The Wandering Archipelago (OOC)

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The Wandering Archipelago (OOC)

Postby thinkslogically » Mon Jan 09, 2017 4:27 pm

This is a somewhat freeform 5e D&D game set in this lovely world (high res map; probably best to download a copy if you want to see the details):

Image

Some of the general lore is as follows:

Lands and Major Landmarks
The Wandering Archipelago: The remnants of a continent that was destroyed in a great cataclysm thousands of years ago.The islands now literally float around the ocean, buoyed up by the remains of the magic that “created” them in the first place. As the magic wanes over time, some of the outer islands occasionally sink or run aground revealing the strange undersea worlds that have formed on the undersides of the isles.

The islands form two primary bands: the outermost “Drifting Isles” are prone to unusual events, but are still relatively normal while the innermost “Lost Isles” are much stranger and more dangerous to casual visitors.

Because they are in constant motion and magical forces are somewhat tricky, travel to and between the islands is largely random. Most people who choose to live there tend to be pretty easy-going. The islands also attract all kinds of magic-workers, all keen to study the powers trapped in the isles, and a renowned University is situated in the Drifting Isles. Because the islands are mobile and weird, they tend to have rather descriptive names since no-one can ever be completely sure which name attaches to which isle. Even then, mistakes frequently happen.

Duskald: The western continent is the ancestral home of the Dwarves whose primary realm extends deep beneath the Dragonsback Ridge. Their coastal settlements enable trade with the rest of the world and produce other goods to supply the Kingdom of Hammarstrand. The inhospitable wildlands to the north are considered highly dangerous and are rarely travelled.

Wesmark: Contains numerous human / mixed-race settlements that mainly take advantage of the continent's bountiful coasts and mineral resources. The largest city is Seahaven which benefits from its highly defensible location, and because it is the easternmost non-mobile landmass which makes it a valuable trading port. Trade through the port is highly seasonal however, and depends on calm conditions to make the crossing through the Devil's Cauldron feasible. Conditions are largely temperate / cold. The southern wastes are permanently cold (tundra).

Estermark: A pleasant continent, Estermark's warm / temperate climate makes it a popular place for humans and halflings to settle, with fertile soils sustained by the many rivers. Creetown, Barrmouth, Salton Cove and Erinston are the major cities of the continent and are highly wealthy. Thieves, smugglers and politicking can be found in abundance here.

In the north, the twinned towns of North and South Kingswalk mark the ends of the "Long Bridge"; an ancient miracle of engineering crafted by dwarves, gnomes or wizards (depending on who you ask). The bridge forms a convenient link between Estermark and Caero, and still provides a trade route with the elvish town of Rhul.

Caero: The majority of this hot continent is covered by ancient forests, with the Gorgon's Head Swamp lying to the north. The vast swamp is a wild and dangerous place, filled with wild monsters, lizardfolk and whispers of dragons. It is also rumoured to contain the ruins of ancient, long-lost civilisations, that are (of course) brimming with treasure and undiscovered wealth.

Small communities of wood elves, druids and dragonborn still inhabit parts of the ancient forest, and it is rife with magic. Small enterprising groups have attempted to set up trading posts through the woods, and rely on the many waterways to move their cargo to the Highland settlements in the south and along the coast. Traders who risk travelling further into the woods typically return with bizarre tales of a sentient forest, strange creatures and fantastic treasures or fail to return at all.

The great high-elf cities of Caelthor and Maesmenor are found here, but little is known about them. All contact with the elves is conducted via emissaries who live and work in Rhul, and no recorded contact has been made between elves and other races for centuries.


Gods and Religion
A relatively small pantheon of gods are worshipped throughout the world, though many (particularly on Caero) prefer to worship animal and elemental spirits directly. Direct contact with the gods has not been recorded for centuries, and so all that is known of them and their teachings has been passed down through oral and written accounts and tales.

The primary "Good" pantheon consists of:
  • Avandra, goddess of change and luck (popular with risk-takers and the unlucky) - Chaotic Good
  • Corellon, god of magic and the arts (popular with wizards and bards) - Chaotic Good
  • Kord, god of strength and storms (popular with sailors) - Chaotic Neutral
  • Pelor, god of the sun and agriculture (particularly popular in Estmark) - Neutral Good
  • Moradin, god of creation (popular with dwarves) - Lawful Good
  • Raven Queen, goddess of death (not exactly popular, she is nonetheless revered) - Lawful Neutral

Other cultures may worship other gods, though they are not well known amongst the humanoid races.


