For starters, check out the 5e rules for the exploring the island thread so that you know the mechanics we're going to use to explore the island. Also, check out the party motivations thread and discuss how your characters got in this mess together.
OOC Chat
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For starters, check out the 5e rules for the exploring the island thread so that you know the mechanics we're going to use to explore the island. Also, check out the party motivations thread and discuss how your characters got in this mess together.
Are we able to roll for our starting gold to buy our equipment; forfeiting our background and class starting equipment? Not used to having a set starting amount.
So I have some questions about "urban survival" in relation to the Survival skill. I didn't originally figure on giving Ygne the Survival skill, thinking that it would highlight other characters' abilities to navigate the wilderness. However, I do mentally picture Ygne being good at tracking marks down, and at finding food and potable water (in a city setting) for herself in order to survive. Would these be History checks (related to the city I lived in), a series of Investigation checks, or would they count as Survival?
Neither the Urchin background nor the Rogue class offers Survival as a skill, so I'm unsure if it's intended for urban use.
Two Rapiers - 50 gp - 4 lbs.
Longbow - 50 gp - 2 lbs.
Studded Leather - 45 gp - 13 lbs.
Cartographer's Tools - 15 gp - 6 lbs.
Hooded Lantern - 5 gp - 2 lbs.
Rations (10) - 5 gp - 20 lbs
Whip - 2 gp - 3 lbs.
Backpack - 2 gp - 5 lbs.
Quiver w/ Arrows - 2 gp - 2 lbs.
Bedroll - 1 gp - 7 lbs.
Common Clothes (5 sp,3lbs), Waterskin (2sp,5lbs), Mess Kit (2sp,1lbs), Oil Flask (1sp,1lbs) - 1 gp - 10 lbs.
Pouch (2) - 1 gp - 2 lbs.
Total: 179 gp - 76 lbs. - 71 gp Leftover
Also, you did say this would be about survival with limited resources. Should I start with fewer rations (or none at all)? Am trying to imagine the pack Jarveena would have grabbed before abandoning ship.
Wealth: 54 gp, 2 sp, 5 cp (Add'l 1 lb)
Equipment:
Studded Leather - 13 lbs (45 gp)
Crossbow, Light - 2 lbs (25 gp)
40 x Bolts - 3 lbs (2 gp)
Shortsword - 2 lbs (10 gp)
Shortsword - 2 lbs (10 gp)
Dagger - 1 lb (2 gp)
Gear:
10 x Rations, Day, 20 lbs (5 gp)
Backpack - 5 lbs (2 gp)
Bedroll - 7 lbs (1 gp)
Blanket - 3 lbs (5 sp)
Book - 5 lbs (25 gp)
2 x Case, Crossbow Bolt - 2 lbs (2 gp)
10 x Chalk, piece of - N/A (1 sp)
Clothes, Common - 3 lbs (5 sp)
Crowbar - 5 lbs (2 gp)
Dice Set - N/A (1 sp)
Lantern, Bullseye - 2 lbs (10 gp)
Mirror, Steel - 1/2 lb (5 gp)
10 x Oil (Flask) - 10 lbs (1 gp)
16 x Piton - 4 lbs (8 sp)
50 feet, Rope, Hempen - 10 lb (1 gp)
Smith's Tools - 8 lbs (20 gp)
Signal Whistle - N/A (5 cp)
Thieves' Tools - 1 lb (25 gp)
Tinderbox - 1 lb (5 sp)
Waterskin - 5 lb (2 sp)
So my carry weight 76 to 78 lbs. (Rounding up cause decimals).
Meanwhile, my equipment is as follows:
Explorer's Pack, 10 gp:
Backpack (5 lb); Bedroll (7 lb); Mess Kit (1 lb); Tinderbox (1 lb); Torches 10 (1 lb ea); Rations 10 (2 lb ea); Waterskin (5 lb); Rope, Hempen 50' (10 lb)
Tent (2 gp, 20 lb)
Grappling Hook (2 gp, 4 lb)
Fishing Tackle (1 gp, 4 lb)
Iron Pot (2 gp, 10 lb)
Shovel (2 gp, 5 lb)
Ram's Horn (3 gp, 2 lb)
Wolftooth Necklace (-)
Pouch 3 (5 sp ea, 1 lb ea)
Common Clothes (5 sp, 3 lb)
Coins: 195 gp
Encumbrance: 131.5 lbs (270 lb capacity unencumbered)
If I am able to obtain 3 potions of healing (whether they are herbal, alcoholic, or whatever), that would bring me to 45 gp and 134 lbs of gear.
All metal weapons and armor from the PHB are considered to be bronze in Primeval Thule. Weapons made of iron and steel are a cut above (pardon the pun) and will have the properties of a +1 weapon or armor (although cannot overcome magical resistances) and cannot be purchased as starting equipment. They are likely storied items with a long history, dating back to the days of Atlantis before the secret of steel was lost to man. They might also be Dwarven-crafted, and would therefore be covered in appropriate runes.
I'm pretty sure that Captain Gabranth would have been carrying steel, she seems bad-ass enough to have such an item. (plot hook #1!)
On a serious note, would it be too meta-gamey to drop a background language and pick up proficiency in a healer's kit and purchase one?
Mechanically, what happens when you don't have a bedroll? Does sleeping on the ground incur any penalties?
Mechanically I don't know of any downside to sleeping outside of a bedroll however.
Capt. Gabranth's steel: this will be interesting to see, because I've established that Jarveena isn't good with swords, but I don't see her deciding to take Leatha's rapier when she washes up dead on the shore either. Yet if anyone else were to try and take it I imagine Jarveena wouldn't like that either. It'll be interesting to see how this plays out.
I think I'll still pick up the healer's kit, makes sense for a soldier to have one.
Previous: 179 gp spent - 76 lbs. - 71 gp left
Case, map: +1 gp, +1 lbs., -1 gp
Healer's Kit: +5 gp, +3 lbs., -5 gp
Signet Ring: +5 gp, +- lbs., -5 gp
Pan Flute: +12 gp, +2 lbs., -12 gp
Removing 4 rations: -2 gp, -8 lbs., +2 gp
After: 200 gp spent - 74 lbs. - 50 gp left
(75 lbs with gp weight)
For that matter, I'm not sure if a rapier is possible without steel, but at some point you just gotta let it go and enjoy the game.
Low Atlantean are the defacto human language of the setting, the equivalent of Common. Mostly civilized races and some monstrous races speak it, such was the influence of this fallen civilization.
High Atlantean is kind of like Latin in our world. It is mostly known by scholars but also by those a few who toil in ancient ruins for lost treasure. Magic and technological secrets are often enshrouded in cryptic High Atlantean.
Dwarven is rarely known outside of the halls of the Dwarf Lords, but with a good tie-in with your backstory it could make sense. Dwarves do trade with the other peoples of the world, and are the keepers of the secret of steel and other lost smithing techniques.
Elven is difficult to master for humans, requiring years of study. Few ever master it.
Urgan is the beastial language of Beastmen and their kin (Gnolls, Apemen). It is verbal only and has no written script. Those who war against or trade with these creatures sometimes learn this primitive language.
Draconic is the ancient language of dragons and is still used by the races that once served them: Serpentmen, Troglodytes, Kobolds, and some practitioners of fell magic. Although humans struggle to make the low, gutteral noises and reptilian hisses and clicks, it is conceivable to learn from extended interaction with such creatures.
More rarely, there is also
Benthic, the tongue of Aboleths and other Deep Ones
Giant, the tongue of Giants, Cyclopses, and Minotaurs
Rakshasan, the tongue of the Rakshasas
Abyssal, the tongue of the Hells
Celestial, the tongue of Gods, Angels, and sometimes priests
She is allowed another language from her Outlander background, but none of the others would fit. May I substitute it for a Tool proficiency instead? Perhaps Healer's Kit, and I can retroactively purchase the same with my starting gold?
My rolls also included two uses of the Precision Attack maneuver.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden --both unseen and unheard-- when you make an attack, you give away your location when the attack hits or misses.
It also takes an action to hide, unless you're a 2nd level rogue, though I'd imagine you can still drop behind cover gaining the benefits of full cover.
-It also takes an action to hide, unless you're a 2nd level rogue...
I'll post more on the specifics of how to ambush in this game. I know every DM does it differently because there is a lot of room for interpretation in the rules. For example, lots is left up to DM choice, such as whether or not the enemy can see you.
To avoid playing "Mother, may I?" for the whole game I'll post a bit of clearer set of expectations soon.
MoMo, one short rest should be enough to get Ygne's vision cleared up. And for taking a cool narative risk, you are awarded INSPIRATION! (I always forget about that mechanic haha)
HypCo: Riposte acknowledged.
FYI everyone, I deleted a few posts to clean up the game thread. Sorry it got confusing there!
For languages I have Common, Dwarvish, Elvish, Orc
my reasoning is those languages I felt would be most common in a brothel setting and he would've picked up or been taught from the workers in the down time.
Do all those languages work, if not, which languages would fill their place?
MoMo, one short rest should be enough to get Ygne's vision cleared up. And for taking a cool narative risk, you are awarded INSPIRATION! (I always forget about that mechanic haha)
Thanks for the Inspiration! I always forget about it too, when I'm GMing.
I was going to make a post here letting you know that at least Jabes and I are on that group, so if you have spoiler-stuff to post on there, make a not for us not to read it and take it down a few lines so it doesn't show in our feeds.
