(D&D 5e) The Lustrarium Labyrinth

Mechanical

Initiate Action: Buzz
Location
Somewhere Strange


IC here

Three hundred years ago, the Kingdom of Alfos build a tower, tall enough to reach the top of the sky, to conquer the very heavens. In response, the gods smote the Tower and Kingdom, collapsing it into a great chasm. It became a maze of shattered masonry and fallen rooms hidden under the earth. Such was the magic unleashed it continues to shift and rearrange, a bewildering web of sunken chambers and forgotten secrets.

Two hundred years ago, the Traitor Knightess, Jianari of Yurnoth, hurled the sacred sword Godlustre into the great river of Alfol, which flows into the chasm. A great reward was promised for anyone who could retrieve the sword; a noble title, land, and wealth beyond avarice. Adventurers ventured to the chasm in search of the sword or the treasures of the destroyed Kingdom, once unmatched in might and magic. Some returned bearing great artefacts - and many did not return at all. In time, it became known as the Lustrarium Labyrinth. For a decade, no one has dared enter the darkness below.

Now, four more souls dare the Labyrinth, seeking Godlustre, perhaps, or simply the fame and fortune that comes with delving deep. Now, as they descend on a elevator of battered wood, the sounds of the crowd of well-wishers fading into the creaking of the lift's ropes. The rough rock of the chasm walls give way to strange stone tiles and things skittering in shadowed cracks.

Will they find what they seek... or simply their own doom?


So yeah. A 5e game to get me back into DMing things. It will start at level 3 and ideally end at around level 10. You will gain levels on a milestone system.

Primarily a dungeon crawl, but many encounters can be solved (and some only solvable) with RP, so complete murderhobos may well do poorly.

Everyone will start at level 3. Furthermore, everyone is a human - you can choose whether to be standard or variant (though I'm guessing most people will choose variant). It is 27 point buy. For your convenience, find a calculator here.

Starting equipment is standard for your class or purchased, taking average for your wealth rolls.

For fun everyone can start with a common magic item. If it's a common magic armour you choose, it's leather, a chain shirt, or chainmail.

For classes and spells, the +1 rule is in effect: You can use the PHB and one other splatbook to build your character. Please state which splatbook you're using. That means if you use a subclass from Xanathar's guide, you can't also pick cantrips from SCAG. Keep this in mind as you build your character.

For flavour purposes, no warlocks. There are many paths to power, but none come gifted so easily.

Healing: When recovering health during a rest, a use of a healer's kit per person wanting to recover HP is required.
Otherwise:
Short rests: the minimum of health for each hit die is recovered
Long rests: only half of HP lost is recovered

The game will be on this forum, and recruitment close in a week or so.

There are three kingdoms that surround the Lustrarium Labyrinth: to the North, Yurnoth. To the East, Sartha. To the West, Alrem. To the South is the unexplored distances of the Wild Unknown, home to strange tribes and half-wild peoples.

While the people of each kingdom have common traits, there are standout examples in all of them: Yurnothi sorcerers exist, as do Alremi who channel their rage and become barbarians, for example.
However, there are some limitations: the gods do not answer the Alremi, and thus clericdom for them is impossible; similiarly, there are no centres of learning or civilised structure in the Wild Unknown that could attract or create wizards.

The Kingdom of Yurnoth is a mountainous land, the people tall and pale of skin. Their hair is often dark brown, red or black. They tend towards stern demeanours and martially-inclined classes, being hardy mountaineers and warriors. The rich ores of their mountain homes has led to a proliferation of skilled blacksmiths. It is from Yurnoth the Traitor Knightess emerged and Godlustre was stolen, and so loyalty is considered paramount. The vow of a Yurnothi is considered so strong as to be almost unbreakable.
Yurnoth is a feudal kingdom, ruled by KIng Balthe, who presides over several noble families.
Those from Yurnoth are likely to be fighters or paladins.

Sartha is a holy land, where the gods first descended to make humans from clay. Sarthians are dark of hair and skin, and tend to be of cheerful and excitable character. Pyramids rise from the desert next to temples to the gods. Countless monastries dedicated to spiritual awakening dot the land. They have a lively culture with many festivals, and bards throng in their silk-shaded markets.
Sartha is ruled by a Holy Council of the High Priests of each god - each of whom is chosen by their diety via ritual when their predecessor dies.
Those from Sartha are likely to be clerics, bards or monks.

