Willing to take two more to make a maximum of eight characters.
Note: Playtest 4 is out and all characters will start using those rules now.
WIP denotes missing sections or listed as such. Others have all sections though feel free to continue to edit or add to them. I'll review them fully each time I choose players/characters
Please let me know if you have added a character and don't see it added to this list within a few days.
Note: This game is taking rolling acceptance. We plan to accept no more than four players by the end of the first week (21st October) and then up to four more before the ad closes. We've decided to accept up to eight players for this game as that should provide more interaction whilst still being manageable.
Game Description:
The small village of Heawold is neither big nor special in any particular way. Whilst not prosperous the halflings who call it home are a generally very content lot. They live their lives busy producing fine wine and food that they enjoy as often as possible and occasionally trade to the dwarves of Nuledzar and the Goblins of Gorbul Town.
The dale they live in is quite safely tucked in between the Mountains to the North and West where little bar dwarves and the occasional grumpy giant live, the crowded trees of Ewnham forest to the East - the domain of Goblins but the have been peaceful for many years, and the cold broken tundra and forests to the south where very little bar tall and ancient trees grow and only the occasional bear roams.
However last night the village was raided. Sengo the sentry was struck from behind and sent tumbling out of his watch tower. The two nurseries-schools were entered and some sort of drugged rag was used on the inhabitants whilst they slept to keep them that way. All of the children around the ages of seven to fifteen and two of the nurses were taken.
Only those children whose turn it was to stay with their parents and those few in the small hospital remained safe.
A small party of villagers sets off to find and return the missing children and the two nurses. None has any illusions about the world outside the village being anything other than scary, unfriendly and outright dangerous. The furthest any of the villagers has been is to the dwarven city of Nuledzar’s outer gate or to the edge of the Ewnham forest to trade.
not really manditory for rogues, you'd have some deft hands from picking grapes all day, or maybe a locksmith, or maybe a butler who steals wine from the cellar and sells it on the sly, maybe had an affair with the mrs of the house and some of the kids may be his... almost makes me want to make up another character.... almost
In the style of Bilbo Baggins if you are a halfling rogue it's not like you actually need to have been trained or even practiced. Native halfling talent rules!
in the spirit of kind-of making our own backgrounds, and since I figure there's no way to really know about the whole world outside of Heawold, I'd prefer to take Local Lore and then Diplomacy and Streetwise, as they'd be better suited for talking to the locals and ferreting out rumors - which are his main source of information, really
I DM one 4e game, play in another, and play in two others that are about to die. I am in one 5e game, but that has been moving... extremely... slowly. Like, really slowly. I fear we'll be playtesting 6e before we get to the first combat!
I can post pretty consistently Sun-Thurs (usually early morning or late evening). Weekends are usually possible.
Symond has brown hair and brown eyes... but when he starts using his supposed 'dragon-power', they tinge towards bronze (and he may or may not also take on some minor dragonesque aspects). His hands are large and soft; his mother (Cora) took it very badly when Symond's brother, Ancin, died, so he chose to remain with her. Other than light housework and gardening, he hasn't done much of what other halflings would call "work" - to them, sitting around swapping stories is what you do when the work is done.
His clothes tend to be on the old-fashioned, conservative side. Since the old folks are already less welcoming to him because of his never having had to work an honest day, he has chosen clothes that hearken back to their era to put them more at ease - plus, his teacher's salary is pretty small, so hand-me-downs are the right price for Symond; suspenders, single-colored nonpatterned waistcoats and sweaters, etc. He doesn't wear a beard or mustache.
Symond's a nice guy - sometimes he can get carried away by a good story, but people in general tolerate him just fine. He does get a bit obsessed when talking about his family's... condition, but that's to be expected.
Symond is your typical absent-minded teacher...which fits, because he's the new Professor of Heawold Linguistics. Normally, you'd not think of someone so young being a professor, but (a) it's a small village that doesn't really need a Professor of Heawold Linguistics, and (b) it's really just a favor because one of Symond's favorite old-story buddies runs the local school.
