A Lifetime of Poor Decisions (D&D 5e styled Quest)

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You have led a lifetime of bad and inconsistent choices. Running to one group to the next, never seeming to commit. Now heading towards the Frontier Lands will this continue you to be you way?
The Caravan: character creation pt1
You sit at the tavern table, lightly sipping at your ale and reading your Wizarding book. The inn sat at a crossroad of a relatively well traveled roadway, the local town not even a half hour's walk away and it seemed to be a relatively popular spot to be. Even at midday people were streaming in and out for lite entertainment and a good meal, children ran underfoot and earned a laugh from one of the waitresses.

You nudge your pack under the table, just to make sure it was still there. You could remember when you were a… less than reputable youth. Sticky fingers was an alignment that started early after all.

The crowd was mostly from your group, a collection of wagon handlers and merchants about to make the trek to the city. You were hired to help guard the would-be-caravan from beasts, robbers, and various kinds of monsters.

They seemed to think they found quite the treasure, bagging an Adventurer your age to guard their wares. "Beware the old Adventure" as the saying goes. In reality you were:

Prebuilds: basic description
[] Brynjar Pomory - a moderately built man of fair skin and greying brown hair with a thick beard has taken root on your face. Your time in various services has left you polite, respectful even, despite your past. Though you are still working on a personal code of ideals there is one thing you stand by, those who have fought and are fighting beside you are worth dying for. You wouldn't make the same mistake of not living up to this ideal.
(Soldier)

[] Vonda Mancini - Dark skinned with short braided hair with laugh lines ending around your eyes. Taller than most in the room you look at the activity with an open smile. You have found and lost and found your way again on a faith you can at best call eclectic but you hope you can do your deity proud on your new course through life. It is for the common people you live for. Let the corrupt and vile accept your judgment, as who would be better to judge?
(Acolyte)

[] Jon - Short and slight, dark eyes and hair contrasting against pale bronze skin. You do not look like you've slept right in days, and you haven't. You are sure it's close, your childhood mistake waiting to snap its jaws around you. You ran, forsaken your family name, joined religious orders, and yet it would always find you. You swore you would be rid of this creature, no matter the cost. It was already turning you into a monster despite the best intentions of other and yourself. Your rituals keep it at bay, they center your mind and bulwark its influence, but how much longer can you last?
(Haunted One)

[] Fill in (Include description/picture, background, ideals, bonds, and personal characteristics)


Though you would freely admit you were stronger than most Adventurers you were painfully aware how you did not stack up to your contemporaries. Others who had been in the game as long as you were near all legends in their own right. Heroes and lords all while you hovered in ambiguity.

A Wizard in your acquaintance theorized part of blame could be tracked to your varying disciplines. The various energies conflicted within you, never able to cultivate to their full power nor able to overcome their conflicting energies. So hindered these energies went so far as to imagine your physical abilities.

Still, you were proud of the strength you had gathered. For while meager you knew it could be mighty.

Stat Buy: You currently have 12 across the board with a +1 modifier. You have 3 stat points to spend, where do you put them?
[] Strength
[] Dexterity
[] Constitution
[] Intelligence
[] Wisdom
[] Charisma


The room's chatter rose as more wagons arrived. Families and merchants and mercenary raising their voices to be heard over the din. So many languages cramped in such a tight space, some exotic some a little less than common. You recognized more than a few.