Alrem is a mageocracy, made of the few Alfoli that escaped the wrath of the gods. Alremians tend to be bronze-skinned, short and stout, with pale hair colours like blonde. They are clever and cunning, with unbroken pride. As a mageocracy, all knowledge is valued, but magical knowledge most of all. The ambient magic has produced sorcerers in large quantities compared to elsewhere.
The Alremi also maintain a sizeable amount of secret colleges of assassins and other black operatives, to use against each other in an constant shadow war.
The Alremi have no united government, being a disparate collection of archmages ruling over populations of serfs. Their silver towers rise tall, pale shadows of the Great Tower that was.
Those from Alrem are likely to be wizards, sorcerers or rogues. However, the gods spurn them, and thus none are clerics.

The Wild Unknown is untamed land, thick with overgrown forests, hidden lakes and cave-ridden hills. It is unknown how many different tribes live in the Wilds, with countless styles of dress and culture. Skin ranges from light to dark, but hair ranges from mundane browns to even dark greens.
There is no organised government in the Wild Unknown.
Those from the Wild Unknown are likely to be druids, rangers or barbarians. However, they lack enough development to produce wizards.
Each race of man has its own language - Alforus, Yurn, and Sarthian. The Wilders speak in a dizzying array of dialects for a language often called Wild-tongue.
Every character gains their home country's language.

Everyone who intends to travel beyond their home village learns Common, a language that was initially a trade language spoken by a good deal of people.
A wise man prays to the gods, but only a fool relies on them completely.

There are currently five (well, technically six) active gods worshipped.

Chassal, god of disaster and deliverance
A wrathful diety, father of storms and bringer of rains. His symbol is a bolt of lightning.
When the storm comes, you pray to Chassal, and hope he wasn't the one who sent it.

Falla and Nalla, goddesses of truth and trickery
Once mortal, the trickster twins successfully schemed to trick the once-god Ulfra out of his divinity. Their symbols change constantly, or perhaps they do not truly have one.
Even as gods, Falla and Nalla delight in deceiving the unwary and revealing the schemes of the wicked.

Zallnan, god of life and loss
Zallnan is the life-bringer, the one who formed humans out of clay - and the one claims you when your time is up. His symbol is an hourglass.
Zallnan will keep you safe and healthy, until the day he doesn't.

Knossi, goddess of building and breaking
Knossi is a goddess clad in rusting metal, a shaper and shatterer. Her symbol is a hammer.
Every tool broken is offered to Knossi, so the next one may last.

Xos, god of beast and butchery
Xos is a bloody god, red of tooth and claw. All beasts are his domain, from the cattle to the carnivore. His symbol is a set of fangs.
If you hunt the wolf or the wolf hunts you - that all depends on Xos' whim.

A being worth mention is Once-god Ulfra, who lost his godhood to the Twins and perished. He is remembered by the temples, but no longer worshipped. His symbol was an eye.
 
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Hm. Here's my character sheet. I don't think anyone wouldn't take the Human Variant. Its designed to be taken over the standard one.
 
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Hm. Here's my character sheet. I don't think anyone wouldn't take the Human Variant. Its designed to be taken over the standard one.
It's more complicated than I thought to create an entire sheet from scratch on SV. Apologies for any mistake, first time ever trying out D&D, online.

Name: Erika 'the Honorable' Nightingale
Fighter - Level 3 (Champion Archetype)
Background
: Soldier
Age: 29
Race: Human (Variant)
Size: Medium (6.5ft tall)
Speed: 30ft
Alignment: Lawful Neutral
Nationality: Yurnothi
Armor Class: 19
Initiative: +0
Hit Points: 30 (Hit Dice: 3d10)
HP Dice Roll(d10 for each level after the first)

STR: 15 (+1) / Modifier: +3
DEX: 8 / Modifer: -1
CON: 15 / Modifier: +2
INT: 8 / Modifier: -1
WIS: 12 / Modifier: +1
CHA: 13 (+1) /Modifier: +2

