Dirty Dungeoneering (Underdark DnD 5e)

Started by Hamadryad, June 08, 2018, 02:09:58 AM

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Hamadryad

DIRTY DUNGEONEERING



Hey all. I've been thinking and planning lately and would like to make public my intentions on running a DnD 5e game based in the Underdark. I don't have much of a story thrown together yet, but I do have a general idea of how I'm going to run the game.

Initially there were two choices in regards to the general structure of the game, of which option A was chosen.

Spoiler: Click to Show/Hide
A. (I am leaning towards this one)

The PCs are good hearted adventurers from the surface sent into the deep in search of treasure and glory. They will mainly delve into forgotten caverns and mysterious deep ruins in search of treasure and fame. This will likely be ran on a dungeon by dungeon basis, with the infiltration of the 'dungeon', clearing it out and solving whatever story/plot unwraps within and then escaping to a safe route to the surface. There will then be some downtime in which the characters can spend their well earned gold and fame and participate in background adventures before regrouping and returning for another delving into the deep, likely a few levels higher than when they left.

I intend on the dungeons being a decent size, but not a gargantuan labyrinth that will take the party a year to solve. They will also be packed full of cool history and fluff, and also the occasional plot here and there which the characters will have to solve.

Kink-wise, the negative outcomes for your characters will be quite dark, in running with the Underdark theme. It is a cold, harsh and deadly place that is in no way forgiving. This RP would be for players who are comfortable with their characters being captured by beast or humanoid and with the chance of nonconsensual acts being performed on them by said creatures. Optionally, if a player is comfortable with it their character may even be tortured or maimed.

B.

This option will cover a group of Underdark inhabitants. I'm not as fleshed out on this one as it has been more of an after-thought. The players would be playing as Underdark inhabitants, whether they be Drow, deep gnomes, dwarves or some other Underdark sentient humanoid. I would say it would probably be more story based and either based around a Drow or Dwarven culture, with the PCs performing tasks for their nation/leaders as opposed to the general good or fame and riches.

Due to the darker societies that dwell within the Underdark, it is likely that this would contain even more taboo content than the other option.




What I need from you

A Character!

1. A full character sheet. Either in an easy to read text format or through mythweavers is fine.
2. A backstory for your character which incorporates how they got to the premise written below. I'd like at least two decent paragraphs to give me an idea of your character, though if you want to add more you're more than welcome too.
3. A personality summary, doesn't need to be indepth just gives me an idea for your character.
4. An art reference picture.
5Good aligned characters please. If you really want to play a non-good aligned character you are welcome to make your case.
6. Submitted to my PMs for approval first, please!

Rules for Character Gen

Level One with standard PHB creation. 27 point buy OR dice-rolling. Please include which method you used in creation.
PHB races and classes preferred. If you wish to have something else message me so we can discuss it.
Male or female characters, please. Feminine men posing as women are acceptable. If you wish to be a hermaphrodite you may discuss it with me.




The Premise

The motley band of adventurers assembled at the ruined fortress of Dol Enor, a known entrance to the Deep Wastes, one of the main domains of the Underdark. The fortress was in the Earthfast Mountains in the heart of Faerun, and was completely in ruins. The cold mountainous winds howled through its battered and degraded archways, and almost all sound was lost to the breeze.


There was an uneasy stillness in this place, one which was not lost on the adventurers as they approached. Though the subtle hostility of this place was lessened when they spotted the red banners of Raven’s Bluff fluttering in the wind as they stood tall over the ruins. Lord Mayor O’Kane had been truthful when he said his soldiers controlled the fortress. He had said that they were the bastion which held the safety of the surface in their hands, veterans proven in combat and more than willing to undertake the dangerous task of stemming the tide of Underdark beasts.

The guardsmen standing post at a rag-tag portcullis erected between a shambled wall half made of the fort’s old stone and logs hefted in by the Lord Mayor’s men hailed the party, and the courtier dispatched to escort the adventurers answered.

“We come at the behest of Lord Mayor Charles Oliver O’Kane. I am Jacques Kiefland, and I bring with me a party of adventurers assembled to delve into the caverns below and reclaim lost treasures in the name of our liege. I bare with me the papers that will verify our task and permission for passage into these restricted lands”.

