I'm recruiting players willing to playtest "He'll be the father of my child" a short quest I've developed.
Characters start at level 1 and (via milestone advancement) progress up to level 4 upon completion of the quest. The quest takes place in Longsaddle, in the Forgotten Realms. We will Play-by-Post in a dedicated thread of this forum, no Discord. Given typical PbP times, I imagine playing the quest from start to finish will take us a few months. I ask those who apply to be able to post indicatively at least once a day during this period (or if you can't post during the weekend, try at least to post once a day from Monday to Friday). Real life happens, I know - and I'll decide your character's actions, if I need to keep things moving and you're unable to post - but let's try to make this the exception, not the rule. Experts and novices alike are welcome - just be nice to one another - while I allow quarrels between characters, I will not allow quarrels between players, for we're here to have fun and enjoy our time together.
I'm also asking you players to be kind of 'heroes' here - that is, courageous, tolerant and patient, because:
1) The quest could still have room for improvement (see spoiler for any details)
The official campaigns, if you've played any before, are written by people who do it for work - people free to devote their entire working time to just that. And when they're released, that campaigns have already been playtested - and corrected if necessary. The quest developed by me, on the contrary, was developed by me alone - and (believe me, with immense enthusiasm, but also) with much less time available, since I do other things for a living... So, even if, in my opinion, I I'm now submitting a finished product - and I've done my best to make it interesting and fun to play - I'm here to ask you to playtest it exactly to find out whether I'm right or not (and to allow me to improve it if I can). It is therefore possible (as much as I hope not) that we come across some critical issues (challenges that are too easy or too difficult, situations in which perhaps we realize that I should add a few more hints - because otherwise we don't quite understand what to do - or maybe, conversely, where I should put less hints, because the smarter ones feel too 'guided', or... whatever).
2) The Dungeon Mistress too could still have room for improvement! (see spoiler for any details)
In fact, this will be my first time taking on the role of Dungeon Mistress in a 5th edition game - and to make matters worse, my Forgotten Realms experience isn't all that deep. So, even if I obviously will put the maximum effort into trying not to say inaccuracies, to handle situations correctly and, above all, to keep everyone entertained, it is possible that sooner or later I'll make a mistake. If at some point it seems to you that I'm wrong, try to point it out to me; if I get convinced that I am wrong, I will correct myself. Oh right, and finally I'm not even a native English speaker, so while I'll try to express myself correctly, if I happen to write in not quite correct English in my posts, be patient - and if I write something completely incomprehensible, let me know.
3) At the end of this quest, not happy with having put your characters in trouble for months, I will try to further abuse your patience (see spoiler for any details)
After we finish playing the quest, I will ask you for feedback on how the quest was in you opinion, what you liked and disliked, suggestions to improve it and so on. It won't be a long interview... and, to tell the truth, if you don't answer me I won't be able to force you - you can ignore me with impunity - but since the purpose of all this, in addition to the fun, is the playtest, for me the final feedback would be really valuable (and mind, no need to invent anything, 'I have no particular idea to improve the product' is feedback perhaps not very useful to me, but perfectly valid still).
Like all 'heroes', however, at the end of your efforts you will also have a 'treasure' (see spoiler for any details)
If you persevere to the conclusion of the quest (no ghosting) and provide me the requested feedback after the conclusion, you can have, if you wish, the honor of being explicitly mentioned among the playtesters of the product - either by real name, or by nickname, or both - and that of receiving a copy in PDF of the finished product signed by me! Would you ever dare to dream of something like this? 😉
OK, if you agree to all this, well, here is how to apply (you can do it with multiple posts - no need to do all at once; just you'll need to do all, eventually, to finalize application):
A) Roll or assign you character's Ability Scores: you can either Roll here (4d6 drop the lowest, DO NOT reroll 1's) or use Point Buy; one choice excludes the other! If you roll, then you have to keep what you rolled, you can't switch to Point Buy if you don't like the rolls.
B) Provide your character's: Name: Race/Subrace: Class/Subclass: Physical appearance: Personality, character, ideals:
The character (as I already stated) starts at level 1, so starting equipment only. Since I'm still a bit inexperienced, I'll let you use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, but no homebrew.
C) Prepare a Backstory, with as many or as few details as you like, but which must indicate whether the character reaches Longsaddle for a particular reason (and if so which), or if they are simply passing by by chance. Longsaddle is where the character will hear about the quest (see spoiler for details about Longsaddle, if you like).
The hamlet of Longsaddle is little more than a row of buildings on either side of the Long Road, halfway along the lengthy journey from Triboar to Mirabar - founded by the Harpell family, which are quite eccentric, but at the same time also one of the most powerful gatherings of mages anywhere in the North. The family takes on a number of apprentice wizards, using them for menial tasks and for basic defense of Longsaddle. Some apprentices are often the inadvertent test subjects for an experimental spell, but such is the danger of apprenticing to the Harpells. Young wizards with oddly sized or shaped limbs, strange hair color, or shifting forms are fairly common sights in Longsaddle, not surprising to locals though they might give visitors pause. Given the Harpells' reputation as powerful wizards, and the sheer number of them, there is no shortage of folk poking around Longsaddle and the nearby lands hoping to discover caches of magic, hidden like children's treasures. Of course, few, if any, such bundles exist, but the locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don't exist. The primary business of Longsaddle is ranching, and the lands surrounding the village are dominated by hundreds of ranches and farms of every sort and size, from tiny horse farms to great fields of cattle.
The characters cannot be part of the Harpells family or the powerful ranching families of the hamlet, nor have any special connections with them - at least not right away. Among the possible particular reasons of the characters for having reached Longsaddle (they are just a few, the players can invent others - as long as they are plausible enough - if you are coming up with absurd reasons, choose rather that the character passed by by chance, which is not so improbable, for an adventurer): - Interest in horses. - Hope to find one of the 'fabulous' hidden treasures of the Harpells. - Intention to become apprentices with the Harpells. - Intention to visit the minstrel Dobbian Stamkris (young human male), who is an acquaintance, or friend, or ex-lover, or beloved (you choose). Apparently, Dobbian would have gone to Longsaddle some time ago and should still be there. For those who choose this particular reason, some information about Dobbian is in this spoiler - up to you how much your character actually knows about all this and the reason they like or know the young man.
The delicate features make him look like the same little boy he was five years ago, when he impulsively ran away from home to try to make a fortune - instead Dobbian, with his 18 years of age, has now wandered around for a long time and lived many experiences (mostly not pleasant) without ever being able even to come close to the crowning of his dream: a life with many diversions and few worries. Capable of assuming the air now of the needy foundling, now of the shrewd expert of the world, with his soft dark blond hair and his mischievous green eyes, in which shines an intelligence that would be worthy of better objectives, Dobbian has up to now had well few scruples in cheating others to achieve his goals.
D) Roleplay your character's reaction upon hearing about the quest! (Just a post to let me 'see' your character, what they look like, how they behave… and let me understand how they feel and what they think, when they hear about the quest, why they care about it - if for financial reasons, if for love of adventure, if for altruism...) You can choose one of the following ways they learn about the quest - go for the one you like best and roleplay your character's reaction:
D.1: You see a sign planted on the side of the road to Longsaddle:
"Urgently needed adventurers for a very important quest. Rich reward for success. Please, you'll definitely earn a lot more working for me, than scampering around hypothetical hidden magical treasures left behind by the Harpells - or if you're really determined to look for them, you can always do it later; I, on the contrary, need you now. It's a matter of life or death. Ask for me, Martha Sharnshield, at Sharnshield Manor, north Longsaddle." In the lower part of the sign, next to the signature of this 'Martha Sharnshield', a coat of arms is painted which consists of two crossed swords with a horizontal bar underneath. From the excellent condition of the sign and the text written on it, the sign must have been planted (and created) recently.
D.2: Scrolls of parchment are affixed to the walls of various buildings of Longsaddle; you read one:
"Urgently needed adventurers for a very important quest. Rich reward for success. Please, you'll definitely earn a lot more working for me, than scampering around hypothetical hidden magical treasures left behind by the Harpells - or if you're really determined to look for them, you can always do it later; I, on the contrary, need you now. It's a matter of life or death. Ask for me, Martha Sharnshield, at Sharnshield Manor, north Longsaddle." In the lower part of the scroll, next to the signature of this 'Martha Sharnshield', a coat of arms is painted which consists of two crossed swords with a horizontal bar underneath. From the excellent condition of the parchment and the text written on it, the parchment must have been affixed recently.
