Kingdoms rise and kingdoms fall. Changes race through the land, sometimes subtle and sometimes cataclysmic. Little in the world truely stays the same forever, but one constant is easy. The world always needs brave souls to stand against the darkness, the wilds, treachery and greed. Even for those not driven by higher ideals there is little doubt one can make a fantastic living at adventuring, assuming of course they survive to spend the wealth. The location the land’s newest batch of adventurers start is the town of Fallcrest. A fair sized location set on the banks of a good sized river this town was once a cross roads for the area, and still manages to keep afloat despite comparatively dwindling trade. It is a campfire on the edge of a wilderness and sees much use as a stop over between more established cities east and west. All in all a great place to strike out for glory and gold from, no?
———
Looking for Adaventure: Looking for a party to form, 4 or 5 PCs. This setting (yes, based with little shame on the example town of 4e) I wish to use as a test bed for a few things. First, in face most important and the one worth listing, this shall be the first run at both PbP DMing and 5e DMing, so this is a chance to get the hang of (I hope quickly) the new rules from the side of the screen I have not been on for a good few years (4e and 3.5). Feel free to reply here with a character if you want to experiment a little with me, or if you just want to see where the story goes. It will start with what might be a short recognizable update of a previous edition adventure and will go from there as we get a feel for it.
To join reply with a character of 1st Level (no, we probably wont stay there too long), standard array or point buy for abilities. Any material from PHB is ok, anything else will need permission (most classes, subclasses and spells will probably get a yes, other races may get more scrutiny) but don’t be shy to ask if you have an awesome concept. Reply with as complete a set of information as you want (the more backstory the better), but include at least the name, race, class, alignment, background and reason for being in Fallcrest. If your character will be a good fit you will get PMed to the adventure. Adavancment shall be milestone.
A note on the gods and the planes: While I am busy adopting the 4e towns and loose history, I am as well using that pantheon and cosmology. The dieties available to the players are the Dawn War Gods as described in the DMG and below. The planes are also not the Great Wheel, but more in line with the cosmos presented in 4e. For 1st level characters trust that the Feywild and Shadowfell are as described in the 5e books, but the elemental planes are all one roiling melting pot of chaos beyond our realm, rather than individual locals with dominant elements. Any outer planes as well probably exist, but as parts of the Astral Sea, islands in the depths rather than a shell around the cosmos. I will not waste space here with in depth descriptions most 1st level characters don’t need, but if you do want or need it let me know and we can flesh this out.
So, the question to answer, is anyone up for a little adventure?
Rollback Post to RevisionRollBack
Not really a rules lawyer, more like a rules paralegal.
Felblark level 1 dwarf cleric his alignment is lawful good
to hit: +6 to attack rolls and damage 1d8+4.
Appearance: Male, Short, Shy, And a little bit smarter than he looks. Physical characteristics: Height: 4'6, Weight:390 lbs, Age: 69. Personality: for Social interactions people perceive him as reserved, for how optimistic he is: He's enthusiastic, For how trusting he is: Gullible. For decision points hes: Timid but eager to battle. For how conscientious he is about following rules: He's flexible, And for how empathetic he is: thoughtful. For dire straits: he Looks out for himself and others, for how courageous he is: Competitive. For how he feels when faced by setbacks he is: vengeful. For how are his nerves: hes Calm. Backstory: Felblark is from hammerfast, The other dwarves there think he's a little bit weird, Because he talks to much about dreams and other such realities. To much when hes at the local tavern. Because his training as a cleric, like that of his relatives from house of the sun like, Grundelmar for example, Were forced to put to much emphasis on their academics and not enough on going out to smite evil where ever it lurks, To help people of course. Which is what Felblark seeks to do. To be a leader in the communities of the borderlands. And that in turn lead felblark to be a cleric, And vow to protect those communities from the threats they face. So Felblark left hammerfast, And traveled to fallcrest onboard a wagon, With a dwarf merchant, Because he met someone who might have work available for a dwarf such as himself, Through Teldorthan Irontooth.
Speed 5
Init: 1
Hp: 28 Bloodied: 14
Healing surges :12
Ac: 16
Fort: 13
Reflex: 11
Will: 16
Str:13
Con: 16
Dex:12
Wis:18
Int:11
Cha: 10
Passive perception: 14
Skills: Religion, History, Arcana, Diplomacy
Powers: Healing word, Soothing light, Brand of the sun, Sun burst, Blessing of battle, Lesser avatar of radiance, and Levy of judgement.
Equipment: Chainmail armor, Mace, And a holy symbol, Adventurers's kit.