Jacques handed over his papers and the guards gave them a quick seemingly uncaring once-over before motioning for him to carry on. They cast interested glances on the adventurers as they passed through the gate. After a few hours of organization with the garrison’s captain an escort of soldiers was organized for the party. They would escort the adventurers below and several miles into the Deep Wastes to the abandoned Illithid Prison dubbed Duskhalls.

The end product will be more fluffed up with character names, as well as perhaps a separate thread segment for the events that occurred in the ruins prior to the party delving into the Underdark. This is just the general premise here, to give you a hand in weaving some names and locations into your backstories.

Your characters work for the Lord Mayor in the capacity of hired dungeoneers, sent to scavenge for treasure and wealth. The party is agreed on a cut of 45%, to be split between them. In return for the 55% cut to the Lord Mayor, they are given protection to and from potential treasure sites scouted out by his forces as well as provided provisions such as food and drink. Equipment is bought from their own pockets, though maintenance is performed on them for free.


Rules


  • Characters must be over the age of 18.
  • Adhere to the wishes of your fellow player, and do not do lewd or potentially taboo things to their characters without their consent.
  • Upon submitting your character, you accept and consent that defeat may lead to nonconsensual and extreme acts being performed on your character. I will try to cater to your kinks as best I can.
  • Be nice!
  • Stick to Elliquiy rules!





Check back to this thread regularly for updates and additions. I will try my best to remain active in responding to questions!

schnookums

Color me interested in option A, I assume by 'standard' class/races you mean stuff out of the PHB?

Melkart

I'm also interested.

Been ages since I played a D20 system like DnD but I can get back to date.

I also prefer option A.

Kimmy

Ohh I'm so interested... more in option b thsn a but that's also fun. I've been hoping to find a Drow game somewhere...
Posting rate: Moderate       Currently Chasing: Playful, Romance & Something Rough.
A&A           RL Issues: Some Insomnia.
Offsite RP's: 2 online + 1 RL. Currently Craving: Romance and just a touch of something darker...

Snake


Brittlby

#5
I’d be interested! A or B works. Definitely prefer A.

As for concept, probably a human or halfling hunter ranger/battlemaster warrior with a heavy focus on archery. Elevator pitch for background, the eldest Sister of a big family, she’s been the primary hunter and caretaker of her siblings and cousins for most of her life. She is very much motivated as a caretaker to her siblings, adventuring to make gold to keep the parentless household afloat. Sort of a Katniss Everdeen meets Fiona Gallagher.
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Ampere

#6
I'll poke my head over the parapet here and declare an interest in option A.

And I think something Cleric-y but more martial than pure support would be my preference (because I can't always play the mage)
Art is magic delivered from the lie of being truth.

O&O's

Phaia

I am also interested and agree that A sounds best. Though I do not mind B.

Drowdeviant

*plants interest flag*

I'll throw my hat in for A as well. ;)
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

Serana


Ingexthefuryhunter1

I am very interested in A, im thinking a bard half elf, and if possible to use the book of sexual magic for some of his bardic abilities.

Hamadryad

Quote from: schnookums on June 09, 2018, 12:08:19 AM
Color me interested in option A, I assume by 'standard' class/races you mean stuff out of the PHB?

Yeah, I'd definitely prefer it'd just be standard PHB. If you really want to play as another class or race not covered by the handbook, you're welcome to make the case for it.

Quote from: Brittlby on June 09, 2018, 02:03:15 PM
I’d be interested! A or B works. Definitely prefer A.

As for concept, probably a human or halfling hunter ranger/battlemaster warrior with a heavy focus on archery. Elevator pitch for background, the eldest Sister of a big family, she’s been the primary hunter and caretaker of her siblings and cousins for most of her life. She is very much motivated as a caretaker to her siblings, adventuring to make gold to keep the parentless household afloat. Sort of a Katniss Everdeen meets Fiona Gallagher.

Sounds like a great concept to me!

Quote from: Serana on June 10, 2018, 12:10:35 AM
Do you still have room for this?

