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Old 09-10-2018, 10:40 PM
Jim Faindel's Avatar
Jim Faindel Jim Faindel is offline
I encourage peace
 
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*NEW GAME* - The underbelly of Tal'Dorei - A Critical Role mafia adventure

 


Game NameThe underbelly of Tal'Dorei - A Critical Role mafia adventure
Game SystemDnD 5e
ThemeSocial unrest, criminal activities and bloody rebellion within the city of Emon
FlavourPulp mafia work, from trope-filled to moderately serious at first, may grow darker later
Plot Summary
Story
The young republic is besieged by enemies within its own borders, as magic, treason and plot aim to bring down the council and return Tal'Dorei to the days of the empire. Quickly reacting to the civil unrest, the Clasp, its largest and most powerful criminal organization, storms the streets of the capital’s underbelly, fully aware that a thriving city is a profitable one.

At the heart of a country thrice destroyed, Emon still stands defiant as the first and largest bastion of humanity in the continent that now bears it's founder's name; a mere 15 years after enduring a war of conquest against a conclave of dragons and the nearly successful attempts of an arch-lich to ascend into godhood, the city now wakes to the cries of rebellion as new powers seek to take control of the fabled birthplace of heroes.

After years of tensions amongst the ruling factions, the uneasy peace suddenly came to an end during the graduation ceremony of the new mages from the capital's high sorcery academy, The Alabaster Lyceum, when a young man came unannounced and uninvited only to immolate himself in a magic explosion that destroyed half the precinct and claimed the lives of nearly all the graduates, their teachers, and of Planerider Ryn, a special guest from The Arcana Pansophical.

On the dead of the night, once the ruins of the Lyceum had stopped smoldering and the ashes of the dead were cleared by the torrential rain, you finally got words from your higher-ups: the Clasp had been attacked as well. Someone targeted the underway tunnels and corridors of the undercity with a deadly explosion, much like the one above, dealing a massive blow to the information network and killing dozens of agents all at once. Because of this the Spirelings have gathered, deciding to send those loyal and eager to avenge their comrades by strike back at their foes.

Whatever your motives, you’ve answered the call. Your objective: to find those responsible for the attack, bring the Clasp’s justice to them, and above all, restore the peace of the underworld so that business can resume. Will you work to grow the Clasp’s influence or take advantage of the chaos to further your own goals? Many paths will open before you within Emon’s underbelly, but be aware that taking the wrong one may lead to the fall of Tal’Dorei.


SettingThis 5th edition Dungeons and Dragons games takes place on the official Tal'Dorei campaign setting published by Matthew Mercer, Dungeon Master from the famous Critical Role twitch series, roughly 15 years after the end of their first campaign. While it isn't necessary for the players to have seen, or even know about the events of Critical Role, it is expected that their characters would be familiar with the impact of Vox Machina in the world, their heroic status and adventures across the continent, specially their defeat of the Chroma Conclave, and the Arch-Lich Vecna. I will add in the following space some spoiler tags containing a summary of these events for those unfamiliar with the source material.

 

 

 

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Emon, the City of Fellowship
Metropolis • Population: 287,550 (68% Human, 7% Dwarven, 6% Elven, 19% Other)


The cultural heart of human civilization on this continent, and as the republic’s capital, Emon is a nexus of politics, justice, business, industry, and education within the realm.
Encircled by 60-foot-high walls that stretch from the eastern fields to the western shore, Emon is accessible only through its heavily-patrolled gates and by skyship, the denizens of the city are generally well protected from outside attackers and sieges. A well-trained force of guards known as the Arms of Emon enforces the laws of the land from the Military District. Dense farms and farm communities surround the northeastern boundary of the city, while large slums cap the northern and southern landscape outside of the city walls.

