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Overview

About This Game

A journey through a frozen wasteland into a netherworld of dreams and nightmares

Game System

D&D 5e

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10/11/2024

Detailed Description


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Dark Dreams of the Frozen Dale is a D&D 5e adventure that will take the group from levels 2-7. It will be set primarily in and around the Ten Towns and Icewind Dale region of Faerun set during the time period of Auril’s Everlasting Rime as depicted in the Rime of the Frostmaiden module. It is important to note in advance though that this is not a retelling of Rime of the Frostmaiden, I am using elements of the setting presented in the book to build what is my own adventure here.

This will not be a quest to stop Auril or free the Dale from the Everlasting Rime, this will be a shorter, more self-contained and personal quest.

There are a number of goals that I want to accomplish with this game. I want to present a story and quest that is personal to you, the players, and one that has an impactful and meaningful narrative. I feel the setting as presented is a powerful one and one that fits well with the dark fantasy tone I am striving for here. What I would ask from you, as potential players in the game, is to be prepared to help me build that narrative and contribute to it in a meaningful way. Be prepared to explore your character, their hopes and dreams, their fears and worries, and let us collaboratively tell an epic story here.

The Icewind Dale region is a troubled one at the period that this game is set in. It has been effectively partitioned from the rest of Faerun by an impenetrable blizzard created by the Frostmaiden Auril. The blizzard cannot be breached, and all of whom who have tried have died in the attempt. Worse still, every night before midnight, Auril takes to the sky on the back of a white roc, and she casts a powerful spell that prevents the sun from rising in the morning. Natural light in the Dale is never brighter than dim, and usually dark unless the full moon appears in the night sky.

This will be a character driven narrative focussed roleplay that will emphasise roleplay, character interactions and narrative over. Although combat is an important staple of the game, in my opinion it is something that has to be meaningful. I don't want to throw a random combat at the group for the sake of putting a combat in there. Combat should be something that is important to the story and something that should be used to further narrative, not just as something that is there just because. Although there will be high stakes in the adventure, it is the sort of high stakes that will be personal to the characters rather than an existential threat to the realm at large. This story is one that will be personal to the characters that you give me to be part of this.

This adventure will encompass the following topics and themes that I would like to state in advance so everyone knows what lies ahead:

  • Isolation
  • Paranoia
  • Dark Fantasy
  • Cosmic Horror
  • Body Horror

The adventure itself will be partly linear and partly sandbox. There will be a lot of overland travel and exploration of the region of Icewind Dale as you travel from place to place in search of answers to the overarching mystery that I will ask you to solve.

If you are still interested in the game after reading all of the above then I invite you to read through the game pitch below.

 

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Once, there was a time that the Ten Towns of Icewind Dale was a haven to outcasts and those who wanted to disappear from the rest of Faerun. Now though, with the onset of the Everlasting Rime, the social fabric of the Ten Towns has unravelled entirely. Bereft of trade with the outside world and trapped in a region of unending night, many local businesses and trades have shut their doors. The Ten Towns are struggling to survive when the region they once depended on for food, fishing and trade has become an icy deathtrap. Isolation and paranoia runs rampant through the Dale as kin and neighbours eye the food and fire they each have covetously. Worse still are the sacrifices made to appease the heartless goddess who has effectively trapped them in her own self-imposed prison, sacrifices of food, warmth and of people in an attempt to earn her favour.

And yet, for you, there is worse yet to come.

It begins with a dream. The strangest thing really, it is a dream of a beautiful, bustling city of gold. It is a place of perfection and beauty, where golden streets line across a visage of precision in perpendicular rows, filled with people going about their daily business. The people are smiling and yet something is not right. Something is wrong. Their eyes are empty, desperate in a way that you cannot understand. Atop this dream and beyond the city lies a glorious and beautiful golden palace.

And then you can sense something. Something that is impossibly alien and incomprehensible, far far beyond the understanding of your mortal minds. There is a consciousness of sorts within the palace, and it reaches out with dark tendrils probing, looking to ensnare your mind.

The dream ends, and you wake in a cold sweat. It felt so so real, and yet it couldn't be. It was nothing more than a dream, wasn't it?

When a terrible tragedy strikes, you will begin to realise that the world of dreams and the world reality intertwine in ways that you could not ever even begin to imagine. And yet the two worlds are linked, and soon you will have to find a way to go into the dream to retrieve something very important to you that you have lost.

And it is here, deep within the realm of dreams, nightmares and loss that a dark and terrible entity waits for you.

 

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Character Creation Details:

The following books listed below are acceptable sources to build your character from. Anything within these pages is acceptable with the exception of Custom Lineages as presented in Tasha’s.

