Tag: Role Playing

  • Narrative character creation via the Crowd

    Narrative character creation via the Crowd

    With the possibility of many drop in players I wanted to have a PC ready, just in case. As a gimmick, I decided that said character would be made via the crowd of followers on Twitter. The character is genderless and nameless at this time, but besides that has flaws, ideals, skills, attributes, etc and should be playable after a quick leveling exercise.

    Combining Twitter polls and Narrative Character Creation lead to some interesting choices, ones that would not have been done without the two methods.

    Since the two leading answers were so close I decided that the character would have both human and halfling origins with them being raised by just one parent, the father.

    That’s another split decision. Spending time in Crinth (since there is a halfling parent) and the Western Wildes (Telse, Mira, Qin, the Ferments, etc) leads to the next question with a bit more focus. What type of person travels between Crinth and the West?

    More split decisions, in this case leading to a charlatan family that travels with merchants. You though, weren’t purely a criminal, you also studied books.

    And so we have a charlatan, rogue (thief) with the feat Ritual Caster. You are nimble, loved, wise and fairly smart.

    You acquired Prestidigitation and a Wolfhound during your Forming Years. As a human with halfling influences you are nearly the same height as your trusty hound. They are a bit heavier than you.

    Over the years you learned two rituals studying studying the words of the wandering clerics of Glight. You are able to Detect Magic. Yes, Magic in the lands of the Everflow is quite rare, but you are able to cast this ritual and see even the old lines scarring the world, and the new that nearly burnt it down. You also know how to summon a servant. They do menial tasks around camp, so you can focus on learning and the rest of the journeyman can finally relax.

    Since we have a student of sorts, that is willing to take from the wealthy, that influenced weapon choices. Rather than the usual martial weapons for a rogue you instead know a “baton.” It has the same stats as a short sword, but is bludgeoning. You have a short bow with quiver, a burglar’s pack, leather armor, two daggers, thieves tools and your baton. Those rare times you fight, rather than hunt, you tend to knock people out.

    Helping your father with his schemes means you learned skills like Deception (expertise) and Sleight of Hand (expertise). You also know a dice game, which you cheat at, how to forge documents and how to use thieves tools. You understand people (Insight, Persuasion) and are quite aware of your surroundings (Perception, Stealth).

    You’ve picked up the faith of the peoples, despite your non-believing father, and carry many holy symbols. You give your extra earnings to urchins and those in need, which in the West means refugees from Sheljar and in Crinth are those escaping Azsel. You once stole from someone you thought was rich, but they weren’t. Their life destroyed you hope to find a way to pay restitution to either they or their tribe. This happened along the River Crinth.

    But you know that none can fool you like you fool them. You are the sly trickster, the knower of things.

     

  • The power of exploration

    The power of exploration

    This is technically a recap of two sessions, but it’s also a lesson in play-style as well as how to react to your players’ desires. The Five have become a bit more than I intended. There is this overarching plot around Lorebooks and Scholars and Proctors. But one of the things that they’ve really enjoyed is exploration. Sure, a few d20s and damage dice once in a while are fun, but tonight’s session was much more about discovering the World of the Everflow.

    That’s what they wanted and needed. They boldly went where no player has gone before. They discovered parts of Sheljar long abandoned.

    Back on Summer 16 a few of them (Mo, Saffron, Behn and Samul) freed some captives from Parun’s strike on the caravansary. It took a lot of effort and Parun and his two primary henchman escaped.

    More importantly a few NPCs which treated The Five well escaped slavery and decided to settle into the no-longer haunted Sheljar. But the tiny island where The Five took over an inn is not large enough for a dozen commoners and nearly a dozen heroes.

    Tonight’s session focused on exploring the bog-city. Aamar, Behn and Samul (with Boo) needed to find another relatively safe island in Sheljar for their loyalists. So they explored.

    There was only one combat. It was swift. A mulgob fired a huge crossbow at Samul’s head and Behn tossed a fireball their way. The bridge was nearly destroyed, but the gobs (five of them) were all tossed aside like bowling pins.

    But that isn’t what the session fun. What made it fun was island hopping and creating a space together. The PCs and DMs worked to build the city. It wasn’t procedural like a video game, or preplanned as store-bought settings are, it was built together.

    Together they found an island that looks like it could be a secondary base – defensible and spacious. There is access to the sea, without large ships being able to pull along side.

    Sure, there is the small problem of a gobkin encampment nearby, but no DM isn’t going to toss a problem or two (there are also tunneling nightmares on nearby isles) towards their players.

    But it was the discovery and fellowship that made the session enjoyable. Not combat, just the pleasure of finding something new.

