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  #106  
Old May 24th, 2021, 06:03 PM
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Originally Posted by Numen Wraith View Post
Shiny.
That word is acceptable.

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Last edited by Drachenspirit; May 24th, 2021 at 06:03 PM.
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  #107  
Old May 24th, 2021, 06:08 PM
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So, kind of funny that the priest would pass around a collection plate, but...

With rolled starting gold and rolled prices, Drystan is 1,410 short of being able to buy a Weapon (flail), rare (requires attunement by a cleric or paladin)
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property canít be used again until the next dawn.

Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Devotee's Censer.

With the DM's Not yet granted, kind of asking now... permission, it'd be super cool if anyone that was accepted into the game would like to throw a little spare cash his way for the item.
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  #108  
Old May 24th, 2021, 06:15 PM
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Ashele is finished.






Quote:
Originally Posted by Numen Wraith View Post
it'd be super cool if anyone that was accepted into the game would like to throw a little spare cash his way for the item.
Well, I don't have thousands left over, but I could throw a few hundred at it
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  #109  
Old May 24th, 2021, 06:26 PM
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Quote:
Originally Posted by Numen Wraith View Post
With the DM's Not yet granted, kind of asking now... permission, it'd be super cool if anyone that was accepted into the game would like to throw a little spare cash his way for the item.
Auberon would certainly donate to the cause.
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  #110  
Old May 24th, 2021, 06:38 PM
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Name: Marius KovSmyth
Race: Rock Gnome
Class: Eldritch Knight 8/Artificer 2
Background: Shipwright

Trait 1: A pipe, an ale, and the smell of the sea: paradise.
Trait 2: I don't mind getting my hands dirty.
Ideal: Crew. If everyone on deck pitches in, we'll never sink. (Good)
Bond: I repair broken things to redeem what's broken in myself.
Flaw: I don't know when to throw something away. You never know when it might be useful again.

Description: Marius has an oval face with long cheekbones, a strong large jaw line, and a wide thin forehead. He has light clear blue almond shape eyes that rest underneath thick hairy brows above his large bulbous nose with small nostrils. Short pointed ears, supporting multiple earrings, that start at side of the head stretch out sideways and peek out from his hood. Marius skin is gray with the hint of blue. He emits an aroma of coal smoke forged with lavender.

Personality: Marius is a young gnome who enjoys travelling both on land and water. Wandering has allowed him to expand his knowledge of the world.

Marius, while young, was the gnome that when working on a project became so focused that he ignored his surroundings and those within. This has not changed. He prides himself on his attention to detail but frustrates his peers as he will check upon their work to make sure it is done correctly. He has accepted that he is an overly organized individual but strongly believes each belonging has their own designated spot. He structures out the next day each night. He even considers most of his thoughts before speaking. However, he also realizes life can get in the way and so tries to be flexible when his timeline is deviated.

Marius is normally a quiet individual who answers most questions with a nod or shake of his head followed by a humph sound. Folks, at first, are put off by this trait thinking Marius either wasn’t paying attention or didn't care about the topic. Though, if they interact with him on a personal level they find that, in fact, he was paying attention and, often, will pull them aside, and, in a soft spoken manner, provide them with his insights on the topic. On the other hand, Marius can be sarcastic at times and/or during certain situations having quick wit and lashing out sharply with his tongue.

Marius works hard and when his work is done he plays even harder. He is reserved in social situations but around a small group of friends or peers he can be seen singing, drinking, eating and discussing a variety of topics. He is cautious around strangers until he sees that they are capable of living up to their word. He is slow to anger and won’t be the first to strike. Yet if he or a friend are about to be hurt he is quick to defend with words or weapon.

He is a thrifty individual who lives by his mother’s moto try to get the best for the least. Yet is quite giving as he adopted an edict of his own; be the first to share what one has. Marius is inquisitive about the things around him. Always asking questions and willing to listen to others response. However, he will only accept 'things' after he has seen proof.

Character History
KovSmyth (rock gnomes) and Osmaplite (hill dwarves) clans have been friendly for years. The KovSmyths were a somewhat wandering clan and thus would travel in the late spring, summer and early fall months to the ocean shores. In the late fall the KovSmyth’s would return and spend the winter and early spring months in the caverns populated by the Osmaplites clan. The Osmaplites would spend the year mining and working the metals they dug up into armor and weapons. The KovSmyths would help in the winter months and then when late spring arrived they would leave in their custom wagons full of their crafts and creations. The Osmaplites would load them up with many of their metals and gems for the KovSmyths to sell. In the fall the KovSmyths would return with the coin and various goods that the Osmaplites did not have.