I was thinking a party of 6 would be best. That said, I'm not ruling anyone out yet. Once I write up some backstory stuff and start taking in character sheet submissions is when I'll select the 6 who make it. Of course, I'll leave everyone else on reserve incase someone leaves or wants to be cycled out.




I'm glad I've got plenty of support, most people going for option A too!

I'll write up some backstory and fluff stuff over the next day. Once thats all written up I'll start taking in character sheets.

I was thinking of starting everyone at first level, though if the majority would prefer it be a little higher like 3 or 4 then I am happy to do that. I'm planning on the dungeons covering a few levels, having a boss fight and a sort of escape sequence followed by some downtime in which the party levels up a few times in the background before regrouping for another adventure. This way we'll get to cover a broader range of levels and possibilities in a quicker time, something I think may be a good idea on the slower paced medium of a forum game.

Hamadryad

Posting again due to big edits on original post.

Now accepting character sheets, details in OP. Also added the premise of the game.

Brittlby

Accepted

Rag “Ragsy” Stoutbrew

Class/Level: Fighter/1
Background: Folk Hero
Race:  Variant Human
Alignment: Neutral Good




Personality:

Friendly but direct, Ragsy is surprisingly well balanced for someone with her upbringing. She has cut out a life for herself one rabbit pelt at a time. Fiercely protective of it, the journey to the Underdark is simply the latest in a series of desperate attempts to make more gold for the Orphanage. She reasons that she can only kill so many elk in a day and so a more lucrative endeavor is welcome... despite the risk.




Age: 19
Height: 5’10”
Weight: 130
Eyes: Blue
Hair: Blonde




Backstory:

Abandoned in the Stoutbrew Tavern stable in the small fishing town of Broken Oar when she was scarce a child of five, Ragsy was taken in as a dogsbody to perform menial tasks for room and board. Tall for her age, she was a quick study in the janitorial arts. The more sadistic amongst the local fishermen began to called her “Rag”, and made a sport of making messes, abusing and otherwise heckling the girl.

She supplemented her meager “pay” by hunting. Week old spicy chum stews from the bottom of the pot and stale weevil bread could only keep her alive so long. Rag took to the bow with the zeal of someone whose life depended upon it.  Despite the conditions, time moved fast. Busy hands kept her mind off of the harsher realities of her situation. Seven years of tables covered in ale and vomit, cleaning up after drunkards and harlots did not endear the people of Broken Oar to her.

And so she was not overly upset when one night while she was hunting, something crept out of the harbor. They stank like seaweed and old death and she kept to the trees on the outskirts of town, unwilling to get close enough to even see what the dark shapes amidst the screams were.

The next morning, the sun rose on a ghost town and she raided it for whatever she could. No bodies were left but there were signs of violence. Blood stains on ceilings, three fingernails dug in so deep they were left sticking out of a tabletop, a wooden leg with twisted gnaw marks on it, a few dozen bloody teeth dumped into a beer mug for some inexplicable reason, they all told a story of horrors best left imagined. She burned the town to ash as she left, not wanting to leave the structures to gather specters. Rag shed no tears for them, but it should be said she did not feel anyone deserved the fate of Broken Oar.

Living in the wilderness wasn’t much worse than the conditions she’d suffered under as a dogsbody. Her ramshackle hut kept more rain off of her than the stable did. She came to enjoy living alone, keeping her own counsel. Come winter she traded furs with one of the villages further inland for when food was scarce.

Rag might very well have simply lived out her days simply but for the intervention of Lathandur. More accurately, the orphanage run by a small church of Lathandur intervened. The hunter took a shine to the priestesses and more specifically  the kids. Rag began to sell more furs to further fund them and over time became a permanent fixture. A avid lover of children and an accidental philanthropist, most of her earnings from hunting and tanning go to the orphanage. They call her Ragsy and now in her nineteenth winter as her legend grew in the area, she finally began to feel like she had a family.

But still her dreams are a collection of harsh memories of her time at Stoutbrew or worse, the sounds she heard that final horrific night in Broken Oar...