D.3: In Longsaddle, you enter the "Night Cloak" inn (maybe to drink or eat something, maybe to get a room, maybe you have one already... as you prefer):
The "Night Cloak" inn is the most understated and pensive in all Longsaddle; inside you can practically breathe magic, with animated brooms that keep clean and invisible servants who bring customers what they have ordered. The owner is a retired wizard, an old woman with numerous but shallow wrinkles, who somehow still seems to be able to keep up with time: her brown eyes still sparkle with that intelligence that led her to excel in the arts arcane, her step is still brisk (at least for a person of his age), her posture just slightly hunched over and some of her hair still retains its original jet-black color (even if it is no more than a few strands in the dense and neat hair of straight white hair). At one point, realizing that some foreigners (including you) have entered, she announces: "Oh, gentlemen, allow me to give you some information on behalf of one of our fellow citizens in evident difficulty. Miss Martha Sharnshield appears to be in urgent need of the services of adventurers; you know, one of those somewhat mysterious and probably dangerous matters where, however, you can get well paid. If by any chance you think you might be the right type for her, she recommended that you contact her immediately. Sharnshield Manor is on the north side of Longsaddle, you cannot miss it. If this news was of your interest, I'm glad I was helpful"
D.4: In Longsaddle, you enter the "Gilded Horseshoe" inn (maybe to drink or eat something, maybe to get a room, maybe you have one already... as you prefer):
The "Gilded Horseshoe" inn is the smallest in Longsaddle, but the Snulgers family, who run it, make guests feel right at home. The owner, Erah Snulgers, is a woman in her fifties, quite plump, though that doesn't stop her from bustling about energetically to keep the inn going. Her short blond curls are becoming sparse, but usually others notice rather her light blue eyes that stare with sincere interest at the interlocutor and the open smile with which she tries to make everyone feel welcome. She, as usual, tries to talk with strangers and new customers like you and after chatting a while and getting the impression you might be an adventurer she confides: "You know, friend? There's a good girl who really needs you... and will even be happy to pay you, if you can help her! Or at least maybe you can give her a word of comfort...You don't already know Shoeless Martha, do you? Her full name would be Martha Sharnshield, but we all call her that, here, after an event that occurred when she was thirteen..." "However," she sighs "she needs help - she's hiring adventurers urgently - and as her family, the Sharnshields, are one of the most powerful families in all of Longsaddle, there's little doubt she's able to pay! I... I would pay her a visit, if I were you. Right away. Given all the trouble she's giving herself - despite her condition - it must really be both an important and an urgent matter".
I think I'll leave the selection open for about 3 weeks, just to give everyone time not only to see the recruitment thread, but also to think and create a character they can have fun with - however I'll let you know when I close the recruitment.
Of course, if you have any questions just ask, I'll try to answer them.
Have a nice day and I hope we can play together soon!
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Name: Ilwythe Race/Subrace: Half-Orc/- Class/Subclass: Barbarian/(future) Path of the Zealot Physical appearance: A tall green and silver skinned Half-Orc with yellow eyes Personality, character, ideals: I have a perfectionist mindset, settling for nothing less. I strive to improve myself and the world around me.
I got my possessions by rolling for GP (2d4*10, I got 6), then spending it.
Backstory: Ilwythe was once an esteemed member of the Orcish clan of Gruumsh-Talrey, rich in both praise and coin. But there was one thing different about him: he secretly despised Gruumsh. He thought his slaughter needless. So, he turned to another god: Ilmater, the LG god of perseverance, martyrdom, and endurance. But when his clan found out, he was banished. The only things he managed to save from his home were his sword and shield, along with his mule and cart. But by going back, he paid a price: one of the Gruumish priests cursed him to forever wander, never able to settle down. He now has a single gold piece to his name, along with a single hope: the Amulet of Ilmater, rumored to be around here, may be able to banish his curse.
RP#2: Ilwythe finds an alley to sleep in. It seems that’s the only place he’s able to, these days. He notices a poster on the wall and leans in to examine it. What’s this? Riches? Magical artifacts? Maybe the Amulet is there. It could end my suffering. What do you say, Lani, it’s not like we have anything else to do, and at least one of our problems can be fixed for the time being. Let’s go. It’ll be a long walk tonight. Let’s hope we can get some food there.
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Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
As I msged you, I have a brother-and-sister team to propose and am fine playing whichever one fits the group best. If you don't want to use the other as an NPC thats fine, just thought I'd offer
Name: Quspira Inirali Race/Subrace: Tiefling Class/Subclass: Cleric / Life domain (Angharrad) Physical appearance: A short, compact tiefling woman with Personality, character, ideals: WIP
- or -
Name: Gaerquinor Inirali Race/Subrace: Tiefling Class/Subclass: Monk / Way of Mercy Physical appearance: Personality, character, ideals: WIP
Backstory: Quspira Inirali was City Watch for some largish town where the laws are not harsh but pretty inflexible (perhaps Tethyr or Amn? ... never really bothered playing in the Realms either, always preferred homebrew worlds, but from a quick readthrough of Sword Coast Guide those seem like likely possibitilies if they tolerate tieflings there). And always, her hooligan younger brother Gaerqinor was her biggest headache and internal conflict. As he grew older and progressed from cockatrice-egging the local merchant's windows on Walpurgisnacht to charming his way into the confidence of traveling paladins, getting them drunk and stealing their pegasi, her heart grew more and more torn between the baby brother tiefling she remembered dandling in her arms when he fussed, and the apparently conscienceless rogue he was on his way to becoming and exactly what would happen to him if she turned him in as he deserved.
Eventually something happened that neither will talk about now, but he reformed and she realized she could no longer remain even inflexible enough in her heart to do her job in good conscience, even in the case of others; her compassion for her brother had slowly been opening her eyes to the unreasonable strictness of their town's laws, and it all culminated one fraught and muddled night about which, as I have said, neither will speak.
Now they travel the roads of the Realms as wandering healers and protectors, she a Life domain cleric and he a Way of Mercy monk; both hoping someday to find their home town again, or rather what they wish their hometown had been, a place where they could live in peace and not have to chase down such of their patients as are terrified of tieflings before they can start to heal and protect them.
They can't remember how long they've been traveling, or where they've been, but their feet have been drawn steadily towards the North. Towards the area around Neverwinter, the lands that seem ever to be torn apart by a new plague or demon or lich or dragon or war of the gods perhaps every eight or nine tendays or so. The lands most in need of them ... and where Gaer, who still hasn't QUITE given up his tastes for fine living or his ... mmm... FLEXIBILITY about assuming that of COURSE these kind people would want a hard working monk and healer to have SOMETHING nice in his life ... and they're so busy, he really hates to bother them ... (and often gets a sisterly elbow in the ribs about this point in the conversation ... )
One patient, though. One memory that stands out on the road. A waifish boy ... Dobbins, did he say his name was? Dobrian? Something like that ... Anyway, he'd stumbled into their camp just off the with a badly infected wound in his foot eight or nine months ago. They'd taken him in, fed and tended him until he was able to travel again. But there was something in his eyes they would remember, and never be sure why they remembered. And they really wanted to find him again. To settle the bet. Because they never could agree what exactly they saw in his eyes, and it was almost the source of their first really serious fight since the reform. And finally they resolved that someday ... who knows where ... they would make sure to look him up and find out who was right, and what he actually did wind up becoming. And every now and then, they will look at each other across the campfire, and each will say just one thing, and leave it there until the next time, or until they find him.
'spira: "But I saw such POTENTIAL in his eyes! I still say that boy will go far."
============================================
Gaer: "That boy's trouble. Always was, always will be."
Recently, they heard rumours of a waifish boy with piercing green eyes who had wandered into Longsaddle and just never quite left. About this, they have agreed to disagree. To 'spira, they are paying a visit. To Gaer, they are enduring an infliction for the sake of looking into a town where everything SEEMS to be going wonderfully ,,, but where the tendrils of ki he has routinely probed the wind with for so long he's almost forgotten he's doing it, are picking up something very wrong indeed.
(although perhaps the fact it was GAER who could never seem to find his favorite polished bronze hand mirror after that night, might have SLIGHTLY tinged his viewpoint LOL)
Name: Ilwythe Race/Subrace: Half-Orc/- Class/Subclass: Barbarian/(future) Path of the Zealot Physical appearance: A tall green and silver skinned Half-Orc with yellow eyes Personality, character, ideals: I have a perfectionist mindset, settling for nothing less. I strive to improve myself and the world around me.
I got my possessions by rolling for GP (2d4*10, I got 6), then spending it.
Backstory: Ilwythe was once an esteemed member of the Orcish clan of Gruumsh-Talrey, rich in both praise and coin. But there was one thing different about him: he secretly despised Gruumsh. He thought his slaughter needless. So, he turned to another god: Ilmater, the LG god of perseverance, martyrdom, and endurance. But when his clan found out, he was banished. The only things he managed to save from his home were his sword and shield, along with his mule and cart. But by going back, he paid a price: one of the Gruumish priests cursed him to forever wander, never able to settle down. He now has a single gold piece to his name, along with a single hope: the Amulet of Ilmater, rumored to be around here, may be able to banish his curse.
RP#2: Ilwythe finds an alley to sleep in. It seems that’s the only place he’s able to, these days. He notices a poster on the wall and leans in to examine it. What’s this? Riches? Magical artifacts? Maybe the Amulet is there. It could end my suffering. What do you say, Lani, it’s not like we have anything else to do, and at least one of our problems can be fixed for the time being. Let’s go. It’ll be a long walk tonight. Let’s hope we can get some food there.
