Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 27 of 27
  1. - Top - End - #1
    Halfling in the Playground
     
    TridentOfMirth's Avatar

    Join Date
    Jul 2020

    d20 [OOC] The Rimebarrow Privateers




    (Flags of the Blazing Empire, the Kingdoms of the Rimebarrows and the Protectorate of Turtledew)


    Yo ho me mateys! Welcome to the OOC Thread for the Rimebarrow Privateers Campaign!


    As your humble Sea Master, I shall be claiming the colors of Navy and Medium Blue



    List of Privateers
    Player Name Privateer Name Race Class Other Notes
    Awful Liljekonvall Hamadyrad Druid (wildfire) 3 -
    Esprit15 Do Changeling Rogue (Swashbuckler) -
    gryffydd65 Eel Triton Sorcerer -
    Daracaex13 Azara Ifrit Wizard -


    Spoiler: From the Recruitment Thread
    Show
    It is a time of exploration, of conquest and (above all else) of profit.

    With the blessing of the fire god Surtyr, the Inferno King Sigmund III constructed a massive armada and set about conquering all of the islands in the Great Ocean. Few isles were prepared to repulse the Blazing Empire and so like, dominos, island after island fell before the Inferno King. Only places on the far edges of the Great Ocean were spared the Blazing Empire’s wrath.

    You hail from the snowy realms of the Rimebarrows. Your lands are poor, your crop yields small. Only fear of the mighty Frost Giant Jarls keeps the enemies of the Rimebarrows away. Your homeland needs ships, money, equipment, etc. if it is to stand a chance against the Blazing Empire. The Kings’ Moot is divided, endlessly debating and equivocating, playing politics, vying for power and prestige... All the while the forces of the Inferno King inch closer and closer. An enterprising young frost giant Jarl - Astridr the Bearcloaked - has decided to take matters into her own hands. She has given your mercenary band letters of marque.

    You are privateers, state sanctioned pirates, sent out into the Great Ocean to take from the Inferno King and sell to the Rimebarrows. Ships, crew and treasure, all are needed. Some of you are patriots, while others care only for fame and fortune. Regardless of your reasons, the Great Ocean beckons you…

    Your band of privateers were called together by a powerful Frost Mage Captain named Lillian Henningsen. Your first imperial mark was spotted fifty miles south-west of Turtledew Island. The target appeared slow and cumbersome - an easy mark. Once battle began, a fire giant lumbered up on the enemy’s deck. With a cruel smile, he cast a series of potent fireballs that blasted many holes into your ship’s hull. The fires killed most of your crew. You were lit aflame. With your flesh melted and your bones charred, the enemy sailed away, leaving you for dead…

    You sank into the ocean.

    Down.

    Down.

    Down.

    Helpless. Defeated. Resigned to your fate…

    Your eyes opened.

    You awoke in a strange, ethereal place filled with formless clouds and a stiff, cold wind. You…. Do not remember anything else… Only… A booming voice… Your vision blurs and fades to black…

    Was that heaven?

    Are you dead?

    Suddenly, your eyes burst open. Your lungs fill with air as if for the first time. You choke on sea water. Coughing and wheezing, your hands reflexively touch your face… Upon the back of your hand is a strange, glowing, blue-white rune… The longer you stare at it, the colder you feel. You look around. You are on a beach… A tropical beach… Where…? Who knows. How…? Who knows… So many questions.

    You see three others, your crewmates… Where is everyone else?

    A tattooed satyr trots over. He bends down and asks, “My name is Jos. Looks like you were in a shipwreck. Who are you…?”

    You are probably a Human. Your people are diverse and adaptable, found everywhere. The great castles and farms in the meandering fjords of the Rimebarrows were built and maintained by your people. What motivated you to leave your life in the Rimebarrows and venture out to sea?
    Spoiler: Human Features
    Show

    Age. Humans reach adulthood in their late teens and live less than a century.

    Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Ability Score Increase. Two different ability scores of your choice increase by 1.

    Skills. You gain proficiency in one skill of your choice.

    Feat. You gain one Feat of your choice.

    Languages. You can speak, read, and write Common and one extra language of your choice.


    You could be a goliath. Your people were forged in the dormant caldera of Mount Stonefrost by Boccob, god of knowledge. The goliath were built strong and tough to survive the unrelenting world of the far north. Your people value knowledge and magic above all else. When a goliath comes of age, they are given an empty leather bound journal. They are then tasked with exploring the world and writing down what they learn and encounter. Once every page in the journal has been written upon, the goliath is allowed to return home so they may enshrine their journal in the Library of All Mortal Knowledge and share their experiences with the rest of goliath society. The journey is long and dangerous, many never return home. What do you hope to pen in your journal?
    Spoiler: Goliath Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

    Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Magically Educated. You have proficiency in the Arcana skill.

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

    Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

    Favored by Boccob. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

    Languages. You can speak, read, and write Common, Giant and one other language of your choice.