You try to piece together a few stray words but the only languages you recognize are-
Language: You already speak common (choose 3 languages if you picked Sage, Acolyte, Haunted one. 2 if you chose Noble. At least 1 no matter what)
[]Dwarvish - spoken by: Dwarves - written in: Dwarvish
[]Elvish - spoken by: Elves - written in:Elvish
[]Giant - spoken by: Ogres, giants - written in: Dwarvish
[]Gnomish - spoken by: Gnomes - written in: Dwarvish
[]Goblin - spoken by: Goblinoids - written in: Dwarvish
[]Halfling - spoken by: Halflings - written in:Common
[]Orc - spoken by: Orcs - written in: Dwarvish
[]Abyssal - spoken by: Demons - written in:Infernal
[]Celestial - spoken by: Celestials - written in:Celestial
[]Draconic - spoken by: Dragons, dragonborn - written in: Draconic
[]Deep Speech - spoken by: Aboleths, cloakers
[]Infernal - spoken by: Devils - written in: Infernal
[]Primordial - spoken by: Elementals - written in: Dwarvish
[]Sylvan - spoken by: Fey creatures - written in: Elvish
[]Undercommon - spoken by: Underworld traders - written in: Elvish


The tune of the room changed a bit as a man entered the building. He was a stout young man, round in the belly but sturdy at his arms, who wore well made but well used traveling clothes. Dyed red and embroidered with gold thread the clean clothes stock out like a sore thumb in the room of dirty browns and worn blacks.

You would have called him a spoiled noble's son playing at a merchant king, or a merchant's son playing at a noble, and maybe he once was but that was clearly no longer the case. His ink stained fingers were calloused, his blue eyes flinty as he discussed business but a bright smile lifted his orange mustache as he greeted the children who ran up to him. He took his job seriously and seemed to actually know what he was doing.

It was honestly a refreshing change of pace. Only, you could hear others, including those that were in your group, calling him the Caravan Master. He certainly did not look like the man who hired you.

In fact you could see the man who did hire you bowing towards the man with his hat in hand. He seemed to have an embraced smile, turning to a laugh even as this new man clapped him on the shoulder. He seemed to be working his way across the room, giving a casual word to some and sitting for a serious conversation with others.

Putting two and two together you realized this man was now in charge of your caravan, somehow. And now he was having a miniature interview with each of his new clientele and workers.

Which would include you.

So you waited, waiting for your turn to come. And sure enough he came, he gave you a smile and pulled out a chair without even asking.

"Sorry if this is a bit rude but I'm running behind… by about a week and a half." He said, clapping his hand on the table and leaning forward. "Which would explain why Malcolm took it upon himself to try and break off before the rest of the Caravan got here. Honestly, it wasn't a bad idea. Time is money after all but I'm here now which means I now have to reorganize his reorganization without losing too much time… Well, more time."

He stared at you but you stayed quiet, you've been in a situation like this a time or two. The unexpected happened all the time and people always tried to compensate when it happened. Sometimes you hired a few too many guards and that usually meant one of two things.

Either guards lost their jobs or -

"Old Mal might have been a bit hasty when he hired you but… he wasn't wrong to. The roads are more dangerous as of late and we certainly could use the extra blades." The Caravan Master said, his gaze becoming more tense and appraising. "Now, this doesn't mean you got the job. Not yet. I like to know what I'm hiring before I start promising money. So, what are you good at? What do you specialize in? What can you do?"

You gave the man a smile as you answered.
Choose your class:
[] Sorcerer Lvl 1 - [] Rogue Lvl 1 - [] Warlock Lvl 1
[] Fighter Lvl 1 - [] Ranger Lvl 1 - [] Barbarian Lvl 1
[] Cleric Lvl 1 - [] Paladin Lvl 1 - [] Monk Lvl 1
[] Druid Lvl 1 - [] Bard Lvl 1 - [] Wizard Lvl 1
[X] All of the above


AN: Some...a lot of D&D nerds are not going to like the idea of this quest as the basic premise is based around the dumbest decision someone could make in D&D as they try to pull a power fantasy. The playable character was basically given the go ahead to make a lvl 12 character and decided to get a level in every possible class. Even a relative newbie like me knows that's a bad idea.

And I want to see if we can keep them alive. We'll start with a quick oneshot of them escorting a caravan, should be about 7 posts before the main story/campaign just so we get to know the character. 1 post for character appearance with 4 posts to unfold their history and how they got 3 of their classes/chose proficiencies and spells.

