Quick introduction: I've been DM'ing campaigns, mostly PbP, for over a decade now. But I'm new to running games in this forum. While I've mostly run homebrew games in 3.5 and 4E, I've also run four modules in 5E and co-DM'd several others. The campaign I'm attempting to bring to you is the first one my son and I have co-created. His concept blew my mind, and I'm hoping you will enjoy playing it as much as he and I enjoyed building it. 😊It was meant to be run as a live session, through the DnDB format. But most of the party members moved out of state before the game could start. I've tried editing the language to better fit a PbP system, but please excuse some rules and stuff that would only make sense in a live session.
Anyway, without further ado, here's a taste...
Mere years after the War of the Lance, 351 AC, the people of Khur are seek shelter from, or alliances in, the struggle against The Green Dragon Army. But safe lands are few and shrinking in numbers each year. A dust-shrouded trail leads exhausted refugees north along the foothills of the Khalkist Mountains towards Ak-Tubal, a small town said to still enjoy some level of peace and prosperity where food, water, housing, horses, and work can be found. Your party has been hired as part of a mercenary band to escort the refugees safely as far as an old ruin along the path commonly known as Santekh where the refugees would rest and refresh before continuing the next leg of their journey.
During the course of the march, the mercenary troupe comes to believe that you can be trusted and confides in your party that they are more than just sell-swords. While this particular trip is a peaceful one to escort refugees, they also run a supply line to the Santekh ruins, which is being established as a chokehold against The Green Dragon Army's expansion. You also discover that the people you are travelling with are mostly members of the Hachakee Tribe, who have been resisting the advancement of the Green Dragon Army since the beginning.
"Ibahalii Vriwhulth, the Reaper of Glory" uses the Dragonlance Setting and takes place on Krynn, in a land called Khur: after the age of the War of the Lance, but before the Age of Mortals, during the Chaos War. It's a time of immense violence and unrest. Food, water, and shelter remain in short supply. But treasure and magic remain plentiful. All races can be found in Krynn, but the most populous races are (in order): Elves, Dwarves, Kender, Humans, and Gnomes. Warforged and metallic Dragonborns are exceptionally rare. And metallic dragonborn hides fetch a high price on the black market.
Build Notes & House Rules
The game starts at level one and is expected to take the characters to level 12.
All players use the D&D Beyond app to build your character, and link to this campaign. I will update the game log after each session. Please check in after I update and see if anything needs to be added.
Use standard array, and count all encumbrance (including gold).
All playable races exist in Krynn, but the most populous races (in order of population) are: Elves, Kender, Dwarves, Humans, and Gnomes. Warforged and Metallic Dragonborn are exceptionally rare, and metallic dragonborn hides fetch a high price on the black market.
Humans can be found on all parts of Krynn, but if you choose to play a human and choose to be from Ansalon, you're welcome to choose a place of origin from the Dragonlance Campaign Setting. Your origin will effect how other races and nationalities react to you (sometimes to your advantage and sometimes to your disadvantage). Below is an excerpt of the description for the humans of Khur.
Khur. The nomadic human tribes of Khur inhabit a harsh, rocky land. These groups have been forcibly united under the local leader Salah-Khan, who allied his people with the Dragon Armies. A robust resistance, centered at the trade hub of Khuri-Khan, opposes the invaders.
Session 1 will start at Santekh, where you will be paid 100 GP each for your services.
Resources are important in Krynn, and you will need to be resourceful. Skill checks will be a ubiquitous part of your game play.
Back stories are important and will be integrated into the story when/if possible.
Combat will be played on a grid, and terrain is interactive. You can use skill checks to gain Advantage or Inspiration. Flanking grants the attackers Advantage against the flanked target.
Called shots are rolled with "Emphasis". Roll 2 d20s to determine your attack result. The result that is closest to 1 or 20 is your result, and applies a condition to the target creature(s). If no appropriate condition can be applied, the damage is doubled.
Skill checks do not automatically succeed or fail. A low may result in unexpected, unintended, or unreliable results. But most checks fall within a 1-20 range, with 5-15 being the most common DC.
Alignment is different in my games: Law to Chaos references a creature's opinions on authority. In modern terms: Law (insists on crossing at crosswalks), Neutral (speeds a little to go with the flow of traffic, shoplifts gum for kicks), Chaos (ACAB) Good to Evil references a creature's opinions on the sanctity of life. Good will refrain from dealing lethal damage unless all other options have been exhausted. Neutral will kill to protect themself, their principals, or people they value, but do not necessarily take pleasure in killing. Evil loves the glory of lethal combat, and may even take pleasure in taking the lives of others.
Skill checks have many hidden purposes in 5E, and here is a list of a few alternate uses for skill checks.
Players don't get feats in my campaign. But you may use a skill check to see if you can use a Feats ability for one usage, pending DM approval unless it's already established on the Sheet document provided for alternate skill uses.
Bran has wonder-lust in his veins and idealist with a strong conviction to justice and doing what is right. Fiercely loyal to those he loves but stubborn towards those who disagree with him.
Bran is a wannabe Knight. His sense of justice and willingness to do good is not in question. His lack of experience is the problem. Bran comes from a known minor noble Fey family, second in line to his Father's House. Friction exists within his family due to he's desire to leave the family home and go into the wilds. This friction has increased lately with rumours of war and the possible return of the Dragon Queen. This has just made Bran more determined to do his part and demonstrate his commitment justice and righteousness.
