Recruitment for The Islands | D&D 5e

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OpenDungeons & Dragons 5thPrivate3 / weeksabrina
There is a archipelago in the middle of the ocean, and people do not come to the islands. Once in a while some outsider ship arrives, or an occasional ship that left returns, but it always seems those on board would have been better off dying. Most can hardly communicate, just continue their gibbering incessantly, or rock back and forth on their feet and stare into infinity without reacting to the world. Some are raving madman, put down out of necessity.

So, life continues, on and between The Islands, as the locals call their home. The land dwellers (humans) are on rather good terms with the fish folk (locathah). There are children's tales of tritons, people who breathe both air and water, but no-one has seen any in living memory.

The mysterious and secretive followers of Lune provide spiritual services for the people, alongside a plethora of other deities who people believe in. The kingdom rulers and petty lords try to keep their power, and have a comfortable life, while the common folk endlessly toils to make all this real.

Most of the land is scarcely inhabited, roads and routes change frequently, and even the landscape changes regularly. A traveller cannot know what to expect on a week-long journey returning where they just arrived from. Villages pop up and get abandoned, forts are occupied for a few years or decades, then left to crumble. The towns that stay active for generation are few and far between, and travel between them is capricious and often dangerous. Still, merchants do carry goods from one settlement to other, but plan carefully before venturing farther than a few days' distance.

One of the nobles who seems to care about her subjects (or at least her outlying settlements) is Lady Lorain, residing in Wavebreak, a trade town sitting in Still Bay. She is known to reward generously those who aid her in keeping her province stable. She is also known to be quite knowledgeable about what happens in her province, and it is not worth trying to bluff her.

For reasons known only to you, you are staying for the night in Gratha, a fishing village thirty miles west of Wavebreak on the shore of Still Bay. During the pleasant evening stroll on the beach, there are suddenly screams and the ringing of steel on steel from inside the village. You have your equipment on you or in your rooms, and you can see dark shapes closing in on you rapidly. Defend yourselves! And, hopefully, the village.


Jun 28, 2024 9:28 pm
Welcome, gamers!

This is my first try at a substantial game, and my first try in pbp. Please be gentle with me!

Pop your character ideas here, and ask any questions regarding the setting, too.

No firearms, no sociopathic loners, please. I'd like characters who are willing to help others, but not necessarily impeccable knights. In fact, there are hardly any of those in this morally grey setting. People mostly try to make it from one day to the next.

The game is going to include quite creepy elements, sinister powers working from the background, which the PCs are completely unaware of (just like most anyone else). I like the gritty island life esthetic, without huge megacities and overarching power groups. Most things are regional only, though there are a few exceptions.
Last edited June 28, 2024 9:30 pm
Jun 28, 2024 10:20 pm
Turns off the gas to the hot iron for sabrina. No racking over the coals yet.

Was thinking a Bard but the following is making me wonder. Bard after all is a spell casting class.

Classes: no more than half character levels in any spellcasting class (so you need to multiclass if you want to use magic.)
Jun 28, 2024 11:07 pm
Quote:
Classes: no more than half character levels in any spellcasting class (so you need to multiclass if you want to use magic.)
How does that work for Paladins, Ranger etc?

How do you feel about a fathomless warlock? I'd might be interested in one of those (mixing with rogue or fighter or... what else qualifies?). Going actual mermaid-like. Legs on land. Tail in the water.
Last edited June 29, 2024 8:11 am
Jun 29, 2024 1:26 am
Hi! I'd be interesting in playing a dnd game with a creepy island setting. I was thinking of playing a fighter. She's in town because she's a mercenary working as a bodyguard for local merchants. Also thinking of going with cavalier for her subclass, I'd be focusing more on the defensive aspects over the ride a horse part since I think a lot of those subclass abilities would fit a bodyguard best.
Jun 29, 2024 4:10 am
I'm definitely interested, but would like a bit more information on how casters would work in this game. Especially half casters
Jun 29, 2024 5:28 am
I get that the world is a group of islands and we will not venture outside those islands. That makes perfect sense when making a new world to constrain it and remove the option of leaving.

