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Old Apr 5th, 2021, 10:13 AM
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Age of The End (Homebrew Campaign)

Game NameAge of The End (Homebrew Campaign)
Game SystemDnD 5e
ThemeAdventure, Exploration, and LOTS of combat
FlavourA generational "Good vs Evil" with multiple endings and two sequel campaigns
Plot SummaryIn this Homebrew campaign, players will be fighting in a war between two factions... One good and one evil, however which one they end up joining is not a matter of "going here and signing up there." but instead based on the actions they take in the story. They will face huge challenges, some of which could determine the fate of all life on the planet (or doom it to extinction?). And with multiple endings, this could be a story that will be run multiple times should the interest for it is high enough.


The Plot:

https://ibb.co/NTQH1Bs
(Map of the Lower Continent)


For at least the past 500,000 years, a great war has been waged between two factions. The noble Ascended, and the Evil Hell Knights. Despite fighting for millennia, neither side has shown neither sign nor interest in stopping until the other has been defeated. Their Struggle has become so great that even the mortal plane has been dragged into the conflict and the world of Terris has fallen into chaos. Now both sides have been taking up mere mortals to join their cause for control over the realms, but who will win this war for the worlds? The Heavenly power of the Ascended? Or the wicked treachery of the Hell Knights? The Fate of Terris, may very well be in your hands. So come forth adventurer, the world of Terris awaits you!

Age of the End primarily takes place on The Lower Continent of the Planet Terris (the name of the planet is also the name of the mortal realm), as 95% the Upper Continent has been destroyed from the war between The Terril Alliance (allied with the Ascended) and The Legion of the End (allied with the Hell knights.) Both side are fighting for control for Terris, with the Alliance wishing to unify it in a kingdom of peace, and the Legion wishing to subjugate it under their dark master. The Hell knights believe that by aiding the god of Chaos in his mission, they will be give the power to surpass the gods and the right to reshape the universe as they please. But The Alliance knows better than to trust Drehyeadron, Especially since he's known for horrible and sadistic trickery.

For those of you still here. Here are the rules of my campaign.

1.Since this is a Homebrew Campaign, I will be allowing both Homebrew Races and Classes. Just run them by me first, Can't have any Saiyan Planet Busters now can we? In addition All source books for vanilla races are allowed, just be sure to check my "Race Changes" section, as this campaign re-works how many of them work for lore reasons.

2. You will be starting at level 1, and there is no level or ASI cap for this campaign. Meaning you could very well end with a character with a level over 100 and stats even higher. This is not to be cool or unique, this is to keep your character's ALIVE in the later chapters in the story.

3. When rolling for stats (DO NOT ROLL THEM HERE) roll 4d6 and drop the lowest. You get one free 18, but the rest you must roll for. in addition you have a seventh stat, Sanity (SAN). This is for a mechanic revolving around fear in this story. It starts at 10, and cannot have points added to increase it, in order to increase it you must face your fears. a list will be made containing the list of fears, Everyone get's one and must roll for it on a d100.

4. This is a GARGANTUEN story, only sign up if you can commit.

5. When building characters, select one of these Elements and assign it to them. This will have no affect on them at the start, but it will determine something else should story conditions be met. DO NOT SELECT ANELEMENT SOMEONE ELSE PICKED.

Fire - Wretched Rick as Rawraaq the Trood Artificer

Water-

Wind-

Earth-

Ice- Solid Snek as Yangtso the Goliath Paladin

Nature- Castquotl as Xelbuk the Tortle Druid

Steel- Impaleddearan as UNK the Warforged Barbarian

Psychic- Jumil as Aneth the Palid Elf Sorcerer

Poison- TibbyLTP as Cook The Warforged Cook

Lightening- Scyrath the Poet the Lizardman Bard

Light- Shula as Greenback the Sognathus Monk

Darkness- Maestrosity As Comp the Sognathus Fighter


6. Death plays a big role in the story. Much like in Curse of Straud, your adventure isn't over when you die. so when you croak, don't go anywhere... because you ain't done yet.