Hi, I have a few concepts in case this is not good for you since it uses the Artificer Unearthed Arcana, and homebrew content (even if pseudo-official) might not be the best for a test run.
Vladofshky (name not final) is an artificer rock gnome, with the alchemist subclass. He refers to his companions as comrades, and while he travels with a light hammer and a sickle, he fights mostly with his "potions". He'll be seen mostly holding what he calls a"healing potion" (a bottle of strong alcohol) in one hand, and his "alchemist fire" (a bottle of oil with a cloth wick) in the other. As he levels up, he'll start collecting rings and pendants to infuse with magic, which he'll insist to wear until infused not matter how many, and later he will start riding his trusty companion, explained as his adventuring reason below.
Rejected by his peers for his nontraditional use of magic, he travels studying the wildlife to create his masterpiece. Both a great magical creation to prove his fellow gnomes wrong for mocking his methods, and the close friend he has always dreamed of: Pardofshky, the bronze cave bear.
I'm not sure what alignment would suit the Russian communist inspiration, but in a feudal world my guess is it would be chaotic (as he'd oppose monarchy and the like), and since he wants fair treatment for everyone, chaotic good. (I'm not looking to discuss politics, it's just the attitude I imagine him having, also he's not depressed drunk, just drunk). The best background I'd guess would be the hermit. An outcast who shut himself and discovered leads into infusing magic, to the point of creating a magical construct. I think it would be the best option if artificers are uncommon in the world
Reason for being in Fallcrest: The son of the fallen noble House Vladislovna, Vaskan has made his way to fringes of society and border-wilderness. It is here that rumors and whispers have brought him, in search of one to aid him. Vaskan seeks to find a scholar who may help unravel the mysteries of his heirloom tome. The tome is an old leather bound book clad in iron and three puzzle locks. Vaskan believes it is the key to powerful knowledge, and restoring his family name.
I'm also offering up this character as a possibility. I can play whichever the group needs. Either character sounds fun to me.
Name: Hurnash
Race: Half-Orc
Class: Fighter 1
Background: Soldier
Alignment: Chaotic Good
Ability Scores
Str 16
Dex 13
Con 16
Int 08
Wis 12
Cha 10
Appearance
Hair: Brown
Skin: Muddy Green
Eyes: One Brown and one blue
Weight: 241lbs
Height: 6'7"
Age: 24
Gender: Male
Backstory: During the raid of his home, his father was killed and Hurnash and his mother were taken. Sold into slavery, Hurnash was forced into gladiatorial rings. As for his mother, Sansha? She was separated from him very soon after they were taken. He never saw her again. Years later, Hurnash found an opportunity and freed himself from his slave masters. He was bloodied and hurt, but Hurnash stole into the night and ran as far as his legs would carry him. By the break of dawn, he had collapsed and was then found by an older man. This man would become Hurnash's mentor, teaching him to focus his strength and hone his skills. Now Hurnash travels, seeking his mother and whatever fate befell her.
Reason to be in Fallcrest: Hurnash has come out to the wilderness following his mother's trail. He's heard rumors that she was part of an auction that took her out this way. He will find her or find someone who knows more.
If possible id like to get in on this. All i have is a crappy android phone, its tiny. But i want to play, lol.
Degr Stonebeard
Dwarven Fighter, level 1
200 lbs, 4ft tall, 215 years old
Hp: 13
Combat style archery
Str 15 dex 17 con 16 int 11 wis 10 cha 12
Background commoner (never tried commoner before)
Proficiency: athletics, perception
Weapon: battle axe 1d8
Armor scale mail (ac 16)
5 days rations, hemp rope 50 ft, 2 torches, backpack
Degr is terrified of water. Having been born a commoner, he had always had dreams of being more than he is. When he was old enough, he set off in search of adventure.
Appearance: Arenon is slender as any elf. Well built and standing five foot ten inches tall. He has waist length dark brown hair, emerald green eyes, and is well dressed in the clothing of his house and adorned with mithral scale armor common to officers of his ranks as a ranger of house silver steed. He carries a longsword, long bow, and two decorative short swords that he weilds in both hands.
Arenon was born into the nobility of the wood elf house of Silversteed. An ancient house of the dragonlance realm where two noble houses one grey elf and one wood, came together through centuries of marriage and political alliance. After rising through the ranks of the elite ranger troop of his house he decided military leadership paled to the difference he could impact abroad. Not being the firstborn heir to house Silversteed, he took to traveling the realms and offering his talents where needed. After long travels from the dragonlance realm, he arrives in Fallcrest, seeing to aid rumors of turmoil and trouble in the region.
