Small Men in a Big World - Step Forward to Volunteer
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Dungeons & Dragons 5e
Small Men in a Big World
A party of halflings sets out to rescue their kidnapped kinsfolk
The village of Heawold is terribly quiet. Not a single halfling is to be seen about. The small smithy stands quiet, embers slowly cooling. The stoves are empty, the kitchens are cold and like the many gardens deserted. Both the small fenced playgrounds are empty except for many small lonely toys.
The only evidence of life to be seen is the movement of shadows through the arched and lightly curtained windows of the great hall. A town meeting looks to be in progress but if that is the case where are all the children and their keepers? Town meetings are no place for children.
Inside the hall a restless quiet fills the crowded room with tension. Those who dare to whisper are shushed and all heads turn in unison when two figures came in from the east antechamber.
Fortolm leads the way and slowly makes his way towards the stage steps. He stumbles once but the ever present Waltin is quick to take the Chief’s arm and helps him the rest of the way. The kidnapping of his two children has put a massive strain on Fortolm’s already poor health and no one has anything reassuring to say. All have been hit hard by the events of the previous night and the normally cheerful hall todays contains naught but grim frowns. Even the normally placid Waltin snaps at Lana who was already doing her best to squeeze her bulk against the wall to let them pass.
Earlier shock, fear and sorrow has been mostly replaced by anger. The fact that no one had any idea who to direct that anger at meant that a few people had ended up almost fighting amongst themselves at the smallest of provocations. There is a cry from the back of the room and a small baby is quickly mollified. No one mentions that there is a baby or even that there are a dozen other small children sequestered in dark corners of the great hall. What would normally have been a serious break in tradition was accepted as being a just precaution. No one would risk the loss of any more of their children and no one wanted to be left alone. Even Sengo, his head heavily bandaged and his arm in a sling, is present with Belia the healer at his side trying to ease his obvious discomfort.
As Fortolm takes his seat on his tall stool an expectant hush fills the room. Each of the scouting groups had reportedly in but not one had mentioned a word of what they had found to anyone else and all keenly awaited the news.
Fortolm coughs once, accepts a drink from a mug held by Waltin and then haltingly starts to speak, his voice the weakest it’s ever been, “Adan. Adan’s group. They found the tracks. The tracks led. They led. Adan. Adan can you tell them.”
Adan quickly steps forward and speaks up his a clear strong voice, “The tracks led east along the base of Shyton Hill. We followed them as far as Ewnham Forest.” A murmur of angry voices rises up from the crowd but Adan just raises his voice and continues, “The tracks led straight into the goblin woods and looked to be heading for Gorbul but they weren’t any goblins I’ve seen before. The prints were too big and they also had a wagon pulled by heavy hoofed creatures like nothing I’ve ever seen. That’s all.” Adan sits down again as angry voices raise in volume once more.
Fortolm takes another drink from the mug and tries to speak but ends up just coughing up some of the pale yellow liquid. This quiets the crowd and Fortolm makes one more attempt to speak before he waves his hand at Waltin to take over. Waltin takes a step forward and his aging but crisp voice is loud with barely suppressed anger, “Why the goblins have done or allowed this we don’t know and I don’t rightly care. Maybe they have given as no trouble for many long years but don’t forget our history. Yes they attended the last peace and trade talks two months past but most here remember before peace was hard won. It has been decided to send out a party to find out what has happened to our people and bring them home. We don’t want another war with them, we are not strong enough to fight them alone and....”
He doesn’t complete the sentence but every adult and most of the children knows what he has left unspoken, during the last battle with the Goblins the village had been forced to ally with the dwarves. That alliance had resulted in victory and the peace they had until recently enjoyed, but it had hurt them severely during many subsequent winters as the cost of that help had emptied many a larder. The dwarves help did not come cheap.
His voice has lost some of it’s anger and a faint tone of pleading has entered it, “Well, if we can send in a small group to find the truth and bring out people back home quietly it will be all for the best.”
Fortolm doesn’t look all that pleased by Waltin’s phrasing during the short speech but says nothing and is nodding agreement by the end.
Walktin waits for a second wave from Fortolm before he continues to go. This time his tone is all business, “We need a party to go and spy out the goblin woods, follow those tracks, find our folk and bring them back. Please step forward if you would be counted amongst them.”
