(5e) The Wrecking Crew is hiring – Castle Caldwell and Beyond, 5e game recruitment


Recruitment


I’ve been running this 5th edition game since May of 2015.

The Castle Caldwell and Beyond Game

It is not a fast paced adventure, but has attracted some players who would not like to see it come to an untimely end. To that effect I would like to reach out to anyone interested in joining an ongoing 5th edition game.

Here are a few details (and I will be happy to answer any questions)
The game began as a retooling of the classic Basic D&D module, B9 Castle Caldwell and beyond

The first group of Player Characters managed to explore the above ground areas of Castle Caldwell, and then we had a few players leave the game (I’ll explain why in a moment)

New Player Characters who had joined the game explored some of the below ground areas of Castle Caldwell, then returned, with rescued Non Player Characters, to town – were given a side quest, and then the game sort of game to a stall when some of the new Player Characters left the game.

Currently this game has three active Player Characters

Isaiah (2nd level bard) played by Flashohol
Wolfgang (2nd level Warlock) played by Atlas2112
Wylla (2nd level Wizard) played by Bimpnottin Daergel

I would like to recruit two to four new players, with emphasis on martial characters, divine spell casters, and rogues

Here is a brief explanation as to why this game has lost many players.

I am a consistent, but not frequent posting DM. I run several games here, and I have no intention of ending any of them before they are completed, but I have ended games when all the players involved want the game to close.I can, at times, be delayed by real life issues (I am in good health now, for a 53 year old, but I've had some scares in the past few years). I have 4 Adult children, and life somethimes gets a bit busy, but I have no intention of leaving this site for any reason. I've been playing D&D since I was 12 or maybe 13 years old (it's harder and harder to remember those days).

I post regularly, just not frequently enough to satisfy a lot of player’s tastes. I try to run an interesting game.

If you join this game I expect you to post once a day (or less frequently) and ask you to be patient with me when I am delayed.

The game is a straight forward 5th edition D&D game with no house rules. The Campaign Setting is the world of Alodoa (created by players and participants of these boards of the past several years). Other games I am running in this setting are

The Woodbridge Campaign (The beginning of All Things)
Palace of the Vampire Queen, the 5th edition version
Mirror, Mirror: A Skarda’s Mirror Pathfinder Adaptation

There is a journal thread with information about the setting, here
The Alodoa Campaign Setting

Character Creation Guidelines are as follows

You will be creating a Second level Character

Character Creation

Race – all races listed in the Player’s Handbook are available as Player Choices

Dragonborn:
Not a fan of this race, but as I am trying to run a no House Rule game, I will include them. How they fit into this setting will be worked out in detail should an interest be shown

Special Note about Dwarves and Elves:
Elves and Dwarves in this setting DO NOT live to be hundreds of years old

I will post specifics about what you should know for any particular race, when an interest in that race is shown – Thanks! But, know that Half-Orcs do not occur in this setting as a result of any form of hostile interactions (Half-Orcs are a playable race, just avoid any “rapey” back stories, please).

Class – All classes are allowed

Level and Hit Points – Characters will begin as second level characters with 450 experience points (to show that you’ve done something already, and whatever it was you did, it got you into enough trouble to be offered a place on the Wreaking Crew). You will have maximum HP at first level, and roll for hit points for each level after that, and always reroll a “1” if rolled for hit points.

Ability Scores – You may choose to roll ability scores as described in the Player’s handbook, or elect to build your character with the 27 point option also described.

Equipment – you begin with the equipment listed for the class you select, plus any additional equipment granted from the selection of a Background (Backgrounds are required) plus a number of Gold Pieces equal to the roll of 3d6 x 10

Alignments – please select an alignment. I would like to discourage the selection of Evil Alignments, but I will not make them a restriction

Languages – Alodoan is the common language, there are also, Halfling, Elven, Orcish, Dwarven, and Gnomish Languages available

Chapter 6 “Customization Options” – Multiclassing, and Feats will be permitted

I expect you to track your own experience points. Characters in this game have not leveled as quickly as most players would like, but I don’t see that as a problem of the game – if you as a player are not actively pursuing adventure, you are not likely to earn experience points.

