A Monster for Every Season: Summer 2
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  1. - Top - End - #1
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    Zero_Point's Avatar

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    Default [OOC] Caverns of Nevermore

    Caverns of Nevermore



    "Behind the fire, between the worlds, in all the empty spaces, at the end of all things,
    There is a world just around the corner of your mind where reality is an intruder and dreams come true.
    You may escape into it at will. You need no secret password, no magic wand or Aladdin's lamp;
    only your own imagination and curiosity about the things that never were."

    The swirling mists surround you, and suddenly you can't tell if your walking forward or backward, right or left. There is only the ashen mist, completely concealing the world around you from sight. You can't even see the ground beneath your feet because of the thick fog, but it feels spongy, almost unreal, as though you are walking on something other than dirt, grass, sand or stone. The sounds of your footfalls are swallowed up into the mist as though there is nothing around you but emptiness. You reach out your hands to try and feel your way along, to grab hold of a familiar tree or rock, but there is nothing but the chill dampness of the mysterious mist.

    You look ahead, and a spot in the mist seems to grow thin, parting slowly, as though it is a curtain. Then as suddenly as the mist swallowed you up, you are outside the wall of swirling fog, standing in a silent cavern of dark stone. The air is filled with the aroma of damp earth, and a chill breeze flows like a low, sinister breath from somewhere deep in the cave. Turning, you discover the mists are gone, as though they had never existed, there is only a solid stone wall. The only thing that is apparent is that this isn't where you were before!

    Spoiler: The Sixteen
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    D&D 5e

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    This game uses an original homebrew setting. It will be a game of exploration and discovery following a group of non-adventurers who will find their heroic spirits awakened in a new land.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    Looking for 4-5 players

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    Giant in the Playground Forum

    5. What is the characters' starting status (i.e. experience level)?
    Characters will begin the game as an NPC and upon their first level up they will become first level adventurers.

    6. How much gold or other starting funds will the characters begin with?
    To determine your starting gold roll 3d6.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    For character creation, players may choose one of the following basic NPC stat blocks to use (MM Appendix B).
    Acolyte
    Bandit
    Commoner
    Cultist
    Guard
    Noble
    Scout
    Thug
    Tribal Warrior

    When your character gains their first level (An important, scripted event in the story) you will upgrade into a 1st level adventurer of whatever class you choose. You will lose any special abilities or spells your NPC stats granted in exchange for your 1st level class abilities. You will also be able to “re-roll” your six attributes at that time.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Any race from the PHB.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    Your starting abilities are determined by your NPC starting stats. They will be improved upon your upgrade to 1st level adventurer, at which point you will have 27 points to distribute.

    Maximum Hit Points

    10. Does your game use alignment? What are your restrictions, if so?
    Only good or neutral aligned characters will be permitted. I don’t want any psychos, villains or brooding loners who can’t work in a group.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    This is not applicable for character creation

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    Players will roll their own dice and post results in the game thread

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    This game will use a minor modification to combat. Players will all act in the same initiative, and the order of character actions will be determined by the order of posts. So if a Thug attacks and then an Acolyte casts a Bless spell, the fighter will not benefit from the buff until his next turn.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    The characters in this game may come from any setting, published or not. Their backgrounds should reflect their place of origin. Character flaws are a good thing. Maybe your character is an alcoholic, a womanizer, or troubled by nightmares. These can add flavor and help with character development but are not required.

    Remember that your character is NOT an adventurer, and they shouldn’t be familiar with things an adventurer would consider common. They haven’t studied monsters, they don’t know about different planes, the gods are a distant and abstract concept. Your characters were merchants, farmers, nobles or herbalists leading mostly normal lives.

    All backgrounds should end with how the character vanished from their world. Maybe they made an enemy of a powerful wizard. Maybe they were trying to magically travel and it went wrong. Maybe they just wandered into a mysterious mist. Be creative.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    This game will focus on roleplaying, exploration and puzzles. Combat will occur when appropriate or when initiated by the PCs.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    No restrictions other than those listed above. I reserve the right to deny material I deem too unbalancing or inappropriate.


    Game Thread

    Characters - Players
    Camilla, Halfling Acolyte – astragalos
    Nasslyn Orerock, Hill Dwarf Scout – Awful
    Opal Yung’e, Half-Elf Acolyte – CleverCricket
    Wilbur Mahli, Half-Elf Common – Extrail
    Raam Hope, Tiefling Commoner - Slingsby
    Last edited by Zero_Point; 2019-03-23 at 04:11 AM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    RogueGuy

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    Default Re: [OOC] Caverns of Nevermore

    Checking in!