Marius upon reaching age did not return that winter instead hired on as an apprentice as a shipwright. He spent five years working on the craft. Once he learned all he could he decided to go off on his own. After building his first fishing boat Marius started up his own fishing and fishing boat building business called Time-N-Tide Fish-N-Ships pulling in employees from his clan.

As the business settled Marius returned home for the winter months. As he rested over these cold months in the cool caverns he planned for the spring and his tales earned him some employees. Fishing business was treacherous, thus employing family, but prosperous. Marius found early on that he had to fight the other businesses; mainly at sea. He had to keep his armor simple; limiting it to a breastplate in case he fell into the water. He also held a kite shield to keep the arrows at bay. He settled on a spear for his weapon though for range he went with a hand crossbow. Both weapons allowed him to maintain hold of his shield. The armor and weapons he had specially made from the Osmaplites who were eager to show their skills and to gain the coin.

As Time-N-Tide Fish-N-Ships grew the other companies began to employee folks of various skills to attack his ships. Marius, not only having to learn to fight on a ship, now had to pick up some magical skills, the defensive types, of his own. Marius first ritual spell was to call a familiar. He cast the spell during dusk and, once completed, from down the shoreline he heard the call of a Large Using Owl StatsPetrel as it flew towards him.

 

Marius called the bird Storm and used him to scout the seas to watch for any other vessels. Marius over the years earned, looted and gained a few items. He received a nice raven blue cloak that was warded against spells. It was thick enough to provide extra protection against physical weapons. He looted an odd pair of boots which enabled him to fly for a short time. He was gifted from the Osmaplites a pair of magical gauntlets and a kite shield. He purchased from them a high quality breastplate. Marius, during his fishing travels, found, at one of the various ports he frequented, a magical flask, that produced water, which he spent a bit of coin.

Marius and Time N Tide Fish N Ships prospered. Yet, Marius grew bored. He recently left the company to both clans to run as he decided to seek new challenges. He headed towards Cormyr.


27 points
Str 14 (7), Dex 14 (7), Con 11 (3), Int 13 (5), Wis 12 (4), Cha 9 (1)
Gnome
Str 14, Dex 14, Con 12 (1, Rock), Int 15 (2, Gnome), Wis 12, Cha 9
Feats
Str 14, Dex, 14, Con 12, Int 16 (1, Feat), Wis 12, Cha 10 (1, Feat)


Sheet
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Last edited by Kshnik; May 27th, 2021 at 04:19 PM.
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  #111  
Old May 24th, 2021, 06:47 PM
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  #112  
Old May 24th, 2021, 08:00 PM
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Quote:
Originally Posted by Numen Wraith View Post
So, kind of funny that the priest would pass around a collection plate, but...

With rolled starting gold and rolled prices, Drystan is 1,410 short of being able to buy a Weapon (flail), rare (requires attunement by a cleric or paladin)
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.

Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Devotee's Censer.

With the DM's Not yet granted, kind of asking now... permission, it'd be super cool if anyone that was accepted into the game would like to throw a little spare cash his way for the item.
I'd throw in some change.

Last edited by Shula; May 24th, 2021 at 08:00 PM.
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  #113  
Old May 24th, 2021, 09:37 PM
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If I get accepted, Kas hasn't spent much, practically just went with the 1 rare and 3 uncommon, so he'd be more than happy to help out a friend.
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  #114  
Old May 24th, 2021, 10:50 PM
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Quote:
Originally Posted by Drachenspirit View Post

@Everyone - the starting gold and magic items represents acquired wealth, knowledge, and experience since starting to level 10. You can put stories behind the "acquiring" of those magic items, whether it was an outright purchase, a gift, or having someone craft them if you like - up to you.
I updated my history about my items.
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  #115  
Old May 25th, 2021, 12:23 AM
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Volka - WIP
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Character Name: Volka

Race: Wood Elf

Class: Wild Magic Barbarian (4)/ Fey Wanderer Ranger (6)

Description: Volka is short for an elf, coming in at exactly five feet tall and weighing just over 100 pounds. He looks scrawny with gangly limbs, but they are covered with wiry muscle. He has wild green hair that comes down to his shoulders, bronze colored skin like he has been in the sun most of his life, he has, and eyes that look like liquid silver. Most notable of his facial features are the two horns that grow out of his forehead just in front of each temple. They come out and curl back around his ear ending just below and behind his ears, looking like rams horns. The other thing of note about his face is that he does not have the typical elven features. His face is broader as are all his other features. His clothes are buckskin and colored in autumn colors that not only match his hair and skin, but they blend in well with foliage. His weapons consist of a longbow, a scimitar and a dagger.