    You might be a dwarf. Your people used to live in great holdfasts that dotted the length and breadth of the Icestone Mountains, which divides the Rimebarrows from the glaciers to the north. Prized for its durability, dwarven steel was coveted by many throughout the Great Ocean. Your people were wealthy, prosperous and happy. Ten years ago, a terrible plague struck your people low. Twentynine out of every thirty were felled by the disease. Your civilization collapsed, your people’s great holdfasts became tombs. You are probably one of the last dwarves to sail the seas. What will the skalds tell of your deeds?
    Spoiler: Dwarf Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 30. On average, they live about 250 years.

    Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

    Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

    Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

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

    Rugged build. You gain proficiency in the Athletics skill.

    Dwarven 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.

    Dwarven Toughness. You are one of the lucky few who survived. Your body is tougher than most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

    Languages. You can speak, read, and write Common and Dwarvish.


    You might be an Undine. No one knows why but, over the last twenty years, one out of every hundred children born in the Rimebarrows is born as an Undine. Superficially, you might look like your human, dwarven or goliath parents but your moist blue-green skin clearly marks you as an Undine. Society, at-large accepts you, but a vocal few claim your presence is an ill omen. Some people, when they look upon the ocean, claim they can faintly hear a woman singing. Sailors call this the Song of the Sea. You hear it clearly - what does the sea sing to you?
    Spoiler: Undine Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Undine mature at about the same rate and reach adulthood their parent's races (Human, Dwarf or Goliath). They live somewhat longer than their parents' race, adding 25 years onto that total.

    Size. Undine are as varied as their mortal parents. Your size is Medium.

    Speed. Your base walking speed is 30 feet if your parents were goliath or human; 25 feet if your parents were dwarven (additionally, if your parents were dwarve, your speed is not reduced by wearing heavy armor).

    Acid Resistance. You have resistance to acid damage.

    Amphibious. You can breathe air and water.

    Swim. You have a swimming speed of 30 feet.

    Call to the Wave. You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

    You speak Common and Aquan. If your parents were goliath, you speak goliath; if your parents were dwarven, you speak dwarven; if you parents were human, you may select one extra language of your choice.


    You could be a Faerie. Originally from the Feywild, your people came to the material world seeking adventure. Faeries are seen as mischievous and playful by outsiders. Your people are well known for crafting magical scrolls that sometimes come paired with delightfully… Unforeseen effects. The Bramblebird Isles were ruled by a just and loving queen, who had long ago allied her realm with the Kings of the Rimebarrows. Ten years ago, the Bramblebird Isles were conquered by the Blazing Empire. Your queen was taken hostage to keep your people obedient. A scheming viceroy now lords over the islands. He is wretched and vile, serving at the leisure of the Blazing Empire. Do you believe your homeland will one day regain its freedom?
    Spoiler: Faerie Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Faeries reach maturity at about 10 years old and can live to 50.

    Size. Faeries are about 2 feet tall and weigh between 15 and 30 pounds. Your size is small.

    Speed. Your base walking speed is 20 feet.

    Fluttering. You have a fly speed of 30 feet but you cannot maintain altitude the way a bird can. If you end your turn more than 10 feet off the ground, you float back down for a distance equal to your fly speed. If you have not reached the ground after that movement, you fall (taking falling damage). To use this speed, you can’t be wearing medium or heavy armor.

    Speak with Beasts: You can communicate with natural beasts and fey beasts.

    Tiny Build. You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you have disadvantage on strength checks made to break or force open objects.

    Forest Camouflage. You have advantage on Dexterity (stealth) checks to hide in forested terrain.

    Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is your size or larger.

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

    Very Nimble. You can move through the space of any creature that is of your size or larger.

    Pixie Dust. At 3rd level, you can cast Enlarge Reduce as a 2nd-level spell once with this trait, however, you can only use the “reduce” portion of the spell and the spell cannot target creatures. You regain the ability to cast this spell when you finish a long rest. Charisma is your spellcasting ability for this spell.

    Languages. You can speak Common and Sylvan.


    You could be a Hamadryad. Your people are part flesh, part wood and part fey spirit. The Hamadryad were created by an ancient nature deity that has long since faded beyond myth and legend. Your people’s history dates back to a time before other mortal races dwelt on the material plane. Individual Hamadryads can be found on most islands in the Great Ocean, tending to sacred groves, rich in arcane power that flows from the Feywild. Why have you left your grove?
    Spoiler: Hamadryad Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Hamadryads reach maturity at about 100 years old and can live to 500.

    Size. Hamadryads are about 5 and a half feet tall to a bit over six feet tall. They weigh between 130 and 180 pounds. Your size is medium.

    Speed. Your base walking speed is 30 feet.

    Female Only: All hamadryads are female.

    Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    Legacy of the Forest. You don't need to sleep, and magic can't put you to sleep. However, you must meditate for four hours each day absorbing light, soaking your roots in water or connecting with the earth beneath your feet. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Grovekeeper. Your teaching in regards to the life of the wilderness means you are able to communicate with animals and plants. You know the druidcraft cantrip. Starting at 3rd level, you can use this trait to speak with beasts that are of medium size or smaller as if casting the speak with animals spell, When you reach 5th level, you can use this trait to communicate with trees as well as beasts, as if using the speak with plants spell.