Stats

Armor Class: 14
Initiative: +3
Speed: 30 (Walking)
Passive Perception: 15
Hit Point Maximum: 12
Hit Dice: 1d10
Proficiency Bonus: +2

Attributes

Str: 8 Dex: (15+1) 16 Con: 14 Int: 13 Wis: (15+1) 16 Cha: 11

Saving Throws
Proficiencies: Dex, Con
Str: -1 Dex: +5 Con: +4 Int: +1 Wis: +3 Cha: +0

Skills

Proficiencies: Acrobatics, Animal Handling, Survival, Perception, Stealth

Acrobatics (Dex): +5 Animal Handling (Wis): +5 Arcana (Int): +1 Athletics (Str): -1 Deception (Cha): +0 History (Int): +1 Insight (Wis): +3 Intimidation (Cha): +0 Investigation (Int):  +1 Medicine (Wis): +3 Nature (Int): +1 Perception (Wis): +5 Performance (Cha): +0 Persuasion (Cha): +0 Religion (Int):  +1 Sleight of Hand (Dex): +5 Stealth (Dex): +5 Survival (Wis): +3




Proficiences:

Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: All armor, Shields
• Weapons: Simple Weapons, Martial Weapons
• Tools: Leatherworking Tools, Land Vehicles
• Saving Throws: Dexterity, Constitution
• Languages: Common, Undercommon


Features and Traits:

Fighting Style : Archery -
You gain a +2 bonus to attack rolls you make with ranged weapons

Second Wind -
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Sharpshooter -
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.




Spells

Spellcasting Ability:
Spell Save DC:
Spell Attack Bonus:
Levels/Slots:




Attacks/Spellcasting:

Rapier.
Damage Type: Piercing
Attack: +5 to hit. Damage: 1d8+3 piercing damage.

Longbow
Damage Type: Piercing
Range:  600
Attack: +7 to hit. Damage: 1d8+3 piercing damage.




Equipment:

Leather armor
Rapier
Longbow 
20 arrows

Backpack -
Bedroll
Leatherworking Tools
Mess kit
Tinderbox
10 torches
10 days of Rations
Waterskin
50 feet of Silk rope
belt pouch
set of fine clothes
Dungeoneer Pack

Coins & Gems: 15 gold pieces (gp)
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Serana

I will put together a character when I get home from work today :) I actually want to use one similar to what I put together for another game that fell apart really quickly, if that’s alright with you!

Hamadryad

Thats fine :)

Send me a PM when its ready or if you need help!

Ampere

Also accepted (and shamelessly borrowing Brittllby's formatting)

Shard Ebon

Class/Level: Cleric/1
Background: Hermit
Race:  Human
Alignment: Neutral Good




Personality:

Shard has the unfortunate habit of showing more empathy than is perhaps healthy for those who suffer. In general she presents an upbeat facade, almost overflowing with positive views of the world and its creatures. However, this rapidly fades when she feels that she is not pulling her weight.

Selfless and generally trusting, but a little wary of others who follow her religion due to her new understandings. She is largely innocent of the otherside world, having spent her time either amidst the other acolytes or alone. Naive would probably be the best descriptor. 




Age: 22
Height: 5’2”
Weight: 125
Eyes: Brown
Hair: Brunette




Backstory:

Even before she her parents handed her care to the priestess, Shard knew she was being raised as a servant of the goddess. As a result, Shard gave very little thought to what she wanted. Most other acolytes followed the druidic tradition, but that never spoke to Shard's heart. This disconnect started the acolyte down the path of isolation.

Shard retreated further into seclusion early in her training because she found herself completely overwhelmed by the concerns, emotions and suffering of those around her. Refugees arriving at the sacred spring brought a sickness with them and the mismatch between Shard's desire to aid them and her abilities or stamina, led to something of a crisis of faith and a period of hermitage.

Driven by a combination of shame and frustration, Shard has dedicated herself to bettering herself (whilest knowing deep down that she has abandoned the very people she sought to aid).

She worked hard, trying to hone her physical skills as much as she attempt to reconnect spiritually. Training with shield and hammer while the light held and then poring over revelatory texts for as long as she could keep her eyes open.

