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    Dwarf in the Playground
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    Default Threats to the Nentir Vale 5e (OOC)

    Threats to the Nentir Vale
    Keep on the Shadowfell

    This is the OOC thread for Alegast's Nentir Vale 5e edition campaign in Giantitp forum. Now, everyone can pick speaking color.s NPCs will almost always be bold.

    Keep on the Shadowfell IC


    The Adventurers:
    Player Character Race Class Alignment Experience Color
    Drokrath Dorrek Godforge Dwarf Cleric of Moradin 1 LG 0 Green
    Ninja_Prawn Arnolf Runebrand Human Rogue 1 CG 0 Crimson
    Zarak243 Pahadur Dragonborn Fighter 1 CG 0 Goldenrod
    root Roscoe Hilltopple Halfling Barbarian 1 NG 0 Brown
    Majin Robert Lancaster Shifter Paladin of Bahamut 1 LG 0 Bold Teal
    Fishybugs Kellin Fletcher Human Ranger 1 NG 0 Magenta
    aguracu Ragnall Halfling Wizard 1 LG 0 Blue/Familiar Grey

    Reserve players:
    Lordsmoothe Nebarumvar "Rummy" Wedsegadinadd Rock Gnome Wizard 1 LG 0


    Spoiler: The Setting
    Show
    The Vale:



    The Nentir Vale is a broad border region to the north of the old Empire of Nerath. The vale is now mostly empty, with a handful of living villages and towns scattered over a wide area of roughly twenty five hundred square miles. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside, remnants of the fallen empire and even older civilizations that came before. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than a few leagues away from one of the surviving settlements. Travel along the roads or rivers is usually safe — usually, but every now and then travelers come to bad ends between the towns.

    The majority of the Vale is large stretches of open meadowland, copses of light forest, gently rolling hills, and the occasional thicket of dense woodland and heavy undergrowth. The downs are hilly grassland, with little tree cover. They are steeper and more rugged, and include light forest in the valleys and saddles between the hilltops. The Nentir Vale is a northern land, but it sees relatively little snow — winters are windy and bitterly cold. The Nentir River is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild, while the spring and autumn months bring heavy rains.

    Up until about four centuries ago, the Moon Hills and the surrounding Nentir Vale were thinly settled borderlands, home to quarrelsome human hill-chieftains and remote realms of non-humans such as dwarves and elves. Giants, minotaurs, orcs, ogres, and goblins plagued the region. Ruins such as those on the Gray Downs or the ring-forts atop the Old Hills date back to these days.

    With the rise of the Empire of Nerath to the south, human settlers began to move up the Nentir River, establishing towns such as Fastormel, Harkenwold, and Winterhaven. A Nerathan hero named Aranda Markelhay obtained a charter to build a keep at the portage of the Nentir Falls. She raised a simple tower at the site of Moonstone Keep three hundred ten years ago, and under its protection the town of Fallcrest began to grow.

    However, since the fall of Nerath, the Nentir Vale has returned to being a wild and untamed frontier. The savage tribes of orcs and goblin-kin threaten the edges of what little civilization remains, and bandits now stalk the roads between the towns unchecked. The ruins of the old empire beckon to the spirits of the adventurous with promises of lost treasures, and the troubles of the land call out for heroes to return justice and order to the Vale. There are plenty of opportunities for adventure throughout the Vale, and countless stories yet to be told from the Edge of Civilization!

    (Background shamelessly stolen from Chirp)

    Races:

    Dragonborn: Dragonborn are rare sights in the Vale. A few can be found in the towns of the Nentir Vale acting as bodyguards or caravan escorts. There is also a large group of dragonborn called Dythan’s Legion who search for past relics from their old Arkhosian empire.
    Gnomes: Gnomes are almost non existent in the Vale. A few tinker gnomes live in human towns, and forest gnomes live in communities under the trees of the Harken Forest.
    Goliaths: Goliaths are almost non existent in the Vale. A few goliath communities exist in the Winterbole Forest.
    Dwarves: Dwarves are common sights in the Vale. Small communities of hill dwarves live in human towns, but great settlements of mountain dwarves can be found to the east, the most important of all is the city of Hammerfast.
    Wood Elves: Elves are rarely seen in human dominated communities. Most likely a wood elf would be from a small village in the Harken Forest.
    Eladrin: Eladrin are rarely seen in the Vale at all. Some of the old manors in the Moon Hills and the nearby parts of the Vale were once the homes of well-off eladrin families, and recently some eladrin have come from the Feywild to reclaim then.
    Half-Elves: Half-elves can be found in small numbers, but due to the scarcity of elves in the Vale the interaction with humans required to create a half-elf would be rare.
    Half-Orcs: Half-orcs can be found in small numbers, working as bodyguards or mercenaries. Most of them are descendants of orcs of the Bloodspear Clan that lives in the Cairngorm Peaks.
    Humans: Humans are the dominant race of the Nentir Vale anywhere outside of Hammerfast and the Harken Forest.
    Halflings: Halflings are the second most numerous people in the Vale, like humans can be found nearly anywhere.
    Shifters: Shifters are common in the Winterbole Forest, but rare in the Vale proper.
    Tieflings: Tiefling are rare and most likely to be found in Fallcrest, living under the thumb of two tiefling families or operating as shopkeepers. Tieflings have a long history in this world and were originally human nobles before they built the now collapsed Bael Turath empire.

    Members of other races do not exist in the Vale. If you play with one of them, your character is a traveler from far off lands.

    Factions:

    Some of the factions that exists in the Vale.

    Arcanists Guild: Former organization of the Mages of Nerath. Nimozoran the Green styles himself as head of the guild in Fallcrest, but he is also its only member.

    Bandits of Harkenwold: Bandits that plague the forest north of Harkenwold

    Blackfang Gnolls: Remnants of the gnoll horde that brought about the fall of Nerath spread chaos in the Vale.

    Carthain’s Gang: Mix of humans and halflings that works with Circle of Stone and The Iron Circle.

    Daggerburg Goblins: Bands of goblins that plagues Western Harken Forest

    Dythan's Legion: A military group trying to revive Arkhosia, seeking for ancient ruins and relics from the Dragonborn lost empire.

    Emerald Enclave: A far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others to do the same.

    Bloodspear Orcs: The orc clans of the northern Stonemarch that nearly destroyed the Vale some time after the fall of Nerath, 90 years ago. They represent one of the most powerful threats to the Vale.

    Circle of Stone: A conspiracy of fundamentalists priests of Moradin led by Grond Silverstar in Hammerfast city. The Circle sees the transformation of the necropolis into a center of trade as an insult to Moradin and the welcoming of worshipers of Gruumsh into Hammerfast as an even more grave insult. Thus, the Circle works to drive the orcs out of Hammerfast and to destroy the Black Spire. Outsiders see the Circle as humorless fundamentalists that want to turn Hammerfast into a theocracy.

    Frost Witches: Worshipers of a living glacier in the Cairngorm Peaks.

    Fell Court: A mafia of tieflings operating in Fallcrest. Melech Ambrose is their leader.

    Halfmoon Trading Company: A family of Halfling traders that operate trading posts in several settlements along the Nentir and whose traders roam throughout the Vale.

    Heirs of the Empire: A group of tieflings that work together to maintain the ways of Bael Turath and as a support network for tieflings. Chief person in Fallcrest is Amara Azaer of House Azaer.

    Iron Circle: A ring of spies, smugglers, slavers, and mercenaries. Followers of Asmodeus. Symbol is a circle of barbed black chain on a red field. Arose a few decades ago in Adretia to the south on the remains of Arkhosia. Regularly works with mercenary orcs, hobgoblins, and others. Has just begun scouting the Nentir Vale and has ties to the River Rats.

    Nerathi Nobles: The remaining nobles in the Vale that survived to the fall of Nerath. They work loosely together to address threats and needs in the Vale. Among its members the most prominent are: Lord Warden Faren Markelhay of Fallcrest, Lady Allande Markelhay of Moonstone Keep, Baron Stockmer of Harkenwold and Lord Ernest Padraig of Winterhaven.

    Mages of Saruun: An order of mages that rule the Underdark merchant city of Saruun Khel in the Thunderspire Mountain.

    Order of the Gauntlet: An order of monster hunters favored by paladins. The Order favors striking hard and fast when evil manifests. This has lead them into many conflicts with authorities, and they are often viewed with suspicion.

    Raven Roost: A bandit gang that operates in northern towns of the Vale.

    River Rats: A halfling gang of smugglers and thieves that works alongside the Nentir. It works with the Iron Circle.

    Rockguard Clan: Dwarf bandits in a primitive village southwest of Hammerfast.

