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Terrene: A Dungeons & Dragons Campaign

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Sijo from Puerto Rico Since: Jan, 2001
#26: Aug 3rd 2017 at 8:55:31 PM

No its OK, but list them like this:

  • Skills
    • one
    • two

Again, for ease of reference. smile

Going to sleep now, I'll check the character tomorrow.

nman Since: Mar, 2010
#27: Aug 3rd 2017 at 9:44:41 PM

I think I will make a High Elf Warlock. Do I just make up a deity?

Sijo from Puerto Rico Since: Jan, 2001
#28: Aug 4th 2017 at 5:46:56 AM

If you want, but Warlocks don't worship deities- that's the difference with clerics, who get their Powers from gods. Just remember my PCs must be Good. So you could have, say, a Solar as a Patron.

edited 4th Aug '17 5:47:49 AM by Sijo

nman Since: Mar, 2010
#29: Aug 4th 2017 at 8:06:57 AM

Well, deities, great old ones, archers, fiends, etc.

I will try to avoid Chtulhu then tongue

edited 4th Aug '17 8:07:38 AM by nman

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#30: Aug 4th 2017 at 8:09:18 AM

Character Sheet

  • Name: Gabatim
  • Alignment: Lawful Good
  • Race: Human
    • Ability Score Increase (+1 all)
  • Class: Fighter
    • Class Traits
      • Fighting Style—Protection
      • Second Wind note 
      • Action Surge note 
    • Skills
      • Perception
      • Acrobatics
      • Animal Handling
      • Survival
    • Tool Proficiency
      • Vehicles (land)
      • Harmonica
    • Hit Points note  (20)
  • Attributes:
    • STR: 13
    • DEX: 14
    • CON: 15
    • INT: 12
    • WIS: 10
    • CHA: 08
    • Proficiency Bonus: 4
  • Background: Vaquero
    • Equipment:
      • leather armor (AP = 11 + 2note )
      • longbow and 19 arrows
      • a warhammer
      • a shield
      • a light crossbow and 36 bolts
      • a wrangler's pack
      • a set of traveler's clothes
      • harmonica
      • small satchel containing note  19 gp
      • a trinket leaning towards 10—The deed for a parcel of land in a realm unknown to you if I'm to choose
    • Money: 15gp; 250 sp
  • Description: A short and stocky man who constantly looks in need of a shave—or would if anyone regularly saw his face. Gabatim insists on going around in a boar's head mask (tusks and all) under a "10 gallon hat" that even he admits looks silly, but it kept his old herd in line or maybe it just smelled familiar to them. Hmm, he never thought masks might need cleaning...
    Gabatim dresses in plain if rough trousers tucked into boots and a simple tunic (all of it browning but enough for the cold). Still all that clothing comes pretty fresh from the source (and smells of it if not washed carefully). Add in the wild hair and Gabitim is hard to distinguish from the animal herd he once had.
  • Background: A long-time pastoralist with occasional stints as the sheriff of small towns, albeit less uniformed officer of law than only big guy with sharp metallic objects in hollering distance. As is the nature of nomadic pastoralism, Gabatim never actually stays anywhere, and rarely can he anyway. Innumerable sheriff work has been in repayment for grazing rights on local wasteland. Ride and trade—until now. The herd, small as his personal following was, was struck with unfamiliar disease, and just shrank away. The horse was fine. Was. They give out much quicker without remounts. And they reappeared much slower without money. Sure, Gabatim saw the herd dying, but he wasn't about to sell sick livestock. Yeah, that always prepared thing has limits... Well, there is still the deed and his other trade. Perhaps this time though to travel with a clan with at least one good vet—nay found a clan and settle it on the land! He would not name it Gabatimopolis of course...
  • Experience: Level 2 [300/900]

edited 16th Dec '17 6:41:02 AM by CenturyEye

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
Sergey_Smirnov Trans Terminus Homo from Everywhere and Nowhere (With a german accent) Since: Aug, 2015 Relationship Status: Consider his love an honor
Trans Terminus Homo
#31: Aug 4th 2017 at 8:35:45 AM

Is my char acceptable now?

