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Campaign Discussion

Use this forum to discuss any campaign related topics or ask questions that are campaign specific.
I almost forgot. The Hoard of the Dragon Queen adventure arrived yesterday with my PHB. I think you guys are going to like it. I'm half wishing I wouldn't have started reading it because it would be fun to go through it as a player :-) I'll be on an extended vacation starting on Friday as my next day back to work will be Sept 8th. I'm doing a little travel the first week or so but that will still give me plenty of time to get things set up to start on 9/3/2014.
Naz, let's see how it all works out and if the DM'ing aspects look feasible for me (making maps and grids, techie stuff), we should consider forming a second group later so that you can join as a player. You will have spoiled it for yourself a bit as DM, but not completely right?
Always ready to slay (or run from) a few dragons :-) Dragons are nasty, nasty, in 5e!
I'm digging into the Hoard of the Dragon Queen starting today to prep encounter maps, get a handle on the story line, etc. The Hoard of the Dragon Queen is the first chapter in the Tyranny of Dragons campaign arc. Your characters will begin at level 1 and should be 7th or 8th level when we wrap things up and get ready to proceed to chapter 2, The Rise of Tiamat.
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Can't wait! Loving 5e so far-- every change seems to be a prudent, sensible change.
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One thing I do plan to carry over from Adventurers League is the division of rewards (experience, treasure, items, downtime, and renown) at the end of each session. It seems fair and so far my experience with loot splits is that they tend to hang around and not really get done. I'd prefer everyone be clear on exactly what they have available before each session begins. So we'll divide things up as the last step of each session which gives us a week to work out any confusions. Here are my plans for doing it and I'm opening it up for discussion. Reward Distribution 1.Awarding Experience Points Combat experience points (XP) will be awarded at the time they earned. If I forget then please remind me. Story awards will be given out at the appropriate time, usually upon the conclusion of the story. 2.Awarding Gold and Mundane Treasure Coin, art objects, trade goods, and other found wealth will be converted to a gold piece (gp) value at the conclusion of a session and is then divided by the number of characters in the party. Each character will earn an equal share. Non-magical equipment (such as arms, armor, and other gear) may be sold for half its cost to add to the total gp value. However, arms and armor taken from defeated monsters is worthless and cannot be sold unless otherwise specified. As a general rule of thumb, if an item is part of a monster’s statistics, it may not be sold. 3.Awarding Consumable Magic Items Potions, scrolls, and other consumable magic items, that are not issued by the group to a character at the time they are found, will be divided among the characters at the conclusion of each session. Players should attempt to ensure an equitable distribution of consumable items. If more than one player would like to own a specific consumable item and cannot resolve the issue, all players wanting the item will roll 1d100 and the player with the highest roll is awarded the item. A consumable magic item may be assigned as a group item. A group item must be carried by a member of the group but must be made available to any group member for use upon request as soon as it is feasible. Any consumable magic item that remains unclaimed and is not designated as a group item will be sold and the gold obtained divided equally among all group members. 4.Awarding Permanent Magic Items Permanent magic items are rare, and do not appear too often. They may be awarded at the time they are found using the distribution rules below. Any permanent magic items that have not been awarded will be distributed at the conclusion of a session. A permanent magic item may be assigned as a group item. A group item must be carried by a member of the group but must be made available to any group member for use upon request as soon as it is feasible. This rule will apply to all current group members even if they were not present when the item was found. Any permanent magic item that is not claimed by any member of the group and is not designated a group item will be sold and the gold obtained split evenly among the current group members. Permanent Magic Item Distribution Rules • If all the players in the group agree on one character taking possession of a permanent magic item, that character gets the item. • In the event that one or more characters indicate an interest in possessing a permanent magic item, the character possessing the fewest permanent magic items is awarded the item. If there is a tie in the total number of permanent magic items owned by contesting characters, each character involved in the tie will roll 1d100 and the character with the highest roll is awarded the item. 5.Awarding Downtime At the conclusion of each episode or adventure downtime days will be awarded to each character. There will be an award of 10-30 downtime days at the end of the episode or adventure. Any amount over 10 days must be agreed upon by all group members prior to being awarded. Characters must spend downtime days (and as a result, pay lifestyle expenses) before the start of the next episode or adventure. 6.Awarding Renown (Speculative, I’m not sure how this will work right now) Many adventures offer an award in the form of renown-points for members of certain factions. Usually, this award will range from 0 to 2 points. Renown-points will be awarded at the conclusion of an episode or adventure. Characters can earn renown only from their own factions. A character can join a faction at any time in an adventure before renown-point awards are distributed. Some adventures might offer additional benefits to characters of certain factions or ranks.
