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The Wandering Archipelago (OOC)

Posted: Mon Jan 09, 2017 4:27 pm
by thinkslogically
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
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Gods and Religion
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Magic
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Current Events and Quests
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Notable NPCs
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Hightown Families and Ships
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Hightown Family sigils and claims
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Loot
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COMPLETED QUESTS
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UPDATE INDEX
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The players may choose any of the four major non-wandering continents to start their adventure on.

Re: The Wandering Archipelago (OOC)

Posted: Mon Jan 09, 2017 4:28 pm
by thinkslogically
Player Info

Darruk 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]
Merric: Halfling, Warlock [Theis2]

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.)
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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

Re: The Wandering Archipelago (OOC)

Posted: Mon Jan 09, 2017 9:53 pm
by Dlover
Put in a permission request. Also, damn is that sheet fancy. Everything's very large, but that just makes it fancier.

Re: The Wandering Archipelago (OOC)

Posted: Mon Jan 09, 2017 10:03 pm
by spiderwrangler
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.

Re: The Wandering Archipelago (OOC)

Posted: Mon Jan 09, 2017 10:05 pm
by Dlover
Yep, looks like only green cells should have anything entered, outside of the spells.

Re: The Wandering Archipelago (OOC)

Posted: Mon Jan 09, 2017 10:52 pm
by Arch Lich Burns
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.

Re: The Wandering Archipelago (OOC)

Posted: Mon Jan 09, 2017 10:55 pm
by Dlover
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...

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 5:13 am
by spiderwrangler
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 6:22 am
by WearsHats
Rolled stats in the recruitment thread. I'll go with Elvish and Common as my languages.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 6:54 am
by Dlover
... 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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 6:59 am
by thinkslogically
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...

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 7:39 am
by Dlover
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

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 8:10 am
by spiderwrangler
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 8:39 am
by thinkslogically
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

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 8:51 am
by spiderwrangler
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 9:08 am
by thinkslogically
I'm sure you could find a regular servant if you wanted one :)

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 9:15 am
by spiderwrangler
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 9:21 am
by thinkslogically
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 9:40 am
by Arch Lich Burns
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 9:40 am
by spiderwrangler
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?

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 9:56 am
by thinkslogically
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 10:12 am
by WearsHats
It's not the size of the blade, it's how you wield it.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 10:13 am
by spiderwrangler
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.

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 10:22 am
by thinkslogically
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!

Re: The Wandering Archipelago (OOC)

Posted: Tue Jan 10, 2017 10:25 am
by Arch Lich Burns
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!