"One may feel fear in the face of danger so long as one banishes fear when danger actually arrives"
Sijo from Puerto Rico Since: Jan, 2001
#32: Aug 4th 2017 at 2:26:41 PM

Yeah, both characters look fine so far.

Also it occurs to me that a Fae Patron would fit an Elf Warlock.

CenturyEye, your Sheet needs the Class Abilities (Fighting Style and Second Wind)

-I have been thinking: I do own a Dice Simulator program, it can simulate any dice, I *could* use it for this game, and post the results... of course, I have no way to prove them, other than my word. But then, if we go "diceless", you only have my word that I will be fair, too.

So, which method would you prefer?

edited 4th Aug '17 2:34:16 PM by Sijo

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#33: Aug 4th 2017 at 2:41:45 PM

I say the diceless. You can always roll in the background if you're unsure of something.
And thanks

edited 4th Aug '17 2:42:07 PM by CenturyEye

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#34: Aug 5th 2017 at 9:05:38 AM

Personally, I’d prefer dice-rolling, and letting players roll their own attacks. A way to avoid cheating is to use Rolz to allow everybody to roll their dice in plain view of you, the DM. It would keep the whole dice-rolling novelty of D&D while letting you see what everyone rolls. I’ve used it before in a different RPG, and it worked great!


Name:

Whistler. (His name, when pronounced by other Kenku and himself, is an actual whistle.)

Alignment:

Neutral Good.

Race:

Kenku. I’m using the 5e Volo’s Guide to Monsters splat, but the actual race details can also be found here: https://www.dandwiki.com/wiki/Kenku_(5e_Race)

-Racial Abilities:

-Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sound can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Dexterity) check. This is how you speak.

-Expert Forgery: You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks to produce forgeries or duplicates of existing objects.

-Kenku Training: You are proficient in Acrobatics and Perception.

Class:

Rogue, 1.

-Class Abilities:

-Expertise: At 1st level, your proficiency bonus with the Acrobatics skill as well as when using Thieves’ Tools is doubled. You pick two additional skills at 6th level.

-Sneak Attack: You know how to strike subtly and exploit a feo’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have either advantage on the attack roll, or have an ally or creature that is an enemy to the creature you’re attacking within five feet of your target, as long as said creature isn’t incapacitated. You must be using a finesse or ranged weapon. You can’t use this if you have disadvantage on the attack roll. The amount of extra damage increases as you level up.

-Thieves’ Cant: During your rogue training, you memorized Thieves’ Cant, and can replicate it flawlessly. It allows you to hide messages in seemingly normal conversation; only another creature that knows Thieves’ Cant can understand you. It takes four times longer to convey such a message then it does to speak plainly. You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or whether specific territory belongs to a Thieves’ Guild.

Hit Points:

8 (1d8 + 0)

Attributes:

-STR: 8 (-1)

-DEX: 17 (+ 3)

-CON: 10 (+0)

-INT: 12 (+1)

-WIS: 15 (+2)

-CHA: 13 (+1)

Skills:

Background and Race skills:

Deception +3, Stealth +5, Acrobatics +7 (Expertise), Perception +6 (Expertise) (Background skills + Race skills.

Class skills:

Performance +3, Investigation +3, Insight +4, Sleight of Hand +5

All Skills:

Deception +3, Stealth +5, Acrobatics +7 (Expertise), Perception +6 (Expertise), Performance +3, Investigation +3, Insight +4, Sleight of Hand +5.

Background:

Criminal.

Class Equipment:

-Rapier.

-Shortbow and quiver of 20 arrows.

-Burglar’s Pack.

-Leather Armor.

-Two Daggers.

-Thieves’ Tools.

Background Equipment:

Crowbar,

Set of Dark Common Clothes and a Hood,

Pouch containing money.

