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About This Game

Enter the megadungeon! Evil stirs in the depths of the Abomination Vaults, a sprawling dungeon where the evil sorcerer Belcorra Haruvex attempted to raise an army of monsters hundreds of years ago. Brave heroes must venture into a dungeon full of beasts and traps to prevent a spiteful villain from rising again.

Game System

Level Up 5e

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05/25/2024

Detailed Description

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Advanced 5th Edition Adventure Path

Enter the megadungeon! Evil stirs in the depths of the Abomination Vaults, a sprawling dungeon where the evil sorcerer Belcorra Haruvex attempted to raise an army of monsters hundreds of years ago. Brave heroes must venture into a dungeon full of beasts and traps to prevent a spiteful villain from rising again.

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spacer.pngRules System: Advanced 5th Edition Level Up
Theme: Megadungeon
Starting Level: 1st

The Abomination Vaults Adventure Path begins near the small town of Otari on the southern shore of the Isle of Kortos. A robust and spoiler-free description of the town can be found in the player’s guide. While this gazetteer does mention things that aren’t frequently discussed in polite company (such as the rough crew that hangs out at the Crook’s Nook), the contents of this gazetteer are considered common knowledge among Otari’s citizens. It’s possible for some (or even all) of the heroes to hail from Otari, but that isn’t necessary. Although most of the campaign’s action takes place in the dungeon about a half hour to the north in the swampy Fogfen, the heroes will return to Otari many times and should come to rely on its people.

The heroes might or might not know each other, but all of them should have a friend in common: the town’s eccentric oddities merchant, Wrin Sivinxi. Wrin’s mixture of tiefling and elven ancestry is impossible to miss: her eyes are devoid of pupils, small ram horns curl around her elven ears, and her fingertips sparkle with motes of glittering light. Wrin is more than a collector of unusual items and occult lore; she’s a scholar of the stars who possesses curious foresight about strange events (perhaps this foresight drove her to build a friendship with the heroes in the first place).

In any case, once Wrin collects the heroes to tell them of a strange light, she has seen around Gauntlight, the mysterious inland lighthouse deep in the Fogfen, the campaign can begin!

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The posting rate for this game will be an average of two to three times per week. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in a week without prior warning of absence.

I expect players to engross themselves in the roleplaying element and contribute interestingly to the story and for this campaign I also favor longer posts with detail and emphasis on the growth of the characters over just posting to meet the requirement.

I also travel occasionally, but this rarely affects my posting. I will be selecting a total of five players. If you have any questions, I'd be happy to answer them.

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Application Deadline: May 25th, 2024 (Midnight CST)

Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.

Character Creation and Play v3.1 - Files - Myth-Weavers

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Character Submissions: You will also need to start a thread in the application thread for your submission.

 
If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.
 

Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. You should state if you are taking the static array, using the point buy method, or rolling for your stats. If you decide to roll for your stats, then you may roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.
 
Dice Tower - Articles - Myth-Weavers

Allocate these rolled numbers or picked numbers if doing point buy or static array, to your desired ability scores by noting them accordingly in the first post. If you chose the roll method, you must take the stats that the dice gods have given you, good or bad, that is the hand in life that you have been dealt. Some of the best heroes come from a tough beginning and overcoming adversity.
 
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Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.
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Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)
 

FREE ONLINE RESOURCES

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Main Advanced 5th Edition Website

Level Up: Advanced 5th Edition (A5E) (levelup5e.com)

All the Rules

Home | Level Up (a5e.tools)

Character Creation Walkthrough

Character Walkthrough | Level Up (a5e.tools)

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CLICK HERE TO READ THE ABOMINATION VAULTS PLAYERS GUIDE
 

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spacer.pngGM Info: Hello! I'm Billy Watford. I've been a GM (DM, Storyteller, etc.) for about 35 or 37 years, and I've been gaming even longer. Over the years, I've conducted what seems like hundreds of adventures through Paizo, WotC, TSR, and I currently have many games ongoing on Myth-Weavers, some of which have lasted for years.

My GMing style leans more towards crafting a compelling story rather than maximizing the exploitation of rules. I appreciate characters that are interesting from the start, but I'm particularly fond of characters that evolve throughout the game. Avoid presenting me with one-dimensional characters that repeatedly exploit a single annoying trait, and in return, I'll refrain from introducing a tarrasque into the scenario. Agreed? Agreed.