    Once you’ve made use of this trait, your connection with nature leaves you feeling a bit strange. You have disadvantage on the next Charisma-based roll you make, be it check, attack roll, or saving throw, before you finish your next long rest. This effect does not stack. Once you have used this trait to speak with either a beast or a tree, you can’t use it again until you finish a short or a long rest.

    Ancient Aspects. The hamadryads have existed on the material plane since time immemorial. Hamadryads are bound to nature and can channel it in unique ways. Each morning, they offer a prayer to one of the four aspects of their long forgotten creator goddess. This ritual takes ten minutes to complete. The chosen aspect remains in place until the hamadryad takes a long rest.

    --- Aspect of the Spring Maiden. You are at one with the earth. You gain advantage on all Intelligence (Nature) checks. You also have advantage on Stealth checks when hiding among groups of trees.
    --- Aspect of the Summer Hunter. The hunter is ever vigilant for danger. You gain advantage on initiative checks.
    --- Aspect of the Autumn Mother. You are drawn to defend nature from would be attackers. As a bonus action, you can harden your bark to protect you, granting you resistance to all damage until the start of your next turn. You regain the ability to use this trait after you finish a short rest.
    --- Aspect of the Winter Destroyer. You empower the wrath of nature’s fury into a melee attack that deals an extra 1d8 poison damage. You regain the ability to use this trait after you finish a short rest.

    Languages. You can speak, read, and write Common and sylvan. You also speak druidic, the secret language of the hamadryads, shared with the druids in times immemorial. The druidic language is sacred. You are forbidden from teaching this language to those who have not sacrificed everything to preserve nature. Druidic is a spoken language but it can be used to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.


    You could be an Ifrit. Your people are common in the lands of the Blazing Empire. They are often given privileged positions within imperial society, treated as something between that of a noble and a saint. You are not in the Empire and you actively fight against it. Why?
    Spoiler: Ifrit Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Ifrit mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

    Size. Ifrit are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

    Fire Resistance. You have resistance to fire damage.

    Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

    Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

    Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.


    You could be a Tiefling or a Satyr. Your people were once human, hailing from an island far away from the Rimebarrows called Rasielia. An evil king wished to claim dominion over the whole isle and so made a Faustian bargain with a devil. In exchange for the power and might to conquer the isle, they would hold Malmoroth, Lord of Hellfire, as their patron god. With the bargain signed, the King and all of the people in his realm were twisted, disfigured and transformed into Tieflings. When all hope seemed lost for the free peoples of that land, a Planetar Angel appeared. The angel led the free peoples to victory after victory. Many tieflings repented and joined the free peoples. In return, their evil was cleansed but their forms remained changed. The redeemed became Satyrs. With the Planetar Angel leading them, the free peoples slew the evil king and liberated their lands. Your people dedicated their society to the angel and seek to spread the good word across the Great Ocean. Planetarians can be found far and wide, preaching and sermonizing, using good works and good deeds to convince the masses to convert. You are far from home, do you serve the Holy One or have you fled seeking religious freedom?
    Spoiler: Tiefling and Satyr Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Tieflings and Satyrs mature at the same rate as humans but live a few years longer.

    Size. Tieflings and Satyrs are about the same size and build as humans. Your size is Medium.

    Speed. Your base walking speed is 35 feet.

    Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

    Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

    Tieflings:
    Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

    Hellish Resistance. You have resistance to fire damage.

    Legacy of Malmoroth. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Languages. You can speak, read, and write Common and Infernal.

    Satyrs:
    Planetar's Intuition. You have proficiency in two of the following skills of your choice: Insight, Medicine, Nature, Perception, Persuasion, and Survival.

    Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    A Beacon of Hope. You know the Light cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell, except it deals radiant damage instead of cold damage. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell, except the spell deals radiant damage instead of fire damage. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Language. You can speak, read, and write Common and one extra language of your choice.

    Spoiler: Planetarism
    Show
    The Planetar Angel who saved Raseilia bore no markings or sigils indicating for which god he served. Indeed, all he wore was a simple white tunic, a leather belt and a mighty warhammer. In the centuries since the war, the Planetarium has decreed that the angel served no god and, therefore, the faithful should not either. Planetarians seek to spread the good word by performing good works - helping the poor, the needy and the sick; defending the defenseless; and establishing centers for learning. However, Planetarians are often mistrusted in other lands because they are viewed as atheistic iconoclasts who seek to destroy temples and holy sites dedicated to the divine. Although the most fervent among the faithful have performed such acts without permission, the Planetarium has stated that the purging of divine symbols should only occur after the recently converted society and their rulers consent to it.



    You could be a Triton. Long ago, your people helped the humans of the Rimebarrows defeat the Empress of the Deep and her watery abominations. Your ancestors founded the city of Galanopolis deep under the sea. Fifteen years ago, a magical bomb was detonated in the heart of the city, destroying it. Many blame the Blazing Empire. The Inferno King denies it. Tritons are refugees, now living in the port towns of the Rimebarrows. Your people are scattered and lost. What do you hope to gain by venturing out to sea?
    Spoiler: Triton Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Tritons reach maturity around age 12 and can live up to 150 years.

    Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

    Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

    Amphibious. You can breathe air and water.

    Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

    Lore of the Waters. You gain proficiency in History and Nature.

    Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

    Languages. You can speak, read, and write Common and Primordial.


    You might be a vampire. Although the masses do not realize it, the Queen of Longtale, and her entire court, are vampires. Your people covertly took control of Longtale a century ago in order to acquire the man power and wealth to wage a shadow war against a dark and malevolent entity only known as “She Who Slumbers.” The masses do not know vampires are real, believing them the stuff of myth and legend. Mere fairy tales. Vampires keep their presence within the Rimebarrows a secret, fearing the wrathful ignorance of the peasantry. Secrecy is your people’s greatest defense for staying in power. You risk much by leaving Longtale, why have you left?
    Spoiler: Vampire Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and one a different ability score of your choice increases by 1.

    Age. Vampires don’t mature and age in the same way that other races do.

    Size. Vampires are the same size and build as humans. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

    Vampiric Resistance. You have resistance to necrotic damage.

    Menacing. You gain proficiency in the Intimidation skill.

    Bloodthirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the tar-get finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

    Languages. You can speak, read, and write Common and Vampire.


    You might be a Changeling. Your people are loathed and reviled by the statics - people who cannot alter their physical appearance. Changelings have been exiled from every land they have ever tried to call home. For unknown reasons, the Frost Giant Jarls demanded the Kings’ Moot of the Rimebarrows grant your people the right to settle within the realm. The Queen of Longtale insisted that your people offer up three changelings every year as tribute in exchange for the Kings’ granting your people settlement rights. The Changelings sent as tribute are never seen again. The kings may have allowed your people to settle within the Rimebarrows but Changelings have not been accepted by society at large. You are still hated and reviled. Changelings live in small cliques, shrouding their true forms, living as ordinary statics. You risk persecution on a small ship by leaving the Rimebarrows - what compelled you to leave?
    Spoiler: Changeling Features
    Show


    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Changelings mature slightly faster than humans but share a similar lifespan – typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.

    Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, and Persuasion.

    Change Appearance. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change.
    --- You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
    --- You stay in the new form until you use an action to revert to your true form or until you die.

    Languages. You can speak, read, and write Common and two other languages of your choice.


    You could be a Tortle. A hundred years ago, your people came to the shores of the Rimebarrows as refugees. Your leaders claimed your people were fleeing starvation in their homeland, that their fleet was blown off course by a terrible storm. The humans welcomed your people with open arms. The leaders of the Tortle leveraged your people’s natural acumen with art and architecture to help design and construct five great castles. Yet you know your leaders lied to gain entry into the Rimebarrows. The real reason your people fled was because three terrible, monstrous ancient crystal dragons claimed dominion over your homeland, enslaving all tortle, forcing them to toil for their benefit. Your people fear that the crystal dragons will find the Rimebarrows and lay claim to their wayward slaves. Leaving your new homeland could be dangerous - why are you taking such a risk?
    Spoiler: Tortle Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

    Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Snapping Beak. Your beak is a natural weapon, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
    Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

    Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

    Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Calligrapher's Supplies, Jeweler’s tools, smith's tools, painter’s supplies, or mason's tools.

    Artisan's Eye. Whenever you make an Intelligence (History) check related to the origin of art or architecture, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Languages. You can speak, read, and write Common and Aquan.


    You could be a Shardmind. Twelve years ago, a meteorite crashed into the Red Fang Mountains. Ever since then, humanoid-shaped rock-men have been found wandering the foothills. Some humans believe you are a portent for good, others for ill, still others believe you to be magical constructs made by the gods or powerful archwizards. Regardless, you have no memory of who you were or where you come from. Your memory starts from the moment you awoke in the Red Fang Mountains. Four years ago, a shardmind saved the King of Windgift from a rampaging bulette. As a reward for their bravery, the Kings’ Moot granted your people the right of personhood, making you no different than a human (legally speaking). What will you do with your newfound freedom?
    Spoiler: Shardmind Features
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. No one knows how long a Shardmind will live for, only that most have been around for ten or fewer years.

    Size. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Crystalline Construct. Your body has remarkable fortitude, represented by the following benefits:
    You have resistance to psychic damage.
    You don’t need to eat, drink, or breathe.
    You don't need to sleep, and magic can't put you to sleep.

    Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

    Telepathy. You can communicate telepathically with any creature within 20 feet of you that has a language.

    Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

    Shard Swarm: Your alien physiology allows you to de-construct your body into a thousand tiny shards, send those shards across a short distance, then re-constitute your body. You can cast the misty step spell once using this trait, except the distance is reduced to 15 feet. You regain the ability to do so when you finish a short or long rest.

    Languages. You can speak, read, and write Common and one other language of your choice.


