So now we are at: Fosco Moss (GravityEmblem) NG (Gender?) Halfling (Lightfoot) Bard 1 Folk Hero Age 26/Height: 3'1"/Weight: 38 lbs Languages: Common, Halfling STR 10 DEX 18 CON 12 INT 13 WIS 12 CHA 16 Defining Event: I ousted a merchant who had been swindling the people of my village. Personality Trait: If someone is in trouble, I'm ready to help. Personality Trait: (?) Ideal: Sincerity-There's no good pretending I'm someone I'm not. Bond: I protect people who can't protect themselves. Flaw: I can be a little too trusting and forgiving at times. (Name?) (HorizonsDream) (Alignment?) Female Tiefling Rogue 1 (Background?) Age (?)/Height (?)/Weight (?) Languages: (?) STR 13 DEX 15 CON 13 INT 13 WIS 10 CHA 17 Personality Trait: (?) Personality Trait: (?) Ideal: (?) Bond: (?) Flaw: (?) (Name?) (Nuke) (Alignment?) (Gender?) Tiefling Warlock 1 (Background?) Age (?)/Height (?)/Weight (?) Languages: (?) STR 11 DEX 10 CON 8 INT 8 WIS 8 CHA 14 Personality Trait: (?) Personality Trait: (?) Ideal: (?) Bond: (?) Flaw: (?) Verthisathurgiesh Djandaar ("Jan") (NotARobot) LE Male Dragonborn (Red) Sorcerer 1 Noble Age 13/Height: 6'5"/Weight: 250 lbs. Languages: Common, Draconic; Elvish STR 16 DEX 11 CON 11 INT 11 WIS 10 CHA 16 Personality Trait: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. Personality Trait: If you do me an injury, I will crush you, ruin your name, and salt your fields. Ideal: Power. If I can attain more power, no one will tell me what to do. Bond: I will face any challenge to win the approval of my family. Flaw: I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. NPC(Alignment?) (Gender?) Human Cleric 1 (Background?) Age (?)/Height (?)/Weight (?) Languages: (?) STR 15 DEX 14 CON 13 INT 9 WIS 14 CHA 11 Personality Trait: (?) Personality Trait: (?) Ideal: (?) Bond: (?) Flaw: (?) =============== I want to see how the rest of the party looks before deciding on the NPC's alignment and such. Next up is gear, for those who haven't done so already. Your gear and starting gold is determined by your class and background. You can find a complete list of gear here. Much like with 2E, magical items are not for sale.
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Post by GravityEmblem on Apr 6, 2018 10:49:05 GMT -8
Sorry, Male. Also, the second personality trait is "people deserve to be treated with dignity and respect".
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Post by Nuke on Apr 6, 2018 15:59:36 GMT -8
Just wanted to post tonight, I'll get into it this weekend. You guys are way too up to date on 5E. I'm gonna go female as well, perhaps Horizon and I will bond
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Post by Daos on Apr 6, 2018 16:12:50 GMT -8
Maybe you two are sisters or something?
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Post by GravityEmblem on Apr 8, 2018 3:43:46 GMT -8
I think you should wait to choose the NPC's extra language until everyone else has chosen theirs (if applicable), so that we can communicate with a wider variety of people. This is especially useful due to the high charisma of everyone on the team so far (besides said NPC).
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Post by Nuke on Apr 8, 2018 7:51:35 GMT -8
(Kallistrova [Kalli]) (Nuke) (Alignment - CN) (F) Tiefling Warlock 1 Age (16)/Height (5'4")/Weight (115#) Languages: (Common, Infernal) STR 11 DEX 10 CON 8 INT 8 WIS 8 CHA 14 Background: Guild Artisan - Armorers, locksmiths, and finesmiths Personality Trait: (I always want to know how things work and what makes people tick.) Personality Trait: (I’m a snob who looks down on those who can’t appreciate fine art.) Ideal: (Freedom) Bond: (Warlock bond - The Fiend) Flaw: (I’ll do anything to get my hands on something rare or priceless.)
pMe|F1Z64d4 GP
Hand Axe Short Bow
4d4
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Post by HorizonsDream on Apr 8, 2018 13:30:32 GMT -8
So, I've been sick all weekend. I've pretty much been sleeping until I have to go to work until today. As a result, I probably won't be able to do anything about this character until I'm off from work. I have school and work tomorrow, but Tuesday and Wednesday I only have school, so I'll work on it on one of those two days.