In recent years, an influx of refugees, survivors from the dragons' devastations, have flooded into the city, wildly expanding the northern slums and crowding the ports while the city tries it's hardest to aid those in need without compromising the lives of its residents. Given the direct and fundamental aid of the gods during these conflicts, as well as the desperate need of the people that fell through the cracks of society and had to rely on faith when all else crumbled around them, religion has come to the forefront of society in ways not seen since the gods walked the realms, with several deities that had fallen from the people's mind for generations suddenly receiving several thousands of new followers. The deities that seem to have gained the most prominence from their previous obscurity were The Matron of Ravens, goddess of death and blood, The Everlight, goddess of compassion and redemption, and The Knowing Mistress, goddess of knowledge and arcana. Here is a list of the main deities of this world:

 


Within the city walls, several factions fight for power, cooperating or conflicting with each other as their interest align and clash. As a member of Seeker Assum's Special Task Force, it is in your best interest to keep close tabs on their members, goals and movements across the city, else you find yourself outwitted and outmaneuvered. Here is the information available to you regarding the most relevant ones at the moment:
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The Council of Tal'Dorei

For centuries, the council was composed by an assembly of scholars, generals and philosophers to govern at the side of the emperor. A little over 16 years ago, Sovereign Uriel Tal'Dorei II publically ended the monarchy and passed power over to the council, his last will being instated after his death at the hands of the Chroma Conclave, once the dragon menace was defeated and peace could return to the land, more than ever in need of strong leadership. The council has evolved to now oversee all major functions of government under their banner throughout Tal'Dorei, with each council member assigned a domain of responsibility.

 

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The Arcana Pansophical

Yurek Windkeeper, high enchanter of Syngorn and a well-respected arcanist, reached out to the realm's most trusted and capable mages, and together they formed a private society called the Arcana Pansophical. The chief priority of these powerful arcane specialists is to maintain the "Truth of Magic", a strict code enacted to never again allow the rampant misuse of magic seen in the Age of Arcanum. General members are referred to as "Guides", while the higher circle of members who deal in judgment and oversight are called "Makers". At least one member is established at each place of arcane learning. Membership is largely kept secret unless out of necessity, though the existence of the order is relatively common knowledge. Anyone found to be practicing magic in the realm is logged and checked up on routinely, as misuse of magic is grounds for arrest, judgment by the Makers, and punishment outside of the local law.
 

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The Claret Orders

Hundreds of years ago, a fell power exerted its dark will over Wildemount, corrupting its outlying townships and spreading chaos among its people. Undeath washed over grave sites like a plague, shadowed beasts stalked the midnight woods, and the influence of fiends befouled even Wildemount’s purest souls. In the eleventh hour, a priest of the Matron of Ravens named Trence Orman prayed for a way to protect his flock. The Matron’s inspiration came in the form of long-hidden knowledge: the secrets to blood magic. Taking his gifts, Trence trained his most trusted warriors in these techniques, giving a portion of their humanity in exchange for the power to defend their people. This marked the origin of the Claret Orders, and the first Blood Clerics and Blood Hunters.

The Claret Orders work in relative secrecy, as the nature of their abilities are largely misunderstood and often lead to persecution. Their numbers are small, as the price is great and the Orders only accept those strong of heart with little to lose. Small sects of the Orders have ventured West to wander the lands of Tal’Dorei in recent years, keeping out of the public eye and remaining vigilant to the signs of familiar darkness undermining the region. The Creed of the Claret Orders asks its followers to commit their lives to the hunt of entities and creatures that threaten the sanctity of life and joy. While the sacrifice is great, the reward is the continued existence of purity and good in the world. The Orders strive to protect those who cannot protect themselves from the shadows, taking no credit for their deeds or reward for their services, beyond the means to live and travel.

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The Clasp

Built upon the ruins of the first Thieves' Guild founded under the first emperor, The Clasp is a very well established secret organization consisting of thieves, fences, assassins, saboteurs, spies, and smugglers. Based largely in and under Emon through a network of subterranean tunnels, they run smaller outfits in Westrunn, Stilben, and Kymal. Members are branded with the guild's symbol on their mid back, signifying allegiance and commitment. The Clasp operates like a business-minded crime family, celebrating loyalty and truth to one's word over most other merits. A member pays their debts, keep their promises, and always seeks opportunities for the betterment of the Clasp. Leaders of a Clasp territory are titled Spirelings, and they oversee assigned elements of the organization's functions.