Anyway, it's your turn - good luck stabbing things!
So, to explain, Ygne is really cocky; she thinks she's faster, stronger, and cooler than she actually is. It's more fun (than with other characters) when she's given the time to talk herself up, and then just gets knocked down several pegs, because she won't stop thinking that she's great. She'll blame something else for her failures. So by "powers that be," I suppose authority figure NPCs, or just natural forces (such as something heavy on the ship striking her head mid-speech), or certain enemies. DM probably counts in that, too.
Dunno if it'll take any specific action on your part. Like you've said, the dice let us fail enough. But, I suppose it's more just that I don't mind when Ygne fails spectacularly (which applies to most characters/players). Rather, it's kinda funny.
(I feel your pain, Jabes)
If you're talking about having a different schedule from everyone else, well yeah it's kinda hard. :-)
So far I've been thoroughly enjoying the game!
Ygne seems like a great character and I can see why you like playing her. I'll be sure to give her opportunities to take risks and get in trouble, but I'll always try to leave that up you whether she gets in trouble or not, and leave it up to the dice to see how things play out.
Glad you are enjoying the game, as am I!
Sounds good for Ygne plans! I'm good to adapt to whatever's going on, and if I have any ideas I'll let you know.
I normally post more, but not much on the weekends usually.

It is currently 10am.
Jabes and HypCo, if you see an opportunity for a good RP interaction between your characters and Elspa, Frick, and Ygne, feel free to appear in the scene and join in at the appropriate dramatic moment. It is more important that the game be be dramatic and interesting than for it to make perfect geographic sense; we can always retcon the distance between starting spots if it matters to anyone.

And then HypCo, when you followed up with this post, I was blown away.
And then Naatkinson and CancerMan's exchange on the beach - two terse warriors rearing up for a fight. Honestly, I thought it was going to PvP and had half written a post about my personal rules around PvP! But, I remembered you guys are experienced players and decided to just trust your storytelling skills, and you guys delivered a great scene with tension and humour that moved the story forward.
Are there Academy Awards for Gamer's Plane? I would nominate these posts for sure. The least I can do is award your characters with inspiration!
It looks like all the characters are about to come together, so I'll just keep quite while you all finish the scene. Then I'll give you some info on how we will conduct the next steps and you can plot your course.
All of you guys have been great! We've got a really good group here! To be honest I've seen plenty of just mind-blowing RP on this site! I've wanted to say something on that thread but have just had too hard a time picking which game to brag about!
Man, I love this community! :-D
For example, here are two likely activities that we will resolve by the hour:
1. Search wreckage for supplies: Most of the wreckage is unusable junk, but there is a chance that precious things have washed up on shore. Any character can spend an hour or more of searching. First each hour, they roll a d100. There is a 40% they will find only copper pots and pans (the bulk of the Black Lotus's hold) or nothing at all, but there is also a 60% chance they will find a random piece of usable gear.
2. Explore the island: You can spend time exploring the perimeter of the island or moving into the jungle. We will conduct this as per the exploration rules thread. You don't have to travel for the whole day.
Searching the sun-scorched beach and exploring will both count towards exhaustion for the day.
You can of course do anything else you want and we will choose the most convenient time scale. For example, if you want to build a boat, we won't role play each plank being strapped together but you can put a certain number of hours into the task and we can narrate the result.
Feel free to inject RP scenes in whenever you like.
So, what do you want to do?
I am totally open to suggestions in both this regard and any other aspect of running this game more efficiently.
* actually, sometimes that turns into an hour of debating but it's still feels like actively playing the game.
I'm probably the second most inexperienced PbPer, though, so... others might have better suggestions.
I hadn't decided whether Jarveena would scavenge or not (she definitely wants to, but Elspa has a point: with the trogs around, they need to find shelter). But if Ygne is scavenging then we're all sticking around for an hour (scavenging or not) unless we split up, yeah?
I apologize for Jarveena's inconsistent "accent." I'm trying to approximate her mangled, cut-tongue speech by dropping sibilants and so on but sometimes it's just going to be unintelligible. :-P
WHERE ARE YOU?
You shipwrecked are on the beaches of a troglodyte-infested island. The beach is many miles long and strewn with the wreckage and corpses from your ships. Supplies may be salvageable. There are 6 caves full of fresh corpses and long-dead skulls, and a cache of recovered bronze swords, daggers, and other metal junk.
Jarveena discovered that her captain is dead, her body desecrated. The rest of her body was likely dragged into the jungle.
Frick recovered a journal in a leather case. Frick (and eventually Ygne) recognize the case as something their captain always kept on his person at all times. Inside is a map that indicates that the island you are on is part of a much larger group of islands. The journal is thick with information and will require time to study.
It is 10am (Ygne is searching till 11am).
WHAT IS HAPPENING?
It sounded to me like the group's priority was to find shelter. The beach is a precariously exposed position, so options include:
1. Moving into the jungle to find more defendable terrain.
2. Building fortifications on the beach using the wreckage.
3. GTFO of this island and go somewhere else.
4. Something else entirely.
Options for scavenging supplies exist, mechanics are summarized here.
Reading the journal that Frick discovered would also be a good way to spend time. A couple hours would give you a good gist of its contents.
Let's pick a direction and move the game forward :)
You CAN search for herbs to make antitoxins while you travel. It would be like foraging, except you would produce an antitoxin by the end instead of food and water. The check would use your wisdom mod + herbalism kit proficiency. Like all roles, somebody could assist to give you advantage.
TL;DR: Elspa not poisoned right now.
Edit: this true specifically for Troglodytes, not all poisons
I'm on spring break for 2 weeks, and will be doing some sporadic travelling and generally be further away from a computer than usual. If I will absent for an entire day or longer, I'll let you know. I think I can keep up with the game via my phone, but my post frequency may dip at times. The biggest thing that will suffer is if we get into a interesting, complex combat it may be hard for me to manage from a phone but I will do my damnedest to rain quality violence upon your characters in an organized, clear fashion.
I know this is the death knell of PbP, but I have confidence in this game and you, the players, that it shall survive. Hopefully everything will go smooth and you will barely notice. I'm having a great time at any rate :)
Does it look like we've been spotted?.
I should also mention that the watch trogs will have 3/4's cover (+5 AC) because of their platform, although that doesn't matter to Jarveena.
I just realized that it's still the first day and I've already used Action Surge, so Jarveena will only be able to shoot one arrow. Unless we're considered to have taken a short rest?
Before going further, I just want to say that nothing needs to change for this combat because you got the drop on the Trogs and we can use your rolls as your first turn of combat attacks. In fact, having your attack rolls during initiative is a pretty slick way of doing it in PbP. However, I am uncomfortable using the term "ready action" outside of combat because it implies using your reaction outside of initiative order, which can cause problems.
For example, if anyone had failed their stealth rolls, then it should come down to who acts fastest to decide if the alarm goes off. If you can ready actions outside of combat then:
A. the players have readied actions to kill the watch trogs, and
B. the watch trogs have readied actions to hit the alarms
So who's readied action goes first? We should just roll initiative to decide. This is the classic "Han shot first" scene from Star Wars: A New Hope. Greedo failed his sleight of hand check to pull his blaster out, and it came down to an initiative roll, and nobody beats Han Solo in an initiative roll. Had Greedo been able to ready an action before combat began, he could have used his reaction before Han shot (even though Han won initiative) and killed him. Han stands no chance in a world where you can ready actions before combat, or EVERYBODY in the cantina would have to have actions readied. And then who's readied action goes first?
This is especially problematic in a turn-based group combat situation because you can alpha-strike so hard on a first turn. In short, readying actions outside of combat devalues initiative and makes things more complicated.
The way I prefer to do these things is to
1. determine surprise with appropriate ability checks compared to perception
2. roll initiative
3. take turns in initiative order, skipping creatures that are surprised on the first round
If you want to preroll your attack while rolling initiative because you know what you want to do already, that is fine. But it's not going to happen at reaction speed.
So, there's my pedantic rant ... in the end, it doesn't really matter for this combat :) But, hopefully I was able to describe why it could matter and it makes sense why I want to make that distinction in the future.
If that wasn't clear, then feel free to have taken a short rest. In the future, if the party is moving and you want to opt out of that movement and stay put to do a short rest, then let me know :)
As for the short rest, Jarveena did go with the others. So just ignore my 2nd aet of rolls. :-)
I ended up not ignoring your 2nd rolls because it looked damn cool and I have to make lunch, so there :P
What are some solutions you have seen in other games, or thought of yourself? I'm looking for a solution that doesn't negate or overpower class features. For example, I've heard of DMs letting all players go first, which is super convenient and results in much faster combat, but this negates the +5 initiative of the Alert feat and makes the Assassinate feature for that rogue subclass stronger than it was meant to be.
I am interested in any other suggestions for adapting 5e to make smoother to play in PbP without watering down the core system.
Player 1 and 3 would be set to group 1, Player 2 and 4 would be set to group 2. Those in group 1 would be able to act in any order within their group, so Player 3 can go before Player 1 and vice versa. The monster goes after group 1, same applies to group two; any order Player 4 before Player 2, vice versa.
Player 1
Player 3
Monster
Player 2
Player 4
Other DMs break up the players into groups based on when the NPCs or monsters go. So Group A would have all the players who rolled high on initiative, followed by a monster or group of monsters, followed by Group B of players, and so forth. Each group's members could act in any order.