Background: Taz grew up in a strong dragonborn community and was taught from a young age the ways of magic in the Temple of Kereska. Anointed into the Order of Kereska, he set forth out into the world to earn the favor of Kereska, the source of all Draconic magic. While powerful for his age, he lacks experience in the world outside of his temple. While driven to help people in need, he finds it difficult to trust strangers, especially given the attitudes of some towards red Dragonborn’s.
Background: Albert was born and raised in Abanasinia region, Solace town. From early days he was a part of monastery and has served in a temple of Mishakal. As a devoted servant of the Light Bringer, he is very modest. During times of trouble he has always spearheaded any attempts to help the innocent. Treating wounds, providing humanitarian aid, cooking meals for the unfortunate. In recent years, the theocratic Seekers have oppressed servitude to other gods other than theirs. Therefore Albert ran from his home town to seek help in other places. Since then he's been wandering and trying to find someone that could help.
Description: About 60 year old and very simple man. Has his silvery robes, his staff and everything necessary for travel and prayer. His skin is rather dark from being in the sun a lot and his hair is gray and tied in a ponytail. His mission is to help everyone in need and do no harm as he has seen plenty of harm in his rather long life.
Hi! I would be happy to try this, but I need to tell you one important thing first - English is not my first language, so sometimes I can write things in a more complicated way, or too simple. And I can make mistakes sometimes. I hope this is not a big problem. I really want to try PbP because I usually have no time for full sessions, I have too much work (but I have quite enough to write a post-two on a daily basis.
I love long campaigns and very deep lore, resource management, and roleplay with moral dilemmas and hard choices (tend to do good things).
Name: Agish
Race: Human
Class: Monk (Long Death later, not because of edginess, but because I plan my character to be all about survival and helping my party to survive harsh environments)
Alignment: Neutral Good. Agish is a good man with no desire to hurt living beings, but has some problems with understanding the concept of civilisation and laws.
Background: (Rough concept for now, need to make a deep dive into lore to make it more complex. Mostly because I still do not have many books. Would really love some help from a DM to make my character more true to the lore) Agish is a member of a barbarian tribe, he ventured forth, left the tribe and became a mercenary to seek approval of his people by creating his own legend and helping others in need. He wants to prove that "great warrior" is not only about physical force and tools of trade, but about spirit and honor. Agish is really into concept of "being close to nature" so he refuses to use weapons and armor, to enforce his worldview and have a proof that a really strong will is enough to endure any hardship. He travels now with the refugees to help them and also to learn more about how people can survive in such troublesome times.
Background: Prince Theodoric is the first son of Lord Gundarr Greatshield, king of Thorbardin. He grew up as all nobles should, trained in in the lore of the dwarves and the ways of battle. His life as a dwarf of privilege came to an abrupt end at the age of 42. The miners of Thorbardin unearthed a dreadful evil deep within the mountain. Savage creatures surged from the earth, slaughtering every dwarf they could find. With the dwarven kingdom facing extermination, a desperate plan was hatched. The fort's vault held a relic of an ancient battle, an orb dripping with dark and demonic magic. It would turn anyone who touched it into a mindless, bloodthirsty berserker. They would take volunteers into the mine, imbue them with the berserker curse, and seal them in with the monsters. 50 dwarves volunteered, Theodoric the youngest of them. When they unsealed the mine, only seven remained. But the curse had not finished its work yet. The berserker spirit carried on within the survivors. Their rage made them volatile and dangerous. The dwarven council decided it would not be safe for them to remain in the dwarven lands. Theodoric was removed from the line of succession, and he and the other six survivors were banished from the dwarven realm. Theodoric now roams the land, looking for a way to remove the berserker curse that burns within him.
Bran has wonder-lust in his veins and idealist with a strong conviction to justice and doing what is right. Fiercely loyal to those he loves but stubborn towards those who disagree with him.
Bran is a wannabe Knight. His sense of justice and willingness to do good is not in question. His lack of experience is the problem. Bran comes from a known minor noble Fey family, second in line to his Father's House. Friction exists within his family due to he's desire to leave the family home and go into the wilds. This friction has increased lately with rumours of war and the possible return of the Dragon Queen. This has just made Bran more determined to do his part and demonstrate his commitment justice and righteousness.
Fun! Family connections make for interesting side plots. 😊 You don't have to do this, but it might interest you to look at the elf subraces available in Dragonlance. Each subrace has a collection of noble families that existed during the Chaos Wars. For extra gravy, google Dragonlance noble elf families and select one for yourself. It would fill out your lineage and come packaged with connections regarding trade, quests, titles, deeds, assistance, and influence. There's a lot of racial tension between Qualinesti elves (the subrace most similar to High Elves) and Kagonesti elves (basically wild elves), so it makes sense that your father would disapprove of any values you have that align yourself with them.
Darian was born into the Hachakee Tribe, one of the proud and resilient nomadic tribes of Khur. Growing up in the arid deserts and rugged foothills of the Khalkist Mountains, he learned the skills of survival, tracking, and combat from a young age. His father, a renowned hunter and protector of the tribe, instilled in him the values of loyalty, courage, and the importance of safeguarding their people.