I am looking for maybe four to six players. This is not going to be combat heavy and I’ll play loose and fast with encounter balance and rules such as initiative order and ranges. Might put up a few maps for any big important battles over pools of sharks or the like. If you get into a battle with creatures way too powerful and don’t turn and run you will get beaten up and some or all might die.
We will be using the DnD 5e playtest rules starting with the 3rd version (100812) and upgrading as new playtests come out. There will be almost certainly be the need to occasionally rework characters though concepts shouldn't change and I’m willing to create house rules if it becomes necessary. I’m more interested in characters as personalities rather than as collections of numbers.
Looking for committed players keen to keep up a good pace. Ideally 5+ posts a week and be willing to let us know in advance if you are going to be unavailable for any period longer than a day (excluding weekends which are always optional).
Don’t feel the need to always wait for everyone to have their say. Post as often as you want. I have no issue with different players being more active at different times. Overall a balance is good but not every character is going to need to be as involved in every aspect of the adventure.
I’m not after every post being an epic tale, many short posts would be better than the rare lengthy one. A mixture of frequent short and the occasional long would be ideal and I’ll be posting like that. My plan is for everyone to keep posting even if one player goes quiet. Characters and what they are involved in will be sidelined if waiting over a day for them would slow the game. Hopefully they will be brought back in when players become active again. However I don’t want this to be the norm.
Your first few posts in the game will be about your characters life on a regular day in the village. Once you have had a chance to develop some connections with the other characters and describe some personal details the game proper will start.
I’ve been active on Myth-Weavers here for a little while and spent a lot of time running and playing mostly 4E games which I quite enjoyed till I got a bit burnt out. I now want to move to a more free flowing roleplaying style with less emphasis on combat and requiring a lot less preparation. Apart from having a few overarching plot lines I’d prefer to mostly ad-lib and adapt to the choices made by the characters. There will be a wiki for the game which I will attempt to update as your characters learn more about the world and its inhabitants.
A few of the games I've gm'd / am gming. Come Hell or High Water is the closest to what I want this game to be like.
Living Forgotten Realms - the Sea of Fallen Stars - A number of 4E adventures I ran awhile back.
Broken Mountain Delve - A series of 4E Dungeon Delve adventures I created and ran.
Gruumsh's Eye - 5E solo game about to restart after hiatus.
Come Hell or High Water - 5E game recently started.
I’ll also have a co-GM, Ashwolf, lurking, advising and helping me.
I’m more interested in having an interesting mix personalities of the characters than having a group able to take on extreme combat situations. You can start by rolling stats in the stat rolling thread
here and then decide if you want to use them or take the standard array.
Race has to be halfling, either Lightfoot or Stout. As suggested in the
planning thread I’ll allow Lightfoot’s to swap out their Naturally Stealthy trait with the Halfling Hiding (Wood Elf Grace) feature at character creation.
Class choice will be a little restrictive. I won’t be accepting any warlocks as they don’t make a lot of sense in an area where fae and other mystical creatures are pretty much unknown. I might be tempted to accept one wizard or sorcerer if they not some power hungry megalomaniac in training. Clerics would worship the halfling god Yondalla or one of her children. All are venerated within the village.
Any background trait that suggest you will be accepted in the outside world will not function as stated and backgrounds such as Bounty Hunter, Knight, Soldier, Spy and Thug really do not fit the feel of the game anyhow. Feel free to develop your own background concept or just pick three skills and give reasons for them. I’ll also entertain any trait ideas but they have to be of equivalent power level to those in the rules or lower for me to accept them. I’ll also accept the performer background from Acquisitions Incorporated magical or not.
As far as specialities only Necromancer is not suitable.
Many of the classes, backgrounds and specialities indicate you have some experience in adventurer like activities. You have not. You are just naturally skilled and are probably unaware that you are a cut above the average citizen. But then again what you might be facing in the Big World could be much more than your average citizen anyhow.
Characters should be personally vested in whatever the quest is and be more focused on achieving that than dealing with any grudges against each other or pursuing personal agendas. Not that they can't also have one or both of those. I don’t want any silent types cause I think interactions between the characters is a big part of the fun.