Magic
This is a pretty high-magic setting; wizards and their kind are widespread (if rather rare) and natural magic occurs throughout the world. The Wandering Archipelago is the most magical part of the world, and is fuelled by chaotic, wild magics.


Current Events and Quests
  • You have 2 rooms booked at the Dancing Minstrel Inn for 1 week (Market Square, Hightown)
  • You own "Deliveries and Delvers - 5 Experts" on Morningstar Crescent in the Common Quarter, Hightown. It needs a bit of work, but it'll be fine.
  • The Rivership Iskast has returned to Hightown, with the pilot killed and crew missing. The council are offering bounties for any information relating to the reptilian creatures believed to be responsible; for the return of Leia Morley and her family (dead or alive); and for any proven kill.
  • Kal, Korrik, Darruk, Gwen, Mehriv: Some woman got her purse stolen in Market Square. She'd like it back, and is staying at the Greenvine Guesthouse across the river.
  • Syli: Followed a pickpocket and was told to leave a "suitable offering" to Avandra if she ever wants some work.
  • Gwen scared a rooftop kid by telepathically warning them to be careful.
  • Korrik took a strange gold coin from a dead man in the street, who Gwen and Darruk believe was murdered. Thanks to some information from the Butcher's Boy, they think he may have been part of a group who are staying at Salty Jack's Inn on the outskirts of town.
  • Gwen: Met a young couple heading upriver to the Whitford Outpost early on Day 2.
  • Gwen and Mehriv repaired the General Store's noticeboard.
  • Korrik met Otho Greenbottle in a bar in town. He is the new General Manager for D&D5e.


Notable NPCs
  • Holm: Your conveniently-out-of-town realtor
  • Bren Oakfast: Owns the Dancing Minstrel Inn (Market Square, Hightown)
  • Sam Oakfast: Brother to Bren (Hightown)
  • Felix Mudthistle: Proprietor of the General Store (Market Square, Hightown)
  • Thaquorel: Black Dragonborn guard; works at the swing bridge on the outskirts of town.
  • Esta: Korrik's criminal contact in Hightown.
  • Ramscit: Radiant Father at Pelor's Temple (Temple District, Hightown)
  • Lani: Radiant Mother at Pelor's Temple (Temple District, Hightown) - Was busy with urgent business when Kal visited.
  • Grey Sisters: Servants of the Grey Lady (goddess of Death).
  • Butcher: Local "leader" perhaps? Lives and works in the Common Quarter near the bordello.
  • Butcher's boy: Works for the butcher and occasionally moonlights at Salty Jack's Inn.
  • Otho Greenbottle: A very excited halfling who is looking for work and a trade sponsor to the Merchant's Guild. He has pinned every single one of his hopes on D&D 5e providing that opportunity for him.
  • Malcolm Larkhall: Head of the trading family. Apparently keen to build status in Hightown.
  • Calum Larkhall: Malcolm's son.
  • Xetara: An exotic looking woman who was apparently found lost in the jungle. She has been taken in by the Larkhalls. Korrik noticed she was wearing a highly valuable armband during the council meeting.
  • Frul (gnome) and a half-orc: Hunters sent to deal with a gnomish "shapeshifter" druid for raiding camps and messing up hunts. Met during the Honey-Thief quest. Frul apparently has a lover named M who may be pregnant with his child (gasp!!)
  • The honey farmer: Dwarf. Has two sons and lives on the outskirts of town where he makes mead.

Hightown Aristocracy:
  • Raini Ambershard: Captain of the Gloriana riverboat. Represents her father on the Council.
  • Valeria Morley: Council representative / Leia's mother.
  • Dorral Morley: Valeria's husband / Leia's father.
  • Alain Valletort: Represents his family on the council.
  • Tom Greyville: Represents his family on the council.
  • Espen Redvers: Represents his family on the council.
  • Elise Carew: Represents her family on the council.
  • Norburn Ridgeway: Represents his family on the council.


Hightown Families and Ships
  • Morley / Iskat
  • Valletort / Navarin
  • Greyville / Valdivia
  • Redvers / Maru
  • Carew / Acadia
  • Ambershard / Gloriana
  • Ridgeway / Flynderborg


Hightown Family sigils and claims
Image


Loot
  • Spare key (taken from the Rivership Iskat, and currently hidden in the outhouse at the store)
  • Bag of jewelery (not identified; value unknown)
  • Silver Bird statuette (partially identified; magical; likely an enchanted messenger bird)
  • Broken arrow (not identified; engraved with runes and the sign of a tree and two dragon heads)
  • Gold coin (not identified; engraved with a tree on one side and a dragon's head on the other)
  • Love letters between F and M (Sentimental value only)


COMPLETED QUESTS
  • A dwarven farmer was having his honey stolen by an old gnomish druid woman. She is no longer a problem.