Thank you very much for your interest in my campaign! Only a thing I ask you to change: the Path of the Zealot comes from Xanathar's Guide To Everything, while i prefer we use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual in character creation/development - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, no homebrew. So paths available to barbarian, once you get to select one, will be Path of the Berserker or Path of the Totem Warrior., no Zealot. Of course, nothing prevents Ilwythe from feeling great loyalty to Ilmater all the same!
To tell the truth, for the equipment I would have preferred you to take the starting one, rather than rolling for money and buy - the character builder guides you easily in choosing the initial equipment... but you've done that by now so it's ok all the same, no problem.
As I msged you, I have a brother-and-sister team to propose and am fine playing whichever one fits the group best. If you don't want to use the other as an NPC thats fine, just thought I'd offer
Name: Gaerquinor Inirali Race/Subrace: Tiefling Class/Subclass: Monk / Way of Mercy Physical appearance: A short, compact tiefling woman with Personality, character, ideals: WIP
Backstory: Quspira Inirali was City Watch for some largish town where the laws are not harsh but pretty inflexible (perhaps Tethyr or Amn? ... never really bothered playing in the Realms either, always preferred homebrew worlds, but from a quick readthrough of Sword Coast Guide those seem like likely possibitilies if they tolerate tieflings there). And always, her hooligan younger brother Gaerqinor was her biggest headache and internal conflict. As he grew older and progressed from cockatrice-egging the local merchant's windows on Walpurgisnacht to charming his way into the confidence of traveling paladins, getting them drunk and stealing their pegasi, her heart grew more and more torn between the baby brother tiefling she remembered dandling in her arms when he fussed, and the apparently conscienceless rogue he was on his way to becoming and exactly what would happen to him if she turned him in as he deserved.
Eventually something happened that neither will talk about now, but he reformed and she realized she could no longer remain even inflexible enough in her heart to do her job in good conscience, even in the case of others; her compassion for her brother had slowly been opening her eyes to the unreasonable strictness of their town's laws, and it all culminated one fraught and muddled night about which, as I have said, neither will speak.
Now they travel the roads of the Realms as wandering healers and protectors, she a Life domain cleric and he a Way of Mercy monk; both hoping someday to find their home town again, or rather what they wish their hometown had been, a place where they could live in peace and not have to chase down such of their patients as are terrified of tieflings before they can start to heal and protect them.
They can't remember how long they've been traveling, or where they've been, but their feet have been drawn steadily towards the North. Towards the area around Neverwinter, the lands that seem ever to be torn apart by a new plague or demon or lich or dragon or war of the gods perhaps every eight or nine tendays or so. The lands most in need of them ... and where Gaer, who still hasn't QUITE given up his tastes for fine living or his ... mmm... FLEXIBILITY about assuming that of COURSE these kind people would want a hard working monk and healer to have SOMETHING nice in his life ... and they're so busy, he really hates to bother them ... (and often gets a sisterly elbow in the ribs about this point in the conversation ... )
One patient, though. One memory that stands out on the road. A waifish boy ... Dobbins, did he say his name was? Dobrian? Something like that ... Anyway, he'd stumbled into their camp just off the with a badly infected wound in his foot eight or nine months ago. They'd taken him in, fed and tended him until he was able to travel again. But there was something in his eyes they would remember, and never be sure why they remembered. And they really wanted to find him again. To settle the bet. Because they never could agree what exactly they saw in his eyes, and it was almost the source of their first really serious fight since the reform. And finally they resolved that someday ... who knows where ... they would make sure to look him up and find out who was right, and what he actually did wind up becoming. And every now and then, they will look at each other across the campfire, and each will say just one thing, and leave it there until the next time, or until they find him.
'spira: "But I saw such POTENTIAL in his eyes! I still say that boy will go far."
============================================
Gaer: "That boy's trouble. Always was, always will be."
Recently, they heard rumours of a waifish boy with piercing green eyes who had wandered into Longsaddle and just never quite left. About this, they have agreed to disagree. To 'spira, they are paying a visit. To Gaer, they are enduring an infliction for the sake of looking into a town where everything SEEMS to be going wonderfully ,,, but where the tendrils of ki he has routinely probed the wind with for so long he's almost forgotten he's doing it, are picking up something very wrong indeed.
(although perhaps the fact it was GAER who could never seem to find his favorite polished bronze hand mirror after that night, might have SLIGHTLY tinged his viewpoint LOL)
Thank you very much for your interest in my campaign! Only a thing I ask you to change: the Way of Mercy comes from Tasha's Cauldron of Everything, while i prefer we use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual in character creation/development - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, no homebrew. So monastic traditions available to monk, once you get to select one, will be the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, no Mercy (but don't call me 'merciless', please! Lol).
As for the siblings idea, I've read your private message - but since you asked here also I reply here. On the one hand, it's an idea I like too much to simply dismiss it. On the other hand, however, simply including the other sibling in the party (albeit as an NPC) would run bring some issues - for example, afterwards I would have to either accept one less PC, to keep the group at a size that seems balanced to me, or try to rebalance encounters on the fly, or accept having a slightly more powerful party (so possibly slightly too easy encounters).
I think we'll do this, instead: the other sibling is included in the story, they too arrive near Longsaddle, but 'disappears' before your character (the one you choose to play) learns about the quest (in the morning of the last day of the trip, the one in which you should arrive, as you wake up you can't find them anymore for example - and at the moment you can't follow their tracks. Obviously I have an in-quest reason for them to 'disappear' and during the quest you might - well, probably will - be able find them and, from that point on, they will join the group, as an NPC under my control).
Hi! This seems really interesting, so I'd love to be a part of it. Generally, I should always be able to respond daily at minimum, but occasionally I may forget if I have a lot going on. Although, for the next few months at least, I don't think that should happen much. Below, I think I've provided all of the requested details, although if there's anything you would like changed or added just let me know. Also, apologies in advance for how much there is to read if it seems like a lot to you. Name: Thalos "Stormsong" Copperbranch Class: Bard Race: Lightfoot Halfling Background: Sailor/Pirate Alignment: Chaotic Good Ability scores:7811141415
Personality: Thalos is jovial and adventurous, filled with an irrepressible joy for life and an unwavering love of storytelling and music. He's quick-witted and possesses an innate ability to lighten even the tensest of atmospheres with his humour and tales. Despite his cheerful demeanour, Thalos has a stubborn streak, fiercely defending his ideals and his friends. He has a deeply ingrained wanderlust, reflected in his eclectic repertoire of music and stories from across the lands and seas.
Backstory:
Born in a peaceful halfling village, Thalos yearned for the life beyond his comfortable, but mundane, existence. At a young age, he'd sit by the river, strumming a makeshift lute, imagining himself on grand adventures, inspired by the traveling bards' tales.
An opportunity presented itself when a swashbuckling band of pirates, known as the “Wave Riders,” docked near his village. Enthralled by their thrilling stories and captivated by their freedom, Thalos begged to join them. The captain, intrigued by the young halfling's tenacity, allowed him to prove his worth. Thalos did not disappoint, swiftly adapting to the hardships of a sailor's life and quickly becoming a favourite with his music and stories.
For years, Thalos sailed with the Wave Riders, his songs carrying them through many a storm and battle. They dubbed him "Stormsong" for his uncanny ability to soothe the worst tempests with his harmonious melodies. His stories of distant lands and ancient cultures fascinated his shipmates, who revelled in the shared camaraderie.
Since then, he has parted ways with the Wave Riders, and continues to travel in search of more knowledge, stories and experience. His travels have now taken him to Longsaddle, in search of one of the 'fabulous' hidden treasures he had heard rumours of, as well as the source of such rumours.
Ideals: Thalos believes that everyone should be free to choose their own path. He values personal freedom above all else and rejects any form of oppression. His music often tells tales of the downtrodden rising against their oppressors, inspiring his fellow pirates and their allies.
Goal: Thalos dreams of composing the greatest epic, a song that captures the very essence of life's grand adventure. He seeks knowledge, stories, and experiences to enrich his masterpiece. He also hopes to one day find a legendary island said to be a repository of the world's greatest tales, the Isle of Echoes.
Morals: As a Chaotic Good character, Thalos is a free spirit with a heart of gold. He despises cruelty and will readily aid those in need. However, his years among pirates have taught him that sometimes, the law must be bent to serve a greater good. While he may not always abide by society's rules, his moral compass is unwavering, and he consistently stands up for the oppressed.
Personal Resolution: Thalos lives by the pirate's code: "Take what you can, give nothing back," though he interprets it as "Take what you need, give back what you can." He makes a point of sharing his stories and songs freely, often in exchange for a warm meal or safe shelter. He believes that life is a grand adventure, and one should never shy away from a chance to explore, learn, or love.