I'm needing to know if any of you have already decided your character is a member of one of the factions. Please post here the name of the order your character has joined or if he is a free agent. Thanks.
Perrin is with the Harpers.
Kmita is in the Lord's alliance
free agent, but leaning harpers
I planned on Nicodemus being a member of the Zhentarim, but currently no faction.
I wanted to double check the status of my gold -- i think i have more than usual because of my winnings in the camp -- right now i have 691 showing with a further 200 with the governor. does that sound even remotely in range?
539 gp is what I'm showing if we're including the new 200 from the governor.
Boat captain to mate, "Whatever you do, DON'T WAKE UP THE CLERIC!"
And don't bet against him, either.
Note to self, thinking outside the box is wise when being raided by hobgoblins 'round midnight. If I could go back: 1. Action, equip shield; 2. Move anywhere; 3. action surge, Dodge. Bet I wouldn't have gone down. Firing with my bow was reflex and just about the worst thing I could have done. And I forgot 4. Free action, yell, Wake up Kmita!
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(Kmita breaks into one of Goodbarrel's greatest hits "Halfling luck" -- he can only remember a few verses:) OOoooohhhhhhh You can sleep in a tent and squish one ant you can paint your shield black and put chairs in a stack but let me tell you the one thing you should never ever dooooooooOOooo.... never ever bet against the halfling luck! OOOhhhhhh you can look up at the sky and sing a lullaby you can eat a roast duck and go chuck a woodchuck, but let me tell you the one thing you should never ever doooOOOooo.. never ever bet against the halfling luck! OOOOOhhhhh You can plant an oak tree and go on a shopping spree You can kick an ogre's crack and then take his treasure sack but let me tell you the one thing you should never ever doooOOOooo.. never ever bet against the halfling luck! OOOhhhhhhh you can chop some dragon meat and spice it 'til its sweet you can waddle in the muck 'til your boots are mighty stuck but let me tell you the one thing you should never ever doooOOOooo.. never ever bet against the halfling luck! OOOOHhhhhh! You can wear a flannel shirt and put a goblin in the dirt Give the order to attack and pat your brother on the back, but let me tell you the one thing you should never ever doooOOOooo.. never ever bet against the halfling luck!
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(In the distant future, by an open fire -- quiet guitar strumming) Grab your drink and rest your laurel Set aside your worry and forget your quarrel Pay attention now and forget at your peril This tale I’ll tell 'bout the great bard, Goodbarrel It’s sad to say and perhaps you relate But Goodbarrel’s parents left him to his fate Abandoned, never too much on his plate Undaunted, his will to survive was just that great Although in youth his stature was unimpressive And the orphanage dour and depressive Goodbarrel found cunning ways to thrive and live Whether rhymin’ for some bread or fightin’ with a shiv Now all grown up, they say a “tall” three foot one, He’s a master of disguise – blink and he’s gone, son Goodbarel’s love of gold cannot be outdone Except perhaps for whiskey, which he drinks by the ton He’s good at everything, just so you know A “jack of all trades”, a true one man show Casting spells like a wizard, or jammin’ a banjo If you see Goodbarrel in action, you’re sure to go “whoa” That halfling is legendary, I hope you concur By now you must know, to whom I refer Should a question of his identity ever occur With no hesitation say, “Why that’s Goodbarrel, sir!”
Instant classic!
My copy of Rise of Tiamat arrived today.
This is for you Movan. We finished that encounter. For the session, everyone got 1,000 xp, 90 gold, I added them to your sheet. Also found were Goggles of Night, Potion of Vitality
WOOT! I would have bet a pile of gold before moving away from those beserkers that at least ONE of them would crit me. I just KNEW it!!! Nice to live and tell the tale. Got some good timely heals... whew!