The players may choose any of the four major non-wandering continents to start their adventure on.
Last edited by thinkslogically on Fri Aug 11, 2017 1:23 pm, edited 21 times in total.
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Re: The Wandering Archipelago (OOC)

Postby thinkslogically » Mon Jan 09, 2017 4:28 pm

Player Info

Darrünk ”Greenfist” Orebeard: Mountain Dwarf, Cleric, Folk Hero [LAYF]
Korrik Tallpine: Lightfoot Halfling, Monk, Criminal (smuggler) [spiderwrangler]
Gwen: Human, Warlock, Outlander [burns]
Mehriv Turajin: Brass Dragonborn, Sorcerer (Wild Magic), Noble [dlover]
Kal: Half-Elf, Paladin, Acolyte [WearsHats]
Syli: Wood elf, Druid, Urchin [Nioca]

Link to viewable character sheets: Here (Players can request access to the editable version by clicking on the blue "edit" link).

Character backgrounds:

(I think these are still right. Might have been some changes/updates since the posts I pulled them from. Let me know.)

LAYF
Darrünk ”Greenfist” Orebeard
Standing tall even among other mountain dwarfs, Darrük is proud of his miners heritage, but his folks at home are even more so.
A few years ago, Darrüks group was mining a rich iron ore when suddenly the walls caved in and buried all his friends. A Goblin raiding party had broken through the walls of the mine, ready to kill and plunder.
Darrük prayed to insert good aligned dwarf god and then fought off the goblins with one hand while digging with the other.
Through the act of divine, a voice spoke to him of glory and he felt as if his strength and resolve grew a thousand fold, and by that miracle he succeeded in both fending off the invaders, and also save his comrades. This was when he decided to become a Cleric.
How he fits into the group
While Darrük as other dwarfs are quick to judge, he also has a great capacity when it comes to second chances. This also descripes the circomstances of how he meet [anyone up for being a “once bad now reddemed” ??]
First taking [that one] for nothing but [I want to say a common thief ], events soon but them in a situation where they were forced to rely on each other’s proves in battle. [that one] at one point had an easy exit that would leave Darrük to fend for himself. But he did not, he stayed by the dwarfs side and fought till both were free.

Folk hero:
Durring an attemptet rade from a Goblin party, Darrük found himself the last standing dwarf, fighting multiple goblins. Thinking back to the teachings of (Good dwarf god) he recited the fifth verse of faith and clanhood from the big book, the words inspired and filled him with power to fend off the invading forces. From that day Darrük found that helping others in battle and hardship was the way for him.

Personality traits:
You get a second chance, but only one!
Will judge people fast, but I will allow my opinion to be changed.

Ideals:
If I say I stand by you, I do, I will fight for you until I die, but if you betray me, I will leave you to the judgment of your foes.

Bonds:
I will not be the last man standing; my role is to make sure others stand, even if I have to carry them.

Flaw:
I get carried away in good stories, even to the point where it makes my observance and resolve shake or shatter.

  • Why are you taking this risk:
    Darrük decided to go out and see the greater parts of the world, but already after a month in the open he found himself surrounded by a group of toughs who mistook him and a random Halfling (Korrik) for someone else, seeing as Korrik stood by his side in this fight even do he could had made an easy escape, he decided to stay with him for now.
    (The toughs were in fact after Korrik and his brother, but Darrük does not know this and thinks it was just a coincidence)
  • What do you hope to gain:
    Friendship worth dying for, stories to bring back home, memories for life.
  • Where did you come from:
    A small dwarf and Gnome community just a few days march from Wettlesmol.
  • Who are you leaving behind:
    My widowed father and seven smaller siblings, but we are on good terms and I expect to return with stories for the wee ones.
  • Backstory:
    Miner family in a Dwarf/Gnome community. The metals in the mine were no good for weapons, but perfect for smaller jewelry and trinkets. So the Dwarfs mined and the Gnomes tinkered…
  • How have you been able to pay for the trip:
    Even do my family was common folks, the status as folk hero after the goblin raid has earned me a great deal of favors from the other Dwarfs and Gnomes, when I decided to set out, they gave me a great deal of items to sell (most of those money have now been used up) Running low on cash, when Korrik mentioned this job (and adventure) opportunity I did not hesitate to accept it.