    Swiftriver Halflings: A family of halfling traders that operate in Hammerfast.

    Tigerclaw Barbarians: A tribe of nomadic shifters and humans that lives in the Winterbole Forest.

    Witchlight Lizardfolk: Lizardfolk of the Witchlight Fens that worships a Black Dragon as a god.

    Woodsinger Elves: A clan of wood elves that lives in the Eastern Harken Forest.

    The Gods:

    Only the most learned scholars know about the Dawn War, a primeval war at the genesis of the World, between the gods and the dreaded primordials, god-like beings from the deeps of the Elemental Chaos. The gods fought to stop the primordials from destroying the world and were able to gain a narrow victory. The primordials were imprisoned, but the threat they present remains.

    In the Vale, commoners and adventurers would often revere (or pay lip service to) more than one deity, praying to different gods at different times such as Bahamut for protection, Avandra for safe travel or the popular Pelor for fertile crops. Clerics and paladins more often serve a single deity, championing that god’s particular cause in the world.

    The most commonly worshiped gods in the Vale are the good and neutral ones, but secret cults to evil gods aren't unheard of.



    Known history of the Vale:



    Only the most learned scholars of the Vale know the history beyond the last 90 years. For most of the people, caring about the last year is more than enough. And so, the history of the world has begun to be forgotten...

    Recorded history begins around 3000 years ago with the founding of the dragonborn southern empire of Arkhosia. 2500 years ago in the east the tiefling empire of Bael Turath is founded. Both nations have a policy of expansion. 2000 years ago these great empires began to encounter one another. This led inevitably to conflict between the two great powers, and 1800 years ago the first war between the empires broke out. Over the following 860 years Arkhosia and Bael Turath continue to wage war, rising in intensity and ferocity. Increasingly desperate and ill-considered acts of war wreak catastrophe. 1200 years ago Bael Turath unleashes elemental forces against Arkhosia which begin the transformation of the Arkhosian homeland into an utterly barren Desert of Desolation. However Bael Turath is affected by its own magic, the tiefling Empire’s homeland becomes increasingly uninhabitable, the elemental magic also turns the vast forested areas of Valin, the elven lands into dry arid plains. 1000 years ago the War of Ruin sounds the death knell, within a century both Empires collapsed, leaving chaos and and a new dark age in their wake.

    Following the collapse of Arkhosia and Bael Turath, smaller communities begin to flourish in the lands once claimed by these empires. 800 years ago in the east, human barbarians found the Empire of Karkoth, and 500 years ago in the west humans, elves and dwarves come together to found the Empire of Nerath. Both empires expand and grow in strength before finally coming into conflict 300 years ago. The conflict results in a clear victory for Nerath, the Karkothi withdraw allowing Nerathi expansion to go unchecked.

    400 years ago, the Nentir Vale was thinly populated. Human chieftains lived in the area along with remote domains of dwarves and elves. Giants, minotaurs, orcs, ogres, and goblins troubled the area. Stories of the hero Vendar and the dragon of Nentir Falls date to this era, as do some ruins in the Gray Downs and Old Hills. As the Nerath empire rose in the south, settlers began to travel down the Nentir River. Among the towns they established were Fastormel (now ruined), Harkenwold, and Winterhaven. About 310 years ago, Nerathan hero Aranda Markelhay built a tower near Nentir Falls. The tower was the beginning of the town of Fallcrest. Over the next 200 years, the Markelhay family ruled and Fallcrest prospered as a center of trade.

    Nerath’s great success however leads to its downfall. While civilizing the northern lands Nerath’s forces pacify, with extreme prejudice, the humanoid tribes and the wild men that inhabit the region, alas the humanoid tribes soon recover their numbers. 100 years ago, a gnoll hero known as the Ruler of Ruin rises up and leads a massive humanoid army out of the Stonemarch, north of the Nentir Vale. The army marches south, burning imperial outposts, towns and villas to a final battle on the plains before the Imperial City of Nera. In the battle the Nerathi Emperor, and his heirs, are slain- as is the Ruler of Ruin, the monstrous armies disband, but not before destroying the capital city and routing the remaining imperial armies. The Empire collapses as its nobles bicker and turn against one another.