1. RAW initiative. As per the PHB. The game is designed for this, but it can be a problem for PbP.
2. Side-based Initiative: DM rolls initiative for each side using the average or max modifier from that side. Prioritizes smooth play, almost surely guaranteeing players can post when their schedule works without holding anyone up. However, the averaging and simplicity seems like it will dilute the mechanics somewhat (I'm not sure how much - maybe it doesn't matter as much as I think?).
3. Before-and-After Initiative: DM rolls initiative for each PC, and the monsters as a single group. The PCs are divided into 2 groups, those that rolled higher than the monsters and those that rolled lower. Within the group, PCs can act in any order. Allows for mechanical bonuses to shine more and makes some accommodation for players posting when their schedule allows. There is still some potential for the game to hang up on scheduling conflict, but less than rolling initiative RAW.
Which option would people prefer? We can do a trial run of it and reflect on how it plays after a few combats.
A little explanation to clear up number 3 more, it works the same as RAW initiative but makes it more pbp friendly. There can be multiple groups, depending on the amount of grouped monsters and the rolls.
Player 2: 18
Player 4: 15
Monster Group 2: 14
Player 3: 8
Monster Group 1: 7
Player 1: 4
What also helps is DM fiat that an absent player will be temporarily run by the DM, similar to what we did for Jarveena. You could establish a rule that if a player does not post for 2 days when it's their turn, the DM will perform their actions.
I'm willing to try out side-based initiative with averaged initiative modifiers for a few combats. The party would have an average modifier of (2+2+4+4+9)/5 = +4. It seems like a non-issue for most people either way, so let's go with the route that facilitates smoothest play.
Smoothness and pacing are top priorities for me. If anyone has any other suggestions for enhancing the game (in or out of combat), don't hesitate to suggest it.
EDIT: Rapier Trog hid successfully, so if you want to make use of that crit, then pick a different target for this round, Jabes :)
PS: I am terrified of when Jarveena gets multi-attack or cunning action, either one of which could happen next level!
It took a little longer than I expected (sorry deadpool_qc!) but I hope it was worth the wait. I am acutely aware of the potential of slowing the game down by adding a 6th player, which is why I've been so interested in initiative alternatives lately. I think Moss is going to bring a lot to this adventure and deadpool_qc has proven to be a creative and reliable collaborator already.
I really didn't know how he was going to go into the fight (I was half concerned that Jarveena + javellins would kill him before he even had a chance to speak!). But then MoMo had Ygne deliver that perfect line, and deadpool_qc took the pass and scored a touchdown with it. Today has been my favourite PbP moment to date.
If you have any concerns about upping the group size or anything else, don't hesitate to let me know :)
I'll be off for most of the day today doing spring break fun with the family :) Will try to update tonight.
Echoing Jabes, I'm planning on using that in my own D&D 5e game now. All-in-all, this game has been wowing me for its high production value from players and GM alike. Bravo to all you fellows.
• Greatsword - 50 gp - 6 lbs.
• Drum - 6 gp - 3 lbs.
• Chain - 5 gp - 10 lbs.
• Hooded Lantern - 5 gp - 2 lbs.
• Signet Ring - 5 gp - n/a
• Rations (6) - 3 gp - 12 lbs.
• Backpack - 2 gp - 5 lbs.
• Fishing Tackle - 1 gp - 4 lbs.
• Javelin (2) - 1 gp - 4 lbs.
___________________________
• Oil (5) - 5 sp - 5 lbs.
• Blanket - 5 sp - 3 lbs.
• Common Clothes - 5 sp - 3 lbs.
• Pouch - 5 sp - 1 lbs.
• Tinder Box - 5 sp - 1 lbs.
• Waterskin - 2 sp - 5 lbs. (full)
• Mess Kit - 2 sp - 1 lbs.
___________________________
• Bucket - 5 cp - 2 lbs.
• Candle (3) - 3 cp - n/a
• Whetstone - 2 cp - 1 lbs.
Total: 81 gp - 68 lbs. - 169 gp leftover
Awesome, CancerMan and to anyone else, don't worry, it is only goodbye to Ryte, you will see me again (hopefully soon).
Oh, yeah, definitely.
Yeah, we're still fine.
Would it be possible on a later turn for someone to topple sections of the platform onto Shambles without hitting Frick?
If Frick is unconscious though, he will get hit automatically.
I don't think the other players in the game know this, but Jabes joined the first game I ever DM'ed on GP, the "5e Vignette." It was bad; players weren't reading each others' posts, nobody was interacting with each other, people weren't sticking to the post frequency, and generally making stupid decisions (other than Jabes of course!). I felt like I was having to browbeat people into even playing the game. But Jabes and Ezeriah (who was reading along with the game but not playing) assured me that I was doing a good job and that it was the other players that were not upholding their end of the bargain, dragging the game down. That's why for this game I had people submit characters rather than just do first-come-first-serve. It felt pretentious as hell, but it gave me a way to weed out poor or unimaginative players. But then only amazing players ended up applying anyway, so it was all good.
So, feel free to have a bad day! If not for you and Ezeriah I might have given up on PbP altogether.
I'm glad you had players like Jabes and Ezeriah to reassure your good work and that you gave pbp another chance. Not reading other players posts is baffling to me, I get excited every time my phone notifies me of a new post and that I get to continue a story completely put together by multiple people.

Receive new game emails? • Yes o No
Some of you might have ideas for where they'd like their character to go through this adventure. It is probably a good idea to share that with me, and potentially the other players, so that we can work in opportunities for that growth to happen. You can either post them here, PM me, or a combination of both. This could be both your class choices for leveling up your character and your character's narrative arc. If you have no idea where you'd like your character to grow, or you're happy with and intending to play a fairly static character through the adventure, please let me know that too.
Another thing I'd like to know: how do you all feel about PC vs. PC combat? Under what circumstances do you think it is okay? Are there circumstances that are not right for it?
There is no rush for this, especially for those of you who are playing in many games. Just when you get a chance.
Rygnar is very prone to PC vs. PC, however he can also be talked down from (or into) doing anything, no questions asked, by Elspa. I think as long as the player makes it known that PvP is going to happen and gives a chance to avoid it, it's fine.
If I were playing Ygne differently, and she'd be the one to kill a PC, then she'd likely do it in an instant where there are no possible warnings to give (while they're sleeping, for instance). But, while Ygne may not mind, depending on the circumstances, MoMo probably couldn't live with killing another player's character, because I'd feel bad. That said, I'm aware of the kind of character I'm playing, and if Ygne mouths off to the wrong PC and she gets herself killed for it, that's totally understandable to me, and I'd be okay with that (because likely any warnings given wouldn't deter her).
I think it can also be fairly neat if a fight between characters doesn't require rolling and rules, and could be resolved by player discussion/agreement and then narrated, maybe, but I don't know how everyone else would feel about this.
There is also the journal that the map came in. It reasons to stand that if the writer took the time to map the locations that they might have recorded additional information on the villages. If a character wanted to peruse the book during their downtime, that would be fine. I think Frick still hasn't committed to any specific actions after building the boat. I do kinda like the fact that nobody has read the book, given the temperament of your characters, so if that is on purpose for RP reasons then please continue ;)
He also doesn't do much but lounge around for the day after they build the boat
I've been thinking about opening up all PHB and SCAG classes for multiclassing for future levels. Although your characters might not have seen magic very often from where they are from, the Isle of Dread is saturated in the stuff. It makes sense that they might start developing magical talents while they are here.
If this is something that interests you, I thought I'd mention it sooner rather than later so we can work together to start setting that up in your story. It might involve spirits visiting your dreams, discovering an old spell book, digging up a holy relic, etc. We can work together
If you are interested in this but you dumped a critical stat because you didn't think you'd need it, feel free to redo your stat allocation to compensate.
If you think this is a bad idea, speak up and let me know what you think.
I hate to be a stickler for this kind of positioning, but I also don't want to put words in anyone's mouth presently.
I hate to be a stickler for this kind of positioning, but I also don't want to put words in anyone's mouth presently.
You can also assume you won't need to use rations today. If your character wishes to be frugal about it, they can squeeze out an extra day's ration from the leftovers (and therefore can add that to your inventory).
Also, to get your creative juices flowing in advance, I wanted to mention that unless the party drastically changes course over the next several posts there will be a dream scene coming up where I will ask you to come up with a nightmare that would make your character wake up gasping in a cold sweat. Hope this will be a fun exercise!
Also, how to you want us to go about giving you this nightmare sequence? It's probably an easy guess but I have my idea for Rygnar's scene.
@I think that as long as your post wasn't answered, the dm wouldn't mind you editing it and adding the rolls....
Characters can take the hide action as an action (or bonus action for Ygne & Moss) on their turn when they get out of sight of enemy monsters (or lightly obscured for some race / class features). In theatre of the mind, creative use of the 'special features' of your environment will allow you to get out of sight.
To determine success, that character rolls a stealth check which is compared against the passive perception of your enemies to determine whether they can target you or not, and whether or not you gain advantage / sneak attack on them. If you hide in a suboptimal or obvious location (ex: you hide in the same place twice) you will have disadvantage on that stealth check.
Attacking always reveals your position unless you have the skulking feat and meet the conditions for that. Other things can reveal your position too, including movement & making noise.