But before all of that here is a dark confession I must make. The true reason for this quest… I'm a complete newbie to D&D. I want to get into it but my local comic shop, while the owners are great, is filled with the worst type of unwashed nerd and Roll20/DnD Beyond/rLFG moves too quick for me to snag a spot. So I figure run a quest running the dumbest possible option to practice both as a player and DM to get used to mechanics. I know that doesn't inspire confidence but eh, I was raised on that sink or swim mentality.

I hope we have fun!

Voting closes monday at 12! New post/polls should be up on a 2-3 day schedule, usually immediately following the closing of the old poll.
 
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He took his job seriously and to semm to actually know what he was doing.
???
Only, you could hear other's, including those that were in your group, calling him the Caravan Master.
"others"
And now he was having a miniature interview with each of his new ⁰
a word is missing

You ran, forsaken your family name, joined religious orders, and yet it would always find you.
"changed your profession 12 times" fits right in with this one.

[x] Plan: Friends Below
-[x] Jon
-[x] Constitution +2
-[x] Wisdom +1
-[x]Dwarvish - spoken by: Dwarves - written in: Dwarvish
-[x]Goblin - spoken by: Goblinoids - written in: Dwarvish
-[x]Infernal - spoken by: Devils - written in: Infernal

...this vote is supposed to be in plan format, right?

You may want to claim a few posts for character sheets and the like.
 
Character Sheet
Character name: Vonda Mancini
Age: 40
Height: 6 foot

Description: Vonda is a dark skinned human woman, tall and well muscles with laugh lines starting to line her checks. She wears her thick hair in braids that just reach past her shoulders.

Background (The Player knows so far): Vonda is a woman who has found religion on 4 separate occasions, she truly and honestly believes each experience has saved her life or set her upon a better path. She knows for certain that she is in a better place than where she started. Vonda had awoken to her Sorceror abilities at a young age she had attracted the attention of the local gang. They took her in, taught her the tools of the Rogue's trade, and caught the eye of the Gang Boss. She impressed so much that she earned herself her brand and the opportunity to make a Pact with the gang's Patron, becoming a Warlock to augment her already budding magical abilities.

Luckily she was eventually caught by a kind-hearted Guard who gave her a choice: straighten out and join the local army or he would instead use his influence with the judge to instead send her to the mines. She chose the army. There she became a fairly proficient Fighter, learning tactics and so many weapons. Her squads mates certainly enjoyed the utility of her magic brought to the table, it had been an enjoyable experience. And then, after a pitched battle, her team got lost in the woods. Stranded and so far away from help what was left of the squad needed to learn quickly to survive. Especially with the beast wandering about.

They became hunters, Rangers, and they learned to survive. Barely. Luckily a band of nomads found them some months later. They were kind if a bit uncivilized by their standards, not that the soldiers could say much anymore. The nomads helped nurture them back to health and even shared their ways with these strangers. Some of the former soldiers kept traveling with the nomads for a while, including Vonda. She learned to fight in their ways, she learned to harness her Rage, she became an honored Barbarian.

She fought for the nomads, for the tribe, going from one fight to the other. It was a life filled with praise and reward but... empty. As if she was going through motions with no value greater than bragging. She had to ask herself: "What am I doing?". And then the missionaries found them. Followers of Lathander who offered healing and light and, most importantly, renewal. A chance for a new life, a new direction.