When Darian was just sixteen, his village was attacked by a raiding party from the Green Dragon Army. The invaders, led by a vicious green dragon, decimated the village, killing many of Darian’s friends and family. In the chaos, Darian witnessed the death of his father, who sacrificed himself to protect the tribe. This traumatic event burned a fierce resolve into Darian’s heart: he would dedicate his life to hunting and destroying the monstrous threats that plagued his people.
Background: Albert was born and raised in Abanasinia region, Solace town. From early days he was a part of monastery and has served in a temple of Mishakal. As a devoted servant of the Light Bringer, he is very modest. During times of trouble he has always spearheaded any attempts to help the innocent. Treating wounds, providing humanitarian aid, cooking meals for the unfortunate. In recent years, the theocratic Seekers have oppressed servitude to other gods other than theirs. Therefore Albert ran from his home town to seek help in other places. Since then he's been wandering and trying to find someone that could help.
Description: About 60 year old and very simple man. Has his silvery robes, his staff and everything necessary for travel and prayer. His skin is rather dark from being in the sun a lot and his hair is gray and tied in a ponytail. His mission is to help everyone in need and do no harm as he has seen plenty of harm in his rather long life.
Abanasinia is a long way away from this adventure. That's not a bad thing, and I appreciate you took into consideration that Albert would've already experienced a lifetime of travel from it. And due to his goodwill pilgrimage, I think Albert would've developed some reputation as a folk hero. I'm very curious about him. I imagine he has a lot of stories to tell around campfires, and would have picked up some cultural idiosyncrasies (accents, idioms, sentimental keepsakes, dietary preferences, etc) as a result of that.
In 3.5, there was a stat modifier you could take based on age. In most cases, you'd take a hit to strength and dexterity, but gain a boost to wisdom and intelligence. I didn't like the way that affected game play, but I like the idea behind it. Let me see if I can cook up a variant for you to use the experience you've gained from age to compensate for the aches and pains that comes with time. You won't have to take the variant, but it might be a fun way to alter your experience from that of a young whipper-snapper adventurer
Hi! I would be happy to try this, but I need to tell you one important thing first - English is not my first language, so sometimes I can write things in a more complicated way, or too simple. And I can make mistakes sometimes. I hope this is not a big problem. I really want to try PbP because I usually have no time for full sessions, I have too much work (but I have quite enough to write a post-two on a daily basis.
I love long campaigns and very deep lore, resource management, and roleplay with moral dilemmas and hard choices (tend to do good things).
Name: Agish
Race: Human
Class: Monk (Long Death later, not because of edginess, but because I plan my character to be all about survival and helping my party to survive harsh environments)
Alignment: Neutral Good. Agish is a good man with no desire to hurt living beings, but has some problems with understanding the concept of civilisation and laws.
Background: (Rough concept for now, need to make a deep dive into lore to make it more complex. Mostly because I still do not have many books. Would really love some help from a DM to make my character more true to the lore) Agish is a member of a barbarian tribe, he ventured forth, left the tribe and became a mercenary to seek approval of his people by creating his own legend and helping others in need. He wants to prove that "great warrior" is not only about physical force and tools of trade, but about spirit and honor. Agish is really into concept of "being close to nature" so he refuses to use weapons and armor, to enforce his worldview and have a proof that a really strong will is enough to endure any hardship. He travels now with the refugees to help them and also to learn more about how people can survive in such troublesome times.
Thank you for letting me know. I speak five languages, and I understand some of the less obvious challenges of translating. I will keep contractions and figures of speech to a minimum until I have a better understanding of how fluent you are. If you are struggling, simply post in whichever language you are most comfortable using. Due to my travels, I have a really good translator app. I will do my best to accommodate you.
About the lore, try this link. I am not sure if there is a version in your language, but this link has all the lore you could possibly need to understand the setting. Best of all, the information is free.
Thank you so much! I am 100% fluent in understanding anything in English, so no problems with that for sure. I will go through the wiki and will update my character backstory, will tag you when updated (or can use direct messages not to fill this thread with something unnecessary)
Background: Prince Theodoric is the first son of Lord Gundarr Greatshield, king of Thorbardin. He grew up as all nobles should, trained in in the lore of the dwarves and the ways of battle. His life as a dwarf of privilege came to an abrupt end at the age of 42. The miners of Thorbardin unearthed a dreadful evil deep within the mountain. Savage creatures surged from the earth, slaughtering every dwarf they could find. With the dwarven kingdom facing extermination, a desperate plan was hatched. The fort's vault held a relic of an ancient battle, an orb dripping with dark and demonic magic. It would turn anyone who touched it into a mindless, bloodthirsty berserker. They would take volunteers into the mine, imbue them with the berserker curse, and seal them in with the monsters. 50 dwarves volunteered, Theodoric the youngest of them. When they unsealed the mine, only seven remained. But the curse had not finished its work yet. The berserker spirit carried on within the survivors. Their rage made them volatile and dangerous. The dwarven council decided it would not be safe for them to remain in the dwarven lands. Theodoric was removed from the line of succession, and he and the other six survivors were banished from the dwarven realm. Theodoric now roams the land, looking for a way to remove the berserker curse that burns within him.
You've also chosen to be far from home. I'm curious as to what caused you to trade one mountain range for another, and why you've chosen Green Dragon Army territory over Red Dragon Army territory. Is your rage too much of a liability to risk the lives of those you love?