    Raam will speak in DarkSlateGrey

    Spoiler: Raam Hope
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    Raam Hope, Tiefling Commoner


    Personality: I am slow to anger and quick to forgive. Holding grudges just isn't my thing.

    Ideals: Charity - I am convinced that there is a bit of good in everybody.

    Bonds: I've known my own share of loss and grief, and cannot bear to see similar suffering in others.

    Flaws: I am all too easily charmed by a handsome stranger.

    Backstory:
    Raam Hope hails from Tal'Dorei, in the world of Exandria. His hometown is a small and largely unremarkable village by the name of Estoke, one of many such communities along the edges of the Torian Forest. He wasn't born there - his mother apparently arrived in Estoke one day with only his infant self and a handful of meagre possessions - but it is the only home he's ever known. He lives in a small hut on the outskirts of the village (a tiefling is always an outside in a rural community, no matter how long he's lived there for) and farms a small plot of land, growing just enough to feed himself and trade for basic supplies.

    Life hasn't been easy for Raam. His and his mother's infernal heritage was always a source of suspicion and distrust among the villagers - a situation made worse by the mystery of Raam's parentage. Raam's mother refused to ever discuss who his father was - and cruel tongues whispered that perhaps she didn't know herself.

    Whoever he was, it was a secret that she took with her to the grave. Raam was just 11 when the sickness first started to take a hold of his mother. Within two years, she was as weak and as frail as a woman twice her age. Another two years and she was dead, and Raam was left alone in the world. After he buried her, he took the name Hope for himself - a promise to his mother about the life he would lead.

    Raam came of age, and settled into the steady and uneventful pace of a commoner's life. The seasons came and the seasons went. One year brought a bountiful harvest, another brought hard times. One year brought the promise of love, another still brought the pain of heartbreak. Over time, Raam's kindly and patient nature won him the begrudging acceptance of his neighbours - and for all its hardships, Raam was nonetheless content with his lot in life. The thought of adventuring never even occurred to him.

    All that changed however on one cold winter's evening. As he was out gathering firewood, he suddenly heard screams coming from the village. He hurried to investigate, and quickly found his neighbours wild-eyed and shaking in terror. It seemed that the young son of the village priest had suddenly manifested magical powers without warning - three people were dead. Without thinking, Raam set off to find the lad - he knew the priest's son, and couldn't believe that he would have harmed anyone on purpose.

    Sure enough, when Raam found the young sorcerer, sparks of wild magic surging around him, he saw not the fearsome mage that his neighbours saw - but instead a child, terrified and unable to control what was happening to him. Mustering courage from hitherto unknown reserves, Raam called out to the young man and walked slowly towards him. Trying to calm him down, Raam told him not to worry, that things would be okay, that he wasn't to blame for what he'd done. And for one, brief, happy moment, Raam's efforts seems to be successful.

    They were cut short by the whistling of an arrow through the air, one of Raam's neighbours taking advantage of the distraction to try and kill off the priest's son before his magic could do any more harm. The second the arrow hit the sorcerer, he screamed in agony and unleashed an explosion of wild magic - which hit Raam at point-blank range.

    Raam felt first a sensation of burning agony, and then as if he were being dragged underwater by an immensely powerful current, and then finally the sense of falling through endless darkness.

    When Raam came to, he awoke to find himself in a strange land of swirling mists...
    Last edited by Slingsby; 2019-03-23 at 04:44 PM. Reason: Reposting character details
    Colborn "Col" Setwall - Lv. 3 Human Monk | IC | OOC | Sheet
    Raam Hope - Tiefling NPC Commoner | IC | OOC | Sheet

    Is futile to argue. Nod. Get treat.

  3. - Top - End - #3
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    CleverCricket's Avatar

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    Default Re: [OOC] Caverns of Nevermore

    Sweet! Opal will take Teal for her speech.


    Spoiler: Background
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    Opal, like most half-elf children, was born split between two worlds. Her father was Obsidiah, a high born elf lord, patron of the Yung’e Clan in the city of Garborough. Her mother was Marial, a low born human who worked as a cook in the Yung’e estate. Opal was conceived during a lavish party her father had held after his acquisition of the Garborough iron mines, which resulted in a drunken tryst with Opal’s mother. When it was discovered that Marial was pregnant, Obsidiah sent her away from the estate and gave her a cottage and a small piece of land in the country where none of his political rivals would find out about his illegitimate daughter.