What kind of player am I NOT looking for?
Power Gamers (not sorry) and rules lawyers (really not sorry). Having gamemastered for many years, I am still new to this specific system. Therefore, I am not looking for players who are solely interested in exploiting new rules or merely min/maxing their characters. From what I understand, this is much more challenging in Advanced 5th Edition Level Up. Should your character meet an untimely end in the dungeon, please be gracious, and we will get you situated with a new one as promptly as we can.

What kind of players AM I looking for?
Ah, this is promising. I'm not in search of mere players; I seek a cast of characters. I desire individuals dedicated to advancing a compelling plot—those who hinder the story's flow are my pet peeve. I yearn to witness your character's evolution. I envision the transformation of a self-centered street urchin into a daring hero, a disinterested bureaucrat into the fierce embodiment of divine retribution. LET'S DO THIS. Enter the Abomination Vaults, where your saga unfolds.

I'm also in search of individuals who can adhere to the basic rules of grammar. That said, I can be quite forgiving of errors. However, for the love of God, in a system where edits are possible minutes, days, or weeks later... please take some pride.

I look forward to your applications and good luck!

PLEASE READ THE PLAYERS GUIDE ALL THE WAY THROUGH AND THEN RE-READ IT PRIOR TO STARTING THE APPLICATION PROCESS!! IT WILL HELP YOU TREMENDOUSLY!!!

The Abomination Vaults players guide can be found at the link below.

Player's Guide - Myth-Weavers

Sorry to scream but I do not want the thread cluttered with people that do not read.

 