Money:

15 GP.

Description:

In all his birdly glory, to the right. https://1d4chan.org/wiki/Kenku

Personal History:

Whistler used to be a cat-burglar, and stole from abodes that looked like they could afford it. This was due to a mixture of moral goodness, and pragmatism- robbing poor people meant a smaller haul, and Whistler felt like a horrible Kenku afterwards. The solution? Become a half-Robin Hood and steal from the rich, give to yourself.

Eventually, he became more of a treasure-hunter- although he still steals, its more from broken-down tombs and crumbling ruins than other people.

After a while, he settled down in the town of Berk for a while. He's not happy about this.

Experience: 10/300

edited 3rd Sep '17 8:15:02 AM by Cwest5538

Wooze looks at Glass with a 'please take her away' look
nman Since: Mar, 2010
#35: Aug 5th 2017 at 9:44:46 AM

Alrighty I made a sheet here.

Also I trust ya Sijo, I'd prefer it if either you don't use dice you just use your gut, and then if you can't decide you use it like Century said - or else if we roll everything, you just do all the rolls, because the overhead involved in making people do their own rolls isn't worth it.


  • Name: Mialee Meliamne
  • Alignment: Chaotic Good
  • Race: High-Elf
    • Darkvision (60ft)
    • Keen Senses
    • Fey Ancestry
    • Trance
    • Languages - Common/Elvish
    • Elf Weapon Training
    • Bonus Cantrip - Int (Minor Illusion)
    • Extra Language - Celestial
  • Class: Warlock
    • Otherworldly Patron - The Great Old One
    • Great Old One Expanded Spell List
    • Awakened Mind
  • Hit Points: 15 (8+5+[2*1])
  • Attributes:
  • STR: 8
  • DEX: 16 (14+2)
  • CON: 12
  • INT: 14 (13+1)
  • WIS: 10
  • CHA: 15
  • Background: Sage
    • Specialty: Discredited Academic
    • Arcana, History, 2 languages - Dwarvish/Draconic
    • Feature: Researcher
  • Equipment:
    • Light Crossbow with 20 Bolts
    • Arcane Focus
    • Scholar's Pack
    • Leather Armor
    • Short Sword
    • Two daggers
    • Bottle of Black Ink
    • Quill
    • Small Knife
    • Letter
    • Set of Common Clothes
  • Money: 10 GP
  • Skills: Arcana, History, Investigation, Perception, Intimidation
  • Description: Whitish/slightly pink hair, peach skin, green eyes, tends to wear green. Image
  • Personal history: Formerly a scholar until she was discredited for her "crackpot" theories, Mialee found herself contacting and making a pact with a Celestial Great Old One who granted her powers in her quest to learn more about the universe.

Spell List

  • Cantrips
    • Minor Illusion (Int)
    • Eldritch Blast
    • Prestidigitation
  • Level 1
    • Arms of Hadar
    • Charm Person
    • Hellish Rebuke

Experience Log


Loot Log

  • Goat Herder Quest: 507 copper
  • Second quest: 250 SP

edited 7th Nov '17 4:34:03 PM by nman

Sijo from Puerto Rico Since: Jan, 2001
#36: Aug 5th 2017 at 5:35:28 PM

What is Rolz, and how would we use it on *this* site?

NMan, I need you to summarize your sheet here in the format given above.

OK, we have four prospective players. As soon as all are approved (I only need to check NMan's) we will begin the game.

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#37: Aug 5th 2017 at 5:57:49 PM

Rolz is more or less a website that lets you, the DM, set up a 'dice room' in which players can roll in. As far as I know, you can't delete your own rolls, and you can see how many times someone rolls- meaning that players can have the novelty of rolling and whatnot, and you can tell if someone is cheating... which is super hard to do on Rolz, since the GM can see everything.

Technically you can't use it on Tvtropes, but making an account isn't very difficult, and setting up and joining a room is even less so. Literally, you make a nickname, and choose a password, and then you have an account. Making a dice room is equally as simple.