I like that you have introduced 1 playable race: Humans, 1 allied rase the Locathah and 1 mythical rase Tritons
Quote:
Sources: PHB, Tasha's, Xanathar's, Sword Coast, The Lost Lands
The Lost Lands, I'm not familiar with that one.
Quote:
Classes: no more than half character levels in any spellcasting class (so you need to multiclass if you want to use magic)
I respect the restrictions of no full casters at lev 3, but I am curious about why?
And what about 1/2-casters like paladin, rangers and artificers?
And what about 1/3-casters like Arcane Trixter and Eldritch Knight?
Last edited June 29, 2024 7:16 am
Jun 29, 2024 9:38 am
Quote:
The mysterious and secretive followers of Lune provide spiritual services for the people, alongside a plethora of other deities who people believe in.
This sounds very interesting. What would the cult of Lune be focused on? What domain would be available to its followers? And of the other gods, should one select from a list of gods, or make up their own deities? I’m toying with the idea of a fighter2/clr1 but the nature of his faith might influence the character concept.
Jun 29, 2024 1:25 pm
When you said island groups, I automatically assumed a Polynesian setting, but is that correct?
Here are a few images that I got an AI to whip up
https://i.imgur.com/8sjv1Ud.jpeg
https://i.imgur.com/2rv9DBZ.jpeg
https://i.imgur.com/TBaEy2R.jpeg
Jun 29, 2024 1:47 pm
runekyndig says:

And what about 1/2-casters like paladin, rangers and artificers?
And what about 1/3-casters like Arcane Trixter and Eldritch Knight?
Very interesting. Eldritch knight is basically a 2/1 multiclass at level 3. Definitely makes half casters more powerful if the full caster classes are not around. Makes magic more rare. Keeps initial magic at 1st level.

Interesting. I've been looking for a place to play a druid, this might not be it, but interesting concept. Might be a good place for some of the magically powered martial characters to be explored.

Based on the restriction, I'd assume that any multiclass at level 3 would need to be a 2(no magic)/1(magic) with the first level up to 4th level allowing the second level in magic.

Might make magic feats like fey/shadow touched more valuable with less other magic around.
Jun 30, 2024 4:36 am
Here's some explanation of why and how:

In our tabletop group we got fed-up with high level casters overshadowing everyone else, and the current GM (with a considerable amount of snappy decision) declared what I set as the framework. And it turned out to be practical and made for some very interesting combinations.

Clarifications:
- Half the character levels rounded up, so you can start with a full caster at level one.
- Different caster classes can be combined, this way the high-level effects are slowed down, and you can still have a full caster class at every level.
- Originally non-caster classes don't count, such as eldritch knight: it's still a fighter with so little magic that it's fine.

We ended up with:
- A paladin, whose player originally wanted to combine it with divine soul sorcerer, to keep the theme. However, in the end went with shadow sorcerer, to contrast the two themes, with the explanation that the PC cannot choose the sorcerer bloodline, it's inherited.
- A ranger combined with storm sorcery, keeping the theme of nature.
- A wizard combined with a warlock.
- It didn't happen, but the fourth player asked if they could combine clockwork soul and aberrant mind sorcerer, counting them as two separate classes (primarily for the spell slots per level table), and the GM said it would be ok. This player eventually chose pure eldritch knight.
- I played a ranger combined with arcane trickster for both being stealthy.

----------------------------------------------------

Fathomless warlock: I didn't spot that loophole, you are very obsevant, Shorty. However, I'll say no to that, for three reasons.
1. Giving off permanent water-breathing at first level as class ability is too much in my opinion.
2. Thematically it doesn't fit the story; that's a kind of spoiler :(
3. I planted something in the setting for the whole party to get a similar thing. I planned it as a surprise, so I won't give more details now, but the idea is moot :)

Those images are very evocative, runekyndig, but my mental picture is more western, like the Iron Islands in Westeros. Or the British Isles in real life.

Lune is the deity of the Moon, the tides, change, and advancement. Available domains: Moon, chaos, sea, nature.

You can select any god from the PHB (and I'll rename it), or make up your own. Don't make anything very prevailent, all of them are sporadic, just like divine casters. (And like all other types of casters.)

The Lost Lands player options on 5esrd.com.
Last edited June 30, 2024 6:00 am
Jun 30, 2024 6:29 am
Would it be possible to do dual subclass?

I was thinking about an arcane trickster swashbuckler. Grew up as an orphan, stealing to survive and travelling from island to island as a stowaway until he gets caught stowing away on a merchant's ship, but once the captain and the merchant learn that he is an orphan, they give him the opportunity to make himself useful and fill a legit position as a cabin boy. Years later, that merchant ship just so happens to be docked in Gratha overnight.

I was thinking perhaps since they are two subclasses, it could break down like this, for example: at level 10, he would have all of the features of being a level 10 rogue, but only the features of being level 5 for each subclass?
Last edited June 30, 2024 6:33 am
Jun 30, 2024 6:46 am
sabrina says:
Here's some explanation of why and how:

In our tabletop group we got fed-up with high level casters overshadowing everyone else, and the current GM (with a considerable amount of snappy decision) declared what I set as the framework. And it turned out to be practical and made for some very interesting combinations.

