Willing to take two more to make a maximum of eight characters.
Note: Playtest 4 is out and all characters will start using those rules now.
WIP denotes missing sections or listed as such. Others have all sections though feel free to continue to edit or add to them. I'll review them fully each time I choose players/characters
Please let me know if you have added a character and don't see it added to this list within a few days.
Note: This game is taking rolling acceptance. We plan to accept no more than four players by the end of the first week (21st October) and then up to four more before the ad closes. We've decided to accept up to eight players for this game as that should provide more interaction whilst still being manageable.
Game Description:
The small village of Heawold is neither big nor special in any particular way. Whilst not prosperous the halflings who call it home are a generally very content lot. They live their lives busy producing fine wine and food that they enjoy as often as possible and occasionally trade to the dwarves of Nuledzar and the Goblins of Gorbul Town.
The dale they live in is quite safely tucked in between the Mountains to the North and West where little bar dwarves and the occasional grumpy giant live, the crowded trees of Ewnham forest to the East - the domain of Goblins but the have been peaceful for many years, and the cold broken tundra and forests to the south where very little bar tall and ancient trees grow and only the occasional bear roams.
However last night the village was raided. Sengo the sentry was struck from behind and sent tumbling out of his watch tower. The two nurseries-schools were entered and some sort of drugged rag was used on the inhabitants whilst they slept to keep them that way. All of the children around the ages of seven to fifteen and two of the nurses were taken.
Only those children whose turn it was to stay with their parents and those few in the small hospital remained safe.
A small party of villagers sets off to find and return the missing children and the two nurses. None has any illusions about the world outside the village being anything other than scary, unfriendly and outright dangerous. The furthest any of the villagers has been is to the dwarven city of Nuledzar’s outer gate or to the edge of the Ewnham forest to trade.
You know, Gandalf could indeed work here. I mean, in Tolkien lore they also lived a bit seperate, and the only outsider they let in and trusted was gandalf.
Fairly frequent poster, currently in Deathwatch and Spirit of the Century games on Myth-Weavers. I also ran a game of D&D 4e for a number of years on MW called the Wasteland Wanderers.
I've been running D&D Next since the playtest came out, so I'd same I quite familiar with the system.
Standing near the foot of the raised platform from which Fortolm and Waltin spoke, Smythe was hardly present of his own volition. Having run afoul of what law there was in this little town they roused him in the early dawn as soon as they noticed the missing kinsfolk. Waltin was constantly after him about not having a "proper residence" but who needs a whole in the ground when you can sleep in the grass underneath a nice big tree? Symthe had had enough of being underground huddled with his sister in the Dwarves' caverns as refugees during the war, he'd loved the outdoors ever since.
His wandering mind is interrupted by a rough shove from the man Waltin set to watch him, turning his head Smythe mouths "What?" But his watcher just nods towards the stage and pushes him forward. Smythe finds that he's not the only one headed for the stage, a handful of others are too, some he knows some he doesnt, but Fortolm greets them all warmly and thanks them for volunteering. Smythe puts on his best smile and mumbles to himself, "So Waltin's set to get rid of me. This should be fun."
Most of the villagers consider Smythe odd looking, his long reddish-brown hair is pulled back into a Dwarven style top-knot. Rather than the short pantaloons and doublets typical of so many halflings he wears a long leather tunic, dark brown with a wide belt its souvenir from the time he spent as a refugee with the Dwarves of Nuledzar's Outer Town. He constantly carries a large pack on his back, contained within are all his possessions, which really isnt much. Enough to live comfortably under trees in orchards and next to streams.
Most of the adults in Heawold consider Smythe a nuisance and give him the evil-eye when he passes but his reputation as a dangerous criminal tends to be greatly overstated. Still some of the children sneak away to find him fishing to trapping rabbits. Those days are Smythe's favorites, long afternoons teaching the young ones to live in the woods starting campfires and making lean-tos. Of course it would be generous to say that Smythe is innocent of any crimes, trespassing most frequently but every now and then he pilfers an apple or carrot or six.
Smythe's last name and where he came from is long forgotten, in no small part because he no longer cares. As a child he must have lived in either Toiwold or Meriwold, but when the war with the Goblins threatened to overrun the village his parents sent him and his elder sister to the protection of Outer Town on the slopes of Nuledzar. When the Dwarves joined the war they hadn't been expecting waves of Halflings to land on their doorstep looking for food and as such life in Outer Town was tough. There was little work to go around and less food, halflings lived in unaccustomed squalor at the foot of that mountain. After some months the brackish water caused Smythe's sister to become sick, she ran a fever for days before passing. Left on his own Smythe scraped by in Outer Town for a few months as a petty thief before getting fed up with town life. One dark night he snuck into a warehouse owned a Dwarven merchant who'd become wealthy gouging the refugees and paying them to steal from each other, he stole a nice new tunic, a sword and a pack full of kit and left Outer Town for the hills and trees that he missed.