And one very timely inspiration!
Yeah, borderline fudge there. But so in character to try and seize the revenge within his grasp! My name is Movan Montoya. You killed my father, prepare to die. (Hope you don't have Sanctuary).
Hey guys, I'm going to run something by you. I'm itching to put together my own stuff rather than follow a module so I'd like to do the following: I'd like to run in my own homebrew world but that would be too much of a change. So we'll keep the PCs you have and stay in the Sword Coast area. As long as I can start making my own story arches and adventures I'll be scratching my itch.. I'll work on bringing the Dragon Cult story to a close. You are close to 5th and I figure you'll be pretty close to 6th or just over before this happens. I'll make my own ending to the Dragon Cult story line and I may have it lead in to my own stuff or I'll start dropping some hooks for you guys to follow once it's over. I'm leaning toward keeping the factions involved in the story going forward, and by putting my own stuff together I'll be able to do this my own way. The module really has not provided much info on this area of the game, at least to date. I also want to get your character's back stories more involved in the game similar to what I was doing in the Redspring campaign. That's the just of it. If this is acceptable I'll start figuring out how I'll do this. Also, feel free to keep, add, subtract, or completely redo your back stories. I will do my best to include and build upon what you give me once the Dragon Cult story concludes. Anyway, let me know what you think about this idea and any ideas you might have about where to take the game. I'm perfectly fine continuing as is if that is the consensus. I can't help but have fun playing D&D but I'll have more fun taking over control of the story, etc. One more thing, the people in charge of our office party fat fingered the date of the party. It's actually on a Saturday night (I thought a Wed night was strange) so I'll be good to go the next two weeks. Only Christmas Eve and New Year's eve are out.
Woot! Looking forward to your homebrew additions (story, maps, mobs) as well as the next two weeks. Will be fun to hit 5!
yeah, i always support going the homebrew route -- I will need to tweak Kmita's background a bit
I'm 100% on board with you moving away from the modules. It's really satisfying to create your own stuff :)
I'm good with this . The funny thing is the DM in my other campaign is going to transition from homebrew into Tyranny.
Thanks guys, I appreciate it. I got to thinking about making my own stuff and then realized how long it would take us to get through the Tyranny stuff and I'd be looking at 2016 probably. My only other option would be to run two campaigns and Ravenloft told me that's not something I'd want to do on a regular basis. So go ahead and do what you want with your back stories and shoot me a PM when your done. Once your finished I'll start studying on them and working out ways to put them to use.
Ok, I've got some time off coming up over Christmas and plan to hit the campaign hard as far as determining how to conclude the Dragon Cult portion of the campaign and where to go afterward. I'd like you all to use the next two weeks to finalize your backgrounds. I'll take them as they are but a little more information would be helpful to me when I try to "personalize" the game going forward. For instance: Where is your character from? I'd recommend somewhere in the Sword Coast area as that makes the most sense, but anywhere in Faerun is permitted. Use any Sword Coast map you can find and google a few place names. You'll be surprised how much info there is out there on the Realms. Known NPCs would be helpful too, but not required. i.e. Are your character's parents alive? Does he have siblings? Does he have any close friends? Mentors? Enemies? Loves? Are there any "mysteries" in your character's background? Anyway, this is a request and not an order. Do as much or as little as you want and I'll take it from there.
I will post my tweaks to Kmita this weekend.
