This is not a recruitment thread for some grand adventure. Those days are behind you. You and your three traveling companions have risen from your humble beginnings and become heroes of the realm, making a small fortune in the process. After one final adventure to save the city of Caelkirk from sure doom, the four of you decided to hang up your swords, bows, wands, and whatever other trappings of your professions. What lies next for your party? Well…
The Guarded Hearth, a massive four-story inn and tavern known across the globe for its food, drink, and rooms, was destroyed in the attack on the city. This loss hit you hard, as you had spent many a night at the inn during your adventuring career. What better way to retire than to use some of that gold to rebuild the inn, and spend the rest of your days serving the adventurers of the future..?
*~*~*
Inspired by the fantastic book Legends & Lattes by Travis Baldree, I would like to run a cozy D&D campaign with low stakes. This is NOT an adventure where four former adventurers are taken out of retirement for one last job. This IS a roleplay-heavy (and I mean VERY heavy) campaign where four PCs will manage an inn, building relationships with patrons, guests, staff, neighbors, city officials, travelers, hired performers, and all manner of people. It is also going to be a resource management game, where players will be expected to track their gold and the things they buy/sell, as well as who they hire, who rents their rooms, etc. Making money and retaining regular customers will be some of the ways success is measured in this game.
This will also be a very improv-heavy game, where I want players to rely on their ability to roleplay and not just rollplay. Want to persuade someone? Come up with a convincing argument and I’ll give you advantage on the roll. Want to see if someone’s lying? Try to poke holes in their story and again I’ll give you advantage.
I want to make it clear: this campaign will not necessarily be entirely devoid of combat and exploration, but they are definitely taking the back seat, all the way in the back, only to be called on when absolutely necessary. But even when they do come up, the stakes will still be low.
If you are interesting in playing this experimental campaign, please provide the following:
Character name: Character race: Anything from PHB and MotM is allowed. Character class: Anything from PHB, XGtE, and TCoE is allowed. Create them at level 12. Multiclassing is allowed. Ability scores: Roll 4d6 drop the lowest six times, rerolling 1s once. Magic items: 2 uncommon magic items and 1 rare magic item that your character has collected on their quest. Backstory, pre-adventuring: What your character was and did before they started they chose the adventurer’s life (or before it chose them). For the sake of consistency across backstories, we’ll say that the party started adventuring two years ago. Proudest moment: What was your character’s greatest accomplishment during their adventures? Darkest hour: What was your character’s darkest moment during their adventures? Frontstory: What do you want your character’s future to look like?
You might be thinking to yourself, “I should build a purely social character to have a better shot at getting picked.” Au contraire. An adventuring party should have a face, true, but the chosen characters should have a wide range of skills and abilities that would come in handy in an adventure. I promise, I will do my best to make sure everybody has a chance to shine, even if you’re playing a retired warrior or thief.
EDIT to add: I do encourage players to roll up social characters, so long as that isn't the ONLY thing I see.
Once players and their characters have been selected, I will start a group chat where we will hammer out the details of their past adventures and what the rebuilt inn will be like. Post 1 of the actual campaign will be the grand opening of the inn. My timeline is to have players selected by the end of this week, work on those details for the following week, and start the campaign after that.
I THINK that’s all I have to say right now. In any case, I look forward to reading your submissions. Good luck!
WITHDRAWING MY SUBMISSION DUE TO AVAILABILITY ISSUES BUT I COULDN'T BEAR TO LEAVE THIS INCOMPLETE. TO DM AND THE CHOSEN PLAYERS, HAVE A GREAT CAMPAIGN. THIS REALLY SOUNDS LIKE A LOT OF FUN!