  • Adventuring as Pirates: Bards

    Adventuring as Pirates: Bards

    “Ho there! Sit, sit.”
    [She flings a cup of something at you. You look at the dark liquid with little flecks in it, raise an eyebrow.]
    “Yes, drink, drink! It’s rum… rum with something, don’t worry. It’s our old drink on the Charlatan. I hear you are interested in our societies. I’m out now, retired here, so maybe I tell you a bit. Nothing that will let those Royals know about them, but sure, I understand the appeal. We don’t have colleges, so how do bards study?”

    Pirate Ship by Carlo Mirante
    Pirate Ship by Carlo Mirante from https://flic.kr/p/oYzCQc

    The tale-tellers, minstrels and jack-of-all trades at sea ignore land-lubber colleges. There is little structure in an island port. These women and men do maintain connections with each other, sometimes even when their ships are at war. They will talk to Bards in Colleges, because maybe they’ll learn something useful. Those that sail under the black will never talk to those that sail under the crown.

    Under a crown a sea-going Bard is a member of a Royal Society, often Valor as one of the officers. These societies adventure to learn, to discover and to stop the plunder.

    Under the black the bards also have a society. They meet in pubs and brothels, dark corners where they swap tales and songs, wary of those with writs and honest eyes.

    This is the second of my “pirate all classes” project. The first was Rogues and explains the concept and rules of the exercise.

    Society of Lore

    Silver always knew the next step. Whether it was a tale he picked up at a brothel, on another ship, or a story from his pre-piracy days, his knowledge helped us. No one really liked Silver, but we listened. Maybe a dozen of us are alive because of him. He’d never win a vote for captaincy, but no one wants him off the ship either.

    You are the teller of tales, the knower of legends. No matter what officer or crew asks a question you know the answer. Sometimes your answer is true. Often it isn’t, but they believe you, this crew. You keep their spirits high during the storm, banging that drum, blasting the horn, or whistling the recorder. Your voice is a rallying cry. As a mere swabbie you rarely get the awful details, because others will serve for you. They’ve seen you bandage a wound, or fling a dagger. No matter what is needed, you are there. Maybe someday you’ll be an officer, but that would make port a lot less fun.

    Take six skills, it doesn’t matter. Expertise should be in history or performance for the telling of tall tales. Athletics or Vehicles (Water) should be your other Expertise. You are a sailor.

    Charisma is your key stat with Intelligence and either Dexterity or Strength in that order.

    Society of Valor

    There are better fighters than Flint. Not many, have you, but a few. He swings sword or first with the best of them. Plus, when Flint asks for help, you do it. His words, or sometimes even his look, is inspiring. He has no time for instruments, but his voice, those times he uses it, it gets you right in the heart.

    The Royals (pure blooded fools) expose themselves through valor. You’re more about winning, always. Because you can fight you’ve earned your way from mere swabbie to a lower officer – boatswain or first mate. Without a doubt you will be a captain someday. You lead the boarding party at sea and defend the ship in port. You aren’t in charge, formally. Things just go better when you are around the crew. The last fight you lost was because you felt bad for the captain. He’s a good guy and you don’t want to run the ship.

    Athletics is important as you leap from ship to ship. Acrobatics can be useful as well. Take the Soldier or City Watch backgrounds. You were once honest, but life at sea changes a man or woman.

    Strength is vital. You are a warrior with extra talents as well. Charisma is a good second stat. If you expect to swim long distances boost your Constitution.

    Society of Swords

    [This is from Unearthed Arcana:Kits of Old]

    Flynn is interesting soul. He’ll never do anything simply. When he spins his blades it isn’t just defeat the enemy, or to inspire us, it is for art. One time he did this thing where he did this thing where he spun his dagger on top of his rapier and then with just a flick of his wrist it went flying off pinning the enemy captain to his cabin door.

    You do not need an instrument. Your daggers and blades sing tunes. They can inspire fear, warm the heart or heal the soul. With a good blade in your hand, and your other hand, and on your belt, and on your boot, and in that hidden scabbard at the small of your back you can win any fight – mostly. When it is time to board another vessel you are one of the first. The regular crew follows you easily. They know that the opposing guards will head to you first. In port you work a stage or street corner juggling some blades or scarves.

    Acrobatics is a must have skill. Prior to life at sea you were likely a Noble or Courtier or Inheritor. You enjoy the thrill of discovery, and showing off your blades.

    Dexterity and Charisma are the most important attributes. You use finesse weapons, so Strength isn’t important.

    Society of Satire

    [This is from Unearthed Arcana:Kits of Old]

    I knew Sparrow before he had his own ship. I don’t think he was ever drunk, it was more an act to fool the rest of us. Fool, ha! That’s what he was and is. All jokes and cutting words, that Sparrow. Somehow he found a ship willing to put up with his constant humor.