7. Evil Aligned characters are STRONGLY discouraged, but not forbidden. This campaign has multiple endings and being a villain is a sure fire way to get one of the bad ones. You have been warned.

8.This story has it's own pantheon of gods, Separate from OG D&D. If you are seeking to play a religious character then please select from the list below...

Gagail (Neutral Good) - King of the gods, Father of the Immortals.

Saiama (Lawful Good) - Goddess of Creation, Mother of Man

Xai (Chaos) - God of Destruction, Father of Man. (You may have noticed that his Alignment is pure Chaos, this is intentional and if you stay long enough, you'll see why.)

Graphtier (Lawful Good) - God of the Forge, Harled of War

Loccar (Chaotic Neutral) - Goddess of Death, Keeper of Souls

Tipha and Lypha (Chaotic Good) - The Goddesses of Love and Beauty (Respectively), The sisterhood of joy

Saranna (Neutral Good) - Goddess of Order, Lady of Law

Chronis (Chaotic Good) - God of Time, Preserver of Knowledge

Tempest (Lawful Neutral) - God of Space, The Spatial Guardian.

Dreyheadron (Chaotic Evil) - God of Chaos, The Undying Devil.

9. The power of magic in this world has been weakening over the past few thousand years, and may not work as well all the time or even at all. Keep this in mind, Casters are not forbidden but there is an in lore reason why their powers don't always work (which will have to be discovered ). Also, Druids are part of a hive mind. when they reach level 2 they can connect to it and speak to all that is connected to the hive mind.

10. Have fun, D&D at the end of the day is a game.

11. DARK AND GRAPHIC THEMES WARNING.

12. I ask that you post at last every 1, 2, or 3 days at least. one week at the very longest. and to keep posts at length to a paragraph at minimum.

Any additional Questions? ask them, and I'll get to them when I can.

Slots to start the game (9/6) [The number of players needed to begin the game, will start one week after reaching]

MAXIMUM Slots (9/12) [The Total number of players allowed in the game... yeah I know it's a lot]

Deadline June 5th 2021

sheets will be reviewed as they are posted (Do not forget to give them a backstory, as every character will have two arcs specially tailored to them)

(Note: Monsters have been buffed and many reworked to make them more menacing, if something seems off that's probably why)

Link to the Game thread if you are interested. https://www.rpgcrossing.com/forumdisplay.php?f=19379

Last edited by TyranntX; Apr 14th, 2021 at 05:53 PM. Reason: More information
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Old Apr 5th, 2021, 11:01 AM
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List of fears, AGAIN, DON'T ROLL HERE!