    About 90 years ago, the Bloodspear orcs swept over the vale from the Stonemarch. Fallcrest's army fell before the horde on Gardbury Downs. The city, along with the rest of the vale, was ravaged. The vale is mostly empty now, though there's a handful of towns and villages scattered around. Fallcrest is a shadow of it's former self; few traders visit. Abandoned farms, manors, and keeps can be found scattered throughout the countryside. Anyone traveling beyond a few miles from settlement risks attack by bandits, animals, and monsters.

    The Empire of Nerath is no more. The capital, Nera, is a gnoll-infested ruin, and its armies are a distant memory. The Nentir Vale is a wild land with points of light in the form of small settlements which huddle against the surrounding darkness...

    Last edited by Alegast; 2016-01-13 at 08:56 PM.

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

  2. - Top - End - #2
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    Ninja_Prawn's Avatar

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    I will be playing Arnolf Runebrand, human rogue (planning to take the swashbuckler archetype from SCAG, not planning to multiclass).

    Vital Statistics:
    HP: 10 | AC: 15
    Passive Perception: 11 | Passive Insight: 9 | Passive Investigation: 9
    Best skills: Acrobatics +7, Persuasion +7

    Spoiler: Backstory
    Show
    Arnolf grew up in Winterhaven, the second child of a merchant family. They tried to teach him several trades, but he showed little aptitude for business or craft, and by the age of 16 he had only mastered the rudiments of leatherworking. He was, however, an athletic and agile lad, always running around the streets and marketplaces and getting into trouble.

    As a teenager, Arnolf didn't know what to do with himself. He kicked around Winterhaven, poking into the old, forgotten parts of the city that had been built before the Vale went into decline. On one of his expeditions, he happened to disturb a bear that was nesting in a dusty old cellar. Wanting to protect his friend Jaxley, Arnolf picked up a rusted sword and fought the bear. Arnolf was quick and lucky, killing the beast before anyone was seriously hurt. It was then that he realised how he could make his mark upon the world: as a bullfighter!

    He travelled to Fallcrest and threw himself into the ring at the first opportunity. During the fights, Arnolf was the master of all around him: the bull, the arena, the crowd. He had found his place, and for several years enjoyed a comfortable life.

    It was Jaxley who ruined it, of course. A duel in the street. A night in the cells. Arnolf lost his focus... and almost lost a lot more. If the horns hadn't caught in his cape... Arnolf should have been dead twice-over now. Would he be as lucky a third time?

    He was 26 years old when he lest Fallcrest. Since then, Arnolf has wandered from place to place, helping people, building his reputation and getting into minor adventures, each one widening the rift between himself and Jaxley just a little bit. And now that fool has shown up in their old hometown, Winterhaven...

    If anyone has any questions / needs advice (and you don't want to ask the DM), feel free to ask me. I'm always happy to help.

    I'll reserve Crimson (DC143C) for speech, if I may.
    Last edited by Ninja_Prawn; 2016-01-13 at 02:21 PM.
    Lydia Seaspray by Oneris!

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    OldWizardGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    What color to pick for a gold scaled Dragonborn Fighter... Maybe pink? :P

    I'll take take this color then. Looks Gold enough. ccff00

    Or maybe this. I like this better. daa520 is Goldenrod
    Last edited by Zarak243; 2016-01-13 at 07:29 AM.

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    Ogre in the Playground
     
    NinjaGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Robert of house Lancaster will talk in Bold Teal

    Statistics:

    HP: 12/12, AC: 18

    PPerception: 12, Spell Save: 12

    Best skills: Athletics (+5) and Persuasion (+4).
    Last edited by Majin; 2016-01-13 at 12:58 PM.

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    Barbarian in the Playground
     
    DruidGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Roscoe might as well be brown. Or perhaps some shade of green?

    Roscoe Hilltopple
    Halfling Barbarian 1 NG

    AC 19 HP 16 Speed 25ft

    Str 15 (2) Dex 16 (3) Con 18 (4) Wis 9 (-1) Int 8 (-1) Cha 13 (1)

    Passive Perception: 11 | Passive Insight: 9 | Passive Investigation: 9

    Attacks: +4 to hit +2 damage in melee. Another +2 damage when enraged.

    Spoiler: Notable abilities
    Show

    Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

    Brave. You have advantage on saving throws against being frightened.

    Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

    Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

    Barbarian:

    Rage (2) - up to 1 minute per rage, advantage on Str checks/saves, +2 damage on melee attacks, resistance to S/P/B damage.
    Activated/deactivated as bonus action on Roscoe's turn.