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I watched a couple of DMG reviews over the weekend and it has a section about incorporating factions into a game. That will be some very welcome information. DMG is less than 24 hours away now :-)
Now that we've had some time to play with our characters I wanted to further tweak Kmita, and as Aladar requested I wanted to get into some of the details. Kmita grew up traveling on horseback – His father Patrathel was in the Silver Knights of Silverymoon, and his mother Zerenia was part of a small mercantile family that ran supplies between Silverymoon and the surrounding areas. When he was a small baby – he was in his cradle in the back of a caravan when a bolt of lightning struck him – yet he survived the event without a scratch on him. It was generally interpreted as a very good omen and since then, he’s been a local legend within the caravan circles as someone you wanted along for the trip. If he was not attending his father as a page, he was with the caravans serving as a good luck charm against weather. At the caravans he learned a lot about organizing supplies and logistics, and about keeping the good mood of the caravan. He also got a small taste of some friendly gambling that always went down even though his mother warned him of the dangers. The first bad news to hit his family was the death of his father in a raid against a scouting party of Many-Arrow Orcs when Kmita was around 16. It was said that when he learned of the event, it rained nonstop for a week. He rashly went out to seek revenge against the Orcs, but was instead nearly killed. Although miraculous lightning bolts fried some of the Orcs, it was not enough to prevent them from overpowering him and leaving him to die in a ditch. It was Leosin , the wandering monk, who found him half dead, and brought him to Silverymoon to be healed. Although Leosin had to head south on urgent business, Kmita never forgot the man that saved him and vowed to repay the debt no matter what. During his recovery at the temple of Tymora in Silverymoon, the attending cleric [Father Drapyl ] heard Kmita’s story and learned about his possible divine powers over storm and weather– and suggested to him that he seek further guidance because unchecked, these powers could grow to be used for evil purposes. Kmita, although rebuffed at his initial quest for revenge, was nevertheless determined to kill every Orc in sight. He spent the next few years working as a page for his father’s friend in the Silvery Knights, Captain Dorant . He picked up many martial abilities, and would often seek out battle against orders if there were orcs to be fought. Because of his years with the caravans, he became really good at getting gear and supplies to the warriors that needed them, and he soon became an assistant to the Silvery Moon quartermaster, Lieutenant Jorrel . His duty to the Silver Knights and loyalty to Silverymoon were very clear, but his powers over the weather soon became erratic. When he was overcome with strong emotion, weird unexplainable weather events occurred out of touch with the seasons. Sometimes they were beneficial, sometimes not. Although his mastery of martial arts continued to grow, his mastery over divine storms deteriorated. Kmita recalled the words of the cleric of Tymora, and began searching for the proper guidance. His mother’s family suggested that he accompany one of the longer caravan trips of the year to Waterdeep to seek the council of clerics in the many temples to be found there. Kmita was around 22 when he arrived in Waterdeep and eventually found his way to the Temple of Torm. Under the tutelage of War-Cleric Torindal , he began to master his emotions and his powers over weather. He learned of other divinely inspired acts such as curing wounds and treating various conditions. He became friends with others in the Temple and was generally seen as a promising addition to the order by his superiors. He was only there for about a year when word reached him from Leosin, that he was needed in Greenest for urgent business. He set out without a lot of money and was forced to gamble in order to pay his way. He was beginning to get pretty good at it until a stroke of bad luck hit him in Scornubel, and he was forced to sell off his horse to continue travelling. He signed up with a Caravan heading to Greenest and hoped it would arrive in time to help Leosin.
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Tweaks to skills / background: SKILLS I want to eliminate being skilled in Intimidation and put in Deception as part of Kmita’s background of being a quartermaster and having spent time in the Caravans. Deception could be part of buying things at the lowest price and getting bargains, or how well I can get others to be excited about an upcoming event. FEATURE: I want to change my feature from Military Rank to more specifically focused on a quartermaster / caravan logistics kind of feature. I’m not sure what that would be, but something like getting decent prices, or knowing where the best deals are at in any given city given some time. – Perhaps something like the Guild membership for artisans, except for quartermasters? Or something like folk hero’s “rustic hospitality” among caravans and those stops/inns serving caravans [on trade routes from silverymoon?]. Or Based on Kmita’s new role as cleric of torm – something like the acolyte’s feature – shelter of faithful FLAW I want to tweak Kmita’s gambling to still be a drawback, but not in any sense a crushing flaw. I want to add a flaw where Kmita will recklessly attack any Orc he sees on sight unless there is a much greater good to be gained otherwise [hatred of my enemies is blind and unreasoning]. IDEALS: Greater Good | Loyalty and Duty – to his family and to Silverymoon BONDS: His family, the Silver Knights, Silverymoon, Leosin, War-Cleric Torindal PERSONTALITY TRAITS: Kmita gets it done, often skirting the lines of the law. Neutral good alignment
Magic Items from last night: Insignia of Claws Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. Cloak of Protection Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. Ring of Mind Shielding Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. Hazirawn Weapon (greatsword), legendary, requires attunement A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency . While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells . Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding . While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
Ooohh the ring became more interesting with the soul entering it if you die. wait.. does that mean rezzner's still inside?
