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  #1  
Old Sep 24th, 2022, 08:01 AM
PsychicNomad PsychicNomad is offline
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Esgaroth

Currently Closed for Application

Game NameEsgaroth

Game SystemAdventures in Middle-earth (D&D 5e)

ThemeSellsword life hijacked into hero life

FlavourTolkienesque but grittier and lower-scale

Plot SummaryThe player characters are a mercenary band based in Esgaroth, having been together for less than a year, but already a certain trust exists among them. They are between jobs, low on money, and a simple request starts them on a path that ends up more than mercenary work, though definitely less epic than defeating Sauron.

Background LoreIt's a few years after Sauron's defeat. The world is definitely brighter than before, but that does not mean everything is right. There are a lot of conflicts, there are lots of pockets of the Shadow that remain until cleansed, and the evil mortals do may be smaller in scope than that of an Elder Evil's, but it can hurt as much as it comes from fellow beings.

More DetailsThe game will focus on the plot. Character goals are welcome as motivation to be in the vicinity, to have left home, to join others who travel and see a lot, but I won't take those into account. With the speed of pbp and 4-5 players, incorporating all the characters' goals and then some cementing shared plot is too complex to be a real plan in this medium, I think. Players are, however, free to develop personal achievements during the Fellowship Phase and I'm actually looking forward to it.

Sourcebook: Adventures in Middle-earth
Level 3
Ability Scores: standard array or 27 point-buy
Scholar healing adjusted down (Hands of a Healer: it takes 10 minutes to heal someone 1d8+Wis+PrB Hp per Hit Die spent)
4-5 players
I hope we'll have enough apps by Oct 2 to start
I'll make a GM post 3 days after my previous one

Application should include:
Basics
Why your character joined the band
How the character feels about being a mercenary
A couple of NPCs connected to your character

AppsDylan Scott: Roan, Wilderlander wanderer (hunter of beasts)
Onward: Arn, Bardic warrior (knight)
Gunsmith Cat: WiP
Jrod: Galdryion, Mirkwood Elf wanderer
Hal Hammerhand: Belecthor, warrior of Minas Tirith
Ysolde: Rue, Mirkwood Elf treasure hunter

Last edited by PsychicNomad; Oct 2nd, 2022 at 04:17 AM.
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  #2  
Old Sep 24th, 2022, 10:07 PM
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Name: Wilson Green
Race: Human
Class: Warlock
Background: Guild Thief
Alignment: Neutral in the sense that alignment means making an effort.
Ideal: Wealth
Flaw: Coward
Appearance: Rather plain and bland.
Early Backstory: Grew up in a bad enough neighborhood that joining the gangs/thief guild was the best way up. His parents were arguably honest, but everyone had to be a little dirty to survive. He was able to leave the thief guild by joining the mercenaries. He forces himself to remember as little about this time as possible.
Opinion on the mercenary band: Its slightly closer to honest work than what he did before. It's dangerous, but so was being a guild thief, and this gives him a chance to travel and keep more of the money himself.
Bonds: He is still able to contact one of the minor officials of the thief guild if he needs to fence stolen property or hide out. He also has a friendly rivalry with several members of the other mercenary team.
Do you need the reason for joining or the bonds fleshed out more? I can include scenes from my character's past if needed.
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Old Sep 25th, 2022, 12:36 AM
Rylus Rylus is offline
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Ah my mistake, good luck with the game

Last edited by Rylus; Sep 26th, 2022 at 01:16 PM.
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Old Sep 25th, 2022, 01:12 AM
PsychicNomad PsychicNomad is offline
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I'm sorry, I probably didn't make it properly clear: this game uses the Adventures in Middle-earth book. Please choose race and class from there.

EDIT: I've added some background lore to the original post.

Last edited by PsychicNomad; Sep 25th, 2022 at 02:25 AM.
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Old Sep 25th, 2022, 05:18 AM
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Roan
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Name: Roan / The Roan / Maracar
Culture: Woodmen of Wilderland
Class: Wanderer
Archetype: Hunter of Beasts
Virtues: Hound of Mirkwood
Standard of Living: Frugal
Age: 23
Background: Lure of the Road
Distinctive Quality: Hardy
Speciality: Trading
Hope: Absence makes the heart grow fonder; only by leaving the familiar can we better appreciate it
Despair: My experiences against the Shadow may come back to haunt me. I don’t want to be home when that happens. It would put my kin in grave danger!
Appearance & Personality: Like most of his kinsmen, Roan is tall (6' 1) and athletic from a life of struggle and survival outdoors, his skin deeply tanned and weather-worn, he carries his years heavily, looking older than his age. His eyes are a dark steel grey and unlike most of the other light haired woodmen, he was born with dark brown hair, flecked with white even at a young age, which earned him his nickname of The Roan, like the horse.

