The party is currently level 3; otherwise, all the character creation rules remain the same. I will determine exactly how much experience your characters start with when you are accepted into the game. Roll your ability scores in the thread WITHOUT re-rolling 1's, all official races, classes, and backgrounds are fair game, and you start play with a cursed LEGENDARY magic item (along with a single rare magic item or two uncommon magic items).
Regarding the current team, we have a College of Swords Bard, a Circle of the Moon Druid, and a Hexblade Warlock. Our Paladin has been MIA for the past few weeks, and I'm not sure if they're coming back or not. We have no pure martials in the party, so I will have a slight bias towards martial characters when choosing who gets in.
Recruitment closes when I have enough replacement PCs.
Edit: my players also requested a replacement blaster; so a Wizard, Sorcerer, or a Cleric would also be a good fit.
Do you want me to keep the first score, which I do remember, or go with this one? The only difference is one of those 15s was a 17 and one of the 13s was a 14. The 9, funny enough, did not change.
Got an L3 character (from a campaign that never got going, so he can be tweaked however you'd like):
Name: Umkhonzi Race: Half-orc Background: Soldier Class (and subclass, if applicable): Fighter, Samurai Rare magic item or uncommon magic items gifted to you by the temple: haven't picked this/these yet Legendary magic item, along with a description of the curse it carries: Cursed Luck Blade (scimitar). Until the curse is broken, Umkhonzi can't access any of its wishes, and even worse, Shar, Mistress of the Night and Lady of Loss, the layer of the curse on the blade, can gift a wish to any intelligent being within sight of Umkhonzi, once per day at the DM's discretion. Thus far, this has never happened in a way that's benefitted Umkhonzi, or any of his traveling companions, to his dismay.
Or if that's too much power:
Cursed Blood Fury Tattoo. Scrawled across his back and arms is the symbol of Shar, which has been there since his birth. His mother told of a horrible ritual that led to this, before she died unnaturally, and his father never spoke of it. Umkhonzi gets the full combat benefit of it, but must cause at least 50 HP damage per day, or the tattoo takes its necrotic payment from him. The toll was much less, but as he grows in power, the tax grows to match, and he believes that this dungeon hides the means of removing the curse, and possibly the tattoo itself.
Brief backstory (including how you came into possession of your cursed legendary magic item): It's said that the curses of the fathers are visited upon the sons, and Umkhonzi knows the harsh truth of this. Clinging to the belief that his father did his best to rid himself, and the world, of this curse, he's vowed to end it once and for all, and believes the secret lies in this dungeon.
Name: Azothlin Race: Dhamphir Background: Ruined Class (and subclass, if applicable): Fighter Psi Warrior Rare magic item or uncommon magic items gifted to you by the temple: Mithral Plate, Sentinel Shield Legendary magic item, along with a description of the curse it carries: Sword of Answering (Replier) Brief backstory (including how you came into possession of your cursed legendary magic item): A simple temple guard, Azothin managed to wander in to an off-limits area that was used to imprison a greater vampire.......he woke to found all other members of the temple dead, many with their throat torn out. He was covered in blood an wielded a terrible sword.."The Replier". Every life he takes with the blade weakens the magical prison of the greater vampire, however if he doesn't use the sword he is overcome by his now vampiric nature and desire for blood. He has begunt o find himself with additional powers, his Dhamphiric change now bringing him telekinetic powers and strength....He is unsure of what will happen if he breaks the curse of the sword, but can only hope it can be done and his hunger will become manageable...
Name: Robilott Stungtrunk Zigglezam the Bonegrinder (they/he). The suffix is part of the family name, and unfortunately must be placed upon legal documentation. They just go by Robi or Rob.
Race: Custom Lineage (gnome with a very distant giant ancestor)
Class: Monk/Barbarian multiclass (depending on the level we start at, the vibe is just a strength-based unarmed combatant, very non-optimized.)
Legendary Item: A cursed variant of the Belt of Storm Giant Strength, with the following properties:
This item may only be attuned to by a giant, or a creature with a giant ancestor. Once attuned, it cannot be removed, unless targeted by a remove curse spell or similar magic.
The strength granted by this item is especially wild, and cannot be controlled by those unfamiliar with the raw power granted by this level of strength. If a creature attunes to this item and their Strength Score was not already 20 or higher, they suffer the following downsides.
