Seas of Fortune
Campaign Fortune of the Seas
Theme Fairly open-world game, set in custom realms, with a bit of everything!
Flavour Epic fantasy with a gritty edge- think along the lines of Lord of the Rings in scope, although with more magic.
Plot Summary I’m looking for a group of 4-6 players to take on a seafaring adventure that will include seafaring and land based excursions into discovered and undiscovered lands seeking fame and fortune.
You are part of a small group of adventurers who have been hired by a dwarven ships Captain intent, on exploring uncharted waters expanding his knowledge of what awaits in the distant seas, hoping to create new maps, and discover new trade routes. Or course in the process making his fortune on the seas.
I’ll be running this game from custom maps found online that I feel fit the campaign. This adventure will have opportunities for almost every kind of player: everything from dungeon crawls to diplomacy, warfare to infiltration, and just about everything in between!
As for posting rate, I'll usually be posting at least 2 times per week, typically more. For players, I'd appreciate a commitment to be able to post at least twice a week- you're welcome to post more, but I think that 2 per week should be a reasonable baseline to make sure the game keeps moving without leaving anyone behind.
House Rules For this game, I’m aiming for a bit of gritty realism in the form of slowed healing, injuries and infections, and some penalties around reaching 0 hit points and/or dying. I’ve never liked the way 5e handles such things, (Healing Word and a long rest, and you’re golden!), so I’m trying out some house rules to help add a more realistic feel.
In this game, we'll be adding a new condition that applies any time your hit points are at or below half your hit point maximum, rounded down. This condition has two sides to it: first, it serves as a descriptive tool, indicating a blow that really connects with a character or monster. This can help dramatize a fight further, as it both indicates that a side may have a good chance to prevail if they keep fighting and adds a sort of "critical moment" to a fight where a character or monster takes a real wound, rather than simply a series of blows chipping away at an abstract "hit point maximum". Its second function is mechanical- I've decided to change the infection house rule to "when you have become bloodied" rather than "when you have taken damage", because almost every character is going to take damage on most days of adventuring, so that rule would effectively be "make a save against infection every day." I want infection to be a risk, but I want it to be an interesting risk, not one that's effectively just a ticking clock waiting for you to inevitably fail a save. In addition, a character or creature gains a minor benefit when it becomes bloodied. The player/DM controlling the character can choose to:
1. Regain the use of a single ability that recharges on a short rest. This only applies to a specific ability : so for example, a fighter's Action Surge would be eligible, but a monk's pool of ki points would not. A monk or bard using this ability can regain 2 bardic inspiration dice or 4 ki points.
2. Regain a spell slot of the lowest level that you currently have expended. This spell slot can be no higher than 3rd level. If you are a warlock, you can gain a higher-level spell slot if it is the only level of spell slots you have.
3. Automatically regain the use of any ability you have with a recharge. (Such as a dragon's breath weapon)
4. Gain inspiration, if you don't already have it.
I've chosen this list of benefits so that it should provide at least one benefit option to members of any class (with inspiration as a backup option), but if you think I've overlooked a class that wouldn't get any benefits other than inspiration please let me know! I wanted to design this to contribute to the epic-fantasy feel both mechanically and thematically, and if this fails to live up to that then I'm open to any ways to improve/correct it. Sorry if the system is a little overcomplicated, I'm just looking to make sure that it confers reasonably equal benefits to each class.
Injuries: The world is a dangerous place, and the life of an adventurer can be hard on the body! 5e doesn’t usually bother with permanent/long-term injuries, infections, etc, but this game will. If a PC (or other creature, subject to DM’s decision on whether or not such a creature would take an injury) sustains a critical hit or rolls a natural 1 on a saving throw against a damage-dealing effect, then there will be a 10% chance that they gain an injury, rolled on a modified version of the “Lingering Injuries” table in the Dungeon Master’s Guide. The main difference is that “Festering Wound” won’t be on the table (I’ll be using a slightly different system to track infections) and there will be some additional options with more details added.
