Character Name: Daisy Holderheck Race: Hill Dwarf Starting Class: Druid (planned Circle of Moon) Background: Farmer (custom). Suggested proficiencies - Skills: Survival, Nature; Tool: Land Vehicles; 1 Language Backstory:
Daisy lives only to protect her family, or what's left of it. She had been responsible for most of the cooking and running the household. However, recently things have been rough for the dwarf since her husband, Garlik (Sr.), didn't come back from one of his weekend hunts; his friends said they thought it was a manticore that snatched him up. But Daisy knows that Garlik is a tough s.o.b. and not one to lay down for anything. As a result, she was left to run the farm with her elderly father, Tygven, and her two boys, Tyvan and Junior.
Struggling to keep the farm running in Garlik's absence, Daisy sought out the advice and wisdom from an old hermit that lives in the nearby woods that seems to have a way with the natural world. Daisy's new knowledge helped turn her farm around in a few seasons, but she was left with a void to be filled - questions to be answered. She left the farm to her father and children, to seek out answers to Garlik's disappearance.
It's been about a week since Daisy left the farm near Tribor. She is running out of trails of follow and her supplies are dwindling. She wanders toward Longsaddle for any clues for her husband...
RP Hook, D1:
Daisy continues up the Long Road from Tribor after a few days of searching for signs of her husband, revisiting Garlik's old hunting spot. A heavy layer of dust hangs on the clothes of the dwarf, and it appears no attempt has been made to clean herself up in the least. Life on a farm can be rough and Daisy is quite used to getting her hands dirty.
The dwarf stops to examine a sign post and to quench her thirst. "Hmm. A horse might be nice," she muses to herself after reading through the message. "Life and Death... Well I can understand that." Stoppering her water skin, Daisy digs her staff into the ground as she continues - undaunted - in her search for answers.
( 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!
Thanks to you for putting this up! I’ve heard that DMing is as exhausting as rewarding! And thanks for accepting my application to consideration even with my lack of experience 😅😂
No problem about the subclass sorry about that. she’ll go battle master I’ve honestly lost track of where every option came out. 😅
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.
Fine by me to simply always (always = once per turn in witch you cast a sorcerer spell of 1st level or higher + any time before you regain the use Tides of Chaos) roll for the Wild Magic Surge; it seems a good idea, given the PbP limitations.
But it would be too punishing, in my opinion: I, usually, would not have you to roll always... so that's what I propose to you: you roll always for simplicity, but you roll a d40 (instead of a d20) to lessen the chances to get a Wild Surge - so it will be as if, on average, I ask you to roll once yes and once no (because the odds of rolling 1 in 1d40 are 1/40, half of those of rolling 1 in 1d20, which are 1/20).
But when to regain the Tides of Chaos, it does not seem to be something you decide... it is written that you regain the use after a long rest. So order of events I imagine is - assuming you used Tides of Chaos before taking the rest: you finish the rest you roll to see if you get a Wild Surge you regain the Tides of Chaos
This post has potentially manipulated dice roll results.
Ability scores: 9816101211
If you edit your post without quoting the rolls, you have a high chance (practically 100%) that the dice roller would roll them again and give you the "This post has potentially manipulated dice roll results" warning.
Once you roll them, quote them to preserve them, then go on and edit what you have to edit.
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.
Fine by me to simply always (always = once per turn in witch you cast a sorcerer spell of 1st level or higher + any time before you regain the use Tides of Chaos) roll for the Wild Magic Surge; it seems a good idea, given the PbP limitations.
But it would be too punishing, in my opinion: I, usually, would not have you to roll always... so that's what I propose to you: you roll always for simplicity, but you roll a d40 (instead of a d20) to lessen the chances to get a Wild Surge - so it will be as if, on average, I ask you to roll once yes and once no (because the odds of rolling 1 in 1d40 are 1/40, half of those of rolling 1 in 1d20, which are 1/20).
But when to regain the Tides of Chaos, it does not seem to be something you decide... it is written that you regain the use after a long rest. So order of events I imagine is - assuming you used Tides of Chaos before taking the rest: you finish the rest you roll to see if you get a Wild Surge you regain the Tides of Chaos
Punishing? Rolling on the Wild Magic Surge table is part of the fun of a Wild Magic sorcerer. The more rolls the merrier ^^
And yes, Tides of Chaos recharges on a long rest. But it has the second paragraph
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.
So it can recharge in exchange for a Wild Magic Surge after casting a 1st level or higher sorcerer spell.
In any case, it boils down to what every Wild Magic sorcerer wants: triggering as many Wild Surges as possible because that is the core concept of the class.