Acrobatics: -1
*Animal Handling: +3
Arcana: -1
*Athletics: +5
Deception: +2
History: -1
Insight: +1
*Intimidation: +4
Investigation: -1
Medicine: +1
Nature: -1
Perception: +1
Performance: +2
Persuasion: +2
Religion: -1
Sleight of Hand: -1
Stealth: -1
*Survival: +3

Proficiency Bonus: +2
Proficiencies:
All Armor, Shields, Simple Weapons, Martial Weapons, Playing Cards, Vehicles (Land).
Common, Yurn.
Defense Fighting Style: +1 to AC.
Athletics (STR), Intimidation (CHA), Acrobatics (DEX), Survival (WIS)

Features/Traits:
Second Wind: 1d10+(Fighter Level) to regain HP.
Improved Critical: Erika's attack rolls can score a critical hit on a roll of 19 or 20.
Military Rank(Commander): Erika is a commander from the Yurnothi Army. Yurnothi Soldiers, if they are of a lower rank, will defer to her. She can invoke her rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. She can also gain access to friendly military encampments and fortresses

Equipment:
Yurnothi Commander insignia rank, a trophy (A Mammoth's Tusk), a deck of cards, common winter clothes, traveling bag, a belt pouch containing 10 GP, 10 days of rations, a long rope, 5 torches, Jade Longsword, chainmail.

Attacks:
Jade Longsword
Magic Item, Common, +5 Attack Dice, 1d8+2 Damage Dice.
Melee Weapon, Reach 5ft, Single Target.
The Longsword does not need to be maintained, it is will always and will always be sharp as if it was brand-new. That also makes it more resistant and it cannot be destroyed easily.

Personality Trait:
Erika can stare down a Hell Hound without flinching.

Ideal:
Responsibility. Erika does what she must and obey just Authority.

Bond:
Erika's honor is her life.

Flaw:
Erika would rather eat her own armor than admit she's wrong.

Background and Personality:
Erika is loyal to her Kingdom. She is strong-willeded woman and was willing to sacrifice his life in order to protect the people of the Kingdom. He shows respect and admiration to those under his command. Erika Nightingale was born in a middle-class family of traders who were fortunate and wealthy enough to hold a family name. She has a dozen younger siblings who live with her and in the absence of her parents, she takes care of them.

Erika's parents were merchants that are in a good-sized settlement at the frontier of the kingdom at the foot of the mountains. As a free person, Erika doesn't experience the bondage of serfdom or peasantry, but she also lacks the privilege of the nobility. Not all that is good endure forever, however. A horde of raiders attacked the frontier city, it was poorly defended and as such, it was pillaged and ransacked without mercy. Fortunately, her parents and all of her siblings survived but her parents' business suffered greatly as they will have to rebuild from scratch.

The horde of raiders was a detachment from an army of barbarians that came from the Wild Unknown that saw the Kingdom of Yurnoth as a great target. As a result, Erika harbor deep resentment toward wild people coming from there. Erika takes her Duty seriously more than anyone else. She took up the sword because no one else would in her city. The fear that those barbarians instilled in them was too great after they slaughtered their kinsmen. When a great danger threatened her home and kingdom, she stepped forth to meet the challenge, though she was only a youth at the time with just the strength of her arm and the steadfastness of her courage to see her through when she first joined the Yurnothi Army. She battled fiercely, against the Barbarian thread, rose through the ranks of the military and made a name of herself. She regularly sends some money back to her home for her parents and siblings. She also writes to them regularly if possible.

Erika now is on a mission from the Kingdom itself to try and recover the sacred sword Goldlustre. For her kingdom's interests.
May I recommend the use of myth-weavers.com?

They do character sheets pretty handily.
 
Erika Nightingale, Champion Fighter - Terran Imperium
May I recommend the use of myth-weavers.com?

They do character sheets pretty handily.
After I spend hours writing down everything there. x)
At least I noticed a few mistakes that I immediately corrected.
It's really way better to do on a sheet, and way more comfortable too.

Here it is. Erika Nightingale.
 
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Hmm. Really want to do Revised Ranger, but you said PHB+1 and nothing about UA. I'll think of something.
 
Brandon Lamont, Forge Cleric/Fighter - LastChronicler
Brandon Lamont was born as the son of a village blacksmith in the backwaters of the Kingdom of Yurnoth. He grew to manhood helping his father practice his trade as an apprentice, but Brandon's dreams were grand and bright; he wished for a life which encompassed more than hammering horseshoes and fixing plows. He volunteered to joined his village militia, where he first began learning the fundamentals of how to wield arms and armour; in his adolescent mind, he was fantasising about winning great glory and renown on the field of battle, and earning himself a higher place in society through merit.