    Unarmored Defense: when not wearing any armor, treat AC as 10 + 3 (Dex) +4 (Con). Stacks with shield bonus (+2)
    Last edited by root; 2016-01-13 at 08:15 AM.

  6. - Top - End - #6
    Dwarf in the Playground
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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Added colors to the table and a detailed map of Nentir Vale to the setting.

    Also, IC has been opened, you can start anytime you wish. You can decide your character is traveling alone or in group (you may have meet on the road and traveled together —is safe to have company even on the King's Road—, or you're long friends and are traveling for the same reasons). Whatever you decide, all of you will meet at the burned farm.

    Keep on the Shadowfell IC
    Last edited by Alegast; 2016-01-13 at 09:06 AM.

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

  7. - Top - End - #7
    Halfling in the Playground
     
    OldWizardGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    I made my post in the IC as well as a skill check. Hope its within parameters. Also will we be using a posting order with an IIC?

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    Ninja_Prawn's Avatar

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Hah, nat 20 on the first roll of the game! By the way, you can add the +1 modifier inside the roll so the forum does it for you.

    I'm not a fan of posting orders outside of combat - sometimes a conversation is naturally just between two people, or maybe no one else is online. Unless Alegast wants to impose one, I'll assume we can post whenever.

    As for how we met, I don't mind. I think Arnolf would have tried to attach himself to a group at an inn somewhere along the road. That would probably be my preference, but it's not a strong one.
    Lydia Seaspray by Oneris!

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    This is why you're the best, Ninja Prawn.

    A Faerie Affair

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  9. - Top - End - #9
    Dwarf in the Playground
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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Post in whatever order you want, provide you're respecting the forum's rules.

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

  10. - Top - End - #10
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Make it 2 nat 20s, one for every player post so far

    I'm leaving my IC post somewhat unclear on whether I got there before or after the dragonborn fella'. Will edit if necessary.

  11. - Top - End - #11
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    OldWizardGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    I wish I had such good rolls on my Warlock :D

  12. - Top - End - #12
    Dwarf in the Playground
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    Default Re: Threats to the Nentir Vale 5e (OOC)

    I don't know if wait for the other players to appear or to post the results right now...

    So, democracy.

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

  13. - Top - End - #13
    Titan in the Playground
     
    Ninja_Prawn's Avatar

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Quote Originally Posted by Alegast View Post
    I don't know if wait for the other players to appear or to post the results right now...

    So, democracy.
    I would advise waiting for everyone to post, just to give us a chance to place our characters into the story.

    Normally though, I'd resolve rolls like this as soon as possible, otherwise you'll have six people rolling perception checks and the party will never miss a thing. Or one person rolling a check and five writing an IC post that's just treading water while we wait for the result.
    Lydia Seaspray by Oneris!

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    Winner of Spellbrew Contest I & Subclass Contest II
    Quote Originally Posted by JNAProductions View Post
    That is the perfect ending. Thread done, Ninja_Prawn won.
    Quote Originally Posted by KorvinStarmast View Post
    We love our ninja prawn.
    Quote Originally Posted by Professor Gnoll View Post
    NinjaPrawn, you are my favourite.
    Quote Originally Posted by Sir cryosin View Post
    Ninja you're like the forum's fairy godmother.
    Quote Originally Posted by ThinkMinty View Post
    This is why you're the best, Ninja Prawn.

    A Faerie Affair

    Homebrew: Sig, MHP

  14. - Top - End - #14
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    I think I'm with Ninja Prawn on this one.

  15. - Top - End - #15
    Dwarf in the Playground
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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Very well, I'll resolve the checks... thought, with nat 20 is kinda spoilerish...

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

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    Ogre in the Playground
     
    NinjaGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Is it okay if I History proficiency from Noble background to something else? Like Insight?
    Last edited by Majin; 2016-01-13 at 11:26 AM.

  17. - Top - End - #17
    Dwarf in the Playground
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    Default Re: Threats to the Nentir Vale 5e (OOC)

    As far as I know, is possible if you gain the same proficiency from two sources. For example, you're trained in History by your class, then you can change the History prof of your background for any other you want.

    Is that what you asked for?
    Last edited by Alegast; 2016-01-13 at 11:37 AM.

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

  18. - Top - End - #18
    Ogre in the Playground
     
    NinjaGuy

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Ah no, just change it altogether, like how it's described in "Customizing a background" (p. 125).