While the immediate assumption is that The Clasp is merely interested in profit at any cost, they also wish to preserve the function and prosperity of civilization, as it is well known that a thriving city is a profitable one, and thus an enemy of civilization is an enemy of The Clasp. They, however, also understand that conflict breeds a healthy economy, and have occasionally kindled the flames of unrest to keep things tense and profitable. The names of those within the Clasp's high ranks, as well as their Spirelings within Emon, are unknown to the general authority, and those known by Seeker Assum have long since been found dead within the city sewers.

You have worked your way up the ranks for some time now, proving yourself time and time again, remaining loyal to your Spiriling and comrades, and carving a small piece of the underbelly for yourself. You’ve also earned quite a reputation in the process, and if you play your cards right during this crisis, you may climb from copper rank to silver, or even electron after all is said and done.

 

 

Many other factions raise and fall from prominence as the city keeps growing, who knows what new players may join this complicated game still?


Gameplay
Play style

So, after having you read through all that, what exactly is the DM looking for out of this game?

The focus of this story is in recovering control of the city’s underworld, working both with the law and around it to find those responsible for the attacks, all the while trying to make a profit on the side.

The intention is to have a game where skill usage, role-playing, coordination and planning are of equal if not sometimes larger importance than combat and puzzle solving.

Reading carefully, specially within the lines, learning to ask the right questions and anticipate the npc's plans by being at the right place at the right time will get you much further ahead here than in most other games.

That's not to say that combat will be discouraged, you'll actually have to fight for your life more often than any non-fiction mobster (this here being a D&D game after all), but I do like to clarify from the get-go that you should expect to be pursuing a drug-dealer through a crowded market street more often than hunting a troll through the swamp.

In any case, I am looking to play out this adventure as a way to explore in depth a setting I've come to love through quite a different lens from what I am used to. I've been DMing Tal'Dorei games for over two years, and I have grown quite comfortable with its places, faces and lore, so it was about time I changed the formula, and where better to do so than on the very same forums where I learned to play D&D in the first place?

Besides, this game will run alongside my original Emon campaign, that being a story based around a detective force working for the council to restore peace in the city, and which you will be crossing paths with throughout your adventure.

Post rate

I would ask players to keep a constant, quality focused, weekly posting rate. Why this particular rate? Because I’ve got a job that prevents me from returning to the daily writing sessions I used to enjoy, because I’ll be checking in on both this and the original game to make sure timelines and events line-up correctly each week, and because that way we can dive-in on the minutia of the fantasy city life with more freedom.

Consider this to be the minimum rate, with those more interested in fluid roleplaying being free to post to their heart’s content between DM updates.

Why is that important? Because due to the nature of the story, keeping track of time will be a crucial part. After a week of posting, hopefully with every player having advanced the plot in some way, the clock will tick as the day passes by. So if your gangsters want to keep on top of their game, they've got to use their time and resources wisely.

Be out of the loop for too long, and risk not only falling behind on the thread, but missing out on several opportunities and allowing your opposition to further their plans unchecked.

TL;DR: Recommended posting speed of 1 per week, which if you fail to meet won't get you kicked out, but might get you killed.

And while we are at it, let me clarify: as a DM, I am a storyteller first and foremost, and I am not above taking control of a character if the player suddenly leaves the Crossing or simply goes offline for more than a week without letting us know in advance. Characters from players that left the first game have already been integrated as NPCs in the campaign, so consider that when going into this. If anything, it should serve as consolation that your PC’s story will reach a conclusion, even if you have to stop writing it.

Expectations

I am looking to start out roughly by October 1st unless the game fills far too quickly (which I highly doubted before, but was pleasingly surprised by the first time around), with a group of 6-10 players committed to take back the streets.

I intend this game to quickly become entwined with our detective campaign, adding an interesting level of nuance to the development of the plot and the interaction with factions and particular npcs only possible by doubling the number of PC inputs.

Why such a large group? Because we'll be playing almost entirely within the largest city of this setting, so unlike my mentor DMs used to tell me so often that the words follow me like a song, this time around you should split the party, else there won't be enough hours in the day for your characters to investigate all the points of interest and daily happenings before it's too late.