One last word of caution and this is not meant to be a dis against any current of previous player in this game, but this game has lacked players who want to play decisive, action oriented characters. It has good players, interesting characters with great background stories and interesting roll playing contributions. It’s just that the current player characters (as admitted by their players) are not the sort of characters who take a “leadership” type of roll and make decisive choices about where the party should go or what they should be doing.

This alone has lead to several delays in the game’s forward momentum.

Currently, the three player characters have pursued a “stranger” into a small wooded area south of the Chapel Hill, a hill in the town of Pawkatukit, looking for clues to the identity of a man claiming to be “Clifton Caldwell” but recent information obtained by the characters suggest that this man is an imposter.

So, that was a lot of jibber jabber
Anyone Interested?


I'll post my interest. A friend of mine ran a 5E one-shot I enjoyed, but I haven't really had the opportunity to get my feet wet with 5th edition. The slower posting rate isn't a problem for me - sometimes I end up slowing down my GM posting as well.

I will use the 27 point buy, for simplicity. The character will be a half-orc rogue. A bit against type, but should be fun. Once I have a stat block figured out, I'll post again.

EDIT:

Let's get the HP and Gold rolls out of the way.

HP: 1d8 ⇒ 8
Nice

Gold: 3d6 ⇒ (1, 1, 2) = 4x10=40 gp

Awesome.


Rogue, I'll call it now.
Unless you want like a cleric, i can do clerics.


I would like to apply as well. I was thinking of a Human Paladin with the Knight version of the Noble Background. I'm thinking of a middle-aged knight who's traveling the world looking to do some good.

I could take a soft, guiding hand as a leader if needed. My home game tends to have a lot of passive players, too. So I know how to do this without being an a-hole.

Oh, and what Gods do you have in your setting? Golarion? Greyhawk? Forgotten Realms?

I'll roll randomly. You didn't specify, but I'm assuming you're doing 4d6, drop the low.

4d6 ⇒ (4, 6, 5, 2) = 17; 15
4d6 ⇒ (1, 1, 2, 6) = 10; 9
4d6 ⇒ (1, 5, 6, 4) = 16; 15
4d6 ⇒ (6, 2, 3, 3) = 14; 12
4d6 ⇒ (2, 1, 5, 6) = 14; 13
4d6 ⇒ (2, 1, 6, 1) = 10; 9

That's not bad at all. Perfectly good scores for a Paladin.

Gold: 3d6 ⇒ (1, 2, 2) = 5; +50 gp

HP: 1d10 ⇒ 10

Wow. I really cannot complain.

Edit: The knight came with retainers, which I don't want. Never mind. I'll just be a minor, unimportant noble.

Dark Archive

I am also interested, but like Phntm888 am not a 5e rules expert. That said I do own the players book and am currently playing in two different 5e games at the moment.

I am also a long time player and have been playing about as long as you. I run a weekly pathfinder game and am active on the pbp boards.

I'd propose rolling up a human druid as that is a class I am trying to learn. Since you need melee I'll go moon druid and fight. At second level he/she will already be able to shift so melee will be a thing.

Here are my rolls

Stats: 4d6 ⇒ (1, 4, 6, 4) = 15 14
Stats: 4d6 ⇒ (6, 2, 2, 1) = 11 10
Stats: 4d6 ⇒ (5, 4, 3, 4) = 16 14
Stats: 4d6 ⇒ (6, 1, 6, 2) = 15 14
Stats: 4d6 ⇒ (5, 5, 3, 6) = 19 16
Stats: 4d6 ⇒ (1, 5, 5, 5) = 16 15

I commit to daily posting, or as a mimimum posting in response to your posts, except when traveling, which I sometimes do. I have never walked away from a game and will work to make the game more fun for all. If selected I'll create a moon druid based on these stats.

HP: 1d8 ⇒ 6

gold: 3d6 ⇒ (6, 2, 2) = 10


Dot.