Talents/Hobbies: Thalos is a talented musician and songwriter. He can turn any mundane event into an exciting tale, and his music has the power to soothe even the angriest hearts. He enjoys learning about new cultures, particularly their folklore and music. Thalos also has an affinity for navigation and map-making, often charting new courses for the Wave Riders.
Additional Character Info: Thalos carries a small wooden carving of a halfling foot, a keepsake from his village, which he considers his lucky charm. He also has a habit of whistling sea shanties when deep in thought or working on a new song. Despite his seafaring life, he retains his halfling love for good food and would never pass up a well-cooked meal.
Physical Appearance: Thalos is a lightfoot halfling with a typical height of about 3 feet. He has an athletic build, honed from years of labouring aboard a ship, climbing rigging and hauling ropes. Despite his small stature, his physical presence is magnified by his vibrant energy and joyous demeanour.
His skin, originally a light tan, has darkened over the years under the sun and salty sea air, now resembling the colour of burnished bronze. His hands are calloused from years of handling the lute and rough ship equipment but are remarkably dexterous, nimbly plucking the strings of his instrument or deftly tying knots in the ship's rigging.
Thalos's face is rounded, framed by a tumble of dark chestnut curls that dance about his ears and neck, often tousled by the wind. His eyes, a brilliant shade of sea-green, spark with mischief and boundless curiosity. A well-groomed beard encircles his mouth, making him appear older than his 35 years of age.
He dresses in a practical yet colourful array of seafaring clothes: a puffy white shirt, faded blue breeches, a deep green vest embroidered with various sea creatures, and brown, weather-beaten boots. Around his neck, he wears a silver chain from which dangles a carved wooden halfling foot, his lucky charm. Hanging from his belt is his trusty lute, decorated with various trinkets he's collected on his adventures, each telling a unique tale.
Despite the hardships of a pirate's life, Thalos's appearance is generally well-kept. He believes that good personal hygiene reflects a respect for oneself and for others, a philosophy he applies even when amidst the rough-and-tumble life on the high seas.
First Roleplay Message: Thalos had barely taken two steps into Longsaddle when the peculiar sight of a slightly disfigured apprentice wizard caught his eye. Suppressing a shudder, he turned his gaze to the hamlet, revelling in the unusual, yet intriguing spectacle it offered. The whispers of magic and eccentricity in the air made his fingers itch to strum a melody.
Sauntering through the main road, Thalos spotted the "Gilded Horseshoe" inn. It seemed cosy and welcoming, and the promise of a warm meal and lively company drew him in.
Inside, the inn bustled with patrons engaged in boisterous conversation and laughter. The smell of cooking food permeated the air, making Thalos's stomach growl in anticipation. As he took a seat at an empty table, a plump woman with light blue eyes and sparse blond curls, presumably the owner, approached him with a welcoming smile.
After ordering a hearty meal and a tankard of ale, Thalos found himself engaged in conversation with Erah Snulgers. The halfling bard regaled her with tales of his seafaring life, subtly weaving in a shanty that had the inn's patrons humming along. Upon hearing that Thalos was an adventurer, Erah shared the news of Martha Sharnshield's urgent request for help.
Thalos paused, his fingers stilled on his lute. His sea-green eyes gleamed with interest as he leaned in. "Martha Sharnshield, you say? In need of some adventuring help? And here I thought I'd have to content myself with tales of oddly-shaped wizards and hidden treasures," he chuckled, downing the last of his ale.
Strumming a thoughtful melody on his lute, Thalos considered Erah's words. It was an opportunity, not just for a good payday, but for a new story, a new song, a new adventure. His heart leapt at the prospect. Life, after all, was one grand adventure, and he was more than ready to embrace this new chapter.
Grinning, he stood up, leaving a few extra coins on the table. "My thanks for the meal and the news, Erah. It seems I have a date with destiny, or at least a woman named Martha. The tale of Thalos Stormsong and the Sharnshield Quest - sounds like quite the song, doesn't it?" he declared, winking at the innkeeper.
Strapping his lute onto his back, the halfling bard left the inn, heading in the direction of Sharnshield Manor, his heart pounding with excitement. Whatever this quest was, Thalos was ready to face it with a song in his heart and a spring in his step.
Class/Subclass: Monk (Multiclassing into Fighter, Ranger, and/or Paladin)
Background: Folk Hero
Physical Appearance:
Neni (pronounced Nen-nee) is of average height with a muscular build. Her short, straight hair is somewhere between light brown and dishwater blonde. Though only twenty, long hours working outdoors have already started to etch laugh-lines around her twinkling blue eyes. Her skin is relatively fair (though not so much as to lend itself to heavy freckling) and her cheeks are rosy from a near perpetual sunburn.
Neni wears leather shoes and a belt, woolen trousers, and a sleeveless linen tunic. A light crossbow hangs from a leather strap over her shoulder.
Personality:
Neni is good-natured and boisterous, loves friendly competition, and tends to get bored and restless when inactive.
Character:
Neni is hard-working, honest, and dependable. She genuinely cares for all living things. Despite losing her family and her home she tends to be optimistic and upbeat, and will always try to cheer up those around her when things seem sad or grim.
Ideals: "No one's ever so bad off that they can't help someone in need."
Backstory:
Neni was the only child of the local blacksmith in a small farming community. Without an apprentice or any sons to help out, Neni went to work at her father's shop at an early age. Working the bellows, splitting wood to feed the forge, and eventually hammer hardening her own creations made Neni hearty and hale, which is probably why she survived the plague when so many others did not...
After losing her family Neni stayed on for a while, running the forge in her father's absence, until a journeyman smith and the local lord made an arrangement. Because the lease specified that use of the forge would be passed on to the eldest son, Neni had no claim to it. And, since she'd never been a formal apprentice, the guild wouldn't recognize her as a smith.
Facing pressure towards a marriage of convenience, Neni opted for a vagabond life on the open road, which has brought her to Longsaddle...and the Gilded Horseshoe.
The Adventure:
"Her condition," Neni repeats, recalling some of the strange folks she'd seen around town earlier.
"I've been meaning to ask, what happened here? I mean, if you don't mind me asking. It's just...well...things in Longsaddle are a bit different from home..."
Home, what does that word even mean now?
"Not that I wouldn't be happy to help but I'm not sure I'm what you're looking for. If they're looking for someone who can tend to livestock, or bend horseshoes, or drive a wagon, or even cook, then I can do that but adventuring..."
You made it this far, even when that storm washed out your camp. You can hold your own in a fight. Hadn't Pick always said he'd been an adventurer? That's how he got the money to buy the Boar & Lyre. If he can do it...
It would be nice to have a place of your own. Someplace that belongs to you, that no one can ever take away.
"I suppose it wouldn't hurt anyone to go and see," Neni says, finishing her ale, "which house is it?"
... was City Watch for some largish town where the laws are not harsh but pretty inflexible (perhaps Tethyr or Amn? ... never really bothered playing in the Realms either, always preferred homebrew worlds, but from a quick readthrough of Sword Coast Guide those seem like likely possibitilies if they tolerate tieflings there)...
Despite my already proclaimed scarce knowledge of the Forgotten Realms, I tried to reflect on a suitable city, looking resources around... From what I've read about Tethyr or Amn, I don't know how strict their laws are and how much, on the contrary, there is room for corruption (so in their case I would have some doubts about the 'inflexibility' - although I may be wrong).
A place that seems to me more corresponding to what you wrote would seem to me Elturel, in Elturgard (from what I read, I expect laws there to be both pretty inflexible and not needlessly harsh also).
However if anyone who happens to read this answer has better advice to give, please come forward!
Back to basics but limitation breeds creativity. Sounds like it could be fun.
When you say optional rules are allowed, does this include the customisation rules on race and class from Tasha's or will everything be the three core books as printed?
Ability scores in quotes to prevent the manipulated rolls comment
Back to basics but limitation breeds creativity. Sounds like it could be fun.
When you say optional rules are allowed, does this include the customisation rules on race and class from Tasha's or will everything be the three core books as printed?
Ability scores in quotes to prevent the manipulated rolls comment
Ability scores: 1297141311
Thank you very much for your interest in my campaign and sorry if what I wrote was not clear enough - I was referring to the optional rules of the three core books - no Tasha's.
( The sheet will be modified with the actual rolls once I can see them but I will not edit this post so no cheater banners or changes on the rolls appear )
Rolls: Ability scores: 812812617
Backstory: Aidwyn always loved two things. Horses and the histories of great warriors charging into battle riding warhorses. She was raised in a little village in the edge of Neverwinter wood. There was only two horses in the whole village and were far from being war horses. One night a group of goblins descend upon the village to raid it. She grabbed the fork, the younger of the two horses, which was already old for a horse, and ride into the center of the goblin group. The fork broke at the first strike against one of the goblin's chest, but it did the trick and killed the creature. She almost fell of the horse, but kept riding. By that time, the horse was in absolute panic and just ran for its life. Fortunately the way for his life caught the goblin shaman and leader of the raiding party and trample her to death... With that the rest of the goblins ran away.