Infections: At the end of a day, any character that has become bloodied during the course of the day must make a Constitution saving throw to avoid infection. The base DC of the saving throw is 5, but the DC can be increased for certain circumstances- for example, if the character was slashed by a rusty sword, was already suffering from a poison, or was fighting in the sewers and is likely to have been contaminated. On a failed saving throw, the character’s hit point maximum is reduced by 1, and continues to drop by 1 every 24 hours. If the hit point maximum reaches zero, the character dies. If the saving throw fails by 5 or more, the infection is particularly nasty, and the character’s hit point maximum is reduced by 1d4 per day rather than 1. This infection can be cured with a lesser restoration spell or similar magic of equal or higher level, or through nonmagical means with a series of ten DC 10 Wisdom (Medicine) checks made every 24 hours. (A failed check does not reset the progress, only fails to make any further progress). Each day that the check is successful, the infection does not worsen and the character’s hit point maximum is not reduced. If the saving throw failed by 5 or more, the DC for the Medicine checks is 15, instead of 10.
One frequent complaint about 5e is that there’s no penalty for being reduced to 0 hit points, bleeding out on the floor, and then being healed for 6 hit points by the bard’s Healing Word spell and being back up and ready to fight! In order to remedy this, being reduced to 0 hit points will impose one level of exhaustion, effective immediately upon being knocked unconscious. This will make exhaustion a far more common condition than it usually is (unless you guys are really good, really careful, or really lucky!), and I recognize that exhaustion is a truly nasty condition to deal with, so to help mitigate that, the Lesser Restoration spell will be capable of removing one level of exhaustion, and Greater Restoration will remove all levels of exhaustion from a target. Notice, however, that an exhaustion level of 3 means a character has disadvantage on all saving throws, and that WILL apply to death saves! If you’ve been pushing yourself too hard for long enough to acquire three levels of exhaustion, your will to hold on and your physical ability to stay alive will indeed be significantly impacted!
A character who dies and is resurrected permanently loses 1 point of Constitution. They can still take level related ability increases to Constitution to raise it as normal, and it doesn’t impact their maximum for the score, but it also doesn’t just go away after a long rest or anything like that, the way some ability score drains do.
“SUFFOCATING”
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.”
What this means for your character is that unless you’ve got a good expectation of getting a water breathing ability, a good Constitution score might be even more valuable than usual. It’s good advice in general, but avoid making Con your dump stat for any seagoing campaign.
“MELEE”
For melee oriented players, you’ll want to keep the following rules in mind:
“When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.”
You’re going to need to plan around this. Rogues and other Dexterity based melee fighters shouldn’t be too fazed by this, daggers and shortswords are their bread and butter. For strength based melee characters this will become more of an issue, as most of your high damage-die strength weapons are really nerfed underwater. Unless you’re playing a triton barbarian (which doesn’t sound half-bad now that I’m saying it) you’ll have to settle for two-handed wielding a spear or trident as your primary underwater battling tool of choice.
Speaking of tridents, it’s hard to think of a weapon that stylistically fits better in an aquatic setting. It’s a shame that the trident is strictly worse than a spear in 5th edition. Tridents are statistically identical to spears in 5e, except they are martial weapons (fewer classes can effectively wield it) and it costs slightly more gold. IRL, tridents are useful for catching your enemy’s weapon and disarming them. 5e lacks any universal disarming rules, and this is probably why the trident feels underwhelming. If you want to run a trident wielding master in your next seafaring campaign, ask your DM about allowing a minor improvement to the trident such as adding a disarming ability or increasing it’s damage die by a step.
“RANGED”
Ranged fighting underwater has some restraints as well:
“A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).”
Obviously, your pinpoint longbow sniper is going to have some trouble, but this is honestly less of a problem than it may seem at first. Unless you specifically made a character for long range sniping, this only affects shots that were going to be at disadvantage anyway. It makes the bad shots impossible but doesn’t actually do anything to the good shots. Normal range for a longbow is 150 feet, and a shortbow has 80 feet. I’ve found this most often comes up with hand crossbows, which have a mere 30 foot normal range. Just keep your range in mind while you roll up a marksman in your next aquatic adventure.
“MAGIC/CASTING”
Finally we arrive at the magic users, and here it all gets a bit wonky because with 5e’s streamlining, nothing in the rules as written really addresses underwater spellcasting.
Does water count as an obstruction to a fireball?