  • Players Handbook
  • Xanathar’s Guide to Everything
  • Tasha's Cauldron of Everything
  • Sword Coast Adventurers Guide
  • Explorers Guide to Wildemount
  • Van Richtens Guide to Ravenloft

Starting Level: 2nd Level

Alignment Requirement: Any non-evil

Starting Equipment: Starting Class Equipment + Background only

Ability Scores: 27 point buy

Hit Points: Maximum at 1st level, average OR roll each additional level, your choice. If you choose to roll you must take the result from the dice.

Backgrounds: Any from the source books listed above

Variant Humans are in-play.

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Application Deadline: Friday 11th October

Post Requirements: I'm provisionally looking for around 2 posts a week, however as part of your application I will ask you to state your preferred posting rate and we can adjust as needed.

Party Size: Looking for 4-6 players.

Other Notes:
- I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.

- If the dice say you're dead, you're dead. I'm not going to shy away from potential character death if the dice fall that way. If a character does die you will be allowed to create a replacement.

- The rule of cool applies. If it makes for a good story and is epic I'll probably allow it...within reason

  1. What's new in this game
  2. He took a little bit longer than I had intended, but Poji is ready to go! Thanks bwatford and Coruja for the templates!
  3. Hello! I hope you like the look of Poji! I'm pretty happy with him. Sorry I went a bit overboard on the background and RP samples, especially applying so late. Sometimes I just can't control myself lol Thank you for your time, and I look forward to playing with you! 1. Why did you apply to this game? I came to Myth-Weavers because I have been wanting to play some more D&D, and to scratch my writing itch, but I don't have the ability to run another in person game. I work from home, and often have a fair bit of downtime, so asynchronous PbP is perfect. As for why this game specifically: I think the Icewind Dale setting during the Eternal Night is really cool, and I would love to play in a game that embraces that. Your ad looked awesome and was really well written, and I think we could write well together. 2. What would you ideally like to get out of this game? (this could be many reasons, such as a good story, character development or simply to try out a new build) The themes, as described, are right up my alley. I love a bleak, oppressive vibes, and horrors that drive mortals to madness. I'm looking for a game I can really immerse myself in, and flex my creative muscles. 3. How do you like your games to flow, do you like an equal mix of narrative vs. combat, or do you prefer for one to be favoured over the other? I definitely prefer narrative to combat. That's one of the reasons I love PbP. I do think combat is important to have though, as long as it furthers the story. 4. In terms of game content, are there any content or themes that are a hard no for you? Feel free to secret the response to me if you would prefer to do so. This is so I can make sure I avoid any content / themes in my game that would be uncomfortable for a player. Nothing that would be in a non-ERP game. 5. What is your preferred posting rate? A couple times a week sounds good to me. Though I do enjoy the beginning of a PbP game, where everyone is energized, and the posts come faster, I understand that that isn't sustainable.
  4. - Poji Bittlebottle - Gnome Artificer - AC: 15 | HP: 13/13 | Initiative: +3 | Passive Perception: 11 Poji’s aching knuckles wrapped softly against the pitch-black wood of the hideout door. The cold always made them worse. He would have to get a pair of gloves as well. Memories of Stygian nights long ago brought the burning back into the tips of his fingers. Two panels slid open on the door, revealing nothing but darkness within. They snapped closed an instant later, and then the door swung wide. 'One old gnome's not dangerous, not even with that crossbow.' New lads. “You lost, gramps?” said a thick dwarf, stood across the doorway. He wore black leather armor and leaned on an axe. “We don’t got any soup for ya. Get gone.” “Fetch your quartermaster, boy,” Poji harrumphed through a moustache of icicles. “Tell him Bittlebottle has a contract.” He presented the lacquered wood emblem: black and gold, with a white dragon, its smooth polish catching what little moonlight dared shine on this accursed night. It hadn’t seen the outside of the secret place in his desk for years. Poji held the young dwarf’s stare for another moment before the whelp glanced away, nodding to a tall figure in the shadows. Four freezing minutes after the figure slunk away - Poji had kept count - a human man in a scarred leather apron stumped up to the hideout door. The Zhent quartermaster was a heavyset man, with a shaved head, and a wooden leg. He glared down at Poji for a minute, then wordlessly jerked his chin, gesturing inside. Poji followed, glad to get out of the snow. He’d never been in the Zhentarim base before, but their quartermaster frequently stopped by Bittlebottle’s Bitters, usually when the shop was closed. That man led Poji down a narrow tunnel with bare wood walls, not built straight for a second step. He carried a torch, but if he hadn’t, the whole walk would have been made in darkness. Certainly a difficult place to storm. Around two more corners, through a door, and down a flight of stairs, found Poji sitting in a rough wooden chair, across a large counter from the quartermaster. Poji’s feet hung a