Editing to add Stat rolls;

Stats: 4d6 ⇒ (5, 6, 4, 4) = 19 15
Stats: 4d6 ⇒ (2, 1, 3, 3) = 9 8
Stats: 4d6 ⇒ (3, 5, 5, 4) = 17 14
Stats: 4d6 ⇒ (6, 5, 6, 1) = 18 17
Stats: 4d6 ⇒ (1, 4, 5, 3) = 13 12
Stats: 4d6 ⇒ (4, 5, 2, 5) = 16 14

Gold: 3d6 ⇒ (6, 6, 4) = 16


How much in the way of backstory would you like?


Phntm888 wrote:
How much in the way of backstory would you like?

For now, don't think beyond 2 to 3 paragraphs, tied to the "background" selected from the Player's Handbook, and our campaign setting. If you don't find enough information in the journal thread I linked above to help you build a short background, just ask for some clarification - in most circumstances you will be creating the world at the same time you create the background of your character, as this game, and all the games set on Alodoa are "living Campaigns" that I encourage everyone who is playing to help shape.

As far as Deities go, our dwarven players have done a lot to develop the dwarven pantheon, and Wolfgang (in this game) has been building up the "dark" pantheon of Baravkovia (which is that part of Alodoa that will stand in for certain types of "ravenloft-esque" games or what is Barovia in the standard "D&D" worlds

Alodoa has had only a small number of "saints" and Deities fleshed out so far as far as the general worship among the Human population, and the Elven/Halfling/Gnome/Orc pantheons are not yet described


I was feeling a melee character but it seems like people are jumping on that...soooooo...Cleric it is!


So in other words, an Elven rogue would be welcome then? One who has set out from the sea sides where their vast merchant empire rules from the decks of their great beast of ships? I could help flesh out that idea if needed, and will have the rogue stated up when i get home


I'll dot as I love 5th edition.

Based on your first post, it sounds like you are going to be just using the PHB for sources?

I am thinking that I am going to make a duelist, so I will probably be making a fighter/monk from Vurespania, who was chased out of his homeland by an Inquisition of Opal Knights for the unthinkable sin of teaching the peasantry how to duel. If selected, I'll be adding in information regarding Vurespania (I'm currently thinking that they have a strong church and the Opal Knights are their military arm, along with a rigid religion-based caste system).

For his part, he believes that anyone who has natural talent should have that talent fostered, and so considers himself a teacher.

He's also an exceptional fighter who will stick to formalized rules in the ring, but will also follow the rules of a streetfight.

He is currently in hiding, taking work as a sword for hire/adventurer.


Dot.

4d6 - 1 ⇒ (1, 5, 4, 1) - 1 = 10
4d6 - 5 ⇒ (5, 5, 6, 6) - 5 = 17
4d6 - 1 ⇒ (4, 2, 2, 1) - 1 = 8
4d6 - 1 ⇒ (6, 2, 5, 1) - 1 = 13
4d6 - 3 ⇒ (4, 3, 5, 3) - 3 = 12
4d6 - 1 ⇒ (1, 5, 4, 5) - 1 = 14

So that's 17, 14, 13, 12, 10, 8. Almost the standard array.


A lot more interest than I expected. I'll try to respond to questions today.


Since you're sort of filling out the world as you go along, do you have any problem if I adapt something from Golarion? I was thinking that my paladin could pray to Saint Iomedae. In Golarion she was originally a servant of Aroden before she assumed part of his godly domain--that's why she's known as the Inheritor.

I think it would fit in with the spirit of your game, but give me something to draw on when I need to.

And Harrispania sounds cool. At first glance, it seems to be a fantasy pseudo-Spain, which I think is great.


Okay, here is my submission. Kerak Fellspar, Half-Orc Rogue Soldier. Let me know if everything looks good.

Crunch:

Kerak Fellspar
CG Half-Orc Rogue 2; XP: 450
Background: Soldier
Proficiency bonus: +2
HP: 18
AC: 13
Saving Throws: Dexterity, Intelligence
Str: 12 (+1)
Dex: 15 (+2)
Con: 12 (+3)
Int: 14 (+2)
Wis: 13 (+1)
Cha: 10 (+0)

Skills:
Acrobatics +4
Athletics +3
Intimidate +2
Investigation +6
Perception +3; Darkvision
Stealth +6

Proficiencies:
-Armor: Light
-Weapons: Simple, hand crossbows, longswords, rapiers, shortswords
-Tools: Gaming Set (Dice), Thieves’ Tools, Vehicles (land)