1. Pyrophobia - Fear of Fire
2. Astraphobia - Fear of Storms
3. Cryophobia - Fear of Cold
4. Hydrophobia - Fear of Water
5. Hemophobia - Fear of Bood
6. Autophobia - Fear of being Alone
7. Aerophobia - Fear of Flight
8. Achluophobia - Fear of Dearkness
9. Photophobia - Fear of Light
10. Anthrophobia - Fear of People
11. Arachnophobia - Fear of Spiders
12. Thantophobia - Fear of Dying
13. Atychiphobia - Fear of Failure
14. Zoophobia - Fear of Animals
15. Atelophobia - Fear of imperfection
16. Cynophobia - Fear of Dogs
17. Draconophobia - Fear of Dragons
18. Dendrophobia - Fear of Trees
19. Chronomentrophobia - Fear of Clocks
20. Herpetophobia - Fear of Reptiles
21. Elurophobia - Fear of Cats
22. Entomophobia - Fear of Bugs
23. Hypochondria - Fear of Illness
24. Necrophobia - Fear of The Dead
25. Ophidiophobia - Fear of Snakes
26. Ornithophobia - Fear of Birds
27. Phobophobia - Fear of Being Afraid
28. Selenophobia Fear of The Moon
29. Acrophobia - Fear of Heights
30. Apiphobia - Fear of Bees
31. Bathophobia - Fear of Depth, Fear of Deep Places
32. Blennophobia - Fear of Slime
33. Dementophobia - Fear of Insanity
34. Demophobia - Fear of Crowds
35. Coulrophobia - Fear of Clowns
36. Chiroptophobia - Fear of Bats
37. Claustrophobia - Fear of Confinement
38. Hippophobia - Fear of Horses
39. Hoplophobia - Fear of Guns
40. Homichlophobia - Fear of Fog
41. Ichthyophobia Fear of Fish
42. Galeophobia - Fear of Sharks
43. Thalassophobia - Fear of The Ocean
44. Iophobia - Fear of Poison
45. Kleptophobia - Fear of Stealing
46. Mechanophobia - Fear of Machines
47. Noctiphobia - Fear of The Night
48. Pediophobia - Fear of Dolls
49. Ombrophobia - Fear of Rain
50. Daemonophobia - Fear of Demons
51. Phasmophobia - Fear of Ghosts
52. Ochophobia - Fear of Vehicles
53. Ekrixiphobia - Fear of Combustion (Explosions)
54. Xenophobia - Fear of the unknown
55. Neophobia - Fear of New Things
56. Peniaphobia - Fear of Poverty (or being Poor)
57. Pupaphobia - Fear of Puppets
58. Rupophobia - Fear of Dirt
59. Ranidaphobia - Fear of Frogs
60. Musophobia - Fear of Mice and Rats
61. Athazagoraphobia - Fear of Abandonment
62. Siderodromophobia Fear of Trains
63. Technophobia - Fear of Technology
64. Taurophobia - Fear of Bulls
65. Agliophobia - Fear of Pain
66. Alektorophobia - Fear of Chickens
67. Swinophobia - Fear of Pigs
68. Aurophobia - Fear of Gold
69. Bibliophobia - Fear of Books
70. Agoraphobia - Fear of Open Spaces
71. Dystychiphobia - Fear of accidents
72. Gerascophobia - Fear of Growing Old
73. Hamartophobia - Fear of sins or sinning (doing bad things)
74. Harpaxophobia - Fear of Robbery or Being Stolen From
75. Heliophobia - Fear of The Sun
76. Hyelophobia - Fear of Glass
77. Hypnophobia - Fear of Hypnosis
78. Rhabdophobia - Fear of Magic
79. Katsaridaphobia - Fear of Cockroaches
80. Lupophobia - Fear of Werewolves
81. Mastigophobia - Fear of Punishment
82. Metallophobia - Fear of metal
83. Merinthophobia - Fear of Being Bound or Tied Up
84. Microphobia - Fear of Small Things
85. Megalophobia - Fear of Big Things
86. Nosocomephobia - fear of Hospitals
87. Parasitophobia - Fear of Parasites
88. Pedophobia - Fear of Children
89. Symmetrophobia - Fear of Symmetry
90. Scoleciphobia - Fear of Worms
91. Tachophobia - Fear of Speed
92. Tyrannophobia - Fear of Tyrants
93. Astrophobia- Fear of Stars (Space stars, not Famous people)
94. Pharmacophobia - Fear of Drugs
95. Sciophobia - Fear of Shadows (Not to be confused with the Fear of Darkness)
96. Siderophobia - Fear of Stairs
97. Testophobia - Fear of Tests or Being Tested
98. Verminophobia - Fear of Germs
99. Taphephobia - Fear of Cemetaries
100. Panphobia - Fear of EVERYTHING

The following are race specific changes to the campaign. do not panic if you do not see your preferred race... either They had zero changes or I have not gotten to them yet.

Human: Human Variant is forbidden. And instead of +1 to all stats humans receive a +2 to two separate ones.

Elves: Life span change, they can live up to 900 years.