good six inches off the ground. Not much for hospitality, these boys. “I have goods to barter,” Poji began, grunting his pack off his shoulder to the floor. The clinking of glass bottles sounded as it settled. “A whole case of healing potions, the same quality you’re accustomed to. A couple even better.” “That’s more than you’ve offered in the past,” the quartermaster deflected. “Business not faring too well?” Poji scoffed, “Aye, rotten night. I reckon you all must’ve lost your way to the shop, so I’ve come to make a delivery. And a purchase.” He stuck a thumb through his belt, on which hung the daggers he’d bought from this man’s predecessor, some decades ago. The black leather sheaths still shone. “Have you, now?” the man leaned in. “And why should we sell to you? As we’ve established, business is tight. One wouldn’t want to make hasty investments in such uncertain times.” But he did glance at Poji’s pack, sizing it up. Behind the quartermaster, another figure appeared in a doorway, reclined, relaxed, and sharpening a cleaver. Poji sat forward, matching the man’s posture and meeting his gaze. “You have to feel it, Vilnius,” he rumbled. “There is something coming. Something more than the eternal night.” He continued to stare into the man's eyes for another moment, hoping to find recognition of what Poji claimed. Don’t let him miss it. “The Zhentarim must see that there are others at work. Dangerous, far-reaching threats.” Poji had had the dream last night, the night of his decision. He couldn’t know what it meant, or if it meant anything at all, but it had felt so real… Either way, people like the Zhents, they were always afraid of something. Playing on that had earned him more than a little gold in the past. “I don’t know what you boys are planning, but a few more potions never did anyone any harm.” Vilnius sat back, raising an eyebrow, then turned and waved off the man with the knife. “Alright, we’ll buy your potions, at the usual rate” he gave, “but a purchase means new terms. Same as the blades and bow.” Poji had hoped that Vilnius hadn’t read the old contract, signed likely before he had even been born. Why had he thought he would be so lucky? “Very well,” he bid, “I will forgo the payment for the potions, in exchange for the items I require.” “Please,” the rogue countered, “You know what we want. The same thing you’ve always been too high and mighty to give us. You will avail us of all of your services, or you will get nothing.” A guard behind Poji snatched his pack before he could protest. “Lean days…if you can call them days,” the apothecary commiserated, continuing the negotiation. “Changing days. If you want our business to continue, I would appreciate you showing a little more regard for our relationship.” “Our relationship?” Vilnius laughed. “The Zhentarim only have one kind of relationship.” He slammed his own knife into the countertop. “It would be a shame if your family had to learn that.” He let the threat hang. Poji’s scowl deepened, and he puffed up his chest. “I am a businessman, master Skow, and I will expect you to remember that.” Smoke rose from the arms of the his chair, where his bony hands gripped them. “Your father had the good sense to treat with me as a partner, and his father before him. I will not sit for empty threats.” And empty threats they were. Vilnius was dangerous of course, but he wouldn’t order the slaughter of a public, and well liked family like Poji’s. It wasn’t good business. At least he had the decency to look properly chagrined. “Don’t think we’re some corner store,” he grumbled, “You will give us something worth our time, or you’ll pay for wasting it.” “As I said,” Poji agreed, “I am a businessman.” He placed a list on the table, and pushed it to Vilnius. “I’m leaving Easthaven,” he continued. “The Bitters will no longer be open to you. My daughter has no knowledge of our dealings, and you hold nothing over her. She will not serve you.” He removed his small quiver, and placed it on the counter in front of him. Poji drew his crossbow from his back. Vilnius flinched, but Poji sighted on a ham, hung on a hook near the wall. From nothing, a bolt appeared, and loaded itself into the bow, fired and stuck into the ham, and then vanished, leaving only a triangular hole behind “I am working on new products,” he said, shouldering the crossbow again. “And I expect further business needs on my travels. Take the potions, get me the wares on that list, and accept the promise of future contracts. After all, what can be worth more than a promise in these uncertain times?” Mechanics
  5. Why did you apply to this game? The premise was intriguing and I've never gotten a chance to play around in Icewind Dale before. What would you ideally like to get out of this game? A good story in a (new) to me setting, with chances to contribute in and out of combat. Plus, as mentioned above, a dive into a part of the Forgotten Realms setting I have very little experience with. And the chance to test out a build I haven't tried before doesn't hurt either. How do you like your games to flow, do you like an equal mix of narrative vs. combat, or do you prefer for one to be favoured over the other? Maybe a slight preference for narrative, but I'd be just as happy with an equal mix. In terms of game content, are there any content or themes that are a hard no for you? Feel free to secret the response to me if you would prefer to do so. This is so I can make sure I avoid any content / themes in my game that would be uncomfortable for a player. I don't expect them to come up much with the site rules being what they are, but - sexual assault and intense gore. What is your preferred posting rate? 1-2 times a week