But if that is not a consistent option, I will workshop other character ideas.
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.
Fine by me to simply always (always = once per turn in witch you cast a sorcerer spell of 1st level or higher + any time before you regain the use Tides of Chaos) roll for the Wild Magic Surge; it seems a good idea, given the PbP limitations.
But it would be too punishing, in my opinion: I, usually, would not have you to roll always... so that's what I propose to you: you roll always for simplicity, but you roll a d40 (instead of a d20) to lessen the chances to get a Wild Surge - so it will be as if, on average, I ask you to roll once yes and once no (because the odds of rolling 1 in 1d40 are 1/40, half of those of rolling 1 in 1d20, which are 1/20).
But when to regain the Tides of Chaos, it does not seem to be something you decide... it is written that you regain the use after a long rest. So order of events I imagine is - assuming you used Tides of Chaos before taking the rest: you finish the rest you roll to see if you get a Wild Surge you regain the Tides of Chaos
Punishing? Rolling on the Wild Magic Surge table is part of the fun of a Wild Magic sorcerer. The more rolls the merrier ^^
And yes, Tides of Chaos recharges on a long rest. But it has the second paragraph
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.
So it can recharge in exchange for a Wild Magic Surge after casting a 1st level or higher sorcerer spell.
In any case, it boils down to what every Wild Magic sorcerer wants: triggering as many Wild Surges as possible because that is the core concept of the class.
But if that is not a consistent option, I will workshop other character ideas.
Oh, I see; you're right, OK then
As for the rolls, I thought it was 'punishing' because some effects can really be dangerous for low level characters... but if you think 'the more rolls the merrier', so be it, you'll roll the d20.
Thanks for grabbing those scores. I should have known better and just rolled in a separate post to begin with.
You are welcome, no problem. For what it's worth, I think the manipulation detection system would really deserve more attention (and a better implementation to boot - which wouldn't be all that hard to do)... As is, it's very easy to get unwanted rerolls. But I also understand that D&D Beyond can't have time for everything... evidently they prioritize other tasks. Their business, their choices.
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.
Fine by me to simply always (always = once per turn in witch you cast a sorcerer spell of 1st level or higher + any time before you regain the use Tides of Chaos) roll for the Wild Magic Surge; it seems a good idea, given the PbP limitations.
But it would be too punishing, in my opinion: I, usually, would not have you to roll always... so that's what I propose to you: you roll always for simplicity, but you roll a d40 (instead of a d20) to lessen the chances to get a Wild Surge - so it will be as if, on average, I ask you to roll once yes and once no (because the odds of rolling 1 in 1d40 are 1/40, half of those of rolling 1 in 1d20, which are 1/20).
But when to regain the Tides of Chaos, it does not seem to be something you decide... it is written that you regain the use after a long rest. So order of events I imagine is - assuming you used Tides of Chaos before taking the rest: you finish the rest you roll to see if you get a Wild Surge you regain the Tides of Chaos
Punishing? Rolling on the Wild Magic Surge table is part of the fun of a Wild Magic sorcerer. The more rolls the merrier ^^
And yes, Tides of Chaos recharges on a long rest. But it has the second paragraph
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.
So it can recharge in exchange for a Wild Magic Surge after casting a 1st level or higher sorcerer spell.
In any case, it boils down to what every Wild Magic sorcerer wants: triggering as many Wild Surges as possible because that is the core concept of the class.
But if that is not a consistent option, I will workshop other character ideas.
Oh, I see; you're right, OK then
As for the rolls, I thought it was 'punishing' because some effects can really be dangerous for low level characters... but if you think 'the more rolls the merrier', so be it, you'll roll the d20.
The wild magic sorcerer fireballing the party at level one is a meme. It has a 1/50 chance of occuring so I don't get why people always assume it is the first thing that will happen. Even going over the standard table only 7 out of 50 effects are actively harmful to the sorcerer while a good 42% of the table is positive. More so if you consider everything that is not explicitely negative (like purely aesthetic or RP flavouring) to be neutral/positive.
I'm still mulling over some character concepts. The dice rolls were not that kind so it's fun to see what I can turn those into. ^^
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.
Fine by me to simply always (always = once per turn in witch you cast a sorcerer spell of 1st level or higher + any time before you regain the use Tides of Chaos) roll for the Wild Magic Surge; it seems a good idea, given the PbP limitations.
