The world is changing, and a changing world means changing people, as the population of Faerun (and Aber-Toril itself) expands more and more people are joining the adventuring lifestyle. This growth is changing the business as a whole and no more is this more applicable than in Waterdeep, the City of Splendors. Here adventurers return from the deep and dark dungeons below with illustrious magical items, beautiful gems, and sacks full of gold. You've decided for some reason or another (will be discussed later) to join in on this trend. Not only that, but you've found a group to join, an adventuring party if you would, as you now are getting ready to find your fortune in the city when suddenly... --END BACKSTORY--
CHARACTER CREATION
This is for the most part going to be using the same rules as Adventurers League uses, which if you've never played before (please tell me if you haven't) are as follows:
Level 1, 0 EXP
To determine ability scores you must use 27 point buy
You can only use the Player's Handbook and one extra sourcebook (i.e. VGtM, SCAG, or EEPC) for races, classes, spells, etc... (not backgrounds though, see backgrounds below) although there are some restrictions (mainly just no flying people, but if you make a choice that's illegal it can be easily remedied later.
Backgrounds can be from anything, not just your one extra sourcebook, by which I mean: PHB, HotDQ, Mulmaster Bonds & Backgrounds, Hillsfar Supplement, Sword Coast Adventurer's Guide, Curse of Strahd, and Curse of Strahd Supplement. Alternatively, you can always create your own background as long as you don't make up the equipment package and the feature.
Equipment is what's offered from your class + whatever background you make or choose
You can choose a faction from one of the five major factions in Faerun (look up "A Guide to the Factions of Faerun" with your search engine to read more about them, they're also in the compendium here on D&D Beyond)
Please no evil, but if you really want to be evil you can be lawful evil if you are a member of the Zhentarim or the Lord's Alliance. The reason for this is that if you've joined with them, you've made assurances that you wouldn't attack the group / be disruptive.
Please don't be a jerk when playing, but I hope that goes without saying.
WHAT I'M LOOKING FOR
I'll be looking for four players and two alternates (if a lot of people sign up). I'm planning on starting relatively soon, but if we get everyone super quick then we can start right away. Please only join this game if you can post relatively often. What I mean by that is there should not be days going by without you posting. If you miss a day, that's understandable (I sometimes have things that come up), but please don't suddenly vanish, especially without messaging me. If you are going to be unavailable for some time, please message me so that I know not to wait on you / recruit an alternate.
ROLL20
After we've done a bit of minor things and truly entered the dungeon, we'll use Roll20 as a way to show the locations of everyone, especially in a fight. It can also be used as a map to show where you guys have been before and whatnot. We'll get into that more once we actually are using it though.
BEST OF LUCK ADVENTURERS!
Current Possible Player Roster
1. Flame of the Spirit (Flame) Mist Walker, a Tabaxi Monk Outlander by Chubchilla
2. Veil of Shadows (Shadow) Mist Walker, a Tabaxi Rogue Haunted One by MrAlienLlama
3. Elemoth Dyrannel, a Half-Elven Life Cleric Acolyte of Lathandar by Arcel
4. Marion Blackcloack, a Human (Variant) Cloistered Scholar Wizard by Synthil
5. Torment, a Tiefling Noble Bard by AsbestosPenguin
Hi, I'm very interested in joining. I'm an AL DM, and have been for a few years, so I'm familiar with that program. I've done a little bit of play-by-post, but I have never used Roll20 before.
I can definitely commit to posting at least once a day, or notifying you if I'll be unable to for any reason.
I've built a character using the D&D Beyond tools, A halfling cleric, light domain, named Dworkin.
Hi, I'm very interested in joining. I'm an AL DM, and have been for a few years, so I'm familiar with that program. I've done a little bit of play-by-post, but I have never used Roll20 before.
I can definitely commit to posting at least once a day, or notifying you if I'll be unable to for any reason.
I've built a character using the D&D Beyond tools, A halfling cleric, light domain, named Dworkin.
Sounds great! As for Roll20, it's incredibly intuitive so once we get there everything will make a lot of sense.
Do you mind sharing with me the link to the character so I can look them over?
Hi, I'm very interested in joining. I'm an AL DM, and have been for a few years, so I'm familiar with that program. I've done a little bit of play-by-post, but I have never used Roll20 before.