Would it explode in my hand?
Does fire even work underwater?
The real kicker is verbal components. Unless you have a way to breathe or speak underwater spells that require verbal components cannot be utilized under water, and certain spells like fire may have reduced damage while lightning could very well affect you and your comrades as well.
“MOVEMENT”
Finally, there’s one big problem to aquatic combat, your movement speed is reduced:
“While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a swimming or climbing speed.”
This means that without a swim speed (gained naturally or magically) you’re essentially moving through difficult terrain while in water, and SUPER difficult terrain if the water is choppy. Try and wrangle up a swim speed because it’s going to be rough otherwise.
All of this sounds horrible right? A set of extra restrictions on your ability to fight right? Well it comes with a pretty amazing trade-off, flight! Well, sort-of flight. It’s not identical, but in an aquatic combat situation you and your party are essentially flying. This “free flight” is amazing and rife with ways to abuse it tactically. Don’t underestimate the versatility of attacking a problem from all angles.
It also, unfortunately comes with a bigger negative, that is the opposite of flight, which is falling (sinking). In very deep water things can go horribly wrong quickly if you’re not able to get to something that’s floating you will soon be on your way to the ocean floor.
Control Currents
Conjuration
Level: Sor/Wiz 5
Components: V,S
Casting Time: 10 minutes
Range: Touch
Targets: One ship touched
Duration: 1 day
Saving Throw: None
Spell Resistance: No
Drawing magical forces around the vessel you touch, you are able to guide sea currents to literally draw the ship along at far greater speeds than normal. Whether oared or sailed, the ship you touch will now move 25% faster than its original base and daily movement rates for a period of one day.
Curse Ship
Transmutation
M
Level: Clr 7
Components: V,S,DF
Casting Time: lminute
Range: Touch
Targets: One ship touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Calling upon the mighty power of your deity, you curse the ship of an enemy, dooming both it and its crew to a lifetime of misery and death. Apply the cursed ship template (see p63) immediately. Curse ship cannot be dispelled but it can be removed with a limited wish, miracle or wish spell. In addition, it may also be removed by a break enchantment or In battles too, magic comes to the fore, with sorcerers hurling immense fireballs at enemy vessels as their ship ploughs forward, eager to find a target for its
magically charged keen ram. Few captains willingly set sail without some form of magical support and those that do often find themselves at a distinct disadvantage both against mortal enemies and nature, no matter how large their ship and how skilled their crews. remove curse spell cast at a higher caster level than curse ship.
Delay Sinking
Abjuration
Level: Sor/Wiz 7
Components: V,S,M
Casting Time: 1 action
Range: Touch
Targets: One ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
Control Currents
Conjuration
Level: Sor/Wiz 5
Components: V,S
By calling upon powerful arcane forces, you are able to call up invisible barriers of magical force that effectively plug holes in the hulls of sinking ships for a short period of time. Crewmen are then able to effect longer lasting repairs in the hope their ship might reach the safety of port. A ship under the influence of this spell will stop sinking for the duration of its casting. After this period has elapsed , the ship will continue to sink as normal.
Distil Water
Transmutation
Level: Drd 2, Clr 2
Components: V,S, DF
Casting Time: 1 action
Range: Close (25 ft.+ 5 ft./2 levels)
Area: 20ft. radius spread
Duration: Instantaneous
Saving Throw: Fort halves damage
Spell Resistance: No
You are able to remove the salt from seawater, transforming it into fresh drinking water. If cast into a huge body of seawater, the freshwater is quickly diluted and lost in a single round but any sea creature caught within the area of effect during this time will immediately suffer 2d6 points of damage (a successful Fortitude save halves this damage) as freshwater is poisonous to them. If the spell is cast into seawater within a container, then the drinking water will remain fresh.
Enchant Ram
Transmutation
Level: Cir 6 Sor/Wiz 6
Components: V,S,F
Casting Time: I
action
Range: Touch
Targets: One ship touched
Duration: I
minute/level
Saving Throw: None
Spell Resistance: Yes
Enchant ram gives a ship's ram a+ I enhancement bonus to attack and damage rolls. If you are a good* aligned cleric, the weapon is also considered to be blessed, which means it has special effects on certain creatures. At caster level 13-14, the enhancement bonus raises to +2, at level 15-16, +3 and level 17-18, +4. Finally, those with caster levels of 19-20 will grant a +5 enhancement bonus to the rams they enchant.