Gear:
2 shortswords (main hand +4, 1d6+2 piercing, off-hand +4, 1d6 piercing, Finesse, light)
2 daggers (+4, 1d4+2 piercing, Finesse, Light, Thrown (range 20/60))
Leather armor (11+Dex modifier)
Thieves’ Tools, dungeoneeer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft hemp rope), insignia of rank (Scout Sergeant), trophy of fallen enemy (horn-handled dagger taken from Baravkovian soldier), set of bone dice, set of common clothes, belt pouch, 40 gp

Race Abilities:
Menacing: You receive training in Intimidate.
Relentless Endurance: 1/day, when reduced to 0 HP but not killed outright, instead be reduced to 1 HP. You must take a long rest to recover.
Savage Attacks: On a critical hit, roll one of the weapon’s damage dice one additional time to add extra damage.

Class Abilities
Expertise (Investigation, Stealth): Choose 2 skills. You may add your Proficiency bonus to these skills twice. At 6th level, choose two additional skills.
Sneak Attack: When you have Advantage over an enemy, you may add 1d6 sneak attack damage to your attacks. You may also add this damage if there is another ally adjacent to the enemy you are attacking and you do not have Disadvantage.
Thieves’ Cant: You can pass messages to other Thieves subtly. It takes 5 times as long to convey a message using Thieves’ Cant than it does saying the message outright. You also know markers used by Thieves indicating a big score, somewhere a thief got arrested, or the presence of law enforcement.
Cunning Action: You may take a bonus action. The action may only be used to perform the Dash, Disengage, or Hide actions.

Background Ability:
Military Rank: You are recognized by soldiers you served with. You may invoke rank to requisition simple supplies or horses for temporary use. You may also gain access to friendly military encampments or fortresses.

Background:

Kerak was born in Taridos, the capital of Harrispania. Born to a poor, lower income family, Kerak would often have days where he had difficulty getting enough to eat. He often got into trouble as he grew up, engaging primarily in petty theft or using his half-orc features to bully food from others. He was headed down a dark path, one sure to result in him spending time in and out of prison. One day, military recruiters for the Alodoan Empire came to the slums in which his family. With the promise of three square meals a day and a guaranteed roof over his head, plus pay, Kerak leaped at the chance to enlist. He signed up and was shipped off to training.

He had a difficult time integrating with the standard regiments, often finding himself either barely avoiding or receiving discipline. His independent streak, coupled with a knack for avoiding being seen and his keen observation skills, got him transferred to a scouting role. Being put into a position where he could take advantage of his natural gifts, Kerak excelled. He began to be less of a disciplinary issue and more of a leader. His scouting reports were always accurate, and when someone refused to believe them, he merely shrugged and waited until he was proved right. Once the Baravkovian Rebellion began, Kerak was one of the first scouts employed, providing valuable information that allowed his unit cut a supply line for an army marching towards Taridos. The army, forced to turn back, was then routed at the Battle of the Antiloch Pass. Kerak was promoted to Scout Sergeant for his valuable work.

When the war ended, Kerak finished out his remaining term in the army before mustering out, looking to do something a bit more interesting in his life. He was recruited by the Solution Society, and now finds himself sent to join the Wrecking Crew. He hopes the skills he’s learned in military life prove valuable in their attempt to clear Castle Caldwell.


Here is the basic crunch for my character. I'll work up a backstory soon.

Stats:

Roman Andari
Male human paladin 2
Medium humanoid, lawful good

--------------------
Armor Class 18 (chainmail, shield)
Hit Points 24 (2d10+4)
Speed 30 ft.
--------------------
STR 16 (+3), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 13 (+1), CHA 16 (+3)
--------------------
Saving Throws Wis +3, Cha +5
Skills Athletics +5, History +2, Insight +3, Persuasion +5
Senses passive Perception 11
Languages Common, Elvish, Dwarvish
Tools Dragonchess

Actions
--------------------

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+5 slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+5 piercing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 4 bludgeoning damage.