But it would be too punishing, in my opinion: I, usually, would not have you to roll always... so that's what I propose to you: you roll always for simplicity, but you roll a d40 (instead of a d20) to lessen the chances to get a Wild Surge - so it will be as if, on average, I ask you to roll once yes and once no (because the odds of rolling 1 in 1d40 are 1/40, half of those of rolling 1 in 1d20, which are 1/20).
But when to regain the Tides of Chaos, it does not seem to be something you decide... it is written that you regain the use after a long rest. So order of events I imagine is - assuming you used Tides of Chaos before taking the rest: you finish the rest you roll to see if you get a Wild Surge you regain the Tides of Chaos
Punishing? Rolling on the Wild Magic Surge table is part of the fun of a Wild Magic sorcerer. The more rolls the merrier ^^
And yes, Tides of Chaos recharges on a long rest. But it has the second paragraph
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.
So it can recharge in exchange for a Wild Magic Surge after casting a 1st level or higher sorcerer spell.
In any case, it boils down to what every Wild Magic sorcerer wants: triggering as many Wild Surges as possible because that is the core concept of the class.
But if that is not a consistent option, I will workshop other character ideas.
Oh, I see; you're right, OK then
As for the rolls, I thought it was 'punishing' because some effects can really be dangerous for low level characters... but if you think 'the more rolls the merrier', so be it, you'll roll the d20.
The wild magic sorcerer fireballing the party at level one is a meme. It has a 1/50 chance of occuring so I don't get why people always assume it is the first thing that will happen. Even going over the standard table only 7 out of 50 effects are actively harmful to the sorcerer while a good 42% of the table is positive. More so if you consider everything that is not explicitely negative (like purely aesthetic or RP flavouring) to be neutral/positive.
I'm still mulling over some character concepts. The dice rolls were not that kind so it's fun to see what I can turn those into. ^^
Well... fireball is mean... but also the one that makes you unable to speak is no small thing! When you are a spellcaster, this has good chances to make you almost useless for a while... And well, ok, it's not necessarily the first thing that happens... but you know, roll and re-roll, sooner or later something bad is bound to happen. And if it happens at the wrong time... But these are my concerns - and in fact I hardly ever play Wild Magic Sorcerers! If this randomness is part of the fun for you, I'm glad - and I wish you always get useful or funny and never catastrophic effects!
Yes, take your time - after all, it's just to let everyone decide what they want to enjoy playing, that I gave several weeks of time!
The wild magic sorcerer fireballing the party at level one is a meme. It has a 1/50 chance of occuring so I don't get why people always assume it is the first thing that will happen. Even going over the standard table only 7 out of 50 effects are actively harmful to the sorcerer while a good 42% of the table is positive. More so if you consider everything that is not explicitely negative (like purely aesthetic or RP flavouring) to be neutral/positive.
Not that anyone asked for my two coppers, but as a DM I'm not worrying about the odds that you fireball the party on this roll. I'm worrying about the statistical odds that you fireball the party at some point before they have enough HP to take one and still have everyone survive the encounter.
Sorry, looks like Painted already made the same point while I was busy typing😅
The wild magic sorcerer fireballing the party at level one is a meme. It has a 1/50 chance of occuring so I don't get why people always assume it is the first thing that will happen. Even going over the standard table only 7 out of 50 effects are actively harmful to the sorcerer while a good 42% of the table is positive. More so if you consider everything that is not explicitely negative (like purely aesthetic or RP flavouring) to be neutral/positive.
Not that anyone asked for my two coppers, but as a DM I'm not worrying about the odds that you fireball the party on this roll. I'm worrying about the statistical odds that you fireball the party at some point before they have enough HP to take one and still have everyone survive the encounter.
Sorry, looks like Painted already made the same point while I was busy typing😅
Name: Engelhart Farrun Race/Subrace: Variant human Class/Subclass: Fighter/Battle Master at Level 3 Physical appearance: 5'5", fit, sun-kissed brown skin, black hair braided back away from her face, calculating black eyes Personality, character, ideals: Stubborn, brave, a fighter, loyal, protector of the people, sarcastic, no-nonsense, hard-working
Backstory:
Engelhart and her twin brother, Hirule, are the eldest of four children of Yartaran lesser nobles. At a young age, the twins showed an aptitude toward book learning, but while Hirule loved school, Englehart preferred being outside and interacting with people. Hirule became a scholar, and his parents hired the best tutors to train him with the hopes that he would one day be an apprentice wizard with the Harpells in Longsaddle. Engelhart, on the other hand, refused to be holed up inside. While the Farruns would have loved for both twins to aspire to wizard greatness, they saw leadership qualities in Engelhart (and a stubbornness they hoped would eventually become an asset) that they decided to develop through fighting, strategy and weapons training. Engelhart especially excelled in archery.