Spiderwrangler
Korrik Tallpine

Lightfoot Halfling Monk Criminal
3'10", 38lb. 27years old.

Smuggler Specialty

Personality Traits:
I always have a plan for when things go wrong.
The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden.

Ideals:
I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.

Bonds:
Someone I love died because of of a mistake I made. That will never happen again.

((My brother, Benro. We double crossed a client, at my insistence. Benro was carrying the item we were smuggling, tucked away in hold of a ship, while I was lining up the next job. The client found out, had the ship searched and boarded. My brother was found, and hung.))

  • Why are you taking this risk / opportunity?
    A life of smuggling has given me insight into the darker side of commerce, but after losing my brother, I'm attempting to go straight.
  • What do you hope to gain?
    A new beginning, and distance from the client who may or may not be aware of my existence.
  • Where did you come from?
    Benro and I operated out of Creetown, though we were originally from a small halfling community upriver from there.
  • What / who are you leaving behind?
    My past. My brother and I operated our smuggling operation under codenames, but after his death, I didn't dare return home, in the event that I was being watched or searched for. I'm not certain whether our parents and sister even know that he's been killed.
  • What did you do before you decided to come out here?
    It's been about a year and a half since Benro's death, I headed inland, and spent the better part of that year earning my keep at a small monastery outside of Wyndmere (if that works, otherwise elsewhere on Estermark). I worked mainly in the kitchens, but eventually took part in some of daily activities, and found the meditative practice of the brothers there too be soothing in my grieving and a balm to my paranoia.
  • How have you been able to pay for the trip?
    A life time of smuggling doesn't come without having learned how to hide away on ships and carriages without being detected. I made my way to Caero a few months back and have been kicking around some of the towns looking for some means to earn a living that might not rely entirely on smuggling. That's when I heard of this venture.

After leaving the monastery, I traveled to Norbrook, but was entirely too sloppy about who I talked to. A contact I thought I could trust alerted [former client's] agents in the town, who paid me a visit on my way back to the inn I was staying at. I had just flubbed a lift on a dwarven cleric, his coinpurse slipping from my fingers to land on the cobbled alleyway. Trying to pass it off as best I could, I picked it up and handed it to him, remarking that he needed to be careful about dropping things, when the thugs entered the alley, just as I was handing him his purse. The thugs charged, and I was knocked to the ground, but managed to scurry free while they had the dwarf pinned against the wall... my way was clear, the barrels, balcony and drainpipe gave me a clear route to the rooftops and safety...

Fighting against my sense of self preservation, I stayed, kicking a few thugs in the back of the knees and give the cleric a chance to get his weapon out. We managed to dispatch the thugs, and I fled before the authorities arrived. Later, I sought him out and introduced my self, learning that his name was Darruk. After learning about a possible job from [someone] that would get me off continent, and hopefully away from [former client] and his thugs, Darruk agreed to join the venture.


Dlover
Mehriv Turajin
Brass Dragonborn, Sorcerer (Wild Magic), Noble
6'5", 245lb, 20 years old. (Which isn't all that young for dragonborn, who mature at 15)
Neutral Good

Personality Traits:
My favor, once lost, is lost forever.

Ideals:
Family: Blood runs thicker than water. (Mehriv is still loyal to his clan, even after having been cast out, and he will continue to support them as long as he can.)

Bond:
I will face any challenge to win the approval of my family. (Having been cast out while his sorcery was newly manifested, Mehriv believes it's possible to prove he's useful, in hopes that the clan will one day accept his return.)

Flaws:
In fact, the world does revolve around me. (I dunno, none of the flaws seemed to particularly suit Mehriv, so I excluded the 'veiled insults' one and rolled.

Mehriv was a member of a proud clan with a great deal of influence on their surroundings, the equivalent of nobility among other races, due the the frequency of Draconic Sorcerers, placing them closer to true dragons. From a young age he aspired to be one of these sorcerers, and upon his coming of age he was granted sorcerous power to accommodate this aspiration. When it became apparent that his power did not herald his draconic ancestry, and instead bore with it a chaotic effect, he was sent from the clan in shame, yet he still works to provide what he can for his family in hopes that they will one day welcome him back.
(Simple backstory, but I think it covers the necessities for the moment.)


Burns
Gwen
Human Warlock Outlander

Personality: I'm driven by wanderlust that led me away from home
Ideal: Change. Life is like the seasons, constantly changing and we must change with it
Bond: I suffer awful visions of a coming disaster and will do anything to prevent it
Flaw: I'd risk too much to uncover a lost bit of knowledge.