Also I’d like all players to include a statblock formatted as or very similar to the following in any combat posts or where any skill checks are required. Not required for the application.
Saslic, High Elf Wizard
Init +1 /
AC 11 /
HP 6 /
Hit Dice 1d4
Str 8 (-1)
Con 14 (+2)
Dex 13 (+1)
Int 17 (+3)
Wis 12 (+1)
Cha 10 (0)
Skills : Forbidden Lore, Magical Lore, Natural Lore, Religious Lore
Weapons
Quarterstaff (+3) (1d8+1 bludgeoning)
Magic Missile (1d4+1 force)
Shocking Grasp 5’ (+6)
(target takes 1d8 + 4 lightning damage and can’t take reactions until its next turn.)
on a hit
Ray of Frost 100’ (+6)
(target takes 1d6 + 3 cold damage, and its speed drops by 10 feet until the end of your next turn.)
on a hit
Equipment : Quarterstaff
High Elf
Size : Medium.
Speed : 30 feet.
Languages : You can speak, read, and write Common and Elven.
Traits :
If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Low-Light Vision ,
When you attack with a longsword, a shortbow, or a longbow with which you have proficiency, the damage die for that weapon increases by one step: from d6 to d8, or d8 to d10.
Elf Weapon Training ,
You have advantage on checks made to listen to, search for, or notice something.
Keen Senses ,
You are immune to the charmed condition and to any effect that would put you to sleep.
Free Spirit ,
Elves do not need to sleep. Instead, they meditate deeply 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.
Trance ,
Your starting Intelligence score increases by 1.
Ability Adjustment ,
Choose one minor spell from the wizard’s spell list. You know and can cast this spell. Intelligence is your magic ability for it.
Cantrip
Wizard
Spells Per Day : 3 x 1st level
Spell DC : 14
Traits :
+1 to your Intelligence or Constitution score
Ability Adjustment ,
4 + your Constitution modifier
Starting Hit Points ,
Daggers, slings, quarterstaffs, and light crossbows
Weapon Proficiencies ,
Magic Attack ,
Weapon Attack
Minor Spells : detect magic, light, mage hand, magic missile, ray of frost, shocking grasp
1st Level Spells : alarm, comprehend languages, burning hands, shield, and sleep
Background: Sage -
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.
Trait: Researcher
Specialty: Magic-User -
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.
Benefit
Banelin, Hill Dwarf Fighter
Init +1 /
AC 16 /
HP 18 /
Hit Dice 1d12+1d10 /
Expertise Dice 1d6
Str 16 (+3)
Con 14 (+2)
Dex 12 (+1)
Int 8 (-1)
Wis 14 (+2)
Cha 10 (0)
Skills : Intimidate, Spot, and Survival.
Weapons
Greataxe (+6) (2d6+3 slashing, two handed)
Lt Crossbow (+4) (1d8+1 piercing, range 80/320)
Equipment
Greataxe, Lt Crossbow, Chainmail
Dwarf
Size : Medium.
Speed : 25 feet.
Your speed is not reduced by wearing heavy armor with which you have proficiency.
Benefit
Languages : You can speak, read, and write Common and Dwarven.
Traits :
If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Low-Light Vision ,
You are immune to damage and other effects from poison.
Dwarven Resilience ,
When you attack with an axe or a hammer with which you are proficient, the damage die for that weapon increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6.
Dwarven Weapon Training ,
While underground, you know your approximate depth and how to retrace your path. You can identify the age of visible stonework and make a reasonable guess as to the culture responsible for its construction.
Stonecunning ,
Your starting Constitution score increases by 1.
Ability Adjustment ,
All your Hit Dice increase by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6. At 1st level, you gain 1 extra hit point. Whenever you gain a level, you similarly increase the die rolled to determine how many hit points you gain (or simply gain 1 extra hit point per level).