It's hard to communicate in advance whether you will have adv / disadv on a stealth roll, plus there is a ton left to DM fiat in the rules, so it is convenient if players roll 2 checks and I'll sort it out and let you know. I will always use the first roll if you do not have either adv or disadv. In general, I want rogues to be rogues and will work with you so you can be sneaky bastards ganking things in the dark. Also, I think I'll start listing out the PP numbers for monsters so that you know where you stand without having to ask me.
I decided just to wait until we have a functional group again rather than control 2 or 3 PCs as this time of many absences unfolds.
I am deleting Frick's post I made and we can start with Frick and Ygne when MoMo gets time. I think Naatkinson is back today and Jabes is gone until Wednesday, so Thursday is probably when things will start to smooth out.
It felt good to roll some dice again :)
Do you stack inspiration? I believe I still have one from the last time.
How far are the pirates from us and can we see how many?
Do you stack inspiration? I believe I still have one from the last time.
How far are the pirates from us and can we see how many?
I don't stack inspiration, but if you are awarded inspiration and you already have it then I don't mind if you choose to "use up" the old one as soon as you roll your next d20.
It's been a perfect storm of absences lately, with at least 2 players out of the game at any given time in the past week or so. 4/6 players could probably move forward but it is exacerbated because the party is split. Looks like there are still more absences coming: CancerMan taking the weekend off and MoMo still in the thick of things at school, so I'm guessing we won't get back to the 2 posts per day frequency until next week. But I do really want to get back to that 2-posts per day frequency.
I've definitely been wracking my brain how to keep things fun and interesting while visiting Panitube. In some ways, I wish I had ignored the module's language barrier regarding the villagers so the PCs could interact more freely. Also, there feels like there is a ton of exposition going on. In addition, keeping things interesting for a split party has been challenging, but in a fun way. The fact that you discovered Auntie Zilla so quickly was not something I anticipated but was really fun (for me anyway!).
HypCo, I noticed you haven't posted anything about absences but your post frequency has been lower too; everything going okay on your side of things? I have been wanting to ask you how playing Rygnar has been after Ryte's death - still having as much fun as before?
Anyway folks, we're almost at 1000 posts! I hope the string of absences and heavy exposition hasn't dulled interest in the game and we can get back to full speed soon.
As far as the language thing, I've found that to be more fun in person as you can act things out and look like a fool. I totally ignored it in my Out of the Abyss campaign on here, actually, at least for the majority of the game. That said, working around it in PbP isn't an issue for me, especially with the number of games I'm running, I don't have have downtime in play anyway lol
With all that said though, I am still having as much fun, if not more, and am looking forward to Rygnar growing. I believe I said this before but Ryte didn't have much in terms of growth or wants, he didn't have any ambitions other than to kill his father which he did in his backstory. Rygnar is a meat slab of anger and blood lust who is only open to Elspa; while growth for him is at a stand still at the moment, I do have plans for him (which hopefully I can see them play out) and his wants is simple: Protect Elspa, a simple goal that no matter how many times he accomplishes it, he will never finish.
What happens if you successfully make a Trip attack on an airborne target, say a griffon? No effect? Target falls to the ground? Falls to the ground prone? Now, what if the target was the rider? Would you perhaps knock it out of its saddle and send it plummeting to the ground?
Hey, I am loving this game too! :-D
Regarding trip attacks on airborne targets: If an airborne creature is knocked prone, it falls out of the sky unless it has the hover property. If a rider is knocked prone they would fall to the ground. Falling damage is 1d6 per 10 feet fallen.
Yes, it is okay to nominate several targets. I'll figure it out :)
Most importantly, how are you making those horizontal lines in your post?! I'm assuming they are not just underscores because i can't select them and the page source lists them as an hr tag. Oh nevermind, i found it!
THIS IS COOL
Hmm, was able to pseudo center things as well with the HTML code for nonbreaking space. Makes me wonder what other tricks are possible?!
Six more fall.
As the dead pirates rise from the stairs with murder in their eyes, and confronted with what appears to be unstoppable legendary adversaries, the pirates break. They race to the boats and scramble over the edge, and spend all of their efforts casting off.
She pulls Frick in close, tucking an arm underneath his and wrapping it over his chest as she backs up. She grits her teeth as the tears begin to blur her vision. With one final heft she pulls Frick over the edge of the cliffside and, clutching to him for dear life, plummets down toward the rapids.
And, just for the record: if you ever feel like you need a break or you need to drop out for an extended period, just let us know and we'll work it out.
And, just for the record: if you ever feel like you need a break or you need to drop out for an extended period, just let us know and we'll work it out.
Edit: Never mind, I just saw the post in game lol...
Rolls
Hit Dice - (1d12+3)
(8) + 3 = 11
Hit Dice - (1d12+3)
(4) + 3 = 7
Hit Dice - (1d12+3)
(11) + 3 = 14
Hit Dice - (1d12+3)
(4) + 3 = 7
Hit Dice - (1d12+3)
(6) + 3 = 9
I particularly liked the Michel Gondry-esque style of Elspa's dream. Kudos, CancerMan!
For Jarveena's dream I tried to echo, as often as I could, passages from her backstory as well as Len's description of the Ancestors descending on Jarveena as she lay in the bottom of the ravine.
But there never seems to be enough time
To do the things you want to do
Once you find them
- Jim Croce, Time in a Bottle.
One thing I've enjoyed in Lunitar's Talos game is that because he doesn't comment for a few days at a time, the party is often left to just RP amongst themselves. In this game, it has been one urgent situation after another and maybe you haven't had that time yet. So feel free to take that time.
Or not. It's really up to you.
Since I'm not posting in-game much right now, I thought I'd say a few things I've been meaning to say.
The first is months overdue. CancerMan, I can't say enough how much I respect how you play D&D. Tactically, you are seriously on point. When fighting the Shambling Mound, you were the lynch pin. I remember Jarveena critting for 30+ damage and Frick action surging for 50+ damage, but nobody made a lot of noise about how Elspa was setting up huge opportunities with her shield bashes and wolf aura always granting advantage. And then, vs. the Pirates you took the risk to do reckless attack into the wall of dodge actions, which negated all the dodge actions and made it possible to break the pirates! I honestly didn't know how you were going to get through that, but you did!
Also, your RP skills are phenomenal. I love how you roll with the rest of the party. When Rygnar went down the stairs, you didn't try to stop him. I think HypCo thought you'd probably stop him. But you saw your fellow player trying to make a fun scene and you went with it. It lead to epic gaming. And you still managed to convey Elspa's disapproval in a very Elspa way.
And that nightmare scene you wrote? That was a work of art. Seriously, are you an author by profession? If not, you should consider it! This is all in addition to the great work I see you do in Lunitar's Talos game with Ulfren.
CancerMan, you are one hell of a D&D player!
I feel like I want to now say a bunch of nice things about everyone else. Everyone here is playing excellently. I wanted to make sure I mentioned Elspa's superb tactics because it's something I've been meaning to say since February. However, I'm out of time for tonight :) Over the course of the next few days, if you are all doing inter-party RPing that doesn't need a lot of interaction with me, I'll keep writing in about specific things that I like about all of your characters and play styles.
Really, it's the group that brings out the best RP. I think you've assembled a really strong cast.

This is one of my favorite games on here, that's for sure!
We're probably gonna die!
Of course, the same probably couldn't be said for the barbarian in the midst of his rage.
Personally, I'd like Len's input before continuing. And if we are going to fight, I would like to know if we are going to use rules or just settle it in the narrative, before posting. I'm sorry if this holds things up. I hadn't intended on Ygne's ignorant comment derailing anything, but I feel like what it has led to could be sensitive ground, so I'm treading carefully.
The only reason he acted as he did was because of the word coward. He didn't care about the leash comment, just the coward part. Case and point, when Elspa and Rygnar had an amazing defensible spot at the top of the stairs, he heard the word coward and gave that up because he loses his thought process at that word and feels he has to prove himself. Just to ease some worry, while Rygnar would most definitely confirm the kill, I will not be taking it that far, unless MoMo specifically asks to be slain due to wanting a new character.
I don't see it as derailing or holding up, this is part of our ever-expanding story. Whatever happens, I appreciate your concern and thoughtfulness.
Regardless, thanks for the reassurances, HypCo. While I want to play Ygne as I imagine her, the last thing I want to do is spoil the game for anyone as a result. Since I'm going to be unavailable for posting until a decent bit later today, I'll go ahead and post now.
Before Rygnar stood down I was going to add this OOC note to Jarveena's yelling:
You can't have a great game without taking risks. Some of the best scenes in this game have resulted from all of us taking risks, and we need to keep taking risks. Taking a risk doesn't always work out. Sometimes characters die, sometimes TPKs happen, sometimes feathers get ruffled. But a game without risks is a mediocre game.
I think this scene with Rygnar fighting with Ygne ended up fine in the end, and will supply plenty of RP fuel for the future. However, there was some friction involved, and we can learn from it. I liked how the OOC conversation paralleled the action.
If we want to keep the game going great, we have to keep taking risks and expect things to fail sometimes. You guys handled it like pros, and I'm not at all surprised in the least.
Another separate thought: there are two perspectives that we generally adopt when playing RPGs. The first mode is the first-person perspective from your character. We ask ourselves "What would our character do? How would they react to this? How would they feel about that?"