    Opal spent the early part of her life in peace, learning about herbalism and medicine from her mother. The two of them made a decent living provided the nearby villages with poultices and herb craft in exchange for what they needed to live comfortable lives. She raised crows as pets, and would have been content to spend the rest of her life in that little cottage, but the wishes of young Opal were not to be.

    When she first discover she had the rare talent to control magic, she tried to hide it. There were very few people in the world that could perform such miracles, and Opal knew that if she were discovered she would never be allowed to live a quiet life. But Marial found out, and sent word to Opal’s father that his daughter was once of the gifted. This news changed everything, and Obsidiah immediately sent for the both of them to return to his estate where they were welcomed as distant relations. Opal was explained as being his niece to deflect the shame of his affair, and she and her mother were given quarters in the estate.

    Opal was sent to the church of St. Zygal, the patron deity of Garborough. She was accepted as an initiate and indoctrinated into the clergy as a member of The Shepherds. It became her duty to go out into the city to administer healing and blessings to the people, and although Opal loved being able to aid the unfortunate, she never felt at home in the church. She was not a believer, and knew she never would be. Instead, she used her position to aid as many people as she could, and did her best to stay out of church politics.

    Then the plague came. It was called the Creeping Death, and it claimed hundreds of lives in a matter of months. Opal and the rest of The Shepherds did their best to treat the illness, but even magical healing could do little to stem the symptoms. Opal threw herself into the study of herbs and potions, trying to find some method of curing the plague, but nothing seemed to slow the spread of the awful disease. No one was immune, not even Opal’s mother.

    Marial became sick and grew weak quickly. Opal did everything she could to ease her mother’s suffering, and she desperately searched for anything to save her. But the gods did not smile on the unfaithful, and when Marial died, Opal collapsed into despair. Cursing the gods, she fled into the night, leaving the city behind and disappearing into the mists...

  4. - Top - End - #4
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    Goblin

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    Default Re: [OOC] Caverns of Nevermore

    Camilla will speak in Dark Orange.

    Character Sheet: https://www.myth-weavers.com/sheet.html#id=1863282

    Spoiler: Background
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    Personality: Camilla is modest, doing the things that need to be done quietly and without prompting. She takes pleasure in making sure the Hearth is fed, and in watching the flames.

    Ideals: Tradition: the ancient traditions of worship and sacrifice must be upheld. "Tradition is not to preserve the ashes but to pass on the flame."

    Bonds: Camilla tended to the Hearth goddess and ancestors of the small rural halfling community of Laurel Hill, helping the elders with making offerings and performing everyday rituals. Separation from that Hearth and community will be a big challenge for her. Camilla is no theologian, but Laurel Hill is an animistic culture: "Hestia" is not an abstract and distant being, but the spirit of the literal physical hearth fire that is used for communal cooking. The ability of Camilla's few divine spells to function even when she is far from home will raise some interesting questions...

    Flaws: Up until now, Camilla has been a quiet follower, not a leader or instigator. She is not actually adverse to adventure or heroism, but it has never occurred to her that she might do such things.

    Backstory: All halfling children in Laurel Hill help out with small tasks around the community, and as they grow up, most children tend to gravitate to a particular type of activity that they enjoy doing, whether it be foraging, gardening, or a particular handicraft such as basket-weaving. Camilla was drawn to the hearth fire, and to the rituals that some of the elders performed to honor the fire and the ancestors of their community that gathered around it. There are no specialized priests to speak of in Laurel Hill, simply those who know how to do the ceremonies in a way that is pleasing to the spirits who help out with the little things in everyday life. If Camilla was a little dreamy and spent many evenings quietly gazing at the changing shapes in the fire, it was seen as a sign of connection to the spirits, and during the days she worked hard at carrying and stacking wood for the fire, among other duties. As she grew older, she developed the ability to perform a few minor cantrips and charms, including the ability to summon a flash of flame at a distance (though she would never dream of using this ability to hurt anyone). These types of small blessings were not unheard of in Laurel Hill, but they too formed part of the fabric of everyday life, and though the stories and songs told of greater miracles, few had ever seen such deeds in their own lifetimes.

    One morning, Camilla was walking along one of the many little creeks near Laurel Hill, she spotted a small cave mouth in the side of the canyon. She had never noticed it before, as it was hidden between the roots of an overhanging cypress tree, but today it was marked by a silvery vapor rising from the earth below. Wondering if a new hot spring (one of the many types of sacred site in the surrounding landscape) had made itself known, Camilla nimbly climbed over a few rocks and made her way closer to the hole. But this was not a hot spring after all...the fog was cold, and much thicker than it had appeared from a distance...Camilla had the distinct feeling that the subterranean mouth had somehow opened up and that she was now in the Underworld...