Focus: The ship's ram.
Hold Ship
Abjuration
Level: Sor/Wiz 6
Components: V,S,M
Casting Time: I action
Range: Long ( 400 ft. + 40 ft./level)
Targets: One ship
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes
A spell much valued by captains who may employ you, hold ship allows you to halt another vessel in its tracks, holding it immobile irrespective of winds, currents and the efforts of its crew. The ship will automatically remain motionless for one round. You may attempt to hold the ship for longer than one round by succeeding in a Concentration check at a DC based on the ship's size, as listed below. This Concentration check is made in addition to any others you may be forced to take, due to sustaining damage or casting in adverse conditions, for example.
Ship Size Concentration DC
Tiny 10
Small 12
Medium 15
Large 18
Huge 20
Gargantuan 25
Colossal 30
Once a Concentration check has been failed, the spell dissipates and the ship is once again free to move normally.
Material Component: A small metal anchor.
Pacify Storm
Conjuration
Level: Drd 3, Cir 4, Sor/Wiz 5
Components: V,S,M
Casting Time: 1 minute
Range: 1 mile centred on ship touched
Targets: One ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You are able to harness the magical energies required to calm the most powerful of storms, enabling the ships you sail in to speed safely through raging tempests. Pacify storm will affect only natural storms, altering the conditions for one mile in every direction around the ship so touched to strong winds (see p22.). This spell has no effect on storms of a magical nature. Material Component: One pint of rain water.
Predict Weather
Divination
Level: Drd 0, Cir 1, Sor/Wiz 1
Components: V,S
Casting Time: 1 minute
Range: Personal
Area: 1 mile/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
By casting this spell, you are able to predict the future weather within its radius of effect. The Games Master will inform you of the coming weather conditions (calm, stormy, etc . .... ) for a period of up to 1 day per caster level. This spell has no ability to predict weather with magical cause, such as those conditions created by other spells. It will only correctly predict natural weather.
Protection from Water
Abjuration
Level: Sor/Wiz 2
Components: V,S,F
Casting Time: 1 action
Range: Touch
Targets: Object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Material Component: A handful of dirt.
Highly prized amongst wizards, this spell allows you to completely protect any inanimate object of up to two cubic feet from water. Commonly used to seal spellbooks and scrolls from the damaging effects of immersion in water, this spell remains in effect until dispelled. However, it will not protect the objects from other damaging effects, even if water related - crushing damage from being at depth or heat damage from steam, for example. Material Focus: Object to be protected.
Repair Ship
Casting Time: l action
Range: Touch
Targets: One ship touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Through the use of this spell, you are able to knit together smashed timbers and ripped sails, restoring a ship a small way to its original seaworthiness. Through using repair ship, you automatically repair one structure point worth to any vessel that has sustained damage. If a ship has been reduced to -1 to -9 structure points, repair ship will stop it losing further structure points and eventually sinking.
Material Component: A small piece of timber.
Repel Water
Abjuration
Level: Cir 1, Sor/Wiz 1
Components: V,S
Casting Time: l action
Range: Touch
Targets: Living creatures touched
Duration: 2 hours/level (D)
Saving Throw: Will negates (harmless to air breathers)
Spell Resistance: Yes (harmless to air breathers)
You are able to keep a number of subjects completely dry when immersed in water. Divide the duration evenly amongst all the creatures you touch. This spell does not allow creatures to breath water, only keep them and any possessions they carry perfectly dry when immersed. If used against a water* breathing creature, it will effectively suffocate them for the duration of the spell.
Resist Pressure
Abjuration
Level: Drd I, Sor/Wiz 2
Components: V,S,M
Casting Time: I action
Range: Touch
Targets: One living creature touched
Duration: I hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By calling upon protective magics and sorcerous barriers, any subject you touch will be resistant to the huge pressures water can exert at great depths. The subject will be completely immune to crushing caused by water depth for the duration of this spell. Material Component: A small live shellfish.