This is an important perspective, but we are not just managers of characters and NPCs. We are also co-authors of a story. Like writers in the writer's room of a great TV show, we have to ask ourselves "What story arc is my character on? What story arc are the other characters on? How do my character actions move these arcs forward?"
All this tension might be setting up a really cool future scene where Ygne and Rygnar unite. This is the classic movie format. The first half of the Avengers or Guardians of the Galaxy is just the main characters fighting each other. It just makes the moment where they all join forces together all the more sweet! We want that to happen organically, but sometimes a little forethought about where we want scenes to end up can guide our character interactions just enough to nudge the game in the right direction.
Another thought: Jabes, that was a cool idea for Jarveena! I know the situation was already on the way to be resolved before you posted, but in the future, if it is an inter-party thing or a story thing, feel free to have a random psychic burst! If you think you're going to go down that multiclass path eventually, then it would serve the purpose of advancing that story and resolving a conflict. I trust your storyteller instincts; if you have an opportunity like this in the future, feel free to jump on it :)
Also, I had the idea that if you go Fighter 6 eventually, you could take the Magic Initiate feat rather than taking a whole level in Mystic. Maybe Jarveena is more of a Force Adept type rather than a full Jedi. It would allow you to keep your current progression moving forward without any hiccups and still get that story going. We can bend the rules a bit if a single class's spell list doesn't quite approximate the psychic powers you would like.
Also, thanks to HypCo for always taking cool risks in this game. It doesn't always succeed, but it always makes the game interesting. Many of the memorable scenes of this game are direct consequences of the risks you have taken.
And Ygne ... oh man, Ygne is one of the most interesting characters I've seen in an RPG. She's great, MoMo. I'm curious as to how she grows from this incident. I foresee some petty pranks; Rygnar might be waking up with fire ants in his bedroll or something in the near future :)
In the Dark Sun game I'm working on, I made a feat called Wild Talent that is basically a knock off of magic initiate.
You choose one talent & one discipline, and you get two psi points / long rest.
Feel free to use it if you want.
Moss is gonna be from the order of the nomad, the quest for knowledge is exactly what he is all about.
So level 1 Mystic (Nomad) gets me:
- One Talent... Mind thrust...for when I can't sneak attack
- One discipline of my choice...Precognition...my mind is opening up...
- Two bonus disciplines from the Nomad disciplines...Nomadic Arrow & Nomadic Chameleon... perfect tools for an assassin
- Breadth of Knowledge... 2 skills/tools/languages I choose to become proficient in at the end of a long rest, until the next long rest.
- 4 psi points / long rest ( max 2 per use )
- 1d8+1 hp (=9)
Mystic class
Rolls
hp up - (1d8+1)
(8) + 1 = 9
Among the Orders I was looking at Avatar because of the way I was thinking of flavoring it is raw emotion as the trigger, but even though it fit conceptually, mechanically I didn't really like the disciplines. LOTS of cool stuff but nothing much that felt like it fit the story except maybe Precognition.
So yeah, let's see where it goes. Maybe each time Moss uses his psychic abilities, some sort of psionic feedback loop opens up the cracks in Jarveena's psyche some more. Maybe in time she'll manifest. Or maybe it'll just give her migraines. :-D
So anyway, Jarveena now has 2 attacks with Sharpshooter and will soon have cunning action for insane kiting. I mean, those mechanics are so devastating you could almost RP that as psionics! Or at least a sensitivity.
Teams: Definitely whoever is Team Barbarian. Elspa's wolfpack feat is HUGE!
Last Man Standing, it depends on the situation I feel. Open or Closed battlefield? In-character or just Mechanics? Dumped on the same battle field or separated on one v. one?
If we are fighting last man standing in-character, Rygnar definitely would not win; he wouldn't dare lay his sword on Elspa...or Jarveena.
And if we were talking teams, then I think the strongest team of three would be Elspa, Rygnar and Frick. Frick has more attacks to take advantage of Elspa's wolf totem, and Rygnar has the great weapon feat which becomes more reliable with advantage.
This is just my opinion for damage output and resilience. Jarveena or one of the rogues would make it more versatile for sure, and better in certain situations. But Jarveena doesn't benefit from wolf totem, and the rogues are going to sneak attack if Elspa is adjacent anyway, and they only have the one attack to hit with.
If we're talking pairs, then Elspa + Ryg/Frick, for the reasons stated above. Likely Rygnar. Not sure which one (more attacks vs more accurate great weapon feat) would math out to be better with advantage.
In a one on one vs. Either rogue and either barbarian, the only way the rogue could win, short of RNG, is to bait out the barbarian rages and run away again, but I don't know if they could do this without taking a few hits anyway. Would help to have the mobile feat. Moss could get a good sneak attack hit on the first round with assassinate if he wins on initiative, before the barbarians start out raging and halving damage. If the barbarians reckless attack, that could make it more favorable for the rogues.
I had a game among close friends that I ran where we occasionally would run mock fights between PCs every now and then. The barbarians always won during the lower levels.
Edit: At level 7 I wouldn't be able to surprise Elspa and Rygnar anymore because of feral instinct, so from there on I'd need a lot more luck to beat them...
If no one objects, I think Moss is about to rejoin the group.
You might be able to get a barbarian. They would catch Moss eventually though, with fast movement, so Moss would be taking the occasional OA, but it would certainly reduce their attacks. The damage being psychic helps a lot. Is that at will, or is there a limit?
I'm at a bit of an impasse with Ygne. We have this unstoppable force hitting an immovable object between Rygnar and Ygne, where the both of them are far too stubborn to change their ways. Ygne's going to remain bratty and loudmouthed, and Rygnar is going to stick up for Elspa according to his views and values. Ygne's going to always speak her mind, and Rygnar is going to always punish her for it, and the both of them are so adamant about these aspects of their personalities that I'm wondering when or even if it could change. The problem is that, as far as I see, Ygne doesn't have a reason to stick around and suffer that. She doesn't want to, and Ygne only does what she wants to do. She wants friends, but she isn't going to change for that. While she's friends with Frick, he's not her version of Elspa. Lastly, she has the (over)confidence to think she can handle the Isle on her own. So, she would leave, by what I can judge of her character. For the most part, I think it's fitting. In my application for this game, the first line for Ygne was that she has always struggled to belong somewhere.
Of course, for the sake of fun and having a good time, her leaving isn't ideal for me :) At the moment I'm just having her walk away to cool off. Since she's also easily influenced, I imagine a thousand different things could happen to make her change her mind. At the same time, I'll be trying to think of solutions that I could maneuver, through Ygne, to reasonably solve this problem I'm having. Lastly, I figured having her stay would only cause the situation to boil over until another fight broke out. So it's likely more could get done by having Ygne walk off on her own for a little bit.
Hopefully my post, counteracts her leaving and makes her stay. I, personally, love Ygne.
Frick did say he wanted to go back and get it but no one has responded except Jarveena who (internally) says to herself that she doesn't want to go.
Naatkinson, in another post I also noticed Frick mentioned something about "killing a god." Just to be clear, I don't think that was a part of Elspa's proposal. Rather, he's talking about freeing a god. Elspa has mentioned killing the god if he backstabs you in the deal, but that is not plan A.
Sorry, I just started work back up, so I'm finally at the point where I can give the game more attention, so my posts should be slightly more coherent now :)
Thankfully, I'd put in my two-weeks and they let me come back, and with all of my raises, benefits, and seniority!
Thankfully, I'd put in my two-weeks and they let me come back, and with all of my raises, benefits, and seniority!
I love it lol!!
(p. 176)
Lifting and Carrying.
Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. (270*)
Push, Drag, or Lift.
You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. (540**)
Size and Strength. [irrelevant]
(p. 50)
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled,
and you have advantage on Strength checks made to push, pull, lift, or break objects. (270*=540/540**=1080)
I was nearly giddy when CancerMan requested plot info for his reward. I was expecting you guys to ask for a boat or a cool sword or something. And saving Jarveena's life? Totally didn't see that coming.
Sometimes GMing can feel like work, but not even once have I felt this way in this group!
Out of curiosity, are you going to RP that as just always having been that tough, or is going to be a surprise to Rygnar that he has suddenly gained so much strength? It would match with the setting that the Isle of Dread that the magic of the island rubs off on the characters.
This goes for anyone else's new Level 6 abilities. Jarveena's new second attack - why is she so fast all of a sudden? Why's Elspa's becoming more wolf-like? Why's Frick's Constitution stronger than ever before? (That one's a bit of a stretch). I guess we know why Moss has psychic powers :) But what of Ygne's new expertise?
No pressure to go out of your way for these things if you don't think it'll add much to the story, but feel free to incorporate these into the game if you like it.
Edit: (in her own mind)
I don't see Rygnar being surprised, especially when it comes to feats of strength, I view Rygnar as thinking he was always this strong. I also don't see him having the mental capacity to notice or care about his before and after strength; to him, he's always imagined nothing was out of his "strength zone".
Copper Coin Scale Mail
AC: 12 + Dex modifier (max 2)
medium, stealth disadvantage
If people want to know then maybe we ask them during an unwritten scene, during a short or long rest as we gather provisions?
The only question that I can think of is why the pirates are working for this evil god if death.
Khiva stiffens her back at the mention of the Pirates, and The Seventh rolls his shoulders as if loosening his arms for battle.
"The [fucking!]† Pirates. Before Farshore [fucked!] everything up, they had a base of operations to prey on the Farshore traders. We used to war with them every so often, and defending against a pirate raid was good training to teach our youth the ways of defending The Wall."