I can definitely commit to posting at least once a day, or notifying you if I'll be unable to for any reason.
I've built a character using the D&D Beyond tools, A halfling cleric, light domain, named Dworkin.
Sounds great! As for Roll20, it's incredibly intuitive so once we get there everything will make a lot of sense.
Do you mind sharing with me the link to the character so I can look them over?
There isn't a way to export it form D&D Beyond yet. I should have some time tonight to write up the details, and will message you.
Edit to add: If you create a campaign on D&D Beyond and then send me the link, I can join that campaign and you'd be able to see the character sheet.
Darkvision: Within 60 feet of you, treat dim light as bright, darkness as dim light
You can double your speed for a turn when you move, but must spend a turn not moving before using this again
You can use you claws as an unarmed attack for 1d4 slashing damage and can climb with a 20 speed
Outlander Feature: You can always remember the layout of a region's geographical features and can usually find enough food and water for six people.
Monk Features:
Add Wis mod to AC when not wearing armor or using a shield
When unarmed or using monk weapons, can use dex for attack and damage rolls, unarmed strikes deal more damage (d4), and can make an unarmed attack as a bonus action after normal attack action
Personality Trait: I have a lesson for every situation, drawn from observing nature.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Bond: I will bring terrible wrath down on the evildoers who destroyed my monastery
Flaw: I am slow to trust members of other races, tribes, and societies.
Equipment: Quarterstaff, 10 darts, Explorer's Pack, Hunting Trap, Traveler's Clothes, Belt Pouch, 10 GP
Attacks:
Quarterstaff: +5 1d6+3/1d8+3 Bludgeoning
Dart: +5 1d4+3 Piercing
Unarmed Strike: +5 1d4+3 Slashing
Flame's first memory was of his parents leaving him and his brother with the monks of The Order of the Mist Walkers. He was taken in as a servant and maintained that role through adulthood. He excelled in his serving and gained the attention of the leaders of the Mist Walkers. Over time, he was offered training in the way of the Monk. He accepted enthusiastically and began almost immediately. Soon after, he was given a task. He was to leave the monastery for the first time since he arrived and fetch a scroll from a nearby library. Leaving the monastery opened his eyes to the rest of the world as a whole. There was so much more than he ever imagined or could remember. He found himself staring at exotic races of lizard-like men and women with purple skin and horns. The noises of the city drew him in with a medley of laughter and music coming from taverns and street performers. Once he retrieved the scroll, he was hesitant to leave the city, but he had to return if he ever wanted to become a monk.
Upon returning, he found the gates smashed apart and an unnatural silence. Bodies were littered everywhere, or at least what remained of bodies. Flame's fur stood on end as a thought dawned on him in the midst of his panic and despair: My brother. He ran through the monastery as fast as his Tabaxi frame would take him until he finally found his brother, frozen in shock, but safe. They left the monastery together, not knowing where to go or what to do in a world they were completely unfamiliar with.
Darkvision: Within 60 feet of you, treat dim light as bright, darkness as dim light
You can double your speed for a turn when you move, but must spend a turn not moving before using this again
You can use you claws as an unarmed attack for 1d4 slashing damage and can climb with a 20 speed
Haunted One Feature:
Heart of Darkness:
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Rogue Features:
Expertise
Sneak Attack (1d6)
Thieves' Cant
Personality Trait: I put no trust in divine beings.
Ideal: I try to help those in need, no matter what the cost.
Bond:I would sacrifice my life and my soul to protect the innocent.
Flaw: I talk to spirits that no one else can see.
Harrowing Event: A monster that slaughtered dozens of innocent people spared your life, and you don't know why.
Attacks:
Shortsword: +5 to hit; 1d6+3
Dagger: +5 to hit; 1d4+3
Shortbow: +5 to hit; 1d6+3
Shadow's first memory was of his parents leaving him and his brother with the monks of The Order of the Mist Walkers. He was taken in as a servant and maintained that role through adulthood. He tried to serve the best to his abilities, but always seemed to be out shined by his twin brother. Over time his brother became noticed by the leaders of the Order of the Mist Walker, and eventually was offered an chance to become a Mist-Walker Monk. This tore Shadow apart, he wanted nothing more than to be like his brother, and he was chosen while shadow was not. One day Flame was sent on a mission. Shadow knew not the details of the mission, only that Flame would be gone for a little while. This was Shadow's opportunity. But he needed more power. Shadow heard tales of people who made pacts with other-worldly beings. So he scoured the library and made his way into a forbidden section. There he found books speaking of beings of unimaginable power. Shadow had to work fast if he going to get this over with before Flame got back. He followed the instructions and created a summoning circle and did the chants like it said. As soon as he finished he knew something was wrong. A rip in reality formed in front of Shadow. He sprawled away as fast a possible and then nothingness. All was black. The beast tore through the monastery slaughtering everyone. Everyone except for Shadow.