The other reason is because I expect there to be more than one character deaths, as your enemies will be quite dangerous and you'll have to actively work against them, so expect poison, kidnapping attempts, rival thugs and killers targeting you, and overall having to keep your guard up and your mouth closed around those you track down, as these foes have no reason to stop stabbing in the dark while you've still got death saving throws.

Other than that, my only request of the players is to expect a pulpy tone rather than a melodramatic one. Think godfather-inspired mafia movies with poorly recorded audio and a ton of soul. A well placed one-liner or inner monologue may not be mandatory, but it sure will be appreciated and depending on quality even rewarded. The tropier the better.

You know what? I lied (I'll be doing that quite a bit through the campaign). I do have another request: do not try to bring the quiet loner with a bad temper kinda character to this here digital table. It's just not fun to play with and honestly much of this game will depend on how well the players manage to communicate important information and trust each other, so please don't

Proper application

The App format everyone likes so much in this site
  • Name: Go wild, codenames, nicknames, or at least something vaguely pronounceable. Or just call yourself Sonny Corleone or Bonnie Parker, that's always an option.
  • Race: All core races plus Goliaths, Genasis and the setting-specific Ravenites.
  • Role: Which Spireling do you serve (from those listed in the section about the Clasp), and what is your particular line of work within the organization.
  • Class: Core classes plus Matt Mercer's published Gunslingers and Blood Hunters. Multiclass allowed. No rangers nor druids allowed though. (Seriously, you should really just play a rogue or warlock instead)
  • Alignment: What can I say? I guess I am just old-school, but I like to make alignments actually matter in my games, as well as question them. No lawful allowed!
  • Backstory: A couple paragraphs is enough, bonus points if you narrate it like a noir novel. Mechanically, any officially published one is fine
  • Personality: What can your fellow players expect from interacting with you?
  • Looks: A decently sized picture will do, but a written description sure would be nice.
  • RP sample: Think I am the hard-boiled detective that finally cornered you many years after the fact and demands to know why did your capo trust you into the Clasp on the first place, and why did you join the hunt for the attackers? Hope you can answer this in character!


All characters will be created at level 5 with 27 points point-buy, but don't go filling a character sheet just yet.
All characters will be proficient in the intimidation skill from the start, even if their class and background would not normally allow it. (Free skills for all!) They will also all know thieves’ cant.
All characters will start the game with an additional feat, from whatever officially published source you can find for this edition (which does not include UA).
Everyone will start with 100 gold, 1 common and 2 uncommon magic items of their choice, as well as a contact within one specific group of interest of your choice within the city.


Personal Homebrew

Rapid Quaffing: From the start of the game we'll change the time required to pull free and quaff a potion from one action to one bonus action. Administering a potion to an unconscious character will still require an action. NPCs will also benefit from this effect.

Spelldrivers: Upon reaching 8th level, all spellcasters gain the ability to cast up to 2 spells in a turn, given that one is an action and the other a bonus action, and only one of the spells is of level 3 or higher, while the other could be level 1, 2 or a cantrip.

The Fading Spirit: Resurrection magic does not automatically return the recipient to life, but instead allows for the party to come together for a resurrection challenge in which up to 3 members can offer to contribute to the ritual via skill checks. The DM will ask each to make a skill check based on their chosen form of contribution, with the DC of the check adjusting to how helpful/impactful/plausible the DM feels the contribution would be, from praying to the deity of the fallen comrade to employing experimental, highly dangerous medications, to even loudly demanding the soul of the fallen to return from the aether.

Class variants: Clerics gain access to the blood domain, Barbarians to the path of the juggernaut, Monks to the cobalt soul tradition and sorcerers to the runechild origin, as they are described in the Tal'Dorei Campaign Setting.

Proper attributes: Players may choose to use either charisma or strength for intimidation checks, as well as either intelligence or wisdom for history, nature, religion, and medicine checks.