The site can be found here: https://rolz.org/

Fun fact, I was actually going to make a dragonborn rogue, but I changed my mind. Normally the whole mimicry thing kind of stops me from playing a Kenku, but since this is a text game, I can just write out stuff like, "Whistler growls like a dog and cracks his knuckles, signaling his distaste and distrust for the cultist in front of him," instead of having to say all of that.

Wooze looks at Glass with a 'please take her away' look
nman Since: Mar, 2010
#38: Aug 5th 2017 at 6:05:14 PM

Can-doodly. Updated post.

Sijo from Puerto Rico Since: Jan, 2001
#39: Aug 5th 2017 at 6:27:17 PM

I specifically want to play on TVT because I feel it works well for PBP, also I don't want to go to the trouble of going back-and-forth to another site, so Rolz doesn't work for me.

And btw everyone is approved. Expect the Game Thread and Discussion Thread soon.

Sijo from Puerto Rico Since: Jan, 2001
Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#41: Aug 29th 2017 at 3:33:41 PM

Character Sheet


Name: Valykar.


Alignment: Neutral Good.


Race: Dragonborn (Winged, Black)

-Racial Abilities:

  • Ability Score Increase:
Valykar’s Strength score increases by two, and his Charisma score by one. This has been already been factored into his attributes.


  • Age:
Valykar is twenty-six; Dragonborn reach adulthood at fifteen, and tend to not live much longer than eighty.


  • Breath Weapon:
Valykar can exhale destructive energy as an action, once per short or long rest. Drawing on his inner energy, Valykar can exhale a blast of acid in a 5 by 30 foot line; each creature in that line must make a DC 11 Con save. Creatures hit take 6 (2d6) acid damage on a failed save, or half that on a successful save.


  • Draconic Ancestry:
Valykar has black dragon ancestry, granting him his wings and Breath Weapon..


  • Wings:

Valykar has a fly speed of twenty feet.


  • Size:
Valykar’s size catergory is Medium. At 7’2, he is average for a Dragonborn of his heritage, and is large and muscular. He often uses this to his advantage when intimidating smaller others, although he prefers to persuade people before resorting to more crude methods of getting what he wants.


  • Languages:
Valykar can speak, read, and write Common and Draconic.


Class: Cleric, 2


-Class Abilities:

  • Divine Domain: Valykar wields healing light alongside more destructive spells, and his domain is Life.

  • Bonus Proficiency: Valykar has proficiency in Heavy Armor. This is partially because of his past as a soldier and healer, and partially because of his Cleric training.

  • Disciple of Life: Valykar’s healing spells are more effective than others of his faith, due to raw determination and focus. Whenever he uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 plus the level of the spell.

  • Channel Divinity: Turn Undead: As an action, Valakyr presents his Holy Symbol and speaks a prayer censuring the Undead. Each Undead that can see or hear him within 30 feet of him must make a DC 12 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Channel Divinity: Preserve Life: Valakyr can use his Channel Divinity to heal the badly injured.As an action, he can present his Holy Symbol and evoke Healing energy that can restore a number of hit points equal to five times his cleric level- in this case, 10. He can choose any creatures within 30 feet of him, and he divides those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. He cannot use this feature on an Undead or a construct.

Hit Points: 15 (2d8 + 2)


Attributes: -STR: 16 (+3) -DEX: 8 (-1) -CON: 13 (+1) -INT: 10 (+0) -WIS: 15 (+2) -CHA: 13 (+1)


Background: Soldier (Combat Medic)


Equipment:


-Flanged Mace

-Chainmail

-Handaxe

-Priest’s Pack

-Shield

-Holy Symbol

-Combat Medic Insignia

-Broken Blade

-Set of Bone Dice

-Common Clothes

-Money Pouch


-Money: 40 gp.