Character name: Pick
Character race: Variant Human
Character class: Rogue (Thief) 4 / Fighter (TBD) 8
Ability scores: See Above
Magic items: Boots & Cloak of Elven Kind, Multi tool +2
Backstory, pre-adventuring: "I wasn't always a good man. After da got nipped by the town guard, mum was left alone with six of us to care for. As the oldest, I tried to do my bit to help out but da wasn't much for honest work and I did'n really know how to break the family tradition. If the guard hadn't started hasslin' the little ones on my account I might still be at it." (Background: Criminal)
Proudest moment: "You know the best thing about learnin' to swing a poleaxe? People think that's all your good for. Did I ever tell you about the time we fought the wizard Revok? Thought magic was everything, that one. Pretty good at provin' himself right to. So I says to myself 'ain't gonna do anyone much good tryin' to poke at him with this here stick but, if he's busy with the others, I bet I can slip past and get that there crystal of his. By the time he knew what was up, Delvan had already scorched his arse but good!"
Darkest hour: "Do'n much care for magic myself. Keepin' the dead from resting. Stealing your own mind and will so your not yourself. But that's not the worst of it. One time, this cult priestess of the dark god of somethin' or other locked me in place so's I couldn't move anythin', not even my eyes. You ever been imprisoned in your own body?"
*Shudders*
"Still gives me nightmares."
(Spent an entire battle against a major lieutenant of the BBEG under the effects of Hold Person, completely helpless while the fighting went on around him)
Frontstory: "Goals? You're daft. I've got everything a want right here. A place of my own that no one can take from me, my friends close at hand, and a story to tell. Sure, it might be nice to find a pretty lass to settle down with...maybe have a few kids to pass the place on to when I'm old an' grey...but, other'n that, I'm a happy man. Lord of my own manor as it were."
This post has potentially manipulated dice roll results.
Your idea is quite intriguing. I have an idea about a wizard who provides low-cost manpower for the inn with her magical pets. I'll roll ability scores and finish my character build in 24 hours.
Your idea is quite intriguing. I have an idea about a wizard who provides low-cost manpower for the inn with her magical pets. I'll roll ability scores and finish my character build in 24 hours.
Ability scores: 141713151615
Character name: Zoe Zakharov
Character race: Variant Human
Character class: Necromancer Wizard
Ability scores: 14 17 13 15 16 15
Magic items: 2 uncommon magic items and 1 rare magic item that your character has collected on their quest :
Arcane Grimoire(rare), Hat of Wizardry, Prosthetic Limb ( Zoe lost her right arm during the battle with the undead priest)
Backstory, pre-adventuring:
From a very young age, death followed Zoe like her own shadow. She was a weak and sickly child, and even her parents abandoned hope that their daughter would reach adulthood. One day, Zoe and three friends entered an old tomb to test their courage. Only Zoe emerged alive, saved by a dark wizard's spell book. From that moment, her life changed forever. She delved into studying Necromancy magic, drawing life force from creatures to postpone the inevitable for as long as possible.
But those days are behind her now. Zoe no longer seeks dark secrets. Her companions and their friendship have mostly filled the void in her chest. She now utilizes her unseen servants and skeleton minions to provide free manpower for the inn, using magic to impart a special flavor to food and drink.
Proudest moment:
During her adventuring days, Zoe and her friends defeated cultists who worshiped an undead god, preventing them from resurrecting a terrible Lich priest. Zoe destroyed the phylactery and put an end to the monster for good.
Darkest hour:
Everything about Zoe is dark, but her darkest secret lies in her clandestine possession of all the documents seized from the cultists. By combining the spell book she acquired from the tomb, Zoe now possesses almost all the knowledge required to achieve lichdom.
Present/future:
Zoe's days are numbered. No longer pursuing adventures and unable to gather life force from creatures, she is no longer able to sustain her sick body. Perhaps she will remain with her friends, or perhaps she will disappear one day if she finds the final piece of the ritual to become an undead wizard.
I'm not going to be able to play anyhow😟 (Still going to finish my character because this is fun!) It would be a shame to let that 18 & 17 go to waste!
This post has potentially manipulated dice roll results.
This sounds right up my alley, here's stats for a placeholder and I'll finish up today.