I love the lore you've put into the barbarian rage. A curse? Very cool. It's an old 3E item, but have you ever heard of Frenzywater? It's a form of alcohol which can force a person to go into a rage (or a frenzy which is a weaker version of a rage if they don't have a rage-like ability) if they fail their save. Even if they've used up all their rages for the day (at the expense of their health of course). If you're interested, I can homebrew an equivalent for 5E. In times of war, like the one this setting is in, Frenzywater would be a highly sought after beverage for berserker types.
Arvos hails from the Silvanesti region from the town of Sithelnost. His mother Lyra Greenbough is part of House Gardener in charge of the care and cultivation of the flora in Silvenesti. Though Arvos is her son he was never placed within the clan's records as he was seen as an impure aberration. He never knew his father, though his mother was firm that Arvos last name be Quain instead of Greenbough. At times he catches his mother looking wistfully to the north. Since he could walk Arvos was his mother's little helper as she took care of the plant life and in time, she even taught him how to tap into the magic found in nature.
The Chaos Wars were devastating, and it costed him his home. Arvos and his mother fled to the north towards Khur, but in the confusion he was separated from her. No matter how he searched he could not find her and so he decided to stay in Khur and become a mercenary in hopes that he may find some news of his mother.
Personality: Drawn to the catastrophes like a moth to a flame, this harengon hails from Mount Nevermind and lived among gnomes in their deep underground burrows. Upon learning the stories of those who were thrown out of the Mage Society, he decided to never even try up that option. Instead, dedicating his life to just being.
Hopping from one job to another, he decided to take part in this journey. As a fey creature, he never really found out how he got here. Just there one day and here the next, and just could never go back. Being a tinker in his old life he was able to make enough money for the time being, though he lived on the so called streets a lot. So stealing a bit to survive and never really ever having enough, a job like this sounded like a welcome relief. Especially having felt neither here nor there among the people, so hearing of refugees he took a liking to.
race - mtn dwarf, Hylar clan of the Thorbardin Kingdom
background - soldier
back story - Son of a guild officer of the Ironmongers, Wort enlisted in the standing army and was soon approached by the guild with a task. With the threat of another ogre war ever looming and allies in short supply, Wort was asked to venture out into the world, befriend a band of warriors, adventures any group of people that may be of help in a clan time of need. Earn the trust of this group and see if they might be called upon to help when/if needed.
Good sir, I am Wort Ironmaul of clan Hylar from the Kingdom Thorbardin, soldier and smith. I desire to join you party and do what I can to assist these refugees. Here is a letter of recommendation from my superior officer as well as a script from the Ironmongers guild as to my smithy skills.
Ok, with this many candidates, I'm going to go ahead and shut down recruiting.
Thank you so much for your interest in my game! I'll be sending you invite links tomorrow. In the meantime, those of you who still need to flesh out your characters, please do so. And if any of you have questions, I'm happy to answer them for you.
To be honest, I haven’t played a Dragonlance campaign since 3rd edition, so I had to skim the wiki and your post to refresh my memory a bit. Please let me know if there’s any glaring issues. I’m kind of looking forward to a more classic, grounded campaign. Also, the Google Sheet linked at the end of your post doesn’t work for me. Might need to tweak the privacy settings.
Anywho, here’s Xak'riith Zz'thar, for whom the party will undoubtedly need a nickname.
Name: Xak'riith Zz'thar
Race: Thri-Kreen
Class: Sorcerer (Lunar)
Appearance: Xak'riith travels light. Much of his pack is reserved for his waterskin and rations. He usually forgoes armor or traditional clothes to make use of his natural camouflage, but occasionally dons a red silk sash in honor of his Order.
Abridged Backstory: Xak'riith Zz'thar, was born into a tribe in the Sea of Dust, known for its fierce warriors and skilled hunters. Unlike his peers, Xak'riith exhibited a peculiar affinity for the arcane arts from a young age. The elders of his tribe were initially wary of his abilities, as arcane magic was rare and often misunderstood among their kind. However, recognizing his potential, they allowed him to train under the tribe's shaman, who had rudimentary knowledge of ancient magical practices.
Xak'riith's prowess grew rapidly, and he soon surpassed his mentor's rudimentary knowledge. Driven by an insatiable curiosity and a desire to understand the mysteries of magic, he left his tribe to seek out greater knowledge. His journey led him to the Tower of Wayreth where he was initially met with suspicion due to his insectoid appearance and unusual background. His Test was tailored to be challenging for him - it required him to work closely with other people and overcome their language barrier. He passed, but the injuries he suffered took weeks for him to recover from, weeks where he learned even more how important it was to get along with the soft-skinned ‘nonhunters’ of other races.
As a member of the Order of the red Robes, Xak'riith brought a unique, almost alien perspective to the need for neutrality - he had seen the damage that the forces of Good could do to Oerth in their righteous battle, and knew how ideals such as ‘mercy’ could only prolong suffering. Still, he struggled to work well with the other mages. He was tasked with traveling to Khur and working as a mercenary, broadening his horizons and earning coin while he honed his nascent arcane abilities.
Alignment: Lawful Neutral. Xak’riith tries to deal openly and fairly with others, and owes his allegiance to the Red Robes, but these are dark times, and sparing an enemy is a luxury rarely worth the risk.