One night, Engelhart was returning from practicing alone by the river when she witnessed a crime in progress. Without a second thought, she jumped into action, detaining the criminal until a member of the Shield could be summoned. This act of vigilantism was thrilling, and Engelhart began patrolling the streets of Yartar to help those in need. While too young to become a member of the Shield, Engelhart's minor celebrity status and developing skill helped her to become a trusted ally of the Shield's lower ranks. When she did come of age, the Shield's upper ranks (who were annoyed at her "meddling") encouraged Engelhart to join, but she didn't like the restrictions that would be placed on her as an official member, so she continued to protect Yartar as a vigilante. Her parents were pressed by the Shields of Yartar to discourage their daughter from "putting her life in danger", and they tried, but Engelhart's strong will prevailed. (Secretly, her parents are proud of the warrior she has become.)
Almost two years ago, Hirule moved to Longsaddle to hopefully catch the notice of the Harpells. He packed his bags and moved north, leaving Engelhart behind. Hirule wrote frequently telling of his time away from home, but Engelhart had little to no interest in what her twin (who she considers self-absorbed and elitist) was up to, so she never read the letters, nor did she pay attention to what her mother said about them. However, a month ago, Hirule's letters came to an unexplained end, and the Farruns are beginning to worry. Despite her protests that Hirule must be fine, Engelhart has been sent to Longsaddle to check on her twin. She is not happy about it.
The humanoid form marches purposely up the road. Dressed for travel and dusty from hood to foot, the human (though you wouldn't know it due to its head being covered) has been traveling for almost a tenday. She left home — Yartar — eight days ago. Aside from skirting Triboar ("That good-for-nothing cesspool, ha ha.") to spend the night in an orchard north of town, she's stuck to the road to get to Longsaddle as quickly as possible. Her parents urged her to take a horse, but she doesn't like to ride. No matter how many riding lessons she's endured, it just isn't something she feels comfortable doing. She would much rather depend on her own two feet. But she's determined to arrive in a timely manner, find a letter carrier, send word home that the good-for-nothing Hirule is fine, and then turn around and head back to Yartar, and so she has pushed herself and is pleased at her progress. The town is before her. She has arrived.
The traveler is Engelhart Farrun. Hirule is her twin brother, and it's just like him to interrupt Engelhart's life like this. He's been doing it ever since they were little. He has always demanded everyone's attention. If Engelhart had a cold, Hirule had a stomach bug. If Engelhart skinned her knee, Hirule broke his finger. If Engelhart learned how to disarm an opponent using nothing but a scarf, Hirule mastered another language. Luckily, their interests have occupied them separately. Hirule is content with his books while Engelhart has taken a more hands-on approach to life. She thought her days of living in Hirule's shadow were over when he moved to Longsaddle, but here she is again bending to the family's need to pay attention to him. As soon as he stops writing, she's sent to check on him.
Engelhart is what many would consider to be a short human, but what she lacks in height, she makes up for in spirit. She's always been strong willed, straight forward, an excellent student, and a defender of the weak. Her longbow — the only weapon she's wearing that is currently visible — is her weapon of choice. She is a warrior and a savior.
Engelhart pushes back her hood as she approaches the edge of town. Her ruddy brown skin glistens in the afternoon sun. The air isn't too warm, but she has been walking hard, and a sheen of sweat sparkles on her forehead and cheeks. She touches her braids to straighten any that have gone askew beneath her cloak. The black, curly hair is dry and lackluster, but she doesn't care. The description she likes most when referring to her hair is "out of her face". She'd razor her head bald if it weren't for her mother. As she first glimpses folks in the approaching town, she immediately and naturally begins to feel better. Being around people always did that: lifted Engelhart's spirits and gave her purpose. You wouldn't know it by looking at her — she rarely smiles — but she thrives on interaction and is loyal to a fault.
She's already begun imagining what kind of place Longsaddle is when something catches her eye. A sign — newly planted by the look of it — by the side of the road reads, "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.
Engelhart, who has paused to read the sign, runs the back of a hand across her forehead. "Adventurers," the sign reads. Is she an adventurer? She's been called a "vigilante", and a "menace" by the Shield commanders. "It's a matter of life or death," the message continues. Engelhart scowls, several sarcastic comments coming to mind before the young woman reins in her disbelief. Maybe she should speak with this Martha Sharnshield and find out what she needs before she dismisses the request. Hirule can wait until morning. She picks up the pace again, asking a few folks for directions to the manor.
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?