So she joined their rank of Clerics.
(To be Continued)

Level: 12
Hit Points:

Stats
:
Strength- 12 +1
Dexterity- 12+1
Consitution- 12 +1
Intelegence- 13 +1
Wisdom - 14 + 1
Charsma - 12 + 1


Classes:
Sorceror: Wild Magic LVL 1
Rogue LVL 1
Warlock: Old One LVL 1
Fighter LVL 1
Ranger LVL 1
Barbarian LVL 1
Cleric: Life Domain LVL 1
Paladin LVL 1
Monk LVL 1
Druid LVL 1
Bard LVL 1
Wizard LVL 1

You know the following languages: Dwarvish, Elvish, and Primordial

Arcana
Nature
Religion
Persuasion
Perception
Investigation
Athletics
Survival

Spellcasting - from various sources you can cast spells

Wild Magic Surge - Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos - you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Thieves Cant - During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversatio

Sneak Attack - Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Pact Magic -
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Awakened Mind - your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Favored Enemy: Beast - you have significant experience studying, tracking, hunting, and even talking to beasts.

Natural Explorer: Forest -You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions

Rage - For one minute gain advantage on Strength related throws and gain
resistance to bludgeoning, piercing, and slashing damage.

Unarmored Defense - (To be decided)

Disciple of Life - Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

-An amulet depicting the dawnlit road of Lathander
- a prayer book or prayer wheel,
-5 sticks of incense, vestments
-a set of common clothes,
- a pouch for coin

Coins:
15 gp.

Weapons:
Shortsword
2x Daggers

Focus:
(To be decided)

Eldritch Blast (Warlock)
-reserved Sorceror Cantrip-
-reserved Sorceror Cantrip-
-reserved Sorceror Cantrip-
-reserved Warlock Cantrip-
-reserved Cleric Cantrip-
-reserved Cleric Cantrip-
-reserved Cleric Cantrip-

Tasha's Hideous Laughter (Warlock)
Dissonant Whispers (Warlock)
-reserved Sorceror Spell-
-reserved Sorceror Spell-
-reserved Sorceror Spell-
Bless (Cleric)
Cure Wounds (Cleric)
-reserved Cleric Spells-
-reserved Cleric Spells-
-reserved Cleric Spells-
 
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Character Glossary: NPCs
NPC Glossary

Caravan:
Dellingr of the Bridgemarrows - The youngest son of a Baron who has done very well as a Merchant and Caravan Master. He is very hands on and amicable. He wears red traveling clothes that are embroidered gold and have a fairly thick red mustache.

Malcolm - Dellingr's second in command, brown robed and bald headed he seems very eager to get to business.


Mercenaries:
Able - A clean shaven Human/former soldier who has taken up his spear again for a bit of money.

Shurala - A rather haughty Wood Elf warrior, she wields a thin greatsword.

The Blooded Ox Tribe - A set of three Goliaths (Llark, Hril, and Gilk) set out by their tribe to learn of the new land.

Ninkon - A orange scaled Dragonborn who is just learning the ways of his spellcasting talent.
 
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this is good, are you confortable using a system you aren't familiar with. anyway what system is this, 5e, pathfinder??
 
Winning votes!
(Votes tallied from SB and SV)

You chose... 3 Way Tie! Dice roll to decide!:
Link-

[X]Vonda Mancini - Dark skinned with short braided hair with laugh lines ending around your eyes. Taller than most in the room you look at the activity with an open smile. You have found and lost and found your way again on a faith you can at best call eclectic but you hope you can do your deity proud on your new course through life. It is for the common people you live for. Let the corrupt and vile accept your judgment, as who would be better to judge?
(Acolyte)

Serena Williams would be a good base for mental images



The human standard would also be a good mental image:



Gained following items for your pack!:
Acolyte -A holy symbol (to be decided during Cleric/Paladin voting), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp.

Your stats in the following went up!: +1 Intelligence, +2 Wisdom

You know the following languages: Dwarvish, Elvish, and Primordial


Snip should be done by end of night!
 
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The Caravan: Character Creation pt 2
The Caravan: Character Creation pt 2

You managed to keep your job, barely. You think the wide range of knowledge endeared him to you but the lack of focus obviously bothered him, after all what was a Paladin without Oaths or a Monk without Ki?

You never stayed with any group to get more than the basics. But, honestly, isn't that all you need? Clues given by others to find your own enlightenment? That's how you decided to see things anyway, instead of it being a hindrance to keeping work.