Background: Albert was born and raised in Abanasinia region, Solace town. From early days he was a part of monastery and has served in a temple of Mishakal. As a devoted servant of the Light Bringer, he is very modest. During times of trouble he has always spearheaded any attempts to help the innocent. Treating wounds, providing humanitarian aid, cooking meals for the unfortunate. In recent years, the theocratic Seekers have oppressed servitude to other gods other than theirs. Therefore Albert ran from his home town to seek help in other places. Since then he's been wandering and trying to find someone that could help.
Description: About 60 year old and very simple man. Has his silvery robes, his staff and everything necessary for travel and prayer. His skin is rather dark from being in the sun a lot and his hair is gray and tied in a ponytail. His mission is to help everyone in need and do no harm as he has seen plenty of harm in his rather long life.
Abanasinia is a long way away from this adventure. That's not a bad thing, and I appreciate you took into consideration that Albert would've already experienced a lifetime of travel from it. And due to his goodwill pilgrimage, I think Albert would've developed some reputation as a folk hero. I'm very curious about him. I imagine he has a lot of stories to tell around campfires, and would have picked up some cultural idiosyncrasies (accents, idioms, sentimental keepsakes, dietary preferences, etc) as a result of that.
In 3.5, there was a stat modifier you could take based on age. In most cases, you'd take a hit to strength and dexterity, but gain a boost to wisdom and intelligence. I didn't like the way that affected game play, but I like the idea behind it. Let me see if I can cook up a variant for you to use the experience you've gained from age to compensate for the aches and pains that comes with time. You won't have to take the variant, but it might be a fun way to alter your experience from that of a young whipper-snapper adventurer
Yeah, seems appropriate for a wandering cleric. I mean I can just put below 10 scores in dex and str. Also add custom movement speed that is less than standard. Maybe add some additional language that would be fitting to the region. Folk hero background is one of my favorites too. Region knows about an old dude thats just wandering around and doing good deeds.
Background: Prince Theodoric is the first son of Lord Gundarr Greatshield, king of Thorbardin. He grew up as all nobles should, trained in in the lore of the dwarves and the ways of battle. His life as a dwarf of privilege came to an abrupt end at the age of 42. The miners of Thorbardin unearthed a dreadful evil deep within the mountain. Savage creatures surged from the earth, slaughtering every dwarf they could find. With the dwarven kingdom facing extermination, a desperate plan was hatched. The fort's vault held a relic of an ancient battle, an orb dripping with dark and demonic magic. It would turn anyone who touched it into a mindless, bloodthirsty berserker. They would take volunteers into the mine, imbue them with the berserker curse, and seal them in with the monsters. 50 dwarves volunteered, Theodoric the youngest of them. When they unsealed the mine, only seven remained. But the curse had not finished its work yet. The berserker spirit carried on within the survivors. Their rage made them volatile and dangerous. The dwarven council decided it would not be safe for them to remain in the dwarven lands. Theodoric was removed from the line of succession, and he and the other six survivors were banished from the dwarven realm. Theodoric now roams the land, looking for a way to remove the berserker curse that burns within him.
You've also chosen to be far from home. I'm curious as to what caused you to trade one mountain range for another, and why you've chosen Green Dragon Army territory over Red Dragon Army territory. Is your rage too much of a liability to risk the lives of those you love?
I love the lore you've put into the barbarian rage. A curse? Very cool. It's an old 3E item, but have you ever heard of Frenzywater? It's a form of alcohol which can force a person to go into a rage (or a frenzy which is a weaker version of a rage if they don't have a rage-like ability) if they fail their save. Even if they've used up all their rages for the day (at the expense of their health of course). If you're interested, I can homebrew an equivalent for 5E. In times of war, like the one this setting is in, Frenzywater would be a highly sought after beverage for berserker types.
The way I envision it, Theorodic has been exiled from the dwarven lands. He's had a long time to wander the world. I think perhaps he's heard rumors of someone or something in the Green Dragon Army territory that can help him lift his curse. He knows his curse is a liability, and most days he can keep it under control, but there is always the chance that he might turn berserk. In his mind he's okay, but the other dwarves have treated him with suspicion. Frenzywater could be a useful item, although I think he would avoid it since he's ashamed of his curse.
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Anyway, without further ado, here's a taste...
Mere years after the War of the Lance, 351 AC, the people of Khur are seek shelter from, or alliances in, the struggle against The Green Dragon Army. But safe lands are few and shrinking in numbers each year. A dust-shrouded trail leads exhausted refugees north along the foothills of the Khalkist Mountains towards Ak-Tubal, a small town said to still enjoy some level of peace and prosperity where food, water, housing, horses, and work can be found. Your party has been hired as part of a mercenary band to escort the refugees safely as far as an old ruin along the path commonly known as Santekh where
the refugees would rest and refresh before continuing the next leg of their journey.
During the course of the march, the mercenary troupe comes to believe that you can be trusted and confides in your party that they are more than just sell-swords. While this particular trip is a peaceful one to escort refugees, they also run a supply line to the Santekh ruins, which is being established as a chokehold against The Green Dragon Army's expansion. You also discover that the people you are travelling with are mostly members of the Hachakee Tribe, who have been resisting the advancement of the Green Dragon Army since the beginning.