Recently, however, she experienced something of an epiphany: the sacred texts she clung to were incomplete (and the fragments she could glean hinted at revelations which could strengthen her bond with the goddess and make sure she would never again find herself unable to serve).

Her studies suggest that the underdark might act as a hiding place for the missing information - whether the texts were lost, hidden or stolen by others. And, when she heard of the Lord Mayor's planned expedition, she jumped at the chance to join.





Stats

Armor Class: 18
Initiative: 0
Speed: 30 (Walking)
Passive Perception: 13
Hit Point Maximum: 9
Hit Dice: 1d8
Proficiency Bonus: +2

Attributes

Str: 14 Dex: 10 Con: 12 Int: 14 Wis: 16 Cha: 13

Saving Throws
Proficiencies: Wis, Cha
Str: +2 Dex: +0 Con: +1 Int: +2 Wis: +5 Cha: +3

Skills

Proficiencies: Medicine, Persuasion, Religion, Survival

Acrobatics (Dex): +0 Animal Handling (Wis): +3 Arcana (Int): +2 Athletics (Str): +2 Deception (Cha): +1 History (Int): +2 Insight (Wis): +3 Intimidation (Cha): +1 Investigation (Int):  +2 Medicine (Wis): +5 Nature (Int): +2 Perception (Wis): +5 Performance (Cha): +1 Persuasion (Cha): +3 Religion (Int):  +4 Sleight of Hand (Dex): +0 Stealth (Dex): +0 Survival (Wis): +5




Proficiences:

Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: All armor, Shields
• Weapons: Simple Weapons
• Tools: Herbalism Kit
• Saving Throws: Wisdom, Charisma
• Languages: Common, Undercommon, Sylvan


Features and Traits:

Disciple of Life: regain 2 + level hitpoints in addition to healing spell (1st level+)
Ritual Casting:
Spellcasting Focus: Holy Symbol
Discovery




Spells

Spellcasting Ability: Wisdom
Spell Save DC: 13
Spell Attack Bonus: +5
Levels/Slots: 2

Cantrips:
Light, Guidance, Sacred Flame

Level One:
Bless
Cure Wounds
Guiding Bolt
Protection from Evil
Healing Word
Create Water




Attacks/Spellcasting:

Mace
Damage Type: Bludgeoning
Attack: +4 to hit. Damage: 1d6+2 bludgeoning damage.

Sling
Damage Type: Bludgeoning
Range:  30/120
Attack: +2 to hit. Damage: 1d4 bludgeoning damage.

Sacred Flame
Damage Type: Radiant
Range:  60
Attack: +5 to hit. Damage: 1d8 radiant damage.

Guiding Bolt
Damage Type: Radiant
Range:   120
Attack: +5 to hit. Damage: 4d6 radiant damage (plus advantage to next attack roll)




Equipment:

Chain mail
Mace
Sling
Shield
Holy Symbol

Backpack:
Blanket
10 Candles
Tinderbox
Alms box
2 blocks Incense
Censer
Vestments
2 days Rations
Waterskin

Scroll case: stuffed with notes
Winter Blanket
Common Clothes
Herbalism Kit

Coins & Gems: 5 gold pieces (gp)
Art is magic delivered from the lie of being truth.

O&O's

Hamadryad

We've got space for two more characters. So far we really only have martial characters, it would be great if we could get two spellcasters to finish it off.

Ingexthefuryhunter1

#18
Marthos Markon the Minstrel
Male Half-Elf Entertainer Bard 1
Lawful nuetral
Representing ingexthefuryhuner

Stats
Strength   11   
Dexterity   14   
Constitution 11   
Intelligence  11   
Wisdom   12   
Charisma   17   

Description
Size:   Medium
Height:   5' 6"
Weight:   145 lb
Skin:   Tan
Eyes:   Hazel
Hair:   Blond Straight; Beardless


Maximum Hit Points: 8/
Speed: 30 feet

Inspiration
Bardic Inspiration -- on your turn as a bonus action, you can give one creature a d6, to add to a d20 already rolled but before results are known. Use this feature a number of times per day equal to your charisma modifier, minimum of 1.