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Post by Daos on Apr 9, 2018 10:40:16 GMT -8
I'll go ahead and start working on the Character Stats thread. The rest of you can continuing working on your characters. For those who are already done with that, you can work on your biographies. They should include the following:
Appearance - What do you look like? How do you carry yourself? How do you usually dress?
Personality - This has been more or less covered from your backgrounds, but a few extra details to flesh things out doesn't hurt. Things like, what's your religion? What are your goals?
History - The broad strokes are covered in your background, but it would help to add details. Where were you born? How did you wind up here? Why did you take this job?
Oh, yeah, I should cover that. So the game starts with the party having been hired by a dwarf in Neverwinter named Gundren Rockseeker. He is sending a wagon of supplies to the town of Phandalin, and the party's job is to guard it from bandits or any other dangers. Gundren has gone on ahead with a warrior, Sildar Hallwinter, and will meet up with the party when they arrive. They will be paid a whopping 10 GP each upon delivering the goods to the owner of Barthen's Provisions once they arrive in Phandalin.
The game does not start in Neverwinter, but rather it will begin with the party on the road to Phandalin. So there are a few things to think about. How did you wind up in Neverwinter? Did you all know each other when you signed up for this job, or were you all strangers before now? Collaborate on that.
And since this is a module, you don't have to get super detailed. Don't fill your biography with lots of plot hooks or anything, because the adventure is fairly linear.
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Post by GravityEmblem on Apr 9, 2018 12:39:06 GMT -8
Appearance-Fosco has loose tawny hair and twinkling brown eyes. He wears a tan tunic and beige...pants, as well as a light brown cloak. All of his clothes are a bit tattered, with a patch or two sewn on here and there. They're plain and simple, just like he is. In most cases, he walks bouncily and cheerfully, almost to the pint of skipping.
Personality-Fosco is an incurable optimist, always making the best of a situation. Don't confuse his confidence with complacency, however. He knows fully well that knowing there's a solution to a problem isn't the same as knowing the solution. Besides this, Fosco is pacifistic and an adept negotiator, preferring to solve adversarial scenarios via words rather than weapons. He's still willing to fight by the side of his friends and comrades should it fail, though. Ever since he ousted a conniving merchant in his hometown, many Halflings have hailed him as a hero. He doesn't consider himself one, though; he feels he is more of a sidekick: doing smaller-scale but no less important good deeds and helping out the heroes he allies himself with.
History-Fosco grew up in the humble village of Lake-By-Downs, where he lived with his mother, father, and three younger brothers. He was a kind person, always helping out hose who were in trouble, or just needed some extra lifting or encouragement. Additionally, he was very talented at telling stories and playing music. One day, when he was 13 years old, a human merchant claiming to sell elixirs that increased one's attributes: strength, intelligence, the like. Most of the village was duped into paying outrages prices for these phony elixirs, but Fosco was suspicious. He investigated the merchant and his wares until he was ready to expose the merchant's fraud. First, he took three Halflings who could each lift about one hundred pounds and had them attempt to lift a 125 pound log. Unsurprisingly, they all failed. Then, he gave each one the recommended dose of three drops of Strength Elixer (advertised to "double your strength") and had them attempt to life the logs again. Once more, they all failed.As if that wasn't enough already, he proceeded to provide a "wanted" poster depicting the "merchant" and a list of his crimes, courtesy of the human law enforcement of a town 15 miles away. The inhabitants of Lake-By-Downs were furious. They threw the hapless con man into their cramped Halfling prison until the aforementioned human law enforcement arrived to arrest the crook, and Fosco was hailed as a hero. For the next 7 years, he continued to help out in the community, from the simplest job of planting flowers to the dangerous task of parleying with a band of mischievous goblins. When he turned 20, he set off into the world to do good deeds and help out those who were in trouble. The problem was, he knew little about human culture and traditions. After about a month of mostly doing more harm than good, he decided he was content to play second fiddle to the more experienced adventurers in the world. After 6 more years, he eventually came to the city of Neverwinter, where he found a job guarding a wagon of supplies as it traveled to a different town-coincidentally, alongside a cleric he had once accompanied as he traveled through dangerous goblin territory as he made his way to deliver a message to a monastery.