Dwarven Toughness
Fighter - Slayer
Combat Maneuvers : Deadly Strike, Parry & Glancing Blow
Traits :
+1 to your Strength, Dexterity, or Constitution score
Ability Adjustment ,
10 + your Constitution modifier
Starting Hit Points ,
Armor and Shield Proficiencies ,
Weapon Proficiencies ,
Weapon Attack
Background: Soldier -
You have a military rank from your career as a soldier (the exact nature of your rank is determined at the time you select this background). Soldiers loyal to your former military organization still recognize your authority and influence, and they will defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses and vehicles for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Trait - Military Rank
Specialty: Survivor -
You gain an additional Hit Die, a d8. When you gain this feat, roll the die and add the result (or 5) to your maximum hit points.
Benefit
Lightfoot Halfling Traits
Speed : 25 feet /
Size: Small.
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.
Halfling Weapon Training ,
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.
Lucky ,
You can move through the spaces of hostile creatures that are larger than you.
Halfling Nimbleness ,
Your starting Dexterity score increases by 1.
Ability Score Adjustment ,
You can attempt to hide even when you are obscured only by a creature that is one size category larger than you.
Naturally Stealthy (or
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Halfling Hiding )
[B]Lightfoot Halfling Traits[/B]
[B]Speed[/B]: 25 feet / [B]Size:[/B] Small. [ooc=Weapon Restriction]As a Small creature, you cannot use heavy weapons.[/ooc]
[B]Languages:[/B] You can speak, read, and write Common and Halfling.
[ooc=Halfling Weapon Training]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.[/ooc], [ooc=Lucky]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.[/ooc], [ooc=Halfling Nimbleness]You can move through the spaces of hostile creatures that are larger than you.[/ooc], [ooc=Ability Score Adjustment]Your starting Dexterity score increases by 1.[/ooc], [ooc=Naturally Stealthy]You can attempt to hide even when you are obscured only by a creature that is one size category larger than you.[/ooc] (or [ooc=Halfling Hiding]You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.[/ooc])
Stout Halfling Traits
Speed : 25 feet /
Size: Small.
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.
Halfling Weapon Training ,
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.
Lucky ,
You can move through the spaces of hostile creatures that are larger than you.
Halfling Nimbleness ,
Your starting Charisma score increases by 1.
Ability Score Adjustment ,
When you are frightened, you can take an action to end the frightening effect on yourself.
Fearless
[/noparse]
Stout Halfling Traits
Speed : 25 feet /
Size: Small.
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.
Halfling Weapon Training ,
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.
Lucky ,
You can move through the spaces of hostile creatures that are larger than you.
Halfling Nimbleness ,
Your starting Charisma score increases by 1.
Ability Score Adjustment ,
When you are frightened, you can take an action to end the frightening effect on yourself.
Fearless [/noparse]
To apply please post at least the following for your application. My preference is for it to be in character, ie you could describe your character as they step forward and declare the reason they are volunteering whilst internally they think of the various rumours of the outside world they have heard. But feel free to be creative. You are welcome to take some liberties in describing the setting but try not to contradict anything already down or take anything too far otherwise I’ll be requesting that you edit it.
Character
Name (Something that doesn’t clash with
these preferred)
Character
Sub Race, Class, Background, Speciality : (feel free to include these in an spoiler tag)
Character
Description (at least a few defining features that separate you from the other halflings)
Character
Personality (an indication of the kind of halfling you present to others)
Connection to those that have been kidnapped or the reason why you are volunteering.
At least
three rumours of the outside world that you have heard (I will refer to these to get an idea of what is out there or what lies you have been told)
Applicants should expect questions in this thread. If there is enough interest I plan to get a few characters started within a week or two and have most if not the rest of the party selected shortly thereafter.
Current Party Cloven "Guffo" Grainsburry – Lightfoot Protector (Ramrunner)
Altemen Tealeaf – Lightfoot Sun Priest (spazz451)
Camden "Hiccup" Barrowmarch – Lightfoot Protector (noobiegameplayer)
Smythe "Dirtfoot" – Lightfoot Rogue (sixgunninja)
James Lightfingers – Stout Rogue/Thief (Kerim)
Symond Athyew (Abelard) - Stout Sorcerer
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.
Current Applicants 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
Barlow "Rabbit" Goodfellow (nolifeonline) - Lightfoot Sharpshooter - WIP
Rathdyn Olmsa - Stout Protector (Gingerbread)
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.
Last edited by Cyco; Nov 4 '12 at 1:47pm ..