    You might be a Lizardfolk. Others see the lizardfolk as beastial, transient barbarians. Yet, your people have a rich and complex history that dates back to a time before many of the other races came to the Great Ocean... Or as it was known then, the Deserts of Uldoom. Your people crafted a powerful civilization deep within the heart of the deserts. The civilization was the envy of all. A millennia ago, your people went to war with the water elementals. The reasons for the war are lost to history. Regardless, your people lost the war. As punishment for your people's hubris, the Water Elementals flooded the desert, sinking it beneath waves, forming the Great Ocean. The few lizardfolk who survived became nomads of the sea, sailing from island to island in small, familial bands. An enterprising young lizardfolk - Krix the Lizard - has become King of Beerflower, a small city state in the Rimebarrows. Hundreds of your kind have flocked to this city, seeking a new life for themselves. Yet you ventured back out to sea - why?
    Spoiler: Lizardfolk Traits
    Show

    Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

    Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

    Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

    Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

    Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

    Hold Breath. You can hold your breath for up to 15 minutes at a time.

    Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

    Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

    Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

    Languages. You can speak, read, and write Common and Draconic.


    Spoiler: Big 16
    Show
    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.)?
    A pirate-y themed sea based campaign in the vein of One Piece and Pirates of the Caribbean.

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

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

    5. What is the characters' starting status (i.e. experience level)?
    Level 3

    6. How much gold or other starting funds will the characters begin with?
    200 Gold

    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?
    Anything official is fine. Things from the UA and Planeshift must be approved.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    The races above are those available to the players.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    We will use the point buy system with 27 Points available.

    10. Does your game use alignment? What are your restrictions, if so?
    Good or Neutral is fine.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Multiclassing is fine

    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?
    You roll your dice, I will roll my dice :)

    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.
    Nothing really.

    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)?
    I am not looking for anything in depth. I want to experience who the characters are in game more than read about who you intend them to be in your backstories. Please use the 10 Minute Backstory as a template, limit one sentence per bullet point :)

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    A mix of all of them but probably heavier on roleplaying and combat than puzzles.

    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?
    Outside of the races being some what restricted, I have no issue with anything from an official source. Links or the page number in the book are helpful if you have questions. Also the material from the Arcadia magazines is fine. :)

    UPDATES:
    - Roll for HP with minimum half the hit die (so if you have d8 hit die and you rolled a 1, you actually get 4 (half the die)).
    - Class material from the Arcadia magazines is also acceptable.
    - Renaissance Firearms from the DMG are available. Every player character will be considered proficient in their use (even if all you normally have access to are simple weapons).
    - The Gunner Feat from tasha's Cauldron has been updated to grant proficiency in the use a Gunsmith's Kit, which is a specialized Weapon Smith's kit, allowing the user to make, repair and design firearms, as well as craft ammunition.

    Last edited by TridentOfMirth; 2021-02-28 at 02:39 PM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Jan 2018
    Location
    Somewhere Strange

    Default Re: [OOC] The Rimebarrow Privateers

    Liljekonvall, hamadryad druid.

    She will speak in Green, I think, as despite her charred nature she is, nonetheless, a tree hamadyrad.


    Background and concept elements:
    1) Born and raised a human in the valley between the titular twin peaks of the Horned Isle (also known as the Horns, or Twinhorn).
    2) After the disappearance of her sister Kusymre, took over her role as druidic apprentice to the Horned Isle's hamadyrad grove.
    3) Took to sea after Blazing Empire maruaders cut down the enchanted, mighty tree of her grove tree to carve into a magic figurehead.
    4) Feels guilt over both disappearing her sister and failing to protect her grove from the Ifrit captain.
    5) Willing to be underhanded when dealing with what she sees as evil and unjust.

    Goals:
    1) Liljekonvall is determined to recover the wood of her grove tree from where it is the figurehead of the Ruinous Ember.
    2) I'd like to see her be able to recover the figurehead and find peace with herself, through either combat or dialogue with her sister.

    Secrets:
    1) Liljekonvall was aware of her sister's true, darker nature, which she hid from others. Liljekonvall was the one who made her 'disappear'.
    2) Her sister managed to survive by making bargain with dark forces...

    Contacts
    1) Vivendel: the hamadryad who was Lilje's main teacher. Old and withered, but still in possession of great power.
    2) Chief Geitrams: the chief in charge of the human settlement on the Horns.
    3) Captain Lustrai Igna: the Ifrit who captains the ship that raided her home. A cruel but powerful creature with artificial hands forged of gold she'd plundered.

    Memories and Quirks
    1) Being burnt has twisted her druidic magic. Much of her is stained black as ash, and embers glint in cracks along her limbs.
    2) She has not slept ever since she became a hamadryad; if she did, she would suffer terrible dreams.
    3) Depending on which prayer she does each day, the flowers that grown in her hair bloom into different flowers - or for winter, drop off.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Oct 2017

    Default Re: [OOC] The Rimebarrow Privateers

    Eel will speak in Black Bold.