As far as the sibling thing goes, perfectly fine with that.. I think it will be Gaer who will disappear for two reasons: 1) he's already uncomfortable with Dobbian; and 2) I have been poring over the players handbook the last couple hours and I honestly CANNOT find another subclass that really fits this character's backstory except to make him another Life domain cleric and then what's the point of having him in the group at all if he just duplicates his sister's portfolio? I definitely want them both healers, and the only other basic ruleset subclass that even comes close to a healer portfolio is paladin (and eve3n there most of the really healing-focused subclasses are from other sources). And I have the same trouble imagining Gaer as a paladin as the character Belgarion had imagining his friend Silk being promoted to godhood in the last book of David Eddings' quintagy The Malloreon ... images kept intruding of him writing off-color jokes into the constellations and conning the other gods out of all their ambrosia LOL.
Totally fine with Elturel as a hometown so long as it's plausible for two tieflings to have lived there and for one to have openly been a member of the City Watch
The wild magic sorcerer fireballing the party at level one is a meme. It has a 1/50 chance of occuring so I don't get why people always assume it is the first thing that will happen. Even going over the standard table only 7 out of 50 effects are actively harmful to the sorcerer while a good 42% of the table is positive. More so if you consider everything that is not explicitely negative (like purely aesthetic or RP flavouring) to be neutral/positive.
Not that anyone asked for my two coppers, but as a DM I'm not worrying about the odds that you fireball the party on this roll. I'm worrying about the statistical odds that you fireball the party at some point before they have enough HP to take one and still have everyone survive the encounter.
Sorry, looks like Painted already made the same point while I was busy typing😅
Maybe this means it was a good point 😉
Perhaps. But the way I always dealt with it in the groups I ran (forget whether wild surge stuff was being playtested that far back or if we just came up with something similar on our own) ...
was to allow the fireball to happen but realize I had DMs discretion to follow the dice exactly or adjust them as suited the best RP and fun experience for everyone at the table; which meant I would always substitute enough '1's for whatever the damage dice said to allow even a low level party to survive a fireball that already started out as a random effect and could in-world just as easily have been distorted by the chaos of the wild surge into a really weird shape that coincidentally put almost all of the worst fire where people WEREN'T ...
... As far as the sibling thing goes, perfectly fine with that.. I think it will be Gaer who will disappear for two reasons: 1) he's already uncomfortable with Dobbian; and 2) I have been poring over the players handbook the last couple hours and I honestly CANNOT find another subclass that really fits this character's backstory except to make him another Life domain cleric and then what's the point of having him in the group at all if he just duplicates his sister's portfolio? I definitely want them both healers, and the only other basic ruleset subclass that even comes close to a healer portfolio is paladin (and eve3n there most of the really healing-focused subclasses are from other sources). ...
Totally fine with Elturel as a hometown so long as it's plausible for two tieflings to have lived there and for one to have openly been a member of the City Watch
OK, so Gaer disappears.
Depending on how much healing you want, you might consider druid, bard or ranger also... their spell lists include cure wounds, at least. Anyway, whatever you decide is fine.
Ok, deal, so Elturel it is. Tiefling mighr be prone to meet mistrust, usually, but I can't see why one of them should not have had the chance to prove himself as member of the City Watch - a person with less prejudice than others could well have offered a tiefling a chance (even more so if in need of more members).
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.
K, slightly updated then (guess I had my char setup settings wrong):
Name: Ilwythe Race/Subrace: Half-Orc/- Class/Subclass: Barbarian/(future) Path of the Totem Warrior 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.
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 learned about the nature of his curse in a horrid accident three years ago, losing his only possessions to an orc raid (of, unknown to him, Gruumsh-Talrey, who didn’t realize who he was either). He’s had to work from the ground up, but even now has only 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.
I took starting equipment, my background gave me 15 gp, of which I spent 10 on a shield, and I made 4 vanish for character reasons.
Additionally, my character makes his meager living off street music and fighting bouts.
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
Character Name: Daisy Holderheck
Race: Hill Dwarf
Starting Class: Druid (planned Circle of Moon)
Background: Farmer (custom). Suggested proficiencies - Skills: Survival, Nature; Tool: Land Vehicles; 1 Language
Backstory:
Daisy lives only to protect her family, or what's left of it. She had been responsible for most of the cooking and running the household. However, recently things have been rough for the dwarf since her husband, Garlik (Sr.), didn't come back from one of his weekend hunts; his friends said they thought it was a manticore that snatched him up. But Daisy knows that Garlik is a tough s.o.b. and not one to lay down for anything. As a result, she was left to run the farm with her elderly father, Tygven, and her two boys, Tyvan and Junior.