"After Farshore, they were stuck as everyone else. They foolishly tried sending expeditions to destroy the black pearl, thinking it would free them. We think it was Ulupoka whispering in their ear, guiding their hand. But, the black pearl defends itself. The jungles are so deadly, so full of monsters and their undead brethern, that they never made headway. Some of the survivors of Farshore made refuge there, but we let them be, not wanting to divert our focus from defending the wall."
"Their base is on the most southwestern island‡ and therefore get more shipwrecks than any other, and now they have grown in strength. They have salvaged and repaired that mighty floating island that attack us last night, with the Thunder Cannons. They have tamed the Lionjays that roost near their island as war mounts. And they have knowledge they should not have. How did they know to attack us during our the challenge ceremony last night? This all reeks of [fucking!] Ulupoka's interference."
The Seventh is silent during this conversation, but his anger is palpable.
† She switches to low atlantean for this one cussword, always followed by spitting.
‡ On the skin map, this is the island closest to the "N" that indicates north on the compass at the bottom left corner.
Ygne sucks on her teeth, deep in thought. "So, how would you attack the pirates, if you could spare the warriors? That's far away, an' I don't see boats here."
"Building boats and killing pirates is not difficult. When the time is right, we will remind them that they are the pigs and we are the tigers."
I ask because I noticed we've produced 9 pages worth of posts on this debate. It has been full of good role play and bits of character and party growth. If everyone is enjoying what's going on, then I am too.
If people are starting to get antsy for the story to move forward, then perhaps one of the characters can propose a mechanism to overcome the deadlock. The most obvious is a vote, but other fun mechanisms could be put forward - a contest of strength or skill, a game of chance, or just flip a dead man's coin.
Elspa also knows/suspects that Rygnar is sleeping, and is trying to draw out the conversation to give the dude some time.
Maybe I'm reading Ygne wrong but I could see her poking the proverbial wasp nest simply just to be in the know.
Today I am pleased to bring to our game the majestic Deinonychus. As a dinosaur-obsessed child, the Deinonychus was my favourite of the terrible lizards. I think Jabes or Deadpool did the random encounter roll as a hidden roll, but they rolled 1 random encounter.
If your character is not in this encounter and want to play as a Deinonychus, claim one now (while supplies last!). Here is the stat block from the excellent Volo's Guide to Monsters.

Moss's stone gets the attention of the shadows lurking within the tree. You hear a low rumbling sound that might be a purr or a growl, which is then echoed by another purr. Then third, and a fourth.
After a few experimental sniffs in the air, the shadows flood the far end of the trunk with light as two of they push through the rotten walls and exit it though the sides. The now-illuminated shadows reveal brightly coloured plumage and razor-sharp claws. 4 feathered lizards the size of leopards approach the sound at the front of the tree trunk, two from the outside and two from the inside.
So, the question you have to ask yourself is: do you think you will have surprise?
* by comparing the ambusher's stealth check to the passive perception of those being ambushed
To avoid playing "Mother, may I?" for the whole game I'll post a bit of clearer set of expectations soon.
Thanks!
The long answer is more complicated and it's something I want to revist. To start with, here are the RAW rules:
Hiding
When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can’t hide from a creature that can see you, and if you make noise (such as shouting a warning or knocking over a vase), you give away your position. An invisible creature can’t be seen, so it can always try to hide. Signs of its passage might still be noticed, however, and it still has to stay quiet. In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.
Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.
What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured.
In our game, I have broken RAW to allow for hiding in combat even when not definitely behind total cover or heavily obscured. With doing combat in the theatre of the mind, it is hard for players to know for sure if their characters are unseen without asking. And, because "asking the DM" can take a day or more in PbP, I decided to share the responsibility of deciding whether your character was seen with you, the players, through the "Battlefield Features" or "Interesting Features" mechanic (I should standardize the terminology).
I suppose this is like creating customizable zones that a player can define as "heavily obscured" with a good enough narrative. A player invokes Batlefield Features (like "Dense jungle foliage" or "Waist-deep bloody water") narratively to gain a one-time bonus for creative or cinematic descriptions. Although I technically arbitrate whether the attempt was successful, that's mostly just a technicality to prevent people from abusing it. Mostly gives players the freedom to do the cool things their character is meant to do. The party's rogues have used these features well to hide, giving them sneak attacks and gain advantage on attacks.
I will take this opportunity to remind everyone that the Battlefield Features are meant to grant a one-time bonus. For example, you can hide in the "Dense jungle foliage" once with full support from me, but if you do it every round then I will probably say the monsters are getting wise to your shenanigans and you cannot attempt to hide there anymore. Then again, I might not say that. I remember when I witnessed MoMo's crocodile-like tactics in the bloody water of the Shambling Mound encounter and it was just so fucking cool that I didn't once say no to Ygne's attempts to hide because they were so cinematically awesome.
Ultimately, my system is no more dependent on petitioning the DM than the RAW rules, but it does give you the context and freedom to try things that make sense to the scene. It works as smoothly as it has so far because you, the players, aren't trying to abuse it and have a great sense of cinematics.
Does that help?

I don't think she's doing it much for a very good moral reason. There's a couple of other reasons, though. Primarily, she didn't meet this god of death and has only heard of what Khiva and Elspa have said. Based on that, she thinks the group is being tricked and that it'd get her killed. No love for death gods. If she believed in the plan and thought it was her best/only chance of surviving, she'd probably be stealing the gem too.
Additionally, Khiva and Co. have been particularly kind to her, when she feels that she has primarily been berated/neglected/ignored/attacked by some others in her group. In short, she likes them more, and she's good to those that she likes.
The biggest moral struggle that I could imagine for her right now is either A) Frick was on team Elspa/Rygnar, or B) if stealing the gem really was Ygne's best chance of surviving. During either of those events, I'm not sure what she'd do, honestly. She may not be as kind to her tribal friends.
I suspect that they are trying to prevent some kind of healing potion cheese where a character has a belt of potions and chugs one every turn and still gets to attack. Sure limits the class feature though.
I'm not opposed to breaking RAW, but I want to make sure I understand the rule first before we break it.
I suspect that they are trying to prevent some kind of healing potion cheese where a character has a belt of potions and chugs one every turn and still gets to attack. Sure limits the class feature though.
I'm not opposed to breaking RAW, but I want to make sure I understand the rule first before we break it.
open or close a door
withdraw a potion from your backpack
pick up a dropped axe
take a bauble from a table
remove a ring from your finger
stuff some food into your mouth
plant a banner in the ground
fish a few coins from your belt pouch
drink all the ale in a flagon
throw a lever or a switch
pull a torch from a sconce
take a book from a shelf you can reach
extinguish a small flame
don a mask
pull the hood of your cloak up and over your head
put your ear to a door
kick a small stone
turn a key in a lock
tap the floor with a 10-foot pole
hand an item to another character
It also probably doesn't make a difference in the number of hits that Frick got.
It also probably doesn't make a difference in the number of hits that Frick got.
Edit: Oh I see, yes it is a crit fail but I don't do crit fumbles or anything.
Escaping a Grapple: A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature: When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
I think it worked well this time, especially since it was not a fall to the death and was super entertaining :)
From a story perspective, how do you see this party coming back together?
In this possibility, it would be easy to switch out characters too. If anyone wanted to try something new, their old character could perish in the fight while their new character could appear in the brig aside the rest of the party and become part of the team. Or, a vengeful village member who works alongside Moss and Jarveena from the outside?
This suggestion is pretty railroady, but might be that the party needs to fail forward in a pretty significant way in order to create the space to heal up this divide in the party.
Any other ideas?
That said, because this particular PvP has been really stressful for me, and I'd like to take steps to avoid it happening later, I'd be more than willing to make a new character that would fit in with the group dynamic better. I really like Ygne and would prefer if she ran away during the fight though, as opposed to dying. Maybe bring her back in later, if the situation becomes better suited for it.
That said, I don't want to ruin the game for anyone and you saying it was stressful makes me feel horrible. I don't want you to give up a character you like because of me and I don't think I'd be able to enjoy Rygnar knowing you gave up a character you liked because of him. I vote for Rygnar to be exiled, he has a natural hostile personality and not very nice.
More to the point, I don't mind playing a new character, and I voted Ygne because I feel like that would be the easiest fix. Even if Rygnar left, Ygne's angry more so at Elspa after all of this, anyway. Additionally, I think that if Ygne were missing, or at least wasn't killed by Elspa or Rygnar, then Frick likely wouldn't be opposed to mending things between him and the barbarians. He seemed more interested in fighting because Ygne was and/or because it would be a good fight. Naat can confirm or deny, of course. And again, if Ygne isn't killed, I wouldn't be opposed to bringing her back at a later point, if it seems like it might work out. Rygnar leaving doesn't fix the rift in the party, whereas I feel that if Ygne left, it would.
I honestly don't see Rygnar mending anything with Frick. While me as the player would want nothing more than for Rygnar and Frick to have a 'Dillon, you son of a bitch' handshake, in Rygnar's eyes Frick has wronged him and "cheap-shotted" him on two separate occasions. Sure, Rygnar leaving doesn't fix any rifts but him leaving certainly makes sure no more are opened. Also and maybe it's just me but I feel Rygnar is a bit taxing on CancerMan; having to keep him in check with his anger might of been fun if it was every now and again but Rygnar pretty much gets mad at everything.