  6. Ambris Human Bard (College of Whispers) 2 AC: 00 | HP: 00 | Initiative: 0 | Passive Perception: 00 Spell Slots: 1st 0/0 | Spell Attack: +0 | Spell DC: 00 | DM Inspiration: 0/0 Mechanics OOC
  7. Ambris the Bard Noble Entertainer and Entrepeneur Gender: Male Race: Human (Variant) Alignment: tbd Class: Bard (College of Roads/Whispers) Background: Passive Perception: Passive Investigation: Passive Insight: Hit Points: Hit Dice: AC: Initiative: +0 Size: Medium Speed: 25 feet ABILITIES & SKILLS Proficiency Bonus: +2 STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 13 (+1) 15 (+2) 10 (+0) 10 (+0) Save +3 Save +0 Save +3 Save +4 Save +0 Save +0 Athletics +3 Acrobatics +0 Sleight of Hand +0 Stealth +0 Arcana +4 History +4 Investigation +2 Nature +2 Religion +2 Stonecunning +6 Animal Handling +0 Insight +0 Medicine +0 Perception +2 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion +2 * Dwarven racial trait. PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS Light Armor (race) Simple Weapons (race) Warhammer (race) Playing Cards (background) Smith's Tools (race) Thieves' Tools (class) Tinker's Tools (class) Common (race) blank (background) blank (race) Hit PointsHit Dice: 1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st ProficienciesArmor: Light armor, medium armor, shields Weapons: Simple weapons Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice (leatherworking) Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand (Arcana, Perception) EquipmentYou start with the following equipment, in addition to the equipment granted by your background: any two simple weapons ( 2 x handaxe) a light crossbow and 20 bolts (a) studded leather armor or (b) scale mail (scale mail) thieves’ tools and a dungeoneer’s pack Magical TinkeringAt 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: * The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. * Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. * The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. * A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. SpellcastingYou've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. Cantrips (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Infuse ItemAt 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Infusions Known When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. (Enhanced Defense*, Returning Weapon*, Replicate Magic Items (Bag if Holding), Enhanced Arcane Focus) * = Active Infusions Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. Human (Variant) Ability Score IncreaseYour Constitution score increases by 2. AgeDwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. SizeDwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. SpeedYour base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool ProficiencyYou gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. Smith's Tools Chosen StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) blank +6 1d6+5 Slashing, Magic blank blank +5 1d6+4 Slashing blank blank +5 1d8+4 Slashing blank blank +5 1d8+4 Bludgeoning blank SPELLS Spell Slots: 2/2 (1st) Spell Save DC: 00 Spell Attack Mod: +0 Spells Prepared: 0 CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL Create BonfireSource: Tasha's Cauldron of Everything Conjuration cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V Duration: Instantaneous You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Spell Lists. Artificer, Sorcerer, Warlock, Wizard Sword BurstSource: Tasha's Cauldron of Everything Conjuration cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V Duration: Instantaneous You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Spell Lists. Artificer, Sorcerer, Warlock, Wizard CatapultSource: Xanathar's Guide to Everything 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Spell Lists. Sorcerer, Wizard, Artificer Cure WoundsSource: Player's Handbook 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger Faerie FireSource: Player's Handbook 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger MONEY Copper: 0 Silver: 5 Electrum: 0 Gold: 10 Platinum: 0 (15 Coins * .02 lbs. = 0.3 lbs. Total Weight) ENCUMBRANCE Weight: 116.8 lbs. / 255 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None EQUIPMENT READIED Equipped Items: (61 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (51 lbs.) WEAPONS (8 lbs.) READIED ITEMS (2 lbs.) Scale Mail - 45 lbs. Shield - 6 lbs. Battleaxe - 4 lbs. +1 Enhanced Handaxe - 2 lbs. Handaxe - 2 lbs. Warhammer - 2 lbs. Signet Ring Pouch - 1 lb. Thieves' Tools - 1 lb. Tinderbox - 1 lb. Waterskin - 5 lbs. EQUIPMENT STORED Stored Items: (55.5 lbs.) Stored items can be retrieved with an action. IN BACKPACK (27.5 lbs.) STRAPPED TO BACKPACK (28 lbs.) Backpack - 5 lbs. 10x Pitons - 2.5 lbs. 10x Rations - 20 lbs. Scroll of Pedigree Metal Can (Trinket)A metal can that has no opening but sounds as if it is filled with broken glass. 10x Torches - 10 lbs. 50' Hempen Rope - 10 lbs. Crowbar - 5 lbs. Hammer - 3 lbs. MAGIC ITEMS Magic Items: (0 lbs.) NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (3 lbs.) CHARACTER OVERVIEW Appearance Age: 24 Height: 5' 7" Weight: 136 lbs. Hair: Auburn Eyes: Hazel Complexion: Fair BACKGROUND Noble Personality Traits: Ideals: Bonds: Flaws: Became a Noble Because. Background Feature: Backstory Other Defining Characteristics Interaction Trait: Values: Flaw or Secret: Trinket: Life Events Occupation: Boon: Life Changin: Recent: Current:
  8. Good luck! Apologies for the delay in my end, considering whether to take Glibe from Divination Wizard 2 to multiclass Wizard 1 / Knowledge Cleric 1 for the extra utility. Hard choice to slow down the Wizard class progression for some decent up front gains! .
  9. Hello everyone! I'm new to Myth-Weavers, and this game looks really interesting. I made a character for an Icewind Dale game before, and I was disappointed the goal was to end the winter nightmare, because it was just such a cool vibe! I see there are already a lot of apps, and the deadline is getting close. I hope I'm not too late getting mine in. I should hopefully be able to finish it up tomorrow.
  10. Proficiency Bonus +2 AC: 15 | Max HP: 13 | Speed: 25 ft PP: 11 | Init: +3 | Darkvision: 60 ft STRENGTH 8 (-1) -1 Athletics DEXTERITY 16 (+3) +3 Acrobatics +3 Sleight of Hand +3 Stealth CONSTITUTION 11 (0 /+2) INTELLIGENCE 17 (+3 / +5) +5 Arcana* +3 History +3 Investigation +5 Nature* +3 Religion WISDOM 12 (+1) +1 Animal Handling +3 Insight* +3 Medicine* +1 Perception +1 Survival CHARISMA 10 (0) +2 Deception* 0 Intimidation 0 Performance 0 Persuasion Poji Bittlebottle Former Owner of Bittlebottle's Bitters, Est. 1365 DR Character Sheet Basic Information Race: Forest Gnome | Sex: M | Class: Artificer 2 | Subclass: Alchemist (planned)| Background: Faction Agent Age: 167 | Height: 3'6" | Weight: 42lbs | Alignment: LN Personality Trait Stalwart: An elder with a glacial temperament, Poji is slow to act, but acts with force. He is a staunch defender of his ideas and companions, as well as a stubborn old fool, and he thaws only on the rarest of occasions. Ideals Equity: Every life has value, and the most worthwhile pursuits are the elevations of others. Bonds Responsibility: Though he has left them, Poji still cares deeply for his family, and would do anything to protect them. He is also quick to form similar bonds due to his ideals. Flaws Settled: Poji's slowness to change means he often remains committed to a chosen course, even when he should reconsider. Secret Appearance Poji’s otherwise grandfatherly face is darkened by a habitual scowl. His brow is heavy, and the yellow eyes beneath are cold like gemstones. His grey hair and beard are cut roughly, short on the sides, and longer at the top and bottom. He has a prominent nose, and wide ears, the left bearing a couple basic piercings. His hands are skeletal, and his body is thin from years without proper nourishment. He walks with a limp, favoring his right side, but he carries no cane. His clothes are generally earth tones, often washed out due to cheap dyes. Sturdy, but worn, and rumpled under his studded leather coat, it is clear his only considerations are utilitarian. His black boots and cloak are newer though, and of a finer make, built for travel. The crossbow on his back, and the daggers at his belt are so sleek and polished as to be out of place. Personality Poji is a hard man, sculpted by a lean and dangerous life. Though he has now spent most of his days in comfort, he has never left behind the white-knuckled intensity of one clinging to survival. He is not prone to risk, and miserly with coin. His palette is basic, he does not drink, and he does not tinker, as other aged gnomes might. What little gold he does part with is spent on others, be they friends, family, or humble beggars. Having built his life from less than nothing, Poji is confident in himself, and his faculties. He takes his time in making decisions, and sticks to them, sometimes to a foolhardy degree. He is slow to anger, but firm in his principles, and will not bow in the face of intimidation. In the Easthaven community, he was known to have a soft spot for the downtrodden, and often advocated for them among his peers. Still, Poji is not all ice and stone. His success with his business, and the warmth of his family have softened him, even if his glare could still give a yeti frostbite. He takes great joy in supporting his loved ones and watching them flourish, and extends this attitude to others quickly, if he considers them worthy. The only thing he has never shared, not even with his late wife, is the truth of his identity. To this day, he fears discovery. Backstory Poji Bittlebottle did not start his life with that name; he found it, lying in the gutter, stained in blood. He was just a boy, an urchin living in the alleys of Easthaven. Children like that are used to violence, especially small gnome children trying to survive on their own. That was why, when he witnessed a stabbing, late at night, in a dead-end corner under the moon, he didn’t run. Instead, he hid amongst the broken crates and refuse, taking advantage of his diminutive size. The moment the two footpads were gone, he crept over the body to scavenge for anything left behind. He found a book. On the corpse of an adult gnome with a thick black beard, now soiled by spit and gore. It had likely been left due to the fact that literacy was far from a common trait on the streets. He took it. He would have taken anything. There was a pecking order among the urchins, and, as a foot tall eight year old, he was not in a position to be picky. The cover of the book was stained by the other gnome’s blood, but he could just barely make out a single letter, one of the few he knew: a large capital P. From that day, deciphering the mysterious tome became his purpose. But it was slow going. The first bit of knowledge he uncovered was that there were actually two capital Ps on the cover. Beyond that, the book might as well have been written in Orkish. For all he knew, maybe it