Seavision
Transmutation
Level: Drd 1, Clr 2, Sor/Wiz 2
Components: V,S,M
Casting Time: I action
Range: Touch
Targets: One living creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Any subject you touch will have their vision completely unaffected by being underwater. Their vision remains exactly as it does on dry land, granting them a great advantage over those reliant on more natural means of sight. Gloomy water and darkness affect the subject as normal, however. Material Component: A pair of fish eyes.
Shell Skin
Transmutation
Level: Drd 4
Components: V,S,DF
Casting Time: 1 action
Range: Touch
Targets: One living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Invoking powerful druidic magicks, you cause the skin of the subject to become hard and extremely durable, giving it a thick texture reminiscent of sea shells. This grants a +4 natural armour bonus to the AC of the subject. This natural armour bonus increases to +5 at caster level 10 and +6 at caster 14.
Teleport Ship
Transmutation (Teleportation)
Level: Sor/Wiz 9
Components: V
Casting Time: 1 action
Range: Touch
Targets: One ship touched, plus all crew and cargo
carried
Duration: Instantaneous
Saving Throw: None and Will negates ( object)
Spell Resistance: No and yes (object)
This spell instantly teleports a ship and all its crew and cargo to a designated destination. Distance is not a factor, but interplanar travel is not possible. A ship of any size may be teleported in this way, along with all its crew and cargo but you must be present on board the ship yourself. All the usual rules for the teleport spell detailed in Core Rulebook I are used for teleport ship, including the blocking of astral travel and the use of the teleport table to determine actual destinations and mishaps. If a mishap does occur, all characters take 1D10 damage, whilst the crew lose 3D10 Crew Hit Points and the ship itself is dealt 3d6 structural points of damage.
Tsunami
Evocation
Level: Ord 7, Cir 8, Sor/Wiz 8
Components: V,S
Casting Time: l minute
Range: Long ( 400 ft. + 40 ft./level)
Effect: Tsunami l O
ft./level high, 50 ft./level wide
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This is amongst the mightiest of magicks available to any practitioner sailing on the high seas. Harnessing the awesome power of the ocean, you cause a great tsunami, a massive and destructive wave, to rise up and destroy all in its path. The tsunami moves directly away from you at 100 feet per round. It will continue travelling for l mile per caster level before it dissipates. Any ship hit by a tsunami must make a Seamanship check at DC 10 to ride the wave out. This check is modified by -1 per 10 feet the tsunami is in height. In addition, it is further modified by the ship's size, as shown below;
Ship Size Seamanship check modifier
Tiny -8
Small -4
Medium -2
Large -1
Huge +O
Gargantuan +l
Colossal +2
A ship that fails this Seamanship check will sustain 1 d6 structure points of damage per 10 feet of the tsunami in height. The tsunami will double in height in coastal waters, but will slow down to 50 feet per round and will deal 1d6 structural points of damage for every 20 feet in height. The Games Master will decide the effects of the tsunami if it should ever make contact with land, but as a rule of thumb, coastal villages will be utterly destroyed and the wave will cause serious death and damage to a port town.
Whirlpool
Evocation
Level: Drd 9
Components: V,S,DF
Casting Time: 1 action
Range: Long ( 400 ft. + 40 ft.fl eve I)
Effect: Whirlpool 60 ft. wide, 300 ft. deep
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
You are able to create a powerful whirlpool in any large body of water with this spell, moving it at will at a speed of 60 feet per round. You can concentrate on controlling the whirlpool's every move or specify a simple program, such as move straight ahead, zigzag, circle or such like. Directing the whirlpool's movements or changing its programmed course is a standard action for you. The whirlpool always moves during your turn, in Initiative order. If the whirlpool exceeds the spell's maximum range, it moves in a random, uncontrolled fashion for 1D3 rounds and then dissipates. You cannot regain control of the whirlpool in this event, even if it subsequently moves back into range. Any huge or smaller creature who comes into contact with the whirlpool must succeed at a Reflex save or be dealt 3d6 points of damage. If this Reflex save is failed, another must be taken immediately or the creature will be sucked down to the bottom of the whirlpool, 300 feet below the surface of the water, possibly causing crushing damage from depth. Any medium or smaller sized ship must succeed at a Seamanship check at DC 15 to avoid being dealt 2d6 structural points of damage. Those that fail this check must immediately make another or be sucked down into the whirlpool, where they will immediately sink. All crew and cargo are now considered to be 300 feet below the surface of the water.