Gwen always had the knack of playing parts as if it was some grand play, normally she gathers her coin by begging for it in tattered clothes. She witnessed criminals using force and skewering someone to get what they want. Gwen, not trained in fighting or magic could do nothing but watch. She curses herself for being weak and decided to find something, anything to be able to fight back with so she won't have to stay as a bystander. She eventually came across a dusty book, scribbled mostly in gibberish. She read it and figured it was her chance and cast from it, unleashing the horror within. It granted her power for a favor. She headed back to town she knew and donned a new face. But beggar money is not enough anymore and she started picking up bounties to hunt down and take back to town, but only if she thinks it's for the greater good. She found a dubious bounty for a brass dragonborn, curious she tracked it down and see his habits, wondering why one would want a brass dragonborn to be taken back to *insert dragonborn city*. She chalked it up to corrupted lords, but that may not be the case. Ever since then they traveled together.

What was the favour that the book wanted in return for granting her power? Ummm...probably items of power? Or money?
Who did you work for when you were a bounty hunter? Probably a small guild that is basically a middle man.
Does Gwen know if they know she abandoned her quest? Oh most likly since she did not see anything wrong with dlover's char, and probally would ask them to take down the bounty becuase it seemed more evil in intent
What happened between Gwen and the Brass Dragon that made her abandon the bounty? He saved her life after she nearly drowned
Does Gwen know who placed the bounty or is she just guessing? She has no idea whom placed it.
Why did she decide to make the switch from bounty-hunting to a legitimate trade business? Who said she quit bounting hunting? :p


WearsHats
Kal Galad
Half-Wood Elf Paladin Acolyte

Kal grew up in a small wood elf village out in the forest. His mother, a human ranger, had moved there after marrying his father, a wood elf cleric of *good-aligned elven god, probably associated with nature, light, and/or healing*. All he's ever known has been a simple life - living off the land, tending his father's shrine, and helping his mother hunt any dangerous creatures that get too close to the village or what passes for roads in the area.

Young and naive, Kal has decided he'd like to experience a little more of the world. He's respectful of other faiths and traditions (as long as they're not evil) and understands that sometimes hard things must be done to survive. Still, he's idealistic and charitable. He has little use for more than he can carry, and was raised to watch out for and protect others. He believes that to be a noble calling.

Kal has studied the religions of the realm, but his father is the only cleric he knows. It's almost unthinkable to him that anyone like his father could be untrustworthy.

With the blessing of his parents (in the case of his father, literally so), Kal has set course for a small piece of the wider world - a trading post on the edge of the forest. His mother told him to seek out a noble dragonborn she heard might be in the area. Once, long ago, she did a service for that family which she hopes will be remembered. A noble patron might help ease Kal into civilization.

Trait: I've spent so long in the temple I have little practical experience with people in the outside world.

Ideal: Charity. I will always try to help those in need, no matter the personal cost.

Bond: Everything I do is for the common people.

Flaw: My piety sometimes leads me to put too much trust in those who profess faith in my god.

Why are you taking this risk / opportunity?

To seek a broader experience of the world and to help protect those in need.

What do you hope to gain?

Knowledge, experience, good will, and the chance to make a difference for the greater good.

Where did you come from?

A small elf village, deep in the forest wilds.

What / who are you leaving behind?

My parents, and everyone I've ever known.

What did you do before you decided to come out here?

I helped my father tend the shrine, and my mother patrol the woods.

How have you been able to pay for the trip?

I walked, hunting and scavenging. It wasn't that far.


What have you brought with you?

Fairly basic adventuring equipment. (Battle axe, armor, bow & arrows, belt knife, flint and steel, etc.) And a small amount of coin.


Nicoa
Syli: Wood elf; druid; urchin

Backstory: Who am I? I'm someone tired of the busy streets, looking for a quiet place to roam. I'm somone who believes the true way to worth lies with the natural order, that the way of the coin is only a way to keep good people down and bad people on top, the it's worth more to prove oneself worth, to prove that I'm worthy of a better life. Not that I disown civilization; plenty of good comes from it, but the further we steer away from our roots...

...sorry, I'm rambling, I suppose you wanted to know about me, not a sermon. My name is Syli, and I hail from the the streets of [?]. It's all I've ever really known; I used to have shelter within an orphanage after my parents were killed. I was told that they were merchants or diplomats or some other such thing, and were ambushed by brigands during their travels. But once the orphanage burnt down, I was pretty much on my own, having to do whatever it took to survive. You learn quickly on the streets that you don't know where your next meal is coming from, and to horde every little bit you can. Even now, I find I hide scraps of food and trinkets away in my pockets, sometimes to my own detriment. But you never know when some random item you find might come in handy!

