Ye Olde 'Magic' Bookstore is a small shop(probably around the size of a small one storey house) found on the outskirts of Swampmuck's villiage square, while it boasts of its 'magical' books and reading material that will leave you 'enchanted' it is nothing of the sort not even sporting a spellbook or two, much to poor Karlin's disappointment, there however is a range of both fictitious and factual books on display, any that arn't on display were likely taken by Karlin himself mainly being books on magical theory or stories of great and powerful wizards.
@Lugia A written description is fine by me too! It can be hard for D&D characters, I find, particularly monster type races.
@Necroes Looks awesome! This had made me realise I need to add a Race section to the sheet, lol. Happy with the inventory and everything, accepted!
Just to confirm, does he currently sell Moonshine?
If you could edit this in, just added a race section properly and changed some code slightly:
= Einkil Torunn =
11 / 11 HP || AC 10 (Clothing) || Initiative +0
Allignment: Neutral Good || Commoner 1: Unexceptional || Hill Dwarf Age: 84, 4th of the 3rd Month || Male || Medium || Movement 25 ft
STR: 10 [+0] || DEX: 10 [+0] || CON: 14 [+2] INT: 8 [-1] || WIS: 11 [+0] || CHA: 10 [+0] Height:4'1" || Weight:135 lbs. || Build: Average Language 1: Dwarvish || Language 2: Common ||
Einkel is average height for a dwarf, and average weight for his height. His brown hair is long and unkempt, but his beard is braided. He usually wears a ragged set of old leather britches and top, along with furs on his wrists and legs. He carries a number of 'bobbles' he found in the woods over the years, generally teeth or leaves he thought looked neat. His cloak comes with a hood made from the head of a bear.
Racials:
► Dwarven Resilience: Advantage against poison; Resistance to poison damage ► Stone Cunning: Add double proficiency to Intelligence(History) checks related to stonework ► Dwarven Toughness: Hit point maxium increased by 1, plus 1 per level. ► Tool Proficiency: Proficient with brewer's supplies. ► Dwarven Combat Training: Proficient with battle axe, hand axe, light hammer, and warhammer
Personality Traits: I would rather make a new friend than a new enemy.
Ideal:Redemption There's a spark of good in everyone. Bond: I'm trying to pay off an old debt I owe to a generous benefactor Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Home:Hidden burrow in the hills
Location: Mudfloor hut outside town, Lifestyle type: Squalid
@Lusus Naturae If in your feature section you can add a note to each thing (e.g. darkvision 60ft, fey ancestry - adv vs charm, immunity to sleep)
I really like that he inherited the family bookstore. Can you describe it a little for me and either add that to the sheet or a hider on your CS post? It's general location, size, what kind of books they sell.
Either on your CS post or on the sheet, can you describe his appearance a little bit if you don't have a picture in mind?
Once those changes are made, accepted! You can add him to the CS tab.
@Cao the Exiled Hi Cao! Interested in getting in on this crazy train?
@Mae Probably not moonshine specifically, because that requires corn. Instead, he brews up various alcoholic beverages from wild grains and berries. Technically, the book says a brewer's kit is portable, but I imagine he'd have a fairly complicated rig outside of his hut where he brews up large batches to sell to people who live in the town. Most likely the tavern, and the wealthier residents.
Allignment Neutral||Good Commoner 1: Unexceptional || Lizardman Age 35, 4th Day of the 6th month || Sex: male || Size Medium || Movement 30 ft (and 30 ft swim speed)
Height 6' 2"|| Weight 220 lbs|| Stocky Build Language 1 Common || Language 2 Draconic
Optiona He's a stocky lizardman, short and wide for his species. He has grey scales, yellow eyes with slit-like pupils, and two fins that could be mistaken for ears on his head. He also has a few scars, most of them bite or claw scars from his fellow lizardman. His tail is also slightly long for his species, which is apparently an undesirable trait among them... his face doesn't usually display emotions, given that he's a reptile, and thus, doesn't have proper lips.
Racials:
► Cunning Artisan: As part of a short rest, he can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, he needs a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. ► Bite: His fanged maw is a natural weapon, which you can use to make unarmed strikes. If he hits with it, he deals piercing damage equal to 1d6 + his Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ► Hold Breath: He can hold your breath for up to 15 minutes at a time. ► Hunter's Lore: He gains proficiency with the following skills: Perception and Nature ► Natural Armor He has tough, scaly skin. When He isn't wearing armor, his AC is 13 + his Dexterity modifier. He can use his natural armor to determine his AC if the armor he wears would leave him with a lower AC. A shield's benefits apply as normal while he uses his natural armor. ► Hungry Jaws In battle, he can throw himself into a vicious feeding frenzy. As a bonus action, he can make a special attack with his bite. If the attack hits, it deals its normal damage, and he gains temporary hit points (minimum of 1) equal to his Constitution modifier, and he can't use this trait again until he finishes a short or long rest.
+1: Athletics, CON saving throws, STR saving throws No Modifier: Acrobatics, Arcana, History, Insight, Investigation, Medicine, Religion, Slight of Hand, Stealth, WIS saving throws, INT saving throws, DEX saving throws -1: Intimidation, Decption, Persuasion, Performance, CHA saving throws
Background: Commoner (basically, Folk hero without the heroic part, yet.)