"Shadow! Shadow wake up!" Flame is screaming quite frantically. Shadow tries to speak but nothing would come out. Flame pours some water down his throat. Shadow coughs and sputter for a minute. "The beast" Shadow whispers, "the beast came from nowhere, it attacked so suddenly." Tears began to form in Shadow's eyes. "Is everyone okay?' Shadow whimpers. "They're gone" Flame says in a hushed tone, "they are all dead. We need to leave now before that thing comes back." Flame helps Shadow to his feet. Shadow says nothing, knowing that all this is his fault, but he can not bring himself to tell his brother the truth. "Flame..." Shadow looks Flame in the eyes, "I'm glad you made it back." With that they left the monastery to make their way in the world.
I'm interested in joining. I haven't played AL, but have heard of it, and have some experience in play by post and have dabbled with Roll20 (although not much). I can post daily, and am good about communicating when I need to stop playing or leave for long periods of time. I generally like playing warrior types, but can be flexible as needed. For instance, I don't mind being the healer when nobody else wants to be one (which I find is pretty often) as long as I get to be quirky and don't have to be the healer ALL the time.
Right now, I have a concept for a middle aged (by human standards) Half-Elven former Butler, who turned to adventuring when the family he was serving went broke. Since he had some priestly training (which he used to heal the childrens' cuts and scrapes along with the work-related injuries of the household staff) he figured he may as well use it in the most potentially profitable fashion, which would be adventuring.
Link seems to work when I try it from another browser where I'm not logged in. Don't worry about his slight penchant for laziness and not wanting to stand anywhere near the front despite having scale male and a shield. He'll do what he need to, just reluctantly.
Hi, I'm very interested in joining. I'm an AL DM, and have been for a few years, so I'm familiar with that program. I've done a little bit of play-by-post, but I have never used Roll20 before.
I can definitely commit to posting at least once a day, or notifying you if I'll be unable to for any reason.
I've built a character using the D&D Beyond tools, A halfling cleric, light domain, named Dworkin.
Sounds great! As for Roll20, it's incredibly intuitive so once we get there everything will make a lot of sense.
Do you mind sharing with me the link to the character so I can look them over?
There isn't a way to export it form D&D Beyond yet. I should have some time tonight to write up the details, and will message you.
Edit to add: If you create a campaign on D&D Beyond and then send me the link, I can join that campaign and you'd be able to see the character sheet.
Added you to the campaign, hopefully that should allow for you to make your character!
You can only use the Player's Handbook and one extra sourcebook (i.e. VGtM, SCAG, or EEPC) for races, classes, spells, etc... (not backgrounds though, see backgrounds below) although there are some restrictions (mainly just no flying people, but if you make a choice that's illegal it can be easily remedied later).
Sadly, Aaracokra cannot be chosen, given how flight kinda circumvents a lot of situations and challenges. Feel free to pick another race though!
Darkvision: Within 60 feet of you, treat dim light as bright, darkness as dim light
You can double your speed for a turn when you move, but must spend a turn not moving before using this again
You can use you claws as an unarmed attack for 1d4 slashing damage and can climb with a 20 speed
Outlander Feature: You can always remember the layout of a region's geographical features and can usually find enough food and water for six people.
Monk Features:
Add Wis mod to AC when not wearing armor or using a shield
When unarmed or using monk weapons, can use dex for attack and damage rolls, unarmed strikes deal more damage (d4), and can make an unarmed attack as a bonus action after normal attack action
Personality Trait: I have a lesson for every situation, drawn from observing nature.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Bond: I will bring terrible wrath down on the evildoers who destroyed my monastery
Flaw: I am slow to trust members of other races, tribes, and societies.