I can't see at this point would bring this party back together. Frick is pretty easy to get along with, but Rygnar has "attacked" his best friend a couple of times already, for pretty near to no reason (as far as Frick is concerned). He has no problem with Elspa, really, and could get along with Rygnar if the barbarian wasn't so stubborn, but I can't see that changing.
If Ygne ran away, Frick would leave to track her down. It seems that either Frick and Ygne are going to disappear, or Elspa and Rygnar.
That said, I would not be opposed to making a new character :)
Moss' donation of food made Elspa think that there might be hope that the enchantments weren't strong, and after the battle Elspa figured she'd give the others a chance. That meant explaining the plan and the events that transpired, and would be the ultimate test to determine which side the others chose. And to show that she was willing to accept the others in, she bit her cheek and used the unnatural ivory rods.
Anyway, that's where Elspa came from. Rygnar's no more of a burden on Elspa than a barrel of rum. She thinks Frick is capable, Jarveena is feisty, and Moss is weird but okay.
It is rather funny when it comes to Ygne and Elspa, because Elspa is probably the person least likely to vocalize any semblance of approval. Her mentality is that each member of the pack pulls their own weight and does so for the good of the group's survival, not for individual accolades; approval is given in the sharing of food, shelter, and defense. Elspa does think Ygne's too selfish to be of benefit to the group, but withheld judgment in the beginning.
I think if we were to get the band back together, it would depend on what we could expect when it comes to magic and magical items. Elspa's far too suspicious of magic and if everyone wraps themselves in arcane/divine power she would not want to stick around. I could probably write a whole post on what Elspa considers bad magic, of course, but for the purposes of the party, it might be better for me to roll up another character.
Given some patience and sensitivity, there's certainly a lot of ways that Ygne could like the group again, but I'm certain that they are not realistic expectations of the party members.
My characters played a big role in that. Auntie Zilla reinforced your conflict trajectory at every turn. The Seventh's pride and Khiva's responsibility would never let them back down from a fight. There were no obvious good guys or bad guys, only sides to pick and choose from, and I had the different sides pull at different parts of the party.
All of this sounds good in theory, but the story hasn't found a center yet and so we spiral off into other things. I think making a more clear mission with a fairly obvious villain would have served the story better, allowing the party to stay on the same page more often than not. Shades of grey are okay, but when the characters are also pretty grey the story can get lost in the fog: there needs to be something that keeps the protagonists connected despite their possibly conflicting motives or personalities. I thought the goal of "get off the island" was going to serve that purpose, but even that got lost in the shades of grey.
By no means is this game a failure. It has been great fun by all accounts and I have learned a few things, but the things I have learned are weighing on me a bit. I'm not sure how I feel about continuing. I definitely want to keep gaming with you all, but I need a vacation from this particular adventure. I'm not opposed to starting it up again in the future, but I've realized that I'd like to take a break and do something else in the meantime.
The most important thing is that you guys are AWESOME players and I am very happy to have found such a dedicated, talented, and fun game group!
Continuing to play with this group sounds great to me. What were you thinking about doing in the meantime? Something you are wanting to run, or are you wanting to break from GMing in general?
Imagine this as the end of Isle of Dread: Season One, leaving on a cliff hanger of the PCs battling each other. If the network decides to renew the show and we can sign the original cast again, then there could be a Season Two. But, I think it will be good for me to take a break from it for awhile. I don't really know how to get this back on track and distance and perspective will be useful for all of us.
In the meanwhile, I don't have any specific ideas. I'd be interested in running a game where we design the party first, and then create an adventure for that party in a specific setting.
Example 1: "Swashbuckling archeologists search for lost artifacts among the massive, floating iron cubes of the endless battlescape of Acheron"
Example 2: "Aundairian operatives work cloak and dagger missions against Thrane in the occupied city of Thailost" (Eberron)
Possibly easiest to start with general party concepts or think about our favourite settings. Details can be figured out later Is this sounding interesting to anyone? I know it's super vague.
Jarveena benefited from a certain level of detachment but similar to the story arc Deadpool envisioned for Moss I also wanted her to slowly come to trust and rely on the others. Might be difficult if she finds they've cut each other to ribbons while she and Moss were gone.
If it's to be a new game with you guys and Len in the DM's chair I would join in a heartbeat! Hey Len, how about a series of vignettes? :-)
CancerMan: that can be a good entry point too. What kind of character concept are you eager to play? I'll pose this question to anyone who has a concept that they are eager to play.
We can also broaden our brainstorming to types of games. For example, the gritty low magic nature of this game and mid-level character builds were probably what drew many of you here. Are people wanting a change from any of these parameters (gritty, low magic, 2nd tier characters) or a continuation of this?
Here are some broad constraints that I would like to suggest from the get-go:
* A game with fewer restrictions on character creation.
* A story with clearly defined boundaries. Roughly 1000 in-game posts (is post count a valid metric for game length in PbP?) or a few months of play time. More like a vignette like Jabes mentioned.
* A party that starts with an agreed-upon history rather than embarking on their first mission or meeting. Not everyone has to like each other, but everyone has a place.
* A world with a variety of sentient NPCs I can play with.
* Not Dark Sun because that's deapool_qc's baby.
Also, just to mention: if you signed up for Isle of Dread because you wanted to play Isle of Dread and anyone feels like all of a sudden they are getting switcheroo'ed into a different game, I will not mind at all if you abstain :) We all have a lot going on in our lives, and if this is a convenient stepping off point for awhile, no problem. I will still invite you back for Isle of Dread if it starts back up again and other future games we play. It sounds like most people are down for this game so this is probably not required, but i just wanted to make that clear just in case.
1. Level 3 or higher to start
2. Lots of cool NPCs
3. A game with a sort of time limit/goal in mind, but with a possibility of running future games with these characters.
---3a. I'm currently running a game of Pathfinder where we are kind of hopping from module to module ("Sunless Citadel" to "Feast of Ravenmoor" to "Flight of the Red Raven") and the players seem to love the mission-based approach to the game. MoMo is in the game, and I think he'll agree that it's working out well :)
I think this Isle of Dread game has been the highest level adventure I've done in PbP. I understand the value of achieving a higher level through time and effort, but if this is just a "one-shot" of sorts, maybe we could experiment with higher level characters? It opens us up to fighting really interesting foes, which I enjoy, and may mean the characters have an even longer history together (though really it could be whatever we arranged). Even just being a classic group of dragon slayers sound fun.
Naatkinson: your idea about episodic adventures sounds cool. Probably avoids some of the pitfalls of PbP, which is awesome. I would love to play in your game some day if you run 5e!
MoMo & Deadpool_qc: I'm not entirely opposed to a game involving high-level characters, but there are some dangers I can see:
1. My experience in higher levels is low. The highest level party I've DMed for is 8th level, and we worked our way there from first level. There are all sorts of spells and gotchas that I am not prepared for and would have to learn about, possibly the hard way.
2. Encounters are harder to balance. I have a good feel for how hard I can push 1-7th level characters. After that, not really sure. For example, The diviner wizard polymorphing a BBEG into a slug, nerfing their saving throw with a portent die, and then disintegrating them - I'm sure you can think of lots more. In compensating for powerful PCs I might tip the balance the other way too far. Might be some fights that turn out super easy, and might be a TPK as I find my footing.
3. Stories are hard to balance. If you can Teleport back and forth from the dungeon to the town, how does one maintain the tension without nerfing teleport? There are a bunch of other things related to that.
4. Analysis paralysis tends to set in on players and DMs alike. Maybe this isn't such a problem for PbP where you can think about your turn all day, but at the table when a character has dozens of potential options it can be overwhelming. Already with 5th and 6th level characters we have our share of "oh yes, I meant to do this, let's retcon that" type of moments.
I did think of a 3rd tier game (10-15th level) involving playing divine agents (in story, not necessarily character class) clashing with Ulupoka's worshippers in the Lands of the Dead who are trying to free their God from the Isle of Dread from the outside. But, my above concerns are still rattling around in my brain.
At the end of the day, I won't get that experience unless I run those games, so I'm not against it. Just wary.
Think I'm running like 9 right now?
However, it's the roleplay with the other characters that helps me flesh out my own. Usually it's because a situation will come up that I never thought about, and RPing the reaction in a "what would my character think?" way. Or it's the bouncing of ideas off of each other. One of my other characters started off as a simple-minded farmboy/blacksmith Fighter with a Folk Hero background, but it was through RP that I developed him to have a happy-go-lucky, albeit straightforward, approach to life.
I think when starting at a high-level, I become more wrapped up in my character's abilities and trying to figure out what they would do and why they'd choose X skill over Y, and then sometimes I get caught up in "showing off" the new stuff. When interacting with other characters, I've always thought that higher-level individuals are more set in their ways because they're supposed to have so much experience, and it's harder to adjust to other personalities in the group.
I do think that for a group to be more successful in the campaign, we should start out together before the dice are rolled. I think it's easier to forgive conflicts in personalities when there's a reasonable allowance that our characters know that "that's how he/she is" and we can adjust expectations. Compare that to meeting someone for the first time and they say something offensive or insulting; yes you might try to stick together because they're another player in the group, but RP-wise would your character tolerate that from someone that's essentially a stranger?
Of course, that's just the type of player I am and how I like to play. Others will experience it differently.
Think I'm running like 9 right now?
