Backstory: Benedict was born at a very young age to two poor parents. His father was a thief and taught him all the tricks of the street. However, his time with his father was very short-lived as both parents died when he was young. As such, the whole idea of death terrifies Benedict, so while he has no problem injuring or stealing, he doesn't like killing. Unfortunately, he has discovered over time a connection with the dead, as the souls of the dead tend to be drawn to him. He has been travelling for 5 years now, trying to find answers as to why
Sheet: Not done yet
Why at Stonpond?: Benedict traveled to Stonpond to make some money pickpocketing rich tourists, and (although he'd never admit this) try to relax away from the high alert he needs to have in big cities.
Hi hello! As a note, I'm happy to adjust characters to suit whatever makes sense for the party / vibes / etc., but here's the one I've got worked up for now -- character sheet to be finalized further once I've rolled ability scores in this post, of course: https://www.dndbeyond.com/characters/120438615/bPzrD3
Name: Wim
Race: Human (variant)
Class: Paladin (Oath of Vengeance, ideally)
Background: Acolyte
Backstory: Wim may know nothing of the humans who brought her into the world, but her dads look like this: wide, red eyes; bright-turquoise (Trix) and dark-burgundy (Orax) skin; and matching mischievous, toothy grins. She's nearly reached their height by the time she's a year old, and far surpasses them by the time she's turned three.
That they're only four and five when they find her is a source of confusion for some time; though both have had enough -- if quite limited -- interaction with outsiders to understand each race seems to have a different approach to aging, it is quite another thing to see it unfold up close. That she should still be unable to construct full, coherent sentences by nearly her second birthday is odd -- but very little concerns Trix, and though Orax is the more anxious of the two, he too is more fascinated than alarmed.
"Might be they abandon the dull ones," Orax says, one night, watching Wim pick an oddly shaped rock off the ground and attempt to bite into it.
"Think they have a test for that, humans?" Trix asks.
"Might be," Orax says.
"Seems foolish," Trix says. "She'll find her own way."
It's half a miracle that Wim manages to reach full sentences without ever burning to death first; though Orax and Trix live alone in the caves, now, the only survivors of their clan, they carry on many of its traditions -- and creating things to blow up other things numbers high on that list.
That they survive as long as they do says something for their talent concerning controlled explosions -- or perhaps it says something else, that they are raising a child with sensitive skin and that the risks no longer seem inevitable. If the latter is true, they never pass this on to Wim; to Wim, they give curiosity, a propensity for joy, and a healthy sprinkling of chaos. Whatever their intention, it's not something Wim will ever know -- she is eleven when they are killed at the hands of an adventuring party.
It's incidental; the target of the party is an undead monster of much greater significance than two goblins, a single arrow each enough to fell them both. But the goblins surrounded a human child, and the so-called heroes acted by reflex -- with courage, they would both call it later. A feat of triumph. "They kidnapped you," the hunters tell her, hearing none of her protests, deeming it confusion, "we've come to rescue you." The cleric among them brings her to an institution somewhere between a monastery and an orphanage, run largely by other clerics of Pelor; there, she is given food she's never seen and a bedroll the likes of which she's never known. She can tell them nothing of her family, and it takes some days before they determine she simply knows no family. "What have they done to you?" one of them asks, of the burn that crawls from her cheek to her neck, of the one carved into her arm, across her shoulder.
She never quite manages to stop hating them, though she finds something in Leonora: a retired adventurer, a paladin, who spends half her days visiting, and who begins to train her in the art of the sword. She is not gentle, and she rarely smiles, but she is kind; it is the closest thing she has felt to family in some time. But Leonora is not the one who sets Wim on her path; Wim, who has always been restless and eager and curious, who has never extinguished the candle of vengeance buried somewhere behind her ribcage, follows a different figure from the orphanage entirely, one who steals inside in the dead of night and slits the throat of a cleric Wim has never liked, wearing an amulet with a symbol Wim doesn't recognize.
In time, she will learns the symbol is Hoar's; in time, she learns to fight under his proverbial banner, utilizing his power to enact violence against any who would inflict violence on the unthreatening monstrous, on any creature simply trying to get by, day by day, inch by inch. It fills her days with something a little bit like joy -- and, one by one, she chases down the members of the now-retired adventuring party who once saw fit to change her life forever.