Half-Elves: Life span Change, they can live to be 350 on average.

Orcs and Half-Orcs: Both have Darkvision, and both have a +2 to con instead of +1. Both are immune to alcohol poisoning and can live up to 700 years. they reach maturity at 10 years of age.

Dragonborn: Copper Dragonborn have a lightening breath attack and not an acid one (using blue Dragonborn stats), and Brass have a Poison one and not fire (using green Dragonborn stats.) Dragonborn can live to be 1000 years old on average. And regardless of sub-race, they have tails.

Tortles: Start with Druidcraft as a cantrip, they ca live to be 800 years old on average.

Teiflings: Stop aging after they reach adulthood. they cannot die from old age, but they still feel the effects of growing old.

Tabaxi and Luxodon: Not originally native to the lower continent, but were forced to leave the upper continent when hell knight raids became too destructive and left their locals uninhabitable. Tabaxi have a amazonian like society, Luxodon are more like hippies, but both are nomadic. Luxodon can live to be 300 years old, while Tabaxi can live as long as humans do

Lizardfolk: age change, they can live up to 500 years on average. They also have waterbreathing

Saurain: This is a Homebrew Race native to this world... if you want to play as one, see below for sub-races and other info.

Saurains are humanoid dinosaurs, they can live to be 1000 years on average and reach maturity around 20 years old. Skills are as follows. [Also as a note, Saurians are the most technologically advanced.]

- Powerful Build (count as one size Larger when determining carry weight, pushing, lifting, dragging, and grappling)
- Long Memory (Proficiency with History)
- Intimidating Size (Advantage when intimidating Creatures their size or smaller)
- 'Modern Saurian' as a Starting language along with Common and one other.

Sub races and info are as follows.(I may have went overboard)

Allos - (Based on the Allosaurus). The Allos is unusual saurian. Much like its prehistoric ancestors, it finds its self between the raw dominating of the Tyrannos and the swift cunning of the Deinony. However, the allos does have some tricks of its own. It jaws can be used as a last ditch weapon (1D4 piercing + 1D4 Bleed on a failed CON save, dealing half on a passed on. DC is 8 + User STR) and makeing it able to keep up with the former (+2 STR), and its nimbleness could debatably make it surpass that of the Deinony (+2 DEX). Allos much like their ancestors are cruel and brutal on the battle field, making them great soldiers (Proficiency in doubled for intimidation). The Allos stands at an average of 6ft tall and weighs 250 lbs. Their size is medium, and their speed is 30 ft.

Ankylos - (Based on the Ankylosaurus), As one of the sub-races with natural armor Ankylos are often found either serving the military, working as a guard, or forging weapons with their bulky might (+2 STR and CON). They have a clubbed tail which they can use as a weapon (1D6 bludgeoning). In addition, they gain an additional +2 to their AC if they are not using a shield (this is their natural armor). They are one of the heavier breeds of saurian and as such have advantage on saving throws against being pushed or shoved (this skill is known as "Heavy"). Their speed is 25ft due to their heavy build however. Their size is Medium standing 6ft tall and weighing 450lb on average.

Brachios - (Based on the Brachiosaurus) They are the largest of the Saurians, and despite their bulk they are debatably the most gentle of them all, but also arguably the least intelligent (+4 STR -4 INT). They are the heaviest of the saurian and the skill "Heavy" makes them difficult to move for smaller life forms (same rules as Ankylos, but now those trying to move you roll at disadvantage, but only if they are smaller than you). They have poison resistance against any creature smaller then they are, but roll constitution saves at disadvantage against anything bigger. Their size is Large Sanding at 10ft tall (although much of it is their long neck) and weighing 600lb on average. Their speed is 20ft and have disadvantage when making athletics checks (Strength) to swim.