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    Default Re: Threats to the Nentir Vale 5e (OOC)

    Edit: shadow monk'd!

    Technically...

    the PHB has this little paragraph titles "customizing a background." It's at the end of page 125 and wraps onto the top of page 127. According to that paragraph, which isn't flagged as a variant or optional or anything, you can supposedly just whip up a background from scratch with any combination of 1 feature, 2 skills, and 2 tools/languages.

    That does make it weird that a couple paragraphs before that, the book says you can replace one proficiency with another of the same type if you get the same thing twice.

    Anyways. On that note, I should iterate that I gave Rummy proficiency in Medicine instead of the usual Persuasion from his background. I think I edited the note into a post, so it was probably missed. He doesn't get Persuasion from anywhere else, I just thought Medicine was more appropriate for an alchemist/apothecary. I think Majin is asking if he can do, more or less, the same.

    Also, Rummy will speak in medium blue, that is if he speaks at all. I'm going to refrain from posting to give some things a chance to get sorted out (Alegast knows what I'm talking about). With that being the case, I would encourage everyone to move along without me for the time being.
    Last edited by Townopolis; 2016-01-13 at 11:48 AM.
    Lantanese gnome avatar by the talented Honest Tiefling.

    Don't call it a rework - 5e Ranger optional class features

  20. - Top - End - #20
    Ettin in the Playground
    Join Date
    Sep 2006
    Location
    State of Denial

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Alegast...I posted in the recruitment thread, but I'm not sure if you're still checking there.

    Do you have a preference which character I play? A couple of the other players suggested a Ranger would be helpful, and that could be fun...the only caveat is that I'm at work and wouldn't be able to roll that character until tonight...

    EDIT: I think I got it pieced together here.

    Kellin Fletcher, Human Ranger and faction agent of the Emerald Enclave
    Last edited by Fishybugs; 2016-01-13 at 04:30 PM.

  21. - Top - End - #21
    Dwarf in the Playground
     
    DwarfClericGuy

    Join Date
    Jan 2016
    Location
    St. Louis

    Post Re: Threats to the Nentir Vale 5e (OOC)

    Oh no I didn't realize we made this yet!!

  22. - Top - End - #22
    Dwarf in the Playground
     
    DwarfClericGuy

    Join Date
    Jan 2016
    Location
    St. Louis

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Dorrek Godforge will speak inGreen

    Statistics:

    HP: 12/12, AC: 16

    Perception: 5, Spell Save: 13

    Best skills: Religion(+6) and Hisory (+6).
    Last edited by Drokrath; 2016-01-13 at 03:29 PM.

  23. - Top - End - #23
    Dwarf in the Playground
    Join Date
    Dec 2015
    Gender
    Male

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Quote Originally Posted by Fishybugs View Post
    Alegast...I posted in the recruitment thread, but I'm not sure if you're still checking there.

    Do you have a preference which character I play? A couple of the other players suggested a Ranger would be helpful, and that could be fun...the only caveat is that I'm at work and wouldn't be able to roll that character until tonight...

    EDIT: I think I got it pieced together here.

    Kellin Fletcher, Human Ranger and faction agent of the Emerald Enclave
    Yeah, Ranger is ok.

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

  24. - Top - End - #24
    Orc in the Playground
    Join Date
    Jan 2016
    Location
    UK

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Hi,
    Spoiler: Repost of character background
    Show

    Ragnall (Rag) Greenbottle and Lucius (Luc):
    Ragnall is the only son of Merric and Cora. Merric, an artisan who worked with the Swiftriver Halflings, died when Rag was four. Rag got a job in his teens working for a friend of his father but Rag wanted to be a wizard. In his spare time he managed to badger a wizard into teaching him the basics. Now an adult, Rag's ambition to learn and restlessness combine with the need to earn a living to take Rag out on the road.
    Rag is a bit more dapper and gregarious than the stereotypical wizard. Once he is set on a goal his determination suprises strangers and wearies his friends.
    Rag is slim (for a hafling) with brown hair and eyes. He is usually smartly dressed with hair that is carefully arranged and then mildly owl-pecked.
    Lucius (Luc) is Rag's slightly grumpy familiar, they've been together for two years. Luc's advice to Rag is sardonic and his owl form is perfect for glaring at the world.