After that, the rest of the village gave her some silver coins and after saying goodbye to her grandmother ( her parents died when she was a just a little child) she sent off towards the nearby Longsaddle to buy herself a horse and make her dreams true.
Unfortunately horses are way too much expensive that she can afford and she had seen one of the scrolls with the job offer. So she has decided to give it a try and see if she can buy that horse.
( The sheet will be modified with the actual rolls once I can see them but I will not edit this post so no cheater banners or changes on the rolls appear )
Rolls: Ability scores: 161410151714
Backstory: Aidwyn always loved two things. Horses and the histories of great warriors charging into battle riding warhorses. She was raised in a little village in the edge of Neverwinter wood. There was only two horses in the whole village and were far from being war horses. One night a group of goblins descend upon the village to raid it. She grabbed the fork, the younger of the two horses, which was already old for a horse, and ride into the center of the goblin group. The fork broke at the first strike against one of the goblin's chest, but it did the trick and killed the creature. She almost fell of the horse, but kept riding. By that time, the horse was in absolute panic and just ran for its life. Fortunately the way for his life caught the goblin shaman and leader of the raiding party and trample her to death... With that the rest of the goblins ran away.
After that, the rest of the village gave her some silver coins and after saying goodbye to her grandmother ( her parents died when she was a just a little child) she sent off towards the nearby Longsaddle to buy herself a horse and make her dreams true.
Unfortunately horses are way too much expensive that she can afford and she had seen one of the scrolls with the job offer. So she has decided to give it a try and see if she can buy that horse.
Thank you very much for your interest in my campaign Frandal! I was about to reply that I don't intend to accept a player as unskilled as you are... but I see now that I've publicly declared that I accept even newbies... so, I'm doomed, I'll have to consider your application also 😉.
Only a thing I ask you to change: the Cavalier subclass comes from Xanathar's Guide To Everything, while i prefer we use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual in character creation/development - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, no homebrew. So martial archetypes available to fighter, once you get to select one, will be Champion, Battle Master, or Eldritch Knight, no Cavalier. Of course, nothing prevents Aidwyn from loving horses (and mounted combat) all the same!
I am eyeing the Wild Magic sorcerer. Though I do have a question about the following
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
These two abilities form the core concept of the Wild Magic sorcerer but they are entirely dependent on DM fiat. Due to PbP's nature and timing restrictions, would it be okay to always roll a d20 after casting a sorcerer spell for Wild Magic Surge and to decide myself on when to regain the Tides of Chaos by rolling on the Wild Magic Surge table after casting a sorcerer spell?
If this takes too much control out of your hands or if you think a Wild Magic sorcerer is not a good fit to test out new material, you can just say so. I have other ideas as well so I'm not married to the Wild Magic concept. Such as a Warlock noble.
Hi, dear fellow players!
I'm recruiting players willing to playtest "He'll be the father of my child" a short quest I've developed.
Characters start at level 1 and (via milestone advancement) progress up to level 4 upon completion of the quest.
The quest takes place in Longsaddle, in the Forgotten Realms.
We will Play-by-Post in a dedicated thread of this forum, no Discord. Given typical PbP times, I imagine playing the quest from start to finish will take us a few months. I ask those who apply to be able to post indicatively at least once a day during this period (or if you can't post during the weekend, try at least to post once a day from Monday to Friday). Real life happens, I know - and I'll decide your character's actions, if I need to keep things moving and you're unable to post - but let's try to make this the exception, not the rule.
Experts and novices alike are welcome - just be nice to one another - while I allow quarrels between characters, I will not allow quarrels between players, for we're here to have fun and enjoy our time together.
I'm also asking you players to be kind of 'heroes' here - that is, courageous, tolerant and patient, because:
1) The quest could still have room for improvement (see spoiler for any details)
The official campaigns, if you've played any before, are written by people who do it for work - people free to devote their entire working time to just that. And when they're released, that campaigns have already been playtested - and corrected if necessary.
The quest developed by me, on the contrary, was developed by me alone - and (believe me, with immense enthusiasm, but also) with much less time available, since I do other things for a living... So, even if, in my opinion, I I'm now submitting a finished product - and I've done my best to make it interesting and fun to play - I'm here to ask you to playtest it exactly to find out whether I'm right or not (and to allow me to improve it if I can). It is therefore possible (as much as I hope not) that we come across some critical issues (challenges that are too easy or too difficult, situations in which perhaps we realize that I should add a few more hints - because otherwise we don't quite understand what to do - or maybe, conversely, where I should put less hints, because the smarter ones feel too 'guided', or... whatever).
2) The Dungeon Mistress too could still have room for improvement! (see spoiler for any details)
In fact, this will be my first time taking on the role of Dungeon Mistress in a 5th edition game - and to make matters worse, my Forgotten Realms experience isn't all that deep. So, even if I obviously will put the maximum effort into trying not to say inaccuracies, to handle situations correctly and, above all, to keep everyone entertained, it is possible that sooner or later I'll make a mistake. If at some point it seems to you that I'm wrong, try to point it out to me; if I get convinced that I am wrong, I will correct myself.
Oh right, and finally I'm not even a native English speaker, so while I'll try to express myself correctly, if I happen to write in not quite correct English in my posts, be patient - and if I write something completely incomprehensible, let me know.
3) At the end of this quest, not happy with having put your characters in trouble for months, I will try to further abuse your patience (see spoiler for any details)
After we finish playing the quest, I will ask you for feedback on how the quest was in you opinion, what you liked and disliked, suggestions to improve it and so on. It won't be a long interview... and, to tell the truth, if you don't answer me I won't be able to force you - you can ignore me with impunity - but since the purpose of all this, in addition to the fun, is the playtest, for me the final feedback would be really valuable (and mind, no need to invent anything, 'I have no particular idea to improve the product' is feedback perhaps not very useful to me, but perfectly valid still).
Like all 'heroes', however, at the end of your efforts you will also have a 'treasure' (see spoiler for any details)
If you persevere to the conclusion of the quest (no ghosting) and provide me the requested feedback after the conclusion, you can have, if you wish, the honor of being explicitly mentioned among the playtesters of the product - either by real name, or by nickname, or both - and that of receiving a copy in PDF of the finished product signed by me! Would you ever dare to dream of something like this? 😉
OK, if you agree to all this, well, here is how to apply (you can do it with multiple posts - no need to do all at once; just you'll need to do all, eventually, to finalize application):
A) Roll or assign you character's Ability Scores: you can either Roll here (4d6 drop the lowest, DO NOT reroll 1's) or use Point Buy; one choice excludes the other! If you roll, then you have to keep what you rolled, you can't switch to Point Buy if you don't like the rolls.
B) Provide your character's:
Name:
Race/Subrace:
Class/Subclass:
Physical appearance:
Personality, character, ideals:
The character (as I already stated) starts at level 1, so starting equipment only.
Since I'm still a bit inexperienced, I'll let you use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, but no homebrew.
C) Prepare a Backstory, with as many or as few details as you like, but which must indicate whether the character reaches Longsaddle for a particular reason (and if so which), or if they are simply passing by by chance.
Longsaddle is where the character will hear about the quest (see spoiler for details about Longsaddle, if you like).
The hamlet of Longsaddle is little more than a row of buildings on either side of the Long Road, halfway along the lengthy journey from Triboar to Mirabar - founded by the Harpell family, which are quite eccentric, but at the same time also one of the most powerful gatherings of mages anywhere in the North.
The family takes on a number of apprentice wizards, using them for menial tasks and for basic defense of Longsaddle. Some apprentices are often the inadvertent test subjects for an experimental spell, but such is the danger of apprenticing to the Harpells. Young wizards with oddly sized or shaped limbs, strange hair color, or shifting forms are fairly common sights in Longsaddle, not surprising to locals though they might give visitors pause.
Given the Harpells' reputation as powerful wizards, and the sheer number of them, there is no shortage of folk poking around Longsaddle and the nearby lands hoping to discover caches of magic, hidden like children's treasures. Of course, few, if any, such bundles exist, but the locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don't exist.
The primary business of Longsaddle is ranching, and the lands surrounding the village are dominated by hundreds of ranches and farms of every sort and size, from tiny horse farms to great fields of cattle.
The characters cannot be part of the Harpells family or the powerful ranching families of the hamlet, nor have any special connections with them - at least not right away.
Among the possible particular reasons of the characters for having reached Longsaddle (they are just a few, the players can invent others - as long as they are plausible enough - if you are coming up with absurd reasons, choose rather that the character passed by by chance, which is not so improbable, for an adventurer):
- Interest in horses.
- Hope to find one of the 'fabulous' hidden treasures of the Harpells.
- Intention to become apprentices with the Harpells.
- Intention to visit the minstrel Dobbian Stamkris (young human male), who is an acquaintance, or friend, or ex-lover, or beloved (you choose). Apparently, Dobbian would have gone to Longsaddle some time ago and should still be there. For those who choose this particular reason, some information about Dobbian is in this spoiler - up to you how much your character actually knows about all this and the reason they like or know the young man.
