@Twombley - 58 total. Ha! Well, I've heard low ability scores can be a fun rpg style to play into, though I'd understand if you wouldn't. Point buy is available if you prefer. You might also look to finesse 5e itself by making a utility caster of some flavor: only need one high ability score there, if even that.
Role: Old Friend. He is the child of a family friend that was taken in after the death of his parents, raised alongside the inheritor as an adopted sibling.
Backstory: Galbrek was raised alongside the inheritor after his parents were killed in a raid on their merchant caravan. From a young age he wished to stop such things from happening so upon becoming an adult he enlisted in the military in order to fight against the likes of those that killed his parents. After a while he became disillusioned with the bureaucracy of being a Rank and file soldier, finishing his alloted stint of service before going back to his adopted family to rest for a time. Soon he began to sell his services as a a blade for higher, teaming up with other would be adventurers to gain experience for combat with out the regimented techniques used in his time as a soldier. When the inheritor decided to take up the adventuring life he joined them, going all over with his adopted sibling/closest companion. Before he could even be asked he bull rushed his way into traveling with them to claim the keep.
Rollback Post to RevisionRollBack
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Role: Seamus would likely fit role 1 or 2. He has a knack for acquiring items of value and his roguish ways have led him to the chests, safes, and cellars of some of the finest families in Waterdeep. However, anyone who has shown kindness to the urchins of the city would have also earned his friendship and while his behaviour tends to the chaotically whimsical, he does value the friends he makes and would stand with anyone he calls friend.
Backstory:
Seamus' earliest memories are running through the streets of the Field Ward in Waterdeep the sun shining on the huge smile plastered across his face, city guards chasing after him and the gate keys he'd just stolen from a sleeping guard jingling in his hand. There are no memories of parents or siblings. The streets, the other urchins, the street workers, and rogues of the ward were his family.
As he grew older (a mature 10 or 11), and bolder, he was press-ganged with some other urchins into the crew of a notorious burglar named Smudge. Smudge was trying to increase his reputation by having his own crew so he could attract the attention of the Blackcoats. He was ruthless towards the urchins. If Seamus failed to bring home his quota he was beaten. Seamus tried to runaway and ignore Smudge but he was caught, dragged back and beaten again. Even Seamus' unending supply of enthusiasm was starting to wane.
One night, after a particularly harsh beating, Seamus lay bleeding on the floor of the gang's hideout when he started to hear whispers swirling around his head. He started to make out questions in the whispers. Someone or something was asking him if he wanted the power to deal with Smudge? Would he pledge his allegiance to the whisperer for that power? Seamus nodded yes. He felt something appear in his hand; a cold, black-steel, dagger, ripples of energy flowing across the blade. End him the whispers said. Seamus quickly moved across the room and slit Smudge's throat. When one of Smudge's lieutenants woke to the sound of Smudge's death he raced to stop Seamus. Seamus flicked a hand towards the oafish man and a beam of crackling energy raced from his hand knocking the man down, dead.
The whispers continue to haunt and encourage Seamus, but he still retains his enthusiasm for life, savoring the adrenaline rush after swiping a necklace from a nobles neck, or a wizard's tome from a high tower. No friend of either the Thieves' Guild or the City Watch, Seamus does look out for the urchins of Waterdeep, stepping in when others try to take advantage of them.
I've tinkered with his starting equipment a little but have added no magic items yet.
(re dice rolls - knew I shouldn't have edited this post - thought I'd be safe not putting anything before the dice rolls. The original were 17,13,12,15,14,17 but I can roll them again in a separate post if selected and you want to make sure I wasn't fudging anything. But now that I saved it again after adding this note the manipulated dice roll warning is gone and there's a new set of numbers - maybe I just go with those? It's getting amusing now - third set of numbers have appeared but the dice roll warning came back. I'll stop now and hope for the best).
Her parents were murdered when she was eleven and she taught herself how to survive off of nothing. She hasn't spoken since her parents were alive as far as anyone can remember. The only living being she trusts is her little sibling who's identity is yet to be determined
@Twombley - 58 total. Ha! Well, I've heard low ability scores can be a fun rpg style to play into, though I'd understand if you wouldn't. Point buy is available if you prefer. You might also look to finesse 5e itself by making a utility caster of some flavor: only need one high ability score there, if even that.
Thank you! I was going to post a rune knight fighter for position 4 but Darth beat me to it! Let me think over options and post something, perhaps with point buy.
Role : 1. The inheritor or 2. The old friend (can modify)
Backstory :
Ludolf grew up always near a library, he had a quick wit and capacity for learning by sight, remembering numbers and discerning patterns. He loved literature and a good mystery. He learned from an early age the value of books and the power contained within.
What grew over time was a profound love of books. Not just a passing fancy, or a quick consumption of a page turner, but a voracious appetite for books. Ludolf learned that books for him would actually produce effects, give him actual power by reciting the words, imagining it in his mind. So, when he found another old, crinkly tomb (given to him by his family and stuffed away in a corner) that had a wonderful musty smell to it, he poured himself into it. What he couldn't believe was at the end there was a folded-up deed to an estate, some place called Vrath Keep in Elsir Vale. It started an itch in Ludolph's mind that he simply had to scratch. He gathers a close friend to him and a guide as well as some muscle to lead him to his destiny.. so he thinks. He is not one to let loose ends go.
In appearance, he is 35 years old, appears older than his stated age, already graying at the tips of his hair. He smokes a pipe and delights in a well snifted cognac, book in hand. His favorite book, his spell book, seems to be awakening to him, giving him more power than he ever predicted or dreamed of.
Backstory: War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. Raised in the northern area of the Sword Coast, he first served in the local defense company of Mirabar. After a few skirmishes, he became a sword for hire, to as there was never a shortage for need. Serving with the Bloodaxes, served in numerous campaigns against orcs and goblins in the high peaks, and answer the call once the war horn was sounded.
Role 2: the faithful friend. I wrote this after having liked Twombley's character idea, but I did not ask them, so feel free to pass me over if they don't like this.
Hymn met Ludolph back when he was still a student at the temple of Torm, learning the very basics of worship and the means to bring His justice. They were very brief meetings at a library next door to the Temple of Torm, where Hymn was to be looking for something the senior priests wanted. Ludolph seemed to know the library well, and was kind enough to help a boy who didn't know much.
Hymn began talking more and more with Ludolph, just glad to have a friend outside the temple. When he grew old enough to have the need, he started going to Ludolph's same barber with him, although he went for a beard rather than mustache.
Hymn is now a young man, perhaps 24, or 25. And he always finds a way to be at his friend's side when exploring old, dank crusty graves. This is how he happened to be there when Ludolph discovered the deed. Hymn jumped at the chance to go on an adventure with him, looking forward to the excitement.
They discovered quickly that it's not quite as easy as just picking up your feet and walking down the road. They were waylaid by bandits, and ambushed by goblins more than once. They were forced to give up many of their belongings to the bandits, but made out well with the goblins after another wanderer entered the fray to help end the menace. There was a respectable collection of loot held by the goblins, and the wanderer offered service as a guide to help see them back onto the best path, and beyond to their destination.
When travelers started talking about the troubles ahead, the trio realized there was a need for a bit more security. They needed something extra. So it was they hired the mercenary, and they were worth every penny. A sizable bandit clan descended on them, and the foursome were stretched to their limits. The bandit chief was wearing magical items that made him particularly strong. The mercenary proved his worth that day.
Hymn recognized that the Merc had become more than that later on, they all had in fact. They had a bond, after they crossed paths with the Necromancer. Terrible monsters came out at night, and magics wreaked havoc on the locals. The foursome diverted from their path for the first time to do something righteous, and defeated the Necromancer in his lair. The bond was forged in fire that day.
Now the party grows close to their goal, and Hymn isn't sure he's the same man he was when he started. He's still glad he came.
@Twombley - 58 total. Ha! Well, I've heard low ability scores can be a fun rpg style to play into, though I'd understand if you wouldn't. Point buy is available if you prefer. You might also look to finesse 5e itself by making a utility caster of some flavor: only need one high ability score there, if even that.
Ability scores: 14 11 12 13 11 12
Name: Galbrek Fireborn
Race: Hill Dwarf
Class: Fighter (Runeknight)
Background: Soldier
Role: Old Friend. He is the child of a family friend that was taken in after the death of his parents, raised alongside the inheritor as an adopted sibling.
Backstory: Galbrek was raised alongside the inheritor after his parents were killed in a raid on their merchant caravan. From a young age he wished to stop such things from happening so upon becoming an adult he enlisted in the military in order to fight against the likes of those that killed his parents. After a while he became disillusioned with the bureaucracy of being a Rank and file soldier, finishing his alloted stint of service before going back to his adopted family to rest for a time. Soon he began to sell his services as a a blade for higher, teaming up with other would be adventurers to gain experience for combat with out the regimented techniques used in his time as a soldier. When the inheritor decided to take up the adventuring life he joined them, going all over with his adopted sibling/closest companion. Before he could even be asked he bull rushed his way into traveling with them to claim the keep.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Ability Scores: Ability scores: 13 11 15 12 17 16
WIP
Name: Seamus Scott
Race: Human (Variant)
Class: Warlock (4) - Hexblade / Rouge (1)
Background: Urchin
Role: Seamus would likely fit role 1 or 2. He has a knack for acquiring items of value and his roguish ways have led him to the chests, safes, and cellars of some of the finest families in Waterdeep. However, anyone who has shown kindness to the urchins of the city would have also earned his friendship and while his behaviour tends to the chaotically whimsical, he does value the friends he makes and would stand with anyone he calls friend.
Backstory:
Seamus' earliest memories are running through the streets of the Field Ward in Waterdeep the sun shining on the huge smile plastered across his face, city guards chasing after him and the gate keys he'd just stolen from a sleeping guard jingling in his hand. There are no memories of parents or siblings. The streets, the other urchins, the street workers, and rogues of the ward were his family.
As he grew older (a mature 10 or 11), and bolder, he was press-ganged with some other urchins into the crew of a notorious burglar named Smudge. Smudge was trying to increase his reputation by having his own crew so he could attract the attention of the Blackcoats. He was ruthless towards the urchins. If Seamus failed to bring home his quota he was beaten. Seamus tried to runaway and ignore Smudge but he was caught, dragged back and beaten again. Even Seamus' unending supply of enthusiasm was starting to wane.
One night, after a particularly harsh beating, Seamus lay bleeding on the floor of the gang's hideout when he started to hear whispers swirling around his head. He started to make out questions in the whispers. Someone or something was asking him if he wanted the power to deal with Smudge? Would he pledge his allegiance to the whisperer for that power? Seamus nodded yes. He felt something appear in his hand; a cold, black-steel, dagger, ripples of energy flowing across the blade. End him the whispers said. Seamus quickly moved across the room and slit Smudge's throat. When one of Smudge's lieutenants woke to the sound of Smudge's death he raced to stop Seamus. Seamus flicked a hand towards the oafish man and a beam of crackling energy raced from his hand knocking the man down, dead.
The whispers continue to haunt and encourage Seamus, but he still retains his enthusiasm for life, savoring the adrenaline rush after swiping a necklace from a nobles neck, or a wizard's tome from a high tower. No friend of either the Thieves' Guild or the City Watch, Seamus does look out for the urchins of Waterdeep, stepping in when others try to take advantage of them.
Character Sheet: Seamus Scott
I've tinkered with his starting equipment a little but have added no magic items yet.
(re dice rolls - knew I shouldn't have edited this post - thought I'd be safe not putting anything before the dice rolls. The original were 17,13,12,15,14,17 but I can roll them again in a separate post if selected and you want to make sure I wasn't fudging anything. But now that I saved it again after adding this note the manipulated dice roll warning is gone and there's a new set of numbers - maybe I just go with those? It's getting amusing now - third set of numbers have appeared but the dice roll warning came back. I'll stop now and hope for the best).
ddb.ac/characters/71939725/XaaFHe
Backstory:
Her parents were murdered when she was eleven and she taught herself how to survive off of nothing. She hasn't spoken since her parents were alive as far as anyone can remember. The only living being she trusts is her little sibling who's identity is yet to be determined
It's short but it's as much as I can think of
Thank you! I was going to post a rune knight fighter for position 4 but Darth beat me to it! Let me think over options and post something, perhaps with point buy.
Ability scores: 15 8 10 10 12 7
Dropping this here, will be back later with the rest.
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Name : Ludolph Solidorb
Race : Variant human
Class : Wizard, order of scribes
Background : Cloistered Scholar
Role : 1. The inheritor or 2. The old friend (can modify)
Backstory :
Ludolf grew up always near a library, he had a quick wit and capacity for learning by sight, remembering numbers and discerning patterns. He loved literature and a good mystery. He learned from an early age the value of books and the power contained within.
What grew over time was a profound love of books. Not just a passing fancy, or a quick consumption of a page turner, but a voracious appetite for books. Ludolf learned that books for him would actually produce effects, give him actual power by reciting the words, imagining it in his mind. So, when he found another old, crinkly tomb (given to him by his family and stuffed away in a corner) that had a wonderful musty smell to it, he poured himself into it. What he couldn't believe was at the end there was a folded-up deed to an estate, some place called Vrath Keep in Elsir Vale. It started an itch in Ludolph's mind that he simply had to scratch. He gathers a close friend to him and a guide as well as some muscle to lead him to his destiny.. so he thinks. He is not one to let loose ends go.
In appearance, he is 35 years old, appears older than his stated age, already graying at the tips of his hair. He smokes a pipe and delights in a well snifted cognac, book in hand. His favorite book, his spell book, seems to be awakening to him, giving him more power than he ever predicted or dreamed of.
Character sheet : https://ddb.ac/characters/55634374/ryZQST
Picture :
Ability scores: 11 14 10 6 15 13
Wip
Paladin - warforged - orange
The Mercenary role:
Ability scores: 17 18 12 16 15 13
Name: Blade Pridesun
Race: Human
Class: Fighter/Cavalier
Background: Mercenary
Role 3: Guide and/or Role 4 mercenary
Backstory: War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. Raised in the northern area of the Sword Coast, he first served in the local defense company of Mirabar. After a few skirmishes, he became a sword for hire, to as there was never a shortage for need. Serving with the Bloodaxes, served in numerous campaigns against orcs and goblins in the high peaks, and answer the call once the war horn was sounded.
Wrapping things up and selecting the party in the next hour or so!
Hymn - Tiefling - Monk (open hand) - acolyte
Role 2: the faithful friend. I wrote this after having liked Twombley's character idea, but I did not ask them, so feel free to pass me over if they don't like this.
Hymn met Ludolph back when he was still a student at the temple of Torm, learning the very basics of worship and the means to bring His justice. They were very brief meetings at a library next door to the Temple of Torm, where Hymn was to be looking for something the senior priests wanted. Ludolph seemed to know the library well, and was kind enough to help a boy who didn't know much.
Hymn began talking more and more with Ludolph, just glad to have a friend outside the temple. When he grew old enough to have the need, he started going to Ludolph's same barber with him, although he went for a beard rather than mustache.
Hymn is now a young man, perhaps 24, or 25. And he always finds a way to be at his friend's side when exploring old, dank crusty graves. This is how he happened to be there when Ludolph discovered the deed. Hymn jumped at the chance to go on an adventure with him, looking forward to the excitement.
They discovered quickly that it's not quite as easy as just picking up your feet and walking down the road. They were waylaid by bandits, and ambushed by goblins more than once. They were forced to give up many of their belongings to the bandits, but made out well with the goblins after another wanderer entered the fray to help end the menace. There was a respectable collection of loot held by the goblins, and the wanderer offered service as a guide to help see them back onto the best path, and beyond to their destination.
When travelers started talking about the troubles ahead, the trio realized there was a need for a bit more security. They needed something extra. So it was they hired the mercenary, and they were worth every penny. A sizable bandit clan descended on them, and the foursome were stretched to their limits. The bandit chief was wearing magical items that made him particularly strong. The mercenary proved his worth that day.
Hymn recognized that the Merc had become more than that later on, they all had in fact. They had a bond, after they crossed paths with the Necromancer. Terrible monsters came out at night, and magics wreaked havoc on the locals. The foursome diverted from their path for the first time to do something righteous, and defeated the Necromancer in his lair. The bond was forged in fire that day.
Now the party grows close to their goal, and Hymn isn't sure he's the same man he was when he started. He's still glad he came.
https://www.dndbeyond.com/characters/75571666
Paladin - warforged - orange
Alright, Players have been chosen, and PM's sent. If you did not receive anything further from me, I wish you the best in your future adventures.
- TheGreatWyrm