Deinony - (Based on the Dienonychus) one of the more nimble footed of the Saurains (and smaller in frame), this sub-species uses its predatory ancestry to it's advantage by giving up shear power for agility and cunning (+1 STR, DEX, and CHA). Skills such as 'Clever' allow it to use the help action as a bonus action to aid it's allies once per long rest. They are fast on their feet as well, allowing them to move double their movement speed on their turn in combat, however they cannot use this skill again until they move zero feet on another turn... a skill known as "Raptor Agility". If need be, a Deinony can also use their talons as a weapon (1d4 Slashing). Their size is Medium, Standing about 5ft tall and weighing in at 150lb on average. Their speed is 30 ft.

Dilos - (based on Dilophosaurus) One of the more exotic Saurians, the dilos has fangs laced with poison which it can use as a weapon if the need arises (1D4 SLashing, + 1D4 Poison on a failed save, dealing half as much on a passed save. DC is 8 + User CON). They are Surprisingly flexible, often opting in careers of entertainment such as dancing (+2 DEX and CHA). Dilos are also immune to most poisons, but susceptible to paralysis. Dilos Also are usually great with money and people, as often times they are found working caravans and stalls as merchants (Double Proficiency with Persuasion (Charisma) checks). A Dilos on average stands 6ft tall and weighs 190lbs. Their speed is 30ft. adn their size is Medium.

Plesios - (Based on the Plesiosaurus) one of the few "Non-dinosaurian" Saurians, The Plesios is mostly known for their roles in naval conflicts or or sea fairing niches. They are quite powerful for an animal that evolved from an aquatic reptile and are needless to say very good swimmers (+2 STR +1 WIS). Hailing from the depths of the ocean they have a strong eyesight, even in the dark (they have Darkvision). They have waterbreathing, can swim and walk 30ft, and can use their "Catch of the day" skill to spend 10 minutes catch 10 fish near a body of water (which function in the same was as a goodberry). Plesios stand 8ft tall (much of it is their neck) and weigh 300lbs. Their size is medium.

Pteradas - (Based on the Pteranodon) The only flying saurian, pteradas are one of the two subspecies that typical major as an artisan (the other being the troods, who moststly focus on more advanced technology). Having Evolved from the pteranodon, they can fly (30ft)... but they cannot attack while flying nor can they use spells (or concentrate on them). Pteradas great with tools (they have proficiency with one took kit of their choosing). They are surprisingly light weight, weighing in at 110lbs. They stand 4ft tall on average and are considered medium in size. Their land speed is 30ft.

Sarcos - (Based on the Sarcosuchus) More of a Crocodillian than a saurian, the Sarcos find it's self being a more aquatic alternative for the Tyrannos. Their crocodilian constitution makes them regain temporary hitpoints equal to their constitution mpdifier everytime they take a short or long rest. They are quite powerful, especiually for something that is seldom ever even considered a saurian (+2 STR, +1 CON). They can use their huge jaws not only as a weapon (Damage is eaqual to your STR Modifier) but also to grapple enemies, keeping their arms free. They can also hold their breath for long periods of time (Equal to your CON modifier in hours), though due to their more aquatic nature they are faster in the water than they are on land (30ft swim speed, 25ft land speed). The Sarcos stands 7ft tall on average and can weigh in at 300 lbs. Their size is medium.

Stegos - (Based on the Stegosaurus) The Stegos is more intuned with nature than the other sub-races, often taking interest in medicines and spiritualistic healing rather than rely on the technology Saurians are well known for (double proficiency in Medicine (Wisdom) Checks). They are Surprisingly wise, often mentoring younger saurians on the path of life and even taking in apprentices in their fields (+2 WIS and CON). They can use their tail as a weapon (1D6 piercing), and Like the Triceras they have the "Ritualist" skill which allows them to cast any 1st level ritual spell as a ritual using their Wisdom to cast it. A Stego's stands at 6ft tall and weighs 450lbs on average, their size is medium. They too have the "heavy" skill making them roll at advantage against being pushed or shoved, this does however make their movement only 25ft.

