Sign in to follow this  
Followers 0
haldir

Sunless Citadel 5e pbp

106 posts in this topic

I have electronic versions of the core rules if anyone needs them.

Well as the only full spell caster, as long as we have party members without dark vision, I'll be taking light as one of my cantrips.

 

I just need to figure out what the rest of them and my starting spells will be.  I plan on filling up my spell book as much as possible.

Share this post


Link to post
Share on other sites
3 hours ago, haldir said:

Variant Humans:  I do use feats, so you'd be trading your +2 to everything for the feat & the +1s.

 

I thought the book said +1 to everything, not +2.  Is this errata?

 

I didn't make much progress tonight. I had to take a nap after work because I couldn't retain what I was reading, and then I posted in the argument thread.  I'm trying to decide between elf and human.  On one hand elves have better vision, OTOH it looks like rogues now need the dungeon delver feat to get the best anti-trap features.  So, see in the dark now and get the feat later or feat now and see in the dark later.

 

EDIT: I'll go with vision now, feats later.

 

I don't know anything about 5E Forgotten Realms.  Are there any resources for a bit of background?

2 people like this

Share this post


Link to post
Share on other sites
3 hours ago, haldir said:

The UA ranger I do believe is a spell-less ranger, takes it back closer to roots or like Aragorn. If you wanna look at it I can send you the link to the article.

There's been a lot of UA rangers but the "Ranger Revised" they released isn't spell-less, the spell-less one was more about giving samples of how to customize classes.

While the original PHB ranger is a bit underpowered... I think the revised one kind of goes the complete opposite way and is TOO powerful.

https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf

Instead of favored terrain, it gets this, which is a bit overpowered in my opinion:
 

Quote
Natural Explorer
You are a master of navigating the natural world and you react with swift and decisive action when attacked
This grants you the following benefits:
   •You ignore difficult terrain.
•You have advantage on initiative rolls.
•On your first turn during combat, you have advantage on attacks against creatures that have not yet acted.

 

Share this post


Link to post
Share on other sites

I've more or less finished looking through the player information, except I skipped reading all of the spells.

 

I used one of the fillable sheets from WotC only to discover they've protected it so that it only saves as a blank form.  :mellow:  Why would you lock a sheet by default?  Guess its time to see what's been uploaded to EN world for 5E.

Share this post


Link to post
Share on other sites
14 hours ago, Auberon said:

 

I thought the book said +1 to everything, not +2.  Is this errata?

 

I didn't make much progress tonight. I had to take a nap after work because I couldn't retain what I was reading, and then I posted in the argument thread.  I'm trying to decide between elf and human.  On one hand elves have better vision, OTOH it looks like rogues now need the dungeon delver feat to get the best anti-trap features.  So, see in the dark now and get the feat later or feat now and see in the dark later.

 

EDIT: I'll go with vision now, feats later.

 

I don't know anything about 5E Forgotten Realms.  Are there any resources for a bit of background?

 

Correct +1 not +2.

 

info for FR: http://forgottenrealms.wikia.com/wiki/Forgotten_Realms

 

Not that I will really get into the realms lore & such. It's more or less for racial stuff & other FR items that matter the most to players. I'm more of a Greyhawk & Mystara (Basic D&D) fan myself. Thou there are more online resources for FR.

 

14 hours ago, BlazingTornado said:

There's been a lot of UA rangers but the "Ranger Revised" they released isn't spell-less, the spell-less one was more about giving samples of how to customize classes.

While the original PHB ranger is a bit underpowered... I think the revised one kind of goes the complete opposite way and is TOO powerful.

https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf

Instead of favored terrain, it gets this, which is a bit overpowered in my opinion:
 

 

 

Yah I was thinking that was only for 1 type of terrain ie original favor terrain ability but a little more refined. I think I may scale that ability back like the original PH version. Granted it does become useless if all you do is play in swamps if you've chosen forest thou.