Clarifications:
- Half the character levels rounded up, so you can start with a full caster at level one.
- Different caster classes can be combined, this way the high-level effects are slowed down, and you can still have a full caster class at every level.
- Originally non-caster classes don't count, such as eldritch knight: it's still a fighter with so little magic that it's fine.
Thank you - That is actually some good reasons and an astute way of dealing with the linear vs exponential progression issue.
sabrina says:

Those images are very evocative, runekyndig, but my mental picture is more western, like the Iron Islands in Westeros. Or the British Isles in real life.
Thank you :)
And thank you for the clarification, it really helps me get an outline of a character concept.
So we are more like this
[ +- ] More AI images
I have been toying around with a rouge1/sorceror2 (aberrant mind) idea, but I have to update it to the current British Isles / Iron Island kind of world.
sabrina says:

The Lost Lands player options on 5esrd.com.
Cleric Sea and Water domain is properly off limit as well?
Jun 30, 2024 7:22 am
Quote:
That is actually some good reasons and an astute way of dealing with the linear vs exponential progression issue.
'Astute' is a strong euphemism in this case, more like a coldly irate reaction based on 'Oh, crap, not again!' :)
But, for a good reason with a good result.

Yeah, those images are in synch with my mental picture.

Why would be those domains off limit?
Quote:
I was thinking perhaps since they are two subclasses, it could break down like this, for example: at level 10, he would have all of the features of being a level 10 rogue, but only the features of being level 5 for each subclass?
Right off the bat, I would say yes, why not. Although, it's not necessary to make it 5 + 5, it can be 3 + 7 (aiming for 3 + 9 at level 12).
Last edited June 30, 2024 7:28 am
Jun 30, 2024 8:17 am
Quote:
Fathomless warlock: I didn't spot that loophole, you are very obsevant,
I didn't ask it to loophole the rules. The mermaid type is a long desired character idea I would love to play one day. But given your description on the game page, I was afraid it might not match.
Quote:
2. Thematically it doesn't fit the story; that's a kind of spoiler :(
I expected that might be the case and is imho the most valid reason to not allow it.

My thoughts now go to something else I wanted to try out, but that is more mechanically than that I have a full character idea yet; a dex / archery based battle master. Fancy combat moves done in style. I think she'd be a sailor of some sort.

Although mixing two subclasses of one class could be weird and fun. A warlock serving two patrons? The classic celestial/fiend? Or more mysterious fey/hexblade (I like this one better I think)? I have character ideas with that, but not sure how it would work?
Would a 3/3 warlock have 4 level 2 slots? And invocations at level 6 or double the invocations at level 3? How many pacts? Hmmm I like the idea, but it is confusing :)
Last edited June 30, 2024 8:25 am
Jun 30, 2024 11:00 am
Thank you very much for the clarification. Obviously the rule change idea has already caused lots of thought and stirred many ideas even in this short thread.
Jun 30, 2024 12:36 pm
Half a level of spell casting class is complicated pending how you treat the sub for a non spell casting class that sometimes are spell casting.
Jun 30, 2024 1:53 pm
I'm still toying with a Druid, although thinking Circle of Stars so wild shape progression would be unimportant. If I follow correctly, I could still be full caster if I paired it with a full casting class.

So these would have full caster progression with 2nd level spell slots, but only knows first level spells. These classes all have early sub classes, so at least some chance of activating sub class features.

Druid 2/Cleric 1 (Twilight or Moon)
Druid 2/Sorc 1 (Lunar or Divine Soul or Shadow)
Druid 2/Wizard 1 (something crazy)

Of course, having 2 different caster ability scores is difficult, so most of those would be a challenge.

Druid 2/Ranger 1 might have some potential, although it wouldn't have full caster slots. Could make a good blaster/archer, although going Ranger 3 (gloom stalker) would probably be stronger.
Jun 30, 2024 3:43 pm
I'm consittering a figther wizard, but I will not work much more on it until I'm in the game.

Anyway, I have been an active player here for about 5 years. If you have any questions about GP features I'll gladly share me experience with out new GM
Last edited June 30, 2024 8:23 pm
Jun 30, 2024 10:01 pm
hey! i’m also new to pbp, but i’ve played 5e before. what do you think of a hunter ranger, contracted by a merchant collective to assess the province’s trade potential? (this is ripped straight from roadwarden if you’re familiar)
Jun 30, 2024 11:24 pm
So, to avoid the spell casting we would have to be Barbarians, Fighters, Monks, or Thieves. And then you have to deal with the spell casting subs. That is of course besides multiclassing.

I do like the thoughts of a barbarian (fisherman) turned rogue. That would be 1 level Barbarian & 2 levels of Rogue.
Last edited June 30, 2024 11:27 pm
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