had been. All he had to work off of were vague memories, warm but unfocused, of a beautiful woman’s voice, and a hand pointing to markings on a page. He needed more, and in his world, if you need something, that means you have to steal it. So he started stealing words. The first word he stole was ‘Pub,’ and he stole it right off the sign. That was the thing about words: people just leave them lying around. All he had to do was find them, and lay in wait. Eventually, someone would come by and say them. Then, starting with Pub, and then Port, and then Pie, he was able to slowly piece together the alphabet. From there, his progress only accelerated. It wasn’t long before he had read the title of the book. ‘Property of Poji Bittlebottle’ it was called. He didn’t think that was much of a title. After the cover though, the rest of the book came much more easily. Poji Bittlebottle, it turned out, was the name of the gnome that had owned the book. He had been… well, it was a tough word, not yet stolen. But it meant he knew how to use plants. Inside the book was a list of plants, and their uses in medicine. He spent hours each day devouring the words, stealing all he could about these plants. That was when he caught the girl’s eye. She was an urchin too, a big one, a few years older than him. She was new to the alleys he knew, so he assumed she’d only recently lost her parents. The first time he’d seen her, she’d broken the nose of a half-orc boy that had once thrown Poji, like a ball, onto the third floor roof of a building. He’d started calling himself Poji now, because the book was his. That’s what he told the girl when she asked. The book had been the reason she’d approached him, but not, as he first had feared, to steal it. It turned out her parents had read to her before they died; she had that warm memory too, and she also didn’t know how to read. That girl became his constant companion that day. She protected him from the larger urchins, and in exchange, he read to her about Poji’s plants. He tried teaching her to read too, but she refused, claiming listening was better. As the two grew together, Poji began putting his stolen words to work. Some of the plants in the book could be found around Easthaven, some even inside the city. He found leaves that, when chewed, kept you awake. These he sold to the other urchins for coppers and scraps. He also found stems that, when broken, released a thick liquid that helped heal the girl’s wounds, the ones she got protecting him. Their life was still harsh, but they made it less so for each other. By the time Poji was a young man, he owned half a dozen books. Some of them he had even bought with his own money. Money he’d made by selling salves and tinctures to the poor of Easthaven. Quite a lot of money, in fact. Enough to buy a little shop. It was barely more than a hole in the wall; there wasn’t even a door for customers, but it was his. The day of the purchase, he took the deed, and went running to find the girl, with whom he still lived. She was where he expected her to be, in the sheltered nook they lived in, beneath the crumbling foundation of a bridge. He told her the news excited and out of breath, beaming. She didn’t meet his gaze. That was the last time he saw her. She must have slipped away while he was leading her back to the shop. She’d always been better at sneaking than he was. He glanced back, and she was simply gone. Years later, Bittlebottle’s Bitters is an established business. Poji turned that back-alley window into a life, not just for himself, but for his wife, Angi Bittlebottle, now passed, their two children, Holly and Sage, who he trained himself, and then eventually for little Alwin, Holly’s son, who she has already taken on as her own apprentice. None of them knew of his history as an urchin, or that Poji wasn’t his real name, not even Angi. That knowledge had always felt like a burden that they didn’t need to carry. One of many. There were rumors about what Poji had done to grow his business so steadily. Rumors that were based on truth. He hadn’t known what he was getting into when he began, and now, a century later, that ship had sailed a hundred times over. The Zhentarim had kept his shop alive. He hadn’t known that many in Easthaven would refuse to patronize his business, simply because he was a new healer. This was especially true of wealthy clients. That meant that sometimes, he would go a long time without any customers. That’s where the Zhents came in. In their line of work, you need a lot of medicine. They had approached him, during one of the lean periods, before he’d met Angi. Initially, they had wanted much more, but he had held his ground. He only sold medicine. They’d accepted. Killing him wouldn’t have gotten them what they wanted, and his skill spoke for itself, so they signed a contract. The first of many. Those contracts had kept him fed as a young man, but now they threatened his daughter’s livelihood. When the eternal night came, and even the Zhentarim contracts dried up, he knew what he had to do. His family didn’t need him anymore. Holly was every bit as skilled an apothecary as he had ever been. He was just an extra mouth to feed, and one that brought danger. For the first time, he thought he might have understood the girl that had disappeared all those years ago. He pondered the issue through the night, then, before his children had a chance to awaken, vanished into the black morning, returning to the streets that had made him.