Struggling to keep the farm running in Garlik's absence, Daisy sought out the advice and wisdom from an old hermit that lives in the nearby woods that seems to have a way with the natural world. Daisy's new knowledge helped turn her farm around in a few seasons, but she was left with a void to be filled - questions to be answered. She left the farm to her father and children, to seek out answers to Garlik's disappearance.
It's been about a week since Daisy left the farm near Tribor. She is running out of trails of follow and her supplies are dwindling. She wanders toward Longsaddle for any clues for her husband...
RP Hook, D1:
Daisy continues up the Long Road from Tribor after a few days of searching for signs of her husband, revisiting Garlik's old hunting spot. A heavy layer of dust hangs on the clothes of the dwarf, and it appears no attempt has been made to clean herself up in the least. Life on a farm can be rough and Daisy is quite used to getting her hands dirty.
The dwarf stops to examine a sign post and to quench her thirst. "Hmm. A horse might be nice," she muses to herself after reading through the message. "Life and Death... Well I can understand that." Stoppering her water skin, Daisy digs her staff into the ground as she continues - undaunted - in her search for answers.
Thanks to you for putting this up! I’ve heard that DMing is as exhausting as rewarding!
And thanks for accepting my application to consideration even with my lack of experience 😅😂
No problem about the subclass sorry about that. she’ll go battle master I’ve honestly lost track of where every option came out. 😅
PbP Character: A few ;)
And since when did you become so unexperienced, Mr. 10k -Post Club...? lol
Always the apprentice never the master my friend 😂
PbP Character: A few ;)
Fine by me to simply always (always = once per turn in witch you cast a sorcerer spell of 1st level or higher + any time before you regain the use Tides of Chaos) roll for the Wild Magic Surge; it seems a good idea, given the PbP limitations.
But it would be too punishing, in my opinion: I, usually, would not have you to roll always... so that's what I propose to you: you roll always for simplicity, but you roll a d40 (instead of a d20) to lessen the chances to get a Wild Surge - so it will be as if, on average, I ask you to roll once yes and once no (because the odds of rolling 1 in 1d40 are 1/40, half of those of rolling 1 in 1d20, which are 1/20).
But when to regain the Tides of Chaos, it does not seem to be something you decide... it is written that you regain the use after a long rest.
So order of events I imagine is - assuming you used Tides of Chaos before taking the rest:
you finish the rest
you roll to see if you get a Wild Surge
you regain the Tides of Chaos
If you edit your post without quoting the rolls, you have a high chance (practically 100%) that the dice roller would roll them again and give you the "This post has potentially manipulated dice roll results" warning.
Once you roll them, quote them to preserve them, then go on and edit what you have to edit.
Punishing? Rolling on the Wild Magic Surge table is part of the fun of a Wild Magic sorcerer. The more rolls the merrier ^^
And yes, Tides of Chaos recharges on a long rest. But it has the second paragraph
So it can recharge in exchange for a Wild Magic Surge after casting a 1st level or higher sorcerer spell.
In any case, it boils down to what every Wild Magic sorcerer wants: triggering as many Wild Surges as possible because that is the core concept of the class.
But if that is not a consistent option, I will workshop other character ideas.
William Brackwater: Human Fighter - The Windward Isles
Thanks for grabbing those scores. I should have known better and just rolled in a separate post to begin with.
Oh, I see; you're right, OK then
As for the rolls, I thought it was 'punishing' because some effects can really be dangerous for low level characters... but if you think 'the more rolls the merrier', so be it, you'll roll the d20.
You are welcome, no problem. For what it's worth, I think the manipulation detection system would really deserve more attention (and a better implementation to boot - which wouldn't be all that hard to do)... As is, it's very easy to get unwanted rerolls. But I also understand that D&D Beyond can't have time for everything... evidently they prioritize other tasks. Their business, their choices.
The wild magic sorcerer fireballing the party at level one is a meme. It has a 1/50 chance of occuring so I don't get why people always assume it is the first thing that will happen. Even going over the standard table only 7 out of 50 effects are actively harmful to the sorcerer while a good 42% of the table is positive. More so if you consider everything that is not explicitely negative (like purely aesthetic or RP flavouring) to be neutral/positive.