I didn't make many friends; I have a tendency to bluntly say what other people are hinting at or hiding, and don't really have patience for the subterfuge behind "civilized" life. The one I did make was an old half-orc. Blind as the day is long, but he knew things about the old ways, the ancient traditions of nature most today shun. He soon became a mentor for me, teaching me the secrets of the druidic arts and herbilism, and I'd even help him with his rites and tasks for a bit of coin.

As for why I'm undertaking this venture, well, let's just say I owe a favor. No, more than that; the streets are a dangerous place, almost as dangerous as the wilds. I've made quite a few enemies among those who see me as lesser, who feel I shouldn't take what I need to survive. At one point, my life was nearly claimed in the darker sections in this city by a group of thugs who felt I'd overstepped my bounds, and if it wasn't for the timely intervention of [?], I wouldn't be here now. I owe a debt I can never repay to [him/her?] for taking action when they could've merely stepped aside. And it's this that I need to get away from; I need to move forward, to prove myself somewhere else and make my own way in the world, rather than continuing to be a mere street rat. I want to be free.


Party Purpose: Keen to start over and make a new life for himself, Mehriv Turajin has provided the finances to set up a new trading company in the frontier town of Hightown on the wild continent of Caero. Through a series of somewhat fortuitous circumstances, he has obtained the services of Darrunk Orebeard to provide security(?); Korrik Tallpine (ex-smuggler) to handle distribution; and Gwen and Kal to also help.

Resources:
Basic rules (official site): http://dnd.wizards.com/articles/features/basicrules

Roll d20 5e compendium: https://roll20.net/compendium/dnd5e/BookIndex

5e SRDs:
https://www.5thsrd.org/
http://www.5esrd.com/

Fan Wiki: http://engl393-dnd5th.wikia.com/wiki/D% ... ition_Wiki
Last edited by thinkslogically on Tue May 30, 2017 6:34 pm, edited 6 times in total.
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Re: The Wandering Archipelago (OOC)

Postby Dlover » Mon Jan 09, 2017 9:53 pm

Put in a permission request. Also, damn is that sheet fancy. Everything's very large, but that just makes it fancier.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: The Wandering Archipelago (OOC)

Postby spiderwrangler » Mon Jan 09, 2017 10:03 pm

I can't take credit for it, I cloned it from the one the players assembled in my 5e game. So be aware that there are a lot of cells to reference things, before your enter something in.

For example, you have only to put the name of your spell in the first box, and it will fill in all the specifics for you.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: The Wandering Archipelago (OOC)

Postby Dlover » Mon Jan 09, 2017 10:05 pm

Yep, looks like only green cells should have anything entered, outside of the spells.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Dlover
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Re: The Wandering Archipelago (OOC)

Postby Arch Lich Burns » Mon Jan 09, 2017 10:52 pm

I decided to pick up SONGS OF THE ANCIENT ONES deep speech as one of my languages. As for the other language....uhhhh not quite sure.
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Re: The Wandering Archipelago (OOC)

Postby Dlover » Mon Jan 09, 2017 10:55 pm

Uh, so I just thought about AC, and... It sort of seems like I'm straight up not allowed to wear any, unless I were to eventually pick up a second class which can be proficient in armour? So, Burns pointed out Mage Armour, but being a 1st level spell, I have limited uses for those... So, I need some advice. Should I go with Mage Armour and effectively limit myself to Ray of Frost and a single Magic Missile for a while, or just go without armour and hide behind the rest of you?

I also just noticed that the sheet doesn't seem to search the entire spell list. The third and fourth also start in weird places...
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: The Wandering Archipelago (OOC)

Postby spiderwrangler » Tue Jan 10, 2017 5:13 am

Dlover wrote:Uh, so I just thought about AC, and... It sort of seems like I'm straight up not allowed to wear any, unless I were to eventually pick up a second class which can be proficient in armour? So, Burns pointed out Mage Armour, but being a 1st level spell, I have limited uses for those... So, I need some advice. Should I go with Mage Armour and effectively limit myself to Ray of Frost and a single Magic Missile for a while, or just go without armour and hide behind the rest of you?

I also just noticed that the sheet doesn't seem to search the entire spell list. The third and fourth also start in weird places...