The delicate features make him look like the same little boy he was five years ago, when he impulsively ran away from home to try to make a fortune - instead Dobbian, with his 18 years of age, has now wandered around for a long time and lived many experiences (mostly not pleasant) without ever being able even to come close to the crowning of his dream: a life with many diversions and few worries. Capable of assuming the air now of the needy foundling, now of the shrewd expert of the world, with his soft dark blond hair and his mischievous green eyes, in which shines an intelligence that would be worthy of better objectives, Dobbian has up to now had well few scruples in cheating others to achieve his goals.
D) Roleplay your character's reaction upon hearing about the quest! (Just a post to let me 'see' your character, what they look like, how they behave… and let me understand how they feel and what they think, when they hear about the quest, why they care about it - if for financial reasons, if for love of adventure, if for altruism...)
You can choose one of the following ways they learn about the quest - go for the one you like best and roleplay your character's reaction:
D.1: You see a sign planted on the side of the road to Longsaddle:
"Urgently needed adventurers for a very important quest. Rich reward for success. Please, you'll definitely earn a lot more working for me, than scampering around hypothetical hidden magical treasures left behind by the Harpells - or if you're really determined to look for them, you can always do it later; I, on the contrary, need you now. It's a matter of life or death. Ask for me, Martha Sharnshield, at Sharnshield Manor, north Longsaddle."
In the lower part of the sign, next to the signature of this 'Martha Sharnshield', a coat of arms is painted which consists of two crossed swords with a horizontal bar underneath.
From the excellent condition of the sign and the text written on it, the sign must have been planted (and created) recently.
D.2: Scrolls of parchment are affixed to the walls of various buildings of Longsaddle; you read one:
"Urgently needed adventurers for a very important quest. Rich reward for success. Please, you'll definitely earn a lot more working for me, than scampering around hypothetical hidden magical treasures left behind by the Harpells - or if you're really determined to look for them, you can always do it later; I, on the contrary, need you now. It's a matter of life or death. Ask for me, Martha Sharnshield, at Sharnshield Manor, north Longsaddle."
In the lower part of the scroll, next to the signature of this 'Martha Sharnshield', a coat of arms is painted which consists of two crossed swords with a horizontal bar underneath.
From the excellent condition of the parchment and the text written on it, the parchment must have been affixed recently.
D.3: In Longsaddle, you enter the "Night Cloak" inn (maybe to drink or eat something, maybe to get a room, maybe you have one already... as you prefer):
The "Night Cloak" inn is the most understated and pensive in all Longsaddle; inside you can practically breathe magic, with animated brooms that keep clean and invisible servants who bring customers what they have ordered.
The owner is a retired wizard, an old woman with numerous but shallow wrinkles, who somehow still seems to be able to keep up with time: her brown eyes still sparkle with that intelligence that led her to excel in the arts arcane, her step is still brisk (at least for a person of his age), her posture just slightly hunched over and some of her hair still retains its original jet-black color (even if it is no more than a few strands in the dense and neat hair of straight white hair).
At one point, realizing that some foreigners (including you) have entered, she announces: "Oh, gentlemen, allow me to give you some information on behalf of one of our fellow citizens in evident difficulty. Miss Martha Sharnshield appears to be in urgent need of the services of adventurers; you know, one of those somewhat mysterious and probably dangerous matters where, however, you can get well paid. If by any chance you think you might be the right type for her, she recommended that you contact her immediately. Sharnshield Manor is on the north side of Longsaddle, you cannot miss it. If this news was of your interest, I'm glad I was helpful"
D.4: In Longsaddle, you enter the "Gilded Horseshoe" inn (maybe to drink or eat something, maybe to get a room, maybe you have one already... as you prefer):
The "Gilded Horseshoe" inn is the smallest in Longsaddle, but the Snulgers family, who run it, make guests feel right at home. The owner, Erah Snulgers, is a woman in her fifties, quite plump, though that doesn't stop her from bustling about energetically to keep the inn going. Her short blond curls are becoming sparse, but usually others notice rather her light blue eyes that stare with sincere interest at the interlocutor and the open smile with which she tries to make everyone feel welcome. She, as usual, tries to talk with strangers and new customers like you and after chatting a while and getting the impression you might be an adventurer she confides: "You know, friend? There's a good girl who really needs you... and will even be happy to pay you, if you can help her! Or at least maybe you can give her a word of comfort...You don't already know Shoeless Martha, do you? Her full name would be Martha Sharnshield, but we all call her that, here, after an event that occurred when she was thirteen..."
"However," she sighs "she needs help - she's hiring adventurers urgently - and as her family, the Sharnshields, are one of the most powerful families in all of Longsaddle, there's little doubt she's able to pay! I... I would pay her a visit, if I were you. Right away. Given all the trouble she's giving herself - despite her condition - it must really be both an important and an urgent matter".
I think I'll leave the selection open for about 3 weeks, just to give everyone time not only to see the recruitment thread, but also to think and create a character they can have fun with - however I'll let you know when I close the recruitment.
Of course, if you have any questions just ask, I'll try to answer them.
Have a nice day and I hope we can play together soon!
Ability scores: 17 17 16 9 10 14
Ability scores: 8 14 11 11 9 10
Ability scores: 12 10 13 14 16 14
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
Ability scores: 13 11 12 16 16 11
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
https://www.dndbeyond.com/characters/102513891
Name: Ilwythe
Race/Subrace: Half-Orc/-
Class/Subclass: Barbarian/(future) Path of the Zealot
Physical appearance: A tall green and silver skinned Half-Orc with yellow eyes
Personality, character, ideals: I have a perfectionist mindset, settling for nothing less. I strive to improve myself and the world around me.
I got my possessions by rolling for GP (2d4*10, I got 6), then spending it.
Backstory: Ilwythe was once an esteemed member of the Orcish clan of Gruumsh-Talrey, rich in both praise and coin. But there was one thing different about him: he secretly despised Gruumsh. He thought his slaughter needless. So, he turned to another god: Ilmater, the LG god of perseverance, martyrdom, and endurance. But when his clan found out, he was banished. The only things he managed to save from his home were his sword and shield, along with his mule and cart. But by going back, he paid a price: one of the Gruumish priests cursed him to forever wander, never able to settle down. He now has a single gold piece to his name, along with a single hope: the Amulet of Ilmater, rumored to be around here, may be able to banish his curse.
RP#2: Ilwythe finds an alley to sleep in. It seems that’s the only place he’s able to, these days. He notices a poster on the wall and leans in to examine it.
What’s this? Riches? Magical artifacts? Maybe the Amulet is there. It could end my suffering. What do you say, Lani, it’s not like we have anything else to do, and at least one of our problems can be fixed for the time being. Let’s go. It’ll be a long walk tonight. Let’s hope we can get some food there.
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Disregard. I withdraw my submission .
Rogue Quin Oberon /Mercer's Tavern
Ranger Rigel Foresyth /LMOP
Fighter Barnabus Ironheel /North lands campaign
Fighter Flynt McGraw /Stormraider
Ability scores: 18 10 15 11 14 18
As I msged you, I have a brother-and-sister team to propose and am fine playing whichever one fits the group best. If you don't want to use the other as an NPC thats fine, just thought I'd offer
Name: Quspira Inirali
Race/Subrace: Tiefling
Class/Subclass: Cleric / Life domain (Angharrad)
Physical appearance: A short, compact tiefling woman with
Personality, character, ideals: WIP
- or -
Name: Gaerquinor Inirali
Race/Subrace: Tiefling
Class/Subclass: Monk / Way of Mercy
Physical appearance:
Personality, character, ideals: WIP
Backstory: Quspira Inirali was City Watch for some largish town where the laws are not harsh but pretty inflexible (perhaps Tethyr or Amn? ... never really bothered playing in the Realms either, always preferred homebrew worlds, but from a quick readthrough of Sword Coast Guide those seem like likely possibitilies if they tolerate tieflings there). And always, her hooligan younger brother Gaerqinor was her biggest headache and internal conflict. As he grew older and progressed from cockatrice-egging the local merchant's windows on Walpurgisnacht to charming his way into the confidence of traveling paladins, getting them drunk and stealing their pegasi, her heart grew more and more torn between the baby brother tiefling she remembered dandling in her arms when he fussed, and the apparently conscienceless rogue he was on his way to becoming and exactly what would happen to him if she turned him in as he deserved.
Eventually something happened that neither will talk about now, but he reformed and she realized she could no longer remain even inflexible enough in her heart to do her job in good conscience, even in the case of others; her compassion for her brother had slowly been opening her eyes to the unreasonable strictness of their town's laws, and it all culminated one fraught and muddled night about which, as I have said, neither will speak.
Now they travel the roads of the Realms as wandering healers and protectors, she a Life domain cleric and he a Way of Mercy monk; both hoping someday to find their home town again, or rather what they wish their hometown had been, a place where they could live in peace and not have to chase down such of their patients as are terrified of tieflings before they can start to heal and protect them.