    Spoiler: Picture
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    Last edited by astragalos; 2019-03-27 at 04:14 AM.

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    Bugbear in the Playground
     
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    Default Re: [OOC] Caverns of Nevermore

    I suppose Nasslyn Orerock can thus speak in red.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  6. - Top - End - #6
    Barbarian in the Playground
     
    EvilClericGuy

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    Default Re: [OOC] Caverns of Nevermore

    Glad to be part of the game. Here's Wilbur Mahli and he will be Speaking in purple

    let's see what class we each aspire to be...
    Extrail- Sorcerer
    Astragalos- Cleric
    Awful- Ranger
    Clevercricket- Artificer alchemist, or wizard
    Slingsby- Redemption Paladin
    Last edited by Extrail; 2019-03-23 at 11:52 AM.

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    Dwarf in the Playground
     
    RogueGuy

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    Default Re: [OOC] Caverns of Nevermore

    Is there any chance that I could retroactively spend the last of my starting cash to gain a tinderbox? Completely failed to realise that thaumaturgy can only manipulate fires, not light them...
    Colborn "Col" Setwall - Lv. 3 Human Monk | IC | OOC | Sheet
    Raam Hope - Tiefling NPC Commoner | IC | OOC | Sheet

    Is futile to argue. Nod. Get treat.

  8. - Top - End - #8
    Barbarian in the Playground
     
    EvilClericGuy

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    Default Re: [OOC] Caverns of Nevermore

    Didn't actually call the dwarf by gender, was talking about my deity there. The traveller is a god of chaos, so literally anything for him is within the realm of possibility, is what i was talking about.

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    CleverCricket's Avatar

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    Default Re: [OOC] Caverns of Nevermore

    I don't think anyone claimed you did

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

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    Default Re: [OOC] Caverns of Nevermore

    "I'm not an adventurer, and certainly not a guy" she corrects
    This felt like you were correcting my character, so i at first thought of, correcting you here, rather than do it in game, but on second thought, i figured no matter what the first part is something, my character was mistaken about, and as such the character should probably retort to it.

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    CleverCricket's Avatar

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    Default Re: [OOC] Caverns of Nevermore

    Quote Originally Posted by Extrail View Post
    "I'm not an adventurer, and certainly not a guy" she corrects
    This felt like you were correcting my character, so i at first thought of, correcting you here, rather than do it in game, but on second thought, i figured no matter what the first part is something, my character was mistaken about, and as such the character should probably retort to it.
    You said "So, would one of you brave adventurers guys like to lead?"
    So Opal responded to that.

    Also Opal isn't a dwarf, she's a half-elf.

  12. - Top - End - #12
    Barbarian in the Playground
     
    EvilClericGuy

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    Default Re: [OOC] Caverns of Nevermore

    Ah, right my bad. thanks, sorry was confused for a second. deleting the beginning of my post now.
    Last edited by Extrail; 2019-03-23 at 11:34 PM.

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    Goblin

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    Default Re: [OOC] Caverns of Nevermore

    Since Camilla is a halfling and has the Lucky trait, she gets to reroll any natural 1's on attack rolls, ability checks, or saving throws. So rerolling the Intelligence (Religion) check...

    (1d20+2)[20]

  14. - Top - End - #14
    Bugbear in the Playground
     
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    Default Re: [OOC] Caverns of Nevermore

    No markings of any kind on the coins?
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  15. - Top - End - #15
    Dwarf in the Playground
     
    Goblin

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    Default Re: [OOC] Caverns of Nevermore

    Seems like this game has fizzled out? The DM hasn't been online in over a week...
    Spoiler: Current Games
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    PC
    • Shahaar, Droaamite goblin cleric of the Dark Six in "Mysteries of Q'barra"
    • Mikal Reshef, human Death cleric in "Tales of Trollskull Alley"
    • Thyia the Mainad, human "druid" of Dionysos in "Bronze Blades and Olive Glades"
    • Mantika Thraissa, half-orc cleric of Olidammara in "Slaves of Emor"

    DM

  16. - Top - End - #16
    Barbarian in the Playground
     
    EvilClericGuy

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    Default Re: [OOC] Caverns of Nevermore

    I hope it hasn't, but likely yeah

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