Equipment: Quarterstaff, 10 darts, Explorer's Pack, Hunting Trap, Traveler's Clothes, Belt Pouch, 10 GP
Attacks:
Quarterstaff: +5 1d6+3/1d8+3 Bludgeoning
Dart: +5 1d4+3 Piercing
Unarmed Strike: +5 1d4+3 Slashing
Flame's first memory was of his parents leaving him and his brother with the monks of The Order of the Mist Walkers. He was taken in as a servant and maintained that role through adulthood. He excelled in his serving and gained the attention of the leaders of the Mist Walkers. Over time, he was offered training in the way of the Monk. He accepted enthusiastically and began almost immediately. Soon after, he was given a task. He was to leave the monastery for the first time since he arrived and fetch a scroll from a nearby library. Leaving the monastery opened his eyes to the rest of the world as a whole. There was so much more than he ever imagined or could remember. He found himself staring at exotic races of lizard-like men and women with purple skin and horns. The noises of the city drew him in with a medley of laughter and music coming from taverns and street performers. Once he retrieved the scroll, he was hesitant to leave the city, but he had to return if he ever wanted to become a monk.
Upon returning, he found the gates smashed apart and an unnatural silence. Bodies were littered everywhere, or at least what remained of bodies. Flame's fur stood on end as a thought dawned on him in the midst of his panic and despair: My brother. He ran through the monastery as fast as his Tabaxi frame would take him until he finally found his brother, frozen in shock, but safe. They left the monastery together, not knowing where to go or what to do in a world they were completely unfamiliar with.
It looks pretty good! One thing about Tabaxi, since they're a bit of an exotic race, and how they're in unfamiliar territory a couple groups have offered their support in providing some amount of aid and assistance in navigating the foreign lands of the mainland. You must choose from either the Harpers, a group of do-gooders and freedom fighters who believe in the downfall of tyranny and promotion of the common folk, or you can choose the Zhentarim, which is essentially the Faerunian equivalent of "The Family." Whichever one is... acceptable, but you must choose one to aid you. In addition, see the following note, please work this into your backstory in some way or another (it should be relatively simple, a possible idea might be that you traveled from Maztica to Faerun after the harrowing event, and through the aid of the faction found yourself in an adventuring group in Waterdeep).
The world changed, literally opening new horizons. Somewhere, across the sea there was somewhere…new. How could any tabaxi touched by the Cat Lord’s curiosity resist? Sure it meant a long journey over trackless sea, but there’s a first time for everything. And isn’t the first time always the best? New places, new faces, new foods, new…everything. What a wonderful surprise. What a great gift! The people a tabaxi explorer meets are naturally curious about what a tabaxi is and the land from which the tabaxi came. Isn’t curiosity wonderful? Stay curious you wonderful new people! After all, no cat anywhere ever gave anyone a straight answer.
I'd be interested to make a human wizard if there's still room. Never played AL, haven't even heard of it until now. I can post daily, though.
I'm only accepting four, but we'll see. I shall decide exactly who is accepted and who isn't soon, but if you can make the character it would be all the more helpful for me (since that way you can be included in the recruitment).
Darkvision: Within 60 feet of you, treat dim light as bright, darkness as dim light
You can double your speed for a turn when you move, but must spend a turn not moving before using this again
You can use you claws as an unarmed attack for 1d4 slashing damage and can climb with a 20 speed
Haunted One Feature:
Heart of Darkness:
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Rogue Features:
Expertise
Sneak Attack (1d6)
Thieves' Cant
Personality Trait: I put no trust in divine beings.
Ideal: I try to help those in need, no matter what the cost.
Bond:I would sacrifice my life and my soul to protect the innocent.
Flaw: I talk to spirits that no one else can see.
Harrowing Event: A monster that slaughtered dozens of innocent people spared your life, and you don't know why.
Attacks:
ShortsSSsfs
See above for my note on Tabaxi; other than that, it looks pretty good. I'm assuming that the attacks and features are correctly formatted though.
Link seems to work when I try it from another browser where I'm not logged in. Don't worry about his slight penchant for laziness and not wanting to stand anywhere near the front despite having scale male and a shield. He'll do what he need to, just reluctantly.
Seems good! Although, may I ask why scale instead of chain? You are proficient in both. If you'd rather go with scale then be my guest, I was just wondering. In addition, I do need to know what god you worship. You are life domain, so it can be any deity from the Sword Coast Adventurers Guide, or from the Nonhuman Deities section in the back of the Player's Handbook.