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Post by notARobot on Apr 9, 2018 22:38:40 GMT -8
Appearance - What do you look like? How do you carry yourself? How do you usually dress? Djandaar is a little on the big side by dragonborn reckoning, and is considered rather massive by human standards. He wears an expertly-crafted tunic and breeches, both blood-red and woven from the finest silk. Over this he wears a heavier linen cloak that's ash gray. The leather girdle that envelops his waist holds two sheathed daggers, as well as the shard of crystal through which he channels his sorcerous powers.
Djandaar comports himself with the air of someone who feels entitled to take up as much space as he feels like at any given time. The cold, reptilian eyes with which he looks upon others frequently betray either contempt or condescending amusement. There is a set of piercings along his right jaw frill, consisting of a neat row of jade plugs.
Personality - This has been more or less covered from your backgrounds, but a few extra details to flesh things out doesn't hurt. Things like, what's your religion? What are your goals? Djandaar is extremely arrogant, and displays strong monomaniacal tendencies. His drive to become more powerful makes him blind to almost all other concerns. This stems from his deeply-rooted desire to prove his worth to the members of his clan and earn the right to return to Tymanchebar, from whence he was banished by his uncle.
He worships Tiamat pretty fervently, but keeps his religion a closely-guarded secret. Outwardly, he pretends to disregard the existence of the gods, imitating the stance of most dragonborn on Faerun.
History - The broad strokes are covered in your background, but it would help to add details. Where were you born? How did you wind up here? Why did you take this job? In 1477 -- four years ago -- the patriarch of Clan Verthisathurgiesh, his uncle Pandjed, exiled Djandaar from his home in Djerad Thymar (Tymanchebar's capital city). Pandjed had overheard his nephew speaking praises of the mighty dragons who had enslaved their people on Abeir. In his fury he sent Djandaar into exile, commanding him never to return. Djandaar of course obeyed, and over the last four years he's gradually wandered westward, simmering in anger, convinced that Clan Verthisathurgiesh needs him and that his uncle has made a terrible mistake.
By the time Djandaar arrived on the Sword Coast, he had thoroughly convinced himself of a course of action: he would seek out the most skilled and mighty adventurers that this region of Faerun has to offer, insinuate himself among them, and in their company brave whatever dangers lie in wait, so that he might increase his power. He plans to do this until either he dies, or until the magnitude of his power is so great that it cannot be denied -- at which point he will return to Djerad Thymar and demand the opportunity to resume serving his clan.
How did you wind up in Neverwinter? Did you all know each other when you signed up for this job, or were you all strangers before now? Collaborate on that. Djandaar came to Neverwinter in the hopes of joining up with one of that city's legendary bands of adventurers, certain that they would lead him to the fast-track to power, fame, and fortune. Naturally, however, such heroes had no desire to associate themselves with a no-name sorcerer who had apparently mastered only a handful of the most elementary spells.
Eventually Djandaar, dejected, came to terms with this and resigned himself to starting "at the bottom", with a menial job utterly beneath his abilities -- that is when he heard that Gundren Rockseeker was searching for caravan guards to protect his shipment to Phandalin. He had never heard of any of his fellow guards before they set off on the path to Phandalin; and frankly, he somewhat resents having to rub elbows with such common rabble. But he's nevertheless determined to do what needs to be done to ascend up the ladder of power, and so has resigned himself, however bitterly, to his present fate.
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Post by Daos on Apr 10, 2018 13:00:46 GMT -8
Okay, I've tried to write up a stat block similar to what I use in my 2E games, and started with Fosco. Gravity, take a look and let me know if I got anything wrong.