Though it seemed you would not be getting to work right away.

The Caravan Master, Dellingr of the Bridgemarrows, had decided that the Caravan would stay in the town for an extra day. There had been quite a bit of yelling after that but he quickly quieted them down.

"I need the day to make arrangements to ensure our safety." He yelled across the room, "The roads to the Frontier Lands are harsher than we could have imagined. Opportunists smell blood and easy pray with every wagon load we bring out to the new lands. Now I won't blame anyone if they want to turn back or head off on their own but I will say this-" Here he raided a mug of ale he had taken from a helpful barmaid and raised it high, "We have come too far to give up now or die! Stay with me and we will make it to the land of silver and milk together!"

The inn burst into cheers, some louder and more sure than others. The general mood of the room seemed to have steered towards positive with his little speech. Dellingr smiled at the mood shift before pounding back his own ale, to another round of cheer, and moving off to speak with Malcolm.

Plans changed for the day you looked out to the bright sun and wondered how you could fill the hours.

What will you do with your extra day?: pick 2
[] Head to the local place of worship? It may not be to your gods or nature but the familiarity would be nice.
[] Get some last minute shopping in? Who knows when the next town is or if the merchants in the caravan would even be willing to sell anything during the trip.
[] Get to know the other hired guards? You will be working with them for a handful of weeks, might as well start on a high note.
[] Follow Dellingr and Malcolm? Something might be up and it would be better to find out now than later.
[] Write in



Class votes!
Choose Your Sorcerer Origin:
[] Draconic Bloodline
[] Wild Magic
[] Aberrant Mind

Choose 2 Proficiencies from Acolyte Background:
[] Acrobatics
[] Animal Handling
[] Arcana
[] Athletics
[] Deception
[] History
[] Investigation
[] Medicine
[] Nature
[] Performance
[] Persuasion
[] Religion
[] Stealth

Choose Proficiencies and Expertise: 2 S points to spend on any S, 2 E points to spend on any E, 1 R points to spend on any R,
[] Acrobatics (R)
[] Arcana (S)
[] Athletics (R)
[] Deception (S)(R)
[] Insight (S)(E)
[] Intimidation (S)
[] Investigation (S)(E)(R)
[] Perception (E)
[] Persuasion (S)
[] Performance (R)
[] Religion (S)
[] Sleight of Hand (R)
[] Stealth (R)
[] Survival (E)
[] Thieves Tool (E)

Choose your Warlock Patron:
[] The Fiend
[] The Undead
[] The Old One

Abilities Revealed:
Spellcasting
Thieves Cant
Sneak Attack
Pact Magic
Gained Dark One's Blessing



Note 1: you will vote on Classes at the end of the next 3 chaps as to not clog the chapter.
Note 2: The order of the Classes presented in voting is the order in which the character gained each class. In this case: Sorcerer, Rogue, Warlock. The order of the Classes should also give you an idea of the backstory.

See you in 2.5 days! Voting closes at 6/17 12pm!
 
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[x] Head to the local place of worship? It may not be to your gods or nature but the familiarity would be nice.
[x] Get to know the other hired guards? You will be working with them for a handful of weeks, might as well start on a high note.

[x] Wild Magic

[x] Arcana
[x] Nature

[x] The Old One

I have no idea how many points I have to spend on the other
 
Got it! It's fine :)

[x] Religion (S)
[x] Persuasion (S)
[x] Perception (E)
[x] Investigation (S)(E)(R)
[x] Athletics (R)
 
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"I need the day to make arrangements to ensure our safety."
a day
Opportunists smell blood and easy pray
prey
to another round of cheer
cheers

[x] Get to know the other hired guards? You will be working with them for a handful of weeks, might as well start on a high note.
[x] Follow Dellingr and Malcolm? Something might be up and it would be better to find out now than later.