 

 As far as the spell-less version, hmm I could swore that one was it. Eh live & learn. One reason why I want to get a DMed 5e pbp game going before RC this year. I'll know more about game & such. 

1 person likes this

Share this post


Link to post
Share on other sites

 

 I'm theoretically interested in joining up depending on what's in the party so far... I've got a couple character concepts I'd like to try out.

 

What have you guys got and what are you missing?

 

 

Share this post


Link to post
Share on other sites
18 minutes ago, Mad Jack said:

 

What have you guys got and what are you missing?

Rogue, ranger, wizard, paladin. We're kind of missing a primary healer.

Share this post


Link to post
Share on other sites

'k, let's see if this works... YES!  The sheet is autofilling and calculating for me.  I appear to be getting the same numbers out as when I did it by hand, but as this is my 1st 5E character I'm dropping it in here to be double-checked.

 

@haldir, it looks like I will need to work with you on the Inheritor background.  If you want to do it by PM we can.

 

Edit: it displayed fine, but disappears as a post.  I'll see if I can figure out where my image went.

 

OK, going to give up on dragging and dropping since this makes several times it has lost an image.  Regular old upload it is.

 

Edit II: I see the forum resize is doing funny things for a large image.  Click to preview and then right-click view image (or open in new tab) on the preview to finally get it full size.

 

58fbc0af5abd2_RogueOne.thumb.jpg.ee813d7532a8c42493c59eb67eae4749.jpg

2 people like this

Share this post


Link to post
Share on other sites

That is the sheet I use for Daarcstar's pbp here. Good sheet. I think as long as you upload the final version it'll be readable with a PDF reader.

 

Ok np with the background. I'll read what exactly it is & we can work with it.

Share this post


Link to post
Share on other sites

So Haldir, can I bring Daton in or make a fresh character?

Share this post


Link to post
Share on other sites
2 hours ago, BlazingTornado said:

So Haldir, can I bring Daton in or make a fresh character?

 

I have no problems with you doing that.

 

Ok with Mad Jack that brings us to 5 players. Adventure calls for 4 but I'll make it work. It'll give me a chance to up-scale the combats & such.

 

As far as where this adventure will start, ToYP says to stick the Sunless Citadel adventure in the foothills NW of the ruins of Thundertree. The citadel plunged into the earth when Mount Hotenow erupted many years ago.

 

So looking at this map I'd say it's under the wording of Neverwinter woods or so.

 

Neverwinter Region map

1 person likes this

Share this post


Link to post
Share on other sites

Dang you Randy, for bringing up the UA stuff.  I was all set on going Abjurer for my wizard school.  Now that I have seen the Loresleeker and Thamaturge schools I am undecided.  I'll have to make a choice by the time I hit second level.  Which tends to come quick in 5E.

1 person likes this

Share this post


Link to post
Share on other sites

Almost done filling out my stuff, just debating on some things.  I'm just going to go with the Standard PHB Ranger with Faction Agent (Emerald Enclave) background.  Will use variant human rules.  I'll try to get the sheet posted up by tomorrow night assuming that work doesn't get too crazy (no guarantee unfortunately). 

 

@haldir if you need something quicker let me know or if you need anything specific from me regarding the background let me know.  I will try to write up a quick bio as well but figured that the character sheet was the main thing for now.  :)

Share this post


Link to post
Share on other sites

 

 Sunless Citadel starts at 1st level, right? What level are we expected to be by the end of it?

 

I assume multiclassing and feats are okay?

I'm thinking I might do a warlock/druid... It'll give us healing and ranged blasting as well as some utility...

I'm going to start as a variant human druid with the Magic Initiate feat for Warlock (taking Eldritch Blast and Minor Illusion as the two cantrips, and the Healing Elixir spell from the Unearthed Arcana "Starter Spells" article (I have the pdf if anybody wants to read it), and then go a level of feylock (or maybe the new Raven Queen patron from the UA article) at 2nd level.

I'm writing up a custom background for the character, which I'll post for approval after work on Monday...

I still need to roll up my stats and fill out a character sheet...