  11. About me as a player 1. Why did you apply to this game? I am always on the lookout for games that are interested in telling a good story with interesting characters. Based on your ad, you seemed to be as interested in the story as the mechanics which is a good barometer for the kinds of players you are likely to select. Additionally, I enjoy writing for the themes you mention in the overview - horror, dark fantasy, isolation - and so I thought this was a good fit. 2. What would you ideally like to get out of this game? (this could be many reasons, such as a good story, character development or simply to try out a new build) For me, enjoyment really comes as much from the collaborative writing aspect as it does from the excitement of the mechanics of playing the game. I love getting into my character's head and figuring out how that person would react in whatever situation they find themselves in. I think most concepts - mechanically and character-wise - have been done before, so I really enjoy finding what makes this character unique and interesting. 3. How do you like your games to flow, do you like an equal mix of narrative vs. combat, or do you prefer for one to be favoured over the other? I would say I like it to be slanted a little toward the narrative, although I'm certainly not against combat. PbP combat tends to be super slow, and so I think the combats should primarily be important things as opposed to filler kinds of encounters. Having time for characters to interact outside of having something trying to actively kill them is important in order to develop relationships between them and foster good roleplay. And frankly, I think those sorts of roleplaying bonds are what drive player engagement and keep a game running well. 4. In terms of game content, are there any content or themes that are a hard no for you? Feel free to secret the response to me if you would prefer to do so. This is so I can make sure I avoid any content / themes in my game that would be uncomfortable for a player. Any content that doesn't break site rules is fine by me. I am not a fan of relentless oodles of graphic torture, but I've yet to participate in any game where there has been stuff that really bothered me. 5. What is your preferred posting rate? I think twice a week is a very good rate, as it keeps things moving but gives time to think about responses and interactions. I could do a bit more or less as the game requires, though. Typically my posting is on weekdays - weekends tend to be a bit too busy for me to put any time into writing. Step 4: When all of the above is done and is ready for review please include a tag indicating as such to me so I know what is good for me to have a look over.
  12. @Savelius Ok, I think I've addressed the feedback. In brief: Mechanics: Removed encumbrance. Corrected HP on sheet & posting template. Added Sorcery points on sheet & posting template. Spells selected & added on the sheet (& spell slots on posting template). Several corrections made for equipment-I was working from another sheet which was for a rogue PC, which is why the shortbow and rapier were there. Hopefully fixed now. Concept Feedback and Character Questions: I would like them to be the same thing, or closely related, though I tried to keep it vague. If appropriate, I would like her to have had dreams about Auril's eternal winter before it actually occurred, but that her tribe did not believe her until it was too late (because she was so little and insignificant at the time). Later on, perhaps these dreams have something to do with her becoming 'elevated' as an acolyte of Auril (and trained as one), when the nightmares begin to come true. I think she is tied to the land, has bonds that she is unwilling to give up (e.g. with local barbarians), thinks it is probably impossible to escape anyway, and last but not least, feels as if her fate and destiny are intertwined with the region. So she would seek a place in Icewind Dale-and very likely the Ten Towns (if that's all that's left, or the last settlements standing). I think she would be both surprised and moved by acts of kindness from strangers, however small, especially given the harsh conditions and her own past experiences amongst the Reghedmen (who, in her understanding and knowledge, became more and more cruel as the endless winter made things worse and worse). So she would be very likely to try to return such kindness. Deep down, she doesn't really want to be cynical and uncaring, especially if everyone is going to end up dead anyway, sooner or later. Barring that, she would be happy to help fellow barbarians that are living in Ten Towns, be it as traders, go-betweens, exiles or immigrants. She still feels a kinship with 'her' peoples, and those living in Ten Towns may be better Reghedmen after all. With relevance to that, if you want, we can flesh out the events that led to her falling out with the Wolf Tribe. I want to explore themes of hardship, and whether they make communities come together or fall apart. If the extreme hardships faced by the Reghedmen made them turn to cruelty and strife, she would hope to see the Ten-Towners not take the same path, but instead unite to work together to face them. So her fear would be to see history repeated-to see the Dalesfolk of the Ten Towns turn to wolves and destroy each other, and her nightmares come true (as this is probably the final outcome, and would soon be followed by destruction of everything humans and other races have made/built in the North). And, of course, death. She is not too eager to die, as basically everyone else, and she is driven by survival instinct. But perhaps not at the cost of everything.