[x] Arcana
[x] Nature

[x] The Fiend

No idea on the skillset.
 
Voting closes in a little over an hour! Last chance for last minute votes!

Note: I'm now in my weekly 4 day off stretch now. I'm going to speed up this character creation to one a day so we can move things along.
 
Voting Closed!

Winning Votes!
[X] Wild Magic

[x] Arcana
[x] Nature

[x] Religion (S)
[x] Persuasion (S)
[x] Perception (E)
[x] Investigation (S)(E)(R)
[x] Athletics (R)

[x] Get to know the other hired guards? You will be working with them for a handful of weeks, might as well start on a high note.


Tie Breakers! Rolls incoming!

Round 1:
[X] The Old One (even)
[X] The Fiend (odd)

Round 2:
[x] Head to the local place of worship? It may not be to your gods or nature but the familiarity would be nice. (even)
[x] Follow Dellingr and Malcolm? Something might be up and it would be better to find out now than later. (odd)
TheDivineDemon threw 2 6-faced dice. Total: 6
4 4 2 2
 
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The Caravan: Character Creation pt3
The Caravan: Character Creation pt3

While Dellingr and Malcolm went to have their private meeting you decided you should have one or two of your own. With another quick sip of your ale you grab your pack and make your way to one of the more rowdy corners of the room.

There men, women, and a few things you couldn't identify laughed and mingled, occupying a space that had a good bit of distance from the rest of the crowd. Only a few feet or so but it was impressive given the size of the inn to the size of the occupants.

But you could see and understand why the merchants and other civilians would want to keep their distance from these people. Nearly all of them were armored and more were armed, some even with a glow of magic burned into runes and scripts. They were of species and dress that deviated from the norm, there were even a few with odd features that didn't quite fit with their racial traits.

Basically, they were your people.

There were six of them in total, there at least. There was no way a caravan of this supposed size would have only seven guards, and you did remember Dellingr saying some of his men were injured, but you could meet all them later. For now you put on your best smile and eased your way over.

"Hello there." You said, smile firmly in place as they turned to look at you. They turned out to be a, mostly, friendly enough bunch.

First there was Abel, a clean shaven and pale skinned human. From just his baring and cropped hair you could tell he had been a military man, even before taking a look at his gear. Chainmail with a spear and shield. His first question to you was… very to the point… very tactical.


"How do you Fight?": Choose a fighting style
[]Archery -You gain a +2 bonus to attack rolls you make with ranged weapons.
[] Dueling -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
[] Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
[] Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
[] Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


You answered his question easily enough, relating to him how your time as a soldier in your local army had left you quite the Fighter. He seemed to like you after that.

Then there was Shurala Galanodel, a haughty but amicable Wood Elf. She wore dark brown leather armor that covered every inch of her skin up to her collar bone where a thick band of silver pretended to be a necklace. One her back she kept a thin greatsword that she continued to insist was a longsword, which by strict definition of things she wasn't wrong.

When you teased her lightly on her weapons she made a snide comparison to your own. Sure, it wasn't the most complicated set up. A pair of daggers at your hip and a:


Choose your light weapon: Advice: May want to sink up with fighting style.
(versatile)

[] Spear - 1d6 piercing, can be thrown
[] Quarterstaff - 1d6 bludgeoning, can be used a focos if selected later
(projectile/distance)
[] Light Crossbow - 1d8 piercing
[] Darts - 1d4
(Single hand -If you chose Two Weapon fighting you may pick any 2 of the following. Put 2 if you want 2 of the same weapon but 1 otherwise for each half of the combo you want.)
[] Handaxe - 1d6 slashing, can be thrown
[] Shortsword - 1d6 piercing
[] Sickle - 1d4 slashing
[] Light Hammer - 1d4 bludgeoning, can be thrown
[] Mace - 1d6 bludgeoning



She apparently had joined the caravan as a convenient way to make her way West, to see if these new lands had enough room for an Elf village that wanted a bit of space. Which, it turned out, was not an uncommon reason for their group of guards.