2 people like this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By haldir
       
       
      Sunless Citadel (from Tales of the Yawning Portal)
      a Dungeons & Dragons 5th edition play by post
      Author: Bruce Cordell
       
         
       

       
      Oakhurst,
       
      Kythorn (June) 13th (a week before the Summer Solstice) in the year of 1493 CR
       
      The town of Oakhurst lies about 3 hexes (whatever the scale is) NW of the ruins of Thundertree. The area surrounding the small town of only 900 people consists of dusty plains & very little vegetation. There are some tiny trees, sapling mainly here & there but nothing noteworthy. There are a range of hills to the north. These eventually turn into mountains & the most noteworthy peak, Mt Hotenow sits in the middle of them. Also near the town is a great forest that extends to the south & the north, the mysterious Neverwinter Wood. The party, begin it's journey is the city of Neverwinter. A small parchment tacked to a bulletin board saying
       
      "Adventures Wanted! Please inquiry at Ol Boar Inn in Oakhurst"
       
      You have traveled the New Road to get to the small town. You are at the outskirts of the town, where the road splits into two roads, You have arrived around noon, the heat of late spring season starting to rise. The buildings are in decent shape, most noteworthy is the Mayor's building & the General Store being the best kept of the town. You recognize the Ol Boar Inn, by the large, hanging wooden sign with a stylized boar on it:
       

       
      The townsfolk eye you but don't give you any troubles. You see the town consists mostly of humans, with a smattering of the other common races of the Realms. One catches your eye, a female gnome wearing a bright color robe with a pendent around her neck:
       

       
      She  is at what appears to be a small temple. She sees you & offers a greeting
       
      "Welcome to Oakhurst. May Lathander's morning light shine upon you all in the morning." 
    • By SamuraiJack
      https://www.kickstarter.com/projects/legendarygames/forest-kingdom-campaign-compendium-for-pathfinder?ref=category_newest
       
      About this project
      The forest is a place of mystery and danger, where the wild things are lurking in the shadowed underbrush with hungry eyes, but also where the fair folk flit and fly through sun-dappled glades. From Grimm's fairy tales to Tolkien's lovely Lothlorien, menacing Mirkwood, and forlorn Fangorn, there are few places for adventure more iconic than among the tall trees and verdant vales of the forest!
      In that spirit, Legendary Games is pleased to present a new hardback adventure accessory for the Pathfinder Roleplaying Game and 5E, the Forest Kingdom Campaign Compendium! Step under the shadowed boughs of the forest realm to find a wild world of magic, mystery, monsters, and more! From the misty boreal taiga of the cold northern reaches to wondrous glades of enchanting fey beauty, you'll find this book an encyclopedic resource for running your campaign, including:
      - Two complete wilderness adventures: the savage barbarian epic Cold Mountain and a deadly fey pursuit in Horns of the Hunted!
      - Over 50 new spells and magic items, from bloodspear and call woodland beings to the scout's spyglass, plow of the abundant harvest, and staff of the fey queen! 
      - Three dozen new character options, including new sorcerer bloodlines, cavalier orders, feats, archetypes, and more, from Feral Companion and Silent Shade of the Umbral Wood to the fey hunter ranger and darkwolf druid!
      - Over 30 new fey and forest monsters, from the boreal wight and stromkarl nixie to the mighty chernobog! 
      - Eight ready-to-play pregenerated characters with detailed histories and personalities, perfect as allies, rivals, or playable PCs!
      - Rich and immersive rules for fey-themed haunts and integrating fey into the campaign from personal relationships to world-altering faerie rumors, ripples, and ruptures that turn the natural world of mortals upside down!
      The Forest Kingdom Campaign Compendium starts by combining the entire River Kings product line from Legendary Games into a single volume, edited and polished and many available in print for the first time, including all of the following products:
      Beasts of Legend: Boreal Bestiary
      Beasts of Legend: Coldwood Codex
      Cold Mountain
      Conquering Heroes: Pregenerated Characters
      Faerie Mysteries
      Faerie Passions
      Horns of the Hunted
      Legendary Villains: Dark Druids
      Treasury of the Kingdom
      These fantastic supplements by all-star authors like Jason Nelson, Matt Goodall, Tim Hitchcock, Neil Spicer, Todd Stewart, Russ Taylor, Alistair J. Rigg, Clinton J. Boomer, Julian Neale, N. Jolly, Tom Phillips, and Linda Zayas-Palmer are classics from Legendary Games and with them alone we could create a hardcover compilation of around 240 pages! All of the above material is complete and ready to go for both Pathfinder and 5th Edition! 
      That would make a pretty cool book on its own, but we also have some amazing brand-new bonus content we have ready for our stretch goals below, which might well push this book over 300 pages! Almost all writing and art for these bonus goals is already complete, and even if we don't quite hit our stretch goals, these products still will be completed and will be available for purchase separately, but if we hit those goals all of his great bonus content will be included in the compilation and backers will be able to download the individual PDFs after the Kickstarter ends! 
    • By SamuraiJack
       