Map of the trail to Ak-Tubal
"Ibahalii Vriwhulth, the Reaper of Glory" uses the Dragonlance Setting and takes place on Krynn, in a land called Khur: after the age of the War of the Lance, but before the Age of Mortals, during the Chaos War. It's a time of immense violence and unrest. Food, water, and shelter remain in short supply. But treasure and magic remain plentiful. All races can be found in Krynn, but the most populous races are (in order): Elves, Dwarves, Kender, Humans, and Gnomes. Warforged and metallic Dragonborns are exceptionally rare. And metallic dragonborn hides fetch a high price on the black market.
Build Notes & House Rules
Law to Chaos references a creature's opinions on authority. In modern terms: Law (insists on crossing at crosswalks), Neutral (speeds a little to go with the flow of traffic, shoplifts gum for kicks), Chaos (ACAB)
Good to Evil references a creature's opinions on the sanctity of life. Good will refrain from dealing lethal damage unless all other options have been exhausted. Neutral will kill to protect themself, their principals, or people they value, but do not necessarily take pleasure in killing. Evil loves the glory of lethal combat, and may even take pleasure in taking the lives of others.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Character Name: Bran De Prime
Type: High Elf / Paladin
Bran has wonder-lust in his veins and idealist with a strong conviction to justice and doing what is right. Fiercely loyal to those he loves but stubborn towards those who disagree with him.
https://www.dndbeyond.com/characters/126820728
Bran is a wannabe Knight. His sense of justice and willingness to do good is not in question. His lack of experience is the problem. Bran comes from a known minor noble Fey family, second in line to his Father's House. Friction exists within his family due to he's desire to leave the family home and go into the wilds. This friction has increased lately with rumours of war and the possible return of the Dragon Queen. This has just made Bran more determined to do his part and demonstrate his commitment justice and righteousness.
Character Name: Taz
Race: Red Dragonborn
Class: Sorcerer
Alignment: Chaotic Good
Background: Taz grew up in a strong dragonborn community and was taught from a young age the ways of magic in the Temple of Kereska. Anointed into the Order of Kereska, he set forth out into the world to earn the favor of Kereska, the source of all Draconic magic. While powerful for his age, he lacks experience in the world outside of his temple. While driven to help people in need, he finds it difficult to trust strangers, especially given the attitudes of some towards red Dragonborn’s.
Character Sheet: https://www.dndbeyond.com/characters/127131919
Character: Hastos, Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread
Oh this seems interesting.
Name: Albert
Race: Human
Class: Cleric (Life domain)
Background: Albert was born and raised in Abanasinia region, Solace town. From early days he was a part of monastery and has served in a temple of Mishakal. As a devoted servant of the Light Bringer, he is very modest. During times of trouble he has always spearheaded any attempts to help the innocent. Treating wounds, providing humanitarian aid, cooking meals for the unfortunate. In recent years, the theocratic Seekers have oppressed servitude to other gods other than theirs. Therefore Albert ran from his home town to seek help in other places. Since then he's been wandering and trying to find someone that could help.
Description: About 60 year old and very simple man. Has his silvery robes, his staff and everything necessary for travel and prayer. His skin is rather dark from being in the sun a lot and his hair is gray and tied in a ponytail. His mission is to help everyone in need and do no harm as he has seen plenty of harm in his rather long life.
Hi! I would be happy to try this, but I need to tell you one important thing first - English is not my first language, so sometimes I can write things in a more complicated way, or too simple. And I can make mistakes sometimes. I hope this is not a big problem. I really want to try PbP because I usually have no time for full sessions, I have too much work (but I have quite enough to write a post-two on a daily basis.
I love long campaigns and very deep lore, resource management, and roleplay with moral dilemmas and hard choices (tend to do good things).
Name: Agish
Race: Human
Class: Monk (Long Death later, not because of edginess, but because I plan my character to be all about survival and helping my party to survive harsh environments)
Alignment: Neutral Good. Agish is a good man with no desire to hurt living beings, but has some problems with understanding the concept of civilisation and laws.
Background: (Rough concept for now, need to make a deep dive into lore to make it more complex. Mostly because I still do not have many books. Would really love some help from a DM to make my character more true to the lore) Agish is a member of a barbarian tribe, he ventured forth, left the tribe and became a mercenary to seek approval of his people by creating his own legend and helping others in need. He wants to prove that "great warrior" is not only about physical force and tools of trade, but about spirit and honor. Agish is really into concept of "being close to nature" so he refuses to use weapons and armor, to enforce his worldview and have a proof that a really strong will is enough to endure any hardship. He travels now with the refugees to help them and also to learn more about how people can survive in such troublesome times.
Name: Theodoric Greatshield
Race: Mountain Dwarf
Class: Barbarian
Background: Prince Theodoric is the first son of Lord Gundarr Greatshield, king of Thorbardin. He grew up as all nobles should, trained in in the lore of the dwarves and the ways of battle. His life as a dwarf of privilege came to an abrupt end at the age of 42. The miners of Thorbardin unearthed a dreadful evil deep within the mountain. Savage creatures surged from the earth, slaughtering every dwarf they could find. With the dwarven kingdom facing extermination, a desperate plan was hatched. The fort's vault held a relic of an ancient battle, an orb dripping with dark and demonic magic. It would turn anyone who touched it into a mindless, bloodthirsty berserker. They would take volunteers into the mine, imbue them with the berserker curse, and seal them in with the monsters. 50 dwarves volunteered, Theodoric the youngest of them. When they unsealed the mine, only seven remained. But the curse had not finished its work yet. The berserker spirit carried on within the survivors. Their rage made them volatile and dangerous. The dwarven council decided it would not be safe for them to remain in the dwarven lands. Theodoric was removed from the line of succession, and he and the other six survivors were banished from the dwarven realm. Theodoric now roams the land, looking for a way to remove the berserker curse that burns within him.