    Here is Eel Folk Hero and Sorcerer of the Sea.

    https://www.myth-weavers.com/sheet.html#id=2405758

    Long ago, your people helped the humans of the Rimebarrows defeat the Empress of the Deep and her watery abominations. Your ancestors founded the city of Galanopolis deep under the sea. Fifteen years ago, a magical bomb was detonated in the heart of the city, destroying it. Many blame the Blazing Empire. The Inferno King denies it. Tritons are refugees, now living in the port towns of the Rimebarrows. Your people are scattered and lost. What do you hope to gain by venturing out to sea? Eel (not his real name) was a fisherman living in the port towns of the Rimebarrows. He went from port to port diving for fish and other sea life when he came upon a small fishing ship being boarded by the Blazing Empire. He managed to help the two fishermen from being Shanghaied into the Blazing Navy by knocking the fishermen into the water and swimming off with them. When he returned them to the port town he was given a hero's welcome. But the Blazing Empire sent more ships and men after him. He plunged back into the water and escaped. He heard the townspeople say they didn't know his name but he was as slippery as an Eel and he took the name and swore vengeance against the Empire and all it stood for.
    FIVE FACTS
    Eel is wanted by the Blazing Empire's Navy for theft.
    Eel is against all forms of tyranny.
    Eel believes in the balance of nature.
    Eel has never drank alchohol.
    Eel is looking for his second cousin whom he adores.

    TWO GOALS
    To destroy the Blazing Empire
    To find his second Cousin Coral.

    TWO SECRETS
    Eel is terribly afraid of fire.
    Eel is afraid of confined spaces.

    THREE CONTACTS
    Jackar the port master human
    Mave a Triton who still lives in the port town and has a small food stall of fresh fish
    Tanis the oldest of the fishermen he rescued.human
    THREE MEMORIES & QUIRKS
    Eel remembers stories of his family being split up and driven away .
    Eel only eats raw food from the sea.
    Eel is mesmerized by the playing of harps, he believes it has to do with a fond memory of his grandmother.
    Last edited by gryffydd65; 2021-02-28 at 03:11 PM.

  4. - Top - End - #4
    Titan in the Playground
     
    Esprit15's Avatar

    Join Date
    Jul 2011
    Location
    The Middle of Nowhere
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    When speaking as herself, Do will speak in FireBrick Red.
    Spoiler: Backstory
    Show
    Background and Concept Elements
    1. Do is a changeling from a poor clan in the city of Frazilport.
    2. She is a natural actor, and enjoys playing up her feelings for effect.
    3. Her older brother was one of the changelings sent away as part of the tribute. She wants to know the secret of what happened to him.
    4. Do is in debt to Jimmy the Fink, a loan shark who holds her identity as a changeling as collateral. The majority of her debt was to pay for medicine for her little sister.
    5. In order to secure money to pay off this debt, she assumed the identity of Laura Sternwald, who never showed up to Henningsen's call.

    Goals
    Hers: Find a place where she can move her people where they can live in peace. Whether it's an unsettled land or a nation that is accepting of changelings, she doesn't care.
    Mine: I want to navigate the hatred that people have for changelings in this setting.

    Secrets
    Known: She explained her situation to Laura, and is actually passing herself off as the military officer with the woman's permission. She is not entirely sure why the woman said yes.
    Unknown: Jimmy plans to pass on her identity to interested parties regardless, and is merely waiting for her to pay him back before backstabbing her anyways.

    People
    Friendly: Bryan Hume is a goliath adventurer that Do met in passing, when he saved her from two musclemen for Jimmy the Fink. He was the first person that she saw really stand up to the forces around her that she took for granted, which was something that she had taken as just a given in the world.
    Friendly: Cha is Do's little sister. Prone to getting sick, Do borrowed money to pay for medicine to treat her. She enjoys disguising herself as other children, much to the stress of her parents.
    Enemy: Jimmy the Fink runs the local gambling, loan, and information rackets in Frazilport. An undine with connections at every level in society. Rumors abound about where got his start, but whatever the truth may be, he is ruthless, and the frazil filled waters of the city make for the perfect place to toss anyone foolish enough to cheat him.

    Memories, Mannerisms, and Quirks
    1. Do always puts on an act of being confident, no matter how terrified she gets. People pick apart others who seem weak.
    2. When answering questions, she often restates it in imitation of the speaker before answering it. Always good to practice new speaking styles, just in case.
    3. “The last day before my brother was taken as tribute, I remember him taking me to one of his secret hiding places in the city. You got there by taking a back alley and then shifting a loose board on the back of an inn. It’s one of the storage rooms, but the crates are years old, basically forgotten. Whenever he had to hide from people, he would use it. It was also why he was always good at hide-and-seek when we were kids. There was also a blanket and a pillow, and a little bit of dry food that he would store there. Just in case. That blanket and pillow still smell like him, all these years later.”
    Awesome avatar by Cuthalion

    Spoiler: Old Avatars
    Show


    By Ceika, Ceika, Linklel (Except for one that appears to be lost to time)

  5. - Top - End - #5
    Barbarian in the Playground
     
    ElfMonkGuy

    Join Date
    Oct 2005
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    Azara Brandt
    Ifrit Bladesinger Wizard

    Character Sheet: Beyond | PDF

    Dialogue in the same color as her eyes (just to have something to contrast with the existing red and green)

    Spoiler: Background
    Show
    5 background and concept elements that you feel are important to your image of the character.