Harmony grew up as a street urchin, ostensibly in the city of Fallcrest. Life was hard for an unwanted tiefling child, and she spent a lot of time roaming on the fringes of the other street children cliques, bouncing from one orphanage or beggar-house to the next. While sheltering at the church of Pelor, Harmony made friends with a young halfling priestess named Darleen. Darleen opened Hamony's eyes to the great works of Pelor and his charges of justice and charity. Over time, Harmony spent more time at the temple, eventually being taken in as a young acolyte, working hard to bring as much light and life into the world as she can.
Karst is strong. Karst knows this to be true. He has many pelts of the swamp wolf to sleep upon and many fangs of the mountain cat to adorn his victory band. But one thing Karst is not, is good with money. It has been several days since he has seen the human men who bought his strength for promised riches and brought him to Fallcrest. Few nights since what meager coins he already had ran out in the local tavern on what mush these soft-skins call food. Karst is not familiar with the ways of this "sit-tee" and its bustle of crowds. He needs to find some work and a way out, but nobody seems interested in dealing with what they consider be some some sort of deformed dragonborn, regardless of how big his sword may be. Karst is getting desperate.
Like most kenku, Kha-Trill had been part and parcel to one criminal enterprise or another for as long as he can remember. That all changed when his previous employers sent him and a group of thugs up into the north to raid a research exploration outpost near Winterhaven. Things went very poorly for the group and Kha-Trill, the designated messenger, was sent, rather haphazardly into the icy wastes in search of help. Instead he found someone greater. Out among the cold and carnage, Kha-trill crossed paths with the Winter Witch (of Dungeon #162 fame). Whether by luck, pity, or some unknowable fey reasoning, the Winter Witch formed a pact of power with Kha-Trill, forever marking him as one of her court. With this new power, Kha-Trill has returned to the nearby Fallcrest to make his own way in the world, probably in service to his new mistress.
Thinking of a LG Gnome monk. Focus in either the way of the four elements or the sun soul. I would play the character as steadfast in her faith but naive to most of the world from being raised in a monastery. Plan on boosting Dex and Wis.
Would love to join and can come up with a full background after my work day.
rough background - Lilly was raised in a monastery from her birth. Her father was strict to the teachings of lawfulness and good. After many years Lilly had shown interest in the outside world and after many arguments with her father she had enough and struck out from the order during the night. She has traveled the roads going good by people while constantly avoiding monks of her order and her fathers minions. She is very new to the greater world but loves it and leaning about the new people and customs.
Hi AN7. I haven't played D&D in quite some time, but am looking to get back into the community. I am interested in joining your campaign as an adventurer. Here's the character I dreamed up. (Please note that I am willing to alter things if it means I can join a group). Also, I'm a writer, so I get a bit wordy when creating character backstories. Sorry.
Dhel (lvl 1) human barbarian (eventual path of the Totem Warrior)
Dhel & her brother Lhaef were born into a barbarian tribe that haunts the southern shore of the Inner Sea. The tribe regularly terrorizes the surrounding villages and settlements. When Dhel was 5 and Lhaef was 7, both their parents died in a raid on one of the larger towns. Dhel & her brother were taken care of as tribe orphans for a handful of years until Lhaef became an obnoxious and anger-driven teenage boy. He caused so much trouble and tension in the tribe that they exiled him when he was 13. Dhel followed after him, and they spent a week travelling through the wilderness, looking for a place to live.
Starving and at death’s door, they stumbled upon a way-temple for the god Kord. The solitary priest that lived there offered them sanctuary. Dhel & Lhaef only planned to stay the night, but ended up staying for years. The human priest, Brother Donovan, taught them the scripture and might of Kord, and the glory and power of the raging storm. The religion spoke to their barbarian nature and upbringing. Lhaef became a paladin of Kord, while Dhel preferred reading scriptures and learning history & language. She still trained with her brother though, as Kord bestows his grace upon those that are strong. Every year since becoming a paladin, Lhaef would leave the temple on a pilgrimage (sometimes in search of a relic, sometimes to defeat a powerful foe, and sometimes just to travel and spread the glory of Kord). One year, when Dhel was twenty, her brother never returned.
He was found dead in a ditch several miles away from the way-temple. Overcome with grief and rage, Dhel ran from her home and into the surrounding forest. She traveled for miles until she came across a barbarian tribe (not her old one). Still blinded and fueled by her instinctual, frenzied anger, Dhel killed several barbarians before she came to her senses and calmed. Instead of being angry, the elders welcomed her into the tribe, impressed with her skills and fighting prowess.