Could be!
New picture (guy on Reddit made this awesome picture for my character): New Background: Perrin Goodbarrel has no details of his parent’s true fate, but believes both to be dead. Not knowing what happened to them has always haunted him.Perrin grew up in an orphanage and most of his youth was spent learning how to survive on the streets of Sundabar. Armed with only his natural wit and an innate musical talent becoming a Bard became his clear path.The only thing holding him back was his extreme stage fright when playing for any more than a handful of people. Perrin had never let anyone get too close to him until he met a mysterious Half-Orc rogue known to him as Ravalynn though he is sure that is only one of many names she goes by. Ravalynn took Perrin under her wing and taught him the fine art of staying alive on the streets. She also encouraged him to put his musical talents to use despite his condition.He found that just the right amount of whiskey helped, but soon discovered if he kept drinking the night would surely end in fisticuffs. His talent for creating disguises helped him continue find work despite being banned from many of the more refined taverns due to his unpredictable behavior. Ravalynn’s life was always a mystery to Perrin and she would leave without notice to only show up weeks later telling him nothing of her travels. But that all changed the last time he saw her. Ravalynn informed him of a discovery she had made on her recent journey that would change his life forever. She could only tell him it has something to do with what happened to his parents and she would know more the next time she sees him. That was three years ago. Perrin continued to grow as a Bard and picked up a few skills.He eventually joined the Harpers and has infiltrated the ranks of the Cult of the Dragon to combat this new threat to Faerûn. Using his skill in the art of disguise he has established a second identity as an initiate of the cult. When he realized it was getting nowhere to be part of this local group he decided to join a Caravan that might lead him closer to front lines where he could do more in the fight against the Cult. Personality Trait: Overcomes stage fright through liberal use of spirits. Can be flirty with tall women. Sometimes with tall evil women. Ideal: Never leave a man behind. Bond: I owe my survival to Ravalynn who taught me to live on the street.(see background). Flaw: Fear of performing in front of crowds. Gets in fights when he has too much to drink (especially whiskey). Skill changes: proficient in Performance instead of Persuasion Spell changes (Can we do this?): Cantrips: Vicious Mockery , Minor Illusion , Friends 1st Level Spells: Dissonant Whispers , Healing Word , Bane , Faerie Fire 2nd Level Spells: Heat Metal , Crown of Madness 3rd Level Spells: Dispel Magic , Hypnotic Pattern
Wow, that drawing is truly impressive. Good background too!
hahha!!! awesome
Movan, wood elf fighter, level 5 Updated background : Movan grew up in a small elven community along the southwestern fringes of Lurkwood. For centuries his tribe kept the evils of the eastern forest and the wider world at bay through a savvy mix of diplomacy, magical-aided secrecy and the occasional battle. Being few in number, the Lurkwood elves tended to avoid military confrontation when faced with trouble, as was insisted upon for years by their Council of Elders. Regarding their neighbors, human traders and hunters from Mirabar and Nesme were tolerated at arms length: "Not as bad as Orcs or barbarians of the east," is a common saying among the Star Leaves. Not long ago, however, the elves became embroiled in a bitter conflict with human woodsmen, loggers, and merchants from Mirabar. They broke long-standing agreements by cutting and poaching in an area of the forest that both sides had agreed were off limits. Council Elders kept to the plan of trying to deal with them through compromise and diplomacy, but Movan's father led a group hoping to solve the problem through more forceful means. In the martial tradition of his people, Movan was trained in the arts of swordplay and archery, hit-and-run tactics, and the seeking of tactical advantage through stealth and ambush. These missions, in opposition to communal wisdom, meant Movan's family was marginalized and practically outcast. As ill-fortune would have it, the rise of a cult of dragon worshipers in the region, working in conjunction with the merchants of Mirabar, led to the demise of his family and the elves aligned with them. Only Movan escaped their onslaught. Not long after, he joined a party of adventurers in Greenest who were seeking to thwart the dragon cult. With their help, he enacted vengeance upon Frulam Mondath, Rezmir Half-dragon, and the Orc Bog Luck, cultist masterminds of the murder of his family. But success in meeting out retribution has led to an ominous development in his character: after his first tastes of killing, Movan secretly has to admit that he likes it ( flaw ). Personality Traits : Once I set my mind to do something, I can't focus on anything else. The best way to get me to do something is to tell me I can't do it. Bonds : Someone I loved died because of a mistake I made. That will never happen again. Ideals : Freedom. Chains are meant to be broken, as are those who would forge them.