Each step sends them hurtling forward, and thus movement may only be performed in jumps. For the sake of ease, treat the wearer's Strength score as 30 for the sake of jumping, meaning that they can only move in 15 foot leaps. If their movement would cause them to collide with an object or creature, their movement stops and they fall prone. The wearer may attempt to move ordinarily, but they must succeed on a DC 15 Dexterity Saving Throw or fall prone. This feature does not trigger when the target is carrying weight in excess of their carrying capacity.
When touching another object or creature, they automatically make an unarmed strike against them, unless they succeed on a DC 15 Dexterity Saving Throw. As a result, they will likely accidentally destroy any item they touch with a damage threshold of less than 10.
If the attuned creature is small or smaller, the sheer power of their strikes sends them flying. Whenever the wearer hits with an intentional melee attack, they must succeed on a DC 15 Strength Saving Throw or be flung 10 feet away. (can increase to 20 if you want this to be more frequent.)
Character Vibes/Brief Backstory: Robi descends from Thundraugg the Bonegrinder, a stone giant with an unusual taste in men. As a result, they are strikingly larger than the average gnome, a full three foot eight. As it turned out, they were the only person who could be find on short notice who had giant blood. He is not happy about the fact, since the belt happened to be quite cursed and quite unpleasant to wield for his small stature. Usually, Robi's actual appearance is not visible beneath the dozens of chains and weights he wears to keep himself from flying all over the place, but he does appear as a rather sullen gnome with a short crop of wild brown hair and a tiny goatee when the little bits of him peek out from beneath the mass of chains.
Do you want me to keep the first score, which I do remember, or go with this one? The only difference is one of those 15s was a 17 and one of the 13s was a 14. The 9, funny enough, did not change.
Go with the currently displayed set since that's what I've seen.
-When attacking with this weapon the target is healed when a natural 1 is rolled (or maybe below 5 to make it a bit worse) -When trying to heal a friend there is a 10% chance an enemy is healed instead.
Rollback Post to RevisionRollBack
"grandpa" Salkur, deep gnome artificer/sorcerer: Spiderwrangler's Forged in Chaos | Pepin, Human Artificer/cleric: Goblin horde | Mixtli, Volcano Genasi Artificer: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Artificer | Tamphalic Aliprax, Blue Dragonborn Wizard
I'm playing the druid. We just recently leveled up, so I'm finally getting to play as a dire wolf or brown bear with 29 STR, with more fun shapes to come! 🐺🐻🕷️🐊🐍🦅🦂 😈
-When attacking with this weapon the target is healed when a natural 1 is rolled (or maybe below 5 to make it a bit worse) -When trying to heal a friend there is a 10% chance an enemy is healed instead.
Note that the curse isn't event required to be mechanically disadvantageous. It just has to be a big enough problem that the character wants to remove the curse. Some of the curses have more of an impact on social encounters and role play. For example, one of the characters who left the campaign was a changeling. The curse made her lose control of her shape shifting ability so that she would randomly change appearance into wildly different races (leonin, elf, kenku, bugbear, etc.). Another character had a holy avenger sword that wouldn't let the wielder tell even the smallest lie. It could detect lies told within 60 ft. and compelled its owner to expose the lie and make the liar repent.
I think that most of us went with something that has some impact on play, but just the "you accidentally heal a target on a nat-1" is in line with the curses on the remaining characters' items.
I should also point out (not to you, but to everyone on this thread) that the DM has content sharing enabled. Therefore, legendary items from Fizban's Treasury of Dragons, The Book of Many Things, and a lot of other sourcebooks and adventures are all available.
Edit: the remaining party asked me if we can get another blaster since we lost a Sorcerer with a staff of the magi. So when I close recruitment, I'm hoping to have two martial characters and one Wizard, Sorcerer, or perhaps a Cleric.
-When attacking with this weapon the target is healed when a natural 1 is rolled (or maybe below 5 to make it a bit worse) -When trying to heal a friend there is a 10% chance an enemy is healed instead.
Backstory: Saleh is a wood elf who is originally form another world. In the other world he was one of the most notorious criminals. He was eventually caught and banished to this world. His old world was pretty generous towards banished criminals and normally gave them a couple of items to protect themselves, as it was never exactly known where banished people would end up. Before the banishment was complete Saleh was kept in solitary, as was the custom; which was a horrible time and made him think twice of how, if he had the possibility, he would want to be in this new world he was being send to. In this new world Saleh quickly found he had certain skills that weren't normal for this world. He decided it would be best to use these for good to not get caught in whatever kind of criminal world there was here. His old life is, however, still hunting him in his dreams and his legendary bow feels that. this, on occasion, results in the criminals he hunts getting healed instead of going down by his arrows.