    When you work the rigging you make monkey noises. When you swap the deck you make certain it’s wet enough to trip that crew member you do not like. If you are on lookout you might tell the ship you see something that doesn’t exist. You aren’t the best crew member, but when a sail rips, or someone is trapped in the rigging you can fix that faster than anyone else. Your “drunkeness” gets you into and out of trouble in a dash. Some crews love you, others hate you. That often times has no relation to the ship you are currently working.

    Performance, Intimidation and Insight are highly useful for the Satirist. Any background can inspire the woman or man that finds that the only way to deal with life is through jokes.

    Charisma, and then some more Charisma. You likely have a high Wisdom, as you understand what makes people tick.

  • Adventuring as Pirates: Rogues

    Adventuring as Pirates: Rogues

    Character creation is one of my favorite things, which might be why I prefer to DM. By managing the game I get to create hundreds of characters – some fully fleshed out re-occurring NPCs and others are simple one shot monsters. For a friend’s campaign I needed to create a PC, something which I haven’t done often in the past two years (this is my second playable PC). While I do make a lot of NPCs with the rules for standard players, as it helps me think about how the more complex enemies and allies behave.

    For my character I wanted to do a few things a bit different. As most of the players are new to 5th edition and some to D&D at all I wanted to be a support caster. I decided on a Cleric. I always like Krynn’s Minotaurs so went with that. Wanting to justify my greater player knowledge I thought about going with the Knowledge Domain. But where does a ocean going minotaur fit into the Forgotten Realms as a Cleric of Knowledge. My answer was as a pirate ship’s quartermaster. As a follower of Deneir Golrian Hershmakil the Quartermaster of Estadia keeps precise records, logs and maps of the Estadia’s forays at sea and land.

    Pirate Ship by Carlo Mirante
    Pirate Ship by Carlo Mirante from https://flic.kr/p/oYzCQc

    And then I thought, “what role would every archetype have on a pirate vessel?” This launched a ton of thoughts about a piracy campaign, which I have no time to run, but it lets me use creative processes that the current Everflow campaign does not.

    Rules of the ‘Pirate All Classes’ game

    • Use third level
    • At least 50% of the concepts must have Vehicles (Water), Athletics (for swimming, climbing jumping) or Acrobatics (for working in the rigging)
    • Some may be Privateers rather than pirates, but the goal is to mostly represent those that were unsanctioned
    • Assume no gunpowder
    • Recognize that no ship will have every concept created so more than 1 can be a captain
    • Recognize that pirate life is as much about life in port as at sea
    • Don’t use stat groups, instead show the interaction between class, background and ship role.

    Starting with Rogues as they are the most pirate-like by nature. The Player’s Handbook and Sword Coast Adventurers’ Guide includes the following archetypes – Thief, Assassin, Arcane Trickster, Mastermind and Swashbuckler.

    Thief of the High Seas

    On the ship you are a mild rigger working the sails, scrambling up and down the ropes faster than anyone else. Sure, when your boat needs to board another you are ready, swinging across either sneaking into quarters or taking out lookouts, but it’s in port where you make the real difference. Stealthily listening in on merchant captains, stealing keys or maps, or breaking into that jail to let your people free, you are the eyes, ears and rogue of the crew.

    Take expertise in two of Stealth, Thieves Tools and Acrobatics. Also have Sleight of Hand, Deception or Athletics (for swimming) as well. Pick a background like Urchin or Sailor to try and get another way to get one of the key skills so you can make certain to have Perception. It’s great when you are 50+ feet above the ship and can see everything that happens, probably with Advantage.

    High attributes should be in Dex and either Wisdom or Charisma depending on how much fencing (the selling kind) you do.

    Assassin

    Most of the crew considers you the cook, and you do that. But it seems when the ship is at battle you disappear. What you are really doing is seeking out the highest value target on the opposing ship as you swim over to it and get the drop from an unexpected angle. In port you slip into parties to pick up information from the authorities, maybe slipping a little poison into a glass or two.

    Take expertise in Athletics and Stealth. It’s also handy to have Insight, Persuasion, Deception and Sleight of Hand. Any background is suitable, try not to be a sailor or pirate. You don’t have sea legs. Noble and Guild Artisan (Cook) can create great cover stories for yourself. Get Gourmand as soon as you can.

    Charisma is an important stat with your role on land. A high Dex and Strength can both be useful too, especially if you choose to swim a lot.

    Arcane Trickster

    Being at sea for days and days and days can be boring. You know what brightens a day? Illusions and parlor tricks. That’s why most of the crew has you around, but the captain and quartermaster know better. They have you around because it’s a lot easier to get a good deal selling the ship’s “merchandise” through Enchantment or Illusion. Swabbie by day isn’t a fun gig, but your Mage Hand helps make the work go quickly, just not too quickly, then they would give you more work to do.