Sognathus - (Based on the Compsognathus) Debatably the smallest of the Saurians, is the Sognathus. due to their smaller size the do not have the 'Intimidating size' feature, they have the 'Fury of the Small' one instead, which allows them to add their level to attacks when targeting a foe that is larger than they are... But only once per long rest. They also are rather fast on their feet in a bind, as their "Quick escape" skill allows them to take disengage or hide actions as a bonus action in the heat of battle. Sadly though their nimbleness is also their greatest weakness (+4 DEX, - 2 CON). The Sognathus typically stands 3ft tall and weighs 30lb, their size is small and their speed is 40ft.

Triceras - (Based on the Triceratops). They are usually scholars in saurian society, though they can pick up a weapon and swing it around much like any soldier (+2 STR and INT). They have Three horns on their head which they can use as a weapon (1d4 piercing), have double proficiency on History (Intelligence) Checks, and have the Ritualist skill (They can cast any 1ts level spell with the ritual tag has a ritual, using Intelligence as their casting ability). Their Size is Medium, standing at 6ft and they can weigh in at 400lb. on average. their speed is 30 ft.

Trood - (Based on the Troodon). Easily the smartest saurian sub-species, the troods are often taking up roles as inventors and crafters in saurian society (+4 INT). like the sognathus they are relativly small, but unlike them they have evolved to know the benefits of working as a team to bring down their foes (They have Pack Tactics as a skill). They are also experts crafters, building devices from Warforged to guns (They are Proficient with Engineering (Intelligence) and add +2 to all crafting rolls). Having evolved from a noctural predator, their night vision is better than any other saurian (They have SUPERIOUR Darkvision, double the power of Darkvsion). And in addition to all of that, they are one the faster saurian species (movement speed 50ft). Troods stand about 4ft tall on average and weigh in at 50lbs. Their size is Small... but, sadly because of this they do not have the "Intimidating Size" skill.

Tyrannos - (Based on the Tyrannosaurus). The Tyrannous is often placed in roles of great authority and leadership due to their domineering power and demeanor (+2 STR and CHA), much like the High King and his forefathers. With their Terrifying roar they can endow fear into the hearts of their foes once per long rest (save of 8 + CHA + Proficiency). Their jaws are also a powerful weapon in a pinch (2D4 Piercing) and they are proficient in both Intimidation and persuasion (both Charisma based). Tyrannos on average are 6ft tall, and weigh 200lb.

Last edited by TyranntX; Apr 11th, 2021 at 08:46 AM. Reason: Adding Racial Changes
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Old Apr 5th, 2021, 05:03 PM
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Haha, you weren't joking when you said you had something special planned for us!

Did you have an expected/minimum posting rate in mind?
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Old Apr 5th, 2021, 05:26 PM
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Quote:
Originally Posted by Imveros View Post
Haha, you weren't joking when you said you had something special planned for us!

Did you have an expected/minimum posting rate in mind?
Once every 1-2 days at minimum, once a week at max. Preferably at least a paragraph long. If anyone keeps the part waiting for any longer than two weeks though... I'll drop them.

Last edited by TyranntX; Apr 6th, 2021 at 11:20 PM.
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Old Apr 5th, 2021, 11:09 PM
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I am posting my interest and will post an app tom.
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Old Apr 5th, 2021, 11:33 PM
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I should have expected playable dinosaur races when they let a T-Rex in! All the best for your game!
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Old Apr 6th, 2021, 03:48 AM
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Done

Xelbuk


 

 

 
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Last edited by catsquotl; Apr 10th, 2021 at 10:09 AM. Reason: Finnished
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Old Apr 6th, 2021, 07:35 AM
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Quote:
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WIP

Overwhelmed by the synopsis and choices I will be starting to develop a character for this campaign ;-)
Should I edit this post as I finish or post a new one at the threads end when done..

Just wanted to post my interest for now..