Dhel stayed with her new tribe for a handful of years, honing her strength and melee abilities. With each passing year, Dhel’s guilt over abandoning her religion, home, and adopted father grew. One evening, Dhel had a dream of a raging storm heading towards the town of Fallcrest. She heard a voice in each thender strike, urging her to travel there. When Dhel awoke, she left her tribe to travel to the town she saw in her dreams, unsure of what was waiting for her, but certain in her ability to find redemption.
Stats
25 years old, 5’10”, 180 lbs., hazel eyes, dark mahogany skin tone & wavy black hair.
name, race, class, alignment, background and reason for being in Fallcrest.
"So, the question to answer, is anyone up for a little adventure?"
Yes please!
I would love to play as Alon Havendale, a human wizard from Waterdeep with a deep fascination for all things unknown and mysterious...and a tendency to...not pay attention...to things...sometimes. A lawful and upright (LG) young man, Alon left Waterdeep when his studies were interrupted by an urgent communique from one of his dead father's former colleagues, a coded letter that conveyed both desperate fear of persons or forces unknown and a summons the young book-keeper could not ignore...the Tome of Da'avri, the book whose contents had sent his father on the quest he never returned from, had been found. Alon packed his rucksack, shouldered the crossbow he had trained with as a part of his duties to the Watchful Order, and picked out his best cravat and overcoat, feeling quite the dashing adventurer...
That is, until Fallcrest. Numbed by the mindless rigors of travel, the young wizard abandoned his travelling party and spent a long night haggling for a set of arcane books, celebrating with an ale..or two...or three....in a quiet, well-lit corner booth in a pub. He read to his heart's content, and passing out into oblivion while his party quietly left in the morning, taking with them the greater portion of his gold, his mule, and the letter, leaving Alon marooned in Fallcrest. Now lost in a strange city, Alon is eager for anyone, or anything, to help him find work, and hopefully eventually, the chance to reclaim his father's tome.
Man, I feel bad. So many people want to play, and then there are so few spots for PC's to play. Under 2ND edition rules I was a DM for 20 years and I'd like to be on the players side haha. I would say that I hope we all find great campaigns to run in. Just so you all know I'm on Gmt and I have weekends off. Hope the DM will pick a few people soon, I read all your character profiles and everyone seems to be really into their roles, that's awesome!
Both are true, and I apologize for the delay in getting to everyone, and to anyone who is not getting contacted (In fact, I have not even messaged everyone). My greatest concern on this would be is there time to do it right. So far failing. Woking as fast as I can to leave no one hanging. Frankly, would consider making two groups (because there are two clear groups above, easy) but even one is rocky getting too so I wont set it for failure by doing two now.
Will get back as soon as possible.
Rollback Post to RevisionRollBack
Not really a rules lawyer, more like a rules paralegal.
As a follow up to that, if anyone wants to coordinate hyjacking some PCs and making a separate (or co-existing) group, let me know, glad to work on it.
Rollback Post to RevisionRollBack
Not really a rules lawyer, more like a rules paralegal.
You do know that site character links cannot be shared with others currently... most use google docs to put a link to the DDB Beyond PDF character sheet export...
New to the mechanics of this site. Thanks for the tip.
Kingdoms rise and kingdoms fall. Changes race through the land, sometimes subtle and sometimes cataclysmic. Little in the world truely stays the same forever, but one constant is easy. The world always needs brave souls to stand against the darkness, the wilds, treachery and greed. Even for those not driven by higher ideals there is little doubt one can make a fantastic living at adventuring, assuming of course they survive to spend the wealth. The location the land’s newest batch of adventurers start is the town of Fallcrest. A fair sized location set on the banks of a good sized river this town was once a cross roads for the area, and still manages to keep afloat despite comparatively dwindling trade. It is a campfire on the edge of a wilderness and sees much use as a stop over between more established cities east and west. All in all a great place to strike out for glory and gold from, no?
———
Looking for Adaventure: Looking for a party to form, 4 or 5 PCs. This setting (yes, based with little shame on the example town of 4e) I wish to use as a test bed for a few things. First, in face most important and the one worth listing, this shall be the first run at both PbP DMing and 5e DMing, so this is a chance to get the hang of (I hope quickly) the new rules from the side of the screen I have not been on for a good few years (4e and 3.5). Feel free to reply here with a character if you want to experiment a little with me, or if you just want to see where the story goes. It will start with what might be a short recognizable update of a previous edition adventure and will go from there as we get a feel for it.
To join reply with a character of 1st Level (no, we probably wont stay there too long), standard array or point buy for abilities. Any material from PHB is ok, anything else will need permission (most classes, subclasses and spells will probably get a yes, other races may get more scrutiny) but don’t be shy to ask if you have an awesome concept. Reply with as complete a set of information as you want (the more backstory the better), but include at least the name, race, class, alignment, background and reason for being in Fallcrest. If your character will be a good fit you will get PMed to the adventure. Adavancment shall be milestone.
A note on the gods and the planes: While I am busy adopting the 4e towns and loose history, I am as well using that pantheon and cosmology. The dieties available to the players are the Dawn War Gods as described in the DMG and below. The planes are also not the Great Wheel, but more in line with the cosmos presented in 4e. For 1st level characters trust that the Feywild and Shadowfell are as described in the 5e books, but the elemental planes are all one roiling melting pot of chaos beyond our realm, rather than individual locals with dominant elements. Any outer planes as well probably exist, but as parts of the Astral Sea, islands in the depths rather than a shell around the cosmos. I will not waste space here with in depth descriptions most 1st level characters don’t need, but if you do want or need it let me know and we can flesh this out.
So, the question to answer, is anyone up for a little adventure?
Not really a rules lawyer, more like a rules paralegal.
Asmodeus, god of tyranny
LE
Domains: Trickery
Avandra, goddess of change and luck
CG
Domain: Trickery
Bahamut, god of justice and nobility, Good dragons
LG
Domains: Life, War
Bane, god of war and conquest
LE
Domain: War
Corellon, god of magic and the arts, Elves
CG
Domain: Light
Erathis, goddess of civilization and invention
LN
Domain: Knowledge
Gruumsh, god of destruction, Orcs
CE
Domains: Tempest, War
Ioun, goddess of knowledge
N
Domain: Knowledge
Kord, god of strength and storms
CN
Domain: Tempest
Lolth, goddess of spiders and lies, Drow
CE
Domain: Trickery
Melora, goddess of wilderness and the sea
N
Domains: Nature, Tempest
Moradin, god of creation, Dwarves
LG
Domains: Knowledge, War
Pelor, god of the sun and agriculture
NG
Domains: Life, Light
Raven Queen, goddess of death
LN
Domains: Life, Death
Sehanine, goddess of the moon
CG
Domain: Trickery
Tharizdun, god of madness
CE
Domain: Trickery
Tiamat, goddess of wealth, greed, and vengeance, Evil dragons
LE
Domains: Trickery, War
Torog, god of the Underdark
NE
Domain: Death
Vecna, god of evil secrets
NE
Domains: Death, Knowledge
Zehir, god of darkness and poison
CE
Domains: Trickery, Death
Not really a rules lawyer, more like a rules paralegal.
ya this sounds great I will make a cleric
Felblark level 1 dwarf cleric his alignment is lawful good
to hit: +6 to attack rolls and damage 1d8+4.
Appearance: Male, Short, Shy, And a little bit smarter than he looks. Physical characteristics: Height: 4'6, Weight:390 lbs, Age: 69. Personality: for Social interactions people perceive him as reserved, for how optimistic he is: He's enthusiastic, For how trusting he is: Gullible. For decision points hes: Timid but eager to battle. For how conscientious he is about following rules: He's flexible, And for how empathetic he is: thoughtful. For dire straits: he Looks out for himself and others, for how courageous he is: Competitive. For how he feels when faced by setbacks he is: vengeful. For how are his nerves: hes Calm. Backstory: Felblark is from hammerfast, The other dwarves there think he's a little bit weird, Because he talks to much about dreams and other such realities. To much when hes at the local tavern. Because his training as a cleric, like that of his relatives from house of the sun like, Grundelmar for example, Were forced to put to much emphasis on their academics and not enough on going out to smite evil where ever it lurks, To help people of course. Which is what Felblark seeks to do. To be a leader in the communities of the borderlands. And that in turn lead felblark to be a cleric, And vow to protect those communities from the threats they face. So Felblark left hammerfast, And traveled to fallcrest onboard a wagon, With a dwarf merchant, Because he met someone who might have work available for a dwarf such as himself, Through Teldorthan Irontooth.
Speed 5
Init: 1
Hp: 28 Bloodied: 14
Healing surges :12
Ac: 16
Fort: 13
Reflex: 11
Will: 16
Str:13
Con: 16
Dex:12
Wis:18
Int:11
Cha: 10
Passive perception: 14
Skills: Religion, History, Arcana, Diplomacy
Powers: Healing word, Soothing light, Brand of the sun, Sun burst, Blessing of battle, Lesser avatar of radiance, and Levy of judgement.
Equipment: Chainmail armor, Mace, And a holy symbol, Adventurers's kit.
Languages: Common, Dwarven
Or here is a 5e character sheet https://drive.google.com/open?id=0B5giPUTJdRRSTldtUjRuX3NZc3c
Hi, I have a few concepts in case this is not good for you since it uses the Artificer Unearthed Arcana, and homebrew content (even if pseudo-official) might not be the best for a test run.
Vladofshky (name not final) is an artificer rock gnome, with the alchemist subclass. He refers to his companions as comrades, and while he travels with a light hammer and a sickle, he fights mostly with his "potions". He'll be seen mostly holding what he calls a"healing potion" (a bottle of strong alcohol) in one hand, and his "alchemist fire" (a bottle of oil with a cloth wick) in the other. As he levels up, he'll start collecting rings and pendants to infuse with magic, which he'll insist to wear until infused not matter how many, and later he will start riding his trusty companion, explained as his adventuring reason below.
Rejected by his peers for his nontraditional use of magic, he travels studying the wildlife to create his masterpiece. Both a great magical creation to prove his fellow gnomes wrong for mocking his methods, and the close friend he has always dreamed of: Pardofshky, the bronze cave bear.
I'm not sure what alignment would suit the Russian communist inspiration, but in a feudal world my guess is it would be chaotic (as he'd oppose monarchy and the like), and since he wants fair treatment for everyone, chaotic good. (I'm not looking to discuss politics, it's just the attitude I imagine him having, also he's not depressed drunk, just drunk). The best background I'd guess would be the hermit. An outcast who shut himself and discovered leads into infusing magic, to the point of creating a magical construct. I think it would be the best option if artificers are uncommon in the world
Character Sheet
Name: Vaskan Vladislovna
Race: Tiefling (Feral)
Class: Fighter
Background: Sage
Alignment: Neutral
Ability Scores
Reason for being in Fallcrest: The son of the fallen noble House Vladislovna, Vaskan has made his way to fringes of society and border-wilderness. It is here that rumors and whispers have brought him, in search of one to aid him. Vaskan seeks to find a scholar who may help unravel the mysteries of his heirloom tome. The tome is an old leather bound book clad in iron and three puzzle locks. Vaskan believes it is the key to powerful knowledge, and restoring his family name.
Vaskan Character Sheet
--------------------------------------------------------------------------------------------
I'm also offering up this character as a possibility. I can play whichever the group needs. Either character sounds fun to me.
Name: Hurnash
Race: Half-Orc
Class: Fighter 1
Background: Soldier
Alignment: Chaotic Good
Ability Scores
Appearance
Backstory: During the raid of his home, his father was killed and Hurnash and his mother were taken. Sold into slavery, Hurnash was forced into gladiatorial rings. As for his mother, Sansha? She was separated from him very soon after they were taken. He never saw her again. Years later, Hurnash found an opportunity and freed himself from his slave masters. He was bloodied and hurt, but Hurnash stole into the night and ran as far as his legs would carry him. By the break of dawn, he had collapsed and was then found by an older man. This man would become Hurnash's mentor, teaching him to focus his strength and hone his skills. Now Hurnash travels, seeking his mother and whatever fate befell her.
Reason to be in Fallcrest: Hurnash has come out to the wilderness following his mother's trail. He's heard rumors that she was part of an auction that took her out this way. He will find her or find someone who knows more.
If possible id like to get in on this. All i have is a crappy android phone, its tiny. But i want to play, lol.
Degr Stonebeard
Dwarven Fighter, level 1
200 lbs, 4ft tall, 215 years old
Hp: 13
Combat style archery
Str 15 dex 17 con 16 int 11 wis 10 cha 12
Background commoner (never tried commoner before)
Proficiency: athletics, perception
Weapon: battle axe 1d8
Armor scale mail (ac 16)
5 days rations, hemp rope 50 ft, 2 torches, backpack
Degr is terrified of water. Having been born a commoner, he had always had dreams of being more than he is. When he was old enough, he set off in search of adventure.
Arenon Silversteed
Wood Elf
Level 1 Ranger
Noble background
Str: 14 MOD:+2. Save: +4
Dex: 17 MOD:+3. Save:+4
Con: 13 MOD:+1. Save:+1
Int: 10
Wis: 13 MOD:+1. Save:+1
Chr: 8 MOD: -1. Save: -1
Acrobatic +3. Athletics +2. History +2.
Insight +1. Intimidation +1. Medicine +1
Perception +3 Persuasion +1 Sleight of hand +3
Stealth +3 Survival +1
Appearance: Arenon is slender as any elf. Well built and standing five foot ten inches tall. He has waist length dark brown hair, emerald green eyes, and is well dressed in the clothing of his house and adorned with mithral scale armor common to officers of his ranks as a ranger of house silver steed. He carries a longsword, long bow, and two decorative short swords that he weilds in both hands.
Arenon was born into the nobility of the wood elf house of Silversteed. An ancient house of the dragonlance realm where two noble houses one grey elf and one wood, came together through centuries of marriage and political alliance. After rising through the ranks of the elite ranger troop of his house he decided military leadership paled to the difference he could impact abroad. Not being the firstborn heir to house Silversteed, he took to traveling the realms and offering his talents where needed. After long travels from the dragonlance realm, he arrives in Fallcrest, seeing to aid rumors of turmoil and trouble in the region.
Marking this for when I wake up later. I have a few character ideas to toss your way.
Okay, here's what I've got on offer:
Harmony, the adorable Tiefling Cleric (Life Domain)
Harmony grew up as a street urchin, ostensibly in the city of Fallcrest. Life was hard for an unwanted tiefling child, and she spent a lot of time roaming on the fringes of the other street children cliques, bouncing from one orphanage or beggar-house to the next. While sheltering at the church of Pelor, Harmony made friends with a young halfling priestess named Darleen. Darleen opened Hamony's eyes to the great works of Pelor and his charges of justice and charity. Over time, Harmony spent more time at the temple, eventually being taken in as a young acolyte, working hard to bring as much light and life into the world as she can.
Karst, the brash Lizardfolk Barbarian
Karst is strong. Karst knows this to be true. He has many pelts of the swamp wolf to sleep upon and many fangs of the mountain cat to adorn his victory band. But one thing Karst is not, is good with money. It has been several days since he has seen the human men who bought his strength for promised riches and brought him to Fallcrest. Few nights since what meager coins he already had ran out in the local tavern on what mush these soft-skins call food. Karst is not familiar with the ways of this "sit-tee" and its bustle of crowds. He needs to find some work and a way out, but nobody seems interested in dealing with what they consider be some some sort of deformed dragonborn, regardless of how big his sword may be. Karst is getting desperate.
Kha-Trill, the cryptic Kenku Warlock (Fey Pact)
Like most kenku, Kha-Trill had been part and parcel to one criminal enterprise or another for as long as he can remember. That all changed when his previous employers sent him and a group of thugs up into the north to raid a research exploration outpost near Winterhaven. Things went very poorly for the group and Kha-Trill, the designated messenger, was sent, rather haphazardly into the icy wastes in search of help. Instead he found someone greater. Out among the cold and carnage, Kha-trill crossed paths with the Winter Witch (of Dungeon #162 fame). Whether by luck, pity, or some unknowable fey reasoning, the Winter Witch formed a pact of power with Kha-Trill, forever marking him as one of her court. With this new power, Kha-Trill has returned to the nearby Fallcrest to make his own way in the world, probably in service to his new mistress.
Thinking of a LG Gnome monk. Focus in either the way of the four elements or the sun soul. I would play the character as steadfast in her faith but naive to most of the world from being raised in a monastery. Plan on boosting Dex and Wis.
Would love to join and can come up with a full background after my work day.
Link to initial build. https://www.dndbeyond.com/profile/Jcburgg/characters/584223
rough background - Lilly was raised in a monastery from her birth. Her father was strict to the teachings of lawfulness and good. After many years Lilly had shown interest in the outside world and after many arguments with her father she had enough and struck out from the order during the night. She has traveled the roads going good by people while constantly avoiding monks of her order and her fathers minions. She is very new to the greater world but loves it and leaning about the new people and customs.
Oniss - Half-Elf Level 1 Sorcerer - ToA
Golden Blurg (GB) - Aarakocra Level 3 Wizard - KR
Hi AN7. I haven't played D&D in quite some time, but am looking to get back into the community. I am interested in joining your campaign as an adventurer. Here's the character I dreamed up. (Please note that I am willing to alter things if it means I can join a group). Also, I'm a writer, so I get a bit wordy when creating character backstories. Sorry.
Dhel (lvl 1) human barbarian (eventual path of the Totem Warrior)
Dhel & her brother Lhaef were born into a barbarian tribe that haunts the southern shore of the Inner Sea. The tribe regularly terrorizes the surrounding villages and settlements. When Dhel was 5 and Lhaef was 7, both their parents died in a raid on one of the larger towns. Dhel & her brother were taken care of as tribe orphans for a handful of years until Lhaef became an obnoxious and anger-driven teenage boy. He caused so much trouble and tension in the tribe that they exiled him when he was 13. Dhel followed after him, and they spent a week travelling through the wilderness, looking for a place to live.