Sorry for the long post, but I think that wraps things up.
Honestly, I forgot that Life Domain was Chain-Proficient, so I think I'll switch over to Chain. He can't sneak worth a damn anyhow, so I may as well. As for Deity, I was hovering between Corellon or Lathander, but in retrospect, I think Lathander makes more sense.
So I'm going to go with Lathander, Elemoth is Half-Elf after all, not full, and I like Lathander's symbol and ideals.
Honestly, I forgot that Life Domain was Chain-Proficient, so I think I'll switch over to Chain. He can't sneak worth a damn anyhow, so I may as well. As for Deity, I was hovering between Corellon or Lathander, but in retrospect, I think Lathander makes more sense.
So I'm going to go with Lathander, Elemoth is Half-Elf after all, not full, and I like Lathander's symbol and ideals.
Sounds good! Are you planning on choosing a faction, or going factionless?
Okay, here's my char sheet should you still decide to add me.
Looks great! Interesting bit about being one of Halastar's clones (RIP the Mad Mage). You are missing your 1/long rest spell (as I can't really differentiate between your spellbook spells and your other spell). Other than that, do you want to be a part of a faction? If not that's fine, just throwing out some options as it might make sense for a clone who has no idea what's going on to join a group. On the other hand, a clone of Halaster might by untrustworthy of such a guild...
I was planning on being factionless (especially at first) but I can see Elemoth reluctantly joining The Order of the Gauntlet, with perhaps the Emerald Enclave as a backup. Elemoth is not one for political entanglements and obligations unless he gets a significant benefit in return, and one that's worth all the inconvenience. Just because he's good at heart and doesn't mind laws doesn't mean that he enjoys being moved around like a chess piece by big, important factions, regardless of their purported "good reasons" for doing things.
He doesn't like that much risk, and if possible, wants to retire comfortably.
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THE SUNLESS CITADEL
BACKSTORY
The world is changing, and a changing world means changing people, as the population of Faerun (and Aber-Toril itself) expands more and more people are joining the adventuring lifestyle. This growth is changing the business as a whole and no more is this more applicable than in Waterdeep, the City of Splendors. Here adventurers return from the deep and dark dungeons below with illustrious magical items, beautiful gems, and sacks full of gold. You've decided for some reason or another (will be discussed later) to join in on this trend. Not only that, but you've found a group to join, an adventuring party if you would, as you now are getting ready to find your fortune in the city when suddenly... --END BACKSTORY--
CHARACTER CREATION
This is for the most part going to be using the same rules as Adventurers League uses, which if you've never played before (please tell me if you haven't) are as follows:
WHAT I'M LOOKING FOR
I'll be looking for four players and two alternates (if a lot of people sign up). I'm planning on starting relatively soon, but if we get everyone super quick then we can start right away. Please only join this game if you can post relatively often. What I mean by that is there should not be days going by without you posting. If you miss a day, that's understandable (I sometimes have things that come up), but please don't suddenly vanish, especially without messaging me. If you are going to be unavailable for some time, please message me so that I know not to wait on you / recruit an alternate.
ROLL20
After we've done a bit of minor things and truly entered the dungeon, we'll use Roll20 as a way to show the locations of everyone, especially in a fight. It can also be used as a map to show where you guys have been before and whatnot. We'll get into that more once we actually are using it though.
BEST OF LUCK ADVENTURERS!
Current Possible Player Roster
1. Flame of the Spirit (Flame) Mist Walker, a Tabaxi Monk Outlander by Chubchilla
2. Veil of Shadows (Shadow) Mist Walker, a Tabaxi Rogue Haunted One by MrAlienLlama
3. Elemoth Dyrannel, a Half-Elven Life Cleric Acolyte of Lathandar by Arcel
4. Marion Blackcloack, a Human (Variant) Cloistered Scholar Wizard by Synthil
5. Torment, a Tiefling Noble Bard by AsbestosPenguin
DM of Tomb of Annihilation (and more) Group 2 and Group 3
Hi, I'm very interested in joining. I'm an AL DM, and have been for a few years, so I'm familiar with that program. I've done a little bit of play-by-post, but I have never used Roll20 before.
I can definitely commit to posting at least once a day, or notifying you if I'll be unable to for any reason.