Ability scores: 131216131513
Character name: Valen "Book" Winterflame
Character race: variant human
Character class: wizard, order of scribes
Ability scores: see above
Magic items: Arcane Grimoire+2, Cloak of Protection, Winged Boots
Backstory, pre-adventuring: Valen "Book" Winterflame was born to a simple family. His parents were minor nobles, but were rich in land only, mostly overseeing a number of feudal farms and farmers. But Valen and his siblings dreamed of bigger things. Valen's older brother Von was able to buy a commission in the royal army, while Valen's older sister Nessa initially trained as a priestess before falling in love and being married off to a wealthy merchant, who benefited from her noble name. Valen, on the other hand, went to the School of High Sorcery, where he would have to get by on his own merits. When war broke out, the School was forced to send promising recruits to serve with the Army. Valen's brother offered to use his leverage to get Valen a cushy position at the capital, but Valen refused. He requested the front lines and wished to make his own way. After the war, Valen began going by the nickname his unit had given him, "Book," and found that, while he still enjoyed the books and libraries of the School, he also desired adventure and excitement. [Insert way he connected with the party, maybe they were fellow soldiers, maybe a prisoner of war that he got to know, etc]
Proudest moment: What was your character’s greatest accomplishment during their adventures? During a jaunt into the Shadowfell, Book managed to make a deal with a Nightwalker to secure the safety of the party (feat: Shadowtouched) while they traveled to their destination. However, this deal also led to Book's darkest moment.
Darkest hour: What was your character’s darkest moment during their adventures? Nightwalkers delight in the corruption and suffering of others. Due to the deal Book made with the Nightwalker, Book's soul was forever touched by the Shadow, and has to fight to be gentle and kind. That shadow also left a mark on his soul that enabled the Nightwalker to find Book in the material plane and used him to force it's way in. During the fight with the Nightwalker, Book was able to banish it back to the Shadowfell, but not before it had left a swath of destruction through the city.
Frontstory: What do you want your character’s future to look like? Today, Book gives back, teaching magic to young wizards (either teaching at the School or taking an apprentice?) and selling spells to needy adventures. He hopes to attain the rank of Archmage but doesn't know how likely that is. His relationship with his family is strained as well. After his father died a few years ago, he had a blow up fight with his brother regarding their mother's care. She remains at the family manor, which he attempts to visit and send money to for her care, while his brother stays in the Capital, after inheriting their father's title.
Edit: I don't know what's up with the rolls, it always does this when I edit a post with rolls, even if I don't touch them. I'm happy to use these rolls if you prefer. They were originally 14 15 15 15 16 16
Character name: Martha Character race: VHuman - with Chef feat Character class: Artificer (Alchemist) - spells and elixers “flavored” as baked goods Ability scores: 12 16 16 20 12 14 (at lvl12 including racial bonus and ASI) Magic items: Alchemy Jug, Dust of Deliciousness, All-Purpose Tool +2 Backstory, pre-adventuring: Martha was a successful entrepreneur who built an empire teaching others cooking, sewing and simple home improvements they could make to brighten up their living spaces. That is until the day it all came crashing down. Crushing inflation and a run-in with the tax man left Martha with nothing but her eternal sense of optimism. Thus she set out to travel the land baking pies and other treats to warm the hearts of her friends and travelling companions. Proudest moment: Being named Baker of the Year at the annual Baker’s Guild awards. Darkest hour: She once baked a rhubarb pie that turned out too tart. She couldn’t bring herself to serve it. Frontstory: Martha tires of adventuring and wants to get back to her roots: baking, knitting, and decorating the inn.
Character name: Qinven [CHIN-ven] (they/them) Character race: Harengon (Medium) Character class: Monk 12 (Way of the Drunken Master) Ability scores: STR 10, DEX 14, CON 12, INT 12, WIS 18, CHA 12 (After all adjustments) Magic items: Staff of the Rooted Hills (Rare; not on CS as I don't have Bigby's); Decanter of Endless Water (Uncommon); Immovable Rod (Uncommon)
Personality: Qinven is an oddity and doesn't seem to care much how others view them. They often practice movements and techniques in very public places, sometimes in inconvenient spots for others. Qinven often watches and thinks before speaking, and is a font of teachings and wisdom they have collected. However, sometimes their supposed wisdom comes across as unnerving and strange to others who don't think in the same lateral and philosophical way. While emotionally stoic, Qinven is a loyal friend and ally to those who prove themselves to the harengon, and show kindness and compassion, even if not frequently.