Starving and at death’s door, they stumbled upon a way-temple for the god Kord. The solitary priest that lived there offered them sanctuary. Dhel & Lhaef only planned to stay the night, but ended up staying for years. The human priest, Brother Donovan, taught them the scripture and might of Kord, and the glory and power of the raging storm. The religion spoke to their barbarian nature and upbringing. Lhaef became a paladin of Kord, while Dhel preferred reading scriptures and learning history & language. She still trained with her brother though, as Kord bestows his grace upon those that are strong. Every year since becoming a paladin, Lhaef would leave the temple on a pilgrimage (sometimes in search of a relic, sometimes to defeat a powerful foe, and sometimes just to travel and spread the glory of Kord). One year, when Dhel was twenty, her brother never returned.
He was found dead in a ditch several miles away from the way-temple. Overcome with grief and rage, Dhel ran from her home and into the surrounding forest. She traveled for miles until she came across a barbarian tribe (not her old one). Still blinded and fueled by her instinctual, frenzied anger, Dhel killed several barbarians before she came to her senses and calmed. Instead of being angry, the elders welcomed her into the tribe, impressed with her skills and fighting prowess.
Dhel stayed with her new tribe for a handful of years, honing her strength and melee abilities. With each passing year, Dhel’s guilt over abandoning her religion, home, and adopted father grew. One evening, Dhel had a dream of a raging storm heading towards the town of Fallcrest. She heard a voice in each thender strike, urging her to travel there. When Dhel awoke, she left her tribe to travel to the town she saw in her dreams, unsure of what was waiting for her, but certain in her ability to find redemption.
Stats
Personality traits
Ideals
Bonds
Flaws
name, race, class, alignment, background and reason for being in Fallcrest.
"So, the question to answer, is anyone up for a little adventure?"
Yes please!
I would love to play as Alon Havendale, a human wizard from Waterdeep with a deep fascination for all things unknown and mysterious...and a tendency to...not pay attention...to things...sometimes. A lawful and upright (LG) young man, Alon left Waterdeep when his studies were interrupted by an urgent communique from one of his dead father's former colleagues, a coded letter that conveyed both desperate fear of persons or forces unknown and a summons the young book-keeper could not ignore...the Tome of Da'avri, the book whose contents had sent his father on the quest he never returned from, had been found. Alon packed his rucksack, shouldered the crossbow he had trained with as a part of his duties to the Watchful Order, and picked out his best cravat and overcoat, feeling quite the dashing adventurer...
That is, until Fallcrest. Numbed by the mindless rigors of travel, the young wizard abandoned his travelling party and spent a long night haggling for a set of arcane books, celebrating with an ale..or two...or three....in a quiet, well-lit corner booth in a pub. He read to his heart's content, and passing out into oblivion while his party quietly left in the morning, taking with them the greater portion of his gold, his mule, and the letter, leaving Alon marooned in Fallcrest. Now lost in a strange city, Alon is eager for anyone, or anything, to help him find work, and hopefully eventually, the chance to reclaim his father's tome.
https://drive.google.com/file/d/0B-0T8zWumAooemFUMzBJakRXMEk/view?ths=true
Abilities
11 strength
16 Dex
12 Constitution
16 intelligence
9 wisdom
13 charisma
Isle of Ishbrae: Niall Griffinsborn (Lvl 2 Rogue investigator).
Updated my entry with a link to Vaskan's character sheet!
updated with link and rough background, it will be fleshed out.
Oniss - Half-Elf Level 1 Sorcerer - ToA
Golden Blurg (GB) - Aarakocra Level 3 Wizard - KR
Updated with character sheet link.
Isle of Ishbrae: Niall Griffinsborn (Lvl 2 Rogue investigator).
Man, I feel bad. So many people want to play, and then there are so few spots for PC's to play. Under 2ND edition rules I was a DM for 20 years and I'd like to be on the players side haha. I would say that I hope we all find great campaigns to run in. Just so you all know I'm on Gmt and I have weekends off. Hope the DM will pick a few people soon, I read all your character profiles and everyone seems to be really into their roles, that's awesome!
He's already picked a few of us. I know my Tiefling cleric and Xero's Tiefling fighter are on the team so far.
Both are true, and I apologize for the delay in getting to everyone, and to anyone who is not getting contacted (In fact, I have not even messaged everyone). My greatest concern on this would be is there time to do it right. So far failing. Woking as fast as I can to leave no one hanging. Frankly, would consider making two groups (because there are two clear groups above, easy) but even one is rocky getting too so I wont set it for failure by doing two now.
Will get back as soon as possible.
Not really a rules lawyer, more like a rules paralegal.
As a follow up to that, if anyone wants to coordinate hyjacking some PCs and making a separate (or co-existing) group, let me know, glad to work on it.
Not really a rules lawyer, more like a rules paralegal.
Isle of Ishbrae: Niall Griffinsborn (Lvl 2 Rogue investigator).