Saving Throws:

  • Charisma (+3)
  • Wisdom (+4)


'Skills:

  • Athletics (+5)
  • Intimidation (+3)
  • Medicine (+4)
  • Persuasion (+3)


Description: https://www.artstation.com/artwork/38BvD


Personal History:

Valykar grew up in a rather remote village, a good distance south from any major cities. Filled with uncommon races and people, it was a haven for people that wouldn’t be accepted amongst regular folk; dragonborn, tieflings, aasimar. It was nice, for a while.

And than the worgs came.

They laid siege to the isolated village, picking off anyone that strayed far from their homes. The locals formed a sort of militia to defend themselves. Valykar quickly signed up, as he’d always been good at healing magic, and he had some martial skills.

The united force managed to drive the creatures into the woods and away from their home, but it was a long, hard bloody fight. Valykar was scarred, both mentally and physically by the experience; he lost many friends and many of those he considered family. To this day, the sight of a worg still terrifies the dragonborn.

After the threat was neutralized, Valykar found sanctuary from the bloody sights he’d witnessed in Bahumat. Although he can’t say for sure what the Platinum Dragon saw in him, Valykar is determined not to let him down. Called to slay evil, Valykar vowed to save others from the struggles that his own village had went through.


Melee Attacks:

-Mace: One creature, 5 feet, non-magical melee weapon. 6 (1d6 + 3) bludgeoning damage.

-Handaxe: One creature, 5 feet, non-magical melee weapon. 6 (1d6 + 3) slashing damage.


Spell Details:

Spell Attack Bonus: +4

Spell DC: 12

Spell Slots: 3

[X] [X] [ ]


Spell List:

-Cantrips:

  • Guidance

Divination cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

Valykar touches a willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell than ends.

  • Sacred Flame:

Evocation Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Valykar extends a claw and mutters a prayer. Flame-like radiance descends on creature that he can see within sixty feet; the target must succeed on a DC 12 Dexterity saving throw or take 4 (1d8) radiant damage. The target gains no benefit from cover on this saving throw.

At Higher Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • Spare the Dying

Necromancy Cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Touching a living creature that has 0 hit points, Valykar focuses a miniscule amount of healing energy- just enough that it doesn’t drain his reserves. The creature becomes stable. This spell has no effect on constructs or the undead.

-1st Level Spells:

  • Bless

1st-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a sprinkling of holy water)

Duration: Concentration, up to 1 minute

Raising his mace, Valykar calls upon Bahamut to bless up to three creatures within range, possibly including himself. Whenever a blessed creature makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add it to the number rolled for the attack or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

  • Cure Wounds

1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Channeling positive energy, Valykar touches a creature and causes them to regain 9 (1d8 + 2 + 3) hitpoints, due to gaining an extra 3 hitpoints when the spell is cast in a first-level spell-slot.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

  • Healing Word

1st-level evocation

'Casting Time: 1 Bonus Action

Range: 60 Feet

Components: Verbal

Duration: Instantaneous

Valykar speaks a word of power, and a creature within sixty feet of him regains 7 (1d4 + 2 + 3) hit points, due to gaining an extra 3 hitpoints when the spell is cast in a first level spell-slot.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increased by 1d4 for each slot level above 1st.

  • Shield of Faith

1st-level abjuration

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S, M (a small parchment with a bit of holy text written on it)

Duration: Concentration, up to 10 minutes

Pointing his mace at a creature of his choice, Valykar mutters a prayer. A shimmering field appears around the creature, granting it a +2 bonus to AC. Up to 10 minute duration, concentration.

  • Guiding Bolt

1st-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round

Valykar points his mace towards a creature. He makes a ranged spell attack as a flash of lights streaks through the air towards him, dealing 12 (4d6) radiant damage on a hit. In addition, if the bolt hits it causes the target to glow with a dim mystical light, giving the next target to attack the creature before the end of your next turn advantage.

  • Protection from Evil and Good

1st-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)

Duration: Concentration up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


EXP: Level 2: [300/900]

edited 20th Dec '17 5:31:33 PM by Cwest5538

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#43: Oct 1st 2018 at 6:29:38 PM

Test

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
Sijo from Puerto Rico Since: Jan, 2001
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