Symond's younger cousin, Tharry, was one of the abducted. Symond needs to get to Tharry soon if he's going to... well, that will all be in the background story.
This is terrible. This isn’t the way it was supposed to go at all…
I’d been out in my cottage – where I do all my research. I had just figured out… no, wait, I have to back up to tell you the whole story…
It was terrible when my brother, Ancin, died eleven years ago. What was most terrible was how he died – he exploded. Or something. There was a flash of light, and then he was gone, with just a terrible smell and a scorch mark on the ground. You… well, you probably heard about it. You probably also heard the rumor of why it happened – because he was related to my grandfather, that crazy old Stephye Athyew (Yondalla rest his soul), the one who was hit by lightning all those years ago and lived. This was the lightning’s revenge, everyone said…
Until my cousin Erias died the same way two years later.
I decided to figure out what exactly was going on. I started reading the old stories, talking to all the old folks… and going through my grandfather’s journals. His side of the story is a little different. He claims that it wasn’t an ordinary lightning bolt that hit him – it was the spirit of a great dragon – a bronze one, the kind that uses lightning. Dragons can be shapeshifters, everyone knows that, but he contended that some of the great ones could become their primal energy type and be ‘reborn’ into another person somehow.
Of course he didn’t understand any of the details – and I understand precious few more than he. But I delved into every resource I could find, which isn’t much around here. Here’s what I pieced together:
There was an old dwarven hermit from centuries ago who wrote about a conversation he supposedly had with a dragon, and the secret was revealed. Nestled in pages and pages or ramblings, I learned that if a dragon did transformation, it “died” in the world, but its spirit kind of possessed the person who it attached to… or if that person didn’t live long enough, their progeny. Male progeny. There was something about the larger a race of creature, the quicker the dragon could reassert itself. And every male heir would have to fight this battle inside themselves – the dragon spirit got weaker with every passing generation, but at the same time, if the creature was fathering children, then there would always be more chances for it to win. “Winning” would mean the spirit would consume the creature, and would take over – maybe leading to an eventual metamorphoses, maybe not, it wasn’t clear. If the creature ‘won’, then the spirit would give up and explode (usually killing the creature). But, if the host was able to appease the dragon-spirit by using some of its power, the dragon would lurk and wait, dripping bits of its power to the creature to ensure survival and mating possibilities, trying to corrupt the host creature into giving in.
Suddenly, Ancin’s and Erias’ deaths made sense. Ancin and Erias were a lot a like – headstrong, bullies, and they thought they were the kings of the world. There was no way that they would let something in their head get the best of them. So… boom. My sister, Audreyn, was safe because she’s a girl. And I guess the first generation after my granddad got spared while the dragon was still figuring out what the heck he was doing in these little creatures.
Could all this be true? As insane as it seemed, maybe there was something to it.
I… I took the mad dwarf’s advice. I started feeling the tugs of an ancient power that I didn’t understand. I had dreams of flying over the countryside, and of unimaginable things. It was hard to not fight it with all my being, especially because I knew what would happen if I lost control, but I made myself hold myself back because I knew what would happen if I gained total control. And so I’ve lived over the last few years, in an uneasy state of give-and-take. I’ve tried to learn all I could, but I’m not really a studious type – I learned a couple of basic spells, but I don’t even do them very well. But it’s sooooo much easier to use the dragon’s power…
I was finally convinced that I had figured out the secret. Then I realized that my remaining male cousin, Tharry, was coming up to the age where I learned about this horrible curse, and the age when Ancin and Erias died. It was time to tell Tharry how to survive. I gathered up my things and came in from the hinterlands… only to find he was just abducted.
I don’t know how much longer Tharry has before he starts feeling the dragon’s presence. With me, it started about two weeks after my thirteenth birthday, seven years ago. Tharry’s thirteenth birthday is… well, soon. I’ve forgotten the exact date.
So I’ve got to find Tharry. I have to get him back so I can work with him, or I have to at least see him to try and get him to understand how to save his own life. And if I’ve got to tap into some of that dragon-power to do it… that’s a risk I’m willing to take.