Thinking Tortle Druid with the Nature element.
Xelbuk

----
Born on White Jungle Island Xelbuk had but a little time to learn the ways of his Elders.
After only learning a few tales, his parents did not return.
Xelbuk waited for years...
Living in a small well hidden cave on some rocky shore just of off the west coast of the Island.
Over time his appreciation of the sea, his little bay and the edges of the Jungle that surrounded his "home" grew.

Connected to nature this way and knowing only solitude. The ways of the world seemed to have past him bye unnoticed.
The occasional threat easily avoided by hiding in his cave for a few weeks before emerging again.
That is until the waters around his hideout were taken over by creatures that devastated the beach.
Investing the waters and taking over the jungle's edge. Xelbuk came to know disgust. As the creatures who now took over his home displayed act of unimaginable horror towards the innocent expressions of nature's abundance.

Hiding and scrounging for food became increasingly difficult without some sort of confrontation and forced Xelbuk, deeply sorrowed
by this rude invasion of his sanctum, to flee into the jungle.
And so after 124 years he left his docile, dreamy and lulling home to try his luck through the Jungles of the island.
-------------------

Keeping the backstory and creatures somewhat vague at the moment as I(catsquotl) know nothing of Terris.
If it's too vague I will gladly let my imagination run wild and populate the scenery with flora and fauna.
Xelbuk knows this area pretty well after a 100+ plus years..
This is a bit story revealing, but here's the bulk of what you need to know of the Providence of White Jungle if you feel the need to make edits.

 


Otherwise, You are fine. Saurvian may be a bit... Scientifically developed for a hermit life style so your story of living life in a cave or in the jungle is a perfect work around. I look forward to reading over the rest when it's finished
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Last edited by TyranntX; Apr 6th, 2021 at 07:41 AM.
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Old Apr 7th, 2021, 05:54 AM
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I am posting my interest and will post an app tom.
So... you still interested? You did post yesterday like you said.
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Old Apr 7th, 2021, 06:45 AM
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Yes I am. I had something come up and stopped me from finishing. I usually type my stuff up in word first. Today it'll be here for your critique.
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  #11  
Old Apr 7th, 2021, 07:11 AM
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Originally Posted by Impaleddearan View Post
Yes I am. I had something come up and stopped me from finishing. I usually type my stuff up in word first. Today it'll be here for your critique.
I look forward to reading it over
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  #12  
Old Apr 7th, 2021, 06:50 PM
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So, a lot of the saurials have natural weapons.

Are they all STR based attacks.

Are any of them considered light or finesse?

One had 1d4+bleed...what is bleed?
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  #13  
Old Apr 7th, 2021, 07:12 PM
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So, a lot of the saurials have natural weapons.

Are they all STR based attacks.

Are any of them considered light or finesse?

One had 1d4+bleed...what is bleed?
Yes, they are all STR based.

No, none of them are finesse. With the Exception of The tails of Ankylos and Stegos (due to how heavy they are), the natural weapons would be considered light.

Bleed is a status affect unique to this campaign. some weapons can cause a target to bleed out and deal damage over time until it's cured.

If you have any more questions feel free to ask
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  #14  
Old Apr 7th, 2021, 07:18 PM
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How do the natural weapons interact with Monk attacks?

Do they improve as the monk damage dice improves?

Saurain... can't quite get it around in my head. I keep thinking Saurial.

Last edited by Shula; Apr 7th, 2021 at 07:20 PM.
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  #15  
Old Apr 7th, 2021, 07:26 PM
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How do the natural weapons interact with Monk attacks?

Do they improve as the monk damage dice improves?

Saurain... can't quite get it around in my head. I keep thinking Saurial.
No, but you could used the Deinony's talons to add onto the damage of the Monk's Fighting style... But that would mean the monk in question is practically locked into a style focusing in kicks
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Last edited by TyranntX; Apr 7th, 2021 at 07:28 PM.
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