  13. Two more spell questions - sorry for the continued pings: 1) For the Catapult spell, I read it as if the target makes the dex save, then the projectile continues travelling meaning that if lined up that could trigger saves against additional targets unless one is hit or the projectile is stopped another way? 2) I'm not SUPER deep in the lore of Icewind Dale, but passing knowledge from reading the Drizzt books makes it seem like there would be no definitive place for a wizard to go to buy spell scrolls with intent, and rather new spells will either be the handful on hand at a location or loot? It doesn't seem to be the type of place that Glib would be able to pop down to the "Grand Library" because he wants a scroll of Identify to copy and he knows he can get one there. Asking as the "Divination Savant" feature (making it cheaper to copy Divination spells) makes it seem a better option to actually not choose those spells at level up as their cheaper to learn than those of other schools.
  14. Thanks! I'll implement your feedback-should be done by Monday, I hope...
  15. No problem, I am happy to inform you that you are just the next in a very long line of swiping icons for their posting template.
  16. Ok thoughts and feedback as below: Mechanics You can remove anything to do with encumbrance as I won’t be tracking this in the game. Your HP is too low. You should have 6+2+2 (8HP), for 1st level, and presuming you took class average you should also have 4+1+1 for 2nd level giving you 14HP in total. Add your Sorcery Points to your mechanical information. I’m assuming you haven’t selected spells yet? Your equipment lists shortbow but your weapons damage lists light crossbow. Sorcers start with light crossbow so I assume the latter is correct here? Did you have Irekhan purchase the rapier as it’s not listed in starting equipment or background for your choice? Similar questions over the quiver / arrows and thieves tools, should they be on here? Concept Feedback and Character Questions No issues with adding Auril as the deity for acolyte. Tonally and thematically she is a good fit for the setting and I appreciate the way you’ve left room for character growth in there over the course of the adventure. Are the visions referenced in the application the same as the visions I mentioned in my ad or are they two separate things. You touch on Irekhan’s search for meaning as being the driving force behind her. Does she seek a place now amongst the people of Ten Towns or does she seek to leave Icewind Dale altogether? Do you feel that Irekhan would be driven to help the people of Ten Towns if she was asked to do so, or would her feelings about them make her turn her back on any such calls for aid? What would you say is Irekhan’s greatest fear?
  17. Just an appreciation post in regards to my statblock. Thank you to: bwatford for general advice, formatting, and portrait ariel for the text block format and nesting features and spells purechance for additional information considerations and nesting ability score impacts unkabear for icons Thank you very much to all of you! Even if luck doesn't favor me in this game, it'll be a format I use in applications to come!
  18. Oh wow bwatford, you did my homework for me! I really owe you one for the formatting advice in this thread!
  19. I didn't know you could upload rings in token stamp, I'll take a look. But ya I was considering a quick crop and paste, but figured I'd ask if there was something I was missing.
  20. Usually... https://rolladvantage.com/tokenstamp/ But you also can do it in most image editors, I use paint.net. Just open the token graphic add a layer below and add picture and crop.
  21. @bwatford what do you use to make tokens? as i can't get that format of token ring to work.
  22. Just turned this one on.... The Happy Halloween (Seasonal Theme) is now available to all members through the end of October. Enjoy!
  23. Working post to play with statblock Glibben "Glib" Glabbendorf (Forest Gnome Divination Wizard 2) AC: 12 | HP: 14/14, HD: 2/2 | Initiative: 12, Speed: 25 | Passive Perception: 12 , Insight: 14, Investigation: 15 Ability Scores: StrSave: -1 Athletics: +5 Carrying Capacity: TBD Lift/Push/Drag: TBD: 8 | DexSave: +2 Initiative: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2: 14 | ConSave: +2: 14 | IntSave: +5 (Prof) Adv Against Magic Arcana: +5 History: +5 Investigation: +5 Nature: +3 Religion: +3: 16 | WisSave: +4 (Prof) Adv Against Magic Animal Handling: +2 Insight: +4 Medicine: +2 Perception: +2 Survival: +2: 14 | ChaSave: -1 Adv Against Magic Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 9 | Trained Skills: Arcana, History, Investigation, Insight Languages: Common, Gnomish, Dwarven, Infernal, Speak with Small Animals Spell SlotsArcane Focus: Default Cantrips: *Minor Illusion (Forest Gnome) *Mind Sliver *Mage Hand *Shape Water Level 1 Prepared: TBD Level 1 Unprepared: TBD: 1st: 3/3 | PortentDescription Pre-Rolls: TBD: 2/2| Spell Attack: +5 | Spell DC: 13 | FeaturesRitual Casting Arcane Recovery Divination Savant Portent Darkvision | Conditions: None Description "Speech" Thoughts Mechanics Thank you to: bwatford for general advice, formatting, and portrait ariel for the text block format and nesting features and spells purechance for additional information considerations and nesting ability score impacts unkabear for icons Thank you very much to all of you! Even if luck doesn't favor me in this game, it'll be a format I use in applications to come!
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