I could also go with a wizard (subclass to be decided), who is very interested in Dragons and their origins.
Name: Tamphalic Aliprax Race: Blue dragonborn Class: Wizard (Chronurgy) Background: Archeologist Legendary item: A Blue dragon mask Curse: He cannot touch another being without giving out an electric shock Rare item: Chromatic stirring dargon touched focus.
Backstory: Tamphalic is a blue dragonborn who once was the one scholar everyone in his tribe would go to for information about their history, and that of their ancestors. However, he went to far with his studies when he went to look for the lair of a Blue dragon. He went in to talk and research this blue dragon and to find out if he was one of his tribe's ancestral guardians. However, when the dragon let him in to talk he saw the hoard and became greedy, wanting to take part of the hoard for himself. He talked to the dragon, befriending it, but when the dragon didn't look he took a couple of things from the hoard that were very valuable. After leaving and getting back to his tribe he thought he was in the clear, but the dragon came after him and told the tribe what happened. The tribe elders decided to banish Tamphalic from his own home and the dragon cursed the items he took. Now, he is still in the hunt for information about dragons, but he knows he needs to redeem himself still to, hopefully, in the end be able to get back to his tribe, his home.
"grandpa" Salkur, deep gnome artificer/sorcerer: Spiderwrangler's Forged in Chaos | Pepin, Human Artificer/cleric: Goblin horde | Mixtli, Volcano Genasi Artificer: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Artificer | Tamphalic Aliprax, Blue Dragonborn Wizard
-When attacking with this weapon the target is healed when a natural 1 is rolled (or maybe below 5 to make it a bit worse) -When trying to heal a friend there is a 10% chance an enemy is healed instead.
I could also go with a wizard (subclass to be decided), who is very interested in Dragons and their origins.
Legendary item: A Blue dragon mask Rare item: Chromatic stirring dargon touched focus.
And the curse might be that he cannot touch another being without giving out an electric shock
Will get backstory in tomorrow morning (GMT+2)
I think both character ideas could be interesting and would fit well into this game.
Using a cursed +3 rod of the pact keeper and +1 studded leather armor as my items.
The curse of the rod is: whenever you cast a spell while attuned, roll a d6, on a 1, roll on the wand of wonder effect table, however, you must center any area of effect spell of yourself, as the rod spits out magical energy. This curse can be broken if someone casts weird, they can cast it on the rod, and like two negatives make a positive, the rod loses this ability.
Hi all!
I am currently running an experimental campaign called Chronicles of the Accursed. Unfortunately, we have recently lost a few players, so I have decided to re-open recruitment. I would like to have two or three more players to round out the party. Here is the original recruitment thread for the campaign: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/184358-interest-check-who-wants-to-break-d-d
The party is currently level 3; otherwise, all the character creation rules remain the same. I will determine exactly how much experience your characters start with when you are accepted into the game. Roll your ability scores in the thread WITHOUT re-rolling 1's, all official races, classes, and backgrounds are fair game, and you start play with a cursed LEGENDARY magic item (along with a single rare magic item or two uncommon magic items).
Regarding the current team, we have a College of Swords Bard, a Circle of the Moon Druid, and a Hexblade Warlock. Our Paladin has been MIA for the past few weeks, and I'm not sure if they're coming back or not. We have no pure martials in the party, so I will have a slight bias towards martial characters when choosing who gets in.
Recruitment closes when I have enough replacement PCs.
Edit: my players also requested a replacement blaster; so a Wizard, Sorcerer, or a Cleric would also be a good fit.
I'd be interested, I'll just have to scroll through the legendary items real quick to see what would be fun to play.
"Ignorance is bliss, and you look absolutely miserable."
Let's see how the ability scores look...
Ability scores: 15 17 17 15 14 6
Well shit. Pressed the wrong button.
Do you want me to keep the first score, which I do remember, or go with this one? The only difference is one of those 15s was a 17 and one of the 13s was a 14. The 9, funny enough, did not change.
Oops, forgot: Ability scores: 11 13 16 16 12 13
"Ignorance is bliss, and you look absolutely miserable."