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  1. What's new in this game
  2. Gotcha, seems like a good plan, i'll take a look at my options, gotta get moving, deadline approaching!
  3. Ok, so just name it something else. That was the point I was trying to get across.
  4. Just a reminder: saber is also a non-simple weapon with it's own unique mechanics in the 5e Level Up system.
  5. 1. Works for me. 2. Works for me. 3. Works for me. 4. Works for me. Thanks for the application. I have marked Lystsya as completed. Good luck in final selection.
  6. I am fine with granting proficiency in "that scimitar" since it is an heirloom weapon. You wouldn't be proficient with other scimitars other than the heirloom one. That way we stay within the confines of the characters weapon proficiencies given and still allow for the scimitar to be the heirloom weapon. Maybe flavor the heirloom weapon a bit different, as a custom weapon, for instance, call it a sabre, or saber. That way it is not confused with the scimitar other than its mechanics.
  7. Hey GM, i have a request. I initially took the Lone Wanderer culture because it sort of fit with the style i was going with - lost, amnesiac with a bunch of weird skills she doesn't know where they are from - and getting the skills helped there too. It comes with a weapon (up to 100g, masterwork) which i thought was a fun tie-in with the amnesiac thing because its a fancy weapon but she has no idea where its from or what it is and i was aiming for the scimitar because it goes with the graceful, fluid sort of air-magic style i was going for. However, Elementalists can only have simple weapons, and finding a simple and finesse weapon that fit isn't working. I don't think there is any other way to get proficinecies in a5e and it'd really help out to have a weapon option. Is it possible that the character could be proficient in the heirloom weapon and only the heirloom weapon, or am i better looking at another culture that might fit? I went through and looked at the Cinder Chaser which sort of works, but the characters theme is more air than fire (though I'd plan on picking fire up as the second element that elementalists get so it could still fit) Whats your opinions on the best course of action?
  8. I just had a laugh-out-loud moment, and had no one to share it with, so... I just finished my character application (or at least post #2 of the application), in which I described my character as a standout in the town because of her singular appearance--she was literally given the surname of Moonlocks by the Otari locals because of her striking white hair. Then I went to read the other completed apps... Both completed apps involve relatively petite females with striking white hair. You've got to love unanticipated synchronicity when it happens. I had this thought of an entire party consisting of petite females with striking white hair. And couldn't help but laugh.
  9. I think the second post is completed. (I'll probably create the posting template tomorrow) 1. I created the NPC that comes with the Ruin Delver background. I hope he works. 2. I also created an NPC in the Otari Guard. Let me know if that works? 3. I also created a very minor location in the city--where Lys lives with her mentor and friend. I hope that works. 4. I'm holding off on the part of Lys' backstory that takes place before she came to Otari. I wanted to focus on her as a local, rather than get too deep into her life in the Dreaming. I hope that works.
  10. Ability scores - roll method. Painfully average, but it fits the character. Will be taking the Eldritch Anatomist background so the end result is: Str 11 Dex 12 Con 13 +1 Int 14 Wis 13 +1 Cha 12 Ability Scores
  11. Ksenia Tabaxi Elementalist 1 Age: 23 Height: 5'8" Weight: 70lbs Size: Medium Culture: Cinder Chaser Background: Amnesiac Hit Points: 10 Hit Dice: 1d8 AC: 15 Speed: 30ft Maneuver DC: Perception: 15 Immunities: - Insight: 15 Resistances: Cold Damage, Fire Damage Vulnerable: - SKILLS & SAVES STRENGTH 8 (-1) DEXTERITY 16 (+3) CONSTITUTION 14 (+2) INTELLIGENCE 8 (-1) WISDOM 16 (+3) CHARISMA 10 (+0) Save -1 Save +2 Save +2 Save -1 Save +5 Save +2 Athletics +1 Acrobatics +4 Arcana +1 Animal Handling +3 Deception +0 Slight of Hand +2 Elementals +1d4 Culture +3 Intimidation +0 Stealth +4 Engineering -1 Insight +3 Performance +0 History -1 Medicine +3 Investigation -1 Perception +3 Nature -1 Survival +5 Religion -1 Dungeoneering +1d4 Denotes Proficiency | (denotes expertise) Proficiencies & Armor Weapons: Simple Weapons Armour: Light Armour Tools: Artisan's Tools, Thieves Tools Senses: Darkvision Languages: Common, Auran, Elvish Heritage: Tabaxi Size: Medium Speed: 30ft Darkvision: 60ft Natural Hunter: Proficiency with Stealth Claws: 1d4 slashing damage (Dual-Wielding and Finesse) Tabaxi Gifts; Winter Coat: Resistance to Cold Damage Guard Fur: AC equals 12 + Dex Culture: Cinder Chaser Cinder Chaser Weapon Training: Scimitars and Whips Fire Crafter: Glassblower's Tools and Smith's Tools Heat Tolerance: Resistance to Fire Damage and expertise die to Survival checks in such environments Thrillseeker: Proficiency in Acrobatics and Athletics, as well as an expertise die on saving throws to resist being Frightened Languages: Common, Ignan Background: Amnesiac Ability Scores: +1 to any two abilities. (Dex and Wis) Skill Proficiencies: Any two Tool Proficiencies: Any two Feature: Memory Surge; Whenever you gain inspiration, you gain an expertise die which you can use on one d20 roll before a long rest. Adventurers and Advancement; The cryptic encounters you have as a result of your connection and memento lead you upon a series of quests to help you uncover more clues about your identity. After enough adventures along these lines, you might have a better clue about who you once were—or at least who you are now. At any time when you complete a long rest, you can permanently replace this background with another agreed upon between you and the Narrator. (This does not grant you a new connection or memento, or any new equipment.) Amnesiac Connection: The Kindly Passerby who found and helped you after the incident (Wrin Sivinxi). Amnesiac Mementos: A broken silver choker. Destiny: Underdog SOURCE OF INSPIRATION Defiance: You draw inspiration from striking out against oppression, deying long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit against a creature larger than you are, roll a natural 20 on a death saving throw, openingly defy a powerful being, or succeed after taking a risk with long odds. FULLFILLMENT FEATURE A nose for Trouble: Get kicked around long enough and you start to know when trouble's brewing. Whenever you or an ally you can see fails an Insight check, you can use your reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check FULFILLING YOUR DESTINY Succeed at a nearly unattainable and grand task, complete a supposedly impossible quest, defeat an insurmountable foe, succeed at a fire endeavour where failure was all but guaranteed Fulfillment Feature: Expendable and Invulnerable Whenever you would make a saving throw you may spend your inspiration to automatically succeed instead Motivation: Conscripted: Your choices were fight or die, you opted for life. Class: Wizard Archtype: - Level 1; Proficiency: +2 Blast Dice: 1 Augments Known: - Spells Known: 1 Spell Points: 2 Spell Level: 1st Adaptations: - Spellcasting; The Elementalist table shows how many spell points you have. To cast one of your elementalist spells of 1stlevel or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Elementalist table. You regain all expended spell points when you finish a short or long rest. Spell Save DC: 8 + Prof + Mod Spell Attack Modifier: Prof + Mod Elemental Affinity; Acrobatics Elemental Blast; Costs an Action Ranged spell attack at 60ft range Damage type dependent on element (Air/Slashing) at 1d6+mod Elemental Defense; Enveloping Winds (Air) Wrap yourself in swiftly flowing wind to protect yourself against incoming attacks. You gain +5 bonus to your speed. When you are hit by an attack, you can use your reaction to add your spellcasting ability bonus (+) to your AC. You can also use this same reaction in response to failing a saving throw against an inhaled effect, such as stinking cloud or an inhalation poision, gaining +1d4 expertise die to the save Control Element; As an action, at a range of 30ft, you can manipulate your element. • Elemental material weighting up to 5lb per level can be moved 30ft • Elemental material up to a cubic foot can be reshaped using your power in place of any tool proficiencies. • Air can be used to create light breezes, enough to ruffle and move material like paper and leaves, blow out tiny fires or clear or create spells. • You can also move air into a creature;s lungs, allowing it to breath for 1 minute in an encironment it otherwise couldn't. • You can use air to perform the Knockdown and SHove maneuvers against medium or smaller creatures within range. Equipment Magical Items Wealth Scimitar Scimitar Amulet (Focus) Explorer's PackIncludes.... a backpack a bedroll a mess tin a tinderbox 10 torches 8 Supply and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Miscellaneous Bags - Tent - Caltrops (Bag of 20) - Soap - Spikes (10) - Chalk (4) - Oil Flask (4) Current Max Supply 8 8 Bulk 63 120 ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COIN POUCH Copper: 5 | Silver: 6 | Electrum: 0 | Gold: 45 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Scimitar +3 to hit; Reach 5ft; One Target; 1d6+3 slashing damage Defensive (Medium). This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Claws +3 to hit; Reach 5ft; One Target; 1d4+3 slashing damage Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). SPELLCASTING Caster Level 1 | Max Spell Level 1 | Spell Casting Ability Wisdom | Spell Save DC 14 | Spell Attack +5 ELEMENTAL BLAST - [Affinity: Air] Action: Ranged Spell Attack Element: Air Range: 60ft Damage: 1d6+3 Slashing LEVEL 1 (2/2 Spell Points) Featherfall Casting Time: 1 Reaction Range: 60ft Target: up to five falling creatures Duration: 1 Minute APPEARANCE Ksenia carries herself with competence and grace that she may or may not feel. As a tabaxi she is used to standing out in some places, or blending in others. The snowy white fur with its black and grey markings is dense and thick, making sure she does not feel the cold, or surprisingly even the heat. She dresses in loose and flowing clothes, often in contrasting colours - black and white, blue and green, red and gold - and tries to do her best to fit into whatever culture that she is in at the time. She carries her weapons, as well as much of hear gear wherever she goes, as if she is not sure that she will ever return from where she just left, which makes her look overburdened at times. BACKSTORY Personality Affable and friendly, Ksenia is easy going, casual and informal with everyone. She seems to want to be everyone's friend. She's prone to asking questions and quizzing people on their expertise probably more than she should. Her desire for personal connection and making friends has got her in trouble more than once, she seems trusting - perhaps overly so - and rarely seem to rise to anger for anything but the worst offenses.
  12. thanks for the application I have marked Elspeth as completed.
  13. thanks for the application and good luck with final selection. I have marked Sable as completed.
  14. I have to cancel this application. I got too much on my plate these days. Cheers
  15. The parrying property is only usable once per turn. So it's not once per each weapon.
  16. Thanks! So if you are dual wielding and both weapons have the Parrying quality (e.g. short sword and dueling dagger), can you parry two attacks (e.g. add a d4 to your AC) instead of one? If you need to think about the answer before you make a decision, take your time. My PC is taking short sword and dueling dagger regardless of the answer.
  17. I'm making weapon purchase choices for my Application, and I'm seeing weapon qualities that are not part of standard 5e--and I can't seem to find where these weapon qualities are explained on the 5eLevelUp site. Can you point me to the place where new weapon qualities are explained? If the info is behind a paywall, can you provide a brief explanation of the following weapon qualities? Deal Wielding Parrying Defensive (light)
  18. definitely nice backgrounds will finish my marshall this weekend
  19. Just going to roll the dice and see if anything interesting happens. Oh, a really good spread, let me think about this.
  20. Gotcha. Thanks! And nice work on the backgrounds! They are all rather flavorful!
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