Why is your character in Stonpond?: I'm thinking she's followed the trail of one of the retired adventuring party members she's planning to exact her revenge on near here, potentially, and in the meantime finds herself characteristically curious about the mist.
(( NOTE: Considering the PCs are level 10, I figured they'd at least have armor better than what they started with. ))
NAME: Flèche (aka François LeChateau) STATS: STR 12, DEX 16, CON 14, INT 12, WIS 12, CHA 20 RACE: Variant Human (+1 CHA, +1 DEX, Magic Initiate Fey-Touched Feat w/ +1 CHA) CLASS: Bard 10 (College of Swords) ALIGNMENT: Chaotic Neutral BACKGROUND: Entertainer CHARACTER SHEET:https://www.dndbeyond.com/characters/113823924/LqREng WHY IN STONPOND: Flèche actually has relatives living in Stonpond, and as a youth he visited them frequently. After choosing to become a bard and adventurer, and subsequently getting shunned by most of his family, he left home and traveled the realm, but made frequent visits back to his aunt, uncle and cousins in Stonpond. He happened to be visiting just as the fog began to spread, and is eager to help his loved ones and save the town. BACKSTORY:
François was always a gregarious and quick-witted child: imaginative, creative and endlessly curious, despite his upper-class parents trying to corral his adventurous nature. They even tried to hide the visit of a famous bard to their city from him, but of course, the youth found out and sneaked out to witness the spectacle. That was all it took--from that day on, becoming a bard (and an adventuring bard, at that) became his primary life goal. Increasingly draconian attempts to dissuade him all failed, until, at the age of 16, François announced he was leaving, only to have his devastated parents (and most of his relatives, for that matter) disown him, writing him off for good.
Undaunted, the talented youth quickly found mentors among a traveling troupe, and soon learned the trade, eventually seeking out adventures on his own, and crossing the entire realm as he journeyed, growing in status and strength as he did. It was an exciting if rough life, but his occasional trips to Stonpond to visit the few relatives who hadn't shunned him gave him his sense of belonging.
Which is why, shortly after stopping by from his latest outing, the appearance of the mist stirred something within Flèche he'd not really felt before. Not a wanderlust, or a longing for adventure... but a iron determination to save his loved ones from whatever evil was approaching.
Lol. There was one time I was making a DDB character, and literally rolled four 18s, one 17 and an 8. Wasn't happy about the 8, but I kept it and made it my strength score. I was making a monk, and you know how OP a monk with Dex 18, Con 18, Wis 18, Cha 18 and Int 17 is?
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Launch Mechatune was investigating a wild magic vortex in the Astral Plane when she was accidentally hit by a magic surge. She was thrown into a pocket dimension, where she drifted unconscious for thousands of years. In a chance occurrence, her pocket dimension wandered close to the Material Plane and ruptured. Launch woke in a new place and a new time with everyone she knew gone.
The chaotic magic which imprisoned her, had warped her body and infected her mind. Much of it was unstable. Launch replaced warped parts with magical machinery and augmentation, but these adaptions require continuous tinkering and repair.
Why is your character in Stonpond?
Launch and Bastion were wondering through Stonpond looking for work, but as is often the case, she found a dice game or other game of chance instead.
Note: Mechanical Body is only for flavor. No advantage is conferred. It might be used as a plot device to make advantages and weaknesses in the future, at your discretion.
This post has potentially manipulated dice roll results.
Ability Scores: 161312151716 Name: Kiafra Uko Race: Stout Halfling Class: Barbarian - Path of the Giant 7 / Ranger - Monster Slayer 3 Background: Giant Foundling Backstory: Kiafra was found by a family of giants after the cart his family was travelling in was taken by a Wyvern to the mountains. His parents and siblings escaped, but they had no chance to get him out. Once it landed, the giants chased the wyvern away, and found a toddler aged Kiafra. They raised him as their own, and when he was old enough told him of his origins. From then on he dedicated his life to hunting down monsters to stop his fate from happening to any other children. Why is your character in Stonpond? After many years of trying to figure out where he came from, Kiafra now believes his halfling family are from Stonpond, and is trying to find them. Character Sheet: https://www.dndbeyond.com/characters/120719082/A8z4Cs
This post has potentially manipulated dice roll results.