Well. Those suck. I think I'll be taking a stat-buffing item...
"Ignorance is bliss, and you look absolutely miserable."
Got an L3 character (from a campaign that never got going, so he can be tweaked however you'd like):
Name: Umkhonzi
Race: Half-orc
Background: Soldier
Class (and subclass, if applicable): Fighter, Samurai
Rare magic item or uncommon magic items gifted to you by the temple: haven't picked this/these yet
Legendary magic item, along with a description of the curse it carries: Cursed Luck Blade (scimitar). Until the curse is broken, Umkhonzi can't access any of its wishes, and even worse, Shar, Mistress of the Night and Lady of Loss, the layer of the curse on the blade, can gift a wish to any intelligent being within sight of Umkhonzi, once per day at the DM's discretion. Thus far, this has never happened in a way that's benefitted Umkhonzi, or any of his traveling companions, to his dismay.
Or if that's too much power:
Cursed Blood Fury Tattoo. Scrawled across his back and arms is the symbol of Shar, which has been there since his birth. His mother told of a horrible ritual that led to this, before she died unnaturally, and his father never spoke of it. Umkhonzi gets the full combat benefit of it, but must cause at least 50 HP damage per day, or the tattoo takes its necrotic payment from him. The toll was much less, but as he grows in power, the tax grows to match, and he believes that this dungeon hides the means of removing the curse, and possibly the tattoo itself.
Brief backstory (including how you came into possession of your cursed legendary magic item): It's said that the curses of the fathers are visited upon the sons, and Umkhonzi knows the harsh truth of this. Clinging to the belief that his father did his best to rid himself, and the world, of this curse, he's vowed to end it once and for all, and believes the secret lies in this dungeon.
Name: Azothlin
Race: Dhamphir
Background: Ruined
Class (and subclass, if applicable): Fighter Psi Warrior
Rare magic item or uncommon magic items gifted to you by the temple: Mithral Plate, Sentinel Shield
Legendary magic item, along with a description of the curse it carries: Sword of Answering (Replier)
Brief backstory (including how you came into possession of your cursed legendary magic item): A simple temple guard, Azothin managed to wander in to an off-limits area that was used to imprison a greater vampire.......he woke to found all other members of the temple dead, many with their throat torn out. He was covered in blood an wielded a terrible sword.."The Replier". Every life he takes with the blade weakens the magical prison of the greater vampire, however if he doesn't use the sword he is overcome by his now vampiric nature and desire for blood. He has begunt o find himself with additional powers, his Dhamphiric change now bringing him telekinetic powers and strength....He is unsure of what will happen if he breaks the curse of the sword, but can only hope it can be done and his hunger will become manageable...
https://www.dndbeyond.com/characters/121035528/X78zeu
stats Ability scores: 7 9 10 16 11 7
NOTE: ACtual roll is 12, 11, 10, 10, 10, 8, which I recorded and used....
Name: Robilott Stungtrunk Zigglezam the Bonegrinder (they/he). The suffix is part of the family name, and unfortunately must be placed upon legal documentation. They just go by Robi or Rob.
Race: Custom Lineage (gnome with a very distant giant ancestor)
Class: Monk/Barbarian multiclass (depending on the level we start at, the vibe is just a strength-based unarmed combatant, very non-optimized.)
Legendary Item: A cursed variant of the Belt of Storm Giant Strength, with the following properties:
This item may only be attuned to by a giant, or a creature with a giant ancestor. Once attuned, it cannot be removed, unless targeted by a remove curse spell or similar magic.
The strength granted by this item is especially wild, and cannot be controlled by those unfamiliar with the raw power granted by this level of strength. If a creature attunes to this item and their Strength Score was not already 20 or higher, they suffer the following downsides.
Character Vibes/Brief Backstory: Robi descends from Thundraugg the Bonegrinder, a stone giant with an unusual taste in men. As a result, they are strikingly larger than the average gnome, a full three foot eight. As it turned out, they were the only person who could be find on short notice who had giant blood. He is not happy about the fact, since the belt happened to be quite cursed and quite unpleasant to wield for his small stature. Usually, Robi's actual appearance is not visible beneath the dozens of chains and weights he wears to keep himself from flying all over the place, but he does appear as a rather sullen gnome with a short crop of wild brown hair and a tiny goatee when the little bits of him peek out from beneath the mass of chains.