Water Crush
Transmutation
Level: Drd 2, Clr 3, Sor/Wiz 3
Components: V,S,M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels
Targets: One creature or object
Duration: 1 round/level
Saving Throw: Fort halves damage
Spell Resistance: Yes
You are able to compress the water around a subject, greatly increasing its effective pressure and potentially crushing the subject to death. For the duration of the spell, the subject is considered to be 100 ft. times your caster level deeper than they really are. This spell will only work when the subject is completely immersed in any liquid and you cannot cause them to be effectively more than 1000 ft. deeper than they really are.
Material Component: Tentacle of a deep sea squid.
Applications To apply to this game, please post on this thread no later than 11:59 AM (Noon) EST, May 30th . A character sheet is NOT required to apply… but with that said, if you’d like to create one and link it in your post, then feel free to! Characters will all be starting at 1st level, I’d like to see:
Name: Pretty straightforward- what’s your character’s name?
Image: Provide a visual representation of your character.
Race: Anything from PHB, and or Volo’s minus the triton is fair game. I would prefer not to have a crew full of Triton’s, part of a sea faring adventure should be the threat on ship wrecks and such. I’m willing to consider a possible single triton and races from other official, published sources on a case by case basis- PM me if you’d like to pitch an idea for a character of a more exotic race!
Gender: Female/Male
Alignment: Your character's alignment.
Class: Again, fairly straightforward. If you choose a subclass or plan to choose a subclass provide it here. Any official, published class/subclass is all right, and I'll consider UA on a case-by-case basis- once again, PM me if you have an idea you'd like to try!
Description: Describe your character’s appearance and personality! What do they look like? How do they act? Do they have any particular habits or customs? How do they dress and talk?
Personality: This is where you have the chance to really bring your character to life, and make them a real person with their own motivations, desires, traits, and quirks!
Background: Provide several paragraphs detailing your characters , I am looking for good story hooks that can result in game, be they good or bad. Quality is more important than quantity you are free to write as long of a background as you desire, if it exceeds a few paragraphs though please place it in a spoiler button. If you do I promise to put in the effort to read it. I’m really looking for is some opportunities to bring in people, decisions, and events from your character’s past.
Background Selection:
Personality Traits:
Ideal:
Bond:
Flaw:
Roleplaying Sample: I would like each of you to provide a couple paragraph sample of your writing in relation to the character you are creating for this game.
Starting Location Characters will begin play in Porta on the following map. However you may be from any location on the map. There will be additional maps as the party sets forth on their explorations that will be added later.
Questions? Feel free to ask any questions you like! You're welcome to post questions in this thread, or PM me. I'll add whatever you all ask in this section so others can see it!
User Character Race and Class Status Drachenspirit Kathwed Rheiha Human Sorceress - Sea Sorcery Complete Herb Valignant Lizardfolk Monk - Pyrokine Tradition Complete Shaede Ellesh Wizard - Abjurer Complete Penbeast0 Dagoo "Stubb" Tashtego Human (Variant) - Barbarian - Totem Complete Selini Aleah Shifter (Swiftstrider) - Druid (Circle of Dreams) Complete Reliq0770 Tinn-Tinn aka Teddy Bugbear - Arcane Trikster Complete mjb Martin Brodrickson Protector Aasimar - Cleric - Life Complete Dirty Magic Apsidee Shaninjer (Tzinwar) Half Elf - Rogue (probably swashbuckler Complete Kaylara Princess Mira Water GEnasi - Cleric Complete GoombaJosh Joseph Rogerson Human (Variant) - Fighter (Eldritch Knight) Complete Swangrace Aila Xyrsalor Elf Wizard - Bladesinger Complete Alemar Durenal "Ren" Coppervein Dwarf Bard - Valor Complete Saratek Clio Merfolk Warlock - Celestial Complete
Last edited by JaredSyn; May 28th, 2020 at 12:18 PM .