A Little D&D
I needed a necklace.(for my boss)
She needed her dad's staff back.
We teamed up with some person who owned a pawn shop.
We met some cultists.
They tried to raise a city destroying dragon.
They had our necklace and staff.
They killed my boss.
We pretended to be cultists.
We killed their leader
And took our stuff.
My new boss though that I was a cultist.
He tried to arrest me and kill me.
We got pardoned after the pawn shop owner explained.
Now we are running away because my new boss ransacked our houses.
Ahoy, Matey!
Well, ye see, I don't play a lot of RPG games, but me have one that me plays with three of me brothers and me sister. It be the Sea of Thieves RPG. As a general rule me sticks to short games, this one be quite a bit fun! It's been a while since me has played it, but overall it be agoin' pretty well. I get to use lot and lots of pirate talk, which be nice and entertainin'. Aye, I t'would recommend Sea of Thieves RPG for all me fellow mateys. It be a right fun game! Now, me must avast and pull in me sail. Farewell and good sailing, Matey!
The Shadewaters
My currently heavily homebrewed campaign with my group is underway and I am playing easily my most tragic and dark d&d character, Amaryl Floretbane.
She is from the land of Pazireal before coming to the campaign, a land where dragons rule and regularly have ritualistic cannibalism. Amaryl fittingly is a dragon of these lands, one of the few who are permanently in a human like form.
She and her older sister, Olean, were adopted by their dads at a young age, growing and thriving without the need to eat humanoid flesh. During this time she developed a taste for alchemy, working alongside her dad to craft new recipes.
All good must end however, while Amaryl picked up alchemy, Olean developed a fascination for the loch, all to soon vanishing into it.
The left behind sister began to spiral into thoughts of self blame and self doubt, falsely believing if she was a better sister then maybe this wouldn’t have happened. That her imperfections was the cause.
This spiral was aggravated by the son of another dragon coming to her family home to learn from her pa, learning but also pushing her down, down, down.
He convinced her to push the borders of her own ethics, her own instability following down the path. Here, Amaryl ate her first taste of humanoid flesh, an addiction for dragons of her kind.
The last experimen saw her consume the blood of an awakened being, given her a veritas with the ironic epithet of Salvation.
Amaryl spiraled until she tried to take her newly acquired godclaw and spear it through her body, the facade of stability cracking enough for her fathers to help her.
Slowly, Amaryl was able to physically recover from her addiction, albeit with an inability to stomach any form of meat, mentally not so much.
Amaryl takes any failures to heart and will do whatever it takes to make perfection, making her her own worst enemy.
Eventully, Amaryl found her sister’s map of the loch and followed it, ending up in the titular Shadewaters seeking out a possible cure for her addiction and a location of her sister.
The dragon unfortunately must live if a lingering noose over her neck, one of the addiction she fought so hard to stop.
She ends up partnering with Arsen, a sick woman looking for a cure. One needs expertise for her illness, the other needs an extra body.
Now both are on the ship of an unlucky captain and her crew.
Only tides know of Amaryl’s future fate.
On the mechanical side, we use a talent system so Amaryl is a mix of three talent trees. Alchemy, dragon, and veritas.
Her dragon talents mainly involve wing maneuvers, mainly fancy options for when she is flying. Alchemy involves support items, like healing potions and the pain draft. Her veritas involves light manipulatio, creating a protective wall or a raging storm. Amaryl is very support based, also very easy to stop with her low hit points, making her flying options good for escaping.