I've built a character using the D&D Beyond tools, A halfling cleric, light domain, named Dworkin.
DM of Tomb of Annihilation (and more) Group 2 and Group 3
Edit to add: If you create a campaign on D&D Beyond and then send me the link, I can join that campaign and you'd be able to see the character sheet.
I'm in! I'll play a Tabaxi Monk
I have never played AL
I'm diggity down yo! I'm playing a Tabaxi Rogue. I also have never played AL
ill play an aacokra paladin
Name: Flame of the Spirit (Flame) Mist-Walker Class: Monk Background: Outlander Age: 18 Alignment: Chaotic Good
STR: 9 (-1/+1) DEX: 17 (+3/+5) CON: 12 (+1) INT: 10 (0) WIS: 15 (+2) CHA: 11 (0)
HP: 9 Initiative: +3 Speed: 30 AC: 15
Tabaxi Features:
Outlander Feature: You can always remember the layout of a region's geographical features and can usually find enough food and water for six people.
Monk Features:
Personality Trait: I have a lesson for every situation, drawn from observing nature.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Bond: I will bring terrible wrath down on the evildoers who destroyed my monastery
Flaw: I am slow to trust members of other races, tribes, and societies.
Equipment: Quarterstaff, 10 darts, Explorer's Pack, Hunting Trap, Traveler's Clothes, Belt Pouch, 10 GP
Attacks:
Flame's first memory was of his parents leaving him and his brother with the monks of The Order of the Mist Walkers. He was taken in as a servant and maintained that role through adulthood. He excelled in his serving and gained the attention of the leaders of the Mist Walkers. Over time, he was offered training in the way of the Monk. He accepted enthusiastically and began almost immediately. Soon after, he was given a task. He was to leave the monastery for the first time since he arrived and fetch a scroll from a nearby library. Leaving the monastery opened his eyes to the rest of the world as a whole. There was so much more than he ever imagined or could remember. He found himself staring at exotic races of lizard-like men and women with purple skin and horns. The noises of the city drew him in with a medley of laughter and music coming from taverns and street performers. Once he retrieved the scroll, he was hesitant to leave the city, but he had to return if he ever wanted to become a monk.
Upon returning, he found the gates smashed apart and an unnatural silence. Bodies were littered everywhere, or at least what remained of bodies. Flame's fur stood on end as a thought dawned on him in the midst of his panic and despair: My brother. He ran through the monastery as fast as his Tabaxi frame would take him until he finally found his brother, frozen in shock, but safe. They left the monastery together, not knowing where to go or what to do in a world they were completely unfamiliar with.
I'd be interested to make a human wizard if there's still room. Never played AL, haven't even heard of it until now. I can post daily, though.
Name:Veil of Shadows (Shadow) Mist-Walker Class: Rogue Background: Haunted One Age: 18 Alignment: Lawful Neutral
Str: 10(+0) Dex: 17(+3) Con: 14(+2) Int: 15(+2) Wis: 8(-1) Cha: 9(-1)
HP: 10 AC: 14 Speed: 30ft/20ft climb Initiative: +3
Tabaxi Features:
Haunted One Feature:
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Rogue Features:
Personality Trait: I put no trust in divine beings.
Ideal: I try to help those in need, no matter what the cost.
Bond: I would sacrifice my life and my soul to protect the innocent.
Flaw: I talk to spirits that no one else can see.
Harrowing Event: A monster that slaughtered dozens of innocent people spared your life, and you don't know why.
Attacks:
Shadow's first memory was of his parents leaving him and his brother with the monks of The Order of the Mist Walkers. He was taken in as a servant and maintained that role through adulthood. He tried to serve the best to his abilities, but always seemed to be out shined by his twin brother. Over time his brother became noticed by the leaders of the Order of the Mist Walker, and eventually was offered an chance to become a Mist-Walker Monk. This tore Shadow apart, he wanted nothing more than to be like his brother, and he was chosen while shadow was not. One day Flame was sent on a mission. Shadow knew not the details of the mission, only that Flame would be gone for a little while. This was Shadow's opportunity. But he needed more power. Shadow heard tales of people who made pacts with other-worldly beings. So he scoured the library and made his way into a forbidden section. There he found books speaking of beings of unimaginable power. Shadow had to work fast if he going to get this over with before Flame got back. He followed the instructions and created a summoning circle and did the chants like it said. As soon as he finished he knew something was wrong. A rip in reality formed in front of Shadow. He sprawled away as fast a possible and then nothingness. All was black. The beast tore through the monastery slaughtering everyone. Everyone except for Shadow.