In case anyone wishes to play a Ravenite, here are their specs:

Should your character be born from the toil and history of the Ravenite clans, make these adjustments in place of the base Dragonborn traits. Age and Alignment remain the same as base dragonborn:
• You are 1-2 ft. taller than the average dragonborn, and in average 30-50 lbs. heavier. You also lack a tail and a breathe weapon.
• Ability Score Increase. Your Constitution score increases by 1 and your Wisdom score increases by 1.
• Damage Resistance. You have resistance to non-magical slashing damage, as well as the element associated with your scale colour.
• Speed. Your base walking speed is 35 feet.


Parting advice

Please do consider that due to the nature of pbp, it is neither practical nor enjoyable to rp long and fluid back and forth conversations, so if you want to talk with someone, being as precise as possible will always be more efficient, as you will only get so many answers. Same when searching a room or looking for someone in a crowd; while much will depend on the luck of the dice, the DCs you'll face may vary wildly depending on your approach.

While not something I will force on you, it would really be important for the group to keep either a log of their separate discoveries, or a full-on agenda of the city's schedule, trying to maximize efficiency in covering all the important angles of any given event and occurrence. You may end up kicking yourselves else ways, when you find out you all missed the Grand Poobah's birthday party because of poor planning.

I also have to state that I am not a native English speaker, and am prone to use strange conjugations, misspell a word here and there, or even redact sentences like an outright monkey from time to time, so in doubt, always ask and point out where I've written something funny, it may turn out that instead of a character talking in code they were only suffering a case of bad editing, so better to be safe and sorry. (That was a joke, I think.) That is something important to note because in mystery games, information is key!

So good note-checking, a nice memory, or at least decent skills searching through conversations in past posts will really be useful.

In any case I will actively be answering any question that may arise during the application process, so don't be afraid to prod the DM. (Just be sure to bring your 10-ft pole to do so!)

 


Once again, we are looking for a large group, 6-10 players, so please keep those applications coming!
__________________
If I could be an expert in just one arcane
and madness inducing field of study,
it would be you.

Last edited by Jim Faindel; 08-23-2019 at 10:44 AM. Reason: Decided to start running a second game alongside the first
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Old 09-11-2018, 01:24 AM
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Invictus Invictus is offline
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Mycroft
  • Name: If Sam Spade is an option...Mycroft Holmes
  • Race: Human (Variant)
  • Class: Rogue-5 (Inquisitive)
  • Alignment: CG w/neutral tendencies.
  • Backstory:
     
  • Present Circumstances:
     
  • Personality:
     
  • Looks:
     
  • RP sample:
     

Last edited by Invictus; 09-18-2018 at 07:24 PM.
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Old 09-11-2018, 01:28 AM
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I am a simple lass. I see Tal'Dorei and Critical Role, I express interest wholeahartedly
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Old 09-11-2018, 01:41 AM
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I am a simple lass. I see Tal'Dorei and Critical Role, I express interest wholeahartedly
I'm Invictus and I approve this message.
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Old 09-11-2018, 02:31 AM
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This sounds like an amazing game and I would love to be selected to play in it. My application is now complete.

Kytaran Finuthin
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Name: Kytaran Finuthin

Race: High-Elf

Class: Wizard (Bladesinger)

Background: Urban Bounty Hunter

Alignment: Neutral. Kytaran has dealt with the worst humanity (and the other races) has to offer for too long and has found out that he doesn’t mind employing brutal methods his kin might not agree with. He thinks of this as his burden to bear for the elven race. Someone has to do what has to be done.

Religion: The Moonweaver. It is comfortable for Kytaran to tink of himself as a follower of the Moonweaver, but in reality he pays her little more than lip service.

Backstory: Kytaran is one of the best at what he does, and he knows it. Although he wasn’t blessed with the innate magical power many of his race are, he was determined from a young age to learn how do work magic. Luckily his parents were well-off and agreed to allow him to study wizardry with the humans in the Alabaster Lyceum in Emon. After learning all he could from the masters there, he returned home to take an apprenticeship with the great elven bladesinger Ealian Ta’sonan.

Ever since completing his training as a bladesinger he has spent his time hunting those who wrong the elves in his community, just like his master, and his master before him. No matter the insult or injury, Kytaran follows his targets to the end of the world and brings them back to justice. Or, should they choose the easy way out, dispatches them in a fight that Kytaran tries his best to make sure isn’t all that fair. He has been doing this for a long time now and is getting somewhat jaded. He’s sick of the non-elves and their thieving, murdering ways. He has always felt elves are superior to other races and years of hunting the worst the other races have to offer has done little to persuade him otherwise.