The Blooded Ox Tribe, as they were cheerfully named, had sent a small team of three goliaths to explore these new hunting grounds for their people. See what animals there were to hunt, what the lands provided, and possible enemy tribes that may already live out there.

The nominal speaker and warrior of the group was Llark. Wrapped in thick hide and carrying a great axe he wore a black braided beard that hid a mouth that never seemed to smile. The tattoos along his naked skull indicated some high position in his tribe but you didn't know enough of his customs to know exactly where.

Wearing a similar, but less padded, set of hide was Hril. He carried a longbow and, from what she's been told, was a phenomenal tracker and hunter. You tried to talk to him, attempting to share a story with him of when you were all but forced to learn the Ranger trade, but he was having none of it. Staying monosyllabic and directing her to speak with Llark

What is the Terrain you are best in?: An environment you have a particular knack for surviving and thriving in.
[] Desert
[] Forest
[] Grassland
[] Mountain
[] Swamp
[] Underdark


What is your Favored Enemy?: aka creatures you are particularly good at fighting, tracking, and even interacting with
[] Beast
[] Abbreviation
[] Monstrosities
[] Oozes
[] Plants
[] Undead

Choose a Proficiency:
[] Animal Handling
[] Athletics
[]Insight
[] Investigation
[] Nature
[] Perception
[] Stealth
[] Survival


The last one of the group of three was Gilk who, despite his profession as the shaman's apprentice, was the tallest of the group. He carried a staff that nearly scraped the ceiling and wore a moss covered cloak that he somehow buried himself in, digging in deeper whenever you said so much as a word to him.

From their similar look and insistence that only Llark spoke you ended up just calling them the Blooded Ox in your head. Honestly, their attitude reminded you of your own time with a "Barbaric" people. They had been very kind to you, saved your life at least, but were unrelentingly blunt.

The last of the group was an orange scaled Dragonborn named Ninkon, a spellcaster of some kind and very eager. As the youngest of the group he bounced between being the most vocal, in both bravado and curiosity, with being the most withdrawn. You wanted to slap the wand out of his hand the third time you caught him toying with it. Honestly, it was like no one taught their children proper weapon handling anymore!

The seven, more like five since Gilk and Hril refused to speak, chatted up for an hour or two before you bowed out. You wanted to visit the local temple before you had to leave the next morning. Upon hearing this Shurala gave you a nod of approval.

She must have been more religious than you thought.


Which fellow guard do you have the best feeling about?
[] Abel, you felt an instant kinship to the former soldier.
[] Shurala, she's a but rough around the edges but you found it better when woman Adventures stick together
[] The Blooded Oxes, they may be a bit stoic and standoffs but they seemed dependable.
[] Ninkon, something about his eager and curious ways appeal to you.
[] None of the above


The walk to the city wasn't long, it was actually more irritating making your way past all of the beast and wagons that had surrounded the Inn. That was a maze filled with too many unscooped piles of built up dung.

The city, and that was being very generous with the word, of SilverWell was a settlement always expanding. From boom town to outpost to trading hub the Lord of this land had prospered well and, in a pleasantly surprising turn, shared that wealth with the ones who gained it for him. Including the lovely marble temple at the heart of the city.

It was a generic temple, centered around a statue depiction of Lord Ao the overgod but that was perfect. Such temples were common in newer settlements. Not because so many worshiped Ao, though most certainly respected him and offered tribute, but because of how these temples were designed.

Each, like the temple you walked into, was circular with the statue of Ao at it's exact center. But what most came for were the spheres that lined the walls surrounding him, each a beautiful depiction of a different domain. A sea filled with fish and rolling ships, a blazing sunburst, a quiet gravekeeper, and so many more. Every sphere was a detailed concept of a domain, as not to hint at any one god.