www.dndbeyond.com/characters/82236841/ngnOpk
Real Life Healbot
Fun! Family connections make for interesting side plots. 😊 You don't have to do this, but it might interest you to look at the elf subraces available in Dragonlance. Each subrace has a collection of noble families that existed during the Chaos Wars. For extra gravy, google Dragonlance noble elf families and select one for yourself. It would fill out your lineage and come packaged with connections regarding trade, quests, titles, deeds, assistance, and influence. There's a lot of racial tension between Qualinesti elves (the subrace most similar to High Elves) and Kagonesti elves (basically wild elves), so it makes sense that your father would disapprove of any values you have that align yourself with them.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Name: Darian of the Hachakee
Race: Human
Class: Ranger (Monster Slayer)
Background:
Darian was born into the Hachakee Tribe, one of the proud and resilient nomadic tribes of Khur. Growing up in the arid deserts and rugged foothills of the Khalkist Mountains, he learned the skills of survival, tracking, and combat from a young age. His father, a renowned hunter and protector of the tribe, instilled in him the values of loyalty, courage, and the importance of safeguarding their people.
When Darian was just sixteen, his village was attacked by a raiding party from the Green Dragon Army. The invaders, led by a vicious green dragon, decimated the village, killing many of Darian’s friends and family. In the chaos, Darian witnessed the death of his father, who sacrificed himself to protect the tribe. This traumatic event burned a fierce resolve into Darian’s heart: he would dedicate his life to hunting and destroying the monstrous threats that plagued his people.
Abanasinia is a long way away from this adventure. That's not a bad thing, and I appreciate you took into consideration that Albert would've already experienced a lifetime of travel from it. And due to his goodwill pilgrimage, I think Albert would've developed some reputation as a folk hero. I'm very curious about him. I imagine he has a lot of stories to tell around campfires, and would have picked up some cultural idiosyncrasies (accents, idioms, sentimental keepsakes, dietary preferences, etc) as a result of that.
In 3.5, there was a stat modifier you could take based on age. In most cases, you'd take a hit to strength and dexterity, but gain a boost to wisdom and intelligence. I didn't like the way that affected game play, but I like the idea behind it. Let me see if I can cook up a variant for you to use the experience you've gained from age to compensate for the aches and pains that comes with time. You won't have to take the variant, but it might be a fun way to alter your experience from that of a young whipper-snapper adventurer
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Thank you for letting me know. I speak five languages, and I understand some of the less obvious challenges of translating. I will keep contractions and figures of speech to a minimum until I have a better understanding of how fluent you are. If you are struggling, simply post in whichever language you are most comfortable using. Due to my travels, I have a really good translator app. I will do my best to accommodate you.
About the lore, try this link. I am not sure if there is a version in your language, but this link has all the lore you could possibly need to understand the setting. Best of all, the information is free.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Thank you so much! I am 100% fluent in understanding anything in English, so no problems with that for sure. I will go through the wiki and will update my character backstory, will tag you when updated (or can use direct messages not to fill this thread with something unnecessary)
You've also chosen to be far from home. I'm curious as to what caused you to trade one mountain range for another, and why you've chosen Green Dragon Army territory over Red Dragon Army territory. Is your rage too much of a liability to risk the lives of those you love?
I love the lore you've put into the barbarian rage. A curse? Very cool. It's an old 3E item, but have you ever heard of Frenzywater? It's a form of alcohol which can force a person to go into a rage (or a frenzy which is a weaker version of a rage if they don't have a rage-like ability) if they fail their save. Even if they've used up all their rages for the day (at the expense of their health of course). If you're interested, I can homebrew an equivalent for 5E. In times of war, like the one this setting is in, Frenzywater would be a highly sought after beverage for berserker types.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Character Name: Theric Nastil
Race: Wood Elf Rogue
Background: Theric is a likeable rogue who would love to join this adventure. I will think about a backstory and add it later.
https://www.dndbeyond.com/sheet-pdfs/j998myryps_126855133.pdf
Name: Arvos Quain
Race: Standard Half-elf
Class: Druid
Background: Clan Crafter
Alignment: Neutral Neutral
Backstory:
Arvos hails from the Silvanesti region from the town of Sithelnost. His mother Lyra Greenbough is part of House Gardener in charge of the care and cultivation of the flora in Silvenesti. Though Arvos is her son he was never placed within the clan's records as he was seen as an impure aberration. He never knew his father, though his mother was firm that Arvos last name be Quain instead of Greenbough. At times he catches his mother looking wistfully to the north. Since he could walk Arvos was his mother's little helper as she took care of the plant life and in time, she even taught him how to tap into the magic found in nature.
The Chaos Wars were devastating, and it costed him his home. Arvos and his mother fled to the north towards Khur, but in the confusion he was separated from her. No matter how he searched he could not find her and so he decided to stay in Khur and become a mercenary in hopes that he may find some news of his mother.