They can't remember how long they've been traveling, or where they've been, but their feet have been drawn steadily towards the North. Towards the area around Neverwinter, the lands that seem ever to be torn apart by a new plague or demon or lich or dragon or war of the gods perhaps every eight or nine tendays or so. The lands most in need of them ... and where Gaer, who still hasn't QUITE given up his tastes for fine living or his ... mmm... FLEXIBILITY about assuming that of COURSE these kind people would want a hard working monk and healer to have SOMETHING nice in his life ... and they're so busy, he really hates to bother them ... (and often gets a sisterly elbow in the ribs about this point in the conversation ... )
One patient, though. One memory that stands out on the road. A waifish boy ... Dobbins, did he say his name was? Dobrian? Something like that ... Anyway, he'd stumbled into their camp just off the with a badly infected wound in his foot eight or nine months ago. They'd taken him in, fed and tended him until he was able to travel again. But there was something in his eyes they would remember, and never be sure why they remembered. And they really wanted to find him again. To settle the bet. Because they never could agree what exactly they saw in his eyes, and it was almost the source of their first really serious fight since the reform. And finally they resolved that someday ... who knows where ... they would make sure to look him up and find out who was right, and what he actually did wind up becoming. And every now and then, they will look at each other across the campfire, and each will say just one thing, and leave it there until the next time, or until they find him.
============================================
Recently, they heard rumours of a waifish boy with piercing green eyes who had wandered into Longsaddle and just never quite left. About this, they have agreed to disagree. To 'spira, they are paying a visit. To Gaer, they are enduring an infliction for the sake of looking into a town where everything SEEMS to be going wonderfully ,,, but where the tendrils of ki he has routinely probed the wind with for so long he's almost forgotten he's doing it, are picking up something very wrong indeed.
(although perhaps the fact it was GAER who could never seem to find his favorite polished bronze hand mirror after that night, might have SLIGHTLY tinged his viewpoint LOL)
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
Antar al'Barmeqi - goblin warlock (The Genie: Marid) 1, THE MOON OF THORNS
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 - Sea of Death: Captain Hailstorm's Lost Treasure
Theris Dionte, shadar-kai rogue 1, Born of Stormmount
Thank you very much for your interest in my campaign! Only a thing I ask you to change: the Path of the Zealot comes from Xanathar's Guide To Everything, while i prefer we use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual in character creation/development - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, no homebrew. So paths available to barbarian, once you get to select one, will be Path of the Berserker or Path of the Totem Warrior., no Zealot. Of course, nothing prevents Ilwythe from feeling great loyalty to Ilmater all the same!
To tell the truth, for the equipment I would have preferred you to take the starting one, rather than rolling for money and buy - the character builder guides you easily in choosing the initial equipment... but you've done that by now so it's ok all the same, no problem.
Thank you very much for your interest in my campaign! Only a thing I ask you to change: the Way of Mercy comes from Tasha's Cauldron of Everything, while i prefer we use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual in character creation/development - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, no homebrew. So monastic traditions available to monk, once you get to select one, will be the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, no Mercy (but don't call me 'merciless', please! Lol).
As for the siblings idea, I've read your private message - but since you asked here also I reply here. On the one hand, it's an idea I like too much to simply dismiss it. On the other hand, however, simply including the other sibling in the party (albeit as an NPC) would run bring some issues - for example, afterwards I would have to either accept one less PC, to keep the group at a size that seems balanced to me, or try to rebalance encounters on the fly, or accept having a slightly more powerful party (so possibly slightly too easy encounters).
I think we'll do this, instead: the other sibling is included in the story, they too arrive near Longsaddle, but 'disappears' before your character (the one you choose to play) learns about the quest (in the morning of the last day of the trip, the one in which you should arrive, as you wake up you can't find them anymore for example - and at the moment you can't follow their tracks. Obviously I have an in-quest reason for them to 'disappear' and during the quest you might - well, probably will - be able find them and, from that point on, they will join the group, as an NPC under my control).
Can this be okay?
Hi! This seems really interesting, so I'd love to be a part of it. Generally, I should always be able to respond daily at minimum, but occasionally I may forget if I have a lot going on. Although, for the next few months at least, I don't think that should happen much. Below, I think I've provided all of the requested details, although if there's anything you would like changed or added just let me know. Also, apologies in advance for how much there is to read if it seems like a lot to you.
Name: Thalos "Stormsong" Copperbranch
Class: Bard
Race: Lightfoot Halfling
Background: Sailor/Pirate
Alignment: Chaotic Good
Ability scores: 7 8 11 14 14 15
Personality: Thalos is jovial and adventurous, filled with an irrepressible joy for life and an unwavering love of storytelling and music. He's quick-witted and possesses an innate ability to lighten even the tensest of atmospheres with his humour and tales. Despite his cheerful demeanour, Thalos has a stubborn streak, fiercely defending his ideals and his friends. He has a deeply ingrained wanderlust, reflected in his eclectic repertoire of music and stories from across the lands and seas.
Backstory:
Born in a peaceful halfling village, Thalos yearned for the life beyond his comfortable, but mundane, existence. At a young age, he'd sit by the river, strumming a makeshift lute, imagining himself on grand adventures, inspired by the traveling bards' tales.
An opportunity presented itself when a swashbuckling band of pirates, known as the “Wave Riders,” docked near his village. Enthralled by their thrilling stories and captivated by their freedom, Thalos begged to join them. The captain, intrigued by the young halfling's tenacity, allowed him to prove his worth. Thalos did not disappoint, swiftly adapting to the hardships of a sailor's life and quickly becoming a favourite with his music and stories.
For years, Thalos sailed with the Wave Riders, his songs carrying them through many a storm and battle. They dubbed him "Stormsong" for his uncanny ability to soothe the worst tempests with his harmonious melodies. His stories of distant lands and ancient cultures fascinated his shipmates, who revelled in the shared camaraderie.
Since then, he has parted ways with the Wave Riders, and continues to travel in search of more knowledge, stories and experience. His travels have now taken him to Longsaddle, in search of one of the 'fabulous' hidden treasures he had heard rumours of, as well as the source of such rumours.
Ideals: Thalos believes that everyone should be free to choose their own path. He values personal freedom above all else and rejects any form of oppression. His music often tells tales of the downtrodden rising against their oppressors, inspiring his fellow pirates and their allies.
Goal: Thalos dreams of composing the greatest epic, a song that captures the very essence of life's grand adventure. He seeks knowledge, stories, and experiences to enrich his masterpiece. He also hopes to one day find a legendary island said to be a repository of the world's greatest tales, the Isle of Echoes.
Morals: As a Chaotic Good character, Thalos is a free spirit with a heart of gold. He despises cruelty and will readily aid those in need. However, his years among pirates have taught him that sometimes, the law must be bent to serve a greater good. While he may not always abide by society's rules, his moral compass is unwavering, and he consistently stands up for the oppressed.
Personal Resolution: Thalos lives by the pirate's code: "Take what you can, give nothing back," though he interprets it as "Take what you need, give back what you can." He makes a point of sharing his stories and songs freely, often in exchange for a warm meal or safe shelter. He believes that life is a grand adventure, and one should never shy away from a chance to explore, learn, or love.
Talents/Hobbies: Thalos is a talented musician and songwriter. He can turn any mundane event into an exciting tale, and his music has the power to soothe even the angriest hearts. He enjoys learning about new cultures, particularly their folklore and music. Thalos also has an affinity for navigation and map-making, often charting new courses for the Wave Riders.
Additional Character Info: Thalos carries a small wooden carving of a halfling foot, a keepsake from his village, which he considers his lucky charm. He also has a habit of whistling sea shanties when deep in thought or working on a new song. Despite his seafaring life, he retains his halfling love for good food and would never pass up a well-cooked meal.
Physical Appearance:
Thalos is a lightfoot halfling with a typical height of about 3 feet. He has an athletic build, honed from years of labouring aboard a ship, climbing rigging and hauling ropes. Despite his small stature, his physical presence is magnified by his vibrant energy and joyous demeanour.
His skin, originally a light tan, has darkened over the years under the sun and salty sea air, now resembling the colour of burnished bronze. His hands are calloused from years of handling the lute and rough ship equipment but are remarkably dexterous, nimbly plucking the strings of his instrument or deftly tying knots in the ship's rigging.
Thalos's face is rounded, framed by a tumble of dark chestnut curls that dance about his ears and neck, often tousled by the wind. His eyes, a brilliant shade of sea-green, spark with mischief and boundless curiosity. A well-groomed beard encircles his mouth, making him appear older than his 35 years of age.
He dresses in a practical yet colourful array of seafaring clothes: a puffy white shirt, faded blue breeches, a deep green vest embroidered with various sea creatures, and brown, weather-beaten boots. Around his neck, he wears a silver chain from which dangles a carved wooden halfling foot, his lucky charm. Hanging from his belt is his trusty lute, decorated with various trinkets he's collected on his adventures, each telling a unique tale.
