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Overview

About This Game

An 'old school' dungeon crawl reminiscent of 1st edition D&D, updated to 5th edition by Goodman Games.

Game System

D&D 5e

Detailed Description

Looking for three players to join an ongoing Lost City campaign. This is using 5e rules for a Goodman Games Reincarnation Adventure based on the AD&D module of the same name.

If you're interested, please create a 3rd level character, but know that we currently have a rogue, a druid and a wizard in the party. I'll be inclined to give the spot to a player whose character doesn't match one of those. Below are the character creation rules:

 

All races/classes from the PHB are just fine, and if you want to ask about others from other books you can go ahead and make a request. I've got Xanathar's Guide, but that's about it as far as the others go. If you want a class or race from another book, you'll need to give me a rundown on everything about them so I can make a determination. Just cut/paste at the end of your Character Sheet or something.

As far as formatting your character sheet, this is my preferred style - please do your best to craft something similar. That way I know where everything is without hunting all over the place for abilities, feats, saves, etc. It'd be much appreciated and will certain make your character more likely to be chosen if I get a lot of interest in the game!

For attributes, let's use the following rules:

1) Roll 4d6 for each and drop the lowest result from one of those dice. You can place them anywhere you'd like. If you are REALLY unlucky and wind up with a total of +2 or less for the sum of your modifiers, go ahead and roll once more. But only once! Then you can go to option 2 below.

2) If you don't like your results from rolling the dice, go ahead and create a character using the point buy system.

3) If you've got a RANDOMLY rolled character with a total of +2 or less for the sum of your modifiers, but you want to go ahead and play them, I'll let you choose a bonus feat as a reward!

That's all I've got so far... More questions are certainly welcome!