Personality: Volka has obvious influences form the Fey. He is normally a cheery, fun loving guy that likes to play around. He is more likely to slip into an enemies camp and place flowers in their hair then to just rush in a slaughter them. He values life and friends and is always willing to make more friends. He judges people by their actions more than their words so reserves judgment until after he observes them for a while. But as with the Fey, if you get on his bad side, it can be a very scary thing. If he takes a strong dislike to you then he will keep coming until he gets you. And by get I mean kill.

Background: Folk Hero
  • Trait 1: I have a strong sense of fair play and always try to find the most equitable solution to arguments.
  • Trait 2: I judge people by their actions, not their words.
  • Ideal: Sincerity. There's no good in pretending to be something I'm not. (Neutral)
  • Bond: I protect those who cannot protect themselves.
  • Flaw: I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Character Sheet

Character History:Volka was born under strange circumstances. First off his mother was young, for an elf, and had no idea who the father was. She had been celebrating at the harvest festival and then woke up in the forest a small way from town and could not remember anything. Second was that he was born under the Fey Moon, which humans call the full moon. A time when some believe weird stuff happens. From his birth it was obvious he was going to be different if for n other reason then his facial features where broader than a normal elf's features. As he grew it was noted that he had two very opposite sides. Most of the time he was a happy go lucky kid who enjoyed everything, but on the rare occasion when he was angered strange things happened. Things like flowers and vines growing up all around him or multicolored balls of light appearing, whizzing around him. The other children learned quickly to be careful when teasing him. Normally he would just laugh along and jest back, but there were certain things that would set him off. Foremost was to say bad things about his mom.

At age 16 he and some friends were out playing around in the forest near his home when they stumbled across a group of orcs trying to sneak up on the town and raid it. Volka and three of his friends stayed to delay and harass the orcs while the other two ran to town and warned everyone. There were twelve orcs in the group. The boys started by hiding in the trees and firing arrows at the orcs. They actually managed to reduce the number to six before an orc located one of his friends and manged to knock him out of his tree. Volka did not think, he just jumped out of his tree with a blood curdling yell, pulling his double bladed scimitar has he did. As he landed shadowy tendrils appeared out of his body and lashed out at any of the orcs near him. These plus his blades took out three of the orcs fairly quickly and his friends took out another and then the last two turned and ran in terror. They returned to town to find the warning had arrived in time and the town had managed to drive off the other groups of orcs with only minimal injuries. A couple days later the town through a small party to celebrate Volka and his friends, but most of the talk was of what Volka did and the tendrils of shadow that came from his body.

As he grew it became obvious he had an affinity for the wild. He received training to learn to control his anger and was taught about surviving on his own. He loved his home and his people, but he just had something inside him that wanted to go see the world. So at a young age of 75 years old he left home and traveled. Soon after he met a group of other wanderers seeking adventure and they joined up and formed a group. He has spent the last 15 years of his life wandering and adventuring. Not always with the same group as sometimes people died, or just decided they had had enough and retired. And now he finds himself returning home to Cormyr with his latest group of friends, looking forward to seeing his mother and grandparents again, as well as other childhood friends. He hopes he has the time.

He was born in Espar, where his grandfather is a fairly wealthy elf who runs half a dozen farms around the town. His family was one of the few elves that decided to stay when the others left and surrendered What is now Kings Forest to the King of Cormyr. The farms are actually owned by the King and his grandfather sees over the running of them and those who work on them.


Items
1316 gp
Uncommon magic item: Quiver of Ehlonna
Uncommon magic item: Cloak of Protection
Uncommon magic item: Gauntlet of Ogre Power
Rare magic item: Flame Tongue Scimitar
+1 Shield 1599 gp
+1Longbow 1050 gp
4 potions of healing 2d4+2 200 gp
60 Arrows 3 gp
50' of Silk Rope 10 gp
+1 dagger 1036 gp
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Last edited by Draidden; May 27th, 2021 at 12:01 AM.
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  #116  
Old May 25th, 2021, 12:55 AM
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@DM- can you enlighten us as to what type of environment is mostly at play here?
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  #117  
Old May 25th, 2021, 02:12 AM
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Interested in getting back into the swing of playing and 10th level means that I get the opportunity use the summon spells from Tasha's.