1. Dragons can become beings of pure energy and then possess people.
2. In the last Great War, the forces of evil created shadow creatures that could sneak around and attack at will.
3. The goblins are currently fighting a war against some lizard-creatures.
4. The lower levels of the dwarven town of Nuledzar were actually carved out by a burrowing dragon-like creature centuries ago.
Since the only Sorceror option was with the draconic options, that's what I chose. I'm open to changing it as necessary.
SYMOND ATHYEW Stout Halfling Sorceror Initiative +1 // AC 14 (15 with shield) // HP 10 // Hit Dice 1d8/level Str 12 (+1) Con 14 (+2) Dex 13 (+1) Int 11 (+0) Wis 7 (-2) Cha 18 (+4) Skills Local Lore, Streetwise, Diplomacy Spell DC 14
To everyone but the creature you choose to target, your eyes glow a moment with pale green light. To your target, your visage seems to undergo a horrifying alteration, becoming a supernatural image of dread made manifest. Each of those creatures must succeed on a Wisdom saving throw or be frightened for 1 minute. While a creature is frightened by this spell, it must use the move on its turn to move away from you. If an affected creature takes damage, it is no longer frightened.
Upon casting detect magic, you immediately perceive any objects, areas, or creatures affected or created by magic as having a flickering aura. Studying the auras can give you clues to the nature of the magic. You can ignore the presence of magic that you are already aware of. If the magic you sense belongs to a school of magic, you learn what that school is. This spell does not reveal invisible creatures or magic that conceals spells, objects, or creatures.
The hand remains for 1 minute or until you cast this spell again. The hand vanishes if it is ever more than 50 feet away from you. While the hand is present, you can control it as an action. You can use the hand to manipulate an
object, open a door or a container, stow or retrieve an item from an open container, or pour the contents from a vial. You can move the hand up to 30 feet each time you use it. The hand cannot attack, use magic items, or carry more than 10 pounds.
after you have spent 3 willpower, your hands become claw-like and your body grows more imposing. Until you complete a long rest, you gain a +2 bonus to the damage rolls of your melee attacks.
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you always know where and from whom you can obtain that information. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Magician Notes (speciality)
[ooc=Arcane Dabbler Feat @ level 1]Prerequisite: Intelligence 11 or higher Benefit: Choose two minor spells (cantrips) from the wizard’s spell list. You know and can use those spells. You use Intelligence as your magic ability for these spells. Selected:
Upon casting detect magic, you immediately perceive any objects, areas, or creatures affected or created by magic as having a flickering aura. Studying the auras can give you clues to the nature of the magic.
Effect: You detect the presence of any magic in a 30-foot cone originating from you. You can ignore the presence of magic that you are already aware of. If the magic you sense belongs to a school of magic, you learn what that school is.
This spell does not reveal invisible creatures or magic that conceals spells, objects, or creatures.
As a Small creature, you cannot use heavy weapons.
Weapon Restriction Languages: You can speak, read, and write Common and Halfling.
When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
I could be tempted with a real engaging concept but be warned that we might have to do some hard and fast houseruling if sorcerers get dropped out of the next playtest and any core rules get changed.
I've sent invites to the first players. These invites, as stated previously, are only for party members that will be officially sent on the mission.
There is still one place set aside for a character that is effectively a stowaway on the mission. Someone who either doesn't volunteer or would be rejected. They should still have a good reason to go and stay with the party and be willing to put the extra work required to be accepted by the others. The rest of the characters need solid connections to those missing and a reason why the elders would send them.
My plan is to send out more, or the rest, of the invites by the end of next week. The last invite could go out the week after if there is a late rush.
I could be tempted with a real engaging concept but be warned that we might have to do some hard and fast houseruling if sorcerers get dropped out of the next playtest and any core rules get changed.
No worries Celtic and if you get a flash of inspiration before the week is out feel free to change ya mind. Just starting off with some background and character building to begin with.