I'm still mulling over some character concepts. The dice rolls were not that kind so it's fun to see what I can turn those into. ^^
William Brackwater: Human Fighter - The Windward Isles
Well... fireball is mean... but also the one that makes you unable to speak is no small thing! When you are a spellcaster, this has good chances to make you almost useless for a while... And well, ok, it's not necessarily the first thing that happens... but you know, roll and re-roll, sooner or later something bad is bound to happen. And if it happens at the wrong time... But these are my concerns - and in fact I hardly ever play Wild Magic Sorcerers! If this randomness is part of the fun for you, I'm glad - and I wish you always get useful or funny and never catastrophic effects!
Yes, take your time - after all, it's just to let everyone decide what they want to enjoy playing, that I gave several weeks of time!
Not that anyone asked for my two coppers, but as a DM I'm not worrying about the odds that you fireball the party on this roll. I'm worrying about the statistical odds that you fireball the party at some point before they have enough HP to take one and still have everyone survive the encounter.
Sorry, looks like Painted already made the same point while I was busy typing😅
Maybe this means it was a good point 😉
Name: Engelhart Farrun
Race/Subrace: Variant human
Class/Subclass: Fighter/Battle Master at Level 3
Physical appearance: 5'5", fit, sun-kissed brown skin, black hair braided back away from her face, calculating black eyes
Personality, character, ideals: Stubborn, brave, a fighter, loyal, protector of the people, sarcastic, no-nonsense, hard-working
Backstory:
Engelhart and her twin brother, Hirule, are the eldest of four children of Yartaran lesser nobles. At a young age, the twins showed an aptitude toward book learning, but while Hirule loved school, Englehart preferred being outside and interacting with people. Hirule became a scholar, and his parents hired the best tutors to train him with the hopes that he would one day be an apprentice wizard with the Harpells in Longsaddle. Engelhart, on the other hand, refused to be holed up inside. While the Farruns would have loved for both twins to aspire to wizard greatness, they saw leadership qualities in Engelhart (and a stubbornness they hoped would eventually become an asset) that they decided to develop through fighting, strategy and weapons training. Engelhart especially excelled in archery.
One night, Engelhart was returning from practicing alone by the river when she witnessed a crime in progress. Without a second thought, she jumped into action, detaining the criminal until a member of the Shield could be summoned. This act of vigilantism was thrilling, and Engelhart began patrolling the streets of Yartar to help those in need. While too young to become a member of the Shield, Engelhart's minor celebrity status and developing skill helped her to become a trusted ally of the Shield's lower ranks. When she did come of age, the Shield's upper ranks (who were annoyed at her "meddling") encouraged Engelhart to join, but she didn't like the restrictions that would be placed on her as an official member, so she continued to protect Yartar as a vigilante. Her parents were pressed by the Shields of Yartar to discourage their daughter from "putting her life in danger", and they tried, but Engelhart's strong will prevailed. (Secretly, her parents are proud of the warrior she has become.)
Almost two years ago, Hirule moved to Longsaddle to hopefully catch the notice of the Harpells. He packed his bags and moved north, leaving Engelhart behind. Hirule wrote frequently telling of his time away from home, but Engelhart had little to no interest in what her twin (who she considers self-absorbed and elitist) was up to, so she never read the letters, nor did she pay attention to what her mother said about them. However, a month ago, Hirule's letters came to an unexplained end, and the Farruns are beginning to worry. Despite her protests that Hirule must be fine, Engelhart has been sent to Longsaddle to check on her twin. She is not happy about it.
The humanoid form marches purposely up the road. Dressed for travel and dusty from hood to foot, the human (though you wouldn't know it due to its head being covered) has been traveling for almost a tenday. She left home — Yartar — eight days ago. Aside from skirting Triboar ("That good-for-nothing cesspool, ha ha.") to spend the night in an orchard north of town, she's stuck to the road to get to Longsaddle as quickly as possible. Her parents urged her to take a horse, but she doesn't like to ride. No matter how many riding lessons she's endured, it just isn't something she feels comfortable doing. She would much rather depend on her own two feet. But she's determined to arrive in a timely manner, find a letter carrier, send word home that the good-for-nothing Hirule is fine, and then turn around and head back to Yartar, and so she has pushed herself and is pleased at her progress. The town is before her. She has arrived.
The traveler is Engelhart Farrun. Hirule is her twin brother, and it's just like him to interrupt Engelhart's life like this. He's been doing it ever since they were little. He has always demanded everyone's attention. If Engelhart had a cold, Hirule had a stomach bug. If Engelhart skinned her knee, Hirule broke his finger. If Engelhart learned how to disarm an opponent using nothing but a scarf, Hirule mastered another language. Luckily, their interests have occupied them separately. Hirule is content with his books while Engelhart has taken a more hands-on approach to life. She thought her days of living in Hirule's shadow were over when he moved to Longsaddle, but here she is again bending to the family's need to pay attention to him. As soon as he stops writing, she's sent to check on him.