Class Features
--------------------
Fighting Style. Dueling.
Lay on Hands.
Divine Sense.
Divine Smite.
Spellcasting. Spell Attack +5, Spell DC 13


Okay, stat rollin' time:

4d6 ⇒ (5, 3, 6, 2) = 16 14
4d6 ⇒ (6, 6, 5, 5) = 22 17
4d6 ⇒ (5, 5, 2, 3) = 15 13
4d6 ⇒ (1, 3, 5, 2) = 11 10
4d6 ⇒ (5, 6, 5, 2) = 18 16
4d6 ⇒ (5, 3, 3, 5) = 16 13

Wow, I'm gonna be the best ninja that ever ninja'd!

Money, money, money. Money!: 3d6 ⇒ (3, 1, 6) = 10x10=100 (million!)

Da HP: 1d10 ⇒ 3


Okay, so I need to reroll my hp, since barbarian was my 2nd level:

1d12 ⇒ 3


Vega Cortez:

N Human Fighter 1/Barbarian 1

STR 13
DEX 18
CON 16
INT 10
WIS 14
CHA 14

HP (HD) 19 (1d12+1d10)
AC 18
Proficiency Bonus 2
Initiative +4

Saves: Str: +3; Dex: +4; Con: +5; Int: +0; Wis: +2; Cha: +2

Speed 30'

Rapier: +6 to hit: 1d8+4 damage; x2 crit
Longbow: +6 to hit; 1d8+4 damage; x2 crit

Skills: Athletics +3, Deception, Insight +4, Perception +4, Stealth +6

Feats: Dual Wielder (+1 to AC while wielding two weapons; can use TWF with non-light one handers; draw or sheathe two weapons when I could normally draw or sheath one)

Class Features:
Fighter: Fighting Style (Two-Weapon Fighting), Second Wind
Barbarian: Rage (2/long rest; +2 damage), Unarmored Defense

Background: Criminal (traded tool proficiencies for languages)
Special Ability: Criminal Contact

Personality Trait: I am self-efficating right before things turn bloody.
Bond: I'm trying to pay off a massive debt incured by my mother when she was sick.
Ideal: People matter. (You're in my crew. Why are we still having this discussion?)
Flaw: No one crosses me twice.

Equipment: Longbow, 20 Arrows, Silvered Rapier, Rapier, Explorer's Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 days Rations, Waterskin, 50' hemp rope), Crowbar, Set of dark common clothes, belt pouch with 25 GP.

Quick Backstory:

Vega comes from the small farming village of Agrippa, where he lived with his mother and grew up happy, until she took seriously ill. The local priest looked at her and told him that she would die if a Priest from the capitol did not come immediately. The priest was summoned, and his mother was healed, but the cost was massive: over 3,000 GP. Not really having any other options, Vega took to banditry, where he found that he had a real talent for it.

After a while, Vega started to hit church caravans. As he viewed it, the church had put him in this position to begin with, so they could shoulder the burden some. Attacking the caravans proved to be his undoing. He had gathered some men (mostly fellow peasants who had also been extorted by the church) and started taking riskier and riskier jobs. He managed to actually amass enough money to pay off his debts, but by then the government had put his mother in a debtors prison. Cleaning himself up, he approached the prison and tried to pay her debt with a story that he had gotten a job in the capitol for a noble that paid well. After paying her debt, he was led into the prison to "see his mother", where inquisitors from the Opal Knights ambushed and arrested him, led by the priest who had initially put him into debt. The priest had figured out that Vega was a bandit, and laid a trap.

Vega would have been hung, but his men made a daring rescue and then took their families into hiding. During the escape, the priest killed his mother, calling her a heretic for raising such a son.

Having no reason to stay in Vurespania, Vega fled south, finally arriving in Harrispania...

Dark Archive

Hi everyone!

I'm one of the players in the aforementioned game, and I'd just like to mention that we need a cleric. I'd be your number one cheerleader for someone who submitted a solid cleric with a well thought-out backstory.

Just sayin'. =)


I'm working on a Cleric right now :)


I will admit to being very new to 5e. Also, as a Cleric, how is religion handled in this campaign settings? What pantheons are available to me? Apologies if this is answered elsewhere; I am battling a cold and am a bit woozy on meds at the moment!