  1. What's new in this game
  2. Until Garrick returns, I'll NPC his character. I'd like to bring our waiting players into the adventure as soon as possible. Rodnel and Ensou, I'm going to presume you err on the side of caution and edge along past the pressure plate slowly and carefully for now. I'll post to the adventure thread today or tomorrow and continue us onward.
  3. My condolences too. It's hard to lose a parent someone close, especially direct family
  4. My sincere condolences, friend. You and your family will be in my thoughts. Take care of yourself and we'll see you when you're ready to return.
  5. Words fail me. Much love, my friend ❤️❤️❤️
  6. heartbreaking 😥 all the best vibes to you and your family ❤️
  7. Totally understandable, Draidden. We can always ask the GM to NPC your character loosely to move along without you needing to think about this for the moment. We know this will be more than just next week, go and your team will wait for when you are ready.
  8. That's a nifty tool, GM. Thank you.
  9. My condolences! Take time and care for yourself, and safe travels.
  10. Wow...That's awful. I can't begin to understand how terrible this must be for you. God speed.
  11. I just git a call from my brother that my mom and dad were in a car accident. My dad is in ICU and my mom is no longer with us. So I will not be on the boards much over the next week as I try to get a plane ticket to go spend time with my dad and brother.
  12. Garrick cannot determine exactly what the pressure plate does - it doesn't appear to be a pit though, rather something that activates a trap he cannot find. It's probably nasty, anyway. The rogue does his best to make it safe, and he thinks he did so. He's pretty sure... OOC: Are you all going to march across the plate, confident in Garrick's work? Or will you take the time to edge along past, or jump over it? In any case, let me know what you do at the door. Adventure Details Party Health & Adventure Notes Ongotho (27/27 HP) Garrick (17/21) Darkvision; carrying an Everburning lantern Rodnel (20/20 HP) Mage Armor is active for a bit less than 8 hours; Darkvision Player Mentions
  13. Garrick Darean AC: 15 | HP: 17/21 | Initiative: +4 | Passive Perception: 15 Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1) Attacks: +1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+2) Rapier: Att: +6, Dmg: 1d8+4 (piercing) Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320 Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60 Spell Slots: 2 /2 | Hit Dice: 3 / 3 d8 | Conditions: Normal Saves: Str +1, Dex +6, Con +1, Int +5, Wis +1, Cha -1 Death Saves: 0 success's/0 failures Racial Features Darkvision: Accustomed to twilit forests and the night sky, 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. Keen Senses: You have proficiency in the Perception skill. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation. Extra Language: You can speak, read, and write one extra language of your choosing. Rogue Features Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (+2d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Archetype - Arcane Trickster Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st Cantrips Known: Mage Hand, Mending, Mold Earth 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep Mage Hand Legerdemain: when you cast , you can make the spectral hand , and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Garrick studies the pressure plate trap to figure out what it does. Not being able to figure it out he decides it would be best to disarm it, so he sets to trying to disable the trap. OOCNot sure if that hits so did not go into more detail.
  14. hey thanks for having me!
  15. Also, I'm going to get in the habit of sending an alert to all my players with my posts, even though the majority of you aren't 'there' yet. But it'll help you keep tabs on the game, hoping to get you in sooner than later!
  16. But seriously... that could work from time to time. I'd probably split the adventure thread or something and trust my players to open only their own adventure thread.
  17. After Garrick's proclamation, the party confers a bit and the majority of them seem inclined to guide the pair out of the tomb and take their chances with the desert, having lost their appetite for this adventure. Danileth hesitates for a moment, then turns back to Garrick and speaks. "As I said, I owe you, so in addition to my warning about that trapped hallway, I'll tell you something else I noticed. When you go through that first door leading to the cleric and his bodyguards - or whatever they are - you'll pass through a room with a bunch of drug-addled folk, they're too out of it to bother with you, I think. But there's also a couple guards that'll ask what you need if you try to go through the south door, into that gambling room with the secret door I mentioned. You can try and tell 'em you're there to talk with the priest man, but I doubt they'll take you to him all armed to the teeth like that. But there's a door on the north side of that first chamber... I went to approach it, but got warned off by the guards. It's got a lock on it, which I thought was strange, but I could hear voices back there. A bunch of gear was all piled up in the corner by the door too. I think... maybe they've got prisoners behind that door. Not sure why, but I think you're right that the priest man can't be trusted. Anyway, good luck to you." Once the werefoxes have departed with the vast majority of the party - though Paaras gives up the magical mace he'd taken - Rodnel speaks his thoughts of confronting the priest. The gnome's eyes are fierce and unyielding, despite the odds stacked against the trio. But perhaps... if there are adventurers in need of rescuing with only a pair of guards to deal with, they might be able to tilt the odds back into their favor? Or, at least, not overwhelmingly in favor of this mysterious priest man? Could he perhaps be a cleric of this Zargon they've been hearing about? It fits with the drug-addled state that a good number of Zargon's followers seem to favor - according to those folk they've met that claim to oppose Zargon. Heading across the back wall of the great temple, through the door in the opposite corner from which they came and along the passage indicated by Danileth, the trio pause where the werefox indicated a trapped hallway. The rogue easily spots a pressure plate about five feet square - not terribly difficult to edge around carefully or jump over, if one knows it's there... OOC: OK folks, just for the sake of expediency I'm going to not-so-subtly accelerate the idea of a prisoner rescue here and write out the other players who appear to have disappeared from this game. I'm letting you keep the magical mace though, you can give it to whoever can best use it once you're all assembled. Garrick (and/or anyone else), please give me an Investigate check, as you automatically spot the trap thanks to Danileth's warning. Edging past it is possible, but it'll take a full round to do so carefully, and only one at a time - right now it'd be no big deal, but if the party was to try and pass through here in a big hurry, that could be problematic. A successful roll will tell you what the pressure plate does... Adventure Details Party Health & Adventure Notes Ongotho (27/27 HP) Garrick (17/21) Darkvision; carrying an Everburning lantern Rodnel (20/20 HP) Mage Armor is active for a bit less than 8 hours; Darkvision Player Mentions
  18. This is great news! May I make a suggestion that the parties regularly split to accomplish tasks specific to their strengths? That'd be fun to run into the other group at times, and it would be easier to keep everyone's interest and the stories moving.
  19. and Your updates to Greyhawk deities both look great, and as I really hate saying 'no', I'm going to bring both of you in. This brings the party size to a very healthy eight adventurers - hopefully you won't be tripping all over each other as you explore the dungeon! But I like the variety we've got with this group, so I'm going to run with it and see what happens. I need to think of a plan on how to bring the five of you in, but I have some ideas. Give me a week or two to move the current party of three along and keep your eyes peeled for the post that will bring you all in. Actually, I might bring one of you in earlier than the others, but I still need to mull that over a bit and maybe PM the player in question first...
  20. added a proper hometown and deity and background slightly reworked to accommodate
  21. backstory has been altered. Made the tie-in and importance of Pelor a bigger part of her character with the pendant.
  22. Sounds good! Actually, I forgot I wanted to look up Kelemvor, as the name sounded familiar but I couldn't recall details. He is actually a deity in the Forgotten Realms, and he sounded familiar because I read a trilogy many years ago with Kelemvor, Cyric and Mystra when the gods were dead and those three were mortal. They were good books, I might have to see if I can find them again... In any case, this adventure does take place in the World of Greyhawk. Can you tweak your background a bit to embrace a Greyhawk deity? If not, no worries - we can figure maybe you slipped through a rift in the multiverse or something. But if you're open to the idea, is a list of Greyhawk deities. Nerull seems kinda similar to Kelemvor, but is more evil-oriented, I think. Wee Jas is probably closer and not so evil. Her alignment is LN, but not sure that'd fit your character concept.
  23. oh that shouldn't be an issue. The blood thing will be more of a quirk than a usual guilty pleasure she indulges in. Also the way I understand the Kelemvor diety is that he's not really evil, just a God that controls and respects death. I'm too old to be playing the edgy murder hobo anyway. The prospect of Kalah being someone who wants to discover herself based on what she experiences is much more appealing.
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