Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Saturday 5E game for 1 more

Hello all, I have a party member that may be leaving my game due to her being sick a lot because of her pregnancy and the current arc of our game is about to end this Saturday. The party member that is leaving is a Rogue. The current party is made up of a Drunken Master Monk, War Cleric, Wizard, Warlock/Rogue, and Barb (that will be switching to a Ranger). I kind of broke his character last session because he had to give up his ancestral spirits last session to get a powerful artifact to help beat the final boss of this arc. This wasn't the only option I gave them to get this just a BTW it was his choice as a sacrifice to keep a friend from giving up his "pure" soul as collateral, which he would have gotten back at the end of the arc. Anyway they will be going to an Asian like continent next with a Chinese theme country ruled by Aasimar, Middle Eastern themed country ruled by Tieflings, and Japan/Korean/China mixed themed, but primarily Japan, country ruled by Humans who are actually descended from humans taken from Japan (it is a long story but this planet/realm they play in started as a sanctuary to protect life throughout the whole D&D multiverse.) I am looking for a "good" character as the party is mostly neutral at the moment.
i would be happy to join if possible!
I would be happy to try to get in. Couple questions, what exactly do you guys need? I'm guessing a tanky character, since the Barbarian changed to a Ranger. Also, what level are you guys?
They are currently level 8, the game has been going on a year or so. The War Cleric is pretty tanky, but I'd love a fighter or paladin honestly. The party is large enough that we don't really need to fill the normal "roles," but because of the party size I don't really want a character that focuses on summons.
1532020754

Edited 1532021496
What time is your game (like in CST) and I am curious why you wish for a good aligned player overall?  I don't know much about your world but I am generally curious, is the party needing someone to be a pillar to the group? Players who are good aligned in a mostly neutral party can some times be obnoxious.
1532021452

Edited 1532021673
It would be 7 CST and no we have 1 pillar of good ATM. I just want to avoid the neutral characters as they end up selfish. I will post World Info. I haven't typed up Etor yet, which is the continent they are going to next. The party has been gathering artifacts that were part of the great crystal (which is the embodiment of life) to defeat Zazz (the embodiment of Death.) Granted they are not going to fight Zazz at full power and the artifacts are to weaken him even more than he already is. He was trapped until a year ago in the mortal realm's time and was engaged in a war with the Gods basically right after he was able to escape his prison.  World: Eden Continent: Avalon Technological Level: Medieval levels with the exception of medicine and blacksmithing as those are enhanced with magic, other race techniques like Dwarvion knowledge for mining and blacksmithing, and alchemic and magical enhancements to medicine.  Playable races: Humans, Elves (all kinds), Dwarves, Hafflings, Half-Elves, Half-Orcs (rare), Dragonborn (rare) (If you want to play an unlisted race I may allow it as there are ways this can happen, but you's be from another area of the world most likely) Non-playable: Orc, Gnome, Tieflings, all monster races not listed.  Playable Classes: All classes playable, Xanathar's will be allowed Great Powers: Magedom of Ishtall Leader: The Magister (Ishtall the XII) The Magedom is led solely by the magic users (not clerics or Paladins as they get their power from elsewhere) of the Magedom. While normal citizens aren’t outright discriminated against the hold no real power and are subject to being servants or soldiers. In terms of military power most of its strength comes from its large number of unrestrained mages. No school of magic is looked down upon in Ishtall including necromancy. Most of its resources are in the form of lacrima, gems containing magical power which can be used to create magical weapons, items, or store powerful spells. Lacrima are normal crystals with pure magical energies forced into them by mages. The Magedom is a dictatorship and focuses on a strict form of elitism. They believe the artifacts are meant to be used solely for power and propelling Ishtall into the future. Kingdom of Justar Leader: King Henry Justar is a kingdom dedicated to knightly honor and has over two dozen knightly orders and two orders of Paladins. Justar is founded on personal rights, honor, and strict code of right and wrong. The kingdom struggles with seeing grey and they have never broken a word. Their main resources are more conventional with it being mainly ore and top notch blacksmithing. They believe the artifacts should be used to protect the people of the world. Draconia Leader: Draco (Dragonborn) In Draconia the only large population of Dragonborn (under 1,000), the 1 st  Draco founded the kingdom in order to protect the weaker nations from being conquered. The Draco is also the strongest warrior of ever generation. The kingdom is based around a clan structure with a council of clan leaders making most of the decisions with the Draco as the head of the council. Slow to make decisions because of the nature of how the kingdom. Calvary is the best weapon as they are unmatched throughout the land while their infantry is weak relatively speaking. They have no real stake on the artifacts. The Imperium Leader: Emperor Maxium The Imperium believes they are the rightful inheritors of the artifacts. With their large number of varying races, including using monster races in the field of battle. They are much more violent compared to the other nations and also believe in slavery, which they use as cannon fodder in battle after the monster races. Other than this not much is known about this nation. Smaller Nations: Ofron Races: Humans, Elves, Half-Elves, Half-Orcs Leader: Each Village and Town Elder (loose alliance of city-states) Ofron shares its borders with the Imperium and Draconia. It is home to many nomadic tribes following game into the lands now called Aslal. While Ofron does have towns and villages spread out throughout its lands not many communicate together well making it a fairly weak nation. The only reason that it has not fallen to the Imperium or Draconia is because of the fearsome nomadic tribes that live here. Aslal Races: Races: Dwarves, Humans, Halflings, Elves, Half-Elves In the middle of the continent and the site of most of the fighting between the four great nations. This has left this land with no real government to speak of and has left the once lush lands bare. This was once the home of many nomadic tribes but do to the constant fighting here most nomadic tribes have left Aslal for Ofron. Borders all four great nations, Ofron, and Vaslesh. Vaslesh Races: Dwarves, Humans, Halflings, Elves, Half-Elves Borders the sea and while a smaller nation it boasts a healthy naval presence for its nice. Many pirates, sailors, and mercenaries start out here. Borders the Magedom of Ishtall and Kingdom of Justar. (also Aslal) Askaoze (Island nation) Leader: Merchant Council Races: Dwarves, Humans, Halflings An island nation that has tried to stay neutral in the wars, but survives off of trade with the mainland. Due to it having no real conflicts on their own lands Askaoze is ran by the merchants and they sell to everyone. If you want it Askaoze most likely has it! Fraynia (Island nation) Races: Human Leader: High Priest Akon Fraynia is a holy state that believes solely in humans and have forced all non-humans out of their lands. They are in a constant war with the former non-humans that they pushed out of their society (into the southern part of the island). Because of this the other nations don't really see this Island's goverment as sovereign territory. Dedros (Island nation) Races: Halflings, Elves, Dwarves, Half-Orcs, VERY few Dragonborn, Half-Elves, Greenskins (Orcs) Leader: No real leader In a constant fight for survival against Fraynia, this COMPLETELY non-human nation fights for their right to live. Because the races are united in the will to survive they have managed to hold the line against Fraynia, but because they have no leadership structure they lack the organization to mount a proper fight against the humans in the northern part of the island.
Will send you a PM!
responded.