My current concept is a world-weary, half-elf Cleric. Someone who has been a soldier and adventurer who simply cannot seem to die, while most of his comrades are dead and in the ground. He's tired, but he knows that people still needs him, so he puts on the armor and does what he can for as long as he can. Background-wise, I would put him as having worked with the group before, and, upon hearing of their adventures in Castle Caldwell, will want to go to try to keep them out of trouble...he doesn't want to bury any more friends.


While I'm at it;

HP: 1d8 ⇒ 6


And Trinket: 1d100 ⇒ 53


Here's my submission, Preacher Vash Urias. Once I get the answer re: Religion, I'll add that info in, but otherwise he's good to go I believe.

Dark Archive

Here is my cut at a background for my druid. I hope its ok to coop the Emerald Sword to be some aspect of Propoket interested in balance and protection of farms and harvest and nature in general.

Lilly the Wanderer:

Lilly has lived alone in the woods for quite a long time, spending her days in meditation and prayer to what she believed were the gods of nature. Something deep within her called out to commune with nature far from civilization. After months of living off the land and daily prayers and meditation her prayers were answered and her dedication was rewarded with both the gifts and obligations of a druid. But instead of the gods of nature that she had expected the answering deity called itself The Emerald Sword, a guardian of nature among other things. Now, armed with the powers granted by a new god she spends her days protecting her charge while wandering, looking for causes to champion.

Finally something has happened to garner her attention and she is sure this is her reason for all her months of preparation. Need calls out to her and she hastens to answer.

Traits - Note some of these are secret to the character:

Personality: Traits: Lilly feels empathy for all who suffer

Ideal: Greater good. Gifts are meant to be shared with all.

Bond: My isolation gave me insight into a great evil that I must help destroy.

Flaw: I’d risk too much to uncover a lost bit of knowledge.

Appearance:

Rugged and perhaps a little gamy, Lilly spends little time on her physical appearance. She dresses in browns and greens and usually can be found wearing hide armor. her brown hair is long but usually combed and washed. her eyes are piercing blue.She carries a cudgel and seems confident in its use.


I'm a bit behind in a few things, but popping in to say there are some great ideas here. I am going to try, again, to get an hour of free time tomorrow to address the questions


I'm going to throw my hat in. Never played 5e on pbp before (and have only ever played it once irl). So I'm really keen on trying it out.

I'm going to make a rogue, I think. Probably more opportunity-fighting than soldiery, to avoid stepping on Phntm888's toes.

Stats!: 4d6 ⇒ (5, 2, 2, 6) = 15
Stats!: 4d6 ⇒ (4, 4, 2, 5) = 15
Stats!: 4d6 ⇒ (5, 5, 3, 5) = 18
Stats!: 4d6 ⇒ (3, 3, 5, 1) = 12
Stats!: 4d6 ⇒ (6, 1, 1, 1) = 9
Stats!: 4d6 ⇒ (1, 6, 6, 2) = 15

Hit Points: 1d8 ⇒ 1
Hit Points Reroll: 1d8 ⇒ 3

Le-sigh, great stats, crud HP. Definitely going to try being a skulker

Merrum Blaine, Halfling Rogue:

Merrum Blaine
Male Lightfoot Halfling Rogue 2
Small humanoid, chaotic neutral

--------------------
Armor Class 17 (studded leather)
Hit Points 15 (2d8+4)
Speed 25 ft.
--------------------
STR 12 (+1), DEX 20 (+5), CON 15 (+2), INT 15 (+2), WIS 15 (+2), CHA 10 (+0)
--------------------
Saving Throws Dex +7, Int +4
Skills Acrobatics +7, Deception +2, Investigation +4, Perception +4, Sleight of Hand +7, Stealth +9
Senses passive Perception 14
Languages Common, Halfling

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+5 piercing damage.

Sling. Ranged Weapon Attack: +7 to hit, range 30 ft./120 ft., one target.
Hit: 1d4+5 bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 bludgeoning damage.