      About this project
      Check out our Early Bird Special pledge level which ends in a few hours! Save money by backing now. :-)
      Check out our Codex, Cards, Counters, and Chronicles  tools which can transform the way you run 5th Edition fantasy roleplaying games! 
      The 5e Gamemaster Toolkit is a series of tabletop game aids to help you run well-organized, dynamic roleplaying games. The 5e Gamemaster Toolkit has four parts:
      Gamemaster Codex — A 36 page 8.5x11” booklet that is meant for use during the session to build adventures on the fly. It is loaded with tools to create quick non-player characters with stat blocks, generate locations, determine loot such as treasure and magic items, and construct interesting combat encounters with no advanced preparation. 
      Gamemaster Cards — This deck has cards to track Initiative and basic stat blocks, Conditions such as ‘Blinded’, Rules Summaries for Death & Dying, Healing, and Grappling, and Role cards to equip players to assist the gamemaster in various ways.
      Damage Counters — These special plastic tokens are sized to fit under standard 1 inch miniature bases. This allows you to use our Stoplight Damage™ rules to track hit point damage. Run large scale encounters without the hassle of tracking hit points for each creature by hand.
      Chronicles Booklets — These four digest-sized booklets are meant to be written in. Malloy’s Almanac is a fantasy calendar with 20 sets of encounter tools. Imaginarium is an idea log with blank dungeons and encounter worksheets. Session Planner includes gamemaster tools to plan game sessions. Game Diary has player tools to log adventure notes. 
      GAMEMASTER CODEX
      For those who’ve bought our Dungeonesque RPG products, you’ve already seen our approach to quick adventure design. This new product takes some of the most useful Dungeonesque Gamemaster’s Guide content and adds new features for on-the-fly games. Not prepared for an adventure you’re running? The Low-Prep Adventures section has 10 instant adventure types to jump start your game. Need an encounter or event to toss players after they’ve ignored your pre-planned adventure ideas? No worries, the Codex has tools for everything from hexcrawls to tavern brawls.
      We’ve intentionally kept the product small (around 36 pages) so you can quickly find the tables you need without halting the game to wade through 250 pages of dense text. Here is a tentative list of the Codex contents (these might change a bit based on consumer feedback and layout constraints):
      People — Names, Quick NPCs, Quick Character Stats, Occupations, Reactions, Traits  Places — Hexcrawls, Tavern Names, Weather  Things — Quick Treasure, Quick Magic Items, Selling Gear & Magic Items, Costs for Food, Drink, & Lodging, Costs for Services  Adventures — Low-Prep Adventures, Adventure Generator Encounters — Wilderness Encounters, Urban Encounters, Something Happens, Plot Twists, Quick Encounter Design  Rules — Converting Early Editions, Healing Potion Effects, Mass Combat, Quick Chases, Complete 5e Rules Summary, GM Rules Reference Example of Interior Layout GAMEMASTER CARDS
      This deck has several types of cards to help gamemasters run the game.
      Put the Initiative cards in plastic protective sleeves, and use wet-erase pens to write on them. One side tracks Initiative and the most critical parts of stat blocks. Arrange them behind the GM screen or in a stack to keep track of turn order. 
      Key Character Stats On One Side; Player-Facing Name & AC On Reverse Round Tracker cards let you track the end of a round and effects which might expire in a future round.
      If you’re not using a gamemaster screen, you can use our add-on Card Holders to stand them up in view of the players. Write the creature’s name on the player’s side of the card. If you want, you can write down the Armor Class of opponents and let players track if they’ve hit the creature or not.