Name: Bryskin Alleywood
Race: Variant Human
Class: Swashbuckler Rogue 10
Background: Sailor
Backstory (Short and sweet, please. But it can be as long as you wish!): Bryskin was born a pirate, raised a pirate, and lived a pirate. However, as he grew older, he saw how much his family and crewmates would hurt others. He became keenly aware of the pain in their faces every time his ship captured another. One day, as his ship reeled in another ship with its grappling hook, he looked across at the other ship and noticed a woman, crying and holding a child in her arms. He felt an internal struggle. Finally, he snapped. Dodging his crewmates, he ran down the side of the ship, cut all the lines attaching the ships, and jumped overboard. The other ship stopped temporarily to fish him out of the water, and since then he has never seen his family.
Why is your character in Stonpond? Having heard about the mysterious fate of Stonpond, Bryskin is here hoping to atone for the crimes he committed long ago.
Ability scores: 16716151011
Rollback Post to RevisionRollBack
Bilyur Ningel - 100 dungeons of the blood Archivist
This post has potentially manipulated dice roll results.
Name: Zathistorian Uber
Race: Variant Human
Class: Fighter Psi Warrior
Background: Soldier
Backstory (Short and sweet, please. But it can be as long as you wish!): Being found to have certain powers of the mind, Zathostorian was taken from his family at a young age and raised by an order of warrior monks. He now travels the world and fights evil as he attempts to achieve a higher state of being by working on his craft and mind.
Why is your character in Stonpond? His order has heard of the strange goings on in stonepond and sent him to investigate.
Ability scores: 17 16 13 16 9 12
Name: Benedict Carlisle
Race: Lightfoot Halfling
Class: Phantom Rogue
Background: Criminal
Alignment: Chaotic Neutral
Backstory: Benedict was born at a very young age to two poor parents. His father was a thief and taught him all the tricks of the street. However, his time with his father was very short-lived as both parents died when he was young. As such, the whole idea of death terrifies Benedict, so while he has no problem injuring or stealing, he doesn't like killing. Unfortunately, he has discovered over time a connection with the dead, as the souls of the dead tend to be drawn to him. He has been travelling for 5 years now, trying to find answers as to why
Sheet: Not done yet
Why at Stonpond?: Benedict traveled to Stonpond to make some money pickpocketing rich tourists, and (although he'd never admit this) try to relax away from the high alert he needs to have in big cities.
Holy shrimp those are some rolls, do you want me to nerf them?
anyway, here's Benedict's sheet:
file:///home/chronos/u-63a20f03cc3ecdc2dce5c9b9fb51317367a58855/MyFiles/Downloads/DnD_5E_CharacterSheet_FormFillable.pdf
Hi hello! As a note, I'm happy to adjust characters to suit whatever makes sense for the party / vibes / etc., but here's the one I've got worked up for now -- character sheet to be finalized further once I've rolled ability scores in this post, of course: https://www.dndbeyond.com/characters/120438615/bPzrD3
That they're only four and five when they find her is a source of confusion for some time; though both have had enough -- if quite limited -- interaction with outsiders to understand each race seems to have a different approach to aging, it is quite another thing to see it unfold up close. That she should still be unable to construct full, coherent sentences by nearly her second birthday is odd -- but very little concerns Trix, and though Orax is the more anxious of the two, he too is more fascinated than alarmed.
"Might be they abandon the dull ones," Orax says, one night, watching Wim pick an oddly shaped rock off the ground and attempt to bite into it.
"Think they have a test for that, humans?" Trix asks.
"Might be," Orax says.
"Seems foolish," Trix says. "She'll find her own way."
It's half a miracle that Wim manages to reach full sentences without ever burning to death first; though Orax and Trix live alone in the caves, now, the only survivors of their clan, they carry on many of its traditions -- and creating things to blow up other things numbers high on that list.
That they survive as long as they do says something for their talent concerning controlled explosions -- or perhaps it says something else, that they are raising a child with sensitive skin and that the risks no longer seem inevitable. If the latter is true, they never pass this on to Wim; to Wim, they give curiosity, a propensity for joy, and a healthy sprinkling of chaos. Whatever their intention, it's not something Wim will ever know -- she is eleven when they are killed at the hands of an adventuring party.