Equipment Dagger (3), Sling, studded leather, 10 feet of string, backpack, ball bearings (bag of 1,000), bell, candle (5), crowbar, hammer, lantern, hooded, oil (flask) (2), piton (10), pouch, pouch, rations (5), rope, hempen (50 feet), sling bullets (30), thieves' tools, tinderbox, trinket, waterskin, 46 gp, 8 sp, 4 cp


Alright let me take a look at what we have here and try to answer questions

Phntm888 – The character build and write up are just perfect, thank you! Now, this game is set close to the territory between Harrispania and the City States of Tarule (A region controlled by Orc warlords and princes, but having no single dominating power,).

Fatmanspencer – An Elven Rogue would be an interesting addition to the party – go ahead and work up a character if you are still interested.
Things about your post I want to address – There are many different attitudes among the elves of Iarishea regarding their place in the Alodoan Empire – some see themselves as victims of a powerful empire that, through treachery and force, seized control of their country and forced their people into a subjective and second rank citizen sort of situation, others see the Alodoans as noble people who saved Iarishea from potential famine and ruin at a time when their own leaders had gone mad with delusions of spiritual glories that were more imagined than reality, still others are in a sort of denial (much like what you describe) and believe that their place among the countries of the Alodoan Empire is superior to all other countries, even Alodoa itself! These elves still cling to prophecies of Iarishean supremacy under the watchful eyes of great elven deities. Even more than these, there are elves who have taken advantage of their Alodoan citizenship to travel to Urandoma (where the Woodbridge campaign is set) and are conspiring to overthrow the Alodoan governor there and establish a new Elven kingdom. For a character who is elven, in Harrispania, it would be a regular situation that you would be subjected to scrutiny, and distrust (especially among the Halfling population of Harrispania). – These situations are made even more complicated by the existence of a smaller population of slightly more dark skinned elves who live in southwestern Harrispania. These elves are not Iarisheans, at all, but come from lands west of the City States of Tarule, and who have mostly forgotten their peoples true origin – having fled from some forgotten catastrophe far to the west, only to be subjected to terrible treatment by the Orcs of Tarule as they moved eastward, until finally coming to western Harrispania three generations ago and finding a new peace along the river Naramalan. These people refer to themselves as Naramites, after the river which they see as a sort of divine savior. The Naramites are a peaceful, agrarian people, with olive skin, and thick straight dark hair. You can choose to be an Iarishean, or a Naramite, and then we can work out what you know about the world after you decide, but either way you are likely to suffer stereotypical abuse as most Alodoans do not choose to see the difference between different kinds of elves. Most important, for now, is that you keep in mind that Elves in this campaign setting do not live to be hundreds of years old.

Wickedraygun – An aging Paladin from Vurespania (the small agricultural country to the north of Harrispania would be a great character. We’ve had a player establish that during the failed Baravkovian succession, when an army of Baravkovia invaded Vurespania, the current (so far undefined) government of Vurespania (which has been described as a bit “high” in the area of superstitions and religious zealotry) feel to the control of a strong militaristic sect of knights calling themselves the Knights of the Church of the Septumberate. Know your paladin would be ideally a knight of the traditional Alodoan gods, and we could easily take Iomedae and redesign her in the themes of Alodoa (remove any direct Golarion connections, take away her ascension to godhood and cast her as a principal deity in the Alodoan Pantheon alongside the only other deity that has been described in any detail so far

See this post Ophallela – Goddess of the Day

I would see your paladin as an older man, who fled from Vurespania rather than fall under the rule of the Church of the Septumberate and who seeks to raise followers of the “Goddess of Righteous Indignation” of Alodoa to return someday to Vurespania and unseat from power the authoritative but cruel knights who control that country now. What would we call this grand goddess of rightopusness in Alodoa, keeping in mind that Alodoa should be thought of in terms of a “Hollywood Idealization” of 17th century western Europe, if the low countries had risen to power and dominated all of western Europe (sort of like how Hollywood might see Vikings two hundred years after they ended their period of raiding, settling down to become powerful, but peaceful negotiators. You sort of already have Harrispania figured out, but it should be said again that I strive more for a “Hollywood” idealization, and do not try to stay strictly historical in my portrayals of these “cultures.” I’d like to try to not be culturally insensitive, but at the same time try to borrow the “general” themes of certain cultures so that players can instantly get a feel for what a place is like. Harrispania - sort of like Spain, Vurespania – sort of like northern Spain (Basque region), Palicadia – sort of like France, Alodoa – sort of like the Low Countries, the Netherlands, and the countries of Sweden and Norway, Iarishea – sort of like Russia