Since many he has had to hunt down flee to Emon, hoping to hide in the large city, he has been spending more and more time there. He has an understanding with the city watch, sometimes helping the watch track down people they either can’t find or can’t touch for some reason. When Seeker Assum, the Master of Information from the High Council, had to put together a team to investigate the attack on the Alabaster Lyceum, Kytaran’s name was near the top of his list. The gloves are off for this mission. And Kytaran never had them on to begin with.

PersonalityTraits:
- I am very self-confident and have to try hard to conceal my arrogance under the falsely modest personality I have perfected.
- I don’t like working with non-elves, but I make sure the lesser beings I’m forced to work with have no idea how I feel about them.

Ideal: Ruthlessness. I’ll do what it takes to get things done. If non-elves get hurt along the way, I’ll lose no sleep over that.

Bond: My duty as a bladesinger is to all elves but I am increasingly conscious of the legacy I want to leave behind when I’m gone.

Flaw: I have seen too much corruption and bickering in the elven courts and in the human cities and have grown tired of the same weak diplomatic solution to every problem. Sometimes it’s better to do the wrong thing immediately than to do the right thing a week too late.

Looks: Kytaran Finuthin is fairly tall for an elf at 5’11” and carries himself with uncommon grace. He has long, black hair and piercing green eyes. His face is tanned and handsome, but there is something about the slight sneer that seems to be permanently edged on his face that non-elves feel is off-putting. He is quite heavily tattooed, with patterns resembling the skin of a panther on his chest and arms. The tattoos are far more vivid than those done by human tattoo artists, with the deep yellow of the panther's fur actually done in multiple slightly different yellow colors, making it resemble the sleek fur of the actual animal.

Kytaran wears fine clothes, usually selecting blue and brown tones. He usually wears a stiff leather breastplate, arm-guards and shin guards under his clothing. The loose cut of his jacket and pants hide the fact that he’s armored to those who don’t know what to look for, but the armor makes him look somewhat bulky, for an elf. He is never seen without his sword, an undecorated but very functional blade of good quality.

RP Sample:
 
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Last edited by kymrel; 09-17-2018 at 05:24 AM.
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Old 09-11-2018, 02:37 AM
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I believe that should be it.

Application
 
  • Name: Silvana Tinkerton
  • Race: Tiefling
  • Class: Fighter Gunslinger
  • Alignment: CG
  • Deity: The Knowing Mistress
  • Backstory:
     
  • Background: City Watch
     
  • Personality:
     
  • Looks:
     
  • RP sample:
     

Last edited by ihinka; 09-14-2018 at 05:48 AM.
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Old 09-11-2018, 04:35 AM
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Originally Posted by Invictus View Post
Name: If Sam Spade is an option...Mycroft Holmes
This spurred me to want to create a Noble Investigator named Broo Swain. Then I thought it might be better create a rogue with the city watch background named Prowl Jordan.

Tomfoolery aside, I do think something like a ###*/Lore Bard combo would make a great investigator for this setting and storyline. The name? Bond. Chaynz Bond.

* No rangers allowed!

Last edited by Classic Gamer; 09-11-2018 at 06:21 AM.
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Old 09-11-2018, 05:02 AM
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This sounds really interested and i'm and avid listener of critical role. I'll see if I can put a character together.
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Old 09-11-2018, 07:45 AM
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Name: Comisty Ruskidge Vulce Dumpinger
Race: Rock Gnome
Class: Wizard (Divination)
Alignment: Chaotic Good
Background: Sage
  • Trait: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
  • Ideal: Emotions must not cloud our logical thinking. (Lawful).
  • Bond: I've been searching my whole life for the answer to a certain question.
  • Flaw: I speak without really thinking through my words, invariably insulting others.