Eventually, Smythe settled around the outskirts of Heawold, but instead of taking up a plot of land and starting up a farm as so many refugees have he's simply continued to forage. From time to time he makes a little money selling game or fish to passers by, but most of the villagers look down on his lifestyle, in no small part because he's been branded as a ne're-do-well by Waltin.
-Smythe remembers how the Dwarves of Outer Town would taunt the Halflings with descriptions of their deep fortresses and great underground cities. They always described them with such splendor but nothing sounds more awful to Smythe.
-Far beyond the Ewnham in the east is something called a Sea, like a lake but many times larger with water stretching as far as the eye can see. How preposterous is that? There isn't that much water in the whole world.
-In the north the tall folk raise great beasts known as kattle that they slaughter for their great feasts.
Smythe "Dirtfoot", Lightfoot Halfling Init +3 | AC +14 | HP 5/5 | HD 1d6 | Sneak Attack Dice 2d6 Str 10 (+0) Con 8 (-1) Dex 17 (+3) Int 14 (+2) Wis 13 (+1) Cha 12 (+1) Skills: Bluff 3+3=6, Find and Remove Traps 3+3=6, Open Locks 3+3=6, Spot 3+3=6, Stealth 3+3=6, Survival 3+3=6
Weapons
Short Sword (+5) (1d8+3 Piercing)
Daggers (5) (+5) (1d6+3 Piercing, Range 20/80)
Sling (30) (+5) (1d6+3 Bludgeoning, Range 30/120)
Equipment
Leather Armor (souvenir), Thieves’ tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, Lucky charm, bone dice
As a Small creature, you cannot use heavy weapons.
Weapon Restriction Languages: You can speak, read, and write Common and Halfling.
When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
When you determine the bonus for each of your skills, you use your associated ability modifier or +3, whichever is higher. Additionally, when you make a check using any of your skills, you can take 10 or the result of the die roll, then add any modifiers. As you gain levels, the number you can take in place of the die roll increases, as shown in the Rogue table.
Once per round, you can deal Sneak Attack damage to a creature that you hit with an attack. To deal this extra damage, you must have advantage against the creature. The damage starts at 2d6 and increases as yougain rogue levels, as noted on the Rogue table.
You have learned the secret language of thieves. You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
You can attempt to hide when you are lightly obscured, such as if there are shadows deep enough to cover you from bright light or in a cloud of smoke. You can also hide behind an object that can cover at least a quarter of your body
You can recognize the common signs and secret markings used by thieves. When you are in an area of civilization, you can make contact with members of the local thieves’ guild (if any), as well as fences and informants in the criminal underworld. It usually takes you about an hour of searching to make contact with the individual you are seeking out.
No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at the tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Bad Reputation, [ooc Explanation]This Background was created by taking the Skills from Spy, replacing Stealth with Survival, taking the Trait from Thug and the Equipment from Soldier. Let m know if there any issues.
When you start your turn hidden from a creature, you have advantage on your first attack roll against that creature during that turn, even if you are revealed or otherwise become unhidden during that turn.
The tarriff collections did stop many years ago. But you could have met dwarves back then or since then at their outer town during a trading trip. There is a little about that and the other halfling towns on the wiki here
No problem with inheriting your father's gear. Just purchase as per normal and describe as you see fit.
More halflings than hobbits... no running around barefoot here.. most other things not that far off though.
@ Kerim I have made Kerim the "clever inventor" of Camden's nickname -- I was going to make him Hiccup's friend and competitor for Cindy Overhill's affections, but you are nearly twice his age
I'm really aiming for a bright-eyed, naive, friendly and trusting halfling -- not an older, world wise (well, within constraints of Heawold ... so Heawold-wise), cynical halfling ...
Can you check what I put in my background and let me know what you think ... if you're not, I'll change the fluff (though that will be easier then Rum's cranky old goat herder changing it ... )
Cool mate, and friendly rivals for Cindy Overhill ???
Oh, 24, Cindy wouldn't be into older men, surely not ??
@ Cyco I think he is now ready to go (still some extra fluffing to be done ... but this time there shouldn't be anything that will change him significantly).
Went the Studded Leather & Shield route (+ 2 Dex) = 16 AC with no stealth or speed minuses (Chainmail & Shield was AC 17, but he lost -5 speed and was at disadvantage on stealth) ... so lost 1 AC, but gained 5 foot of speed and can still stealth