His clothing is practical and well worn with no flourishes or ostentatious flair, well suited to the wandering life of a rover but out of place in high society. Just one of the many reasons Roan avoids such situations, even if he does have experience in negotiation and diplomacy, his years of travel and interacting with foreign merchants and traders have made him well versed in social situations, he may not be a fan of them but he can fake it enough to get by.

Given his appearance and his profession as a guide and hunter (and his culture as a woodsmen), you would expect Roan to be a sullen, serious character but the truth is, amongst his friends and those "of the road" he is quite the storyteller and practical joker, much more comfortable around a campfire or a tavern hearth, telling tall tales and making jokes. "Life is hard, so when you can enjoy its pleasures just as hard" As he says. Despite this mentality, which has gotten him into some trouble at times, when it is time to be serious and fulfil his duties as a Guide for the company, he becomes the stereotypical Stoic woodsmen people expect, He would never forgive himself if he failed his duties to his new family and one of the company was hurt through his own lack of attention to his job.

Background: Maracar was born and raised in the Vale of Anduin, one of the Woodmen who made their home in the settlement of Woodland Hall. Like all woodmen, especially those so close to the Mirkwood (Although he always preferred to refer to it as the Greenwood), he was raised to be a hunter and defender of his community against the Shadows, specifically in the case of Woodland Hall, the Orcs and Spiders who made frequent attempts to enter their community.

Maracar, who as per tradition was always called by his nickname, The Roan, due to the white flecks in his otherwise black hair, mottled like the colouring of the Roan Horse, was blessed, or perhaps cursed with uncommon agility and wisdom, and excelled at both Archery and Woodcraft, destined to be one of their best hunters and trackers. But like so many young men he possessed the arrogance of youth, one greater than most due to his talents and seeking to prove himself, the then 16 year old Roan sought out the nest of the spiders which plagued his village, believing himself capable of eliminating them permanently and stopping the frequent raids on their home.

Of course Fate had other ideas, and as could be expected he didn't even come close to destroying the nest as he intended, what he did accomplish however was slaying some of the more prominent spiders of the cluster and drawing the wrath of their queens, who proceeded to take their revenge on this excursion into their nests with even more attacks on Woodland Hall.

As always the Woodmen defended themselves and pushed back the Spiders, and although he was punished for his foolishness, none of the woodmen truly held Roan to blame, they had all done similar things in their youth, though none came as close as Maracar did to drawing the Ire of the Spiders. Roan however did blame himself, and over the months that followed, with every attack by the Shadows, he became convinced that the Spiders were targeting him specifically to enact revenge, perhaps he was just paranoid and feeling guilt over his foolishness but whenever a spider managed to break the walls, it seemed to come for him over the others.

Fearing that his presence in the village was endangering the lives of his Kinsmen, Roan made the difficult decision to leave until it was safe for his return and forced himself into self-imposed Exile, taking to wandering the Great Lands with his Hound, Grey. For the next few years, Roan has lived the life of the Rover, making a living as a guide, trader, messenger and just about any job he could turn his hand too, as long as it didn't involve staying in any one place very long.

Roan's route usually takes him south from Woodland Hall in the Upper Vales, down the Great river and into the Brown Lands, skirting east around the tip of the Southern Mirkwood and then North through East Rhovanion and into the Nether Marshes, from there he often travels north to Iron Hills then West through the upper marshes to Esgaroth, or more directly through the Upper Marshes, Rarely he will follow the Celduin River through the Long Marshes directly up river to Esgaroth but he isn't a fan of that route, or any path taking him directly through the Mirkwood, although he is familiar with them. It is only recently that Roan will consider a route through portions of the Mirkwood, for many years he avoided them, which lead to his established route back and forth around the Southern Mirkwood.

Roan searches endlessly for a way to put right his mistake and find a way to remove the threat of the Spiders to his home, collecting tales and stories in the hopes of finding a way but this is likely madness on his part and an endless unfulfilling quest. But he searches anyway, longing to return him. As at ease as he seems on the Road, just him and Grey, the truth is Roan misses his family and his community fiercely and longs for their companionship but he knows he can't return yet. It was this longing which has led to him recently joining a band of Mercenaries, an almost surrogate family to help with his longing for companions. a compromise on his part, their roaming profession ideally suited to the Wanderer.

Mercenary Connections & Thoughts: Born and raised amongst the woodmen of Woodland Hall, Roan grew up in a very close knit community, family and clan is everything to the woodmen and despite his own self imposed exile and the wanderlust in his soul, he still misses that sense of family. But until he is safe from his fate, he cannot stay in one place too long or he will bring danger to his family. Serving with a mercenary company is the next best thing, a close community of individuals to help fight the loneliness of life on the road but with a group which travels more than the woodmen, like him never settling in one place for long as they search for work and fame.