Yeah, generally speaking most sorcerers aren't going to be front liners, so hanging back and letting the beefier AC folks take the brunt is probably a good strategy. Mage Armor certainly helps you out by raising your AC by 3, and even if you've already burned your MM, Ray of Frost does decent damage with a slow effect, so you'd still be able to snipe from safety.

I fixed the spells, the range it was searching with the lookup function kept shifting down, so it was excluding part of the list.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: The Wandering Archipelago (OOC)

Postby WearsHats » Tue Jan 10, 2017 6:22 am

Rolled stats in the recruitment thread. I'll go with Elvish and Common as my languages.
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib

Some potentially informative links, should you be interested:

Spoiler: show
The Oatmeal's comics on proper grammar, including how to use an apostrophe and some commonly confused/misspelled words

My thoughts on meditation - why it's important and how to do it

The Spoon Theory - a look at what it's like to have a chronic illness and have to budget your energy

The nerdiest official college cheer you will ever hear real cheerleaders perform at an actual sporting event.
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Re: The Wandering Archipelago (OOC)

Postby Dlover » Tue Jan 10, 2017 6:54 am

... I'm not sure why I was thinking "No armour means no Armour Class," but it was pretty dumb of me. -.-

I thought the problem might be something like that, but I was terrified that I would break everything.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: The Wandering Archipelago (OOC)

Postby thinkslogically » Tue Jan 10, 2017 6:59 am

All right, deep speech is the language of beholders and mind flayers and knowing it would be incredibly unusual. What's the ic justification for knowing it, burns?

Dlover - it depends how risky you want to be. With a cleric and paladin, you'll have some healing in the group soon enough and a couple of tanks as meat shields but you've also got burns (squishy) and spider (middlingly squishy I think...). Mage shield probably isn't a bad idea. Bear in mind you can also trade out 1 spell every so often (when you level up, I think) so if you hate something you're not necessarily stuck with it. That's just from memory tho if have to check the book in a bit...
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Re: The Wandering Archipelago (OOC)

Postby Dlover » Tue Jan 10, 2017 7:39 am

Hm... Since I can cast it on others, it probably will be more use than using Thunderwave to shove back everyone around me, considering I think that hits allies too. Well, Burns probably won't benefit so much since Warlocks can wear armour, but still.

Oh, I also need to ask if we're using Encumbrance, because from what I understand my starting equipment puts me over my encumbrance. >.> Weak dragonborn is weak. Let's see... Pass off the torches to someone who would use them instead of Light, that cuts off 10lb. 20lb of rations, that could be spread out between some of the stronger characters. And... I don't think I can abandon the fine clothes. They're FANCY. And looking fantastic is an absolute necessity for being the main character a convincing trader. :P
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: The Wandering Archipelago (OOC)

Postby spiderwrangler » Tue Jan 10, 2017 8:10 am

thinkslogically wrote: and spider (middlingly squishy I think...). Mage shield probably isn't a bad idea. Bear in mind you can also trade out 1 spell every so often (when you level up, I think) so if you hate something you're not necessarily stuck with it. That's just from memory tho if have to check the book in a bit...


I'm middlingly squishy, but hard to hit. AC 16 stark naked. :shock:

Yes, each time you level as a sorcerer, you can drop one spell of 1st level or higher and select another one for which you have slots.


Dlover wrote:Hm... Since I can cast it on others, it probably will be more use than using Thunderwave to shove back everyone around me, considering I think that hits allies too. Well, Burns probably won't benefit so much since Warlocks can wear armour, but still.

Oh, I also need to ask if we're using Encumbrance, because from what I understand my starting equipment puts me over my encumbrance. >.>


Yes, Thunderwave would hit anyone in the area of effect.

The standard lifting and carrying is pretty generous (my 38lb halfing has a carrying capacity of 165lb... :lol: ), but yeah, if we are using the encumbrance variant, I'm going to need to pare down my gear or buy a mule.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: The Wandering Archipelago (OOC)

Postby thinkslogically » Tue Jan 10, 2017 8:39 am

I'm ambivalent on the variant rules, but will stick to the carrying capacity limits for sure. What do you guys want though? Itseems nice flavour for an exploration type game but it's more stuff to track.

Unseen servant would be handy for you dlover, but I don't think it's available to sorcerers... Regadless, well be starting with your arrival in town and you can pay a kid to haul your bags to wherever you intend to stay. Surely you wouldn't carry your own things?! :P
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Re: The Wandering Archipelago (OOC)

Postby spiderwrangler » Tue Jan 10, 2017 8:51 am

thinkslogically wrote:Unseen servant would be handy for you dlover, but I don't think it's available to sorcerers..Regadless, well be starting with your arrival in town and you can pay a kid to haul your bags to wherever you intend to stay.