"Shadow! Shadow wake up!" Flame is screaming quite frantically. Shadow tries to speak but nothing would come out. Flame pours some water down his throat. Shadow coughs and sputter for a minute. "The beast" Shadow whispers, "the beast came from nowhere, it attacked so suddenly." Tears began to form in Shadow's eyes. "Is everyone okay?' Shadow whimpers. "They're gone" Flame says in a hushed tone, "they are all dead. We need to leave now before that thing comes back." Flame helps Shadow to his feet. Shadow says nothing, knowing that all this is his fault, but he can not bring himself to tell his brother the truth. "Flame..." Shadow looks Flame in the eyes, "I'm glad you made it back." With that they left the monastery to make their way in the world.
I'm interested in joining. I haven't played AL, but have heard of it, and have some experience in play by post and have dabbled with Roll20 (although not much). I can post daily, and am good about communicating when I need to stop playing or leave for long periods of time. I generally like playing warrior types, but can be flexible as needed. For instance, I don't mind being the healer when nobody else wants to be one (which I find is pretty often) as long as I get to be quirky and don't have to be the healer ALL the time.
Right now, I have a concept for a middle aged (by human standards) Half-Elven former Butler, who turned to adventuring when the family he was serving went broke. Since he had some priestly training (which he used to heal the childrens' cuts and scrapes along with the work-related injuries of the household staff) he figured he may as well use it in the most potentially profitable fashion, which would be adventuring.
Can OrcPub be used to link characters? If not, I can post the PDF I made on Google Drive.
This is what I have so far, fairly standard healing Cleric stat-wise except for his personality:
https://www.orcpub2.com/pages/dnd/5e/characters/17592197512277
Link seems to work when I try it from another browser where I'm not logged in. Don't worry about his slight penchant for laziness and not wanting to stand anywhere near the front despite having scale male and a shield. He'll do what he need to, just reluctantly.
Sadly, Aaracokra cannot be chosen, given how flight kinda circumvents a lot of situations and challenges. Feel free to pick another race though!
The world changed, literally opening new horizons. Somewhere, across the sea there was somewhere…new. How could any tabaxi touched by the Cat Lord’s curiosity resist? Sure it meant a long journey over trackless sea, but there’s a first time for everything. And isn’t the first time always the best? New places, new faces, new foods, new…everything. What a wonderful surprise. What a great gift! The people a tabaxi explorer meets are naturally curious about what a tabaxi is and the land from which the tabaxi came. Isn’t curiosity wonderful? Stay curious you wonderful new people! After all, no cat anywhere ever gave anyone a straight answer.
Other than that, it looks great!
DM of Tomb of Annihilation (and more) Group 2 and Group 3
Sorry about that my computer was acting up at work. I've updated that and added a bio.
DM of Tomb of Annihilation (and more) Group 2 and Group 3
Honestly, I forgot that Life Domain was Chain-Proficient, so I think I'll switch over to Chain. He can't sneak worth a damn anyhow, so I may as well. As for Deity, I was hovering between Corellon or Lathander, but in retrospect, I think Lathander makes more sense.
So I'm going to go with Lathander, Elemoth is Half-Elf after all, not full, and I like Lathander's symbol and ideals.
Updated the character sheet, same link though: https://www.orcpub2.com/pages/dnd/5e/characters/17592197512277
DM of Tomb of Annihilation (and more) Group 2 and Group 3
Okay, here's my char sheet should you still decide to add me.
DM of Tomb of Annihilation (and more) Group 2 and Group 3
I was planning on being factionless (especially at first) but I can see Elemoth reluctantly joining The Order of the Gauntlet, with perhaps the Emerald Enclave as a backup. Elemoth is not one for political entanglements and obligations unless he gets a significant benefit in return, and one that's worth all the inconvenience. Just because he's good at heart and doesn't mind laws doesn't mean that he enjoys being moved around like a chess piece by big, important factions, regardless of their purported "good reasons" for doing things.
He doesn't like that much risk, and if possible, wants to retire comfortably.