Roan might not always agree with the Jobs the group takes on but he is pragmatic enough to know that in dark times, sometimes you have to do things outside of your comfort zone to survive in this world. the wilds are harsh and unforgiving of sentimentality, Roan has travelled enough in the dark places to know that what he has to do, isn't who he is inside, it is a small consolation when what he has to do is not strictly moral but for now it is enough for him. Until he can deal with his fate and return to his family, he will do what needs to be done.

NPC Relationships:
Vidar A Dwarf of the Iron Hills who runs The Spark and Stone Tavern. Honest and Fair in his dealings, Vidar delights in speaking in Riddles and is more than willing to trade room and food for new riddles and tales with his friends. Luckily for Roan, his travels let him collect stories and riddles from across the great lands and the red bearded dwarf considers him a friend whenever the wanderer's travels bring him to the Iron Hills

Lomund, Son of Dag - An Elder and Master Healer of Esgaroth, Lomund is one of the only men Roan trusts to help take care of Grey and the stern serious scholar has made it known many times that if Roan ever visits lake-town and does not let him check to make sure he is taking care of the Hound properly on his travels then he will be having words with the Bowmen of Laketown and it is Roan who will find himself in need of the healer's talents. Roan is only half sure he is making a joke.

Runa, Daughter of Lomund Youngest Daughter of Lomund and swiftly becoming a scholar of renown in her own right like her father, although her speciality appears to be in the Natural World and Beasts more than the healing arts of her father. It was this common interest between them and her aiding her Father caring for Grey on occasion which introduce the pair to each other and has lead many to believe there has been dalliances between her and the Wanderer when he comes to Laketown, and likely explains Lomund's increase threats of the Bowmen when Roan comes to town


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Last edited by Dylan Scott; Sep 27th, 2022 at 12:15 PM.
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Old Sep 25th, 2022, 05:48 AM
PsychicNomad PsychicNomad is offline
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Duplicate skills: your choice of something else or expertise
For the feel of the game, I like the idea of the hound.
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Old Sep 25th, 2022, 06:50 AM
Dylan Scott Dylan Scott is online now
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Thanke. Probability both then lol gets Survival like 3 times, ill use one for expertise and another for a useful skill.

My idea is something drove him from his home and he took to the road to keep his village safe (the despair aspect) and now wanders the world as a trader and messenger, storyteller and sometimes guide before hoining up with the company. The Wanderer class feature allows knowledge of several regions so depending on where we going to be operating i will pick a long stretch of connected regions that are like his travel route back and forth. Ideally giving him knowledge and connections in those areas which will prove useful to the company to work in
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Old Sep 25th, 2022, 09:46 AM
Dylan Scott Dylan Scott is online now
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Do you have a preference for generating Stats?
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Old Sep 25th, 2022, 09:52 AM
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27 point-buy or standard array
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Old Sep 25th, 2022, 10:36 AM
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Ooh, lotr dnd sounds awesome. Right now my app is pretty work-in-progress but I'll finish it once I get to understanding the new rules

App
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Name: Arn, Daughter of Arnulf
Culture: Barding
Virtue: Swordmaster
Class: Warrior (Knight)
Shadow Weakness: Lure of Power
Background: Driven From Home
Quality:Cautious. When I started out, I was scared and I didn't trust anyone. But she slowly began to trust with the mercenary company.
Adventurous. I've accepted I could no longer return to my old life and I love the experience of adventure and battle.
Specialty: Trading. I come from a wealthy merchantile family, and being an outsider has given me valuable insights while also making it a bit harder for them to read me in business transactions.
Hope: My company is the family that I've always dreamed of and I will protect them as if they were my own.
Despair: I can't trust anyone, not even the ones I love. And I fear their betrayal most of all.

Appearance: Arn stands at least 4'8" feet tall, though despite her height she has an athletic build thanks to her years of traveling with the company and her training as a shieldmaiden. Her skin tone is pale and yet youthful and unmarred by scars considering her profession. She looks to be a comely woman in her twenties, her eyes are a bright blue and hair is a light brown color. Her usual attires tend to be more prim and proper, it's more of a habit that she wears something like that more than a preference. When on duty, she wears a vest of ring mail and shieldmaiden garb.

History: Arn grew up in a well to do district in the Dale, living life in a prestigious merchant's house. Such a house with connections to similar houses and even royalty. However, Arn has always had a strain relationship with her parents. They wanted to have a boy but couldn't sire another children. They never showed her adoration, or treated her like their own. Yet she wanted to impress them dearly.

However, she was kicked out of her home, her privilege life taken away from her. This all happened because she found out of how their house operated in their business, she saw how corrupt it was and spoke out. But she was silenced, scorned and removed from her household. And to eventually the Dales after they created scandals upon scandals to her.