Bard, Warlock and Wizard. But it only has a STR of 2, so has a carrying capacity of 30lb... Surely we can find a child strong enough to manage that much. :lol:

I'm at 71.8 lbs of my 55 lb unencumbered, so I'll be needing a child to help me out if we're going encumbered variant.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: The Wandering Archipelago (OOC)

Postby thinkslogically » Tue Jan 10, 2017 9:08 am

I'm sure you could find a regular servant if you wanted one :)
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Re: The Wandering Archipelago (OOC)

Postby spiderwrangler » Tue Jan 10, 2017 9:15 am

As opposed to the child variety? Or the Unseen variety? I suppose either way. We need a half-orc Hodor that Darruk and I can ride around on, at least until I get my speed bonuses.
Last edited by spiderwrangler on Tue Jan 10, 2017 9:29 am, edited 1 time in total.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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spiderwrangler
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Re: The Wandering Archipelago (OOC)

Postby thinkslogically » Tue Jan 10, 2017 9:21 am

Either :lol: but we'll leave that for in-game nonsense :)

I think we're pretty much good to go once we get a character from nioca. Do you guys have any other questions or suggestions?

In terms of money, your starting GP is what you start with; whatever dlover has invested in the business so far is tied up in purchasing the shop/warehouse/ whatever you bought in Hightown and getting you all there. You'll be able to hire someone to watch the place while you're out adventuring once we start since I assume you're not wanting to play a shopkeeper sim :) consider their first months wages covered for now from your general setup funds.
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Re: The Wandering Archipelago (OOC)

Postby Arch Lich Burns » Tue Jan 10, 2017 9:40 am

thinkslogically wrote:All right, deep speech is the language of beholders and mind flayers and knowing it would be incredibly unusual. What's the ic justification for knowing it, burns?


My patreon is YE OLDE ONES. It has giventh me that language so that I can communicate with it.
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Re: The Wandering Archipelago (OOC)

Postby spiderwrangler » Tue Jan 10, 2017 9:40 am

5e did away with different sized weapons and the different damage amounts (other than when subjected to the Enlarge/Reduce spell), as far as I can tell. So if my halfling picks up a quarterstaff to use, it will still do 1d6/1d8, right? If I'm using a quarterstaff... is it still 5-6 ft long, or would I have a size appropriate one that still does the same damage?
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: The Wandering Archipelago (OOC)

Postby thinkslogically » Tue Jan 10, 2017 9:56 am

Yes, the damage is linked to the weapon not your size. I'd also say that the length is up to you and whatever seems sensible. Either your Halfling has adapted to the medium-size world so well he can use the normal weapon, or they make small ones for halflings that are just as good.

Edit: the only exception is heavy weapons
They impose disadvantage in small creatures but should be marked as such.
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Re: The Wandering Archipelago (OOC)

Postby WearsHats » Tue Jan 10, 2017 10:12 am

It's not the size of the blade, it's how you wield it.
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib

Some potentially informative links, should you be interested:

Spoiler: show
The Oatmeal's comics on proper grammar, including how to use an apostrophe and some commonly confused/misspelled words

My thoughts on meditation - why it's important and how to do it

The Spoon Theory - a look at what it's like to have a chronic illness and have to budget your energy

The nerdiest official college cheer you will ever hear real cheerleaders perform at an actual sporting event.
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Re: The Wandering Archipelago (OOC)

Postby spiderwrangler » Tue Jan 10, 2017 10:13 am

Oh, right. Remember that now... didn't apply to me as a monk since I don't have proficiency with anything heavy. Well, once we get started, I'll go quarterstaff shopping and find just the right one for me.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: The Wandering Archipelago (OOC)

Postby thinkslogically » Tue Jan 10, 2017 10:22 am

Shouldn't be too hard, since it's basically a stick and you're on the edge of a jungle :) you'll have plenty of choice!
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Re: The Wandering Archipelago (OOC)

Postby Arch Lich Burns » Tue Jan 10, 2017 10:25 am

spiderwrangler wrote:Oh, right. Remember that now... didn't apply to me as a monk since I don't have proficiency with anything heavy. Well, once we get started, I'll go quarterstaff shopping and find just the right one for me.

I have a quarterstaff. For a full .5 copper cheaper than competitors!
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