    1) I was formerly of a low noble Ifrit family in the Empire. My mentor, a human wizard named Arenea, was a secretly a sympathizer of free people and taught me to think morally and critically of the Empire's actions. She sacrificed herself to help me escape my family.
    2) While I have a sharp mind, I can be rather impulsive and reckless.
    3) I have had a difficult time defecting due to my lineage making me instantly untrusted. I wish I could help more directly, but the only way I have found has been on a ship away from regular people.
    4) While I feel obligated to help people threatened by the empire, I secretly love adventure. I would love nothing more than to freely see the world, if only the world was free.
    5) The experience of being submerged in water is unpleasant to me, causing my fiery hair to snuff out temporarily.

    Two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

    1) Stop the Empire from conquering those who wish to stay free. Somehow. This seems an impossible task when put like that, but I will do what I can to help (and see the world while doing it).
    2) I would like to see Azara find acceptance for who she is instead of the actions of her people, becoming a hero to Rimebarrow. Then possibly throw it away when she feels the job is done to continue adventuring.

    Two secrets about your character. One is a secret the character knows, one is a secret that involves him but that she is not actually aware of yet.

    1) Azara was originally training to enter a special forces group of the Empire's military. She knew some of the other recruits, including an old close friend. More importantly, they have completed their training and certainly know her...
    2) Arenea, Azara's former tutor, is still alive. She's imprisoned somewhere in the empire. If Azara discovers this, she will stop at nothing to rescue her.

    Three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

    1) Nuadha Athear – Originally a street kid, but he showed some potential in an incident that caught the eye of a paladin of the empire. Began training to join the same group Azara was planned for. While she had a private tutor most of the time, she became close friends with him when he was chosen as her partner for sword training. She's not sure how he took it when she left.
    2) Magnum Fireforge – A dwarf who helped Azara escape the empire. Was gruff and untrusting at first as the only reason he had agreed to the plan in the first place was because of Arenea's word. Without Arenea's presence, his relationship with Azara was tense until Azara fought alongside him against a few pirates that attacked on their way to Rimebarrow. After their journey, he vouched for Azara and recommended her to a Privateer crew.
    3) Abreza Brandt – Azara's father. He would have lost a lot of face and some political power when his daughter left. Azara does not think he knows exactly why she left, thinking her mentor had died before being questioned. She does not know what Abreza might do if he discovers where she is now.

    Three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

    1) History and Geography were Azara's favorite subjects. Learning about all sorts of amazing places was her way to escape her estate when she was younger.
    2) Azara is hesitant about her role as essentially a pirate. She doesn't want to hurt anyone who doesn't deserve it.
    3) She remembers a time when her father had an illusionist perform for them once, using magic to enhance stories. Since learning Minor Illusion, Azara enjoys idly recreating things she has seen.
    Last edited by Daracaex; 2021-02-28 at 06:48 PM.
    Characters:
    None right now!

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Oct 2017

    Default Re: [OOC] The Rimebarrow Privateers

    So Bladesinger, Swashbuckler, Wildfire Druid and Water Sorcerer. So I hope we can pick up a cleric and a fighter type unless Bladesinger covers that then maybe a bard.

  7. - Top - End - #7
    Titan in the Playground
     
    Esprit15's Avatar

    Join Date
    Jul 2011
    Location
    The Middle of Nowhere
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    Bladesinger and Swashbuckler can somewhat make up for lack of a fighter. Someone to heal and cure conditions is where we really need a hand.

    Also, do we want to make a Discord? They’re nice for asking questions and in general communicating things like “Gonna be busy this week.”
    Awesome avatar by Cuthalion

    Spoiler: Old Avatars
    Show


    By Ceika, Ceika, Linklel (Except for one that appears to be lost to time)

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

    Join Date
    Oct 2005
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    Azara gets good AC with Bladesong active, but that's only twice per day for a minute at a time. And the Wildfire Druid is actually a solid healer, if Awful wished to play Liljekonvall that way (can we get a pronunciation on that one, by the way?).
    Characters:
    None right now!

  9. - Top - End - #9
    Bugbear in the Playground
    Join Date
    Jan 2018
    Location
    Somewhere Strange

    Default Re: [OOC] The Rimebarrow Privateers

    Wildfire druids can do a decent amount of healing, especially once they get the thing where dead creatures can be used for healing or damage. For spell slots, I'd prefer not to have her as too much of a healbot - it's not super effecient, besides not being super interesting either.

    She definitely isn't a frontliner though.

    I actually kind of like that we don't have a very stalwart frontline. Encourages us to be smart about things; very piratical.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  10. - Top - End - #10
    Bugbear in the Playground
    Join Date
    Oct 2017

    Default Re: [OOC] The Rimebarrow Privateers

    So we would like to see some kind of healer then.

  11. - Top - End - #11
    Halfling in the Playground
     
    TridentOfMirth's Avatar

    Join Date
    Jul 2020

    Default Re: [OOC] The Rimebarrow Privateers

    Looks like no one wanted to join. So it will just be us!