Backstory, pre-adventuring: Before joining the party, Qinven was a traveler. No particular destination or goal, just the act of wandering. Qin, as it is often shortened, had been trained in martial arts wherever they had come from, but apparently had never tasted alcohol. The harengon came to enjoy drink, perhaps a bit too much, but found a way to weave the wavering steps and awkward stumbling into their fighting style. Additionally, they became an avid brewer and distiller, their favorite drink to create and consume being cider. But the wanderlust was always a strong influence on them and they took the chance to adventure and protect others when it appeared.
Proudest moment: Qinven is secretly most proud of how they got their immovable rod. As the party delved into an ancient ruin where the villain sought to to unearth something monstrous and powerful, the party got separated and Qinven had to infiltrate on their own. What appeared to be a sculpture turned out to be a pair of immovable rods, which Qinven found by accidentally breaking the statue. These devices proved to the be Qinven's saving grace that day, as they used them to cross a chasm to get back to the party and aid them in the final fight, and even leaving one behind to secure the exit and prevent the monster from escaping to wreak havoc on the world. Every once in awhile, Qinven thinks about that other immovable rod and wonders if it still holds that monstrosity in the darkness.
Darkest hour: Qinven can never forget, and sometimes even has nightmares, about a moment they failed to protect an innocent person. It was young man, named Tireas, who had helped the party scale a massive giant 's fortress in a mountain range. Qinven and Tireas had been the scouts, and grown close as they journeyed. But Qinven failed to notice a giant before the creature kicked Tireas off a cliff, condemning the youth to a deadly fall. Qinven tried to leap after, but was too late and had to watch their comrade fall through the clouds and never be seen again.
Frontstory: Qin wants to build instead of destroy, to use their hands to create and comfort and serve, rather than harm. They want to grow fruits and turn them into ciders. They want to bake and grill and feed everyone who hungers, whether for food or camaraderie or safety. Qinven wants to give others the place they never had in all their travels until they met their friends.
Details can always be shifted, especially languages, to better fit the setting and story.
This post has potentially manipulated dice roll results.
I have a Gnome alchemist that fits this to a T. His profession before adventuring was as a distiller of fine spirits. His family has their own signature formula called Philbin Firewater.
I'll probably use point buy but let's see what the dice gods are inclined to grant me.
I have a Gnome alchemist that fits this to a T. His profession before adventuring was as a distiller of fine spirits. His family has their own signature formula called Philbin Firewater.
I'll probably use point buy but let's see what the dice gods are inclined to grant me.
Ability scores: 151512171215
Well I can work with that. I'll leave this here and edit in the deets.
*Character: Brix Philbin
Class:Artificer Alchemist
Race: Gnome
Backstory:Brix grew up in a pretty typical idyllic style. Rolling hills scattered with small farms surrounded the small to medium sized town innwhich he was raised. The son of a brewer father and apothecary mother, they taught him how to extract the natural compounds needed to create the various elixirs and tonics plied in their individual trades. At a young age he was awarded first place in a brewing competition held by his father's guild. His frothy concoction earned him acceptance to his fathers guild and distinguished him as the youngest member ever admitted.
As time went on Brix advanced from simply helping around the shop to traveling with the shipments of the families signature spirit. Philbin Firewater was a clear liquor prized for its smooth flavor and warming properties. It was especially popular in the colder regions.
It was on one of his delivery trips to a town by the name of Phandelever that he and his traveling companions had been set upon by a gang of goblins. That adventure turned into a search for a cave of wonders with a couple of Dwarven brothers. With those escapades behind him Brix traveled north in an attempt to expand the market for his families beverage. Not only did he gain some new customers but he also helped the townsfolk trapped in the grip of a deadly epidemic where people were suddenly freezing solid. Many years of this pass, with Brix traveling the countryside peddling his families wares and helping those in need along the way. But as it tends to do, life on the road began to wear thin on the aging gnome. Each time he would stop at home to restock his samples he would consider it being his last trip. One day he decided it was finally time to leave the traveling and adventuring to the next generation. He joined a group of like minded individuals and opened a tavern of their own. Ultimately it was Brix had always wanted. A place to mix and concoct new and exciting libations with which to refresh and renew weary travelers as he himself had once been.