So she had no choice but to leave her home and city. She was alone for a time, that is until she joined a mercenary company. At first she hired them with all the money she had left to protect her and find a place of sanctuary, then after traveling with them she wanted to stay. Her reasons was that she enjoyed their company. Life as a mercenary was a dangerous business, especially for a person that has never swing a sword before and faced off against an orc.

However, overtime she became an expert at the blade and started seeing the company as more of a family than strangers on the road. Eventually, she left the company after she was approached by a previous employer they were protecting. He offered her an opportunity to be a knight, she was even given title of Guard and a home. She accepted and made a promise to the company that she'll return, different but stronger than ever before.
Relationships: Arn has a love affair with one of the members of the company.

Vandil: A family friend who also happens to be a merchant. Like an uncle to her but has some agendas that she's suspicious. However, he still supports her despite how she severed ties with her family

Sir Joar of Minas Tirith: A retired knight that employed the company to protect a garrison. Arn saved his son's life from a stray arrow and, impressed by her prowess and feeling indebted, decides to train her properly.

Last edited by Onward; Sep 25th, 2022 at 11:47 PM.
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Old Sep 25th, 2022, 11:41 AM
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This sounds like a really fun idea, just looking through the book now. Are races like the elves/dwarves on the cards or would you prefer all human?
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Old Sep 25th, 2022, 01:15 PM
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Quote:
Do you need the reason for joining or the bonds fleshed out more? I can include scenes from my character's past if needed.
More info would be nice, but the bare basics are there. I haven't noticed your question earlier, that's why the late answer.

Quote:
would you prefer all human?
I'm not looking for an all human party, though it would be interesting if that's what happens.

Last edited by PsychicNomad; Sep 25th, 2022 at 01:15 PM.
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Old Sep 25th, 2022, 06:00 PM
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Application=WIP
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Name: Galdryion
Culture: Elf of Mirkwood
Class: Wanderer
Background: Oathsworn

I was never a truly gifted warrior, having a stronger connection to knowledge based traits, keeping my head submerged in books and lore. It didn’t stop me from training or hunting however, and eventually, as the years went on some might say I became skilled in the martial arts as do many of our kin. Ultimately a necessity for our way of life in this age.

Our watch never did see much action. Save for unsuspecting roaming beasts or travelling bandit groups that seldomly made their presence. Still though we watched. Waited. Dispatched those that needed done so and continued with our duty.

I longed for journey and adventure. From all the grandeur I had read about, for all the amazing heroics from ages past, it left me wanting more. For words scribed on a page, beautiful in their own right, could never hold a candle to the raw primitive lust of the free world.

I sent a message to Thranduil, and some time later I recieved my reply.
Having cited he would never get in the way of one of his own to write his own story. I was to wander, explore myself and middle earth as an envoy to he himself the king. In a few decades or in a century if I was inclined to return and recite my findings, he would be happy to listen.

I carry the blade of Artor Denios, the Dunedain who gave his life to save mine. I use his blade to vanquish the darkness and his shield to defend those who cannot defend themselves. I provide honour to his name by swearing an oath of protection. I now spend my days traversing middle earth, uncovering her secrets, pushing back the shadow and paying forward the life that was spared in my own. Middle earths denizens need help. The select few of us who have the power to defend her must do so. May the light shine on all of us.


Description: robust and stout looking, uncommon for his Kin. No doubt the outcome of wielding a strong blade. Galdryion holds an affinity for the great snowy owl, an avatar of his persona perhaps. He adorns himself In silver, white and blue cloths and armor. Galdryion is stern, devout and ruthless in the face of danger, powerful and hardened. He is also fluid, graceful and carries himself in graceful elven etiquette.

Why I joined the band - self preservation. The hardiest of warriors still need food in their belly and a smithy to repair his worn wares. It is also a great opportunity for travel and to uncover secrets other wise unknown.

How I feel about being a merc - the duty of a protector is often not clad in emeralds and shiny things, for often the greater good is crusted in hard edgy stones, Capable of breaking down barriers and penetrating the threat to security. I am that stone, I do what I must. This is an essential part to the story I must write. For a time, this is who I am.

NPC’s
- Artor Denios / dead
- Larondil / Elf travelling partner for many years. A rebel and a mighty warrior Larondil taught me much.
- Elric stonebeard / Dwarf legionnaire. We stood side by side and faced down a pack of Wargs. We likely owe each other the others life. A warm yet fiery soul I welcome his company any time.




Last edited by Jrod; Sep 30th, 2022 at 04:00 PM.
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Old Sep 25th, 2022, 11:48 PM
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And I think I'm done with my app.
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Old Sep 26th, 2022, 01:13 AM
PsychicNomad PsychicNomad is offline
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And I think I'm done with my app.
Oh, lure of power as Shadow Weakness, nice. And, generally speaking, intriguing character.
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