Just kidding. I have no idea how you do it. I suppose if the post frequency is fairly low on those other games I could see it, but still! I know that it takes me around an hour a day to run Isle of Dread, plus idle time for thinking about future developments. So, I am in awe of you!
A theme that is rattling has been in the back of my mind for some time is the idea of good people living in an evil society. Lately I read a book on the resistance movement in Nazi-occupied Paris, read Brandon Sanderson's Mistborn, and watched Margret Atwood's The Handmaid's Tale. There are also strong elements of that in the other series I'm currently reading, Joe Abercrombie's The First Law books, not to mention Rogue One and lots of other fiction and non-fiction I've consumed lately.
The whole idea captivates me, perhaps because I wonder how I - as a father, husband, and teacher - would act in such a world.
My initial thoughts are that this would be a game exploring the beginning of a resistance movement. The early stages, where the State is supreme and minor acts of defiance are great victories unto themselves. The intention might not be to overthrow the government at first, but you've been pushed beyond your limits and you can't live under their heel any longer. A large part might be making alliances with other like-minded groups and dealing with traitors and spies in your midst.
It could also start as playing agents of the State who discover the traitors are actually right, and then have to decide what to do with that realization.
As a self-contained game, I can see there being a single major goal that you are working towards throughout the game, some public act of defiance that might only be symbolic but will act as a beacon of hope to galvanize resistance. Or perhaps some tactical event that undermines some core power structure in the State - say, the destruction of a precious resource.
Such a game would require a fair bit of world building, and I'd love to invite you guys in on that process.
I'm not married to the idea, but it does seem like a good fit for the state of my imagination these days. What do you all think?
I don't spend nearly as much time on mine and I'll say right away that you're a much better DM than I! The post frequency in some of my games has dropped due to people's lives. I wish they were a bit higher as it is, because they're moving very slowly right now!
A theme that is rattling has been in the back of my mind for some time is the idea of good people living in an evil society. Lately I read a book on the resistance movement in Nazi-occupied Paris, read Brandon Sanderson's Mistborn, and watched Margret Atwood's The Handmaid's Tale. There are also strong elements of that in the other series I'm currently reading, Joe Abercrombie's The First Law books, not to mention Rogue One and lots of other fiction and non-fiction I've consumed lately.
The whole idea captivates me, perhaps because I wonder how I - as a father, husband, and teacher - would act in such a world.
My initial thoughts are that this would be a game exploring the beginning of a resistance movement. The early stages, where the State is supreme and minor acts of defiance are great victories unto themselves. The intention might not be to overthrow the government at first, but you've been pushed beyond your limits and you can't live under their heel any longer. A large part might be making alliances with other like-minded groups and dealing with traitors and spies in your midst.
It could also start as playing agents of the State who discover the traitors are actually right, and then have to decide what to do with that realization.
As a self-contained game, I can see there being a single major goal that you are working towards throughout the game, some public act of defiance that might only be symbolic but will act as a beacon of hope to galvanize resistance. Or perhaps some tactical event that undermines some core power structure in the State - say, the destruction of a precious resource.
Such a game would require a fair bit of world building, and I'd love to invite you guys in on that process.
I'm not married to the idea, but it does seem like a good fit for the state of my imagination these days. What do you all think?
But there's no reason we can't do the same theme here as I'm sure we'll end up building a very different world! :-)
We still haven't heard back from CancerMan or HypCo on the premise for the next game I'm proposing. How do you guys feel about it?
That Icons game looks pretty sweet, but I just don't have the time for it right now
On that same note, I'm having second thoughts about joining this next game we're thinking up, too. My student teaching is coming up in a couple months and I'm going to be extremely busy, so it's probably best if I bow out now.
@deadpool: if you are looking for a superhero RP system that isn't Mutants and Masterminds, I had a ton of fun playing Masks. It's more for playing as adolescent supers, like Teen Titans, but I've run a few games of it with my group and it was a blast.
On that same note, I'm having second thoughts about joining this next game we're thinking up, too. My student teaching is coming up in a couple months and I'm going to be extremely busy, so it's probably best if I bow out now.
@deadpool: if you are looking for a superhero RP system that isn't Mutants and Masterminds, I had a ton of fun playing Masks. It's more for playing as adolescent supers, like Teen Titans, but I've run a few games of it with my group and it was a blast.
You're not dropping out of your other games, are you?
We still haven't heard back from CancerMan or HypCo on the premise for the next game I'm proposing. How do you guys feel about it?
I'm starting to feel like a hoarder lol
Game Link
Good times :)
My favorite parts:
- Frick doing some crazy crit on that undead shambling mound to save the day
- Ryte's death scene
- Rygnar wishing for Jarvena's life to be spared in the middle of combat.
- That whole fight on the beach with Elspa / Rygnar nearly dying while slaying so many
- Playing Auntie Zilla
- How MoMo used the combat environment descriptions to make such good sneak attack narratives. Best rogue ever.
- Deadpool's reveal and his story that we never really got to explore.
Two posts per day was great, though I doubt I'd be able to keep up with that any more, honestly.
Two posts per day was great, though I doubt I'd be able to keep up with that any more, honestly.
However, I'd be down for running a gritty, tier 2 (level 5-10) adventure sometime in the future for as many of you as I could convince.
I've been well, though. Thanks for asking. Really busy. This was actually my first post (IC or OOC) on GP in a few months. Haven't been able to participate in anything because I started teaching full time and I'm still getting my bearings. Hopefully I'll free up a bit and be able to play in something with you guys again.
I think the main reason this game was so intensely wonderful was because of all the drama and tension we had in character was canceled out by our concern of whether or not we were overstepping ooc. It was made known that the character's actions were strictly that; I don't think any of us were playing a character but the characters were playing us. We took them in and acted as they honestly would. Then, after posting, we'd snap out of it and realize how fucked in the head these people are and apologize for their actions.
I think I can honestly say, this is the only group that I'd drop my "no more new games until I pick up my old ones" rule.
I very much agree that everyone seemed to play their characters to a T, and that this game is a great example of what's possible in PbP but very difficult to recreate in face-to-face games.
Speaking of Ygne, MoMo and I have been talking about starting up sandboxy D&D games. I want to capture the grittiness and openness of Isle of Dread. This is the reason I'm dropping out of some dying games, so I can get a new one started.
Were Ygne and Frick mentioned elsewhere?
Looking forward to another game with you guys, hopefully!
@Len, it looks like everyone is still yearning for more 'dreadful' goodness :P
* Takes place in the Eberron campaign setting.
* Explores the lost continent of Xen'drik, land of the Giants
* Sandbox game with strongly motivated characters whose actions will have lasting consequences.
* Using 5e, characters start at 5th level. Any published race/class is go, plus the new Artificer. 4D6DL or PB for stats.
* Integrates some of the ideas I've been thinking around maintaining game flow despite PbP woes (eg: ghosting). Space-time is not always linear in Xen'drik, for example.
* Gritty, deadly action. Characters will probably die, but the company shall live.
* Hosted entirely on Discord. I love GP but I'd like to try that platform out.
* Character sheets made and tracked on dndbeyond, which integrate nicely into Discord.
If you're interested, let me know. Aiming to start generating characters in a few days.


Even if I read a lot on the setting, it would be my first time in Eberron !
Maybe I'll try the new artificer class...
Rolls
Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (1334) = 11
4d6 : (5456) = 20
4d6 : (2453) = 14
4d6 : (3462) = 15
4d6 : (3314) = 11
4d6 : (1555) = 16
14, 13, 14, 13, 11, 11
Wow, my stats are super unimpressive :P
Rolls
Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (1563) = 15
4d6 : (5235) = 15
4d6 : (6344) = 17
4d6 : (4543) = 16
4d6 : (2623) = 13
4d6 : (5313) = 12
Result = 13, 14, 9, 14, 12, 10
Rolls
Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (5531) = 14
4d6 : (1545) = 15
4d6 : (3124) = 10
4d6 : (4515) = 15
4d6 : (1426) = 13
4d6 : (3251) = 11
Edit: 11, 9, 13, 16, 9, 12
+3 total mod. As underwhelming as Matt Colville will allow me to be, but on the bright side there was a 16 out of it.
Rolls
AB1 - (4d6)
(5331) = 12
AB2 - (4d6)
(1324) = 10
AB3 - (4d6)
(3454) = 16
AB4 - (4d6)
(3655) = 19
AB5 - (4d6)
(2324) = 11
AB6 - (4d6)
(2543) = 14
¯\_(ツ)_/¯
Rue
Mark of Warding Dwarf
Rogue 5, Arcane Trickster
Without giving too much away, Rue is going to be Good-Aligned, and I'm tipping back and forth between Neutral and Chaotic. If people in the party lean lawful, then she'll be neutral for sure.
Latest Artificer UA
It's gonna be my version of an "arcane crossbowman" instead of an "arcane archer"
EDIT: Well, if not barbarian, I'll stick with some kind of martial class. Maybe a monk?
Here's Rue, the Dwarf Arcane Trickster, Investigator background.
Edit: Looking at these first two characters, are not very wise so far!
Edit 2: Or strong!
Also, check out the Eberron Primer document! It is just over 5 pages and will give you a good idea about the setting and some inspiration on how your characters can fit into this world.
I guess because I'm only a basic member of DnDBeyond, I don't have access to all the options. Creating a champion fighter still satisfies the need for rage-y melee, albeit on a smaller scale.