    Rag's mentor is in correspondence with Parle Cranewing and has suggested that Rag look into the issue of ruins near Winterhaven. This gets Rag out of everybody's hair and gets Cranewing off the wizard's back.


    I have a sheet up at Myth-Weavers, #680574 but this margin is too small to contain it.

    Rag will use Blue.
    Luc will use Gray. Luc is a familiar and can only communicate with Rag, I think.

    Spoiler: Some stats
    Show
    Perception
    Rag: 3
    Luc: 3 (advantage on hearing and sight)

    HP: 12 AC: 12 (15 with Mage Armor)


    Root,
    Rag is a friend of a friend of Cranewing and picking up the hook despite not having personally met. I guess Rag and Roscoe would know to look out for each other when they got to Winterhaven?

  25. - Top - End - #25
    Barbarian in the Playground
     
    DruidGuy

    Join Date
    Dec 2015

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Technically A52A2A is already taken but you're welcome to have it if you want. I'd rather take a more vibrant color for Roscoe while its early enough not to confuse people too much.

    also for some reason the forum color selection menu calls it brown...

    Re: agauracu

    Sure I don't see why not. Cranewing may have hinted that Roscoe is not the only person he sent (and it would help to have someone else who knows Cranewing at least distantly, because Roscoe forgot to negotiate a payment!)
    Last edited by root; 2016-01-13 at 07:20 PM.

  26. - Top - End - #26
    Orc in the Playground
    Join Date
    Jan 2016
    Location
    UK

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Quote Originally Posted by root View Post
    Technically A52A2A is already taken but you're welcome to have it if you want. I'd rather take a more vibrant color for Roscoe while its early enough not to confuse people too much.

    also for some reason the forum color selection menu calls it brown...

    Re: agauracu

    Sure I don't see why not. Cranewing may have hinted that Roscoe is not the only person he sent (and it would help to have someone else who knows Cranewing at least distantly, because Roscoe forgot to negotiate a payment!)
    I thought this was 0000CD and 808080? I will fix the colours in the morning when I'm functioning.

    Oops, I'm not sure Rag has a promise of payment either!

  27. - Top - End - #27
    Orc in the Playground
    Join Date
    Jan 2016
    Location
    UK

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Botched perception:
    Spoiler: Perception
    Show
    Rag and Luc are worried about a possible ambush before they reach the group.

    Rag: (1d20+3)[10]
    Re-roll in case of rolling 1: (1d20+3)[18]

    Luc: (1d20+3)[14]
    Advantage: (1d20+3)[9]


    Alegast,
    Rag would have cast Mage Armor in the morning when he started travelling so:
    If this is less than eight hours since then, he doesn't need to recast.
    If he has had a short rest since then, he has recovered the spell slot.
    Rag has made sure he has Mage Armor now and he has 0, 1 or 2 spell slots left.

    I hope this is in OOC this time. Good night.
    Last edited by aguaracu; 2016-01-13 at 07:32 PM.

  28. - Top - End - #28
    Dwarf in the Playground
    Join Date
    Dec 2015
    Gender
    Male

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Sure, no problem with that.

    aguaracu will be replacing Lordsmoothe in the game, per common accord. If Lordsmoothe wish to, I will leave Rummy in reserve.

    If you want, you can roll group initiative like the kobolds (I guess is better for PbP). You then decide the order you take actions, that will be permanent for the rest of the battle.
    Last edited by Alegast; 2016-01-13 at 08:55 PM.

    My current games:
    As GM:
    Threats to the Nentir Vale (5e) IC|OOC

    As player:
    See extended signature.

  29. - Top - End - #29
    Barbarian in the Playground
     
    DruidGuy

    Join Date
    Dec 2015

    Default Re: Threats to the Nentir Vale 5e (OOC)

    If you don't mind me butting in on this, a good approach to initiative in Pbp games is to have the DM roll player initiative in group combat situations, in the same post where you roll enemy initiative.

    That way players already have an order to follow by the first action of combat and you don't have to worry about delegating an order in ooc as you would with party initiative. (And also, you don't end up in situations where high dexterity players are penalized for their choices and low dexterity, rewarded.)

  30. - Top - End - #30
    Barbarian in the Playground
     
    DruidGuy

    Join Date
    Dec 2015

    Default Re: Threats to the Nentir Vale 5e (OOC)

    Rolling initiative just in case...
    (1d20+3)[22]

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