As far as the Pantheons of this setting are concerned, so far (we are building these things like this in the games we play) we have identified four, possibly five different pantheons in this setting, Alodoan (Human), Baravkovian (Human), Iarishean(Elf), Urandoman (Gymnagaopthian and Maetaur), and Baylorean (Dwarf) – and only a handful of actual deities spread through these pantheons. I am willing to allow any player to suggest a new pantheon, or a deity for any of the existing pantheons, including reworking any existing deity from current game resources.

Skorn – I would love to work with you in developing a human druid character. Druids, in this setting tend to be Maetaur (see the Beginning of all things campaign for information about this race), and other races have learned the druidic traditions from these people. Unfortunately, as I am trying to keep this game strictly “by the rules” and not introduce any “house rules” we will not be seeing any Gymnaga or Maetaur in the adventures

Of course all that might change if the players were willing to make exceptions. For now, just trying to stay true to what I set out to do with this game

Dodekatheon – I’ve talked a bit about elves and religion in answering other interested player’s questions – I hope you don’t mind taking a look at those answers.

Rungok – I’d like to work with you to create a Halfling character for this adventure. I’ve gone on for quite a long time already, so please forgive me if I am brief now, but for better understanding of how Halflings fit in this setting, see this post

Halflings and Elfs – the problem with Iarishea
People wanting to play elves, should read the above linked post as well


I didn't know that someone else was also making a Vurespanian! Power to the people!


So am I required to be one of the halfling manipulators, or is it more specifically to help fit the character into the geopolitical topography of the game?

Like I said before, I'm not very familiar with 5th edition yet. :/


Vrog - I'll address your character later, when I have more time

rungok - No you do not have to be any sort of "stereotype" that I talk about, this is just to give everyone a bit of background on relations between Halflings and elves - typically, in Harrispania, elves will be more likely to be aloof or unkind to halflings, while halflings this far south of Iarishea are indifferent to elves


Not at all! As I mentioned I was in a bit of an over the counter drug stupor; I'll bone up on the info shortly


Terquem wrote:

Vrog - I'll address your character later, when I have more time

rungok - No you do not have to be any sort of "stereotype" that I talk about, this is just to give everyone a bit of background on relations between Halflings and elves - typically, in Harrispania, elves will be more likely to be aloof or unkind to halflings, while halflings this far south of Iarishea are indifferent to elves

Ah! That makes sense to me. :D

I'm okay with a halfling with just a minor bit of dislike of elves but not anything that's outright hateful. Maybe he has had to work with them more often than most, considering the number of thieves among elves now? (unless I misunderstood what I read)


My goal is to have this finalized by Sunday, so new players can begin posting to the game a week from today.

I'll make a list of what works for me, and answer more questions when I get another bit of free time.


Sorry it took so long to get back here, many things going on in the home getting ready for daughter to fly back to Cambodia, so anyway

I’d like to ask for these players to please check in, with a post by the alias you want to use, if they are still interested

Phntmn888
Wickedraygum
Dodekatheon
Skorn
Rungok

I think I would like to say that right now, if all of these players are willing to join the game, they make an excellent party and will meet the other three characters in the game

Now this would make a party of 8, but I think that is a good size for this campaign


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Checking in.

Here is the alias from Skorn. I am using the Variant Human rules to add +1 to two different stats, and gain both a skill proficiency and a feat if that is ok.

I will also post in the discussion thread.


Thanks!

I will try to put together a brief PM to each new character to set up a purpose for your character to be in the village of Pawkatukit, and get involved with the Wrecking Crew

To start, none of you will be actually dues paying members of the Solution Society (I'll explain) but each of you will have some small connection to Pawkatukit or to Castle Caldwell itself


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I popped over to Discussion already!


I'm still interested, and will check in tomorrow.


I'll check in tonight! Thanks for having me!


Going to bump this again - seems the only one who hasn't replied is

Wickedraygun

For the others, thank you - I'll start sending out private messages tomorrow. I'll try to keep them short, but I will answer your questions if they are holding you back

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