Despite the hardships of a pirate's life, Thalos's appearance is generally well-kept. He believes that good personal hygiene reflects a respect for oneself and for others, a philosophy he applies even when amidst the rough-and-tumble life on the high seas.
First Roleplay Message:
Thalos had barely taken two steps into Longsaddle when the peculiar sight of a slightly disfigured apprentice wizard caught his eye. Suppressing a shudder, he turned his gaze to the hamlet, revelling in the unusual, yet intriguing spectacle it offered. The whispers of magic and eccentricity in the air made his fingers itch to strum a melody.
Sauntering through the main road, Thalos spotted the "Gilded Horseshoe" inn. It seemed cosy and welcoming, and the promise of a warm meal and lively company drew him in.
Inside, the inn bustled with patrons engaged in boisterous conversation and laughter. The smell of cooking food permeated the air, making Thalos's stomach growl in anticipation. As he took a seat at an empty table, a plump woman with light blue eyes and sparse blond curls, presumably the owner, approached him with a welcoming smile.
After ordering a hearty meal and a tankard of ale, Thalos found himself engaged in conversation with Erah Snulgers. The halfling bard regaled her with tales of his seafaring life, subtly weaving in a shanty that had the inn's patrons humming along. Upon hearing that Thalos was an adventurer, Erah shared the news of Martha Sharnshield's urgent request for help.
Thalos paused, his fingers stilled on his lute. His sea-green eyes gleamed with interest as he leaned in. "Martha Sharnshield, you say? In need of some adventuring help? And here I thought I'd have to content myself with tales of oddly-shaped wizards and hidden treasures," he chuckled, downing the last of his ale.
Strumming a thoughtful melody on his lute, Thalos considered Erah's words. It was an opportunity, not just for a good payday, but for a new story, a new song, a new adventure. His heart leapt at the prospect. Life, after all, was one grand adventure, and he was more than ready to embrace this new chapter.
Grinning, he stood up, leaving a few extra coins on the table. "My thanks for the meal and the news, Erah. It seems I have a date with destiny, or at least a woman named Martha. The tale of Thalos Stormsong and the Sharnshield Quest - sounds like quite the song, doesn't it?" he declared, winking at the innkeeper.
Strapping his lute onto his back, the halfling bard left the inn, heading in the direction of Sharnshield Manor, his heart pounding with excitement. Whatever this quest was, Thalos was ready to face it with a song in his heart and a spring in his step.
Ability scores: 6 10 15 11 12 14
Name: Coenen "Neni" Smythsdotter
Race/Subrace: Variant Human
Class/Subclass: Monk (Multiclassing into Fighter, Ranger, and/or Paladin)
Background: Folk Hero
Physical Appearance:
Neni (pronounced Nen-nee) is of average height with a muscular build. Her short, straight hair is somewhere between light brown and dishwater blonde. Though only twenty, long hours working outdoors have already started to etch laugh-lines around her twinkling blue eyes. Her skin is relatively fair (though not so much as to lend itself to heavy freckling) and her cheeks are rosy from a near perpetual sunburn.
Neni wears leather shoes and a belt, woolen trousers, and a sleeveless linen tunic. A light crossbow hangs from a leather strap over her shoulder.
Personality:
Neni is good-natured and boisterous, loves friendly competition, and tends to get bored and restless when inactive.
Character:
Neni is hard-working, honest, and dependable. She genuinely cares for all living things. Despite losing her family and her home she tends to be optimistic and upbeat, and will always try to cheer up those around her when things seem sad or grim.
Ideals: "No one's ever so bad off that they can't help someone in need."
Backstory:
Neni was the only child of the local blacksmith in a small farming community. Without an apprentice or any sons to help out, Neni went to work at her father's shop at an early age. Working the bellows, splitting wood to feed the forge, and eventually hammer hardening her own creations made Neni hearty and hale, which is probably why she survived the plague when so many others did not...
After losing her family Neni stayed on for a while, running the forge in her father's absence, until a journeyman smith and the local lord made an arrangement. Because the lease specified that use of the forge would be passed on to the eldest son, Neni had no claim to it. And, since she'd never been a formal apprentice, the guild wouldn't recognize her as a smith.
Facing pressure towards a marriage of convenience, Neni opted for a vagabond life on the open road, which has brought her to Longsaddle...and the Gilded Horseshoe.
The Adventure:
"Her condition," Neni repeats, recalling some of the strange folks she'd seen around town earlier.
"I've been meaning to ask, what happened here? I mean, if you don't mind me asking. It's just...well...things in Longsaddle are a bit different from home..."
Home, what does that word even mean now?
"Not that I wouldn't be happy to help but I'm not sure I'm what you're looking for. If they're looking for someone who can tend to livestock, or bend horseshoes, or drive a wagon, or even cook, then I can do that but adventuring..."
You made it this far, even when that storm washed out your camp. You can hold your own in a fight. Hadn't Pick always said he'd been an adventurer? That's how he got the money to buy the Boar & Lyre. If he can do it...
It would be nice to have a place of your own. Someplace that belongs to you, that no one can ever take away.
"I suppose it wouldn't hurt anyone to go and see," Neni says, finishing her ale, "which house is it?"
Character Sheet: https://www.dndbeyond.com/characters/102532533
Despite my already proclaimed scarce knowledge of the Forgotten Realms, I tried to reflect on a suitable city, looking resources around... From what I've read about Tethyr or Amn, I don't know how strict their laws are and how much, on the contrary, there is room for corruption (so in their case I would have some doubts about the 'inflexibility' - although I may be wrong).
A place that seems to me more corresponding to what you wrote would seem to me Elturel, in Elturgard (from what I read, I expect laws there to be both pretty inflexible and not needlessly harsh also).
However if anyone who happens to read this answer has better advice to give, please come forward!
Back to basics but limitation breeds creativity. Sounds like it could be fun.
When you say optional rules are allowed, does this include the customisation rules on race and class from Tasha's or will everything be the three core books as printed?
Ability scores in quotes to prevent the manipulated rolls comment
William Brackwater: Human Fighter - The Windward Isles
Thank you very much for your interest in my campaign and sorry if what I wrote was not clear enough - I was referring to the optional rules of the three core books - no Tasha's.
Name: Aidwyn
Race;Variant Human
Class: Fighter ( will be cavalier if lives long enough)
Background: folk hero
Link: https://www.dndbeyond.com/characters/102532602
( The sheet will be modified with the actual rolls once I can see them but I will not edit this post so no cheater banners or changes on the rolls appear )
Rolls: Ability scores: 8 12 8 12 6 17
Backstory: Aidwyn always loved two things. Horses and the histories of great warriors charging into battle riding warhorses. She was raised in a little village in the edge of Neverwinter wood. There was only two horses in the whole village and were far from being war horses.
One night a group of goblins descend upon the village to raid it. She grabbed the fork, the younger of the two horses, which was already old for a horse, and ride into the center of the goblin group. The fork broke at the first strike against one of the goblin's chest, but it did the trick and killed the creature. She almost fell of the horse, but kept riding. By that time, the horse was in absolute panic and just ran for its life. Fortunately the way for his life caught the goblin shaman and leader of the raiding party and trample her to death... With that the rest of the goblins ran away.
After that, the rest of the village gave her some silver coins and after saying goodbye to her grandmother ( her parents died when she was a just a little child) she sent off towards the nearby Longsaddle to buy herself a horse and make her dreams true.
Unfortunately horses are way too much expensive that she can afford and she had seen one of the scrolls with the job offer. So she has decided to give it a try and see if she can buy that horse.
PbP Character: A few ;)
Thank you very much for your interest in my campaign Frandal! I was about to reply that I don't intend to accept a player as unskilled as you are... but I see now that I've publicly declared that I accept even newbies... so, I'm doomed, I'll have to consider your application also 😉.
Only a thing I ask you to change: the Cavalier subclass comes from Xanathar's Guide To Everything, while i prefer we use only Basic Rules, Player's Handbook, Dungeon Master's Guide and Monster's Manual in character creation/development - optional rules like multiclassing (this for when you level-up, of course) and feats allowed, no homebrew. So martial archetypes available to fighter, once you get to select one, will be Champion, Battle Master, or Eldritch Knight, no Cavalier. Of course, nothing prevents Aidwyn from loving horses (and mounted combat) all the same!
I am eyeing the Wild Magic sorcerer. Though I do have a question about the following
These two abilities form the core concept of the Wild Magic sorcerer but they are entirely dependent on DM fiat. Due to PbP's nature and timing restrictions, would it be okay to always roll a d20 after casting a sorcerer spell for Wild Magic Surge and to decide myself on when to regain the Tides of Chaos by rolling on the Wild Magic Surge table after casting a sorcerer spell?
If this takes too much control out of your hands or if you think a Wild Magic sorcerer is not a good fit to test out new material, you can just say so. I have other ideas as well so I'm not married to the Wild Magic concept. Such as a Warlock noble.
William Brackwater: Human Fighter - The Windward Isles