Engelhart is what many would consider to be a short human, but what she lacks in height, she makes up for in spirit. She's always been strong willed, straight forward, an excellent student, and a defender of the weak. Her longbow — the only weapon she's wearing that is currently visible — is her weapon of choice. She is a warrior and a savior.
Engelhart pushes back her hood as she approaches the edge of town. Her ruddy brown skin glistens in the afternoon sun. The air isn't too warm, but she has been walking hard, and a sheen of sweat sparkles on her forehead and cheeks. She touches her braids to straighten any that have gone askew beneath her cloak. The black, curly hair is dry and lackluster, but she doesn't care. The description she likes most when referring to her hair is "out of her face". She'd razor her head bald if it weren't for her mother. As she first glimpses folks in the approaching town, she immediately and naturally begins to feel better. Being around people always did that: lifted Engelhart's spirits and gave her purpose. You wouldn't know it by looking at her — she rarely smiles — but she thrives on interaction and is loyal to a fault.
She's already begun imagining what kind of place Longsaddle is when something catches her eye. A sign — newly planted by the look of it — by the side of the road reads, "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.
Engelhart, who has paused to read the sign, runs the back of a hand across her forehead. "Adventurers," the sign reads. Is she an adventurer? She's been called a "vigilante", and a "menace" by the Shield commanders. "It's a matter of life or death," the message continues. Engelhart scowls, several sarcastic comments coming to mind before the young woman reins in her disbelief. Maybe she should speak with this Martha Sharnshield and find out what she needs before she dismisses the request. Hirule can wait until morning. She picks up the pace again, asking a few folks for directions to the manor.
As far as the sibling thing goes, perfectly fine with that.. I think it will be Gaer who will disappear for two reasons: 1) he's already uncomfortable with Dobbian; and 2) I have been poring over the players handbook the last couple hours and I honestly CANNOT find another subclass that really fits this character's backstory except to make him another Life domain cleric and then what's the point of having him in the group at all if he just duplicates his sister's portfolio? I definitely want them both healers, and the only other basic ruleset subclass that even comes close to a healer portfolio is paladin (and eve3n there most of the really healing-focused subclasses are from other sources). And I have the same trouble imagining Gaer as a paladin as the character Belgarion had imagining his friend Silk being promoted to godhood in the last book of David Eddings' quintagy The Malloreon ... images kept intruding of him writing off-color jokes into the constellations and conning the other gods out of all their ambrosia LOL.
Totally fine with Elturel as a hometown so long as it's plausible for two tieflings to have lived there and for one to have openly been a member of the City Watch
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
Perhaps. But the way I always dealt with it in the groups I ran (forget whether wild surge stuff was being playtested that far back or if we just came up with something similar on our own) ...
was to allow the fireball to happen but realize I had DMs discretion to follow the dice exactly or adjust them as suited the best RP and fun experience for everyone at the table; which meant I would always substitute enough '1's for whatever the damage dice said to allow even a low level party to survive a fireball that already started out as a random effect and could in-world just as easily have been distorted by the chaos of the wild surge into a really weird shape that coincidentally put almost all of the worst fire where people WEREN'T ...
.....................................................................
but then I've always LOVED wild surge sorcerors and I'm a bit of a nut anyway so not sure how much my 2 cents are actually worth
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
Oh, well, we shall see... Furujir has final decision about what they like to play.
OK, so Gaer disappears.
Depending on how much healing you want, you might consider druid, bard or ranger also... their spell lists include cure wounds, at least. Anyway, whatever you decide is fine.
Ok, deal, so Elturel it is. Tiefling mighr be prone to meet mistrust, usually, but I can't see why one of them should not have had the chance to prove himself as member of the City Watch - a person with less prejudice than others could well have offered a tiefling a chance (even more so if in need of more members).
K, slightly updated then (guess I had my char setup settings wrong):
Name: Ilwythe
Race/Subrace: Half-Orc/-
Class/Subclass: Barbarian/(future) Path of the Totem Warrior
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.
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 learned about the nature of his curse in a horrid accident three years ago, losing his only possessions to an orc raid (of, unknown to him, Gruumsh-Talrey, who didn’t realize who he was either). He’s had to work from the ground up, but even now has only 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.
I took starting equipment, my background gave me 15 gp, of which I spent 10 on a shield, and I made 4 vanish for character reasons.
Additionally, my character makes his meager living off street music and fighting bouts.
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