This was so, even so far out from the Capital proper, they could pray to a depiction of their god. As rough and general as it may be.

You smiled at one of the Clerics, bowing as you passed and headed towards your god's domain. There you knelt and clutched the symbol of your god around your neck, praying to the god who's worshippers brought you back to your senses.

What is your Domain as a Cleric?
[] Light - worshipper of Lathander, goddess of spring and dawn. Symbol, Road traveling into a sunrise.
[] Life- worshipper of Diancecht, god of medicine and healing. Symbol, Crossed oak and mistletoe branches.
[] Tempest- worshipper of Auril, goddess of winter. Symbol, Six-pointed snowflake.
[] Other (Write in)

The prayer was nothing much, a thank you for direction in your time of need and asking for a blessing for your journey, but it made you feel better. More sure of your course and more confident that there would be something good waiting for you in the new lands.

Dusting off your pants you stood, you cracked your back and looked around. There was still some daylight out there, you could probably squeeze a little bit more out of it.

What do you want to do?
[] Ask the local Clerics and Priest what they know about the Frontier?
[] Try to hit a shop before things close up?
[] Head back to the Inn? (Day end)
[] Write In

Voting ends tomorrow at noon
 
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I always feel like planning this stuff out is tricky. There's just so many open possibilities

[x] Dueling -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
[x] Shortsword - 1d6 piercing

A fairly dull but practical choice considering the mixed up mess our character is in. We need versatility in responding, and our magics already cover ranged. Plus this means if someone closes the distance we can still respond

[x] Forest
[x] Plants

This selection is more twofold: forests are used a lot in campaigns, and I love forests. Yes mountains are also common, but forests are just cool. I also find the idea of having our character be proficient in fighting plants absolutely hilarious. Never did quite let go of that grudge with the poison ivy XD

[x] Survival

Our character may be a crappy adventurer, but she's also an older one, and that means that she is a survivor. Only makes sense to have this trait

[x] Ninkon, something about his eager and curious ways appeal to you.

I will always have a soft spot for people who are openly passionate and curious about the world. Wish more people were

[x] Light - worshipper of Lathander, goddess of spring and dawn. Symbol, Road traveling into a sunrise.

Choosing a fitting god was a pain, considering how aimless our character has been up to this point. Finding faith in a goddess of renewal seems suiting

[x] Ask the local Clerics and Priest what they know about the Frontier?

Information useful
 
[x]Archery -You gain a +2 bonus to attack rolls you make with ranged weapons.
[x] Light Crossbow - 1d8 piercing

I doubt we survived as long as we did by getting up close and personal with foes. We may want to avoid solo adventures though.

[x] Forest
[x] Beast

I like the biome, and beasts may be the most commont threat there.

[x] Stealth

For those cases when we find ourselves alone, perhaps?

[x] Ninkon, something about his eager and curious ways appeal to you.
[x] Life- worshipper of Diancecht, god of medicine and healing. Symbol, Crossed oak and mistletoe branches.
[x] Ask the local Clerics and Priest what they know about the Frontier?

Edit:
One her back she kept a thin greatsword
"On"
but you could meet all them later.
"all of them", or "them all"
 
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Winning votes!
[X] Forest
[X] Ninkon, something about his eager and curious ways appeal to you.
[X] Ask the local Clerics and Priest what they know about the Frontier?


Tiebreaker!
[X] Dueling & Shortsword (Even)
[X] Archery & Light Crossbow (Odd)

[X] Plants (Even)

[X] Beast (Odd)

[X] Survival (Even)
[X] Stealth (Odd)

[X] Light domain, worshipper of Lathander (Even)
[X] Life domain, worshipper of Diancecht (Odd)

Edit:
I do like Blacksheep's reasoning behind Lathander who is also of the LIfe Domain so... tempting but a roll is a roll... TEMPTATION!
TheDivineDemon threw 4 6-faced dice. Total: 16
6 6 3 3 2 2 5 5
 
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