It's incidental; the target of the party is an undead monster of much greater significance than two goblins, a single arrow each enough to fell them both. But the goblins surrounded a human child, and the so-called heroes acted by reflex -- with courage, they would both call it later. A feat of triumph. "They kidnapped you," the hunters tell her, hearing none of her protests, deeming it confusion, "we've come to rescue you." The cleric among them brings her to an institution somewhere between a monastery and an orphanage, run largely by other clerics of Pelor; there, she is given food she's never seen and a bedroll the likes of which she's never known. She can tell them nothing of her family, and it takes some days before they determine she simply knows no family. "What have they done to you?" one of them asks, of the burn that crawls from her cheek to her neck, of the one carved into her arm, across her shoulder.
She never quite manages to stop hating them, though she finds something in Leonora: a retired adventurer, a paladin, who spends half her days visiting, and who begins to train her in the art of the sword. She is not gentle, and she rarely smiles, but she is kind; it is the closest thing she has felt to family in some time. But Leonora is not the one who sets Wim on her path; Wim, who has always been restless and eager and curious, who has never extinguished the candle of vengeance buried somewhere behind her ribcage, follows a different figure from the orphanage entirely, one who steals inside in the dead of night and slits the throat of a cleric Wim has never liked, wearing an amulet with a symbol Wim doesn't recognize.
In time, she will learns the symbol is Hoar's; in time, she learns to fight under his proverbial banner, utilizing his power to enact violence against any who would inflict violence on the unthreatening monstrous, on any creature simply trying to get by, day by day, inch by inch. It fills her days with something a little bit like joy -- and, one by one, she chases down the members of the now-retired adventuring party who once saw fit to change her life forever.
Ability scores (without rerolling 1s): 10 12 17 16 13 14
Finally, a shot at some higher-level combat! Rolling stats first:
18 12 12 15 12 14
Whistler
Titus - V. Human Battle Master Fighter 3 - [Pic] - [Pic2] - [Traits] - in Shadowglass
Locke - V. Human Shadow Monk 3 / Undead Warlock 2 - [Pic] - [Traits] - in FOW - DMless West Marches
Flèche - V. Human Swords Bard 10 - [Pic] - [Traits] - in The Scarlet Mist
Sterling - V. Human Bard 1 - [Pic] - [Traits] - in Bards: Dragon Heist
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
And damn good stats they are!
Ability scores: 12 12 12 12 14 13
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
(( NOTE: Considering the PCs are level 10, I figured they'd at least have armor better than what they started with. ))
NAME: Flèche (aka François LeChateau)
STATS: STR 12, DEX 16, CON 14, INT 12, WIS 12, CHA 20
RACE: Variant Human (+1 CHA, +1 DEX,
Magic InitiateFey-Touched Feat w/ +1 CHA)CLASS: Bard 10 (College of Swords)
ALIGNMENT: Chaotic Neutral
BACKGROUND: Entertainer
CHARACTER SHEET: https://www.dndbeyond.com/characters/113823924/LqREng
WHY IN STONPOND: Flèche actually has relatives living in Stonpond, and as a youth he visited them frequently. After choosing to become a bard and adventurer, and subsequently getting shunned by most of his family, he left home and traveled the realm, but made frequent visits back to his aunt, uncle and cousins in Stonpond. He happened to be visiting just as the fog began to spread, and is eager to help his loved ones and save the town.
BACKSTORY:
François was always a gregarious and quick-witted child: imaginative, creative and endlessly curious, despite his upper-class parents trying to corral his adventurous nature. They even tried to hide the visit of a famous bard to their city from him, but of course, the youth found out and sneaked out to witness the spectacle. That was all it took--from that day on, becoming a bard (and an adventuring bard, at that) became his primary life goal. Increasingly draconian attempts to dissuade him all failed, until, at the age of 16, François announced he was leaving, only to have his devastated parents (and most of his relatives, for that matter) disown him, writing him off for good.
Undaunted, the talented youth quickly found mentors among a traveling troupe, and soon learned the trade, eventually seeking out adventures on his own, and crossing the entire realm as he journeyed, growing in status and strength as he did. It was an exciting if rough life, but his occasional trips to Stonpond to visit the few relatives who hadn't shunned him gave him his sense of belonging.