    Expertise in Deception, Insight or Persuasion are key. Sleight of Hand can be useful as well. Take the Sailor (Pirate) background so that you know Vehicles (Water).

    Charisma will be your key stat, but as for all Rogues one of your top two should be Dexterity.

    Mastermind

    The crew handed over control of the ship to you a few ports ago. They understand that you understand and know command. The galleon practically leaps at your command. You can find wind where others are helpless. In port you can infiltrate parties, or go as yourself. You have a reputation. When your black flies, people tremble. Other sailors respect you for you have put in the work. They also know that when you are around you Help them.

    Expertise in Intimidation, Insight or Deception are key. You are a ship’s Urchin, use the Urchin background, but modify it a bit. Rather than the Disguise Kit take Vehicles (Water) and replace Sleight of Hand with Performance. You grew up on this ship and now it is yours.

    Charisma and Wisdom should be your two highest attributes. You do not get in fights, you prevent them or win them so quickly your opponent does not get to attack.

    Swashbuckler

    As the Master-At-Arms you lead the boarding party. With a blade in each hand you dart in and out of the battle. When not overwhelming those foolish enough to stand up to you are “training” the crew in the art of swordplay. Most of this involves you embarrassing them just enough to try harder. Most of the crew do not like you, but they respect you. You’ll never be a captain, but you will be feared and respected.

    Expertise in Acrobatics and Athletics are vital for the fancy moves you do as you tumble from ship-to-ship or swing through the nets and ropes. Intimidation can be handy, and the little flourish with your blades show that you are tricky with your hands too (Sleight of Hand). Once a fancy Courtier (background from SCAG) you are now on a pirate vessel, raising funds so that someday you will have courtiers.

    Dexterity and Charisma should be your highest attributes.

    Above you have the start of a crew. A captain, a cook, a swabbie, a rigger and the master-at-arms may even be enough for a small sloop.

  • Session Report: Shipping to the haunted north

    Session Report: Shipping to the haunted north

    Smaller merchants are willing to move goods. Those unfamiliar with local histories and legends are also more willing to move those goods to an area where normal humans would be afraid. This is the tale of a small-time merchant, rare smuggler who took a job that may beyond his abilities.

    Session Notes:
    This is a first time player who is also testing my Uncommoner concept. They started at 4th level because they will be joining The Five, eventually.
    It is also a solo session.

    Hiring

    Wandering past the Fine Market in Telse, Doceo is approached by another halfling. This one is from the west, probably Telse. She is strong, lithe. Doceo just sold a few goods that he’d picked up on the way, and has yet to approach the House of Quar.

    This new one sees the empty cart, points and offers more work. Bargaining takes place with warnings to not be followed, as there is a slaver trying to track the group down. Doceo gets a higher rate via the negotiations.

    His cart is loaded. In the next ten days he must head into Sheljar, a supposedly haunted city, to deliver some basic staples. Two messenger pigeons are sent with him and full payment will be given upon delivery.

    Attack of the Worgs

    Three nights out Doceo and his two mastiffs are attacked. As the previous nights they head well off the main road. On this eve they find some sanctuary. If not for his loyal companions Doceo’s little smuggling operation would be over quickly. But the three of them take down the two worgs. It is a rough fight and takes some time to recover. These are not normal wolves. The Western Wildes surrounding Telse are stocked with the unfamiliar.

    Feral orchards

    Another day north towards Sheljar, now half way on his journey, Doceo notices an encampment out to the east. This camp with four tents and several fires is at the edge of sight. There are a variety of races present.

    He leaves the road and heads into a feral apple orchard. Continuing on lane in the orchard that parallels the road the halfling feels undiscovered, until he notices a raven that stays about four trees in front of the small cart.

    Doceo attempts to scare it off, but all that does is get the raven to stay another few trees away. But it still shadows the cart.

    At the edge of the apple orchard there is a small rock wall that demarcation about eight inches tall. The next orchard is pears. Doceo notices the old homestead. He sets a false trail to the barn there, starting a small fire as the storm errupts overhead. The heavy rains, clouds and thunders should provide him cover.

    Then he hurries off on the real path. At the next demarcation he doesn’t have time to take down the rocks, instead he finds an old cart and uses it as a ramp. The player suggested this in a moment of player agency.

    The spaces between the vines runs east-west rather than north-south. Doceo hurries to the west and the gully at the edge of the property heads up a few lanes and then hides inside the vines. Looking back he notices two humans, a scent dog and a raven. They look confused. They’ve lost the trail and Doceo has escaped these hunters.