Armor Class: 14

Saves
Proficiency bonus:   +2   
Initiative modifier:   + 2   
Attack (handheld / thrown):+ 2   
Attack (missile / finesse):   + 4   
Strength save:   + 0   
Dexterity save:   + 4   
Constitution save:+ 0   
Intelligence save:+ 0   
Wisdom save:   + 1   
Charisma save:   + 5   
Insight (passive):   11   (16 with advantage)
Investigation (passive):   10   (15 with advantage)
Perception (passive):   13   (18 with advantage)

Carry: 165 lb maximum

Languages:Common Deep Speech Elvish

Weapons
Unarmed strike [+2 to hit; 1 bludgeoning]
4 Daggers [+4 to hit; 1d4+2 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Mace [+2 to hit; 1d6 bludgeoning, 4 lb]
Crossbow, light [+4 to hit; 1d8+2 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Rapier [+4 to hit; 1d8+2 piercing, 2 lb, finesse]

Armor
Studded leather [medium; + 2 AC; 13 lb.]

Feats:
Acrobatics   Dex   4
Animal Handling   Wis 3
Deception   Cha   5    
Insight   Wis   1
Intimidation Cha 5
Medicine   Wis   1
Perception   Wis   3
Performance Cha 5
Persuasion   Cha   5
Sleight of Hand   Dex   2
Stealth   Dex   2
Survival   Wis   1

Spells
DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
bard cantrips.
Friends
True Strike

bard level 1x 4
Animal Friendship
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Dissonant Whispers
Faerie Fire
Feather Fall
Healing Word
Heroism
Identify
Illusory Script
Longstrider
Silent Image
Sleep
Speak with ANimals
Tasha's Hideous Laughter
Thunderwave
Unseen Servant

Half-Elf
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saves against being charmed; immune to magical sleep.

Equipment   
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x 2
Backpack
Bedroll
Candles x 5
Clothing change x 3
Rations (1 day) x 5
Waterskins x 1
Disguise kit (proficient)
Lute (proficient)
Jeweler's tools
Thieves' tools

Traits & Flaws
Personality Traits: Nothing can shake my optimistic attitude. I have a joke for every occasion, especially occasions where humor is inappropriate
Marthos Markon's Ideal(s): The stories, legends, and songs of the past must never be forgotten
Marthos Markon's Bond(s): My instrument is my most treasured possession, and it reminds me of someone I love
Marthos Markon's Flaw(s): I can't resist a pretty face

Backstory
Marthos grew up with an instrument in his hand, from the day he could remember music and lore was his world, his father was a bard as was his father before him, when he became of age he entered the college of lore and learned the sonnets, the poems and the tales. But he knew more had to be had in the world then reciting meter and verse of the old tales new ones must be found and told or the people would be forgotten to his time. So he left the college and took task where he had to to earn coin, animal handler, juggler, and street artist where his main trades, then sailor, pirate and highwayman. Before long he had found his like of the adventures way, and he found in the midst of battle his songs and abilities helped spur the men with him to victory and in peril could be used to drive an enemy away or to their side. But with coin running low and his band departed Marthos looks for new adventures and materials for his stories.

Stendarr

Name: Tahrun Daardenkar Class: Barbarian 1 Race: Gold Dragonborn
Alignment: Chaotic Good Backround: Entertainer
Appearance, Personality, and Backstory:
Tharun was exiled from his clan shortly after he reached adulthood because his views and passions did not meet the expectations of his clanmates. The decision of his exile was mutual, but he still, to an extent, regrets abandoning his family. He decided to make a living following his passion, music. He performed wherever he was able and accepted whatever paltry coin was offered. He found it difficult to arrange a gig because his massive frame, nearly 7 feet tall and barely over 400 pounds, often scared away employers before he had a chance to explain himself. Without making a conscious effort, his deep, almost booming, voice and draconic visage usually scares those of a more medium race away, but on the inside, he truly is a joyful and friendly fellow.

Those who got to know him usually joked about him being the perfect jolly giant stereotype. While he doesn't entirely appreciate the title, he does appreciate those who take their time to understand before they judge; just as he always would. Despite not having been around many dragonborn for a number of years he still retains their charictaristic determination and sense of honor, but he has learned not to hold others to the same codes of which he holds himself.