Fosco Moss (Played by GravityEmblem) Male Halfling [Lightfoot] Folk Hero Bard 1 (NG) STR 10 (+0), DEX 18 (+4), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA 16 (+3), Age 26, HT 3'1", WT 38 lbs HP: 09/09 Proficiency Bonus: +2 AC: 15 = 10 + 1 [leather] + 4 [dexterity] Dmg: Unarmed Strike [+2 to hit; 1 bludgeoning]; Dagger [+6 to hit; 1d4+4 piercing, finesse, light, thrown (range 20/60)], Rapier [+6 to hit; 1d8+4 piercing, finesse] XP: 0/300 Saves: STR +0, DEX +6, CON +1, INT +1, WIS +1, CHA +5 Feats: None Skills: Acrobatics (+6), Animal Handling (+3), Arcana (+1), Athletics (+0), Deception (+3), History (+1), Insight (+1), Intimidation (+3), Investigation (+1), Medicine (+1), Nature (+1), Perception (+1), Performance (+5), Persuasion (+5), Religion (+1), Sleight of Hand (+4), Stealth (+4), Survival (+3) Racial Abilities: Lucky (can reroll a nautral 1 on any attack roll, ability check or saving throw), Brave (have advantage on saves against being frightened), Nimbleness (can move through the space of any larger creature), Naturally Stealthy (can attempt to hide even behind a creature one size larger) Traits: Altruistic, Respectful, Sincere, Just, Trusting Class Abilities: Spellcasting Ability (DC to resist is 8+2+3 = 13, Spell attack modifier is 2+3 = 5), Ritual Caster, Spellcasting Focus (flute), Bardic Inspiration (on your turn as a bonus action, you can give one creature a d6, to add to a d20 already rolled but before results are known; can be done 3/1 day) Archetype Abilities: None Background Abilities: Rustic Hospitality (can find a welcome and protection from ordinary people as long as you are decent), Vehicle Proficiency (can probably operate ordinary land vehicles), Artisan's Tools Proficiency (are proficient with one set of artisan tools--cooking) Languages: Common, Halfling Gear: Head - Leather cap Neck - Tattered light brown cloak Torso - Tattered tan tunic, leather armor [5 lbs], backpack [5 lbs] Hands - Bare Waist - Tattered beige pants, rapier [2 lb], dagger [1 lb], pouch [1 lb] Feet - Bare Backpack - Bedroll (strapped to top of backpack) [2 lbs], candles (x5), clothes [2 lbs], iron pot [10 lbs], shovel (tied to side of backpack) [5 lbs], waterskin (full) [5 lb], cooking utensils [8 lbs], disguise kit [3 lbs] Pouch - Coin (10 GP), flute [1 lb], rations (5 days) [5 lbs] Total Weight: 82 lbs Speed: 25 (-10 for encumbrance) Encumbrance: 0-50 lbs is no encumbrance, 50-100 lbs is encumbrance (-10 speed), 100-150 lbs is heavy encumbrance (-20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity) Stowed Gear: None Spells: (0) Minor Illusion, Vicious Mockery (1) Faerie Fire, Healing Word, Heroism, Sleep Spell Slots: Level 1: 2/2 Inspiration: No
Follow up questions:
1.) Are his spare clothes the same as the ones he's currently wearing? 2.) I assume Lake-By-Downs is made up, not from FR lore. Is it nearby the area or pretty far off? 3.) Is Fosco particularly religious? Does he follow any of the halfling gods, or any gods at all? 4.) Is the cleric the only party member he knew before? Are the others strangers to him at this point?
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Post by GravityEmblem on Apr 10, 2018 14:39:08 GMT -8
1) I'm going to say yes. 2) It's fairly far off, I would estimate about 200 miles away from Neverwinter. 3) Fosco is not particularly religious. 4) Well, he didn't seem likely to have met a Tiefling or Dragonborn, so no.
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Post by Daos on Apr 10, 2018 21:23:38 GMT -8
Okay, I went ahead and reduced the weight of Fosco's sleeping bag and armor, because I figured they should scale with his size. And declared him a Faithless.
I'm also thinking about making the cleric a follower of Illmater.
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Post by HorizonsDream on Apr 10, 2018 21:53:15 GMT -8
Appearance - What do you look like? How do you carry yourself? How do you usually dress?
Orianna has long, dark brown, wavy hair that she normally wears down naturally. Her red and gold horns start at the top of her forehead, in which they are rather thick in width. They grow back, decreasing in size a little before they end in a slightly curved gold tip. Her eyes are calm, and solid gold in color. She has the pointed ears of an elf. Orianna is on the short side, standing at around 5'2" and she appears of be of an average weight. Finally, Orianna also has a red and gold four and half foot tail in which the tip is gold much like her horns. She normally coils her tail around her waist as if it was some sort of belt to keep it out of her way.