A year later, a travelling fencing master named Ingram passed through the village. Originally intending only to stay for a few days, Ingram found himself set upon by an eager Brandon who was determined to take the opportunity to learn under a professional man at arms. Using money he had saved from menial jobs around the forge over the last few years, and convincing some of the other children of the village to join him, Brandon paid the itinerant swordsman for instruction for a time. His skills grew by leaps and bounds, and soon he knew he would leave his home village behind to seek adventure in the wider world.

Then plague swept through the countryside, and Brandon's father died, leaving his mother and younger siblings alone in the world. Brandon's childhood fantasies about adventure and glory were set aside as he took over the village smithy to provide for his family. In the wake of the sickness, priests of Chassal, Zallnan and Knossi followed, tending to the sick and sermonizing on its cause and solution. The priests of the builder goddess in particular were kind to Brandon's family, helping them to recover and offering to take anyone who wished to join into the service of the church. The acolytes of Knossi were generous and respectful, and the interactions with them were a formative experience on the young man. While Brandon's siblings elected to remain behind and take over the family trade, the would-be adventurer joined the church of the hammer goddess.

It has been years since making that decision. Brandon has recently been entrusted with a sacred mission by his superiors to find and recover a number of relics forged by his order that were lost long ago. But with only rumours and guesswork to guide him, it is likely to be a long and winding road.

---

PHB + XGE.
 
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Thought that there was a criminal lack of Clerics, so here's Jadem, Disciple of Zallnan and a very happy man
Your faceclaim looks more like a Barbarian or a Fighter in his 40s.
It's rather amusing to see him instead as a young cleric of Zallnan who didn't even reach his 30s yet. A rather fun contrast. I can see him being more intimidating than Erika. :V
 
Your faceclaim looks more like a Barbarian or a Fighter in his 40s.
It's rather amusing to see him instead as a young cleric of Zallnan who didn't even reach his 30s yet. A rather fun contrast. I can see him being more intimidating than Erika. :V
I might change his age around a bit, but i kinda liked the contrast of someone who naturally looks slightly threatening being this giant happy goof.
 
A note on languages, since I didn't make it clear.

The language of your home nation is a freebie - it's not taking up the one you get from Vuman.

While you won't know additional languages like Elvish, Gnomish, Halfling or Dwarven (on account of their nonexistance), there's still also languages like draconic, celestial, sylvan, etc available
 
I had a couple of minutes, so I took a quick glance for any immediate problems.

Erika is loyal to her Kingdom. She is strong-willeded woman and was willing to sacrifice his life in order to protect the people of the Kingdom. He shows respect and admiration to those under his command. Erika Nightingale was born in a middle-class family of traders who were fortunate and wealthy enough to hold a family name. She has a dozen younger siblings who live with her and in the absence of her parents, she takes care of them.

A little gender confusion, there? :p

Thought that there was a criminal lack of Clerics, so here's Jadem, Disciple of Zallnan and a very happy man
How do you have 17 WIS? The two +1s from Variant Human must be placed in different stats, if that's how you got to it.


I'm getting your stats as coming out to 29 points.

Bare bones done but here is what I've got done so far. Hopefully will be done later tonight or maybe tomorrow evening.

Ihab El-Ghazzawy
I'm getting your stats as coming out to 30 points.
 
I had a couple of minutes, so I took a quick glance for any immediate problems.




A little gender confusion, there? :p


How do you have 17 WIS? The two +1s from Variant Human must be placed in different stats, if that's how you got to it.



I'm getting your stats as coming out to 29 points.


I'm getting your stats as coming out to 30 points.

27 base points, plus 2 for v.human and another because of the observant feat?
 
...man, I completely forgot about feats that gave an extra stat points.

Never mind, I'll just head into the Shame Corner now.
 
Hmm, looks interesting. :p

Btw, if I wanted to go Giant Soul Sorcerer, would that be legit in this setting canon wise? Or would there be some other Titan-like or God-like precursors I could use?

Sorcerer <-- Info here
 
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