At the age of 17, just a few years after his exile he came to terms with the fact that he would not be able to sustain a fulfilling lifestyle through performance alone. Despite his constant efforts, there were simply not enough patrons who appreciated a good piece on the viol. On top of that, he was pretty sure his natural aptitude leaned away from performance, and probably more toward mercenary work. He began searching for work to be done, finding mostly small quests with little reward, but the jobs served as practical practice nonetheless. He found himself most comfortable using his stature to clobber foes with simple, yet large, axes. Even though he has adopted a somewhat more brutal life he tries to remain uncombative when he can and continues to enjoy playing music for those nearby.

Just a little over a year after he began his mercenary work he discovered his first big job. It was kept somewhat discrete, but it had to do with the underdark, and danger.
Point Buy
STRDEXCONINTWISCHA
16(+3)14(+2)14(+2)8(-1)11(0)12(+1)
HP: 14 Armor Class: 14 Initiative Bonus: +2 Speed: 30ft
Strong Saves:
Strength(+5), Constitution(+4)
Skill Proficiencies:
Acrobatics (+4), Athletics (+5), Intimidation (+3), Performance (+3), Disguise Kit, Viol
Languages:
Common, Draconic
Barbarian:
Rage
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense - While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Dragonborn:
Damage Resistance: Gold - You have resistance to fire damage.
Breath Weapon: Gold - You can use your action to exhale fire in a 15 ft. cone. Each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Equipment and items:
A greataxe, 5 javelins, an explorer's pack, a viol, a vial of dragon blood, a costume, a belt pouch containing 15 gp
Attacks:
Greataxe + 5 1d12 + 3 slashing, heavy, two-handed
Javelin + 5 1d6 + 3 piercing, thrown(30/120)

Stendarr

Quote from: Ingexthefuryhunter1 on June 11, 2018, 09:51:25 PM
file:///C:/Users/Gary%20Miller/Documents/marthos%205th%20ed.pdf

Marthos Markon 1st level bard

That's a file path on your computer. You're going to have to upload it somewhere for others to see.

Melkart

I've been accepted.  :-)

Olwendir. A 1st lvll Elven Duelist Fighter.



I have to admit that I made up my mind about a few important things about this character (gender, appearance just to name a few) when I found this image.

I'll post my character later when I have access to my computer.

Ingexthefuryhunter1

Quote from: Melkart on June 12, 2018, 12:17:34 AM
I've been accepted.  :-)

Olwendir. A 1st lvll Elven Duelist Fighter.



I have to admit that I made up my mind about a few important things about this character (gender, appearance just to name a few) when I found this image.

I'll post my character later when I have access to my computer.

Dang it, ill get it when i get home

Melkart

Olwendir
Wood Elf Fighter 1 Neutral Good

AC 17 HP 12 Speed 35ft

Initiative: +2

Str 14 (2) Dex 16 (3) Con 14 (2) Wis 11 (0) Int 10 (0) Cha 10 (0)

Attacks
Rapier Piercing 1d8+2
Crosbow, hand Piercing 1d6+3

Skill Profiencies:
Athletics +4, Acrobatics +5, Sleight of Hand +3, Stealth +5, Perception +2, Deception +2

Saves:
Strength +4, Dexterity +3, Constitution +4

Other Profiencies:
All armour, Martial weapons, shields, simple weapons.

Features and traits
Second Wind
Duelling
Mask of the Wild
Duelling

Equipment:
Rapier, Hand crossbow, 20 bolts, Shield, Chainmail shirt, Adventurer's pack.
Description
Short slender and unimposing. Dresses in an eclectic mix of elven and human clothes. Her sense of fashion might be a bit off but she does not know.

Personality
Easygoing and apparently a bit careless. She can have a fatalistic attitude towards life, fate and the rest. Her fatalism is not negative at all, on the contrary, she can be quite optimistic. It's simply a matter of thinking that if it has to happen it happens and better not think to much of it.
She is very loyal to those she considers her friends and has a naive curiosity about the wide world.