      Conditions scards track the 5e conditions such as ‘Poisoned’ or ‘Stunned.’ Rules Summaries present rules for Death & Dying, Healing, and Grappling. Hand these cards to players so they can quickly know the rules without turning to a rulebook.
      Role cards help the gamemaster recruit volunteers to help during the game. The gamemaster selects things they want help with and puts the cards out on the table. Volunteers take a card which lets the GM know which roles still lack volunteers. Here are the eight role card descriptions:
      1) Turnmaster — Run initiative on behalf of the GM. Consider alerting players in advance when they are up next in the turn order.  2) Battlemaster — Manage miniatures, game tokens, and terrain on the battlemat. Could include marching order and coordinating who is on watch at night. If asked, track damage taken for GM-controlled creatures.  3) Rulesmaster — Have a copy of the core rules and be ready to look up rules as questions come up in the game.  4) Soundmaster — Use devices to play background music that is thematically appropriate for scenes and battles.  5) Grubmaster — Coordinate meals for the group which could include ordering take-out, Keeping track of menu orders, and picking up food.  6) Logkeeper — Track game-world time and the locations to which characters journey. This could include calendar dates and drawing maps. This could also include names of players who attended. Give a copy of your notes to the Chronicler (if you have one) at the end of the session.  7) Quartermaster — Track rewards characters receive: money, treasure, and group treasure. Includes knowing where you keep group treasure. This could also include experience points. Give a copy of your notes to the Chronicler (if you have one) at the end of the session.  8) Chronicler — Take notes about the story during the game, and collect additional notes from the Logkeeper and Quartermaster at the end of the game session. After the game, write up an overview of the game session and publish in a blog post or other medium.  We’re still working on the art for the deck back cover and deciding how we will package the cards (tuck box versus plastic case), but we will share pictures and details on that before the Kickstarter ends. 
      DAMAGE COUNTERS 
      These special plastic tokens are sized to fit under standard 1 inch miniature bases and allow you to use Stoplight Damage™ rules to use tokens to track hit points. Run large scale encounters without the hassle of tracking hit points for each creature by hand.
      Ever have a dozen Orcs on the battlemat, and have trouble keeping track of each creature’s hit points? Logistics of tracking a large number of minis can be challenging. Damage Counters make this easy.
    • By lexomatic
      I decided to start painting up minis for my various PCs
       
      -An unidentified Grenadier Halfling fighter (chain & shield) as Lvl 7 Rogue, Magnus Perrywhimple (soon to be con only)
      -Mystic Theurge as Lvl 1 Monk/ Lvl 1 Rogue Stede Blackthumb (Acolyte of Candlekeep),  on an acquisition mission to atone for learning and copying ritual magic without permission
      -Juliette, as Lvl 1 Half Drow Sorceress, Grz'zilda (the Ghastly Gourmet) who was rescued from Hillsfar and while hiding her heritage is now adventuring.
      I've done a few passes at a few things. But not full base coats yet. Photos later.
       
    • By SamuraiJack
      https://www.kickstarter.com/projects/350683997/midgard-campaign-setting-dark-roads-and-deep-magic?ref=category_newest
       
      Five years have passed; high time to update the Midgard Campaign Setting, and add Deep Magic, adventures, and player options galore!
  • Who's Online   20 Members, 2 Anonymous, 0 Guests (See full list)