Proudest moment: Saving the lives of his entire party when they stumbled upon some poisonous snakes.
Darkest: Losing some cohorts to a hag that the party encountered while exploring a library that was oddly shaped like a birthdaycake complete with candles.
This is not a recruitment thread for some grand adventure. Those days are behind you. You and your three traveling companions have risen from your humble beginnings and become heroes of the realm, making a small fortune in the process. After one final adventure to save the city of Caelkirk from sure doom, the four of you decided to hang up your swords, bows, wands, and whatever other trappings of your professions. What lies next for your party? Well…
The Guarded Hearth, a massive four-story inn and tavern known across the globe for its food, drink, and rooms, was destroyed in the attack on the city. This loss hit you hard, as you had spent many a night at the inn during your adventuring career. What better way to retire than to use some of that gold to rebuild the inn, and spend the rest of your days serving the adventurers of the future..?
*~*~*
Inspired by the fantastic book Legends & Lattes by Travis Baldree, I would like to run a cozy D&D campaign with low stakes. This is NOT an adventure where four former adventurers are taken out of retirement for one last job. This IS a roleplay-heavy (and I mean VERY heavy) campaign where four PCs will manage an inn, building relationships with patrons, guests, staff, neighbors, city officials, travelers, hired performers, and all manner of people. It is also going to be a resource management game, where players will be expected to track their gold and the things they buy/sell, as well as who they hire, who rents their rooms, etc. Making money and retaining regular customers will be some of the ways success is measured in this game.
This will also be a very improv-heavy game, where I want players to rely on their ability to roleplay and not just rollplay. Want to persuade someone? Come up with a convincing argument and I’ll give you advantage on the roll. Want to see if someone’s lying? Try to poke holes in their story and again I’ll give you advantage.
I want to make it clear: this campaign will not necessarily be entirely devoid of combat and exploration, but they are definitely taking the back seat, all the way in the back, only to be called on when absolutely necessary. But even when they do come up, the stakes will still be low.
If you are interesting in playing this experimental campaign, please provide the following:
Character name:
Character race: Anything from PHB and MotM is allowed.
Character class: Anything from PHB, XGtE, and TCoE is allowed. Create them at level 12. Multiclassing is allowed.
Ability scores: Roll 4d6 drop the lowest six times, rerolling 1s once.
Magic items: 2 uncommon magic items and 1 rare magic item that your character has collected on their quest.
Backstory, pre-adventuring: What your character was and did before they started they chose the adventurer’s life (or before it chose them). For the sake of consistency across backstories, we’ll say that the party started adventuring two years ago.
Proudest moment: What was your character’s greatest accomplishment during their adventures?
Darkest hour: What was your character’s darkest moment during their adventures?
Frontstory: What do you want your character’s future to look like?
You might be thinking to yourself, “I should build a purely social character to have a better shot at getting picked.” Au contraire. An adventuring party should have a face, true, but the chosen characters should have a wide range of skills and abilities that would come in handy in an adventure. I promise, I will do my best to make sure everybody has a chance to shine, even if you’re playing a retired warrior or thief.
EDIT to add: I do encourage players to roll up social characters, so long as that isn't the ONLY thing I see.
Once players and their characters have been selected, I will start a group chat where we will hammer out the details of their past adventures and what the rebuilt inn will be like. Post 1 of the actual campaign will be the grand opening of the inn. My timeline is to have players selected by the end of this week, work on those details for the following week, and start the campaign after that.
I THINK that’s all I have to say right now. In any case, I look forward to reading your submissions. Good luck!
Ability scores: 12 15 15 13 11 11
WITHDRAWING MY SUBMISSION DUE TO AVAILABILITY ISSUES BUT I COULDN'T BEAR TO LEAVE THIS INCOMPLETE. TO DM AND THE CHOSEN PLAYERS, HAVE A GREAT CAMPAIGN. THIS REALLY SOUNDS LIKE A LOT OF FUN!