Background
"I was born in a very respectable family in the village of Faurith. No, I don't think you have heard of it and if you had I'm sure that many in that village would have been very disappointed because they like quietness and privacy and make a point in not mixing with strangers. Like you. I mean strangers like you not that you make a point in not mixing with strangers. From a very young age I could see that I did not quite fit there. I was too adventurous, too daring and too prone of ask questions that were deemed to be not required. And to make things worse I took a liking to all things that looked exotic and mysterious which in Faurit this applied to anything that was not from Faurith. Soon my disagreements with my family had reached a point where I had no other option than leaving. I promised myself that I would achieve great things and that one day I would return to show them how wrong they had been. I suppose they were happy to see the strange and crazy girl go.

My journey took me to what I thought to be a mighty city, Stoneford. Yes, I can see by the amusement of your eyes what you are thinking. But I was young and naive and that was the largest city I had ever seen and I did not have much to compare it to. Now I'm a year older and wiser. Not by much, yes, but wiser nonetheless. My ignorance and naivety took me to a picturesque locale called The Rolling Dice and I decided to entertain myself there by playing dice. One of the many things I enjoy. I soon realised that the dice were loaded and I noted the problem to the other patrons. As it turned out, most of the other patrons were not patrons at all but people in the tavern's payroll who were in the business of stealing honest moneys by dishonest means. They did not take my comments kindly and the Dice Master, or so the man in charge of the game was called because it sounded grandiose and I learned that some people like things great, announced that I was to be send to meet my ancestors. I pointed out that many of my ancestors were still alive me being an elf and all that but the joke did not have the desired effect as the Dice Master bared a short sword and told me that I was dead.

I objected most vigorously with my rapier and Mathic, this was the Dice Master's name, ended up with a punctured hand and a dropped short sword. The rest of the employees were surrounding me and had all sorts of weapons in their hands, weapons that while their were not noble or beautiful like a rapier or a sword made up for their lack of finesse by being very useful to bash one's head or slice one's belly. Of course that was not their first intention as they stated that they planned to rape me to death or something of this sort. I was in a very band spot as they were trying to disarm me and I was trying to keep them at bay when a man ordered them to stop. He was Tewir and was the owner the the Rolling Dice and a few more shady ventures in that street such as a fighting den called "The Bloody Fist", a brothel called "The Silky Skin" and an inn called "The Fragrant Rose". In his free time he loved to carve wooden figures of animals. Tewir said that he could use a "lass as good with the blade as you" and I agreed. Minutes later the men and women that were about to rape and kill me were inviting me to drinks.

I spent a few years working as a paid blade for Tewir. It was not the glorious adventures I had dreamed of when I was a child but at least it was not home. I learned many things about humans, including their strange sense of humour and their way of speaking which included an inordinate amount of cursing and mentioning all forms of sexual intercourse. I also partook in many forms of sexual intercourse with those who I found desirable and kind. I thought that I had found a place to live and people who treated me for what I was and not for what they expected me to be. But this was not going to last. Such are the ways of the world and we must abide. One day my good friend and sometimes lover, a half orc called Vernuk, killed two men in a brawl. The two men were drunk and had injured the bartender in the Fragrant Rose and would have killed him if Vernuk had not intervened. The problem was that the two men were the sons of two very rich and powerful members of Stoneford council. Vernuk told me to run away and I asked him to come with me but he was wounded and he had been the murderer. He said that they would follow him and catch me with him if he ran away with me. I was very sad as I left.

So here I am. Vernuk was right after all. He died fighting the guardsmen they send to catch him. I cried when I heard the news. Last thing I heard of Tewir was that he had been hanged in the town square alongside four of his lieutenants. He might have been a criminal but he was a fair man. More honest that many of the rich merchants who rule that city. Those of his crew that did not flee are now seeing far away places while chained to a row in a galley and I thank Vernuk for his kindness every night when I pray to the gods."

Hamadryad

If you've run late to applying I still suggest you submit your character, that way you can cycle in if someone drops out or of I decide to allow more characters.

Also, I'm not going to have a great deal of time over the next two, possibly three days, however, I will try and have an OOC up as soon as possible and begin to game very soon after. Thank you for your patience!

Hamadryad


Hamadryad