Application
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Name: Ciridan Nightstar
Race: Moon Elf
Class: Wizard - Conjuration
Background: Sage

Trait 1- There's nothing I like more than a good mystery.
Trait 2 - I am horribly, horribly awkward in social situations.
Idea - Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond - I work to reclaim Myth Drannor.
Flaw - Unlocking an ancient mystery is worth the price of a civilization.

Back story:

An apprentice wizard, Ciridan joined his master on the last major elven expedition attempting to reclaim the ruins of Myth Drannor from the Army of Darkness. The most skilled junior conjurer at Tower Reilloch, Ciridan had no doubt that expedition would succeed and that his powers would be instrumental in leading the elves to victory over the fiends. Separated from the mythal of Evermeet, and unable to tap into the fallen mythal of Myth Drannor, the expedition met with catastrophic failure. Overrun and with little hope of survival, Ciridan attempted to draw upon the powerful conjuration spells contained within his master's spellbook. Whether due to his inexperience, desperation, or the planar ruptures present within the city; the summoning went dramatically wrong. The fiends poured from the rift and tore through the few surviving expedition members. Ciridan was not spared from their wrath, permanently scarring his body and face. Fleeing from the ruins, Ciridan fell into the adventuring life trying to make up for his mistakes.

While adventuring throughout the forgotten realms, Ciridan has slowly worked through his master's old spellbook. The spellbook proposes that all magic is formed from the fundamental forces and how to shape them into magic. The book provides measures that bind the earth spirit 'Arohongui', air spirit 'Valako', fire spirit 'Ngamahu', water spirit 'Tasalio', wood spirit 'Tawhoa' and metal spirit 'Hinekora' into expressions of magic. Recently he has mastered the summoning the spirits as elemental beings into the material plane, bringing him even closer to controlling the forces inhabiting Myth Drannor.

Appearance:

Swirling tattoos adorn Ciridan's face and upper chest, transforming the scars inflicted by the fiends of Myth Drannor into powerful protective magics, serving as a constant reminder of both the perils of and the promise to reclaim the ruins of the ancient city.

Personality:

While arrogance was the overwhelming trait that defined Ciridan's youth, after the trauma of the expedition to Myth Drannor the arrogance was crushed beyond recovery. Adventuring with companions of the younger races has reignited Ciridan's curiosity, causing him to regress to an almost childlike state. The wonder of the discovering magic and developing close friendships with his adventuring companions has helped heal the mental wounds caused by Myth Drannor.

Despite viewing the world through the eyes of a child, Ciridan is deeply driven to improve his abilities in understanding and controlling beings from other planes. Once he has control over the fiends that inhabit Myth Drannor, he plans to return and recover the remains of his mentor.



Items
Rare - Planecaller's Codex (Attune)
Uncommon - Wand of the War Mage +1 (Attune)
Uncommon - Barrier Tattoo (Attune)
Uncommon - Bag of Holding
Spell Components - 3300 gp
Extra Spells - 1040 gp

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  #118  
Old May 25th, 2021, 02:14 PM
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Quote:
Originally Posted by Jrod View Post
@DM- can you enlighten us as to what type of environment is mostly at play here?
Well... just about every environment there is.

The Campaign consists of the group doing the following:
  • delving into a few dungeon complexes
  • engaging in Cormyrean politics by attending the festivities of the King which includes dressing up and attending a ball
  • Solving the murder of a well known figure
  • Tracking down some "bad people" through a swamp, and
  • dealing with loose ends from the time of Gondegal "The Lost King" and his rebellion of 1352 DR which takes the group to the Stonelands.
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  #119  
Old May 25th, 2021, 02:29 PM
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Appreciate that.
I was more so concerned with the weather and terrain.
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  #120  
Old May 25th, 2021, 02:59 PM
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[QUOTE=Drachenspirit;9159845]Well... just about every environment there is.

The Campaign consists of the group doing the following:
  • delving into a few dungeon complexes
  • engaging in Cormyrean politics by attending the festivities of the King which includes dressing up and attending a ball
  • Solving the murder of a well known figure
  • Tracking down some "bad people" through a swamp, and
  • dealing with loose ends from the time of Gondegal "The Lost King" and his rebellion of 1352 DR which takes the group to the Stonelands.
[/Quote


sounds great to me! I like that.Am ready and willing( umm except for the dressing up and ball ....)
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