Character name: Pick
Character race: Variant Human
Character class: Rogue (Thief) 4 / Fighter (TBD) 8
Ability scores: See Above
Magic items: Boots & Cloak of Elven Kind, Multi tool +2
Backstory, pre-adventuring: "I wasn't always a good man. After da got nipped by the town guard, mum was left alone with six of us to care for. As the oldest, I tried to do my bit to help out but da wasn't much for honest work and I did'n really know how to break the family tradition. If the guard hadn't started hasslin' the little ones on my account I might still be at it." (Background: Criminal)
Proudest moment: "You know the best thing about learnin' to swing a poleaxe? People think that's all your good for. Did I ever tell you about the time we fought the wizard Revok? Thought magic was everything, that one. Pretty good at provin' himself right to. So I says to myself 'ain't gonna do anyone much good tryin' to poke at him with this here stick but, if he's busy with the others, I bet I can slip past and get that there crystal of his. By the time he knew what was up, Delvan had already scorched his arse but good!"
Darkest hour: "Do'n much care for magic myself. Keepin' the dead from resting. Stealing your own mind and will so your not yourself. But that's not the worst of it. One time, this cult priestess of the dark god of somethin' or other locked me in place so's I couldn't move anythin', not even my eyes. You ever been imprisoned in your own body?"
*Shudders*
"Still gives me nightmares."
(Spent an entire battle against a major lieutenant of the BBEG under the effects of Hold Person, completely helpless while the fighting went on around him)
Frontstory: "Goals? You're daft. I've got everything a want right here. A place of my own that no one can take from me, my friends close at hand, and a story to tell. Sure, it might be nice to find a pretty lass to settle down with...maybe have a few kids to pass the place on to when I'm old an' grey...but, other'n that, I'm a happy man. Lord of my own manor as it were."
Your idea is quite intriguing. I have an idea about a wizard who provides low-cost manpower for the inn with her magical pets. I'll roll ability scores and finish my character build in 24 hours.
Ability scores: 9 11 11 12 11 12
Character name: Zoe Zakharov
Character race: Variant Human
Character class: Necromancer Wizard
Ability scores: 14 17 13 15 16 15
Magic items: 2 uncommon magic items and 1 rare magic item that your character has collected on their quest :
Arcane Grimoire(rare), Hat of Wizardry, Prosthetic Limb ( Zoe lost her right arm during the battle with the undead priest)
Backstory, pre-adventuring:
From a very young age, death followed Zoe like her own shadow. She was a weak and sickly child, and even her parents abandoned hope that their daughter would reach adulthood. One day, Zoe and three friends entered an old tomb to test their courage. Only Zoe emerged alive, saved by a dark wizard's spell book. From that moment, her life changed forever. She delved into studying Necromancy magic, drawing life force from creatures to postpone the inevitable for as long as possible.
But those days are behind her now. Zoe no longer seeks dark secrets. Her companions and their friendship have mostly filled the void in her chest. She now utilizes her unseen servants and skeleton minions to provide free manpower for the inn, using magic to impart a special flavor to food and drink.
Proudest moment:
During her adventuring days, Zoe and her friends defeated cultists who worshiped an undead god, preventing them from resurrecting a terrible Lich priest. Zoe destroyed the phylactery and put an end to the monster for good.
Darkest hour:
Everything about Zoe is dark, but her darkest secret lies in her clandestine possession of all the documents seized from the cultists. By combining the spell book she acquired from the tomb, Zoe now possesses almost all the knowledge required to achieve lichdom.
Present/future:
Zoe's days are numbered. No longer pursuing adventures and unable to gather life force from creatures, she is no longer able to sustain her sick body. Perhaps she will remain with her friends, or perhaps she will disappear one day if she finds the final piece of the ritual to become an undead wizard.
This. Is. Awesome!
Lemme just roll up a character real quick! 14 11 13 9 15 10
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
12 15 1 1 13 9
I have the absolute perfect dude for this.
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
DEAR GOD!?
The Dice Gods have Forsakened me.
I'm tempted to re-roll them, I mean...EVERYTHING I HAVE EXCEPT THE 20 LOWERS ME!?