    The IC will go live later today :)

  12. - Top - End - #12
    Bugbear in the Playground
    Join Date
    Oct 2017

    Default Re: [OOC] The Rimebarrow Privateers

    Great looking forward to it.

  13. - Top - End - #13
    Halfling in the Playground
     
    TridentOfMirth's Avatar

    Join Date
    Jul 2020

    Default Re: [OOC] The Rimebarrow Privateers


  14. - Top - End - #14
    Titan in the Playground
     
    Esprit15's Avatar

    Join Date
    Jul 2011
    Location
    The Middle of Nowhere
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    Let's see what Do knows: (1d20+1)[12]
    Awesome avatar by Cuthalion

    Spoiler: Old Avatars
    Show


    By Ceika, Ceika, Linklel (Except for one that appears to be lost to time)

  15. - Top - End - #15
    Titan in the Playground
     
    Esprit15's Avatar

    Join Date
    Jul 2011
    Location
    The Middle of Nowhere
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    Suppose I should have checked if there were rolls for the corpse as well.
    History: (1d20+1)[2]
    Investigation: (1d20+3)[14]
    Awesome avatar by Cuthalion

    Spoiler: Old Avatars
    Show


    By Ceika, Ceika, Linklel (Except for one that appears to be lost to time)

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

    Join Date
    Oct 2005
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    Same for the corpse.

    History - (1d20+5)[13]
    Investigation - (1d20+5)[19]
    Characters:
    None right now!

  17. - Top - End - #17
    Bugbear in the Playground
    Join Date
    Jan 2018
    Location
    Somewhere Strange

    Default Re: [OOC] The Rimebarrow Privateers

    When it comes to money it's probably easiest if we just all sorta lump it together as a group.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  18. - Top - End - #18
    Halfling in the Playground
     
    TridentOfMirth's Avatar

    Join Date
    Jul 2020

    Default Re: [OOC] The Rimebarrow Privateers

    Sorry for the delay everyone. I got my second COVID vaccine shot and it kicked me pretty hard. I will update tomorrow for sure. :)
    Last edited by TridentOfMirth; 2021-03-07 at 08:28 PM.

  19. - Top - End - #19
    Titan in the Playground
     
    Esprit15's Avatar

    Join Date
    Jul 2011
    Location
    The Middle of Nowhere
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    Oof, haven’t gotten mine yet but my partner did and it took them out for a whole day. No worries.
    Awesome avatar by Cuthalion

    Spoiler: Old Avatars
    Show


    By Ceika, Ceika, Linklel (Except for one that appears to be lost to time)

  20. - Top - End - #20
    Bugbear in the Playground
    Join Date
    Oct 2017

    Default Re: [OOC] The Rimebarrow Privateers

    Ok so we attack first from a distance, I have magic missile ×6 for guaranteed hits. So if we focus on the four lesser threats w then we only have to fight the leader. Any other ideas

  21. - Top - End - #21
    Barbarian in the Playground
     
    ElfMonkGuy

    Join Date
    Oct 2005
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    If I can get close to the group before they move, I might be able to catch the four in a Burning Hands. And/or I could play tank for the group if I can get away with Mirror Image before charging in (but verbal component, so I might be heard).
    Characters:
    None right now!

  22. - Top - End - #22
    Bugbear in the Playground
    Join Date
    Oct 2017

    Default Re: [OOC] The Rimebarrow Privateers

    Ok waiting on the others opinion on attacking. If the swashbuckling rogue can hide for a sneak attack. I will hit the leader with magic missiles. The others have blow darts and might stay out of range but I think the leader is a barbarian and will rage so we need to do as much damage before it can rage.

  23. - Top - End - #23
    Bugbear in the Playground
    Join Date
    Jan 2018
    Location
    Somewhere Strange

    Default Re: [OOC] The Rimebarrow Privateers

    Oh, DM: can I choose my prayer now, since there wasn't a morning (and Spring seems like it'd be helpful) or should we just not worry about it until we get to rest?
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  24. - Top - End - #24
    Halfling in the Playground
     
    TridentOfMirth's Avatar

    Join Date
    Jul 2020

    Default Re: [OOC] The Rimebarrow Privateers

    Yes you may choose a prayer :)

    I made a battle map to make the combat space easier to visualize. LINK

  25. - Top - End - #25
    Bugbear in the Playground
    Join Date
    Jan 2018
    Location
    Somewhere Strange

    Default Re: [OOC] The Rimebarrow Privateers

    This dead, then?
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  26. - Top - End - #26
    Bugbear in the Playground
    Join Date
    Oct 2017

    Default Re: [OOC] The Rimebarrow Privateers

    I hope not.

  27. - Top - End - #27
    Barbarian in the Playground
     
    ElfMonkGuy

    Join Date
    Oct 2005
    Gender
    Male

    Default Re: [OOC] The Rimebarrow Privateers

    I've still been checking, but it's been more than a week...
    Characters:
    None right now!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •