The Dessarin Valley is known by most as a bland, boring section of the Sword Coast. People know of it for drab homesteads and a small caravans, the most interesting occurrence is the occasional bandit attack. This perception in largely false. Below the boring exterior of the valley lay a dark interior. Four groups of cultists plot, scheme and murder for their elemental gods, and the time has come to make their move. But in one of the run down homesteads, a quiet little place named Red Larch, a band of start-up adventurers arrive, not knowing their about to change the course of history.
Hello everyone I am a dungeon master with a bit of extra time on my hands. I have decided to run the pre-written campaign Princes of the Apocalypse, an adventure from level 3 to 15. If the description above interests you, please put an application below with a description of you character. This should include a name, class, race and backstory. All races and classes from a main sourcebook is allowed (no UA, Magic the Gathering ect...) Roll for stats, rerolling ones. You character will also start with a bonus feat. I'll pick 6 applicants on Tuesday. I look forward to seeing all your characters!
Like all of the Verdans, Fadi doesn't understand very well his own existence. He's a bit lonely - he never really had a family or close friends. On the other had, he worked for almost a decade in a small general shop, and when the business went down, his former clients helped him survive. A few of them suggested that he had the build to be an adventurer, and that idea grew on him - he decided to go out there, explore the world, and devoted himself to do good things as others did to him. He's curious and kind, but quite naive.
Pyre-winder is in the winter of his years, he has spent the last few years working as a gravedigger in the Dessarin, but as the aches build in his bones he finds himself wanting to revisit the somewhat more thrilling days of his youth before it is too late....and so he finds himself at Red Larch with some that he knows from younger days...and others he does not.
Backstory: A simple lumberjack who was conscripted during a border squabble. He learned just how good a weapon felt in his hands during that time, and took to the better paying work of a bodyguard for nobility, before eventually being employed by a priest of Kord. This experience instilled both a religious devotion and a desire for good into him, both of which he now carries into every aspect of his life.
Hazel Morgan was born under the light of a winter blue moon. But she doesn't know that. She barely knows anything about her origins. Her and her brother were left on the doorstep of unsuspecting grandparents - who didn't even know their daughter was even married. But they could never question her because a few days later news reached them that she had died along with her husband.
Despite auspicious beginnings, Hazel grew up in a relatively stable home. Her brother was her guiding star and when he wasn't around, she found meaning in asking the moon. Its light drew her to it. And she found herself sacrificing sleep to wander under it.
Hazel thought she would never leave the sleepy farm town of Green Orchard until two things happened. Firstly, her brother left to study under a potionmaker in the capital city. And secondly, she started to be able to cast spells.
Hazel desperately wanted to follow her brother and find her own adventure. She had never thought it an option. But now that she thought about it - the moon never stayed the same so why should she? She wanted to see what the full moon looked like in the middle of the ocean. She wanted to get lost in the maze of a city market. She wanted to know what love felt like. So she worked in her grandparent's berry fields and offered her spellwork to the townspeople to prepare for her journey.
Now the townspeople were apprehensive about Hazel. They saw a girl who stayed up to the wee hours of the morning, dancing through field and forest, collecting herbs for offerings, and leaving small chalk marks around town for gods-knew-what. But there hadn't been a magic practitioner in town for years and the small feats she could accomplish were worth her odd price.
Hazel had been saving coin from working for her grandparents and she didn't think she needed more money than what they paid her. So, her spells cost trinkets from faraway places. In her collection, she was proud to have a rock worked smooth by the sea, a statuette of a long-forgotten god, and a jewel that was from an ancient island tomb. Now, who's to say if the stories told by the townsfolk were real but the joy Hazel got from them was. She had no reason to suspect that they were false. They only added value! Who wouldn't want to trade for these items?
After a year of hard work, Hazel was ready. A cart full of the town's crop was heading to the nearest big city. She had coin, her trinkets, a change of clothes, and enough of her grandmother's blueberry tarts to make the trip.
Before Hazel left, her grandmother gave her the one thing she had arrived with as a baby. A pale moonstone necklace that her mother used to wear. It was cool to the touch and reminded her of the many nights she spent basking in the glow of her moon.
Hazel gladly accepted, before turning her sights to the journey ahead. No hardships were on the horizon, only a grand adventure.
As his name would imply Garth is tall for a dwarf, as well as being much more finely boned. There is even talk of non-dwarven blood in his lineage, but no-one speaks of that in his presence. His clan took him in as a foundling at only a few weeks of age, but otherwise his early life was unremarkable: learning smithing, mining, working the forges, harvesting the algae – all the things a respectable young dwarf should need to know. But for Garth it was not enough.
Unlike most dwarves in his clan he was curious about the world, and wanted to explore, to see new things and to see what the world had to offer beyond mining, smithing, drinking, and the ever-present algae.
Perhaps because of his upbringing – or his unknown heritage – he found the natural world extraordinary, beautiful and, above all, fragile. On one fateful day, he caught the glint of the outflow from one of his clan’s mining operations and went to investigate further. He was horrified to see what it was doing to a distant river and forest, and asked the clan leaders if there was some alternative. Some way to prevent the damage and protect the forest and water.
“Aye lad, close the mine – is that what you want?” they asked. “It’s us or them, always been that way, always will be. It’s just the way of the world – nothing to be done about it. There’s a reason our home is called the Orange hills,” they added with a laugh.
The answer disturbed him on so many levels, and he felt a change within him as some dormant spirit stirred. He took all that he had learned and designed filters to trap the effluent, he suggested pools to let the worst contaminants settle, but his people would have none of it. They were, at their core, among the most conservative of dwarves. It was not long before he came to the attention of a more radical group from a village in the forest who suggested he turn to sabotage. The idea resonated within him.
So, instead of designing filtration systems, Garth started a small one-dwarf revolution: Breaking ventilation systems, sabotaging conveyors, buckling railway tracks and, in extreme cases, weakening tunnel supports. He was subtle, slow and cunning, and he would not have succeeded if he did not have help from others. In time, the mine became less profitable. It was closed ahead of schedule, but the damage was done: Garth could not bring himself to work in just another mine, and he had gained a name as an odd dwarf, secretive, solitary and with strange ideas. Some openly began to say that he had been touched by the fey, even corrupted by them.
Thus he journeyed way from his home for the last time, and sought to learn ways of the forest, and was inducted into an order of rangers who too a more...proactive...stance in matters of environmental protection. They also believed he had been touched by the Fey, but to them it was a blessing, not an insult.
Since that time he has been a loyal servant of Nature and Balance, going wherever he was sent...
Thorin Steelfist was aimless until taken under the wing of Balderick, a master smith in Mithral Hall. He was instantly mesmerized by taking something so... plain and unremarkable and making things of beauty and usefulness. Balderick and Thorin eventually settled in Triboar and had a successful smithy. Recently Balderick was commissioned to make a sword by a man called Grimjaw. When it was completed, the man killed Balderick in cold blood and left Thorin for dead. Now, guided by Moradin to the Dessarin Valley, Thorin looks to avenge his mentor, recover the sword and discover the man's motavations.
Backstory: Taken in by a thieves' guild from a young age, Snarlie spend much of his time as little more than an imposing face to frighten away potential intruders. Despite his aptitude for hunting and infiltration; a point he raised often and loudly to the guildmaster; he was never trusted with anything more than guard duty. His heavy and lumbering build, they said, made him unsuited to the more delicate duties of an experienced sneak.
Feeling wasted on such mundanities, and frustrated with the endless harassment and abuse he endured at the hands of his human guildmates, he resolved to seek a way out from the guild. To simply leave would mean his death, however; the guildmaster did not take resignations lightly, and would hunt him until the end of his days. Thus, he brought all of the skills that no-one ever believed he had to bear, gathering as much confidential information as he could on his guild; its plans, its movements, the identities of its superiors; and trading it all to the Waterdeep city guard in exchange for their amnesty and protection until the guild could be dealt with. With the advantage of Snarlie's reconnaissance, the watch dispersed the guild in short order, arresting its leaders and leaving its petty cutpurses scattered and fleeing.
Having secured his freedom, Snarlie was finally able to put his real talents to use, finding work as an independent bounty hunter. Though not affiliated with Snarlie in any official capacity, now and then the watch will find a wanted criminal at their doorstep, bound and gagged and tacked with a note bearing a distinctive signature, and know exactly to whom payment is due.
Backstory: Since she was a kitten, Katarina knew that she wasn't like her brothers and sisters. Her family was feline royalty, known for their skill in sorcery. But, while her brothers and sisters slowly learned to wield supernatural powers, Katarina found she simply couldn't tap into the strange abilities that her siblings wielded. She grew into a powerful and athletic feline, with great skill as a warrior. Yet she could not cast even the simplest cantrip. Over time, her frustration grew into a boiling rage as the other kittens became respectable sorcerers and wizards, while she became the family disappointment. One day, when she was at his absolute lowest, her eldest sister began taunting her mercilessly. At that moment she finally snapped, and in her rage she lashed out at her sister, unleashed a torrent of wild magic. When she came back to her senses, Katarina realized what she had done... her sister was alive, but broken and terrified. That very night, Katarina left the comfort of her parents' home, forsaking the trappings of royalty and setting out into the world as a common adventurer in the hopes of learning to hone and control the power locked away within her... and maybe, just maybe, prove to her family that she is not a failure or a joke to be trifled with.
Backstory: Hailing from a struggling tribe located in another world, Busara acts as the big brother of the family, taking care of his family's household needs alongside his siblings, playing with them to stay happy and healthy and also be the one venturing into the wilds hunting for food, water and natural resources. Growing up in a remote area, Busara's knowledge of savannahs and forests came in handy especially when his environment is always subjected to random acts of crime as well as scarce resources or animals. When he was young, he was the only child to be granted a mysterious mark; none of his younger siblings had a similar mark that he bears to this day that enables him to find and detect mysterious creatures called dragons. Busara told his entire family one day that he would eventually have to venture for a longer trip than his monthly routines, which he does so when a mysterious force threatens to destroy his family and the nearby citizens of his outlander tribe. Armed only with a sling, spear and shield, Busara will not stand down to face danger if it means saving his tribe and family from a greater evil.
The Dessarin Valley is known by most as a bland, boring section of the Sword Coast. People know of it for drab homesteads and a small caravans, the most interesting occurrence is the occasional bandit attack. This perception in largely false. Below the boring exterior of the valley lay a dark interior. Four groups of cultists plot, scheme and murder for their elemental gods, and the time has come to make their move. But in one of the run down homesteads, a quiet little place named Red Larch, a band of start-up adventurers arrive, not knowing their about to change the course of history.
Hello everyone I am a dungeon master with a bit of extra time on my hands. I have decided to run the pre-written campaign Princes of the Apocalypse, an adventure from level 3 to 15. If the description above interests you, please put an application below with a description of you character. This should include a name, class, race and backstory. All races and classes from a main sourcebook is allowed (no UA, Magic the Gathering ect...) Roll for stats, rerolling ones. You character will also start with a bonus feat. I'll pick 6 applicants on Tuesday. I look forward to seeing all your characters!
Will this be run on forums or discord?
Forums
Name: Fadi
Race: Verdan
Class: Paladin (Oath of Devotion)
Like all of the Verdans, Fadi doesn't understand very well his own existence. He's a bit lonely - he never really had a family or close friends. On the other had, he worked for almost a decade in a small general shop, and when the business went down, his former clients helped him survive. A few of them suggested that he had the build to be an adventurer, and that idea grew on him - he decided to go out there, explore the world, and devoted himself to do good things as others did to him. He's curious and kind, but quite naive.
Rolling for stats: Ability scores: 12 10 11 14 15 15
https://www.dndbeyond.com/characters/74677677
I'll choose the feat later, if it's ok.
Edit: the rolls changed (to better one, lol) after my edit. Originals were 11 11 10 13 16 13
https://ddb.ac/characters/89390763/hPL2UY
Name: Pyre-Winder
Race: Aarakokra
Class: Bard ( Lore)
Backstory:
Pyre-winder is in the winter of his years, he has spent the last few years working as a gravedigger in the Dessarin, but as the aches build in his bones he finds himself wanting to revisit the somewhat more thrilling days of his youth before it is too late....and so he finds himself at Red Larch with some that he knows from younger days...and others he does not.
Ability scores: 14 16 10 17 16 14
Ability scores: 11 9 12 18 10 11
Ability scores: 12 14 13 13 14 11
Characters: Valen Flintheart
Name: Valen Stoneheart
Race: Goliath
Class: Barbarian (Zealot)
Backstory: A simple lumberjack who was conscripted during a border squabble. He learned just how good a weapon felt in his hands during that time, and took to the better paying work of a bodyguard for nobility, before eventually being employed by a priest of Kord. This experience instilled both a religious devotion and a desire for good into him, both of which he now carries into every aspect of his life.
I'll pick a feat later, if that's fine.
Characters: Valen Flintheart
Name: Hazel Morgan
Race: Human
Class: Lunar Sorcerer (if it’s allowed)
Backstory:
Hazel Morgan was born under the light of a winter blue moon. But she doesn't know that. She barely knows anything about her origins. Her and her brother were left on the doorstep of unsuspecting grandparents - who didn't even know their daughter was even married. But they could never question her because a few days later news reached them that she had died along with her husband.
Despite auspicious beginnings, Hazel grew up in a relatively stable home. Her brother was her guiding star and when he wasn't around, she found meaning in asking the moon. Its light drew her to it. And she found herself sacrificing sleep to wander under it.
Hazel thought she would never leave the sleepy farm town of Green Orchard until two things happened. Firstly, her brother left to study under a potionmaker in the capital city. And secondly, she started to be able to cast spells.
Hazel desperately wanted to follow her brother and find her own adventure. She had never thought it an option. But now that she thought about it - the moon never stayed the same so why should she? She wanted to see what the full moon looked like in the middle of the ocean. She wanted to get lost in the maze of a city market. She wanted to know what love felt like. So she worked in her grandparent's berry fields and offered her spellwork to the townspeople to prepare for her journey.
Now the townspeople were apprehensive about Hazel. They saw a girl who stayed up to the wee hours of the morning, dancing through field and forest, collecting herbs for offerings, and leaving small chalk marks around town for gods-knew-what. But there hadn't been a magic practitioner in town for years and the small feats she could accomplish were worth her odd price.
Hazel had been saving coin from working for her grandparents and she didn't think she needed more money than what they paid her. So, her spells cost trinkets from faraway places. In her collection, she was proud to have a rock worked smooth by the sea, a statuette of a long-forgotten god, and a jewel that was from an ancient island tomb. Now, who's to say if the stories told by the townsfolk were real but the joy Hazel got from them was. She had no reason to suspect that they were false. They only added value! Who wouldn't want to trade for these items?
After a year of hard work, Hazel was ready. A cart full of the town's crop was heading to the nearest big city. She had coin, her trinkets, a change of clothes, and enough of her grandmother's blueberry tarts to make the trip.
Before Hazel left, her grandmother gave her the one thing she had arrived with as a baby. A pale moonstone necklace that her mother used to wear. It was cool to the touch and reminded her of the many nights she spent basking in the glow of her moon.
Hazel gladly accepted, before turning her sights to the journey ahead. No hardships were on the horizon, only a grand adventure.
Appearance:
Ability scores: 10 16 11 13 17 14
Ability scores: 17 13 15 11 12 10
Name: Garth Longshanks
Race: Custom Lineage
Class: Ranger/Beastmaster (Primal)
Backstory:
As his name would imply Garth is tall for a dwarf, as well as being much more finely boned. There is even talk of non-dwarven blood in his lineage, but no-one speaks of that in his presence. His clan took him in as a foundling at only a few weeks of age, but otherwise his early life was unremarkable: learning smithing, mining, working the forges, harvesting the algae – all the things a respectable young dwarf should need to know. But for Garth it was not enough.
Unlike most dwarves in his clan he was curious about the world, and wanted to explore, to see new things and to see what the world had to offer beyond mining, smithing, drinking, and the ever-present algae.
Perhaps because of his upbringing – or his unknown heritage – he found the natural world extraordinary, beautiful and, above all, fragile. On one fateful day, he caught the glint of the outflow from one of his clan’s mining operations and went to investigate further. He was horrified to see what it was doing to a distant river and forest, and asked the clan leaders if there was some alternative. Some way to prevent the damage and protect the forest and water.
“Aye lad, close the mine – is that what you want?” they asked. “It’s us or them, always been that way, always will be. It’s just the way of the world – nothing to be done about it. There’s a reason our home is called the Orange hills,” they added with a laugh.
The answer disturbed him on so many levels, and he felt a change within him as some dormant spirit stirred. He took all that he had learned and designed filters to trap the effluent, he suggested pools to let the worst contaminants settle, but his people would have none of it. They were, at their core, among the most conservative of dwarves. It was not long before he came to the attention of a more radical group from a village in the forest who suggested he turn to sabotage. The idea resonated within him.
So, instead of designing filtration systems, Garth started a small one-dwarf revolution: Breaking ventilation systems, sabotaging conveyors, buckling railway tracks and, in extreme cases, weakening tunnel supports. He was subtle, slow and cunning, and he would not have succeeded if he did not have help from others. In time, the mine became less profitable. It was closed ahead of schedule, but the damage was done: Garth could not bring himself to work in just another mine, and he had gained a name as an odd dwarf, secretive, solitary and with strange ideas. Some openly began to say that he had been touched by the fey, even corrupted by them.
Thus he journeyed way from his home for the last time, and sought to learn ways of the forest, and was inducted into an order of rangers who too a more...proactive...stance in matters of environmental protection. They also believed he had been touched by the Fey, but to them it was a blessing, not an insult.
Since that time he has been a loyal servant of Nature and Balance, going wherever he was sent...
Ability scores: 8 13 8 12 17 11
Thorin Steelfist was aimless until taken under the wing of Balderick, a master smith in Mithral Hall. He was instantly mesmerized by taking something so... plain and unremarkable and making things of beauty and usefulness. Balderick and Thorin eventually settled in Triboar and had a successful smithy. Recently Balderick was commissioned to make a sword by a man called Grimjaw. When it was completed, the man killed Balderick in cold blood and left Thorin for dead. Now, guided by Moradin to the Dessarin Valley, Thorin looks to avenge his mentor, recover the sword and discover the man's motavations.
https://ddb.ac/characters/89758510/m25WI7
Name: Snarlie
Race: Bugbear
Class: Ranger
Backstory: Taken in by a thieves' guild from a young age, Snarlie spend much of his time as little more than an imposing face to frighten away potential intruders. Despite his aptitude for hunting and infiltration; a point he raised often and loudly to the guildmaster; he was never trusted with anything more than guard duty. His heavy and lumbering build, they said, made him unsuited to the more delicate duties of an experienced sneak.
Feeling wasted on such mundanities, and frustrated with the endless harassment and abuse he endured at the hands of his human guildmates, he resolved to seek a way out from the guild. To simply leave would mean his death, however; the guildmaster did not take resignations lightly, and would hunt him until the end of his days. Thus, he brought all of the skills that no-one ever believed he had to bear, gathering as much confidential information as he could on his guild; its plans, its movements, the identities of its superiors; and trading it all to the Waterdeep city guard in exchange for their amnesty and protection until the guild could be dealt with. With the advantage of Snarlie's reconnaissance, the watch dispersed the guild in short order, arresting its leaders and leaving its petty cutpurses scattered and fleeing.
Having secured his freedom, Snarlie was finally able to put his real talents to use, finding work as an independent bounty hunter. Though not affiliated with Snarlie in any official capacity, now and then the watch will find a wanted criminal at their doorstep, bound and gagged and tacked with a note bearing a distinctive signature, and know exactly to whom payment is due.
https://ddb.ac/characters/89760584/bzKeBE
Ability scores: 17 16 15 14 14 13
Name: Katarina Spring Blossom of the Mystic Paws
Race: Tabaxi
Background: Noble
Class: Barbarian (Path of Wild Magic)
Feat: Alert
Backstory: Since she was a kitten, Katarina knew that she wasn't like her brothers and sisters. Her family was feline royalty, known for their skill in sorcery. But, while her brothers and sisters slowly learned to wield supernatural powers, Katarina found she simply couldn't tap into the strange abilities that her siblings wielded. She grew into a powerful and athletic feline, with great skill as a warrior. Yet she could not cast even the simplest cantrip. Over time, her frustration grew into a boiling rage as the other kittens became respectable sorcerers and wizards, while she became the family disappointment. One day, when she was at his absolute lowest, her eldest sister began taunting her mercilessly. At that moment she finally snapped, and in her rage she lashed out at her sister, unleashed a torrent of wild magic. When she came back to her senses, Katarina realized what she had done... her sister was alive, but broken and terrified. That very night, Katarina left the comfort of her parents' home, forsaking the trappings of royalty and setting out into the world as a common adventurer in the hopes of learning to hone and control the power locked away within her... and maybe, just maybe, prove to her family that she is not a failure or a joke to be trifled with.
Character sheet: https://ddb.ac/characters/89651684/q4j1EG
Apperance:
(Please ignore the name. I might draw my own picture later if I get in.)
Ability scores: 16 11 16 9 10 10
Mizzen - Male Triton Paladin (Lvl 1), Currently In Sleeping Gods (Thank you Damian May for keeping my hopes of playing in at least 1 pbp alive)
Name: Busara Najeke
Race: Mark of Handling Human
Class: Ranger, Drakewarden
Feat: Sharpshooter
Backstory: Hailing from a struggling tribe located in another world, Busara acts as the big brother of the family, taking care of his family's household needs alongside his siblings, playing with them to stay happy and healthy and also be the one venturing into the wilds hunting for food, water and natural resources. Growing up in a remote area, Busara's knowledge of savannahs and forests came in handy especially when his environment is always subjected to random acts of crime as well as scarce resources or animals. When he was young, he was the only child to be granted a mysterious mark; none of his younger siblings had a similar mark that he bears to this day that enables him to find and detect mysterious creatures called dragons. Busara told his entire family one day that he would eventually have to venture for a longer trip than his monthly routines, which he does so when a mysterious force threatens to destroy his family and the nearby citizens of his outlander tribe. Armed only with a sling, spear and shield, Busara will not stand down to face danger if it means saving his tribe and family from a greater evil.
Appearance:
Mizzen - Male Triton Paladin (Lvl 1), Currently In Sleeping Gods (Thank you Damian May for keeping my hopes of playing in at least 1 pbp alive)
Ability scores: 11 13 11 14 11 16