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
Placeholder for application to come later tonight
Stats: Ability scores: 16 13 14 11 12 12
How... 4d6 drop the lowest, reroll 1's once. You literally cannot get a 1 or a 20 if you have done this properly...
Your range should be 3-18
... Oh, I see my Mistake.
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
If DM will let you, take these.
I'm not going to be able to play anyhow😟 (Still going to finish my character because this is fun!) It would be a shame to let that 18 & 17 go to waste!
This sounds right up my alley, here's stats for a placeholder and I'll finish up today.
Ability scores: 13 12 16 13 15 13
Character name: Valen "Book" Winterflame
Character race: variant human
Character class: wizard, order of scribes
Ability scores: see above
Magic items: Arcane Grimoire+2, Cloak of Protection, Winged Boots
Backstory, pre-adventuring: Valen "Book" Winterflame was born to a simple family. His parents were minor nobles, but were rich in land only, mostly overseeing a number of feudal farms and farmers. But Valen and his siblings dreamed of bigger things. Valen's older brother Von was able to buy a commission in the royal army, while Valen's older sister Nessa initially trained as a priestess before falling in love and being married off to a wealthy merchant, who benefited from her noble name. Valen, on the other hand, went to the School of High Sorcery, where he would have to get by on his own merits. When war broke out, the School was forced to send promising recruits to serve with the Army. Valen's brother offered to use his leverage to get Valen a cushy position at the capital, but Valen refused. He requested the front lines and wished to make his own way. After the war, Valen began going by the nickname his unit had given him, "Book," and found that, while he still enjoyed the books and libraries of the School, he also desired adventure and excitement. [Insert way he connected with the party, maybe they were fellow soldiers, maybe a prisoner of war that he got to know, etc]
Proudest moment: What was your character’s greatest accomplishment during their adventures? During a jaunt into the Shadowfell, Book managed to make a deal with a Nightwalker to secure the safety of the party (feat: Shadowtouched) while they traveled to their destination. However, this deal also led to Book's darkest moment.
Darkest hour: What was your character’s darkest moment during their adventures? Nightwalkers delight in the corruption and suffering of others. Due to the deal Book made with the Nightwalker, Book's soul was forever touched by the Shadow, and has to fight to be gentle and kind. That shadow also left a mark on his soul that enabled the Nightwalker to find Book in the material plane and used him to force it's way in. During the fight with the Nightwalker, Book was able to banish it back to the Shadowfell, but not before it had left a swath of destruction through the city.
Frontstory: What do you want your character’s future to look like? Today, Book gives back, teaching magic to young wizards (either teaching at the School or taking an apprentice?) and selling spells to needy adventures. He hopes to attain the rank of Archmage but doesn't know how likely that is. His relationship with his family is strained as well. After his father died a few years ago, he had a blow up fight with his brother regarding their mother's care. She remains at the family manor, which he attempts to visit and send money to for her care, while his brother stays in the Capital, after inheriting their father's title.
Edit: I don't know what's up with the rolls, it always does this when I edit a post with rolls, even if I don't touch them. I'm happy to use these rolls if you prefer. They were originally 14 15 15 15 16 16
https://www.dndbeyond.com/characters/114093048/ci1Y75
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Ability scores: 13 14 11 11 10 11
Character name: Martha
Character race: VHuman - with Chef feat
Character class: Artificer (Alchemist) - spells and elixers “flavored” as baked goods
Ability scores: 12 16 16 20 12 14 (at lvl12 including racial bonus and ASI)
Magic items: Alchemy Jug, Dust of Deliciousness, All-Purpose Tool +2
Backstory, pre-adventuring: Martha was a successful entrepreneur who built an empire teaching others cooking, sewing and simple home improvements they could make to brighten up their living spaces. That is until the day it all came crashing down. Crushing inflation and a run-in with the tax man left Martha with nothing but her eternal sense of optimism. Thus she set out to travel the land baking pies and other treats to warm the hearts of her friends and travelling companions.
Proudest moment: Being named Baker of the Year at the annual Baker’s Guild awards.
Darkest hour: She once baked a rhubarb pie that turned out too tart. She couldn’t bring herself to serve it.