Character sheet: https://www.dndbeyond.com/characters/126859834/bqWszT
Name: Ne'haredowell
Race: Harengon
Class: Sorcerer (Shadow Magic)
Background: Urchin
Alignment: Chaotic Good
Personality: Drawn to the catastrophes like a moth to a flame, this harengon hails from Mount Nevermind and lived among gnomes in their deep underground burrows. Upon learning the stories of those who were thrown out of the Mage Society, he decided to never even try up that option. Instead, dedicating his life to just being.
Hopping from one job to another, he decided to take part in this journey. As a fey creature, he never really found out how he got here. Just there one day and here the next, and just could never go back. Being a tinker in his old life he was able to make enough money for the time being, though he lived on the so called streets a lot. So stealing a bit to survive and never really ever having enough, a job like this sounded like a welcome relief. Especially having felt neither here nor there among the people, so hearing of refugees he took a liking to.
https://www.dndbeyond.com/characters/126855704
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Name - Wort Ironmaul
race - mtn dwarf, Hylar clan of the Thorbardin Kingdom
background - soldier
back story - Son of a guild officer of the Ironmongers, Wort enlisted in the standing army and was soon approached by the guild with a task. With the threat of another ogre war ever looming and allies in short supply, Wort was asked to venture out into the world, befriend a band of warriors, adventures any group of people that may be of help in a clan time of need. Earn the trust of this group and see if they might be called upon to help when/if needed.
Good sir, I am Wort Ironmaul of clan Hylar from the Kingdom Thorbardin, soldier and smith. I desire to join you party and do what I can to assist these refugees. Here is a letter of recommendation from my superior officer as well as a script from the Ironmongers guild as to my smithy skills.
https://www.dndbeyond.com/characters/126872915/CkrvaD
Thank you for your consideration and I look forward to joining your band.
Ok, with this many candidates, I'm going to go ahead and shut down recruiting.
Thank you so much for your interest in my game! I'll be sending you invite links tomorrow. In the meantime, those of you who still need to flesh out your characters, please do so. And if any of you have questions, I'm happy to answer them for you.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
To be honest, I haven’t played a Dragonlance campaign since 3rd edition, so I had to skim the wiki and your post to refresh my memory a bit. Please let me know if there’s any glaring issues. I’m kind of looking forward to a more classic, grounded campaign.Also, the Google Sheet linked at the end of your post doesn’t work for me. Might need to tweak the privacy settings.Anywho, here’s Xak'riith Zz'thar, for whom the party will undoubtedly need a nickname.Name: Xak'riith Zz'tharRace: Thri-KreenClass: Sorcerer (Lunar)Appearance: Xak'riith travels light. Much of his pack is reserved for his waterskin and rations. He usually forgoes armor or traditional clothes to make use of his natural camouflage, but occasionally dons a red silk sash in honor of his Order.Abridged Backstory: Xak'riith Zz'thar, was born into a tribe in the Sea of Dust, known for its fierce warriors and skilled hunters. Unlike his peers, Xak'riith exhibited a peculiar affinity for the arcane arts from a young age. The elders of his tribe were initially wary of his abilities, as arcane magic was rare and often misunderstood among their kind. However, recognizing his potential, they allowed him to train under the tribe's shaman, who had rudimentary knowledge of ancient magical practices.Xak'riith's prowess grew rapidly, and he soon surpassed his mentor's rudimentary knowledge. Driven by an insatiable curiosity and a desire to understand the mysteries of magic, he left his tribe to seek out greater knowledge. His journey led him to the Tower of Wayreth where he was initially met with suspicion due to his insectoid appearance and unusual background. His Test was tailored to be challenging for him - it required him to work closely with other people and overcome their language barrier. He passed, but the injuries he suffered took weeks for him to recover from, weeks where he learned even more how important it was to get along with the soft-skinned ‘nonhunters’ of other races.As a member of the Order of the red Robes, Xak'riith brought a unique, almost alien perspective to the need for neutrality - he had seen the damage that the forces of Good could do to Oerth in their righteous battle, and knew how ideals such as ‘mercy’ could only prolong suffering. Still, he struggled to work well with the other mages. He was tasked with traveling to Khur and working as a mercenary, broadening his horizons and earning coin while he honed his nascent arcane abilities.Alignment: Lawful Neutral. Xak’riith tries to deal openly and fairly with others, and owes his allegiance to the Red Robes, but these are dark times, and sparing an enemy is a luxury rarely worth the risk.Sheet: https://www.dndbeyond.com/characters/126884141/83EUU8Whoops. Looks like I missed the cutoff while I was writing this all up, lol. Good luck everyone.
Another medical problem. Indefinite hiatus. Sorry, all.
Yeah, seems appropriate for a wandering cleric. I mean I can just put below 10 scores in dex and str. Also add custom movement speed that is less than standard. Maybe add some additional language that would be fitting to the region. Folk hero background is one of my favorites too. Region knows about an old dude thats just wandering around and doing good deeds.
The way I envision it, Theorodic has been exiled from the dwarven lands. He's had a long time to wander the world. I think perhaps he's heard rumors of someone or something in the Green Dragon Army territory that can help him lift his curse. He knows his curse is a liability, and most days he can keep it under control, but there is always the chance that he might turn berserk. In his mind he's okay, but the other dwarves have treated him with suspicion. Frenzywater could be a useful item, although I think he would avoid it since he's ashamed of his curse.
Real Life Healbot