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Hey guys, I'm getting a little behind moving forward with this one, but I'll have something ready for us by the 7th. I see updated backgrounds from everyone but Josh. Is anyone still looking to make any tweaks? I no longer have a fifth player for this one so we roll with four.
I'm behind, but I'll try to have an update in today.
The only tweak I'm thinking of making with Movan is to switch proficiency with Acrobatics to Athletics, but I want to give the rules a closer read.
Josh, I haven't looked at your sheet to know, but did you get your update done? It's going to take me a bit longer to get the redirection of the campaign organized but I'll keep plugging. I wasn't able to devote as much time as I intended while I was off work over the holidays. Plus, there are a few lingering "redo" type of things hanging over some of the characters we'll get ironed out during the next week or so. In the meantime, I'm planning to put together a few "short story" type of events for you guys to run through rather than skipping any sessions. They'll be sort of a one off type of thing but they will be related to where the campaign is going to go. The only caveat is that our sessions for the next few weeks may end sooner than normal as I want to be sure to bring all the "short story" elements to a conclusion each week. That way when I'm ready to move us into the new campaign focus we'll be ready to rock and roll. One more thing, it turns out I do have a 5th player looking to join us. I'm planning to work him into the game during our session on the 14th.
Nicodemus Greyweather Updated Character Background Nicodemus is a gentleman of wealth and power. Or that is what he would have you believe. As a young man of the noble Greyweather family, Nicodemus’ aspirations were largely political. He aspired to be one of the secret Lords of Waterdeep, and worked closely with his father to develop the necessary skills and network of contacts. His first setback followed his father’s death, when his mother, Sabetha, was made head of the family instead of himself. In an act of juvenile vengeance, Nicodemus worked with a rival family, House Zun, to place himself in charge. He communicated via messenger with the head of House Zun, Mistress Amelia Zun. A mostly bloodless coup was successful, but Nicodemus was turned out onto the street as House Zun claimed his family’s properties and other assets for themselves. Sabetha’s whereabouts are unknown. As Nicodemus sought aid from family friends and political contacts, it became clear that House Zun had been orchestrating the takeover for some time, and none would help him. His credit and name were no longer good in Waterdeep, and he turned to deception, thievery and wine to survive. While prowling Waterdeep’s seedier districts, Nicodemus found the body of a sailor freshly arriving with the tide. Without a second thought, the pockets of the dead man were turned out. A journal that had long since become unreadable and a strange brass orb with etched runes were the only two items of interest. Many months of fiddling with the metal sphere revealed it to be a puzzle-locked container, hiding a dark secret that has warped Nicodemus’ world view, and given him an unquenchable thirst for arcane knowledge and power. He has gained many gifts from his dark pact with this ancient deity, including the irksome but sometimes helpful imp, Flick. He has also been cursed with a madness that grows alongside his arcane skill, and knows he is not always in full control of his actions. Personal Bonds I have some regrets about betraying my mother. Though I still believe she betrayed me first, I would like closure if she still lives. House Zun cannot know that I am a threat to them, or my life and those of my comrades will be in danger. Personality Traits I lie about almost everything, even when there’s no good reason to. Wine is good. Ideals Aspiration - I’m determined to make something of myself. Arcane Reverence - Powerful wielders of magic should be respected. Flaws I no longer trust women, and may challenge or undermine them with no cause. Madness may have me acting against the aims of myself or my comrades.
haha!! great backstory josh
Hey Wayne, I've updated your token to your new image. Cool pic BTW!
Good stuff! and the one-off short story plans sound fine Naz.