► Feature: Rustic Hospitality
He blends in among commoners, and can find a place to rest, hide, or recuperate among them, unless he's shown himself to be a threat to them. They will shield him from the law, or anyone else searching for him, but they will not risk their lives for him.
Current Wealth: 0 gp, 10 sp, 0 cp, 0 ep Current Weight: 26 lbs
• Smith's Tools (8 lb, 20 gp) • Shovel (5 lb, 2 gp) • Iron Pot (10 lb, 2 gp) • Name (# lb, # gp) • Name (# lb, # gp) • Name (# lb, # gp) • Clothing: Commoner's clothes, basic boots
Personality Traits: Since he was more or less raised in Swampmuck, rather than his own kin, he actually understands humans and other 'smooth-skins' better than his own kind... mainly because they kicked him out of their village from a young age. Despite his awful looks, he's probably one of the only lizardmen capable of holding a normal conversation with a human.
Ideal: Sincerity: He thinks there's no good in pretending to be something that he's not. Bond: A proud noble once beat him up, and now he wants to take revenge on any bully he sees. Flaw: He has a bit of trouble trusting his allies.
Home:
Lives in Swampmuck's only forge, where he also works, Poor lifestyle
@rush99999 They kind of don't have one. You start with 8+con. modifier. Then each 'level' you get your con. modifier again in health.
I just realized how bad that would be if you had a minus in your con... you'd LOSE HP as you level up. Thankfully, you wouldn't reach zero, but you'd get as low as three max HP at level 5 with this.
So, uh, if you're thinking of taking a minus... don't make it CON, lol.
@Lugia Accepted! Add 'em up to the CS page. Also change "Humanoid" to "Natural Armour" next to AC, I'll make that clearer on the sheet.
Also can you describe the forge a little for me? Is it one floor or 2? What sort of things do you find inside the building (e.g. anvil, forge, work tools, ect)? What typically do you make/sell?
@Mae Probably not moonshine specifically, because that requires corn. Instead, he brews up various alcoholic beverages from wild grains and berries. Technically, the book says a brewer's kit is portable, but I imagine he'd have a fairly complicated rig outside of his hut where he brews up large batches to sell to people who live in the town. Most likely the tavern, and the wealthier residents.
This is awesome, I imagine the rig is either on the side of his house or perhaps around back where no one can see it easily? Also folks, here's a bit about the locale of Swampmuck, since alot of homes/buisnesses are on the edge of town, this might give you some ideas on where to place your places. Here's some more information about the surrounding area. I hoped to get the map finished within a couple days of the interest check, but naturally my second monitor went kaput while I was working on it so I've been playing WoW instead *ahem*
The main road runs along the northside of Swampmuck. There are plains to the North followed by a large, lush forest filled with wildlife, bandits, and dotted with ruins.
The majority of the southside of Swampmuck is covered in - you guessed it - a really big swamp. Well, after reading a bit more about swamps and marshes, it's probably more of a marsh, but it tickles my funnybone that Swampmuck is called Swampmuck while being near marshland, so we'll leave it at that.
On the westward side of Swampmuck is some open land that's a bit too boggy/muddy to safely farm, which again merges into the swamp, though there's alot less swamp on the western side. Beyond that, a large river feeds down from the north. In a southerly direction beyond the swamp and river, there's a big ol' rainforest. That's right folks, Swampmuck has a really hot and wet climate.
Finally on the Eastern side of Swampmuck is a really spooky forest. You know the type. Creepy trees and all that, kind of like the Swamp of Sorrows from Princess Bride but it's a spooky forest more then a spooky swamp. So I guess like the spooky forest in Snow-White? Except the trees aren't alive. Probably.
So there you go, Swampmuck is a real weird little place to live. Einkil's mudhut-brewer's place might be vastly different if it's placed on the edge of the swamp compared to the edge of the spooky forest, for example.
All that being said, if you have a specific idea for your house - for example, maybe @Necroes wants his house to back out on a small hill - just let me know and I'll whack it on the map.
A quick note - so, the game is a sandbox, and any of these locations you can adventure in - you'll have a bunch of quest hooks for stuff when we get going. If there is a specific locale you already like the sound of, let me know and discuss it with everyone, because I can flesh that area out and direct more quest hooks there while we wait for the last few CS's to trickle in before the IC even kicks off. Usually I just wait to see what a party does and then dedicate extra time between sessions to shine it up, but through the magic of the internet we don't have to do that!
Finally this is just a quick overview of the local area. You can just ride off into the sunset towards other areas if you wish. For example, the Northeast road connects to Temple Town, Mont Dorf and other such areas where more civilised people live unlike you unwashed Swampmuck cretins. There's a couple of Port towns and islands as well if you prefer a more nautical themed adventure.
The only thing I ask is we don't have an entire campaign urban-crawl/city adventure type thing because I haven't planned for that at all ;p
EDIT: Also, I do have a first draft map if you want to see it. I just worry if I give you the incomplete map before I shine it up I'll lose all momentum to get you the proper finished version ;p