"Ignorance is bliss, and you look absolutely miserable."
Go with the currently displayed set since that's what I've seen.
Ability scores: 13 8 10 12 13 17
Name: Saleh Faenorin
Race: Wood elf
Class: Horizon walker Ranger
Other magic items: Stond of luck, cloak of elvenkind
Legendary item: Longbow of the Healing Hearth
Curse:
-When attacking with this weapon the target is healed when a natural 1 is rolled (or maybe below 5 to make it a bit worse)
-When trying to heal a friend there is a 10% chance an enemy is healed instead.
"grandpa" Salkur, deep gnome artificer/sorcerer: Spiderwrangler's Forged in Chaos | Pepin, Human Artificer/cleric: Goblin horde | Mixtli, Volcano Genasi Artificer: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Artificer | Tamphalic Aliprax, Blue Dragonborn Wizard
I don't know whether our DM cares, but I just wanted to mention that we already have that item in the party.
Cursed legendary items of the current party:
I'm playing the druid. We just recently leveled up, so I'm finally getting to play as a dire wolf or brown bear with 29 STR, with more fun shapes to come! 🐺🐻🕷️🐊🐍🦅🦂 😈
Note that the curse isn't event required to be mechanically disadvantageous. It just has to be a big enough problem that the character wants to remove the curse. Some of the curses have more of an impact on social encounters and role play. For example, one of the characters who left the campaign was a changeling. The curse made her lose control of her shape shifting ability so that she would randomly change appearance into wildly different races (leonin, elf, kenku, bugbear, etc.). Another character had a holy avenger sword that wouldn't let the wielder tell even the smallest lie. It could detect lies told within 60 ft. and compelled its owner to expose the lie and make the liar repent.
I think that most of us went with something that has some impact on play, but just the "you accidentally heal a target on a nat-1" is in line with the curses on the remaining characters' items.
I should also point out (not to you, but to everyone on this thread) that the DM has content sharing enabled. Therefore, legendary items from Fizban's Treasury of Dragons, The Book of Many Things, and a lot of other sourcebooks and adventures are all available.
Edit: the remaining party asked me if we can get another blaster since we lost a Sorcerer with a staff of the magi. So when I close recruitment, I'm hoping to have two martial characters and one Wizard, Sorcerer, or perhaps a Cleric.
I could also go with a wizard (subclass to be decided), who is very interested in Dragons and their origins.
Name: Tamphalic Aliprax
Race: Blue dragonborn
Class: Wizard (Chronurgy)
Background: Archeologist
Legendary item: A Blue dragon mask
Curse: He cannot touch another being without giving out an electric shock
Rare item: Chromatic stirring dargon touched focus.
Backstory:
Tamphalic is a blue dragonborn who once was the one scholar everyone in his tribe would go to for information about their history, and that of their ancestors. However, he went to far with his studies when he went to look for the lair of a Blue dragon. He went in to talk and research this blue dragon and to find out if he was one of his tribe's ancestral guardians. However, when the dragon let him in to talk he saw the hoard and became greedy, wanting to take part of the hoard for himself. He talked to the dragon, befriending it, but when the dragon didn't look he took a couple of things from the hoard that were very valuable. After leaving and getting back to his tribe he thought he was in the clear, but the dragon came after him and told the tribe what happened. The tribe elders decided to banish Tamphalic from his own home and the dragon cursed the items he took. Now, he is still in the hunt for information about dragons, but he knows he needs to redeem himself still to, hopefully, in the end be able to get back to his tribe, his home.
"grandpa" Salkur, deep gnome artificer/sorcerer: Spiderwrangler's Forged in Chaos | Pepin, Human Artificer/cleric: Goblin horde | Mixtli, Volcano Genasi Artificer: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Artificer | Tamphalic Aliprax, Blue Dragonborn Wizard
I think both character ideas could be interesting and would fit well into this game.
Is recruiting closed?
Nope, you've still got plenty of time!
Warlock Pact of the Undead
Using a cursed +3 rod of the pact keeper and +1 studded leather armor as my items.
The curse of the rod is: whenever you cast a spell while attuned, roll a d6, on a 1, roll on the wand of wonder effect table, however, you must center any area of effect spell of yourself, as the rod spits out magical energy. This curse can be broken if someone casts weird, they can cast it on the rod, and like two negatives make a positive, the rod loses this ability.
Ability scores: 12 12 13 17 13 15