Which is why, shortly after stopping by from his latest outing, the appearance of the mist stirred something within Flèche he'd not really felt before. Not a wanderlust, or a longing for adventure... but a iron determination to save his loved ones from whatever evil was approaching.
PIC:
Whistler
Titus - V. Human Battle Master Fighter 3 - [Pic] - [Pic2] - [Traits] - in Shadowglass
Locke - V. Human Shadow Monk 3 / Undead Warlock 2 - [Pic] - [Traits] - in FOW - DMless West Marches
Flèche - V. Human Swords Bard 10 - [Pic] - [Traits] - in The Scarlet Mist
Sterling - V. Human Bard 1 - [Pic] - [Traits] - in Bards: Dragon Heist
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Lol. There was one time I was making a DDB character, and literally rolled four 18s, one 17 and an 8. Wasn't happy about the 8, but I kept it and made it my strength score. I was making a monk, and you know how OP a monk with Dex 18, Con 18, Wis 18, Cha 18 and Int 17 is?
Character(s): Chak-tha, Thri-kreen Battlemaster Fighter, Théodmon Rokas, Eladrin Druid, Grayhawk the Aerial Ace, Aarakocra Bladesinger Wizard
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Check out the Chatty Tavern | Jester and Breadman's Character Bakery
My title from drummer is Wielder of Whispers
Hey, all! There's a lot more submissions than I thought, lol. This thread'll close on Friday.
Launch Mechatune
Race: Astral Elf
Class: Artificer 4 (Battlesmith)/ Wizard 6 (Bladesinger)
Background: Gambler
Launch Mechatune was investigating a wild magic vortex in the Astral Plane when she was accidentally hit by a magic surge. She was thrown into a pocket dimension, where she drifted unconscious for thousands of years. In a chance occurrence, her pocket dimension wandered close to the Material Plane and ruptured. Launch woke in a new place and a new time with everyone she knew gone.
The chaotic magic which imprisoned her, had warped her body and infected her mind. Much of it was unstable. Launch replaced warped parts with magical machinery and augmentation, but these adaptions require continuous tinkering and repair.
Why is your character in Stonpond?
Launch and Bastion were wondering through Stonpond looking for work, but as is often the case, she found a dice game or other game of chance instead.
Character sheet
https://www.dndbeyond.com/characters/120671619
Attribute Stats generated by Standard Array
Note: Mechanical Body is only for flavor. No advantage is conferred. It might be used as a plot device to make advantages and weaknesses in the future, at your discretion.
Ability Scores: 16 13 12 15 17 16
Name: Kiafra Uko
Race: Stout Halfling
Class: Barbarian - Path of the Giant 7 / Ranger - Monster Slayer 3
Background: Giant Foundling
Backstory: Kiafra was found by a family of giants after the cart his family was travelling in was taken by a Wyvern to the mountains. His parents and siblings escaped, but they had no chance to get him out. Once it landed, the giants chased the wyvern away, and found a toddler aged Kiafra. They raised him as their own, and when he was old enough told him of his origins. From then on he dedicated his life to hunting down monsters to stop his fate from happening to any other children.
Why is your character in Stonpond? After many years of trying to figure out where he came from, Kiafra now believes his halfling family are from Stonpond, and is trying to find them.
Character Sheet: https://www.dndbeyond.com/characters/120719082/A8z4Cs
Bilyur Ningel - 100 dungeons of the blood Archivist
Thread
Jaren - Campaignless Adventure
Thread
Volneer Smith Bryskin - Norea/Westhaven
OOC thread
IC thread
Bryskin Alleywood - The Scarlet Mist
Thread
Heiberos Ganneva - Tyranny of dragons
Bilyur Ningel - 100 dungeons of the blood Archivist
Thread
Jaren - Campaignless Adventure
Thread
Volneer Smith Bryskin - Norea/Westhaven
OOC thread
IC thread
Bryskin Alleywood - The Scarlet Mist
Thread
Heiberos Ganneva - Tyranny of dragons
Ability scores: 12 14 9 17 10 13
https://www.dndbeyond.com/characters/120742734/0rMCNZ
I think I have a good amount of submissions here, thank you to everyone who has applied! The people I choose will get a PM shortly.
How shortly?
Could you please post something here once the DMs are sent out so the rest of us aren't left waiting for a post that not's going to arrive?
DM's have been sent, thank you all for applying.