 


 


 


 

Last edited by Lazer; 09-15-2018 at 05:33 PM.
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Old 09-11-2018, 08:03 AM
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I can't possibly pass this up! Will get an application up when I can.
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Old 09-11-2018, 08:50 AM
MadDokMike MadDokMike is offline
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will you be supporting the revised ranger class by wizards of the coast ?

http://media.wizards.com/2016/dnd/do...isedRanger.pdf
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Old 09-11-2018, 09:25 AM
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suburbanplankton suburbanplankton is offline
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I am most definitely interested. I had thought to create a gnome bard, but we all know what a crap combination that is; I mean come on...

I do have a couple ideas floating around that I think would fit a Tal'Dorei themed game - I'll have to see which one fleshes out the best.
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Old 09-11-2018, 11:00 AM
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nickostopheles nickostopheles is offline
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Zhon Quadsun, NG, human, Cleric of Everlight 2, Fighter/Monster Hunter 3
right-aligned image

Name: Zhon Quadsun
Race: human
Class: Cleric of the Everlight 2 (Life), retired Fighter 3 (monster hunter) multiclass.
Alignment: Neutral Good
Backstory (short): The good old days weren’t so good to me. Now not in my childhood, I got lucky there, a golden era of innocence, if there could ever be one sitting right next to an army fort. So maybe not that innocent, but still… good. But it all went south when the vampires came to Fort Daxio. Heard about that, right? If you weren’t there, you couldn’t know and if you were you wouldn’t want to talk about it. Death sang a ditty over Fort Daxio and most danced to its tune until they rose again and danced with their friends and families. Two years scraping by, hiding by night, ducking, dodging, and stalking them by day.

Then one day, we were freed; free - but not me, maybe not most. The vampires were destroyed, but not really. A piece of them was in every one of us and it twisted us… twisted me. Hearing death’s song so long, I realized I liked it, thought it a right catchy tune. I started to hum death’s song, then sing it, and then dance with it, a little at first, but gradually we danced all night.

I thought it was my final dance when the Everlight came into my life. It took some time, but it was the balm I needed. It worked slow, made the song sound a little tinny, life a little brighter. I began to believe in people again. In time I felt I could do more, and so like a fool I tested myself and moved to the big city – Emon.

It didn’t take long, but I met someone, a friend, well, sort of... a person who reminded me how much I liked the song. How much I’ve been pretending to not like it, but I must admit I still do. Sometimes you just have to accept part of you doesn’t come back.

Sometimes you just have to admit you like the dance of death.

 
Personality: Zhon is a kind, friendly, considerate man with a very good temper... most of the time. There's a tipping point, rarely seen, not even by his partner, though s/he may suspect, in which Zhon goes cold, calm, methodical and murderous. You wouldn't even know he was angry. He is always trying to do the right thing and help people, it's the only thing left in this world is hope for each other and ourselves. While he's a religious man, he isn't a preacher. He didn't choose the Everlight, nor did it choose him. They were kindred spirits waiting to happen and he feels that's how religion is for everyone.. or should be. These days he believes his role is as a protector.
Looks: See pic. Zhon is an athletic, average height, black man, with a short clean cut short fade. He tends to wear pragmatic non-descript craftsmen class clothes or warrior gear. He rarely dresses in his clerical garb but does often have his Everlight holy symbol visible. He has a warm friendly demeanor most of the time.


RP sample: I decided to make something a little closer to how posting more typically works.
 
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Last edited by nickostopheles; 09-19-2018 at 04:10 PM. Reason: minor adjustments just because
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Old 09-11-2018, 11:12 AM
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Jim Faindel Jim Faindel is offline
I encourage peace
 
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Quote:
Originally Posted by MadDokMike View Post
will you be supporting the revised ranger class by wizards of the coast ?

http://media.wizards.com/2016/dnd/do...isedRanger.pdf
While I do agree the revised ranger is more powerful, I never did like the change to the class' flavor it caused, not to mention it may have gone too far in the other direction, with some rangers now having too much going on.

In any case, and based entirely on my own bias and personal trauma running this setting with my friends, NO RANGERS ALLOWED, EVER!
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Old 09-11-2018, 01:41 PM
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So, I take it, that in the 15 years that came after the Chroma Conclave, the Cobalt Reserve was rebuilt in Westruun?
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