Orianna carries herself with a calm confidence about herself.
Finally, Orianna likes to wear loose clothing. She tends to wear a green halter tops which are connected to a gold choker around her neck. She has a gold piece of fabric which acts as sleeves for her shirt, but leaves her shoulders bear. She also wears skirts, green in color in most cases, as it allows her to have more freedom with her tail.
Personality - This has been more or less covered from your backgrounds, but a few extra details to flesh things out doesn't hurt. Things like, what's your religion? What are your goals?
After living on the streets most of her life (until just recently), Orianna has a hard time trusting people until they have proven themselves (like the followers of Selune have). Once people have proven themselves to be trustworthy, Orianna is a forever loyal, compassionate, and empathetic friend. As someone that so obviously has demon blood, Orianna represses her demonic tendencies because she doesn't want people to think that she is just another demon. As a result of this repression, Orianna always appears to be calm (perhaps almost emotionless) in most situations. Orianna also has a sense of duty and perhaps honor, as she always one to pay back her debts.
Religion: Selune
Goals: To pay back the debt to her benefactor. To eventually become something like a diplomat.
History - The broad strokes are covered in your background, but it would help to add details. Where were you born? How did you wind up here? Why did you take this job?
Orianna was born in Neverwinter to an elven woman named Shalee that was unfortunate enough to have a run in with a demon that happened to impregnate her with a demon child. It is unknown as to why Shalee went through with the pregnancy considering that after Orianna was born she was mostly neglected emotionally by her mother. A few months after her sixth birthday, Shalee went missing (most people assumed that the poor woman abandoned Orianna to die on the mean streets of Neverwinter).
Orianna's distrust in people was instilled in her from a very young age due to how her mother treated her and eventually left her to take care of herself. This left her to question why she was even born for a good portion of her life as she struggled to survive by pickpocketing and stealing whatever she could. As a street urchin, she learned quite a few useful skills on how to evade authorities, lie, cheat, and steal. Though, all of this stuff was stuff she HAD to do rather than stuff she WANTED to do.
At 15, Orianna tried to pickpocket a man named Voban Ketsk as he looked like someone that had plenty of money to spare for someone like her, but unluckily for her he caught her in the act. She desperately tried her sympathy routine on Voban, and to her surprise it actually worked. Instead of turning her into the authorities or beating her until the inch of her life like most people did, Voban gave her a little bit of money and then told her to meet him at his lodgings later on that night. She wasn't exactly trusting of the man, as she didn't trust anyone, but he did help her, so she felt the need to meet him for whatever he wanted.
Much to Orianna's surprise, Voban was in need of someone of her skill set. If she performed various jobs for him in Neverwinter, then he would make sure that she was well taken care of. This seemed like a dream come true to Orianna, and she told herself that she would be a fool to not accept his deal, so she did. At first the jobs were nothing more than collecting some information from people, but as she got older and more skillful, the jobs got harder and a little more on the less ambiguous side. She had always been viewed as a demon when she lived on the streets of Neverwinter, and now she felt it was those demonic traits that were being used to the benefit of Voban. About a year and half later, Orianna learned that all of these jobs were for the benefit of the Zhentarim.
Lost and confused as to what she should do with her life, Orianna stumbled into the temple of Selune one evening when she didn't feel like going to the room that Voban had provided for her in Neverwinter. Upon learning that he was a Zhent made the room feel tainted. It made her feel tainted even more than she felt that she all ready was. Though, the followers of Selune didn't treat her as if she was some demon, but as an actual person. They fed her, clothed her, and made her feel as if she was worth more than nothing. It was them that helped her try to control more of her demonic aspects (though Orianna took it too far to where she represses those aspects rather than controlling them). Secretly, she was starting to follow a path that would turn her into a better person, but there was one thing holding her back, and that was her jobs for Voban. Orianna felt as if she owed him a great debt, and she didn't want to leave that hanging, so she promised herself that she would do one last job for him, and then be done with it.
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