"The knights shall come. Yes they shall, and they bring death and flame with them." - Ashrath Draco
The draconic knights, a guild of dragon-riding sorcerers, grow in power, and they destroy any one who disagree with them. A former member and adventurer, another in a long list of lives that were ruined by the draconic knights, put a bounty on the leader, Lumisashi Xephyrbahnor. and to get to Lumisashi. one has go though the entire guild of humanoids …and their dragons.
this is is my first homebrew adventure that I've ever written. I am looking for 4-5 players. All characters will start at 1st level. Any and all homebrew (Within reason) is allowed. I work from 6am to 3pm GMT, so I will be posting nightly between 5 and 6.
Please post your character in the following style:
Ability Scores: [Point Buy/Array/Manual Roll, drop 1's]
Name:
Race:
Gender:
Age:
Class:
Physical Description:
Background:
Backstory:
Character Sheet Link:
Posting Rules:
Make all of your characters thoughts italicized.
Write in the 3rd-person perspective of your character
Always use an @ (Orange) followed by a player character's name (the recipient) when directing a message or question to either myself or another player during an Out-of-Character segment of a post | example 1: (@DM, How wide is this room?) | example 2: (@Bruno, Do you have a spell slot for fireball? )
Always include Dice Rolls within square brackets when making Saving Throws, Skill/Proficiency checks, using a comma to separate the type of roll, and entirely highlighted Blue | example 1: [Investigation, 17] | example 2: [Wisdom Saving Throw, 4].
Wrap your dice rolls inside square brackets. | Example: [Charisma Save [ roll]1d20+2[/roll]] (Without spaces). [Charisma Save 21]
Use the tool tips for Actions, Items, Magic Items, Spells and Skills that you're using. | Example, Drussus thought to himself, "Should I try Intimidation on the guard or just play it suave?"
I am sure some of this will change as the game goes, just trying to make it easy for everyone to follow. I will keep recruiting open until this next Sunday at 11pm. I'll select characters over the weekend. If you're selected I'll send you the link to the campaign
Ability Scores: Ability scores: 131410101211going point buy instead
Name: Shyne
Race: fire genasi
Gender: male
Age: 22
Class: artificer
Physical Description: medium height; thin; ruddy red skin; palms and lips are ashy gray; near-white eyes; glow of flame appears in his mouth, under his fingernails, around his eyelids; hair is medium length black;
Background: acolyte
Backstory: Shyne is into ancestor worship, honoring those who came before with a continued tradition of pottery and magic, creating eternal memory in the creation of these items. It also includes a pilgrimage of sorts involving going on at least one journey meant to change one’s life.
Class: Ranger (hoping to use the optional rules if possible)
Physical Description: 6’3, 180lbs with extremely pale complexion, violet eyes and long white hair typically kept in a low loose ponytail.
Background: Outlander
Backstory. Lunar was born with a sense of wanderlust, never happy to stay in one place for very long, much to the chagrin of his teachers and family members. When he finally reached adulthood he snuck out late one evening with his trusty bow and has never looked back. He continues to travel the world, experiencing as much as possible, his favourite places tend to be the deep dark caves and caverns, where he can hide in the shadows and watch all the creatures go by.
Physical Description: Green eyed, blonde hair, tall and thin
Background: laughed away upon questioning
Backstory: She never wanted to become like her mother, to wed and bear offspring, to have a man tell her what to do. She wants to see the world for herself and make her own decisions.
Physical Description: 6ft 10 in. Tall, weighing 207 lbs. Golden eyes and long black hair that frames her wolf-like head. Her body is covered with grey fur. She has a fluffy tail hidden inside pants. Wears a leather coat over a cotton loose tunic. Also wears a black hooded cloak. She keeps her hood up, wears a bandana to cover her face, covers her clawed hands and wolf feet with cloth wrappings all to hide her lycanthropy.
Backstory: Vadania was born a half-elf to an elf monster hunter father and a human woodworker mother. Her elven father, Varis Embereyes and his halfling companion, Finnan Tosscobble were a duo of adventurers and monster hunters of some renown. Vadania doesn't remember her father. She only knows him through stories told to her by her mother, Mara and Finnan. When she was two, her father had come back injured after slaying a wolf-man. Then while he was looking after Vadania on a full moon night when he began to transform into a werewolf. The injuries he sustained had infected him with Lycanthropy and losing his senses, Varis attacked Vadania. Luckily, Finnan was downstairs visiting his very close friend and companion when he heard the screams. He managed to fight off Varis who had turned into a werewolf and inflict a severe injury on his former ally. Varis fled, never to be seen again. Vadania was left gravely wounded but alive. Her injuries recovered but she also fell victim to the curse. Mara and Finnan both loved Vadania but for her safety and theirs, she had to be restrained and locked away while they desperately searched for a cure. Vadania thus, spent most of her childhood chained up in a dark basement, various different cures and remedies being tried on her every so often. Eventually though, through combination of being a werewolf for as long as she could remember and the long list of miscellaneous remedies that may or may not have worked, she managed to slowly control her curse. At the age of 13, she had enough control over herself to be freed from her restraints and live with her mother like any daughter should. Her curse had changed though. She was stuck in her hybrid form and unaffected by moonlight. She no longer had a weakness to sliver but she could also be harmed by mundane weapons. Vadania always felt like a monster had a drive within her to help those in need. When word of the tyranny of the Draconic Knights got to her, she felt that it was her duty to step up and try and stop them. She felt that someone with her strange set of powers would be better suited to taking on such a task than a normal warrior so she set out with that goal in mind. If she could help others on the way it would be even better.
Physical Description: 5'11, 179 pounds, messy brown hair and blue eyes with a fair skin tone. An unusual feature is a collapsible crossbow mounted on a glove on his left hand (This is a light crossbow, but just with added flavor)
Background: Guild Artisan
Backstory Tobin was born into a magical family, but didn't actually possess magic in a conventional sense. This made him a bit of an outcast in his family, as he was unable to share in the family "business". But he found he could put magic into items and use them as a way of replicating the magic he so greatly desired. HE then devoted his life to this practice, experimenting with what magic he could use, what he could make any mundane item do, and so on. When he was of age, he left his family and became an artisan apprenticing under the Craftsman Sh'sean. He eventually opened his own store, and began selling his magically enhanced items in his home town. He made a decent living, but he never seemed satisfied. He grew restless, and decided to use his knowledge and become an adventurer, helping people any way he could.
This post has potentially manipulated dice roll results.
Ability scores: 111711121416
Name: Schmerz Schaden
Race: Dragonborn
Gender: Male
Age: 57
Class: Barbarian
Physical Description: Black Scaly body with self-carved tattoos roughly in the image of Bahamut, Tiamat, and Sardior, all encompassed in the image of Asgorath, who in turn is being swallowed by Dendar. Muscular and tall (6' 5'', 255 lbs)
Background: Haunted one
Backstory: Born in a barbaric tribe, whos traditions are long gone. Merz spends his time alone in the woods scavenging and forming a home for himself. Quite antisocial. The army of a town had exiled his tribe for their barbaric ways, but was far more barbaric in their way of exiling the tribe, and there were few left that werent allowed to return. Speaks limitedly, but is very affectionate for those that he learns to trust. He is very religious and loves learning about other gods that he doesnt know much about, which is practically every god that isnt a dragon or draconic in some way.
Physical Description: albino: white fur, pink eyes, usually covered in dirt or mud. Wears the fur upon his brow in a closely trimmed fade at the sides, cut flat across the top.
Rah'zher is often covered in dirt and mud, a tactic for overcoming the curse of white fur that threatens to reveal him I. The distance when creeping up to a settlement under cover of darkness to take from the weak what they cannot make use of. The dirt washes out whenever he dips into the sea, but while he loves to swim, he knows not only the dangers of the things that lurk beneath the waves, but also the danger of being easy to spot. So, he keeps his white fur as dingy as possible, as his mother taught him, in order to survive. He wears his ears wrapped about his head, much like a bandana, to keep the harsh sun from his brow while at sea, but unties them to hear a bit better when on land. He wears a wool doublet, when the weather calls for it and always keeps by his side a small leather pouch, held fast by a simple braided hemp rope worn about the waist. He tucks his boomerang into this rope belt and carries a small buckler upon his back when it's not in hand. Across his body, over his left shoulder, he wears his whip. At a moments notice, he can shrug and let it coil about his feet as he flicks his wrist to unfurl the leather cord to its full length.
Background: Marine
Backstory:
The sea is home to many creatures. An archipelago inhabited by many tribes of harengon has arisen. One family, or warren of the Sylris tribe, the Jorrans, sail the waters, trading goods between islands, but occassionally also taking what they find on islands held by those with little chance of defending themselves. After all, its an open sea, and you make your own fortune. Arriving upon a smallish island, beset with more than a few trees, the rabbits come ashore to find noone about. Rah'zher, caked in mud to conceal his accursed white fur creeps his way over the rocky shore, hurriedly making for rhe treeline. His ears up, he listens for any hint of locals in the forest as they make their way through the dense wood toward the settlement they'd spotted from their boat, before sailing around the island to surprise them. Eschewing the harbor for the harsh rocks was a daunting perilous necessity, one for which the clan had shown remarkable aptitude, passed through generations. The small cluster of huts by the small harbor made for easy plunder that night. The inhabitants of that community would have to decide for themselves their fate, come with the victors to serve as thrall or be left upon this island to rebuild. Their boats left in tact, the opening sea there to take them free as any man or woman ever were. This lot chose to sail again, casting their lot where they cast their nets, and so they would continue to test themselves in hopes of building a settlement. On the journey home, he asked his father. "Papa, do you think they'll survive without the simple goods we've take from them? " "Njord knows, boy. They got the sea. They can weave a net same as anyone. They've their boats, yet. Things get that bad. They might sail off where they please. Then again some folk are just too stubborn to see they haven't got a chance." At this, he took Drew a dagger, examined it and held it out to the young lagomorph. "Your grandfather was a stubborn fool. Thought he could start his own Warren on a rocky little island. Terrible soil, scarcely a tree on the barren rock. Today you call it home. He gave me this knife after my first battle and today, I give it to you." Rah'zher took the dagger and looked at it for a long time as the ship rolled over the waves. As he said it into his simple braided hemp belt, he stared out at the waves glistening in the moonlight and knew that this was his
I like to create a character with depth and try to enter it into a few different pbp recruitment, so this is always in Flux until the character is accepted. This also applies to level. Better I think to post it at the highest relevant one and scale it back, so the DM and other players can see where the concept is going. Super relevant to composition in 5e if such things matter to the play style at hand, since subclasses can diverge wildly around 3rd level for most classes, making a party with multiple PCs of the same class possibly less redundant than one with diverse classes filling similar roles.
Class: Monk (Eventually Way of the Ripple. If not approved of, Way of Sun Soul.)
Physical Description: Told by many who knew him, Arman was a rather brawny and handsome man. Joseph retains most of his health and muscularity, though his face displays his age. His hair is short and gray, and he sports a thick, well-trimmed beard. During his many journies, he wears an outfit comparable to that of Indiana Jones, consisting of a light, short-sleeved, buttonless shirt; khaki pants; dress shoes; and white gloves with dark wristbands concealing his prosthetic hand. During his more causal tecks, he wears a trenchcoat and a turtleneck sweater.
Background: Hermit
Backstory: WIP.
Ability Scores (Standard Array): 10 8 13 14 13 16
Rollback Post to RevisionRollBack
"Where do these guys get all their ideas?" - TommoBoi, to WOTC
Physical Description: 6 foot tall, black hair pulled back in the traditional Samurai que, brown eyes that have already seen much, physically fit 190 pounds
Background: Knight of the order-Samurai of the Crimson Fist
Backstory: eldest son of a mid-level Samurai that served the household guard of the Daimo, Hediyoshi began his training at an early age, learning Budo, Kendo and Karate. While proficient with sword and boy, it is the great sword where he excels, as well as close combat. In his first battle, rode through the maelstrom of battle to save the general's life after his horse fell and pinned him beneath. To this, he was awarded the Mon (banner) of the Crimson Fist. Now he serves, answering the call for the coming campaign
Physical Description: 5’10”, 160lbs, black hair, tanned skin
Background: Haunted One - Heart of Darkness
Backstory: Ran away from his family, friends, and village after witnessing horrors he allowed to let happen. He may be too harsh to judge himself so gravely on why he ran away. To quote the late Layne Staley ‘My pain, is self chosen’
"The knights shall come. Yes they shall, and they bring death and flame with them." - Ashrath Draco
The draconic knights, a guild of dragon-riding sorcerers, grow in power, and they destroy any one who disagree with them. A former member and adventurer, another in a long list of lives that were ruined by the draconic knights, put a bounty on the leader, Lumisashi Xephyrbahnor. and to get to Lumisashi. one has go though the entire guild of humanoids …and their dragons.
this is is my first homebrew adventure that I've ever written. I am looking for 4-5 players. All characters will start at 1st level. Any and all homebrew (Within reason) is allowed. I work from 6am to 3pm GMT, so I will be posting nightly between 5 and 6.
Please post your character in the following style:
Posting Rules:
I am sure some of this will change as the game goes, just trying to make it easy for everyone to follow. I will keep recruiting open until this next Sunday at 11pm. I'll select characters over the weekend. If you're selected I'll send you the link to the campaign
Ability Scores:
Ability scores: 13 14 10 10 12 11going point buy insteadName: Shyne
Race: fire genasi
Gender: male
Age: 22
Class: artificer
Physical Description: medium height; thin; ruddy red skin; palms and lips are ashy gray; near-white eyes; glow of flame appears in his mouth, under his fingernails, around his eyelids; hair is medium length black;
Background: acolyte
Backstory: Shyne is into ancestor worship, honoring those who came before with a continued tradition of pottery and magic, creating eternal memory in the creation of these items. It also includes a pilgrimage of sorts involving going on at least one journey meant to change one’s life.
Character Sheet Link:https://www.dndbeyond.com/profile/nschrock/characters/61008296
Paladin - warforged - orange
Ability scores: 11 14 17 15 12 16
Name: Lular Fasharash
Race: Eladrin Elf
Gender: Male
Age: 302
Class: Ranger (hoping to use the optional rules if possible)
Physical Description: 6’3, 180lbs with extremely pale complexion, violet eyes and long white hair typically kept in a low loose ponytail.
Background: Outlander
Backstory. Lunar was born with a sense of wanderlust, never happy to stay in one place for very long, much to the chagrin of his teachers and family members. When he finally reached adulthood he snuck out late one evening with his trusty bow and has never looked back. He continues to travel the world, experiencing as much as possible, his favourite places tend to be the deep dark caves and caverns, where he can hide in the shadows and watch all the creatures go by.
Character sheet link: https://ddb.ac/characters/60975370/rJMPcF
Ability scores: 8 15 11 14 12 16
Bard is the best hope for that roll of the dice?
Slender and pale, Caughleen has never been one to stand out in a crowd. It is only when she sings that she loses her shy demeanor.
Name: Caughleen McNally
Race: Half-elf
Gender: Female
Age: 32
Class: Bard
Physical Description: Green eyed, blonde hair, tall and thin
Background: laughed away upon questioning
Backstory: She never wanted to become like her mother, to wed and bear offspring, to have a man tell her what to do. She wants to see the world for herself and make her own decisions.
Character Sheet Link: https://www.dndbeyond.com/profile/Condimentor/characters/60989847
Oh, she ended up a bit more robust that the roll here, up to you
Rolling stats. Character will follow...
65 5 4 2 = 1746 2 3 6 = 142 4 4 3 = 9
4 6 3 6 = 11
1 6 1 6 = 10
3 4 1 3 = 11
Rerolling 1s:
1
6
1
2
X
3
Rerolling 1s again:
X
3
X
6
X
X
Final Stat set: [9, 10, 11, 11, 14, 17]
Name: Vadania Embereyes
Race: Half-elf Warewolf (Reskinned Leonin)
Gender: Female
Age: 26
Class: Barbarian
Physical Description: 6ft 10 in. Tall, weighing 207 lbs. Golden eyes and long black hair that frames her wolf-like head. Her body is covered with grey fur. She has a fluffy tail hidden inside pants. Wears a leather coat over a cotton loose tunic. Also wears a black hooded cloak. She keeps her hood up, wears a bandana to cover her face, covers her clawed hands and wolf feet with cloth wrappings all to hide her lycanthropy.
Background: Lycanthrope Woodcutter (Custom background)
Backstory: Vadania was born a half-elf to an elf monster hunter father and a human woodworker mother. Her elven father, Varis Embereyes and his halfling companion, Finnan Tosscobble were a duo of adventurers and monster hunters of some renown. Vadania doesn't remember her father. She only knows him through stories told to her by her mother, Mara and Finnan. When she was two, her father had come back injured after slaying a wolf-man. Then while he was looking after Vadania on a full moon night when he began to transform into a werewolf. The injuries he sustained had infected him with Lycanthropy and losing his senses, Varis attacked Vadania. Luckily, Finnan was downstairs visiting his very close friend and companion when he heard the screams. He managed to fight off Varis who had turned into a werewolf and inflict a severe injury on his former ally. Varis fled, never to be seen again. Vadania was left gravely wounded but alive. Her injuries recovered but she also fell victim to the curse. Mara and Finnan both loved Vadania but for her safety and theirs, she had to be restrained and locked away while they desperately searched for a cure. Vadania thus, spent most of her childhood chained up in a dark basement, various different cures and remedies being tried on her every so often. Eventually though, through combination of being a werewolf for as long as she could remember and the long list of miscellaneous remedies that may or may not have worked, she managed to slowly control her curse. At the age of 13, she had enough control over herself to be freed from her restraints and live with her mother like any daughter should. Her curse had changed though. She was stuck in her hybrid form and unaffected by moonlight. She no longer had a weakness to sliver but she could also be harmed by mundane weapons. Vadania always felt like a monster had a drive within her to help those in need. When word of the tyranny of the Draconic Knights got to her, she felt that it was her duty to step up and try and stop them. She felt that someone with her strange set of powers would be better suited to taking on such a task than a normal warrior so she set out with that goal in mind. If she could help others on the way it would be even better.
Character Sheet Link: https://www.dndbeyond.com/characters/61098612/4Q2oK5
Ability Scores: 9 14 14 16 11 9
Name: Tobin Skywatcher
Race: Human (Variant)
Gender: Male
Age: 24
Class: Artificer
Physical Description: 5'11, 179 pounds, messy brown hair and blue eyes with a fair skin tone. An unusual feature is a collapsible crossbow mounted on a glove on his left hand (This is a light crossbow, but just with added flavor)
Background: Guild Artisan
Backstory Tobin was born into a magical family, but didn't actually possess magic in a conventional sense. This made him a bit of an outcast in his family, as he was unable to share in the family "business". But he found he could put magic into items and use them as a way of replicating the magic he so greatly desired. HE then devoted his life to this practice, experimenting with what magic he could use, what he could make any mundane item do, and so on. When he was of age, he left his family and became an artisan apprenticing under the Craftsman Sh'sean. He eventually opened his own store, and began selling his magically enhanced items in his home town. He made a decent living, but he never seemed satisfied. He grew restless, and decided to use his knowledge and become an adventurer, helping people any way he could.
Sheet link:
https://drive.google.com/file/d/14tF09QE2TfIan1jOCjqJYUayH9KXx9CA/view?usp=drivesdk
Ability scores: 11 17 11 12 14 16
Name: Schmerz Schaden
Race: Dragonborn
Gender: Male
Age: 57
Class: Barbarian
Physical Description: Black Scaly body with self-carved tattoos roughly in the image of Bahamut, Tiamat, and Sardior, all encompassed in the image of Asgorath, who in turn is being swallowed by Dendar. Muscular and tall (6' 5'', 255 lbs)
Background: Haunted one
Backstory: Born in a barbaric tribe, whos traditions are long gone. Merz spends his time alone in the woods scavenging and forming a home for himself. Quite antisocial. The army of a town had exiled his tribe for their barbaric ways, but was far more barbaric in their way of exiling the tribe, and there were few left that werent allowed to return. Speaks limitedly, but is very affectionate for those that he learns to trust. He is very religious and loves learning about other gods that he doesnt know much about, which is practically every god that isnt a dragon or draconic in some way.
Character Sheet Link: https://ddb.ac/characters/61093183/REyL66
Hey when someone gets a link to the campaign can you let people know so if we didn't get in we'd be aware of it
Name: Rah'zher
Race: Harengon
Gender: M
Age: 19
Class: Barbarian
Physical Description: albino: white fur, pink eyes, usually covered in dirt or mud. Wears the fur upon his brow in a closely trimmed fade at the sides, cut flat across the top.
Rah'zher is often covered in dirt and mud, a tactic for overcoming the curse of white fur that threatens to reveal him I. The distance when creeping up to a settlement under cover of darkness to take from the weak what they cannot make use of. The dirt washes out whenever he dips into the sea, but while he loves to swim, he knows not only the dangers of the things that lurk beneath the waves, but also the danger of being easy to spot. So, he keeps his white fur as dingy as possible, as his mother taught him, in order to survive. He wears his ears wrapped about his head, much like a bandana, to keep the harsh sun from his brow while at sea, but unties them to hear a bit better when on land. He wears a wool doublet, when the weather calls for it and always keeps by his side a small leather pouch, held fast by a simple braided hemp rope worn about the waist. He tucks his boomerang into this rope belt and carries a small buckler upon his back when it's not in hand. Across his body, over his left shoulder, he wears his whip. At a moments notice, he can shrug and let it coil about his feet as he flicks his wrist to unfurl the leather cord to its full length.
Background: Marine
Backstory:
The sea is home to many creatures. An archipelago inhabited by many tribes of harengon has arisen. One family, or warren of the Sylris tribe, the Jorrans, sail the waters, trading goods between islands, but occassionally also taking what they find on islands held by those with little chance of defending themselves. After all, its an open sea, and you make your own fortune. Arriving upon a smallish island, beset with more than a few trees, the rabbits come ashore to find noone about. Rah'zher, caked in mud to conceal his accursed white fur creeps his way over the rocky shore, hurriedly making for rhe treeline. His ears up, he listens for any hint of locals in the forest as they make their way through the dense wood toward the settlement they'd spotted from their boat, before sailing around the island to surprise them. Eschewing the harbor for the harsh rocks was a daunting perilous necessity, one for which the clan had shown remarkable aptitude, passed through generations. The small cluster of huts by the small harbor made for easy plunder that night. The inhabitants of that community would have to decide for themselves their fate, come with the victors to serve as thrall or be left upon this island to rebuild. Their boats left in tact, the opening sea there to take them free as any man or woman ever were. This lot chose to sail again, casting their lot where they cast their nets, and so they would continue to test themselves in hopes of building a settlement. On the journey home, he asked his father. "Papa, do you think they'll survive without the simple goods we've take from them? " "Njord knows, boy. They got the sea. They can weave a net same as anyone. They've their boats, yet. Things get that bad. They might sail off where they please. Then again some folk are just too stubborn to see they haven't got a chance." At this, he took Drew a dagger, examined it and held it out to the young lagomorph. "Your grandfather was a stubborn fool. Thought he could start his own Warren on a rocky little island. Terrible soil, scarcely a tree on the barren rock. Today you call it home. He gave me this knife after my first battle and today, I give it to you." Rah'zher took the dagger and looked at it for a long time as the ship rolled over the waves. As he said it into his simple braided hemp belt, he stared out at the waves glistening in the moonlight and knew that this was his
Character Sheet Link: https://ddb.ac/characters/46845433/2Du6cR
Ability Scores TBD.
I like to create a character with depth and try to enter it into a few different pbp recruitment, so this is always in Flux until the character is accepted. This also applies to level. Better I think to post it at the highest relevant one and scale it back, so the DM and other players can see where the concept is going. Super relevant to composition in 5e if such things matter to the play style at hand, since subclasses can diverge wildly around 3rd level for most classes, making a party with multiple PCs of the same class possibly less redundant than one with diverse classes filling similar roles.
Name: Arman Kusaba
Race: Variant Human
Gender: Male
Age: 68
Class: Monk (Eventually Way of the Ripple. If not approved of, Way of Sun Soul.)
Physical Description: Told by many who knew him, Arman was a rather brawny and handsome man. Joseph retains most of his health and muscularity, though his face displays his age. His hair is short and gray, and he sports a thick, well-trimmed beard. During his many journies, he wears an outfit comparable to that of Indiana Jones, consisting of a light, short-sleeved, buttonless shirt; khaki pants; dress shoes; and white gloves with dark wristbands concealing his prosthetic hand. During his more causal tecks, he wears a trenchcoat and a turtleneck sweater.
Background: Hermit
Backstory: WIP.
Ability Scores (Standard Array): 10 8 13 14 13 16
"Where do these guys get all their ideas?" - TommoBoi, to WOTC
DM of Night of the Nutcracker.
Sending PM
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Is this still open?
Is recruiting closed? If no, what level would the campaign go to?
Ability Scores: 18 17 16 13 14 14
Name: Hediyoshi
Race: Human
Gender: Male
Age: 30
Class: Fighter (Samurai)
Physical Description: 6 foot tall, black hair pulled back in the traditional Samurai que, brown eyes that have already seen much, physically fit 190 pounds
Background: Knight of the order-Samurai of the Crimson Fist
Backstory: eldest son of a mid-level Samurai that served the household guard of the Daimo, Hediyoshi began his training at an early age, learning Budo, Kendo and Karate. While proficient with sword and boy, it is the great sword where he excels, as well as close combat. In his first battle, rode through the maelstrom of battle to save the general's life after his horse fell and pinned him beneath. To this, he was awarded the Mon (banner) of the Crimson Fist. Now he serves, answering the call for the coming campaign
Character Sheet Link:Hediyoshi - D&D Beyond (dndbeyond.com)
Ability Scores: 27 point buy (13, 16, 16, 10, 10, 8)
Name: Yonathan Swiftsure
Race: variant Human
Gender: Male
Age: 20
Class: Monk
Physical Description: 5’10”, 160lbs, black hair, tanned skin
Background: Haunted One - Heart of Darkness
Backstory: Ran away from his family, friends, and village after witnessing horrors he allowed to let happen. He may be too harsh to judge himself so gravely on why he ran away. To quote the late Layne Staley ‘My pain, is self chosen’
Character Sheet Link: https://www.dndbeyond.com/profile/RLennon72/characters/62392300