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Sunday Night Horror Show

The age of War, conflicts that engulfed all of Noryjin, finally came to an end after the 200 blood stained years it occupied. With it came all the normal fallout from a world consumed with warfare. Fertile lands were turned to barren landscapes, blasted by spells and trampled by armies alike. Men and women that have spent most of their lives consumed by fighting and bloodshed are forced to return to a mundane life. While five years have passed since the conflict has ended many still cling to the thoughts and feelings they held, tensions still high through out most of the world. The borders of all the kingdoms have been altered, mixing in with confusion as the citizens are forced to pay allegiance to a new banner. With the dead reaching an untold number, the amount of graveyards have increased dramatically, bringing with them a new fear. With so many restless souls left behind by the march of war the number of undead and necromancers has exacerbated, blanketing the world in a new darkness. As such, mercenaries have become in demand, offering employment opportunities to those soldiers left over from the war. Such folk often are harsh and twisted, taxing the folk that hire them acting no different than common thugs. This forces the towns and villages to make a difficult choice; Do they deal with the undead that terrorize their lands or the mercenaries they hire to defeat them? In the cities the threat of an outside attack is lessened, the populace protected by thick walls and guards. With so many people clustered in a small area, even more so now that the War is over, work has become scarce, many turning to the less than savory jobs in order to keep food in their bellies and a roof over their head. With corruption seeping into all facets of the governing bodies it only seems to provide an ample breeding ground for a seedy underworld. While the war may be over the world is just as blood thirsty. .  What is this?: This is going to be a 5th edition D&D game that draws upon some of the old school themes and ideas presented from the Ravenloft campaign setting and other gothic horror type modules. This is going to be a voice game (probably skype but may use discord) that meets once every two weeks for a good time. When it is?:  This is going to be on Sundays and will start around 6-7 pm EST. However due to current commitments I won't be able to start this game up until Aug 28th at which point the group would get together for the session zero in which we have a meet and greet and create characters. Who should apply?:  Well first of all, people that enjoy the concept of the world...that's a big requirement :P But more on point those that enjoy good stories, a gritty world filled with violence and evilness and those that want to delve into a good character. This game is going to be 60/40 in terms of non-combat to combat ratio but ultimately it is up to the players on how they handle things. We all love hitting things until they stop moving, however that is not always the correct way to deal with all situations and in my games, actions always have consequences. New players should feel free to apply, I have worked with all levels of experience but please meet me half way. If you don't have the books nor do you plan on putting any effort into learning on your own then this is not the game for you. Who am I?:  I'm just a DM that has been running games for 15+ years that is trying to get back into things after taking a break to recharge batteries. A general nerd/geek that loves storytelling. How to apply?:  Either post on here or send me a pm the answers the following questions/addresses these points. 1) How much experience you have. 2) What is your favourite part of rpg games. 3) What has drawn you to this game.  4) Give me a description of the char you'd like to play. Game Mechanic stuff:  So here is the stuff most people are interested in, the mechanical parts. So for this game we are going to be starting at level 3 (your characters are not total newbs but still green). This game is also going to be limited to stuff found in the PHB with the exception of the playable races which will be listed below. While this world does lend itself to the mercenary life style I am looking for people to play those beacons of lights to fight against the darkness. I've had my fill of murder hobo's and it makes any potential descent that much more compelling. This world has its own pantheon so don't delve in to that part that much. - Races- Aasimar: Few in number the Aasimar are seen as an omen in all lands although whether for better or for worse depends on the region. With hundreds of past lives clambering within their minds it is only a matter of time until they develop mental instabilities.  Ability Score Increase: Your Charisma score increases by 2, and your Wisdom score increases by 1. Age: Aasimar age at the same rate as humans but live a few years longer.  Alignment: Due to their celestial nature Aasimar are inherently good, however due to the strain that their rebirths place on their mind some can eventually turn to evil. Size: Aasimar are built like well-proportioned humans. Your size is medium Speed: Your base walking speed is 30 feet. Darkvision: You can see in dim light within 60ft as if it were bright light, and in darkness as if were dim light. You can't discern colour in darkness, only shades of grey. Celestial Resistance: You have resistance to necrotic and radiant damage. Creature of Light: You gain the light cantrip. Memories of the Past: Tapping into memories of a former life you are able to recall details not known to your current one. Using this ability you gain advantage on a skill check. You may also attempt to recall specific information on items, people, places or things but doing so inflicts 1d4+ your level psychic damage to you. This ability is regained after completing a short or long