Frontstory: Martha tires of adventuring and wants to get back to her roots: baking, knitting, and decorating the inn.
👏👏👏😄
Character name: Qinven [CHIN-ven] (they/them)
Character race: Harengon (Medium)
Character class: Monk 12 (Way of the Drunken Master)
Ability scores: STR 10, DEX 14, CON 12, INT 12, WIS 18, CHA 12 (After all adjustments)
Magic items: Staff of the Rooted Hills (Rare; not on CS as I don't have Bigby's); Decanter of Endless Water (Uncommon); Immovable Rod (Uncommon)
Personality: Qinven is an oddity and doesn't seem to care much how others view them. They often practice movements and techniques in very public places, sometimes in inconvenient spots for others. Qinven often watches and thinks before speaking, and is a font of teachings and wisdom they have collected. However, sometimes their supposed wisdom comes across as unnerving and strange to others who don't think in the same lateral and philosophical way. While emotionally stoic, Qinven is a loyal friend and ally to those who prove themselves to the harengon, and show kindness and compassion, even if not frequently.
Backstory, pre-adventuring: Before joining the party, Qinven was a traveler. No particular destination or goal, just the act of wandering. Qin, as it is often shortened, had been trained in martial arts wherever they had come from, but apparently had never tasted alcohol. The harengon came to enjoy drink, perhaps a bit too much, but found a way to weave the wavering steps and awkward stumbling into their fighting style. Additionally, they became an avid brewer and distiller, their favorite drink to create and consume being cider. But the wanderlust was always a strong influence on them and they took the chance to adventure and protect others when it appeared.
Proudest moment: Qinven is secretly most proud of how they got their immovable rod. As the party delved into an ancient ruin where the villain sought to to unearth something monstrous and powerful, the party got separated and Qinven had to infiltrate on their own. What appeared to be a sculpture turned out to be a pair of immovable rods, which Qinven found by accidentally breaking the statue. These devices proved to the be Qinven's saving grace that day, as they used them to cross a chasm to get back to the party and aid them in the final fight, and even leaving one behind to secure the exit and prevent the monster from escaping to wreak havoc on the world. Every once in awhile, Qinven thinks about that other immovable rod and wonders if it still holds that monstrosity in the darkness.
Darkest hour: Qinven can never forget, and sometimes even has nightmares, about a moment they failed to protect an innocent person. It was young man, named Tireas, who had helped the party scale a massive giant 's fortress in a mountain range. Qinven and Tireas had been the scouts, and grown close as they journeyed. But Qinven failed to notice a giant before the creature kicked Tireas off a cliff, condemning the youth to a deadly fall. Qinven tried to leap after, but was too late and had to watch their comrade fall through the clouds and never be seen again.
Frontstory: Qin wants to build instead of destroy, to use their hands to create and comfort and serve, rather than harm. They want to grow fruits and turn them into ciders. They want to bake and grill and feed everyone who hungers, whether for food or camaraderie or safety. Qinven wants to give others the place they never had in all their travels until they met their friends.
Details can always be shifted, especially languages, to better fit the setting and story.
I have a Gnome alchemist that fits this to a T. His profession before adventuring was as a distiller of fine spirits. His family has their own signature formula called Philbin Firewater.
I'll probably use point buy but let's see what the dice gods are inclined to grant me.
Ability scores: 10 17 14 14 10 15
**This Space for Rent**
Well I can work with that. I'll leave this here and edit in the deets.
*Character: Brix Philbin
Class:Artificer Alchemist
Race: Gnome
Backstory:Brix grew up in a pretty typical idyllic style. Rolling hills scattered with small farms surrounded the small to medium sized town innwhich he was raised. The son of a brewer father and apothecary mother, they taught him how to extract the natural compounds needed to create the various elixirs and tonics plied in their individual trades. At a young age he was awarded first place in a brewing competition held by his father's guild. His frothy concoction earned him acceptance to his fathers guild and distinguished him as the youngest member ever admitted.
**This Space for Rent**
So far I’ve gotten a lot of INT-based applications. If you’re considering applying for this campaign, non-INT classes might help you stand out.