rest. Dragonborn: Originally from the same swampy areas as the Elves, many of the Dragonborn have since changed locations after the elven occupation of their land began. While a greater number remained, refusing to leave the homes they have held for generations, those unwilling to stay under elven laws have seeped into the other kingdoms. Seen as mighty warriors, the Dragonborn are known as being some of the finest soldiers in all of Noryjin and comprise a large number of the current mercenaries. Dwarf: Hailing from the northern regions initially, Dwarves are a hardy people. Living in or on the snow capped mountains, they have adapted to the harsh conditions of the region which is reflected in their personality. Recognizing strength, glory and honor as the three most important aspects of life, this often leads to them being viewed as barbaric. Divided into clans, the Great war had been the first time that all of their race united for one purpose. Rom'sa'lanni (Eladrin): The nomadic Eladrin travel Noryjin in bands, sticking to a nomadic lifestyle. Known as the Rom'sa'lanni, it is said that their people are nothing but tricksters and charlatans claiming that they can divine the future. With strong ties to their commune many Eladrin view those that leave their confines as outcasts and betrayers. (Elf Subrace) Ability Score Increase: +1 Intelligence Eladrin Weapon Training: Gain proficiency with longsword, shortsword, longbow and shortbow. Fey Step: You can cast the misty step spell once using this trait. You must finish a short or long rest to regain this ability. Elves: Calling the marsh and swamplands of Noryjin home, the elves slender and gaunt frames cause them to appear death like. This appearance is made all the more haunting by their gray and ashen pallor. Adorning their bodies with bone jewelery and trophies from their kills, they prefer to dress in darker clothes. At one time the elves shared borders with Dragonborn lands however as a result of the Great War the Elves managed to conquer the small kingdom that they once owned. Gnome: With staunch religious tenets forming the foundation of their society, gnomes take their worship of their gods rather seriously. Worshiping Ophenya primarily, gnomes of all denominations can be found all over the world. While they may not all worship the same god almost all are adhere to the practices of daily prayers. Goliath: Deep within the jungles of Rew'raq to the south are the Goliath tribes that make up the Yihp'unt kingdom. These giants prowl the darkest places, prizing strength above all else. While often seen as aggressive, Goliaths find it hard to pass on a challenge, especially those involving tests of strength. Clustered together in tribes, the Goliaths for the most part stayed out of the Great War, functioning as hired swords. Goliath Traits: Goliaths share a number of traits in common with each other. Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1. Age: Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Alignment: Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self sufficiency and personal accountability, pushes them toward neutrality. Size: Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed: Your base walking speed is 30 feet. Natural Athlete: You have proficiency in the Athletics skill. Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born : You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. Languages: You can speak, read, and write Common and Giant. Half-elf: Respected for their ability to solve problems, Half-elfs comprise the largest portions of the merchant caste. Often sought out to act as diplomats, they have managed to avoid the stigma that has been garnered by their elven bloodline. Half-elves still possess lighter skin tones and the dark hair of their elven kinfolk but are not as gaunt. Half-orc : Hailing from the Plains of Sorrow, half-orc are often seen as nothing more than the animals that they resemble. Dealing with the racist views of the others they often find themselves torn between two worlds; the savage one the other races pigeon hole them in and the civilized one in which they strive to exemplify. Originally a slave caste the half-orc had won their freedom a scant century before the War began. Halfling: Conquering the high seas, the nautical loving Halflings have built some of the fastest ships in Noryjin. Hailing from the Moonshine isles, the halflings also are well known for their strong home brew spirits. Using their ships to export the drinks through out Noryjin the halflings have built up a strong tolerance to alcoholic beverages. Human: Humans have seeped into every kingdom, their short lives and lust for adventure propelling them further than any of the other races. Easily adaptable to any situation or environment, it seems like humans have permeated into all aspects of Noryjin society. They also control the largest kingdom within Noryjin and are said to be the cause of the Age of War. Tiefling: These outcasts perhaps suffer the greatest scorn of all the races within Noryjin due to their demonic nature. With no land to call their own they are often forced to live in the cities in order to avoid the prejudice of the farm folk. Warforged: Remnant from the old empire the warforged are the mysterious byproducts of an age long since passed. With the secrets of their creation having long since been forgotten the Warforged are slowly on the decline as they have no way to replenish their numbers. This has caused a large portion of their number to actively scour the world Ability Score Increase : Your Strength and Constitution scores increase by 1. Size: Warforged are generally broader and heavier than humans. Your size is Medium. Speed: Your base walking speed is 30 feet. Composite Plating: Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. Languages: You can speak, read, and write Common and one other language of your choice.
PM sent! Hope to hear from you soon!